RimWorld

RimWorld

263 ratings
Random Start
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Mod, 1.5, 1.6
File Size
Posted
Updated
416.868 KB
May 29, 2024 @ 10:53am
Jul 4 @ 2:32am
15 Change Notes ( view )

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Random Start

Description
Add a Random Colony Button to the Main Menu.



"Setbacks, losses, failure and recovery are where the spiky delicious drama comes in" - Tynan Sylvester.




Relinquish control. Embrace failure. Overcome terrible odds. Losing is fun.

Have you ever found yourself mashing the re-roll button over and over waiting for that perfect pawn to appear? Do you always play the default Crashlanded scenario? Do you have multiple modded storytellers installed but haven't ever tried them out?

This mod adds a button to the main menu that instantly drops you into a completely random scenario, drawing from your choice of base game or modded content.

There's also an options menu that lets you configure exactly how random you want it to be.

Features
With the press of one button:
  • Generate a randomised planet
  • Randomly select factions from a configurable pool
  • Randomise Faction Goodwill
  • Randomly select a storyteller from a configurable pool
  • Select a configurable difficulty setting
    • Including custom difficulty settings
    • Disable Anomaly if desired
  • Randomly pick a scenario from a configurable pool
    • Or generate a completely random one
    • Remove or randomise starting research, limited to a configurable max tech level
    • Remove or randomise starting items, limited to a configurable max tech level and max total cost
  • Disable Ideology, Randomly generate a fluid or fixed Ideoligion or load a saved one
  • Randomly select starting pawns
    • With random Xenotypes or Genes if desired, limited to a configurable minimum metabolic efficiency

Bug Reports and Suggestions
You're far more likely to get a response from me if you join the Random Start discord[discord.gg] and post about your issue / suggestion there!

Changelog
v1.1.0
  • fix issue with factions from disabled mods hanging around in mod config, this fix will resolve issues with not enough factions being generated
  • improve compatibility with rimpy - if you've been having issues with mod compatibility and use rimpy, this will likely resolve your issues
  • improve random starting item system - max wealth is now respected more closely, and remove starting items also removes "scattered" items in the map
  • add some more tooltips - this will be an ongoing process to improve the clarity of the settings page
v1.0.0
  • initial v1.6 support
v0.12.4
  • remove log spam
  • fix randomiseFactionGoodwill setting being overriden
v0.12.2
  • ability to remove and / or randomise starting research
  • ability to set a maximum tier for random research
  • ability to disable unlocking pre-requisite research for random research
  • ability to remove and / or randomise starting items
  • ability to set a maximum value limit and tier for starting items
  • ability to set a metabolic efficiency minimum for randomising genes
  • ability to build a completely random scenario rather than choosing from pre-existing
  • ability to randomise starting faction goodwill
v0.11.3
  • stop editing settings factions when creating unique factions
v0.11.2
  • fix ideoligion deep save
v0.11.1
  • add range sliders for all world generation parameters
  • fix SOS2 compatibility when loading custom scenarios
v0.10.0
  • fix Vehicle Framework compatibility
  • fix tutorial not being ignored correctly
  • make mod detection more robust
v0.9.0
  • add ability to override Ideoligion with custom one
v0.8.0
  • No Pause Challenge compatibility
v0.7.0
  • Real Ruins compatibility
v0.6.0
  • Add setting to customise random faction count range
  • Add 'Unique' toggle for factions to avoid duplicate faction types
  • Add setting to customise random gene count range
  • Update Scenario selection to be more robust re: custom / workshop files
  • Properly store My Little Planet size selection in settings file
  • Patch for Realistic Planets Continued
v0.5.0
  • Fixed scenario selection to pick from custom and workshop files
  • Added option to generate fluid Ideoligions
  • Added a patch to be able to edit My Little Planet size from Random Start settings
  • Added option to respect player faction Xenotypes. scenarios like VFE Androids will now be only androids for example
  • Don't randomly generate genes that are marked as canGenerateInGeneSet=false
v0.4.0
  • Insert Random button after Continue Button in main menu
v0.3.0
  • Added option to disable Ideology System
  • Added option to randomise Xenotypes
  • Added option to randomise Genes
v0.2.0
  • Initial Release

How is this different to Dev Mode quick start?
The short answer:
This actually randomises everything, quick start is hardcoded to a specific scenario.

The long answer:
The dev quick start is hardcoded to the Crashlanded Scenario, with the Cassandra storyteller, on Rough difficulty. It also only generates a very small game map on a planet with 5% coverage, and doesn't randomise any generation parameters.

Random Start gives you the ability to randomise or set all of those things and more such as which factions you want to spawn or randomising genes and xenotypes.

It also pulls from your custom/workshop Scenarios as well as modded ones.


Thanks
  • The Rimworld Discord, Especially @Taranchuk
  • NARC for massive amounts of help with testing, support and suggestions
  • kotobike, ferny, q308744928, [Apply_Meme], sebo2203, sam1373, Darknote, sleepy, The Big Toot, LiliPili, JoeOwnage, Simmin, TerrorFormer for suggestions and bug reports
201 Comments
BigDorbo 12 hours ago 
How do I load a saved ideology? I figured it would work like the base game but I can't seem to figure it out in the settings. Everything else works great. Just not that.
femoral2 Jul 25 @ 11:34am 
Hi! I really love your mod — it's a fantastic addition. I was wondering if you might consider adding more support for the Odyssey? It would be amazing to see your work compatible with the latest content. Thanks so much for all your hard work!
sam1373 Jul 24 @ 5:24am 
when clicking the trashcan button near a faction in the random faction menu, the faction that gets removed is often the wrong one. I am not entirely sure what is the logic behind which one is removed...
TheAsh Jul 21 @ 1:15pm 
Would be real cool if you would add a tab for the random tile that is picked.
Things like biome, features, landmarks, rain, seasons, etc
LordBeef21 Jul 20 @ 11:28pm 
Hi! I have...two random buttons.
https://postimg.cc/Hr0RNgjL
Protok Jul 19 @ 6:29am 
RS rocks! Could you please integrate an option of Map Size to choose custom size settled in option of Better Map Sizes?
https://steamcommunity.com/sharedfiles/filedetails/?edit=true&id=3522897843
bogknight  [author] Jul 19 @ 5:58am 
@Vincint2002 - I’ll take another look at the item generation logic, and get back to you - I’m away for a week at the moment
bogknight  [author] Jul 19 @ 5:53am 
@femoral - correct, will be fixed with the update I’m working on for the dlc <3
femoral2 Jul 19 @ 4:24am 
Trader guilds and Salvagers are not selected by default?
Vincint2002 Jul 19 @ 2:16am 
When using the random scenario setting, the mod generates scenarios with lots of starting items and or items scattered on map, and does not follow the settings I have set. I could be doing something wrong, but how do I stop starting with all of these items. I want to start with 1 to 5 random items with a value of around 500.

https://imgur.com/a/066OUCY - My Mod Settings
https://imgur.com/a/N9LZoxk - Example scenario with to many items