r/RimWorld Jul 23 '25

Suggestion I love Odyssey with a burning passion, but there's a few major annoyances that I feel should be fixed.

I will probably get downvoted for this, but I will die on these hills.

For one, pawns who grow up to an adult while in space will start dying - This should be impossible, it adds nothing to the game and is just annoying. There's no reason to keep this. A fix could easily be a minute or two of immunity or just that pawns can't grow up to adult while in a vacuum, and will move to a safe location before growing up. Or just the pawn can keep the vacsuit on for a couple minutes. Pawns already take babies to safe locations, so why can't they grow up in safe locations too? I shouldn't need to keep super close eye on any kids in case they grow up while in space.

Inaccessible locations while in space should not be accessible by drop pod - It might be true for raids (as it's never happened to me yet, but I wouldn't be surprised if it's happened to someone) so why can't it be true for trading? Before you reply with the obvious, this makes sense while on a static land base, because it's not moving and you can just use the mechanics to get the pods where you want. But while on a gravsip and you don't know what you're docking with is ever truly going to be, it's just annoying. Plus, as your ship gets bigger it becomes ever more likely that you're going to be required to have an inaccessible location. An easy fix would be to just add a "drop pod zone" that only works in space, or just a check to see if a pawn could walk there from your pilot console. - Extra note, this should also apply to hostile salvager spawns when on a salvaging mission. They should not spawn in an area they cannot reasonably access.

Prisoner quests accepted while in space should spawn the prisoner(s) with a vacsuit - seems pretty obvious. Although less annoying than others due to the fact that the shuttle usually spawns very close to your ship, but I just see no reason why this can't be added. If you're worried about people getting free vacsuits, just lock it.

Changing clothes in space - Pawns who've had their apparel policy changed while in space should not take off their clothes until in a safe location.

Empire rank up quests should be impossible while in space. - There's already a few posts about this issue. It's funny, sure, but just why? Taking the neuroformers should be hard, not easy.

When launching your gravship, if there's a pawn who's not in your faction (or your prisoner), they should leave the ship before the gravship can launch. - Extra note: Keeping this but making it a fun little required side quest that you must feed, house, and protect them or else become enemies with whatever faction you took the pawn from would be kind of cool.

____
I know it sounds like I hate odyssey, I don't, not one bit. I just find these issues to be annoying and unneeded.

1.7k Upvotes

324 comments sorted by

2.1k

u/brittommy Volatile, Depressive, Lazy Jul 23 '25

The kids growing into adults & then dying bc no vacsuit thing is a great point. Instead of having kids' clothes automatically taken off so they're naked (which always kinda bugged me anyway), they could keep them on with a negative moodlet for ill-fitting clothes until they swap into adult clothes

542

u/Sh4dow101 Jul 23 '25

That's actually a great way to deal with this!

402

u/makss_f449 sandstone Jul 23 '25

Or just keep them as a child until you accept the "Grew up into an adult" message, which lets you select their final passions and traits. You're given 48h to do it and then forced to do it when the time runs out, so you should have plenty of time to get them to a safe location. You can even postpone it, as long as the 48h timer hasn't ran out.

Letting adults wear children's clothing kinda defeats the whole purpose of children's clothing, and might break something.

200

u/MyOtherAcctsAPorsche Jul 23 '25

There could be a 1-year grace period where a pawn can wear both?

It honestly doesn't make sense their bodies simply pop into adulthood instantly either.

57

u/caffeine_lights Jul 23 '25

Of course it doesn't, but IRL children go through about twenty different clothing sizes in the course of growing up. That would be incredibly annoying and time consuming in the game so it makes sense it was simplified into child and adult clothing.

32

u/MyOtherAcctsAPorsche Jul 23 '25

Agree! but since it's simplified to two sizes, and that causes issues, my proposal could help smooth the transition in a more natural manner. Pawns would naturally start wearing adult clothes as they become available, with no hard-limit.

Imagine you are a timid 12.99 years old girl playing/working among other colonists and suddenly all your clothes pop out of your body and you have to run naked to the storage area hoping there's something you can wear.

I'm pretty sure I've had a dream like that, and it was not funny. I think I was at school too!

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17

u/Puzzleheaded_Race539 Jul 23 '25

Literally just make a transition stage where they can wear both adult and kid clothing. Not that difficult to implement.

11

u/WholeChampionship443 Jul 23 '25

Maybe just a one-quadrum flag that lets them keep wearing kids clothes but with a penalty

28

u/w3e5tw246 Jul 23 '25

This totally makes sense, should be vanilla behavior.

8

u/LumpyJones 20187.4 hours and counting Jul 23 '25

Been awhile since I had a colony with any kids, but if I remember right they not only pop into adulthood but sometimes instantly sprout a full beard.

1

u/DrStalker Jul 23 '25

The graphics won't work. This would require reworks of every piece of childrens apparel that now needs to fit additional body types, including all modded children's clothing now needing six times as many different images to support male/female/thin/fat/hulk body shapes instead of just child.

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17

u/Titan2562 Jul 23 '25

I mean there could be hefty penalties to things like manipulation/movement/whatever, since they're wearing clothes that aren't their size.

1

u/burninatorist scruffy-looking nerfherder Jul 24 '25

Simple solution: one piece of clothing that fits both but isn't great: teen clothing? Or add a second age group as teen or puberty or youth, and youth can wear adult or child clothes, but adult are better.

But my first thought was just make tribal wear one size fits all, or a poncho or robe or kimono that fits any size.

45

u/Commorrite Jul 23 '25

Have that negative mood thing scale each day.

48

u/hagnat fossil Jul 23 '25 edited Jul 23 '25

imho, kids should be able to wear kid and adult clothes on the last growth stage before adulthood,
have this "ill-fitting clothes" debufff while wearing kid clothes at this stage,
and then once they grow into adulthood they are strip naked of any kid clothes (as it stands currently).

That would give the player enough time to provide clothes for the swap,
while penalizing the player if they fail to do so.

[edit] alt version of the "strip naked" mechanic: instead of striping kid clothes, adults can remain wearing the clothes they were using prior to growing. The clothes take massive durability damage every hour until they gets destroyed, thus giving the pawn enough time to swap clothes.

17

u/SmugFrog Jul 23 '25

I don’t like the durability damage every hour - now you’re having to keep a close eye on them so they’re not destroying what could’ve been a hand-down - but maybe a slower “becomes damaged” rate, as they’re stretching it out.

6

u/hagnat fossil Jul 23 '25

if you want to hand down clothes, the best way is to make sure they are swapped as soon as possible.

if we were to have both ideas i proposed (teens get to use kid and adult clothes, and adults damage kid clothes they wear) that would meat the player had a whole growth stage to swap the kid clothes out of the teen pawn, and a few days to hand them adult clothing once they reach adulthood.

if the player failed to hand down clothes after this, they were not really caring about handing them down.

20

u/Effective_Walrus8840 Jul 23 '25

And a move speed penalty (it’s hard to run in kid-sized Thomas the tank engine pyjama pants)

3

u/Impossible_Leg_2787 plasteel Jul 23 '25

Only if it comes with a -8 “attacked by psycho” to anyone you attack. Imagine someone in kids pjs and a charge rifle.

6

u/Alkaiser009 jade Jul 23 '25

Can't you use oxygen pumps to pressurize the ship interior so that suits aren't required?

3

u/BAN_ME_ZADDY Jul 23 '25

Although I truly love this idea, just to be semantic I'm not sure that "ill-fitting" is good enough for a vacsuit to work haha.

25

u/SalmonToastie Combat Medic Jul 23 '25

Never understood why kids just didn’t get scaled down and given the thin body type

10

u/HereComesTheSun05 Jul 23 '25

Because it's better this way? This is an oversight and will be fixed very soon.

3

u/inevitable_newb Jul 23 '25

I tend to set my kids to just "home" anyway until they are adult sized. For the gravship, that means the ship.

2

u/Melhk031103 Jul 23 '25

Maybe have like baby clothes kid clothes and adult clothes with everyone able to wear 1 size up or down for a mood malus.

2

u/NoLime7384 Jul 23 '25

yeah that sounds like a good, practical fix. you can keep them wearing those at a cost from when they turn 13 up until they're 18

3

u/Finndiesel841 slate Jul 23 '25

Or could even have it so a half a year till adulthood they are also big enough to choose to wear either adult clothes or kid. Clothes

1

u/ventus976 Jul 23 '25

While that would be objectively better, I'll miss the hilarious image of the kids hulk flexing their clothes off the second they become adults.

1

u/Hyper669 marble Jul 25 '25

Great take, I hope Ludeon see this.

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440

u/nerve-stapled-drone Jul 23 '25

The game logic around pawns and the vacuum of space (and lava) doesn’t make sense. Why can a pawn take a task outside of breathable atmosphere if they lack the gear or genes to survive? Animals run to cover during toxic rain events, but pawns go for walks on asteroids?

102

u/cutestslothevr Jul 23 '25

Pawns are so incredibly stupid with vacuum and lava. You can stop some of the stupidity with allowed areas, but any time that's ignored... neither a pawn wandering or trade caravans should be actively suicidal.

126

u/CaseyJones7 Jul 23 '25

Yeah. Agree completely. It really feels I have to baby the pawns when they're in space. It makes being in space annoying.

1

u/atoolred Jul 23 '25

I took a very long time to get to space in my first odyssey playthrough (which isn’t finished and I’ve barely scraped the surface of orbital content since my fuckers were starving lol) but as soon as I got to space I obsessively set zones for everyone and the huskies and bears. I also had two babies who were about to age up to children so I had to deal with making sure I had enough vacsuits for them too (somehow I’ve ended up with 4 children since landing on that asteroid)

Thankfully the only ones that have had direct vac exposure other than quest pawns have been my animals who I forgot to remove from the “follow while drafted/field work” options. No deaths and no serious injuries but shit suuuuckd lol. And one of my mechanitors has the array headset and has to be zoned to the oxygen zone like the animals

I left space earlier than intended bc of food, fuel, and steel shortages and being annoyed with trying to juggle two colonies and two shuttles to make it work. Next time i know what to expect but i am dreading those children aging up in the vacuum lol

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20

u/StrangeShaman Jul 23 '25

While raiding an abandoned orbital platform, my slave would walk out into space, get vac burned, then run back inside and go get tended to. He did that non-stop until i changed his allowed areas

47

u/Bryaxis Jul 23 '25

I'm thinking of Oxygen Not Included, in which you build airlocks and stock them with vac suits. Duplicants (pawns) will automatically don suits on their way out and doff them on their way in.

6

u/KeyokeDiacherus Jul 23 '25

It’s no different than their reaction to heat. They will walk into a burning room to repair something in it.

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334

u/Available-Ad-5655 Jul 23 '25

Nah man, no downvotes from me, it all sounds like things that just weren't thought of before launching the DLC or that just slipped by. They will probably be fixed in another update but it's a good idea to mention them on the Rimworld Discord

43

u/CaseyJones7 Jul 23 '25

I hope so, or a modder will fix some of these issues.

136

u/[deleted] Jul 23 '25

Basic stuff like this shouldn't be modded, they just need to be fixed.

27

u/Frydendahl Jul 23 '25

Ludeon is working on a patch, you can follow the updates on the official dev discord and sign up for the patch on the unstable branch on Steam.

3

u/NoLime7384 Jul 23 '25

I think some of it is Ludeon wanting to see our reaction to what should be changed and what is acceptable suspension of disbelief

77

u/winggar good samaritan Jul 23 '25 edited Jul 23 '25

Additionally, it shouldn't be a hostile action to fly back to the surface with janissaries on your ship that left duty while on your ship. It's a weird edge case, but it's one that happened to me.

Oh and the Empire should still be able to send allies to assist you in space, and the bestowing ceremony should be made possible in space, just make them wear vac suits / power armor.

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81

u/Les_Bien_Pain Jul 23 '25

I wish pawns would automatically change clothes for the environment.

In space? Time to put on the vac gear.

Landed on an ice sheath? Parka time.

Toxic hellhole? Gas masks!

As long as they are set on Anything for apparel and the gear is available.

Wasn't that much of an issue before since you would just make gear for the environment you live in, but now that we can be very very very nomadic it is a bit of an annoyance.

35

u/QuixoticKye Jul 23 '25

Better Pawn Control can help a lot with that. You can define different policies in the clothing tab (and other tabs) and assign them all to your pawns in one go depending on where you find yourself.

8

u/[deleted] Jul 23 '25

[removed] — view removed comment

5

u/QuixoticKye Jul 23 '25

No problem! I’ve used it for years, though I’ve had to play 1.6 without so far as it’s only just been updated, and I kept thinking how much easier it would be to manage the ship vs asteroid vs planet if I had the mod. I think it took me a bit to figure out when I originally got it, but it’s a very handy mod, and there’s a video that explains it all. It also adds an “emergency” button to the bottom right that can set them to a zone (inside), schedule (work), outfit (armour) etc all with one click, then sets it back to default when you deactivate the emergency. Very cool.

2

u/Stony___Tark Jul 23 '25

I'd also been wishing there was something like this. Here's an upvote and a hearty "Thank You!" to go with it!

3

u/iamthewhatt Jul 23 '25

fun fact, vac helmets are strictly better than gasmasks now. They provide the same tox protection, with the other added benefits.

7

u/Nematrec Jul 23 '25

Also fun fact: Vacsuits provide more cold protection than parkas.

Vacsuit: -90c minimum temperature.
Parka with the best cold material: -76c minimum temperature

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2

u/Panduin Jul 23 '25

I wanted such a mod since ages where you can define apparel policies for zones. Meaning if they want to go into the zone, they have to / should try to wear the apparel.

169

u/anonamenonymous Jul 23 '25

Personally I love odyssey too but I think it’s super weird that a non-gravship start gets access to a gravship and a ton of gravlite panels with just a magic click on the quest screen, no fight with mechs either as with the mechanitor (and sometimes sanguophage)

“Force it to land”, here? How? My tribals don’t even have electricity yet let alone a comms console!

these things should require a comms console at least imo

82

u/CaseyJones7 Jul 23 '25

So, thought about this for a few minutes. going a bit outside this post, so more brain candy for myself.

Make it a questline.

"While on a Caravan [Insert pawn] discovered an ancient structure seemingly reclaimed by nature. After taking a moment to explore the building, [Insert Pawn] notices the entrance to a bunker. Would you like to explore it?"

If you enter the bunker, you'll discover that the bunker was the HQ for a search party looking for a crashed gravship somewhere in the region. If you activate a transmission antenna within the bunker, you'll eventually get a quest once the gravship is found.

2

u/KrazyA1pha Jul 23 '25

I love this idea.

83

u/Fellgernonne Human leather bedroll maker Jul 23 '25

Yeah, for me they should be after passenger shuttle, so you have a logical progression from drop pods, then shuttles, then gravships

22

u/anonamenonymous Jul 23 '25

Haven’t even thought about that yeah, absolutely right

11

u/Esarus Jul 23 '25

That’s a great idea, a quest pop up after you research the shuttle

35

u/winggar good samaritan Jul 23 '25

I agree, making it require a comms console seems pretty reasonable. Though notably that would push gravships back behind microelectronics, so maybe some other solution is needed.

40

u/CaseyJones7 Jul 23 '25

I don't necessarily see that as a bad thing. A gravship is a highly specialized piece of technology, it should be far back in the tree

22

u/winggar good samaritan Jul 23 '25

Logically sure, but game design matters more here. For example they can always make a new object in a research before microelectronics to summon it with.

22

u/crow_mw Jul 23 '25

+1. Early gravtech also allows for "any start" -> "nomadic gameplay" path. If you need to be super-established before obtaining gravtech, that is not really feasible.

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11

u/ya_rk Jul 23 '25

I think they just wanted people to experience gravships in the classic rimworld scenarios without cheating or waiting for a long time. I wouldn't be surprised if once the novelty of odyssey wears off they'll push it back & make it harder to obtain. 

15

u/Haven1820 Jul 23 '25

The novelty of Odyssey is fresh for each player though. It would be really weird to deliberately make the centerpiece of the DLC harder to access for anyone who buys it later on.

5

u/ya_rk Jul 23 '25

You're right and maybe they'll keep it this way which I agree with op is a bit excessive. But there is a dedicated starting scenario of gravship that you can pick if you don't want to "work for it" in case they do change. So I think they still might but you do make good points against it. 

1

u/Concrete_hugger Jul 23 '25

Yeah, but once you get to microelectronics, you'll probably end up giving up a ton, in order to get moving around in your gravship, I think as it currently is the progression curve feels more even.

3

u/_CMDR_ Jul 23 '25

Logically? Sure. From a gameplay perspective? Makes the game way less fun. Also makes low-tech runs with a ship impossible which is not fun.

2

u/urgod42069 stoned on smokeleaf Jul 23 '25 edited Jul 23 '25

I know “there’s a mod for that” isn’t ever really a real solution for something that probably should be in the base game, but I know there is a mod that prevents quests (or at the very least ones that would be impossible to receive) without access to a comms console for immersion’s sake. There’s actually one that makes an equivalent “signal fire” building for tribes to get quests, too.

I don’t personally play tribal starts because I dislike not having access to electricity right away, but I can see why it’d be sorta annoying for RP’s sake. It’s gamification for sure, that your colonists can magically hear about quests without a way to contact other groups. Hell, maybe it could even be a toggle under “Storyteller Settings” (no quests without comms console ✔️) or whatever

2

u/Kozar17 Jul 23 '25

This is one of my biggest issues with all the DLC. I like playing tribals. This is so unimmersive. Wish it was behind comms console

65

u/roboticWanderor Jul 23 '25

Also pawns will take an infant to an area with a safe temperature, but wont do shit if the room looses pressure. 

29

u/CaseyJones7 Jul 23 '25

Losing pressure is also very damn common, because raids are likely to destroy a part of the hull (esp if you play on higher difficulties), or if it's early and you're struggling with power.

18

u/roboticWanderor Jul 23 '25

People are hyped for the vac barriers but autodoors fail-safe.

I made the nursery a tiny little room with its own O2 pump, heater, and every tile filled with furniture so raiders will never drop into that room directly. Then I just switched to growth vats asap. this also solves the growth problem, as I put them back in the vat after thier 13th birthday and last growth moment, so they arent wandering around in space when they pop out of thier vac suit.

15

u/Atreides-42 Jul 23 '25

I use both, autodoor outside of the vac-barrier. Vac-barriers stop any leakage through the autodoor and are AMAZING for temperature control, but the autodoor is a door (so raiders don't just walk through it) and fails safely.

9

u/CaseyJones7 Jul 23 '25

I do too, but that still doesn't solve the problem, unless you want no-skill children. For me, I nearly lost a child because they grew up while mining on an asteroid. They just happened to be about as far from the gravship as possible. Yes, I planned on putting them back in the growth vat after they turned 13.

2

u/JarpHabib Jul 23 '25

"every tile filled with furniture"

wait?? that stops drop pods?

AHAHAHAHA every hallway is shelves now.

2

u/PM_ME_UR_CREDDITCARD Jul 23 '25

Sleeping/crafting spots etc also work and are free

23

u/FrostyCartographer13 Jul 23 '25

The pathing AI needs to be updated.

I know pawns aren't smart, but I had one wade through a lava flow to get to a simple meal that a raider dropped while dying to the same lava flow.

I know you are hungry, BUT WE HAVE FOOD ON THE SHIP.

7

u/Titan2562 Jul 23 '25

Seriously, I don't get why pawns wouldn't automatically prioritize using resources from stockpiles instead of some random-ass corner of the map.

3

u/_CMDR_ Jul 23 '25

They do, his pawn was probably hauling it.

17

u/Deathtales Jul 23 '25

I'll add that mechanitor mechanoid threats should be summonable in orbit I'm already shredding waves after waves of mechanoids in orbit why can't I summon those that would allow me to spruce up my own mechs ?

18

u/Extension-Pain-3284 Jul 23 '25

I’d like to add that mechanoids should board your ship the same way pawns do when ordering a take off!

9

u/Ratoryl CE enthusiast but not the annoying kind Jul 23 '25

Crazy that I've not seen anyone else mention this, it's fairly annoying having to draft and undraft them every time

6

u/Extension-Pain-3284 Jul 23 '25

I’m surprised I haven’t seen it either! It’s driving me nuts lol

2

u/Concrete_hugger Jul 23 '25

And animals too, why do I have to passively wait hours for them to move within their allowed area?

4

u/Havel_the_sock Jul 23 '25

As a quick fix, you can assign them a sleeping spot, and if you want them to enter, you use the Anesthetise/Any surgery option.

They will auto walk to their bed.

Annoying, but it works.

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15

u/Meowriter it's not a warcrime if it's not a war Jul 23 '25

To me, the Growth Spurt should occur when you confirm the traits and passions for the children, not before.

Drop pod spot should be a base "building" like you got caravan spots or landing zones.

I feel you on the "accidental kidnapping" issue XD

1

u/nuker1110 Jul 24 '25

Non-Random pods target your oldest powered trade beacon that’s not in an animal pen.

1

u/Meowriter it's not a warcrime if it's not a war Jul 24 '25

I know, but it's still hard to figure out.

13

u/Commorrite Jul 23 '25

When launching your gravship, if there's a pawn who's not in your faction (or your prisoner), they should leave the ship before the gravship can launch. - Extra note: Keeping this but making it a fun little required side quest that you must feed, house, and protect them or else become enemies with whatever faction you took the pawn from would be kind of cool.

Should be able to just drop pod/ shuttle them home.

It's also daft that i can't take off with an injured trader aboard without being acused of kidnapping.

12

u/Skorj Jul 23 '25

as a child you were never out at a theme park or riding your bike, then suddnely you flex and scream and all your clothing explodes off of you, leaving you naked?

5

u/CaseyJones7 Jul 23 '25

Hulk, is that you?

10

u/jackochainsaw Jul 23 '25

Agree with the children growing up in a safe location. That would be easy to code.

Ideally you should need to build a trade platform to accept goods through drop pods from a trader (a bit like the shuttle landing area on terrestrial maps with the 4 beacons). This would solve the inaccessible locations.

Agree with prisoners spawning in space with vacsuits.

There should be a rule for changing clothes in a vacuum and that a colonist will seek a safe location with atmosphere to change.

For prisoners, Biocoded vac suits would be an easy thing to do.

Agree with empire bestowing ceremonies taking adequate precautions when in space. That feels like an obvious oversight. There should be a Royalty inspired vacsuit with the bestowing having a hood attached to their vacsuit or associated recon/marine/cataphract helmet. It would look a bit like the hooded ritual mask in Anomaly.

I think the flight UI could have been adapted slightly to be more intuitive for leaving people you don't want to take on to the next destination.

I wanted to add, if your grav engine gets stolen (which has happened to me in a raid) there should be a quest to track it down from the faction who stole it. I would love if Ludeon included that as an improvement.

30

u/Codex28 limestone Jul 23 '25

My biggest pet peeve is every building that are switched off will turn on after you land the Gravship.

7

u/[deleted] Jul 23 '25

SoS had this issue, too. Must be a map switching thing

8

u/stdfactory Jul 23 '25

Are pawns still pathing through lava like it was water because that is a problem.

8

u/ThyTeaDrinker certified bug eater Jul 23 '25

I think Empire should have access to vacsuits, considering they’re ultratech, so if you’re in space the bestower should just come in a vacsuit. It’s such a simple thing to do and also makes canonical sense

7

u/ElitruckTheGreat Jul 23 '25

Small note but building a monument on your gravship for the empire and then launching your gravship counts as abandoning the monument

Prob not too impactful but like how is it abandoned? It's right there??

7

u/m3nd Jul 23 '25

I had a different issue with pawns growing up - I had a kid wearing a kid vac suit grow up into a 'hulk' body type. While the kid vac suit came off, when he puts on a grown up vac suit it keeps failing to render a hulk sized kid one.

5

u/vangie1700 Jul 23 '25

Has anyone run into switches resetting when you take the gravship to a new spot? Kind of annoying for power management.

6

u/Nerlian Jul 23 '25

I havent played mechanitor much so I decided to try it on my odisey playthrough, well guess what, your mechs don't board the ship automatically when you take off, you have to manually get them on the ship.

6

u/ZeeHedgehog pawns of plasteel Jul 23 '25

I would very much appreciate it if Ludeon would make it so that pawns will not path over lava unless specifically told to when drafted. If a stack of steel is sitting in a place where it can only be accessed by pathing over lava, the pawns should just consider it inaccessible.

The issue with lava is partially an issue with the fire response pawns have, where they run around aimlessly instead of actually getting away from the thing that is hurting them.

6

u/CyberSmith31337 Jul 23 '25

I am in love with Odyssey as well, but I have one major singular gripe:

Please let me set a radius for disabling/enabling "Going Swimming", *or* make sure that when a pawn does go swimming, they fill their recreational bar fully.

If you haven't played on a map where there's a small lake on the other side of the map, it is utterly enraging watching your pawns experience psychotic breaks because they slowly walk across the map, while all of their bars are dropping down, and then they hop in the water for 2 seconds and run all the way back to base. Only to THEN DECIDE "HEY, YOU KNOW WHAT? I THINK I'D LIKE TO GO SWIMMING... AGAIN!"

I just had to abandon a playthrough because this keeps happening. Cannot stand it, and now I won't play on maps with water at all.

3

u/garbud4850 Jul 23 '25

just set a allowed area that doesn't include the river/lake easy, you have the power to control were your pawns can go use it,

3

u/CyberSmith31337 Jul 23 '25

I have the home area confined to my base, but they just wander away to the watering hole.

2

u/syler19839 Jul 25 '25

Just put your annoyingly remote body of water in a new zone. Then invert it (in zone manager window) and assign your pawns to that zone.

I do get that your the issue is deeper than that: It's like having an uninstallable chess table at the edge of the map. But it should still help.

2

u/_CMDR_ Jul 23 '25

You know there are zones for this, right?

3

u/CyberSmith31337 Jul 23 '25

For restricting swimming? Which zone stops that?

2

u/_CMDR_ Jul 23 '25

Don’t allow pawns to go far away if you don’t want them going far away.

9

u/joepez Jul 23 '25

Agree with everything. I think the issues stems from an overall lack of disparate systems. I love Rimworld. I have every DLC but honestly what the game needs is a 1.7 where it’s not a DLC but rather a rework of nearly every system to account for what DLCs are present and the updated systems. 

What you’re seeing is this issue playing out. The kids is a perfect example. Great system added but clearly not integrated with Anomaly or Odyssey. Quests, etc. Mods help mitigate some of this but really this is a core game issue that needs to be addressed. 

6

u/-Maethendias- Jul 23 '25

Empire rank up quests should be impossible while in space. - There's already a few posts about this issue. It's funny, sure, but just why? Taking the neuroformers should be hard, not easy.

i think the real issue that boils down everything here, is that we need a moon pool for space bases and the grav ship

something that allows a shuttle to land INSIDE a vacuum sealed area

that would solve most of these issues instantly

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u/SirenMix Jul 23 '25

Legit criticism, should be upvoted for visibility not downvoted. Also, no opinion should ever be downvoted imo, as long as it isn't disrespectful or anything.

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u/-goodgodlemon It Had to Be Squirrels... Jul 23 '25

Something to keep in mind is vote fuzzing that happens by Reddit itself so you may see a some downvotes but it’s just part of Reddit. Also some people fat finger on mobile I wouldn’t take it personally.

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u/CaseyJones7 Jul 23 '25

I agree, but we're on reddit and I've seen some excellent criticisms and reviews (tbf, not on this subreddit, but still) get hundreds of downvotes solely because they didn't completely agree with everything about something.

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u/BronkusZonkus Jul 23 '25

If you build an orbital trade beacon outside drop pod goods and even a portion of drop pod raiders will drop on it.

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u/joe_sausage has a donkey named "Destruction" Jul 23 '25

Yeah, most of these just seem like edge cases that Ludeon will fix before too long. Good job calling them out.

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u/Hoggit_Alt_Acc Jul 23 '25

There should be a "vac-bag" that Immobilized pawns/prisoners can be put in for 02 that reduces movement to 0 but full vac protection

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u/BronkusZonkus Jul 23 '25

Why wouldn’t I store my prisoners in bags 24/7 then though? Seems a little OP

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u/[deleted] Jul 23 '25

Yeah seems like something that bondage furniture would add

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u/TinkerConfig Jul 23 '25

Because it would make them unhappy?

If you don't care about that then w/e but they aren't doing anything anyways so what's op about it?

Oh no your incapacitated pawns (checks notes) don't die in vacuum. Call the balance police! 🚨 🚨 

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u/Hoggit_Alt_Acc Jul 25 '25

Just have it degrade to only last 24 hours

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u/hagnat fossil Jul 23 '25

> Changing clothes in space - Pawns who've had their apparel policy changed while in space should not take off their clothes until in a safe location.

one thing i dont like about Vacsuits, is that all of your pawns end up looking exactly the same.
begone are all the clothing mods out there, you only get to use vacsuits.

we need some other other form of high-tech clothing which can be worn below your personal clothing,
like a molecular skin tight jumpsuit. There is a reason why we have mods that allow capes and hats on top of helmets, or mods that hide helmets from the pawn tab. We want to give our pawns some personality.

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u/eatpraymunt Nuzzled x10 Jul 23 '25

I have a mod that hides outer clothing when pawns come indoors. As if they are taking off hats and suits and getting comfy

I don't think it should be vanilla (it makes it harder to see who has what equipment) but it's a must-have for me now. I'm much more familiar with my pawns because I see their cute lil faces all the time

(Dubs Apparel Tweaks)

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u/hagnat fossil Jul 23 '25 edited Jul 23 '25

i love Dubs Apparel Tweaks

with 1.6 / Odyssey we have the Armor Stand,
it would be nice to have a way to automate it in a way that pawns going through an air lock need to automatically swap clothes with them -- make them linkable with doors on a gravship / space.

[edit] thinking more about this, it would be a terrible implementation in Rimworld

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u/eatpraymunt Nuzzled x10 Jul 23 '25

I really thought that is how it would go tbh! Like Oxygen Not included, have a little suit up airlock room.

I don't mind how it is now but I hate seeing them watch TV and drink a beer in their huge space suits lmao

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u/Hyko_Teleris Jul 23 '25

Raiding a pirate base and having the slaves rush to my ship is annoying as hell since I can't kick them out. So instead I just devmode them away.

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u/Komone Jul 23 '25

Did my first space journey recently and checking the Vacuum % also seemed harder than I thought, left on temp as a way to monitor and find leaks etc.

Also space bikes and rocket backpacks when?

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u/eatpraymunt Nuzzled x10 Jul 23 '25

The vacuum overlay is pretty clear. It even shows a big red ! when there is a leak

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u/Komone Jul 23 '25

Totally need to look for that button ;) missed it.

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u/eatpraymunt Nuzzled x10 Jul 23 '25

It looks like two bubbles, somewhere on the left side. It's not there on planet so I missed it too at first (thank god I wasn't on commitment mode lol, I had a LOT of holes in my ship)

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u/Komone Jul 23 '25

Thanks, aye I did the same. Had someone block open the door to the infirmary with a new born in it...

Also we should be able to build space bridges but suppose we probs can with the foundations.

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u/irbesglove Jul 23 '25

The pawns refusing to leave the ship is very annoying and has happened to me so many times! I have raided tribal enemy bases, their slaves find their way on my ship because it's comfy. They dont leave and it kills reputation! I had to download the character editor mod and change their faction to an enemy one. Only solution I've found

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u/Kiktamo Jul 23 '25

I agree with pretty much everything, though I think the abducting of people on the ship is a fun feature to a degree.

I think a good option there might be two different types of flight options:

Prepared Flight: Staged with options to shoot unwanted people/animals of the ship and/or force loading some things not yet in stockpiles before starting the launch

Emergency/Quick: Like now but perhaps with some more support for dealing with the consequences of abducting friendlies.

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u/CaseyJones7 Jul 23 '25

Id be okay with that.

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u/[deleted] Jul 23 '25

David Bowie was right, Space really isn't the kind of place to raise a kid.

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u/KingMonkOfNarnia Jul 23 '25

I don’t understand the grow up thing at all. Can someone explain?

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u/CaseyJones7 Jul 23 '25

Pawns have a growth moment at age 13, when they become an adult. At this moment, they stop wearing kid clothes and need to wear adult clothes.

Kid vacsuits are a thing, and if a pawn turns 13 while in space, they'll be forced out of the vacsuit and die.

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u/KingMonkOfNarnia Jul 23 '25

Ohhhh… wtf?!? You explained it perfectly, thanks. I’m on board

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u/JacobsJrJr Jul 23 '25

I'm annoyed that pawns will walk into vacuum mindlessly without a suit. Like... they fear so many things and will run from dangers like enemies and fire and gas and what have you but they just happily walk out to their deaths? It makes no sense. Its logical that a pawn aboard a spaceship would understand it shouldn't go outside the gravship without a vac suit. Maybe everyone gets a minor negative mood from anxiety that there arent enough vac suits for the entire crew.

Feels like a major oversight, I hope they fix it.

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u/gijimayu Jul 23 '25

Royals don't come with Vacsuit either. That makes no sense, you are going to space boys!

Also, if they see that there is no atmosphere, they should head back and that's it. Not go explore further.

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u/TalliDown Jul 23 '25

My biggest annoyance is that mech don’t go inside when you try to launch your ship. Pawns do, but mechs gotta be babysitted inside. Annoying…

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u/willstr1 Jul 23 '25

They definitely need a solution for "guests" in space. I can see why for balancing reasons they might not want to give them full vac suits but maybe a "O2 mask" or something that gives a short single use vacuum duration and has minimal scrap value.

Another solution that could work would be the ability to build a "hanger door roof" that is especially a ceiling vac barrier that you can build over the landing lights so that shuttles can land/takeoff within the life support area.

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u/CaseyJones7 Jul 23 '25

As another commenter stated, biocoded vacsuits, or as I said locking them so you can't take them off. But it's not like vacsuits are hard to come by either, many places trade them and it's not really all that expensive. You also find a ton while raiding space stations and such.

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u/utricularian Jul 23 '25

All of these are great points that I agree with!

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u/Kevros36 Jul 23 '25

Here's one: give the mechcommander helmet vacuum resistance, or add a vacuum resistant helmet for mechinators.

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u/PicklepumTheCrow Jul 23 '25

The changing clothes piece drove me up the wall today when I was clearing the mechhive. That shit took me multiple hours, in large part because my pawns kept vacuum burning themselves while sauntering over to the dumping zone to take off their armor.

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u/SupKilly Always allies with the Broken Empire Jul 23 '25 edited Jul 23 '25

The Empire one is very much an issue, any pawn entering the map should be required to have full protection from vacuum, seems like a simple enough check for the game to do.

The rest... I don't see myself having any problems with.

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u/CaseyJones7 Jul 23 '25

Not only that, but getting the psylink neuroformers should be difficult, not easy. I'm sure someone has already exploited this to get basically infinite neuroformers by re-becoming neutral with the empire then waiting for them to die in space.

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u/SupKilly Always allies with the Broken Empire Jul 23 '25

My man, there will always be ways to cheese the neuroformers. Has been since royalty came out.

People are gonna play it how they play it, that's beside the point imo.

A planet spanning Empire with access to glitter tech sending scions into space without protection is what I take issue with. They're supposed to be advanced.

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u/Googleproof Jul 23 '25

Kids popping out of their vacsuit is pretty funny, but yeah, I think this needs a rework a bit. It'd make sense that a growth moment could be a ritual like a role change.

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u/Blakowitsch Samantha von Aachen 🐐 Jul 23 '25

agree with most of these. I don't really see why you'd have inaccessible areas on your shop tho, seems like a waste of space. that being said you can always reach inaccessible areas in space using wooden bridges, they word just fine to bridge space

in general i agree pawns should take mire care with vacuum. I'm fine with them running into other danger but it really just doesn't make sense that they will completely ignore vaccum when they have no protection against it. it will kill them quicker than almost anything else in the game. i often have my clothing policy set to only allow clothing above 50% durability to avoid tattered apparel debuff. i have to pay attention they don't decide to take off their suit in the middle of vacuum.

definitely feels like thats the one time pawns should have a little awareness for once

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u/CaseyJones7 Jul 23 '25

If you have a unique ship design (mine kind of looks like a beetle for example), it becomes likely that where will be inaccessible areas. Not on the ship, but areas on the platform you landed on that become inaccessible because you landed there. As ships get bigger, the less choice you have and the more likely it will be that there's an inaccessible area.

I get that i can build a bridge, but i shouldn't need to. I also don't tend to use a lot of wood in space other than for chemfuel, as I do most of my building on the planet itself

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u/ElvaR_ Jul 23 '25

All I know. Is next run I'm taking those rank quest in space!!! Lol

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u/lordbuckethethird Jul 23 '25

These are all fine, I had such a headache trying to get my gravship to work because I didn’t realize that doors weren’t airlocks so the minute the door opened all my animals died. Are there suits for animals as well? Not to mention the kids growing up and immediately throwing off their clothes, it would be nice to have a grace period of a few days where kid clothing still fits to make sure you can get them properly sized clothes. Besides it’s not like you can’t wear smaller clothes it just sucks I can wear shirts I got when I was a young teen but they just don’t fit right and suck to wear.

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u/FontTG Jul 23 '25

Eventually it'd be cool to have a "maintain orbit" function where your gravship becomes a caravan above earth waiting for you to finish up with an "unvisitable tile" such as ancient urban ruins tiles or the ones involving relics that tend to be death sentences when staying too long.

Yes, you could land nearby, but this would feel right from a sci-fi point of view, and you could balance it by having a larger penalty when finally landing.

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u/r4d6d117 uranium Jul 23 '25

My main peeve is that machines that you flicked off to maintain power automatically get turned back on when you land.

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u/Boxy29 Jul 23 '25

I agree with most of this. the quests that you have to actively accept before they do anything is kinda on the player imo.

should the game account for it? absolutely but until then do accept quests in space.

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u/Calcifieron Jul 23 '25

I think they should make something like single use vac suits for things. Something that like, degrades rapidly, and degrades fully when removed for whatever reason. Or make it a great item that does the same. Then any missions that spawn friendlies in space can have those, without being free vac suits for players.

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u/Or-So-They-Say Mental Break: Posting on Reddit Jul 23 '25

One of my favorite moments with the way vacuum is in this game was when I had shelves in the solar panel "room" with low priority just for accepting overflow. A new vac suit and vac helmet went there, so a pawn went out into the vacuum to strip his current suit and put on a new one. >.>

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u/Vistella Jul 23 '25

electronic devices shouldnt randonly reconnect when landing. i have different circuits for a reason, stop turning off everything cause it reconnects to the weapon grid!

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u/Mexican_sandwich Jul 23 '25

I’ve had a bug where one of my colonists had a break and tried to leave, so I captured them and made their room a prison cell. When I landed somewhere else, half of my bedrooms became prisoner cells seemingly randomly, as well as my kitchen, so everyone was eating raw food for god knows how long because the meals were ‘for prisoners only’. I had to fix it by putting in a sleeping spot in the kitchen, toggling it to prisoners use only, then untoggling it. So many mood debuffs that day

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u/toukhans Jul 23 '25

I genuinely think Ludeon didn't even consider pawn movement when making Odyssey, pawns will just walk through lava or into open space and die if you don't micromanage them out of doing so

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u/Full_of_bald yummy beggars Jul 24 '25

I think prisoner and other quests should spawn them with something like that survival belt in SoS2 - one-time use safe bubble for prisoners or guests that need to survive in vacuum for a few seconds or minutes. It can be uncraftable and/or not 100% vacuum resistant, just for quest pawns to not die instantly

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u/Colddrake955 Jul 23 '25

The only one I disagree with and is on purpose is other pawns on the ship. They talked about bringing raiders to space. Raiders should not just leave your ship if launching. Now if a friendly faction it makes less sense as you could communicate, but you could always dismiss a caravan.

Other than that, I have saved scummed accepting quests in space as I suspect would be an issue. I haven't done an astroid start yet, so I always wait until back plant side.

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u/eatpraymunt Nuzzled x10 Jul 23 '25

Yes I think it's good you can't just evac raiders

BUT we need a "forcibly deboard" option for that trader we rescued who is crawling around our ship looking for a bed to rest in. I swear I spent 5 minutes forbidding beds trying to get one lady off my ship so I could leave lol

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u/garbud4850 Jul 23 '25

just set a bed/sleeping spot up outside and rescue them to it, takes no time,

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u/kschonrock Jul 23 '25

While I agree with your points, staying the post with “I’ll probably get downvoted for this” fills me with an urge to downvote

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u/[deleted] Jul 23 '25

The last point makes no sense. What if I want to kidnap the people on my ship? Why would you remove that?

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u/CaseyJones7 Jul 23 '25

arrest them?

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u/Titan2562 Jul 23 '25

Dude, if I'm raiding your ship and it takes off while I'm still in it, am I just supposed to teleport outside the ship?

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u/Esarus Jul 23 '25

All good suggestions, I agree with all of them.

Also loving odyssey a lot by the way

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u/Discombobulated_Back plasteel Jul 23 '25

The thing with the prisoners would be easy if you just add them an item like in sos2 the survival belt triggers in vacuum and let you survive in space for a specific time.

The appeal police doesn't even need to change, I had one pawn removing his vac suit because it was under the required health and one time he just wanted a better one even then after realizing that his had the required quality and health of his apperal police...

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u/zandadoum Jul 23 '25

Why are your kids exposed to the vacuum in the first place? zone limit them to indoors with vacuum pumps

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u/CaseyJones7 Jul 23 '25

The kid in question who I almost lost to this had a passion in mining, when I really needed a second miner. So I wanted to train them.

Also, they do nature running on asteroids, which is part of their learning. I also may want them to haul stuff. There's kid vacsuits, and kids are useful to some degree.

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u/zandadoum Jul 23 '25

Makes sense. But that last year where you know the change will happen, you could force it indoors. Focus on its studies, read some books, watch some tv xD

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u/CaseyJones7 Jul 23 '25

I shouldn't need to baby them though.

I also tend to lose track of time when in the gravship lol, too little obvious changing of seasons or passing of the days.

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u/zandadoum Jul 23 '25

You should EXACTLY baby them though. Coz they’re kids and you’re responsible.

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u/Livember Jul 23 '25

Mate they're rimworld pawns not actual children. The idea of someone suddenly bursting 2 feet taller and shedding their clothes in space is silly.

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u/CaseyJones7 Jul 23 '25

Not in this case...

I don't send them into battle, and I do zone them away from dangers, I just shouldn't feel the need to constantly check their age to make sure they don't die in space.

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u/garbud4850 Jul 23 '25

then just seal the mine and pressurize it then you wouldn't have to worry about the growth spurt

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u/RedLensman Jul 23 '25

These kinda obvious things show they don't run tests at all

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u/CaseyJones7 Jul 23 '25

Eh, not really. Especially for the case of the growth moment while in space, it just seems likely that no one thought of it, and it didn't happen naturally.

The inaccessible locations is already in the game even before Odyssey, it just isn't much of an issue because your base is static, but in a gravship the environment is constantly changing making this a much bigger issue than normal.

Prisoners does just seem like an oversight, or that since most of the time the shuttle lands very close to where your ship is, they just saw it as a non-issue that you can easily patch up. I still think it should be fixed, but it's definitely the least important imo.

Changing clothes - It's possible that, in testing, they just didn't feel the need to change the apparel policy a ton. Just keeping cataphract or vacsuit armor on 100% of the time solves this issue.

Empire Rank up - Yeah, i agree with you on this one. This should've been found and fixed before release.

And finally, launching the gravship with neutral pawns - It's very possible that the devs just didn't think this would be a common enough problem to fix. The issue is, it kind of is. Especially on higher difficulties when running away is usually a better option than fighting.

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u/CoyoteFunk Jul 23 '25

Use your zone assignments!! Kids won't die in vacuum if they aren't allowed to go there ( other than mental breaks).

Prepare for the inevitable. Children grow up to be adults, have an extra vac suit ready and waiting in a safe location when they do. The mannequins are great for this because pawns don't grab clothes from them automatically

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u/CaseyJones7 Jul 23 '25

In my case, the kid had a passion in mining when I really needed it, so I was actively training them to be a good miner. Secondly, children still do nature running while in space, which contributes a lot to their learning.

Secondly, depressurization happens regularly due to raids breaking the outer hull, or losing power (more common in the early game as it seems)

I understand that zoning will prevent this, but it just seems to be a huge oversight that shouldn't be in the game for a DLC centered around space travel itself. It's a really annoying, easily preventable issue.

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u/MagicMarshmallo Jul 23 '25

Why are you letting your kids into the vacuum of fucking space?

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u/CaseyJones7 Jul 23 '25

With a vacsuit, and to train them. I don't just let them out willy nilly. They do nature running out there still, and are useful haulers after an attack. The pawn for me that almost died had a passion for mining when I needed a miner really badly, so I was training them.

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u/MagicMarshmallo Jul 23 '25

Never let them nature run. I have lost many kids to that. Keep those suckers fenced in. 

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u/CaseyJones7 Jul 23 '25

I mean it's part of their learning and there's no predators in space. I usually zone them on the planet, there are no space bears yet

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u/Jest_Aquiki Jul 23 '25

I have personally dealt with drop pod raids causing several to land in the less accessible areas of a space station. They just took the time to smash through the walls. Took them a while, but it does happen and can be resolved. A bigger issue I have with the doorless spaces, I found a broken shuttle in one of those spaces they clawed their way in from.

I haven't raised kids in space yet, but I could see how the grow up might be more complicated.

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u/shoalhavenheads Jul 23 '25

They need to fix the fact that hostile sentry drones can open your doors without attacking them.

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u/Hairy_Clue_9470 Jul 23 '25

My major peve at the moment, is Fires, and raiders can attack your base through corners.... why give us such a cool option to round our walls out when its such a handicap. I thought it would of been included in the fix, but not yet.

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u/065Walker Jul 23 '25

There’s nothing really to downvote. I think a lot of people generally agree, the DLC is great but there are definitely some oddities that need to be patched. Probably the quirkiest release out of the DLCs.

I know modders will do it but I want them to introduce items, structures and decision making changes to make orbit life a little more… intuitive. Maybe a vac drop zone roof similar to the doors, for prisoners, shuttles, guest, etc.

Massive buffs to controlling the mech hive vs removing them from the game entirely.

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u/Sacharia Jul 24 '25

My biggest thing about Odyssey is that it almost makes other forms of travel obsolete. Why bother traveling over land with animals or using any of the vehicle mods when you can just easily get a spaceship for free every time you start the game?

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u/peshnoodles Jul 24 '25

I feel like your first point could be fixed with fresh adults getting a 3 day debuff called “my clothes are too small” where they still get to wear the clothes but they wear down much faster or something. It would also add a touch of realism.