RimWorld

RimWorld

Set Up Camp
 This topic has been pinned, so it's probably important
Alias  [developer] 28 Aug @ 10:14am
1.6 Overhaul
I've found a dev blog to be incredibly helpful for my other mods, in both organizing my thoughts so that I can make actionable tasks for myself and allowing for community input as I develop things, so I'm going to to that again here. This isn't a job and I don't want it to be, so I can't guarantee regular progress, but I will try to post updates about every other week with what I'm working on (even if it's that I've been wrapped up in a different project and haven't made any progress).

I should also note that I still have yet to actually play the game since the 1.6 update (I don't think I've had a non-test colony since Ideology), so my understanding of how the game currently works is mostly put together from what I've read in my comments. As I see it, the major features of the mod (that the base game lacks) are as follows:
  • User configurable map size
  • User configurable ruin decay (how long the camp sticks around on the over world)
  • I'm not actually sure if the timer that forces you to exit an incident map is still a thing, but if it is, the user should be able to configure it

It sounds like there might be some opportunities for interactions with Odyssey and the grav ship, but I haven't used that nearly enough to have an idea of what I'd want to do there (I'll put that under the I'll think about it/ future update category for now). I also have no plans to add or modify resource generation of camps/ incident maps (personally, it's not something that I see a need for, and for those that want it, there's already other mods to do so).
< >
Showing 1-5 of 5 comments
Alias  [developer] 7 Sep @ 9:50pm 
No progress this week (I may have been slightly derailed by Hollow Knight and other projects). I've got some more time off coming up, so hopefully I have something more substantial soon. I think the first major step is going to be spending some time going though the existing code to see how everything is put together and if there's any code that I can reuse. After that it'll probably be some time poking though the game's code base to see which classes I need to patch.

Not particularly flashy work, but research is an important part of the process.
Forester 19 Sep @ 12:47am 
Hello Alias,

first of all, thank you for this mode I really like it and I had the best fun with it ;-)

I would like to highlight the comment from Macropod (28.8.2025 9:33). I totally agree with him.

- It's impossible to play without this mod. Thank you very much for it!
- Caravan camps in version 1.6 are much less convenient than yours.
- The location being permanently unavailable after the camp disappears is some kind of joke.
- When landing, the gravity ship should create not a settlement, but a temporary camp.
- When the ship takes off, the area without an anchor should not perish.

I fully understand you having a personal life :-D I just wanted to express support and let you know that we are patiently waiting. :-)
Alias  [developer] 22 Sep @ 11:33pm 
Nothing major to report, I looked thought the code and will probably toss pretty much everything (I did learn that camps with resource generation was infact a feature of the mod, so I stand corrected there- I probably won't invest a whole lot of time into that feature since there are already mods on the workshop that tweak incident map generation). I also did some poking around and found the specific bits of the base game's code that I'll need to work with to update the mod. I'm set up pretty well to start writing some actual code; in the spirit of full disclosure, I'm struggling a bit to find the spoons to get back into the headspace for modding.

Realistically, the next major thing I should probably tackle is putting together a new mod settings page, I just really don't enjoy dealing with the GUI for setting (still less annoying than custom textures/ art, but not by much). I might actually make more sense to throw down some hardcoded placeholders and circle back to it once the logic of the mod is more finalized.

I'm also juggling other (non-modding) projects, life, and an overwhelming desire to give myself a bit of a break on my days off, so progress may be slow but is going.
Alias  [developer] 22 Sep @ 11:48pm 
@Forester, I appreciate that, especially the patient waiting part. I don't try to be slow, but it's almost like a rolling fixation kind of deal, when it's RimWorld I can spend countess hours modding and not think twice about it, but once I get distracted by a different "oooh shiny" it's hard to stear back (thought usually comes back up on its own after the new thing has run it's course).

This mod has been a personal staple since well before I learned how to mod the game (plus I see it as a sister mod to Set Up Camp; they go together).

Not sure how I feel about messing with the grav ship code for the last two points, but the fist three line up pretty well with direction I have in mind for the mod's rework.
Alias  [developer] 12 Oct @ 6:06pm 
Another "I'm juggling things and haven't made any progress update", delayed because I was out of town last week.

I'm not sure what the overlap between RimWorld enjoyers and tech enthusiasts is, but for anyone not in the know the end of support date for Windows 10 is nearly upon us. In practical terms, it's not unlike a discontinued mod because it was replaced by something else, you can still use it, but if something breaks you're pretty much on your own. In this case, the stakes are less on the order of "my game doesn't work" and more to the tune of "my computer got hacked" (and all of the nasty ramifications that usually follow). Unfortunately for me, one of my other hats is amateur system admin for my immediate family, and not all of their systems can be updated (remember back in 2018 when TMP chips were a niche feature for business and enterprise machines, yeah, good times 🥲) despite being otherwise perfectly serviceable. So, in a win for the "just use Linux" crowd (and a devastating loss for my already scarce free time), I'll be converting those computers to be Linux machines (my current Distro of choice is Fedora with KDE*). I spend a solid chuck of my weekend distro hopping trying to get the touch pad on an spare laptop to work (part of me wants to chalk that one up to having an end of life obscure laptop that definitely cheaped out on the touch pad)...

Anyway, that was a really longwinded way of saying that I have yet another fire to put out before I can circle back to modding again.

* Linux Mint is also a pretty good place to start if all of this is news to you. That said, there are far better places for that discussion than my (admittedly lacking in development) Dev Blog.
< >
Showing 1-5 of 5 comments
Per page: 1530 50