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like you said, its about balance. if the caravan loading took that long, they wouldn't be used, and there would be no end of the complaints. if you want to incorporate something of the caravan loading without mods but better time usage, look up a video on the caravan trick.
I usually employ a dedicated hauler or two that basicially do nothing else but hauling. That saves up time for the other pawns to do their work. If a lot of items have to be hauled I put everybody on priortiy 1 and designate an area so everything gets done immediatly and I can have an eye on the pawns while doing so. It's a bit of work but more realistic imo. Like, your loggers go out and cut the wood and when they are done the colony helps pulling in the harvest. Like in a real life scenario.
Rimworld as game is very interesting, challenging and fun. However there are various mechanics where I'm constantly just asking "WHY?". And yes I know the basic answer => "Balance".
But some weird attempts to make a game somehow balanced can also create a lot of frustration. In the end you may always want to consider that if you would have more fun with Rimworld if certain annoying things were easier to deal with.
Do you really want to do carry work for the next two weeks after a raid happened? I doubt that. Do you want to sort through what items you actually need while they are outside rotting away? I doubt that.
So mods allow you to solve these questions. Also always consider that Rimworld is a single player game. You're not causing harm to anyone by changing certain aspects of the game. You're just adjusting it to better suit your playstyle.
Also you may think "that just makes the game to easy". There are also mods that introduce new challenges which makes the game harder again. You think the mechs are to easily defeated? Install combat extended and then feel free to cry about centipedes...
You want to have more challenging humanoid raids? You can add pirate factions that have pretty good equipment. How do you feel about fighting the "V.O.I.D"?
You can install Vanilla Factions Expanded: Mechanoids which adds a "Total War" mechanic that constantly has mech ships landing on the world map which you want to attack and destroy because if you don't the mech raids will become bigger and stronger and at some point when you encounter big raids of advanced centipedes and other nasty mechs you will likely lose even if you have the best gear available.
But from what I can tell, they are not picking up 'one', they are picking up 1 'stack'. *(ofc can be wrong)
I thought they were doing that too and it seemed inconsistent until i zoomed in and saw the quantities that were in each sprite, like, rice stacks to 75, if a single sprite has 75, they take it. if its less than, they rush around grabbing more rice until they have 75.
I think i'll try out the mod after i get more..... accustomed to the game.
I am doing tribal, nearly onto my 2nd winter, and i've lost 3 pawns >.>; I am not a good leader apparently.
how much does the mod jack it up by?
However weapons and armor will weigh a lot more and therefore you can carry less of them.
In some situations your pawn will only carry one item because for example a marine armor will weigh 50Kg and it might the max your pawn can carry.
if you have several clothing items weighing less than a kg then you will be able to carry more. Still as the items have certain sizes the bulk value will be maxed out at some point.
In the end, yes your pawns can carry more but it will be a lot more dynamic than the simple 75 piece stack of basic things like plants and one armor or weapon per run.
Same is true for example while building. Some stuff you can build near your stockpile and then just minimize it at and put it where you want it. But that's not possible when building for example a wall. Vanilla your builder/haulers can bring 1 stack of stones to the walls and your builders can then build them. Modded your one builder can basicially solo the wall and has not to walk back to the stockpile. While this is ofc nice as it saves heaps of times it completely screws over the balance of the game. While it usually takes 3 colonists (for example) and two days to build that wall, modded you can have it done with 1 colonist in 1 day.
https://steamcommunity.com/sharedfiles/filedetails/?id=1279012058
https://steamcommunity.com/sharedfiles/filedetails/?id=2034960453
https://steamcommunity.com/sharedfiles/filedetails/?id=1356838246
Caravan loading skirts the rules, because otherwise caravans would take days to load. It's purely a balance thing and gameplay reason why they can carry more stuff while making a caravan.
Then sometimes they grab 10 things, 5 items that belong in stockpile 1 and the other half in stock pile 2 on the other side of the base. They then proceed to drop 1 item at a time walking back and forth between stockpiles. Its a great mod but in a lot of cases it is inefficient.
only got vanilla, and no where near used to the games mechanics >.>;
That's why I haven't installed PUAH yet, as building the base around efficiency is part of it. But I keep coming back to the caravan example, they will unload up one berry and walk hours to the base, it makes no logical sense and I usually end up having to keep forcing them to unload otherwise valuable stuff stays on the muffalo for days. Stranded Alien Dawn handles it a bit better, they tend to pick up as much as they can up to their capacity limit, but that still seems only for stackable items, I think weapons and apparel they also haul one at a time.
A good vanilla way to make hauling less painful is to outsource it from your pawns to hauling animals or robots.
A dozen dogs or haulers make it a breeze.