I have 1 negative trait for 2 positive traits unless the positive is really good then I make it 1:1. Unless I have some obscene negative on a colonist like incapable of dumb labor I only allow 6 total flames for passions so I usually max out at 6 minor, 3 burning, and everything in between. I set rules for myself when using it because making every one of your starting colonists a swiss army knife invalidates recruitment aside from the militaristic aspect of it. If you enjoy what you've started then its all good Not really cheating but then I gave all of them wings, and 500 survival meals, along with a ton of supplies. I kept the two soldiers, got rid of the child, and made 6 other pawns which I initially randomized to get a good mix of traits, but guided on which worktype I needed filled. So I just eventually made it a squad of 8. #RIMWORLD PREPARE CAREFULLY BETA 18 MODS#I kept adding on mods and resetting, and just got tired of the early-game grind, waiting for visitors and prisoners to recruit. In fact, in recent playthroughs I had two genetically-engineered soldiers crash with a child which they're protecting, and since neither of the soldiers were good in social, the child was the one becoming royalty.īut I added Dub's Bad Hygiene since I wanted a little more immersion. I'm both.Īt first I didn't make them good. #RIMWORLD PREPARE CAREFULLY BETA 18 MOD#Please report any problems that you may have.When you bork one too many saves that progressed for a couple of years because you want that new shiny mod that puts a lung implant in your colonists' brain on load, you begin wishing things could start off faster. As always, mod compatibility issues continue to crop up.This will guarantee that any bugs in this release will not corrupt your favorite preset.
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