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Random Start

Add a Random Colony Button to the Main Menu. [hr] "Setbacks, losses, failure and recovery are where the spiky delicious drama comes in" - Tynan Sylvester. [hr] 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 [i]how[/i] random you want it to be. Features With the press of one button: [list] [*] Generate a randomised planet [list] [*] From customisable range sliders for all planet parameters [*] With compatibility and settings options for [list] [*] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=1117406550]My Little Planet[/url] [*] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3533147031]Realistic Planets 1.6[/url] [*] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=1552146295]Real Ruins[/url] [*] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=1517419925]No Pause Challenge[/url] [*] [url=https://steamcommunity.com/workshop/filedetails/?id=1884025115]Vanilla Expanded[/url] [*] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=1909914131]Save Our Ship 2[/url] [/list] [/list] [*] Randomly select factions from a configurable pool [*] Randomise Faction Goodwill [*] Randomly select a storyteller from a configurable pool [*] Select a configurable difficulty setting [list] [*] Including custom difficulty settings [*] Disable Anomaly if desired [/list] [*] Randomly pick a scenario from a configurable pool [list] [*] 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 [/list] [*] Disable Ideology, Randomly generate a fluid or fixed Ideoligion or load a saved one [*] Randomly select starting pawns [list] [*] With random Xenotypes or Genes if desired, limited to a configurable minimum metabolic efficiency [/list] [/list] Bug Reports and Suggestions You're far more likely to get a response from me if you join the [url=https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fdiscord.gg%2F784GtkCR5R]Random Start discord[/url][discord.gg] and post about your issue / suggestion there! Changelog v1.3.2 [list] [*] Landmark density setting [*] Starting Tile Filtering System [*] Biome Filtering: Added ability to filter starting locations by specific biome types [*] Hilliness Controls: New settings to control terrain hilliness of starting locations [*] Temperature Range Filtering: Filter starting tiles by temperature parameters [*] New system to control starting character attributes [*] Ability to exclude factions from reputation randomisation [*] Meme Management: Improved ideology meme handling and customization [*] Realistic Planets 1.6 Support [*] Fixed duplicate random button issues [*] Improved Tooltips: Better tooltip support for new customization options [*] Added Simplified Chinese translation [/list] v1.1.0 [list] [*] fix issue with factions from disabled mods hanging around in mod config, this fix will resolve issues with not enough factions being generated [*] improve compatibility with rimpy - if you've been having issues with mod compatibility and use rimpy, this will likely resolve your issues [*] improve random starting item system - max wealth is now respected more closely, and remove starting items also removes "scattered" items in the map [*] add some more tooltips - this will be an ongoing process to improve the clarity of the settings page [/list] v1.0.0 [list] [*] initial v1.6 support [/list] v0.12.4 [list] [*] remove log spam [*] fix randomiseFactionGoodwill setting being overriden [/list] v0.12.2 [list] [*] 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 [/list] v0.11.3 [list] [*] stop editing settings factions when creating unique factions [/list] v0.11.2 [list] [*] fix ideoligion deep save [/list] v0.11.1 [list] [*] add range sliders for all world generation parameters [*] fix SOS2 compatibility when loading custom scenarios [/list] v0.10.0 [list] [*] fix Vehicle Framework compatibility [*] fix tutorial not being ignored correctly [*] make mod detection more robust [/list] v0.9.0 [list] [*] add ability to override Ideoligion with custom one [/list] v0.8.0 [list] [*] No Pause Challenge compatibility [/list] v0.7.0 [list] [*] Real Ruins compatibility [/list] v0.6.0 [list] [*] 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 [/list] v0.5.0 [list] [*] 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 [/list] v0.4.0 [list] [*] Insert Random button after Continue Button in main menu [/list] v0.3.0 [list] [*] Added option to disable Ideology System [*] Added option to randomise Xenotypes [*] Added option to randomise Genes [/list] v0.2.0 [list] [*] Initial Release [/list] How is this different to Dev Mode quick start? [b]The short answer:[/b] This actually randomises everything, quick start is hardcoded to a specific scenario. [b]The long answer:[/b] 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 [list] [*] 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 [*] magian1127 Primary contributor for new filtering systems and Realistic Planets compatibility [/list] Source Code [list] [*] [url=https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fgithub.com%2Fverillious%2FRandomStart]The source code is available on GitHub[/url][github.com] [/list]