RimWorld

RimWorld

Neonivek Nov 2, 2022 @ 2:29am
Love the Genetics... outside of actually using it
Am I the only person in the position of loving how the genetics work, making new xeno, and even dealing with the new advantages and disadvantages there are to having them as friends and enemies...

Buuuuuuuuuut... Not liking applying genetics in the actual game itself. It takes FOREVER to get anywhere with it and a ton of resources.

Then I found out there are combination genes and... yikes! I better hope they are good combos.

Unless I want to give people minor genetic modifications... I might as well not bother.
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Showing 1-10 of 10 comments
Neonivek Nov 2, 2022 @ 4:41am 
My obligatory once allowed bump.
Fivealive007 Nov 2, 2022 @ 4:56am 
The 25 day cooldown for gene extraction is a deal breaker for me. Its bad enough that its that long but then you cant even choose the gene? forget it. And while space traders DO trade genes often they do not have specific gene im looking for OR they have it comboed with a gene I find where the cons out weigh the pros. Why dont we have a machine to break that combo or choose 1 gene from it and loose the others maybe?
The Blind One Nov 2, 2022 @ 5:01am 
We need like a whole new trader who just sells this stuff en masse to get any consistent genes offered.

Maybe something like an orbital tech broker that focuses entirely on genetics, bionics, techprints and the likes.
ACS36 Nov 2, 2022 @ 5:55am 
You pretty much summed up the entire DLC. Other than the addition of children, nearly everything else in the DLC makes the game more frustrating and tedious than it needs to be all in the name of 'balance'. You can tell by watching other people play and reading about the new features.

Over priced, under delivered. Doesn't integrate with any of the older DLC's. Doesn't really refine anything about the game or make it better. Just tosses a bunch of unwieldy new mechanics on top of the old game.

Amazing how people just give it positive reviews without really playing it.
Last edited by ACS36; Nov 2, 2022 @ 5:55am
The game is meant to be played on x3 speed most of the time, especially after the initial building frenzy that goes with establishing a new colony is over. 25 days goes by in a flash. It also emphasizes the importance of collecting a larger sample size.
Last edited by The Grand Mugwump; Nov 2, 2022 @ 6:06am
Neonivek Nov 2, 2022 @ 6:08am 
Originally posted by ACS36:
You can tell by watching other people play and reading about the new features.

I've watched several people play Rimworld and I will tell you... They either ignore the genetic biotech... Or immediately dump it once they see what is involved.

I have seen them make Xenos, but exclusively in character creation.
BingusDingus Nov 2, 2022 @ 8:26am 
Yeah, it is such a poorly implemented mechanic, it requires so, so much effort to even obtain enough genes to be able to create a Xenogerm even worth implanting. I also don't know if it is a bug or not, but in all the time I've played since the DLC dropped, across 3 colonies, i have yet to see a single Archo gene.
You really should start with a base set of genes to mix and match and you should be able to research and craft your own genes so you don't need to pick apart 50,000 prisoners to get a full gene library.

The DLC really needed some more work, many things just seem incomplete, like the mechinator is so limited and controlling the mechinoids is frustrating.
There is no way to increase your control range, which means doing any sort of meaningful combat strategy is next to impossible, why there is no item or building that allows you to increase your control range is baffling to me.
Another problem with the mechinator in that they are missing mechs to fulfil certain roles, for example there is no mech that can function as a pack mule and allow your robots to charge while moving across the map which makes your robots have very limited range on the world map.
And then there is many other oversights like how drafting mechs is an absolute pain since there is no proper portrait bar for them, and there is also no way to force them to do a task which again makes them a pain to use.
Last edited by BingusDingus; Nov 2, 2022 @ 8:37am
Playzr 🐵 Nov 2, 2022 @ 8:31am 
I've yet to use it because of the mere handful of gene mods I've been able to buy from traders. It's taking forever to collect enough to warrant using it. Exotic goods traders are pretty rare even with orbital trader every 2 days. I only want to make an enhanced human with advantageous abilities, not add tails and red eyes or make them a vampire. When I have enough I'll make all my colonists, except the non-base humans, enhanced humans along with their many bionic implants.
Originally posted by The Grand Mugwump:
The game is meant to be played on x3 speed most of the time, especially after the initial building frenzy that goes with establishing a new colony is over. 25 days goes by in a flash. It also emphasizes the importance of collecting a larger sample size.

I play this game most of the time with 1x and its fine for me, also the 25 day cooldown. I just would like to pick the gene, if i can extrat it, i should also be able to say this part has this gene etc..
Ixal Nov 2, 2022 @ 8:35am 
What are you talking about? I capture all raiders, toss them in the gene extractor and release them.
Thats a good way to get pig, yittakin, imp and waster genes. Highmate, hussar and genie ones are a bit harder as they don't spawn that often.
And so far I had several opportunities for vampire genes through quests, I just have no interest in them currently.
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Date Posted: Nov 2, 2022 @ 2:29am
Posts: 10