Rimworld: Anomaly - Void Gods, Golden Cubes and Wall Lights (1.5)

Does anyone recall that mod where it lets you take a single screenshot of your entire colony?
 
I was mistaken. I assumed it was a headshot given the one-shot kill, but he actually shot her in the torso and kabloomed her heart. Which is actually hilariously tragic. For reference, this woman was one of my founding colonists, who was married to another of the founders. Then the researcher joined, and she almost immediately started an affair, then divorced her husband, then married her lover. Then her lover shoots her in the heart and kills her. It's like one of those 19th century moralizing novels that explain why horrible things will happen if you are unfaithful.


"Shot through the heart, and you're to blame!"
 
Really glad to see this updated to 1.0, though I'm waiting on EdB's prepare carefully to be updated for the main release...
 
G'day y'all!

So I was playing some Rimworld and noticed that no kind of leather gives a bonus to item beauty. Not even foxfur or chinchilla fur. So I thought that might be easily fixable by editing a few .XMLs... And then it turned out that the core game doesn't contain any unpacked .XMLs. Do any of y'all have some advice?
 
Go into /mods/Core/Defs and look for the leather xml, open it with notepad or something and edit it?

While I've never tried with Rimworld, that kind of editing worked with Star Wars Empire At War years back.
 
Note to self: the file is
\Mods\Core\Defs\ThingDefs_Items\Items_Resource_Stuff_Leather.xml
and the parameter is <statOffsets><Beauty>, which goes inside <stuffProps>.

Currently playing a Random game on Builder. Started with three colonists, and with the help of Prisoner quests, Refugee events and some reloading, the colony made it to 22 people, with nobody dying. I'm pretty sure a few prisoners have joined, too, but it feels like very few of them did. Anyway, after the colony got to 15+ colonists, I started dismissing the prisoners, except for the really-really good ones. Oh, and a fun fact? Most of the current colonists are women. Only five are guys.

I started with Prepare Carefully, making the three colonists all sisters, just because I could. They had a wide range of skills, none of them over 6 (if I remember well), but with a decent amount of passions. Tyspin was a Nudist, good at building and shooting, and became the base's main builder and recruiter. Little came out of her burning passion for Research, though. Tina was good with melee, cooking, plants, and had burning passion for Mining. Almost immediately after the first recruits joined she became the base's main cook. And Rebecca, who's main job was hunting and animal care, because that's where her burning passions were. She just now started to develop her Crafting skill. Oh, and Zoya, the Alpha-Muffalo, because I wanted to play with that genetics mod.

Most of the early start was a mess of too much to do, and too few colonists for doing that. Which, I assume, is normal for mosts starts. Settling in the starting cave involved cleaning out the bugs, which hospitalized Tyspin (I think). The first two quests were about rescuing prisoners, but with one colonist hospitalized, I wouldn't spare anyone to run them. Then Carrie joined the colony, a former Urbworld Teacher, with a passion for Art, Firearms, Social and Intellectual. All the right skills for a teacher, but not exactly good for survival in wilderness. All her other stats average below 3. So I've sent her (and Rebecca) to rescue the prisoners, hoping to gain some more workers. Also, because the timer on one quest was running out. Both prisoners turned out to be a Sickly Child turned Sailor, wich disables Skilled Labor. Which includes mining, constructing AND farming, all the skills that were so heavily needed at the time. So Lisa (the one with the Intellectual passion) became a full-time lab-rat and medic; and Brady, the one with the passion for Ranged and Animals became the other hunter. And a medic as well.

Some time later, Brady's mom Inessa joined the colony, a 60-year-old teetotaler, who also used to be a sickly child. She didn't approve of her dauther's interest in pills and Smokeleaf, but had a wide range of good skills with passion, so she stayed to help out. Brady's aunt and Inessa's sister, called Bucky, a man-hating ex-officer, also joined the colony at some time. Then Alpha, a cannibal actor (guy), who became the main trader. Then Master, the elderly rancher, who eventually became Inessa's lover. There's Sparkles, a student, and Helena, a test-subject, another set of sisters. There's Kevin, a misogynistic orphan, who quickly became the main tailor/crafter and secondary researcher. I tried to hook him up with Carrie, but she rejected his proposal. There's also Gray, a man from some cave tribe (Cave Child bio + Undergrounder trait), and two lesbians from the same tribe, Billa and Boar. They aren't together yet.

The last batch of recruits were Leslie, a sanguinic cult child, and Lenka, a child soldier and POW, whom I intend to turn into tailors. There's also Klomster, a weirdo, and Dalila, a nudist bartender. They were supposed to go back to their tribe(s), but fell in love while in prison, so I took them in.

I'm probably going to cyber-up all my foxes and wolves, sell most other animals, and jump on a starship. And then start a new game. Speaking of which, do any of y'all know any decent mods with shields? As in, hand-held medieval armor (or modern police tools).
 
Yeah, disable infestations. :V

I didn't on this one and my colony almost died twice because of it. I'm too lazy/stubborn despite knowing it will certainly doom me.
Yeah...

Mountain bases are a really cool concept, but look away for a minute and megascarabs are wall to wall in your dining room, breaking the fine china and eating your dog.

It's whats stopped me from building one of my own. I suppose you could just have everything refrigerated below the non-spawning limit, but...
 
Yeah, disable infestations. :V

I didn't on this one and my colony almost died twice because of it. I'm too lazy/stubborn despite knowing it will certainly doom me.

There's a spawn bait mod. I put the bait outside of the soft core, but in the "courtyard" so it's still a threat. Just one that's manageable unless I have a ton of injured people.
 
I'd like to start a new colony (eventually), this time seriously modded. If any of you tried both of them, what's the main difference between EPOE and RBSE, the two prosthetics mods? I'm curious mostly about any gadgets/ointments/surgery jobs that remove scars.
 
I'd like to start a new colony (eventually), this time seriously modded. If any of you tried both of them, what's the main difference between EPOE and RBSE, the two prosthetics mods? I'm curious mostly about any gadgets/ointments/surgery jobs that remove scars.

EPOE:

1. 4 new benches.
2. A prosthetic for almost every body part, from hook hand to wooden feet. This is different to vanilla where it's assumed if you lost a hand, you will just replace an arm. Same goes for RBSE.
3. Overpowered late game stuff like exoskeleton, which IMO costs way too little to make.
4. There's a tier called advanced bionics, which sits between bionics and archotech bionics (same goes for RBSE).
5. Organs can be put in and out like vanilla but there are also advanced versions as well.
6. Late game brain implants, much more than RBSE but this part is actually pretty balanced.
7. Ability to cure scars with new skin grafts.

RBSE:
1. 2 new benches.
2. Prosthetic for almost every body part, just not as much as EPOE.
3. More balanced than EPOE, but still too unbalanced IMO. Normal bionics don't require advanced components but advanced bionics do.
4. Cure scars with late game research but with Glittermeds, much more balanced in this regard.
5. New diseases and new brain implants.
6. Organs require freezing and need time to adapt, possibility of rejection.
7. Has a hardcore version which makes crafting prosthetic more expensive.
8. Archotech gear has efficiency of 160%, 10% more than vanilla. Last I checked, EPOE has it at 200%.

EPOE is an unbalanced mess and honestly I don't like it and the unnecessary amount of prosthetic it adds. I don't like how I need to craft prosthetics like a peg leg when vanilla doesn't require it. It's far more cumbersome than I actually like. I don't like needless stuff that makes my Rimworld pawns into the Adeptus Astartes.

I would recommend RBSE (Hardcore) if you're tough enough. Organ rejection and the more understandable Glitterworld scar fixing is also really great and wished it was vanilla. If you're wondering why I think this part is more balanced than the more expensive skin treatment option for EPOE, it's because scars can be removed by just replacing it with a far better bionic limb.

Overall, I prefer RBSE over EPOE because it's a bit more balanced, but both mods mess with vanilla balance with having another tier of bionics (advanced bionics) into the mix. If you're okay with that, go with RBSE. If you wanna go full Space Marine, go with EPOE.

I have spent a stupid amount of time playing modded Rimworld, feel free to ask for any other recommendations. :)
 
Wonderful! Don't mind if I do!

What mods with shields would you recommend? By "shields" I mean those things that go with swords or handguns.

I'm curious about Vegetable Garden, that bit which allows growing Gold, Plasteel and Uranium. How "unballanced" is it in your opinion? Because I once had a map with practically zero plasteel or gold on it, and the hydroponic plasteel bulbs really helped me out.
 
I'm curious about Vegetable Garden, that bit which allows growing Gold, Plasteel and Uranium. How "unballanced" is it in your opinion? Because I once had a map with practically zero plasteel or gold on it, and the hydroponic plasteel bulbs really helped me out.

Vegetable Garden's metal plants is 100% unbalanced. Yes, finding plasteel and gold are a pain but the mineral scanners are your best bet in finding them. If you need to go and make a separate base on another tile, do so. In that regard, I've no real issue with how resources are handled in vanilla.

What mods with shields would you recommend? By "shields" I mean those things that go with swords or handguns.

Combat Shields.

Here ya go. And if you want to go bolt pistol and chainsword

Dual Wield.

I'm however unsure how the two react to each other, as I've never tested both of them in the same save game.
 
Vegetable Garden's metal plants is 100% unbalanced. Yes, finding plasteel and gold are a pain but the mineral scanners are your best bet in finding them. If you need to go and make a separate base on another tile, do so. In that regard, I've no real issue with how resources are handled in vanilla.
From my own experience, VGP's resource plants grow so slowly in ordinary soil that they're barely worth the hassle, even with fertiliser and the sprinkers from the Hygeine mod. Long-range mineral scanners are a lot faster. Also, Quarry mod FTW.
 
Combat Shields.

Here ya go. And if you want to go bolt pistol and chainsword

Dual Wield.

I'm however unsure how the two react to each other, as I've never tested both of them in the same save game.
Thanks! They're even on Ludeon, too.

More questions, if you please. What would you call the most "ballanced" or "vanilla-like" weapon mods? Especially "futuristic" weapon mods?

Have you tried playing any non-human races? If more than one, which one was the most fun?
 
More questions, if you please. What would you call the most "ballanced" or "vanilla-like" weapon mods? Especially "futuristic" weapon mods?
Weapon Tech is my favourite. It adds a lot of weapons, including some quite powerful ones like the grenade launcher and battle rifle, but it significantly extends how much work you have to do to manufacture even vanilla guns by locking them behind extra research tiers.

Also, Rimlaser adds some very expensive late-game energy weapons that are very visually impressive but not excessively powerful. Plasma Weaponry might be worth a look as well.
 
More questions, if you please. What would you call the most "ballanced" or "vanilla-like" weapon mods? Especially "futuristic" weapon mods?

Unfortunately a good chunk of these weapon mods absolutely destroy any sort of balance. I usually use Rimsenal vanilla but I know even basic guns are on the OP side. It's not that big a deal and if you want some variety it's fine.

Haven't tried weapon tech, but it looks more on the balanced side.

Vanilla Weapons Retextured just retextures vanilla weapons but they look pretty damn good.



Proper Shotguns turns that weird projectile shotguns have to actual spread. Only works for vanilla weapons tho.

Show Draftee Weapons makes managing a large colony a lot less painless.



And if you want power armor stuff, good for you, there's a pretty good one that came out recently! Most of the ones shown are unique and one of a kind but you can still craft a couple of new ones.

Rimworld: Spartan Foundary



Have you tried playing any non-human races? If more than one, which one was the most fun?

I don't really care much for all those crazy race mods outside my Lovecraft and LoTR runs. Xenohumans however, is very lore friendly, adds some nice variety and isn't at all unbalanced.



(It does however needs JecsTools and the Alien Races framework to run)

Finally, a mod that I haven't tried but might help you on the long run: RIMMSLoadUp. It basically improves loadtimes.
 
Thank you for the suggestions. I was curious about Lasers and Rimsenal, and now I'm going to try them. Xenohumans... Look interesting, but I'm bothered by multiple dependencies on other mods.

I don't really care much for all those crazy race mods outside my Lovecraft and LoTR runs.
Oh? Could you talk more about those? In the Lovecraft run, did you encounter that one mod that adds books and libraries? In the LotR run, can humans use Elven or Dwarven equipment? Is Elven or Dwarven colony much different from a human colony?
 
Oh? Could you talk more about those? In the Lovecraft run, did you encounter that one mod that adds books and libraries? In the LotR run, can humans use Elven or Dwarven equipment? Is Elven or Dwarven colony much different from a human colony?

Maybe in a bit but first, which book mod are you referring to? There's a few out there.

Secondly, it's been a long while since I played LotR before they added wizards so I'm behind. However, yes with the adequate research you can mixmatch gear and furniture as much as you please.
 
There's more than one writing mod? RimWriter mentions reduced sanity loss, so I figured it's a companion mod to all those Cthulhu things.

Also, LotR had wizards added? That's... Fascinating. Gotta look for more info. Hmm, youtube, maybe?
 
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