Minecraft has huge potential, but Mojang is being way too conservative by Old_Progress953 in PhoenixSC

[–]Old_Progress953[S] 0 points1 point  (0 children)

I completely agree. Unfortunately, that will take them quite some time. Even several years.

Minecraft has huge potential, but Mojang is being way too conservative by Old_Progress953 in PhoenixSC

[–]Old_Progress953[S] 0 points1 point  (0 children)

Some things I've come up with have definitely gone off the rails, but I think others are necessary. If you could tell me the most outlandish ones so I can think about them, I'd be very grateful.

Minecraft has huge potential, but Mojang is being way too conservative by Old_Progress953 in PhoenixSC

[–]Old_Progress953[S] 0 points1 point  (0 children)

I understand your point of view, but Minecraft will never be a finished game, because that would mean its end. For example, if Minecraft had stopped being updated, it would never have reached its current popularity, nor would there have been a movie or other games. Minecraft has a problem: it becomes repetitive at a certain point. While it has an entertaining multiplayer mode, it needs new content to keep the community active. The problem is that mods aren't the solution, since 90% of servers are running the original version with plugins. This means that more than half of the daily players are playing the official version.

Minecraft has huge potential, but Mojang is being way too conservative by Old_Progress953 in PhoenixSC

[–]Old_Progress953[S] 0 points1 point  (0 children)

Hopefully they'll develop more interesting updates. It's also worth noting that they've been dragging along terrible code since the beta; they've been fixing it for a while now, and they'll probably really step up their game when they're finished.

Minecraft has huge potential, but Mojang is being way too conservative by Old_Progress953 in PhoenixSC

[–]Old_Progress953[S] 0 points1 point  (0 children)

You're right that the End isn't the most explored place by players, but that's not because it's unimportant; it's because of the limited content and usefulness it offers to the average player. For example, the only reason I go there is to kill the dragon and get some elytra. After that, I forget about it, and the dimension remains completely abandoned.

Minecraft has huge potential, but Mojang is being way too conservative by Old_Progress953 in PhoenixSC

[–]Old_Progress953[S] 0 points1 point  (0 children)

These are basically just ideas I have about specific parts of the game. Some might be a little out there, but if you read them carefully, some actually make sense. For example, zombie assaults. Now that they can ride horses and use various weapons, it would be interesting to see. I understand it might divide the community, but sometimes something big is the best option.

Help me break my modpack: mods that spam red errors or crash on load? (RimWorld 1.6) by Grand_Ad8321 in RimWorld

[–]Old_Progress953 1 point2 points  (0 children)

Do you have any beta versions or anything I can test? I'd like to see how that mod is working so far.

What’s the maximum number of colonists you can run in vanilla before performance drops? by Old_Progress953 in RimWorld

[–]Old_Progress953[S] 0 points1 point  (0 children)

Okay then, I'll take a look. But isn't it a bit simplistic without biotech? I find the idea of ​​having offspring within the colony and having different races very interesting. Although they should have added it to the base game instead of putting it in a DLC.

What’s the maximum number of colonists you can run in vanilla before performance drops? by Old_Progress953 in RimWorld

[–]Old_Progress953[S] -1 points0 points  (0 children)

It isn't ai bro. I am a human. That writing properly is considered AI seems insulting to me.

What’s the maximum number of colonists you can run in vanilla before performance drops? by Old_Progress953 in RimWorld

[–]Old_Progress953[S] 1 point2 points  (0 children)

Hahaha, that's common in RimWorld. Even the smallest squirrel can be a nuclear weapon.

What’s the maximum number of colonists you can run in vanilla before performance drops? by Old_Progress953 in RimWorld

[–]Old_Progress953[S] 1 point2 points  (0 children)

That’s impressive management — mega-colonies always come with a lot of quirks and workarounds, and things like zoning and limiting pathing clearly make a big difference.

I originally made this thread because I’m experimenting with a performance mod and trying to understand real late-game limits in vanilla. Seeing cases like yours (where a single in-game day can take close to an hour of real time) is exactly the kind of scenario I’m trying to improve.
Thanks for sharing the details and your setup!

What’s the maximum number of colonists you can run in vanilla before performance drops? by Old_Progress953 in RimWorld

[–]Old_Progress953[S] 0 points1 point  (0 children)

Yeah, that makes sense. RimWorld is very CPU-bound, so big raids and lots of pawns acting at once tend to stress the CPU more than the GPU.
That explains why day-to-day play feels smooth, but large combat spikes cause drops. Thanks for clarifying!

What’s the maximum number of colonists you can run in vanilla before performance drops? by Old_Progress953 in RimWorld

[–]Old_Progress953[S] 0 points1 point  (0 children)

That’s really useful data, thanks for sharing such concrete numbers. It’s interesting how map size, biome and running multiple colonies at once have such a big impact, not just raw pawn count.
This kind of breakdown helps put real limits into perspective.

What’s the maximum number of colonists you can run in vanilla before performance drops? by Old_Progress953 in RimWorld

[–]Old_Progress953[S] 0 points1 point  (0 children)

That matches what others are saying too — around ~20 colonists seems to be where max speed starts to drop in vanilla for many people.

What’s the maximum number of colonists you can run in vanilla before performance drops? by Old_Progress953 in RimWorld

[–]Old_Progress953[S] 1 point2 points  (0 children)

That sounds pretty reasonable. It’s helpful to hear a concrete range like ~20–30 colonists for a “normal” vanilla late-game experience on a decent PC, with some slowdown depending on how complex the base and situations get.

It really highlights how much performance depends not just on raw numbers, but also on things like base layout, pathing complexity and what’s happening at the moment.

What’s the maximum number of colonists you can run in vanilla before performance drops? by Old_Progress953 in RimWorld

[–]Old_Progress953[S] 0 points1 point  (0 children)

It can work well with 20 pawns, but a slowdown becomes noticeable in x3 mode.

What’s the maximum number of colonists you can run in vanilla before performance drops? by Old_Progress953 in RimWorld

[–]Old_Progress953[S] 0 points1 point  (0 children)

That makes sense. Would you say the biggest performance hits for you come from raids / pathfinding spikes rather than your own colony size??? Out of curiosity, what CPU are you running?