RimWorld

RimWorld

182 ratings
Scenario Amender [1.5 - 1.6]
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Mod, 1.5, 1.6
File Size
Posted
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387.942 KB
30 Apr, 2024 @ 10:49pm
11 Jul @ 9:53am
3 Change Notes ( view )

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Scenario Amender [1.5 - 1.6]

Description
Scenario Amender 1.5, 1.6

NO LOGS = NO SUPPORT

PASSED DOWN THE ARMSTRONG LINE FOR GENERATIONS

Prior incarnations:


Source code available @ github: https://github.com/katanacrimson/rimworld-scenario-amender-continued

Notes

Believed incompatible with:




Please remember to unsubscribe to previous versions to avoid mod conflicts if you are playing RimWorld 1.5.




Original mod description

Edit scenarios midgame

NB!
This mod has been reported to have an issue where the Save-button not working. This is either a mod conflict or a recent game update having changed some code. I have not looked into this yet, and can not make any promises that I will in the foreseeable future.

About scenarios
A scenario is the basis of a new game. You choose starting pawns, some items, maybe disable infestation-incidents, and so on.
At the start of a game, the scenario sets everything according to your choices. Likewise, when you click Save in the scenario editor in Scenario Amender, it will grab your newly edited scenario settings and apply them to your game. This is complex, and can have unforeseen consequences with mods that do things I have no knowledge about.

DISCLAIMER
Backup your save before using this! Especially if you're using mods that extend or alter scenario options. I am not responsible for broken games.

Usage
Load your save, open the Main menu tab and click Review Scenario.
Click Edit, make your changes, and click Save. Done.

Notes:
- Changes to starting pawns do not affect existing pawns, only new ones.
- Changes to starting items, such as silver and equipment, do not work.
- Changes to player faction do not work.
- Adding starting research will not remove finished research - only add to it.

- Safe to add and remove from existing saves.
- Edited scenarios retain their changes even without Scenario Amender active.
30 Comments
Whisper 21 Jul @ 7:32am 
@Ronin just use dev mode or the faction customizer mod.
*katana  [author] 18 Jul @ 11:28am 
Probably not? Might be something you have to mod directly.
Ronin 18 Jul @ 5:34am 
Would this let me change the Junker faction in Pirates Expanded to be friendly? Dev mode doesn't seem to change it. I just watched 4 warcaskets absolutely wipe out 20-30 pawns in a Dynamic Diplomacy battles and I do not want them coming to ruin my day lol
Kerbalized 17 Jul @ 5:13am 
Didn't realize that for the Gravship start, mech threats will even raid your GravAnchor base when you aren't there anymore (thought it only pursued the ship itself). Thank you for updating this mod!
Renstash 16 Jul @ 12:35pm 
This let me remove the pursing mechs from the new scenario after starting my game. Thank you!! I have found I want to stay longer than 3 quadrums sometimes and I did not want to restart. You're a lifesaver!!
*katana  [author] 15 Jul @ 4:42pm 
No, that is something this mod is entirely incapable of.
You're able to affect things like scenario conditions, but not change the *entire* scenario and starting map itself - that's something not possible without regenerating the map and erasing most of your colony's progress.
You're better off starting a new, clean save.
SPOOSER 15 Jul @ 1:26pm 
Can I use this mod to update my current crashlander scenario to the new 1.6 grav ship scenario where mechs follow you?
Chuna-Rana 9 May @ 12:27am 
Dealing with a self-created issue of every single faction being permanently neutral, changing via Amender works for all flexible unhidden factions, but hidden factions like Mechanoids and Ancients aren't affected (possibly due to lacking logic for changing reputation)
Cayajinge 29 Mar @ 11:48pm 
Thank you very much
Cayajinge 29 Mar @ 11:42pm 
I see