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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 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.
 
 
 
=== Research ===
 
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==
These four scenarios are in the base game. Each offers a different set of challenges, and encourages different playstyles to a certain extent. For example: you could start off as a 'rich explorer' who came from a high-tech glitterworld but yearned to explore the universe, or you could also start as a desperate tribe that's on the brink of starvation after fleeing from a devastating group of '[[mechanoid|blood machines]]'. On the other hand, you could be managing a few crashlanded civilians who barely escaped an assaulted passenger liner with their lives.
+
These four scenarios are in the base game. Each offer a different set of challenges, and encourages different playstyles to a certain extent. For example: you could start off as a 'rich explorer' who came from a high-tech glitterworld but yearned to explore the universe, or you could also start as a desperate tribe that's on the brink of starvation after fleeing from a devastating group of '[[mechanoid|blood machines]]'. On the other hand, you could be managing a few crashlanded civilians who barely escaped an assaulted passenger liner with their lives.
  
 
Here are the four scenarios listed in order as shown in game:
 
Here are the four scenarios listed in order as shown in game:
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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'
 
** 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.
 
 
* 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 three weapons
** [[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]]
 
* Start with three normal-[[quality]] 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 [[synthread]] clothes)
+
* 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 8 days worth of food)  
+
** 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 [[#New Tribe vs New Arrivals|New Tribe]]
+
** 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)
 
** They have a 100% chance of having a less satisfied 'food' [[needs|need]]
 
** They have a 100% chance of having a less satisfied 'food' [[needs|need]]
 
*** Satisfaction is set to 0-10%
 
*** Satisfaction is set to 0-10%
** All potential options will have [[Backstories|backstories]] from the "Tribal" category.
 
 
* Start with 3 random pets
 
* Start with 3 random pets
 
** Has a 100% chance of being bonded with random colonists
 
** Has a 100% chance of being bonded with random colonists
** Has a 100% chance of being bonded with the starting colonist
 
* Start with technology already researched
 
** [[Research#Tree sowing|Tree Sowing]]
 
** [[Research#Recurve bow|Recurve Bow]]
 
** [[Research#Psychoid brewing|Psychoid Brewing]]
 
** [[Research#Passive cooler|Passive Cooler]]
 
** [[Research#Pemmican|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 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'
 
** Arrive in drop pods
 
** Arrive in drop pods
** 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 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#Passive cooler|Passive Cooler]]
+
** [[Research|Gun turrets]]
** [[Research#Stonecutting|Stonecutting]]
 
** [[Research#Complex clothing|Complex Clothing]]
 
** [[Research#Smithing|Smithing]]
 
** [[Research#Complex furniture|Complex Furniture]]
 
** [[Research#Electricity|Electricity]]
 
** [[Research#Air conditioning|Air Conditioning]]
 
** [[Research#Machining|Machining]]
 
** [[Research#Gunsmithing|Gunsmithing]]
 
** [[Research#Nutrient paste|Nutrient Paste]]
 
** [[Research#Blowback operation|Blowback Operation]]
 
** [[Research#Gun turrets|Gun Turrets]]
 
 
* Start with a high-tech weapon
 
* Start with a high-tech weapon
 
** 1 [[charge rifle]]
 
** 1 [[charge rifle]]
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===Naked Brutality===
 
===Naked Brutality===
 
'''Summary:'''  Naked, alone and utterly unprepared. Can you survive? <br>
 
'''Summary:'''  Naked, alone and utterly unprepared. Can you survive? <br>
'''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 anaesthetic 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'
** 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)  
 
*Colonist arrives naked
 
*Colonist arrives naked
* Start with technology already researched
 
** [[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]]
 
 
===The Mechanitor===
 
{{Biotech|section=1}}
 
'''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.
 
*Start with one person, chosen from eight
 
** They will always be a [[mechanitor]]
 
** 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]]
 
** They will be [[#New Tribe vs New Arrivals|New Arrivals]]
 
** They will always be equipped with:
 
*** 1x [[Flak vest]]
 
*** 1x [[Duster]]
 
*** 1x [[Button-down shirt]]
 
*** 1x [[Pants]]
 
*** 1x [[Airwire headset]]
 
*** 1x [[Quality|Masterwork]] [[Biocoded]] [[Autopistol]]
 
** Arrive in drop pods
 
** All potential options will have [[Backstories|backstories]] from the "Offworld" category.
 
* Start with 1 [[Lifter]]
 
* Start with 1 [[Constructoid]]
 
* Start with technology already researched
 
** [[Research#Microelectronics|Microelectronics]]
 
** [[Research#Basic mechtech|Basic mechtech]]
 
** [[Research#Battery|Battery]]
 
* Start with supplies
 
** 1,000 [[silver]]
 
** 40 [[packaged survival meal]]s (around 20 days worth of food)
 
** 55 [[components]]
 
** 10 [[medicine]]
 
** 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 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 are explained below, including the possible inputs.
  
==== Mandatory parts ====  
+
====Mandatory parts====
<div><li style="display: inline-table;">
 
 
{| {{STDT| sortable c_07 text-center}}
 
{| {{STDT| sortable c_07 text-center}}
 
! Part name
 
! Part name
Line 343: Line 132:
 
! 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
  
 
|-
 
|-
 
! Starting people
 
! Starting people
| The number of people you will start with.
+
| The amount 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)
 
  
 
|-
 
|-
Line 360: Line 144:
 
| Standing<br>Drop pods
 
| Standing<br>Drop pods
 
|}
 
|}
</li><div>
 
  
==== Voluntary parts ====
+
====Voluntary parts====
 
{| {{STDT| sortable c_07 text-center}}
 
{| {{STDT| sortable c_07 text-center}}
 
! Part name
 
! Part name
Line 370: Line 153:
 
|-
 
|-
 
! 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)
  
 
|-
 
|-
! Create incident
+
! Create Indecent
 
| 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
  
 
|-
 
|-
Line 416: Line 194:
 
! Naked
 
! Naked
 
| Chance of colonists or planet inhabitants being naked
 
| Chance of colonists or planet inhabitants being naked
| Chance of nudity<br />Who will be naked
+
| Chance of nudity<br />Who bill be naked
  
 
|-
 
|-
Line 457: Line 235:
 
| 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
 
  
 
|-
 
|-
Line 476: Line 249:
 
These parts are self explanatory and require no input: Cannot mine, cannot sow, cannot tame and cannot hunt.
 
These parts are self explanatory and require no input: Cannot mine, cannot sow, cannot tame and cannot hunt.
  
== Version history ==
+
==Trivia==
* [[Version/0.12.906|0.12.906]] - Colonies now start with a pet.
+
*It is possible for players who enjoy thematicing the game based on real life cultures or survival events to base their scenarios on such. However the survival aspect of the game is rather different compared to real-life.
* [[Version/0.14.1234|0.14.1234]] - Scenario system added. The previous default experience is now the Crashlanded scenario.
+
**E.g. [https://en.wikipedia.org/wiki/Ten_Lost_Tribes The ten Lost Tribes].
* [[Version/0.19.2009|0.19.2009]] - Naked Brutality scenario added.
+
***{{quote|The ten lost tribes were the ten of the twelve tribes of ancient Israel that were said to have been deported from the Kingdom of Israel after its conquest by the Neo-Assyrian Empire circa 722 BCE. These are the tribes of Reuben, Simeon, Dan, Naphtali, Gad, Asher, Issachar, Zebulun, Manasseh and Ephraim. Claims of descent from the "lost" tribes have been proposed in relation to many groups, and some religions espouse a messianic view that the tribes will return.}}
* ? - 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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