RimWorld

RimWorld

Vanilla Patches
ThatHitmann  [developer] 6 Sep, 2024 @ 5:57pm
Suggestions
This mod has a lot of room for new suggestions, so drop them here!

Remember, this is not intended to add significant new content or mechanics. Just little tweaks to flesh out Rimworld.
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Showing 1-6 of 6 comments
versus 9 Sep, 2024 @ 11:03am 
Speaking of royal pawns not being upset with temporary renovations:

Pawns with apparel requirements (royal or ideoligion) don't get negative moodlets if they aren't fulfilled, as long as they were fulfilled recently and they aren't jealous or whatever. For example, they don't mind wearing a helmet instead of another hat or a flak jacket instead of a lab coat for some amount of time, or perhaps as long as enemies are on the map.

Perhaps pawns with royal apparel requirements above a certain rank would keep those requirements anyway?
Last edited by versus; 9 Sep, 2024 @ 11:03am
ItsKairoKay 9 Sep, 2024 @ 1:33pm 
Honestly if possible i would like for there to be caravan schedules, something i really dislike with caravans is that they tend to not synergize with the darkness precept so often if you don't pay attention you may raid a site during the day and most likely just die because well all your pawns had a massive stat debuff.

if this is not possible a minor nitpick with raids especially early game is the term "group" being used for like one person lol
ThatHitmann  [developer] 9 Sep, 2024 @ 7:18pm 
Originally posted by Wolf653:
Honestly if possible i would like for there to be caravan schedules, something i really dislike with caravans is that they tend to not synergize with the darkness precept so often if you don't pay attention you may raid a site during the day and most likely just die because well all your pawns had a massive stat debuff.

if this is not possible a minor nitpick with raids especially early game is the term "group" being used for like one person lol

Great idea. Sadly the manually-controlled schedules would have been a bit too difficult, but I managed to get something similar. Caravans will now travel at night if most of the pawns in them have the "Darkness" precept or "Night Owl" trait. :)
Yoann 10 Sep, 2024 @ 7:19am 
About caravan, it would be convenient to have the pawns continue to travel after the schedule if they are about to reach one player colony (if pawns are not exhausted). I mean, who stop for the night in the wild few hours before reach home?
WJSabey 12 Oct, 2024 @ 1:54am 
One thing I really wish the game had is that pawns should choose to go for walks more often if their "outside" need is low. It's ridiculous that they ♥♥♥♥♥ about being inside too long when they chose to take their rec time inside instead of outside. It might be overly complicated to tell if for example the horseshow pin or chess table are outside, but should be simple enough to increase the weight for the "going for a walk", "cloudwatching" and "stargazing" rec types the lower the outside need is, right?
ThatHitmann  [developer] 12 Oct, 2024 @ 2:10pm 
Originally posted by WJSabey:
One thing I really wish the game had is that pawns should choose to go for walks more often if their "outside" need is low. It's ridiculous that they ♥♥♥♥♥ about being inside too long when they chose to take their rec time inside instead of outside. It might be overly complicated to tell if for example the horseshow pin or chess table are outside, but should be simple enough to increase the weight for the "going for a walk", "cloudwatching" and "stargazing" rec types the lower the outside need is, right?

I did consider doing that, but that would require rebuilding a bit of the thought framework. The Common Sense mod already does exactly that, so I'd recommend you get that mod instead. It's a fantastic mod anyway, and is very configurable if you just want that feature.
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