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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− | + | <h4>Overall rainfall</h4> | |
Choose among wetter, drier, or normal range of biomes to generate across the planet. | Choose among wetter, drier, or normal range of biomes to generate across the planet. | ||
− | + | <h4>Overall temperature</h4> | |
Choose among cooler, hotter, or normal range of biomes to generate across the planet. | Choose among cooler, hotter, or normal range of biomes to generate across the planet. | ||
− | + | <h4>Population</h4> | |
Choose desired density of faction sites to generate on the planet. This will largely affect your base's possible proximity to a number of faction bases and the time to reach them by caravan. This does not affect the frequency of friendly visits or enemy raids as that is instead affected by the chosen AI and difficulty. | Choose desired density of faction sites to generate on the planet. This will largely affect your base's possible proximity to a number of faction bases and the time to reach them by caravan. This does not affect the frequency of friendly visits or enemy raids as that is instead affected by the chosen AI and difficulty. | ||
− | + | <h4>Factions</h4> | |
− | + | Chose the desired amount of factions that spawn in the world. The faction count is limited to 11(?), with the Empire{{RoyaltyIcon}}, Mechanoid, and insectoid factions restricted to only one. Removing the empire means deactivating empire quests(?), and removing mechanoid and insectoids prevents mechanoid raids and infestations respectively. | |
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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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The '[[Factions]]' button displays the different factions in the world. | The '[[Factions]]' button displays the different factions in the world. | ||
− | There are | + | There are four kinds of factions in the base game: outlanders, tribes, pirates, and an empire{{RoyaltyIcon}}, not including the hidden [[ancients]], [[insectoid]], and [[mechanoid]] factions. Normally, without faction amount customization, there are a total of 6 to 10 different factions, depending on the combination of DLC used: one neutral outlander nation, one hostile outlander union, one neutral tribe, one fierce tribe, one savage tribe, a band of pirates, the Empire{{RoyaltyIcon}}, a nudist tribe{{IdeologyIcon}}, a cannibal tribe{{IdeologyIcon}}, and a cannibal pirate gang{{IdeologyIcon}}. The colors on the factions and the shape of their bases screen help identify them on the world map. Also shown is each faction's relation with your colony and with each other. These relations can improve and decrease over time. Relations with the savage tribe and pirates can never improve and they will always raid your settlements. |
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− | Normally, without faction amount customization, there are a total of 6 to 10 different factions, depending on the combination of DLC used: one neutral outlander nation, one hostile outlander union, one neutral tribe, one fierce tribe, one savage tribe, a band of pirates, the Empire {{RoyaltyIcon}}, a nudist tribe{{IdeologyIcon}}, a cannibal tribe{{IdeologyIcon}}, and a cannibal pirate gang{{IdeologyIcon}}. The colors on the factions and the shape of their bases screen help identify them on the world map. Also shown is each faction's relation with your colony and with each other. These relations can improve and decrease over time. Relations with the savage tribe and pirates can never improve and they will always raid your settlements. | ||
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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Each year in a RimWorld planet is separated into four quadrums: Aprimay, Jugust, Septober and Decembary. | 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 southern | + | The quadrums are the same across the planet, however the corresponding seasons are reversed between the northern hemisphere and the southern hemisphere, and it is permanent summer near the equator. |
=== Roads === | === Roads === | ||
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− | == Version | + | == Version History == |
* [[Version/0.18.1722|0.18.1722]] - Caves now form sometimes in mountainous maps. Inside there are special cave plants. There can also be dormant insect hives. | * [[Version/0.18.1722|0.18.1722]] - Caves now form sometimes in mountainous maps. Inside there are special cave plants. There can also be dormant insect hives. | ||
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− | [[Category: | + | [[Category:Running the game]] |