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RimworldCraft Colony

A Colony Sim in minecraft, based mostly from Rimworld
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rimcraft-0.1.0-b24.jar

File namerimcraft-0.1.0-b24.jar
Uploader
grayofgardengrayofgarden
Uploaded
Oct 28, 2026
Downloads
8
Size
2.7 MB
Mod Loaders
Forge
File ID
9351669
Type
B
Beta
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:rimcraft-1757807:9351669")

Learn more about Curse Maven

What's new

FIXED
- 1.5 A wild settler won't build its home within 100 blocks of the colony's middle or of any colonist (one built about
  50 blocks from yours; it hadn't joined, it only lived nearby).
- Quarry: where a quarry step would be sand or gravel (which would fall), the miner makes it cobblestone, so the
  stairs stay whole.
- 2.2 Clothes wear out at 0.3 times the old speed, and quality counts: each level of quality halves the wear again
  (good clothes last twice as long as normal ones, excellent four times...).
- 2.3 The colony tablet is now part of the recipes of the tailor bench and the tinkering table (you get it back when
  you break them). The tailor bench's last button makes a money bag (4 wool or leather) instead of the tablet.
- 2.3 The tinkering table's Stations side works like the carpentry table: pick the station in a list, see what it
  needs (green or red against the table's 10 material slots), press Make, and take it from the output slot.
- 2.4 Coins stack to 64 again, everywhere. The money bag is made at the tailor bench (above); its crafting recipe is
  gone.
- 2.5 The "RimCraft Clothing" creative tab shows one of each piece, undyed (not every colour).
- 4.x The journal says whether a place is on the surface or underground, and gives an underground place's real height
  (the den was on the surface but showed "y 0").
- 6.x Everyone has a different birthday (spread through the year; old pawns get one too). Years are 60 days, as you
  chose.
- b21 2.2 A wild settler you hit while in creative mode doesn't pretend to fight back any more (it can't hurt you in
  creative): it complains instead ("I'm not fighting you...").
- "Can't reach the body, it's in a hole": the colonist now tries the spots around the body before giving up, and says
  "down a deep hole" only when the body really is walled in far below. Otherwise it says there's no way to get there.
- Pawns stuck walking into a butcher table: no one tries to walk through tables and furniture any more (butcher,
  carpentry, tinkering and tailor tables, stoves, brewing and storing barrels, big furniture, tombs, oil lamps).

added
- Journal button in the inbox (top right).
- Your skills screen: the Journal button is gone from it (it covered the skills) and Done moved to the top right. The
  Journal button is in your inventory now, beside the skills and clothes buttons.
- Creative inventory: the same three buttons (your skills, clothes, journal) down its right side.
- The wild settler's window has no "Speak" button any more: Gift, Trade, Join, and Talk... for the talk window.
- Chest white and black lists by TYPE: the "add" list in a chest's rules starts with the types: Food, Blocks, Ores,
  Materials, Tools, Weapons, Armor, Clothing, Seeds and plants, Coins. "Type: Food" lets in (or keeps out) every food,
  modded ones too. A type in a whitelist can have a maximum too (it counts everything of that type in the chest).

TAMING
- T1 Tamed animals belong to the colony.
- T2 Both kinds of pen: draw an "Animal pen" area in the plan camera, OR fence an area in and crouch + right click
  inside it with the colony tablet: the fenced ground becomes an animal pen (at most 48 blocks across; fences, walls,
  gates and bars count, and a stretch of hill or house wall may close a gap, but most of the edge must be fence).
- T3 Merchants sell and buy animals (below).
- T4 Each kind of animal rides at its own speed.

THE TRADING STATION - and animals for sale
- Everything in part 10 of "b24 upcoming features.txt".
- Merchants bring animals to sell: a farmer 2-3 farm animals (cow, sheep, pig, chicken, goat, rabbit), a general
  trader or a dealer in rare things sometimes one (the dealer: a horse, donkey, llama, wolf, cat or parrot). They
  follow the merchant like its pack animals.
- In the deal window they are rows like the wares (shown by the animal's egg and name): buy one and it becomes the
  colony's, waiting at the station in Pen mode (a horse comes already trained to ride). The colony's own animals
  within 24 blocks of the station are rows too (not pets, not babies, not ridden): sell one and it leaves with the
  merchant.
- Option in config\rimcraft-common.toml, [animals] animal_trade = true (false: no animals for sale).

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