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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The '[[Factions]]' button displays the different factions in the world. | The '[[Factions]]' button displays the different factions in the world. | ||
− | There are three | + | There are three kinds of factions in the base game: outlanders, tribes and pirates. There are a total of six different factions, one neutral outlander nation, one hostile nation, one neutral tribe, one fierce tribe, one savage tribe and a band of pirates. 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 raid your settlements. |
− | + | With the [[Royalty DLC]] installed there will be one additional faction, the shattered empire. | |
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 === | ||
− | 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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− | Take note of what time the | + | 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. |
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+ | 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. | ||
− | The hive and its | + | 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. |
− | Hungry predators may also try to hunt | + | 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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=== 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]] |