As I play the game, I will never care for as who in real life created that background, or to whom it belongs to. Now if a backstory is either "regular" or "special" it holds absolutely "no" value for me. The Alphabet has 26 characters, so if the table needs a split that would be (A to M) & (N to Z). If rearranging the whole list, attribute skills I would place first and stories after as it is mostly irrelevant for "gameplay". Making columns for each skill would probably stretch the table too much but may be possible. But the most important part of all are the skill attributes: Cooking +8, Disabled at nothing. The description on the other hand, is helpful because some backgrounds share a same name, so the stories can aid in distinguishing between them. All those seem completely pointless to me. Even as of today, I still don't understand the relevance of the columns: civil, raider, slave, trader, traveler, tribal. The list was created 5 years ago and I have been watching over it for a full year now. For example, the refugee is an Exotic Chef. Ask yourself, how do readers use this page? Personally, while I play the game, this list only becomes useful when we get "Chased Refugee" requests to evaluate if having a pawn with certain skill attributes would help the colony and if risking the current population would be worth taking him/her in or not. In the age of hyper-information, having a lot of data is useless unless you understand the purpose of such display. However, that would mean that the 323ish backgrounds would have to be split in another arbitrary way. They always appear together on the same colonist, after all. Originally I was thinking of keeping the unique Childhood and Adulthood stories together. The regular Childhood and Adulthood stories all fit on the main Backstory page without any trouble, but the unique Childhood and Adulthood stories would have to be split off to different pages, at least 3, if we want to display them all. However, when trying to display more than 200ish stories in table format on a single page, the page will fail to load due to resource issues. Then there are 282 specific characters with their own unique Childhood and Adulthood stories, adding 282 additional Childhood and 282 additional Adulthood stories. This includes both "Arrival" and "Tribal" stories, as well as few other ones that normally aren't be applied to "Arrival" or "Tribal", but can be found on others, such as Hermit. There are 36 regular Childhood stories and 85 regular Adulthood stories. There are way more background stories than currently listed on the pages. The stars are the limit for Rimworld modding, and the future is looking bright indeed.To add some background information, I've ripped the data for all the B19 background stories from the datafiles. Rimworld is still receiving major updates, so it's exciting to imagine which of these features might make the jump to an official update. The addition of children, controllable mechanoids and gene splicing shenanigans, have spurred modders to create even more great content. Updated Januby William Ritchie: With the release of the Biotech DLC, the modding scene of Rimworld has continued their hard work of tinkering on this expansive colony sim. Some of these mods change up the gameplay completely, but the core brutality of RimWorld still remains. RELATED: Changes To Make Rimworld Go From Good To GreatĮxperienced players might have a mod-list for RimWorld that spirals into the several dozen, but for the purpose of this list, we've selected the best RimWorld mods, all available on the Workshop. There are mods that completely transform the gameplay, introduce new ways to experience your colonists' lives, and small mods that make valuable QOL changes. RimWorld is a huge and complex game, and things only start to get even more interesting when you delve into the hundreds of mods available on the Steam Workshop.
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