RimWorld

RimWorld

[RF] Scenarios [1.0]
35 Comments
RedstoneRevolution 1 Mar, 2020 @ 11:42am 
1.1?
troopersmith1 25 Feb, 2020 @ 10:35pm 
Any chance of a 1.1 update?
leonalio2004 20 Jan, 2019 @ 11:53am 
crash course, mmmm... it sound familiar to me, sound like a zombie campaign...
minniefinnie 10 Jan, 2019 @ 12:43pm 
just an idea you could add an army scenario where there are low supliies and loads of colonists
kinda the reverse of the rich merchant scenario
Merthykins 22 Nov, 2018 @ 9:54am 
Nice work :) Thanks for the update!
E-Claire  [author] 12 Nov, 2018 @ 6:48am 
UPDATE:

- Added a check to prevent pod crashes from generating absurd amounts of wood if another mod has given the map's biome a too-high plant density rating.
E-Claire  [author] 12 Nov, 2018 @ 5:55am 
The source of the trouble was pretty easy to spot once I knew where to look.

First, a bit of background. The way "Scenarios" determines how much wood to scatter when a pod drops is pretty simple. It picks a random number around 80, then multiplies that number by the plant density of the map's biome, which in vanilla runs anywhere from 0 to 1. (Some mods might push plant density in certain biomes a bit higher than 1, but not so much that it would really matter.)

But there's a typo in the biome definition for temperate forests in "Fertile Planet." Instead of a plant density of 0.975, the biome is assigned a plant density of 975. ;)

On my end, it'll be easy to have the mod automatically change any density value higher than 1 to 1, before calculating how much wood to drop.

And of course, I pointed out the typo to the other mod's author.
E-Claire  [author] 12 Nov, 2018 @ 5:41am 
@Aonova: Thanks for the info. Knowing what's causing the problem, I can now look into how to fix the issue. And I wouldn't necessarily fault bad implementation on the part of "Fertile World"; its incompatibility with other terrain/biome generators is probably due to nothing more than the fact that other such programs change the same values that it's changing. ;)
Aonova 11 Nov, 2018 @ 11:15pm 
@Rainbeau Flambe: I found the incompatible mod causing the cargo wood spawning to glitch: "Fertile World"
It increased plant density and changed spawning. Likely it is badly implemented considering it claims to be incompatible with any terrain generator or biome mods. Glad to be rid of it from my mod list :)
shahrizai 11 Nov, 2018 @ 1:13pm 
Your mods seriously never disappoint, in part because of how much detail you add--the descriptions, etc.. These scenarios are 'must-haves'. I think moonfall is narrowly my favourite, simply because of the flavor, but I also love the others. Amazing work as always!
E-Claire  [author] 11 Nov, 2018 @ 12:22pm 
@Merthykins: Are you using any mods that alter plant density in biomes, and/or any other mods that might be altering drop pod events? I'm really kind of grasping at straws, as I honestly can't imagine any reason for what you're seeing to be happening.
Merthykins 11 Nov, 2018 @ 10:04am 
What Aonova reported is also happening to me. https://i.imgur.com/yJu8LD3.jpg
E-Claire  [author] 9 Nov, 2018 @ 10:29am 
(By the way, I should point out that you can easily stop the pods from dropping wood at all, just by changing the relevant setting in the mod's "options" menu.)
Aonova 9 Nov, 2018 @ 10:29am 
@Rainbeau Flambe: thanks for quick response. I'll just disable the event. Love your mods though, cant live without them!
E-Claire  [author] 9 Nov, 2018 @ 10:27am 
@Aonova: This mod does allow cargo and refugee pods to "crush" trees when they land in appropriate biomes, scattering wood about, but not in anywhere near the quantities you're claiming. And no other users have reported any such problems. So I'm really not sure what to tell you. You may be dealing with an odd conflict of some sort.
Aonova 9 Nov, 2018 @ 10:17am 
I've got an issue but Im pretty sure its either this mod or the RF storyteller. I get cargo drop events dropping literally tens of thousands of peices of wood, covering a fifth of the map in stacks, instantly quintupling my earlygame wealth and lagging like fuck when they enevitably burn (moonfall tribal start). Anyone else report something similar? I've resorted to using the console to blow them up when they appear, but having to disable cargo drops would be unfortunate.
raydarken 6 Nov, 2018 @ 1:29pm 
Thanks for the reply RF, that helps put my mind at ease.

I am playing with the 'real ruins' mod, the real fog of war mod, and your scenario and it was a wild good time starting a new scenario, running around exploring ruins, trying to bring back uninstall and haul as many valuables and resources as I could before the fires swept over the rainforest turning most of them to ash. I was sweating waiting for the rain to come to buy my pawns more time! They got most of the good stuff. This combination of scenario and mods adds a really fun early game when playing in a forested biome!

Always nice when a combination of mods really comes together and makes an exciting new experience.
E-Claire  [author] 6 Nov, 2018 @ 1:03pm 
@Ray: The mod doesn't affect rainfall in any way. Honestly, though, I don't know what the vanilla mechanics regarding rainfall to stop fires are, so I don't know if there's any enforced delay between rainfalls.
raydarken 6 Nov, 2018 @ 12:59pm 
You're killing it with the updates RF, thanks again!

I've had good luck testing the "Colonization Crash Course" scenario and it seems pretty spot on with the balance, the frequency and duration of the ship parts falling seems very reasonable.

This is not a complaint however my current favorite biome is a tropical rainforest, and I've noticed that the fires can get really out of hand from all the ship parts drops! I'm glad you included the option to disable the fire chance.

I understand in vanilla that rain will start falling when fires have been active on the map for too long, and it was probably just my impatience however does this mod change that function of the game? I felt like it too longer than normal for the rainfall to kick in from fires started from this mod. Again, probably just my impatience. But maybe there's a delay between rainfall events? I don't know enough about that part of the code to be sure. :)
E-Claire  [author] 5 Nov, 2018 @ 5:39pm 
UPDATE:

- If you're using the "Various Space Ship Chunks" mod, the new ship chunks will now be available to drop within this mod's scenarios.
RoboSauce 4 Nov, 2018 @ 4:37am 
Thanks for the update, these scenarios really round out the stock ones.
Shadelight 3 Nov, 2018 @ 8:49am 
Thanks
E-Claire  [author] 3 Nov, 2018 @ 8:37am 
@Charon: Actually, I think that same problem was mentioned back with the b18 version, but after I'd gotten away from modding, so it never got addressed. I'll make a note to look into it.
Shadelight 3 Nov, 2018 @ 8:17am 
I've noticed with the Colonization Crash Course scenario that only vanilla ship chunks arrive despite having the ship chunk variation mod installed. It may have overwritten the default ship chunk event completely in other scenarios but I'm not sure
E-Claire  [author] 1 Nov, 2018 @ 7:52pm 
@Sienne: In fairness, some people *like* watching the world burn.... :D
E-Claire  [author] 1 Nov, 2018 @ 7:51pm 
@LilGotty & RayDarken: I beat my weekend estimate. "Rumor Has It," my update of "Rumours and Deception," is now available: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1554149030
Seinne 1 Nov, 2018 @ 8:21am 
I do have that mod and figured it was your inspiration, but that mod is like dragging a kid through a candy store and not letting him get anything...just cruel. You end up watching most of the world burn away due to the mod disabling rain in the beginning.
E-Claire  [author] 1 Nov, 2018 @ 8:05am 
@Sienne: That's probably technically possible, but I wouldn't have a clue how to implement it.

There was a mod that allowed you to skip right past the planet display, so that you'd land in a random location without even having had a chance to see what the world looked like or what factions were on it. You might want to see if you can find it, though I'm afraid I don't recall what it was called, and have no idea if it was ever even updated past b18. ;)

Additionally, if you want a more extreme challenge, you might want to check out the "Crash Landing" mod. It was one of the inspirations for my work in this mod, but it's much more intense. Your starting pawns can even end up seriously injured from the initial landing. :D
Seinne 1 Nov, 2018 @ 7:47am 
This is a great idea! The only thing that could make it more immersive, (and I don't think it's possible), is to have a timer in the map selection page that only gives you a few seconds to pick a landing sight or else you get a random site! Keep up the good work.
raydarken 31 Oct, 2018 @ 7:49am 
Thanks for the hard work as usual RF! I'm excited to hear about the R&D work also, very much looking forward to that as well!
sonicht 31 Oct, 2018 @ 6:01am 
ah, that's nice!
E-Claire  [author] 31 Oct, 2018 @ 5:59am 
Yes, that shouldn't be an issue at all. You should be able to add it to a game in progress once it's available with no problems.
sonicht 31 Oct, 2018 @ 5:57am 
thanks for your efforts :) will the mod be save compatible, so I won't have to wait around for the release?
E-Claire  [author] 31 Oct, 2018 @ 5:01am 
I'm hoping to have my update to R&D out this weekend. As to compatibility with "Psychology," I'll have to wait and see. Once folk try to use them together, presumably, they'll let me know if problems arise. ;)
sonicht 31 Oct, 2018 @ 4:02am 
Looking forward to giving this a try :)
Also, sorry to hijack this comment thread, but I noticed you said that you started work on an update to Rumours and Deception. How is progress coming along? I was also wondering whether it would be fully compatible with Psychology?