RimWorld

RimWorld

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Random Start
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Mod, 1.5
File Size
Posted
Updated
317.556 KB
29 May @ 10:53am
4 Jul @ 2:30am
13 Change Notes ( view )

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Random Start

Description
Add a Random Colony Button to the Main Menu.



"Setbacks, losses, failure and recovery are where the spiky delicious drama comes in" - Tynan Sylvester.




Relinquish control. Embrace failure. Overcome terrible odds. Losing is fun.

Have you ever found yourself mashing the re-roll button over and over waiting for that perfect pawn to appear? Do you always play the default Crashlanded scenario? Do you have multiple modded storytellers installed but haven't ever tried them out?

This mod adds a button to the main menu that instantly drops you into a completely random scenario, drawing from your choice of base game or modded content.

There's also an options menu that lets you configure exactly how random you want it to be.

Features
With the press of one button:
  • Generate a randomised planet
  • Randomly select factions from a configurable pool
  • Randomise Faction Goodwill
  • Randomly select a storyteller from a configurable pool
  • Select a configurable difficulty setting
    • Including custom difficulty settings
    • Disable Anomaly if desired
  • Randomly pick a scenario from a configurable pool
    • Or generate a completely random one
    • Remove or randomise starting research, limited to a configurable max tech level
    • Remove or randomise starting items, limited to a configurable max tech level and max total cost
  • Disable Ideology, Randomly generate a fluid or fixed Ideoligion or load a saved one
  • Randomly select starting pawns
    • With random Xenotypes or Genes if desired, limited to a configurable minimum metabolic efficiency

Changelog
v0.12.4
  • remove log spam
  • fix randomiseFactionGoodwill setting being overriden
v0.12.2
  • ability to remove and / or randomise starting research
  • ability to set a maximum tier for random research
  • ability to disable unlocking pre-requisite research for random research
  • ability to remove and / or randomise starting items
  • ability to set a maximum value limit and tier for starting items
  • ability to set a metabolic efficiency minimum for randomising genes
  • ability to build a completely random scenario rather than choosing from pre-existing
  • ability to randomise starting faction goodwill
v0.11.3
  • stop editing settings factions when creating unique factions
v0.11.2
  • fix ideoligion deep save
v0.11.1
  • add range sliders for all world generation parameters
  • fix SOS2 compatibility when loading custom scenarios
v0.10.0
  • fix Vehicle Framework compatibility
  • fix tutorial not being ignored correctly
  • make mod detection more robust
v0.9.0
  • add ability to override Ideoligion with custom one
v0.8.0
  • No Pause Challenge compatibility
v0.7.0
  • Real Ruins compatibility
v0.6.0
  • Add setting to customise random faction count range
  • Add 'Unique' toggle for factions to avoid duplicate faction types
  • Add setting to customise random gene count range
  • Update Scenario selection to be more robust re: custom / workshop files
  • Properly store My Little Planet size selection in settings file
  • Patch for Realistic Planets Continued
v0.5.0
  • Fixed scenario selection to pick from custom and workshop files
  • Added option to generate fluid Ideoligions
  • Added a patch to be able to edit My Little Planet size from Random Start settings
  • Added option to respect player faction Xenotypes. scenarios like VFE Androids will now be only androids for example
  • Don't randomly generate genes that are marked as canGenerateInGeneSet=false
v0.4.0
  • Insert Random button after Continue Button in main menu
v0.3.0
  • Added option to disable Ideology System
  • Added option to randomise Xenotypes
  • Added option to randomise Genes
v0.2.0
  • Initial Release

How is this different to Dev Mode quick start?
The short answer:
This actually randomises everything, quick start is hardcoded to a specific scenario.

The long answer:
The dev quick start is hardcoded to the Crashlanded Scenario, with the Cassandra storyteller, on Rough difficulty. It also only generates a very small game map on a planet with 5% coverage, and doesn't randomise any generation parameters.

Random Start gives you the ability to randomise or set all of those things and more such as which factions you want to spawn or randomising genes and xenotypes.

It also pulls from your custom/workshop Scenarios as well as modded ones.


Thanks
  • The Rimworld Discord, Especially @Taranchuk
  • NARC for massive amounts of help with testing, support and suggestions
  • kotobike, ferny, q308744928, [Apply_Meme], sebo2203, sam1373, Darknote, sleepy, The Big Toot, LiliPili, JoeOwnage, Simmin, TerrorFormer for suggestions and bug reports
Popular Discussions View All (2)
8
4 Jul @ 3:53pm
PINNED: Bug Reports
bogknight
0
21 Jun @ 8:15am
PINNED: Roadmap
bogknight
119 Comments
Loki 25 Jul @ 5:53am 
and I did not tick randomize items, but the first time it gave me a hundred armour and helmet
Loki 25 Jul @ 5:51am 
It seems to not respect the settings and be completely random every time, for example I set to use a preset ideology but it always generate a new one
bogknight  [author] 11 Jul @ 5:22am 
@sam1373 do you have other mods installed? could you send your config and logs? Thanks
sam1373 10 Jul @ 8:59pm 
for some reason, when I do a random start, then quit to main menu, then try to do it again, I always get the error "Error while generating map". this only stops happening if you re-start the game
JT Red Hood 7 Jul @ 9:05pm 
Any chance to remove the starting scenario randomisation? Like i don't want to start as a scenario, but rather as 1-X amount of colonist of X faction (deserters/tribal/naked/Imperials/Colonists). is this even possible?>
bogknight  [author] 5 Jul @ 2:13am 
@dinosaur randomise xenotype assigns from the pre-existing available xenotypes, randomise genes goes completely wild and assigns random genes rather than sticking to a xenotype. The limit to player faction xenotypes option is for scenarios where the player faction is assigned a specific xenotype within the scenario definition, whether to respect that or not
TerrorFormer 4 Jul @ 8:55pm 
Great work on the quick fix!
dinosaur 4 Jul @ 8:48am 
How does the genotype randomization work and what does the "limit to player faction genotypes" option mean?
bogknight  [author] 4 Jul @ 2:33am 
@TerrorFormer you're 100% correct, this was a bug - fixed in v0.12.4! Thanks <3
TerrorFormer 3 Jul @ 6:25pm 
cleared config file and issue is still occurring, here are the logs!

https://gist.github.com/HugsLibRecordKeeper/0f47e14cb39796b74761c2f891063d54

I also tried loading with ideo system inactive and issue still occurs