RimWorld

RimWorld

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Progression: Scenarios
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Mod, 1.5, 1.6
File Size
Posted
Updated
25.873 MB
4 Dec, 2024 @ 11:59pm
30 Sep @ 7:46am
24 Change Notes ( view )

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Progression: Scenarios

In 2 collections by ferny
The Progression Modpack | (1.5)
913 items
The Progression Modpack | (1.6)
551 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 (2)
1
10 Aug @ 6:37am
Can't find xpaths
Lemniscate_Mike
0
1 May @ 6:42am
Patched starting technologies
ferny
176 Comments
Мир 7 Oct @ 1:48am 
@fernyThank you, I will check it out.
ferny  [author] 6 Oct @ 3:48pm 
@Мир That seems like an issue with using Progression Production without using VFE Tribals or Medieval Overhaul alongside it
Мир 6 Oct @ 12:52am 
Hi, I'm starting at the lowest level, and the game prompts me to research using a campfire. But campfires don't have that feature. I had to add a research table through the dev mod.
-=GoW=-Dennis 5 Oct @ 1:04pm 
I revalidate my files before every game start to ensure all mods are updated, but I can reproduce the issue everytime.
ferny  [author] 5 Oct @ 12:15pm 
@-=GoW=-Dennis That's just classic file corruption. Just revalidate.
-=GoW=-Dennis 4 Oct @ 3:19am 
Oh, interesting, that only happens when you quit a game where you have reached Neolithic and try to start a new world directly afterwards. Once you have generated at least one map, it's sorted back into Animal. Super weird.
-=GoW=-Dennis 4 Oct @ 3:08am 
For some reason the VFE starts now get sorted into Neolithic (still got sorted into the correct Animal level two weeks ago at my last start), is that intended?
Vagineer1 30 Sep @ 8:04am 
Hey there, just letting you know that due to imgur being blocked in the UK the images are now not viewable here. Don't know how feaseable it would be to switch image host though.
ferny  [author] 30 Sep @ 7:46am 
v24 - industrial factions will now start with MO's "Textile spinning" unlocked
gunningminer69 21 Sep @ 6:44pm 
@ferny anything else? Or is this kinda like a megamod n all?