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I swear that's one of the most annoying mechanics of rimworld imho. For gods sake, you're going to bleed out unless you bandage yourself. Nope no can do ... I have a tragic backstory where I am a vengeful child and thus aren't willing to do any caring stuff including medical stuff that would save my own body from bleeding out. RIP
Now tragic backstories that provide heavy disabilities aren't bad. That's actually a great storytelling opportunity, what is annoying is that they 'can never change'. They never learn or grow out of their bad habits. Pawns do not develop as a character. They are fixed in stone representations of who they were and not of who they are becoming.
Imho work types shouldn't be disabled but you as a player should be heavily discouraged to ever use a pawn that has a work type 'disability' instead.
That pawn that hates doing dumb labor. Yeah they're going to work at 25% of the normal pawn speed. Completely unpractical and you're likely to just use another pawn instead if given the chance, but they CAN do it.
Pawn doesn't want to do hauling cause they were a model on a glitterworld? Too bad, she's just going to suck at it with a mood debuff while walking at half speed carrying stuff instead. Again more reason to not have her do it and opt for other pawns instead.
Pawn has social disability? That's fine, they're just going to suffer mood debuffs everytime they have to interact.
But ... and I stress but ... all of these things should be able to be overcome with persistence and character growth. Eventually the model should figure out that her life as a model is over, it's about survival on the rim. She can't be dilly daddling the whole time. The socially awkward kid that can't socialize may realize it's not so bad and she just needs to get out of her shell.
A similar system to how child growth happens should be applied to pawns that have serious disabilities. Instead of child growth it should be 'character growth'. Everytime they have to do a job they hate, they will suffer some penalty but if you can manage to keep their mood high enough while working them through their disability, eventually they will have a character growth moment and overcome their limitation.
I think that would be an amazing improvement to character storytelling.
Agreed, would love to see character development like that added. It's always been so weird to me that the base game has a perfect way to represent this kind of hated work via the mood system, but doesn't use it. Ok, you're an ex-starlet from a glitterworld and never used to have to carry heavy stuff, that doesn't mean you're physically incapable of carrying anything, ever, for any reason, including to avoid imminent death, it means doing so makes you really annoyed, maybe even to the point of having a breakdown over it. The game already models this exactly. Even with more traumatic backgrounds, like they were in a terrible fire in childhood and now have a phobia of fighting fires, that doesn't mean their necessarily completely physically unable to even try. They can try it, and due to the huge mood debuff, they might be overwhelmed by fear and be unable to do it. Which is modeled perfectly by having a high chance to have a mental break. And that struggle to overcome their trauma to survive is great Rimworld storytelling. Having them be able to grow over time and permanently conquer their fears would make that even richer storytelling.
BTW, maybe you already know it, but Pawns are Capable does actually do that for dumb labor tasks - not only are they unhappy about it, they are also very slow when made to do it (50%, iirc). It works so well, because you still can't feasibly assign them it all the time, but you avoid the dumb "Death before carrying small objects 10 feet!" thing.
Yeah I'm aware. I just wish Tynan implemented a proper system for character growth / development instead. I really do enjoy the 'story' part of rimworld and I think there's so much potential there to be explored that is left untapped.
Good point, I really like the storytelling aspect too, and wish more systems like that to support it were added. I imagine a system of dynamic capabilities like that could also go the other way too - adding hated tasks related to stuff that happens to them in game. Gave themselves food poisoning three times in a row? Maybe they start hating cooking. Had to stay up all night to finish a prioritized crafting job too many times in a row? Maybe they start to hate it. Things like that would be awesome, too.
Could have it effect passions too. Pawns that never get a chance to do art could have a chance to loose passion for it. A Pawn with no passion for research, but who has to do loads of it could either discover a passion for it, or go the other way a decide they really hate it. I think that would do a lot to make them feel more human.
Very happy to report that as of today my 462 mods are now local. Game loads and runs logged-in or out of Steam. Locked down and ready for the storm. Just need that 1.4.3901 to go beta.
2 - Modders will update pretty quickly
Ahhh..."local" to me means in the \steamapps\common\RimWorld\Mods folder where they will not be updated automatically by Steam. In contrast, mods files in \steamapps\workshop\content\294100 will update automatically. Though "local" is used widely in Rimworld discussions, it doesn't differentiate a save location , but rather the update authority: you (local) or Steam.