Loyalty did better than the mods and still offers way more variety in content than most of them. Others are meh, i agree.
Might turn out pretty good, it's probably going to be exploration-based DLC judging by the new title char.
I've got 32x more playtime in Rimworld than 90% of my steam library. If you're poor you should get a job instead of complaining you can't afford things.
Be honest, games like Rimworld and M&B and Skyrim wouldn't be anywhere without the modding community. That's why Starfield is a forgotten game already because no one wants to mod for it.
go anywhere where exactly
i've had a good share of fun just playing vanilla without DLCs, i think that most of people who brought this game did as well
I play Rimworld and Mount and Blade without mods and have fun. I guess I just haven't put thousands of hours in it to get bored from them.
I do play Skyrim with mods, but have also played vanilla before to completion.
Why is the modding community so deluded about their impact? All these games that are supposedly "fixed by mods" probably only ever get 1 in 10 players ever downloading a single mod, and 90% of them probably use a single interface or QoL mod and call it a day.
>giant swathes of overmap that you already have little agency over are now being subsumed by something that will absolutely work faster than you if you have literally anything else going on >among us scenario where you have a very nontrivial chance at any point in time of one of your 3 "if i don't work the colony bleeds out" pawns deciding to turn evil without anything to prevent it >blender cube appears and makes those same pawns stop growing/cooking/doctoring because why would you want important things to be done? the blender cube is here >spooky teleporting -5 moodlet forever
horror mods were shitty in minecraft and shittier here
Last time I played RW was years ago and I remember this mod since this is what I played last, was fun, glad he stole it, maybe he will do something interesting with it.
I never really understood this complaint back when Biotech hit. Like shit homie, just don't update your mods. You don't lose anything unless you choose to.
Nice I guess, and humans being able to crawl sounds good to for having people fricking crawl back to safety if they can.
But mods probably already do a bunch of this and the lack of multicore is always going to be shit.
>Awaken the monolith
I wonder if there will be a wishgranter, or if they want to go real back to roadside picnic. A golden ball that affects the mood of your colonist and if they suffer a mental break they approach it. HAPPINESS FOR EVERYBODY, FREE, AND NO ONE WILL GO AWAY UNSATISFIED!’
every new dlc nukes all mods. takes about a week for most major mods to get updated, but there's always a few that are no longer being maintained and remain broken until someone forks it
> The expansion begins when your colonists accidentally provoke a mad superintelligence. From then on, madness manifests: Monstrous creatures, mind-bending mysteries, infiltrating parasites, and sanity-shredding phenomena that twist the whole world around you.
>Inspired by classics like Cabin in the Woods, The Thing, The Cthulhu mythos, Hellraiser, and many more, Anomaly goes beyond fighting monsters. This expansion presents ominous, puzzling, mind-controlling, and earth-shaking threats to build your personal horror story.
>A parasite has mind-controlled some of your colonists - but who? They pretend to be human as they work to infest others. Track evidence, imprison, interrogate, and medically test people to find out who is infested before it’s too late.
which mod added this first
Oh boy time to wait like a year before SOME mods get updated. Can't wait to have a bunch of morons comment on my mods braying about 1.5? 1.5? 1.5? despite the mods being completely cosmetic and compatible.
>spend years saying that Rimworld is mundane as frick, aliens don't even exist and every weird thing that happens is NANOMACHINES >now this nonsense
Whatever dude. Tynan is a hackfraud.
It isn't an alien its an evil AI thats totally different
Try following the conversation you fricking imbeciles. Your reading comprehension is abysmal. The school system not only failed you, it dropped you on your heads.
its the same thing as infestations. it's supposed to make you cautious about using map terrain to defend your base. don't want bugs? don't build in a mountain. don't want water-mechs? don't build on a water tile
i don’t get the whiny comments about mods did it first. there are a million rimworld mods and if you give players the option to create them they’re going to cover all bases. so what should he do? not make any updates? if you think the mods are better use them and save your money. gamers are the only homosexuals who will act like having options is a negative. no one is forcing you morons to buy (as if you’re not pirating it anyway) this.
>make update where 100% of the features are things modders have done for you already, for free >try to charge people for it
The fred durst school of design is not how anyone should be living their life
I get that, but it's just a bit shitty because some mods might not get updated any more and now you gotta pay to have it. But it's nice to see QOL added no mater what, like the search feature and crawling.
That said I really wish every alien mod moved away from HAR and went full biotech instead because compatibility.
>the main problem of the game has always been the obnoxious infinite raids event >Tynan solution: make more raids event
I am starting losing faith in the book. Shouldn't RW be a hard sci-fi videogame?
>Load up ice sheet >As cold as I can be >My colonists can't leave the buildings for too long or they die >Get the parasite event
I can't wait to recreate my favorite movie The Thing
Thats actually how they did the test in the prequel. Some people had metal teeth or fillings and the thing couldn't replicate it. Still a bad movie though.
That was what i was refrencing. I still live in hope that one day the original cut of the prequel will be released. Finally letting us see the movie without the shitty cgi and the crappy ending(Besides the ear twist, that was pretty nice).
as a casual rimworld player I always got bored with the world events, this looks very enticing to me as it seems to really up-end the usual 'build a base til raids frick me over' loop i'm pretty bored of. sounds great.
>A parasite has mind-controlled some of your colonists - but who? They pretend to be human as they work to infest others. Track evidence, imprison, interrogate, and medically test people to find out who is infested before it’s too late.
i'm sure someone is just gonna reply that this is already a mod but it's new to me and sounds really fun
idk, it works in dwarf fortress because there's so many things going on that it's hard to keep track of everything. in rimworld though, you're much more intimately aware of what all your pawns are spending their time on. hard to imagine "Current task: Infesting Billy" would go unnoticed
Oh hey, I was just walking around and I remembered that you can buy them on paper back on Amazon with this amazing 50% discount, I mean, why buy one when you can buy two right?
>Crawling: When downed, humans can now crawl on the ground! Crawling colonists leave blood trails, move away from danger, and will seek out the nearest place to recover, like a hospital bed or sleeping spot. You’ll see enemies crawling around too. It’s rather dramatic.
I will let the fastest crawler live. The rest will go into kitchen.
This dlc seems too focused, I got a lot out of royalty/ideology without having to do playthrough directly about them, but this one doesn't seem like it'll have that flexibility. And I don't think I want my random comfy ranch colony to suddenly have a bunch of SCP events... At least 1.5 has some cool stuff, I love books no im not gonna buy your book
I think it circuimvents that just by the amount of added content, i bet there's a lot more events and themes than in the post
Having your colony randomly attacked by wall of flesh is kind of shit though, i hope it's going to be opt-in like with mechinators
I can foresee having to turn the event frequency of Anomaly events WAY the frick down. Make them weird things that can happen making once every few in-game years as opposed to "hey guys remember The Thing?" happening every 5 minutes like it probably will.
i so dont care about going on the missions he has no idea. Its risky, its not worth it, its pain in the ass to organize and handle, frick that. Give me more complex base game mechanics, not more of the fluff
>"Death-on-downed chance now applies to non damage health state changes."
What the frick does he mean by this?! If I've got a wimp who gets mechanites and gets down cause he's a b***h, he can just outright die now?! Am I reading this right?
i have no control over food poisoning during earlygame and if i didn't generate a dedicated cook i will be guaranteed to get it
i sure will love loosing my colonist first year in because of a dice roll
>Having your pawns wiped out and base destroyed by rng every 3 years is the story.
More like a lazy way to pad playtime and distract you.
Glad most of this can be disabled or modded out.
3 months ago
Anonymous
there aren't many absolute bullshit situations which lead to destruction of the colony in vanilla most of the time. the worst i had was when a raid with jumppacks landed right on top of my farmer when he was harvesting crops away from the base, abducted him instantly and decided to leave.
even this could've been mitigated by either building more defences or by giving him a jumppack as well.
otherwise it's decently paced, but doesn't culminate well with ten million raids
3 months ago
Anonymous
Dunno late game i would always end up with brigades of 10 buttholes with rocket lauchers or 50 rabbits rushing my colony of 6 pawns.
Only solution i could think of was cheesy shit like kill coridors or leaving my stuff in the rain to lower wealth. Which makes me feel like im just metagaming.
Eventually i switched to wealth independent mode and now i just move all my shit to a different map every few years.
I always rush nutrient paste. Frankly there's no other viable option unless you want the pawns puking every day
3 months ago
Anonymous
i usually have more problems with managing mood than with pawns puking
you either get a good cook, or get a good builder/artist to negate the effects of the paste.
3 months ago
Anonymous
deep enough in neither are really a problem especially if you play with custom memes they're both trivial all the time
Oh haha, did you know that you can get it for the measly price of two mcdonald menus but enrich your life with the thoughts of out dear leader Tynan Sylvester?
>will have to wait for my cute Antys to update
oh well
Question: why people b***h about the price of Rimworld when you can pirate them easily?
Really you only buy base rimworld for the Steam mods key you can just pirate the rest
I always try to play this game without save scumming and then just get brutally reminded why I did that in the first place. Things like an archotech arm getting destroyed by a master surgeon are not only god awful balancing, but completely immersion breaking too.
Having restraint but also being willing to reload is just the best way imo. The game can be so swingey that making generalist commitments like "I'll never reload" can hamper your fun just as much as "oh no one guy died, I'm reloading!".
Evaluate a situation and if it's just moronic or bullshit, then reload.
it's a price you pay for rolls
sometimes your colonist pull off insane shit like handling a whole bug swarm on his own and saving the colony, but sometimes enemies can also oneshot your strongest soldiers.
honestly i think that it would be less fun if it all would've been more averaged out
I've been trying to get better at the game by playing on commitment/randy/strive difficulty but I still always get fricked by mechanoids. I tend to rush automatic weapons on new colonies but I think I'm avoiding using shieldpacks and EMPs when I really shouldn't be.
I rarely reload anymore. But I'll never play on commitment if I've got even a single mod loaded. Congrats on never having a save breaking issue pop up, but I have and having the extra saves to fall back on have saved multi IRL day long colonies from getting needlessly fricked over because of a mod error.
What are you smoking anon? It was mildly annoying right after it when he sometimes wouldn't shut the frick up about "muh better life balance" or whatever but once that calmed down I can't say I notice any real change in how he behaves.
I'll take the opportunity and ask if rimworld has any known issues running on Ryzen CPUs and APUs.
I bought a new notebook with a Ryzen APU and a Nvidia dedicated GPU to replace my old Intel + Nvidia notebook that died.
Awesome, thank you. Can't wait to see how much of a performance upgrade this high frequency 8 cores Ryzen will be compared to my old okay-ish frequency 6 cores intel.
They haven't been updated since the beginning. It's what everyone wants, what the most popular mods improve. I doubt anyone is modding in more psychich bullshit.
I know that Tynan is on the rwj discuck but I am pretty sure since he added kids into the game that is no longer possible unless Gaben is a big fan of forcing enemy pawns to take thrumbo wiener by force for killing your favorite pawn
>A parasite has mind-controlled some of your colonists - but who? They pretend to be human as they work to infest others. Track evidence, imprison, interrogate, and medically test people to find out who is infested before it’s too late.
This sounds fun as frick if done well.
But I'll be real. The game is so bloated already, I can barely get a colony running before I lose interest.
You can pirate the DLC very easily. Look it up, they work similar to mods.
Basic gist is get them from somewhere, even the GOG versions can work but IIRC you need the base game too first. Then, you just drag the folders to where the "base" folder is, then activate them using RimPy. There was some text file I had to edit for Biotech, like one line.
I have a legit copy of Rimworld and the first two DLC, did this for Biotech and downloaded mods for it no problem.
>game lets you kill furries en masse >game lets you enslave furries >game lets you capture, brainwash, and force furries to kill their fellow furgays >anon: but I hate furries!
Is this the rumored "mirrorbrain" whispered of in legends?
since these are just genes just remove them from the files or whatever, or theres probably a mod that lets you choose which genes are included in the game at the generation stage
Don't care about more content, only good thing about this new dlc is the optimization. Remake the game and make it multi-threaded so I can run the game at more than 10 fps with my 300+ mods
>Did you think the water was safe? Mechanoids can now surface from bodies of water, which requires adapting to oceans and lakes when building your base’s defenses.
Yeah this is a bit weird. It's supposed to punish you for not having to worry about shit coming from the direction of the beach like with bugs and mountains, but you can't fish like you can mine from mountains.
>A parasite has mind-controlled some of your colonists - but who? They pretend to be human as they work to infest others. Track evidence, imprison, interrogate, and medically test people to find out who is infested before it’s too late.
Why can't he use this system to fix the nonsensical diseases? Or make infestations spawn from infected pawns.
>water mechs
Can't wait for next DLC when we get Mech Diggers. >you think you safe? >here, mechs can now dig out of the ground like bugs >here is the twist tho >mountain not required
>gonna announce dumb shit mods did better for free
FTFY.
>i know nothing but im gonna be a pessimistic little b***h about it anyway
worse than Black person behavior. frick you.
cynicism is the blight of the age
godspeed anon
this
I stopped playing shortly after the first DLC despite having almost 3k hours. Tynan is a greedy Black person
More stolen ideas and mods from the fans bundled into an unbalanced mess that doesn't do anything to make the game more engaging? Sign me up!
Loyalty did better than the mods and still offers way more variety in content than most of them. Others are meh, i agree.
Might turn out pretty good, it's probably going to be exploration-based DLC judging by the new title char.
And don't forget it being half the cost of the base game for 1/32th the amount of content the base game has!
I've got 32x more playtime in Rimworld than 90% of my steam library. If you're poor you should get a job instead of complaining you can't afford things.
>some /x/ troony DLC where space terrors change your genders oouuhhh Black personman, with sweet baby consulting on it
who cares
>Has not played the game
Black person.
What in the frick are you talking about?
Isn't Tynan anti-woke? Him and the guy who did KC:D and Mafia 1 and 2, Vavra
when rimworld first came out, there was homophobia and stuff in it. he's since atoned for his sins and caught up to current year
I'm pretty sure he doubled down on his design choices. I remember journos raging about it
QRD?
Oh a new rimworld expansion? Nice. What do you Anons hope for?
Lovecraftian kino
about fricking time, jesus.
why did he copy a wow streamer's face for his DLC
>its a troony
Just fricking kill me already
What?
obsessed Gankerermin shitting up the thread
do not engage
Ignore morons
Storyteller is a troony and it's about occult body transformations (transgenderism). There, I leaked it.
What last thread, I just saw this on the catalogue, troon.
take your meds
you spammed that last thread and it went nowhere
annoying queer
Lovecraft ayy? I wonder if this will pair well with the ideology DLC, worshiping old ones seems like it would fit in perfectly with it.
oskarslop
Be honest, games like Rimworld and M&B and Skyrim wouldn't be anywhere without the modding community. That's why Starfield is a forgotten game already because no one wants to mod for it.
go anywhere where exactly
i've had a good share of fun just playing vanilla without DLCs, i think that most of people who brought this game did as well
>M&B
>Not worth playing without mods
Unironically have a nice day
I play Rimworld and Mount and Blade without mods and have fun. I guess I just haven't put thousands of hours in it to get bored from them.
I do play Skyrim with mods, but have also played vanilla before to completion.
Why is the modding community so deluded about their impact? All these games that are supposedly "fixed by mods" probably only ever get 1 in 10 players ever downloading a single mod, and 90% of them probably use a single interface or QoL mod and call it a day.
does he realize he accidentally announced it already?
full post
https://store.steampowered.com/news/app/294100/view/4160834030793878434
So if I'm reading this right, to engage with the content of the DLC you have to basically opt-in to a world ending event?
>to engage with the content of the DLC you have to basically opt-in to a world ending event?
Based as HELL
>giant swathes of overmap that you already have little agency over are now being subsumed by something that will absolutely work faster than you if you have literally anything else going on
>among us scenario where you have a very nontrivial chance at any point in time of one of your 3 "if i don't work the colony bleeds out" pawns deciding to turn evil without anything to prevent it
>blender cube appears and makes those same pawns stop growing/cooking/doctoring because why would you want important things to be done? the blender cube is here
>spooky teleporting -5 moodlet forever
horror mods were shitty in minecraft and shittier here
so he's just stealing the lovecraft mods
Don't care, still buying it.
>buying
Gonna pirate it myself
>capture monsters in your containment facility
Lobcorp colony is a go
Last time I played RW was years ago and I remember this mod since this is what I played last, was fun, glad he stole it, maybe he will do something interesting with it.
so like an SCP expansion? hmm kind of disappointing but I'll reserve judgement until I can play it.
base
>newest DLC is the same game that i was playing with mods back in the early days before any DLC
kek
>1.5
OH BOY HERE WE GO AGAIN, BREAKING ALL THE MODS THAT'LL TAKE MONTHS TO UPDATE WOOOOOOOOOO
I never really understood this complaint back when Biotech hit. Like shit homie, just don't update your mods. You don't lose anything unless you choose to.
fotm zoomies want both the dlc and mods as modern industry conditioned them that monthly content updates is a necessity
Nice I guess, and humans being able to crawl sounds good to for having people fricking crawl back to safety if they can.
But mods probably already do a bunch of this and the lack of multicore is always going to be shit.
Runs fine on my machine.
>Awaken the monolith
I wonder if there will be a wishgranter, or if they want to go real back to roadside picnic. A golden ball that affects the mood of your colonist and if they suffer a mental break they approach it.
HAPPINESS FOR EVERYBODY, FREE, AND NO ONE WILL GO AWAY UNSATISFIED!’
I like it
I love horror
>1.5
>Sees modlist
>*sight*
Here we go again...
On one hand
>Literally just the Lovecraft mods made official
But on the other hand
>Now people will make even more mods associated with it
I think I'm okay with this.
Someone please make sure General Grievous is okay don't want him to die before updating all the mods
dude why the frick are you still using that one?
there is another more modern and less taxing mod
Oh rad more nasty alien shit to smash with my warcasket troops
Still no vehicles? Never mind.
What's the point? Vehicle mods are almost as numerous as porn mods
>vehicles
>its just caravaning with extra steps
who cares
Anomaly = Anomaly
Monolith = The Monolith
Fleshbeasts = Flesh
Invisible hunters = Bloodsuckers
MNind-controlling parasites = Controllers (tentatively)
Mad cultists = Monolith (faction)
Containment Facility = Gamma
RimWord STALKER a gogo!
Are you ready for Rimworld Amogus?
Finally a game about the movie about the book about the game
So it's just The Thing?
wow it's literally nothing!
>underground caverns
YES
>that collapse after you beat the boss
Never mind.
>mad superintellegence
so glitterworld supercomputers can fail to ascend?
How badly will the new DLC break my prepare carefully mod?
every new dlc nukes all mods. takes about a week for most major mods to get updated, but there's always a few that are no longer being maintained and remain broken until someone forks it
You can always play old version, but not the mods. backup your mods now
Buy the book while you wait
> The expansion begins when your colonists accidentally provoke a mad superintelligence. From then on, madness manifests: Monstrous creatures, mind-bending mysteries, infiltrating parasites, and sanity-shredding phenomena that twist the whole world around you.
>Inspired by classics like Cabin in the Woods, The Thing, The Cthulhu mythos, Hellraiser, and many more, Anomaly goes beyond fighting monsters. This expansion presents ominous, puzzling, mind-controlling, and earth-shaking threats to build your personal horror story.
kino
>A parasite has mind-controlled some of your colonists - but who? They pretend to be human as they work to infest others. Track evidence, imprison, interrogate, and medically test people to find out who is infested before it’s too late.
which mod added this first
Alpha Animals I think? had something similar with mimics, you couldn't test them but they did have a 'tell'
There was that one alien race that looks like anime girls but they're actually worms.
Except you're infesting other pawns on purpose.
https://steamcommunity.com/workshop/filedetails/?id=3034077531
Their aesthetic clashes horribly with everything else, but this is it.
Oh boy time to wait like a year before SOME mods get updated. Can't wait to have a bunch of morons comment on my mods braying about 1.5? 1.5? 1.5? despite the mods being completely cosmetic and compatible.
>spend years saying that Rimworld is mundane as frick, aliens don't even exist and every weird thing that happens is NANOMACHINES
>now this nonsense
Whatever dude. Tynan is a hackfraud.
tynan was saying aliens existed almost a decade ago. you're a fake fan and you're welcome to leave the thread now
Suicide
It isn't an alien its an evil AI thats totally different
Extra dimensional beings are not aliens, they are entities.
Try following the conversation you fricking imbeciles. Your reading comprehension is abysmal. The school system not only failed you, it dropped you on your heads.
there are no aliens moron you lost
that's cool, hate the new "mechanoids emerge from water" feature though, as if they needed to be any more annoying.
its the same thing as infestations. it's supposed to make you cautious about using map terrain to defend your base. don't want bugs? don't build in a mountain. don't want water-mechs? don't build on a water tile
>hurr how dare you use natural features as defense like every real-life civilization did
Real-life civilizations didn't have to fear water-emergin mechanoids.
>hurr how dare the game dev make my lazy strategy less reliable
if you want to be lazy just turn the difficulty down, moron
>tynan just adds the "attack it to destroy it" guy's mods in to vanilla and charges money for it
>attack it to destroy it
The most annoying bullshit.
i don’t get the whiny comments about mods did it first. there are a million rimworld mods and if you give players the option to create them they’re going to cover all bases. so what should he do? not make any updates? if you think the mods are better use them and save your money. gamers are the only homosexuals who will act like having options is a negative. no one is forcing you morons to buy (as if you’re not pirating it anyway) this.
>make update where 100% of the features are things modders have done for you already, for free
>try to charge people for it
The fred durst school of design is not how anyone should be living their life
He’s rich and successful and you’re a loser
The update is free
I get that, but it's just a bit shitty because some mods might not get updated any more and now you gotta pay to have it. But it's nice to see QOL added no mater what, like the search feature and crawling.
That said I really wish every alien mod moved away from HAR and went full biotech instead because compatibility.
>search feature in vanilla
>after 7 years
for FRICK's sake why did it take so long
>finally adds a "clean room" button
We are so back rimmers
Wait, holy shit. NOW, I'm excited!
bet they're frickin
its zombieland mod dev
i hope they added pawns being able to crawl from there
Harmony is such a glorious library.
>the main problem of the game has always been the obnoxious infinite raids event
>Tynan solution: make more raids event
I am starting losing faith in the book. Shouldn't RW be a hard sci-fi videogame?
>Load up ice sheet
>As cold as I can be
>My colonists can't leave the buildings for too long or they die
>Get the parasite event
I can't wait to recreate my favorite movie The Thing
Instead of doing the bloodtest, you just have to look for whoever is missing their peglegs.
Thats actually how they did the test in the prequel. Some people had metal teeth or fillings and the thing couldn't replicate it. Still a bad movie though.
That was what i was refrencing. I still live in hope that one day the original cut of the prequel will be released. Finally letting us see the movie without the shitty cgi and the crappy ending(Besides the ear twist, that was pretty nice).
as a casual rimworld player I always got bored with the world events, this looks very enticing to me as it seems to really up-end the usual 'build a base til raids frick me over' loop i'm pretty bored of. sounds great.
This could be huge for modding. Surely the community is autistic enough to make some good SCP/Lopcorp mods.
>Your colonists become obsessed with a beautiful golden cube
Hellraiser mod when?
its already a hellraiser dlc
>A parasite has mind-controlled some of your colonists - but who? They pretend to be human as they work to infest others. Track evidence, imprison, interrogate, and medically test people to find out who is infested before it’s too late.
i'm sure someone is just gonna reply that this is already a mod but it's new to me and sounds really fun
>Bling: Amogus mode activated
Sounds rather annoying.
idk, it works in dwarf fortress because there's so many things going on that it's hard to keep track of everything. in rimworld though, you're much more intimately aware of what all your pawns are spending their time on. hard to imagine "Current task: Infesting Billy" would go unnoticed
Guess I'll be pirating the game again.
>Fight the cultists who serve the machine-mind
But I want to serve the machine mind, Praise AI!
I will never buy the fricking book
>buy the fricking book
Oh yeah, that reminds me. I wonder how the general on /vg/ is taking this. They are all about that book.
>They are all about that book
No one has read the book. The general just jokes about it being their Bible.
Last time i checked they were all about self-inserting and horse rape
Oh hey, I was just walking around and I remembered that you can buy them on paper back on Amazon with this amazing 50% discount, I mean, why buy one when you can buy two right?
What book
The Good Book
>Crawling: When downed, humans can now crawl on the ground! Crawling colonists leave blood trails, move away from danger, and will seek out the nearest place to recover, like a hospital bed or sleeping spot. You’ll see enemies crawling around too. It’s rather dramatic.
I will let the fastest crawler live. The rest will go into kitchen.
Glad to see Tynan is still developing with RJW in mind.
>Rimworld
I'm so over that game. It's going to take a lot for me to jump back in.
Frick off, Tynan. And I'm not buying your book.
This dlc seems too focused, I got a lot out of royalty/ideology without having to do playthrough directly about them, but this one doesn't seem like it'll have that flexibility. And I don't think I want my random comfy ranch colony to suddenly have a bunch of SCP events... At least 1.5 has some cool stuff, I love books no im not gonna buy your book
I think it circuimvents that just by the amount of added content, i bet there's a lot more events and themes than in the post
Having your colony randomly attacked by wall of flesh is kind of shit though, i hope it's going to be opt-in like with mechinators
how much content do you really get out of royalty without getting involved with the empire?
psycasts as an entire part of gameplay anyone can engage in is mostly what I use from it, other than that I kind of like fighting the empire sometimes
yeah kinda what i'm anticipating as well
but even then worst-case scenario modders have a few more tools to try something new
I can foresee having to turn the event frequency of Anomaly events WAY the frick down. Make them weird things that can happen making once every few in-game years as opposed to "hey guys remember The Thing?" happening every 5 minutes like it probably will.
The DLC sounds like most of the events are "frick around and find out" style opt-in
i so dont care about going on the missions he has no idea. Its risky, its not worth it, its pain in the ass to organize and handle, frick that. Give me more complex base game mechanics, not more of the fluff
>just reinstalled the game and spend 2 days installing hundreds of mods
For frick sake
Please tell me they at least expand the ideology ritual system. It released as half assed as could be and they never bothered to expand upon it.
All dlc have been half assed. Good starting point. But not enough
I wonder if the save our ship guys will finally admit theyre never releasing again.
>"Death-on-downed chance now applies to non damage health state changes."
What the frick does he mean by this?! If I've got a wimp who gets mechanites and gets down cause he's a b***h, he can just outright die now?! Am I reading this right?
Yes and I guess it makes sense
>wimp gets food poisoning
>fricking dies
Yes??? He's a wimp. People died and dies from common fever or the most pathetic diseases
i have no control over food poisoning during earlygame and if i didn't generate a dedicated cook i will be guaranteed to get it
i sure will love loosing my colonist first year in because of a dice roll
That's how it's supposed to be. The story... 🙂
>Having your pawns wiped out and base destroyed by rng every 3 years is the story.
More like a lazy way to pad playtime and distract you.
Glad most of this can be disabled or modded out.
there aren't many absolute bullshit situations which lead to destruction of the colony in vanilla most of the time. the worst i had was when a raid with jumppacks landed right on top of my farmer when he was harvesting crops away from the base, abducted him instantly and decided to leave.
even this could've been mitigated by either building more defences or by giving him a jumppack as well.
otherwise it's decently paced, but doesn't culminate well with ten million raids
Dunno late game i would always end up with brigades of 10 buttholes with rocket lauchers or 50 rabbits rushing my colony of 6 pawns.
Only solution i could think of was cheesy shit like kill coridors or leaving my stuff in the rain to lower wealth. Which makes me feel like im just metagaming.
Eventually i switched to wealth independent mode and now i just move all my shit to a different map every few years.
I always rush nutrient paste. Frankly there's no other viable option unless you want the pawns puking every day
i usually have more problems with managing mood than with pawns puking
you either get a good cook, or get a good builder/artist to negate the effects of the paste.
deep enough in neither are really a problem especially if you play with custom memes they're both trivial all the time
Drug overdose too probably.
People die by falling over and bashing their heads, anon.
BUY THE
O
O
K
Oh haha, did you know that you can get it for the measly price of two mcdonald menus but enrich your life with the thoughts of out dear leader Tynan Sylvester?
Crazy right?
>All my mods are gonna break again
T-thanks
the good ones will get updated within the first 48 hours. the bad ones shouldn't be install in the first place
is he gonna add RJW into the game finally?
>Flamethrower
>Still miss randomly
>Flamethrower
>CE
>Everyone and everything burns
as it should be
>will have to wait for my cute Antys to update
oh well
Question: why people b***h about the price of Rimworld when you can pirate them easily?
Really you only buy base rimworld for the Steam mods key you can just pirate the rest
It was more tedious to download steam mods when you used a pirated copy but it's a non issue now with rimpy
honestly more excited for the additions and changes to the base game than the expansion
but hopefully the expansion turns out good too
This, RJW fricking on couches in the library when?
floodlights and wall lamps, finally, 2 less mods in my list of absolutely required mods
I get the "he's just selling mod content" gripes but I also like knowing sensible shit is getting official treatment
>announcing an announcement
I sleep
READ homie
Holy brain damage.
The whole sales pitch is giving me Royalty on release vibes. Lets hope it won't end up as bad as that one.
I always try to play this game without save scumming and then just get brutally reminded why I did that in the first place. Things like an archotech arm getting destroyed by a master surgeon are not only god awful balancing, but completely immersion breaking too.
Having restraint but also being willing to reload is just the best way imo. The game can be so swingey that making generalist commitments like "I'll never reload" can hamper your fun just as much as "oh no one guy died, I'm reloading!".
Evaluate a situation and if it's just moronic or bullshit, then reload.
it's a price you pay for rolls
sometimes your colonist pull off insane shit like handling a whole bug swarm on his own and saving the colony, but sometimes enemies can also oneshot your strongest soldiers.
honestly i think that it would be less fun if it all would've been more averaged out
I've been trying to get better at the game by playing on commitment/randy/strive difficulty but I still always get fricked by mechanoids. I tend to rush automatic weapons on new colonies but I think I'm avoiding using shieldpacks and EMPs when I really shouldn't be.
EMPs just FRICK mechanoids. You should always have a dedicated EMP grenade pawn until you get enough firepower to just overwhelm them.
I rarely reload anymore. But I'll never play on commitment if I've got even a single mod loaded. Congrats on never having a save breaking issue pop up, but I have and having the extra saves to fall back on have saved multi IRL day long colonies from getting needlessly fricked over because of a mod error.
>meanwhile DF
Rimworld won. Official spaceship DLC when? I will buy your book
Running my cpu at 90°
No thx
>300 mods installed
>new dlc drops
its over
If your that bothered you can just use a pirated version of rimworld and move your mods into its mod folder.
>Booty starts playing it again
>NOW it's the time to announce a new expansion
Why does he hate him so much?
>Booti pls
>Is only 10 minoot game
>Restart RimWorld Booti pls
He became unbearable after the scandal despite it being comedically fake and everyone who matters siding with him.
What are you smoking anon? It was mildly annoying right after it when he sometimes wouldn't shut the frick up about "muh better life balance" or whatever but once that calmed down I can't say I notice any real change in how he behaves.
lmao that just means you're as bad as he is. He is utterly milquetoast now.
I'll take the opportunity and ask if rimworld has any known issues running on Ryzen CPUs and APUs.
I bought a new notebook with a Ryzen APU and a Nvidia dedicated GPU to replace my old Intel + Nvidia notebook that died.
Runs fine.
Awesome, thank you. Can't wait to see how much of a performance upgrade this high frequency 8 cores Ryzen will be compared to my old okay-ish frequency 6 cores intel.
1 core is 1 core
I'm so fricking sick of this supernatural bullshit. Give me better guns, bandits and steampunk/mad max stuff you fricking butthole.
In a sci-fi setting not having parasites and weird biological shit is the actual weird part
Those are already in the game you fricking mong
They haven't been updated since the beginning. It's what everyone wants, what the most popular mods improve. I doubt anyone is modding in more psychich bullshit.
So how will RJW integrate this DLC's mechanics?
I'm not buying Anomaly.
"every dlc is a letter from Rimworld"gays BTFO
I know that Tynan is on the rwj discuck but I am pretty sure since he added kids into the game that is no longer possible unless Gaben is a big fan of forcing enemy pawns to take thrumbo wiener by force for killing your favorite pawn
You're over a year late, anon.
I know, I just wanted to say it again
>A parasite has mind-controlled some of your colonists - but who? They pretend to be human as they work to infest others. Track evidence, imprison, interrogate, and medically test people to find out who is infested before it’s too late.
This sounds fun as frick if done well.
But I'll be real. The game is so bloated already, I can barely get a colony running before I lose interest.
Haven't played since launch and I see 4 dlc now. Any worth getting?
biotech is pretty much the only essential one, the rest are get it if you like the look of the theme
Biotech is the one I like least. Why is that mandatory?
it offers the most customization and adds the most systems, which modders use heavily
all of them + the book
Biotech and maybe Ideology.
No. It's gimmicky.
damn gotta wait for everything to update again
biotech has started to gain traction among modders so if you want ayylmaos on the game you need it
Ideology is mostly free buffs, RP flavor, nice but not really necesary
Haven't tried Royalty too much frankly so no idea
You can pirate the DLC very easily. Look it up, they work similar to mods.
Basic gist is get them from somewhere, even the GOG versions can work but IIRC you need the base game too first. Then, you just drag the folders to where the "base" folder is, then activate them using RimPy. There was some text file I had to edit for Biotech, like one line.
I have a legit copy of Rimworld and the first two DLC, did this for Biotech and downloaded mods for it no problem.
yea except the caveat that you'll need to update them manually every time theres a patch like right now
why is this a thing
So you have enough money left over to buy the book
you wanted your discount here it is
biotech is objectively the best one of the 3
It shouldn't be so hard to get rid of furries/anthros/vamps/etc while keeping the rest of the expansion.
>game lets you kill furries en masse
>game lets you enslave furries
>game lets you capture, brainwash, and force furries to kill their fellow furgays
>anon: but I hate furries!
Is this the rumored "mirrorbrain" whispered of in legends?
since these are just genes just remove them from the files or whatever, or theres probably a mod that lets you choose which genes are included in the game at the generation stage
Factions as well, and not just the explicitly named ones.
Don't care about more content, only good thing about this new dlc is the optimization. Remake the game and make it multi-threaded so I can run the game at more than 10 fps with my 300+ mods
They never will at this point. Paradox model all the way down I fear.
>Did you think the water was safe? Mechanoids can now surface from bodies of water, which requires adapting to oceans and lakes when building your base’s defenses.
Yeah this is a bit weird. It's supposed to punish you for not having to worry about shit coming from the direction of the beach like with bugs and mountains, but you can't fish like you can mine from mountains.
Why do we need to get assfricked by mechs from every direction?
>A parasite has mind-controlled some of your colonists - but who? They pretend to be human as they work to infest others. Track evidence, imprison, interrogate, and medically test people to find out who is infested before it’s too late.
Why can't he use this system to fix the nonsensical diseases? Or make infestations spawn from infected pawns.
>have to wait for mods again
>500+ modlist
god damn it
got bored of rimworld after like 100 hours, the last expansion didn't do shit for me and this one seems kinda boring too.
>water mechs
Can't wait for next DLC when we get Mech Diggers.
>you think you safe?
>here, mechs can now dig out of the ground like bugs
>here is the twist tho
>mountain not required
Fricking hate diggers.
Seems too focused on this horror story tbh, how does this fit into a normal playthrough?
I think it mainly focuses on the buildup around a big endgame event, so who knows.
looks to be questing for at least 2 of the major events and cosmic horror panic moments at home for the others