RimWorld

RimWorld

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Rimsential - Homebound: Continued
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Mod, 1.3, 1.4, 1.5, 1.6
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25.140 MB
Dec 21, 2023 @ 2:47pm
Aug 3 @ 6:31pm
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Rimsential - Homebound: Continued

Description
Homebound - a Rimsential mod

An experimental mod offering a variety of ways to tuck away pawns whether they be background characters, essential heroes, or troublesome villains.

This is the continued version of the Rimsential - Homebound mod handed over to the community by Orpheusly and continued with their permission. The packageId has been left unchanged in an effort to ease migration however as the name has changed anything using a PatchOperationFindMod may need to update.



Features
  • Create faux housing for pawns and schedule when they go "home".
  • Pawns will rest while at "home" and leave again when they're scheduled for another task.
  • Includes a number of experimental ways to store pawns. This includes digitizing them, storing them in a magic crystal, or keeping them visible as statues.
  • Can be used to keep larger groups of pawns out of the way, while maintaining their ability to do their jobs when needed. Build a barracks for your army, a neighborhood for your farmers, store a noteworthy pawn for later, and more.



Details
  • Build a pawn door, assign it to a pawn, and schedule when they should be at home.
  • Purchase or craft magical gems or digitizer discs and store noteworthy pawns for later without hogging system resources. (Can be made at the art bench)
  • Create Peculiar Stands or plastinite at an art bench to store colonists, prisoners, animals and entities into statues. (With Outer Rim, the plastinite will be renamed to Carbonite)
  • Create larger populations in your colony and, with a bit of creative scheduling, decide who is active and when.
  • Put animals into farms for their materials or to breed without the ticking costs of having 100 chickens.
  • Stick a bunch of people in a factory, surround it with resources and have them churn out enough dusters to clothe the whole rim.
  • Carry around some single use capture gems which allow you to capture a friend or downed enemy into your inventory without the usual need to make an enclosed prisoner bed on the enemy map first. Act like the raiders do; capture who you can and leave. (Can be made at the art bench)
  • Build capture spheres at the machining table to live out your pocket colonist dreams
  • Trap your colonists in cocoons while they chestburst
  • There is a small anomaly Easter egg, if you have the Anomaly DLC, you can enable a special release all in settings then keep your eyes peeled. It only activates once though. This may be expanded into a proper anomaly in the future.



FAQ
  • "Isn't this a bit unbalanced?" It is, which is why it's marked as an experimental mod. We want to bring great new ways to play to Rimworld and we believe allowing for larger colonies as well as creative pawn storage solutions is a good start. Leave comments with your feedback and ideas!
  • "I've set a pawn to own a storage, why wont they go in?" If the storage has scheduling, make sure scheduling is enabled (there's a button for it) and then set the pawn's schedule to include "Home" time. Even if it's a factory "Home" is their storage to go to. Going to other storages or using them outside of scheduling must be forced. Also some ownership things are just hints to make them select a specific storage for e.g. a prisoner.
  • "Why won't my pawn go home?" To avoid fighting emergency jobs, Pawns will not go home and can't be taken home while badly wounded, they need a hospital! Even if you put them in they'll just be dumped out for medical attention. Once they can walk you can manually command them to go home and they will slowly recover at home but by default will stay out so you can tend them.
  • "If looks like my pawns needs aren't changing at home" Yes. For performance reasons the needs, health, rest etc is all applied in one go when the pawn leaves storage so you can't see how they're doing without pulling them out of storage.
  • "How do I build storages" Doors and hatches are in the structure menu, statues etc are craftable in the art bench and some are only available from traders.
  • "Can I still see my pawns in the bar?" Check settings, there's an option to show them, off by default.
  • "How can I feed the farms?" Hoppers. Note there's a dedicated farm hopper that accepts more food types. The normal ones work fine too if you prefer them for aesthetics but won't allow all food types.
  • "Can I put prisoners in them?" Yes, most storages you can select "for prisoners" then assign a prisoner. If you have an available storage either installed or in some cases (capture crystals) in your pawn's inventory then you can right click to dump them directly into storage.
  • "I'm using the paste but it's not working?" Check that you're actually piping in paste. We've seen cases where people were piping nutrient solution instead of paste so it wasn't getting taken.



Attributions:
  • Thanks to Orpheusly for making the original version of this mod!
  • Thanks to Taranchuk for his work in making this possible as well as Maxim for adding some polish!
  • Thanks to Keyz182 for adding support for capturing entities and animals as well as the new farms, carbonite and warrants integration!

[github.com]


Popular Discussions View All (1)
0
May 13 @ 10:43am
Rustic Farm Standalone
Vecardi
330 Comments
Bird 22 hours ago 
It turns out that this mod somehow breaks pawn generation for the Hierarchy in VFE: Empire. As soon as I removed it the hierarchy started populating properly.
drama llama Aug 6 @ 6:37am 
@Taggerung Thank you soo much! I love this mod <3
Runzu Aug 6 @ 5:07am 
Oh, I see. I got confused by the settings on the buildings for foodstuff. Apologies!
Taggerung  [author] Aug 6 @ 12:21am 
We’ve never had any other options
Taggerung  [author] Aug 6 @ 12:20am 
Idk what you mean about the settings? Paste networks and hoppers are the only ways you can feed them
Runzu Aug 5 @ 5:21pm 
The hoppers seem to work again. Cannot add nutrition without it, despite using any settings on the actual buildings.
LostDragon7 🐲🐉 Aug 4 @ 2:56am 
I forgot to mention that I am still on a 1.5 modlist. Also yes, looks like the exosuit framework itself updated for 1.6 (still has 1.5 support).
keyz182  [author] Aug 4 @ 2:48am 
Has Exosuits updated to 1.6, or are you on 1.5? I've been waiting on Exosuits for other things. Will check out the issue though.
LostDragon7 🐲🐉 Aug 3 @ 8:27pm 
Seem to have a minor compatibility issue with Exosuit Framework. Its "pilot" scheduling button and this one's "home" button are on the same spot, technically. I can't set anyone to be at "home" during their schedules.

I don't know enough to do on my end to tweak it. If it was possible to, I'd like to push one or both over or find another workaround.

Nothing is technically broken. I can still send people home into their doors/hatches, etc. but the scheduling was very helpful.
Taggerung  [author] Aug 3 @ 6:34pm 
I think that's sorted it now