Eternal darkness on a tidally locked planet mission
Backstory:
After learning how to travel at close to the speed of light, you have left Earth to travel to the closest solar system which is a red dwarf. After finding a planet in the goldilocks habitable zone you decide to orbit before returning to Earth however when navigating you forget that your instrument readings are in miles, not kilometres so you crash on the planet instead. You manage to land on the boundary where the temperature difference won't be too extreme. As a result, you are in constant twilight in a location where the sunlight is so low that plants can barely grow without assistance.
Will you settle on the planet and find the Archnexus or the Royalty and end your story? Or will you continue your story after finding about Planet Eden on one of the relics and build a spaceship, leave the planet and travel to find it in Rimworld 2: Space Haven? Its up to you but watch out; there's plenty of pirates, mechanoids and insectoids in space too!
In the meantime, fortunately one of your colonists had adopted a retired police dog beforehand with a loud bark and vicious bite where she won't let go. Use her to chase down fleeing pirates and grab their loot. The pirates on this planet never seen a dog before, and don't know that they won't make it if they decide to run. She is truly loyal to her owner, and will protect him/her if enemies drop on the colonist.
The planet is about 95% closer to its small, cool and very dim star than vanilla Rimworld and much closer than Mercury is to our Sun.
Why is it eternally dark in this mission? Radiation in the daylight is high here being so close to the star, so you must stay in the twilight in order to survive. Trees don't grow very much in twilight, so you either need artificial light to grow them or buy wood from other settlements.
This scenario is also ideal for anyone who wants to see how essential night vision goggles are and the difference they make if you equip your pawns with them to fight raids at night.
I have added a couple of colonists and food for them and researched hydrophonics and geothermal technologies to speed the early game up and to balance I've added components and resources as more power than the vanilla game will be needed. You'll have no problem with wind turbines due to the air flowing from hot side to the dark side of the planet facing the star. Geothermal plants can still be built to get some of the remaining heat in the crust however the planet is mostly geologically dead so there won't be any volcanic winters. Forget about solar panels, they are as useful as an electric guitar with no amp.
Recommended mods:
Hospitality (if going for the Archnexus as it helps build relations)
Vanilla Animals Expanded - Cats and Dogs (required to get the German Shepherd dog)