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Added an intro video to the mod on Youtube here:
[1.3] A Colonist A Day

Are you sick and tired of having insufficient colonists and having your colony failing?
Fear no more! This is the "A Colonist A Day" mod! That will give you... THATS RIGHT! A COLONIST A DAY!


- Spawn a new colonists for your colony every day!
- The daily countdown starts every time you load your game (because I'm lazy to code a "save the time")
- You will be fearless and will go to war with everyone.
- You will have overpopulation (after some time)
- You MAY have trouble feeding your colony
- Your game may start to lag after having too many colonist...
- You may never "game over"...
- You can say thank you now.
- You are welcome.



Subscribe to my Youtube channel (so that I can one day earn a living thru youtube and continue to do modding)

Become my patron on Patreon (so you can have an influence over me and what mod I work on next)

Chat with me on Discord
Releases / [1.3] SmurfeRim Ver4.0 - The Smurf Mod
July 30, 2021, 12:41:17 AM

Subscribe to my youtube channel to support my modding:



The Smurfs are a species blue humanoids that lives in mushroom-shaped houses in the forest, usually led by Papa Smurf. The smurf-mmunity in their village are always cooperative, sharing and kind environments for every Smurfs living there. While popular myths had always portrayed the Smurfs as being repressed and violently suppressed by the "Evil" Wizard Gargamel, the stories turned out to be misinformation and fake news propagated by Smurfs-sympathizers.

The forgotten truth is that Gargamel was actually the archwizard of a long forgotten kingdom, that was sent by the King himself to fight and eradicate the "Blue Threat". Hundreds upon thousands of peasants had been mercilessly murdered by a never seen before blue-skinned humanoid monsters, although no bigger than a house cat. What was later known to be Smurfs, had an incredible rate of reproductions and their kind spreads like wildfire. Their cute and innocent appearance hides the fiercely territorial nature of these magical creatures. The smurfs had became so powerful during the time of Gargamel, that the Smurfs declared all out war against the archwizard's Kingdom. All that stand between the Smurfs and the destruction of the Kingdom, was Gargamel the Great himself.

It was during this period of great calamity that Gargamel made the greatest discovery about the Smurfs: their body contains an unique liquid that can be found no where else, and that it had great life-saving abilities when it is combined with medical herbs. The usage of the magic potion extracted from the Smurfs brought about an revolution in the medical world and Gargamel was regarded as the greatest healer of his time after he made the discovery. However, as the only person in the Kingdom, to be able to subdue the "Blue Threat"; along with the fact that the discovery of this new highly sought after commodity resulted in the a Royal decree that restricts any information about the source of the potion to be leaked – Gargamel was condemned to a life in a run-down hovel, with his mangy cat Azrael, deep in the dark forest on the outskirt of this Kingdom.

The fiercely loyal Gargamel dedicated his final few decades of his life to his King, keeping the population of Smurfs to just 1 village – while constantly "milking" the excess smurfs, to be readied for the weekly horse carriage that arrives to delivers the precious potions to the capital. The Kingdom became rich and powerful, being the sole producer of the rare potion; while at the edge of the Kingdom, Gargamel gets old and senile; often heard cursing at the Smurfs by passing travellers. Gargamel was eventually slain by Papa Smurf after Gargamel fell into an ambush in one of his daily smurfs culling. Azrael died beside him as the old cat was surrounded and bashed to death by numerous Smurfs. The Smurfs then went into hibernation for centuries in wait for a time where the humans are weaker, and thus they can rise again.

Eventually the young and rich populace in subsequent generations conveniently forget about Gargamel's lifelong sacrifice, while sinister underground organisations started their misinformation campaign to cast Gargamel as the evil wizard that captures cute smurfs as an magical ingredient to make gold, for some unknown political reasons. As for the magic potion, it was later renamed as Neutroamine by one of the brand strategist of the government-owned corporation of the new republic, tasked to manage and sell the remaining stock of potions that was stashed during the time of Gargamel. Today, the Corporation remains to be the only seller of Neutroamine in the entire galaxy; and they are still selling exclusively from Gargamel's depleting stockpile, as the Smurfs were never found since, and all artificial means of reproducing the ingredient had failed.


Walking Problem Studios brings yet another popular cute franchise into RimWorld: The SmurfeRim Mod!

The SmurfeRim brings the cute blue Smurfs into the world of RimWorld.

You can either help bring the lost Smurfette, back together again with the Smurfs and Papa Smurf – and all live happily ever after under your roof....

OR you will need to face the ancient threat that had once faced by Gargamel the Great – eradicating the "Blue Threat" / Smurfestation before they get out of hand....

OR you can resume the role of Gargamel the Evil Wizard, to contain and farm these blue creatures of their "magic potion", to bring health and happiness to the galaxy.

P.S: Beware! If you suddenly feeling super good and happy for no apparent reason deep in the woods, you might had wandered right into a Smurf Village.

– The Smurfs will be the only way you can acquire an important ingredient you always need, but can never produce
– Smurfestations Events are extremely dangerous, never look down on the Smurfs
– Papa Smurfs are tough, and their numbers often corresponds exactly as per the number of Smurf Villages there are on the map (on Rough difficulty, will be more or less depends on your difficulty settings)
– Smurfs from Smurfestations cannot be tamed, they had pledged a lifetime of hatred for you.
– The only smurfs that can be tamed are the "good smurfs" that we know from the movies and cartoons
– The tame-able smurfs will wander into the map occasionally
– If you want to reproduce smurfs, take note: there is only 1 female Smurf, and its Smurfette.
– Smurfette may wander into your colony, and if you missed her, you may not see her again for a long long time
– Papa Smurfs will not have sex with Smurfette, so forget about that kinky thought.
– Blue Meat. Period.
– Blue Skin/Leather. Period.
– Smurfs breeds really quickly and are ideal in form your dispensable blue army!
– But to have your own smurf army... you need Smurfette.

- Added 9 different type of smurf building replacing the old smurf village
- change to only towncenter can spawn new buildings
- each building serve a different purpose: spawning different items/pawns
- added dessicated smurf- smurfs will now arm themselves with weapons
- female smurfs will plant flowers everywhere they go
- male smurfs will plant torches everywhere they go (limit to smurf's with a faction only)
- smurf defend village AI is recoded
- Added a brainy smurf variant of Smurf
- Added a new species of smurf call the Smurfmando, which replaces Papasmurfs as the overpowered smurf in the village (as there can only be one Papasmurf for each village cluster)
- Papasmurfs are limited to one per towncenter
- Papasmurf will be respawned from the towncenter if the existing papasmurf is killed.

Quick question. Does this mod introduce pregnancy for humans only, or also for races from the alien humanoid framework?

This is a massive update, one that had took more than a year to finally get updated. RimSlaves is back!

The update launch coincides with the final episode of Game of Thrones – thus it is a celebration of a series that we all loved, inspired by.

For this update, I have added things that was highly demanded, like the slaves apparels and weapons for your pawns; as well as revamped the Dothraki a little making them a wee bit more realistic.

Hope you guys have fun!




JECTOOLS Required:





– Updated to Rimworld 1.0
– Added mod dependency on Jectools
– Dothraki now carries a standalone weapon
– Dothraki now get "disgraced" if downed
– Added apparels: Sally Skimpies, Maiden Dress, Unsullied Armor, Unsullied Helmet
– Added weapons: Arakh, Unsullied Spear
– You can know get your slaves' apparels and weapons when you butcher them (except Dothraki)
– Dothraki is now a hidden faction that will conduct raids
– Some added/changes to the work of the Slaves (assorted)
Releases / Re: [1.0] RimWorld Minions Ver7.2
December 16, 2018, 11:53:55 AM
Quote from: Canute on December 15, 2018, 11:24:33 AM
I use 7.2 and still got these problems like i mention allready at
I will redownload and see if that help.

Edit: nope.
I used dev tools to inflict 10 damage to a minion, and he running around cleaning this own blood from the floor.
Does it maybe interfere with Animal Logic ?

Yes I think so. Animal Logic messes with AI.

You try disabling Animal Logic and try again.
Releases / Re: [1.0] RimWorld Minions Ver7.2
December 15, 2018, 11:15:32 AM
Quote from: Canute on December 14, 2018, 03:33:53 PM
I would be happy about bug fixing for 7.4
- rest issue, minions break down from exhaustion.
- wounded or ill minions don't stay at bed. Same with operations, they jump out of the bed and go for work.

Ok, one feautre maybe, select what weapon you could equip to the minion. Still have no idea what weapon the pawn's select to give it to the minion.

Edit: btw i am geting sporadic
Maybe a conflict with Fertile field soil degrade after harvest ?
QuoteJobDriver threw exception in initAction for pawn Minion1965520 driver=JobDriver_PlantHarvest (toilIndex=6) driver.job=(Harvest (Job_6725491) A=Thing_Plant_Devilstrand4035757) lastJobGiver=AnimalJobs.JobGiver_GenericWorkGiver
System.NullReferenceException: Object reference not set to an instance of an object
  at RFF_Code.JobDriver_PlantHarvest_Designated_PlantWorkDoneToil+<>c__DisplayClass1.<Postfix>b__0 () [0x00000] in <filename unknown>:0
  at (wrapper delegate-invoke) System.Action:invoke_void__this__ ()
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.AI.JobUtility:TryStartErrorRecoverJob(Pawn, String, Exception, JobDriver)

I already fixed that:

– Fixed Minions rather work than go to sleep bug
– Now Minions prioritize rescue and tending jobs ahead of other jobs.


For the weapon - the pawn will pick the closest weapon he can reach to give it to the minions.
However, at the moment, I have no way to let you choose with weapon to give to the minions - unless I change the entire game mechanics of how the equipping of weapons work (which I'm "not-there" yet - coding ability wise)
Releases / Re: [1.0] RimWorld Minions Ver7.2
December 14, 2018, 01:44:07 PM
Quote from: Canute on December 10, 2018, 09:03:43 AM
Update of the zone restrition, after a loading the evil minion follow the zone restrictions.
Looks like after the minion got transformed, it don't follow it, but after a loading he does.

And i forget to mention, Minion realy live for air and love, i put them at a Deeprim map and it took 2 weeks before the i got a msg. about animal starving.
I think thats a bit too extrem.

Any ETA for 7.3 ? :-)

Yeah Minions never needs to eat much at all (that was the entire plan right from version 1.0, which is to build a massive minions army to defend the colony)

For 7.3, what do you wish to see (and what changes I need to do)?
Releases / Re: [1.0] RimWorld Minions Ver7.2
December 10, 2018, 07:48:03 AM
Quote from: Canute on December 10, 2018, 05:23:19 AM
I recently made 2 evil minions.
I notice, Evil minion are real fast, 14.85 without modifation is real fast for their little foots.
I would reduce it to 8.5 or 6.5.
They don't do jobs like Minions do, but i think that's intended. They are basicly like regular animals, even hauling is sporadic like regular animals.

But something is real strange, one of the evil minion don't follow any zone restriction. No error show up at the log.
The other evil minion follow the zone restrictions.
Both follow their master when these are drafted.

If, maybe I forgotten to remove the speed enhancement for the Evil Minions when turned from Yellow Minions....

As for the zone thingy.... No idea. I don't think I modded any part of that...
Releases / Re: [1.0] Trading Economy 3.1
December 10, 2018, 07:46:21 AM
Quote from: Kapun on December 09, 2018, 04:32:29 PM
Noticed a small typo in the description
"Extremely resourceful at find buyers for all kind of products, they are willing to buy anything you are able to offer them, in exchange for the vital silver coins that everyone needs to be part of the great trading economy."
I believe it should be:
"Extremely resourceful at finding buyers for all kind of products, they are willing to buy anything you are able to offer them, in exchange for the vital silver coins that everyone needs to be part of the great trading economy."

Oh~ Well spotted~

My fingers usually take off on their own tangent, like as if they have their own brains.... They dont always type what my brain is thinking. My fingers are lazy that way... lmao

Quote from: NoCanDo on December 09, 2018, 04:01:45 PM
BRUUUUUHHH! Where can I get them 100000000000000000000 capacity carrying vehicles?!?!?

I don't think the Walkblem Heavy Armored Caravan (WHAC) is for sale... lol
Quote from: Ois on December 08, 2018, 10:29:25 AM
Is there any specific load order for this mod in relation to other mods? My pets get pregnant for no reason other than the fact that an opposite sexed animal is somewhere on the map. It's irritating having to constantly remove the pregnancy.

(Also, does this not work well with 'Dinosauria' mod? When my dinos lay eggs they deteriorate before they hatch. It would be cool to see them populate.)

Quote from: Canute on December 08, 2018, 10:52:57 AM
I don't think this mod change any value of Dino eggs. You should ask the Dino mod author about it.

Currently Rimworld do not have any game mechanics to deal with eggs and the relations between the egg layers and their eggs.

I will create a mod someday to make the animal behaviors more realistic.... but it would be months from now though... too many things on my to do list; but I cant work on mods full time (as I still far away from having enough patrons to allow me to work full time on mods - thus very limited time to work on mods)
For the convenience of those who have not read Cortanakya's story:

Quote from: cortanakya on December 04, 2018, 01:04:57 PM
Dude... I love you, man. I responded to you on reddit a while ago with my story about this mod, and honestly I have nothing but respect for your work. I've been checking about three times a week to see if this mod has been updated for 1.0 yet.


From the deepest, darkest parts of my heart I wanna say thank you! When I have some spare cash I'll throw some support your way.

Thanks for the love~

Your story is epic!

I actually put your story in the screenshots section of the mod in the steam workshop you know?
Releases / Re: [1.0] Trading Economy 3.0
December 04, 2018, 11:26:19 PM
Quote from: crusader2010 on December 04, 2018, 01:15:37 PM
Thank you for the update. It did stop some errors from showing up. Will try to reproduce the above one and see if it happens again (now I literally put TradingEconomy at the very bottom, right before RimHUD though). AnimalFramework was the latest version.

When starting Rimworld I'm still getting 6 errors like: "Config error in FactionBase_WalkblemPharma: ArchotechEye tradeability doesn't allow traders to sell this thing". Full log: LOG


Putting trading economy mod right at the absolute bottom MIGHT help for this error. Because basically, I tried to make walkblem factions sell rare items. But you can ignore the error, it wont break the game even if it exist.

I think you should put RimHUD higher, maybe after all the frameworks like HugLibs, Advanced Animal Frameworks, Jectools, etc...

Mod list sequence should be:

1. Frameworks (hugslib, AAF, Jectools)
2. Gameplay changing/UI related (for example psychology, giddy up)
3. Items/Furniture adding
4. Factions
5. Animals

This is usually how I arrange mine, and usually it works without a hitch the first time I do it. (usually)