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RimworldCraft Colony

A Colony Sim in minecraft, based mostly from Rimworld
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rimcraft-0.1.0-b21.jar

File namerimcraft-0.1.0-b21.jar
Uploader
grayofgardengrayofgarden
Uploaded
Oct 25, 2026
Downloads
14
Size
2.1 MB
Mod Loaders
Forge
File ID
9327324
Type
B
Beta
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:rimcraft-1757807:9327324")

Learn more about Curse Maven

What's new

FIXED
-------------------------------
- A colonist's Skills tab has its own job switches/priorities: no tablet needed to change its jobs.
- Storing barrel hover: "Keeps its liquid when broken" and "Right click a brewing barrel with it to take the brew".
- Chest rules: every part of a closet, dresser and rack opens the rules window (not only the main part).
- Chest rules clean-up: haulers take a blacklisted item out of that chest, and an item that is not on a whitelisted
  chest's list out of it, into another chest that takes it. A colonist with a full bag and nowhere allowed won't stick.


NEW
---
1. INBOX
   - The colony tablet has an Inbox button (red when there is something unread); the tablet item shows a red dot; the
     chat says "The colony tablet got a message".
   - A list like e-mail (unread in bold); open a message to Accept or Decline. The help request, the wanderer and the
     merchant arrive here. Messages run out after a while.

2. PEOPLE OF THE WORLD
   - Everyone you meet is remembered (colonists, wild settlers, travellers, the dead). A newcomer may be family, a friend
     or a rival of someone known: it shows in the Social tab. People who left can come back as themselves.
   - Wild pawns fight back: hit one twice within a minute and it turns on you.
   - The wanderer: once your colony exists, a lone wanderer comes to you now and then (rarer the more colonists you have).
     Left click it: "I have nowhere to go", ask its best skill, Accept / Reject. Rejected, it is sad and walks away (it
     may come back later). Cheat: /rimcraft event wanderer.

3. MINES (plan camera, Mine tool)
   - MINESHAFT: the miner digs stairs down to a base room with two chests, then the mine grows by itself: corridors,
     halls, crossings, stairs further down, and a new base with chests every few corridors. It stays out of caves, lava
     and bedrock.
   - QUARRY: pick width and length (up to 32); dug down two layers at a time, leaving a stair along the wall, to the
     bottom. Then it is finished.
   - Caves next to the mine get walled off; water and lava get blocked with a stone or dirt from the bag.
   - The whole mine plan shows only while you hover it in the plan, or hold the tablet near it.

4. CORPSES AND BUTCHERING
   - Every creature (animal or monster, the game's and mods') leaves a body with its drops inside.
     Hit it with a sword or axe: it is cut up where it lies (its normal drops). Empty hand: you carry it.
   - BUTCHER TABLE (iron ingot, planks, logs): 1.5 to 2.5 times the meat by Cooking, plus bones.
   - Bodies left outside a Dispose area rot after 3 days (half the drops), and are gone after 6.
   - Cooks butcher the bodies around once no monster is near (carried to a butcher table if there is one).
   - Tablet ANIMALS tab: the animals around the colony; mark one to slaughter or to tame; set how many of each kind to
     breed up to.

5. ANIMALS JOB (new Work column)
   - Slaughters and tames the marked ones, shears sheep (makes shears if needed), milks (a bucket), gathers eggs, and
     pairs animals up to breed up to your limit (8 by default). More wool and eggs with skill, twins now and then.

6. BODIES, SKINS AND CLOTHES
   - 12 body types (thin, heavy, muscular, long legs, short arms, tall and lanky, short and stocky...); children take
     theirs about 60% from one parent and 40% from the other. The hitbox stays the same.
   - 8 new base skins (4 men, 4 women) drawn in the Minecraft style, tinted by skin tone; child faces; hair greys from 50;
     wrinkles from 60.
   - CLOTHES: shirt, trousers, shoes, dress, and from your notes: short dress, long-sleeved shirt, tank top, skirt,
     shorts, sandals, long boots. Wool (its colour) or leather; dye them in the crafting grid like leather armour; they
     have a quality and wear out slowly. Each colonist has its favourite kinds.
   - Colonists and you start dressed. Your clothes: the new button in your inventory (worn under armour).
   - Naked colonists are unhappy, tattered clothes a little; two good pieces make them a bit happier.
   - TAILOR BENCH (shears, planks, logs) and the TAILORING job: sews what is asked for in the Requests tab, else what
     the colony's people are missing. You can sew at it too (wool or leather in the slot, click a piece).

7. COOKS IN THE KITCHEN
   - Requests for candy, hot cocoa, jam, cooking oil, bandages or yeast go to the cooks now (before, a crafter tried and
     said it couldn't).
   - Cooks keep a little in the chests by themselves: candy 12, hot cocoa 8, jam 4, cooking oil 4 (or your "up to" in
     the Resources tab if you set one). They fry the meals when there is cooking oil around.
   - They use the stove's prep table for cooking oil (and bandages or yeast when asked).

8. TRADING
   - COINS: copper 1, gold 10, diamond 100, emerald 1000 (an emerald coin = 10 diamond = 100 gold = 1000 copper). A coin
     breaks into ten of the one below in the crafting grid. Coins in colony chests show in the Resources tab.
   - MERCHANT: asks to visit through the inbox; comes for a day or two with a big pack. Trade window: buy, sell, change.
     Your best Social colonist (or you, if better) sets the prices. Cheat: /rimcraft event merchant.

9. RESEARCH: THE TINKERING TABLE
   - Recipe: iron pickaxe on top, redstone - crafting table - redstone, iron ingot - furnace - iron ingot.
   - Put materials in its three slots. It tells you what it thinks of each: "Nothing comes of it", "Faintly related...",
     "Related to something", "Strongly related!", or "Useful later, not yet".
   - It only moves on while someone tinkers: you with the window open, or a colonist with the new RESEARCH job (new Work
     column, Intellectual skill). One of the material is used up every 10 seconds.
   - The tree shows what was found, the next steps as "???" and the branches for later versions greyed out.
     First: Metalwork, then Forging (the first station). Hint: metals, then tools.
   - Stations tab: build what was found. Cheat: /rimcraft research forging.

10. THE FORGING STATION
   - Built at the tinkering table (Stations tab): an anvil, a furnace, 4 iron ingots and 6 stone bricks.
   - STUDY: put a tool, weapon or armour piece in the Study slot; it is taken apart while someone works there, and from
     then on the station can forge it (the item is used up).
   - FORGE: pick a studied item, a quality (Normal x2, Good x2, Best x2.5, Legendary x3 what its recipe takes), and how
     many (+1, +5). Put the materials in the 3x3 slots. Hover a quality: your chance of getting it. It is not
     guaranteed: a miss comes out one step lower, sometimes two.
   - Colonists with the Crafting job study and forge the orders by themselves, bringing the materials from the chests.
   - New skill: INTELLECTUAL (research, and a quarter of a smith's level). New profession for you: Scholar.

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