RimWorld

RimWorld

Cynddelw Mar 13, 2024 @ 11:51pm
1.5 is great
I've been playing on the unstable version most of the day. Now it might just be because I have no mods... But I am running a big colony with 20 colonists, tons of chickens and yaks and it's running like butter.

Love the new books and they added a lot of QOL stuff that was originally only in mods to base game like wall lamps, hidden cables, a search feature...

The books are awesome. They do all sorts of things from recreation, skill gain, research progress....

The game just overall feels better. It's like I'm playing modded without mods.
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Showing 1-15 of 17 comments
Antearz Mar 14, 2024 @ 12:03am 
20 Colonists is nothing tough
HunterSilver Mar 14, 2024 @ 12:06am 
Glad to hear that. Do you normally hit issues with 20 colonists?
wawawiwa Mar 14, 2024 @ 12:24am 
Tried the unstable branch on an old laptop and it it definitely an improvement, went from 15 colonist to 70 easy, sadly 200 chicken still tanked the performance
im ready to not have lag on my 70~ colony. i remember going from that colony to single digit one and omg its a big difference in performance
Security Cam #7 Mar 14, 2024 @ 1:53am 
That's generally the same I have on 1.4 lightly modded.

Most of the time the issue with performance doesn't come from the game itself but mods. Especially in the ~20 colonists range.
Caledor Mar 14, 2024 @ 1:55am 
I hope it gets better. Time is running very slow when I have more than 20 colonists.
Cynddelw Mar 14, 2024 @ 8:12am 
Originally posted by HunterSilver:
Glad to hear that. Do you normally hit issues with 20 colonists?
I'll usually get ticks well below 2000 with 20 colonists, yes.
Cynddelw Mar 14, 2024 @ 8:13am 
Originally posted by Caledor:
I hope it gets better. Time is running very slow when I have more than 20 colonists.

It's pretty fun on 1.5. I have been growing my little tribal army and am ready to throw them into the meat grinder.
ACS36 Mar 14, 2024 @ 8:21am 
Originally posted by Antearz:
20 Colonists is nothing tough

Nah, 20 is the upper limit for actually enjoying the role playing experience of the game.

Past that you tend to stop caring about who's who and everyone just becomes fodder.
Last edited by ACS36; Mar 14, 2024 @ 8:22am
The Blind One Mar 14, 2024 @ 8:34am 
Originally posted by ACS36:
Originally posted by Antearz:
20 Colonists is nothing tough

Nah, 20 is the upper limit for actually enjoying the role playing experience of the game.

Past that you tend to stop caring about who's who and everyone just becomes fodder.

Depends on how you play really.

I run my colonies in families. When you start with just 3 pawns and two of them get hitched, have 4 kids you're up to 7 pawns. When you find an extra lover pawn for that third wheel you have another breeding pair, you now have another 3 kids and you got 11 colonists. You get a few drop pod colonists, that's 14. They get married too and have 2 more kids, that's 16. Add in a few family stragglers that get reunited or random joiners and you're easily at 20+ where each and every pawn is meaningful and connected to every other pawn in some way and is introduced in their own unique way to the colony.

The amount isn't the issue.

The issue is how you form your colony.

If you start mass recruiting from downed raiders it becomes boring and meaningless quick. Every pawn is just another soulless recruit you brainwashed into your colony, they don't have a history, no relationship connections or real presence in the colony. They're just another name and set of stats you added.

Thats why I dont recruit raiders.
Last edited by The Blind One; Mar 14, 2024 @ 8:37am
Cynddelw Mar 14, 2024 @ 8:35am 
Originally posted by ACS36:
Originally posted by Antearz:
20 Colonists is nothing tough

Nah, 20 is the upper limit for actually enjoying the role playing experience of the game.

Past that you tend to stop caring about who's who and everyone just becomes fodder.
That's exactly how I feel. This is why I can not start a colony with more than 5 pawns (and that is pushing it).

I want to have an emotional connection to each of my colonists, build up their stories. That way when they die it actually means something.
Cynddelw Mar 14, 2024 @ 8:38am 
Adding in things like Vein Mining and Clean Room might seem small because they were added by... Achtung! I think?

But having them in base game is really freaking nice.
I mean the thing that made me want to get the update was the removal of the micromanagement of room cleaning and mining. So happy they're finally part of the base game.

Also not that I have ever gotten past maybe a dozen Pawns (though now I've turned down the 'die on downing' setting maybe I will!), but I think I'd see it as my main group of x, plus the extras. Like in the Walking Dead or something 😂
Cynddelw Mar 14, 2024 @ 2:42pm 
Originally posted by definitive_prankster:
I mean the thing that made me want to get the update was the removal of the micromanagement of room cleaning and mining. So happy they're finally part of the base game.

Also not that I have ever gotten past maybe a dozen Pawns (though now I've turned down the 'die on downing' setting maybe I will!), but I think I'd see it as my main group of x, plus the extras. Like in the Walking Dead or something 😂

Extras have a way of earning their way into the colony through heroic feats :)
Dyspeptic Icarus Mar 14, 2024 @ 2:52pm 
Originally posted by HunterSilver:
Glad to hear that. Do you normally hit issues with 20 colonists?

Once I hit 10 Colonists my average FPS drops by 1, and CPU / GPU heats up slightly. Every 10 after that it gets a little worse. It only becomes a problem when I hit 20-30 colonists because I don't know who's what, and whens where on the map.

Good thing I have liquid cooling, and running 144+ FPS.
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Date Posted: Mar 13, 2024 @ 11:51pm
Posts: 17