RimWorld

RimWorld

1,098 ratings
Endless Rimworld
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Mod, 1.2, 1.3, 1.4
File Size
Posted
Updated
12.967 MB
Jan 22, 2021 @ 2:15am
Nov 5, 2022 @ 2:54pm
9 Change Notes ( view )

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Endless Rimworld

Description
Obsolete as of version 1.5

Since a variation of this mod's behavior has been incorporated into the base game as of version 1.5, there will be no further updates. If you do prefer this mod's behavior (spawning a random wanderer after colony death instead of prompting to choose one), I've tested the existing mod with version 1.5 and it still seems to work just fine.



Guarantees that a new wanderer will arrive within a certain amount of time (a day by default) after a "game over" due to colony death.

Enjoy the challenge of rebuilding from the smoldering ashes of your failure, over and over again.

Options
By default, a wanderer will arrive within a day after your game ends due to colony death. This maximum period can be set to any number of ticks (including zero, to trigger the event immediately) under Options -> Mod Settings -> Endless Rimworld -> Max delay. There are some typical presets defined there.

Dependencies
  • Harmony
  • HugsLib

FAQ
How exactly does this work?

x = the maximum number of ticks before a wanderer joins, which is a day by default but can be changed in settings.

When your game ends due to colony death, your storyteller's incident queue is checked. If there is already a "wanderer joins" event scheduled within x ticks, that is simply allowed to happen. Otherwise, a normal "wanderer joins" event is scheduled after exactly x ticks.

The event will be a typical "wanderer joins" event, however that normally behaves with your configuration and set of mods.

How is this different from the Man in Black?

The Man in Black is an event that has a small chance of occurring once per game where a heroic man in black joins your colony if all of your colonists are downed but not dead. It gives you a chance to prevent all of your colonists from dying.

This mod will only trigger a normal "wanderer joins" event after all of your colonists have already died and your game would otherwise be over, and it does it every time.


Will this mod work if I've disabled the "wanderer joins" event in my scenario?

Yes!

Can it be safely added or removed from a save?

Yes!

Can't you just wait a very long time until your storyteller generates a "wanderer joins" event randomly?

Yes, enjoy.

Can't you just turn on dev mode and trigger a "wanderer joins" event manually?

Yes, enjoy.
Popular Discussions View All (1)
3
Aug 1, 2023 @ 1:55pm
Endless Men-in-Black
Attention Deficit Dave
237 Comments
ps90 cabineer Jul 23 @ 3:48pm 
o7
Devsona Jul 4 @ 6:22am 
Thanks man. Best reason to discontinue a mod.
MoZhu Jun 28 @ 6:29am 
o7
DieuNoir Jun 19 @ 5:31am 
o7
sapher Jun 17 @ 3:15pm 
o7
Herd Jun 16 @ 7:15pm 
o7
HopeCaldwell May 27 @ 12:24pm 
o7
Technomancer May 21 @ 1:26am 
o7
Rino The Fox May 11 @ 1:13pm 
o7
HYDRA May 10 @ 8:43am 
o7