RimWorld

RimWorld

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[WYD] Scenario: Mining Ship
   
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Mod, 1.4, 1.5, 1.6
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18 Aug @ 10:45am
27 Aug @ 8:19am
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[WYD] Scenario: Mining Ship

Description
This is mod-based version of my Mining Ship Disaster scenario, which will be the way forward with scenarios from this point on. I remade this as a mod because mods like Sky Islands and/or Deep Orbit which add layers do not work with custom scenarios built with the scenario editor.

You start with a total of 10 pawns, survivors from a devistating collision between an inter-galactic mining ship, and a meteor storm. They arrive naked, malnourished and suffering from cryo-sickness, due to long-term stasis. It will be a struggle to survive amidst the chaos of this unknown world, and the falling debris from the skies above.

Your faction will be a New Arrivals.

Start with Microelectronics, Ground Penetrating Radar, Deep Drilling and LongRangeMineralScanner technology - result of the deep-cryosleep skill-training system used by the company, but practically nothing else. The pods were designed for long-term travel, to protect the occupant and little else. Your pawns have no clothing, or food or materials on hand, but maybe try search amongst the ship debris.

At least there's an Aurora to keep you company, looks pretty even if it is probably just burning ship-fuel..

Please note, if you play with Scenario Pawns and Corpses Resumed your initial starter pawns will have a much greater chance of starting with the Contract Miner 25% or Deep Space Miner 50% backstory.


[ko-fi.com]
5 Comments
Monkey Magic  [author] 19 Aug @ 4:32pm 
@khaelion - on the plus side, converting to a scenario mod isn't all that difficult. If you already mod, you'll know what I mean, but even if you have never modded before, it's not too difficult. Wouldn't take much to whip out a quick tutorial come to that
khaelion 19 Aug @ 4:19pm 
Thanks for trying dude. :)
Monkey Magic  [author] 19 Aug @ 3:08am 
Further to that - the even older version of that scenario required Scenario Pawns and Corpses a mod that lets one set priority for certain backstories - in this case, to Space Marine and Space Marine Medic. When that mod broke with 1.5 I had to remake the scenario without them, and just add a suggestion to the description.

With the modded version, I was able to add these back in with may requires, so even if it breaks again the scenario can still be played without the mod.
Monkey Magic  [author] 19 Aug @ 3:03am 
@Khaelion - I spent most of yesterday trying to figure out how to get it to work with the scenario editor versions, but no dice. In the end, it was easier this way (if time consuming). Those mods patch the vanilla scenarios, but the scenario edition works differently, and doesn't use defs.

On the plus side, a modded scenario integrates better with other mods as well.

Take for example, Space Marine Castaways . As a scenario created using the editior, that required Camping Tent as a dependency. It still worked without it, but would throw up an error coz it has starting items from that mod. In the modded version, I could set "may require" flags so it will add them if the mod is in, but if not it won't complain, just not add them.
khaelion 19 Aug @ 1:00am 
Just wondering, is not possible to create a mod that allow to add the second layer as an option on the scenario editor?