RimWorld

RimWorld

Movement Speed and Farming Plots
When i hover with my mouse over the farming plots, it shows the movement Speed of 87% for Dirt, but when something is planted on them like corn or so the pawns move way slower?

Is there a way to determine the movespeeds of different plants without testing?

I was thinking of upgrading my defense with some "fields" to slow down enemies.
Or am i just seeing things and this is not what i notice at all?
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Showing 1-6 of 6 comments
Really not sure, I guess it'd make sense for crops to slow people a bit. Wonder if those would apply the "climb up" mechanic where only the first tile of blocker will slow. Assuming they even slow. You'd probably still be better off using mud patches, marshes or water for slowing people down regardless though. Rivers can make raids laughably easy.
Last edited by MadArtillery; Jan 27 @ 10:35am
Originally posted by MadArtillery:
Really not sure, I guess it'd make sense for crops to slow people a bit. Wonder if those would apply the "climb up" mechanic where only the first tile of blocker will slow. Assuming they even slow. You'd probably still be better off using mud patches, marshes or water for slowing people down regardless though. Rivers can make raids laughably easy.

If you are using a mod that allows you to add mud patches, marches or water tiles you might as well use a mod that adds barbed wire or something.
Originally posted by Garatgh Deloi:
Originally posted by MadArtillery:
Really not sure, I guess it'd make sense for crops to slow people a bit. Wonder if those would apply the "climb up" mechanic where only the first tile of blocker will slow. Assuming they even slow. You'd probably still be better off using mud patches, marshes or water for slowing people down regardless though. Rivers can make raids laughably easy.

If you are using a mod that allows you to add mud patches, marches or water tiles you might as well use a mod that adds barbed wire or something.
I don't do any of that. Build some walls around the map to encourage enemies to path through natural swamps and the like. Gives more time to do stuff like call in mechbosses or flesh beasts to deal with it. Gives you time to head over to the nearest one to defend at it as well. Easiest on hilly or mountainous maps of course.
Last edited by MadArtillery; Jan 27 @ 12:06pm
Originally posted by MadArtillery:
I don't do any of that. Build some walls around the map to encourage enemies to path through natural swamps and the like. Gives more time to do stuff like call in mechbosses or flesh beasts to deal with it. Gives you time to head over to the nearest one to defend at it as well. Easiest on hilly or mountainous maps of course.

Ahh i see. Designing the base around the available terrain rather then designing the terrain around the base. My apologies.
Originally posted by MadArtillery:
Really not sure, I guess it'd make sense for crops to slow people a bit. Wonder if those would apply the "climb up" mechanic where only the first tile of blocker will slow. Assuming they even slow. You'd probably still be better off using mud patches, marshes or water for slowing people down regardless though. Rivers can make raids laughably easy.

No it does not just on the first tile. Devilstrand is a good crop as far as i can tell. I can not verify it, but it slows down the movement by around 50%. I have a rather large patch of them and i recruited someone new and had to build his room on the other side of it, so he has to walk over it. That is how i really noticed it.
I have no Mud on my map and the Enemies are loving to breach walls by now, so it would not even be that easy to direct them to any special location often enough.
Astasia Jan 27 @ 12:49pm 
Originally posted by . -.-. .-.. .. .--. ... .:
Is there a way to determine the movespeeds of different plants without testing?

All crops should be the same (they all have a path cost of 14), trees are higher, flowers are lower (none?), IIRC. Some mods have plants that slow down more than normal, I don't think there is any easy way to see this in game.
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Date Posted: Jan 27 @ 9:57am
Posts: 6