This is the first project edited by one of our new staff members please leave us some feedback so we can work together to make better videos for you all! Thanks in advance :)
I recommend combining a Legendary Bladedancer with every GlitterTech cybernetic implant on a colonist, as well as Archeotech+ bio upgrades, then clicking your colonist, allowing the use of Phase Strike automatically and unpausing as you make vain attempts to catch your colonist as they waltz and teleport around the map.
Even Legendary Bladedancer is overshadowed in terms of teleporting mobility by the Shadow. The Shadow has one teleport attack, one teleport, Summon from the Arcane Mage in order to effect rescues, poison, an anti-ranged-attack sort of cloak, all sorts of passives, all the while one set of abilities runs on its stamina bar, and the other runs on its mana bar. A Shadow can tutor both fighters and mages, making for a double-dip of that sweet tutoring xp. Good for tanking, rescues, assassinations of dangerous specialists on the battlefield, an excellent anti-organic weapon with that poison damage-over-time. They have never disappointed me, ever since I first started using them late last year. Super Soldiers also make for a great infantry class. Sharpshooters are fun to micro, Bombardiers are artillery batteries on two legs, Technomancers are good crafters/grenadiers, and Plaguedoctors are so much fun, it should be illegal. Also, avoid going over a certain movement speed or manipulation score, it starts breaking the game. Source - my android supersoldier army with all advanced archotech stuff from Archotech Expanded, that game was barely playable. Even one archotech-enhanced fleshbag was causing me some issues in another game. Great mod, but I only ever use some of the body parts now (arms for the crafters, eyes/kidneys for everyone, ears for melee dodge on bruisers) oh and the materials. Attomachinery melee weapons are just unfair, and nanomachinery clothing is more than enough for anyone.
The "losing is fun" of Glittertech paired with Zombieland well... let's just say it didn't end well, neither did it last long. But anyway, super video ! Keep it up :)
Tilled soil is a must have especially if you start as Tribal, I'm also thinking about trying giddy up especially the caravan one. I mean common they have space shuttles in the royal version, we might as well be able to ride animal
I will agree with this list, but ill add "EdB Prepare Carefully " and it's cousin "Character Editor " The perfect setup. The perfect pawn. Perfection 100% of the time Every time.
You need to add "VGP Garden Resources" where you can literally plant uranium, steel and all other resources as if it was a corn. Paired with tilled soil and you'll end up with more resources than you know what to do with.
That's nice, but I prefer to simply cart over every bit of resource from Pristine Ruins maps (Real Ruins and Transport Pod MK2 mods), or mission maps (Encounter Map Resources). Planting resources or quarrying them seems too easy to me.
4:00 CORRECTION: android CAN eat, but it is optional, you can also build an android charging station so they can receive their energy from you power grid
Very well done! Haven't considered rimatomics op so far, but also i haven't tried the security systems that comes with it. My colony had an infestation in the reactor room and after a shootout the map turned into a uninhabitable wasteland (this was with the rimushima mod, the precedessor of rimatomics).
Honestly didn't think twice about tilled soil when I downloaded it many many moons ago. I wanted to make my farm areas distinct and having rows made sense to me lol.
I've been playing with RWOM since 1.0 and I'd find it legitimately hard to consider it OP when the raiders can be spawned with large amounts of mages and fighters as well. Hell, some of the most fun OP strats have even been completely nerfed since zombies no longer keep cybernetics the original body had which is what I used to to do to have a massive squadron of shock troop cyberzombies.
The editing was almost perfect. Tbh, only one thing... I was a bit annoyed about the pointing hand that sticks out of the narrator pawn. But of course it's only my opinion. Everything else was pretty cool... "BRB, need to pee" funny..
Rimworld of Magic is a fantastic mod, I love it, but it really is *beyond* game breaking in terms of balance... magic pawns are just orders of magnitude better than any pawns without any class... I have one necromancer who is able to sustain 4 undead Jaffa warriors [O21 Stargate mods] and 2 undead feralisks [Alpha Animals] constantly... she essentially represents an entire colony of manual labor on her own: 4 mediocre workers with no mood penalties who never need to eat or sleep and will magically regenerate any injury (and even if they do die, who cares just raise them again, good as new) and 2 powerful mounts [also running Giddy Up haha] which, despite being undead, still produce a harvest of synth-thread every couple days (when a necromancer raises an animal, it becomes instantly max trained in every category, no matter what its wildness was when it was alive, so you can get free zombie thrumbo pets with it, for example)
Install crazy enemy faction mods to compensate. VOID, Vanilla Factions Expanded Insectoids and Mechanoids, Improved Infestations, Insectoids Evolved, More Mechanoids, Mechanoids Extraordinaire, Advanced Mechanoid Warfare. Vanilla Expanded Vikings also have huge raids where they ignore everything they can, swarm over your defenses and just dab away with whatever they can steal - very amusing and annoying for a non-killbox-user, such as myself. The modded insectoids are more terrifying, tenacious and numerous than the Zerg. Mechanoid raids, their advanced models will show you the meaning of pain. And the VOID will teach you why you fear the dark... But they all bleed. And if it bleeds, YOU CAN KILL IT.
@@Noobert Feralisk-infested jungle from Alpha Biomes - it's my favorite way to lose hair. Via tearing it out. So many spooders. AND THEY'RE HUNGRY. Lots of "F U N" until you build walls, get some decent weapons, and minimise travel outside the walls, aside from armed groups.
One raider from 1 of the glitter net factions was equipped with the 20 damage fast firing pistol and the spine that gives them double movement. Immediately destroyed 1 colonist's torso killing her instantly Another had their neck destroyed. And my last got a leg shot out and even the man in black was promptly dispatched as the single raider dashed across the map with my last survivor.
Have Death Rattle installed. One of my guys survived having his heart poked out by some savage's spear. While the others were gunning them down with their awesome FAL rifles, the doc dragged the injured trooper over to our pile of spare body parts and performed an emergency heart transplant. That was the day when the spear-chuckers of the INSERT WEIRD TRIBAL NAME HERE learned to fear Old Mcdonald and the Pepperidge Furry Farm. Pawnmorpher is weird, what can I say?
If I could get a version of GlitterTech without the buildable tech and just the commandos and Orion Corp, I'd bother with that mod. I don't use its buildable things, there's other stuff I like more in other mods, and its resources are just clutter, since I have nicer-looking/better ones in general and I don't use them.
Video was good less explosions than usual (not a bad thing just a difference I noticed). But yes finally not even babies and minions are safe from the war crimes.
Jeeez even when i have 2000h + i just cant stop watching these videos :P Keep these up lads But where is CE? I think its glorious mod hard and super op at the same time. And Rimfeller ? I thing its even better than Rimatomic (in my opinion ;) ) I would like you to share my opinions for these mods 1. Minions = this seems fine, they are fun and useful at the same time , something like snotlings + animal framework (from mod - Rimhammer 40k orckz) they can do almost everything 2. AVP = super goooood mod , as big fan of avp I ve enjoy it much , i always do my own predator training tepmple with xenos and remote doors :P 3. I havent try this one but it seem cool 4. Another must have mod , im always play with him(when im not playing with CE) so much content ,and its easy to understand. 5.glittertech is too much op for me thats why i dont like it,opnes ruins game for me 6. super must have mod , mod that is in every Rimworld run im doing :P 7. Rimatomic is cool , i like all those new weapons and radiation system but too much stuff to manage i think Rimfeller is much better 8. Children and pregnency ... I dont know mají dont like it its cool ,I ve tryed it but its not my stuff ( Try RJW handholding ;) ) 9. Another too much op mod for me , cool idea but in end game its too easy 10. Awersome mod ,it jakeš game a bit easyer
I'd say Goosegun is far more overpowered especially used on friendly traders but I'd say GlitterWorld Prime takes the cake (basically RimWorlds Amazon). Fertile Fields aswell as Harvest Organs Post Mortem, Prisoner Labor, Trading Spot and EdB Prepare Carefully.
@@Noobert Too bad that the xenomorphs derp out, hunt down all wildlife on the map, and ignore your base. That's what happened to me last year. Maybe it's been fixed since then, IDK...
I wouldn't agree with Android tiers, on older version yes, they didn't have to eat or sleep. But 1. They are pretty expensive, and Android T1 or T2 aren't that good, they learn slow and Android T1 is incapable of more complex tasks, Androids have to renew their energy bar so they either have to eat food so they can get energy through "biomass generator" or you have to build Android Pod that is bed for androids and it must be connected to the power source so the androids can be repaired and recharged. I find the mod really fun if you ask me, but cool video anyway, I'll definitely subscribe and like.
The simple fact that T5s even exist at all makes Android Tiers EXTREMELY overpowered. T5s plus archotech parts can easily solo entire massive raids, mech clusters with Alpha Animals mechanoids, and VFE Insectoids large infestations. The power isn't making swarms of weak androids, it's getting your hands on a few androids so insanely powerful they're basically gods.
You can configure who is mountable in settings. From chickens to megasloth. Though I see it can't be configured separately for your bigger/smaller modded races (or teenagers in vanilla) so they use the same rules.
I normally don't enjoy overpowered mods but the children mods look interesting... can you run both at the same time? And are they really overpowered if its easier to just turn prisoners?
@@Noobert cool, already added them in there. I also found a Alien Compatibility patch hopefully that will allow it to work with my Star Wars races mod. Thanks !
I'm doing an Android Tiers run now. I get one guy, and his Android companion a T2 researcher/surgeon (who I captured). No other colonists are permitted to join. When my guy gets old, or maimed and crippled (but not killed)? I hope to have a VX2 chip in him and a young healthy prisoner, and a T1 tower... Why? So I can give my lone guy a new body. Yes, you can do that here. You can move minds around between bodies, for androids AND humans both. Interchangeably. Serial immortality; the non-Highlander (but rather kidnap-y brutal psychopath) way. Tips for this: Both bodies need to connect via tower to the "skymind" for the process. Permute = Body swap. Copy = Overwrite the other mind (killing them, keeping both of you). Do NOT lose power, or you might lose... uh... well the minds I think Also, don't stay connected without security servers, or your mind might get hacked. No, I'm not kidding, that's a thing too. Yes, you could do that to Android raiders, so I hear. Plus side; All skills, traits, backstory DO move when you permute (swap) or copy (overwrite) the mind of another. Minus side. Titles, psionics, and of course implanted tech does not move. I was really hoping psionic levels and skills would move.
The psychic sensitivities of androids make no sense. Androids have shit psionic sensitivity, even T5s. I'm sure the explanation is that mechanical things can't use psionics, even though that literally goes against Rimworld lore (mechanical things (specifically archotechs) literally INVENTED psionics and are the only beings that can make true, effective use of it. Humans can only manage a relatively crude usage of psionics). What makes even less sense is that lower tier androids have BETTER psychic sensitivity than higher tier androids, starting at 30% for T1s and ending at 0% for T5s.
Hey friendo, babies and children 6:46 has not updated to 1.2. Judging from your release date, you are playing on 1.2. Is it safe to play or is his info out of date? It is my favorite children mod.
They should be. But the devs are aware the community has done well enough adding it. Ludeon makes its focus to be fleshing out core systems for the game and then letting the community create content around those systems. Thats why the modding scene is dope and why the game is easy to mod. :)
I got one more over powered, the gene seed mod and the Primarch mod... I'm honestly surprised my troops actually took down an entire army with no one dead...
@@Noobert this mod gives you a freezer energy free that is constantly - 10 and a magic campfire that goes 18c and a magic passive cooler that is constantly 18, a magic hellfire that goes to crazy high temperatures and an infinite torch, all of them energy free and they need wood once per year
@@Noobert If that mod came with a way to shut off their idle/death noises, then I'd use it again. There's only so many atto-seconds I can stand to hear Y U B ! being said in an idiotic voice, again and again and again and again and again and again AND AGAIN. Also, they... laugh... as their death sound. It's incredibly disturbing. I should know, I've killed enough of those little shits. The noise is burned into my SOUL, like a wound that will never heal. Their leather is hilarious though.
I have giddy up but not to ride mechanoids, I just want to be hog rider and yeah I want to make my colonist dream of bring Muffboy a reality like old tales of cowboys like legend we heard from the distant wild west rim. I also use graphic enhancer and terrain reshade they offer better looking farmland, better dirt, lichen covered soil which mostly vain cosmetics and their farm tile only with only 20% increase of normal fertile soil so only 120% fertility not 200% lol which is too game breaking for my taste, however I am very fond of mountain base so maybe would be later far in game I am able to make dream underground farmland/hotel/leisure palace come true and speaking of which those pawn polishing slate or granite took their damn sweet time. Not a fan of magick so nope, not a fan of android because they are not cute and very cheesy they need more balancing, although vanilla expanded now also include automatic cleaning robot that act as a pet that drain enormous amount of energy like 1800 or auto hauler that drain insane 2000 power and took one and half day to be fully charged from zero energy, which pretty late game thingy. I am a fan of more mechanoid and more insectoid since everything is sunshine and rainbow until bugs and bots start spawnin and shooting blaster and disgusting acid, just seeing them ruining my plumeria garden reignite long forgotten fury and hatred for all xenohuman, for the Emperor.... I've taste rimatomics and it is very bad in late game with nukes, yeah literally just exterminatus in tip of the finger.
@@Noobert I have 3 additional mechanoid installed, Orion more mechanoid, RWY advanced mechanoid and Vanilla faction expanded mechanoid, been playing with them for a while.
Tilled soil is awesome better than hydroponics. Embrasures mods is op. 400 tribals were swarming my base from a mission. My 10 cannibals are eating well because they couldn't bypass them like vanilla barricades
This is the first project edited by one of our new staff members please leave us some feedback so we can work together to make better videos for you all! Thanks in advance :)
one thing i noticed is that android teirs is made my atlas, it was merged with another mod by another kiwi
Needs to show more broken staff from rimworld of magic, namely pawn resurrections which is extremely easy to achieve.
Imyes
True
I recommend combining a Legendary Bladedancer with every GlitterTech cybernetic implant on a colonist, as well as Archeotech+ bio upgrades, then clicking your colonist, allowing the use of Phase Strike automatically and unpausing as you make vain attempts to catch your colonist as they waltz and teleport around the map.
My lord
Even Legendary Bladedancer is overshadowed in terms of teleporting mobility by the Shadow. The Shadow has one teleport attack, one teleport, Summon from the Arcane Mage in order to effect rescues, poison, an anti-ranged-attack sort of cloak, all sorts of passives, all the while one set of abilities runs on its stamina bar, and the other runs on its mana bar.
A Shadow can tutor both fighters and mages, making for a double-dip of that sweet tutoring xp.
Good for tanking, rescues, assassinations of dangerous specialists on the battlefield, an excellent anti-organic weapon with that poison damage-over-time. They have never disappointed me, ever since I first started using them late last year. Super Soldiers also make for a great infantry class. Sharpshooters are fun to micro, Bombardiers are artillery batteries on two legs, Technomancers are good crafters/grenadiers, and Plaguedoctors are so much fun, it should be illegal.
Also, avoid going over a certain movement speed or manipulation score, it starts breaking the game.
Source - my android supersoldier army with all advanced archotech stuff from Archotech Expanded, that game was barely playable.
Even one archotech-enhanced fleshbag was causing me some issues in another game. Great mod, but I only ever use some of the body parts now (arms for the crafters, eyes/kidneys for everyone, ears for melee dodge on bruisers) oh and the materials. Attomachinery melee weapons are just unfair, and nanomachinery clothing is more than enough for anyone.
Bladedancers were my first love, in terms of melee classes.
Add in search and destroy and literally sit back and watch the Carnage
OH GOD LAG
I downloaded the children mod and my 2 married colonists just kept on getting pregnant like every time she made birth the next day pregnant again
Its a factory. Mass produce
Finally, slave factory
Free meat
Dr. Strangelove strategy seems to be working then!
The "losing is fun" of Glittertech paired with Zombieland well... let's just say it didn't end well, neither did it last long.
But anyway, super video ! Keep it up :)
Haha thanks for the compliments love the support
Tilled soil is a must have especially if you start as Tribal, I'm also thinking about trying giddy up especially the caravan one. I mean common they have space shuttles in the royal version, we might as well be able to ride animal
Lmao
I will agree with this list, but ill add "EdB Prepare Carefully " and it's cousin "Character Editor " The perfect setup. The perfect pawn. Perfection 100% of the time Every time.
LMAO
True story, I guess we could easily make a 50+ OP mods list
And you can add in Questionable Ethics Enhanced and make an entire colony of your perfect colonist!
You need to add "VGP Garden Resources" where you can literally plant uranium, steel and all other resources as if it was a corn. Paired with tilled soil and you'll end up with more resources than you know what to do with.
Thats so broken
That's nice, but I prefer to simply cart over every bit of resource from Pristine Ruins maps (Real Ruins and Transport Pod MK2 mods), or mission maps (Encounter Map Resources). Planting resources or quarrying them seems too easy to me.
ive seen roll1d2 use some of those mods before in seires including genetech Kings crusaders and many other series
Great channel that ome
@@Noobert Have you saw any of the seires with these mods in use
No not yet
4:00 CORRECTION: android CAN eat, but it is optional, you can also build an android charging station so they can receive their energy from you power grid
i just feed my android paste, i mean they cant taste nor do they complain!
i like how as the channel grows they get more people in the audience
Hahahahahaha
There's... a Minion's mod... lol great vid. You guys are great.
Lmao yeah i was iffy but hey had to try it
Very well done! Haven't considered rimatomics op so far, but also i haven't tried the security systems that comes with it. My colony had an infestation in the reactor room and after a shootout the map turned into a uninhabitable wasteland (this was with the rimushima mod, the precedessor of rimatomics).
Honestly didn't think twice about tilled soil when I downloaded it many many moons ago. I wanted to make my farm areas distinct and having rows made sense to me lol.
Theres an unbalanced version of tilled soil and a balanced version. The balanced version is definitely fine
I adjusted the soil benefit to only be 110%. So some benefit for the work of tilling, but not overpowered.
I usualy set it to 120 its an odd number but it has subtelty in the way things grow that just makes sence
Things that break the game: The GiddyUp mods
Me: how dare you
Please tell me that you'll edit in more audience as you gain more subscribers that would be very cute
Wait they know!
I've been playing with RWOM since 1.0 and I'd find it legitimately hard to consider it OP when the raiders can be spawned with large amounts of mages and fighters as well.
Hell, some of the most fun OP strats have even been completely nerfed since zombies no longer keep cybernetics the original body had which is what I used to to do to have a massive squadron of shock troop cyberzombies.
Interesting tactic
Thx mate, another awesome video... As usual.. Keep it coming my friend..
Hahaha first comment here i see
Be honest.. Did you expect something else?? 😁
The editing was almost perfect. Tbh, only one thing... I was a bit annoyed about the pointing hand that sticks out of the narrator pawn. But of course it's only my opinion. Everything else was pretty cool... "BRB, need to pee" funny..
Rimworld of Magic is a fantastic mod, I love it, but it really is *beyond* game breaking in terms of balance... magic pawns are just orders of magnitude better than any pawns without any class... I have one necromancer who is able to sustain 4 undead Jaffa warriors [O21 Stargate mods] and 2 undead feralisks [Alpha Animals] constantly... she essentially represents an entire colony of manual labor on her own: 4 mediocre workers with no mood penalties who never need to eat or sleep and will magically regenerate any injury (and even if they do die, who cares just raise them again, good as new) and 2 powerful mounts [also running Giddy Up haha] which, despite being undead, still produce a harvest of synth-thread every couple days (when a necromancer raises an animal, it becomes instantly max trained in every category, no matter what its wildness was when it was alive, so you can get free zombie thrumbo pets with it, for example)
Yeah its super duper OP
Install crazy enemy faction mods to compensate.
VOID, Vanilla Factions Expanded Insectoids and Mechanoids, Improved Infestations, Insectoids Evolved, More Mechanoids, Mechanoids Extraordinaire, Advanced Mechanoid Warfare.
Vanilla Expanded Vikings also have huge raids where they ignore everything they can, swarm over your defenses and just dab away with whatever they can steal - very amusing and annoying for a non-killbox-user, such as myself.
The modded insectoids are more terrifying, tenacious and numerous than the Zerg. Mechanoid raids, their advanced models will show you the meaning of pain.
And the VOID will teach you why you fear the dark...
But they all bleed. And if it bleeds, YOU CAN KILL IT.
@@Noobert Feralisk-infested jungle from Alpha Biomes - it's my favorite way to lose hair. Via tearing it out.
So many spooders. AND THEY'RE HUNGRY.
Lots of "F U N" until you build walls, get some decent weapons, and minimise travel outside the walls, aside from armed groups.
@@mirceazaharia2094 I love it for raids lol 12 tribals show up and immediately get swarmed by the spiders
One raider from 1 of the glitter net factions was equipped with the 20 damage fast firing pistol and the spine that gives them double movement.
Immediately destroyed 1 colonist's torso killing her instantly
Another had their neck destroyed.
And my last got a leg shot out and even the man in black was promptly dispatched as the single raider dashed across the map with my last survivor.
wear more armor
Rip
Have Death Rattle installed. One of my guys survived having his heart poked out by some savage's spear. While the others were gunning them down with their awesome FAL rifles, the doc dragged the injured trooper over to our pile of spare body parts and performed an emergency heart transplant.
That was the day when the spear-chuckers of the INSERT WEIRD TRIBAL NAME HERE learned to fear Old Mcdonald and the Pepperidge Furry Farm.
Pawnmorpher is weird, what can I say?
Who in sane mind fights op enemies?when I played with the void everytime the void attacks me I'd just hide in my panik room until he leaves
You are the first who brave enough to talk about GlitterTech!
Hope the commandoes haven't found you yet?
Thanks!
No problem
If I could get a version of GlitterTech without the buildable tech and just the commandos and Orion Corp, I'd bother with that mod. I don't use its buildable things, there's other stuff I like more in other mods, and its resources are just clutter, since I have nicer-looking/better ones in general and I don't use them.
@@mirceazaharia2094 well, then it isn't a mod for you. :)
Vanilla Psycasts Expanded: "yay I'm a god now"
Wow noob your videos are poppin off man! Youve been grinding since you had like 60 subs when we met and now youre gonna overtake me haha
Hey i learned from everyone ive met along the way
Video was good less explosions than usual (not a bad thing just a difference I noticed).
But yes finally not even babies and minions are safe from the war crimes.
Lmao
Jeeez even when i have 2000h + i just cant stop watching these videos :P
Keep these up lads
But where is CE? I think its glorious mod hard and super op at the same time.
And Rimfeller ? I thing its even better than Rimatomic (in my opinion ;) )
I would like you to share my opinions for these mods
1. Minions = this seems fine, they are fun and useful at the same time , something like snotlings + animal framework (from mod - Rimhammer 40k orckz) they can do almost everything
2. AVP = super goooood mod , as big fan of avp I ve enjoy it much , i always do my own predator training tepmple with xenos and remote doors :P
3. I havent try this one but it seem cool
4. Another must have mod , im always play with him(when im not playing with CE) so much content ,and its easy to understand.
5.glittertech is too much op for me thats why i dont like it,opnes ruins game for me
6. super must have mod , mod that is in every Rimworld run im doing :P
7. Rimatomic is cool , i like all those new weapons and radiation system but too much stuff to manage i think Rimfeller is much better
8. Children and pregnency ... I dont know mají dont like it its cool ,I ve tryed it but its not my stuff ( Try RJW handholding ;) )
9. Another too much op mod for me , cool idea but in end game its too easy
10. Awersome mod ,it jakeš game a bit easyer
Great list of opinions and feedback :) thanks a bunch
omg batman
Why isn't there a reskin for pawns with the "Madness" series characters yet?
All these years and nothing.
its so sad yes yes
Awyeea this is exactly what I need
Haha glad we could help
I'd say Goosegun is far more overpowered especially used on friendly traders but I'd say GlitterWorld Prime takes the cake (basically RimWorlds Amazon). Fertile Fields aswell as Harvest Organs Post Mortem, Prisoner Labor, Trading Spot and EdB Prepare Carefully.
Looool organ traders with super powers
@@Noobert Royal Jedi Organ Trading Wizard Cultists.
Oh lord
You made the avp mod sound so easy, spawn in a map that has already a xenomorph hole and you will find yourself with the queen on basically day 1, rip
Yea i wanted to suprise some peeps
@@Noobert Too bad that the xenomorphs derp out, hunt down all wildlife on the map, and ignore your base. That's what happened to me last year. Maybe it's been fixed since then, IDK...
TOP 10 OVERPOWERED MODS IN RIMWORLD
TOP 7: NUKES
TOP 8: A GOD DAMN BABY
The Android Tiers mod is probably my favorite mod out there^^
2:54
SCP-096 has breached containment.
An overpowered mods list without medpod? The mod that can literally fix any negative hediff in seconds?
Lmao
Well ...........I use 5 mods from this list XD
I need to check out the magic mod
Hahaha its a lot of fun
I wouldn't agree with Android tiers, on older version yes, they didn't have to eat or sleep. But 1. They are pretty expensive, and Android T1 or T2 aren't that good, they learn slow and Android T1 is incapable of more complex tasks, Androids have to renew their energy bar so they either have to eat food so they can get energy through "biomass generator" or you have to build Android Pod that is bed for androids and it must be connected to the power source so the androids can be repaired and recharged. I find the mod really fun if you ask me, but cool video anyway, I'll definitely subscribe and like.
thanks for sharing. yeah they are definitely expensive. but depending on your situation it can be easy to make a lot of them.
The simple fact that T5s even exist at all makes Android Tiers EXTREMELY overpowered. T5s plus archotech parts can easily solo entire massive raids, mech clusters with Alpha Animals mechanoids, and VFE Insectoids large infestations. The power isn't making swarms of weak androids, it's getting your hands on a few androids so insanely powerful they're basically gods.
Are foxes included to Giddy-up?
You can configure who is mountable in settings. From chickens to megasloth. Though I see it can't be configured separately for your bigger/smaller modded races (or teenagers in vanilla) so they use the same rules.
Yes yes
No no...I can't belive you didnt add science never stops
I normally don't enjoy overpowered mods but the children mods look interesting... can you run both at the same time? And are they really overpowered if its easier to just turn prisoners?
all mods are tested and working :)
@@Noobert cool, already added them in there. I also found a Alien Compatibility patch hopefully that will allow it to work with my Star Wars races mod. Thanks !
I'm doing an Android Tiers run now.
I get one guy, and his Android companion a T2 researcher/surgeon (who I captured). No other colonists are permitted to join.
When my guy gets old, or maimed and crippled (but not killed)?
I hope to have a VX2 chip in him and a young healthy prisoner, and a T1 tower...
Why?
So I can give my lone guy a new body.
Yes, you can do that here.
You can move minds around between bodies, for androids AND humans both. Interchangeably.
Serial immortality; the non-Highlander (but rather kidnap-y brutal psychopath) way.
Tips for this:
Both bodies need to connect via tower to the "skymind" for the process.
Permute = Body swap. Copy = Overwrite the other mind (killing them, keeping both of you).
Do NOT lose power, or you might lose... uh... well the minds I think
Also, don't stay connected without security servers, or your mind might get hacked.
No, I'm not kidding, that's a thing too.
Yes, you could do that to Android raiders, so I hear.
Plus side; All skills, traits, backstory DO move when you permute (swap) or copy (overwrite) the mind of another.
Minus side. Titles, psionics, and of course implanted tech does not move.
I was really hoping psionic levels and skills would move.
so much juicy info thanks mate
The psychic sensitivities of androids make no sense. Androids have shit psionic sensitivity, even T5s. I'm sure the explanation is that mechanical things can't use psionics, even though that literally goes against Rimworld lore (mechanical things (specifically archotechs) literally INVENTED psionics and are the only beings that can make true, effective use of it. Humans can only manage a relatively crude usage of psionics). What makes even less sense is that lower tier androids have BETTER psychic sensitivity than higher tier androids, starting at 30% for T1s and ending at 0% for T5s.
you forgot science never stops
Yes! More animation!!!
haha thanks for the support mate appreciate it a ton
Anything for one of my best buds. Though, we don't play together as much, I support your dreams and career!!!
Hey friendo, babies and children 6:46 has not updated to 1.2. Judging from your release date, you are playing on 1.2. Is it safe to play or is his info out of date? It is my favorite children mod.
Is safe
Tilled soil and riding animals should be in core game. They are just common sense.
They should be. But the devs are aware the community has done well enough adding it. Ludeon makes its focus to be fleshing out core systems for the game and then letting the community create content around those systems. Thats why the modding scene is dope and why the game is easy to mod. :)
What about the Void mod by Chicken Plucker?
Gotta try that one still
Are you going to upload rimworld gameplays?
Yes very soon in fact
The void faction mod. The end
Lol
I got one more over powered, the gene seed mod and the Primarch mod...
I'm honestly surprised my troops actually took down an entire army with no one dead...
The magic freezer mod is pretty op too
Magic freezer?
@@Noobert this mod gives you a freezer energy free that is constantly - 10 and a magic campfire that goes 18c and a magic passive cooler that is constantly 18, a magic hellfire that goes to crazy high temperatures and an infinite torch, all of them energy free and they need wood once per year
Omg beautiful
This could be cool for a magic run arcane run
@@Noobert I think is kinda broken, because it kinda gives you immunities to coldsnaps, heatwaves and solar flares.
Is the alien vs predator mod still overpowered if you use human colonists because you enjoy watching humans be consumed by xenomorphs
Nope. have fun
@@Noobert oh boy here I go killing again!
Tilled soil is SO OP, and I consider it a necessity
Hahaha yes
minion hat isnt real, it cant hurt you
There is a mod that ads a trait called god, how was that not in the video.
TH-cam kids in 3 am:
Lmao
Oh my god... This was 11 months ago... Why???
Minion Mod, ah yes, mommy facebook favorite mod.
Lmao hahhahahahaha bring disneys favorite little friends into everyone's favorite war crime simulator!
@@Noobert If that mod came with a way to shut off their idle/death noises, then I'd use it again. There's only so many atto-seconds I can stand to hear Y U B ! being said in an idiotic voice, again and again and again and again and again and again AND AGAIN.
Also, they... laugh... as their death sound.
It's incredibly disturbing.
I should know, I've killed enough of those little shits.
The noise is burned into my SOUL, like a wound that will never heal.
Their leather is hilarious though.
Can you link the mods in the comments or desc
Yes i can will do
Aliens vs Predator
XD
Unfortunately it doesn't allow you to side with the xenomorphs therefore it's really not that cool 😉
came from facebook
Yay facebook
I have giddy up but not to ride mechanoids, I just want to be hog rider and yeah I want to make my colonist dream of bring Muffboy a reality like old tales of cowboys like legend we heard from the distant wild west rim.
I also use graphic enhancer and terrain reshade they offer better looking farmland, better dirt, lichen covered soil which mostly vain cosmetics and their farm tile only with only 20% increase of normal fertile soil so only 120% fertility not 200% lol which is too game breaking for my taste, however I am very fond of mountain base so maybe would be later far in game I am able to make dream underground farmland/hotel/leisure palace come true and speaking of which those pawn polishing slate or granite took their damn sweet time.
Not a fan of magick so nope, not a fan of android because they are not cute and very cheesy they need more balancing, although vanilla expanded now also include automatic cleaning robot that act as a pet that drain enormous amount of energy like 1800 or auto hauler that drain insane 2000 power and took one and half day to be fully charged from zero energy, which pretty late game thingy.
I am a fan of more mechanoid and more insectoid since everything is sunshine and rainbow until bugs and bots start spawnin and shooting blaster and disgusting acid, just seeing them ruining my plumeria garden reignite long forgotten fury and hatred for all xenohuman, for the Emperor....
I've taste rimatomics and it is very bad in late game with nukes, yeah literally just exterminatus in tip of the finger.
Hoe much have you played the bew mech mod?
@@Noobert I have 3 additional mechanoid installed, Orion more mechanoid, RWY advanced mechanoid and Vanilla faction expanded mechanoid, been playing with them for a while.
Sadly there isn’t the Science Never Stops mod, which is the most broken mod I’ve ever seen
I wish this game can detract me from the posibile civil war in ZA
thats very very unfortunate
Funny now that Children are now basegame and well cared for they're always godrolls.
Yes they are XD very easy to get super colonists now
900th like!!!
XD thanks
@@Noobert anytime XD
8 letters n a n o t e c h
Tilled soil is awesome better than hydroponics.
Embrasures mods is op. 400 tribals were swarming my base from a mission. My 10 cannibals are eating well because they couldn't bypass them like vanilla barricades
Lmao
VOID?
Bingeing on ur vids lol (you said in one vid comments help)
based
I dont understand
@@Noobert based
based on what?
@@onelayercake5154 hes actually based
Lmao
There are car mods
what do you mean "nothing to do"? A mod made game to easy? Go get more mods!
*cough cough* sos extensions 2 mod *cough cough*
Noted :)
@@Noobert *cough cough* rip your computer *cough cough*
Wimwold
Wamwald
The amount of random ass noises really ruins this video
sorry to hear that
Down below
Haha
jontron
Lol
a
A
no