RimWorld

RimWorld

Progression: Scenarios
187 Comments
ferny  [author] 17 hours ago 
@☭Ⓐʳᵗ🅡🅣´꒳`ᰔᩚ I've been trying to cook up a good version of that myself!
Hey ferny, based on the generations 2 series there is this idea of a wildmen start having an immortal being to accompany them, I tried to meddle a little with it myself, but I found many bugs trying to deeply use the pawn editor before game start (zero pawns starts, and zero wild man wondering in which should be guaranteed) I wanted to ask yourself if you think a scenario edited version of an easy tribal start (not necessarily true tribal) which gives you a single very advanced colonist (a self energizing awakened android or a rare reviving xeno) sounds cool to you as well?
ferny  [author] 23 Oct @ 11:59am 
@sethkwright Gimmie ideas
sethkwright 23 Oct @ 11:34am 
more scenarios?
Rightimar 22 Oct @ 2:33pm 
@ferny alright
ferny  [author] 22 Oct @ 12:07pm 
@Rightimar I think, but nothing I fully take seriously at least to my knowledge
Rightimar 22 Oct @ 6:04am 
is there any mods that add archotech tech level start?
Mocho 22 Oct @ 1:06am 
archotech start with archons would be kind of sick ferny
ferny  [author] 21 Oct @ 11:56pm 
v25
- fishing is now unlocked by default for industrials+
ferny  [author] 20 Oct @ 8:48pm 
@Reestock That's entirely in the hands of the player to decide how much that matters to them. If you want to start spacer, then you start fully as a spacer. etc.
Reestock 20 Oct @ 1:18pm 
In terms of the overall Progression gameplay, does it not detract from player experience if you start as ultratech because it'd be so much easier to begin with stuff like a charge rifle and all the necessities of research?
Мир 7 Oct @ 1:48am 
@fernyThank you, I will check it out.
ferny  [author] 6 Oct @ 3:48pm 
@Мир That seems like an issue with using Progression Production without using VFE Tribals or Medieval Overhaul alongside it
Мир 6 Oct @ 12:52am 
Hi, I'm starting at the lowest level, and the game prompts me to research using a campfire. But campfires don't have that feature. I had to add a research table through the dev mod.
-=GoW=-Dennis 5 Oct @ 1:04pm 
I revalidate my files before every game start to ensure all mods are updated, but I can reproduce the issue everytime.
ferny  [author] 5 Oct @ 12:15pm 
@-=GoW=-Dennis That's just classic file corruption. Just revalidate.
-=GoW=-Dennis 4 Oct @ 3:19am 
Oh, interesting, that only happens when you quit a game where you have reached Neolithic and try to start a new world directly afterwards. Once you have generated at least one map, it's sorted back into Animal. Super weird.
-=GoW=-Dennis 4 Oct @ 3:08am 
For some reason the VFE starts now get sorted into Neolithic (still got sorted into the correct Animal level two weeks ago at my last start), is that intended?
Vagineer1 30 Sep @ 8:04am 
Hey there, just letting you know that due to imgur being blocked in the UK the images are now not viewable here. Don't know how feaseable it would be to switch image host though.
ferny  [author] 30 Sep @ 7:46am 
v24 - industrial factions will now start with MO's "Textile spinning" unlocked
gunningminer69 21 Sep @ 6:44pm 
@ferny anything else? Or is this kinda like a megamod n all?
ferny  [author] 21 Sep @ 3:46am 
@gunningminer69 Harmony.
gunningminer69 20 Sep @ 10:37pm 
So what do I need for this mod to work?
Luckspeare 15 Sep @ 4:31pm 
Love this.
RynxXK5 14 Sep @ 6:22pm 
Appreciate the response. I'll grab it now.
ferny  [author] 14 Sep @ 6:16pm 
@RynxXK5 Use Vanilla Factions Expanded Tribals and Progression: Core for that
RynxXK5 14 Sep @ 5:25pm 
Probably a dumb question, but say I start at the neolithic tech level. Would I be able to build up from that to spacer and above?
I know there is a mod option that you click that allows you to continue your research past that tech level, but every time I research something, there is a tool tip that states what tech level I am in, and the follow research is able your current tech level so it will cost this much more to research. Is that normal?
IceMaverick 24 Aug @ 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 23 Aug @ 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] 23 Aug @ 2:31pm 
@IceMaverick That's classic scenario corruption, just revalidate your files.
IceMaverick 22 Aug @ 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 22 Aug @ 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 15 Aug @ 12:42pm 
worked, thanks mate
ferny  [author] 15 Aug @ 12:24pm 
@EnzyPenumbra Scenario corruption, most common type of file corruption. Revalidate your files.
Macca 15 Aug @ 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] 13 Aug @ 9:12am 
v23 - added Progression Agriculture seed bundles to the new scenarios
horologium 6 Aug @ 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] 6 Aug @ 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 6 Aug @ 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 2 Aug @ 2:28pm 
the vanilla expanded team is working on an archotech expansion
Dangermad 30 Jul @ 1:11am 
and this is considered industrial, I tried adding archotech llke archogenetics too
Dangermad 30 Jul @ 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] 29 Jul @ 3:52pm 
@Valariz Forever
Valariz 29 Jul @ 2:48pm 
Do the meteor showers eventually stop or they go on forever?
Fred_Flo 29 Jul @ 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 26 Jul @ 4:33am 
so just the game being weird... thank you!
ferny  [author] 26 Jul @ 4:31am 
@KittyShipperCaveGirl Revalidate files, scenarios get corrupted super easily
KittyShipperCaveGirl 26 Jul @ 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 26 Jul @ 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 25 Jul @ 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