Available Services - AhHanie/Rimworld-Settlement-Services GitHub Wiki

Settlement Services lets caravans purchase the following services from eligible settlements. Availability can depend on the settlement's specialties and installed expansions or mods.

Medical

  • Urgent stabilization: Stops immediate death risk for colonists. It makes the patient safe to travel, but does not cure the underlying injury.
  • Urgent veterinary stabilization: The animal equivalent of urgent stabilization.
  • Extended treatment: A five-day treatment plan that cures ordinary injuries and curable diseases, while tending conditions that can only be managed. Long-term rehabilitation also cures addictions.
  • Extended veterinary treatment: Extended care for animals, including optional rehabilitation.
  • Surgery: Installs compatible prosthetics and bionics. The settlement or caravan must provide the required medicine and implant.
  • Veterinary surgery: Installs compatible prosthetics and bionics on animals. Requires a settlement with animal-handling expertise.

Education

  • Skill lesson: Focused tutoring in a chosen skill. Choose brief, standard, or intensive lessons; passions still affect learning normally.
  • Apprenticeship: A longer-term placement with local tradespeople that grants skill experience over several days. More affordable than a Skill lesson, but requires the pawn to spend significantly more time away.
  • Research seminar: Sends a pawn to assist local researchers, advancing an available research project and granting Intellectual experience. Requires a university specialty.
  • Animal training: Teaches an animal any currently valid trainable behaviour. Requires an animal center.

Commerce

  • Local market: Buy available drinks, meat, produce, and other food from the settlement's own stock. Choose quantities, pay for your cart, and the goods are loaded into your caravan immediately. Requires a caravan at the settlement.
  • Mercer: A materials merchant. Buy wood or planks, stone blocks, steel, cloth, and whichever leathers and furs the settlement currently has from the settlement's own stock (with Medieval Overhaul: iron ingots, linen, clay blocks, and, when its cloth chain option is on, raw flax too). Choose quantities, pay for your cart, and the goods are loaded into your caravan immediately. Requires a caravan at the settlement.
  • Animal vendor: Buy one or more of the live animals an animal center currently has for sale, with a preview of each animal before you choose. Each animal costs 1.4 times its market value, and the animals join your caravan as soon as you pay. The center's stock is separate from its regular trader and restocks every ten days; animals nobody buys are replaced with a fresh selection. Requires a caravan at the settlement and an animal center specialty.
  • Vehicle shop [Vehicle Framework]: Buy one of the vehicles a vehicle garage currently has for sale. Each garage offers two or three different models, and each vehicle costs 1.4 times its market value. The vehicle joins your caravan as soon as you pay, and no research is needed. Higher-tier vehicles appear less often: about 75% of offers are tier 1, 20% tier 2, and 5% tier 3, with at most one tier 3 at a time. The stock restocks every ten days; opening the shop does not change it, and a vehicle you buy stays gone until the next restock. A vehicle can only be offered if it can travel from the settlement, together with any vehicles already in your caravan. Requires a caravan at the settlement and an Industrial or higher vehicle garage specialty. Not available through comms.

Crafting

  • Crafting commission: Order an item from local crafters. Choose the item, whether you or the settlement provides materials, and the crafter tier. Return later to collect the finished commission.
  • Construction contract: Commission minifiable buildings from the settlement. Choose what to build, whether you or the settlement provides materials, and the constructor tier. Return later to collect the finished buildings, ready to install.

Hospitality

  • Lodging: Book one night, three nights, or a full week of food, rest, and comfort for pawns. Longer stays provide stronger mood benefits.
  • Optional packages: Depending on the settlement, add recreation, spa treatment, tavern time, private time, recreational substances, or a Royalty meditation retreat.
  • Ask around for rumors: Leave a colonist with the locals for a day to pick up gossip. When they return, you receive one new, available random quest, announced with a rumor-themed letter. Each settlement can offer a rumor once every five days; the fee is refunded if no quest can be found.

Logistics

  • Temporary hiring: Inspect a settlement's available contractors and hire one or more on a short, standard, or long fixed-term contract. They can join your caravan instantly, or travel to your home base at ordinary caravan speed and work there until the contract ends. Requires a labor market specialty.

Biotech

  • Mech repair: Repairs caravan mechs, heals injuries, and restores missing body parts.
  • Mech recharge: Fully recharges a caravan mech's energy cell.
  • Mechanoid hiring: Purchase a mechanoid from a settlement's mechanitor enclave. It joins your caravan and is bonded to one of your mechanitors.
  • Gene extraction: Draws a genepack copy of a colonist's, prisoner's, or slave's genes. The donor's non-archite genes regrow over time, and extracting again before they finish can kill them.

Ideology

  • Ideology conversion: Leave a pawn with the settlement's believers; they return having adopted that settlement's ideoligion.
  • Biosculpter treatment: Bioregeneration or age reversal in a settlement's biosculpter pod.

Compatibility

  • Dubs Bad Hygiene: Restroom and hygiene needs will be refilled when using the lodging services.
  • RimPacts: Settlement services respect embargoes and civil wars, while RimPacts market conditions adjust service prices. Completed services can also build trust with eligible factions.
  • Cybranian - Rim Education: Adds an education course in the education category. Requires a settlement with a university specialty.
  • Progression: Education: Adds a proficiency certification service that promotes a pawn by one weapon, vehicle, or speech proficiency tier. Requires a settlement with a university specialty.
  • Life Lessons: Adds a proficiency training service that fully teaches a pawn one Life Lessons proficiency they already qualify to learn, with price and duration scaling to the proficiency's own difficulty. Requires a settlement with a university specialty.
  • Vanilla Vehicles Expanded: Adds fuel top-up, repair, and upgrade services for VVE's vehicles. The vehicle shop also sells VVE vehicles, using VVE's tier 1 and tier 2 labels and treating the Tier 3 expansion's vehicles as tier 3.
  • Chargeable Bionics: Adds a bionic recharge service that fully restores a caravan member's chargeable bionics and implants.
  • VRE Androids: Adds android repairs, neutroamine top up, and android parts installation services.
  • Empire Refactored: Visit and use Settlement Services at an Empire settlement the same way you would any other faction settlement. New requests are blocked while the settlement is under attack; a job already underway continues normally, and a job that was paid for but hadn't started yet is refunded in full.