Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Because you will have a new temporary settler and theoretically you could do it in ironman
and also to do for roleplay
How can you simply not get surgery without this colonist dying
or you can tear off the bionic parts
Don't get me wrong, it would be an awesome thing to see in the game. But it feels like something that would have to have its own game engine designed around it to work.
The idea of time travel in a strategy game just never worked out for me. Mostly because of what Grimzy said. Save file = time travel.
You can RP this yourself using a mod like Character Editor which allows you to save characters and import them into other saves. Make some sort of room in your base, maybe use cryptosleep caskets and/or some ship parts to make it expensive, make a save, then if things go wrong limit yourself to reloading to that save and import any characters you want to make the "time travel" trip. You can also use Character Editor to give them health conditions after they make the trip. There's a lot of fun to be had using various mods as tools to create your own rules and scenarios like this.
"...that could work...."
It's a cool notion, but I don't know how or why this "could work." Not saying it couldn't, but more info would definitely be needed. Even "making it look like it really worked" would not be easy at all no matter how many lies the game told you. :)
This is an interesting idea, but it's likely best for a game that's got gameplay structured around using/supporting it.
There have been some games that used time-travel as a plot-point or even connected to some kind of state-change of the current game, but I don't know of any dynamic "sandbox" games that use their own past game-state in that way. They're built for a dynamic environment supporting sandboxy "random progression" with user-choice (open world) sorts of features. It's a "no two game experiences are alike" kind of thing. In a linear kind of "adventure" game, respawning a level to be "like it was" is trivial as all the assets are "canned" anyway. No muss, no fuss, load the old assets with new dialogue/new stuffs and done.
Mechanically, for Rimworld, I think trying to get it to work would cause a modder to go nuts... Not a bunch of games allow mods to access that level of User front-end like that. Can a mod access an in-a-running-game command that forces the game to access a saved game file for info/data? Low level stuff like that isn't often opened up to be fiddled with, 'cause "reasons."
The "export colonist" technique Astasia posted above could be roleplayed like that, though.
Maybe some sort of generated "token" system that could contain current game info and could be read by "A Thing?" The token gets attached to the colonist who's being exported/imported and the "A Thing" can accept/read the changes and... does whatever it does?