RimWorld

RimWorld

How frequently does Permadeath save?
Just got a new pawn to join the faction. On his way across the map. Went to bed. Got up in the morning. Found Steam had shut down. Restarted Steam. Rim was in limbo. Wouldn't sync up. Had to close Rim and restart. Opened Rim. Pawn disappeared. Wasn't saved.

How frequently does Permadeath self-save?

Other than for the challenge, why Permadeath?
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Showing 1-11 of 11 comments
Doomdrvk Jan 13 @ 11:38pm 
Permadeath only saves when you exit the game. There are no autosaves. Permadeath is for people who have a weak will to avoid cheating through savescumming its just another way to attach a restriction and make it easier to follow it mentally and physically.
Similar Jan 14 @ 2:50am 
Originally posted by Doomdrvk:
Permadeath only saves when you exit the game. There are no autosaves. Permadeath is for people who have a weak will to avoid cheating through savescumming its just another way to attach a restriction and make it easier to follow it mentally and physically.
That's the reason I use it. I think it makes for better stories for me than just being able to reload a save when things go wrong (not that I always did that in the past, but it is tempting). Of course, it also sometimes makes for much shorter stories.

I am always worried about the power going out or such when I play that way, but it hasn't happened yet (I often play 10-12 hour sessions, so I could lose a lot). And adding mods during a playthrough is more risky too, of course.
yeknod Jan 14 @ 2:57am 
I noticed there is a 'Save and Close' option. This is what I will do in future. Rim does not take long to load. Thanks for comments.
Jaasrg Jan 14 @ 3:04am 
Permadeath gives that immersion experience.
Luke didn't reload when his Falcon got stolen or whatever it says in the tooltip, I don't know Star Trek.
yeknod Jan 14 @ 4:07am 
Just got eaten by a wolf. Starting a new game. After loitering for days F'g wolf waited until I was too far from safety then pounced.
Originally posted by Jaasrg:
Permadeath gives that immersion experience.
Luke didn't reload when his Falcon got stolen or whatever it says in the tooltip, I don't know Star Trek.

There is always an Alternative Universe these days. Not fond of those, tbh. TNG 4ever!
Astasia Jan 14 @ 5:50am 
Originally posted by Jaasrg:
Permadeath gives that immersion experience.
Luke didn't reload when his Falcon got stolen or whatever it says in the tooltip, I don't know Star Trek.

The game says, "There's a reason Luke Skywalker didn't quit and reload when his parents got killed." Which is a completely dumb statement to make, because Luke himself has plot armor, imagine what Star Wars would have been if Luke was shot in the head and killed by a random stormtrooper in the first movie. The best stories, movies, novels, aren't RNG. There's nothing wrong with a game being based on RNG, but sometimes to tell the better story you need to say, "Nah, that didn't just happen."
What Tynan means by that statement is nothing to do with RNG, it's that stories by their very nature have no do-overs (unless it's something specifically written like that, like Steins;Gate or other time travel/multiverse narratives). Luke doesn't get to redo the opening of the movie in order to save his parent figures, they're dead and gone. Permadeath is intended to simulate that. Especially when not all stories have happy endings (insert comment about Empire here).
Last edited by Radiosity; Jan 14 @ 6:07am
yeknod Jan 14 @ 6:11am 
I've always played solo survival games permadeath like. You die you start over. Inconvenient for these longer sagas but otherwise I don't get the same juice from playing.
Astasia Jan 14 @ 6:55am 
Originally posted by Radiosity:
What Tynan means by that statement is nothing to do with RNG, it's that stories by their very nature have no do-overs (unless it's something specifically written like that, like Steins;Gate or other time travel/multiverse narratives). Luke doesn't get to redo the opening of the movie in order to save his parent figures, they're dead and gone. Permadeath is intended to simulate that. Especially when not all stories have happy endings (insert comment about Empire here).

They reshoot scenes in movies all the time if it doesn't flow well enough or they think a different outcome will have a better effect, scenes and sometimes entire characters are often completely dropped from a movie if in editing it's determined to be a better story that way. Luke isn't real, it's a movie, the story is told by a writer who defined how the story would originally play out, and then enacted (heh) and refined by directors and actors who sometimes take many attempts to get the scene just right. No matter how you try to stretch the analogy it doesn't work.

Our RimWorld characters have no choice about whether they reload or not, because like Luke they aren't real, they don't have access to a reload button. The RNG nature of the game is the writer of the story, the player is the director, sometimes the writer is overruled by the director, especially when the writer is just rolling dice and completely ignorant of the grand picture.

Permadeath isn't about telling a better story, it isn't about emulating Star Wars, it's not how the best tales are made. Permadeath is about player challenge and fun, some people enjoy the adrenaline of everything being on the line all the time, they enjoy not having a do-over if things go catastrophically wrong and "the story" is flushed down the toilet because a stormtrooper actually hit something for once.
yeknod Jan 14 @ 7:01am 
The genius of Rim is so many events can happen and the results can split many ways. As a story generator it is top notch. Reality is always better than fiction. Agree w Astasia.
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Date Posted: Jan 13 @ 10:11pm
Posts: 11