RimWorld

RimWorld

Reinforcements
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.
Sk 16 Mar, 2022 @ 11:08pm 
Hey friend, I was keeping on eye on you from the very first moment when you asked how to setup a development environment for Rimworld on Discord. Just wanted to say that I am happy for you and congratulations on releasing your first mod.
123nick  [author] 16 Mar, 2022 @ 8:50pm 
I will probably add that tommorow... Or when the weekend comes around. Shouldnt be too hard.
ProfZelonka 16 Mar, 2022 @ 7:58pm 
Neat! +1 for the 60-80 range default, maybe a slider setting for more/less.
Alexis Popcorn 16 Mar, 2022 @ 7:34pm 
Hmm, quite an interesting concept, but I'd like to adjust how many colonists I could get back, so I could recover around 60% or 80% of the colonists I lost, not always 100% of them, it would be cool to see that setting.
FriendlyArchpriest 16 Mar, 2022 @ 6:43pm 
Interesting mod, I saw mods like this before but never paid any attention because I'm a certified savescummer, but from your description I would say this mod is balanced because gaining back colonists doesn't mean you will gain back the same perfect bionic demi-gods.