RimWorld

RimWorld

203 ratings
Immigrants
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Mod, 1.5, 1.6
File Size
Posted
Updated
395.232 KB
30 Oct, 2024 @ 5:33am
25 Sep @ 7:37pm
9 Change Notes ( view )

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Immigrants

In 1 collection by Zaljerem
Zal's Original Mods
106 items
Description
Inspired by Dwarf Fortress and "A Colonist A Day" by WalkingProblem
Preview image: Ellis Island (~1910) - Library of Congress (CN 91482188)

Integrates with: (but not required)
Royalty
Ideology
Biotech
Simple Ogre Race (Continued)
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2923822664

Safe to add to a save. Removal is always ill-advised.

Note this well: keep the political stuff under control. I moderate brutally; I'll delete whatever I care to - don't test me.

--

Default settings: 1-5 immigrants arrive at your colony every 15 days.
(They instantly join; no option to refuse, a la Dwarf Fortress)
Usually colonists/tribespeople (who can arrive as children with Biotech), but rarely ancient soldiers or pioneers (a colonist with better equipment)
If you run Royalty, sometimes nobles will arrive.
If you run Simple Ogre Race (Continued), sometimes ogres will arrive.

Immigrants are prevented from arriving on underground and Odyssey/SOS2 space maps.

Colonists and tribespeople (and their ogre versions) can arrive with cats and/or livestock (chicken, cow, muffalo)

Mod settings available:
Enable/disable
Minimum immigrants per wave (default 1, max 10)
Maximum immigrants per wave (default 5, max 25)
Individual letter threshold (default 6 - i.e. if more than 5 immigrants, send one bulk letter instead of 6+ separate ones)
Immigrant wave arrival interval (default 15 days, max 60 days)
Chance of immigrant wave (default 100%)
Immigrants use player primary ideology (Ideology only, default, otherwise random)
Immigrants arrive as slaves (Ideology only) - applied fix, is this working?
Allow children (Biotech only, default)
Chance of child immigrant (Biotech only, default 10%)
Force xenotype (Biotech only - vanilla/modded, allows access to custom/random xenotype options)
Force custom xenotype (Biotech only - this dropdown populates in-game only)
Force random xenotype (Biotech only - can be vanilla/modded or include custom xenotypes)
Allow ancient soldiers (default)
Allow pioneers (default)
Allow nobles (Royalty only, default)
Allow ogres (Simple Ogre Race (Continued) only, default)
Allow cats (default)
Allow cows (default)
Allow muffalos (default)
Allow chickens (default)

To do/ideas:
* Incorporate colony size and wealth into immigrant wave size determination?
* Incorporate colony overall happiness into chance and size of wave? (Not that I have any idea how at the moment :) )
* Expose percentages of pet/livestock/immigrant types to mod settings?
* HAR, faction, pawnkind related options?
* Fancy coding to get even more customizable?
Popular Discussions View All (1)
3
10 Nov, 2024 @ 8:08am
Drop down menu is not displayed when "Forced Xenotype" feature toggled on
Lexamenrf45
165 Comments
Zaljerem  [author] 11 Oct @ 12:55pm 
You can enable/disable from mod settings at any time.

If you deselect ancient soldiers, pioneers, etc you should only get standard colonist/tribesperson pawnkinds. If they're still all overpowered after that something else is going on, as I use the standard vanilla pawnkind.
Paolini 11 Oct @ 12:50pm 
Is it save to disable mid save ? (not remove, just disable)

Also an option to set a max value for each migrant would be awesome so they don't come even better equipped than my pawns lol
Apoplectic Alopex 5 Oct @ 11:13am 
If at all possible - I think having a xenotype checklist option would be a huge quality of life improvement for certain thematic colonies which might want to have immigrants from a small selection of xenotypes - rather than being limited to either the random option, or one specific forced xenotype.
Santa2279 3 Oct @ 10:49am 
Free food:steamthumbsup:
Alaskan Bull Walrus 26 Sep @ 2:57pm 
It won't work with z levels yet then?
Zaljerem  [author] 25 Sep @ 7:38pm 
Alaskan Bull Walrus:
Pushed an update; for now, immigrants are prevented on any underground or Odyssey/SOS2 space map. I may do more to make things selectable later.

WarlordKandyman:
If you deselect pioneers and ancient soldiers, you should only get standard colonist pawnkinds (no weapons)
Alaskan Bull Walrus 25 Sep @ 7:22pm 
Did you add a way to pick where immigrants arrive yet? So they don't underground, or in space with latest expansion?
WarlordKandyman 19 Sep @ 6:26am 
I love this mod, i just wish there was a setting to make immigrants arrive without any gear. Everything else is perfect thank you for this mod.
Aristarchus 31 Aug @ 9:11pm 
I used the Xenotype and Ideology title screen mod to edit my xenotype.
Aristarchus 31 Aug @ 9:08pm 
There's an issue when you edit your xenotype, and applied them all midgame to your pawns using Character Editor. The Forced Custome Xenotype selection will give you tons of duplicated options of the same xenotype, but you couldn't tell if the xenotype is the one that you've editted or not because of them having the same name.