RimWorld

RimWorld

Double Population B18
57 Comments
Alpha-Q 19 Oct, 2018 @ 2:07pm 
Could this be updated for 1.0?

Thanks =D
PrinceCold 30 Aug, 2018 @ 3:05pm 
Hey could you update this for b19 please?
Commander 29 Aug, 2018 @ 1:53pm 
b19?
EvilNecroid 22 Apr, 2018 @ 5:58am 
i take it u have to start a new game?
Spoony | Wagecuck @ cs_office 11 Mar, 2018 @ 8:08am 
What is the load order for these mods? (this and the more tradeship things) cause i cant seem to make it work
DesertShadow 30 Dec, 2017 @ 4:02pm 
In this description, please note that you must enable the mod in the Mods settings on the title screen. Thanks. I'm a n00b
Soylent 8 Dec, 2017 @ 11:30am 
Can you include the More Trade Ships patch into your mod?
Gilgamesh 21 Nov, 2017 @ 5:58pm 
THank you, you are awesome. :)
BORT  [author] 21 Nov, 2017 @ 12:12pm 
Update for this mod has occurred. Please enjoy/report issues (if they occur).
BORT  [author] 20 Nov, 2017 @ 7:40pm 
An update for this mod will be coming in the near future. Likely in the next week or two weeks. No promises though. :P
Gilgamesh 20 Nov, 2017 @ 1:45pm 
Will this be updated to B18 please?
Merthykins 5 Sep, 2017 @ 8:38am 
I have a question on how the game is supposed to work. I've got cassandra double as my story teller. I currently have 6 people, and it keeps throwing HUGE raids at me I can't possible handle. Is there something I should be doing differently? Raids like this never happen this early with the normal story teller.
SalzStange 3 Jul, 2017 @ 1:30pm 
Thanks a lot for making this mod working
Rose 23 Jun, 2017 @ 5:16pm 
But that was on June 9th when I disabled double population. You might have already fixed it by then, but if it works for other people then that's good :]
BORT  [author] 21 Jun, 2017 @ 5:43pm 
that's very weird, afaik this mod should be compatible with star wars and technically every other mod out there as the only thing it does is add new storytellers that differ from the vanilla ones in only population cap.
Rose 21 Jun, 2017 @ 5:36pm 
When I said "working instantly", I meant that I had double population+starwars+More trade ships all activated at the same time. I played like this for 4days+ and noticed that I was getting VERY LITTLE trade ships and the factions from star wars mod weren't coming to visit/raid me, so I decided to disabe double population. When I reloaded my game, that's when starwars mod started working. The star wars faction started visiting me and I was getting alot more trade ships. I mean like as soon as I loaded my game after turning double population off, I got a little popup thing from the Starwars faction and I've never seen that before while double population was on.
Mrohhhtrue 19 Jun, 2017 @ 11:03pm 
@ Swenzi Does this require a new save game to work? Thanks!
Grahfy 18 Jun, 2017 @ 6:40pm 
awesome!
BORT  [author] 17 Jun, 2017 @ 4:31pm 
nope, you'll have to mod that yourself. Shouldn't be hard to figure out.
someonesneaky 17 Jun, 2017 @ 4:06pm 
Will this also increase custom storytellers' caps as well?
Killgore 14 Jun, 2017 @ 2:18pm 
Hey! Badassery! Thank you kindly @Swenzi... I'm supposed to be working... but I suppose now I had better help you test a bit :-)
BORT  [author] 14 Jun, 2017 @ 1:35pm 
@killgore

More trade ships patch is available at:

http://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=946907885
BORT  [author] 14 Jun, 2017 @ 1:30pm 
@killgore it's almost done, give me like 2 mins
Killgore 14 Jun, 2017 @ 1:28pm 
I suspect that would go over well, I would certainly use it
BORT  [author] 14 Jun, 2017 @ 1:11pm 
ya i can look into making a submod of the orbital trade ships that modifies these storytellers

Killgore 14 Jun, 2017 @ 12:49pm 
Yeah, can't comment on that part, haven't yet taken the star wars mods out for a spin. I do love my trade ships though... my megabase needs both a large number of residents and a constant flow of trade-ships to export the manufactured goods, so I think I might look at your mod and modify the trade ship mod to support extra population. Thanks for the post though :-) :dwarfbeer:
BORT  [author] 14 Jun, 2017 @ 12:43pm 
the trade ships does make sense, however not sure about star wars as it works with the vanilla storytellers and it works with orissans. Also not sure by "not working" as i've experienced starwars faction attacks and atat spawns in ruins even with this mod enabled.

Killgore 14 Jun, 2017 @ 12:40pm 
Oh, yeah, I think I know what @achoo is referring to.. at least with the trade ships the rate of trade ships is dictated by the storyteller, so this mod wouldn't work with the other mod without specifically being made to work together. I imagine the star wars mod would have a similar requirement for a specifically modified storyteller
BORT  [author] 13 Jun, 2017 @ 7:47pm 
sorry about the late reply also, but I would appreciate if you can define "working instantly" and whether you would have an error log.
BORT  [author] 13 Jun, 2017 @ 7:46pm 
i want to say it shouldn't as it only makes new storytellers..... but i'll look at it
Rose 9 Jun, 2017 @ 6:42pm 
Apparently this mod conflicts with many other mods. As soon as I disabled it, my "More trade ships" and all "star wars" mods started working instantly.
BORT  [author] 4 Jun, 2017 @ 3:32pm 
@ganther is that right? I'll fix that right now. thank you.

@peskyEddie yes you can do it yourself, just go into the xml and modify the values under the <points> tag. You can compare between the modded storytellers and original to figure out what i did.
PeskyEddieTTV 4 Jun, 2017 @ 11:40am 
Is there any way to make a triple version?
PeskyEddieTTV 4 Jun, 2017 @ 11:39am 
I love you.
Ganther 4 Jun, 2017 @ 10:01am 
I have peeked into your code and noticed that you haven't changed max population for Phoebe. It is 13 instead of 26.
sheepy20 28 May, 2017 @ 11:17am 
@swenzi Yeah, that makes sense. I see that too. Thanks for checking. Maybe modifying that would be beneficial for this mod too. Thanks again for your work.
BORT  [author] 28 May, 2017 @ 7:31am 
@sheepy20 looked at code for Storytellers, I believe that the <mtbDays> tag got modified in A17 so that it takes longer for incidents to occur.
BORT  [author] 28 May, 2017 @ 7:20am 
@sheepy20 aight cool, I'll continue to look at checking the mod just in case, might modify trader incidents a bit also
sheepy20 28 May, 2017 @ 7:18am 
@Swenzi It's been about 45 days since last join. I have 7 colonists. I've removed the mod for the moment to see how the incident timings have changed since for a17. will add your mod again soon to see if it just me. lol
BORT  [author] 28 May, 2017 @ 7:02am 
@Canveriven also other mods enabled other than Double Pop?
BORT  [author] 28 May, 2017 @ 7:01am 
@CanverivenTR how many days has it been, storyteller used, and do you have dev log on/are there bugs showing in the dev log?
Canveriven 28 May, 2017 @ 7:00am 
nobody coming dude pls help
BORT  [author] 28 May, 2017 @ 6:04am 
@sheep20 How long has it been since your last join and how many colonists do you currently have?. Also is it possible for you take a picture of your dev log? It's hard to tell whether it's a result of the mod due to the randomness of joins without seeing the dev log. Regardless I'll look into it just in case. Thanks.
sheepy20 28 May, 2017 @ 4:58am 
Hey. Thanks for the mod, but I'm still having the issue where I am getting no joins.
BORT  [author] 26 May, 2017 @ 6:03pm 
@jojobe I simply doubled the vanilla population caps, if you would like to make custom changes you can go into either my mod or the Core files and modify the Storytellers.xml file by changing the values under the <points> tag
jojobe 26 May, 2017 @ 4:52pm 
It would be great in my opinion that phoebe should be slightly higher in population. 12. 36 50 Randy 12 50 100. The spread in points you have is kinda strange. Most people like the more colonist anyway so if you do it go big or go home ya know.
BORT  [author] 25 May, 2017 @ 3:24pm 
Colonist Spawning bug is now fixed, colonists should now spawn as usual.
Shinigami 25 May, 2017 @ 2:06pm 
If you want to fix it yourself:
go into your save file, then search for your storyteller, change it back to the regular ones. Then go into the core/defs/storyteller/storytellers.xml there you can go to the one you want to play with and change the number in the populationIntentpopcurve. You can figure the number which you have to change from looking at the numbers that were supposed to be changed in this mod (4--> 8, 13-->26, 18-->36).
Worked for me.
Hiro 25 May, 2017 @ 1:54pm 
Yeah I have had zero joins as well.
[TiC] Dumpshock 25 May, 2017 @ 1:35pm 
Day 50, still no join, not even a crashed landing pod.

Starting to think the mod has somehow actually DISABLED recruitment.