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Tynan probably didnt want to add wheat because
1/No obvious gameplay improvement
2/He already been very supportive of modding community. So if anything you feel missing from the game, he expect you to get them from the workshop.
Wheat would have honestly been a nice addition since it is such a staple food but the other 3 foods already fill all the niches so you'd essentially just be introducing a reskinned version of the other 3 with a tiny variation in stats.
I think the developer purposefully tries to keep everything as simple and basic as possible. There's 3 types of medicines for example, herbal, industrial and glitter. Only 2 components, industrial and advanced. The clothing is quite limited as well and you're basically left to choose between parkas (cold), dusters (hot) and jacket (nobody uses those except for fun as dusters are superior lol). You're usually given 3 options to deal with a situation that fit along the range of possibilities. Personally I do like more options, the game can be somewhat limiting but luckily there's mods for everything in this game.
Corn nets you about the same return rice does but its long growth cycle make growing it somewhat of a gamble.
potatoes are pretty much only for when you have no good soil available or have to fill some bad spots.
wheat as well as beans take multiple steps to process and therefore made no sense to include if simplicity was the main factor.
Corn is just superior.
You may think that planting rice is better, but it's really not (except maybe hydro). You can plant 2 corn fields for the same work time as 1 rice field and ensure that even if one of them is ruined by plague, raiders or otherwise, you still have the other. If you properly overproduce a good amount each time, you will have plenty of stocked food supplies as well since corn lasts a year (if without a freezer).
Vanilla Plants Expanded adds a bunch of variety and "attempts" to make their growing conditions interesting, like beets that don't die in winter, eggplants that grow faster in the heat, cabbage that don't die to fallout, etc. Many of them are kind of contrived and highly situational though, meaning even with the mod installed I still end up just growing rice or nutrifungus most of the time.
An obviously nice addition that would be helpful now though would be making it so the NPD would let pawns choose which hopper they take the food from, so your cannibals get the good stuff, the carnivores get the other good stuff, and the whiny vegetarians get their rabbit food.
Glad you didnt.
RimWorld is a game where the community takes glee in who can commit the most atrocious war crimes. Pulling the race card would be ineffective to say the least. I just want greater immersion in my games is all. More crop variety just seemed like a simple way to go about doing this and give the food dynamic of the game a little bit more complexity and nuance to it.
It's by no means a perfect mod, but it does give incentive to grow more than one type of crop. I use it myself for that exact porpoise.