Loving your work so far, been playing rimworld together with friends and are looking into playing modded games. We are looking at the VE mods for our first attempt at a modded game. Do you plan on doing a video on vehicles?
@davidhanna872 I was waiting for the vehicles framework to settle down before covering it. It's been a solid month or two now without any major updates so I think it might be safe enough to put the time into making a video about it without it all being changed in a patch a week or so later, haha.
@DSlyde something like that is coming. It's a series for QoL, performance, tweaks etc. Thing's that are far too small to get an entire rundown but make for really useful additons, kinda like a beginner series. I had a lot of community input on the mods to include with that one, it's just a lot of scripting, clipping and testing to make sure I've got everything right around it. I'd expect that series to start dropping in a month or so if all goes well with planning it.
To answer your first question - yesterday. I just completed a Archonexus ending. Thing is, i'm late to the party and playing through the game adding one DLC each time. I have enjoyed Ideology better than Royalty btw because there i have to babysit a single pawn on top of usual Randy's nonsense, and here i can get all the pawns on the same wavelength much easier and just kill and cook a few special snowflakes that don't fit.
Main points of Biotech -Sanguophage -Mechanitor -Xenotypes For me? it only needed Xenotypes for it to be worthwhile, im the kindof player that wants tons of diffrent xenotypes to show up and present unique issues (an orc type enemy thats tough, unstoppable, has a killthirst and fantastic melee is a very dangerous Tribal raid enhancer)
Fawx question could you do a review of a workshop item "Nanomachine Foundy" found it and think its plays really in well with the other mods you covered.
Y-know, I wasn't sure how much attention I'd pay. Then I realized I was at Unatco HQ and the memories came back. Also the possibilities for a trenchcoat wearing colony of nanotech cops. Definitely would need to join the Deserters for the full effect.
Fawx, I absolutely love your videos, and I put these timestamps for my own Reference in the future, hopefully it will help others as well. Thanks again for helping me narrow(mostly widen) my mod list and understanding of these mods.
Another tweak mod for this that is a bit more reasonable is Vanilla Skills Re-Examined. It redoes the Expertise system so each skill only has 1 or 2 broadly applicable, but less powerful bonuses. So you won't get the utterly insane bonuses of the VSE, but those bonuses apply to 2 or 3 aspects of a skill at the same time. Personally I find this a much better version of the mod, every expertise is useful without completely breaking the game.
@robertmcpherson138 I dunno about it being less powerful. It might hit a smaller peak effect in some situations but it's applying to 2 or more stats in most cases. Melee has damage reduction to go with its armour pen, or dodge, cooldown *and* movespeed. Art gets speed & quality or a straight buff to global workspeed. It's like having 2 expertise at level 10 or more most of the time.
@@MysteriousFawx fair... I guess it depends on if you prefer completely insane bonuses to one thing, along with multiple dud choices, or really strong bonuses on multiple aspects and everything is a viable pick. Not saying it's a *must* have, but it's a solid alternative take on the system. And one I just personally prefer.
VPE - make sure to disable xp gain to not become too OP, VSE - make sure to install unlimited reborn to be OP... Also researching and art quality are overkill for respective ideoligion roles (+70% research and +1 to craft/art quality respectively). To somewhat balance this is needed to modify skill gain curves so higher levels require a lot more experience. Another point is that Empire honors can counter natural skill decrease for royal pawns.
VPE - Make sure to disable passive xp gain so you can't 1 shot entire raids with level 2 powers after a single day of meditation. VSE - You'll need un-limited otherwise the cooking speed bonus doesn't work correctly. RU-vid commenter "ITs tHe SAme tHINg"
One Thing to not with the Architecture Expertise is the Quality Builder Mod, that i love. It will still use the Colonist with 1 level higher instead of the Architect. And i cant believe i never used the Un-limited Mod before your last Video. 1k Hours by now i never heard of the Soft-Caps on Workspeed. My last Cyborg-Colony is flying through Work, its amazing how much you can get done with only 4 People
I've unironically taken Geology a few times. I usually go absolutely overboard with stone cutting and art so I usually very quickly run out of chunks on the map. Very niche, but it does sorta have use
@veto_5762 That's kinda the idea, the VE team don't recommend using all of their mods at the same time because there is so much crossover. It's designed that you can tailor a run/theme by using multiple individual parts of VE without needing to have everything active at the same time... of course most people just throw it all on and then try to ignore the parts they don't want during gameplay.
One thing to mention is that Research Speed also affects the scanning speeds of Deep and Long-range scanners, so it's generally the best option out of Intellectual for sure.
Had a incapable of violence pawn that dropped as space refugee but was a lover of another colonist, saved, given shield belt, made a repairing expert genetically augmented and bro repairs the whole base in 10 seconds
I love your review and have probably watched it about 8 times over the last 3 days. I'd been hoping for quite a while that you might make one on II A few things I should probably note: Deathrest implants not needing the deathrest research was an oversight that has now been amended The modules' crafting requirements are placeholder and WIP. For instance, the bionic claw will be notably more expensive than the arm blade and likely require Royalty's 'Specialised limbs' research in addition to it's current one. The Sangfroidian lobotomy's penalty has been eased up to 50% learning speed, as 90% is, retrospectively, definitely a bit extreme The lobotomies giving the hulk body type was a bug resulting from code left in from the hulkification surgery giving the hulk body type. This has now been fixed.
@blake5430 Glad you liked it! Cool to see some of the balance tweaks coming in too, really looking forward to seeing what you implement with any future versions. Without a doubt it's one of the only mods on the entire Workshop at the minute that is actually doing something worthwhile with what Anomaly has added.
@ScapinGames haha, I wish! I wanted to use Rewind by Swum as it had a really nice flow leading into the outro cards popping up. It didn't get claimed by them as it was properly credited, but there are *other* people claiming that music for themselves and I couldn't be arsed going through challenging it on every video, so swapped over to Ambient Gold for everything after this one.
@YukonHexsun Worth saying that me showing all of this stuff off with dev mode and combining *everything* on a single colonist is something that would cost 100's of advanced components and 1000's of plasteel to do. You'll most likely use 1-2 parts on a colonist at most unless you're specifically aiming to make someone unstoppable. It adds a nice amount of variety to the implants you'll find across the life of a colony and allows you to go in a few different directions during the early/mid game depending on what you find.
Will you do the Vanilla Factions Expanded - Insectoids 2 next? i couldn't find any guides for the mod yet, it so much more different compared to the 1.4 VFE Insectoids.
Aye, but it won't be next week. There's a lot to cover with it and it'll easily be an hour long video. I'd expect it the week after next, Monday if possible but most likely going to be Thursday.