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

OKAY SO apparently the Steam version has been outdated since January and if you want to download the latest version (with bugs) you need to go to their Discord and download it from GitHub.
 
I'd like to know if it's possible to have certain factions without the rest of the mod. More specifically, the Sororitas.

I mean, what's up with that? I've just finished one game where over two thirds of the pawns were females. Started a new one, and so far, most of the people that joined the colony were also female. I have a feeling that as soon as I install the Sororitas mod, females will stop joining almost entirely.
 
I'd like to know if it's possible to have certain factions without the rest of the mod. More specifically, the Sororitas.

I mean, what's up with that? I've just finished one game where over two thirds of the pawns were females. Started a new one, and so far, most of the people that joined the colony were also female. I have a feeling that as soon as I install the Sororitas mod, females will stop joining almost entirely.

Unfortunately that depends on the author, and Rimhammer 40k's author is a very no nonsense "go do it yourself fucker" kinda guy.

As for that mod specifically, while you do choose a scenario, nothing's stopping you from starting off as all Eldar and having them all Orks at the end.
 
So that's where the Occurrence Border's bow went.



I forgot to make Heavy :cry:.

Also I was toying with devmode around on how to make a hydroponics lab that isn't "place all the basins in the light radius" and this setup with FOUR sun lamps just isn't very good.

If anyone has any good layouts, I'm open to them.

(Btw I abandoned this playthrough because load times, so I started a standard tribal run, about two years in already)
 
Hah. And here I was worrying I'd have to explain the joke.

Also I was toying with devmode around on how to make a hydroponics lab that isn't "place all the basins in the light radius" and this setup with FOUR sun lamps just isn't very good.
Honestly, I just said "screw it" and added a couple of mods (Glass + Lights and Expanded Roofing) that let me build proper greenhouses.
 
I completely understand the concept of windows being a thing, but I personally don't use the glass ceiling mod, or a mod that adds build-able dirt terrain and the like. Stuff like fertiliser is fine IMO though.

If a mod makes something in the base game useless, then what's the point y'know? Which is why my modlist are mostly QoL stuff and the like.

Btw have y'all seen those new furniture mods that's at front page right now? It's great.
 
I personally don't bother with hydroponics and just go with indoor greenhouses. Less resource intensive, and no danger of losing your entire crop to a power outage.
 
The Zetrith multiplayer mod works for me and my friend and it's an absolute blast to get carried through this game by someone else!

We sent our 3 colonists off to go try and rescue a prisoner when the odds were really against them, there were only 2 enemies but they had a mortar and a couple autoturrets, they ran in under the mortar's minimum range but outside the turret range and the guy on the mortar didn't have the brains to get off and use his LMG. ...And they still got absolutely merked by one man with a pistol.
 
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Someone on the Rimworld subreddit a screenshot of one offering five and a half grand's worth of advanced components in exchange for nine bionic feet yesterday. I like to imagine there's a long and embarrassing story attached to that involving high-explosive IEDs and sloppy record-keeping.
 
Might wanna post that on Discord or the like. Added anything new recently?
You could say so. I just finally upgraded to 1.0 (had a B19 colony I didn't want to lose) and have been rebuilding my modlist, and as soon as I track down one conflict or incorrect load order another pops up.
 
Unstable testing of minor update 1.0.2271
17 MAY @ 10:18AM - TYNAN
On the unstable beta branch, you'll find version 1.0.2271. This version is almost the same as the previous version, with the following changes:
  • A potential fix for a bug that can cause very slow loading of mods in some cases.
  • Updated language data to latest version.
  • Updated player-created names with all approved content.
Mostly we're looking to test the first of the above. It would be awesome if any player who had trouble with slow loading of mods (anything over a minute or two) would give the unstable branch a try and let us know if anything changes.

Thanks in advance to anyone who can give feedback on this in the comments here or in the Ludeon forums[ludeon.com]!

The new version should be compatible with all saves and mods, except possibly a few mods that directly interact with how mods are loaded.

https://steamcommunity.com/games/294100/announcements/detail/2713894204731848056

Feedback: Unstable testing of minor update 1.0.2271
 
Update 1.0.2282 released
Update 1.0.2282 released
31 MAY @ 10:29AM - TYNAN

I've just pushed an update to build 1.0.2282.

Changes:
  • Game loading has been optimized, especially with mods. You should see significantly faster loading.
  • Player-created content updated.
  • Localizations updated.
This update should be compatible with existing savegames and mods.

EDIT: Compatibility issue with Zetrith's Multiplayer mod has been fixed by some very responsive modders!

RimWorld :: Update 1.0.2282 released
 
On one hand, when games load faster it always feels better. On the other hand, the spontaneous idea of "Maybe I should do sit-ups while the game loads" gave me a significant work-out. That mythical "summer body" felt like it was almost in my grasp.
 
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