RimWorld

RimWorld

59 ratings
Reinforcements
   
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Mod, 1.3
File Size
Posted
Updated
639.023 KB
16 Mar, 2022 @ 12:11pm
29 Mar, 2022 @ 2:02pm
8 Change Notes ( view )

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Reinforcements

In 2 collections by 123nick
3-7-2022 Previously Subscribed Mods
440 items
1-10-2023 Mod COllection
467 items
Description
Originally posted by Loading tip:
Even serious setbacks don't mean the game has to end. Try playing out a lost battle - often the best stories come from the darkest situations.

Anyone ever read that tip after a devastating raid, infestation, etc and didnt quite believe it? You think, 'restarting is so much easier, why should i keep playing? i've taken so many losses this colony is essentially dead, it would take forever to get back to where my colony once was.'

This mod is for you!


This mod adds colonist reinforcements, to help make coming back from losses more viable and less tedious.


  • Everytime a decrease in colonist count is measured, a timer starts and the original number of colonists is recorded
  • At the end of the timer, you'll receive colonists equal to the difference between your current colonist count and the colonist count you had at the start of the count
  • Enable the timer being delayed when further colonist casualties are taken
  • Settings can change how long the timer lasts, from a day to up to 2 ingame years, and how long the delay on death is. Dont like the default values? Change them to your liking!


This means that, even if your colony has been reduced from 10 colonists to only 1, if your colony survives long enough, you will get reinforcements, and your colony can keep going.

Some notes:
Technically, you CAN imprison and sell all your colonists and then just get more back, while keeping the money. but you have to go a long while with less colonists, so its like an investment i guess, and not really an exploit.

This is my first mod, any feedback is much appreciated! message me at 123nick#1234 on discord. Ive done my best to test it and make sure it works but it might still have some bugs or things not quite right.

Many thanks to the rimworld mod wiki, and the rimworld discord server for helping me out all along the way.

15 Comments
Thundercraft 24 Mar @ 10:02am 
Would there still be a remote chance of an update for 1.4 after the upcoming 1.5 becomes the dominant version?
Eisen 14 Sep, 2023 @ 6:16pm 
update plz?
Hovland 15 Aug, 2023 @ 9:28pm 
Update
warmainiac 8 Dec, 2022 @ 4:02pm 
1.4?
Asteroid 25399 20 May, 2022 @ 1:31am 
Great mod! Just a suggestion, but a reset to default option in the mod settings would be appreciated.
123nick  [author] 29 Mar, 2022 @ 1:45pm 
Updated the mod. Made it more robust

@Wiseman05 yeah, but its out of the scope for this mod, sorry. RimworldModMarket or just the mod-ideas channel on rimworld server can help you there, maybe.

@The Guy in Your Closet
if you edit the save file you can TRY (keyword-try, idk if it will work for sure or not) to make that happen

save ur save file
save ur save file again, but with a different name (just in case)
open ur save file in a text editor (any works but i recommend Notepad++)
look for "YearStartColonistCount"
set it to your desired number
might have to set "CurrentTick" also to 4 just in case
save changes
load that save file

then, run the game for a bit with debug info turned on and look in the log. Should say "year start colonist count = 5" or whatever number u set every couple of ingame hours or so.
might work
Wiseman05 24 Mar, 2022 @ 1:24am 
Hey, now I really like this. Playing with both Empire and Vanilla Outposts Expanded, and I can imagine it's just your Faction sending you reinforcements to shore up defenses in case of another attack. Especially if your main map is the "Capital" of your Empire.

On the flip side, I think it would be neat if something like this happened with Raiders. You get them to flee, and there's a certain chance that reinforcements come in at half the initial strength. Sort of like Winston Waves, but immediate and of the same faction.
The Guy in Your Closet 23 Mar, 2022 @ 6:55am 
There should be an option where you can set it so that your colony will keep getting reinforcements until you have X amount of colonists.

So say you start with three people in crash landed, and you can set it so that the game will give you up to five people without people needing to die in order to get them
Gaylord 19 Mar, 2022 @ 12:48pm 
Great mod
123nick  [author] 17 Mar, 2022 @ 6:06am 
Thanks so much! it may not be my only mod if i find more niche gameplay mechanics left unfilled.

Also, new update. @ProfZelonka @Alexis Popcorn there is now a setting to multiply how many colonist deaths it takes to get one reinforcement.