RimWorld

RimWorld

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Progression: Scenarios
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Mod, 1.5, 1.6
File Size
Posted
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25.856 MB
Dec 4, 2024 @ 11:59pm
Aug 13 @ 9:12am
23 Change Notes ( view )

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Progression: Scenarios

In 2 collections by ferny
The Progression Modpack | Ferny (1.5)
913 items
The Progression Modpack | Ferny (1.6)
536 items
Description


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.
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 Factions Expanded - Ancients + Vanilla Factions Expanded - Tribals
  • Locked Out - A group of wild men locked outside of a vault

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!









Edits have been made to scenario names/descriptions to make them fit the unified vision. All references to mod titles have been removed from descriptions, scenario titles have been changed to fit a two-word format, and more.
Core
  • Lost Tribe -> Developed Tribe (to make it clear it's not an Animal tech start)
Odyssey
  • The Gravship -> Orbital Chase (to make it clear it's a nomad run)
  • Changed description to reflect title/theme change
Save Our Ship 2
  • Load Ship -> Continue from Ship
Medieval Overhaul
  • Removed reference to "Avatar experience" in the lone wolf start, felt off. I'll work more on this later.
Deathpallcalypse
  • Deathpallcalypse -> The Deathpallcalypse
  • Removed Deathpallcalypse (Lite)
Vanilla Factions Expanded - Ancients
  • Removed reference to "VFE Ancients" in summary
Vanilla Factions Expanded - Classical
  • New Empire -> Ambitious Senators (to avoid confusion with overuse of term "empire" when using Royalty)
  • Removed reference to "Classical" in summary
Vanilla Factions Expanded - Deserters
  • New Safe Haven -> Desertion Cell (generally clearer)
  • Removed reference to "VFE Deserters" in summary
Vanilla Factions Expanded - Empire
  • New Family -> Ambushed Manor (generally clearer)
  • Removed reference to "VFE Empire" in summary
Vanilla Factions Expanded - Insectoids 2
  • Mercenary Squad -> Megahive Mercenaries (more specific)
  • Removed reference to "VFE Insectoids 2" in summary
Vanilla Factions Expanded - Pirates
  • Low Orbit Crash -> Pirate Crash (more specific, but i'll be honest i'm still unclear on this scenario's purpose)
  • Removed reference to "VFE Pirates" in summary
Vanilla Factions Expanded - Settlers
  • Bandits -> Desperate Bandits (two words instead of one, looks better)
Vanilla Factions Expanded - Tribals
  • Removed reference to "VFE Tribals" in summary
Vanilla Races Expanded - Androids
  • New Utopia -> Awakened Androids (way more clear)
  • Removed reference to "VRE Androids" in summary
Vanilla Races Expanded - Insectors
  • Infested Ship -> Infested Crash (to make it clear it's not a space scenario)
  • Removed reference to "VRE Insectors" in summary
Vanilla Factions Expanded - Mechanoids
  • The Lone Scrapper -> Abandoned Factory (clearer purpose)
Vanilla Factions Expanded - Medieval 2
  • New Kingdom -> The Revolution (clearer premise)
  • Removed reference to "VFE Medieval 2" in summary

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





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tags just in case: scenarios, ferny
Popular Discussions View All (2)
1
Aug 10 @ 6:37am
Can't find xpaths
Lemniscate_Mike
0
May 1 @ 6:42am
Patched starting technologies
ferny
157 Comments
IceMaverick 2 hours ago 
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 3 hours ago 
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