This mod conflicts with Androids mod, all androids act as babies even though some of them are biologically over a century old. This didn't happen in 1.0, atleast not this severe, back them people with childcare jobs would carry androids to cribs though.
There are still more the 20 leather type, and mods could add more too. I want the opposite, less leather types , Light, medium,heavy are enough ! :-)
I don't understand this either, to me it seems nothing has been solved, the people who wanted simple leather still have 20 types and the people who like a million leather types now have too few. A couple of animals have unique leather while others don't for some arbitrary reason.
Cowboy hat making used to be much more enjoyable when I could specify exactly what type of animal hide I wanted to use. Could somebody make a mod that reverts back the old leather system, I loved leather spam with patchleather mod.
I think a major problem with current faction bases is the fact they’re very small. If you manually generate a faction base and use a big plot of land like 4x a regular faction base they start to become more interesting.
Pasture fence: basic fence line with a couple lines of barbed wire to keep animals from getting out, moderatly slows down pawns trying to pass it and has a small chance of damaging clothing/giving small cuts. (wood and steel)
Barbed wire: Intertwined lines of thick barbed wire meant to stop humans from passing through, slows down pawns a lot and has a high chance of damaging clothing/giving cuts. (wood and more steel than pasture fence)
Thing is this would require raider ai to be improved so they either bomb the barbed wire in advance with mortars or cut it using wirecutters while under coverfire from some friends and perhaps a smokescreen. Large centipedes would just bulldoze over it and scythers would probably cut it up quickly with their blades.
Mortar hits on the mountain could cause small chunks of rock to cave in, would still give more protection from mortars than being outside but not entirely immortal.
About raids it might be usefull to see why historically killzones became outdated and switched to lighter temporary defenses.
-Cannons became big enough to blow up forts, so a well executed artillery/mortar barrage would fit this criteria ingame.
-Mobile armored gun platforms in the form of assault guns and tanks shook up the battlefield being able to sustain fire and return devastating counter fire on stationary positions. Some sort of armored tank unit combined with raiders could fill this roll.
The main reason killboxes work still however is simple, the raider ai is unable to recognise a killbox for what it is, I would think a system where raiders remember where most of their team was killed and what killed them could help them but I have no knowledge of coding ai.
Unfortunatly for all of us posting in this thread, the fact we almost all have different priorities on what should be added to the game for completion means it’s likely non of it will be added. Only a feature that would’ve resonated with half the community could have had a chance.
But hey, look on the bright side, if Rimworld stops getting large modbreaking updates then we might see a large boom in new mods that will adress our wishes.
People have a distorted view of PTSD following things like war service and what I would imagine living on a rim-colony. They think the horrific things they’ve witnessed are the main cause of PTSD, which is true in some cases, mainly women/men being raped. The thing is, soldiers, and I would assume rimworld colonists devellop a very tight bond of trust between each other in these dangerous situations and when they return to normal life they quickly find out the world and people around them and their natural behaviour is usually very arogant, hypocritic, egoistic, greedy, deceitfull, you name it. This causes severe alienation of the individuall from the rest of society leading to depression, substance abuse and suicide.