RimWorld

RimWorld

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Progression: Scenarios
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Mod, 1.5, 1.6
File Size
Posted
Updated
25.838 MB
4 Dec, 2024 @ 11:59pm
20 Jul @ 10:13pm
22 Change Notes ( view )

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Progression: Scenarios

In 2 collections by ferny
The Progression Modpack | Ferny (1.5)
914 items
The Progression Modpack | Ferny (1.6)
497 items
Description


Core
  • Advanced crashlanded - A spacer version of Crashlanded. Start a bit further in the tech tree as you've been transmitted your homeworld's knowledge in the emergency!
  • Lost Tribesman - A solo Neoltihic start.
Odyssey
  • New Gravship - Start on earth with an already functioning Gravship, no chase.
Vanilla Events Expanded
  • Meteor Showers - Falling rocks from a distant moon. Neolithic and Industrial versions included.
Vanilla Factions Expanded - Settlers
  • Chemshine Disaster - Post apocalypse where everything that dies blows up.
Vanilla Factions Expanded - Tribals
  • True Start - Singular wild man start
Vanilla Factions Expanded - Ancients + Vanilla Factions Expanded - Tribals
  • Locked Out - A group of wild men locked outside of a vault

The list is a bit small right now, when the time comes I will add a LOT more, specifically around non-industrial tech levels. It is of importance to me for the vision of my modpack that we get a lot of content like this. My first priority was getting this new UI and scenario text tweaks out the door. Feel free to suggest scenario ideas in the description, let's fill these tech levels out!









Edits have been made to scenario names/descriptions to make them fit the unified vision. All references to mod titles have been removed from descriptions, scenario titles have been changed to fit a two-word format, and more.
Core
  • Lost Tribe -> Developed Tribe (to make it clear it's not an Animal tech start)
Odyssey
  • The Gravship -> Orbital Chase (to make it clear it's a nomad run)
  • Changed description to reflect title/theme change
Save Our Ship 2
  • Load Ship -> Continue from Ship
Medieval Overhaul
  • Removed reference to "Avatar experience" in the lone wolf start, felt off. I'll work more on this later.
Deathpallcalypse
  • Deathpallcalypse -> The Deathpallcalypse
  • Removed Deathpallcalypse (Lite)
Vanilla Factions Expanded - Ancients
  • Removed reference to "VFE Ancients" in summary
Vanilla Factions Expanded - Classical
  • New Empire -> Ambitious Senators (to avoid confusion with overuse of term "empire" when using Royalty)
  • Removed reference to "Classical" in summary
Vanilla Factions Expanded - Deserters
  • New Safe Haven -> Desertion Cell (generally clearer)
  • Removed reference to "VFE Deserters" in summary
Vanilla Factions Expanded - Empire
  • New Family -> Ambushed Manor (generally clearer)
  • Removed reference to "VFE Empire" in summary
Vanilla Factions Expanded - Insectoids 2
  • Mercenary Squad -> Megahive Mercenaries (more specific)
  • Removed reference to "VFE Insectoids 2" in summary
Vanilla Factions Expanded - Pirates
  • Low Orbit Crash -> Pirate Crash (more specific, but i'll be honest i'm still unclear on this scenario's purpose)
  • Removed reference to "VFE Pirates" in summary
Vanilla Factions Expanded - Settlers
  • Bandits -> Desperate Bandits (two words instead of one, looks better)
Vanilla Factions Expanded - Tribals
  • Removed reference to "VFE Tribals" in summary
Vanilla Races Expanded - Androids
  • New Utopia -> Awakened Androids (way more clear)
  • Removed reference to "VRE Androids" in summary
Vanilla Races Expanded - Insectors
  • Infested Ship -> Infested Crash (to make it clear it's not a space scenario)
  • Removed reference to "VRE Insectors" in summary
Vanilla Factions Expanded - Mechanoids
  • The Lone Scrapper -> Abandoned Factory (clearer purpose)
Vanilla Factions Expanded - Medieval 2
  • New Kingdom -> The Revolution (clearer premise)
  • Removed reference to "VFE Medieval 2" in summary

Compatibility
- Anything in my modpack
- Should work well with most other stuff too

FAQ
  • Do scenarios have to be patched into these categories? | Nope! They are fully automatically sorted by the player faction's technology level.
  • What if I don't have any scenarios for a tech level? | No worries, it will just say "you dont have any scenarios for that tech level"
  • Are there Archotech scenarios out there? | I don't know any mods that add scenarios to Archotech, but they're there for the future.
  • Why remove references to mod names? | My ideology for the Progression series is the unification of mods to create a single authored curated feeling experience. Does a new player need to know that a Desertion Cell comes from VFE Deserters? No, not really. It's just a scenario in this large beautiful world. I'd rather not break immersion by calling that out.

Credits
- Taranchuk - C# Legend
- Oskar Potocki - Created custom tech icons




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tags just in case: scenarios, ferny
Popular Discussions View All (1)
0
1 May @ 6:42am
Patched starting technologies
ferny
137 Comments
Librarian Luke 20 Jul @ 10:24pm 
What I love this! Thank you ferny
ferny  [author] 20 Jul @ 10:13pm 
v22 - fixed minor bug
ferny  [author] 20 Jul @ 9:23pm 
v21 - 3 new scenarios, Lost Tribesmsan - A neolithic lone colonist scenario, Chemshine Disaster - Everyone blows up if killed (Industrial, requires VFE Settlers), Meteor Showers - Meteors constantly falling (Neo&Industrial, requires VE Events)
orbital 380 barrage 20 Jul @ 12:28am 
ignore my previous comment sorry this isn't causing the issue I thought it was I have no idea what is though
ferny  [author] 19 Jul @ 11:19pm 
There's some conflict going on that people have. People using my modpack with over 600 mods are fine atm, so it must be something we dont have
arget03 17 Jul @ 10:51am 
Removing Vehicles did not work.
arget03 17 Jul @ 9:51am 
It's kind of impossible for me to test VE mods, since Tribal is a pretty essential mod for a feral start. Vehicles is also very essential, since if I also love to start in Secluded Valleys or Sinkhole from Geological Landforms.
ferny  [author] 17 Jul @ 2:30am 
@FBKong It's fine for me
FBKong 17 Jul @ 2:28am 
It was vanilla ideology expanded for me
MemeKn1ght 17 Jul @ 2:23am 
Do you have Vanilla Vehicle Expanded upgrades mod @arget03? Try that one or all of the vanilla vehicles expanded mods, I saw some people resolve the issue once they deactivated those ones.