RimWorld

RimWorld

Phienyx Jun 4, 2016 @ 1:11pm
Toxic Fallout
Ok, its bad enough there are things like eclipses that occur way too often and last way too long. Then we have toxic fallout that kills everything and makes it impossible for your colonists to be outside for anything without falling over from fallout poisoning. It lasts way to long and the effects f up your map entirely. This crap needs to be knocked off.
< >
Showing 1-15 of 41 comments
Slimane Jun 4, 2016 @ 1:27pm 
Fire is pretty ridiculous too. I had a single warg kill two boomrats during my first night and now my entire map is on fire... Completely ridiculous. Now I only have to restart and randomize new colonists for 1 hour before I get a decent group again.
CotaMats Jun 4, 2016 @ 1:36pm 
The biggest reason it occurs too often is because there is not enough events to pick off of.
Phienyx Jun 4, 2016 @ 2:44pm 
Originally posted by Cheap-Elixir:
The biggest reason it occurs too often is because there is not enough events to pick off of.
In which case the temp solution would proabably be to lower the overall ocurrances.
Kirinya Jun 4, 2016 @ 3:17pm 
Why not use the "Prepare Carefully" mod to build exactly the group of colonists you want to start with?
Also, why not stop the toxic fallout with the Dev console if you don't like it? Many people do, but there is no shame in not liking some and just quitting them - I personally hate the beavers and delete them when they haunt my map :)
Slimane Jun 4, 2016 @ 5:17pm 
Originally posted by Kirinya:
Why not use the "Prepare Carefully" mod to build exactly the group of colonists you want to start with?
Also, why not stop the toxic fallout with the Dev console if you don't like it? Many people do, but there is no shame in not liking some and just quitting them - I personally hate the beavers and delete them when they haunt my map :)

Using mods and editing the game sometimes feels "cheaty". I like to play the game the way the dev intended it. But I sometimes use mods that add content or make the game more challenging.
RemingtonRyder Jun 4, 2016 @ 5:59pm 
Using mods in RimWorld isn't really as cheaty as you might think.

For example, the default raid generation essentially works by looking at how many colonists you have and how wealthy the colony is in terms of buildings and wealth, then multiplying that by the challenge rating. There is some manipulation of this point value at higher values but essentially while your colony can get richer and richer, its colonists can be debilitatingly injured or ill and still count as a healthy '1' for the calculation.

That's why sometimes the storyteller just seems to throw impossible situations at you - you've acquired wealth but wealth ultimately makes you a target, and even if you somehow survive the next raid, what that does is increase your wealth a little bit more what with all the gear you acquire from the dead.

Mods can change that and more.
Last edited by RemingtonRyder; Jun 4, 2016 @ 6:00pm
A_buckyo Bro Jun 6, 2016 @ 10:02am 
I think if you had any sort of mods that gave you things or made it easier then well you have issues and need to learn more before going into a world..........Also I believe that when you enter a world you can keep clicking through the crew selection untill you find a group suitable enouph unless they took that out.......................Sorry if anythings misspelled I have spelling issues on keyboard.
Half Phased Jun 6, 2016 @ 11:42am 
Originally posted by Phienyx:
Ok, its bad enough there are things like eclipses that occur way too often and last way too long. Then we have toxic fallout that kills everything and makes it impossible for your colonists to be outside for anything without falling over from fallout poisoning. It lasts way to long and the effects f up your map entirely. This crap needs to be knocked off.

Indoor Hydroponics? Large scale freezers? Recovery of nutritous material from poor suckers unfriednly visitors? There's tons of ways to survive toxic fallout, it's by no means a bad thing, just stay indoors for a few months. It's actually quite useful, as combined with rain it can clear the map of debris and provide a huge performance boost to late game colonies.

The only issue occurs when you have grazing animals without an indoor pasture. Solar eclipses I will admit are annoying and solar flares need to go permanently, due to the fact that it completely kills your hydroponics.
Slimane Jun 6, 2016 @ 12:52pm 
Originally posted by Destructively Phased:
Originally posted by Phienyx:
Ok, its bad enough there are things like eclipses that occur way too often and last way too long. Then we have toxic fallout that kills everything and makes it impossible for your colonists to be outside for anything without falling over from fallout poisoning. It lasts way to long and the effects f up your map entirely. This crap needs to be knocked off.

Indoor Hydroponics? Large scale freezers? Recovery of nutritous material from poor suckers unfriednly visitors? There's tons of ways to survive toxic fallout, it's by no means a bad thing, just stay indoors for a few months. It's actually quite useful, as combined with rain it can clear the map of debris and provide a huge performance boost to late game colonies.

The only issue occurs when you have grazing animals without an indoor pasture. Solar eclipses I will admit are annoying and solar flares need to go permanently, due to the fact that it completely kills your hydroponics.

"It's not that bad, just stay in doors for a few months" Right because that sounds wonderful... I already have 3 colonists with muscle parasites that have been using medicine and being useless for at least a month. What kind of fun do you have in this game locking all your guys inside for MONTHS?

It's completely ridiculous a lot of these disasters need work. Have something more dynamic then "stay inside and fast forward for a year". Same thing for diseases... Why does a year last 60 days but my guy has been sick for nearly 30? The durations of most stuff in this game are ridiculous. And im only playing in rough classic.
Last edited by Slimane; Jun 6, 2016 @ 12:52pm
dogthinker Jun 19, 2016 @ 5:02am 
The toxic cloud is one of my favourite events. I find events which force you to adapt to the change in circumstances, rather than just being a minor inconvenience, to be the most interesting.
herr_dechse Jun 19, 2016 @ 2:45pm 
Originally posted by dogthinker:
The toxic cloud is one of my favourite events. I find events which force you to adapt to the change in circumstances, rather than just being a minor inconvenience, to be the most interesting.
I had it in my first game and loved it too. Its an amazing event.
BlackSmokeDMax Jun 19, 2016 @ 2:49pm 
A bit more advanced playing of Toxic fallout is you can have colonists outside, they just need to be under a roof. Playing around with enclosing areas and then roofing/unroofing them will allow all kinds of paths if done properly. You can have roofs extend 6 squares away from walls I believe, so just plan properly - that is before the fallout happens!
Last edited by BlackSmokeDMax; Jun 19, 2016 @ 2:50pm
Phoenix Jun 20, 2016 @ 10:19pm 
Suggestion:
1. Build an indoor colony
2. Build a sun lamp
3. Click the sun lamp and then click "Create growing zone" This will create a growing zone around the sun lamp.
4. Build walls around it and a door to enter it.
5. Depending on environment, build heaters/AC.
6. Profit.

I do this on all games now, because the sun lamp lights 24/7, so your food is constantly growing, even at night.

Usually it ends up being a 7x7 room with the corners not being hit by the sun lamp. (I build the heaters on these parts). It eats up a good amount of power, but its worth it. Also, make sure there's a roof over it. Sun lamps will explode if they get rained on. (You basically build an indoor greenhouse).
Last edited by Phoenix; Jun 20, 2016 @ 10:20pm
Half Phased Jun 20, 2016 @ 11:32pm 
Originally posted by Phoenix:
Suggestion:
1. Build an indoor colony
2. Build a sun lamp
3. Click the sun lamp and then click "Create growing zone" This will create a growing zone around the sun lamp.
4. Build walls around it and a door to enter it.
5. Depending on environment, build heaters/AC.
6. Profit.

I do this on all games now, because the sun lamp lights 24/7, so your food is constantly growing, even at night.

Usually it ends up being a 7x7 room with the corners not being hit by the sun lamp. (I build the heaters on these parts). It eats up a good amount of power, but its worth it. Also, make sure there's a roof over it. Sun lamps will explode if they get rained on. (You basically build an indoor greenhouse).

Plants are actually coded to have a down time. If you click on them at night you'll see resting. The advantage of a sun lamp is that when the plants stop resting they can start growing at max rate, unlike outside where the rate slowly builds up. Also climate controlled environments help plants grow faster as extreme cold/heat reduces growth rate.

Corn is pretty much the best food crop to grow outside, but only on rich soil. Rice is the best hydroponic crop.
Diarmuhnd Jun 21, 2016 @ 8:06am 
RimWorld has ALLWAYS been a game of brutal failure.
Succeeding inspite of that adversity makes many playeres bask in a sense of accomplishment.

However, the community that has grown around RimWorld have made some awesome mods.
I am confident, that more than a few mods will be available for those players who wish to ahve a less brutal experience while playing. For the rest of us... we are looking forward to mods that make it even more brutal & hardcore ! >'."<
< >
Showing 1-15 of 41 comments
Per page: 1530 50

Date Posted: Jun 4, 2016 @ 1:11pm
Posts: 41