My Fleshspirit Ranchers (nudist, cannibal, collectivist, rancher) colony got off to a ROUGH start (good fucking god a meat-only diet is hard to pull off!) but once I managed to piss the right people off, the longpig started rolling in. Now I've actually got a MASSIVE stable of animals of all kinds so the ranching is going well too
You see, my people believe that all flesh has spirits in it. To consume the spirits of a lesser being, be it an insect, a cow, or a human who is not one of us (for they are all the same thing) is noble. To hide your own spirit with clothing is heretical. Sometimes an inferior spirit is not capable in its current life of serving us, be it a raider or some space noble who defiled our pasture with his broken shuttle, and we can perform an Allbearing to the universe. First we bear the creature's outer flesh to the open sky, then we bear the inner flesh which we eat to nourish our bodies, and once it's soul leaves we consume that too, to nourish our spirits.
Everyone being naked is a challenge for a variety of reasons, but now I've got my colony to a healthy state where I can send slaves in first to absorb most of the gunfire while my long-gun enthusiast colonists can take the enemy out at range. Enemy, slave, whatever - whoever is the most alive gets healed to be converted to our ways, if their skills are great they can join the colony. Usually, they'll be slaves. If they're badly injured or utterly useless? Time for an Allbearing!
I'm so happy for Doc Brunhilda. the last human sacrifice she did went really poorly, nobody liked her speech and she became despondent. She wandered around and even ate a plant from the freezer, like an animal, but has since repented and gotten much better at it
I have free love and this one colonist just keeps getting into relationships with other colonists, complaining he has no friends, and they break up with him. He wants to leave. I am considering making him friends with all the colonists by having them eat him
Ouch. It seems that if you have the "guilty" meme, not only do your colonists feel bad about any executions you perform, even of "guilty" prisoners, they also feel bad about prisoners that die under your care for any other reason, i.e, dying of infections you couldn't stop in time. Not only that but apparently my doctor who was the last one to tend them feels personally responsible and has an even bigger mood debuff... that wasn't a thing before!
Meat only is hard to pull off at first but holy crap once you reach a critical mass of animals suddenly it's a challenge to store or get rid of the meat before it rots. Good problem to have and all that but I wasnt expecting animals to be one of my most in demand skills in my transhuman cyborg colony. I forgot about the auto-slaughter feature at first so my animal population got totally out of control and when I began the muffalo genocide by the time it was over I had about 40k units of meat to find chilled storage for.
Right now im struggling to have my colonists be friends with each other, so many are thinking of abandoning the colony because they have no friends
I guess its hard when sometimes you have to eat each other because your mad god decides that one colonist is too troublesome
Yeah, I've put nearly 1000 hours into this game and I still don't understand what factors actually make colonists like each other or not. Obviously its better if everyone can be BFFs and from a utilitarian point of view its also more efficient because couples can share bedrooms... but I have no idea what factors actually influence that. In my current Transhumanist colony obviously the people with bionics are the "cool kids", or rather everyone who doesn't have one is one of the lame kids since it gives them social penalties rather than social bonuses to those that are modded.
Today I learned the hilarious power of the invisibility psycast plus the Aerodrone strike permit you can pick up at Knight/Dame level. It does exactly what you'd expect, a big boom from the sky, but it requires line-of-sight. Of course line of sight is a lot easier to get when you're literally invisible; the invisibility only lasts 15 seconds but it was enough to get my Dame into position to let off the drone strike right in the middle of the group of cannibals who'd decided that just sort of milling around for a bit before a fight was a good idea. Then when the battered a bloodied survivors started their attack, one of my other psycasters let off a Manhunter pulse and sicced a Megasloth on the rest of them. The best part was that when the survovirs fled, they were all inevitably slowed by their drone-strike injuries (just about every single one was caught in the blast), so I was able to send my two "bloodlust" pawns out to gun them down as they ran for massive mood bonuses for the thrill of having killed a bunch of people. Its more of a Geneva Suggestion, really...
Finished my transhumanist playthrough. Started as a Rich Explorer with Nimble and Tough, built up from there.
Did the ArcheoNexus ending. It was... it was ok.
A while into your base you'll get an offer to buy your base from a faction. For me, it was the normal colonists. They will do so if you're allied with them and have 350,000 value in the colony. Upon accepting, your colony turns into one of their colonies, and you're allowed to pick a new location and 5 of your guys to go with you.
Then you're told the map you bought has 3 pieces, you have one, two other factions have the others. For me it was the feral tribal that tends towards neg 80+ hostility and the colonists that trend towards neg 80+ hostility.
Same deal, make ally with them, hit 350,000 wealth, repeat. You do have a building you have to research in these two new colonies, each has a huge mood penalty for your researcher. I believe it needs tuning cause it was just a few thousand research and I could ignore the debuff.
Do this all 3 times, and it shows you a Nexus spot on the map. For me, it was pretty close, maybe 2 days walk. A small group of robots were on the base, took them out, click on the Nexus thingy, fade to white. Credits, return to main menu.
Research resets each time. Techprints do not. Your faction with everyone resets. Your character's nobility rank does not. That was by far my most difficult part, suddenly having one of my main guys losing his MIND because he didn't have a Count's Throne or Bedroom.
I do run mods nowadays, including the cybernetic one. It was SLIGHTLY less difficult because he had +30 mood cause of his joywire, but only slightly. I suspect the building was supposed to make the entire colony uphappy as a difficulty spike on the 2nd and 3rd colony, but it had a manageable radius you could ignore.
Transhumanist was... ok. The extra buildings were interesting. I kinda wish there had been more implants and stuff that Transhumanists would have instead, though.
I wanted to do Transhumanist / Tree huggers, but the Tree Hugging meme is pretty unbalanced right now. Your dude dedicated to handling a tree basically can do nothing else, and you don't get much of a benefit from it, but do get a huge penalty by not being able to deal with trees anywhere. Before this successful run, I did Transhumanist / Raider, and same deal, the random Raider opportunities didn't come up fast enough to offset the mood penalties.
Every time I beat the game I look for a cool new mod to fiddle with. I also keep installing the "compatible with" mods listed on the mods pages I'm using which has lead to various chains of mods getting installed.
Some Big ones:
EPoE (Enhanced Prosthetics and Organ Engineering)
First mod I tried, then I just installed a ton of mods that someone linked a few pages back. This one adds various types of Bionics and the like. Reasonably expensive, and the later ones are gated behind fabrics you can't create locally. Also "A Dog Said..." which is a similar mod for animal bionics.
Save Our Ship 2
Adds a spaceship level above the planet. Kind of interesting, you can start on a broken ship and fix it up, go to other planets, what have you. Adds a fun storyteller based on tech instead of wealth, which is useful, because if you start in a broken ship and crash land the darned thing, that's a 300,000 wealth base right off the start.
Androids and Android Tiers
Two different takes on the same idea. Androids allows you to create Androids, which are very humanlike Pawns with some small differences, alongside Droids, which are your glorified Roombas and Early Terminator type bots.
Android Tiers is a little different, starting with barely sentient helpful buddy robots and going all the way up to godlike superbots -- and robo dogs. Android Tiers is probably OP and broken for the extreme lategame, but it's the kind of OP and broken that takes forever to get there, so maybe it's balanced enough for that? Androids has a fun start where you're a mad scientist type off by yourself + 3 droids to do the housework and fighting.
Vanilla Expanded
The mod creator has a collection of 72 mods in this series, I just added all of them at once. His philosophy is to adhere as close to Rimworld's Vanilla look and feel as possible while extending it, and I really appreciate that. Includes stuff like a new storyteller that's "Perry Persistent," i.e., smaller events but they occur all the time, or a storyteller that forces you to stay with Iron Age or Tribal Tech. Adds Viking and Iron Age factions and tech. (Including Glimmerworld tech versions of the Viking tech, i.e., techno-battleaxes that freeze stuff.) Fishing, and expanded clothing like gloves, shoes, backpacks, etc. Of all of them this is the one I have to suggest EVERYONE get.
Genetic Rim
It's not updated (YET), but this is a mad scientist type mod where you can gene splice new mobs, and supposedly pawns. Had a lot of "compatible with" mods that I installed, like Dinosauria (Dinosaurs in Rimworld), Megafauna (extinct giant animals like the Megasloth in vanilla), Alpha Animals (Higher tech / odder versions of existing animals), Call of Cthulu - Cosmic Horrors, etc. But again, the main mod isn't updated yet because it sounds like it's getting a full on revamp for 1.3.
Real Ruins
You ever play Nethack? Know what a bones file is? (When you die it saves the level you're on + your character and gear, and randomly shows this floor to later players so you have whatever killed you + an angry ghost + a bunch of free loot.) This is THAT, only for Rimworld. When you die it uploads your base to a server, and downloads random bases of other players -- properly adjusted to be ruins -- for your own use. They can appear in your starting map (and can be hit and miss) as well as random events, both for caravans and world events. The world events are cool, you find an entire fallen base from another player and can go rush to loot it... while other factions do the same thing, sending massive amounts of raiders, with the longer you take to get there the less loot is left + the more raiders are there.
RimBees
You know Minecraft's Foresty Mod, and the bees that are breedable to get resources? Yeah, it's literally that, ported to Rimworld. Same mechanics and everything.
Factional War / Raid Extension
Adds additional raid and event types, like two factions fighting each other outside of your base, or a faction raiding a temporary base (like you would in order to rescue a pawn), or poachers showing up to hunt your animals or trees.
Some little ones:
RimHUD
Free Will -- adds an AI to your worker priorities tab, and a precept for using it. Individualist pawns will want or demand to be set to AI, collectivists might demand to be told what to do.
Interaction Bubbles -- Adds bubbles above pawn heads when they talk to each other
SpeakUp -- Adds bubbles that expand the chat logs, already in game, as bubbles
Damage Indicators -- Adds Damage Numbers that fly off of pawns when they take damage.
Medical Tab -- A nice little tab for showing all your pawn's health stats at once.
Everybody Gets One -- Adds new crafting options, for example "Craft 5 per Colonist" for food, or "Craft 1 for every colonist + x number of spares." Very nice for say, making sure everyone has shirts and pants.
RimFridge -- A set of Fridges for your base, either in wall or standalone.
Replace Stuff -- Allows you to replace say, wood walls with steel, without having to tear down the walls and rebuild them. Works with anything that can be built with multiple materials.
Where is my Weapon -- A downed pawn will go back and pick their weapon up again once they're healthy enough to do so.
Turn it Off and On -- Arguably unbalanced, pawns will automatically turn off machines (so they use no power) when not using them. Customizable.
Hospitality -- I don't use this much, but it allows you to have guests staying in spare bedrooms and buying stuff from your stockpile / stores.
Wall Light -- A small little light you can build on walls.
Electric Braziers -- Braziers for Royalty that are electric powered instead of wood powered.
LWM's Deep Storage -- A variety of compact storage buildings, like a Weapon Locker or a Shelving Unit. Useful to compact down your storage.
Quality Builder -- Allows you to set a minimum allowed quality of a given piece of furniture. If your pawn builds it and it's not good enough, they'll destroy it and try again. Replaces my previous "build an entire room full of beds and destroy the cruddy ones" thing.
Allow Tool -- A variety of updated versions of the original tools. Allows for things like "select all the trees in your home area" or "select all the things like this that are currently visible on the screen" or "select only things that are like the thing you already have selected."
Pick Up and Haul -- Changes Hauling to use the same mechanics as caravan loading. I.e., your pawns will pick up multiple things without being forced to and haul it at once.
Share the Load -- Multiple Pawns will fill a blueprint instead of one guy walking back and forth forever.
Giddy-Up! -- Mounted combat and mounted work. Stuff like jumping on a horse to rush across the map to fix a machine.
Search and Destroy -- Adds new Draft Behavior -- your pawns will hunt down new targets, or move back out of melee range if they're using guns. Ranged or Melee if you'd like. Less Micro-management for combat.
RunAndGun -- Allows you to shoot while moving, at a penalty to moving and shooting. Enemies can do it too.
Heat Map -- Shows an overlay with the temperature of rooms.
New as of today:
What the Hack -- Adds hacking of Mechanicoids and the like. I believe Giddy-Up lead me to this.
Pawnmorpher -- You know "The Isle of Doctor Monroe?" Same thing. Genetic tampering including weaponized Genetic Tempering.
More Archeotech Garbage -- Random futuretech garbage and widgets.
Archotech++ -- Additional Archotech implants, bionics, etc.
Magical Menagerie -- RimBees sent me to this one. Adds various fantasy critters to the game. By the Vanilla Expanded guy.
Alpha Ships -- Modular parts for Ships, have to be unlocked. By the Vanilla Expanded guy. As someone who had a lot of trouble bothering with the Save Our Ships ship building, this looks like a godsend.
Alpha Biomes -- Additional biomes. By the Vanilla Expanded guy.
Dice Of Destiny -- My first weird Japanese mod. This one adds dice that intentionally cause events.
Rim of Madness - Vampires, RoM - Werewolves -- Adds Vampire and Werewolf pawns. This was apparently a commissioned mod?
Rim of Madness - Bones -- Adds bones as a side effect to butchering, because why not? A wood-tier resource.
Call of Cthulu - Cults, Factions -- I didn't know it because I just installed the Monsters pack, but hey, factions and cults.
Android Tiers has a reputation for being hard on performance. So does JecsTools, which the werewolf mod requires and killed my last save
Right now my heavily modded game is going well except the Vanilla Extended insects have lost their minds. They spawn then just....stand there. Oh well.
Also a hilarious moment when a colonist showed up late for a wedding, plopped down in front of the grooms, and lit a blunt.
Groom #2 is dead now because that same colonist later botched his eye replacement surgery and the wounds got infected..
Yeppp, the mods are the beginning of your slow descent into madness. You listed a lot of great ones!
I've fallen in love with A RimWorld of Magic. It's not really vanilla balanced at all, but damn it's a lot of fun! It has a ton of unique classes with really fun and useful skills to mess around with. There are so many that deserve honorable mention for either amazing utility or combat potential -- tossing Death Knight on a melee specialist is amazing, the utility of Druids is great, Summoner get hauling/cleaning minions in addition to combat elementals and turrets, Necromancers can zombify pretty much anything and eventually become a lich...it's a lot of fun if you want some high fantasy in your game.
The beauty of rimworld is that you can easily scale the difficulty to match as well. Are death knights in power armor OP? Yes! But just send me more stuff to kill and it's all in good fun.
Yeppp, the mods are the beginning of your slow descent into madness. You listed a lot of great ones!
I've fallen in love with A RimWorld of Magic. It's not really vanilla balanced at all, but damn it's a lot of fun! It has a ton of unique classes with really fun and useful skills to mess around with. There are so many that deserve honorable mention for either amazing utility or combat potential -- tossing Death Knight on a melee specialist is amazing, the utility of Druids is great, Summoner get hauling/cleaning minions in addition to combat elementals and turrets, Necromancers can zombify pretty much anything and eventually become a lich...it's a lot of fun if you want some high fantasy in your game.
The beauty of rimworld is that you can easily scale the difficulty to match as well. Are death knights in power armor OP? Yes! But just send me more stuff to kill and it's all in good fun.
I had Rimworld of Magic but I yanked it. Might try re-adding it, I dunno. It didn't play well with the Android mods, at all. And I didn't really grasp how to make people classes if they spawned without being one already.
Edit: Specifically the Android Mods could be Classes but they never had magic, or somesuch. Very odd.
Edit2: Man finding ARoM in the workshop is hard for some reason, but I did find this by the same guy, and will be the next big mod I install if Genetic Rim isn't available when this current colony ascends or collapses: https://steamcommunity.com/sharedfiles/filedetails/?id=2222935097
Rim War
"Rim War introduces global conquest where factions vie to become the dominant power across RimWorld.
Gone are the days of random bands of raider seeking only plunder and wanton destruction; factions are now in a race to exert their influence across the RimWorld through mobile armies, trade caravans, base settlement, and diplomacy. Arise from the ashes of your unfortunate circumstances and use all the assets at your disposal to become a powerful influence across the globe.
Armies (warbands and scouting parties), settlers, and caravans for all factions can now be seen on the world map and will have practical purposes, destinations, and associated events. Existing events such as raids, trader caravans and more are all generated by AI action and represented as an icon on the map. The more combat power a settlement has, the more difficult raids or wealthy caravans a faction settlement can generate.
Rim War introduces a new winning condition to defeat a rival faction
Overall faction power is a composed of settlements, warbands, scouting parties, and settlers and the amount of faction power determines the size and strength of armies, caravans, and settlers that AI faction can generate. Defeating an enemy army, gifting, or trading with other factions directly affects their faction power. Faction interaction matters - form alliances, subjugate the weak, and destroy dangerous enemies across the world to create winning conditions.
Factions will interact with each other to form alliances or declare war. Take advantage of warring factions and strike while they are weak; or declare an alliance with a friendly factions to fight your wars for you.
"
Has anyone fiddled with that? Already seeing it is compatible with a mod called Empire that looks interesting, too.
It's definitely an expansion sized mod! But I've never really been super tempted by the android stuff and haven't tried using them together. I'm assuming both of them add new factions (a Rimworld of Magic definitely does), and probably races for some of the demon/undead stuff. It plays nicely with everything else I have (SoS 2 being the biggest other mod probably), but yeah I could see there being some weirdness with those two. The meat of it is pretty simple -- it adds new traits that allow certain pawns to become either a physical class (physically adept) or a magic class, and once you learn the class it has a pretty straight forward XP and level up system.
I found a steam thread that indicates they should work together, but probably don't try to make your androids mages. It sounds possible but fairly buggy and strange.
It's definitely an expansion sized mod! But I've never really been super tempted by the android stuff and haven't tried using them together. I'm assuming both of them add new factions (a Rimworld of Magic definitely does), and probably races for some of the demon/undead stuff. It plays nicely with everything else I have (SoS 2 being the biggest other mod probably), but yeah I could see there being some weirdness with those two. The meat of it is pretty simple -- it adds new traits that allow certain pawns to become either a physical class (physically adept) or a magic class, and once you learn the class it has a pretty straight forward XP and level up system.
I found a steam thread that indicates they should work together, but probably don't try to make your androids mages. It sounds possible but fairly buggy and strange.
Yeah you basically have it. Androids specifically can't gain mana. They can be the classes, but that means they are permanently out of mana, or something. Not sure if they work as physical classes. A Death Knight T5 Android (which can already solo enemy encampments once upgraded) sounds silly.
Playing with that Isle of Dr Monroe type-mod, Pawnmorpher. One of my guys randomly morphed into like 1/3rd Thrumbo.
If he gets into melee with someone they start losing limbs because just bites them off. The limbs he doesn't just bite off he literally rips apart with his hands. It's no T5 God Tier Android, but I'll take it.
I just noticed you added some more mods in your edit!
RimWar is pretty amazing as a concept, and I think it will be great some day. Right now it's relatively functional, but I wouldn't say totally practical just yet. I tried it out because it seemed like a great way to fight more human raids and be fairy dynamic about it, but it currently snowballs in either direction a bit too easily.
Your location relative to hostile and friendly settlements dramatically affects how many raids you get -- essentially 0 if the nearby settlements are too friendly, and a ridiculous amount if you get surrounded by too many enemies. You can tweak raid frequency fairly easily, but it's super easy to get into a "no raid" kind of fail state with friendly colonies taking out hostile ones. Within an hour of my game, my starting location went from about 50/50 friendly and hostile bases around, to 100% friendly and no raids because the friendly faction snowballed super quickly and took out everything nearby.
With some more development and tweaking I think it will be amazing though. The guy making it is clearly really talented with how much stuff is going on.
Apparently RinPy allows me to copy a list. So, a list.
Added Rimsenal and Call of Cthulhu, as well as some QoL mods like Infusion 2 (adds Roguelike suffixes and prefixes for rare gear), Quality Colors (adds Diablo style color coding to item rarity).
Things are actually a bit laggy now, heh, even with Rocketman. And out of the blue I've started getting an error popup from huglib upon reaching the main menu. My TPS is down to just just over 2x speed at max, too. Not sure what's causing that, but it's rather new. Heard it MIGHT be Android Tiers.
There is a mod that adds fireflies which are pretty but also causes some amusing things to happen. So far I've had a manhunter firefly, a firefly that somehow drank an entire bottle of beer and went into a blackout for 200 days since I guess it's based on body size? Oh and every night during the winter they cluster around my body pile after a raid and devour EVERYTHING. I just watched a group of them devour 4 full human bodies like nothing!
Well, odd. Cutting my planet size down from 100% to 30% seemed to have helped the performance. I wouldn't have thought that would have affected much. But then I remembered Rim War.
This latest run through I got rid of the cowboys factions and I think the medieval faction, so there were less faction in the world. Still over 11, though.
ReGrowth. A Biome refresh mod, by a name I recognize but don't know why. He probably does some of the mods I already have. (Vanilla Expanded Vikings and a texture rework, apparently.) Also a Fallout Wasteland biome in there for no good reason.
I did also find this just now, via a link from one of the ReGrowth mods:
These are the three Vanilla Factions Expanded mods they're working on (Ancients won the vote and is coming first, apparently).
Ancients adds vaults with super-soldiers and ancient machines in them, you can raid the vaults for either or play as a vault full of Ancients as a custom start condition.
Arcology adds a corporation faction and genetic engineering, basically they're claiming they own the rimworld you're on and want to turn it into a nature preserve / zoo. If you help them (by making animals for them and selling them to them) they actually grow in size, replacing the terrain with their own nature preserve biomes. Pretty neat.
Classical adds three republic factions (Greek / Roman / Other-Roman?) and some Roman era tech... and the ability to take your caravans and turn them into outposts.
Included in the losses: Archotech and bionic eyes. (Formerly) to replace the shot out eyes on two of my favourite pawns and a phat (that's right, ph!) stack of glitterworld medicine. I think there's about 50% of my current silver holdings worth up in smoke there...
Was so tempted to save scum this one, but I'm determined to take my lumps in this iron man run. Next time I'll also know that the pirates sat North of my base aren't just sat scratching their arses with the mortars they're setting up...
Yeah I'm waiting for the vanilla expanded memes mod to release before diving into Ideology. As of now there's not quiiite enough stuff in Ideology for me to move on from 1.2 -- the patches are helping but % modifiers and stuff don't rope me in compared to all of the crazy mods that exist. But it looks like vanilla expanded is going to help a ton with the dream of using Ideologies to have really out there/asymmetric style faction design, which will get me to finally buy the expansion.
Nuked the Cthulhu mods, as they're not really my thing. Nuked Android Tiers because I heard it's infamous for causing lag. Went from ~250ish TPS to 900 (TPS cap). Darnit. And I liked Android Tiers. The other Android mod is pretty nice though, so whatever.
It's definitely fun! When you're new and people are randomly dying to mysterious new stuff it's typically in fun and comical ways, and you learn from your failures in a pretty enjoyable way I think.
Especially the Vanilla Expanded ones because it turns out the author stole a bunch of the art he used for them oops. (The hard mode Empress Evil storyteller is a trace of another artists work without attribution)
Edit: Alright, as of now it appears this isn't going to go nuclear and result in the total destruction of Vanilla Expanded (the guy is also making his own game now, so lots of potential drama!)
It looks like the storyteller mods in question have been taken down, so if you used those you're temporarily out of luck without a backup.
The modder has apologized and reached out to the artist to make amends. He claims that he already had the artwork redone internally and was planning on replacing it and reaching out to the artist, but was found out earlier. I'm not going to get into the weeds on all of that and my personal opinions (definitely not a cool thing for him to have done), but it appears that the community at least has been sated for now and it doesn't appear that the guy is going to take all of his mods down or anything.
Given that the first two expansions were Royalty and Ideology, some people predicted that the next DLC would be something starting with "M". Looking at that teaser, I'd say we're probably getting "Mutations".
Given that the first two expansions were Royalty and Ideology, some people predicted that the next DLC would be something starting with "M". Looking at that teaser, I'd say we're probably getting "Mutations".
There's a lot of xenohumans in the Rimworld setting that currently only appear as mod author's dreams, so that would make sense.
And maybe it'll provide a race framework that's not as jank as Humanoid Alien Races.
It does indeed contain everything you dreamed of from the teaser -- babies, children, freaky tube babies, mutations, tons of crazy mechanoid stuff. It's looking meaty! 1.4 beta is already up on Steam too, so yeah back up your mods and all of that if you want to continue on your current saves.
Also, the Vanilla Expanded modder has heard back on his correspondence from the artist that he took the traces from for his storyteller. The artist appears to have taken the apology in good spirits.
I'm pretty curious just how far they'll go with the children thing. Kids in games tend to be untargetable and/or unkillable (because of some European laws, I think?) and that would be pretty out of place in RimWorld.
I'm pretty curious just how far they'll go with the children thing. Kids in games tend to be untargetable and/or unkillable (because of some European laws, I think?) and that would be pretty out of place in RimWorld.
Yeah I'm curious as well. And they just got unbanned from sale in Australia too....
Posts
You see, my people believe that all flesh has spirits in it. To consume the spirits of a lesser being, be it an insect, a cow, or a human who is not one of us (for they are all the same thing) is noble. To hide your own spirit with clothing is heretical. Sometimes an inferior spirit is not capable in its current life of serving us, be it a raider or some space noble who defiled our pasture with his broken shuttle, and we can perform an Allbearing to the universe. First we bear the creature's outer flesh to the open sky, then we bear the inner flesh which we eat to nourish our bodies, and once it's soul leaves we consume that too, to nourish our spirits.
Everyone being naked is a challenge for a variety of reasons, but now I've got my colony to a healthy state where I can send slaves in first to absorb most of the gunfire while my long-gun enthusiast colonists can take the enemy out at range. Enemy, slave, whatever - whoever is the most alive gets healed to be converted to our ways, if their skills are great they can join the colony. Usually, they'll be slaves. If they're badly injured or utterly useless? Time for an Allbearing!
I'm so happy for Doc Brunhilda. the last human sacrifice she did went really poorly, nobody liked her speech and she became despondent. She wandered around and even ate a plant from the freezer, like an animal, but has since repented and gotten much better at it
I have free love and this one colonist just keeps getting into relationships with other colonists, complaining he has no friends, and they break up with him. He wants to leave. I am considering making him friends with all the colonists by having them eat him
I guess its hard when sometimes you have to eat each other because your mad god decides that one colonist is too troublesome
Yeah, I've put nearly 1000 hours into this game and I still don't understand what factors actually make colonists like each other or not. Obviously its better if everyone can be BFFs and from a utilitarian point of view its also more efficient because couples can share bedrooms... but I have no idea what factors actually influence that. In my current Transhumanist colony obviously the people with bionics are the "cool kids", or rather everyone who doesn't have one is one of the lame kids since it gives them social penalties rather than social bonuses to those that are modded.
Today I learned the hilarious power of the invisibility psycast plus the Aerodrone strike permit you can pick up at Knight/Dame level. It does exactly what you'd expect, a big boom from the sky, but it requires line-of-sight. Of course line of sight is a lot easier to get when you're literally invisible; the invisibility only lasts 15 seconds but it was enough to get my Dame into position to let off the drone strike right in the middle of the group of cannibals who'd decided that just sort of milling around for a bit before a fight was a good idea. Then when the battered a bloodied survivors started their attack, one of my other psycasters let off a Manhunter pulse and sicced a Megasloth on the rest of them. The best part was that when the survovirs fled, they were all inevitably slowed by their drone-strike injuries (just about every single one was caught in the blast), so I was able to send my two "bloodlust" pawns out to gun them down as they ran for massive mood bonuses for the thrill of having killed a bunch of people. Its more of a Geneva Suggestion, really...
Did the ArcheoNexus ending. It was... it was ok.
Then you're told the map you bought has 3 pieces, you have one, two other factions have the others. For me it was the feral tribal that tends towards neg 80+ hostility and the colonists that trend towards neg 80+ hostility.
Same deal, make ally with them, hit 350,000 wealth, repeat. You do have a building you have to research in these two new colonies, each has a huge mood penalty for your researcher. I believe it needs tuning cause it was just a few thousand research and I could ignore the debuff.
Do this all 3 times, and it shows you a Nexus spot on the map. For me, it was pretty close, maybe 2 days walk. A small group of robots were on the base, took them out, click on the Nexus thingy, fade to white. Credits, return to main menu.
Research resets each time. Techprints do not. Your faction with everyone resets. Your character's nobility rank does not. That was by far my most difficult part, suddenly having one of my main guys losing his MIND because he didn't have a Count's Throne or Bedroom.
I do run mods nowadays, including the cybernetic one. It was SLIGHTLY less difficult because he had +30 mood cause of his joywire, but only slightly. I suspect the building was supposed to make the entire colony uphappy as a difficulty spike on the 2nd and 3rd colony, but it had a manageable radius you could ignore.
Transhumanist was... ok. The extra buildings were interesting. I kinda wish there had been more implants and stuff that Transhumanists would have instead, though.
I wanted to do Transhumanist / Tree huggers, but the Tree Hugging meme is pretty unbalanced right now. Your dude dedicated to handling a tree basically can do nothing else, and you don't get much of a benefit from it, but do get a huge penalty by not being able to deal with trees anywhere. Before this successful run, I did Transhumanist / Raider, and same deal, the random Raider opportunities didn't come up fast enough to offset the mood penalties.
https://steamcommunity.com/sharedfiles/filedetails/?id=2580818414
Every time I beat the game I look for a cool new mod to fiddle with. I also keep installing the "compatible with" mods listed on the mods pages I'm using which has lead to various chains of mods getting installed.
Some Big ones:
EPoE (Enhanced Prosthetics and Organ Engineering)
First mod I tried, then I just installed a ton of mods that someone linked a few pages back. This one adds various types of Bionics and the like. Reasonably expensive, and the later ones are gated behind fabrics you can't create locally. Also "A Dog Said..." which is a similar mod for animal bionics.
Save Our Ship 2
Adds a spaceship level above the planet. Kind of interesting, you can start on a broken ship and fix it up, go to other planets, what have you. Adds a fun storyteller based on tech instead of wealth, which is useful, because if you start in a broken ship and crash land the darned thing, that's a 300,000 wealth base right off the start.
Androids and Android Tiers
Two different takes on the same idea. Androids allows you to create Androids, which are very humanlike Pawns with some small differences, alongside Droids, which are your glorified Roombas and Early Terminator type bots.
Android Tiers is a little different, starting with barely sentient helpful buddy robots and going all the way up to godlike superbots -- and robo dogs. Android Tiers is probably OP and broken for the extreme lategame, but it's the kind of OP and broken that takes forever to get there, so maybe it's balanced enough for that? Androids has a fun start where you're a mad scientist type off by yourself + 3 droids to do the housework and fighting.
Vanilla Expanded
The mod creator has a collection of 72 mods in this series, I just added all of them at once. His philosophy is to adhere as close to Rimworld's Vanilla look and feel as possible while extending it, and I really appreciate that. Includes stuff like a new storyteller that's "Perry Persistent," i.e., smaller events but they occur all the time, or a storyteller that forces you to stay with Iron Age or Tribal Tech. Adds Viking and Iron Age factions and tech. (Including Glimmerworld tech versions of the Viking tech, i.e., techno-battleaxes that freeze stuff.) Fishing, and expanded clothing like gloves, shoes, backpacks, etc. Of all of them this is the one I have to suggest EVERYONE get.
Genetic Rim
It's not updated (YET), but this is a mad scientist type mod where you can gene splice new mobs, and supposedly pawns. Had a lot of "compatible with" mods that I installed, like Dinosauria (Dinosaurs in Rimworld), Megafauna (extinct giant animals like the Megasloth in vanilla), Alpha Animals (Higher tech / odder versions of existing animals), Call of Cthulu - Cosmic Horrors, etc. But again, the main mod isn't updated yet because it sounds like it's getting a full on revamp for 1.3.
Real Ruins
You ever play Nethack? Know what a bones file is? (When you die it saves the level you're on + your character and gear, and randomly shows this floor to later players so you have whatever killed you + an angry ghost + a bunch of free loot.) This is THAT, only for Rimworld. When you die it uploads your base to a server, and downloads random bases of other players -- properly adjusted to be ruins -- for your own use. They can appear in your starting map (and can be hit and miss) as well as random events, both for caravans and world events. The world events are cool, you find an entire fallen base from another player and can go rush to loot it... while other factions do the same thing, sending massive amounts of raiders, with the longer you take to get there the less loot is left + the more raiders are there.
RimBees
You know Minecraft's Foresty Mod, and the bees that are breedable to get resources? Yeah, it's literally that, ported to Rimworld. Same mechanics and everything.
Factional War / Raid Extension
Adds additional raid and event types, like two factions fighting each other outside of your base, or a faction raiding a temporary base (like you would in order to rescue a pawn), or poachers showing up to hunt your animals or trees.
Some little ones:
RimHUD
Free Will -- adds an AI to your worker priorities tab, and a precept for using it. Individualist pawns will want or demand to be set to AI, collectivists might demand to be told what to do.
Interaction Bubbles -- Adds bubbles above pawn heads when they talk to each other
SpeakUp -- Adds bubbles that expand the chat logs, already in game, as bubbles
Damage Indicators -- Adds Damage Numbers that fly off of pawns when they take damage.
Medical Tab -- A nice little tab for showing all your pawn's health stats at once.
Everybody Gets One -- Adds new crafting options, for example "Craft 5 per Colonist" for food, or "Craft 1 for every colonist + x number of spares." Very nice for say, making sure everyone has shirts and pants.
RimFridge -- A set of Fridges for your base, either in wall or standalone.
Replace Stuff -- Allows you to replace say, wood walls with steel, without having to tear down the walls and rebuild them. Works with anything that can be built with multiple materials.
Where is my Weapon -- A downed pawn will go back and pick their weapon up again once they're healthy enough to do so.
Turn it Off and On -- Arguably unbalanced, pawns will automatically turn off machines (so they use no power) when not using them. Customizable.
Hospitality -- I don't use this much, but it allows you to have guests staying in spare bedrooms and buying stuff from your stockpile / stores.
Wall Light -- A small little light you can build on walls.
Electric Braziers -- Braziers for Royalty that are electric powered instead of wood powered.
LWM's Deep Storage -- A variety of compact storage buildings, like a Weapon Locker or a Shelving Unit. Useful to compact down your storage.
Quality Builder -- Allows you to set a minimum allowed quality of a given piece of furniture. If your pawn builds it and it's not good enough, they'll destroy it and try again. Replaces my previous "build an entire room full of beds and destroy the cruddy ones" thing.
Allow Tool -- A variety of updated versions of the original tools. Allows for things like "select all the trees in your home area" or "select all the things like this that are currently visible on the screen" or "select only things that are like the thing you already have selected."
Pick Up and Haul -- Changes Hauling to use the same mechanics as caravan loading. I.e., your pawns will pick up multiple things without being forced to and haul it at once.
Share the Load -- Multiple Pawns will fill a blueprint instead of one guy walking back and forth forever.
Giddy-Up! -- Mounted combat and mounted work. Stuff like jumping on a horse to rush across the map to fix a machine.
Search and Destroy -- Adds new Draft Behavior -- your pawns will hunt down new targets, or move back out of melee range if they're using guns. Ranged or Melee if you'd like. Less Micro-management for combat.
RunAndGun -- Allows you to shoot while moving, at a penalty to moving and shooting. Enemies can do it too.
Heat Map -- Shows an overlay with the temperature of rooms.
New as of today:
What the Hack -- Adds hacking of Mechanicoids and the like. I believe Giddy-Up lead me to this.
Pawnmorpher -- You know "The Isle of Doctor Monroe?" Same thing. Genetic tampering including weaponized Genetic Tempering.
More Archeotech Garbage -- Random futuretech garbage and widgets.
Archotech++ -- Additional Archotech implants, bionics, etc.
Magical Menagerie -- RimBees sent me to this one. Adds various fantasy critters to the game. By the Vanilla Expanded guy.
Alpha Ships -- Modular parts for Ships, have to be unlocked. By the Vanilla Expanded guy. As someone who had a lot of trouble bothering with the Save Our Ships ship building, this looks like a godsend.
Alpha Biomes -- Additional biomes. By the Vanilla Expanded guy.
Dice Of Destiny -- My first weird Japanese mod. This one adds dice that intentionally cause events.
Rim of Madness - Vampires, RoM - Werewolves -- Adds Vampire and Werewolf pawns. This was apparently a commissioned mod?
Rim of Madness - Bones -- Adds bones as a side effect to butchering, because why not? A wood-tier resource.
Call of Cthulu - Cults, Factions -- I didn't know it because I just installed the Monsters pack, but hey, factions and cults.
Right now my heavily modded game is going well except the Vanilla Extended insects have lost their minds. They spawn then just....stand there. Oh well.
Also a hilarious moment when a colonist showed up late for a wedding, plopped down in front of the grooms, and lit a blunt.
Groom #2 is dead now because that same colonist later botched his eye replacement surgery and the wounds got infected..
I've fallen in love with A RimWorld of Magic. It's not really vanilla balanced at all, but damn it's a lot of fun! It has a ton of unique classes with really fun and useful skills to mess around with. There are so many that deserve honorable mention for either amazing utility or combat potential -- tossing Death Knight on a melee specialist is amazing, the utility of Druids is great, Summoner get hauling/cleaning minions in addition to combat elementals and turrets, Necromancers can zombify pretty much anything and eventually become a lich...it's a lot of fun if you want some high fantasy in your game.
The beauty of rimworld is that you can easily scale the difficulty to match as well. Are death knights in power armor OP? Yes! But just send me more stuff to kill and it's all in good fun.
I had Rimworld of Magic but I yanked it. Might try re-adding it, I dunno. It didn't play well with the Android mods, at all. And I didn't really grasp how to make people classes if they spawned without being one already.
Edit: Specifically the Android Mods could be Classes but they never had magic, or somesuch. Very odd.
Edit2: Man finding ARoM in the workshop is hard for some reason, but I did find this by the same guy, and will be the next big mod I install if Genetic Rim isn't available when this current colony ascends or collapses:
https://steamcommunity.com/sharedfiles/filedetails/?id=2222935097
Rim War
"Rim War introduces global conquest where factions vie to become the dominant power across RimWorld.
Gone are the days of random bands of raider seeking only plunder and wanton destruction; factions are now in a race to exert their influence across the RimWorld through mobile armies, trade caravans, base settlement, and diplomacy. Arise from the ashes of your unfortunate circumstances and use all the assets at your disposal to become a powerful influence across the globe.
Armies (warbands and scouting parties), settlers, and caravans for all factions can now be seen on the world map and will have practical purposes, destinations, and associated events. Existing events such as raids, trader caravans and more are all generated by AI action and represented as an icon on the map. The more combat power a settlement has, the more difficult raids or wealthy caravans a faction settlement can generate.
Rim War introduces a new winning condition to defeat a rival faction
Overall faction power is a composed of settlements, warbands, scouting parties, and settlers and the amount of faction power determines the size and strength of armies, caravans, and settlers that AI faction can generate. Defeating an enemy army, gifting, or trading with other factions directly affects their faction power. Faction interaction matters - form alliances, subjugate the weak, and destroy dangerous enemies across the world to create winning conditions.
Factions will interact with each other to form alliances or declare war. Take advantage of warring factions and strike while they are weak; or declare an alliance with a friendly factions to fight your wars for you.
"
Has anyone fiddled with that? Already seeing it is compatible with a mod called Empire that looks interesting, too.
I found a steam thread that indicates they should work together, but probably don't try to make your androids mages. It sounds possible but fairly buggy and strange.
Yeah you basically have it. Androids specifically can't gain mana. They can be the classes, but that means they are permanently out of mana, or something. Not sure if they work as physical classes. A Death Knight T5 Android (which can already solo enemy encampments once upgraded) sounds silly.
Though they aren't as effective with it!
Gladiator is a fun one. It gets a passive where a certain amount of incoming damage gets converted into stamina. Very, very tanky.
If he gets into melee with someone they start losing limbs because just bites them off. The limbs he doesn't just bite off he literally rips apart with his hands. It's no T5 God Tier Android, but I'll take it.
RimWar is pretty amazing as a concept, and I think it will be great some day. Right now it's relatively functional, but I wouldn't say totally practical just yet. I tried it out because it seemed like a great way to fight more human raids and be fairy dynamic about it, but it currently snowballs in either direction a bit too easily.
Your location relative to hostile and friendly settlements dramatically affects how many raids you get -- essentially 0 if the nearby settlements are too friendly, and a ridiculous amount if you get surrounded by too many enemies. You can tweak raid frequency fairly easily, but it's super easy to get into a "no raid" kind of fail state with friendly colonies taking out hostile ones. Within an hour of my game, my starting location went from about 50/50 friendly and hostile bases around, to 100% friendly and no raids because the friendly faction snowballed super quickly and took out everything nearby.
With some more development and tweaking I think it will be amazing though. The guy making it is clearly really talented with how much stuff is going on.
Added Rimsenal and Call of Cthulhu, as well as some QoL mods like Infusion 2 (adds Roguelike suffixes and prefixes for rare gear), Quality Colors (adds Diablo style color coding to item rarity).
159:
Harmony [https://steamcommunity.com/sharedfiles/filedetails/?id=2009463077]
Core [https:// no link (local mod)]
Royalty [Official DLC] [https:// no link (local mod)]
Ideology [Official DLC] [https:// no link (local mod)]
HugsLib [https://steamcommunity.com/sharedfiles/filedetails/?id=818773962]
JecsTools [https://steamcommunity.com/sharedfiles/filedetails/?id=932008009]
A RimWorld of Magic [https://steamcommunity.com/sharedfiles/filedetails/?id=1201382956]
Allow Tool [https://steamcommunity.com/sharedfiles/filedetails/?id=761421485]
A Dog Said... Animal Prosthetics [https://steamcommunity.com/sharedfiles/filedetails/?id=746425621]
Humanoid Alien Races [https://steamcommunity.com/sharedfiles/filedetails/?id=839005762]
Pawnmorpher [https://steamcommunity.com/sharedfiles/filedetails/?id=1786466855]
Vanilla Achievements Expanded [https://steamcommunity.com/sharedfiles/filedetails/?id=2288125657]
Vanilla Expanded Framework [https://steamcommunity.com/sharedfiles/filedetails/?id=2023507013]
Alpha Animals [https://steamcommunity.com/sharedfiles/filedetails/?id=1541721856]
Alpha Biomes [https://steamcommunity.com/sharedfiles/filedetails/?id=1841354677]
Vanilla Events Expanded [https://steamcommunity.com/sharedfiles/filedetails/?id=1938420742]
Save Our Ship 2 [https://steamcommunity.com/sharedfiles/filedetails/?id=1909914131]
Alpha Ships [https://steamcommunity.com/sharedfiles/filedetails/?id=2163702706]
Androids [https://steamcommunity.com/sharedfiles/filedetails/?id=1541064015]
Archotech++ [https://steamcommunity.com/sharedfiles/filedetails/?id=2496279558]
Call of Cthulhu - Cosmic Horrors [https://steamcommunity.com/sharedfiles/filedetails/?id=765890823]
Call of Cthulhu - Cults [https://steamcommunity.com/sharedfiles/filedetails/?id=815039373]
Enable Oversized Weapons [https://steamcommunity.com/sharedfiles/filedetails/?id=2543371889]
Call of Cthulhu - Factions [https://steamcommunity.com/sharedfiles/filedetails/?id=764375772]
Damage Indicators [1.3] [https://steamcommunity.com/sharedfiles/filedetails/?id=2016331497]
Vanilla Factions Expanded - Insectoids [https://steamcommunity.com/sharedfiles/filedetails/?id=2149755445]
Vanilla Factions Expanded - Medieval [https://steamcommunity.com/sharedfiles/filedetails/?id=2023513450]
Vanilla Factions Expanded - Settlers [https://steamcommunity.com/sharedfiles/filedetails/?id=2052918119]
Vanilla Factions Expanded - Vikings [https://steamcommunity.com/sharedfiles/filedetails/?id=2231295285]
DiceOfDestiny [https://steamcommunity.com/sharedfiles/filedetails/?id=2246973533]
Magical Menagerie [https://steamcommunity.com/sharedfiles/filedetails/?id=1821617793]
What the hack?! [https://steamcommunity.com/sharedfiles/filedetails/?id=1505914869]
Giddy-up! Core [https://steamcommunity.com/sharedfiles/filedetails/?id=1216999901]
Giddy-up! Battle Mounts [https://steamcommunity.com/sharedfiles/filedetails/?id=1217001091]
Giddy-up! Caravan [https://steamcommunity.com/sharedfiles/filedetails/?id=1253251478]
Giddy-up! Ride and Roll [https://steamcommunity.com/sharedfiles/filedetails/?id=1331961995]
Megafauna [https://steamcommunity.com/sharedfiles/filedetails/?id=1055485938]
Dinosauria [https://steamcommunity.com/sharedfiles/filedetails/?id=1136958577]
DragSelect [https:// no link (local mod)]
Dubs Performance Analyzer [https://steamcommunity.com/sharedfiles/filedetails/?id=2038874626]
Vanilla Expanded - Royalty Patches [https://steamcommunity.com/sharedfiles/filedetails/?id=2260012940]
Electric Braziers [https://steamcommunity.com/sharedfiles/filedetails/?id=2555623506]
Better Workbench Management [https://steamcommunity.com/sharedfiles/filedetails/?id=935982361]
Everybody Gets One [https://steamcommunity.com/sharedfiles/filedetails/?id=1687566130]
Vanilla Traits Expanded [https://steamcommunity.com/sharedfiles/filedetails/?id=2296404655]
Android tiers [https://steamcommunity.com/sharedfiles/filedetails/?id=1386412863]
Expanded Prosthetics and Organ Engineering [https://steamcommunity.com/sharedfiles/filedetails/?id=725956940]
Vanilla Fishing Expanded [https://steamcommunity.com/sharedfiles/filedetails/?id=1914064942]
Fish Traps [https://steamcommunity.com/sharedfiles/filedetails/?id=2594468074]
Giddy-up! Mechanoids [https://steamcommunity.com/sharedfiles/filedetails/?id=1518932357]
H.P. Lovecraft Storyteller [https://steamcommunity.com/sharedfiles/filedetails/?id=944669553]
Heat Map [https://steamcommunity.com/sharedfiles/filedetails/?id=947972722]
High quality textures [https://steamcommunity.com/sharedfiles/filedetails/?id=1676969930]
Hospitality [https://steamcommunity.com/sharedfiles/filedetails/?id=753498552]
FSharp.Core [https://steamcommunity.com/sharedfiles/filedetails/?id=2059725183]
Infusion 2 [https://steamcommunity.com/sharedfiles/filedetails/?id=2063008864]
[KV] RimFridge [https://steamcommunity.com/sharedfiles/filedetails/?id=1180721235]
LWM's Deep Storage [https://steamcommunity.com/sharedfiles/filedetails/?id=1617282896]
Little Storage 2 [https://steamcommunity.com/sharedfiles/filedetails/?id=2166580060]
Medical Tab [https://steamcommunity.com/sharedfiles/filedetails/?id=715565817]
Proximity (Continued) [https://steamcommunity.com/sharedfiles/filedetails/?id=2156644611]
More Archotech Garbage Reupload [https://steamcommunity.com/sharedfiles/filedetails/?id=2391102796]
Pawnmorpher: Insectoids [https://steamcommunity.com/sharedfiles/filedetails/?id=2215953133]
Pick Up And Haul [https://steamcommunity.com/sharedfiles/filedetails/?id=1279012058]
Prisoners Dont Have Keys [https://steamcommunity.com/sharedfiles/filedetails/?id=2595360307]
Quality Colors [https://steamcommunity.com/sharedfiles/filedetails/?id=2420141361]
QualityBuilder [https://steamcommunity.com/sharedfiles/filedetails/?id=754637870]
Real Ruins [https://steamcommunity.com/sharedfiles/filedetails/?id=1552146295]
Replace Stuff [https://steamcommunity.com/sharedfiles/filedetails/?id=1372003680]
Rim War [https://steamcommunity.com/sharedfiles/filedetails/?id=2222935097]
Rim of Madness - Bones [https://steamcommunity.com/sharedfiles/filedetails/?id=1180573408]
RimBees [https://steamcommunity.com/sharedfiles/filedetails/?id=1558161673]
RimHUD [https://steamcommunity.com/sharedfiles/filedetails/?id=1508850027]
RimTraits - Vanilla Trait Colors [https://steamcommunity.com/sharedfiles/filedetails/?id=2244594116]
Rimsenal - Augmented Vanilla Pack [https://steamcommunity.com/sharedfiles/filedetails/?id=849231601]
Rimsenal - Federation Faction Pack [https://steamcommunity.com/sharedfiles/filedetails/?id=736172213]
Rimsenal - Feral Faction Pack [https://steamcommunity.com/sharedfiles/filedetails/?id=736207111]
Rimsenal - Core [https://steamcommunity.com/sharedfiles/filedetails/?id=725947920]
Rimsenal - Rimhair [https://steamcommunity.com/sharedfiles/filedetails/?id=725949967]
Rimsenal - Security pack [https://steamcommunity.com/sharedfiles/filedetails/?id=736139206]
Rimsenal - Storyteller pack [https://steamcommunity.com/sharedfiles/filedetails/?id=725952322]
RunAndGun [https://steamcommunity.com/sharedfiles/filedetails/?id=1204108550]
Scattered Stones [https://steamcommunity.com/sharedfiles/filedetails/?id=2598436855]
Search and Destroy [https://steamcommunity.com/sharedfiles/filedetails/?id=1467764609]
Share The Load [https://steamcommunity.com/sharedfiles/filedetails/?id=1356838246]
Smart Speed [https://steamcommunity.com/sharedfiles/filedetails/?id=1504723424]
Interaction Bubbles [1.3] [https://steamcommunity.com/sharedfiles/filedetails/?id=2553619439]
SpeakUp [https://steamcommunity.com/sharedfiles/filedetails/?id=2502518544]
Turn It On and Off [https://steamcommunity.com/sharedfiles/filedetails/?id=2007163386]
Vanilla Animals Expanded — Arid Shrubland [https://steamcommunity.com/sharedfiles/filedetails/?id=1836900626]
Vanilla Animals Expanded — Australia [https://steamcommunity.com/sharedfiles/filedetails/?id=1963681588]
Vanilla Animals Expanded — Boreal Forest [https://steamcommunity.com/sharedfiles/filedetails/?id=1895364938]
Vanilla Animals Expanded — Cats and Dogs [https://steamcommunity.com/sharedfiles/filedetails/?id=1823540489]
Vanilla Animals Expanded — Caves [https://steamcommunity.com/sharedfiles/filedetails/?id=2576512001]
Vanilla Animals Expanded — Desert [https://steamcommunity.com/sharedfiles/filedetails/?id=1849183875]
Vanilla Animals Expanded — Endangered [https://steamcommunity.com/sharedfiles/filedetails/?id=2366589898]
Vanilla Animals Expanded — Extreme Desert [https://steamcommunity.com/sharedfiles/filedetails/?id=1849184079]
Vanilla Animals Expanded — Ice Sheet [https://steamcommunity.com/sharedfiles/filedetails/?id=1895364782]
Vanilla Animals Expanded — Temperate Forest [https://steamcommunity.com/sharedfiles/filedetails/?id=2260502331]
Vanilla Animals Expanded — Tropical Rainforest [https://steamcommunity.com/sharedfiles/filedetails/?id=1907283872]
Vanilla Animals Expanded — Tropical Swamp [https://steamcommunity.com/sharedfiles/filedetails/?id=1907283935]
Vanilla Animals Expanded — Tundra [https://steamcommunity.com/sharedfiles/filedetails/?id=1895364585]
Vanilla Apparel Expanded [https://steamcommunity.com/sharedfiles/filedetails/?id=1814987817]
Vanilla Apparel Expanded — Accessories [https://steamcommunity.com/sharedfiles/filedetails/?id=2521176396]
Vanilla Armour Expanded [https://steamcommunity.com/sharedfiles/filedetails/?id=1814988282]
Vanilla Books Expanded [https://steamcommunity.com/sharedfiles/filedetails/?id=2193152410]
Vanilla Brewing Expanded [https://steamcommunity.com/sharedfiles/filedetails/?id=2186560858]
Vanilla Brewing Expanded - Coffees and Teas [https://steamcommunity.com/sharedfiles/filedetails/?id=2275449762]
Vanilla Cooking Expanded [https://steamcommunity.com/sharedfiles/filedetails/?id=2134308519]
Vanilla Cooking Expanded - Stews [https://steamcommunity.com/sharedfiles/filedetails/?id=2134312965]
Vanilla Cooking Expanded - Sushi [https://steamcommunity.com/sharedfiles/filedetails/?id=2158539170]
Vanilla Expanded - Ideology Patches [https://steamcommunity.com/sharedfiles/filedetails/?id=2566669771]
Vanilla Factions Expanded - Mechanoids [https://steamcommunity.com/sharedfiles/filedetails/?id=2329011599]
Vanilla Fishing Expanded - Fishing Treasures AddOn [https://steamcommunity.com/sharedfiles/filedetails/?id=2468543398]
Vanilla Furniture Expanded - Art [https://steamcommunity.com/sharedfiles/filedetails/?id=1968134023]
Vanilla Furniture Expanded - Farming [https://steamcommunity.com/sharedfiles/filedetails/?id=1957158779]
Vanilla Furniture Expanded - Medical Module [https://steamcommunity.com/sharedfiles/filedetails/?id=1718191613]
Vanilla Furniture Expanded - Power [https://steamcommunity.com/sharedfiles/filedetails/?id=2062943477]
Vanilla Furniture Expanded - Production [https://steamcommunity.com/sharedfiles/filedetails/?id=1880253632]
Vanilla Furniture Expanded - Props and Decor [https://steamcommunity.com/sharedfiles/filedetails/?id=2102143149]
Vanilla Furniture Expanded - Security [https://steamcommunity.com/sharedfiles/filedetails/?id=1845154007]
Vanilla Furniture Expanded [https://steamcommunity.com/sharedfiles/filedetails/?id=1718190143]
Vanilla Furniture Expanded - Spacer Module [https://steamcommunity.com/sharedfiles/filedetails/?id=2028381079]
Vanilla Hair Expanded [https://steamcommunity.com/sharedfiles/filedetails/?id=1888705256]
Vanilla Ideology Expanded - Hats and Rags [https://steamcommunity.com/sharedfiles/filedetails/?id=2567387768]
Vanilla Ideology Expanded - Icons and Symbols [https://steamcommunity.com/sharedfiles/filedetails/?id=2552609458]
Vanilla Ideology Expanded - Relics and Artifacts [https://steamcommunity.com/sharedfiles/filedetails/?id=2564895018]
Vanilla Ideology Expanded - Splits and Schisms [https://steamcommunity.com/sharedfiles/filedetails/?id=2573138902]
Vanilla Plants Expanded [https://steamcommunity.com/sharedfiles/filedetails/?id=2134308522]
Vanilla Plants Expanded - Succulents [https://steamcommunity.com/sharedfiles/filedetails/?id=2198652536]
Vanilla Social Interactions Expanded [https://steamcommunity.com/sharedfiles/filedetails/?id=2439736083]
Vanilla Storytellers Expanded - Diego Industrial [https://steamcommunity.com/sharedfiles/filedetails/?id=2455898522]
Vanilla Storytellers Expanded - Empress Evil [https://steamcommunity.com/sharedfiles/filedetails/?id=2149702528]
Vanilla Storytellers Expanded - Freya Fierce [https://steamcommunity.com/sharedfiles/filedetails/?id=2231483525]
Vanilla Storytellers Expanded - Igor Invader [https://steamcommunity.com/sharedfiles/filedetails/?id=2249879548]
Vanilla Storytellers Expanded - Maynard Medieval [https://steamcommunity.com/sharedfiles/filedetails/?id=2455898730]
Vanilla Storytellers Expanded - Neron Neolithic [https://steamcommunity.com/sharedfiles/filedetails/?id=2455898908]
Vanilla Storytellers Expanded - Oskar Obnoxious [https://steamcommunity.com/sharedfiles/filedetails/?id=2443118113]
Vanilla Storytellers Expanded - Perry Persistent [https://steamcommunity.com/sharedfiles/filedetails/?id=2149702069]
Vanilla Textures Expanded [https://steamcommunity.com/sharedfiles/filedetails/?id=2016436324]
Vanilla Weapons Expanded - Coilguns [https://steamcommunity.com/sharedfiles/filedetails/?id=2375692535]
Vanilla Weapons Expanded [https://steamcommunity.com/sharedfiles/filedetails/?id=1814383360]
Vanilla Weapons Expanded - Heavy Weapons [https://steamcommunity.com/sharedfiles/filedetails/?id=2329126791]
Vanilla Weapons Expanded - Laser [https://steamcommunity.com/sharedfiles/filedetails/?id=1989352844]
Vanilla Weapons Expanded - Quickdraw [https://steamcommunity.com/sharedfiles/filedetails/?id=1906780517]
Vanilla Weapons Expanded - Frontier [https://steamcommunity.com/sharedfiles/filedetails/?id=2454918139]
Vanilla Weapons Expanded - Grenades [https://steamcommunity.com/sharedfiles/filedetails/?id=2194472657]
Vanilla Weapons Expanded - Makeshift [https://steamcommunity.com/sharedfiles/filedetails/?id=2419690698]
Vanilla Weapons Expanded - Non-Lethal [https://steamcommunity.com/sharedfiles/filedetails/?id=2454918354]
Vanilla Weapons Expanded - Tribal [https://steamcommunity.com/sharedfiles/filedetails/?id=2454918552]
Wall Light [https://steamcommunity.com/sharedfiles/filedetails/?id=1423699208]
WeaponStats [https://steamcommunity.com/sharedfiles/filedetails/?id=974066449]
Where is my weapon? [https://steamcommunity.com/sharedfiles/filedetails/?id=1539028008]
[KV] More Trait Slots [https://steamcommunity.com/sharedfiles/filedetails/?id=1508292711]
[KV] Show Hair With Hats or Hide All Hats [https://steamcommunity.com/sharedfiles/filedetails/?id=1180826364]
[SR]Factional War [https://steamcommunity.com/sharedfiles/filedetails/?id=2534328163]
[SR]Raid Extension [https://steamcommunity.com/sharedfiles/filedetails/?id=2554928098]
RocketMan - Performance Mod [https://steamcommunity.com/sharedfiles/filedetails/?id=2479389928]
Things are actually a bit laggy now, heh, even with Rocketman. And out of the blue I've started getting an error popup from huglib upon reaching the main menu. My TPS is down to just just over 2x speed at max, too. Not sure what's causing that, but it's rather new. Heard it MIGHT be Android Tiers.
This latest run through I got rid of the cowboys factions and I think the medieval faction, so there were less faction in the world. Still over 11, though.
Today's new mod. s. 12 of them: https://steamcommunity.com/sharedfiles/filedetails/?id=2260097569
ReGrowth. A Biome refresh mod, by a name I recognize but don't know why. He probably does some of the mods I already have. (Vanilla Expanded Vikings and a texture rework, apparently.) Also a Fallout Wasteland biome in there for no good reason.
I did also find this just now, via a link from one of the ReGrowth mods:
https://www.reddit.com/r/RimWorld/comments/omxwnk/which_vanilla_expanded_mod_shall_we_develop_next/
These are the three Vanilla Factions Expanded mods they're working on (Ancients won the vote and is coming first, apparently).
Ancients adds vaults with super-soldiers and ancient machines in them, you can raid the vaults for either or play as a vault full of Ancients as a custom start condition.
Arcology adds a corporation faction and genetic engineering, basically they're claiming they own the rimworld you're on and want to turn it into a nature preserve / zoo. If you help them (by making animals for them and selling them to them) they actually grow in size, replacing the terrain with their own nature preserve biomes. Pretty neat.
Classical adds three republic factions (Greek / Roman / Other-Roman?) and some Roman era tech... and the ability to take your caravans and turn them into outposts.
Guy's also apparently doing uh, this:
https://www.reddit.com/r/RimWorld/comments/peqrt5/vanilla_ideology_expanded_memes_and_structures/
A ton of new memes and structure for Ideology.
Included in the losses: Archotech and bionic eyes. (Formerly) to replace the shot out eyes on two of my favourite pawns and a phat (that's right, ph!) stack of glitterworld medicine. I think there's about 50% of my current silver holdings worth up in smoke there...
Was so tempted to save scum this one, but I'm determined to take my lumps in this iron man run. Next time I'll also know that the pirates sat North of my base aren't just sat scratching their arses with the mortars they're setting up...
http://steamcommunity.com/id/pablocampy
I have a Yak, a house, and a party of three ladies. I made a food paste generator and am researching a bow and arrow.
Especially the Vanilla Expanded ones because it turns out the author stole a bunch of the art he used for them oops. (The hard mode Empress Evil storyteller is a trace of another artists work without attribution)
Edit: Alright, as of now it appears this isn't going to go nuclear and result in the total destruction of Vanilla Expanded (the guy is also making his own game now, so lots of potential drama!)
It looks like the storyteller mods in question have been taken down, so if you used those you're temporarily out of luck without a backup.
The modder has apologized and reached out to the artist to make amends. He claims that he already had the artwork redone internally and was planning on replacing it and reaching out to the artist, but was found out earlier. I'm not going to get into the weeds on all of that and my personal opinions (definitely not a cool thing for him to have done), but it appears that the community at least has been sated for now and it doesn't appear that the guy is going to take all of his mods down or anything.
There's a lot of xenohumans in the Rimworld setting that currently only appear as mod author's dreams, so that would make sense.
And maybe it'll provide a race framework that's not as jank as Humanoid Alien Races.
It does indeed contain everything you dreamed of from the teaser -- babies, children, freaky tube babies, mutations, tons of crazy mechanoid stuff. It's looking meaty! 1.4 beta is already up on Steam too, so yeah back up your mods and all of that if you want to continue on your current saves.
Also, the Vanilla Expanded modder has heard back on his correspondence from the artist that he took the traces from for his storyteller. The artist appears to have taken the apology in good spirits.
Now holding out hope for RIBWORLD
(spoiler'd for big)
Steam | XBL
that new expansion looks really good!
Yeah I'm curious as well. And they just got unbanned from sale in Australia too....