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Messages - RedPine

#16
https://rimworldwiki.com/wiki/Traits

Bisexuality is in the base game, it was merely a 'hidden' trait in early versions.

If you want the sexuality ratios to reflect what you consider ideal/scientifically accurate, there are mods for that (and said mods have sliders you can fine tune.)

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In regards to "offensive" and "hostile" opinions, I still play and enjoy games made by people that I heavily disagree with.  Do I think that some of these people have opinions that could literally destroy society?  Yes.  However, I ALSO know that some people think the same about me, and I wouldn't want them to ostracize me to the point where we couldn't even have a conversation.

Besides, it's well known that most opinions (including my own) are the product of genetics, upbringing, culture, and a few dozen other factors that have nothing to do with how a person chooses to live.  A lot of artsy, creative people tend to be slightly less sane.  This doesn't make them bad people, it just makes them good artists.

What makes you a good person is how well you treat the people you disagree with.  What makes you a bad person is which kind of people you choose to hate. 
#17
> Has RimWorld finally become an overall polished game for all preferences yet or are we still analyzing and brainstorming particularly for "ONE" single gamestyle?

Ideology addresses this.  Even without mods, there is now a massive variety in "optimal" playstyles.

>  Quests map encounters dont provide rare resources anymore

There are now logging/mining camps and ruins.  Usually they only provide common resources, but sometimes you can find relatively rare stuff, at least by early game standards.  Also, there are mods that fix this.

> we cannot make a second resource gathering only colony right next to our first map tile anymore;

No, but if you can create a second resource gathering colony 2 tiles away.  Just enable 'multiple colonies' in the options.  Keep in mind that this will wreck the game balance, since all maps share the same event cooldown, and event severity is scaled to the map that the event hits.

> But I also recall sayings that the game breaks in many aspects as the Ludeon Studio mindset was focused on normal size map.

Francis John has a vanilla playthrough on the largest map size (QoL mods only), where he had more than 250 colonists at the same time.  His frame rate was more or less what you would expect, but the game did function.

Regardless, once your mining technology and/or caravan trading gets good enough, the size of your map becomes less and less relevant.

> Running a full game and complete it has become a moment where players would quit without launching the SS.

There are now three endings, one of which 'restarts' the game instead of outright ending it.  That said, Rimworld has always been a game where goals and victory conditions are largely self-imposed.  If you want something more, you need to dive into the vibrant modding scene. 

Do you want to hang out in a giant spaceship for post end-game content?  SOS2.
Want to fight a hopeless war that will challenge the hardiest colony?  Vanilla Factions Expanded: Mechanoids.
Want to fight a proper war as a proper empire?  Rim War and Empire go well together.
#18
General Discussion / Re: Introduce yourself!
December 28, 2021, 02:50:09 PM
-What introduced you to RimWorld? Or to this style of game in general?
I forgot.  Probably from Youtube?  I've known about Dwarf Fortress for awhile due to my love of roguelikes, so maybe from a DF player that branched out?  The steam store claims Rimworld was released in 2018, but it feels like it's been around for at least a decade.  How long was EA?

-What's your favorite other game?
I have 537 hours in Rimworld as of this post. 

If we're going by playtime, that's topped by Stellaris (1k+ hrs), Caves of Qud (800+ hrs), Fallout 4 (750+ hrs).  Skyrim too, if we combine the hours from multiple editions.  Of those, Rimworld is the only one I keep coming back to.

If we're going to count time NOT spent playing the game, such as messing with mods, and consuming/creating community content, then Rimworld would easily come out on top. 

If we're counting games that I will keep coming back to every few years no matter what, then only Space Engineers, Darkwood, and Super Hot share a spot with Rimworld.  The Elder Scrolls would be on here too, if it weren't for save bloat/save errors, which even the best SSDs can't fix.  Elden Ring will probably wind up on this list, along with the "perfect roguelike" which I have yet to find.  (If you have any leads on the "perfect roguelike" feel free to PM me.)

-Most embarrassing gaming-related story?
When I post some advice on the internet, only to later find out I was 100% wrong.  Luckily, selective amnesia prevents me from knowing how often this happens.

-What kind of breakfast cereal is the best?
Ezekiel, followed by Grape Nuts, followed by those large shredded wheat things.  I can't tolerate cane sugar/corn syrup, and I like my food as filling and nutritious as possible.  Literal crunchiness is desirable, but optional.
#19
Those who play on the hardest difficulties, minimally modded or unmodded, all do the following:


Manage wealth.  This means getting rid of unnecessary items, either by destroying (using moltovs) or selling (using caravans).  Some people claim that wealth management is not a problem.  These people are either lying, using mods that change the game balance, or have accidentally stumbled upon wealth management techniques through natural gameplay experience.  If you don't like the wealth mechanic, I recommend "wealth independent" mode, though that comes with it's own challenges as well.


Manage trade.  This means getting good weapons, insanity lances, and shock lances ASAP.  The wealth from a single insanity lance won't add an entire centipede to a raid, but can take two or more centipedes out of a fight, so it is almost always worth it to have as many insanity lances as possible.


Focus on recruitment.  There are a lot of different strategies here.  Some people spam random wanderer joins from ideology rituals, others focus on recruiting only a handful of extremely capable pawns, others use slavery, some focus on specific traits, some like all colonists to be married for the lovin buffs, others prefer single-gender colonies to avoid breakups/spouse died debuffs...

The important thing here is to have a plan, and be willing to change that plan as your situation changes.  You need to balance quantity, quality, and taking what you can get.


Pre-emptively prepare for events.  This means preparing buildings that COULD be used as indoor greenhouses just in case of a toxic fallout, but not wasting resources or power on growlamps until you actually need them.  It means having fallback points throughout your base in case of breachers and drop raids.  It means keeping your killbox prepared to handle the raids you can expect next year, not the raids you are expecting this year.


Killboxes.  Have them.  Some people claim you don't need them, but they are either lying, heavily modded, playing at low difficulties, and/or have accidentally stumbled on a strategy that is a killbox in all but name (such as defending alleys), or abusing the AI in some other way (such as invisible doomsday drops, peekaboo, go juice sniper tag, excessive mortars, calling in aid, psycasts in general, etc). 

Killboxes won't defend ALL threats, but they will let you recover from SOME threats fast enough that you will be well rested and equipped to handle the threats that counter killboxes.

Heatboxes/autobong boxes are optional and expensive, but nice to have in the late game when raids become more of a chore than a proper threat.


Mood management.  This ties into wealth management, since mood and recreation requirements go up as your colony wealth reaches certain values.


Base layout management.  High tier players tend to combine rooms with similar functions to share on floorspace and to get the most use out of room bonuses and art.  Hospitals and research both benefit from clean floors, almost all production buildings benefit from toolboxes, kitchens stay separate to avoid dirt penalties from excessive foot traffic, etc.  Some prefer individual beds, others prefer barracks, though this somewhat depends on what kinds of traits and needs your pawns have.

The important thing is to expand your base gradually.  No point in individual beds if you don't even have enough space for your stockpiles and fridge, an extra room you aren't using is just wasted labor and extra wealth for no benefit, etc.  It's fine to plan ahead a little bit, but try not to cripple yourself by getting too ambitious.