RimWorld

RimWorld

Project RimFactory Revived
OrigamiPaper 6. juni 2021 kl. 5:22
Too easy to abuse pullers - Balance suggestions
I think there may be a quite a bit of imbalance in this mod but I still find it super cool. However nothing seemed obviously overpowered to make me concerned enough to post until I started experimenting with pullers. I think the current implementation is too easy to abuse.

If you attach a puller to 2 zones you can basically vacuum up anything on the map by dragging the zone to anywhere on the map. Like a central collections zone and a global pulling zone that can potentially pull over the whole map. There is no limit to how large a storage space can be in rimworld and goes through doors so you aren't really limited by much.

In one case, a siege, I was able to gather unlimited resources (tons of packaged meals and metals, components etc.) from the drops. Turns out if you pull the drops they are supposed to use for mortars and the camp before the siege NPCs can touch them the game sends another wave of resources an infinite number of times until the siege NPCs starve or end up attacking.

I know exploits are really up for me to use or not (i.e. Rimworld can be made super boringly easy if you pick OP mods) and personally I reloaded and let the siege NPCs use the resources but I kind of think this indicates that pullers should have limits like a maximum distance or maximum input storage zone area limits. How hard would this be to implement? It could even be a feature other that could further differentiate different models of pullers other than pull speed (i.e. larger area limits).
Sidst redigeret af OrigamiPaper; 6. juni 2021 kl. 5:32
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1178472501 8. juni 2021 kl. 22:05 
The module of the industrial conveyor belt has a working distance linked to power consumption. Is that really good?
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