Ludeon Forums
- January 23, 2021, 12:00:28 PM
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... But I cannot assign any abilities or task to my three survivors. I can't even get them to pop up in the window. I keep getting other characters that I don't even know.
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Im literally the only one who helped you.
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... I will probably crash and burn 100 times before I get anyway, but thats ok.. I am retired, I have plenty of time.
...But the drawback are, pawn's wouldn't repair them either. You need to micro that, pawn keep repair the door after you forbid it, they just don't start a repair on a forbid door.
How much of a performance hit are you willing to take? In real life, everyone walking around has a lot of processing power in their brain....but that's limited in the game, where long look-aheads are expensive, and global danger-logic is tricky... That's kind of where we're at in this game.
... Since 1.1 Tough does not migate damage if the hit damages interior parts too, something i can only assume to be a bug. ...
What raider attack a door is no reason for a pawn not to pass through that door.I think you meant: "A raider attacking a door does not prevent another pawn from trying to pass through that door." ?
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...Don't await from any pawn (colonist or raider) to be clever.I had little other choice. AFAIK, There is no means of manually controlling a colonist that is carrying a downed pawn. Drafting them will force them to drop the carried pawn. Which means I would have to wait until the raider is killed first. Which can be done in some cases, but not if the downed pawn is severely injured and needs to get to a medi-bed swiftly.
...The first time that betrayal happened I would never allow it to happen again. It would instantly place that encounter in the "crush them while they are small" category, never to be removed.
It would be funny if the mechs were initially friendly and helpful, because they are too weak to beat your colony, and know it. They would give you gifts, protect your base, trade, share tech.
Then after they have imported or manufactured enough units they become hostile and crush you.
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Unlike going through my mods and checking every one for "is there an updated version? Unsubscribe -> Subscribe new" Which I have spent hours doing before, and it's not fun.
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If an update breaks saves... well tough luck, that's what you get for a pre-release game. Stop whinging and go start a new colony.
Thank you to all the modders that update their steam workshop mods so I don't have to go digging for new versions.
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rimworld is fine^ this..
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Make a mod that will get added to the Mods folder in a small update. Have code in it that presents a pop-up message in the main menu and lets players click a button to copy all mods. Zero assembly changes and you can remove that mod for 1.0 when you release.
If I came up with this solution as I was reading this line I have to assume you've not spent time considering alternatives.
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But what I am finding in need of adjustment is the team composition. I mean... if you were trying to capture a pawn...would you really go with 6 grenadiers and 7 rocket launchers? I assume you want the prisoner...alive...right? I think such a team should be compromised by Gunners mostly...Although all shooting has an equal chance to kill the target to a certain degree...this example of chasers look more like a "Sapper" team than a group of chasers...
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