RimWorld

RimWorld

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Progression: Scenarios
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Mod, 1.5, 1.6
File Size
Posted
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7.036 MB
Dec 4, 2024 @ 11:59pm
Aug 7 @ 6:39pm
39 Change Notes ( view )

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Progression: Scenarios

In 1 collection by ferny
The Progression Modpack [1.6]
802 items
Description



[github.com]




Core
  • Advanced crashlanded - A spacer version of Crashlanded. Start a bit further in the tech tree as you've been transmitted your homeworld's knowledge in the emergency!
  • Lost Tribesman - A solo Neoltihic start.
  • Derelict Casino - A hungover casino owner wakes up in his forgotten dusty paradise.
Odyssey
  • New Gravship - Start on earth with an already functioning Gravship, no chase.
Vanilla Events Expanded
  • Meteor Showers - Falling rocks from a distant moon. Neolithic and Industrial versions included.
Vanilla Factions Expanded - Settlers
  • Chemshine Disaster - Post apocalypse where everything that dies blows up.
Vanilla Factions Expanded - Tribals
  • True Start - Singular wild man start
Vanilla Quests Expanded - Ancients + Vanilla Factions Expanded - Tribals
  • Locked Out - A group of wild men locked outside of a vault
Orbital Station Start
  • Variations of "Orbital Station" scenario for Animal, Neolithic, Medieval, Spacer, and Ultra
  • Variation of "Orbital Expedition" scenario for Ultra

The list is a bit small right now, when the time comes I will add a LOT more, specifically around non-industrial tech levels. It is of importance to me for the vision of my modpack that we get a lot of content like this. My first priority was getting this new UI and scenario text tweaks out the door. Feel free to suggest scenario ideas in the description, let's fill these tech levels out!



- Rimworld (Core) - Rimworld (Biotech) - Rimworld (Anomaly) - Vanilla Factions Expanded - Classical - Vanilla Factions Expanded - Tribals - Vanilla Factions Expanded - Pirates - Vanilla Factions Expanded - Empire - Vanilla Factions Expanded - Deserters - Vanilla Factions Expanded - Insectoids 2 - Vanilla Factions Expanded - Medieval 2 - Vanilla Races Expanded - Saurid - Vanilla Races Expanded - Android - Vanilla Races Expanded - Insector - Vanilla Quests Expanded - Ancients - Alpha Genes - Progression: Warrants - Medieval Overhaul - Debt-Bound Gravship - Orbital Station Start










Compatibility
- Anything in my modpack
- Should work well with most other stuff too

FAQ
  • Do scenarios have to be patched into these categories? | Nope! They are fully automatically sorted by the player faction's technology level.
  • What if I don't have any scenarios for a tech level? | No worries, it will just say "you dont have any scenarios for that tech level"
  • Are there Archotech scenarios out there? | I don't know any mods that add scenarios to Archotech, but they're there for the future.
  • Why remove references to mod names? | My ideology for the Progression series is the unification of mods to create a single authored curated feeling experience. Does a new player need to know that a Desertion Cell comes from VFE Deserters? No, not really. It's just a scenario in this large beautiful world. I'd rather not break immersion by calling that out.

Credits
- Taranchuk - C# Legend
- Oskar Potocki - Created custom tech icons


[www.patreon.com]


[discord.gg]
tags just in case: scenarios, ferny
Popular Discussions View All (2)
0
Aug 7 @ 2:04pm
Full List Of Text Changes
ferny
0
May 1, 2025 @ 6:42am
Full List Of Patched Starting Technologies
ferny
237 Comments
ferny  [author]
Aug 7 @ 6:40pm 
v39
- (FIX) Today's new animal scenarios now require VFE Tribals active in modlist and enforce its starting research
ferny  [author]
Aug 7 @ 2:16pm 
v38
Alpha Books
- (NEW) New scenarios "Abandoned Library" for Animal, Neolithic, Medieval, Industrial, Spacer, and Ultra

Orbital Station Start
- (NEW) Made variations of "Orbital Station" scenario for Animal, Neolithic, Medieval, Spacer, and Ultra
- (NEW) Made variation of "Orbital Expedition" scenario for Ultra
- (NEW) Renamed 'Orbital Station' to 'Space Station' to divorce better from gravship related naming structure

(TWEAK) New icons for all gravship scenarios
(TWEAK) New icon for Rich Explorer
(TWEAK) Scenarios that do not have a defined display order now default to '20'
Jul 19 @ 5:27pm 
@headcount they work together yeah, vge is in progression pack
Jul 9 @ 2:57am 
does the gravship scenario work with the vanilla gravships expanded? I would assume not, but I'm just curious
Jul 5 @ 11:47am 
(for context I always start animal) @Jenkan Freaks the animal starts are for some reason now under neolithic, maybe some patch messed it up. The "True Start, Wild Men, and Locked Out" are the animal starts.
Jul 1 @ 9:35pm 
No scenarios available for animal?
Jun 20 @ 11:23am 
@ferny

Allow me to suggest an option to add.

"Random Scenario" button with an option to toggle which scenarios are allowed in the random scenario pool.

Would be tremendous for us "true-random commitment is fun" folk.
hope you find the idea worth implementing.
Jun 19 @ 9:57am 
Hoping someone can point me in the right direction. I did a neolithic start with all Basic research done including culture. But I THINK i missed the option to choose an ideoligion and we're stuck as Corunan. Is there a way to choose an ideo later like with research or something?
Jun 13 @ 1:55am 
Maybe an oversight but the Tunneler meme says its supposed to start with stonecutting automatically, but if you are a wild man that unlocks the neolithic area, you do not automatically unlock stonecutting.
ferny  [author]
May 31 @ 3:08pm 
v37
- (NEW) Mechanitor scenario now starts you with spacer starting techs with Progression Robotics