RimWorld

RimWorld

Fun of the A18 update
I just had a colonist ( recently recruited raider ) throw a tantrum about being in a hieous envrioment. Her solution to the issue was to go destroy 35 herbal medicine. Now she is fine.
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Showing 1-8 of 8 comments
Well, I can't wait till I'll start having people throwing tantrums and going on murderous sprees because their toilet wasn't impressive enough (the 'wait' part is because we'll have to wait for all the fancy mods to get updated).
Yeah the slaughter animals and destroy items rages are really dangerous for colonies.

I get that emotional outbursts are part of the gameplay but when they start going for your med supplies and food supplies it just creates busywork.

It's not fun walling off most of your supplies of drugs/meds because some colonists can't help themselves.
Now they might go for your animals too it creates an even bigger headache.

The game is moving from a fun sims/colony combat game to a crisis management course where the only real solution is to never accept colonists prone to outbursts and only take on the "pure" colonists who don't break so easily.
Originally posted by Mad hatters in jeans:
Yeah the slaughter animals and destroy items rages are really dangerous for colonies.

I get that emotional outbursts are part of the gameplay but when they start going for your med supplies and food supplies it just creates busywork.

It's not fun walling off most of your supplies of drugs/meds because some colonists can't help themselves.
Now they might go for your animals too it creates an even bigger headache.

The game is moving from a fun sims/colony combat game to a crisis management course where the only real solution is to never accept colonists prone to outbursts and only take on the "pure" colonists who don't break so easily.
Well, there's also muredrous rage thing that is about a colonist picking some other colonist to tail and then ruthlessly and brutally murder. Might be a terrible thing, should it happen to your main enforcer (if you have one, of course), as those can be fairly difficult to stop at times.
I feel like this update is really only giving us what some mods have already done for us. Psychology mod has a whole bunch of new tantrum behavior.

My favorite is the "verbal abuse" one where your colonist seeks out another colonist and gives THEM negative thoughts.

I like the corpse one. They go dig up a corpse, dump it in the common room and then say "My work is done" and go back to making smokes.
some of the new breaks make little sense lol
Originally posted by Miradus:
I feel like this update is really only giving us what some mods have already done for us. Psychology mod has a whole bunch of new tantrum behavior.

My favorite is the "verbal abuse" one where your colonist seeks out another colonist and gives THEM negative thoughts.
Would've been fun if the other person who are being abused, when snapping (if the reason for their mental break was the verbal abuse), had a higher chance to respond to this particular pawn who has been abusing them, either through murder attempt, just a few punches, or even starting verbally abusing them.
Originally posted by Mad hatters in jeans:
Yeah the slaughter animals and destroy items rages are really dangerous for colonies.

I get that emotional outbursts are part of the gameplay but when they start going for your med supplies and food supplies it just creates busywork.

It's not fun walling off most of your supplies of drugs/meds because some colonists can't help themselves.
Now they might go for your animals too it creates an even bigger headache.

The game is moving from a fun sims/colony combat game to a crisis management course where the only real solution is to never accept colonists prone to outbursts and only take on the "pure" colonists who don't break so easily.
Nah real solution draft and beat the crazyies down before they break your stuff.

Originally posted by Sithis:
Originally posted by Miradus:
I feel like this update is really only giving us what some mods have already done for us. Psychology mod has a whole bunch of new tantrum behavior.

My favorite is the "verbal abuse" one where your colonist seeks out another colonist and gives THEM negative thoughts.
Would've been fun if the other person who are being abused, when snapping (if the reason for their mental break was the verbal abuse), had a higher chance to respond to this particular pawn who has been abusing them, either through murder attempt, just a few punches, or even starting verbally abusing them.
Welcome to being a dev with mod workshop you could have made up your mid to have this in the game 2 years before it was ever on steam and a moder mae a version you didn't like very much already by the time you get it in game. It starts to become a lame "simpsons did it first" running joke of game devolpment except its now "moders did it first." If I had a dollar for every time I saw a new good DLC for a game and some kid cried modders did it first I would be able to buy any DLC o nearth I wanted and still have enough for a new house. Just because a modder did it first doesn't mean much it being official means you no longer got wait weeks for it to be updated and more importly pyscology I am pretty sure is one of those big overide mods that makes the game load longer.
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Date Posted: Oct 25, 2017 @ 9:08pm
Posts: 8