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− | + | [[File:ChooseScenario.png|200px|thumb|Default scenario choosing window, with one custom-set scenario.]] | |
− | + | The '''scenario system''' allows you to choose, randomize, and customize special situations to play in. Determine the starting situation, type of community (tribe, colony), permanent map conditions, starting items, animals, health conditions, traits, and change special rules. There are 4 built-in scenarios in the game, one of which is the default experience from versions before A14. In the image on the right, you can see the window for choosing scenarios and the "Open Steam Workshop" button (if you are using the steam version of the game). | |
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==Default Scenarios== | ==Default Scenarios== | ||
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* Start with three people, chosen from eight | * Start with three people, chosen from eight | ||
− | ** They will be | + | ** They will be 'New arrivals' |
** Arrive in drop pods | ** Arrive in drop pods | ||
− | ** 50% chance of having [[cryptosleep sickness]] (reduces consciousness, affects motor skills, causes frequent vomiting. Only lasts 3.2 to 4.8 in-game hours) | + | ** 50% chance of having [[Ailments#Cryptosleep Sickness|cryptosleep sickness]] (reduces consciousness, affects motor skills, causes frequent vomiting. Only lasts 3.2 to 4.8 in-game hours) |
** All potential options will have [[Backstories|backstories]] from the "Offworld" category. | ** All potential options will have [[Backstories|backstories]] from the "Offworld" category. | ||
* Start with one random pet | * Start with one random pet | ||
** Has a 100% chance of being bonded with a random colonist | ** Has a 100% chance of being bonded with a random colonist | ||
* Start with technology already researched | * Start with technology already researched | ||
− | ** [[Research | + | ** [[Research|Passive Cooler]] |
− | ** [[Research | + | ** [[Research|Stonecutting]] |
− | ** [[Research | + | ** [[Research|Complex Clothing]] |
− | ** [[Research | + | ** [[Research|Complex Furniture]] |
− | ** [[Research | + | ** [[Research|Electricity]] |
− | ** [[Research | + | ** [[Research|Air Conditioning]] |
− | ** [[Research | + | ** [[Research|Nutrient Paste]] |
− | * Start with three | + | * Start with three weapons |
** 1 [[bolt-action rifle]] | ** 1 [[bolt-action rifle]] | ||
** 1 [[revolver]] | ** 1 [[revolver]] | ||
** 1 [[plasteel]] [[knife]] | ** 1 [[plasteel]] [[knife]] | ||
− | * Start with three pieces of armor (in addition to | + | * Start with three pieces of armor (in addition to clothes) |
** 1 plasteel [[flak helmet]] | ** 1 plasteel [[flak helmet]] | ||
** 1 [[flak pants]] | ** 1 [[flak pants]] | ||
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* Start with basic supplies | * Start with basic supplies | ||
** 800 [[silver]] | ** 800 [[silver]] | ||
− | ** 50 [[packaged survival meal]]s (around | + | ** 50 [[packaged survival meal]]s (around 6.25 days worth of food; 44 in earlier versions) |
** 30 [[component]]s | ** 30 [[component]]s | ||
** 30 [[medicine]] | ** 30 [[medicine]] | ||
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'''Description:''' Your tribe was destroyed by the great blood machines sent by the gods. Five of you managed to escape. Now, it's time to build up a new home. Note: Since you'll start poor and research slowly, this is a difficult scenario. | '''Description:''' Your tribe was destroyed by the great blood machines sent by the gods. Five of you managed to escape. Now, it's time to build up a new home. Note: Since you'll start poor and research slowly, this is a difficult scenario. | ||
* Start with five people, chosen from eight | * Start with five people, chosen from eight | ||
− | ** They will be a | + | ** They will be a 'New tribe' |
** They have a 50% chance of starting with [[malnutrition]] | ** They have a 50% chance of starting with [[malnutrition]] | ||
*** Severity ranges from 20% (minor) to 40% (moderate) | *** Severity ranges from 20% (minor) to 40% (moderate) | ||
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** Has a 100% chance of being bonded with the starting colonist | ** Has a 100% chance of being bonded with the starting colonist | ||
* Start with technology already researched | * Start with technology already researched | ||
− | ** [[Research | + | ** [[Research|Tree Sowing]] |
− | ** [[Research | + | ** [[Research|Recurve Bow]] |
− | ** [[Research | + | ** [[Research|Psychoid Brewing]] |
− | ** [[Research | + | ** [[Research|Passive Cooler]] |
− | ** [[Research | + | ** [[Research|Pemmican]] |
* Start with 6 weapons | * Start with 6 weapons | ||
** 2 [[short bow]]s | ** 2 [[short bow]]s | ||
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* Start with basic supplies | * Start with basic supplies | ||
** 200 silver | ** 200 silver | ||
− | ** 400 [[pemmican]] (slightly more than | + | ** 400 [[pemmican]] (slightly more than one day's worth of food, 300 pre-Beta 19) |
** 20 [[herbal medicine]] | ** 20 [[herbal medicine]] | ||
* Start near basic building materials | * Start near basic building materials | ||
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'''Description:''' People called you crazy for leaving your glitterworld home, but you always yearned to explore the stars - outside the neurosimulator. Now you're at the end of your long journey in cryptosleep, landing on an unknown rimworld to see what it's like. Note: Since your starting character will lack some skills, this is an especially difficult scenario in the early game. | '''Description:''' People called you crazy for leaving your glitterworld home, but you always yearned to explore the stars - outside the neurosimulator. Now you're at the end of your long journey in cryptosleep, landing on an unknown rimworld to see what it's like. Note: Since your starting character will lack some skills, this is an especially difficult scenario in the early game. | ||
* Start with one person, chosen from eight | * Start with one person, chosen from eight | ||
− | ** They will be | + | ** They will be 'New arrivals' |
** Arrive in drop pods | ** Arrive in drop pods | ||
** All potential options will have [[Backstories|backstories]] from the "Offworld" category. | ** All potential options will have [[Backstories|backstories]] from the "Offworld" category. | ||
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** Has a 100% chance of being bonded with the starting colonist | ** Has a 100% chance of being bonded with the starting colonist | ||
* Start with technology already researched | * Start with technology already researched | ||
− | ** [[Research | + | ** [[Research|Passive Cooler]] |
− | ** [[Research | + | ** [[Research|Stonecutting]] |
− | ** [[Research | + | ** [[Research|Complex Clothing]] |
− | ** [[Research | + | ** [[Research|Smithing]] |
− | ** [[Research | + | ** [[Research|Complex Furniture]] |
− | ** [[Research | + | ** [[Research|Electricity]] |
− | ** [[Research | + | ** [[Research|Air Conditioning]] |
− | ** [[Research | + | ** [[Research|Machining]] |
− | ** [[Research | + | ** [[Research|Gunsmithing]] |
− | ** [[Research | + | ** [[Research|Nutrient Paste]] |
− | ** [[Research | + | ** [[Research|Blowback Operation]] |
− | ** [[Research | + | ** [[Research|Gun turrets]] |
* Start with a high-tech weapon | * Start with a high-tech weapon | ||
** 1 [[charge rifle]] | ** 1 [[charge rifle]] | ||
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'''Description:''' You went under anesthetic for a minor surgery. Now you've awoken in a drop pod crashing into a distant planet. You're naked, alone and utterly unprepared. Can you survive? | '''Description:''' You went under anesthetic for a minor surgery. Now you've awoken in a drop pod crashing into a distant planet. You're naked, alone and utterly unprepared. Can you survive? | ||
*Start with one person, chosen from eight | *Start with one person, chosen from eight | ||
− | **They will be | + | **They will be 'New Arrivals' |
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*Start with no items (except for 1 to 2 metal slag chunks from the drop pod) | *Start with no items (except for 1 to 2 metal slag chunks from the drop pod) | ||
*Colonist arrives naked | *Colonist arrives naked | ||
* Start with technology already researched | * Start with technology already researched | ||
− | ** [[Research | + | ** [[Research|Passive Cooler]] |
− | ** [[Research | + | ** [[Research|Stonecutting]] |
− | ** [[Research | + | ** [[Research|Complex Clothing]] |
− | ** [[Research | + | ** [[Research|Complex Furniture]] |
− | ** [[Research | + | ** [[Research|Electricity]] |
− | ** [[Research | + | ** [[Research|Air Conditioning]] |
− | ** [[Research | + | ** [[Research|Nutrient Paste]] |
− | == | + | ==Differences between New Tribe and New Arrivals== |
− | + | There are some significant differences with the New Tribe scenario compared to New Arrivals. | |
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− | + | * Tribals begin with a different (lower tech) set of technology already researched as described above. | |
− | * | + | * Tribals have higher research costs for most technologies compared to all other scenarios. Note that a great majority of techs on the research tree are classified as Industrial or better. |
− | + | {| class="wikitable" | |
− | * | + | |- |
− | + | ! Project tech level | |
− | + | ! Research cost multiplier | |
− | + | |- | |
− | + | | Neolithic | |
− | + | | style="text-align: center | 100% | |
− | + | |- | |
− | + | | Medieval | |
− | + | | style="text-align: center | 150% | |
− | + | |- | |
− | + | | Industrial | |
− | + | | style="text-align: center | 200% | |
− | + | |- | |
− | + | | Spacer | |
− | + | | style="text-align: center | 200% | |
− | + | |} | |
− | * | + | * Tribals forage 170% more food while traveling. More info about how this affects nutrition can be found on the [[Caravan#Foraging|Caravan]] page. |
− | * | + | * For basic [[recreation]], tribals craft the [[hoopstone ring]] and [[Game-of-Ur board]], rather than the [[horseshoes pin]] and [[chess table]] that New Arrivals craft. The hoopstone ring and chess table require more materials and work to create than their alternate equivalents, and also provide marginally better benefits. Colonies can trade with tribes or outlanders to purchase the respective entertainment items they are unable to craft. |
− | + | * Tribals can craft [[tribal headdress]]es, [[war mask]]s, and [[war veil]]s at a [[crafting spot]], headgear that no other scenarios are able to craft. The masks and veils are easy to craft early on and provide a unique increased [[Pain_Shock_Threshold|pain threshold]] benefit to colonists. New Arrivals will have to trade with tribes or take these items from [[raider|fallen foes]] if they wish to obtain them. | |
− | + | * Tribals have an easier time [[Prisoner#Recruitment|recruiting]] other [[Factions#Tribes|tribals]], but a harder time recruiting [[Factions#Pirates|pirates]] and [[Factions#Outlanders|outlanders]]. This relationship is switched for New Arrivals, who have an easier time with pirates and outlanders, and more difficulty recruiting tribals. | |
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− | + | ==Scenario editor== | |
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− | == Scenario editor == | ||
[[File:ScenarioEditor.png|200px|thumb|Scenario edit mode]] | [[File:ScenarioEditor.png|200px|thumb|Scenario edit mode]] | ||
The scenario editor looks somewhat like the default scenario choosing window except for the left side of the page has changed, there are now three buttons: Load, which you can use to load your previously saved custom scenarios. Save, which is used to save your custom scenarios. And randomize seed, which is used to randomize the scenario. Under these buttons is the Edit mode, which you can toggle to open a window like the one on the bottom-right. | The scenario editor looks somewhat like the default scenario choosing window except for the left side of the page has changed, there are now three buttons: Load, which you can use to load your previously saved custom scenarios. Save, which is used to save your custom scenarios. And randomize seed, which is used to randomize the scenario. Under these buttons is the Edit mode, which you can toggle to open a window like the one on the bottom-right. | ||
− | === Edit mode === | + | ===Edit mode=== |
In this mode, you can change a scenario however you want. Each of the parts on the right of the window is explained below, including the possible inputs. | In this mode, you can change a scenario however you want. Each of the parts on the right of the window is explained below, including the possible inputs. | ||
− | ==== Mandatory parts ==== | + | ====Mandatory parts==== |
<div><li style="display: inline-table;"> | <div><li style="display: inline-table;"> | ||
{| {{STDT| sortable c_07 text-center}} | {| {{STDT| sortable c_07 text-center}} | ||
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! Player faction | ! Player faction | ||
| The type of faction you will run. (changes what research you have and don't have) | | The type of faction you will run. (changes what research you have and don't have) | ||
− | | | + | | Colony<br>Tribe |
|- | |- | ||
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| The number of people you will start with. | | The number of people you will start with. | ||
| Number (max 10) | | Number (max 10) | ||
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|- | |- | ||
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</li><div> | </li><div> | ||
− | ==== Voluntary parts ==== | + | ====Voluntary parts==== |
{| {{STDT| sortable c_07 text-center}} | {| {{STDT| sortable c_07 text-center}} | ||
! Part name | ! Part name | ||
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|- | |- | ||
! Allowed age range | ! Allowed age range | ||
− | | The biological age range of your | + | | The biological age range of your colonists. |
| Number slider (min 15, max 120) | | Number slider (min 15, max 120) | ||
|- | |- | ||
! Characters explode on death | ! Characters explode on death | ||
− | | Self explanatory | + | | Self explanatory. |
| Number (max 1000000000) and type of explosion (bomb or flame) | | Number (max 1000000000) and type of explosion (bomb or flame) | ||
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| Creating of an incident for the colony, with the option to repeat every X days. | | Creating of an incident for the colony, with the option to repeat every X days. | ||
| Number (max 1000000000)<br />Repeat checkbox | | Number (max 1000000000)<br />Repeat checkbox | ||
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|- | |- | ||
! Disable incident | ! Disable incident | ||
| Disabling of an incident for the colony. | | Disabling of an incident for the colony. | ||
− | | | + | | Every incident |
|- | |- | ||
! Disallow building | ! Disallow building | ||
| Disallows a building from being built. | | Disallows a building from being built. | ||
− | | | + | | Every building |
|- | |- | ||
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| Makes the game start you with the specified animals as pets. | | Makes the game start you with the specified animals as pets. | ||
| Number (max 100000000000)<br>Animal | | Number (max 100000000000)<br>Animal | ||
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== Version history == | == Version history == | ||
* [[Version/0.12.906|0.12.906]] - Colonies now start with a pet. | * [[Version/0.12.906|0.12.906]] - Colonies now start with a pet. | ||
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[[Category:RimWorld game]] | [[Category:RimWorld game]] |