RimWorld

RimWorld

Random Start
203 Comments
Magian 29 Jul @ 5:10am 
Could you add random attribute settings for pawns, such as age and fixed gender?
sam1373 27 Jul @ 9:47am 
Can this be made compatible with worldbuilder as well? (As in, picking a specific fixed planet for start)
BigDorbo 26 Jul @ 7:04pm 
How do I load a saved ideology? I figured it would work like the base game but I can't seem to figure it out in the settings. Everything else works great. Just not that.
femoral2 25 Jul @ 11:34am 
Hi! I really love your mod — it's a fantastic addition. I was wondering if you might consider adding more support for the Odyssey? It would be amazing to see your work compatible with the latest content. Thanks so much for all your hard work!
sam1373 24 Jul @ 5:24am 
when clicking the trashcan button near a faction in the random faction menu, the faction that gets removed is often the wrong one. I am not entirely sure what is the logic behind which one is removed...
TheAsh 21 Jul @ 1:15pm 
Would be real cool if you would add a tab for the random tile that is picked.
Things like biome, features, landmarks, rain, seasons, etc
LordBeef21 20 Jul @ 11:28pm 
Hi! I have...two random buttons.
https://postimg.cc/Hr0RNgjL
Protok 19 Jul @ 6:29am 
RS rocks! Could you please integrate an option of Map Size to choose custom size settled in option of Better Map Sizes?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?edit=true&id=3522897843
bogknight  [author] 19 Jul @ 5:58am 
@Vincint2002 - I’ll take another look at the item generation logic, and get back to you - I’m away for a week at the moment
bogknight  [author] 19 Jul @ 5:53am 
@femoral - correct, will be fixed with the update I’m working on for the dlc <3
femoral2 19 Jul @ 4:24am 
Trader guilds and Salvagers are not selected by default?
Vincint2002 19 Jul @ 2:16am 
When using the random scenario setting, the mod generates scenarios with lots of starting items and or items scattered on map, and does not follow the settings I have set. I could be doing something wrong, but how do I stop starting with all of these items. I want to start with 1 to 5 random items with a value of around 500.

https://imgur.com/a/066OUCY - My Mod Settings
https://imgur.com/a/N9LZoxk - Example scenario with to many items
Macros 17 Jul @ 6:08pm 
Any chance you could add a confirm popup after hitting Random? I'm sure I'm not the only person who's wasted some time after accidentally clicking the random button XD.
TheAsh 17 Jul @ 1:23pm 
Not sure if you want to do something with it:
When picking the option to load a saved ideology, if the ideology's mod list is not 100% compatible with your mod list, you just get a random ideology instead.

Will probably be best to show a warning in the options screen when the selected one doesn't match, if you even add a button to save fix it that would be crazy.
dinosaur 13 Jul @ 11:50am 
Just wanted to say that I love this mod, just for being able to have a "quick setup" button lol. Helped me get back into rimworld again.
Darknote 12 Jul @ 11:46pm 
Dear @bogknight, could you please add a way to prevent pawns with certain traits from spawning? My main concern is the incapable of violence trait, every time I do a naked random brutality start with it, I have to restart, which doesn't take long, but sometimes I get three pawns one after the other with that trait, and it is quite frustrating.

Thank you once more for the mod, it's a wonderful work of art!
Scr33ch 12 Jul @ 4:53am 
I'm not sure there was so many errors with vanilla framework yesterday. Gonna have to test it again in another game.
bogknight  [author] 12 Jul @ 2:16am 
@scr33ch - does this happen every time? Is it with a specific scenario? It looks like it’s failing to create a pet, which makes me think the scenario might be from a disabled mod?
Scr33ch 11 Jul @ 10:05am 
Error in player log when starting a a map
https://pastebin.com/DKZa874T
Joren 8 Jul @ 7:36pm 
This is a really cool mod, thank you!

Is there a way to have the starting colonist xenotypes include player-made xenotypes? Or even exclusively player-made xenotypes? Or some other method of particular xenotypes (e.g. from a particular mod or mods)?
bogknight  [author] 4 Jul @ 8:11am 
@GreenLynx improving the overall ideology and genes generation is on my todo list, it needs fleshing out
GreenLynx 4 Jul @ 7:37am 
Would it be possible to add a blacklist for genes and ideology memes? I'm asking because it seems like 90% of the time I get a bloodfeeder or revered bloodfeeders in my colony, and I don't really like every colony to be a vampire one :steambored:
bogknight  [author] 2 Jul @ 2:21pm 
@sebo2203 I set one up: https://discord.com/invite/784GtkCR5R
sebo2203 2 Jul @ 1:34pm 
@bogknight It seems I do not have that option in the Random Start settings in the Planet tab at the bottom. Perhaps a mod conflict issue? Is there any discord you use for more comprehensive bug reports? I am willing to try and find the root cause, even provide logs if necessary.
bogknight  [author] 2 Jul @ 12:34pm 
Hey @sebo2203, thanks for the kind words - I did take a break and probably could have been clearer about that!

I've tested MyLittlePlanet recently - it has a planet size slider at the bottom of my mods options on the planet tab - what's the issue you're seeing?

About Real Ruins, yep it's definitely on the list to improve the integration - it's one of my favourite mods so will be high on my priorities once it gets updated / the new dlc comes out.
sebo2203 1 Jul @ 7:49am 
I am very grateful for your updating of this mod, I thought you were no longer active. I am extremely obsessed wit randomising my gameplay experience as much as possible. Any sort of choosing of starting condition feels like cheating to me.

For that, I find your mod the best fit ever. BUT there are still many mods I would hope for you to include one day.

MyLittlePlanet seems to not have say in the Random generation.
Real Ruins used to be an issue in 1.5, lets see if the mod gets updated and if it does could you make it function better with this mod?

And there are so many directions this mod could be improved, but as is it is already amazing! Thank you!
bogknight  [author] 29 Jun @ 8:21am 
@Ricardo I'll be adding more descriptions to the options soon - I agree that some of the parameters are a little vague. Unique means each randomly generated faction will be a different type, e.g there won't ever be two shattered empire factions. Randomize: goodwill means that the "attitude" (goodwill) the factions have towards the player faction will be randomised. You might end up with pirates/cannibals that love you and an empire that hates you etc
bogknight  [author] 29 Jun @ 8:19am 
@Demondizzi I can't reproduce this - what version are you running and what mods? It would also be useful if you posted your error log
Ricardo 28 Jun @ 8:56am 
Does anyone know what this is about (there’s no manual):

Random Stats (Factions tab) – these two options:
1. Unique
2. Randomize: goodwill.
Demondizzi 28 Jun @ 5:39am 
275x275 map sizes don't work (an error has ocurred while generating a new map) . tested normal size and it works fine.
bogknight  [author] 27 Jun @ 6:30am 
Updated for 1.6 - let me know if you find any issues!
bogknight  [author] 24 Jun @ 11:52am 
Also with the release of 1.6 and Odyssey i'll obviously be coming back and putting more time into Rimworld so I'll comb through the comments and put together a list of bugs/requests that I can look into :)
bogknight  [author] 24 Jun @ 11:42am 
Hey guys, sorry I’ve not been super responsive, I will have a look at the changes that came in with 1.6 and post an update for when I think I’ll be able to update the mod in the next few days.
sebo2203 24 Jun @ 11:12am 
@bogknight We would be very happy if you spared some time to update this. You made an amazing mod!
Kymonlyte 22 Jun @ 11:50am 
There plans for 1.6? I can’t play without this mod
frame 2 May @ 6:50am 
Outstanding mod, thank you!

I'd love to request a config option to limit fluid ideologies to a single meme, instead of 3.
Fibre🌹 23 Apr @ 4:47pm 
Started just crashing my game, it was fine before but can't use it at all now
FENT LORD 10 Apr @ 4:46pm 
Can't seem to successfully load a map at all. Keeps saying "Error while generating map". It says to check logs but the debug logs might as well be a foreign language to me. If anyone can help that would be great, I was hyped to try this mod
sebo2203 7 Apr @ 2:04pm 
The randomizer for number of factions on the world generator is broken or at least inconsistent wit what you select.

I select 0-20 and during twenty different world generation attempts, it generats only three or four factions.

If I raise the faction limit to minimum of 7, it always generates 7 factions.
If I raise the faction limit to minimum of 20 it only generates 16.

I have no idea why but its not working as intended.
Attention Deficit Dave 7 Apr @ 7:46am 
I'm noticing that when I start a randomized scenario, if there is a permanent event, like a permanent blood rain, or a permanent flash storm, they don't actually spawn on the initial map, but if I pick up my colony and resettle it then the permanent conditions are present.
jjh2001ed 7 Apr @ 7:38am 
If you make map once, you need to restart rimworld to make another map. otherwise keep failing to make a new map whatever you do.
Chillpants 28 Mar @ 12:49pm 
This mod strangely conflicts with the rimfridge continued mod SPECIFICALLY when generating a map with snow on it for some reason... It gets stuck in map generation with errors on snow and fog of war generating?
LumberingTroll 25 Mar @ 8:48am 
@Xposr make a custom scanario(s) and remove all the other ones from your random start scenario list?
Abstraktw 18 Mar @ 1:16pm 
is it possible to make random start choose fluid ideology only select only 1 meme ?
Iceobeasty 15 Feb @ 9:16am 
this is a core mod for me, another suggestion is a world tech limit compatibility
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3414187030
Xposr 24 Jan @ 6:52pm 
Does anyone know how to configure the settings to make it so you still get the items you would normally get from the vanilla scenarios? I want a random start with the Lost Tribe, but they start out with items I don't want them to have.
Dakkapow 7 Jan @ 2:59pm 
Very mild bug/ incompatibility with the Wild Men start with Vanilla Expanded: Tribals (I also have Progression Core but not sure if that affects things).

Without Random Start after selecting your map in VE:tribals the ideology screen doesn't generate your colony's Ideology and instead says "customise NPC ideologies". During gameplay, After you finish the final "animal tech" research (Culture) you get to create your own ideology.

Using Random Start it seems to auto generate a starting ideology like any other start, meaning your pawns have an ideology before they are supposed to, then when you research culture you get to make a new one and the old one exists in the world somewhere.

My current work-around is to create a custom ideology with no rituals or specialists and no minimum clothing preferences, and set that as the default for Random Start. Works for the most part but I still have to deal with certainty mechanics and food/apparel rules being ideology based.

Love the mod!
Luv N Hugz |UwU| 21 Dec, 2024 @ 8:26pm 
So, do caves from Biomes!! Caverns work or not? Never got an answer, just tried another rando start and AGAIN no caves at all. Really disappointing because I LOVE the random start.
Iceobeasty 3 Dec, 2024 @ 11:22pm 
Please raise faction limit and allow changing of biome ratios
Just a Floating Eye 30 Nov, 2024 @ 3:45pm 
Amazing mod! However, I cannot make the faction limit greater than 20. This is a problem when I have a ton of mods that add in factions (more than 20) and want to be able to get all of them at once.