RimWorld

RimWorld

1,202 ratings
RimNauts 2
10
4
8
8
4
2
2
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.4, 1.5
File Size
Posted
Updated
7.192 MB
Oct 27, 2022 @ 8:44am
Jun 29, 2024 @ 4:03pm
81 Change Notes ( view )

Subscribe to download
RimNauts 2

Description


This mod adds Near-Earth Objects like moons, asteroids, space debris, and artificial-satellites. Everything is visible and animated as an orbit on the world map. The moons are playable biomes that needs to be discovered and the artifical satellites needs to be launched into orbit.









To launch artificial satellites you need to craft modules in the fabrication bench and load it into the cargo pod.













Mineral-rich asteroids will randomly show up in the asteroid belt for a limited time. Send up a colonist to harvest the asteroids. The number of artificial satellites orbiting the planet will increase the chance of spotting these mineral-rich asteroids.




A good way to transfer the large amount of resources you will get from the asteroids is with a delivery cannon.





- Japanese / 日本
- French / Français
- Simplified Chinese / 简体中文
- German / Deutsch
- Russian / Русский (Outdated)


- Adding custom mineral-rich asteroids (XML)[github.com]





The only impact this mod has on performance is on the world map. This mod utilizes its own updating loop and multithreading to optimize the NEO calculations and rendering. This mod also provides settings where you can change the amount of NEO objects you want to spawn.


- Save our Ship 2 to add their space environment on the biomes.
- SRTS for reusable ships.


Is this mod save game compatible?

Yes.
Can this mod be safely removed from a save?

Yes, but you need to abandon any map that you have generated on a NEO (Space Station, Moon, mineral-rich asteroids, etc...) and destroy each NEO that is selectable. To destroy the NEOs you need to go into developer mode -> enable god mode -> click on each selectable NEO and click the destroy button that shows in the bottom left.
I can't find the buildings/items, where are they?

You can check it out on the wiki.[github.com]
What is the point of the moons?

Mostly for role-play, but it is also a lot better on performance since there are no animals or plants on these biomes (This might change in the future).
Can we get reusable ships?

Use SRTS or Vehicles Framework (Magnetic field roof currently doesn't work with SRTS).
Should I use RimNauts 1 together with RimNauts 2?

No.
Is it CE compatible?

Yes.


Main programmer: sindre0830[ko-fi.com]
Main artist: DetVisor[ko-fi.com]

Graphics programmer who has helped with improving the Universum shaders: Cn-mjt44
Artist who has helped tremendously with the work-in-progress satellite update: Azzafof
Satellite icon and helped with a future spaceship update: Oskar Potocki
Workshop infographic template: Bing Bop Jeebo[ko-fi.com]
Rimefeller compatibility patch: Jiopaba
Delivery cannon art: dronecadge

This mod is a continuation of RimNauts 1. Please refer to that page for the original developer team and their contribution (Especially the C# wizard who made it all possible in the first place; Nolabritt). We also continue to use the art created by Kasmex[ko-fi.com] and Genome-X.[ko-fi.com]


[discord.gg]

[github.com]

[ko-fi.com]


If you enjoy the mod, you can show your appreciation by rating it! This motivates me to continue developing the mod.
Popular Discussions View All (17)
3
May 21 @ 10:32am
Bug report when landing on Bodies
Paradoxicc70
13
Feb 5 @ 5:02am
Bug Report
Master Kang
4
May 14, 2024 @ 7:10am
How do you make the Space Suits??
chris.g.c.adams
711 Comments
ozfresh May 2 @ 11:54pm 
I'm just wondering if there is code in the game to make areas vacuum, is there a way to have pressurized rooms? Like greater than room pressure? I'm just curious because I'm trying to put this into a mod i'm creating. Any help would be awesome and much appreciated. Thanks
[GER] Louis Apr 16 @ 1:20pm 
Does anyone know why I can't send people to asteroids? I have a space station with a fully filled transport pod but everytime I want to launch a colonist and a mining mechanoid it just says: "Selected destination is invalid".
koston32 Apr 9 @ 3:37am 
I added about 10k worth of buldings and items on my space station and 2 pawns and got a 30+ mechanoids raid 3 times now, completely unwinnable, have to reload save every time. my planet base is 500k and 30 pawns maybe for some reason its raids get diverted to space??
LeoZin13 Mar 25 @ 10:16am 
When I'm visiting an asteroid, I've noticed that EVA suits and helmets (from SOS2) do not do anything for hypoxia and decompression, however they worked on space stations. I had to go to Universum settings and disable "Make this mod handle ..." for both conditions. Is this something expected?
O_2 Feb 4 @ 9:34am 
Is there a way to shut off the ore rich asteroid alert?
Mocho Feb 3 @ 1:46pm 
I'm Commander Shepard, and this is my favorite mod on the workshop.
StockSounds Jan 28 @ 4:00pm 
Through some landing methods, I find that I end up losing my caravan and breaking the game, but I've found that if you pre-load the area through dev commands, you can prevent that.
Heck, even Aerocraft Framework works like this.

So let this just be a message to all you who are having trouble landing on the added planets. Pre-load it with dev commands.
StockSounds Jan 19 @ 7:23pm 
Might be an incompatibility with one of my 500 mods, but this really bugs with the world map physics.
Zooming in and out goes farther, and moving around the planet is slower.
Archilyte Jan 16 @ 2:29pm 
@dkr127054 learn to read lol
dkr127054 Jan 15 @ 10:17am 
it is compitable with SOS2?