Harvest Everything is such a broken piece of shit XD. Especially combined with Death Rattle, Less Arbitrary Surgery, a great doctor (15+ Medical) and abundant herbal/industrial meds. Alternatively, use The Harvest, and butcher them for their bionics. I don't use VOID bionics though, because I don't install TRASH into my people. Archotech / stuff from Science Never Stops O N L Y. It must be the BEST!
RimSec security robots can use to fight voids like you can use them instead to have less human colonists deaths Edit:well i tried one void vs warcaskets VOID DOESNT EVEN HAVE A SCRATCH EVEN BARRAGED WITH AMMO
Depends, if playing a vanilla version of the game is more strategically difficult than the mods you're using makes your game easier..... and vise versa.
@@khanch.6807 The only conditional is if the object is in range, so relatively light for what it is. Adding or removing it mid game won't break your save, so can always give it a try. I haven't seen any issues with tickrate. I suppose if you somehow had dozens of them, they'd start causing issues.
I'm the developer of the Science Never Stops: Ambition of the Cosmic mod, and I absolutely loved the section of this video detailing it, though I am **absolutely infuriated** that you dare call SNS: AOTC a successor of glittertech, as it is a successor of the ORIGINAL SNS mod! /joke On a more serious note, I did indeed design SNS: AOTC with other powerful mods in mind, like glittertech and VOID. Your presentation is excellent, and I thoroughly enjoyed the video. Have an excellent day, Noobert!
@@Noobert I much more appreciate you taking the time out of your day to talk about it publicly. I, for one, love seeing my hard work get publicly recognized!
@@explodoboyv2 this might sound like a stupid question I downloaded and activated the mod but I can't find the research for this mod none of the research tabs say sns. I don't know if I am missing something
I love pillaging pristine ruins. The best I personally ever got was about 2 million in total loot, not counting the dead enemies and their stuff. Good fights there, too. It's more fun to loot resources than to mine for them.
For context of how broken the Ultraweave material is, wearing full ultraweave gives you ~-1000°C min comfortable temperature. Absolute zero, the lowest temperature theoretically possible, is -273.15°C.
@@dukedunac you are correct. The more you know. Absolute zero is better described as "the spot in a thermometer where a system reaches its lowest possible energy or thermal motion (Scientific American)"
If you want to be technical about it, the EdB Prepare Carefully Mod is probably one of the most OP Mods there is. That mod allows you to basically start off with anything and everything you could ever want/need for a perfect colony. And I mean ANYTHING and EVERYTHING. You can literally make your playthroughs infinitely easier or harder with this Mod. You can make your colonists exactly how you want to as well as how many you want. You can either let the randomization take over or you can manually select every detail for your pawns yourself. You can choose whatever backstory/childhood they had growing up and even pick what traits they have specifically. You can choose beforehand if they have any old scars/injuries or even bionic implants. You can even set all their stats to be maxed out if you want. You can essentially make the perfect pawns that have no negative traits with upbringings to make them best tailored for specific tasks/jobs/roles in your colony. On top of that, you can choose ALL of your starting resources when you crashland on the map. This includes: materials, buildings/furniture, weapons and armor, food and medicine, and animal companions. This means you can have your colonists crashland with enough silver to be millionaires more or less, enough materials to build anything you could need for you colony, enough food and medicine to last for years and all the best weapons/armor to outfit your colonists with. And this also takes into account of other Mods you have downloaded as well. So, if you have certain types of playable races/factions, you can make your colonists from those races/factions. Have Mods that add OP weapons/armor into the game...well, you can make sure that your colonists crashland with enough weapons/armor to fully outfit every single one of your colonists without needing to craft or research them first. Hell, if you wanted to "speedrun" the ending; I am sure you could technically cause your colonists to crashland right out the gate with all the parts needed to build a spaceship to get off the planet almost immediately. Or have them crashland with enough defenses to hold off an army to see how long you can keep a colony surviving on the planet. With how much control this Mod gives you over your playthrough, I am sure it could be considered as one of the most OP Mods out there.
Should have included the Geneseed mod, your pawns wont even need bionics when you have geneseed enhancments, just chop up human corpses and you get geneseed. You can even alter the Astartes size or make it easier to create more astartes pawns, it even triples thier bodyparts Hp making them tankier. The Emperor Protects
I'm not so sure about that one. Don't the organs take a long time to grow? And I remember making a few Spess Mehrens with that geneseed in 2018, and it was impossible to replace their arms/legs/spine with bionics.
Honestly - one of the least looked at over powered mods is "call of Cthulhu - cults". Getting research to get the cult formed is relatively cheep - but the big advantage is that in Cthulhu worship bonus you can get a sacrifice option/spell to make all hostile humanoid pawns on the map go berserk with some dedicated worship / sacrifices quickly. Keep 1-2 prisoners around and every raid becomes the enemy just killing themselves and/or fleeing. It's how I deal with the void/glittertech factions when I use those mods sometimes if I start at tribal without ignorance is bliss installed.
1. I thought I could fight the void with my own bionicly inhansed super troopers. They one shot downed my finest trooper like a fucking destiny guardian. 2. The great war mod is also pretty overpowered due to the mines being a steel generator, most of the guns and armor not requiring components to make and having the damage and resistances to match a space marine.
Your are missing the terraform rimworld mod, not just you can have rich soil for free, but for 50k research you can replicate any item that exists and no pawn needs to work, the item just spawns in your stockpiles for free, compatible with any other mod.
@@sharashka510 I both love and fear that device greatly. Years ago, it could clone items with terrifying speed. Hello, hundreds of Stolen Geneseed. Or alpha/beta poly. Or whatever crazy limited / uncraftable thing you wanna clone. Just make sure you have plenty of uranium on hand - it eats that stuff like no tomorrow. This is how my Inquisitor will obtain all of the geneseed and plutonium he needs to wage war on the heretics. The Scorpion Legion will purge the nonbelievers with bullet, blade and atomic fire, in the Emperor's name!
You can also research the tech that lets you build natural rock walls, to fortify the sides of the mountain you live in, and fill up caves. Best of all, it's classified as natural rock, and enemies won't go to attack it in particular. I use it all the time to fill in swamps / parts of beaches to create more land for building, dig moats to channel the enemy into lines of fire, fill gaps in mountains - great stuff.
I can't believe industrialisation wasn't on this list you can literally mine any ore out of the ground as well as an a random chance to pull out insect jelly.
It also lets you turn prisoners (or any other human-like pawn really) into any animal, like thrumbos. You can then either tame them or kill them for their meat and valuable fur.
A few mods to recommend. "Meat Blend" and "Veggie Mix" by someonesneaky. Not overpowered per say, but they make long lasting meat and veggie substitutes. Meat blend can last 6 days before rotting, and Veggie Mix last a full year and is comparable to corn. Trains up your cooks too.
There's a mod called OP-G. With 1 steel you can make 50 Unstable Element. 1 UE can be used to make 50 steal, or plasteel, components, advanced components, silver, gold, and other things. Such as cloth that has 1000HP and doesn't decay outdoors, plus is as light at wood and can be built on bad soil. Also there are mods to remove taint from clothing.
There also _was_ a Archotechnology and Archotech Bionics Expanded mod which adds/expands (guess what) archotech prosthesis, weapons and other stuff Also VPG is a overpowered mod with 300% hydrponics and literally landfill
There is Archotech Expanded. It's great, I use it all the time for the fantastic materials. They have great stats and are an excellent resource sink. Nanomachinery cloth clothing is almost stronger than high-quality marine or cataphract armor. Now combine the two. Great for melee weapons, too.
I find the Rimmu Nation mods pretty OP, especially the ones that let you CQC and Rip and Tear enemies. (Basically both instant win buttons in melee range, one knocking someone out and the other just tearing them into so many bloody bits that they're guaranteed to die on the spot) The security they provide is also insane because they have multi rocket launchers that reach across your entire map, super gatling guns, and the ability to call in allies to help you.
I believe its called CIWS, adds a material called graphene that has like 600% in all stats and lets you make super armor outta anything and only costs wood in a smelter. The enemies also use it though so both sides eat lead. Also gives start of the game sentrys that shoot explosives or have a chance to sedate. I'll probably be taking that one out of my Moapack for next colony
Don't forget the SRTS mod and its extensions. The vehicles can transport pawns and cargo for a good distance if you have the fuel and some can even do bomb runs. They are fairly expensive though.
i'd nominate the medieval mod with the steel caltrops somewhere in there. 10% movement speed, take a bit of damage. You can use them to make killboxes insanely more effective, but for early-mid game, they are just butt ass ridiculous against anyone you'll see just by making them walk over like 4-6 tiles of caltrops under fire.
The most overpowered thing I've come across is Jarcell's vampire mod. Normally you can only get 4th generation vampires as the best and they are extremely powerful as expected. However with the concel commands you can spawn in a 1st generation vampire. I believe the numbers goes up exponentially per level and just get bonkers high when doing first generation. But it was never intended to be a thing. Yep just checked consciousness is up 66,766% manipulation is up 99,900%
Evolved Organs is super fun. You can have four arms, one of them be a tentacle why not. It's fun cost is butchering humans for their protein to mix in with the advanced components and whatever else the monstrosity requires.
The quarrys not THAT broken. It still takes plenty of time and needs a pawn basically devoted to it, plus how itll flood the area around it with chunks over time
It's the settings on Quarry that make it OP. You can make it generate 0 chunks, last an infinite duration, and give you 100% chance of whatever you want in the entire game. You can basically turn it into using developer mode to just spawn in items without actually using developer mode.
Sadly, they Quarry Mod seems to be broken currently and only works for the 1.0 - 1.1 version of RimWorld and not the current 1.2 version. From what I have experienced personally and read from other posts; when using the Quarry Mod...you cannot tell your pawns to interact directly with things. As in, you cannot right-click on anything (pawn, animal, or object) and direct your pawns to interact with said item specifically. You can't right-click on a structure blueprint and tell them to prioritize working on it and you cannot right-click on anything and tell your pawns to pick up or otherwise haul items.
in the defense of that, in the previous over powered mod video they were mentioned, I tried to mention mods we didn't talk about in previous videos on the subject
@@vfrostbane225 yeah no problem ^_^ I mean its kinda a damned if I do damned if I don't, thats why I write in the running gag of us constantly mentioning vanilla expanded and how its not a noobert video without a reference. Though I do try to mix things up, don't want to become like one of those content farms that rehash everything for views like 5 Minute Crafts...I'd rather fight Void's faction as tribals than do that
Android tiers isn't that overpowered when you consider just how damn expensive they are and that you will get tons of Androids thrown at you as well. The materials from breaking them down are nice though
@@himedo1512 well it becomes most broken when you have some kind of resource production. if you get that running. then you have infinite expendable colonist that can work 23/7. no mood management and no food production, no sleeping, no accommodations. just endless working. thats why its strong. granted with the Quarry mod it becomes rediculous. cause you just make bots for mining and produce even more.
@@Noobert specially when tribal raid cause the mortal kill the tribal scums , also the rest of the shots destroy the trash from them like dead body and their useless weapowns
More monstergirls enhanced is amazing early game. Hauling and mining is basically free (you just need the first stage of training and they will mine for you)
Funny enough with the empire mod, making a settlement in a jungle forest with all facility's for extra wood, you'll be making litterally like 15k wirh the first few people in that settlement Also I'm glad you added SNS cause me and Kiono talked about it constantly
For the best organ industry, look at the mod Plant Human. It lets you plant wildling cocoons, which, when harvested, yields one living, mobile wild man / woman. Get a mod with nonlethal turrets or something, place them around the farm, knock them out (Forced Turret Attack mod), take them to the prison, harvest. Repeat until you hate yourself, because the game is now trivial. For easy hyperweave, get Hyperweave Plantation and grow jt For less easy hyperweave, get Sparkling Worlds mod - it has recipes for crafting synthread and hyperweave, as well as healer/ resurrector mech serums. Bad news: the serums require luciferium. Good news: you can make it thanks to Mechanite Forge. Bad news: it requires the craftable resource Mechanites, which need Neutroamine. Good news: you can farm neutroamine producing flowers with the help of VGP Vegetable Garden (the core mod) and the submod VGP Medical Supplements.
The Harvest is also an op mod, imagine harvest post mortem on steroids because you get all organs and implants upon butchering. Literally thats it. I once butchered a void dude and half my map became filled with organs and implants because they have a lotttt of stuff.
Thinks SOS2 extended could get a mention, its weapon are one shot due to their bioweapon characteristic (wich works on mechs too) and the base material grants like x3 stats, and there are multiple tiers for it wich blow the last one out of the water (we're talking around 900k HP for walls) Other somewhat OP guns are the non lethal taser, bypass shield and armor and 3 hits are enough to down any living being
Since you can't see the pawns' pants in RimWorld, could it mean that they're always down ? I know there is little reason to take pride in it, but I don't play with any of these mods. So far.
Save Our Ship 2 - Extensions is a mod that is very op also has the drugs that buy more than 9k the standard movement in addition to batteries that stock millions of incredibly strong generators this being a mod that deserves a quote
Science Never Stops: Ambition of the Cosmic. Best shit ever. Spanks VOID until they run crying to daddy. Enemies from Advanced Mechanoid Warfare are a threat even for VOID. Ghost Army mechs are said to be terrifying. SRTS aircraft can bomb them from the air, Rimatomics has nuclear power, advanced turrets and NUCLEAR WEAPONS with variable yield, Genetic Rim lets you grow your own legion of monsters, Kill for Me let's you organize them into packs and turns them into a disciplined army. RimFactory and Industrial Rollers are for the Factorio fans. Some mad man is working on a Vehicle Framework for supposedly customisable land, sea and air vehicles. Save our Ship 2 lets you have your own practical, useful, functional space station or space ship, complete with ship to ship battles, boarding actions, salvaging enemy wrecks for resources, quests in space, and travel to other planets. RimWar simulates actual faction warfare and alliances, complete with global domination, and Empire lets you have your own customizable faction, with bases, military units, taxes, all sorts of stuff. Not to mention RimWorld of Magic or Rim of Madness. There's also the crazies working to make the game run properly on a multicore setup as well as functioning Z-levels (underground levels like Dwarf Fortress. There is even a mod for... ahem... adult activities, on Lover's Lab. One day, they might all be compatible with one another at the same time, you never know.
Same, takes a while to get them up there, but once you have a few pawns able to mentor the speed of the training starts to ramp up rapidly. Gets even more insane if you combine it with the Archeotech mod, not just for the implants/bionics, but for the materials. Make the Robes and hoods out of nanomachinery or picomachinery and you have mages with insane armour and environmental resistances!
@@alganhar1 This was just a Brightmage with a maxed out laser, before he limited its use to the noon hour only. My screenshot of the raid may have played some part in his decision.
Pretty much have a story about igor and some other mod that just sent waves of pirates that had power armor... In their inventory when I was shooting with pistols and using simple helms
Surprised there's no mention of the Immortality mod. Pawn die on you? Don't worry, they'll get better in a few hours! (Provided a predator doesn't come along and eat its head, anyway)
Hey noobert are you/have you done a rimworld music mods video? Would like to see it. P-MUSIC is probably more rimworld than rimworld... but yeah there are a ton and would like to see what you mention. From other games like halo, frostpunk, bioshock, FTL, xcom, stalker, ONI etc. to anime, tv shows, and Electronica. there are a bunch of music mods out there that give different sounds and music mods are not really talked about in the community. Probably due to copyright claims... I would still watch if it was all unlicensed music. Well done vid yet again. All these mods are super overpowered. There are many op mods that weren't mentioned in this video but I feel like most of them have a representation in the video such as a race and animal mods, creating resources from nothing, overtuned materials, hediffs(status buffs), and weapons etc. For example, hyperspace was mentioned which is a representative of overtuned materials. Should have added a terraforming mod, infinite trade ships, ally calling mods, and farming mod too though. Examples include, terraform rimworld, world edit 2.0, aurora trade station, rimstocks, militaryfurniture, ultrasoil. And of course there's the all powerful rimmsqol and in-game definition editor haha.
I know two OP mods CQC and Rip n Tear, made by Chicken Plucker Either knock someone out or instakill them (Or atleast weaken them horrendously) Works great against the VOID people!I managed to take down a settlement with that!
Hi. I need halp for mod. Can you help me man? I install all vanilla expanded mod with harmony to i play this mods. The problem is when i start the game and my pawn crash the bew land they do nothing except wondering untill they die. What is the problem. Is there any work to solve this problem. Sorry i taked your time. Thabks for your beauty videos
Glitterworld prime. I don’t think I want to play rimworld without it anymore but being able to buy almost anything on there and get thousands of units of steel without having to lug it with a caravan… plus the occasional broken item that sells for a fraction of the true cost so you can buy a bunch from glitterworld prime for 91 silver then sell them for 1790 to a nearby town. 😂😇
Just play the game yesterday... And one of my pet dog who loves nuzzling my colonists dies of drug addiction 😂😂😆 like literally he arrives at my colony drug free, and me not knowing he keep on taking all the drug that a cargo drop drops😂
Great info videos, and like how a rimworld character is used, just noticed that the appearing on the side of the screen while another one is there and than walking to the same spot is happening more than once, suggest trying something that doesnt happen more than 2 times
Also, hot take, any mod that gives you embrasures to hide behind is OP, even Combat Extended. You never have to worry about defending against melee pawns or manhunter packs, ever.
i like to play with immortals and the magics mod because of 2 kinds of over power one side posses semi immortaly in a form of almsot unkillable pawns wile the other has magical powers and deatly spells one side has powerfull short lived power houses wile the other side poses pawns that can literaly get hit by a lighting storm and shrug it off in a minute if u dont finish them off ....then u find someone how has both...
VOID: *appears*
me with OP mods: *ah! new organ resources!*
Harvest Everything is such a broken piece of shit XD. Especially combined with Death Rattle, Less Arbitrary Surgery, a great doctor (15+ Medical) and abundant herbal/industrial meds.
Alternatively, use The Harvest, and butcher them for their bionics.
I don't use VOID bionics though, because I don't install TRASH into my people. Archotech / stuff from Science Never Stops O N L Y.
It must be the BEST!
@@mirceazaharia2094 also, medpods are op, not for heal, but for unli organs, pair it up with the Food IV and Anesthesia IV from the IV mod
RimSec security robots can use to fight voids like you can use them instead to have less human colonists deaths
Edit:well i tried one void vs warcaskets
VOID DOESNT EVEN HAVE A SCRATCH EVEN BARRAGED WITH AMMO
When you play with both mods that increase difficulty and overpowered mods, that's balanced right?
your list of increased difficulty please? i want some thank you!
@@aku-mv1mh No one on this channel will help you to increase difficulty, we wouldn't be here if we can
More or less
ehhhhh
Depends, if playing a vanilla version of the game is more strategically difficult than the mods you're using makes your game easier..... and vise versa.
Author of Regenerator Nanohive here. It fixes worn items and equipment too. I like the video. I'll have to checkout some of these other mods later.
Thanks glad you enjoyed the video. Dm me on discord if you would like me to cover any of your other worj
@@Noobert Everything I've got is pretty small. If you ever do a special on pawn customization mods, SBS would be a good fit.
If it's fixing everything does it have high TPS requirements?
@@khanch.6807 The only conditional is if the object is in range, so relatively light for what it is. Adding or removing it mid game won't break your save, so can always give it a try.
I haven't seen any issues with tickrate. I suppose if you somehow had dozens of them, they'd start causing issues.
I'm the developer of the Science Never Stops: Ambition of the Cosmic mod, and I absolutely loved the section of this video detailing it, though I am **absolutely infuriated** that you dare call SNS: AOTC a successor of glittertech, as it is a successor of the ORIGINAL SNS mod! /joke
On a more serious note, I did indeed design SNS: AOTC with other powerful mods in mind, like glittertech and VOID.
Your presentation is excellent, and I thoroughly enjoyed the video.
Have an excellent day, Noobert!
Wow the man himself. Thanks a ton for gracing us with your wisdom. Love your work mate.
@@Noobert I much more appreciate you taking the time out of your day to talk about it publicly. I, for one, love seeing my hard work get publicly recognized!
@@explodoboyv2 this might sound like a stupid question I downloaded and activated the mod but I can't find the research for this mod none of the research tabs say sns. I don't know if I am missing something
@@jordangalentine1441 Its on the right side of main but you probably found that out already
Me with real ruins speedrunning nuclear warheads with pristine ruins: *Perfectly balanced*
I like real ruins, but I did turn down the max value available in a ruin
I love pillaging pristine ruins. The best I personally ever got was about 2 million in total loot, not counting the dead enemies and their stuff. Good fights there, too. It's more fun to loot resources than to mine for them.
For context of how broken the Ultraweave material is, wearing full ultraweave gives you ~-1000°C min comfortable temperature. Absolute zero, the lowest temperature theoretically possible, is -273.15°C.
nah its perfectly balanced
Absolute zero isn't theoretically possible afaik
@@dukedunac you are correct. The more you know. Absolute zero is better described as "the spot in a thermometer where a system reaches its lowest possible energy or thermal motion (Scientific American)"
COLDER THAN THE COLDEST HEART, TIMES INFINITY
If you want to be technical about it, the EdB Prepare Carefully Mod is probably one of the most OP Mods there is. That mod allows you to basically start off with anything and everything you could ever want/need for a perfect colony. And I mean ANYTHING and EVERYTHING. You can literally make your playthroughs infinitely easier or harder with this Mod.
You can make your colonists exactly how you want to as well as how many you want. You can either let the randomization take over or you can manually select every detail for your pawns yourself. You can choose whatever backstory/childhood they had growing up and even pick what traits they have specifically. You can choose beforehand if they have any old scars/injuries or even bionic implants. You can even set all their stats to be maxed out if you want. You can essentially make the perfect pawns that have no negative traits with upbringings to make them best tailored for specific tasks/jobs/roles in your colony.
On top of that, you can choose ALL of your starting resources when you crashland on the map. This includes: materials, buildings/furniture, weapons and armor, food and medicine, and animal companions. This means you can have your colonists crashland with enough silver to be millionaires more or less, enough materials to build anything you could need for you colony, enough food and medicine to last for years and all the best weapons/armor to outfit your colonists with.
And this also takes into account of other Mods you have downloaded as well. So, if you have certain types of playable races/factions, you can make your colonists from those races/factions. Have Mods that add OP weapons/armor into the game...well, you can make sure that your colonists crashland with enough weapons/armor to fully outfit every single one of your colonists without needing to craft or research them first.
Hell, if you wanted to "speedrun" the ending; I am sure you could technically cause your colonists to crashland right out the gate with all the parts needed to build a spaceship to get off the planet almost immediately. Or have them crashland with enough defenses to hold off an army to see how long you can keep a colony surviving on the planet. With how much control this Mod gives you over your playthrough, I am sure it could be considered as one of the most OP Mods out there.
Should have included the Geneseed mod, your pawns wont even need bionics when you have geneseed enhancments, just chop up human corpses and you get geneseed. You can even alter the Astartes size or make it easier to create more astartes pawns, it even triples thier bodyparts Hp making them tankier. The Emperor Protects
I'm not so sure about that one. Don't the organs take a long time to grow? And I remember making a few Spess Mehrens with that geneseed in 2018, and it was impossible to replace their arms/legs/spine with bionics.
Honestly - one of the least looked at over powered mods is "call of Cthulhu - cults". Getting research to get the cult formed is relatively cheep - but the big advantage is that in Cthulhu worship bonus you can get a sacrifice option/spell to make all hostile humanoid pawns on the map go berserk with some dedicated worship / sacrifices quickly. Keep 1-2 prisoners around and every raid becomes the enemy just killing themselves and/or fleeing.
It's how I deal with the void/glittertech factions when I use those mods sometimes if I start at tribal without ignorance is bliss installed.
I'ma steal this plan
1. I thought I could fight the void with my own bionicly inhansed super troopers. They one shot downed my finest trooper like a fucking destiny guardian.
2. The great war mod is also pretty overpowered due to the mines being a steel generator, most of the guns and armor not requiring components to make and having the damage and resistances to match a space marine.
Your are missing the terraform rimworld mod, not just you can have rich soil for free, but for 50k research you can replicate any item that exists and no pawn needs to work, the item just spawns in your stockpiles for free, compatible with any other mod.
Is that part of the same mod
@@founderoftheempire8589 yeah, Replicator Prototype is included in Terraform Rimworld. It's ridiculously broke
@@sharashka510 I both love and fear that device greatly. Years ago, it could clone items with terrifying speed. Hello, hundreds of Stolen Geneseed. Or alpha/beta poly. Or whatever crazy limited / uncraftable thing you wanna clone.
Just make sure you have plenty of uranium on hand - it eats that stuff like no tomorrow.
This is how my Inquisitor will obtain all of the geneseed and plutonium he needs to wage war on the heretics. The Scorpion Legion will purge the nonbelievers with bullet, blade and atomic fire, in the Emperor's name!
You can also research the tech that lets you build natural rock walls, to fortify the sides of the mountain you live in, and fill up caves. Best of all, it's classified as natural rock, and enemies won't go to attack it in particular.
I use it all the time to fill in swamps / parts of beaches to create more land for building, dig moats to channel the enemy into lines of fire, fill gaps in mountains - great stuff.
Someone stop this man, he's too powerful. Wait why do I have to sudden urge to worship a fo-
A forry?
The quarry and tilled earth mod are great in my opinion. OP yes, but I consider them as must-haves
I can't believe industrialisation wasn't on this list you can literally mine any ore out of the ground as well as an a random chance to pull out insect jelly.
Oh industrialization i need to make a rimfactory guide
Hows it compare to a quary with slaves in it I get em drill hands and end up with more steel than I can sell
Pawnmorpher can make some really broken pawns too!
Lmao ive not touched pawnmorpher in a long time
It also lets you turn prisoners (or any other human-like pawn really) into any animal, like thrumbos. You can then either tame them or kill them for their meat and valuable fur.
Cybernetically ascended elder true dragon :D
A few mods to recommend. "Meat Blend" and "Veggie Mix" by someonesneaky. Not overpowered per say, but they make long lasting meat and veggie substitutes. Meat blend can last 6 days before rotting, and Veggie Mix last a full year and is comparable to corn. Trains up your cooks too.
I see now
There's a mod called OP-G. With 1 steel you can make 50 Unstable Element. 1 UE can be used to make 50 steal, or plasteel, components, advanced components, silver, gold, and other things. Such as cloth that has 1000HP and doesn't decay outdoors, plus is as light at wood and can be built on bad soil.
Also there are mods to remove taint from clothing.
This is such an overpowered video!
Lol
There also _was_ a Archotechnology and Archotech Bionics Expanded mod which adds/expands (guess what) archotech prosthesis, weapons and other stuff
Also VPG is a overpowered mod with 300% hydrponics and literally landfill
Lmao yeah landfill is broken
The mod will be coming back at some point in the (perhaps) near future!
There is Archotech Expanded. It's great, I use it all the time for the fantastic materials. They have great stats and are an excellent resource sink. Nanomachinery cloth clothing is almost stronger than high-quality marine or cataphract armor. Now combine the two. Great for melee weapons, too.
I mean vanilla expanded has 350% hydroponics that can grow devilstrand
@@mirceazaharia2094 there a mod called archotech garbage and it's actually op and balanced and gives some lore about this mod
void is OP. Once in an island game I had a void deserter early game. The void pawn carried my colony to the late game lmao
You can't miss when you insert a Fit of the North star reference
Lmao
Fit of the North Star....lol
@@nashhope damm you google translate lol
@@nashhope that was a very fit reference...
Did you bite your tongue while typing that out?
I find the Rimmu Nation mods pretty OP, especially the ones that let you CQC and Rip and Tear enemies. (Basically both instant win buttons in melee range, one knocking someone out and the other just tearing them into so many bloody bits that they're guaranteed to die on the spot)
The security they provide is also insane because they have multi rocket launchers that reach across your entire map, super gatling guns, and the ability to call in allies to help you.
It's hard to be caught with my pants down...
Considering they're always down.
Wouldn't that make it easier?
Lmao
Fun Fact: Almost everybody downloads the most OP mod in RimWorld.
I believe its called CIWS, adds a material called graphene that has like 600% in all stats and lets you make super armor outta anything and only costs wood in a smelter. The enemies also use it though so both sides eat lead. Also gives start of the game sentrys that shoot explosives or have a chance to sedate. I'll probably be taking that one out of my Moapack for next colony
Don't forget the SRTS mod and its extensions. The vehicles can transport pawns and cargo for a good distance if you have the fuel and some can even do bomb runs. They are fairly expensive though.
Alternative title Norbert changes mod settings to make mods op
6:36 what is that big ol'deathstar and where can I find it?
Modlist somwhere around here
i'd nominate the medieval mod with the steel caltrops somewhere in there. 10% movement speed, take a bit of damage. You can use them to make killboxes insanely more effective, but for early-mid game, they are just butt ass ridiculous against anyone you'll see just by making them walk over like 4-6 tiles of caltrops under fire.
Lmao this is hilarious
Time to add wealth to my already OP colony
The most overpowered thing I've come across is Jarcell's vampire mod. Normally you can only get 4th generation vampires as the best and they are extremely powerful as expected. However with the concel commands you can spawn in a 1st generation vampire. I believe the numbers goes up exponentially per level and just get bonkers high when doing first generation. But it was never intended to be a thing. Yep just checked consciousness is up 66,766% manipulation is up 99,900%
Glad I found this channel. This editing and style of videos are perfect.
What if we did kenshi....
@@Noobert fuck yeah dude I love Kenshi
Evolved Organs is super fun. You can have four arms, one of them be a tentacle why not. It's fun cost is butchering humans for their protein to mix in with the advanced components and whatever else the monstrosity requires.
every time you say "yes yes" i imagine you pulling a sales pitch to the skaven . i am sold! give me your OP mods .
The quarrys not THAT broken. It still takes plenty of time and needs a pawn basically devoted to it, plus how itll flood the area around it with chunks over time
It's the settings on Quarry that make it OP.
You can make it generate 0 chunks, last an infinite duration, and give you 100% chance of whatever you want in the entire game. You can basically turn it into using developer mode to just spawn in items without actually using developer mode.
@@NauyaIsOnline yeah but by default its not
Sadly, they Quarry Mod seems to be broken currently and only works for the 1.0 - 1.1 version of RimWorld and not the current 1.2 version. From what I have experienced personally and read from other posts; when using the Quarry Mod...you cannot tell your pawns to interact directly with things. As in, you cannot right-click on anything (pawn, animal, or object) and direct your pawns to interact with said item specifically. You can't right-click on a structure blueprint and tell them to prioritize working on it and you cannot right-click on anything and tell your pawns to pick up or otherwise haul items.
a medbay that regenerate limbs slowly should been a end tier vanilla tech or a rare quest reward
The fact that Android Tiers and Archotech Droids arent here if kinda terrifying
in the defense of that, in the previous over powered mod video they were mentioned, I tried to mention mods we didn't talk about in previous videos on the subject
@@BrenTenkage okay i see, that makes sense. thanks!
@@vfrostbane225 yeah no problem ^_^ I mean its kinda a damned if I do damned if I don't, thats why I write in the running gag of us constantly mentioning vanilla expanded and how its not a noobert video without a reference. Though I do try to mix things up, don't want to become like one of those content farms that rehash everything for views like 5 Minute Crafts...I'd rather fight Void's faction as tribals than do that
Android tiers isn't that overpowered when you consider just how damn expensive they are and that you will get tons of Androids thrown at you as well. The materials from breaking them down are nice though
@@himedo1512 well it becomes most broken when you have some kind of resource production. if you get that running. then you have infinite expendable colonist that can work 23/7. no mood management and no food production, no sleeping, no accommodations. just endless working. thats why its strong. granted with the Quarry mod it becomes rediculous. cause you just make bots for mining and produce even more.
The best moment i have is mortal shells rain with 10 or more cluster mortals
Lmao yes
@@Noobert specially when tribal raid cause the mortal kill the tribal scums , also the rest of the shots destroy the trash from them like dead body and their useless weapowns
More monstergirls enhanced is amazing early game. Hauling and mining is basically free (you just need the first stage of training and they will mine for you)
Funny enough with the empire mod, making a settlement in a jungle forest with all facility's for extra wood, you'll be making litterally like 15k wirh the first few people in that settlement
Also I'm glad you added SNS cause me and Kiono talked about it constantly
For the best organ industry, look at the mod Plant Human. It lets you plant wildling cocoons, which, when harvested, yields one living, mobile wild man / woman. Get a mod with nonlethal turrets or something, place them around the farm, knock them out (Forced Turret Attack mod), take them to the prison, harvest. Repeat until you hate yourself, because the game is now trivial.
For easy hyperweave, get Hyperweave Plantation and grow jt For less easy hyperweave, get Sparkling Worlds mod - it has recipes for crafting synthread and hyperweave, as well as healer/ resurrector mech serums.
Bad news: the serums require luciferium.
Good news: you can make it thanks to Mechanite Forge.
Bad news: it requires the craftable resource Mechanites, which need Neutroamine.
Good news: you can farm neutroamine producing flowers with the help of VGP Vegetable Garden (the core mod) and the submod VGP Medical Supplements.
Mending costs more than bed one.
The economy of this game, even in vanilla is broken.
But... Recicle!? Nice! Go to 800 h of gaming :)
Lmao
I loved this video noobert every video you make has always made me enyoj it thank u
A single gen 3 vampire would carry me into my first 10mil+ playthrough
Great video! Keep up that good work
Thanks team worked hard on it
i always use harvest post mortem (sparingly) because its so idiotic that you cant salvage prothestics after death!
The Harvest is also an op mod, imagine harvest post mortem on steroids because you get all organs and implants upon butchering. Literally thats it. I once butchered a void dude and half my map became filled with organs and implants because they have a lotttt of stuff.
Thinks SOS2 extended could get a mention, its weapon are one shot due to their bioweapon characteristic (wich works on mechs too) and the base material grants like x3 stats, and there are multiple tiers for it wich blow the last one out of the water (we're talking around 900k HP for walls)
Other somewhat OP guns are the non lethal taser, bypass shield and armor and 3 hits are enough to down any living being
What's best about noobert? The mods he showcases are always up to date.
well we try to go for up to date mods
Since you can't see the pawns' pants in RimWorld, could it mean that they're always down ?
I know there is little reason to take pride in it, but I don't play with any of these mods. So far.
Pants mod is somwhere
@@Noobert it's true, I've seen it just yesterday.
Save Our Ship 2 - Extensions is a mod that is very op also has the drugs that buy more than 9k the standard movement
in addition to batteries that stock millions of incredibly strong generators
this being a mod that deserves a quote
Science Never Stops: Ambition of the Cosmic. Best shit ever. Spanks VOID until they run crying to daddy.
Enemies from Advanced Mechanoid Warfare are a threat even for VOID. Ghost Army mechs are said to be terrifying.
SRTS aircraft can bomb them from the air, Rimatomics has nuclear power, advanced turrets and NUCLEAR WEAPONS with variable yield, Genetic Rim lets you grow your own legion of monsters, Kill for Me let's you organize them into packs and turns them into a disciplined army.
RimFactory and Industrial Rollers are for the Factorio fans.
Some mad man is working on a Vehicle Framework for supposedly customisable land, sea and air vehicles.
Save our Ship 2 lets you have your own practical, useful, functional space station or space ship, complete with ship to ship battles, boarding actions, salvaging enemy wrecks for resources, quests in space, and travel to other planets.
RimWar simulates actual faction warfare and alliances, complete with global domination, and Empire lets you have your own customizable faction, with bases, military units, taxes, all sorts of stuff.
Not to mention RimWorld of Magic or Rim of Madness.
There's also the crazies working to make the game run properly on a multicore setup as well as functioning Z-levels (underground levels like Dwarf Fortress.
There is even a mod for... ahem... adult activities, on Lover's Lab.
One day, they might all be compatible with one another at the same time, you never know.
Gotta admit, I expected to see RimWorld of Magic on this one. I've stopped 100+ pawn raids with one pawn with that mod.
Same, takes a while to get them up there, but once you have a few pawns able to mentor the speed of the training starts to ramp up rapidly. Gets even more insane if you combine it with the Archeotech mod, not just for the implants/bionics, but for the materials. Make the Robes and hoods out of nanomachinery or picomachinery and you have mages with insane armour and environmental resistances!
@@alganhar1 This was just a Brightmage with a maxed out laser, before he limited its use to the noon hour only. My screenshot of the raid may have played some part in his decision.
Noobert...Nooooooobert...My speakers...Sound levels man...please...pretty please...
Oh yeah it was loud this time for some reason
Im sorry mate should have put a warning ⚠️
umm could we get a list on this video like you did with your other videos?
The thumbnail is great
Thankya haha
The Void is just Randy Random but a Faction
Great Video Noobert! I always look forward to your content!
7:30 My preferred strategy for tribal weapons is sell them to an arms caravan.
9:36 At least the research takes a long time.
harvest post-mortem: for when your rimworld game needs more squid
Exotics fine weaponry: "This mod adds a collection of new, balanced weaponry to the game..." ~balanced :)
Pretty much have a story about igor and some other mod that just sent waves of pirates that had power armor... In their inventory when I was shooting with pistols and using simple helms
Noobert is there a mod that cleans up the clutter pf the research menu apart from research pal?
There are a few but vanilla menu is kinda best
I never download overpowered mods but I like videos about them anyways
That was the hope XD
nobody:
quarry mod: *Go and mine some kidneys*
like WTF
Surprised there's no mention of the Immortality mod. Pawn die on you? Don't worry, they'll get better in a few hours! (Provided a predator doesn't come along and eat its head, anyway)
Ah! finally the wall repair mod, I've found it at last!
Perfect, after my first void wipe - I need some of these
Hey noobert are you/have you done a rimworld music mods video? Would like to see it. P-MUSIC is probably more rimworld than rimworld... but yeah there are a ton and would like to see what you mention. From other games like halo, frostpunk, bioshock, FTL, xcom, stalker, ONI etc. to anime, tv shows, and Electronica. there are a bunch of music mods out there that give different sounds and music mods are not really talked about in the community. Probably due to copyright claims... I would still watch if it was all unlicensed music.
Well done vid yet again. All these mods are super overpowered. There are many op mods that weren't mentioned in this video but I feel like most of them have a representation in the video such as a race and animal mods, creating resources from nothing, overtuned materials, hediffs(status buffs), and weapons etc. For example, hyperspace was mentioned which is a representative of overtuned materials.
Should have added a terraforming mod, infinite trade ships, ally calling mods, and farming mod too though. Examples include, terraform rimworld, world edit 2.0, aurora trade station, rimstocks, militaryfurniture, ultrasoil. And of course there's the all powerful rimmsqol and in-game definition editor haha.
Where is Archotech Expanded mod, that can turn your pawn into an immortal overpowered machine that can produce components and details in one second.
Hidden
All Hail the Great Fox
Nice. I already feel my computer dying from all theese new mods.
I recommend Weaponry mods, it's a mod that let you customize most guns stats work with modded gun
I know two OP mods
CQC and Rip n Tear, made by Chicken Plucker
Either knock someone out or instakill them (Or atleast weaken them horrendously)
Works great against the VOID people!I managed to take down a settlement with that!
I got an idea to create a colony of genies with research specialist and science never stops
Noobert my dude, are you still looking for Rimworld footage? That's something I think I might enjoy producing.
A heart is nice, but it's not an answer.
I think you missed the Cybernetic Storm mod. That top tier gun in that mod is very awesome.
Starwars The Force and Fully functional Lightsaber are Quite broken.
And also Polarisbloc core with its Traitreleaser and Void Key.
I don't like using overpowers mods but this looks good
Hi. I need halp for mod. Can you help me man?
I install all vanilla expanded mod with harmony to i play this mods. The problem is when i start the game and my pawn crash the bew land they do nothing except wondering untill they die. What is the problem. Is there any work to solve this problem. Sorry i taked your time.
Thabks for your beauty videos
Noobert can you do a playthrough of trying to get to True Pinnacle of Creation against the max diff void? :o
Oh accepted
@@Noobert \o/
Clay pawn.... unlimited pawn to die for... hum... fight for you ... :)
Glitterworld prime. I don’t think I want to play rimworld without it anymore but being able to buy almost anything on there and get thousands of units of steel without having to lug it with a caravan… plus the occasional broken item that sells for a fraction of the true cost so you can buy a bunch from glitterworld prime for 91 silver then sell them for 1790 to a nearby town. 😂😇
Do you know that Subscribing is not overpowered ... I know I just did it!
I love your videos.
That's all I have to say.
And thats more than enough reason for me to make more
Just play the game yesterday... And one of my pet dog who loves nuzzling my colonists dies of drug addiction 😂😂😆 like literally he arrives at my colony drug free, and me not knowing he keep on taking all the drug that a cargo drop drops😂
I haven't watch this yet, but I'll save it for later or somesuch.
"I bit my tongue twice today!"
Rip 🙏
i am very surprised he did not include the rim of madness mod
Great info videos, and like how a rimworld character is used, just noticed that the appearing on the side of the screen while another one is there and than walking to the same spot is happening more than once, suggest trying something that doesnt happen more than 2 times
But still great information about the game, liked and subbed, cant wait to hear more or see some gameplay videos
Thanks i appreciate the kind words mate
Sorry i dont reply to every comment anymore. Theres just so many. I do heart all the ones ive read though
That rabbit in the thumbnail remind me of reisen' mouth getting shoted with a carrot by junko
You are the best man ,thank you
Not really as overpowered gameplay wise but compressed raids is OP for my fps after I got it working
there was 4 series from roll1d2 that had glittertech i saw those seires
commenting to let you know that I appreciate you
If only Void was updated for 1.3 already
Also, hot take, any mod that gives you embrasures to hide behind is OP, even Combat Extended. You never have to worry about defending against melee pawns or manhunter packs, ever.
i like to play with immortals and the magics mod because of 2 kinds of over power one side posses semi immortaly in a form of almsot unkillable pawns wile the other has magical powers and deatly spells
one side has powerfull short lived power houses wile the other side poses pawns that can literaly get hit by a lighting storm and shrug it off in a minute if u dont finish them off
....then u find someone how has both...
Wasn't there already a mod to clean tainted equipment? Wouldn't that also be considered an overpowered mod?
video suggestion A doom themed rimworld mod video