RimWorld

RimWorld

DaetherX Jul 2, 2017 @ 6:59pm
Delayed start permanent effects?
I was wondering if there's a way to delay a permanent effect so that it starts after X days or something. There's different custom scenario's I want to try but I'd love a season/quadrum to get basic stuff up like a few rooms before the true suffering begins.
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Showing 1-8 of 8 comments
GuessMDK Jul 2, 2017 @ 7:34pm 
Just start on base builder, then once you're ready, change difficulty in game and start the event using the devtools. What do you plan on doing?
bigsengineer Jul 2, 2017 @ 7:36pm 
just dev mode in the building u want then as soon as u land
GuessMDK Jul 2, 2017 @ 7:41pm 
Originally posted by bigsengineer:
just dev mode in the building u want then as soon as u land
Oh yeah, that works too. Just pause at start then use godmode to build what you want need, then start the suffering.
DaetherX Jul 2, 2017 @ 10:47pm 
Originally posted by GuessMDK:
What do you plan on doing?

A long time ago I think it was Quill18 who did a perma-radiation type thing where if you're not under a roof/inside they get sicker and sicker. Maybe that for next colony. I'd want to build a simple barracks and freezer to begin with. Don't expect to last long even with the buildings from the start.

Currently, I'm doing a permanent eclipse but otherwise the default setup. Power is such a huge issue, so growing things hard, as is keeping a freezer going and other temp control. And after a handfull of days all the grass mass-died followed by the trees a couple days later, which don't leave wood when they die from lack of sun... so there went my fueled generators.

Before I did permanent flashstorms... but man was that annoying due to constant visual flashes and auditory booms.

Thanks for the advice, I'll look up devmode.
Last edited by DaetherX; Jul 2, 2017 @ 10:48pm
GuessMDK Jul 2, 2017 @ 10:58pm 
Toxic fallout would be a tough perma condition. No wood, or crops, but animals would still migrate in and then die, allowing you to collect them and eat them. Eclipse would be slightly easier, atleast you can go outside. Flashstorms just sound annoying. Isnt that a fire starter?
Astasia Jul 3, 2017 @ 12:04am 
It takes quite a while for toxic build-up to become a real issue, like 2-3 days outside straight. You have more than enough time to build a basic structure before it becomes serious. As far as extreme maps go it's one of the easier conditions, since animals still spawn in only to die, lots of free food (unless this was fixed in A17?), and the actual risk for your colonists is quite low.
DaetherX Jul 3, 2017 @ 12:10am 
LOL, yea. The game I did with flashstorms I built across a river from where the strikes were most of the time, though they occasionally happened elsewhere. I built outer-walls of stone, and I place 2 tiles wide stone walkways between crop fields to reduce speed of fire spread just in case.

IIRC: It all ended when most of my people were in the hospital... the last building still made of wood because I started a stone prison before that... and raiders came in and set the place on fire, killing all but one person in the blaze because they couldn't walk due to repeated mad animals & raids in rapid succession. The last person waited out the attack in the freezer, double-thick stone walls, with a protective stone barrier around the cooler heat exhaust so that couldn't be attacked. (I really do like my fortress-esque freezers. I plan to try and make joined hospitals/freezer forts in the future) He died from heat stroke the next day. Fell and couldn't get back up. RIP.

On the eclipse map I'm doing, I finally got geothermal which I ironically needed power to research due to advanced research station. Hopefully my power woes will somewhat lessen, as soon as I get the materials to make more. I think I'm a year into that game.
Last edited by DaetherX; Jul 3, 2017 @ 12:12am
bigsengineer Jul 3, 2017 @ 12:13am 
wind power>solar power anyway so eclipse not a big deel for power imo. bu crops would suck
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Date Posted: Jul 2, 2017 @ 6:59pm
Posts: 8