Neighborhood-Style Colony
This mod is inspired by the concept of "neighborhood homes" from The Sims.
This mod is inspired by the concept of "neighborhood homes" from The Sims.
You can build multiple underground bunkers in your colony and operate each one as an independent residence.
Each bunker can be designed individually. When visiting or when needed, the dedicated map is loaded and used. Bunkers that are not currently in use can be unloaded. They can be used in a similar way to visiting a neighbor's house in The Sims.
Pawns assigned to a bunker as their home will normally live there. When the dedicated map is unloaded, they will come to the surface when they need food or when their work schedule starts. When the dedicated map is loaded, they will come to the surface when their food or recreation needs become low.
This mod is designed to create a relaxed sense of daily life, where pawns feel like they are living in their own "neighborhood homes", rather than being completely isolated and managed separately.
****
This mod is mainly intended for late-game colonies with many pawns, where managing individual living spaces and daily routines becomes more challenging.
Pawns assigned to a bunker as their home will return to their bunker early when no suitable work is available.
When there is no work, they will usually remain in their bunker unless their needs require them to leave. They become more like neighbors who occasionally pass by and exchange greetings, rather than pawns who are always present in the colony.
****
- When the underground map is not loaded
-- Pawns leave the bunker when they need food.
-- Pawns leave the bunker when their work schedule starts.
- When the underground map is loaded
-- Pawns leave the bunker when their food need reaches the lower threshold.
-- Pawns leave the bunker when their recreation need reaches the lower threshold.
- On the surface map
-- Pawns enter the bunker when they need sleep.
-- Pawns enter the bunker when no suitable work is available.
* Regarding work, only jobs that exist while the pawn is staying on the surface map are available.
* Buildings and facilities inside the dedicated map (walls, doors, beds, workbenches, storage, etc.) are saved. However, items placed on the floor or items stored inside containers, as well as other non-building items, are not saved. They will be lost when the map is reloaded, so do not store books, valuable weapons, or other important items there.(Saving is optional)
* This mod uses transparent objects to control pawn movement and behavior. Do not place any objects within one tile of the surface hatch, as this may interfere with pawn movement.
* Autonomous social visits (Sims 4-style Neighborhood Stories).
Bunker residents may visit other bunker residents based on RimWorld's existing relationships.
Relationship changes are handled by RimWorld's own AI.
* Pawns who leave work early due to having no work available will not leave their home again for a certain period of time, even if new work becomes available.
* This mod has not been sufficiently tested through extended gameplay after development. Undiscovered bugs may exist.
* Due to the nature of this mod, bugs may result in pawn loss. Please consider this an experimental mod and make frequent saves.
This mod has not been tested with DLC-specific content such as Mechanoid clusters (Royalty/Ideology) or Anomaly-specific events. If these DLCs are installed, interactions with this mod have not been verified and unexpected behavior may occur.
=========================
Please check the workshop thread for details.