I have about 1100hrs in Rimworld, there are some rough edges in the game that cause me to alt-f4 in a commitment game because I feel that it's basically just not my fault. Here are the most common ones:
1. Color coded mood bar, seriously just make that mod official. Someone with a mood so low that they are about to set fire to your antigrain warhead should not be represented by a slightly different shade of grey. Mood management is what everything else in the game revolves around, it should be crystal clear to the player at all times where they stand on this.
2. Luciferium need does not alert you until the pawn is going to go berserk, and at that point it's generally too late. Additionally I've seen pawns not take the drug when on a 5 day schedule. When the drug policy is instead set to take for addictions, I've seen pawns take it when their need bar is full.
3. Raids should (imo) alert you briefly *before* the raiders show up on the map. If you have a pawn or especially animals that happen to be far away they could just be screwed and there was effectively nothing you could do about it. This has a greater impact the smaller the map is. You can mitigate this by keeping everything close, but I'm not sure that's an interesting choice gameplay wise. It makes sense that raiders would be seen coming from a greater distance than what the map represents. It doesn't need to be long, just a few hours would do, and the alert could be more vauge than the final card. "Hostile Drop pods sighted!" "Hostile ground force spotted!" etc.
4. When a pawn is being followed by a hostile animal or pawn, time should slow to the slowest rate when that entity has gotten within a certain distance that will still allow handling the situation. Currently it only triggers on aggro, and so a melee entity can time accel right into your pawn and then it's too late. This is really awkward and can happen by mistake very easily.
5. Moving lots of stuff: Set home area or stockpile, create caravan packing spot, create caravan, watch pawns pick up everything, cancel caravan, if using animals create an animal spot, manually click twice on every single animal to have them drop their stuff. <---- This should not be in the game as is, it's awful and you are incentivized to do it. There are mods that soften this up, allowing pawns to haul their weight capacity and such, but that's not the only problem with caravan packing. If packing is canceled it cannot be resumed before unloading everything first, and so on, if the whole process doesn't happen fast enough mental breaks are incoming, pawns don't use their beds even when available, pawns who do have a mental break cannot be taken off the map. Caravan packing needs some serious adjustments.
1. Color coded mood bar, seriously just make that mod official. Someone with a mood so low that they are about to set fire to your antigrain warhead should not be represented by a slightly different shade of grey. Mood management is what everything else in the game revolves around, it should be crystal clear to the player at all times where they stand on this.
2. Luciferium need does not alert you until the pawn is going to go berserk, and at that point it's generally too late. Additionally I've seen pawns not take the drug when on a 5 day schedule. When the drug policy is instead set to take for addictions, I've seen pawns take it when their need bar is full.
3. Raids should (imo) alert you briefly *before* the raiders show up on the map. If you have a pawn or especially animals that happen to be far away they could just be screwed and there was effectively nothing you could do about it. This has a greater impact the smaller the map is. You can mitigate this by keeping everything close, but I'm not sure that's an interesting choice gameplay wise. It makes sense that raiders would be seen coming from a greater distance than what the map represents. It doesn't need to be long, just a few hours would do, and the alert could be more vauge than the final card. "Hostile Drop pods sighted!" "Hostile ground force spotted!" etc.
4. When a pawn is being followed by a hostile animal or pawn, time should slow to the slowest rate when that entity has gotten within a certain distance that will still allow handling the situation. Currently it only triggers on aggro, and so a melee entity can time accel right into your pawn and then it's too late. This is really awkward and can happen by mistake very easily.
5. Moving lots of stuff: Set home area or stockpile, create caravan packing spot, create caravan, watch pawns pick up everything, cancel caravan, if using animals create an animal spot, manually click twice on every single animal to have them drop their stuff. <---- This should not be in the game as is, it's awful and you are incentivized to do it. There are mods that soften this up, allowing pawns to haul their weight capacity and such, but that's not the only problem with caravan packing. If packing is canceled it cannot be resumed before unloading everything first, and so on, if the whole process doesn't happen fast enough mental breaks are incoming, pawns don't use their beds even when available, pawns who do have a mental break cannot be taken off the map. Caravan packing needs some serious adjustments.