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"Wyld Weather" - A Rimworld custom scenario w/ modlist

"Wyld Weather" - A Rimworld custom scenario w/ modlist mod preview for RimWorld

< --- What is this? --- > A harder, mutagenic twist on the classic Crashlanded starting scenario, making heavy use of the Pawnmorpher and Vanilla Genetics Expanded, and Alpha Animals mods. Inspired by modded Fallout's weather survival, and Subnautica's beginning sequence. I'm usi

< --- What is this? --- >

A harder, mutagenic twist on the classic Crashlanded starting scenario, making heavy use of the Pawnmorpher and Vanilla Genetics Expanded, and Alpha Animals mods. Inspired by modded Fallout's weather survival, and Subnautica's beginning sequence. I'm using this handmade modlist: https://pastebin.com/U7L6W44w It's basically my "I'm too broke to buy Biotech" modlist. Notable mods include: Combat Extended, Hospitality, Vanilla Genetics, Alpha Biomes, Alpha Animals, SRTS, Pawnmorpher.

< --- In-Game Description --- >

Unfortunately for your group, this planet's solar period and humidity distribution was deeply impacted by a recent starship collision on the other side of the planet - yours, to be exact. As the science crew strapped in for planet-fall, your group but only had enough muta-resist pills for a one time dose. There wasn't enough time to grab many weapons but you grabbed what you could. Getting offworld will be a challenge. The pills only last 5 days after all... And the planet's biosphere will surely be contaminated for centuries to come. Expect serious weather patterns and heavy genomic pollution, forever. Your faction will be a New Arrivals. Start with 3 people. Arrive in drop pods. All characters have a 25% chance to start with trait: Mutation affinity Player starting characters have a 35% chance to start with trait: Great memory Player starting characters have a 35% chance to start with trait: Too smart Forced aspect Forced aspect Forced aspect Player starting characters have a 50% chance to start with cryptosleep sickness. Start with research: Mutagen stabilisation The stat "mutanite concentration" will be universally multiplied by 115%. Incident created: -Ship part crash (mutagenic) -Toxic fallout -Mutagenic fallout -Aurora -Volcanic winter Permanent game condition(s): -Climate cycle: A multi-year climate cycle due to an elliptical orbit. Start with: -Silver x800 -Packaged survival meal x50 -Glitterworld medicine x10 -Component x10 -Lee-Enfield (bolt-action rifle) -Mossberg 500 (pump shotgun) -Plasteel knife -Random pet x1 -Steel x450 -Wood x300 -Mutapill, stabiliser x3 Map is scattered with: -Ship chunk x12 -Steel x600 -Packaged survival meal x10 -Mutanite x50

< --- TIPS --- >

  • Build a self-sustainable fallout shelter by the end of the Year 1. The fallout cycle is staggered, but nonetheless brutal. All three fallout events will line up and occur somewhere in Year 3 or 4. Chemfuel generators are your best friend.
  • Don't be afraid to use customized map generation. Every deep mountain roof, every square of fertile soil, every geyser will only help you.
  • Make sure you have a passionate miner pawn within your first 5 colonists. You'll need it for the shelter.

< --- KNOWN BUGS --- >

  • There's an unresolvable load order conflict between Pawnmorpher, Combat Extended, and Alpha Biomes. I ended up keeping Pawnmorpher above CE and Alpha Biomes and it's been okay so far.
  • Use the Cherry Picker to remove 'Dribbling Cap Poison Dart' from your playthrough. These single-use items break pawn AI and cause them to freeze when using this modlist's combat verbs.
  • CE's pawn loadouts and vanilla Rimworld's drug policies don't play well when it comes to determining how much of a drug or medicine a pawn can or should carry. Causes pawns to infinitely loop into picking up items they don't have the Mass/Bulk for, or pathing to some pawn to 'Take x item from y pawn'... even from themselves? Use CE's loadouts for all inventory management, and set drug policies exclusively for drug-use rules.

< --- Performance? --- >

I'm in year 7 of my playthrough and I've not had any stability issues and hit about 260-280 TPS on my M1 Macbook Pro. I've got 16 pawns and maybe 30 tamed animals. I personally don't see TPS or FPS take a hit when any of the weather events start happening, or through their duration. For performance, remove Clean Pathfinding 2, Simple FX: Smoke, Simple FX: Splashes, Simple FX: Vapor. I don't recommend removing Simple FX: Vapor as temperatures will change quite widely throughout your playthrough due to the Volcanic Winter event(s) and Climate Cycle modifier. Unfortunately, Pawnmorpher itself seems to be rather heavy on the CPU so there's only so much you can do if you decide to keep it in your load order. You do you.

Tags

  • scenario