RimWorld

RimWorld

Progression: Scenarios
160 Comments
IceMaverick Aug 24 @ 3:57pm 
Yeah, so I've completely unsubbed from my entire modlist, wiped the workshop folder in its entirety, re-downloaded everything and validated the files via Steam and still not taking. I unsubbed from every new mod I added inbetween my last new-game and this one to rule them all out, so now I'm down to it being a conflict created by somebody updating something I've been a longtime user of.
IceMaverick Aug 23 @ 9:09pm 
Yeah, didn't do it for me. Deleted the whole mod folder, unsubbed, resubbed, everything is still borked. Spent half of yesterday trying to track down what might be giving it an issue, but still no dice.
Kinda gave up and am just playing a Rimeffect scenario this time around, despite it not really being what I wanted. Will keep trying to crack the problem inbetween that.
ferny  [author] Aug 23 @ 2:31pm 
@IceMaverick That's classic scenario corruption, just revalidate your files.
IceMaverick Aug 22 @ 6:28pm 
Ah actually, it must be a compatibility problem on my end. I just realized that *every* scenario from this mod has completely disappeared. Including ones that are just being patched and reorganized. I guess it's off to start filtering out anything I've installed in between now and the last time I started a new colony.
IceMaverick Aug 22 @ 5:50pm 
Has the Odyssey New Gravship scenario added by this mod moved somewhere? I don't see it in my Spacer list anymore, only the default chase scenario.
Macca Aug 15 @ 12:42pm 
worked, thanks mate
ferny  [author] Aug 15 @ 12:24pm 
@EnzyPenumbra Scenario corruption, most common type of file corruption. Revalidate your files.
Macca Aug 15 @ 12:02pm 
not sure if i've buggered something but the wild men and true start scenarios have moved to neolithic instead of animal, is this intended or have i broken it
ferny  [author] Aug 13 @ 9:12am 
v23 - added Progression Agriculture seed bundles to the new scenarios
horologium Aug 6 @ 5:34pm 
Apologies for my poor english but I think what I am trying to say is, is there a way to make a new scenario from scratch where you can pick your tech level? because i know theres "new arrivals" and "new tribe" but im not seeing options for medieval/spacer? im not sure if that would even be something covered by this mod or not.
ferny  [author] Aug 6 @ 5:22pm 
@horologium So the tech level is based on your faction. So select a spacer faction as your starting faction if you want that.
horologium Aug 6 @ 4:28pm 
is there a button im missing somewhere for making new scenarios with a specific tech level? Maybe I just didnt read the colonist 'arrival type' dropdown correctly but I'd like to make a new spacer tech level scenario or one set to medieval but I didn't see any option for choosing starting tech level other than tribal / outlander?

if this is not currently present, it might be a consideration to add in the future.
Nakir Aug 2 @ 2:28pm 
the vanilla expanded team is working on an archotech expansion
Dangermad Jul 30 @ 1:11am 
and this is considered industrial, I tried adding archotech llke archogenetics too
Dangermad Jul 30 @ 12:47am 
what do you need for an archotech scenario? I tried to make a scenario where every colonist started with every part replaced with an archotech part, admittedly this did require Archotech Expanded and Implantify
ferny  [author] Jul 29 @ 3:52pm 
@Valariz Forever
Valariz Jul 29 @ 2:48pm 
Do the meteor showers eventually stop or they go on forever?
Fred_Flo Jul 29 @ 9:00am 
Hey ferny, any chance playing as the new factions interferes in quest acquisition? I can't seem to trigger the royalty questline when playing as advanced new arrivals. It's probably not this mod, but it doesn't hurt to ask.
KittyShipperCaveGirl Jul 26 @ 4:33am 
so just the game being weird... thank you!
ferny  [author] Jul 26 @ 4:31am 
@KittyShipperCaveGirl Revalidate files, scenarios get corrupted super easily
KittyShipperCaveGirl Jul 26 @ 12:13am 
and now when I reload the game it has the steel and survival meals and stuff in orbital chase. confused cat noises, but sure
KittyShipperCaveGirl Jul 26 @ 12:07am 
I am stupid, didn't realise the scenario was entirely from this mod and the vanilla gravship one was moved and had the mech chase element removed, ignore me.
KittyShipperCaveGirl Jul 25 @ 11:57pm 
Does this mod make any changes to the odyssey orbital chase scenario? it's the only mod I have installed that should change anything with scenarios and I'm trying to figure out why it seems like sometimes that scenario starts me with steel and survival meals and sometimes doesn't. I'm very confused right now lol
Librarian Luke Jul 20 @ 10:24pm 
What I love this! Thank you ferny
ferny  [author] Jul 20 @ 10:13pm 
v22 - fixed minor bug
ferny  [author] Jul 20 @ 9:23pm 
v21 - 3 new scenarios, Lost Tribesmsan - A neolithic lone colonist scenario, Chemshine Disaster - Everyone blows up if killed (Industrial, requires VFE Settlers), Meteor Showers - Meteors constantly falling (Neo&Industrial, requires VE Events)
DrPepperFan2485 Jul 20 @ 12:28am 
ignore my previous comment sorry this isn't causing the issue I thought it was I have no idea what is though
ferny  [author] Jul 19 @ 11:19pm 
There's some conflict going on that people have. People using my modpack with over 600 mods are fine atm, so it must be something we dont have
arget03 Jul 17 @ 10:51am 
Removing Vehicles did not work.
arget03 Jul 17 @ 9:51am 
It's kind of impossible for me to test VE mods, since Tribal is a pretty essential mod for a feral start. Vehicles is also very essential, since if I also love to start in Secluded Valleys or Sinkhole from Geological Landforms.
ferny  [author] Jul 17 @ 2:30am 
@FBKong It's fine for me
FBKong Jul 17 @ 2:28am 
It was vanilla ideology expanded for me
MemeKn1ght Jul 17 @ 2:23am 
Do you have Vanilla Vehicle Expanded upgrades mod @arget03? Try that one or all of the vanilla vehicles expanded mods, I saw some people resolve the issue once they deactivated those ones.
arget03 Jul 17 @ 1:45am 
Nope. Not it.
ferny  [author] Jul 17 @ 1:37am 
Me and other modpack folks don't have that issue. Must be a conflict
FBKong Jul 17 @ 1:36am 
I've got neither and have that problem
arget03 Jul 17 @ 1:34am 
Looks like it might be Faction Control, testing without it now.
ferny  [author] Jul 17 @ 1:24am 
@arget03 Lmk
arget03 Jul 17 @ 1:24am 
It's either Faction Control, or Caravan Adventures.
arget03 Jul 17 @ 1:23am 
I think I've found the issue. Testing now.
ferny  [author] Jul 17 @ 1:02am 
Yeah I can confirm whatever issue folks are having its not this mod.
FBKong Jul 17 @ 12:58am 
I've got the same problem but it's not an issue with this mod
ferny  [author] Jul 16 @ 11:50pm 
@arget03 Werid. Lemme re check
arget03 Jul 16 @ 11:02pm 
Same issue as MemeKni1ght, unsubbed and resubbed, verified Rimworld, still happening.
MemeKn1ght Jul 16 @ 12:42pm 
Yup, you were right. Thanks!
ferny  [author] Jul 16 @ 12:40pm 
@MemeKn1ght Probably just scenario corruption. Revalidate files.
MemeKn1ght Jul 16 @ 12:36pm 
Hi! Love your mods! Unfortunately, I have a error with this particular mod: Can choose the tech level options and then the scenario, but the next button on scenario tab does nothing. Here's the line from log(char limit prevents me from giving more but I think this is enough):
Exception filling window for RimWorld.Page_ScenarioEditor: System.NullReferenceException: Object reference not set to an instance of an object
Pepperoncino Jul 14 @ 4:39am 
oh nice, thanks for info
ferny  [author] Jul 14 @ 12:29am 
@Pepperoncino Vanilla Expanded is planning Vanilla Archotech Expanded eventually
Pepperoncino Jul 14 @ 12:26am 
Question, is there any start that starts at archeotech level ? Because I can't for life of me remember any vanilla or modded. Are there plans to cook something here for that ?