About the newsletter

Hey folks,

I recently sent out an email about Sometimes Raids Go Wrong, but I didn’t format the email properly so you would have seen ‘Hi {{subscriber name}}’ at the top of the email. I also hadn’t updated the settings in a while so it still pointed at the old URL for the site.

Anyway, I’ve fixed those things so that next time I need to share an important update it’ll look nicer and be up to date.



RimWorld 1.4 mods status

Here’s a post about the availability of RimWorld 1.4 mods and my plans for 1.4 mods.

  1. Ugh You Got Me – available.
  2. Sometimes Raids Go Wrong – available.

My other mods have been taken over by other maintainers and may not be available for 1.4 yet.

Note that, because RimWorld supports multi-versioning, you can use the latest download in previous versions of RimWorld as far back as 1.0 if you still have old saved games that you want to play.


Remington Ryder September 28, 10:47 GMT+0000

Whoops! I uploaded the wrong thing yesterday. I’ve re-uploaded No Doomed Friendlies.


Remington Ryder September 27, 21:01 GMT+0000

I updated No Doomed Friendlies again tonight. There was a bug which meant that the v1.0.1 update which I released recently didn’t work. Rookie mistake. Sorry about that. Please re-download!


Remington Ryder July 21, 0:50 GMT+0000

I updated Hunting Restriction again. There was a bug, it’s been fixed now. I also improved the safety of hunters attempting to shoot at boomrats or boomalopes (or anything else which explodes on death).


Remington Ryder July 19, 23:38 GMT+0000

I added Harsher Tundra and Really Toxic Fallout. I also updated Hunting Restriction here and on Workshop.


Remington Ryder July 10, 19:14 GMT+0000

Combat Readiness Check and Hunting Restriction have both been updated, here and on Steam Workshop.

I also added a mod called Harsher Tundra to Workshop.

More RimWorld mods added

I added a number of my RimWorld Alpha 17 mods to the site so that you can download them directly instead of using Steam Workshop, if you prefer.

Here’s the details for all seven of them.

Combat Readiness Check

Mod for: RimWorld Alpha 17

Latest version: 1.1.4

Last updated: September 28, 2017

Overall downloads: 3461

Latest version:

Combat Readiness Check (3461 downloads)

Uses Harmony to point at a new raid points calculation.

Raid points are used to ‘buy’ raiders from a list to make up the group that will raid your colony.

New! The default mod values listed below can be adjusted. Use the in-game Mod Settings menu, select Combat Readiness Check, and edit the values. They will stay in effect as long as you’re using the same saved game folder.

Wealth from weapons and armour counts at 0.25% of market value (much less for neolithic weapons).
Wealth from other items is not counted (vanilla: 1.1% of value)
Wealth from buildings counts at 0.15% of value (vanilla: 0.55% of value).
Colonists by default count for 99 points instead of 40.
Colonists who have impairment to their combat ability will count for less points.
Colonists who can’t fight at all will count for zero points.
Colonists who are suffering from an infection or disease which needs bed rest will count for zero points if they haven’t developed immunity.
Colonists who have enhanced capabilities (from bionics, trauma savant or mechanites) don’t count any more than 99 points.

(Combat Readiness Check)

Solar Apocalypse & Rogue Planet

Mod for: RimWorld Alpha 17

Latest version: 1.0.6

Last updated: June 29, 2017

Overall downloads: 3750


Solar Apocalypse & Rogue Planet (3750 downloads)

This mod enables two game conditions – Solar Apocalypse and Rogue Planet. These should be used in a scenario as a permanent game condition. Strange things will happen if you add both of them, so please don’t.

Solar Apocalypse

Solar activity increases at an alarming rate, creating a never-ending heatwave and runaway greenhouse effect.

This map condition slowly increases the temperature over the course of many years. At first this increase is quite small, but with each passing year the rise becomes more evident.

In addition, fewer animals will migrate into your part of the world, and plants will become scarce.

As even more time passes, your cooling systems will be unable to sink heat fast enough and this means you will be unable to grow crops or keep animals even indoors. Plants which are outside in the searing heat will die.

This necessitates eventually building a spaceship to escape the searing heat. You will need to acquire the materials to do so while continuing to fight off raiders and the like in ever-increasing temperatures.

Rogue Planet

Through misfortune, this rimworld has broken from its orbit and is steadily escaping its parent star.

This map condition decreases the temperature over the course of many years. Like Solar Apocalypse, the decrease starts out small but gets bigger with each passing year.

Again, plant and animal density will decrease as the temperature gets lower.

Because of the nature of the map condition, less light will reach the surface and you will get less power from solar panels.

The temperature will now eventually reach a point slightly above absolute zero, and solar flares will stop affecting the colony after a certain time.

(Solar Apocalypse & Rogue Planet)

Difficulty Expansion

Mod for: RimWorld Alpha 17

Latest version: 1.0.0

Last updated: June 29, 2017

Overall downloads: 2794


Difficulty Expansion (2794 downloads)

Alters the scaling of threats in a simple fashion, making raids at higher difficulties more difficult but making raids at lower difficulties slightly easier.

(Difficulty Expansion)

No Doomed Friendlies

Mod for: RimWorld Alpha 17

Latest version:

Last updated: September 27, 2017

Overall downloads: 3219


No Doomed Friendlies (3219 downloads)

Friendlies will only show up if the thing threatening your colony is unfogged.

Additionally, only friendlies with a moving capacity of 80% or above will show up. No more 93 year olds with Bad Back and Frail crawling toward your colony at snail-like speed!

Finally, combat music should no longer play if there is an unopened ancient danger. Colony naming should also happen normally.

(No Doomed Friendlies)

Hunting Restriction

Mod for: RimWorld Alpha 17

Latest version: 1.1.3

Last updated: July 21, 2017

Overall downloads: 3065


Hunting Restriction (3065 downloads)

Hunters will consider the current conditions before and during hunting.

Things which affect the decision to hunt:

Toxic fallout
Distance to target
Target’s size (big or small game)
Their own needs (food and rest)
Their own movement efficiency
Their own eyesight
Outdoor temperature
Current stocks of edible nutrition

If some of these in combination would make hunting more dangerous or much less efficient or negatively affect their mood, the hunter will skip that target or the job entirely. The reason why will be listed on the right-click menu.

In particular, if stocks of food are low, hunters will ignore their needs in favour of increasing the food stock level.

Also, hunters with sight worse than 55% will not do hunting until their sight is restored.

Things which affect the distance they will try to maintain when shooting:

By default, the distance is set to 3/4 of maximum weapon range.
If the target is not currently downed and would explode on death, the hunter will potentially add an extra four tiles of safety range to account for the target moving towards the hunter.
Weather (fog in particular) reduces the distance.
The Trigger Happy trait reduces the distance greatly.
If the target is asleep, the hunter will move to the same close range they would if an animal is downed.

(Hunting Restriction)

Peaceful Fixes

Mod for: RimWorld Alpha 17

Latest version: 1.0.0

Last updated: June 29, 2017

Overall downloads: 2348


Peaceful Fixes (2348 downloads)

Makes changes to some incidents so that they do not trigger on Peaceful difficulty.

(Peaceful Fixes)

Less Annoying UI Sounds

Mod for: RimWorld Alpha 17

Latest version: 1.0.0

Last updated: June 29, 2017

Overall downloads: 2760


Less Annoying UI Sounds (2760 downloads)

Makes changes to a couple of the UI sounds so they aren’t as annoying.

This currently affects Tiny Bell, which plays when a colonist is about to have a minor mental break, and Negative Message, which plays if a negative event occurs.

(Less Annoying UI Sounds)