RimWorld - a game about worlds on the rim of the galaxy, not licking buttholes

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It also has some amusing interactions as discovered by the subreddit:
 
It’s probably the best DLC so far.
Figuring out vacuum mechanics was a pain in the ass but it was satisfying when I finally got a fully functioning self-sustaining orbital platform. I wish the Save our Ship devs would just fully integrate Odyssey mechanics so that the mod and DLC can flow together but the devs seem so far up their own ass that they insist on not doing it for various reasons.
 
So is Odyssey worth $25? I skipped on Anomaly, Royalty was very disappointing, but I was satisfied with Ideology and Biotech.
Depends on what you like in the game, but I think so. The mobility you get from grav ships and shuttles alone is worth it imo. Feels like you can explore the entire planet and it's environs easily now instead of being stuck on a single tile with only the obnoxiousness of the caravan system as a respite. A fringe benefit is I finally have a sufficient supply of steel, even though my usage has gone up even more than it was before. I also like the new space maps.

Being able to just abandon toxpacks and the increased steel access makes being a mechanitor a lot easier. The low space/infrastructure needs of mechanoids also make them attractive as a workforce in such circumstances. I hardly touched machanitors before Odyssey, but they work really well with the DLC, so if you like them, that is another plus.
 
God they really need to increase how dynamic Rimworld is, but they're stuck on the idea that Rimworld is a "story generator" which somehow means everything only ever revolves around you and you alone. I cannot stress how meaningless having factions are when they all pretty much blend together as "hostile faction attacking, friendly faction trading, occasionally other things." Rim War was the closest we got and it's a buggy, laggy mess (last I used it), I hope the next update, DLC, whatever does something in regards to this.
In other news, well known modder Uuugggg, best know for Pick up and Haul, has passed away. And immediately people apparently tried to...what's the gay ass term? Phonebook him? But that news came from a janny so I doubt anyone actually did.
I think the constant focus on your base and your base alone is why my interest in Rimworld is generally a months-long cycle of getting into it, constantly adding more content through mods, and eventually getting bored. Once I set up a sustainable source of food and and put a roof over all my colonists heads, I'm essentially just waiting around for anything interesting to happen or any excuse to leave the base. From what I'm hearing Oddysey is making exploring more actually worthwhile so I may give it a try.
 
From what I'm hearing Oddysey is making exploring more actually worthwhile so I may give it a try.
I think the free update adds some more places to explore, but of course Odyssey is where everything is like the landmarks. Unfortunately it doesn't really fix the problem we seem to share where you just wait around for shit to happen. Shit still only happens around you specifically and the structures aren't all that interesting and become stale somewhat quickly so there isn't a huge incentive to leave your base often, especially considering how much more dangerous traveling is in space. The new DLC adds more stuff to do but doesn't solve the core issues I have with the game, and there's not enough mods that lessens these issues (which is sad given how many mods there are).

I still do enjoy the game for what its worth, mods add quite a bit, but ultimately this is a game-like you-that I would play for a while then drop for months at a time because once you've played it, unless you're going out of your way to RP hard or setting limits on yourself (beyond the classic ice sheet challenge) like making a medieval tech only modlist, you do one colony you pretty much do one hundred. On another note, I find Save our Ship 2 to be more fun regarding actual space gameplay but I with it would utilize some of Odyssey's mechanics as well. Like I said before, the SoS2 devs seem to refuse to make their mod be friends with Odyssey, going as far as to state that if there will never be another major update the likes of SoS1>SoS2 unless it's for another game entirely.

I do believe there's a 1.6 testing version on their dicksword (it's on a different Github than their main one and their dead unstable one for some reason) but idc. Given how huge mod devs egos are, if there's enough of a disagreement I can see a fork being made, with Odyssey integration being the focus.
Speaking of mod devs:
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A guy dying in my hands was less traumatic to me than some of the ♥♥♥♥ that's gone down because of modding, lol.
>"Aw man, this guy died in a horrific car crash, oh well."
>"NOOOOOO MY SHITTY DEMO PITCHEROINO WAS REJECTED AND THE DEVELOPERS OF THE GAME I MOD FOR MADE A DLC THAT'S A MORE POLISHED VERSION OF MY SHITTY MOD YEARS LATER AAAAAAHHHHHH"
Actual sociopath redditor. Mostly related, he mentions something called "Project Morningstar" (apparently it takes inspiration from Rimworld and Starsector) and his main concern when that game comes out would be people saying they're mod stole ideas from it...a game that isn't even being close to done. Which is even more retarded because apparently the dev is the same fucking dev as SoS2 (and Fallout New California apparently) so what the fuck are you talking about nigger?
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Kek.
 
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After like three years I finally got a computer that can play games, and bros I have just been binge-playing Rimworld like crazy.
I forgot how much fun this game is, and I'm just straight chilling in easy mode watching my dudes go around building shit. Everything is on a sale now, so I'll get around to the DLCs because a lot has been added since last I played.
 
After like three years I finally got a computer that can play games, and bros I have just been binge-playing Rimworld like crazy.
I forgot how much fun this game is, and I'm just straight chilling in easy mode watching my dudes go around building shit. Everything is on a sale now, so I'll get around to the DLCs because a lot has been added since last I played.
There is something special of watching you little pawns do shit without telling them to do something. What was the last DLC you played?
 
There is something special of watching you little pawns do shit without telling them to do something. What was the last DLC you played?
None, I played vanilla back in the day.
All the new stuff looks awesome though, Ideology sounds really neat.

What kind of computer can't play Rimworld?
The cheapest Chromebook I could possibly find on short notice after my old computer shit the bed and I had an essay due that night.
 
What kind of computer can't play Rimworld?
MINIMUM SPECS:
  • OS: Windows XP
  • Processor: Core 2 Duo
  • Memory: 2 GB RAM
  • Graphics: Intel HD Graphics 3000 with 384 MB of RAM
  • Storage: 500 MB available space
Much higher with mods of course, I guess he just meant he got a better PC for gaming in general.
 
None, I played vanilla back in the day.
All the new stuff looks awesome though, Ideology sounds really neat.
Damn you've been gone for a long time. Worth noting that initally DLCs didn't really mesh with each other, there was barely any interaction between DLCs and this is largely still the same case, but it's getting better. Here's some abridged reviews:

Ideology is neat despite the bloat and balancing, adds a bit to roleplaying but I tend to not use it often since having a colony is already wrangling tards, now you're wrangling volatile tards. One day they're doing great, only positives, next day they're on a death spiral because someone sneezed during a ritual or some shit and reduced the quality to terrible and now one of the tards is having a mental break and is going to punch the closest anti-grain warhead. If you're just coming back, do a fluid ideology because if you go hard on your ideology with the "fixed" choice, it can make or break a colony. Overall it does wonders for RPing at the cost of more busy work and mood juggling. Just decide on what colony you want to run before you make an ideology. Dryads are also...a thing, never did anything with them but if you're willing to go through the process of befriending them or whatever you can essentially have a few minions (4 max) that can be specialized for certain tasks. They're pretty underwhelming and are mostly meant for early game tribals imo, mechanoids completely shit all over them.

Ah shit forgot about the styles. Your ideology can have styles that can completely chance what certain items and furniture look like. They're mechanically the same but humans love aesthetics. You can set your preferred tech level (kinda, you love/hate either tribal shit or spacer shit), weapon type (ranged vs melee), damage type (piece vs blunt), weapon range, and weapon weight (heavy vs light). You can set your preferred apparel too such at bowler hats, war masks, burkas, when gender can wear these items, etc. You can designate all sorts of precepts such as whether you embrace diversity or "convert or die" mentality. Harvest organs or not, cannibalism or not, whether not having a shirt is considered indecent or they must be nude, etc. Rituals are a whole other thing but they're pretty simple. Pick ritual, pick time you can do it if not at any time (with increasing difficulty if try to spam it), pick reward if it's good ranging from a new recruit or finding a ruin. Some don't even have rewards.
There specialist roles which...such dick don't do it, get the mod that removes the restrictions. Just because I set someone as the designated sharpshooter shouldn't mean they're banned from most work types. Also the shooting specialist isn't restricted from melee but the melee specialist is restricted from shooting, brother please. Medical specialists can't commit violence which is retarded but "muh hippocratic oath." There's more mechanics both good and dumb but overall it's pretty good.

Royalty, especially in the earlier days good lord, is more trouble than it's worth. Conceptually it's cool, execution is lacking and it just turns into a resource sink or else your pawns get pissy and have mental breaks often. And do not make pawns who are abrasive, greedy, or jealous nobles because that'll prevent them from doing jobs they might otherwise be good at, will only eat certain food types, have higher expectations so have lower overall mood, and overall just suck. Make Ascetics nobles instead. Only thing I use Royalty for is the Psylinks, essentially space magic, and even then you can use mods for a lot of what Royalty offers. From the powerful spacer tech factions, to the weapons, armor, and even magic. Also fuck me looking at their bases and Rimworld really needs to have better faction base generation, and I think a lot of that faction base shit is hardcoded or just has issues if you mess with it so a lot of mods tend not to touch faction base generation. Ffs.

Mechanoids are given more mechanics, such as clusters which will drop on your colony and ruin their day. I've seen a number of posts about this feature and I understand why people would hate them. Imagine you're minding your own business and without warning a bunch of mechanoids drop a whole ass fort near your base. They're dormant for a while but have defenses like turrets, walls, and a sensor which will awaken it if triggered, which will (no shit) awaken sleeping mechanoids from pods, manufacture a few more, call down reinforcements, shields for both grounded range units and mortars, and mech nodes that-when damaged-explode. This is on top of potentially having special buildings that can cause a psychic drone, spew toxins and cause a toxic fallout, fuck your outdoor plants by blocking the sun, another fucking sun blocker because why not, fucks your weather, fucks your electrons, straight up kills plants around it in a 100 tile radius, fucks your climate to make it hotter/colder, etc. But remember, these are mechanoids, so they drop a lot of metal and other goodies when defeated, plus the potential for a small but unlimited power source if careful not to shoot the unstable power cell. They're rare (for me anyway) and often arrive when you're decently geared already so it's not horrible, plus you have a good amount of time to place traps and funnels to deal with them.

Royalty also adds more quests, such as an introduction to the Empire. You either help a wimp noble being chased by a very small animal (smallest rat, biggest racoon) who will reward you with honor and the lowest rank, starting your ascension to nobility and eventually gaining psycasts and other unique stuff. The nobility mechanics are however shallow as a puddle, mods help like those Vanilla Expanded bloat mods. You can also skip the nobility shit for psycasts by help a deserter, which will make you enemies with the Empire and send a raid of scaling pawns. They're not permanently enemies so just send them gold or do quests for goodwill, which removes any real stakes in making enemies with this dying yet powerful star faring empire. There's more but you can find out for yourself, they're not groundbreaking.

Biotech is easily the best, the genes alone not only adds a lot to the game down to the individual pawns but also opened the door for a lot of mods to not rely on the Humanoid Alien Races mods. You can play a balancing act by making your pawn good at one thing but have other quirks that'll makes certain things more difficult or just prevent them from doing things altogether in order to balance your Metabolic Efficiency. Better genes makes you more hungry, worse genes make you less hungry, there's also the complexity of genes which makes it harder to implant without more gene processor buildings. There's also germline genes which are naturally occurring genes of a pawn (endogenes), then there's xenogenes which are genes that are implanted. This careful balance makes it harder to make a true demigod, but you can always throw caution to the wind, shove as many good genes in a pawn, then give them a nuclear stomach so their hunger isn't as bad.

Genes come in all sorts of forms. Want perfect immunity so you won't get sick? Want to heal permanent scars? How about not getting "old person" hediffs like bad backs, dementia, or heart attacks? Want to be ageless? Deathless if your head is intact? Crazy shit like fire breath, Psychic rape codependency (I'm serious about that, Highmates, not even once), genetically hairless, horns, animal ears, perpetual glandular problems, being a nigger, being an ork (inb4 I said nigger twice), it just keeps going. Even a few mods can add hundreds of unique genes.

Then they added even more cool shit like the aforementioned mechanoids which come in a variety of flavors and can snowball hard, even comes with bosses you can defeat and then "gestate." You can have almost every single mechanoid type under your command, melee focused Scythers, sniping Lancers, 3 tanky Centipede variants, sapping Termites, an army of tiny Militors to swarm your foes, laser beam sweeping Jannies Tessrons, every mechanoid you see that isn't a Apocriton. It hate you, its mere existence was created to shit on you, as long as it exists it will obliterate your mood and hunt you down. It takes a bit to get the ball rolling as you are limited to how many you control and if your pawn is down your minions can't be commanded until you get up but you can increase that with special gear and buildings.
You're a commander, unless you're rocking the best armor possible you should take a backseat, not too far back sadly as you have limited command range to control your units.

Oh and you can finally reproduce and raise actual children, either naturally or in growing tanks. Naturally allows you to nurture pawns into absolute units if done right, growing them in tanks just makes it easier to pop out a worker or grunt for the war machine. If you raise them naturally, you got to feed them, play with them, they'll draw on your floors with super cute drawings, they'll use comms recreationally (would be funny if this does anything), run around outside and can get themselves killed as they'll go pretty far, it's adorable. Vatgrown pawns have barely have skills, have no passion so learning is hard, but are more easily gene modifiable and can actually outpace naturally grown children with the right genes. Easily the best DLC by far and had some of the best mods come out during this period.

Anomaly isn't worth it at all to me. Like royalty the concept is sick as fuck but the execution is poor. No matter what the anomolies are either too much or too little, no middle ground. So it's best to choose whether you want to have a playthrough focusing on them or barely have them at all. The entities themselves I have mixed opinions on. Fleshbeasts and Sightstealers are either extremely dangerous or so pitiful they're an inconvinience, but Sightstealers are especially annoying. One makes it way from the edge of the map but it's invisible and only shows itself when it's about to attack, not even the proximity alarm reveals them so you just have to set up a melee pawn or two on guard so they can kill it. Then there's the raid version, imagine a fuck ton of invisible, fast, almost undetectable little shits that can ambush your weaker pawns if they're not inside the building. Oh and they can't trigger traps nor are you warned with anything but a howl, and only when it's a big raid. Have fun!

Don't even get me started on the stronger entities. Want a pawn to be vored and killed no matter how strong they are or what expensive implants they have? The Devourer got you covered. It leaps at a pawn, the pawn cannot move out of the way unless they become invincible (just as jumping), you then have 30 seconds to kill, knock down, set aflame, or the paralyze the Devourer or the pawn is instantly killed, which is harder than you think since they're quite bulky and more often than not don't come alone, often in packs. They also can pop out of water so you could get ambushed and instantly vored by several at once. And they can spawn as soon as you activate the monolith which spawns and can be activated very early.

The worst one by far is the Revenant. Like the Sightstealer, they're invisible and you aren't told when they wander in map, but unlike them they'll open doors (which can help track them if you have a keen eye) and stalk your pawns. When in melee range, it will hypnotize your pawn and make them permanently downed, it will then fuck off and rest before doing it again. You have to kill it or use a mech serum to revive the pawn. They were also nigh unkillable, with brutal amounts of health and armor, then they buffed it by making it fireproof. One of the fucking main mechanics for the DLC, having its weapons based around the concept of kill it with fire and they made him immune to it.

They are insanely anti-fun and can easily death spiral unprepared players and colonists. And for an extra fuck you, they don't give you dick as a reward, they barely give bioferrite (the main metal of the DLC), they're hard to contain, and they're immune to vacuum from Odyssey as I just found out, and if you don't destroy its spine (as it leaves no corpse behind, only a spine) it will reform to do the same song and dance all over again. The two saving graces are you being able to craft the spine into an implant for your colonists to almost instantly turn invisible for 15 seconds, and it can be instantly killed if you paralyze it (it has no downed state, so it just dies lol).
On a more positive note, Metal Horrors are my favorite. Imagine Alien with a little bit of The Thing, hiding in humans before bursting out of them but can also make them unconsciously(?) spread them by doing tasks. Mind you, this is a living "ball" of sharp metal ripping through your body until it can get out, gnarly shit. They also spread like a disease and either just randomly appear on a pawn (though I think you're warned) or just pop up on a guest before it goes ape shit and bursts out. Sharing a bed? Infected. Surgery from an unknowingly infected pawn? Might be infected. Feeding patients? Might be infected. Etc.

Psychic Rituals are also pretty interesting, they're performed similarly to Ideology rituals but there's far more and more specific. Want to draw a bunch of animals to your colony to do whatever you do normally? Go ahead, just make sure the ritual quality is good or else you'll summon manhunters. Want to de-age a pawn? Boomer no more. Want to fucking yoink and random ass hostile pawn from a random faction and take them prisoner? Hell yeah. Wanna just reset a pawn's memory? Rain blood on your enemies and drive them mad? Transfer a pawn's skills to another pawn until they have 20 in all skills? Wondrous.

I could keep going, such as the special pawns, the pit, the cube, but eh this is getting too long.

Not much to say on Odyssey that I haven't said already. Ship building is cool, new mechanics are cool, might make a review on it later.
 
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>"Aw man, this guy died in a horrific car crash, oh well."
>"NOOOOOO MY SHITTY DEMO PITCHEROINO WAS REJECTED AND THE DEVELOPERS OF THE GAME I MOD FOR MADE A DLC THAT'S A MORE POLISHED VERSION OF MY SHITTY MOD YEARS LATER AAAAAAHHHHHH"
Witnessed Outsider's Death -3
Rebuffed by Tynan -20
 
I turned my difficulty down by one and shockingly, I am enjoying the game a lot more. I really prefer doing tribal starts, but they're slow and if I'm not careful with my wealth on higher difficulties I get fucked. (skill issue) With a lower difficulty, I finally feel like I'm able to take the DLCs at my own pace and have a base I really enjoy. Randy is a bit relentless at times, but I have no shame in save scumming and trying out crazy ideas till I get a strategy I like. I didn't think I'd enjoy Anomaly, but the way you need to engage with some of the entities feels different and refreshing from normal raids to me. There's been a lot of really nice changes since I've last played and I do find myself leaving the base for more than just trading these days, I still need to try using my grav ship.
 
I turned my difficulty down by one and shockingly, I am enjoying the game a lot more. I really prefer doing tribal starts, but they're slow and if I'm not careful with my wealth on higher difficulties I get fucked. (skill issue) With a lower difficulty, I finally feel like I'm able to take the DLCs at my own pace and have a base I really enjoy. Randy is a bit relentless at times, but I have no shame in save scumming and trying out crazy ideas till I get a strategy I like. I didn't think I'd enjoy Anomaly, but the way you need to engage with some of the entities feels different and refreshing from normal raids to me. There's been a lot of really nice changes since I've last played and I do find myself leaving the base for more than just trading these days, I still need to try using my grav ship.
Huh, usually I have to turn up the difficulty for it to be enjoyable but I might tone it down a bit and see if it ends up being also enjoyable that way.
 
I turned my difficulty down by one and shockingly, I am enjoying the game a lot more. I really prefer doing tribal starts, but they're slow and if I'm not careful with my wealth on higher difficulties I get fucked. (skill issue) With a lower difficulty, I finally feel like I'm able to take the DLCs at my own pace and have a base I really enjoy. Randy is a bit relentless at times, but I have no shame in save scumming and trying out crazy ideas till I get a strategy I like. I didn't think I'd enjoy Anomaly, but the way you need to engage with some of the entities feels different and refreshing from normal raids to me. There's been a lot of really nice changes since I've last played and I do find myself leaving the base for more than just trading these days, I still need to try using my grav ship.
The thing with this game is that, at least for me, there needs to be enough of a break between shit going down for you to build up and prep for the next instance of shit going down.
I choose easier difficulties because I like seeing my dudes build shit, progress in their research a bit, and then have to deal with whatever problems the storytellers throw at them. It's more fun for me that way, I legit wait until I have a functional base before bumping up the difficulty because I prefer to have something worth defending before the Rape Squad shows up. If all my dudes die before we get anywhere that's not nearly as fun to me as a desperate shootout where the doctor got shot, the animal handler is having a glorious last stand against the hoard alongside his loyal hound, and we actually have enough resources to deal with the aftermath and live to fight another day.
And really, being able to customize the type of game you want to play is part of the fun.
 
I choose easier difficulties because I like seeing my dudes build shit, progress in their research a bit, and then have to deal with whatever problems the storytellers throw at them.
This is a good idea, I figured just playing on not Randy would give you this breather but this could also work while still preserving the insanity of Randy. I was thinking once I've gotten super soldiers and a perfect team I'd do NG+, that'd also be a good point to bump up the difficulty. One of the things I'm really enjoying is using rituals/summon mechs when there's a lull in combat. If I start over, I'd do a tribal start on an easier difficulty until I have devilstrand gear going, that's a good point to turn up the difficulty. I also didn't realize sanguophage overwrites your pawn's genes and ruined my Hussar. Oh well, lesson learned.
 
I also didn't realize sanguophage overwrites your pawn's genes and ruined my Hussar. Oh well, lesson learned.
There are two types of genes, endo and xeno. Endogenes are the ones your pawn has naturally, such as impid fire breath (since impids are born), while Xenogenes are ones your pawn receives from gene splicing, such as everything a hussar has (since hussars are created). Gene-splicing a pawn will replace his entire set of xenogenes with the new ones. Endogenes are never erased, but may become dormant if you splice a xenogene that conflicts with it (such as giving cold resistance to an impid; he will be cold-resistant until you splice that gene away, in which case he will become cold vulnerable again).
 
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