RimWorld

RimWorld

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[1.3] A Colonist A Day
   
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Mod, 1.3
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102.558 KB
9 Oct, 2021 @ 3:20pm
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[1.3] A Colonist A Day

In 1 collection by WalkingProblem
Complete WalkingProblem Mods Collection
18 items
Description
Are you sick and tired of having insufficient colonists and having your colony failing?

Fear no more! This is the "A Colonist A Day" mod! That will give you... THATS RIGHT! A COLONIST A DAY!

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MOD FEATURES:
- Spawn a new colonists for your colony every day!
- The daily countdown starts every time you load your game (because I'm lazy to code a "save the time")
- You will be fearless and will go to war with everyone.
- You will have overpopulation (after some time)
- You MAY have trouble feeding your colony
- Your game may start to lag after having too many colonist...
- You may never "game over"...
- You can say thank you now.
- You are welcome.

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SUPPORT ME:

Subscribe to my Youtube channel (so that I can one day earn a living thru youtube and continue to do modding)
https://www.youtube.com/channel/UCgUW0Ls2wbY8h79pV9xnMjw

Become my patron on Patreon (so you can have an influence over me and what mod I work on next)
https://www.patreon.com/walkingproblem

Chat with me on Discord
https://discord.gg/AWK5Jxa
33 Comments
Snakboy :3 [K.Imp.] 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?
AngeryKangaroo 23 Oct, 2022 @ 12:09am 
UPDATE
LittleGayNuggy 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
LittleGayNuggy 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
ShadowSurgeGaming 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.