RimWorld

RimWorld

[1.5] A Colonist A Day
36 Comments
yellowdotchuck 4 Jun @ 7:24pm 
@WalkingProblem Sure hope you'd add a max amount of colonists as I think it can help a lot from overpopulation. A great concept.
WalkingProblem  [author] 3 Jun @ 10:14am 
I’m also thinking about relaunch the mod as a new workshop item so that people can actually find it (thinking about it)

I saw some of the comments in the workshop page – I may do some of the ideas/suggestions – but mainly I may also add a mod option to decide how frequently new colonists will join (and perhaps at what time). But this is for the long long future…..
WalkingProblem  [author] 3 Jun @ 10:14am 
After years away from Rimworld modding (and in fact, the Rimworld game itself) – I have decided to restart modding work on Rimworld – with the main objective just to update all my mods to the latest version.

The first to get updated is “A Colonist A Day”.

Its a small C# mod, but a good gateway to guide me back to modding, as I forgotten quite a lot of stuffs. Thankfully, the advent of ChatGPT means I can save a lot of time trawling the internet, forum, discord and google for information and know-how.

AI is also the main reason why I’m back – because its gonna speed up the mod updating vs the entirely blind modding that me and all the OGs used to do.
Joe The Jawliner 20 May, 2023 @ 3:09am 
update
Diamond Appendix 17 Mar, 2023 @ 5:03am 
nah, Wanderer Joins without your permission
Khanical 14 Mar, 2023 @ 3:58pm 
wanderer joins shows a pop-up you need to accept (i think)
Diamond Appendix 10 Dec, 2022 @ 12:45pm 
what's the difference between this and vanilla making a scenario with a reocurring "wanderer joins" event?
FentanylWallaby 23 Oct, 2022 @ 12:09am 
UPDATE
FemboyNugget 21 Oct, 2022 @ 10:39am 
Also it seems that whatever timer you have set keeps going when the game is paused, because I stepped away and when I unpaused I got two new colonists
FemboyNugget 21 Oct, 2022 @ 10:35am 
1.4? Also, instead of using a timer and custom event.. Why not just call a "Colonist Joins" event every day at a specific time (like 12h), that way it will stay consistent between saves and the player will know exactly when they will get a new colonist
SamB 13 Oct, 2022 @ 12:16pm 
Good mod, enjoyable for creating cannon fodder factions like the imperial guard.

One suggestion I have is possibly having a choice to set the starting equipment for the new arrivals, or even just let you choose from the unit templates for other factions.

I know it could be exploited but I tend to just use character editor to arm all my new arrivals and change their ideologies anyway. So would be a nice optional thing, especially for mods like Zombieland where you want the new people to have a fighting chance of reaching your base.

Might also be nice to have more options for intervals and perhaps spawn counts at each interval

Also in terms of mod incompatibilities, not a major conflict but with Rim of Madness vampires I was having vampire colonists spawn and instantly burn to death.

Also occasionally had them spawn in undiscovered cave networks so I could see their marker but not the terrain.

Keep up the good work!
Kaiser Waffle 6 Jul, 2022 @ 4:10am 
I agree with FlamerDasher25, also you should be given the option to only accept people of your same ideology or religion.
FlamerDasher25 3 Apr, 2022 @ 6:25pm 
Give us the option if we should accept the colonist or not.
cooldude808 29 Mar, 2022 @ 3:57pm 
will this be compatible with alien races?
MistressTessie 1 Mar, 2022 @ 10:17am 
worked on a way to disable it temporarily and the adjustments yet? :)
Rubus 18 Oct, 2021 @ 4:30pm 
this mod smells like pineapple and frumberries, i like it
WalkingProblem  [author] 17 Oct, 2021 @ 10:12am 
@Elth - Feature coming soon. Possibly in the next update.

@Evelyn - Yeap. The option to adjust the frequency will come in the next update as a mod setting option.

I havent work on it yet. (just to add)
UdderlyEvelyn 16 Oct, 2021 @ 10:42am 
This could perhaps be made to act like the printer in Oxygen Not Included.. An option to tweak it to every 4-5 days or so and to say *no* or have an alternative choice of resources/items instead, this way it's not an overwhelming challenge and you have control over how fast they flow in. You don't have to do this, of course, just a thought.
Elth 16 Oct, 2021 @ 8:55am 
is there a way to disable it temporarily?
WalkingProblem  [author] 15 Oct, 2021 @ 6:19pm 
@Gyger - https://evilgenius-archive.fandom.com/wiki/Evil_Genius <-- this game?

Oh, I never heard of this game before~ haha My bad!
Gyger 15 Oct, 2021 @ 7:49am 
@WalkingProblem In the first Evil Genius, you had a steady flow of (free) minions who were construction workers, hence yellow jumpsuits and hardhats.
WalkingProblem  [author] 15 Oct, 2021 @ 7:01am 
@Eat n Squeak - because you cant change it once you start the game. (right?)

And in future updates for this mod, I can add more options...

@Gyger - yellow clothes? Sorry, i missed the context
Replica 14 Oct, 2021 @ 12:59pm 
wait whats even the point of this, why wouldn't you just add Wanderer Joins event in the scenario editor as a recuring event every 24 hours
Gyger 14 Oct, 2021 @ 1:25am 
You just need to make them wear yellow clothes (and hardhats if available).
WalkingProblem  [author] 10 Oct, 2021 @ 2:15pm 
Hi All,

I have added an intro video to this mod into the workshop "gallery". Hope its interesting.

And if like my work, do subscribe to my youtube channel! I'm trying to grow it to a point where it can generate income to fund the modding work (thus you guys can benefit too with the free mods!)

https://www.youtube.com/channel/UCgUW0Ls2wbY8h79pV9xnMjw

----

@Khaydar - damn! I should have thought of that!

@tkgamer77 - hmm... at the moment no.

But I will be expanding on this mod, and probably add such options into some form of mod setting some day.
tkgamer77 10 Oct, 2021 @ 9:16am 
Just in time for my Death Korps of Krieg scenario! is there any way to force the joining colonists to be your colonies ideoligion? I can't convert them fast enough, lol.
Khaydar 10 Oct, 2021 @ 8:41am 
"One colonist a day, keeps the Man in Black away."
WalkingProblem  [author] 10 Oct, 2021 @ 1:48am 
@Kaiser_Of_Aldi - You can start a new game and see how long you can last with this....

If you dont want it to be "never-endingly" - can I recommend you to pair up this mod with my WalkingProblem Happening Storyteller mod?

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1295107035&tscn=1633843076

It will keep everything interesting. ENDLESSLY interesting...
WalkingProblem  [author] 10 Oct, 2021 @ 1:47am 
@DisKorruptd - hmmm..... thats a very very good point.... (pondering...)

Yeah, maybe I can change it to that and set a mod setting for people to adjust that...

On facebook, someone told me to add the ability to change the frequency of the colonists joining - so for that, will also need mod setting.

@Bloodletting Finale - Hmm... noted....

Why dont you just set up a concentration camp else where and use them as meat shield during a fight? LOL

I will look into it~

@Trouble - who is mas? LOL
Trouble 10 Oct, 2021 @ 1:33am 
mas chose anger
Mouse Lover 10 Oct, 2021 @ 1:19am 
Can you remove the debuff of banishing colonists with this mod?

It would be fun to get colonists every day, but I want to select only the best for my army. So banishing useless colonists (pacifists) every single day would be a massive problem.
DisKorruptd 9 Oct, 2021 @ 11:07pm 
Wouldn't it be possible to have this happen at a specific time of day in game? like when it hits noon, a new pawns comes in? wouldn't have to save time if it happens the same time every single day
Kaiser_Of_Aldi 9 Oct, 2021 @ 6:39pm 
I feel like this could get really hectic, you just made rimworld a game about micromanaging a never-endingly large populace, its no longer "who is the best at this" its now "How many of you arent doing this" I want to try it but at the same time I dont because I dont believe my computer would put up with this for a minute
Raymond 9 Oct, 2021 @ 4:11pm 
this might actually make for a pretty interesting challenge.
WalkingProblem  [author] 9 Oct, 2021 @ 3:58pm 
@Badass Trans Knight - I'm rather "behind" when comes to the new stuffs added to Rimworld over the past 2 years.... Anyway, if anyone find it useful~ Thats great~

I created this mod in a whim of sort. Its like a "warm up" for returning to update the other massive mods that is still waiting for me to update. =P

Its always useful to start with a small mod to gain some happiness and momentum before starting work on a draggy massive mod.
Rea 9 Oct, 2021 @ 3:44pm 
Kinda neat, but also completely useless; you can just add a repeating 'wanderer join' event to your scenario. This is only worthwhile for existing saves.