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@Razilator RimJobWorld [+18]

Mod updated to the current version.

2 days, 7 hours ago
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PyWorker, I will improve you!

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@PyWorker Combat Extended

My great job at automating uploads! My version: 0.3. I try to improve according to my mood.

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@Razilator Mechalit Core (Continued)

I speak as an admin, I only played with the Mechalit Core mod. Now another person has continued his work, adapting it to Rimworld 1.3.

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Demalius, тест 4

2 months, 2 weeks ago

Sensible Nomadism - A Camping Overhaul

  • #Builds #Gameplay
  • Added: 2 months ago
  • Updated: 6 days, 7 hours ago
  • Views: 20
    Author(s): Rebitaay
  • Version: 09.03.2021
    Loads: 4
Link Info Language Version Loads Loaded Created by
Go to download 221 KB English 09.03.2021 4 12/08/2021 в 12:35 Razilator

This mod aims to increase the viability and functionality of the nomadic lifestyle, and campsites in general, by expanding upon the available campsite buildings and adding new no-outpost buildings that provide access to essential functions.

New buildings have been added that allow you to research, store items, cook food, and imprison people, all without creating a player outpost that attracts unwanted attention. You can now also build small item stashes anywhere in the world outside of towns, and create landmarks that will allow you to create custom map markers.

A variety of new camping shelters are available in small, medium, and large sizes. They range from as small as the vanilla "Flat Shelter" to the "Mercenary Tent". In addition, four new forms of campsite seating can constructed that grants a slightly reduced hunger rate when used

Full Features:
  • Field Research Table: A simple table that can be used to perform Tech Level 1 research without creating a player outpost, albeit at 60% of the speed of a proper Small Research Bench. The Field Research Table is unlocked by default.
  • Campsite Storage: General Storage Boxes (14x14) and Food Storage Barrels (12x12, 5x Stacking, Food Only) that can be built at your campsite without creating a player outpost. "Item Storage" must be researched to unlock them.
  • Prisoner Pole: A pole that is staked into the ground, which you can tie a prisoner to. It functions the same as a cage, but is far less secure and can be broken out of quite easily. The "Prisoner Pole" blueprint must be purchased from a travel store to unlock.
  • Cooking Pit: A campfire with a roasting spit that allows you to cook a variety of foods. It functions the same as using a Food Stove, but is a bit slower. "Cooking" must be researched to unlock the Cooking Pit.
  • Hidden Stash: An inconspicuous pile of rocks that can used as storage (10x10), and can be built anywhere outside of towns. Hidden Stashes are unlocked by default.
  • Landmark: A pile of rocks that allows you to mark a location. The Landmark creates a player outpost, which you can then rename to create a custom map marker. Be aware that due to the nature of outposts, the pile of rocks may attract attention. Landmarks are unlocked by default.
  • Seating: A variety of furniture to sit on - a barrel, stool, box, and pillow - that slows down hunger rate when used. Seating is unlocked by default.
  • New Shelters: Seven new shelters are available in addition to all vanilla shelters. There are now two Scrap, two Small, three Medium, and three Large shelters available for construction. Scrap Shelters are unlocked by default, but the Small, Medium, and Large shelter blueprints must be purchased from a travel store to unlock.

I felt that the additional camping functionality was desperately needed, as you are practically required to invest in housing or construct an outpost to have anywhere to call home. These additions give much more viability to campsites and the nomadic lifestyle by allowing you to construct many useful facilities without needing to create an outpost. You will still need to set up properly to begin things such as manufacturing or farming, but nomadism goes much further than before.

Outpostless versions of other facilities such as mining, farming, and crafting, were considered. I believe that a small research desk, a roasting spit, wooden poles for prisoners, and low-key storage is as far as you can go without your home having much obvious value. Settings up mining operations, manufacturing of items, farming of crops, etc. creates obvious value in your home, making it a target for raiders.