this post was submitted on 19 Mar 2024
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Rimworld

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[–] [email protected] 20 points 8 months ago (1 children)

It's extremely cool of them to integrate some mods into vanilla. Vein miner, wall lamp and underground/hidden conduits were must-haves for me and so many others.

[–] grill 2 points 8 months ago* (last edited 8 months ago)

I love this too. But usually when devs add mods to main game a lot of mod creators get angry, as if they stole their idea. Which is so bizzare to me.

[–] [email protected] 14 points 8 months ago (1 children)

Some interesting minor changes here:

Death-on-downed chance now applies to several non damage health state changes. (Heatstroke, hypothermia, tox gas, lung rot) - can't use hotbox to guarantee loads of prisoners anymore.

Things to load into transport pods can now be changed at any time. - modify pod contents mid-load!

Loudspeakers and lightballs can now be switched on and off. - no more uninstalling to save power.

[–] [email protected] 6 points 8 months ago

I'm so happy about that transport pod manifest change!!! No many times I've forgotten something simple like chemfuel and have to start over

[–] [email protected] 5 points 8 months ago (2 children)

I'm super excited for bookcases. I have the Vanilla Expanded - Writing mod and really like that. Seeing how it is part of base will be interesting.

I had forgotten that Wall lights weren't part of the base.

Hope Hidden Conduits will help them not get damaged or broken so easily.

Also curious how the new medical tab will compare to the Medical Tab mod.

Lol I didn't realize fires didn't produce light

[–] [email protected] 4 points 8 months ago (1 children)

It says that the hidden conduits are harder to damage with explosions or fire

[–] [email protected] 1 points 8 months ago

Yes! I'm looking forward to seeing how much that translates to in game

[–] [email protected] 3 points 8 months ago

Also curious how the new medical tab will compare to the Medical Tab mod.

You can already try it out by playing on the beta branch