Difference between revisions of "World generation"

From RimWorld Wiki
Jump to navigation Jump to search
(→‎Quadrums: Small numbers should be spelled out.)
Line 136: Line 136:
 
Faction settlements tend to be located near roads, and you cannot settle right next to one.
 
Faction settlements tend to be located near roads, and you cannot settle right next to one.
  
Factions are not tied to the world seed. Pressing "Back" and "Generate" again will rebuild anew the list of factions and their locations.
+
Since Beta 18, factions are tied to the world seed so factions and their settlements are always generated in the same place.
  
 
=== Landforms ===
 
=== Landforms ===

Revision as of 10:37, 12 January 2018

Basics Menus Game Creation Gameplay Pawns Plants Resources Gear Mods
Game Creation Scenario system AI Storytellers World Generation Biomes


Worlds in RimWorld are generated from either random or user-provided seeds that allow for a completely new experience every time. Each world is uniquely filled with multiple biomes that change what the world looks like and how it behaves. For example, some biomes feature a large amount of mountains, while others are full of grasslands.

There are sliders for overall planet temperature and overall rainfall, with the result of changing them being true to what would happen in real life. Time zones are also modelled as the world actually physically exists and is fully interactive. Temperatures in regards to proximity from the equator are also correct; with hotter biomes being more central and colder biomes being closer to the poles. The seasonal differences are also less pronounced near the equator, with there being a permanent summer in it.

When reloading the world after opening the colony, the game shows a loading screen.

Generation process

Basics Menus Game Creation Gameplay Pawns Plants Resources Gear Mods
Game Creation Scenario system AI Storytellers World Generation Biomes

Biomes are types of area on a planet, characterized by their terrain properties, climate, flora and fauna, diseases and special challenges. Each world tile has one particular biome. There are twelve playable biomes types in RimWorld, which can be divided into three categories: Warm, Hot and Cold. Oceans and lakes appear as world tiles but are not playable biomes.

World Map

The following is a simple summary of the biomes by difficulty, overall cold biomes are more challenging than their hot counterparts.

Biome Intensity Diagram

Warm biomes

These biomes are rich in flora and fauna, and also have a slightly elevated rate of disease. They generally have year-round growing periods, or longer growing periods at the very least. Traveling speed is fast in normal forests and average in dense forests but slow in marshes and during cold seasons if they have one.

Temperate forest

Forests of deciduous trees interspersed with fertile clearings. Many species of animals move around among the trees and on the plains.

Temperate Forest

Growing season, temperature, travel and disease

  • Growing Season: From all year to 20/60 days.
  • Average Temperature: 25 °C (77 °F) to 0 °C (32 °F).
  • Temperature Variation: From 35 °C (95 °F) in summer to -25 °C (-13 °F) in winter.
  • Roads and Rivers: Yes.
  • Movement Difficulty: 1, but sometimes 3 due to winter.
  • Forageability: 100%.
  • Grazable: Only during growing season.
  • Disease frequency: 1.2 per year.

Flora

Berry bushBramblesBushDandelionsGrassOak treePoplar treeTall grassWild healrootHarbinger tree Content added by the Anomaly DLCGauranlen tree Content added by the Ideology DLCTimbershroom Content added by the Ideology DLCAnima tree Content added by the Royalty DLC

Fauna

AlpacaBisonBoomalopeBoomratCougarDeerDonkeyGazelleGrizzly bearGuinea pigHareHorseIbexLynxMegaslothMuffaloRaccoonRatRed foxRhinocerosSquirrelTimber wolfTortoiseTurkeyWargWild boarYak


Temperate swamp

Wetlands choked with vegetation and disease. Dense overgrowth makes it hard to move around, and clearing areas for building takes a long time. Much of the terrain is too marshy to support heavy structures.

A more wet version of the Temperate Forest. Like in all swamps, diseases are more common. The marshy soil will probably require bridges before constructing buildings and the terrain is really slow to travel, but this biome also has more fertile soil.

Temperate Swamp

Growing season, temperature, travel and disease

  • Growing Season: From all year to 20/60 days.
  • Average Temperature: 25 °C (77 °F) to 0 °C (32 °F).
  • Temperature Variation: From 35 °C (95 °F) in summer to -25 °C (-13 °F) in winter.
  • Roads and Rivers: Yes.
  • Movement Difficulty: 4, but sometimes 6 due to winter.
  • Forageability: 75%.
  • Grazable: Only during growing season.
  • Disease frequency: 1.5 per year.

Flora

Berry bushBushChokevineCypress treeMaple treeTall grassWild healrootWillow treeHarbinger tree Content added by the Anomaly DLCGauranlen tree Content added by the Ideology DLCTimbershroom Content added by the Ideology DLCAnima tree Content added by the Royalty DLC

Fauna

AlpacaBoomalopeBoomratCougarDeerGrizzly bearGuinea pigHareHorseIbexLynxMegaslothMuffaloRaccoonRatRed foxRhinocerosSquirrelTimber wolfTortoiseTurkeyWargWild boarYak


Tropical rainforest

A thick, moist jungle, buzzing with animal life and infested with disease. Despite its visual beauty, this is a very dangerous biome. Choking overgrowth, aggressive animals, and constant sickness are why some explorers call this the "green hell".

Tropical Rainforests are famous for having many diseases, including Sleeping Sickness: a slow-progressing, long-lasting disease that is exclusive to the tropics. Many trees make it difficult to clear land and rapid plant growth makes it difficult to keep it clear.

Tropical Rainforest

Growing season, temperature, travel and disease

  • Growing Season: From all year to 40/60 days.
  • Average Temperature: 30 °C (86 °F) to 15 °C (59 °F).
  • Temperature Variation: From 35 °C (95 °F) in summer to 0 °C (32 °F) in winter.
  • Roads and Rivers: Yes.
  • Movement Difficulty: 2, rarely 4 due to winter.
  • Forageability: 100%.
  • Grazable: Most of the time, during growing season.
  • Disease frequency: 1.7 per year.

Flora

AlocasiaBamboo treeBerry bushBushCecropia treeCliviaGiant rafflesiaGrassLow shrubsPalm treeTall grassTeak treeHarbinger tree Content added by the Anomaly DLCGauranlen tree Content added by the Ideology DLCTimbershroom Content added by the Ideology DLCAnima tree Content added by the Royalty DLC

Fauna

AlpacaBoomalopeCapybaraCassowaryChinchillaCobraElephantGuinea pigMonkeyPantherRatRhinocerosTortoiseWild boar


Tropical swamp

A plant-choked, steamy swamp seething with parasites and pathogens. Much of the land is too marshy to build on. Difficult movement, aggressive animals, and rampant disease make living here a nightmare.

A more wet version of the Tropical Rainforest. Like in all swamps diseases are more common. The marshy soil will probably require bridges before constructing buildings and the terrain is really slow to travel, but this biome also has more fertile soil. Diseases are even more constant here than in Tropical Rainforests, so making a proper hospital and having good doctors is a priority.

Tropical Swamp

Growing season, temperature, travel and disease

  • Growing Season: From all year to 40/60 days.
  • Average Temperature: 30 °C (86 °F) to 15 °C (59 °F).
  • Temperature Variation: From 35 °C (95 °F) in summer to 0 °C (32 °F) in winter.
  • Roads and Rivers: Yes.
  • Movement Difficulty: 4, rarely 6 due to winter.
  • Forageability: 75%.
  • Grazable: Most of the time, during growing season.
  • Disease frequency: 2.0 per year.

Flora

AlocasiaBerry bushBushChokevineCliviaCypress treeGiant rafflesiaLow shrubsMaple treeTall grassWillow treeHarbinger tree Content added by the Anomaly DLCGauranlen tree Content added by the Ideology DLCTimbershroom Content added by the Ideology DLCAnima tree Content added by the Royalty DLC

Fauna

AlpacaBoomalopeCapybaraCassowaryChinchillaCobraElephantGuinea pigMonkeyPantherRatRhinocerosTortoiseWild boar

Hot biomes

These biomes become progressively dry as they become more arid. Moderate amount of flora and fauna, which drops off as you pick a more extreme biome. Mostly year-round growing periods. Traveling in those biomes is usually fast and rarely slowed by cold seasons.

Arid shrubland

A dry region, but not dry enough to become a true desert. Open plains with grasses and bushes give way to scattered groves of trees. Plants are hardy and there is a moderate density of animals, but arable soil is hard to find.

Arid Shrubland

Growing season, temperature, travel and disease

  • Growing Season: From all year to 40/60 days.
  • Average Temperature: 30 °C (86 °F) to 15 °C (59 °F).
  • Temperature Variation: From 35 °C (95 °F) in summer to 0 °C (32 °F) in winter.
  • Roads and Rivers: Yes.
  • Movement Difficulty: 1, rarely 3 due to winter.
  • Forageability: 50%.
  • Grazable: Most of the time, during growing season.
  • Disease frequency: 0.9 per year.

Flora

AgaveBerry bushBushDandelionsDrago treeGrassPincushion cactusSaguaro cactusHarbinger tree Content added by the Anomaly DLCGauranlen tree Content added by the Ideology DLCTimbershroom Content added by the Ideology DLCAnima tree Content added by the Royalty DLC

Fauna

BisonBoomalopeBoomratCougarDonkeyDromedaryElephantEmuFennec foxGazelleGuinea pigHareHorseIguanaMegaslothOstrichRatRhinoceros


Desert

A very dry area which supports little life. There is very little arable land, and animal life is very sparse. Deserts can be hot, or quite cold.

With so few animals to hunt, growing crops is a priority on one of the few arable patches. The hot temperatures can cause problems for colonists and tamed animals. This biome has patches of soft sand which prevent building, but can be removed with moisture pumps.

Desert

Growing season, temperature, travel and disease

  • Growing Season: From all year to 10/60 days.
  • Average Temperature: 30 °C (86 °F) to 0 °C (32 °F).
  • Temperature Variation: From 35 °C (95 °F) in summer to -25 °C (-13 °F) in winter.
  • Roads and Rivers: Yes.
  • Movement Difficulty: 1, but sometimes 3 due to winter.
  • Forageability: 25%.
  • Grazable: Only during growing season.
  • Disease frequency: 0.7 per year.

Flora

AgaveBushDandelionsDrago treeGrassPincushion cactusSaguaro cactusHarbinger tree Content added by the Anomaly DLCGauranlen tree Content added by the Ideology DLCTimbershroom Content added by the Ideology DLCAnima tree Content added by the Royalty DLC

Fauna

BoomalopeCougarDonkeyDromedaryEmuFennec foxGazelleGuinea pigIguanaOstrich


Extreme desert

An extremely hot, dry area, devoid of almost all life. Searing heat and a near total lack of arable land make it very difficult to survive here.

The hot temperatures can cause problems for colonists and tamed animals. Its warm enough for growing plants outdoors, but it has to be done in stony patches around hills and mountains. Even though potatoes grows better in stony soil, you need to plant rice first so you will not starve while waiting for potatoes. Strawberries are also a good idea since there is no wood for cooking. Later hydroponics can be used instead of ground. This biome has patches of soft sand which prevent building, but can be removed with moisture pumps. Animal migrations may occur, about once every other year.

Extreme Desert

Growing season, temperature, travel and disease

  • Growing Season: From all year to 30/60 days.
  • Average Temperature: 30 °C (86 °F) to 10 °C (50 °F).
  • Temperature Variation: From 35 °C (95 °F) in summer to -5 °C (23 °F) in winter.
  • Roads and Rivers: Yes.
  • Movement Difficulty: 1, rarely 3 due to winter.
  • Forageability: 0%.
  • Grazable: Never.
  • Disease frequency: 0.7 per year.

Flora

AgaveGrassSaguaro cactusGauranlen tree Content added by the Ideology DLCTimbershroom Content added by the Ideology DLC

Fauna

DonkeyDromedaryFennec foxGuinea pigIguana

Cold biomes

These biomes become progressively colder and hostile as they become more intense. Flora and fauna becomes more scarce as you pick a more extreme biome. Mostly seasonal growing periods but may go down to no growing period in more extreme biomes. Traveling in those biomes is usually slow due to marsh and cold seasons which can be very long.

Boreal forest

Forests of coniferous trees. Despite the harsh winters, boreal forests sustain a diverse population of small and large animals, and have warm summers.

Boreal Forest

Growing season, temperature, travel and disease

  • Growing Season: 30/60 days to 10/60 days.
  • Average Temperature: 10 °C (50 °F) to -10 °C (14 °F).
  • Temperature Variation: From 25 °C (77 °F) in summer to -35 °C (-31 °F) in winter.
  • Roads and Rivers: Yes.
  • Movement Difficulty: 1, but often 3 due to winter.
  • Forageability: 75%.
  • Grazable: Only during growing season.
  • Disease frequency: 1.0 per year.

Flora

Berry bushBirch treeBramblesBushGrassMossPine treePoplar treeWild healrootHarbinger tree Content added by the Anomaly DLCGauranlen tree Content added by the Ideology DLCTimbershroom Content added by the Ideology DLCAnima tree Content added by the Royalty DLC

Fauna

Arctic foxArctic wolfCaribouCougarDeerElkGrizzly bearHareHorseIbexLynxMegaslothMuffaloRaccoonRatRed foxSquirrelTimber wolfTurkeyWargWild boarYak


Cold bog

A wetland packed with trees and vines. Much of the marshy land here can't support heavy structures, moving around is slow due to choking vegetation. Disease is endemic in this dense, wet ecosystem.

A more wet version of the Boreal Forest. Like in all swamps, diseases are more common. The marshy soil will probably require bridges before constructing buildings and the terrain is really slow to travel, but this biome also has more fertile soil.

Cold Bog

Growing season, temperature, travel and disease

  • Growing Season: 30/60 days to 10/60 days.
  • Average Temperature: 10 °C (50 °F) to -10 °C (14 °F).
  • Temperature Variation: From 25 °C (77 °F) in summer to -35 °C (-31 °F) in winter.
  • Roads and Rivers: Yes.
  • Movement Difficulty: 4, but often 6 due to winter.
  • Forageability: 50%.
  • Grazable: Only during growing season.
  • Disease frequency: 1.3 per year.

Flora

AstragalusBerry bushBushChokevineCypress treeMaple treeMossTall grassWild healrootWillow treeHarbinger tree Content added by the Anomaly DLCGauranlen tree Content added by the Ideology DLCTimbershroom Content added by the Ideology DLCAnima tree Content added by the Royalty DLC

Fauna

Arctic foxArctic wolfCaribouCougarDeerElkGrizzly bearGuinea pigHareIbexLynxMegaslothMuffaloPolar bearRaccoonRatRed foxSquirrelTimber wolfTurkeyWargWild boarYak


Tundra

These mostly-frozen plains bear almost no trees and little vegetation. There are a few small animals interspersed with large herds of migratory grazers and their predators. Animal migrations may occur once or twice per year.

Growing periods are generally very short or non-existent.

Tundra

Growing season, temperature, travel and disease

  • Growing Season: 20/60 days to never.
  • Average Temperature: 0 °C (32 °F) to -20 °C (-4 °F).
  • Temperature Variation: From 25 °C (77 °F) in summer to -50 °C (-58 °F) in winter.
  • Roads and Rivers: Yes.
  • Movement Difficulty: 1, but most of the time 3 due to winter.
  • Forageability: 50%.
  • Grazable: Only during growing season.
  • Disease frequency: 0.8 per year.

Flora

AstragalusBerry bushBirch treeBushDandelionsGrassMossPine treeWild healrootHarbinger tree Content added by the Anomaly DLCGauranlen tree Content added by the Ideology DLCTimbershroom Content added by the Ideology DLCAnima tree Content added by the Royalty DLC

Fauna

Arctic foxArctic wolfCaribouElkGrizzly bearHareIbexLynxMegaslothMuffaloPolar bearSnowhareTimber wolfWarg


Ice sheet

Sheets of ice which can be kilometers thick. There is no soil for plants to grow in. The only animals here are migrating to somewhere else - or badly lost.

The only land possible to farm is stony patches around hills and mountains, but they need to be heated indoors and also have sun lamps. You will need to hunt, trade and cannibalize until you get a heater and a sun lamp. Later, moisture pumps can create larger growable areas and hydroponics can be used instead of ground. Geothermal vents can be used for free heating. With so few animals here, any predators that roam in will become hungry soon and target your colonists and animals.

Ice sheet never have ruins.

Ice Sheet

Growing season, temperature, travel and disease

  • Growing Season: Never.
  • Average Temperature: -20 °C (-4 °F) to -40 °C (-40 °F).
  • Temperature Variation: From 10 °C (50 °F) in summer to -70 °C (-94 °F) in winter.
  • Roads and Rivers: No.
  • Movement Difficulty: 1.5, but most of the time 3.5 due to winter.
  • Forageability: 0%.
  • Grazable: Never.
  • Disease frequency: 0.7 per year.

Flora

None.

Fauna

Arctic foxArctic wolfLynxMegaslothMuffaloPolar bearSnowhare


Sea ice

Permanent ice sheets floating on water. There is no soil for plants to grow, no minerals to mine, and almost no animal life.

Sea Ice does not have ruins and geothermal vents. Deep drills cannot dig up stone chunks and moisture pumps will only generate more ice, which means it is impossible to grow anything on the ground. You will need to do hunting, trading and cannibalism until you get a heater, a sun lamp and a hydroponics basin. It is worth mentioning that Sea Ice was designed to not allow colony building, only to allow traveling in the area, even though it is possible.

Sea Ice

Growing season, temperature, travel and disease

  • Growing Season: Never.
  • Average Temperature: -20 °C (-4 °F) to -30 °C (-22 °F).
  • Temperature Variation: From 10 °C (50 °F) in summer to -60 °C (-76 °F) in winter.
  • Roads and Rivers: No.
  • Movement Difficulty: 1.5, but most of the time 3.5 due to winter.
  • Forageability: 0%.
  • Grazable: Never.
  • Disease frequency: 0.7 per year.

Flora

None.

Fauna

Arctic foxArctic wolfMuffaloPolar bearSnowhare

Version history

When generating the world, the land masses form first, followed by rivers. An ancient society is then shallowly simulated to generate ancient roads, and modern settlements and roads are generated (often alongside ancient roads).

Create world

The world generation screen appears during the creation of a new colony.

SEED A random seed is provided, but you may enter your own. A given seed always produces the same map layout:

RANDOMIZE SEED Randomly picks a new seed.

GLOBE COVERAGE What percentage of the overall globe is generated. Larger globe coverage generates a fuller world, but takes a longer time to load up, and can also impact performance on lower-end systems.

Configurable map sizes:

  • 5% (Dev Mode)
  • 30%
  • 50%
  • 100%

GENERATE Click to continue with the current settings.

Landing site

Upon clicking Generate on the previous screen a new world is generated. The world will be made up mostly of hexagons and a few pentagons. Here the player can choose a tile to land on, or use the 'Select random site' button. Clicking a tile will show its information including its biome, terrain, overall weather, and growing period. For controls, see Controls

It's possible to choose an island to land on, however caravans cannot cross water tiles. Reaching the mainland would require the use of transport pods.

Advanced settings

The 'Advanced' button accesses these options:

  • Starting season: Recommended to leave as Auto or Spring for new players.
  • Map sizes: Sets the size of the local map where main gameplay takes place.
    • Small
      • 200 x 200 (40,000 cells)
      • 225 x 225 (50,625 cells)
    • Medium
      • 250 x 250 (62,500 cells)
      • 275 x 275 (75,625 cells)
    • Large
      • 300 x 300 (90,000 cells)
      • 325 x 325 (105,625 cells)
    • Ludeonicrous
      • 350 x 350 (122,500 cells)
      • 400 x 400 (160,000 cells)

Factions

The 'Factions' button displays the different factions in the world.

There are three kinds of factions: outlanders, tribes and pirates. There are a total of five, and a maximum of three each. The colors on the factions screen help identify them on the world map. Also shown is each faction's relation with your colony and with each other.

You can never land or settle directly adjacent to a faction base.

Features

There are several main features that affect game play in that tile on a generated world. These details are listed on-screen for the selected map tile.

Biomes

There are nine biomes in Rimworld and—on a normally generated world—all of them are represented. They each correspond to specific features. Each biome is more likely to include certain features based on it's real world equivalent.

Elevation

A map tile's distance above sea level is its elevation. Higher elevation brings with it colder weather.

Latitude

The coordinates of a map tile includes its latitude which affects its temperature range and amount of daylight. In polar latitudes the sun may not set or rise completely for a long time.

Rainfall

Each map tile has a certain amount of rainfall, given in average number of millimeters per year. It determines how often it will rain, not counting the automatic rain after a certain number of fire tiles are on the map.

Terrain

Each map tile has one of the following terrain types: Flat, Small Hills, Large Hills, and Mountains. The terrain type determines the amount of mountain will be generated on the in-game map.

Temperature

Each tile has its own averages for temperature based on the biome. Only the averages are presented in the world generation menu, but can directly affect your game. The effects of temperature vary greatly; extreme heat causes your colonists to develop heat stroke, while extreme cold may freeze them so thoroughly, their corpses will never decay. Temperature is related to the other three features of a tile in a generated world. Naturally, higher elevation and a more northern biome is colder.

Quadrums

Each year in a Rimworld planet is separated into four quadrums: Aprimay, Jugust, Septober and Decembary.

The quadrums are the same across the planet, however the corresponding seasons are reversed between the northern hemisphere and the soutnern hemisphere, and it is permanent summer near the equator.

Roads

There are roads winding across the world. They double the speed of any caravans using them, and factions tend to settle near roads. Visitors, caravans, traders or raiders are also tend to arrive and leave on a road.

They come in 5 types: path, dirt road, stone road, ancient asphalt road and ancient asphalt highway. They are functionally the same, with difference only being appearance when generated on a map.

Dirt roads use packed dirt, stone roads use flagstones of the local stone and ancient asphalt roads use broken asphalt. None of these can be disassembled for resources.

Sometimes other objects will generate alongside roads, for example the ancient concrete barrier or ancient lamppost alongside the ancient asphalt highway. These serve no function except cover or disassembly for steel.

Rivers

There are rivers that flow towards the oceans and can merge with each other. They are more likely to generate in rainy areas.

When a map is generated in a tile with a river, there will be a belt of flowing river dividing the map. The river cannot be built over or pumped dry using the moisture pump, thus effectively splitting your future bases apart.

They come in 4 sizes, huge river, large river, river, and creek. It affects the width of the river, and also the proportion of shallow moving water, which can be walked over, to deep moving water, which can't be walked over.

Caves

In Beta 18, you may find caves in mountains. In those caves you may find insect with a dormant hive (mean that they won't spawn any additionnal hives or insects) and harvestable mushrooms.

Dormant hives

Hives can be a valuable source of food if you steal their jelly while their defenders are asleep. If an insect are asleep on a stack of jelly, do not try to take it or you may awake them and put your colonist in peril.

The hive can suffer without any colonist actions.

Insect may suffer from extreme temperatures, cold snap will kill the weaker ones. Some hungry predators may try to hunt them. Most of the time the predator will be killed but may take down some insects due to infestated wounds.

Cave flora

You may find Agarilux, Bryolux or Glowstool in these caves. Instead of needing light to grow, they die when exposed to excess sunlight.

Settlements

Your colony settlements appear on the world globe as a blue house icon. Other factions appear as follows:

  • Outlanders (insert icon)
  • Tribals (insert icon)
  • Pirates (insert icon)

Faction settlements tend to be located near roads, and you cannot settle right next to one.

Since Beta 18, factions are tied to the world seed so factions and their settlements are always generated in the same place.

Landforms

Each major feature has a name generated with it. This includes biomes, lakes or oceans, mountain ranges, etc.

Misc

There are a total of 12 pentagons in the world, with the coordinates as such:

  • 31.72 S, 0.00 W
  • 31.72 N, 0.00 W
  • 31.72 N, 180.00 W
  • 31.72 S, 180.00 W
  • 0.00 S, 58.28 E
  • 0.00 S, 58.28 W
  • 0.00 S, 121.72 E
  • 0.00 S, 121.72 W
  • 58.28 N, 90.00 E
  • 58.28 N, 90.00 W
  • 58.28 S, 90.00 E
  • 58.28 S, 90.00 W

Besides being differently shaped to allow gap-free tiling of the whole world, they function no differently from regular world tiles.

Controls

The player can click 'Select random site' or select one of the squares in which to land and build a colony.

Keyboard/mouse controls:
Mouse Controls
Left mouse button Select location
Right mouse button Clear selection
Mouse wheel Zoom in/out
Mouse wheel (click+hold) Pan
Keyboard Controls
PageUp Zoom out
PageDown Zoom in
Arrow up or W Pan up
Arrow down or S Pan down
Arrow left or A Pan left
Arrow right or D Pan right