Timelines scenarios catalog
This page catalogs all 20+ Timelines scenarios organized by theme. Each scenario is self-contained — own game module, own briefing, own reward. The Scenario Hub presents them for selection.
For the Hub orchestrator see Scenario Hub. For boss battles + epic set-pieces see Boss + epic scenarios.
Common scenario structure
Section titled “Common scenario structure”All Timelines scenarios share a structural pattern:
<mdscript name="Scenario_X"> <documentation> <author name="..."/> <!-- Vanilla scenarios have AUTHOR ATTRIBUTION --> </documentation> <cues> <cue name="Start" module="scenario_X"> <conditions> <event_game_started/> <!-- or scenario-specific trigger --> </conditions> <actions> <include_actions ref="md.LIB_Scenario.ScenarioStarted"/> <set_value name="$Page" exact="<text page>"/> <set_value name="$Difficulty" exact="level.<easy/medium/hard>"/> <set_value name="$MissionFaction" exact="faction.<X>"/> <find_sector name="$MissionSector" macro="<scenario_macro>"/> ... </actions> <cues> <cue name="Setup_Scenario"/> <cue name="IntroCutscene"/> <cue name="Start_Scenario"/> ... </cues> </cue> </cues></mdscript>Common references:
md.LIB_Scenario.ScenarioStarted— Timelines scenarios library$Page— scenario-specific text page$Difficulty—level.veryeasy/level.easy/level.medium/level.hard/level.veryhard$MissionFaction— faction sponsoring the scenario$MissionSector— dedicated Timelines-DLC sector (custom map)
Mining scenarios (6)
Section titled “Mining scenarios (6)”Mining-themed scenarios with custom maps.
| Scenario | Author | Theme |
|---|---|---|
scenario_mining_1.xml | Lennart Funk | ”Miner working for an L mining ship — Xenon scout destroyed drones, deliver ice quickly to fill the L miner” |
scenario_mining_2.xml | — | (mining variant 2) |
scenario_mining_3.xml | — | (mining variant 3) |
scenario_mining_4.xml | — | (mining variant 4) |
scenario_mining_5.xml | — | (mining variant 5) |
scenario_mining_7.xml | — | (mining variant 7 — note: 6 is missing) |
scenario_mining_lib.xml — shared mining helper library.
Mining 1 detail (verified from source)
Section titled “Mining 1 detail (verified from source)”- Author: Lennart Funk (
<author name="Lennart Funk"/>) - Module:
scenario_mining_1 - Text page: 30613
- Difficulty:
level.veryeasy - Faction:
faction.civilian - Sector macro:
timelines_map_mining_1_cluster_001_sector_001_macro - Scenario premise (from code comment):
“You’re a miner working for an L mining ship. A Xenon scout destroyed the mining drones, so you have to deliver the rest of the ice as quickly as possible to fill up the L miner.”
Player encounters:
- Mining setup with broken drones
- Xenon scout destruction event already-occurred
- Time-pressure delivery objective (ice)
Mod conflict risks — Mining
Section titled “Mod conflict risks — Mining”- ❌ Mods that change
faction.civilianmining behavior affect scenario flavor - ❌ Mods that change ice ware definition break mining objective
- ❌ Mods that change L miner mechanics affect delivery target
- ⚠ Xenon-rebalance mods can change scout aggression
Race scenarios (3)
Section titled “Race scenarios (3)”Racing-themed scenarios with checkpoint courses.
| Scenario | Theme |
|---|---|
scenario_race_1.xml | First race scenario |
scenario_race_2.xml | Second race scenario |
scenario_race_3.xml | Third race scenario |
scenario_race_lib.xml — shared racing library (checkpoint mechanics, timer, announcer cues).
Race 1 cue structure (verified)
Section titled “Race 1 cue structure (verified)”- Namespace:
Timelines_Scenario_Race_1 - Cues:
Setup_Scenario→Call_Setup_Libraries→DebugStart_Scenario:Intro_Cutscene(cinematic)Callsblock:AbortCallbackCue— handle abortEnqueue_Intro_Shot(instanced) — queue intro camera shotCall_Announcer_Intro— announcer voice
The Announcer system is a hallmark of race scenarios.
Mod conflict risks — Race
Section titled “Mod conflict risks — Race”- ❌ Mods that change race ship mechanics affect scenarios
- ❌ Mods that override cutscene system affect intro cutscenes
- ⚠ HUD mods can collide with race UI
Spacesuit EVA scenarios (4)
Section titled “Spacesuit EVA scenarios (4)”Spacesuit-EVA-themed scenarios.
| Scenario | Theme |
|---|---|
scenario_spacesuit_1.xml | First spacesuit scenario |
scenario_spacesuit_2.xml | Second spacesuit scenario |
scenario_spacesuit_3.xml | Third spacesuit scenario |
scenario_spacesuit_4.xml | Fourth spacesuit scenario |
scenario_spacesuit_lib.xml — shared spacesuit library.
Spacesuit 1 cue structure (verified)
Section titled “Spacesuit 1 cue structure (verified)”- Module:
scenario_spacesuit_1 - Cues:
StartnamespaceStopUseCase— stop ongoing usecase (clean state)Setup_Scenario→Call_Setup_LibrariesIntroCutscene→StopCutscene→CutsceneStopped(cutscene lifecycle)Start_Scenario:SetupMissionShortcutUseCase(1ms polling) — fast-path usecase handling
Mod conflict risks — Spacesuit
Section titled “Mod conflict risks — Spacesuit”- ❌ Mods that disable spacesuit EVA break all 4 scenarios
- ❌ Mods that change spacesuit weapon mechanics affect scenarios
- ⚠ Mods adding bulk spacesuit content can collide
Trading scenarios (3)
Section titled “Trading scenarios (3)”Trading-themed scenarios with economic challenges.
| Scenario | Theme |
|---|---|
scenario_trading_1.xml | First trading scenario |
scenario_trading_2.xml | Second trading scenario |
scenario_trading_3.xml | Third trading scenario |
Mod conflict risks — Trading
Section titled “Mod conflict risks — Trading”- ❌ Economy mods affect ware pricing for scenarios
- ❌ Mods that change trade station mechanics break scenarios
Fleet battle scenarios (3 + lib)
Section titled “Fleet battle scenarios (3 + lib)”Large-scale fleet combat scenarios.
| Scenario | Theme |
|---|---|
scenario_fleet_battle_1.xml | First fleet battle |
scenario_fleet_battle_2.xml | Second fleet battle |
scenario_fleet_battle_3.xml | Third fleet battle |
scenario_fleet_battle_lib.xml — shared fleet battle library.
Mod conflict risks — Fleet Battle
Section titled “Mod conflict risks — Fleet Battle”- ❌ Mods that rebalance capital-ship combat trivialize / break scenarios
- ❌ Mods that change carrier behavior affect battle outcomes
Combat objective scenarios (8)
Section titled “Combat objective scenarios (8)”Various single-objective combat scenarios.
| Scenario | Theme |
|---|---|
scenario_assassinate.xml | Assassinate a target |
scenario_disable_capship.xml | Disable (not destroy) a capital ship |
scenario_seek_and_destroy.xml | Seek and destroy a target |
scenario_weaken_fleet.xml | Weaken an enemy fleet |
scenario_weaken_station.xml | Weaken an enemy station |
scenario_protect_object.xml | Protect an object |
scenario_escort.xml | Escort a ship |
scenario_waveattack_1.xml | Survive wave attacks |
scenario_waveattack_antigone.xml | Survive Antigone-faction-specific wave attacks |
Mod conflict risks — Combat
Section titled “Mod conflict risks — Combat”- ❌ Combat-rebalance mods affect difficulty
- ❌ Faction-relation mods affect target / ally identification
- ❌ Mods that disable wave-attack mechanics break wave scenarios
Recruitment scenario (1)
Section titled “Recruitment scenario (1)”| Scenario | Theme |
|---|---|
scenario_recruitment_1.xml | Recruit crew |
Mod conflict risks — Recruitment
Section titled “Mod conflict risks — Recruitment”- ❌ Mods that change crew recruitment mechanics affect scenario
- ❌ Mods that change NPC skill systems affect recruitment outcomes
Common code references
Section titled “Common code references”| Pattern | Found in |
|---|---|
| Scenario library include | md.LIB_Scenario.ScenarioStarted |
| Author attribution | <documentation><author/></documentation> |
| Scenario module | module="scenario_X" |
| Custom map sectors | timelines_map_<theme>_<N>_cluster_<X>_sector_<Y>_macro pattern |
| Difficulty | level.veryeasy / level.easy / level.medium / level.hard / level.veryhard |
Related
Section titled “Related”- Timelines arcs overview
- Scenario Hub — orchestrator
- Boss + epic scenarios — major set-pieces
- Research + Epilogue — abandoned ships + ending
- Wiki: DLC handling — Timelines required
Timelines is the rare DLC where the scripts are author-attributed (vanilla scripts have <author> elements). Treat each scenario as its own miniature mod. Your mod’s interference with mining/race/spacesuit/trading/combat mechanics propagates to multiple scenarios at once.