RimWorld

RimWorld

65 ratings
Return to Sender
   
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
1.121 MB
20 Feb, 2020 @ 10:34pm
4 May, 2024 @ 9:32am
10 Change Notes ( view )

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Return to Sender

Description
Currently in beta and looking for player feedback on mechanics or issues encountered.
Have you found your base just brimming with corpses and have nothing to do with them? Your cannibals are fed, your kibble stocks are full, your colonists are nice and toasty in the nice leather apparel? Have you resorted to burning them? What a waste!!

Perhaps you are just looking for a nice evening playing Rimworld and commiting war crimes and massive atrocities upon those unfortante enough to have settled within cargo pod distance of you?

Return to Sender is simple in concept, it adds a new type of cargo pod you can launch, a corpse pod. You simply fill the corpse pod with the bodies you'd like to dispose of and send them to your neighbors. Not only will this anger them, it will spread pestilence and insanity to the poor souls residing there. Then after a few days you can simply go pay them a friendly visit to potentially find their numbers diminished by plague, berserk rages and/or cowardice! Send enough bodies and the whole settlement could be wiped out! Or you can arrive earlier and see the mayhem unfolding before your eyes...

Features:
  • Corpse pod which is a cheaper cargo pod that takes steel and fabric/leather and can go further on less chemfuel (it lithobrakes instead of a controlled landing). Only takes corpses.
  • Colony simulation which runs between when corpses are sent and when you arrive at the location. The more bodies you send the more likely you are to overwhelm them as they frantically work to clean up the mess. Damage vectors include:
    1. Plague: small chance per body to infect a colonist, once one is sick it starts to spread faster. The lower the tech of the base, the worse the medicine they will use to treat it.
    2. In-fighting: the corpses in large numbers stack on a large mood debuff, enough to trigger beserk rages in which they will fight themselves (often to the death). Returning their loved ones back to them makes the debuff even stronger.
    3. Giving up: Too much negativity and some colonists will simply give up on the base and run away.
  • The longer you wait to visit the attacked base, the more likely the damage will be larger. But if you wait too long, they may start to rebuild from the damage inflicted. And if you arrive earlier, you'll stop the simulation mid chaos and might be able to witness the madness. Or you can send them while you are there and watch the pods crash into a bloody mess!
  • The freshness of the bodies you send matters! Fresh corpses work nicely, but rotten corpses spread plague and insanity faster. Be careful though to not let the corpses desiccate before you send them or their effectiveness goes way down!
  • Sending pawns to a base of the same faction (returning to sender) is highly effective, just make sure the body will be able to be identified. Fresh is best, clothes can help and keeping the head on tends to make it more identifiable.

What's not to love with weaponized corpses? Commit a biological and psychological war crime today!
Popular Discussions View All (2)
4
27 Jun, 2022 @ 6:22pm
Error log?
Bafemmet
0
6 May, 2020 @ 3:29am
Faction Resources Mod Suggestion
|_| Clyax
59 Comments
Zmetek 19 Dec, 2024 @ 9:27am 
I think Im in love
Shadowling09 30 Jun, 2024 @ 8:16am 
Here's a link to debug log from HughsLib mod, if it helps anyhow.
https://gist.github.com/HugsLibRecordKeeper/4b921bfba3b8016a2234d3c6671ba381
Shadowling09 30 Jun, 2024 @ 8:16am 
Hello, I encountered a problem with your mod.
While I can't check why there was no such problem before, right now it doesn't lets you create new save (or at least, generate the map), while I already have a savegame in which your mod was from the start.
My game is somewhat modded heavily but I took time to check every and each until the problem was solved, which, after almost like 2h, lead me to this mod.
After I generated new map, without this mod, turning it back on doesn't seems to cause the error again. Even after I try to generate new map, the error seems to be gone, unfortunately just like the time I spent on figuring it out lol.
Diddily  [author] 4 May, 2024 @ 9:32am 
1.5 support added
ウラド 1 May, 2024 @ 12:34pm 
Are there any plans to update to 1.5?
bluejersey112 17 Feb, 2023 @ 1:25pm 
Having issues with generating new maps due to ReturnToSender's Colony Simulation. New maps & games cannot be generated, I'm just left with a perpetual loading screen.
VerdantVulpine 18 Nov, 2022 @ 5:13pm 
Hmm... When I try and start a new game, it says error unable to generate map. I traced the problem back to this mod. Unsure if it is an incompatibility with one of my other ones. Is there anything inherently incompatible with it?
TurtleShroom 1 Nov, 2022 @ 8:25pm 
@KemonoAmigo

I consider myself ethical in "Rimworld" because I do everything I can to provide, love, and protect my colonists. The only time you see me doing something cruel to my own "family" (I develop an emotional attachment to my colonists) is when they do something balls-off-the-walls evil, like having a Mental Break that sends them to kill a baby.

I also, as a rule, only harvest organs from raiders and people that try to kill me.

Now, I'm not totally immune, because I downloaded the Qux Hippie Mod solely to mow their unguarded trade caravans down, but I am always that way to my actual colonists. They're a family, and they never betray or abandon one-another.
Diddily  [author] 1 Nov, 2022 @ 8:05pm 
1.4 support added.
CTH2004 15 Jul, 2022 @ 8:28am 
Exactly!

@KermonoAmigo
Just like the Wraith in Stargate Atlantis. Some of the names of these evil beings are:

Steve
Todd
Bob

Sounds so inocent...