RimWorld

RimWorld

Progression: Scenarios
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.
arget03 17 Jul @ 1:45am 
Nope. Not it.
ferny  [author] 17 Jul @ 1:37am 
Me and other modpack folks don't have that issue. Must be a conflict
FBKong 17 Jul @ 1:36am 
I've got neither and have that problem
arget03 17 Jul @ 1:34am 
Looks like it might be Faction Control, testing without it now.
ferny  [author] 17 Jul @ 1:24am 
@arget03 Lmk
arget03 17 Jul @ 1:24am 
It's either Faction Control, or Caravan Adventures.
arget03 17 Jul @ 1:23am 
I think I've found the issue. Testing now.
ferny  [author] 17 Jul @ 1:02am 
Yeah I can confirm whatever issue folks are having its not this mod.
FBKong 17 Jul @ 12:58am 
I've got the same problem but it's not an issue with this mod
ferny  [author] 16 Jul @ 11:50pm 
@arget03 Werid. Lemme re check
arget03 16 Jul @ 11:02pm 
Same issue as MemeKni1ght, unsubbed and resubbed, verified Rimworld, still happening.
MemeKn1ght 16 Jul @ 12:42pm 
Yup, you were right. Thanks!
ferny  [author] 16 Jul @ 12:40pm 
@MemeKn1ght Probably just scenario corruption. Revalidate files.
MemeKn1ght 16 Jul @ 12:36pm 
Hi! Love your mods! Unfortunately, I have a error with this particular mod: Can choose the tech level options and then the scenario, but the next button on scenario tab does nothing. Here's the line from log(char limit prevents me from giving more but I think this is enough):
Exception filling window for RimWorld.Page_ScenarioEditor: System.NullReferenceException: Object reference not set to an instance of an object
Pepperoncino 14 Jul @ 4:39am 
oh nice, thanks for info
ferny  [author] 14 Jul @ 12:29am 
@Pepperoncino Vanilla Expanded is planning Vanilla Archotech Expanded eventually
Pepperoncino 14 Jul @ 12:26am 
Question, is there any start that starts at archeotech level ? Because I can't for life of me remember any vanilla or modded. Are there plans to cook something here for that ?
Luke TasRook 13 Jul @ 11:33pm 
You are crazy fast. Thanks!
ferny  [author] 13 Jul @ 10:38pm 
v20 - fixed errors that occur in 1.5
ferny  [author] 13 Jul @ 10:31pm 
@Luke TasRook Oh I can fix that. Gimmie a bit
Luke TasRook 13 Jul @ 10:30pm 
For anyone still playing on 1.5 this will give you bunch of errors because common files got updated to 1.6 with definitions that are not present in 1.5. You'll have to download the mod's 1.5 version elsewhere.
ferny  [author] 12 Jul @ 10:26pm 
v19 - fixed caps
ferny  [author] 12 Jul @ 5:59pm 
v18 - new scenario, "Advanced crashlanded" for Spacer tech. Crashlanded, but start a bit further in the tech tree as you've been transmitted your homeworld's knowledge in the emergency!
ferny  [author] 12 Jul @ 5:24pm 
v16/v17 - added a new Gravship scenario, "New Gravship" that lets you start on Earth with a gravship, renamed the original gravship scenario to "Orbital Chase"
ferny  [author] 11 Jul @ 3:48am 
v15 - added patches for VFE Medieval 2, renamed scenario to "The Revolution" and removed mod name reference
ferny  [author] 11 Jul @ 2:14am 
v14 - fixed true start scenario error
ferny  [author] 10 Jul @ 12:25pm 
@Narkhen I also caught these a few minutes ago. 1.6 changes, i'll fix
Narkhen 10 Jul @ 12:15pm 
@ferny

Hello Ferni, I'm getting these two errors when I combine this mod with the Vanilla Expanded Tribal mod:

Config error in Ferny_LoneTribal: no surfaceLayer
Config error in Ferny_LoneTribal: no surfaceLayer


Thanks.
ferny  [author] 3 Jul @ 3:48am 
@Charles M. Freakston No worries, good luck
Charles M. Freakston 3 Jul @ 2:58am 
@ferny I'm now pretty sure it isn't this mod since the problem with the Merchant Guild reappeared today, without Progression: Scenarios. Sorry about that :MoonlighterIrritated:
Back to my detective work I go :nobodydisapproving:
ferny  [author] 2 Jul @ 10:48am 
@Charles M. Freakston I really got no idea. Everything this mod does is listed in the workshop page, not sure why it'd conflict with another mod
Charles M. Freakston 2 Jul @ 5:27am 
Heyo, I have a problem with this mod and VFE Medieval 2, there the Merchant Guild isn't selling anything. I have an extensiv mod list and if I take out Progression: Scenarios, Merchant Guild sells again.
But using just VFE Medieval 2 and Progression: Scenarios together without other mods doesn't have this issue.
So it's likely more mods playing in that, sadly I don't have any logs, as far as I can see, regarding this matter.
Any idea what could cause this?
Tyrant 23 Jun @ 12:54pm 
I wishlisted your game. To be honest the banner to wishlist is a bit hard to notice where you've tucked it, maybe put it over the top of the Patreon thing.
ferny  [author] 21 Jun @ 2:30pm 
v11 - new thumbnail
ferny  [author] 11 Jun @ 3:29pm 
v10 - updated to 1.6, added missing mod icon
ferny  [author] 7 Jun @ 11:57am 
v9 - fixed perma hostile empire on spacer/ultra starts, fixed noble apparel not researching on spacer/ultra starts
ferny  [author] 7 Jun @ 11:57am 
@Simping4Jesus @huevo grande fixed
Simping4Jesus 7 Jun @ 7:17am 
Seconding @huevo grande's issue. Spacer starts are permanently hostile to the Empire, probably because they don't belong the the "new arrivals" faction anymore
Iceobeasty 30 May @ 6:19am 
Love that mod but it doesnt blend well with world tech level and is a little limited in larger mod lists. I kinda just want to randomize my base line for the run and customize from there
ferny  [author] 30 May @ 6:15am 
@Iceobeasty I personally use the mod Random Start for that