RimWorld

RimWorld

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Sleepy's More Permits
   
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Mod, 1.3, 1.4, 1.5
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771.714 KB
25 Oct, 2021 @ 6:06am
16 Apr @ 11:44pm
16 Change Notes ( view )
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Sleepy's More Permits

Description

Sleepy's More Permits
Modding is easier together, this mod is licensed under CC0 1.0 UNIVERSAL[creativecommons.org].

A simple mod that adds new highly balanced permits to the game to be used by your royals.

I love to add content to this game that I feel is missing or that I'd like expanded. I figure that if I enjoy what I've added, others may too so I to post my mods to the workshop. Balance is critical to me as I am a vanilla player and I'll try to ensure nothing is unbalanced but ultimately I have a goal in mind for the content I am adding so what I consider balanced may not always be what you'd consider balanced. Hopefully you enjoy the mod none the less.


What Does This Mod Add?
- Adds two new types of permits
- Adds 16 new permits
- Adds additional permits if supported mods are detected (see 'Compatibility' for more details)
- Rearranges permits added by other mods in the Permits Tab to ensure no overlapping and compatibility with supported mods (please report any problems here and I'll write a patch).

New Permits Types
- Call Soldier Support
Allows you to call empire soldiers to help fight for or defend your colony for a few days. You can control them just as if they were your own colonists but the support will not do most non-combat work. You are expected to keep them safe and if they die in battle you'll receive a small goodwill penalty (between -3 to -5 per death depending on the soldier class (it'll vary when moving towards natural goodwill), this balances these permits from the standard military aid which allows them to die consequence free). Soldier support will arrive via a shuttle, the shuttle system in game generally lands at landing pads (using the landing beacons), near your structures if you have a base built or randomly on the map if no structures/home area is detected. Keep this in mind when using this permit (it isn't as on point as the military aid, again for balancing).

- Call Medical Support
Allows you to call empire civilians and soldiers to help you deal with medical emergencies, treatment and surgeries your colony may need over a few days. They will arrive with a reasonable supply of medicine that they will use directly from their inventory when treating. You can control them just as if they were your own colonists but the support will not do most non-combat/medical work. You are expected to keep them safe and if they die in battle you'll receive a significant goodwill penalty (between -3 (soldier) to -12 (civilian) per death depending on the class (it'll vary when moving towards natural goodwill). Medical support will arrive via a shuttle.

New Permits
Enduring or Large variants require the original team as a prerequisite (e.g. call large trooper team requires call trooper team)



















Roadmap:
- Feature complete (I'm actually quite happy with all that is added and can't really see what else I could add, or anything else that wouldn't simply be repeated stuff, recommendations always welcome though).
- Maintain a Rimworld with no conflicting permit mods (this mod will take this on and ensure compatibility)


On Going Games:
- Safe to add to an ongoing game
- May cause issues if removed from an existing save (I'd recommend you return all permits and ensure no soldiers from these permits are on the map before removing the mod, you should get a one time red error saying the game couldn't find the old permits but that should be it). It is a good practice not to remove mods from an ongoing game.

Compatibility
- This mod or any of my mods will never touch base game content. So it should be compatible with any mods that change or add to royalty, titles or permits.
- Compatible with any other permit mods (Please report any issues with overlapping permits if you spot them and I will write a patch for it).

Integrated Compatibility:
I have made patches that cleans up the permit tab if you are using any combination of these mods. This prevents overlapping permits which prevents you selecting one.
- [Royalty] Unlock Working Emperor (Continued)
- Unlock Emperor (Continued)
- I Demand Permits
- Royal Arsenal - Extra Permits
- Ultratech: Altered Carbon Remastered

Compatibility with Additional Content
I have made patches that adds additional content inline with the scope of this mod if you are using the following mods.
- [Royalty] Unlock Working Emperor (Continued) or Unlock Emperor (Continued)
Adds an additional two new permits (Call Stellic Melee Team & Call Stellic Ranged Team).


Conflicts
Likely to conflict somewhat with other mods that add permits in the permits tab. The only real conflict is that the permit tab may become messy. I have ensured that the code for my mod will not override or conflict with any other mods.
I am adding patches to ensure my mod cleans the permit tab up if it detects these mods but I am not likely to notice new permit mods or changes to existing ones. Let me know below if you find any conflicts with these or any mods.


Known Issues
- Cataphracts can sometimes spawn with single use weapons. No longer appears to be an issue (1.5)


Language Support

Full Support (Latest Version to changed Locale: v1.0.3)
English - (Developed in this language)

FAQ
Does it work for versions below 1.3?
I have no idea sorry as I don't use those versions, let me know if you have any issues and I'll try and fix those for you if you are running an older version of Rimworld. If it seems to work just fine, let me know too and I'll add the version tag.

Github:
https://github.com/sleepy068/Rimworld_MorePermits/releases/

Please post any issue reports to my Github. I appreciate any feedback but please keep in mind I have a goal in mind for the content I am adding so what I consider balanced may not always be what you'd consider balanced.
54 Comments
Sleepy068  [author] 28 Apr @ 10:20pm 
Hi @Jixxor, it doesn't increase the number of permit points sorry, just the number of option available. The team permits aren't dependant on the squad permits either so you can absolutely have both, keeps it more flexible that way. The only replacements (which ill redo the graphics on the workshop soon so this is clearer) is the large and enduring variants. For example Call Large Trooper Team will replace the Call Trooper Team if selected.
Jixxor 28 Apr @ 10:01am 
With so many new and fun permits added, does this mod also increase the number of permit points granted per rank-up?
And do the Soldier Team and Large Team replace the vanilla Squad of the same kind? Or can you have Janissary Squad from vanilla + Janissary Team from this mod?
Sleepy068  [author] 7 Apr @ 10:34pm 
Hi @Zalfir, oh that's a great idea! Sounds fairly balanced too because you'd have to deal with the potential problems they cause and lore wise, pretty fitting thing for the empire. I'll definitely look into that.
Zalfir 7 Apr @ 10:55am 
Oh and thanks for continued updates, mate.
Zalfir 7 Apr @ 10:53am 
With the coming DLC, I wondered if you'd consider a permit that allows for calling a team of 4 "canaries" - slaves with almost no value, lots of permanent injuries, addictions and terrible traits (especially "psychopath" and "bloodlust") - sourced from prisons specifically for sending into dangerous places in order to reduce their sentences. They could cost zero honour if killed.
Sleepy068  [author] 11 Nov, 2022 @ 5:29pm 
Hey @Aryaltel, I always appreciate suggestions, that's actually not a bad idea especially with the Hussar (and lore wise, it makes sense since these are royal permits). I'll look into that forsure as it should be very easy to balance.
Aryaltel 11 Nov, 2022 @ 6:02am 
Hey! This is really awesome! Thanks for the mod.

Aaaand, I know you said you consider it complete, but can I suggest one additional permit? "Combat Drugs" or some variation, with 1-2 Luci, a handful of Go-Juice (for them addicted Hussars) and a couple Wake-Up. Value-wise can calibrate to the core silver drop, but it'll add an additional option if you have a Luci/GoJuice addicted pawn suddenly without drugs, or need a refill before an emergency fight.
Sleepy068  [author] 24 Oct, 2022 @ 10:19pm 
Hi @Xeonzs, I appreciate the kind words mate! Thank you.
Xeonzs 24 Oct, 2022 @ 12:30pm 
Nice mod, not my thing, but upvoted because of quality + good mod page.
Sleepy068  [author] 6 Oct, 2022 @ 1:58am 
Update pushed, should now be compatible with 1.4 and hopefully biotech when it released. I'll continue to monitor this and patch where necessary. Please report any issues you may have with this mod.