RimWorld
Vanilla Outposts Expanded
suggestions for improvement.
can't guarantee the devs will see this or listen, but thought it might be helpful to create a thread for this.
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Ironhelm 21 dec. 2021 la 17:16 
consider allowing the player to select what the mining/farming/factory settlements send, instead of forcing them to be random/based on average skills. i really don't want to have to calculate mining output before sending out pawns to settle.
ProvoGo 24 dec. 2021 la 16:23 
you can select what they produce already
xRei 28 dec. 2021 la 1:53 
Updated:

Be careful with storytellers. I had a storyteller which focused on raiding and it seems to have caused my farming outpost to get raided 4+ times a quadrum. Switching to Randy seems to be helping with that.

My PC is kinda old though, so every time a raid is generated on an outpost I get 5-10 seconds of freezing while the map is being loaded.

Also, just a thought, but maybe defensive outposts' interception chance could be higher for raids coming to other outposts? The chance could scale with number of pawns.

For that matter, interception chance could scale with pawn count or shooting skill or combined sight % (more people = more scouts) for all raid types, whether main base or other outposts.
Editat ultima dată de xRei; 28 dec. 2021 la 5:24
Ham 6 ian. 2022 la 20:51 
Gunna throw out a couple suggestions for managing outposts since you have about 2 minutes to do anything with them when they're loaded for raids. Unlike the QA section suggests, your pawns are not totally self sufficient when in an outpost, whatever is done to suspend a pawn saves every detail, including their mood, food need and rest, as well as every injury, so given time an outpost would slowly be driven to mental breaks, starvation, etc etc. So i feel like at the very least pawns in an outpost should have all their non permanent injuries healed instantly when unloaded, and their general needs, food/recreation/sleep filled to reasonable levels.
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