RimWorld Forum  /  Idea for a new rule
  IronOreAgateIronOreAgate

As I have been playing and practising runs I have come to realize that the most de-moralizing and worst part of running rim world, especially escape runs, is having to spend 10+ minutes every time trying to generate the perfect team of colonists.

Prepare Carefully is a mod which would definitely help this, but as it has been pointed out before allowing any mods opens up for players using hacked versions of a mod to give themselves an advantage.

So to help combat the random colonist problem, but still not use mods, I was curious what people thought about the idea of allowing runners to save at the start of the game after you click "Ok" but before the pods have touched down, then if the run fails they can restart at that save point and allowing the clock to restart as well.

This would of course have some restrictions, such as

1. No unforbidding items.
2. The game clock should not read more than a few seconds. You can check this by going to the History Tab and clicking Statistics.
3. Your game should load paused. Timer can start when you click unpause
4. Colonist pods have not appeared on the screen yet.
5. No modifying the saves. Not sure how this could be policed, but still.

Anyone else have any input? This obviously is up to the admin on what is allowed, but I feel like this could really improve the runs for people.

knewsterknewster likes this. 
  BisqwitBisqwit

There are certainly many issues concerning the saves. No modifying the saves is just the tip of it. What if you used a mod that modifies the tile generation, and gives you a starting tile that has all mountains made of uranium and an ancient danger zone that conveniently happens to hide twenty techprof subpersona cores and five resurrection mech serums? You could then save the game, remove the mod, and load the save, but these changes would still be in the game. Also, Prepare Carefully allows you to create colonists that would never appear in real game, such as someone with 20 and double flames in all skills. You could consider this a NewGame+ style branch perhaps.

This needs more work before this kind of rule change can be accepted.

knewsterknewster likes this. 
  knewsterknewster
(edited: )

I personally wouldn't suggest allowing people to use mods. Having public access saves made as the pods are dropping, on the other hand, might work. The idea being that you roll for colonists you like on a seed you like, then post the save publicly with general colonist and seed info. Anyone would be able to use the save file. And since it was public, there would be no more opportunity for a cheater than in a normal game. The only effect would be to cut out the somewhat lengthy reroll process at the start of every attempt.

 
  BisqwitBisqwit
(edited: )

To make it fair, you would need to post both the video that produces the save file, and the video that uses the save file, and present, on screen, a cryptographic checksum of the file in both videos to ensure that the save file is the same as what was used in the first place.

But even then it leaves open the possibility that one creates the landing with a modded mod that does more than is advertised, such as modifications into the world tile. It is impossible to judge whether this has happened from the save file alone, even if the file was shared.

 
Latest News
View all
No news
Recent Threads
View all
Thread Author
Was your run rejected?
Last post
BisqwitBisqwit
0 replies
Devilstrand Harvest - Sea Ice - Impossible?
Last post
madOne6809madOne6809
2 replies
Block Seeds
Last post
frost_coyotefrost_coyote
1 replies
New Category
Last post
CowchyCowchy
3 replies
Allowing Mod: RandomPlus
Last post
Colin_HenryColin_Henry
1 replies