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[[File:world_gen_preview.png|160px|right]]'''World generation''' - as the name would imply - are the worlds in RimWorld that 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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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|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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The world generation screen appears during the creation of a new colony.
 
The world generation screen appears during the creation of a new colony.
  
{{key|Seed}} A random seed is provided, but you may enter your own. A given seed always produces the same geographical features such as land masses, rivers and mountains. The locations of human-built features such as roads and NPC faction towns may persist on multiple uses of the same seed, or they may vary somewhat from one use to the next.
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{{key|Seed}} A random seed is provided, but you may enter your own. A given seed always produces the same map layout:
  
 
{{key|Randomize seed}} Randomly picks a new seed.
 
{{key|Randomize seed}} Randomly picks a new seed.
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*50%
 
*50%
 
*100%
 
*100%
 
===Overall rainfall===
 
Choose among wetter, drier, or normal range of biomes to generate across the planet.
 
 
===Overall temperature===
 
Choose among cooler, hotter, or normal range of biomes to generate across the planet.
 
 
===Population===
 
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.
 
 
==={{BiotechIcon}} Pollution===
 
Choose the percentage of world tiles that will have some initial level of [[pollution]]. A value of 100% will apply at least 25% pollution to all generated tiles, while a value of 0% will generate no initial pollution whatsoever.
 
 
Note that this only affects the coverage of polluted areas, not the amount of pollution per-tile. It also does not affect pollution sources during gameplay, such as [[toxifier generator]]s and [[toxic wastepack]]s.
 
 
===Factions===
 
Choose the desired numbers of each type of [[faction]] to spawn in the world, including outright disabling certain faction types by selecting zero of that type. The total faction count is limited to 11, with the [[Empire]] {{RoyaltyIcon}}, [[Mechanoid]], and [[Insectoid|Insect Hive]] factions restricted to only one. Removing the Empire means deactivating empire quests, and removing mechanoid and insectoids prevents mechanoid raids and [[infestation]]s respectively.
 
 
If the [[Biotech DLC]] is active, many factions appear with variants that contain some concentration of [[xenotype]]s {{BiotechIcon}}, or a single xenotype entirely. You can view the make-up of a faction by looking at the "Member xenotypes" section of its tooltip.
 
  
 
{{key|Generate}} Click to continue with the current settings.
 
{{key|Generate}} Click to continue with the current settings.
  
 
== Landing site ==
 
== Landing site ==
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]]
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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]]
  
It's possible to choose an island to land on, however caravans cannot cross water tiles without installing mods. Reaching the mainland would require the use of [[transport pod]]s in vanilla gameplay.
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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 '[[Factions]]' button displays the different factions in the world.
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The 'Factions' button displays the different factions in the world.
 
 
There are three base kinds of factions in the base game: [[outlanders]], [[tribes]], and [[pirates]] and the [[Royalty DLC]] adds a fourth in the [[Empire]] faction. {{RoyaltyIcon}} Additionally there are 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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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.
  
 
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 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.
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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 it's real world equivalent.
  
 
=== Elevation ===
 
=== Elevation ===
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=== Quadrums ===
 
=== Quadrums ===
Each year in a RimWorld planet is separated into four quadrums: Aprimay, Jugust, Septober and Decembary.
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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 hemisphere (e.g. Jugust is summer in the northern hemisphere, and winter in the southern). It is considered permanent summer near the equator, and permanent winter near the poles, however these areas will still have warmer and cooler seasons.
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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 many roads throughout 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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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.
 
 
Roads are generated independent from the world seed, so even if you generate a world using the same seed, you might not get the same road layout. Ancient asphalt roads are generated through an ancient civilization simulation, while modern dirt and stone roads are generated connecting faction bases to main roads.  
 
  
 
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 ===
Caves are sometimes found in mountains and may contain harvestable mushrooms or dormant insectoid hives with a small group of [[insectoids]]. Dormant hives won't spawn additional hives or insectoids.
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In Beta 18, you may find caves in mountains. In those caves you may find insect with a dormant hive (mean that they won't spawn any additionnal hives or insects) and harvestable mushrooms.
  
 
==== Dormant hives ====
 
==== Dormant hives ====
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 insectoid 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 insectoids, even if the insectoids 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 insectoids wake up.
 
  
Take note of what time the insectoids 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 insectoid cave. You can switch your hauler to "Unrestricted" temporarily and have them manually prioritize collecting the jelly when you are certain the insectoids 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 cave while the insectoids are awake.
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Hives can be a valuable source of food 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. So be careful that your jelly harvesters are not set to "Attack" by default.
  
The hive and its insectoids can be harmed without any colonist actions. Insectoids may suffer from extreme temperatures; cold snaps will kill the weaker ones. Insectoids 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 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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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 man or woman]] counts as wildlife.
  
Hungry predators may also try to hunt insectoids. Most of the time the predator will be killed, but may down some insectoids by wounding them. When the insectoids die, you can unforbid and collect the corpses for butchering, by the same method used to harvest insect jelly.
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However, hungry predators may try to hunt them. 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]], [[Bryolux]] or [[Glowstool]] in these caves. Instead of needing light to grow, they die when exposed to excess sunlight.
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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 fierce, yellow for gentle, red for savage)
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*Tribals (green for savage, yellow for gentle)
*Pirates (red skull and crossbones)  
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*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.
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Faction settlements tend to be located near roads, and you cannot settle right next to one.
  
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 after 1.0.
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Since Beta 18, factions are tied to the world seed so factions and their settlements are always generated in the same place.
  
 
=== Landforms ===
 
=== Landforms ===
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=== Controls ===
 
=== Controls ===
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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The player can click 'Select random site' or select one of the squares in which to land and build a [[Colony|colony]].
  
 
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{| class="wikitable"
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!colspan="2"|Keyboard Controls
 
!colspan="2"|Keyboard Controls
 
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|-
|style = "margin-left: 25px;" |{{key|PageUp}} ||Zoom out
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|style = "margin-left: 25px;" |PageUp ||Zoom out
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|{{key|PageDown}}||Zoom in
 
 
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|{{key|W}}, {{key|↑}} ||Pan up
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|PageDown ||Zoom in
 
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|{{key|S}}, {{key|↓}} ||Pan down
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|Arrow up or W ||Pan up
 
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|{{key|A}}, {{key|←}} ||Pan left
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|Arrow down or S ||Pan down
 
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|{{key|D}}, {{key|→}} ||Pan right
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|Arrow left or A ||Pan left
 
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| {{key|SHIFT}} while panning || Fast pan speed
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|Arrow right or D ||Pan right
 
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== 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.
 
* 1.1 - Added a planet population slider to the planet generation parameters.
 
  
[[Category:Game mechanics]]
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[[Category:Running the game]]

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