RimWorld

RimWorld

Immigrants
161 kommentarer
Alaskan Bull Walrus 26. sep. kl. 14:57 
It won't work with z levels yet then?
Zaljerem  [ophavsmand] 25. sep. kl. 19:38 
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. kl. 19:22 
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. kl. 6:26 
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. kl. 21:11 
I used the Xenotype and Ideology title screen mod to edit my xenotype.
Aristarchus 31. aug. kl. 21:08 
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.
Wally Winker ;) 18. aug. kl. 6:39 
No clue how feasible this would be, but I think it'd be cool if the immigrant selection would prioritize the "world" pool populated at colonist selection.
bartolomeo_the_cannibal 10. aug. kl. 17:03 
Come on in I swear we won't harvest your organs.
Latex Santa 31. juli kl. 0:57 
Okay, they can come in, if they adopt my crazy survivalist compound's special xenotype.
Xenogerm implantation is mandatory, btw.
Latex Santa 31. juli kl. 0:56 
@Zaljerem
To your knowledge, has no one in Dwarf Fortress made a way to filter out "undesirables" (useless professions, especially nobles, etc)? I assume there must be, especially before they start to form relationships and connections with the other dwarves. Maybe a series of trap doors, to drop those you don't want into spike pits or something.
恰似宛然一笑生花 31. juli kl. 0:16 
Hello Broms. That's an interesting mod.
So I created a mod " Immigrants_zh " that adds a Chinese translation for your mod and published it on the workshop. Also I note them "keep the political stuff under control" as well. Thank you for your contribution! Keep on keeping on!:dslike:
Zaljerem  [ophavsmand] 25. juli kl. 11:36 
Yes, these are excellent suggestions, and I may very well implement them as options. Remember, though, that this was inspired by Dwarf Fortress, where you don't really get a choice. :)
TheNylan 25. juli kl. 11:32 
It would be great if you could choose to what extent immigrants could come to your colony, such as being able to proclaim yourself an appropriate settlement to take in new people instead of being a group of vagabonds and having people join you out of nowhere.
Ishchyaboi 24. juli kl. 13:26 
Would it be outside the scope of this mod to try and tie incoming immigrants to how many other factions have a positive relationship with you?
So, if you have no allies, you get few to no immigrants but each positive (or maybe only if allied) relation, sends an order of immigrants.
Zaljerem  [ophavsmand] 22. juli kl. 6:29 
I pushed an update to fix the slave generation issue. I'll look into more xenotype filtering and techlevel limit for next time.
Ozymandias 13. juli kl. 17:51 
i would love to see an exclusion list for xenotypes added to this mod. i play with a lot of races added and I would love to setup a filter to not have specific ones appear
Firedog 11. juli kl. 16:14 
Any idea when the slave issue will be fixed?
Azzkal 4. juli kl. 3:05 
1.6 mod crash game, cant start
dracoix 🐉 17. juni kl. 13:34 
This changes up my whole gameplay style, I love it. I have like my OG 4 being the high council with the lacky newcomers dealing with threats and menial labor. Classic to always be the tried and true in colony-genre game design. Awesome as always Zal.
Zaljerem  [ophavsmand] 16. juni kl. 13:50 
Thanks, I'll take a look at that and max colonists as soon as I can. I can't duplicate the age-related issues, I checked the code, I'm not doing anything special in that regard. It's a good idea to add techlevel limit options, I'll do that also.
FuzzyLogik114 16. juni kl. 12:21 
thank you for this mod, I can finally make a meatgrinder colony without worrying about running out of population. Unfortunately when I set them to be slaves they never show up.
Zaljerem  [ophavsmand] 12. juni kl. 14:20 
I guess I should increase that. I often forget people play huge colonies, I tend to run smaller ones. I'll see if I can batch some of these suggestions into an update, but it's prime mod updating season, so I'm incredibly busy at the moment.
terrorbob238 12. juni kl. 14:06 
how to change max colonists past 100?
TheSordishMan54 8. juni kl. 3:03 
Great mod, just the way I really wanted to find another way for expanding my colonies on multiple saves... but old people remain an issue though that I wished there was a age slider to readjust average age for each immigrant.
Alpharius 2. juni kl. 2:08 
I would love some integration with Vanilla Events Expanded so that immigrants have a small chance of betraying the colony
Autumn 17. apr. kl. 17:34 
I'd love a way to limit this to just tribespeople. It's a bit silly to get a bunch of immigrants in industrial clothing to a medieval castle in the woods.
Azzkal 7. apr. kl. 14:02 
I would also add an alert with the message “[immigrantsvalue] of immigrants wishes to join the settlement, accept them?”
Azzkal 7. apr. kl. 13:54 
I'd also like a setting to disable the arrival of black people because I have a white colony, not because I'm racist, it just so happens
Azzkal 7. apr. kl. 13:48 
Uooy man this is a really good and necessary mod
Duckpower2017 5. apr. kl. 22:03 
i like this, its a good idea, especially in the context of rimworld, on a dangerous planet, anyone that doesn't have a home will probably try to ask a faction for a place to stay in exchange for joining them, aka immigration, i just hope politics are not going to be a problem for both you and this mod, but with how heated politics can get, i understand your stance on moderating it, i just hope most people understand that its a game. good luck with development and keeping this comment section under control, i hope for you it isn't too hard or annoying
AVNlover67 3. apr. kl. 10:34 
Good mod but kept getting old people with physical disabilities. Gonna wait for an age slider.
Aristarchus 30. mar. kl. 5:09 
I agree, it would be cool if you add age slider.
Arbolito 7. mar. kl. 5:24 
Would you consider adding a slider for age? Great mod btw!
Zaljerem  [ophavsmand] 18. feb. kl. 17:17 
Ah I see, yes, using the current map is probably not my best idea. I need to determine the home map if possible. Thanks, I'll look into that ASAP.
Alaskan Bull Walrus 18. feb. kl. 16:01 
Like with the multifloor if I'm looking underground it spawns them in a cavern, which may take mining to reach them or so or if it was on an island they'd be stuck at sea wouldn't they? If I have multi colonies too it could be odd.
Zaljerem  [ophavsmand] 18. feb. kl. 6:47 
What do you mean by "special map"? That would help in my testing. Something that allows impassable settlement, quest maps, something else?
Zaljerem  [ophavsmand] 18. feb. kl. 6:35 
They try to enter from the edge, I suppose I should put some more logic in there to catch ... "edge cases" ... *drum sting*
Alaskan Bull Walrus 18. feb. kl. 6:32 
Can you add it to let us pick the map immigrants arrive to? Or else there are problems when it's a special map where the center may not be accessible.
~Celsus~ 17. feb. kl. 14:52 
Lovin it
8BitBoar 12. feb. kl. 16:37 
Thanks for creating this! Been using in all my runs.

I was wondering if it is possible to have it so that you can select a number of xenotypes (like 4 or so) that can be chosen instead of just forcing only one? And when an immigrant arrives they are one of the xenotypes you chose? I can simulate this now by changing the xenotype after an arrival, based on a die, but I figured I'd ask here.
boevabc 8. feb. kl. 16:11 
They do not yet suspect that mandatory exile to a death outpost awaits them.
MichalPl111 31. jan. kl. 10:09 
this mod allows you to be picky about colonist population. Dont like collonist? EXECUT THEM!!
And wait for better ones
Aristarchus 28. jan. kl. 19:35 
Okay nevermind, it seems my pawn's Xenotype wasn't defined properly. I suspect it has something to do with Prepare Carefully when I set the Xenotype. I got it fixed using Character Editor.
Aristarchus 28. jan. kl. 19:20 
Yes I am in game when I tried to set it up.
Zaljerem  [ophavsmand] 28. jan. kl. 11:37 
Hmm, custom xenotypes can only be set in the options while in-game, are you in-game when you try?
Aristarchus 28. jan. kl. 11:05 
The mod is unable to detect my custom xenotype for some reason.
Salty Slothy 22. jan. kl. 18:31 
I had an immigrant show up with a double passion in medical, crafting and a passion in cooking. My man took multiple jobs.
Nick "Zorb" Cage 22. jan. kl. 18:11 
They took our jerbs!
DarkAgeRush 18. jan. kl. 15:06 
But great mod very fun and thematic especially when I'm city building with rimsential
DarkAgeRush 18. jan. kl. 15:06 
Also, for whatever reason vampires seem to get a bit over represented in the random option.