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But you are right, that is probably a deliberate disadvantage since it makes the incubated geneline workers a more viable alternative. Even with mental breaks and food cost.
You need RNG to get someone with lvl10 in the desired skill, need to spend at least 1 quadrum recruiting them all the while feeding them. And half of the day they need to sleep/eat.
You don't need RNG with mechanoids, they always have lvl10 in their specialization and are unaffected by diseases or environmental hazards. They also don't need to eat and the basic ones are cheap and fast to build on demand.
My first new (unmodded) game after getting the DLC, I decided to try the exiled/hermit mechanist guy.
I've built each of the mechanoids I have access to, but none of 'em are able to mine.
Meanwhile I am going "see this is why I like htis more then mods, its OP as hell but there is tiny little con to it, and peoples heads are just exploding over it not being all Op lol"
LOL!!!
Everytime I see someone saying that "Prepare Carefully" is a "must have" mod...
Honestly... When I stopped to use mods and try to min/max my colony I lived the best stories on RimWorld. Sometimes my colony last minutes... sometimes weeks... but I learned a lot of things about how to deal with loss and frustration. LOL
They take the distraction/decoy positions.
The storyteller system is pretty exploitable, with how poorly it interprets lose it seems pretty natural to just start feeding it intentionally. But it has RP purposes. Cult behavior is that the new ones have to survive a period of hazing before they are considered Inners. Only Inners are desired to keep alive and well, at all costs.
Yeah I've been playing without Mod at all for almost a year now, it's challenging and so much satisfying whenever I found new solutions or tricks to deal with the problems colony have.
Mod is fun but so OP most of the time xD.