RimWorld

RimWorld

°๖Blaze Feb 10, 2018 @ 7:59am
Anyone else think Stuff breaks down way way to often?
I feel like buildings break down way to often atleast one a day breaks down and half the time its the same damn ones
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Showing 1-15 of 18 comments
KrysisMode Feb 10, 2018 @ 8:04am 
All RNG and dicegods. There's a reason fluffy's breakdown mod in the workshop is popular, give it a gander sometime if the AI keeps breaking equipment too much for your sanity. Removes the event and puts up a maintence stat in everything instead.
easytarget (Banned) Feb 10, 2018 @ 8:06am 
The RNG I think is not in fact RNG at all is the fact I get a heatwave every summer w/o exception. Every, single, summer.
°๖Blaze Feb 10, 2018 @ 8:10am 
Originally posted by easytarget:
The RNG I think is not in fact RNG at all is the fact I get a heatwave every summer w/o exception. Every, single, summer.

I get voclanic winters nearly every summer i hardly have a Summer LOL
°๖Blaze Feb 10, 2018 @ 8:11am 
Originally posted by KrysisMode:
All RNG and dicegods. There's a reason fluffy's breakdown mod in the workshop is popular, give it a gander sometime if the AI keeps breaking equipment too much for your sanity. Removes the event and puts up a maintence stat in everything instead.

Yea i understandtheres alot of mods that balance the game better but i feel like it should be the devs doing it instead maintance sounds better than constant random break downs i literally had a heater i literally just built break down within 3 game hours
BlackSmokeDMax Feb 10, 2018 @ 10:46am 
Originally posted by KrysisMode:
All RNG and dicegods. There's a reason fluffy's breakdown mod in the workshop is popular, give it a gander sometime if the AI keeps breaking equipment too much for your sanity. Removes the event and puts up a maintence stat in everything instead.

It doesn't actually remove the event, it delays it. If you let your equipment get too far out of repair, it will still break down.

Btw, here is link to that mod:

http://steamcommunity.com/sharedfiles/filedetails/?id=726244033

Astasia Feb 10, 2018 @ 10:59am 
I can't play without Fluffy breakdowns, even though it tends to make things worse in big complex bases. Cause and effect is always better than RNG BS events.
Xero Feb 10, 2018 @ 2:08pm 
Originally posted by Astasia:
I can't play without Fluffy breakdowns, even though it tends to make things worse in big complex bases. Cause and effect is always better than RNG BS events.

How does it make it worse?
kingy10005 Feb 10, 2018 @ 3:18pm 
he probley means in large bases the builder will take alot of time fixing things and have very little time to build any thing unless you have more than one builder or / and not much stuff to repair in your base like a primitive play :)
Griggers Feb 10, 2018 @ 3:22pm 
If you have a lot of electric devices you will eventually have 1 pawn doing maintenance non stop.
So you trade the components sink for more work required.
And i noticed as well that eventually at late game you will build up a lot of components from all the mech raids.
Dufflebags Feb 10, 2018 @ 3:40pm 
I agree. There's not nearly enough component going around to afford evolution of your tech and all your pieces of equipment that seem to break down weekly/daily.
Last edited by Dufflebags; Feb 10, 2018 @ 3:42pm
kingy10005 Feb 10, 2018 @ 3:42pm 
just a note fluffy mod has a settings thingy you can change to your liking by the way on the rimworld settings mods can make them take longer to break down so your builder will only have to do it maintenance every few days or more or less you can choose ^^
as long as you keep up with the maintenance it wont break down but if you fail to keep it in good condision it will need a component to fix it
Last edited by kingy10005; Feb 10, 2018 @ 3:45pm
Dufflebags Feb 10, 2018 @ 3:45pm 
Mods are nice, but I agree this feels like a core problem. Between crafting/repairing/building there isn't nearly enough components.... I don't know what an appropriate fix would be but equipment breaking down less often feels like a decent solution. The only current answer to everything seems to be trade art for everything you need. Kind of a ♥♥♥♥♥♥ meta IMO.
kingy10005 Feb 10, 2018 @ 3:47pm 
you can get them from trading or raiding there bases or from other places plus if you have the time while getting a rare stone from a diffent part of the map you can make sure to mine all the steel from the area to then make the components just a thought :)
kingy10005 Feb 10, 2018 @ 3:48pm 
also melting down raiders weapons is a good way to get steel lots of crap weapons you will never use hehe
Dufflebags Feb 10, 2018 @ 3:53pm 
Originally posted by kingy10005:
also melting down raiders weapons is a good way to get steel lots of crap weapons you will never use hehe

Not worried about steel. More components. I do this already but the income still isn't enough. Plus risk vs reward. Sure I gain a few components from a raid but they destroy 'x' turrets or hurt/maim/kill 'x' colonists. You can't control raids anyway, but not really a relaible source. You can spend more than you gain easily just trying to survive.

The same applies for attacking another colony. You have to leave your own base exposed for a trip that lasts 'x' days and could very well kill 'x' of your own colonists in the process for an unknown yield. You might not even get that component or plasteel you wanted.
Last edited by Dufflebags; Feb 10, 2018 @ 3:53pm
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Date Posted: Feb 10, 2018 @ 7:59am
Posts: 18