RimWorld

RimWorld

53 ratings
[KIR]Playable Outlander Settlers [V1.0]
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.0
File Size
Posted
Updated
123.864 KB
17 Oct, 2018 @ 11:48am
24 Feb, 2020 @ 5:46am
4 Change Notes ( view )

Subscribe to download
[KIR]Playable Outlander Settlers [V1.0]

Description
This is for 1.0. Go to and click this button for the 1.1 version...

So you played as the Crashlanded colonists and the Lost Tribe. But what about the Outlanders? What you wanted to play as them? Now you can ( kind of... ) play as them with this small mod, which also includes an scenario too!

NOW WITH COMBAT EXTENDED SUPPORT!!

This small mod adds a new scenario and a playable faction to the game. It's also Lore Friendly!

It adds nothing special or any new toys to play with, Just a single new type of playable faction with it's own pawn called settlers!

You to play as four settlers which are similar to the colonists from new arrivals.
They start with Stonecutting, Complex clothing, Complex Furniture,
and can build a Passive Cooler too! ( Only in the scenario. )
But they have to research electricity to build power in the colony, which means that you have to also research air conditioning, solar panels and batteries!

This scenario can be seen as an easier version of the lost tribe with a bit of a mix of the crashlanded scenario rules.

The Settlers start with...
  • Silver x535
  • Potatoes x125
  • Corn x95
  • Packaged survival meal x50
  • Medicine x20
  • Components x20
  • Pump Shotgun
  • Revolver
  • Autopistol
  • Steel knife
  • Flak Vest [X]
  • Two random pets
  • Three chickens
  • Two pigs
  • Steel x350
  • Wood x550

With Combat Extended Installed.
  • 45 ACP FMJ x70
  • 60 44 Magnum x60
  • 12 Gauge Buckshot x50
  • 12 Gauge Slug x25
    [X] Flak Vest is Removed when CE is Installed.

Compared to the Crashlanded scenario the settlers are poorly equiped but have a bit more food and have starting animals from three chickens and two pigs. The chickens and the pigs are not bonded with anyone so feel free to butcher them or sell them to traders but the pigs will mostly help you out in early game. Especially when they are trained to be released.

They also lack flak pants and a advanced helmet and only start with a single flak vest. The settlers have an advantage of not being handicapped at the start from cyrosleep sickness in Crashlanded or being instantly hungry in the Lost Tribe scenario.

IMPORTANT MESSAGE!!
If you have created a scenario with the mod then please before unsubscribing or disabling the mod please follow these steps.
Find any custom scenario that includes the faction "New Village Settlers"
Delete the custom scenario(s) using the "New Village Settlers" or replace them with another player faction e.g "New Arrivals"
Once you done that. You can now safely disable and unsubscribe from this mod.
Please don't play any saves that used the playable settlers mod if you played as them & have the mod removed or disabled
OTHERWISE THE GAME WILL FREAK OUT WHEN STARTING A NEW COLONY OR PLAYING A SAVE THAT USED THE SETTLERS BUT WITH THE MOD REMOVED THERE WILL BE MANHUNTING YORKSHIRES POPPING INSIDE IN YOUR COMPUTER!!

Also Put CE Above this Mod as well...


Link to Ludeon Fourms mod page[ludeon.com].
Link to B19 Version in Steam

Changes
Changed the scenario description.
Tweaked the food & silver in the starting scenario.
Some other tiny stuff but not that big.
Added Combat Extended Support

Feel free to make an translation for this mod and also modifying it for your personal needs if you like.. No need to ask permision from me.

Credits
Tynan Sylvester and Ludeon for creating this amazing game.
Marnador for the RimWorld Fan made custom font.
ZorbaTHut for xpath patch feature and Zhentar for the xpath tutorial.
The Entire CE Team for Combat Extended
And My Family for keeping me focused and my dogs keeping me happy.
19 Comments
jptrrs 5 Mar, 2020 @ 4:49am 
That WAS quick! Thank you!
Kirby  [author] 5 Mar, 2020 @ 1:30am 
Welp! Here it is! Click me!
Kirby  [author] 5 Mar, 2020 @ 12:50am 
I got to addicted to game that i was playing... Sorry! But now i'm updating it! it should be quick! :lunar2020playfuldog:
jptrrs 4 Mar, 2020 @ 3:26pm 
I've had to go through updating my own mods as well. If I can help, just let me know!
jptrrs 4 Mar, 2020 @ 3:24pm 
Heh, I still use it! Thanks! :-)
Kirby  [author] 4 Mar, 2020 @ 3:18pm 
AAAAAAAAAAAA!!! I almost forgotten this mod! Don't worry i'll have it up later!
jptrrs 4 Mar, 2020 @ 2:39pm 
Hi @Kirby! Are you planning on updating for RW 1.1?
herman925 15 May, 2019 @ 5:16am 
@Kirby btw you might wanna consider adding that to the description that would be shown under the Mod Manger Mod I bet some people dun read the full desc above haha =)
herman925 15 May, 2019 @ 5:13am 
@Kirby this is like one of my happiest day of my life - and u made it happen! I know I exaggerated haha but seriously u r great and this mod is equally great! Thank you so so much!!!!
Kirby  [author] 14 May, 2019 @ 4:01pm 
But It shouldn't be that hard for me to create a patch for CE... Let me see what i can do...

EDIT:Well that was quick... Hope you enjoy and find any issues... ;)