RimWorld

RimWorld

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[RF] Scenarios [1.0]
   
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Mod, 1.0
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Oct 30, 2018 @ 6:44pm
Dec 5, 2018 @ 4:18pm
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[RF] Scenarios [1.0]

Description
This mod just adds several scenarios for RimWorld.

(1) Colonization Crash Course:

"Young adults from dozens of planets were drawn together in an ambitious project to colonize a virgin world. A fleet was launched to carry them to their destiny, stocked with the supplies that would ensure their success.

"But one ship was lost along the way, victim of a fluke accident. Most of those it carried perished when it was destroyed, but a few found themselves stranded, alone and ill-equipped, on an unknown rimworld...."

This is a variation of the "Crashlanded" default scenario, altered so that your colonists are all young adults with a slightly better than average chance of having beneficial character traits.

To better simulate a crash landing, starting supplies don't include silver or a pet, and you'll only have wood immediately available if your pods happen to crush some trees as you land. There's also less steel and fewer components. But don't let that worry you, as you'll be encountering a fair number of falling ship chunks and "meteorites" composed of molten steel or components from your ship. These will fall frequently over the first few days, but will taper off as time goes on.

If you're really lucky, a cargo pod with valuable supplies or even a refugee pod could land nearby soon after your arrival. Of course, if you're not so lucky, a large chunk of steel from the remains of your ship might land right on top of your stores of food and medicine.

Oh, and be wary of fires. Meteorites and ship chunks now have a chance of starting fires when they land, and additionally, the ionization of the atmosphere from all the debris falling through it might cause a flashstorm or two.

(2) Colonization Crash Course - Low Tech:

This is the "Colonization Crash Course" scenario, but with one additional twist: none of your pawns start with the MacGyveresque ability to create complex power systems out of random junk and broken components. To put it in more specific game terms, you won't start with "Electricity" or any techs which depend upon it already known. Your colonists will need to do some research before they start building solar panels, batteries, air conditioners and the like.

(3) Crashlanded - Low Tech:

This is the default "Crashlanded" scenario with "Electricity" and any researches which depend upon it removed as starting techs, but otherwise unaltered.

(4) Moon Fall:

This is a tribal scenario. It's essentially the same as the default "Lost Tribe" scenario, except that your pawns are fleeing the devastation of their homeland caused by debris from the cataclysmic destruction of their planet's moon. The worst has passed, but you'll still have to contend with a lot of meteorites, and probably some flashstorms, especially in the early weeks of the game.

NOTE: By default, this mod changes meteorites and ship chunks so that they have a chance of starting fires, and changes pods so that they have a chance of crushing trees, scattering wood about, if they land in appropriate biomes. Both of those changes affect all games, regardless of the scenario being played or the storyteller in use. But both of them can be turned off in the mod's options menu, if you don't like them.

- Rainbeau Flambe (dburgdorf)


Compatibility:

All this mod really does is add a few scenarios (and a few scenario-specific incidents), so I doubt that it would conflict with anything. Adding the mod to or removing it from a game in progress should be safe.

Credits:

The mod utilizes Pardeike's "Harmony Patch Library." (No additional download is required, as the library is included with the mod.)

The idea for "Moon Fall" came from Ellit's scenario, "The Moon that Fell from the Sky."

License:

If you're a modpack maker and want to include these scenarios in your pack, please feel free to do so. I ask only that you let me know about it.

The Ludeon forums discussion thread for my mods can be found here[ludeon.com].

If you have any (helpful) suggestions for improvement, please let me know!

My mods are free, but if you'd like to buy me a Dr Pepper[ko-fi.com], I wouldn't complain.
35 Comments
RedstoneRevolution Mar 1, 2020 @ 11:42am 
1.1?
troopersmith1 Feb 25, 2020 @ 10:35pm 
Any chance of a 1.1 update?
leonalio2004 Jan 20, 2019 @ 11:53am 
crash course, mmmm... it sound familiar to me, sound like a zombie campaign...
minniefinnie Jan 10, 2019 @ 12:43pm 
just an idea you could add an army scenario where there are low supliies and loads of colonists
kinda the reverse of the rich merchant scenario
Merthykins Nov 22, 2018 @ 9:54am 
Nice work :) Thanks for the update!
Claire Burgdorf  [author] Nov 12, 2018 @ 6:48am 
UPDATE:

- Added a check to prevent pod crashes from generating absurd amounts of wood if another mod has given the map's biome a too-high plant density rating.
Claire Burgdorf  [author] Nov 12, 2018 @ 5:55am 
The source of the trouble was pretty easy to spot once I knew where to look.

First, a bit of background. The way "Scenarios" determines how much wood to scatter when a pod drops is pretty simple. It picks a random number around 80, then multiplies that number by the plant density of the map's biome, which in vanilla runs anywhere from 0 to 1. (Some mods might push plant density in certain biomes a bit higher than 1, but not so much that it would really matter.)

But there's a typo in the biome definition for temperate forests in "Fertile Planet." Instead of a plant density of 0.975, the biome is assigned a plant density of 975. ;)

On my end, it'll be easy to have the mod automatically change any density value higher than 1 to 1, before calculating how much wood to drop.

And of course, I pointed out the typo to the other mod's author.
Claire Burgdorf  [author] Nov 12, 2018 @ 5:41am 
@Aonova: Thanks for the info. Knowing what's causing the problem, I can now look into how to fix the issue. And I wouldn't necessarily fault bad implementation on the part of "Fertile World"; its incompatibility with other terrain/biome generators is probably due to nothing more than the fact that other such programs change the same values that it's changing. ;)
Aonova Nov 11, 2018 @ 11:15pm 
@Rainbeau Flambe: I found the incompatible mod causing the cargo wood spawning to glitch: "Fertile World"
It increased plant density and changed spawning. Likely it is badly implemented considering it claims to be incompatible with any terrain generator or biome mods. Glad to be rid of it from my mod list :)
shahrizai Nov 11, 2018 @ 1:13pm 
Your mods seriously never disappoint, in part because of how much detail you add--the descriptions, etc.. These scenarios are 'must-haves'. I think moonfall is narrowly my favourite, simply because of the flavor, but I also love the others. Amazing work as always!