Editing World generation
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+ | Worlds in RimWorld are generated from either random or user-provided seeds that allow for a completely new experience every time. Each world is uniquely filled with multiple [[biomes]] that change what the world looks like and how it behaves. For example, some biomes feature a large amount of mountains, while others are full of grasslands. | ||
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There are sliders for overall planet temperature and overall rainfall, with the result of changing them being true to what would happen in real life. Time zones are also modelled as the world actually physically exists and is fully interactive. Temperatures in regards to proximity from the equator are also correct; with hotter biomes being more central and colder biomes being closer to the poles. The seasonal differences are also less pronounced near the equator, with there being a permanent summer in it. | There are sliders for overall planet temperature and overall rainfall, with the result of changing them being true to what would happen in real life. Time zones are also modelled as the world actually physically exists and is fully interactive. Temperatures in regards to proximity from the equator are also correct; with hotter biomes being more central and colder biomes being closer to the poles. The seasonal differences are also less pronounced near the equator, with there being a permanent summer in it. | ||
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{{key|Generate}} Click to continue with the current settings. | {{key|Generate}} Click to continue with the current settings. | ||
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Upon clicking Generate on the previous screen a new world is generated. The world will be made up mostly of hexagons and a few pentagons. Here the player can choose a tile to land on, or use the 'Select random site' button. Clicking a tile will show its information including its biome, terrain, overall weather, and growing period. For controls, see [[World generation#Controls|Controls]] | Upon clicking Generate on the previous screen a new world is generated. The world will be made up mostly of hexagons and a few pentagons. Here the player can choose a tile to land on, or use the 'Select random site' button. Clicking a tile will show its information including its biome, terrain, overall weather, and growing period. For controls, see [[World generation#Controls|Controls]] | ||
− | It's possible to choose an island to land on, however caravans cannot cross water tiles | + | It's possible to choose an island to land on, however caravans cannot cross water tiles. Reaching the mainland would require the use of [[transport pod]]s. |
=== Advanced settings === | === Advanced settings === | ||
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=== Factions === | === Factions === | ||
− | The ' | + | The 'Factions' button displays the different factions in the world. |
− | There are three | + | There are three kinds of factions: outlanders, tribes and pirates. There are a total of five, and a maximum of three each. The colors on the factions screen help identify them on the world map. Also shown is each faction's relation with your colony and with each other. |
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You can never land or settle directly adjacent to a faction base. | You can never land or settle directly adjacent to a faction base. | ||
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=== Biomes === | === Biomes === | ||
{{Main|Biomes}} | {{Main|Biomes}} | ||
− | There are nine biomes in | + | There are nine biomes in Rimworld and—on a normally generated world—all of them are represented. They each correspond to specific features. Each biome is more likely to include certain features based on its real world equivalent. |
=== Elevation === | === Elevation === | ||
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=== Quadrums === | === Quadrums === | ||
− | Each year in a | + | Each year in a Rimworld planet is separated into four quadrums: Aprimay, Jugust, Septober and Decembary. |
− | The quadrums are the same across the planet, however the corresponding seasons are reversed between the northern hemisphere and the | + | The quadrums are the same across the planet, however the corresponding seasons are reversed between the northern hemisphere and the soutnern hemisphere, and it is permanent summer near the equator. |
=== Roads === | === Roads === | ||
− | There are | + | There are roads winding across the world. They double the speed of any caravans using them, and factions tend to settle near roads. Visitors, caravans, traders or raiders are also tend to arrive and leave on a road. |
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They come in 5 types: path, dirt road, stone road, ancient asphalt road and ancient asphalt highway. They are functionally the same, with difference only being appearance when generated on a map. | They come in 5 types: path, dirt road, stone road, ancient asphalt road and ancient asphalt highway. They are functionally the same, with difference only being appearance when generated on a map. | ||
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=== Caves === | === Caves === | ||
− | + | In Beta 18, you may find caves in mountains. In those caves you may find insects with a dormant hive (in other words, they won't spawn any additional hives or insects) and harvestable mushrooms. | |
==== Dormant hives ==== | ==== Dormant hives ==== | ||
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− | + | Hives can be a good source of food and/or a valuable trade commodity if you steal their [[Insect jelly|jelly]] while the defenders are asleep. If an insect is asleep on a stack of jelly or other item, do not try to take it or you may awake them and put your colonist in peril. Colonists' default [[Menus#Assign|threat response]] may activate upon seeing insects, even if the insects are asleep. Be careful that your jelly harvesters are not set to "Attack" by default. If their default response is "Flee," you will need to manually prioritize them to haul the jelly. Otherwise it's possible for them to get stuck repeatedly trying to enter the cave, then fleeing, which could leave them too close to the cave when the insects wake up. | |
− | + | Take note of what time the insects on your map fall asleep each night and wake up in the morning. It may be helpful to create an [[allowed area]] which excludes the insect cave. You can switch your hauler to "Unrestricted" temporarily and have them manually prioritize collecting the jelly when you are certain the insects are asleep. Another method might be to wall in the entrance to the cave and forbid the door, only unforbidding it to send in your jelly harvester. This will prevent your hunters, plant cutters, animal tamers and haulers from wandering into the insect cave while the insects are awake. | |
− | Hungry predators may also try to hunt | + | The hive and its insects can be harmed without any colonist actions. Insects may suffer from extreme temperatures; cold snaps will kill the weaker ones. Insects will be aggressive towards humans, but mutually non-hostile with wildlife. A [[Events#Wild man wanders in|wild human]] counts as wildlife. Walls can be built which may guide raiders into the insect cave if the raiders spawn in the right locations. However, if the raiders destroy the hive, you will lose your supply of jelly. |
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+ | Hungry predators may also try to hunt the insects. Most of the time the predator will be killed, but may down some insects by wounding them. When the insects die, you can unforbid and collect the corpses for butchering, by the same method used to harvest insect jelly. | ||
==== Cave flora ==== | ==== Cave flora ==== | ||
− | You may find [[Agarilux]], | + | |
+ | You may find [[Agarilux]], Bryolux or [[Glowstool]] in these caves. Instead of needing light to grow, they die when exposed to excess sunlight. | ||
=== Settlements === | === Settlements === | ||
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Other factions appear as follows: | Other factions appear as follows: | ||
*Outlanders (blue for rough, purple for civil) | *Outlanders (blue for rough, purple for civil) | ||
− | *Tribals (green for | + | *Tribals (green for savage, yellow for gentle) |
− | *Pirates (red skull and crossbones) | + | *Pirates (red skull and crossbones) |
Faction settlements tend to be located near roads, and you cannot settle right next to one. If you choose a location within 4 tiles of another faction's settlement, the game warns you that this will decrease your relations. | Faction settlements tend to be located near roads, and you cannot settle right next to one. If you choose a location within 4 tiles of another faction's settlement, the game warns you that this will decrease your relations. | ||
− | Since Beta 18, factions are tied to the world seed so factions and their settlements are always generated in the same place. However, this no longer seems to be the case | + | Since Beta 18, factions are tied to the world seed so factions and their settlements are always generated in the same place. However, this no longer seems to be the case for 1.0. |
=== Landforms === | === Landforms === | ||
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=== Controls === | === Controls === | ||
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The player can click 'Select random site' or select one of the squares in which to land and build a [[colony]]. | The player can click 'Select random site' or select one of the squares in which to land and build a [[colony]]. | ||
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!colspan="2"|Keyboard Controls | !colspan="2"|Keyboard Controls | ||
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− | |style = "margin-left: 25px;" | + | |style = "margin-left: 25px;" |PageUp ||Zoom out |
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− | | | + | |PageDown ||Zoom in |
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− | | | + | |Arrow up or W ||Pan up |
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− | | | + | |Arrow down or S ||Pan down |
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− | | | + | |Arrow left or A ||Pan left |
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− | | | + | |Arrow right or D ||Pan right |
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− | [[Category: | + | |
+ | [[Category:Running the game]] |