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Getting started
What to install, what changes when you start a colony, and where to find everything.
Load Harmony, Taran Magic Framework and World of Naruto before NFRP World (Giddy-Up recommended). Give each ninja a build, learn techniques in World of Naruto's ability window, and use the one-year truce (60 days) to train and research scribe arts and ninja alchemy. Area techniques hit allies too.
Install
- Subscribe to Harmony, Taran Magic Framework, World of Naruto and Giddy-Up, then NFRP World.
- Load order: Harmony, Taran Magic Framework, World of Naruto, (Giddy-Up if you use it), NFRP World.
- Giddy-Up is recommended: with it, NFRP World's big tame beasts are mounts and riders on flying creatures get a Fly order. Without it, creatures simply can't be ridden. See Mounts and flying.
- Optional mods that NFRP World works with (hands, animations, letter styling, Medieval Overhaul and more) are listed in Recommended mods. Everything works without them.
Credits and other mods
- Built on World of Naruto and Taran Magic Framework; riding comes from Giddy-Up (recommended).
- The Kazeraikou clan was created by Marii from NFRP and is used with her permission. Other technique and clan material comes from the NFRP community archive.
- Optional: Show Me Your Hands shows hands on weapons. NFRP World sets the hand positions for all of its weapons and adds its own hands for technique poses, so pawns never show four hands.
- Known compatibility: NFRP World guards against errors from Surveillance Shift and Alpha Memes when its summons and golems are on the map, and gives its generated pawns a world tile so SimpleLeadership doesn't complain.
- The mod works in new and existing saves. Factions that are missing from an old world are added when you load it.
Your first ninja
- A pawn needs the Chakra trait to use techniques: clan genes, ninja backstories and village ninja have it; children awaken it in the academy and adults with a sensei. See Becoming a ninja.
- Every colonist aged 6 or older gets a Ninja build button. The build decides which kinds of trees the pawn can enter and how far they can go in each. See Ninja builds.
- Techniques live in World of Naruto's ability window, in the Ninjutsu, Clan and other tabs. Each technique has ranks from D to S; higher ranks need a higher class level.
- Tree and technique names read Japanese first, with the English meaning in brackets, for example Irekawari (body switch). NFRP's own invented names, the fighting styles, summons and a few clan trees keep theirs.
- Pawns born into a clan (a gene or xenotype) get that clan's tree for free. See Clans and bloodlines.
- Some trees are open to every ninja from the start: Summoning arts, Contract bonds and the crafting arts. Medical ninjutsu is open too, but only up to D rank; higher ranks need a Medical Specialist build.
Ninja steps (tips)
- Over the first five days, five short Ninja steps letters explain the ninja build, the technique window and the ways to learn, the ninja world panel, the war and the truce, and ranks and exams.
- Each letter can stop the tips for this game or for good ("Never show these tips again" writes NFRPWorld_NoOnboarding.txt to the game's config folder; delete it to get them back).
- The ninja world panel shows a Getting started list of up to four next steps for your colony.
The first year
- The hidden villages and the Black Ink Syndicate are at war with everyone, but a truce of one in-game year (60 days) keeps them from raiding a new colony. An alert counts down the days. See Factions and missions.
- Use the year to train, build a scribe desk, research scribe arts and ninja alchemy (for C-rank seals and the alchemy table), and make friends with the Order of the Venator, who trade seals, scrolls and potions. See Ninja research.
Techniques hit everyone
- Area techniques hit everyone caught in them, allies included, unless the description says otherwise. Aim with care.
Reporting bugs
- Right after the bug, before restarting the game, take your Player.log and open a bug report on GitHub. Reporting bugs shows where the log is (RimWorld 1.7 keeps it in a Logs folder) and what to write.
Scenarios
All three start a medieval hidden village, and all three are without firearms (see below).
The Founding (medieval): five founders drawn from every clan (World of Naruto's, NFRP's and some clanless shinobi); reroll until you like the mix.
- Known from the start: smithing, long blades, recurve bows, brewing, pemmican, complex furniture and clothing, stonecutting, passive coolers, tree sowing, ninja tools, scribe arts, ninja alchemy and field traps.
- Gear: 500 silver, 450 pemmican, herbal medicine and all-heale, three D-rank and one C-rank technique scrolls, kunai, shuriken, four smoke bombs, five soldier pills, two genjutsu resistance pills, a steel longsword, two recurve bows and a talisman of warding. Wood, steel and cloth lie nearby.
- Animals: two horses and a husky bonded to one of the founders.
The Founding: two masters (easy): two founders and a rich caravan: 1500 silver, 600 pemmican and 20 survival meals, plenty of medicine (yulpris root too), two C-rank and one B-rank scrolls, smoke bombs, soldier pills, chakra potions, genjutsu resistance pills, two longswords, plate armour, two talismans, three spirit gems, and a big pile of wood, steel, cloth and granite. Two horses and two bonded huskies. Plate armour, great bows, beds, carpets and ninja weaponsmithing are researched as well.
The Missing-nin (hard): one hunted ninja and almost nothing: 120 silver, a little food and medicine, a few kunai, shuriken and smoke bombs, one D-rank scroll and some wood. Knows only ninja tools and field traps.
The start letter explains the first steps: the ninja build, the technique window, Kai against genjutsu, the Bingo Book, squads and signature techniques.
A world without firearms
Our scenarios turn on no firearms for that game; No firearms in any game in the mod settings turns it on everywhere. While it's on:
- raiders and visitors who would carry a gun get a bow or a medieval blade instead (mechanoids keep theirs);
- traders offer no guns (you can still sell any you have);
- gun recipes can't be made, and research that only leads to guns or gun turrets is hidden.
Bombs, seals, kunai and shuriken stay. NFRP World's pills, bombs and seals count as medieval, so a medieval colony isn't charged extra research for them.
The settings window
Options > Mod settings > NFRP World has tabs down the left side: Looks, Combat, World, Village life, Performance. Each tab shows how many settings it holds and how many you have changed from the default. Hover over any setting for a short explanation.
- Search at the top finds a setting on any tab: type "fall back" and you get Combat › Wounded retreat.
- Look preset sets all the look and performance options in one click: Cinematic, Balanced, Performance, Vanilla-like or Default looks. Presets never change gameplay settings.
- Reset this tab and Reset everything ask for a confirmation inside the window.
- First-time guide: opens once in each save. A contents list on the left groups the pages (first steps, in a fight, the world) and ticks the ones you have read; many pages have a "Try it" box and an Open settings for this button. Reopen it from the Village life tab, or turn it off for every save there.
Animation settings
Mod settings > NFRP World has switches for the animations: lunges, recoil and knockback slides; swing trails; the wind-up glow while casting; camera shake (with a strength slider); idle flourishes for drafted ninja; work animations (training posts, the shrine, ritual seals); hover for winged ninja and flying creatures; lightning bolts and growing beams; animating only your own pawns; a cap on effects on screen; and a zoom level past which pawn animations stop. They are cosmetic only and never change positions or damage.
More switches in the same window:
- Smooth effects: technique animations blend from one frame into the next and grow and fade over their life. The most used effects have eight frames.
- Effect glow: a soft glow under each effect in its element's colour (purple for Shidensen), and a short afterglow after lightning.
- Projectile trails: NFRP projectiles leave a fading ribbon in their element's colour.
- Creature idle motion: flyers hover and bob (the main flyers flap their wings), serpents sway, zombies shamble, big beasts breathe, spirits drift and flicker. Golems, turtles and insects stay still.
- Creature auras: magical creatures carry an aura in their element: crackling lightning, embers, drips, smoke, wisps, frost or leaves.
- Creature attack flashes: creatures flash their element's effect when they hit or shoot.
- Serpent movement: couatls, Kishinryuu and snakes slither and sway along their bodies.
- Creature arts: beasts use their own signature attacks (breaths, pounces, roars, venom and more). See New creatures and the undead.
- Flying mounts: riders on a flying beast get a Fly order over walls and water. Riding itself is Giddy-Up. See Mounts and flying.
- Varied technique effects: every technique gets its own effect, colour, size and burst pattern, so no two look the same.
- Technique sequences (Full, Short or Off): techniques play as a sequence: hand seals and chakra gathering during the wind-up, then the body move, the strike, flurries and a finisher. Attacks land on the strike, up to half a second after the cast; if the caster goes down in that moment, the technique fizzles. Off brings back instant techniques. Signature techniques such as the Eight Gates, Storm Dragon, Tsunami and 128 Palms have their own sequences.
- Technique lighting: casts, hits and projectiles in flight light up the ground in their element's colour, and opened gates, Kishinryuu and aura creatures glow. A slider sets how many lights can show at once.
- Ground marks: scorch marks, lightning burns, puddles, cracks, frost, acid and summoning sigils are left behind and fade over about a day.
- Impact feedback: hits flash in their element's colour and heavy hits jolt the target. Camera shake stays for the biggest hits.
- Technique hands: both hands show during hand seals, wind-ups, palm strikes, punches and throws. With Show Me Your Hands installed, they match its hand colour and size.
- Weapon size (80% to 125%): makes every NFRP World weapon bigger or smaller while keeping their proportions. It takes effect after a restart.
Newer visual settings (all on unless noted; see Visual effects):
- Effects: Glow strength (55%; 100% is the old brighter look), Most particles per technique use (30), Crisp effect shapes, Crisp animated effects, Crisp particles (takes effect after a restart), Overshoot easing, Ground shadows, Hit flash and sparks, Thrown weapon visuals.
- Techniques: Mouth casting for breath techniques, Technique constructs, Iron sand constructs, Storm Dragon as a flowing stream, Channel visuals with Channel pose (Varied, or one pose for every technique), Anticipation and recovery poses, Area warnings (All, Enemies only or Off; default All).
- Taijutsu and teams: Taijutsu choreography with Taijutsu motion size (50% to 150%, default 100%), Team strike visuals, Big combo visuals.
- Ninja: Movement technique visuals, Crisp status looks, XP gain pop-ups, Technique name callouts (Mine, All pawns or Off; default Mine), and One-handed signs: training sessions needed alone (4 to 40, default 14; see Hand signs).
Sound cues need no setting: a technique starting plays a sound for its element, and gates, summons, promotions, festivals, combos and sensor marks have their own sounds, all taken from the base game and DLCs.
World and ritual settings
The same settings window also has: how often sealed ruins appear on new maps, how often NFRP events happen, switches for monster incursions, chakra storms and wandering masters, ritual power, the augmentation cap per person, and whether enemy ninja carry ritual seals and bombs (they use them: Syndicate ninja curse your colonists, Venator hunters heal their own).
The in-game guide
First steps
In a fight
The world
NFRP World adds techniques, clans, hidden villages, ranks, missions and rituals on top of World of Naruto.
This short guide covers the basics: learning techniques, chakra, ranks and exams, training with a sensei, how enemies fight, and where the settings are.
You can open it again any time from Options → Mod settings → NFRP World → Village life → Guide, or type "guide" in the settings search.
First steps
In a fight
The world
Every ninja follows a build. Select a colonist and press the Ninja build button: it decides which kinds of techniques they can learn (Ninjutsu, Genjutsu, Taijutsu, Medical) and how far.
Ways to learn techniques:
• Technique scrolls from missions, merchants and villages teach one technique of their rank.
• A scribe desk copies a technique another ninja knows onto a scroll.
• Training buildings (training post, dummy, battle ring, chakra apparatus, star platform) slowly raise class levels, which unlock stronger techniques.
Learned techniques appear as buttons when the ninja is selected.
Try it
Select a ninja and press Ninja build: pick Specialist for the kind you want them to grow in.
First steps
In a fight
The world
Every technique costs chakra; the cost is shown on its button, and higher ranks cost more. Chakra comes back over time.
A ninja who is nearly out of chakra looks pale and pants. Plan fights so your strongest techniques are used when they matter.
If a cast is cut short before the technique fires (the caster is interrupted, the target dies or there is not enough chakra left), it fizzles: a grey puff and "Fizzled" appear over your ninja and the technique does not go off.
First steps
In a fight
The world
Ninja rise through ranks by passing exams: genin, chūnin, jōnin and village leader. Their ninja level is the highest of their Ninjutsu, Taijutsu and Genjutsu class levels.
- Genin: ninja level 3.
- Chūnin: a year as genin, ninja level 8, and Melee or Shooting 6.
- Jōnin: two years as chūnin, ninja level 13, and two of Melee, Shooting, Intellectual, Medicine at 8.
- Village leader: four years as jōnin, ninja level 16 and Social 8 (only one leader per village).
The rank exam arrives as an event. A friendly village also holds the chūnin exam: genin of ninja level 6 or more can enter, and those who win their final duel become chūnin on the spot.
Hover over a ninja's rank status to see what the next exam asks for.
Try it
Hover over a ninja's rank status to see what the next exam asks for.
First steps
In a fight
The world
A jōnin or the village leader can teach younger ninja. Select the student and use the Sensei button to choose their teacher. While the sensei is close by during training or sparring, the student learns three times as fast in the sensei's best class.
One-handed signs let a ninja make hand signs with one hand, so they can cast while holding a weapon. They are learned only through training: about 14 sessions alone, and every session with the sensei nearby counts three times.
First steps
In a fight
The world
Enemy ninja use their techniques with a tactics level you choose (currently Smart):
- Off: enemy ninjas fight the way the base game and the technique framework make them.
- Basic: enemies pick the technique that does the most for its chakra, spare their own side with area techniques and escape when nearly beaten.
- Smart: Basic plus keeping their distance with ranged techniques, focus fire, pincers from opposite sides, support and medics. Genin are sloppier than jonin; harder storytellers sharpen them.
Change it in the settings: Combat tab → Enemy AI.
First steps
In a fight
The world
The stronger tools of NFRP World are researched on World of Naruto's ninja research tab (Research → the ninja tab), next to World of Naruto's own projects. The quickest way there is the Ninja research button at the top of the Ninja world panel: it opens the research screen on that tab, and the panel also shows how many projects are done and which ones are ready.
- Starter gear needs no research: headbands, basic clothing, packs and pouches, D-rank seals, the scribe desk and technique scrolls, the training dummy and field medicine.
- Four tiers follow: scribe arts, alchemy, traps and weaponsmithing; then sealing, chakra studies, gadgets and metallurgy; then high sealing, chakra-forged gear, gems and bloodline science; and finally supreme sealing, legendary forging and relics.
- The highest projects need a scroll library or a chakra study apparatus linked to the research bench; both also speed up research.
The cost can be changed, or all ninja research skipped, in the settings: Village life tab → Ninja research. A save from before this update gets the projects it already uses, once.
Try it
Open the Ninja world window, Research tab.
First steps
In a fight
The world
Steady pressure breaks a fighter. Hits, taijutsu, stuns, knockbacks and fear fill a small meter under their name; attacking together, from the side or from behind fills it faster, and it drains when the pressure stops.
A broken fighter is stunned for a few seconds and can't dodge, then can't be broken again for a while. The ninja who caused the break runs their combo: strikes, taijutsu and quick jutsu in the order you chose, ending in a finisher.
Combos start with 2 steps and grow to 5 as a ninja levels up. Enemy ninja build combos too.
Try it
Select a ninja, open Ninja orders and pick Combo to build their combo.
First steps
In a fight
The world
Drafted ninja take a stance: Vanguard closes in for melee, Support heals and buffs from behind, Assassin hides and hunts marked targets and casters, Sealer binds and stuns, Barrage keeps its distance and casts ranged ninjutsu. Stances only steer idle drafted pawns; your own orders always win.
Right-click an enemy to mark it as the squad's priority. Two or more drafted pawns can hold a formation. Guard posts and patrol routes (Security tab) keep watch. Badly hurt pawns fall back to a bed or cover; each has a Fall back button.
Try it
Draft two ninja, give one the Vanguard stance and one Support, then mark an enemy as priority.
First steps
In a fight
The world
Kunai, shuriken, senbon, bombs, smoke, nets and pills ride in a ninja pouch worn at the waist: cloth, leather or a sealing-scroll pouch hold more. A kit says what a ninja carries; idle pawns refill it from storage.
In a fight, stances use tools on their own and cost no chakra. Thrown blades are picked up again afterwards; bombs, smoke, nets and pills are used up. A sidearm swaps in by range.
Try it
Give a ninja a cloth pouch and the Assault kit (Ninja orders › Kit). Undrafted, they fill it from storage.
First steps
In a fight
The world
Ninja earn fame from their deeds when someone lives to tell them: Known, Feared, Legendary. Famous ninja inspire allies and intimidate enemies, earn a nickname, and appear in the Bingo Book, where bounty hunters find them.
An enemy who gets away after hurting your people can become a rival who remembers, grows stronger and comes back. Captured prisoners can be interrogated for intel and camps to raid. Dark deeds earn infamy instead.
Try it
Open the Ninja world window, Bingo Book tab, to see who is famous.
First steps
In a fight
The world
Send a squad of one to four ninja on a ranked mission from the Ninja world window. They leave the map for a few days; press Watch to follow them on a small map with a live log, or skip to the end. They come back with pay, loot, injuries, sometimes intel, a rival or a relic. Your village's mission rank unlocks harder missions.
Try it
Ninja world › Missions: send a squad, then press Watch to follow it live.
First steps
In a fight
The world
Villages go to war, sign ceasefires, lose and found settlements, and change leaders on their own. Named ninja are promoted, marry, retire and die. Travellers, landmarks and legendary beasts appear on the world map, and other villages hold festivals and chūnin exams. The News tab tells you what happened.
Try it
Read the News tab in the Ninja world window after a few days.
First steps
In a fight
The world
Three NFRP storytellers follow a ninja calendar (truce, festivals, exams, war) and tell stories in arcs: a rival returns, hunters follow a deserter, smugglers come back for their stash. Hisame the Chronicler is steady, Old Sensei Genkō is gentle, Kitsunebi the Trickster is chaotic. Threats grow with your village's renown.
First steps
In a fight
The world
- The Ninja world button on the bottom bar opens your village, the war, faction standing, the chūnin exam, duties and missions, and a list of your ninja with their rank. Its Getting started section suggests what to do next.
- A few tip letters arrive over the first days; they can be turned off from the letter.
- Options → Mod settings → NFRP World has side tabs: Looks, Combat, World, Village life, Performance and Dev. The search box at the top finds any setting by name, each tab shows how many settings you changed, and Reset this tab puts them back. Hover over any setting for a short explanation.
- The look presets at the top (Cinematic, Balanced, Performance, Vanilla-like) change only looks and performance, never gameplay. If the game slows down in big fights, try Performance.
The game's Mod settings window opens on top of the guide, with NFRP World's settings on the Looks tab and the search box cleared. Close it to come back to the guide.
The game's Mod settings window opens on top of the guide, with NFRP World's settings on the Combat tab and the search box cleared. Close it to come back to the guide.
The game's Mod settings window opens on top of the guide, with NFRP World's settings on the World tab and the search box cleared. Close it to come back to the guide.
The game's Mod settings window opens on top of the guide, with NFRP World's settings on the Village life tab and the search box cleared. Close it to come back to the guide.
The game goes on. Open the guide again from Options → Mod settings → NFRP World → Village life → Show the first-time guide, or type "guide" in the settings search.