RimWorld

RimWorld

Woolf Oct 28, 2018 @ 2:13pm
Quest rewards are too wild and need reworking.
Do you guys feel like many quest rewards are absolutely useless and even ridiculous? A gold sculpture is perfectly ok but who would want a gold miniturret? or a silver simple helmet(excellent)? I think that it should be obvious for almost everyone living on rimworld what is precious, archotech artifacts, archotech equipments( infinite chem reactor etc.), precious minerals or exotic living stock ( elephants or thrumbro). I am not charging into a 30 enemy guarded base to get a masterwork uranium chair (for what purpose??)
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Showing 16-27 of 27 comments
AquaX Oct 28, 2018 @ 4:28pm 
Well raiders faction is the only way to get more pawns beyond the assumed limit. I’m at 52 and wanting more XD.
Rio Oct 28, 2018 @ 4:31pm 
Originally posted by AquaX:
Well raiders faction is the only way to get more pawns beyond the assumed limit. I’m at 52 and wanting more XD.

All 52 in a single colony? I'd hate to see how big your raids are.
AquaX Oct 28, 2018 @ 4:51pm 
Not that bad since this file is more of how much I can push it now than anything. It survived from B18 and it’s already 30 game years has passed. I got loads of anti grain warheads and a massive kill box for them.
Chibi Life Oct 28, 2018 @ 5:24pm 
Originally posted by AquaX:
Well raiders faction is the only way to get more pawns beyond the assumed limit. I’m at 52 and wanting more XD.

I have trouble getting large colonies cuz I won't accept people who are:

Pyromaniac, Ugly/Staggeringly Ugly, refuses to do labor, hates violence, bloodlust

I had an ugly/staggeringly ugly colonist before and all they did was get into social fights it was stupid. I'll accept a hates violence colonist or 2 if they really except in a certain area like cooking / medicine.

But lately all I seem to get are no labor or no violence...
Stormsong Oct 28, 2018 @ 5:29pm 
Originally posted by Mistress of Boredom:
Originally posted by AquaX:
Well raiders faction is the only way to get more pawns beyond the assumed limit. I’m at 52 and wanting more XD.

I have trouble getting large colonies cuz I won't accept people who are:

Pyromaniac, Ugly/Staggeringly Ugly, refuses to do labor, hates violence, bloodlust

I had an ugly/staggeringly ugly colonist before and all they did was get into social fights it was stupid. I'll accept a hates violence colonist or 2 if they really except in a certain area like cooking / medicine.

But lately all I seem to get are no labor or no violence...
Before turning down all non-laborers wholesale, see if you could make them scientists! If there's nothing to do and they won't do the basic hauling and cleaning then their faces will be buried in the lab, which ain't a bad deal, especially for a tribe.

EDIT: unless by no labor you mean no dumb AND no skilled. ♥♥♥♥ those people.
Last edited by Stormsong; Oct 28, 2018 @ 5:32pm
Rio Oct 28, 2018 @ 5:30pm 
Originally posted by Mistress of Boredom:
Originally posted by AquaX:
Well raiders faction is the only way to get more pawns beyond the assumed limit. I’m at 52 and wanting more XD.

I have trouble getting large colonies cuz I won't accept people who are:

Pyromaniac, Ugly/Staggeringly Ugly, refuses to do labor, hates violence, bloodlust

I had an ugly/staggeringly ugly colonist before and all they did was get into social fights it was stupid. I'll accept a hates violence colonist or 2 if they really except in a certain area like cooking / medicine.

But lately all I seem to get are no labor or no violence...

no violence is great for a craft person. Keeping them out of battle means your guys always have good or better quality stuff. Pyro isn't bad unless your base is made of wood or you have too few people to fight a fire.
AquaX Oct 28, 2018 @ 5:46pm 
Well I found a somewhat way to counter ppl w mental issues from occurring. The game can only target 1-2 ppl at a time and throw them into a mental state.

But I can avoid most of it because I got 3 old animals w dementia. So the game keeps triggering them to wander around and be forgetful allowing my other pawns to do their job and be free. Also they are super old, their as old as the colony XD.
Rio Oct 28, 2018 @ 5:51pm 
Originally posted by AquaX:
Well I found a somewhat way to counter ppl w mental issues from occurring. The game can only target 1-2 ppl at a time and throw them into a mental state.

But I can avoid most of it because I got 3 old animals w dementia. So the game keeps triggering them to wander around and be forgetful allowing my other pawns to do their job and be free. Also they are super old, their as old as the colony XD.

Get some young turtles and be set forever? I think toxic fallout can cause dementia, just let them get hit by it each time and not die. They can even eat most anything.
AquaX Oct 28, 2018 @ 5:56pm 
Originally posted by The Devil's in the details:
Originally posted by AquaX:
Well I found a somewhat way to counter ppl w mental issues from occurring. The game can only target 1-2 ppl at a time and throw them into a mental state.

But I can avoid most of it because I got 3 old animals w dementia. So the game keeps triggering them to wander around and be forgetful allowing my other pawns to do their job and be free. Also they are super old, their as old as the colony XD.

Get some young turtles and be set forever? I think toxic fallout can cause dementia, just let them get hit by it each time and not die. They can even eat most anything.
They can’t be young. To get an animal w dementia, you need an animal that has past their life expectancy. Most animals last around 12 years with every year after having worst medical issues. Most of my old animals have bad back, dementia and 1-3 other issues. They are the few animals I let wander around my living quarters. They earned their retirement and reproduce XD.
Rio Oct 28, 2018 @ 5:58pm 
Originally posted by AquaX:
Originally posted by The Devil's in the details:

Get some young turtles and be set forever? I think toxic fallout can cause dementia, just let them get hit by it each time and not die. They can even eat most anything.
They can’t be young. To get an animal w dementia, you need an animal that has past their life expectancy. Most animals last around 12 years with every year after having worst medical issues. Most of my old animals have bad back, dementia and 1-3 other issues. They are the few animals I let wander around my living quarters. They earned their retirement and reproduce XD.

Pretty sure I've had colonist get demential from toxic fallout reaching moderate or worse. It was rare though.
Stormsong Oct 28, 2018 @ 6:35pm 
Originally posted by The Devil's in the details:
Originally posted by AquaX:
They can’t be young. To get an animal w dementia, you need an animal that has past their life expectancy. Most animals last around 12 years with every year after having worst medical issues. Most of my old animals have bad back, dementia and 1-3 other issues. They are the few animals I let wander around my living quarters. They earned their retirement and reproduce XD.

Pretty sure I've had colonist get demential from toxic fallout reaching moderate or worse. It was rare though.
Can confirm this is possible, think they're at risk starting with "Serious."
Last edited by Stormsong; Oct 28, 2018 @ 6:35pm
AquaX Oct 28, 2018 @ 10:58pm 
Well if you can juggle 3-4 animals to be in serious condition long enough to get dementia, then your set. Note you want the animals to be big enough to avoid being mauled by other predators. Just expect the yellow ping to occur a lot. My old husky, megasloth, alpaca pings it so much it can be annoying sometimes. With this my 3 pyromanics has maybe 1-3 burning spree a year and thats pushing it. There are a few other mental breaks but unless i did something stupid to make a pawn snap, they rarely have a binge/spree. Give or take 70-80pct are animal being dazed, the rest either a food/drug binge and fire spree.
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Date Posted: Oct 28, 2018 @ 2:13pm
Posts: 27