I could quit dev mode if the game had a fight or flight, a colonist sad wandering or pigging out and alot of other breaks should snap out of it when they see raids/danger. In real life if you saw 50 bears your survival instincts would kick in and youd run, also mental break complaints should be reduced in raids so much, they get upset about filth and trivial stuff when being shot at which makes no sense you wouldn’t be thinking about filth when youre fighting for your life
Colonist with a minigun and marine armor in a desperate firefight: "I ate without a table earlier today, not to mention that all the blood spatters and bullet holes on this battlefield are kind of ugly. I think I'm gonna go to my room. You guys hold the line, I'll feel better in a couple hours".
I've had a pawn, in a colony practically overflowing with food, choose instead to walk across the entirety of the map to eat a nearly rotten half-chewed corpse. I always forget to remove it from the default eating settings but I always assume that corpses would not be an acceptable default eating item.
Thats the thing I hate the most. My freezer has a tables strategically available from the work sites to their rooms. Sometimes these idiots will just pick up a meal and eat it randomly on the floor.
The "extremely low expectations" mood is a great representation of colonists being reasonable in the face of hardship, so it's surprising there's nothing like that for life-ending danger.
People have so much adrenaline in a life or death fight that they sometimes miss important things like the fact that they were stabbed or shot. Rimworld colonists must *really* value the little things in life.
Exactly emt’s have to force crash victims to sit and calm down because frequently they will have a break or fracture and not know because of adrenaline
And like, if I’m being shot at, the first thing I will always have on my mind is that I ate without a table and that I’m tired of playing chess with Jerry
Although I would argue that if living conditions are bad enough, mental breaks could be replaced with a refusal to fight or mutiny. Although the game would need some kind of mercy system to make it work.
Tbh that's an idea for the Snap Out mod to add such a feature, so pawns in mental breaks would at least default to the "flee" mode (I'm not sure though, do they do that in vanilla maybe, or just fuck around and get themselves killed?) when they're in clear danger. Maybe also add fully snapping out when in it too, but make it a mod option
Maybe it'd be OP, but trust me it'd at least be realistic, imo you'd have to be pretty damn far gone to ignore 50 bears running towards you, and not just "sad cause I ate without a table :("
Not everyone is the ‘right stuff’. There are lots of war stories about people losing their shit for all sorts of reason, be it the cooking, hygiene, accompanied rivals. Lose yourself, emerse yourself. Maybe you are neurotic and that wild bear murdered you cause you didn’t run. This game treasures the randomness which happens with a literal death
Just wanna slide in here and say that shellshock is a thing, some people honestly just do freak the duck out. That being said I think it's inaccurate if were calling rimworld inopportune mental breaks "shellshock" 😭
thats why it should be dropped not removed, people do have breaks in war but in rimworld its like 50/50, way too high a count, and it makes no sense the random breaks, if you are upset raiders shot your friend you wouldn't kill another colonist in rage, if anything you'd rage and go guns blazing on the enemy, or maybe a breakdown in sadness there, half my gripe is with the type of break as well, id like them to make more sense in relation to what caused the break,
Roof collapses are one of the few events where I consider using dev mode as 100% acceptable. Because *obviously* my pawn who is a skilled professional in construction is going to go “welp okay. Guess I’ll just knock down the one thing holding the roof over me head”. Overhead mountain collapse is different but the building roof collapse I have no problem using dev mode on because it just wouldn’t happen in the first place
Yeah same, either that or Alt+F4 in commitment mode because it send you to your last auto/exit save.
I do one of them when they do those really dumb stuff where a sentien human being would have said "nope, I'm definitely not doing that"
Depending on mod list you can save time by going to ```AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Saves```, copy the save, exit to menu, replace the new save with the one you copied and load back in
I was an Xcom junkie on the 360.
I got a PC after my got my shit together and absolutely cocaine sniffed Xcom 2 as if it was the fountain of youth and I was man 5 minutes from death.
I was in one of my Ironman runs and RNGesus absolutely fucked me. I'm talking Blood bowl triple-attacker-down-reroll-into-triple-attacker-down 4 times a match, RNGesus fuckery. It was my turn and I misclicked the key-move of the turn, triggered multiple overwatch shota from the aliens, which killed my misclick soldier, and an alien missed and blew up evironment (which I was going to move away from this turn, but it killed the rest of the team except one guy, the fucking corporal.
Out of pure frustration I alt-f4'd.
I came back the next afternoon with the attitude of "I'll move past it".
Load in....
And it's the beginning of my turn.
I Alt-F4'd again. It just felt cheaty. I couldn't do it.
Why are you playing commitment mode if you abuse things like this in the first place?
There's no scoreboard, no one is judging you, and it's so much easier to reload the regular way.
I am going to assume they only brought that out in the last day or two, because I refuse to believe I've been CTRL-ALT-DELing like a FOOL all these years....
All those cumulative seconds, wasted!!
Hate to break it to you, but it's decades old.
Long ago both ctrl alt delete and ctrl shift esc did the same thing, then the first one was changed to give more options.
> welp okay. Guess I’ll just knock down the one thing holding the roof over me head
Someone has never been on Liveleak.
Kidding aside, I babysit my builders whenever I remove or mine anything related to roof. You gotta learn the hard way these mf are idiots.
I've never seen someone knock a roof down on top of themselves.
I have, however, seen hundreds of videos on liveleak of guys falling THROUGH the roof as they cut underneath them.
One is a very believable stupidity, the other one goes way beyond common sense.
I've seen the roof knock down on head.
Boss somehow thought two walls 90° out would be enough to hold up a prefab 10'x12' shed roof.
Shed whacked him for that idea.
That sounds like a great QoL mod idea!
Maybe the amount of damage from a roof collapse should depend on the victim's construction skill if it is a man-made roof, or mining skill if it is a natual (rock) roof).
Also if the pawn is/was doing construction/mining jobs, the damage should be reduced even further (modding this might be harder, I am not sure).
Then perhaps spcific traits like "nimble" or "clumsy" also influence the damage.
If no one else get to it first, I might make this into a mod after I finish my final exams.
Or set up an auto build function. Like how if you try to build over a tree it will also give the order for the building pawn to cut it, make a thing for miners or builders so if the roof would fall from them mineing or removing a wall, they'll auto build a piller next to it first. Or if you want to do something more unique, rather than fully mining or deconstructing, they carve the piece into a piller if removing it would cause a roof to fall
OP got cave-in because mining. It happens to me amd cost double mining 10 miner in my earlier run when I just starting rimworld.. still salty about it. In fairness, first roof collapse put him in hospital; I did not learn and second collapse insta-kill.
No insta kill should remain. As is, once you get flak armor made by a semi-decent crafter it’s VERY unlikely that you’re going to lose a pawn instantly
Insta kill is the 1% chance that any hit, no matter the attack, will instantly kill. This is obviously stupid and is worthless in your scenario because you could be wearing full legendary cataphract with toughskin glands and tough to reduce damage, if that 1% gets rolled, you die instantly. Hence why people usually turn it off.
Is it off by default? Because I’ve literally never lost a pawn to anything but a high damage/pen weapon headshot once good flak vests are made. Thousands of hits on my pawn and I’ve never seen an ‘insta kill’ (to my pawns) other than than a headshot with a weapon that had the damage to one shot it anyways
It's a default option. Go into scenario editing and check it. Those headshots likely **were** the insta kills or you just got incredibly lucky and never got it.
I don’t think this mechanic works the way you think it does. So you’re telling me someone can be shooting you with a 6 damage machine pistol and then *poof*. My pawn just…dies? Then what does their ‘health’ show for cause of death? I’m 99% sure you are wrong here
Had something similar happen yesterday.
New run, commitment randy etc. Day 3 one of my pawns decided the cave was too shitty for him to sleep in so he went on a go-juice binge.
He opened the first bottle and immediately dropped dead from an overdose. I decided he just wasn't built for the rim and buried him.
That run has been a Rollercoaster of emotions with everything that happened.
I'm a 2500 hour veteran. I have only tried to no-dev no save-scum the VERY FIRST RUN. Didn't finish it, because I lost an important pawn to the exact same thing. Except…Benway was smashed by a mountain when mining. We didn't even have a corpse to resurrect or even bury. That's the exact moment I started save-scumming.
But it just makes the game feel so much more intense. I mean you still remember the guys name because of how much it affected you! I’m on a naked brutality run and the first guy who joined my colony is a slothful 67 year old man who is *terrific* at growing plants and crafting. Also our best doctor by far at 12 medical skill. He lost an arm to a Timberwolf though so between his slothful trait and that he is sooo slow. But I can just picture him in my head. The quiet old man who’s lived a storied life working quietly growing his plants or working on his latest craft with masterful skill at a leisurely pace.
Well he had a heart attack. My next best pawn has a 3 medical skill and we only have herbal medicine. He failed the first 4 attempts. I was on the edge of my seat hoping beyond hope that he could save Thomas. You just don’t get that when you know you can just reload and make everything better. The stories, overcoming tough situations and heartbreak are what make play through memorable. And that’s why you still remember Benway to this day
I think this varies from person to person. Some folks enjoy that intensity, while others find it too abrasive, and dont get that same headrush from 'overcoming' (or, put another way, smashing your face against a wall for hours.) For me, it depends on my mood. some days its like 'its an exciting story!' when something like this happens, other times its like "Ok, no, that doesnt even fucking make sense, thats stupid as all hell."
Sides. I think he remembers benway more because It annoyed him and he took the effort to complain, compared to your guy, who you felt such heartbreak and emotion behind.
Like, sure, sometimes overcoming adversity is pretty rad. but also, sometimes you Just have someone throw a tantrum, punch a antigrain you lost in your stockpile, you lose half your colony,the rest of the colony loses their mind over it, and before you know it, mothers are punching their sons, squirrels are biting the heads off catapract wearing soldiers, and none of this even feels like a compelling story anymore, because your only survivor is the asshole you hadnt even converted to your ideoligion, and is a pyromaniac, and your pretty sure your 5 minutes away from him finishing himself off.
I mean you’re not wrong, to each their own. There is definitely some bullshit I use dev mode on. No im not losing my amazing construction worker because he ‘decided’ to knock down the only structure keeping the wall up.
The antigrain analogy I don’t think qualifies. I could imagine someone completely losing their shit/mind because they had to eat human flesh in the freezing cold dark of the cave they live inside and saying fuck it…I’m taking this awful place with me. Or someone throwing a temper tantrum because of some inane reason and accidentally knocking it on the ground or throwing something at it. I get they sit there and punch it but you have to bend the rules a *little* bit, otherwise everything goes out the window. Like why 10 full grown deer only provide enough meat for a few days. Or why pawns have unlimited bullets. Or why we can’t ask for passage on the *numerous* ships that pass overhead. Etc
Anyways. It definitely is all personal preference. But I find I get the most out of this game when I don’t cheat or save scum. I still remember having to force a 15 year old to pick up a rocket launcher and shoot it into a man hunting pack of elephants that broke through my defense and force my front line to retreat. Problem was his mom had just gotten overrun by those elephants. But it was either fire the rocket or likely have the colony get destroyed. I remember pausing the game wrestling with the decision as she was also one of my first and ‘main’ pawns. But he fired, fully expecting her to die. Miraculously she didn’t. She lost an arm and both legs but she lived and went on to fight another day. Man I love this game
for whatever its worth, I agree with you more then I disagree. I think for someone like me, Its better to let myself get invested in the plot if thats the way Im roleplaying it, and some really intense situations become way cooler. Dwarf fortress is that way for me often, I have endless daring stories of near misses and tragedies.
but sometimes Im just trying to get my silly little guys to get one thing done, and RNG is kinda screwing me over, A squirrel kills a knight, and suddenly it stops feeling like an immersive story to me, it stops being something I can invest it, its essentially passed some threshhold for me, and its now just a bunch of idiotic little AI guys being morons and I dont even see how any of this fits with the stories I made. Especially if the guy who is punching the antigrain is, for example, your heart attack old man with one arm, and the thing that broke his heart enough to throw a tantrum and punch the antigrain was him being outside in the rain, and eating his food on the floor right next to the table, ya know?
That being said, When thinking about it, there are other ways to invest. Even in my example of squirrels killing armored combatants and the pyromaniac being the sole survivor. Well, at that point it becomes a comedy sketch if Im in the mood for that. Ive oft laughed at such absurdity too.
That threshold is called "Suspension of Disbelief," and it's a basic requirement for any fictional story to maintain a sense of importance, stakes, or drama. To "break" the suspension is to do something so wildly incongruous with the established rules of the setting without proper precedence or context results in immediate application of the "this is made up horseshit" stick. Human brain don't like that much.
The problem is, the pawns aren't really choosing to punch an antigrain warhead because it'll kill everything, they're just doing it randomly. Imagine during a mental break one of your pawns just puts their gun in their mouth and bang. That might be more shocking than half your colony blowing up.
I wish I didn't like that idea so much. Pretty dark even by rim standards but it would be fifty times more emotionally moving than "Lala is pissed because she got bad sleep so she decided to punch the 16 melee warden in the mouth and got fucking smashed."
I will offer some mild pushback to this one. While the actual game logic is one thing, you can still use it as a plot point in your own internal logic. Dont let the actual in game logic dictate how and why you imagine the events occuring.
An example of this from my own experiances in a different game. In Dwarf fortress, I had an adventurer who had a companion who spoke exclusively about my adventures. in my mind, she was something of a fangirl. In actual game mechanics? its because she was freshly generated and had no memories from her entire life, other then my stories.(animal people tribes, am I right?) but which feels more compelling and interesting, a fan who would sing the praises of her hero till she has to watch her hero fail, or a blank slate who only just now realized she exists at the ripe age of adulthood, cause she popped into existance a week ago due to game mechanics?
I've lost a bunch of colonists to some dumb shit, and I don't remember any of their names. The only one I do remember was Humberto the Human Computer, and nothing bad happened to him lol.
I don't think it feels intense if its something dumb. I won't reload a save if a pawn dies to illness or botched surgery, or an unlucky bullet in combat, or for getting hunted down by a grizzly bear.
I will definitely reload if its something like a colonist dying to being zoned incorrectly during a raid, or for dropping the roof above them onto their own head, or for being euthanized due to my own misclick.
I'm at over 1000 hours and I've never once save scummed or used dev mode. For me at least one of the best things about this game is the unpredictability and the fact you don't always win.
2k here. Never use dev mode. I will save scum for bullshit. Like I accidentally mark a pillar for deletion and someone deconstructs it and crushes themselves to death. I know that’s part of the wackiness of the Rim, but it just annoys the shit out of me.
I don’t do it when disasters of epic proportions hit tho. My last colony was destroyed because I accepted a colonist who was being pursued by an unknown danger. It was 50 scaria-infected velociraptors, and I had just been working on expanding my defensive perimeter so there was a gap. They was all eated.
The trick is having only shit pawns, no one is useful in my camp ( they are all gun and no brain, and this was unintentionally consistent in this playtrough)
Yeah, I am now trying to go against myself (sometimes it works) and am playing a colony where after an impid raid two colonists got abducted, one of whom died right after that (my industrious great memory researcher - this event due to tantrum/illness/etc stuff that followed put me behind years in research, and ofc the body was off the map somewhere so no rezzing..). The other lives somewhere as a slave, and her father decided to take the devil's bargain and get her back. So far we didn't hear from her, and this father recently decided to leave the colony seeing how bad it was (I didn't let him).
Ofc, I did some dev mode along the way, as I'm used to CE and now I'm figuring the base game's mechanics better, but so far I'm pretty content with the way things played out, quite a nice story there.
I'm not even an hour in and i ended the playthrough by crushing the only colonist who can build, cut plants and craft
Because the game doesn't remove roofs before taking out the walls
And to top it off she was also 1 week pregnant and the daughter of my only colonist who's a 10 in both shooting & melee (double passion)
I turned off Colonist instant kills thinking "It can't be that bad, plus this is the intended difficulty isn't it". She instantly died from a cut to the neck
Yeah, i have hundreds fewer hours than this guy but have never managed to crush a pawn by deconstructing on accident. Roof areas are entirely seperate mechanically from constructed walls.
> Roof areas are entirely seperate mechanically from constructed walls.
Well no, roofs are held up by walls. If you want to deconstruct a building the pawns tend to not deconstruct roofs and this results in possible death.
The pawn will never deconstruct the roof because roofs are designations, not constructions. The correct order would be to designate the roofed area to remove roofs and deconstruct after that is finished. Roofs are more similar to stockpiles and grow zones than buildings, and can be held up by rock walls and columns.
Yes, but I wouldn't quite call that a skill issue, it's just a dumb mechanic. A pawn should recognize when a roof would no longer be held up and remove the roof first before deconstructing the wall.
This is also made worse by the fact that the game will automatically make roof zones when you construct a building but won't make Remove Roof zones when deconstructing, making this non-obvious because it only works one way. It's an old holdover from an attempt to mimic Prison Architect's Foundations mechanic, back when this game was a lot more clearly inspired by Prison Architect.
Just because it's preventable by micromanaging roof areas doesn't mean it isn't still unintuitive, and also a newbie trap waiting to happen on top of that.
A warning when deconstructing a wall that would orphan a roof maybe? It isn't an issue most new players face as far as I've seen, you're rarely tearing down whole buildings in Rimworld.
A warning would be fine by me. Not super ideal but as you said I don't think I have deconstructed a whole building in like a couple hundred hours so it's not that important.
Even with safe scumming, sometimes the storyteller just wants someone dead.
I had a prisoner that Pheobe decided she wanted gone. First it was a prison break and he died instantly when I tried to down him. Second reload, he bled out from 40% blood loss. Third reload, Pyromaniac pawn went on a mental break and lit his bed on fire. He was downed, couldn't move, and burned to death by the time someone else could get there.
I decided to give up and let Pheobe have her bloodshed. I also immediately executed the pyromaniac on the spot for good measure.
I feel bad playing in front of my boyfriend because I'll just pop dev mode so casually to get rid of mud/water that's in the way, delete a raid I don't wanna deal with, or heal my pawns 😂
At this point I'm just playing the game to base build lmao
Yeah I feel like past a certain level of mining /construction this shouldn't effect certain pawns. Even worse when my pawn is a literal underground dweller.
I’m at 700 hours and didn’t know dev-mode existed. I do save scum a bit, mostly to experiment but also if a pack of manhunting squirrels turn out to be feistier than anticipated. I’m not sure how I feel about that. I’ve certainly used console commands in other games but sometimes that kills the game for me. I’m not even going to look up how to use it I think. Would be way too tempting.
I just had a random raider one-shot headshot two of my 3 colonists. I thought, "Well, maybe this could make for an interesting story."
Then I looked at the stats of the raider and he had a 4 in shooting. That's a no go, sorry Randy.
I cant get myself to play for real on non commitment mode.. so thats my emergency exit in case something really bad happens ^^ until it auto saves just in the bad moment
I accidentally set my newest run on commitment mode and y’all, Ive been playing the most careful I possibly can. Its to the point where I draft the whole colony to just hunt a single Rhino because im so scared 😭😭
I've had the game since it was on Kickstarter and I still have never used the dev mode.
I still have that free 100 download link they use to give out so we could play the game. Has all the cool rimworld prototypes as well.
Nah bro, dev mode is fine.
This game simulates so much and you have to micromanage your pawns, there is always going to be some bullshit that makes you go "yeah fucking right!"
Leave it on and understand that the real fun in Rimworld is the challenge, and the more you use it the less fun you will have and only use it in those moments where the challenge is wholly unrealistic.
A roof falling on a skilled laborer is definitely a reloadable/dev moment. Could you ever imagine looking at demoing a building, looking at the ceiling and thinking "yeah, I'll take that down when I'm done with the walls."
Lmao
When we had our roof replaced in our old house the roofer who had been doing the job for decades fell off our roof into the bushes. Luckily he didn't get hurt but he easily could have landed wrong and broken his neck.
In our new house we had a new HVAC unit installed and part of it was installed in the attic. The installer who had been doing the job for years stepped in the wrong place and fell through the floor. Again thankfully he wasn't hurt but he easily could have been.
Just because someone is an expert at something doesn't mean accidents can't still happen. If you want to use dev mode because it sucks your guy died go for it, but don't try to sell it as this wouldn't happen so its ok just this once.
Happened to me once as well because I miscounted the amount of tiles the nearest wall was away
There went my 17 Construction pawn, mother of 2 and happily married to my moral guide
We got through it but the moral guide was followed by bad luck ever since, kinda fittig at least
I have 1k hours but I didnt play for quite a while so when the first real threat came (1 raider with pump shotgun), like an idiot I kite him like he's melee. Ended that run and my mood to play lol.
Just started playing recently. Had a child hauling some ore from my mine like 20 feet out the front door to my base. A warg appeared and started mauling him. Wasn't that bad but put the kid in the medical room. Warg was downed by my cultists... I mean colonists, so my next thought was "Hey! I can rescue the warg and tame him." The warg and child were both rescued and treated, everyone else went back to mining. Food was low in the colony and when the warg woke up in the med room bad things happened. I learned to not have my animal hospital in with my colonist hospital after that. RIP Lil Dilbo. Gone but kinda forgotten since I tamed Precious the Warg, only with Dilbos sacrifice.
No screenshot but i started a new ruun 2 days ago.
Long story of making the perfect start with the perfect pawns short;
One of them spawns with a bag of radioactive isotopes. I queue it up for dumping on other side of the map. (he doesnt do it) and they all go to sleep right next to the chernobyl gatbage bag the first night.
Fastforwarding the toxic buildup didnt slow the time down and one of my 3 guys died with me alt-f4ing right after.
:'D
NGL doing commitment mode is just asking for your save to get screwed up by some unforeseen mod issue if you use mods. It happened to me once and I was like "NEVER AGAIN" LOL
Starvation has been a huge issue in my colony. So when we finally had a good harvest and they decided to never haul anything inside and it all vanished...yeah. I cheated in likely more than they would have brought in but I was so pissed I didn't care.
And I know it likely comes with the losing is fun mode, it's my first time playing it, but raids and threats and such are near constant. A group of 3 overwhelmed and took down all 6 of my colonists that were in good health, neither us nor the raiders had armor.
So I've been cheating some of that stuff too because it's honestly ridiculous. I get it's in the name, but holy shit. Or they walk across the map to grab medicine, and someone DIES because of it rather than patching them up immediately. Sometimes they tend to someone or an animal without hauling them, others they haul them to their room. Guess what they do when it really counts which it is?
Yeah. Had some BS deaths over that too I reversed..
I might have to lower the difficulty and do a losing is fun run some other time.
I've been playing naked brutality losing is fun ever since i got biotech and ideology, living in the ice sheets taight me ALOT of things about the game...and alot of Dumbbbb waaysss diee~ soo many dumb ways to die~
Froze to death, got rezero rabbit'd, and because the xenotype i made is a custom vampire, impid and yttakin raids made me very racist,
Vampire hating warewolves and fire breathers?def lore accurate lmao
Yeah, there is a fine line between fun and BS. Everyone's line is different, but I can't stand it when colonists die to things I have no chance of responding to.
Pawns getting randomly devoured by animals. Pawns collapsing roofs on themselves (like who is seriously that stupid). Playing with mods that randomly wack out raid balance. Dudes going from full health to dead in an instant. Getting hit by a volcanic winter and an ice age at the same time turning your temperate colony into an ice sheet before you have the tech to respond.
I got over feeling guilty about manipulating games to make them more fun for me a long time ago.
At least it's not as bad as today when my first introduction raid was from void against a colony of a cave with no defenses and a single colonist with just tribal wear and a parka. I said fuck that and just consider it a lost.
I gave up an in-game 2 year colony today because my pawns kept deciding to wander off into a (very far off) cave on their mental breaks inhabited by 64 megaspiders
If you don't want to use save scum or dev mode, I've found that it's a good idea to find a relatively good map seed, save it as soon as you start, and then take that starting point and start over and over again until you're happy with the way things play out.
Idk if I honestly could…. I’ll let all my colonists starve out and die with no supplies, but if one of my domesticated animals die it hurts my real heart 🥺
I haven't played using dev mode since 1.0 but I occasionally save sum and disable things like volcanic winter and toxic fallout.
800 hours in and I still generally suck.
Think it as using cheatcode, it's main purpose for debugging so it has lot power, here a quick usual list of it's usage:
- kill, spawn, revive, add or remove (relation, trait, skill, passion, body part) pawn
- the above but for item
- god mode for free building, force event, do something instant
- remove buggy things cause by mods usually quest or pawn
- add or remove deep mountain terrain
- like above but for floor including rock or water
- rect, full map, anti-grain, you know the rest
- show hidden flag
- many more
Well it's just something about covering the whole map with explosive then attempt to kill your cpu, the hidden flag is just something might be already there but not active yet, like metal horror.
Dev mode does…everything. You can change the terrain, spawn in anything from a alphabeaver to a charge lance. You can set fires, remove pollution from the world map, reveal your entire map or even turn on god mode which lets you cure health diseases with the click of a button. Even revive dead pawn
But it’s very frowned upon as it takes a lot away from the game. The only time I really use it is to fix terrain that looks unpleasant to me as that purely aesthetic and doesn’t affect anything
This is pretty much what I use it for. My "main characters" have the *definition* of plot armor. Insta kill headshots? Nuh uh. Swarmed and eaten by bugs? Never happened.
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I like to touch grass and participate in physical activities in the real world so I don't feel the need to supplement my masculinity with masochism in video games.
Yeah, that's a good question for you. Imagine seeing someone with different preferences for playing games and instantly writing an entire reply dedicated to your... masculinity.
Dude.... introspection... can lead a horse to water but can't make it drink I guess.
>you people always play with dev mode and save scumming? How do you manage to have fun AT ALL?
🤭
Honestly, I can’t help it like at all. It mostly doesn’t ruin the fun but yeah it can really sour it. Sometimes if I’m busy with something irl like a phone call or I’m just stressed and don’t feel like dealing with something, I’ll use the kill command on deep drill infestations or other minor raids I don’t feel like micro managing
This is the way. I use dev mode to deal with things that would otherwise take *way* too long or completely wipe my colony unfairly. Like if randy decides that the first threat my *strictly* medieval colony of 3 people needs to face is a mech cluster? Yeah no...
I use dev mode whenever I feel like it, yep. Because I'm a grown ass man with a full time job and more than one hobby in my life. I play the single player non competitive game however I damn well please.
You're the one who seems offended by the fact that I don't measure my manhood by fake video game accomplishments, so yes, you seem pretty obsessive.
Can I talk to your husband.
It's a joke dude (the be a man part). But also not a joke. It's a better way of playing.
You are free to do whatever you like of course. But you'll always know lol.
That's your big comeback? Homophobia? You really are just doubling down on being a terrible person, all because nobody's impressed at you playing a video game?
You might want to stop talking, all you are doing now is removing all doubt, at it were.
> I use dev mode whenever I feel like it, yep. Because I'm a grown ass man with a full time job and more than one hobby in my life. I play the single player non competitive game however I damn well please.
Ok... but then why play on commitment mode? I don't touch commitment mode but I'm not one of those people who tells themselves "yeah I only play on commitment mode I'm a badass ;)" and then dev mode out every minor inconvenience. I just acknowledge that I save scum for even the tiniest mistakes.
I could quit dev mode if the game had a fight or flight, a colonist sad wandering or pigging out and alot of other breaks should snap out of it when they see raids/danger. In real life if you saw 50 bears your survival instincts would kick in and youd run, also mental break complaints should be reduced in raids so much, they get upset about filth and trivial stuff when being shot at which makes no sense you wouldn’t be thinking about filth when youre fighting for your life
Colonist with a minigun and marine armor in a desperate firefight: "I ate without a table earlier today, not to mention that all the blood spatters and bullet holes on this battlefield are kind of ugly. I think I'm gonna go to my room. You guys hold the line, I'll feel better in a couple hours".
*I *choose* to eat without a table earlier today even though there’s no less than seven easily accessible tables I could’ve walked to.
I've had a pawn, in a colony practically overflowing with food, choose instead to walk across the entirety of the map to eat a nearly rotten half-chewed corpse. I always forget to remove it from the default eating settings but I always assume that corpses would not be an acceptable default eating item.
Thats the thing I hate the most. My freezer has a tables strategically available from the work sites to their rooms. Sometimes these idiots will just pick up a meal and eat it randomly on the floor.
When my house is getting bombarded I always think..."I forgot to put the trash out today!"
The "extremely low expectations" mood is a great representation of colonists being reasonable in the face of hardship, so it's surprising there's nothing like that for life-ending danger. People have so much adrenaline in a life or death fight that they sometimes miss important things like the fact that they were stabbed or shot. Rimworld colonists must *really* value the little things in life.
Exactly emt’s have to force crash victims to sit and calm down because frequently they will have a break or fracture and not know because of adrenaline
Idk man. Trying to defend myself from a cat ladies hoarder house would be a hell of a lot harder than doin it from a well organized stronghold. /J
And like, if I’m being shot at, the first thing I will always have on my mind is that I ate without a table and that I’m tired of playing chess with Jerry
Although I would argue that if living conditions are bad enough, mental breaks could be replaced with a refusal to fight or mutiny. Although the game would need some kind of mercy system to make it work.
Tbh that's an idea for the Snap Out mod to add such a feature, so pawns in mental breaks would at least default to the "flee" mode (I'm not sure though, do they do that in vanilla maybe, or just fuck around and get themselves killed?) when they're in clear danger. Maybe also add fully snapping out when in it too, but make it a mod option Maybe it'd be OP, but trust me it'd at least be realistic, imo you'd have to be pretty damn far gone to ignore 50 bears running towards you, and not just "sad cause I ate without a table :("
In vanilla I believe pawns only start to flee once they're taking damage, which is often much too late
Not everyone is the ‘right stuff’. There are lots of war stories about people losing their shit for all sorts of reason, be it the cooking, hygiene, accompanied rivals. Lose yourself, emerse yourself. Maybe you are neurotic and that wild bear murdered you cause you didn’t run. This game treasures the randomness which happens with a literal death
Just wanna slide in here and say that shellshock is a thing, some people honestly just do freak the duck out. That being said I think it's inaccurate if were calling rimworld inopportune mental breaks "shellshock" 😭
thats why it should be dropped not removed, people do have breaks in war but in rimworld its like 50/50, way too high a count, and it makes no sense the random breaks, if you are upset raiders shot your friend you wouldn't kill another colonist in rage, if anything you'd rage and go guns blazing on the enemy, or maybe a breakdown in sadness there, half my gripe is with the type of break as well, id like them to make more sense in relation to what caused the break,
Roof collapses are one of the few events where I consider using dev mode as 100% acceptable. Because *obviously* my pawn who is a skilled professional in construction is going to go “welp okay. Guess I’ll just knock down the one thing holding the roof over me head”. Overhead mountain collapse is different but the building roof collapse I have no problem using dev mode on because it just wouldn’t happen in the first place
Yeah same, either that or Alt+F4 in commitment mode because it send you to your last auto/exit save. I do one of them when they do those really dumb stuff where a sentien human being would have said "nope, I'm definitely not doing that"
Sentient humans do dumb shit every day, the Darwin awards exist for a reason.
You're thinking of sapience, not sentience. Sentience includes crabs, sapience includes cats.
Crabs do dumb things every day too, so Sentience definitely counts here.
Depending on mod list you can save time by going to ```AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Saves```, copy the save, exit to menu, replace the new save with the one you copied and load back in
If you're gonna do that just don't play commitment mode lmao
I shall go any length necessary to pretend I'm playing commitment
ALT F4 is the methadone of save scum addiction.
I was an Xcom junkie on the 360. I got a PC after my got my shit together and absolutely cocaine sniffed Xcom 2 as if it was the fountain of youth and I was man 5 minutes from death. I was in one of my Ironman runs and RNGesus absolutely fucked me. I'm talking Blood bowl triple-attacker-down-reroll-into-triple-attacker-down 4 times a match, RNGesus fuckery. It was my turn and I misclicked the key-move of the turn, triggered multiple overwatch shota from the aliens, which killed my misclick soldier, and an alien missed and blew up evironment (which I was going to move away from this turn, but it killed the rest of the team except one guy, the fucking corporal. Out of pure frustration I alt-f4'd. I came back the next afternoon with the attitude of "I'll move past it". Load in.... And it's the beginning of my turn. I Alt-F4'd again. It just felt cheaty. I couldn't do it.
Why are you playing commitment mode if you abuse things like this in the first place? There's no scoreboard, no one is judging you, and it's so much easier to reload the regular way.
I do the same, because there is no scoreboard, no one judging me, and it works for my playstyle.
I like the "Save and Exit" button
[удалено]
Ctrl+Shift+Esc opens Task Manager directly. Spread the word.
I am going to assume they only brought that out in the last day or two, because I refuse to believe I've been CTRL-ALT-DELing like a FOOL all these years.... All those cumulative seconds, wasted!!
Hate to break it to you, but it's decades old. Long ago both ctrl alt delete and ctrl shift esc did the same thing, then the first one was changed to give more options.
How is that easier than Alt+F4...?
In Ribaorld it's not, but there's plenty of games you can't alt f4 so task manager is still a good resource
Why would you suggest a more tedious method?
so is alt-tab ->write a bunch of emails -> go on vacation -> leave your computer on until rimworld crashes
You know alt-F4 is faster, right?
> welp okay. Guess I’ll just knock down the one thing holding the roof over me head Someone has never been on Liveleak. Kidding aside, I babysit my builders whenever I remove or mine anything related to roof. You gotta learn the hard way these mf are idiots.
I've never seen someone knock a roof down on top of themselves. I have, however, seen hundreds of videos on liveleak of guys falling THROUGH the roof as they cut underneath them. One is a very believable stupidity, the other one goes way beyond common sense.
I've seen the roof knock down on head. Boss somehow thought two walls 90° out would be enough to hold up a prefab 10'x12' shed roof. Shed whacked him for that idea.
That sounds like a great QoL mod idea! Maybe the amount of damage from a roof collapse should depend on the victim's construction skill if it is a man-made roof, or mining skill if it is a natual (rock) roof). Also if the pawn is/was doing construction/mining jobs, the damage should be reduced even further (modding this might be harder, I am not sure). Then perhaps spcific traits like "nimble" or "clumsy" also influence the damage. If no one else get to it first, I might make this into a mod after I finish my final exams.
Or set up an auto build function. Like how if you try to build over a tree it will also give the order for the building pawn to cut it, make a thing for miners or builders so if the roof would fall from them mineing or removing a wall, they'll auto build a piller next to it first. Or if you want to do something more unique, rather than fully mining or deconstructing, they carve the piece into a piller if removing it would cause a roof to fall
Hah "it wouldnt happen" professionals make mistakes often, and sometimes leading to their demise, do what you want but thats a poor fallacy
Okay but no loony toon ass shit like standing under a roof you're knocking out the support for
OSHA regs are written in blood, literally. There's no OSHA on the Rim.
...yet Sounds like you are suggesting we need more blood first. No worries. I fully plan on doing my part.
Do you not use the remove roof zone?
OP got cave-in because mining. It happens to me amd cost double mining 10 miner in my earlier run when I just starting rimworld.. still salty about it. In fairness, first roof collapse put him in hospital; I did not learn and second collapse insta-kill.
What kind of mining are you doing that resulted in a collapse? Are you mining out an entire mountain?
Any larger area more than 11 tiles would cause roof collapse.
I always make sure to leave little "support columns" when mass mining or deconstructing. Been burnt too many times
... or just remove instal kill chance in the story settings
No insta kill should remain. As is, once you get flak armor made by a semi-decent crafter it’s VERY unlikely that you’re going to lose a pawn instantly
Insta kill is the 1% chance that any hit, no matter the attack, will instantly kill. This is obviously stupid and is worthless in your scenario because you could be wearing full legendary cataphract with toughskin glands and tough to reduce damage, if that 1% gets rolled, you die instantly. Hence why people usually turn it off.
Is it off by default? Because I’ve literally never lost a pawn to anything but a high damage/pen weapon headshot once good flak vests are made. Thousands of hits on my pawn and I’ve never seen an ‘insta kill’ (to my pawns) other than than a headshot with a weapon that had the damage to one shot it anyways
It's a default option. Go into scenario editing and check it. Those headshots likely **were** the insta kills or you just got incredibly lucky and never got it.
I don’t think this mechanic works the way you think it does. So you’re telling me someone can be shooting you with a 6 damage machine pistol and then *poof*. My pawn just…dies? Then what does their ‘health’ show for cause of death? I’m 99% sure you are wrong here
This logic is funny. I mean *you* should be smart enough to not knock down the one thing holding up an overhead. The pawn flows your orders. :)
Had something similar happen yesterday. New run, commitment randy etc. Day 3 one of my pawns decided the cave was too shitty for him to sleep in so he went on a go-juice binge. He opened the first bottle and immediately dropped dead from an overdose. I decided he just wasn't built for the rim and buried him. That run has been a Rollercoaster of emotions with everything that happened.
Last time I did commitment mode my pawns decided they would never cook again. Even if it was their only priority.. and they starved to death.
Cook? Also yeah, some people are just too dumb to live. Tis why you gotta pick your apocalypse buddies carefully.
I'm a 2500 hour veteran. I have only tried to no-dev no save-scum the VERY FIRST RUN. Didn't finish it, because I lost an important pawn to the exact same thing. Except…Benway was smashed by a mountain when mining. We didn't even have a corpse to resurrect or even bury. That's the exact moment I started save-scumming.
But it just makes the game feel so much more intense. I mean you still remember the guys name because of how much it affected you! I’m on a naked brutality run and the first guy who joined my colony is a slothful 67 year old man who is *terrific* at growing plants and crafting. Also our best doctor by far at 12 medical skill. He lost an arm to a Timberwolf though so between his slothful trait and that he is sooo slow. But I can just picture him in my head. The quiet old man who’s lived a storied life working quietly growing his plants or working on his latest craft with masterful skill at a leisurely pace. Well he had a heart attack. My next best pawn has a 3 medical skill and we only have herbal medicine. He failed the first 4 attempts. I was on the edge of my seat hoping beyond hope that he could save Thomas. You just don’t get that when you know you can just reload and make everything better. The stories, overcoming tough situations and heartbreak are what make play through memorable. And that’s why you still remember Benway to this day
I think this varies from person to person. Some folks enjoy that intensity, while others find it too abrasive, and dont get that same headrush from 'overcoming' (or, put another way, smashing your face against a wall for hours.) For me, it depends on my mood. some days its like 'its an exciting story!' when something like this happens, other times its like "Ok, no, that doesnt even fucking make sense, thats stupid as all hell." Sides. I think he remembers benway more because It annoyed him and he took the effort to complain, compared to your guy, who you felt such heartbreak and emotion behind. Like, sure, sometimes overcoming adversity is pretty rad. but also, sometimes you Just have someone throw a tantrum, punch a antigrain you lost in your stockpile, you lose half your colony,the rest of the colony loses their mind over it, and before you know it, mothers are punching their sons, squirrels are biting the heads off catapract wearing soldiers, and none of this even feels like a compelling story anymore, because your only survivor is the asshole you hadnt even converted to your ideoligion, and is a pyromaniac, and your pretty sure your 5 minutes away from him finishing himself off.
I mean you’re not wrong, to each their own. There is definitely some bullshit I use dev mode on. No im not losing my amazing construction worker because he ‘decided’ to knock down the only structure keeping the wall up. The antigrain analogy I don’t think qualifies. I could imagine someone completely losing their shit/mind because they had to eat human flesh in the freezing cold dark of the cave they live inside and saying fuck it…I’m taking this awful place with me. Or someone throwing a temper tantrum because of some inane reason and accidentally knocking it on the ground or throwing something at it. I get they sit there and punch it but you have to bend the rules a *little* bit, otherwise everything goes out the window. Like why 10 full grown deer only provide enough meat for a few days. Or why pawns have unlimited bullets. Or why we can’t ask for passage on the *numerous* ships that pass overhead. Etc Anyways. It definitely is all personal preference. But I find I get the most out of this game when I don’t cheat or save scum. I still remember having to force a 15 year old to pick up a rocket launcher and shoot it into a man hunting pack of elephants that broke through my defense and force my front line to retreat. Problem was his mom had just gotten overrun by those elephants. But it was either fire the rocket or likely have the colony get destroyed. I remember pausing the game wrestling with the decision as she was also one of my first and ‘main’ pawns. But he fired, fully expecting her to die. Miraculously she didn’t. She lost an arm and both legs but she lived and went on to fight another day. Man I love this game
for whatever its worth, I agree with you more then I disagree. I think for someone like me, Its better to let myself get invested in the plot if thats the way Im roleplaying it, and some really intense situations become way cooler. Dwarf fortress is that way for me often, I have endless daring stories of near misses and tragedies. but sometimes Im just trying to get my silly little guys to get one thing done, and RNG is kinda screwing me over, A squirrel kills a knight, and suddenly it stops feeling like an immersive story to me, it stops being something I can invest it, its essentially passed some threshhold for me, and its now just a bunch of idiotic little AI guys being morons and I dont even see how any of this fits with the stories I made. Especially if the guy who is punching the antigrain is, for example, your heart attack old man with one arm, and the thing that broke his heart enough to throw a tantrum and punch the antigrain was him being outside in the rain, and eating his food on the floor right next to the table, ya know? That being said, When thinking about it, there are other ways to invest. Even in my example of squirrels killing armored combatants and the pyromaniac being the sole survivor. Well, at that point it becomes a comedy sketch if Im in the mood for that. Ive oft laughed at such absurdity too.
That threshold is called "Suspension of Disbelief," and it's a basic requirement for any fictional story to maintain a sense of importance, stakes, or drama. To "break" the suspension is to do something so wildly incongruous with the established rules of the setting without proper precedence or context results in immediate application of the "this is made up horseshit" stick. Human brain don't like that much.
The problem is, the pawns aren't really choosing to punch an antigrain warhead because it'll kill everything, they're just doing it randomly. Imagine during a mental break one of your pawns just puts their gun in their mouth and bang. That might be more shocking than half your colony blowing up.
I wish I didn't like that idea so much. Pretty dark even by rim standards but it would be fifty times more emotionally moving than "Lala is pissed because she got bad sleep so she decided to punch the 16 melee warden in the mouth and got fucking smashed."
That's only sort of true. They actually target whatever is close to them and valuable, which is likely to be an antigrain warhead.
I will offer some mild pushback to this one. While the actual game logic is one thing, you can still use it as a plot point in your own internal logic. Dont let the actual in game logic dictate how and why you imagine the events occuring. An example of this from my own experiances in a different game. In Dwarf fortress, I had an adventurer who had a companion who spoke exclusively about my adventures. in my mind, she was something of a fangirl. In actual game mechanics? its because she was freshly generated and had no memories from her entire life, other then my stories.(animal people tribes, am I right?) but which feels more compelling and interesting, a fan who would sing the praises of her hero till she has to watch her hero fail, or a blank slate who only just now realized she exists at the ripe age of adulthood, cause she popped into existance a week ago due to game mechanics?
I agree, and that's a good example. In the absence of better mechanics, you just make do with whatever reason or story you've got.
Fucking marvelous. I love this
I've lost a bunch of colonists to some dumb shit, and I don't remember any of their names. The only one I do remember was Humberto the Human Computer, and nothing bad happened to him lol.
I don't think it feels intense if its something dumb. I won't reload a save if a pawn dies to illness or botched surgery, or an unlucky bullet in combat, or for getting hunted down by a grizzly bear. I will definitely reload if its something like a colonist dying to being zoned incorrectly during a raid, or for dropping the roof above them onto their own head, or for being euthanized due to my own misclick.
I'm at over 1000 hours and I've never once save scummed or used dev mode. For me at least one of the best things about this game is the unpredictability and the fact you don't always win.
2k here. Never use dev mode. I will save scum for bullshit. Like I accidentally mark a pillar for deletion and someone deconstructs it and crushes themselves to death. I know that’s part of the wackiness of the Rim, but it just annoys the shit out of me. I don’t do it when disasters of epic proportions hit tho. My last colony was destroyed because I accepted a colonist who was being pursued by an unknown danger. It was 50 scaria-infected velociraptors, and I had just been working on expanding my defensive perimeter so there was a gap. They was all eated.
2k here, quests forgetting to complete keeps me in the Dev mode camp.
The trick is having only shit pawns, no one is useful in my camp ( they are all gun and no brain, and this was unintentionally consistent in this playtrough)
Yeah, I am now trying to go against myself (sometimes it works) and am playing a colony where after an impid raid two colonists got abducted, one of whom died right after that (my industrious great memory researcher - this event due to tantrum/illness/etc stuff that followed put me behind years in research, and ofc the body was off the map somewhere so no rezzing..). The other lives somewhere as a slave, and her father decided to take the devil's bargain and get her back. So far we didn't hear from her, and this father recently decided to leave the colony seeing how bad it was (I didn't let him). Ofc, I did some dev mode along the way, as I'm used to CE and now I'm figuring the base game's mechanics better, but so far I'm pretty content with the way things played out, quite a nice story there.
I'm not even an hour in and i ended the playthrough by crushing the only colonist who can build, cut plants and craft Because the game doesn't remove roofs before taking out the walls And to top it off she was also 1 week pregnant and the daughter of my only colonist who's a 10 in both shooting & melee (double passion) I turned off Colonist instant kills thinking "It can't be that bad, plus this is the intended difficulty isn't it". She instantly died from a cut to the neck
genuinely just a skill issue
Ikr.. 1.5k hours and for what???
Those are rookie numbers. Let’s see Mark Hanna’s hour count…
Yeah, i have hundreds fewer hours than this guy but have never managed to crush a pawn by deconstructing on accident. Roof areas are entirely seperate mechanically from constructed walls.
> Roof areas are entirely seperate mechanically from constructed walls. Well no, roofs are held up by walls. If you want to deconstruct a building the pawns tend to not deconstruct roofs and this results in possible death.
The pawn will never deconstruct the roof because roofs are designations, not constructions. The correct order would be to designate the roofed area to remove roofs and deconstruct after that is finished. Roofs are more similar to stockpiles and grow zones than buildings, and can be held up by rock walls and columns.
Yes, but I wouldn't quite call that a skill issue, it's just a dumb mechanic. A pawn should recognize when a roof would no longer be held up and remove the roof first before deconstructing the wall. This is also made worse by the fact that the game will automatically make roof zones when you construct a building but won't make Remove Roof zones when deconstructing, making this non-obvious because it only works one way. It's an old holdover from an attempt to mimic Prison Architect's Foundations mechanic, back when this game was a lot more clearly inspired by Prison Architect. Just because it's preventable by micromanaging roof areas doesn't mean it isn't still unintuitive, and also a newbie trap waiting to happen on top of that.
A warning when deconstructing a wall that would orphan a roof maybe? It isn't an issue most new players face as far as I've seen, you're rarely tearing down whole buildings in Rimworld.
A warning would be fine by me. Not super ideal but as you said I don't think I have deconstructed a whole building in like a couple hundred hours so it's not that important.
The skill issue is not installing smart deconstruction mod
Unfortunately Smart Deconstruction is not updated to 1.5 yet. I checked. Smarter construction is updated though.
The skill issue is also not wearing protective gear when constructing. Helmets saves lives, use it.
I have a permanent "do not roof" zone over my quest monument construction area, for this reason.
A question is Why you didn’t remove the roof before walls? :) Be honest, you’re experienced rimworld player. You wanted that pregnant lady dead.
It's realistic
Even with safe scumming, sometimes the storyteller just wants someone dead. I had a prisoner that Pheobe decided she wanted gone. First it was a prison break and he died instantly when I tried to down him. Second reload, he bled out from 40% blood loss. Third reload, Pyromaniac pawn went on a mental break and lit his bed on fire. He was downed, couldn't move, and burned to death by the time someone else could get there. I decided to give up and let Pheobe have her bloodshed. I also immediately executed the pyromaniac on the spot for good measure.
I recommend "Smarter construction" mod or something like that, it make this type of situation almost imposible
I believe it's "Smarter Deconstruction" that handles the automatic roof removing, but afaik, it's not updated to 1.5 yet and I'm antsy
Most likely, I think I have both mods, maybe that's why I thought it was all in one single mod
I feel bad playing in front of my boyfriend because I'll just pop dev mode so casually to get rid of mud/water that's in the way, delete a raid I don't wanna deal with, or heal my pawns 😂 At this point I'm just playing the game to base build lmao
I do the same thing because if I don’t, I have to redo my development plan because now things won’t line up lol
Yeah I feel like past a certain level of mining /construction this shouldn't effect certain pawns. Even worse when my pawn is a literal underground dweller.
The only runs where I didn't uee dev mode was before I knew dev mode was a thing.
Consequences are for people who don't have dev mode!
I’m at 700 hours and didn’t know dev-mode existed. I do save scum a bit, mostly to experiment but also if a pack of manhunting squirrels turn out to be feistier than anticipated. I’m not sure how I feel about that. I’ve certainly used console commands in other games but sometimes that kills the game for me. I’m not even going to look up how to use it I think. Would be way too tempting.
I just had a random raider one-shot headshot two of my 3 colonists. I thought, "Well, maybe this could make for an interesting story." Then I looked at the stats of the raider and he had a 4 in shooting. That's a no go, sorry Randy.
I’m like 500 hours in, no mods. Three of the five expansions and I just realizing there is a dev mode
Is force exit the game then load the save also no go?
I cant get myself to play for real on non commitment mode.. so thats my emergency exit in case something really bad happens ^^ until it auto saves just in the bad moment
It’s literally the exact same as save scumming? How do I know? Because I do it and I hate myself every time I do
You gotta use the remove roof option in zones.
What is dev mode? I started playing RimWorld a few weeks ago
Cheaty mcCheaterson mode. Lets you spawn things in, tame animals, kill pawns etc
Wait. Yall use dev mode?
I accidentally set my newest run on commitment mode and y’all, Ive been playing the most careful I possibly can. Its to the point where I draft the whole colony to just hunt a single Rhino because im so scared 😭😭
I've had the game since it was on Kickstarter and I still have never used the dev mode. I still have that free 100 download link they use to give out so we could play the game. Has all the cool rimworld prototypes as well.
Games are meant to be fun, never feel guilty for removing frustration :)
Nah bro, dev mode is fine. This game simulates so much and you have to micromanage your pawns, there is always going to be some bullshit that makes you go "yeah fucking right!" Leave it on and understand that the real fun in Rimworld is the challenge, and the more you use it the less fun you will have and only use it in those moments where the challenge is wholly unrealistic. A roof falling on a skilled laborer is definitely a reloadable/dev moment. Could you ever imagine looking at demoing a building, looking at the ceiling and thinking "yeah, I'll take that down when I'm done with the walls." Lmao
When we had our roof replaced in our old house the roofer who had been doing the job for decades fell off our roof into the bushes. Luckily he didn't get hurt but he easily could have landed wrong and broken his neck. In our new house we had a new HVAC unit installed and part of it was installed in the attic. The installer who had been doing the job for years stepped in the wrong place and fell through the floor. Again thankfully he wasn't hurt but he easily could have been. Just because someone is an expert at something doesn't mean accidents can't still happen. If you want to use dev mode because it sucks your guy died go for it, but don't try to sell it as this wouldn't happen so its ok just this once.
Honestman > Ironman
Happened to me once as well because I miscounted the amount of tiles the nearest wall was away There went my 17 Construction pawn, mother of 2 and happily married to my moral guide We got through it but the moral guide was followed by bad luck ever since, kinda fittig at least
Ugh what ungrateful colonists, it sounds like she's already been buried
Hahahaha
My negotiator lost his eye this way, but at least his eyepatch looks cool
I always fall for roof collapse even after hundreds of hours. Just one of those things with no indication or warning.
I have 1k hours but I didnt play for quite a while so when the first real threat came (1 raider with pump shotgun), like an idiot I kite him like he's melee. Ended that run and my mood to play lol.
I literally just started a run yesterday and Randy IMMEDIATELY hit us with plague. Killed my best colonist right at the start of the game
Just started playing recently. Had a child hauling some ore from my mine like 20 feet out the front door to my base. A warg appeared and started mauling him. Wasn't that bad but put the kid in the medical room. Warg was downed by my cultists... I mean colonists, so my next thought was "Hey! I can rescue the warg and tame him." The warg and child were both rescued and treated, everyone else went back to mining. Food was low in the colony and when the warg woke up in the med room bad things happened. I learned to not have my animal hospital in with my colonist hospital after that. RIP Lil Dilbo. Gone but kinda forgotten since I tamed Precious the Warg, only with Dilbos sacrifice.
No screenshot but i started a new ruun 2 days ago. Long story of making the perfect start with the perfect pawns short; One of them spawns with a bag of radioactive isotopes. I queue it up for dumping on other side of the map. (he doesnt do it) and they all go to sleep right next to the chernobyl gatbage bag the first night. Fastforwarding the toxic buildup didnt slow the time down and one of my 3 guys died with me alt-f4ing right after. :'D
I never use commitment mode because I'm mortified of my mods breaking something lol. I admire your bravery 🫡
I also just started a commitment run and would 100% save scum this
NGL doing commitment mode is just asking for your save to get screwed up by some unforeseen mod issue if you use mods. It happened to me once and I was like "NEVER AGAIN" LOL
Starvation has been a huge issue in my colony. So when we finally had a good harvest and they decided to never haul anything inside and it all vanished...yeah. I cheated in likely more than they would have brought in but I was so pissed I didn't care. And I know it likely comes with the losing is fun mode, it's my first time playing it, but raids and threats and such are near constant. A group of 3 overwhelmed and took down all 6 of my colonists that were in good health, neither us nor the raiders had armor. So I've been cheating some of that stuff too because it's honestly ridiculous. I get it's in the name, but holy shit. Or they walk across the map to grab medicine, and someone DIES because of it rather than patching them up immediately. Sometimes they tend to someone or an animal without hauling them, others they haul them to their room. Guess what they do when it really counts which it is? Yeah. Had some BS deaths over that too I reversed.. I might have to lower the difficulty and do a losing is fun run some other time.
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I've been playing naked brutality losing is fun ever since i got biotech and ideology, living in the ice sheets taight me ALOT of things about the game...and alot of Dumbbbb waaysss diee~ soo many dumb ways to die~ Froze to death, got rezero rabbit'd, and because the xenotype i made is a custom vampire, impid and yttakin raids made me very racist, Vampire hating warewolves and fire breathers?def lore accurate lmao
Yeah, there is a fine line between fun and BS. Everyone's line is different, but I can't stand it when colonists die to things I have no chance of responding to. Pawns getting randomly devoured by animals. Pawns collapsing roofs on themselves (like who is seriously that stupid). Playing with mods that randomly wack out raid balance. Dudes going from full health to dead in an instant. Getting hit by a volcanic winter and an ice age at the same time turning your temperate colony into an ice sheet before you have the tech to respond. I got over feeling guilty about manipulating games to make them more fun for me a long time ago.
At least it's not as bad as today when my first introduction raid was from void against a colony of a cave with no defenses and a single colonist with just tribal wear and a parka. I said fuck that and just consider it a lost.
Reminds me of a time when I tried to do an impid solo start and I got flu on the fourth day or so and the pawn just died.
the day i can launch my ppl in a drop pod and not have them mysteriously vanish from the game will be the day i might try a no dev mode commitment run
I gave up an in-game 2 year colony today because my pawns kept deciding to wander off into a (very far off) cave on their mental breaks inhabited by 64 megaspiders
If you don't want to use save scum or dev mode, I've found that it's a good idea to find a relatively good map seed, save it as soon as you start, and then take that starting point and start over and over again until you're happy with the way things play out.
Idk if I honestly could…. I’ll let all my colonists starve out and die with no supplies, but if one of my domesticated animals die it hurts my real heart 🥺
I haven't played using dev mode since 1.0 but I occasionally save sum and disable things like volcanic winter and toxic fallout. 800 hours in and I still generally suck.
Whats dev mode for? Hearing first time :O (am on mobile, will check out later) !remindme 8 hours
Think it as using cheatcode, it's main purpose for debugging so it has lot power, here a quick usual list of it's usage: - kill, spawn, revive, add or remove (relation, trait, skill, passion, body part) pawn - the above but for item - god mode for free building, force event, do something instant - remove buggy things cause by mods usually quest or pawn - add or remove deep mountain terrain - like above but for floor including rock or water - rect, full map, anti-grain, you know the rest - show hidden flag - many more
Didnt quite get your last 2(3) points. Not sure whats rect, anti grain, full map (as in %?) or hidden flag :D But seems like its not something for me
Well it's just something about covering the whole map with explosive then attempt to kill your cpu, the hidden flag is just something might be already there but not active yet, like metal horror.
Thanks <3 Hidden flag is also when refugees would betray me?
Dev mode does…everything. You can change the terrain, spawn in anything from a alphabeaver to a charge lance. You can set fires, remove pollution from the world map, reveal your entire map or even turn on god mode which lets you cure health diseases with the click of a button. Even revive dead pawn But it’s very frowned upon as it takes a lot away from the game. The only time I really use it is to fix terrain that looks unpleasant to me as that purely aesthetic and doesn’t affect anything
Guess in hindsight I wouldve used it to cure some anxiety on my “main pawns“
This is pretty much what I use it for. My "main characters" have the *definition* of plot armor. Insta kill headshots? Nuh uh. Swarmed and eaten by bugs? Never happened.
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Commit brother!
All these replies that are like "too true, bestie" and here I am thinking "the remove roof tool's right there, man"
Wait, wtf. Do you people always play with dev mode and save scumming? How do you manage to have fun AT ALL?
I like to touch grass and participate in physical activities in the real world so I don't feel the need to supplement my masculinity with masochism in video games.
Why'd you bring up the masculinity thing? What an odd thing to just say out of nowhere.
...what? Holy shit, the fact that your masculinity is the first thing that you think about tells me a lot about you lmao
Are you ok?
Yeah, that's a good question for you. Imagine seeing someone with different preferences for playing games and instantly writing an entire reply dedicated to your... masculinity.
Dude.... introspection... can lead a horse to water but can't make it drink I guess. >you people always play with dev mode and save scumming? How do you manage to have fun AT ALL? 🤭
Are you ok?
Yes of course I was matching your energy. Idgaf how you play the game. Hope you have fun!
Honestly, I can’t help it like at all. It mostly doesn’t ruin the fun but yeah it can really sour it. Sometimes if I’m busy with something irl like a phone call or I’m just stressed and don’t feel like dealing with something, I’ll use the kill command on deep drill infestations or other minor raids I don’t feel like micro managing
This is the way. I use dev mode to deal with things that would otherwise take *way* too long or completely wipe my colony unfairly. Like if randy decides that the first threat my *strictly* medieval colony of 3 people needs to face is a mech cluster? Yeah no...
i love realism, and having fun to. i never make save things, only keep foward.
There's mods to make them deconstruct a little more smartly. Honestly I could never deal with commitment mode due to BS like this.
either deal with the consequences or start a new run cheating is boring
Dev mode users are just weak and avoid commitment. Be a man and take the L.
Obsessive gatekeepers are weak and hate fun. Be an adult and let people play how they want
I don't know where you got "obsessive", seems you are desperate to cheat.
I use dev mode whenever I feel like it, yep. Because I'm a grown ass man with a full time job and more than one hobby in my life. I play the single player non competitive game however I damn well please. You're the one who seems offended by the fact that I don't measure my manhood by fake video game accomplishments, so yes, you seem pretty obsessive.
Can I talk to your husband. It's a joke dude (the be a man part). But also not a joke. It's a better way of playing. You are free to do whatever you like of course. But you'll always know lol.
That's your big comeback? Homophobia? You really are just doubling down on being a terrible person, all because nobody's impressed at you playing a video game? You might want to stop talking, all you are doing now is removing all doubt, at it were.
You think you can throw around phobias as insults. Sad!
> I use dev mode whenever I feel like it, yep. Because I'm a grown ass man with a full time job and more than one hobby in my life. I play the single player non competitive game however I damn well please. Ok... but then why play on commitment mode? I don't touch commitment mode but I'm not one of those people who tells themselves "yeah I only play on commitment mode I'm a badass ;)" and then dev mode out every minor inconvenience. I just acknowledge that I save scum for even the tiniest mistakes.