Instalar Steam
iniciar sesión
|
idioma
简体中文 (chino simplificado)
繁體中文 (chino tradicional)
日本語 (japonés)
한국어 (coreano)
ไทย (tailandés)
Български (búlgaro)
Čeština (checo)
Dansk (danés)
Deutsch (alemán)
English (inglés)
Español de Hispanoamérica
Ελληνικά (griego)
Français (francés)
Italiano
Bahasa Indonesia (indonesio)
Magyar (húngaro)
Nederlands (holandés)
Norsk (noruego)
Polski (polaco)
Português (Portugués de Portugal)
Português-Brasil (portugués de Brasil)
Română (rumano)
Русский (ruso)
Suomi (finés)
Svenska (sueco)
Türkçe (turco)
Tiếng Việt (vietnamita)
Українська (ucraniano)
Comunicar un error de traducción
https://steamcommunity.com/sharedfiles/filedetails/?id=2296557502
To install it hit the subscribe button on that mod's page, and then from the in-game main menu select mods to add it to your currently active mods.
There's even a mod to make that process easier to use
https://steamcommunity.com/sharedfiles/filedetails/?id=1507748539
Sometimes people just are not compatible. Also doing certain acts will make people hate eachother, like butchering humans, killing family members that show up in raids, harvesting organs.
Each mental break has a minimum and maximum time, minor ones are usually between 20000 and 60000 ticks (5 to 16 minutes), major vary widely with destructive ones being quite short. The longest ones are Psycho wondering (70000-90000 tick/20-25 minute) and catatonia (100000 to 300000 tick/30-80 minute). All mental breaks barring catatonia can be ended prematurely by arresting or beating the ♥♥♥♥ out of the colonist (this will yield relationship loss). This does have the downside of losing the +30 catharsis buff for completing a mental break, and arresting a pawn gives a mood loss.
Also once you arrest a pawn you do not need to recruit them again, you can just release them and they will rejoin.
On things that require time to build it is best to keep enough wort to fill your barrels on hand, but stored, and then just roll your beer production so you always have some finishing up. But anything that is advanced will take some time to make.
The are random. But you can add a rule to a scenario if you want them to come consistently.
When every colonist you have is downed or dead the game will roll for the event. But it is just a random chance.
To annoy you. Put your crop behind your walls to protect it is the only way.
Not in vanilla, you can use chunks to slow down enemies, you can also put a door behind your sandbag so that when enemies are close you can just step backwards and have the door shut.
You can also get an embrasure mod.
You can buy colonists from slavers, you can also rescue crash landed pawns and patch them up and they may choose to stay with you. However after a certain number of pawns is reached (dependant on story teller) they will always choose to leave you.
Your moral duty is to your colonists first!
There is no "hard" limit, but each story teller has a low, soft and critical cap for colonists, when you reach the soft cap the game will make recruiting harder on prisoners, you will get fewer slavers and crashlanded survivors, once you reach the critical cap the game will go out of its way to remove a few of your colonists. If you are below the low cap the game will try and give you more followers with events and slavers.
The caps are as follows
Cassandra/Pheobe 4/13/18
Randy 4/13/50
They will check to see if they could be eating right now when they are not currently working, but once they start doing a job they will stick to it until done. For short jobs like growing or cooking they will check a lot to see if they can skip out on work. But for longer jobs like tailoring they will probably stick to it until the schedule ends.
There a few guides on the workshop that have good modlists in them, also look through the top rated mods to see if anything strikes your fancy. The "Vanilla Expanded" series is a pretty guide suite of mods and is worth checking out once you get bored of regular vanilla.
Most mods are fine to drop in mid save, some will cause issues though. Check the mod description and it will usually list if it is not. If a mod adds a new faction then you will need the faction discovery mod for them to be added to your world without starting a new save.
Some mods add new storytellers.
I will post a collection of general decent mods for you to peruse in a moment. Also animals will get given a random name when a colonist bonds with them.
The only mods in this pack that change any game functionality are Smart Medicine and Smarter Construction.
These mods basically just give you better menu functionality or tools to view information you would already have available.
The work tab mod also lets you break apart jobs and set values for each part of the job (Eg separate priority for butcher and cook).
https://steamcommunity.com/sharedfiles/filedetails/?id=2420395426
This is the vanilla expanded mod suite. These mods are all quite well made and are some of the best available mods on the workshop.
https://steamcommunity.com/workshop/filedetails/?id=1884025115
Here is a collection of small mods that either add a little to the game, change vanilla functionality a little bit. Nothing in here will change the game up too drastically though, although Yayo Combat will make combat quite a bit more lethal if you don't use armour.
https://steamcommunity.com/workshop/filedetails/?id=2420403220
For anything that will change the game more drastically I would suggest thinking of what you want from a set of mods and then asking around for mods that specifically fit that sort of playthrough. It's best to build a focused collection of mods that work together rather than throwing everything and the kitchen sink in. Because load times and performance can tank quite badly.
Every mod will have a small impact on performance. However mods that run scripts will have the main impact you need to worry about. This can be from both small and large mods. In the initial QoL pack I posted there is a mod called Dubs performance analyser which can be used to check what mods are calling resources, it is very useful for working out what is causing performance loss.
Also while adding mods mid-save is well and good. Removing mods mid-save can cause issues, especially mods that add new content. While it is possible to drop mods during a playthrough you need to make sure that everything added by that mod is scrubbed from the save, including hedifs, which unless you know how to use devmode will be quite difficult. This is especially bad for removing mods that add new weapons or animals. So it is a very good idea to be judicious with what mods you include in a playthrough.
I got attacked by 6 raiders armed with melee only, no armor on them. I had 7 colonists, 1 with heavy smg, 1 shotgun and the rest with pistols, revolvers...now i have 5 colonists 1 of which is missing his left hand and right leg, 1 lost an eye and a right hand and that is with using what I call a killbox (metal wall square with entry on 1 side and a firing line on the other). How, just how am I suppose to fight them fairly or properly as u said it???
!!!Also thanks a lot to everybody that responded, this was super fast and helpful!!!
Otherwise no.
As for rooms, you could just use barracks instead, stuffing multiple people into one room. They won't like it as much but it's way more space efficient.
All mental breaks except Catatonic, Run Wild, and Gave Up will be ended by arresting them. Some breaks will end while they're being carried to the prison (like Tantrum or Murderous Rage) and so you can just undraft the pawn and they'll be fine, others will end when they're put into the prison for real.
Except for Run Wild and Gave Up, you don't need to Recruit them, you can just Release them and they'll rejoin with a -10 mood debuff for a few days.
For Gave Up in particular, while you can't just arrest and Release, they WILL rejoin you if you beat the ♥♥♥♥ out of them as they try to leave the map.
Rimworld is best described as a warcrime simulator.
The way to fight melee-only groups of enemies is to limit how many of them can attack you at once. Hold open a door and set your guys up on the other side of it, that way only a single enemy can attack you at once while all of yours can attack them.
Then it would be best to separate them, put them on different schedules. One works at night, other one works at day.
Take one of the pawns that you want to improve relationships with and either have someone beat the ♥♥♥♥ out of them or force them to OD on drugs, have the other one rescue him, repeat until the relationship is better and then swap the pawns over.
And yeah it will decay, but it pawns with high relation gain additional compatibility, so while they like eachother they will have a bunch of positive interactions.