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{{Stub|reason=Some [[ideoligion]]s make you start with additional research, e.g. bloodfeeders and electricity. Should be noted and any others identified}}
 
[[File:ChooseScenario.png|500px|thumb|Default scenario choosing window, with the [[Biotech DLC]] installed and 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. 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).
+
[[File:ChooseScenario.png|200px|thumb|Default scenario choosing window, with one custom-set scenario.]]
  
==New Tribe vs New Arrivals==
+
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).
Starting scenarios can be roughly grouped into one of two types, determined by the faction type the player will inherit. These are:
 
*'''New tribes:''' Inherited by the "Lost Tribe" default scenario, and selectable in the scenario editor.
 
*'''New arrivals:'''  Inherited by the "Crashlanded", "Rich Explorer", and "Naked Brutality" default scenarios, and selectable in the scenario editor.
 
  
There are some significant differences between the New Tribe and New Arrivals scenarios.  
+
==== Starting tech levels ====
 +
Three of these four starts crash onto the planet but bring some of their previous technological knowledge with them; these are known as "'''New Arrivals'''" or "'''Industrial'''" tech starts. The fourth are native to the planet and have long ago forgotten their ancestor's technology; these are known as "'''New Tribe'''" or "'''Tribal'''" tech starts.
  
=== Research ===
+
These two different starting technological levels determine which [[Research]] your colony starts with, and also how difficult it may be to research "advanced" technologies.
The most significant difference is the starting [[research]] and the long term effects on research speed. New Tribes begin with a different, and lower tech, set of research projects already completed, as described below. Note that custom and default scenarios may also add additional technologies to these lists.
 
 
 
Furthermore, new tribes start with a tech level of "Neolithic", while new arrivals begin with a tech level of "Industrial". This increases the research needed for new tribes to research technologies above neolithic, with the penalty increasing as the tech level does. Note that a great majority of techs on the research tree are classified as Industrial or higher.
 
<div style="display:inline-table; vertical-align:top;">
 
{| class="wikitable" style=display:inline-table
 
|-
 
!  colspan = "2"|  Starting Research
 
|-
 
! New Tribe !! New Arrivals
 
|-
 
|
 
* [[Research#Tree sowing|Tree Sowing]]
 
* [[Research#Recurve bow|Recurve Bow]]
 
* [[Research#Psychoid brewing|Psychoid Brewing]]
 
* [[Research#Passive cooler|Passive Cooler]]
 
* [[Research#Pemmican|Pemmican]]
 
|
 
* [[Research#Passive cooler|Passive Cooler]]
 
* [[Research#Stonecutting|Stonecutting]]
 
* [[Research#Complex clothing|Complex Clothing]]
 
* [[Research#Complex furniture|Complex Furniture]]
 
* [[Research#Electricity|Electricity]]
 
* [[Research#Air conditioning|Air Conditioning]]
 
* [[Research#Nutrient paste|Nutrient Paste]]
 
|}
 
</div>
 
<div style="display:inline-table; vertical-align:top;">
 
{| class="wikitable" style=display:inline-table
 
|-
 
! rowspan = "2"|Project tech level
 
! colspan = "2"| Research cost multiplier
 
|-
 
! New Arrivals
 
! New Tribe
 
|-
 
| Neolithic
 
| style="text-align: center | 100% || style="text-align: center | 100%
 
|-
 
| Medieval
 
| style="text-align: center | 100% || style="text-align: center | 150%
 
|-
 
| Industrial
 
| style="text-align: center | 100% || style="text-align: center | 200%
 
|-
 
| Spacer
 
| style="text-align: center | 100% || style="text-align: center | 200%
 
|-
 
| Ultra
 
| style="text-align: center | 100% || style="text-align: center | 200%
 
|}
 
</div>
 
 
 
===Other differences===
 
{{Stub|section=1|reason=Ideology drum/dance party access}}
 
* Tribals forage 70% more food while traveling. More info about how this affects nutrition can be found on the [[Caravan#Foraging|Caravan]] page.
 
* Tribals can build the [[hoopstone ring]] and [[Game-of-Ur board]]. Arrivals can build the [[horseshoes pin]] and [[chess table]].
 
** Hoopstone rings cost twice the material as horseshoes pins, for no meaningful difference beyond also requiring a [[Sight]] above 0% to use. The Game-of-Ur board costs half the material of a chess table, but provides less recreation.
 
* Tribals can craft the [[tribal headdress]] and [[war mask]].
 
* Tribals have a harder time recruiting from [[Factions#Pirates|outlanders and pirates]], and Arrivals have a harder time recruiting from [[Tribes|tribal factions]]. Recruitment difficulty is increased by 32%, which increases prisoner resistance (see [[Prisoner#Starting_resistance|Starting Resistance]] for details).
 
* Tribal starting pawns:
 
** Will all have [[Backstories|backstories]] from the "Tribal" category, which often have the Natural [[meditation focus]]. This allows most tribals to meditate at the [[Anima tree]]{{RoyaltyIcon}}.
 
*** Any [[children]]{{BiotechIcon}} of a tribe also gain the natural meditation focus, unless [[Growth vat|Vatgrown]] for enough time.
 
** Have a 2% chance to have one of the following artificial body parts: {{Tag List|value=50|techHediffsTags|Poor}}
 
* New arrivals starting pawns:
 
** Have [[Backstories|backstories]] from the "Offworld" category.  
 
** Have a 3% chance to have one of the following artificial body parts: {{Tag List|value=800|techHediffsTags|Poor|Simple|ImplantEmpireCommon}}
 
  
 
==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 [[#New Tribe vs New Arrivals|New Arrivals]]
+
** They will be "new arrivals" / Industrial tech
 
** 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 [[cryptosleep sickness]] (reduces consciousness, affects motor skills, causes frequent vomiting. Only lasts 3.2 to 4.8 in-game hours)
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* Start with basic supplies
 
* Start with basic supplies
 
** 800 [[silver]]
 
** 800 [[silver]]
** 50 [[packaged survival meal]]s (around 8 days worth of food)  
+
** 50 [[packaged survival meal]]s (around 6.25 days worth of food)  
 
** 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 [[#New Tribe vs New Arrivals|New Tribe]]
+
** They will be a "new tribe" / Tribal tech
 
** 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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* Start with basic supplies
 
* Start with basic supplies
 
** 200 silver
 
** 200 silver
** 400 [[pemmican]] (slightly more than 2 day's worth of food, 300 pre-Beta 19)
+
** 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 [[#New Tribe vs New Arrivals|New Arrivals]]
+
** They will be "New arrivals" / Industrial tech
 
** 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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'''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 [[#New Tribe vs New Arrivals|New Arrivals]]
+
**They will be "New Arrivals" / Industrial tech
 
** All potential options will have [[Backstories|backstories]] from the "Offworld" category.
 
** All potential options will have [[Backstories|backstories]] from the "Offworld" category.
 
*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)  
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** [[Research#Nutrient paste|Nutrient Paste]]
 
** [[Research#Nutrient paste|Nutrient Paste]]
  
===The Mechanitor===
+
== "New Tribe" vs. "New Arrivals" ==
{{Biotech|section=1}}
+
The "Lost Tribe" scenario, often referred to as "Tribal" or "New Tribe" colonies, has some significant differences from the "Crashlanded"/"Rich Explorer"/"Naked Brutality" scenarios, which are often referred to separately and collectively as "Industrial" or "New Arrivals" colonies.  
'''Summary:''' One mechanitor and a few servant mechanoids.<br>
 
'''Description:''' You knew you could only achieve greatness with help. People were too unreliable, so you chose to take on mechanoids as your servants, workers, and warriors. As you gained strength, others became fearful. It became clear you needed to get away from the influence of humanity. Now you've migrated to this sparsely-populated rimworld with some of your metallic helpers. Finally, you have the space to grasp your true potential!
 
  
Note: Since your starting character will lack some skills, this is a difficult scenario.
+
* Tribals begin with a different (lower tech) set of technology already researched (as described above).
*Start with one person, chosen from eight
+
* 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.
** They will always be a [[mechanitor]]
+
{| class="wikitable" style="margin-left: auto; margin-right: auto; border: none;"
** They will always have the [[Recluse]] trait, and never have the [[Body purist]], [[Psychically dull]], or [[Psychically deaf]] traits.
+
|-
** They will always be [[Incapable|capable]] of [[Intellectual]]
+
! Project tech level
** They will be [[#New Tribe vs New Arrivals|New Arrivals]]
+
! Research cost multiplier
** They will always be equipped with:
+
|-
*** 1x [[Flak vest]]
+
| Neolithic
*** 1x [[Duster]]
+
| style="text-align: center | 100%
*** 1x [[Button-down shirt]]
+
|-
*** 1x [[Pants]]
+
| Medieval
*** 1x [[Airwire headset]]
+
| style="text-align: center | 150%
*** 1x [[Quality|Masterwork]] [[Biocoded]] [[Autopistol]]
+
|-
** Arrive in drop pods
+
| Industrial
** All potential options will have [[Backstories|backstories]] from the "Offworld" category.
+
| style="text-align: center | 200%
* Start with 1 [[Lifter]]
+
|-
* Start with 1 [[Constructoid]]
+
| Spacer
* Start with technology already researched
+
| style="text-align: center | 200%
** [[Research#Microelectronics|Microelectronics]]
+
|}
** [[Research#Basic mechtech|Basic mechtech]]
+
:* Industrial colonies can research Neolithic and Medieval discoveries at no penalty, and suffer a penalty only for "Spacer" tech level research, 200%, same as Tribal.
** [[Research#Battery|Battery]]
+
* Tribals forage 170% more food while traveling. More info about how this affects nutrition can be found on the [[Caravan#Foraging|Caravan]] page.
* Start with supplies
+
* For basic [[recreation]], tribals craft the [[hoopstone ring]] and [[Game-of-Ur board]], rather than the more advanced [[horseshoes pin]] and [[chess table]] that Industrial colonies craft. The hoopstone ring and chess table require more materials and work to create than their alternate equivalents, and also provide marginally weaker benefits. Colonies can trade with tribes or outlanders (settlements or [[caravan]]s) to purchase [[recreation]] items that they are unable to craft themselves.
** 1,000 [[silver]]
+
* Tribals can craft [[tribal headdress]]es and [[war mask]]s at a [[crafting spot]], headgear that no other scenarios are able to craft. The masks are easy to craft early on and provide a greater increased [[Pain_Shock_Threshold|pain threshold]] benefit to colonists. Industrial colonies will have to trade with tribes or take these items from [[raider|fallen foes]] if they wish to obtain them.
** 40 [[packaged survival meal]]s (around 20 days worth of food)
+
* Tribals have an easier time [[Prisoner#Recruitment|recruiting]] captives from other [[Factions#Tribes|tribal factions]], but a harder time recruiting [[Factions#Pirates|pirates]] and [[Factions#Outlanders|outlanders]].
** 55 [[components]]
+
:* This relationship is switched for Industrial colonies, who have an easier time with pirates and outlanders, and more difficulty recruiting tribals.
** 10 [[medicine]]
+
* Tribals will all have [[Backstories|backstories]] from the "Tribal" category, meaning they can mediate at the [[Anima tree]] {{RoyaltyIcon}}. Industrial pawns will have more urban/space-faring backstories, which are unavailable to pawns starting with a Lost Tribe.
** 100 [[plasteel]]
 
** 900 [[steel]]
 
** 300 [[wood]]
 
** 5 [[Basic subcore]]
 
* The exostrider remains that usually spawn on the starting map will also be disabled.
 
  
===The Sanguophage===
+
==Scenario editor==
{{Biotech|section=1}}
 
'''Summary:''' One crashlanded sanguophage needing blood to survive, and one human colonist.<br>
 
'''Description:''' When a dark stranger offered you a cure for your cancer, you were ready to agree to anything. He made you into a sanguophage - an immortal blood-drinker hated by a thousand religions. You hid your condition for years, but eventually a hunter tracked you down. Stowing away on the first starship leaving the system, you barely escaped alive.
 
 
 
Note: Sanguophages have unique strengths and weaknesses, which makes this a difficult scenario.
 
*Start with one adult/children [[sanguophage]] and one [[baseliner]] colonist of any age.
 
** They will be [[#New Tribe vs New Arrivals|New Arrivals]]
 
** Arrive in drop pods
 
* Start with technology already researched
 
** [[Research#Deathrest|Deathrest]]
 
* Start with supplies
 
** 2,000 [[silver]]
 
** 30 [[packaged survival meal]]s (around 15 days worth of food)
 
** 10 [[components]]
 
** 30 [[Hemogen pack]]
 
** 20 [[medicine]]
 
** 100 [[plasteel]]
 
** 200 [[steel]]
 
** 200 [[wood]]
 
** 1 [[Quality|Masterwork]] [[Steel]] [[Longsword]]
 
 
 
===The Anomaly===
 
{{Anomaly|section=1}}
 
{{Spoiler}}
 
'''Summary:''' Three researchers and a ghoul investigate an ancient monolith.<br>
 
'''Description:''' Your research expedition has finally arrived at the source of the anomalous signal: an ancient archotech monolith on a distant planet. As you survey the structure from orbit, the scanner's audio feed forms garbled syllables which repeat your own name over and over. Your crewmate screams as her flesh begins flowing and reforming. A blinding beam of energy reaches up from the planet and tears your research vessel apart. You have disturbed something ancient and inhuman.
 
 
 
Note: This is a difficult scenario and is not recommended for new players.
 
*Start with one ghoul and three colonists.
 
** They will be a '''Research Expedition''' (the same as [[#New Tribe vs New Arrivals|New Arrivals]], but with labcoats and relevant backstories)
 
** They have a 4% chance{{Check Tag|Each?}} of having a flesh tentacle, flesh whip, fleshmass lung, or fleshmass stomach
 
** Arrive in drop pods
 
* Start with technology already researched
 
** [[Research#Security door|Security door]]
 
** [[Research#Battery|Battery]]
 
* Start with supplies
 
** 50 [[packaged survival meal]]s (around 16 days worth of food)
 
** 100 [[twisted meat]]
 
** 45 [[medicine]]
 
** 45 [[component]]
 
** 1 [[holding platform]]
 
** 1 [[proximity detector]]
 
** 2 [[Quality|normal]] [[textbook]]s
 
** 1 [[Quality|good]] [[tome]]
 
** 1 [[Quality|normal]] [[pump shotgun]]
 
** 1 [[Quality|normal]] [[Steel]] [[knife]]
 
** 1 [[shard]]
 
** 2 [[turret pack]]s
 
** 100 [[bioferrite]]
 
** 250 [[wood]]
 
** 800 [[steel]]
 
** 70 [[plasteel]]
 
* Various resources scattered around the map
 
** 5 [[ship chunk]]s
 
** 700 [[steel]]
 
* Incident set to occur
 
** ghoul transport pod crash after 12-15 days
 
* the [[monolith]] is activated from the start
 
 
 
== 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)
| New Arrivals<br>New Tribe
+
| 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)
 
|-
 
! Starting people {{BiotechIcon}}
 
| The number of people you will start with and what kind of xeno races. (More can be added)
 
| Number (max 10)<br>Racetype<br>Required? (Cannot go below 1)
 
  
 
|-
 
|-
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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 starting colonists.
+
| 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. Number determines radius.
+
| 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
 
+
|-
 
! Disable exostrider remains {{BiotechIcon}}
 
| Disable chance of exostrider remains showing up. Recommended not to start without [[Mechanitor]] as this disables the ability to get the required implant for Mechanoid control.
 
| None (Only can be added once)
 
 
 
 
|-
 
|-
 
! Disable incident
 
! Disable incident
 
| Disabling of an incident for the colony.
 
| Disabling of an incident for the colony.
| Any incident
+
| Every incident
  
 
|-
 
|-
 
! Disallow building
 
! Disallow building
 
| Disallows a building from being built.
 
| Disallows a building from being built.
| Any building
+
| 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
 
|-
 
! Start with mechanoid{{BiotechIcon}}
 
| Makes the game start you with the specified controllable mechanoids
 
| Number (max 100000000000)<br>Mechanoid
 
  
 
|-
 
|-
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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.
* [[Version/0.14.1234|0.14.1234]] - Scenario system added. The previous default experience is now the Crashlanded scenario.
 
* [[Version/0.19.2009|0.19.2009]] - Naked Brutality scenario added.
 
 
* ? - Crashlanded scenario's starting packaged survival meals increased from 44 to 50.  
 
* ? - Crashlanded scenario's starting packaged survival meals increased from 44 to 50.  
* [[Version/1.4.3555|1.4.3555]] - Fix: You can start as a psychically deaf mechanitor.
 
* [[Version/1.4.3563|1.4.3563]] - Fix: [[Children]]{{BiotechIcon}} generated at tribal game start don't have [[Psyfocus|natural meditation focus]].{{RoyaltyIcon}}
 
 
 
 
[[Category:RimWorld game]]
 
[[Category:RimWorld game]]

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