RimWorld

RimWorld

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Survival Expanded - Desert Dreams
   
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Mod, 1.5
File Size
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2.098 MB
Mar 19 @ 12:29am
Mar 22 @ 4:17pm
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Survival Expanded - Desert Dreams

In 1 collection by dracoix 🐉
Survival Expanded
5 items
Description
Even with zero available resources all hope is not yet loss. The desert is a sun-scorched world of hostilities, build a sand shelter, create evaporation holes to bring down the heat, try to find whatever may be edible because water is no where to be found.


The core ethos of these independent mods is "Survival, not Thrival". It will give the tools needed to not starve or parish from environmental factors. Thriving will be up to the player and the other mods they bring along the way. ZARS was created in B19 well before some of the more notable favorite mods such as Vanilla Expanded Framework, and it's time to adjust accordingly.


Desert Survival
This is the desert portion of the original ZARS mod. It's still in alpha, as I'm fine tuning the game balance. A few key differences from ZARS:

- Sand Doors to go with Sand Walls that are compatible with vanilla walls and doors.
- Evaporation Holes are free and have the original mechanic of cooling down your sand dwelling.
- Unlike Arctic Paradise you cannot obtain water for nutrition.
- Small cacti can drop agave fruit.
- Build small insect hives on sand for survival source of jelly.


Rapid Updates for 1.5 Unstable
This one shouldn't break as much as Arctic Paradise or Bare Essentials. At least not until Salty Serenity.

- Balanced the small hive a bit, 2 can feed 1 colonist per day... barely.

To Do
- Unsure, some ideas are reserved for other mods.



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7 Comments
The Rocket Punch Apr 28 @ 7:39pm 
dracoix 🐉  [author] Mar 28 @ 10:48pm 
I do have plans, sorta, for caves and water/coast in relation to power options. But if you're talking about in the desert, it would be just vanilla-based power like wind turbines or solar panels.

Thermopiles from ZARS Thermo were kinda cheaty, and now there's much more options from other mods. I left the Crystal Gens in for the arctic as it is part of the actual gameplay.
Aira Mar 28 @ 7:38am 
since the artic have their unique power system/crystal, will u add another on your other mod?
dracoix 🐉  [author] Mar 20 @ 1:24pm 
I might turn it into a completely separate mod considering I detached Mineral Water from Mineral Dust. So now a general purpose use for Mineral Dust has to be created. Either be it the old med packs or a drug. If I can't think of a purpose then it'll be back to pulling raw partial resources from the sieves themselves without using gathered mineral dust.
yanwoo Mar 19 @ 10:39am 
If that is what you concern. Let component and plasteel craftable early on but resource and time consuming, i believe some old mod done this. In my current ice sheet run, i edit trader arrival freqnency to fill up this resource gap.
dracoix 🐉  [author] Mar 19 @ 10:11am 
We shall see. Headcanon wise it didn't feel right pulling components and plasteel straight out of the ice, and in the desert there are outcrops of resources and trash. If anything I might do something for the ocean/coast lovers due to my recent playthrough of Extreme Desert on the coast is really really really hard.

Also update incoming to balance the small hives.
yanwoo Mar 19 @ 9:13am 
So, will you planning to add sieving system? i think that is one of an important feature.