RimWorld

RimWorld

345 ratings
Progression: Worlds
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Mod, 1.6
File Size
Posted
Updated
26.284 MB
26 Jul @ 4:45am
26 Jul @ 5:26am
2 Change Notes ( view )

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Progression: Worlds

In 2 collections by ferny
The Progression Modpack | (1.6)
584 items
Worlds for Worldbuilder
15 items
Description





Compatibility
- Anything in my modpack
- Should work well with most other stuff too

FAQ
  • Can I travel between planets mid-game? | When Save Our Ship 2 updates, yes! For now these are just for starting your game, nothing mid-game.
  • This mod adds nothing? | Read the description, ensure you have at least one piece of content this mod relies upon.

Performance
This adds zero new ticking functions, so zero impact.

Credits
- Oskar Potocki - Art
- Reel - Co-designer





[discord.gg]
tags just in case: odyssey, worldbuilder, ferny
Popular Discussions View All (1)
0
1 Sep @ 5:48am
red error
Jarod
186 Comments
Alreadyded 28 Nov @ 4:43am 
Island world would be amazing, a bunch of small islands scattered everywhere.
⚡Mako⚡ 26 Nov @ 12:36pm 
Would be great if there's a way we can travel to another worlds, something like "you start at the selected world, at the spacer phase you can travel to another worlds trhough your ship's console", this could make a big expandion to the game, with many possibilities like custom races spawn just at specific worlds and so on.
elither.games 12 Nov @ 9:40am 
@Demonic_Reaper99 and anyone else with this problem. this is caused by using the "void universe dlc" mod
Reestock 10 Nov @ 8:49am 
I couldn't help but notice that Medieval World and Shamblerworld, one of which includes the Empire, but not the Deserters, and one of which includes neither, don't sound like they'd work with VE.
Normally you aren't able to remove the Empire or Deserters with VFE Empire and VFE Deserters active.
I'm not actually sure why, since I just tested only the deserter intro quest with the deserters missing, and all I got is the vanilla behavior and a red error that implies the game is just a bit confused.

Are you sure it all works fine when the factions are missing though? If so, you should probably add it so that they can be removed without having to select Shamblerworld.
Johnny Dollar 3 Nov @ 1:01pm 
@ferny
Thank you for the quick response.
I found a way of overwriting it by saving it as a new world, but not ticking "save faction bases"
Only problem was it place half the new bases in the ocean, but it's better than nothing :)
Killer29687 3 Nov @ 12:45pm 
@ferny dont know if this could help but theres a mod out now that lets you more or less dictate if zero sea spawns or not or your entire world is sea etc.... could help with world stuff

"lift or sink the mainland"
ferny  [author] 3 Nov @ 12:15pm 
@Johnny Dollar These features are coming in the next major update. The planets featured in this mod all have random faction placements, but mods that add their own specific placements (like earth) cant have that disabled for now.
Johnny Dollar 3 Nov @ 12:14pm 
@ferny
Hey ferny!
Is there any way to load a world, but randomize faction placement with chosen factions when creating the world?
I tried asking Ally on the Earth mod, but trying my luck here as well.
I love the map, but would like just normal faction placement.
Maybe you know exactly what to click, if it's possible.

Also, is there any way to create roads using the mapping tool?
Jackcat2310 28 Oct @ 9:44pm 
can you make ring world type world, like from halo?
Tab13 21 Oct @ 4:48am 
Can I suggest a post collapse world like mad max or fallout.