RimWorld

RimWorld

474 ratings
Rimstation 13 - The Quest For Spess
6
4
4
2
5
4
3
3
2
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.0, 1.2, 1.3, 1.4
File Size
Posted
Updated
93.770 MB
Nov 19, 2017 @ 12:11pm
Feb 26, 2023 @ 7:32pm
65 Change Notes ( view )

Subscribe to download
Rimstation 13 - The Quest For Spess

Description
Mod is being updated to 1.4 in stages, if you're not interested in playing an incomplete experience, do not play with this mod until this message disappears.

Rimstation 13

Rimstation 13 is a mod intended to replicate as best as possible the functionality and atmosphere of Spacestation 13 in Rimworld as a singleplayer experience, it is an ongoing project due to the inherent complexity and massive amount of content contained in Spacestation 13. This mod is based on the /tg/ Branch of SS13 as it is the one I am most familiar with.

What is Spacestation 13?

Spacestation 13 is a game in which the player takes the role of a crewman on a futuristic Plasma Research Station run by a corporation known as NanoTrasen. There are usually between 20 and 60 crewmembers onboard and each is controlled by a player with their own jobs to fulfill and responsibilities to the station, these vary from Security Officers to maintain order and Atmospherics Engineers to keep the fully simulated atmosphere inside the station from leaking out into space or catching fire and killing everyone. There are also Botanists to grow food and Chefs to cook it, Engineers to build and repair, Scientists to Science and Doctors to heal the myriad viruses and wounds that can be sustained as part of the complex health, body and chemistry systems. Throw in the fact that an unhealthy number of the crew are either incompetent or have been given various kinds of malicious tasks to complete and I'm sure you can all see the potential for catastrophic meltdown which can be easily equated to Rimworld's own sick brand of awesome.

Dependencies
As of v0.17 Rimstation 13 requires the Humanoid Alien Races 2.0 framework to run, this is to allow other controllable races like Cyborgs, Podmen and all the others. As of v3.0 (1.2) it also requires the Harmony mod, like everything else.

Discord
I've set up a Discord for the mod to make it easier to hear what you have to say about the mod, Bugs, Balancing, Suggestions and so on, there's also some channels for general SS13 and Rimworld banter. It'd be great if you stopped by to let me know what you think of the mod.
Discord Server[discord.gg]

Ko-Fi
If you'd like to contribute then you can buy me a coffee here; fund my caffeine addiction. Trust me, it directly benefits the mod.

[ko-fi.com]

Storyteller Artwork
The Storyteller artworks were created by Auros/Spessmenart and are used with permission (thank you!). They are not covered by a Creative Commons or share-alike license, they may only be used with their direct permission.
Spessmenart[www.patreon.com]

If you play Rimworld with many mods enabled please read the compatibility section before subscribing

Known Issues:

Compatibility:

This mod is not made with compatibility in mind, some mods will not work and this is not something I intend to devote time to avoiding. This mod is made to emulate Space Station 13 and is to be considered a full conversion/overhaul of the base game to reach that goal.

FAQ:

Q:
What exactly does the mod add?
A: The mod is intended to totally overhaul RimWorld into a new kind of experience based around Space Station 13. It removes most vanilla content and replaces it with Space Station 13 related content. Bear in mind the overhaul is a work in progress and there is a massive amount of stuff left to carry over, as such you will encounter some vanilla content during gameplay which is being phased out each update.

Q:
I'm having trouble finding the materials I need.
A: I highly recommend starting in a "Mountainous" area for this reason as this ensures ample access to raw materials. This mod is very steel heavy in construction.

Q:
Does this mod add oxygen/pressurisation?
A: Not yet, however I hope to add this in later on. It has been done before in other mods and in the earliest builds was actually part of the base game so it can definitely be done.

Q:
I've never played Spacestation 13, can I still play this mod?
A: Sure but you may find it lacking in content if you don't understand the context.

Q:
Will you make it compatible with X mod?
A: Maybe, maybe not. Compatibility is outside the scope of this mod and if making it compatible with a certain mod means negatively impacting the vision of this one, then I'll choose RS13.

Q:
Will you make a version without the pawn sprites?
A: If you don't like the spessmen then this isn't the mod for you. Secondly, I'm not maintaining multiple mods just because you're too lazy to delete a few PNGs, all you have to do is delete the pawn sprites in the mod folder.

Q:
Is the Captain a Comdom?
A: Honk.

Ludeon Forum Topic[ludeon.com]


License:

I do not claim to have created any of the textures within, they were all contributed to the public branch of the /tg/ source which is freely available and licenced under the CC BY-SA 3.0 licence available here[creativecommons.org] the /tg/ source is available here.[github.com]

The exceptions to this rule are the RS13 storyteller textures, they are original pieces created by Spessmenart and may not be used without their express permission and are not to be taken from the mod and used elsewhere.

All code may be used or modified freely in other mods, however it may not be rehosted or redistributed elsewhere in its original form.

I would like to give thanks to the RimWorld modding Discord/Slack for being an inexhaustible source of modding experience. There was almost always someone willing to try to help, even with my most mundane problems, I wouldn't have gotten this far without them.

Thanks to Erdelf for the Humanoid Alien Races framework and great insights on Harmony patching.
Thanks to Mehni for being an omnipresent invaluable source of debugging help.
Thanks to Rikiki for allowing others to use code from their Laser Fence mod, I used parts of it for the Plasma Walls in RS13: https://ludeon.com/forums/index.php?topic=14711.msg153939#msg153942
Thanks to The Spessbox discord community for sticking around for the years this mod has been in and out of development, I'd have abandoned it altogether without you guys. In particular, Minnowz has always been a regular source of inspiration, a great guy to bounce ideas off of and occasionally even a solid helper with the ridiculous amount of grunt work this kind of mod requires, as well as Johnny FiveAces, one of my greatest advocates even when I don't deserve it, and a constant voice of positivity.
honk
Popular Discussions View All (2)
6
Jan 29, 2024 @ 7:19am
Dev Log
Bendigeidfran
16
Dec 29, 2021 @ 2:58pm
Honk.
Bendigeidfran
535 Comments
Bendigeidfran  [author] Nov 25, 2017 @ 3:23pm 
Thanks a lot! There's so much further I can go with it, it's been really fun to make.
ike Nov 25, 2017 @ 3:21pm 
This is BYOND awesome! Just goes to show how creative you can get in terms of modding rimworld. Great work man!
Bendigeidfran  [author] Nov 25, 2017 @ 8:51am 
The Botany Update has been launched, I will be sure to be available for the rest of the evening to push hotfixes ASAP so please report them right away in the Bugs Discussion! The suggestions discussion is also the best place to suggest what the next major update should focus on. New enemies? Animals? Aliens? Something else in the myriad madness available in SS13? Let me know and most of all let me know what you think of this patch. There WILL be balance issues, these will be ironed out over time but I am open to suggestion.
Bendigeidfran  [author] Nov 25, 2017 @ 7:48am 
Also I've decided to push the Destructive Analyzer and research back to a future patch so I can give it more attention as it deserves a proper implementation
Bendigeidfran  [author] Nov 25, 2017 @ 7:45am 
Now that the Botany update is nearing completion I would love some help with adding appropriate sprites. There are so many chemicals in SS13, this update will add around 140 of them and there's still many left to go for future updates. In SS13 the sprites are dynamically generated by tinting the sprite a certain colour, but because it's not stored in the game files I can't see what colour they have to be and it would take too long for me to craft them all one by one to see the colour. I've started a discussion for it, if you have time please submit screenshots of crafted chemicals with a comment saying what chemical it is so I can make them the appropriate colour. Thanks.
Bendigeidfran  [author] Nov 24, 2017 @ 6:40pm 
Thanks very much! Where did you find it may I ask?
Ekho Nov 24, 2017 @ 6:02pm 
My god this mod is amazing as soon as i found it i searched it as fast as i could and here it is its great :D
Bendigeidfran  [author] Nov 24, 2017 @ 6:01pm 
I can't say I've thought about lore much, probably just the standard SS13 back story, NanoTrasen building a plasma research station.
That_SpyStaples! Nov 24, 2017 @ 5:35pm 
What would be the lore for the mod?
Bendigeidfran  [author] Nov 24, 2017 @ 4:37pm 
Thanks for taking a look, and thanks Benji for sharing it around! I'm working on the mod quite heavily at the moment, chemistry and botany is getting a heavy update very soon, if there's something you'd like to see added sooner rather than later please let me know! I may not be able to perfectly recreate SS13 but I'll sure give it my best shot.