anybody played it yet? made any communist catboys? how do you feel about adding children to this uniquely fucked up but fun game?

i'm version locked on 1.3 and waiting to finish my transhuman pirate female supremacist save our ship run which i spent weeks carefully modding and adding in my own ship rosters.

  • UglySpaghettiHoe [he/him]
    ·
    2 years ago

    I had a 7 year old kid with 2 bricks of yayo in his possession wander onto the map. In less than a minute he was immediately killed by a wolf. RIP to him but thanks for the coke. Honestly I'm liking the addition of kids so far. If you're going for a colony with morals/empathy then looking out for the safety and prosperity of children is pretty cool.

    Genes seem neat but I'm kinda waiting to see what the modding community builds off of the framework the expansion provided. That and waiting for a lot of QoL mods to get updated for the new version.

  • BattlemechPotemkin [he/him]
    ·
    2 years ago

    Genemod stuff and mechanoid content is cool, but I am more interested in how modders will expand on it. Dead Calm is my favorite thing so far, no social fighting, no violent breaks.

    Kids in RimWorld seem like a good addition overall. It's cool to have multiple generations in a base. I'm still surprised they went through with it though.

  • Aryuproudomenowdaddy [comrade/them]
    ·
    2 years ago

    You've been able to have children for years with mods. They're kinda like long term prisoners in that you spend time/resources to raise them to be productive but you can apparently age them artificially in bio vats like you're pumping out clone troopers in Biotech.

    I made a teenage vampire and have been enjoying that. Might try the mechanitor start tomorrow.

    • Goadstool [he/him, comrade/them]
      ·
      2 years ago

      They’re kinda like long term prisoners in that you spend time/resources to raise them to be productive

      Just like real children!

  • Gamer_time [he/him]
    ·
    2 years ago

    Waiting on some more mods to update lol, especially after Oskar announced the rework of the tools mod

    But i took a quick peek and it seems you can do a lot of cool stuff, a sort of points system where you have to take negatives to get positives along with aesthetic 0 point cost genes. I have also been playing with children already, my last save before the update had several children bumbling about my mountain base, so I approve of the official addition of them as a base system instead of something that could get janked up by mods.

    • Aryuproudomenowdaddy [comrade/them]
      ·
      2 years ago

      I haven't actually used children since Ideology dropped because adding in mods for them broke anima grass generation for my tribal runs.

  • WittyProfileName2 [she/her]
    ·
    2 years ago

    Rimworld's latest update and DLC broke mods, some users straight up can't load the game if they have item subscribed in steam workshop. They don't even need to be active just downloaded and Rimworld crashes on the main menu.

    As a result I haven't played biotech yet.

    • Des [she/her, they/them]
      hexagon
      ·
      2 years ago

      hmm. yeah i have mine rolled back under the "betas" menu but just in case i have steam offline while i copy the game to a different folder. it's to be expected though you basically have to kiss your mods goodbye if you want to upgrade.

      • WittyProfileName2 [she/her]
        ·
        2 years ago

        Hopefully being able to raise an army of cyborg vampires will make up for losing my modlist.

  • Abraxiel
    ·
    2 years ago

    Been neat so far, though I haven't gotten far enough with a colony to start mass gene-modding or mech-making.

    One thing I've liked so far is that a lot of the factions have been assigned genotypes that flavor them up much better than even ideology did. I'm particularly fond of the waster pirates.