This mod really makes you embrace the hunter-gatherer lifestyle as tribals. Most threats you just RUN from the world tile. And, eventually, you become good at it that you're just switching world tiles regularly anyway, to get access to more berries and game.
You've provided exactly the video on CE I've been looking for basicly since I started using the mod years ago and it's amazing. Thanks for all your work
Worth the wait; your attention to detail and commitment to thoroughness - without getting bogged down in the stats - are, as always, commendable. I also appreciate the inclusion of your preconceptions going into this, although I'm a bit peckish now.
Some things that weren't explicitly mentioned: The Rocketswarm Launcher is automatic, meaning if its considered hostile and is outside it's minimum range, it'll be attacked. That includes colony children who just went berserk because they read a Tome from Anomaly. Keep those things on Hold Fire. Also if pawns get suppressed badly enough, there's a chance of them suffering from suppression related mental breaks. Those include fleeing from combat (and hiding in their room), Shell Shock (They just lay down on the spot for a while and sleep, unable to be controlled due to being in a mental break state), and Battle Frenzy (They will still fight and seek cover and so on, but not listen to your instructions.) Other than those minor nitpicks, very good video, it is nice to actually find out how venom works, too!
Personally not using this mod because of compatibility, but i appreciates your efforts on this hours-long guide, such high quality mod review is what rimworld community needs.🎉
Compatibility is rarely an issue anymore. Maybe 5 years ago, it might've been a problem - but the CE Author and community themselves have made so many patches automatically included in the CE mod that nearly everything is compatible with it; and anything that's not, there's an "auto-patcher" feature that comes with the mod. I literally have not found a single mod that's not CE-Compatible for the past 2 years.
@@keithstone8693yes the auto patcher very useful but sometimes its make the weapons weak, or super strong, mostly weak, only special gun that have special mechanic having a problem which is as you said, rare.
i haven't watched this entire thing yet but I have been wanting to use CE on my next playthrough whenever my current one ends and wow this mod seems so great. this video is great very helpful. 34:18 this is funny
Your story at the end was "VERY" reminiscent of my first attempt to use CE blackpowder expansion with Medieval Overhaul and Insectoids 2 with some mechanoids sprinkled in just for good measure. I thought i would bring about a blackpowder revolution to this rimworld, with lines of muskets and breach-loading rifles and fancy uniforms to at least hold the line against these advance threats. That failed, badly. My first warning should have been when i tried to take on a lone empire knight in full plate of excellent quality, thinking my breachloader would easily pierce the knights armor. Only after several minutes of kiting and 20+ bullets later did i finally manage take him down after wearing out his armor... Again, this should have been my first warning, but i persisted, more out of curiosity of how far i could get despite the apparent odds. Welp, my first mechanoids dropped in, and were a constant menace. Sniping at caravans, travelers, and any of my colonist that strayed too close. It was only after a series of caravans coming and got chewed up trying to destroy them did they finally get worn down enough for my own colonist to finish them off. Then the infestation came... I had done a MO run before with CE and insectoids, but i went full medieval, and i figured if my plate-covered colonist with hammers, halberds, and pikes could take them on, then surely my musketeers could, right? The first infestation was outside my base, by now i had about a dozen colonist with smoothbores and buckshot, along with a good traditional defense of stockades, trenches, and barricades. I even had traps from Roo's xenotypes that made pitfalls to slow down individuals. Yet despite all this, the bugs still got the better of my colony, my colonist simply couldn't do enough damage to kill the bugs before they wormed there way into my unarmored lines, resulting in everyone getting diced. Suffice to say, i learned an important lesson regarding the capabilities of hightech factions like the mechs, the durability of the insects, and the importance of protection. Still haven't given up on the setting concept tho, way too cool of an idea to let go. XD Next time though, i think i'll go with a company of Landsknecht with plate and Greatswords along with the powder. But no mechanoids... Perhaps with magic or psycasters expanded they 'Might' be manageable, but it's not a challenge i'm lookin to take on.
My main thing against running CE instead of say, yayo's with it's ammo system or LTS ammo is the immense lag you get on low end systems due to explosions late game. Fragments are nuts
I love your videos so much content Chad, it’s awesome how thorough you are as well as your attention to detail. for the people who are obsessed with both this game, and learning more about it all the time these videos are great. I hope they keep coming 😊
If you have any appreciation for real world nerdy details of weapons, don't mind a little more complexity, and don't mind more modding tedium, I think you'll love CE. There are so many unnecessary, but lovely bits of gameplay that get opened up. You can truly make terrifying super soldiers. It is a hell of a feeling to load up your HP and APHE when a tribal raid turns up, while your grenadier and shotgunner start foaming at the mouth with excitement. It scratches an itch to have your sniper carry a handy little sidearm (like a handgun or PDW) that allows them to pull through close range scraps. Because of the loading system, it *can* even make sense to give a pawn more than one sidearm so them can just keep firing. Explosives just feel great - landing a 155mm HE round in the middle of a tribal raid is borderline orgasmic.
Can't wait to listen to this 14 times to figure out all the odds and ends. I installed CE like 3 weeks ago on a whim during a return to RimWorld and I've put like 300hrs into it according to steam. I don't think I can play Rimworld without CE again. I love it.
Fifteen minutes in, and I've always felt exactly like your excellent caramelized onions metaphor suggests. I'm looking forward to seeing how your opinion *evolves.*
I asked for this, and I'm all in! Edit: Watched. Great video, even I learned something new, and I've been using CE since 1.3. I've tried using other combat alternatives, but they don't have the same kick to them. When 1.5 dropped, I waited much longer than 2 weeks for CE to update (inside joke) before picking up Rimworld again.
A deserter just wiped out my entire colony. SINGLEHANDEDLY. Despite feeling brutally violated, this was some of the most awesome experience I've had in a while.
Holly molly, fantastic video, you really gave it ur all, with the quality here, and probably a bit of ur soul too. But thank you so much for what u are doing for the community. no more 300+ mods without understanding crap of what is going on. Thank u alot for ur blood and sweat.
For a few years i totally skipped CE, now i found myself unable to play witout it. And after this small and not important info from me, let's watch this massive, amazing video!
I always say that playing Rimworld without CE is like drinking tea without sugar. It's healthier, simpler, it's inteded way to go, but I would never recomend it to anyone
In my opinion it feels like there's too much random BS that can happen with combat extended, so I was never interested in it. Adding the fact like half my mods were incompatible with it and I just didn't bother.
@@MagnaSonic3000 An arrow shot from a crude bow by a piss poor shooter one shotting someone in Legendary power armor in vanilla is more random BS than anything in CE though.
But that still doesn't answer my second issue of half of my mods not working with the mod at all, so that doesn't change anything in the end. Still won't use it.
@@MagnaSonic3000 I rarely ever see a mod that is incompatible with CE, and when I do they are usually poor quality or redundant. What mods do you have problems with?
Thank you for making this video. I hope this will reduce the false information peddling being run by those who never heard of CE and thought it is a bad mod, or those who hate CE will do everything to shit on it, especially the Vanilla crowd. I can't run Rimworld without CE anymore.
I wish I could comment this on a more recent video, but since this is you newest video I will write it here. I stumbled upon you channel around 6 days ago. Been watching your videos since. You deserve a lot more subs and views! Your tutorials are extremely helpful and funny at the same time due to the fitting clips you use when explaining. Without your videos, most of my mods would just be a bystander without me actually using it. For example your tutorial on Appliance expanded, I didn’t even know about the gas Turbines being a better power generator than the normal industrial generators from VE even though I have been using the mod since 1.5. Huge respect for your dedication to Rimworld mod tutorials! There is just one things I want to ask: Could you list all mods you are mentioning throughout a video at the start or in the description of the video? Especially on videos that are longer it kinda bothers me when I see a mod I don’t have in the middle of a video and think: man I could have also added this to my modlist right from the start.
@guineatown2224 I've got a video planned for release very early into the New Year which will be explaining and sharing my 'core' modlist. It's all the stuff I keep on permanently, so not necessarily content mods, just the stuff that works really well regardless of what you're looking to do in the game, overhauls, tweaks, textures etc. Basically a 'best of' for stuff I'd include in the mod essentials series whilst hopefully giving people a really solid base to use going into 2025.
Thanks for clearing up melee combat. I got tired of reading descriptions after I made graphs for damage of different ammo types scaled against increasing sharp armor thickness.
It’s not a mod I’m ever going to run, as my mod lists are WAY too big and non-compatible (I use other mods to get a softer, more vanilla-y version of what CE does), but I am still gonna watch this entire video dangit!
I've spent a lot of time with CE, and it's mostly because Rimworld lets you manage down to an individuals ammo count. There's something satisfying about having 6 soldiers dressed exactly the same because your war-slaves aren't allowed to stop sewing. Plus, what other tactical RTS lets you force child soldiers to burn incapacitated raiders?
Thanks for these videos btw. If you want another mod, Arcane Technologies can be nice. Helps research not become pointless when you can just take super advanced gear/weapons from enemies.
I just subbed after viewing some of your other mod rundow- oh god that length Also will you maybe do an overview of the ratkin mod? Its pretty iconic to Rimworld (atleast from an outside perspective) but I dont really see much videos covering it, or atleast not in this kind of style.
@cliffdewiz Don't sweat me burning out, this thing took like a month to get out for a reason. I've got a really sensible work schedule as killing myself to get videos out isn't the goal for this channel.
Early game, hollow point are devastating, once the enemies start showing up with flack or vests you want to switch to FMJ and when they start showing up with plate or something more serious you will want AP. It's not rocket math. However the ammo type expansion actually makes Militors a LOT more versatile since there are a bunch of types of rounds for their little shotguns, beanbag rounds are really good early game for a mechanitor since it allows you to capture opponents pretty handily
i was the person responsible for the most recent sharp and blunt armor rating descriptions. sure, you could call them terrifying. the formulas were added because having to answer the same question of "how does armor work exactly?" over and over again became too tiring/annoying. although, this video has given me some motivation to redo them. regarding other stats on the weapon screen, the duplicate burst shot count and fire rate is unintentional, and, last time i checked, already has a fix ready, only needing to be reviewed, approved and merged. when you were talking about suppression, there are actually only two suppression levels: yellow and red. what you mistook for orange is actually red. what causes pawns to flee is not (EDIT: only) suppression, but a tracked danger rating of all the map's cells, which decays over time after increasing from flying projectiles, landed explosives and explosions, and affects how well a pawn considers that position safe (breaking LOS with enemy, distance from enemy and cover height also affects the pawn's perception). a pawn will flee their position if they are at least in yellow suppression, their current position's safety rating is too low and there are safer positions for them to beeline to. also, i don't recall if you mentioned this, but pawns can enter shellshock or combat frenzy mental breaks from being in red suppression for too long, with one permanently hunkering a pawn down, and the other making a pawn go berserk against enemies, disregarding suppression, dangers, cover and their ammunition. also, i was gladly surprised that you noticed parry exhaustion is a thing - i don't recall it being explained or mentioned anywhere. in the code itself there still exists an ancient TODO to make parry exhaustion save between game loads. by the way, barely anything has resistance against electric damage (though fleshy beings innately half electric damage taken), so if a raider clad in legendary cataphract armor ever comes your way and you don't have anything to pen with, a last ditch effort could be using EMP slugs or EMP grenades against him.
Given how much I could have potentially said incorrectly in regards to mechanics coverage, I'll consider it a victory that I only got those few bits wrong! Hope the video helps in understanding how a player that has only recently started using the mod goes about reading the pages and works towards breaking this stuff down/figuring it out. I get why the armour formula is written how it is, I wonder if it almost needs an example filling in the formula somewhere to show players exactly how to use it. Even if it's just buried in a tutorial tooltip for further reference.
Am I blind, or is the section on configuration options missing? You mentioned you'd do a section on them early in the video but I've gotten to the conclusion section (great video btw) and I don't think you went over it
@fairyfloss8740 Like Rocket said they're in the conclusions section. It was a part that was massively cut down as originally it was a 20-25 minute segment comparing back and forth with options on/off. It felt *really* overdone.
one thing i want to know is why yayo combat dont have as much problem as combat "is it CE compatible" extended, and lookin at first glance i find it weird cause they do the same thing as far as i know change guns and armor algotith to make it so your prestige catafrag wearing pawn dont loose a eye to a shortbow, so how one has this stigma around it while the other dont, is it cause yayo is newer than ce?
CE reworks armor to be about thickness so every new armor has to be reworked for it instead of being based on tech level and armor percentages like Yayo. It also completely changes projectile behavior and the way pawns take cover which also alters the way buildings work
One problem I've always had with CE is that difficulty is so highly dependent on what type of raid you're facing. If you can manage a mechanoid raid then all tribal raids are trivially easy and boring, if tribal raids prove a challenge you'll get absolutely bodied by mechanoids. Are there any tricks that can make every type of raid actually interesting to deal with?
You'd basically need mods that add or make strong xenotypes for tribes + psycasts (magic) or give them strong tribal tier weapons, aside from things like makeshift explosives other types of weapons that could also have special effects Even then it's no guarantee, it makes perfect sense that if the super death Mecha hive mind can't kill you that a bunch of random malnourished cavemen won't be able to either
@Joey5537 There is a pretty good use case for Ignorance Is Bliss (steamcommunity.com/sharedfiles/filedetails/?id=2554423472) so that seriously underpowered or overpowered threats (in terms of tech) aren't engaging with your colony. Those above you would gain nothing from attacking you, you're still banging sticks together whilst they have firearms, equally those below you wouldn't charge headfirst into your murderbox wearing cloth armour and wielding clubs. Definitely a mod that you need to tailor your list around and tweak differently compared to vanilla.
@@Daniel-ul8kr Oh yes, it makes sense absolutely. It's moreso that I prioritize raids being interesting to deal with than realism, but yeah I guess I'll have to look around at various mods that buff the tribals.
Iirc there's a mod that makes psycaster can keep level up through anima tree. This could buff Tribals with psycast to be more challenging. it's name is keep on linking
0:00 - GREAT! A detailed video about the CE mod! 15:00 - How long is this video? It has been 15min. 30:00 - WOW! So much info! This is a really great video...but, wow, there is a lot of fact! 55:00 - Even more fact....and wow CE is cool mod. But scary, will Rimworld still be Rimworld with CE? 1:15:00 - wow...information overload. 1:45:00 - I cant feel my legs..and why is my nose bleading? 2:10:00 - I cant see because I am bleading out of my eyes but I can still hear..So much info... 2:25:00 - agh PuTe asorp trreap aooppll. 2:30:23 - ............ (GREAT VIDEO!)
@LionOfTawhid as long as they're helping people, it's all that matters. When I started this series I was buzzed to break 100 views in a day so I'm not going to complain!
is this video compatible with combat extended?
Is the post above CE compatible?
Is CE compatible with CE?
😭😭😭
Is this reply section compatible with combat extended
Is this program CE compatible
*sees video title*: oh God
*sees video runtime*: oh GOD
You deserve real respect for your dedication
Really stretching that for that 10 minute mark, huh.
Can't wait to consume this in the next five days.
Me consuming it in one sitting
Babe wake up. Someone tried to make a combat extended run down without going berserk
“Were going to take a quick look” the two hour video…
@@Hazidorus *laughs in Hbomberguy subscriber*
@@BeefyBacardi ew
@@Zlyde007why the ew?
Mod Rundown: the Movie
(Extended cut)
Thanks! This isnt much but I don't have much. Just wanted to show some gratitude.
What is ZAR?
@shinjia5724 South African Rand
@@shinjia5724 I had to Google it because I also didn’t know. It’s the currency of South Africa.
@@shinjia5724Zuid-Afrikaanse Rand, or South-African Rand in Dutch.
Wait... 2 with a half hour of content?
Now we're going some proper numbers!
Thanks
Thanks!
This mod really makes you embrace the hunter-gatherer lifestyle as tribals. Most threats you just RUN from the world tile. And, eventually, you become good at it that you're just switching world tiles regularly anyway, to get access to more berries and game.
Finally a good, long, youtube video for me to watch for the next week.
HOLLY SHT, HE DID IT LADS
i usually run CE and CAL-5000, they call me a masochist, i...i dont even want to deny it.
Best ce guild to date, ngl
Hah Jokes on them
I play without killboxes and i only use slugs if im going to use shot guns
With 500% randy
CE and CAI with a restrained raid size sounds hella fun tho. Maybe 30 enemies at max.
@@affandede6412What mod makes the raid size lower?
@@Asphyx12Compressed Raiders is the only one I can think of
You've provided exactly the video on CE I've been looking for basicly since I started using the mod years ago and it's amazing. Thanks for all your work
2 and a half hours of content from the man, the myth, the legend himself! let's go boys. time to lock in.
Very clear video, every part of the mod clearly explained without bloat. It earned its 2 hours and a half, you passed yet again the slop check!
Worth the wait; your attention to detail and commitment to thoroughness - without getting bogged down in the stats - are, as always, commendable. I also appreciate the inclusion of your preconceptions going into this, although I'm a bit peckish now.
Best guide on CE, probably ever.
Very glad to see this finally coming out!! I'm loving hearing your perspective on things regarding the combat changes.
You actually did it. Looking forward to learning all the things I never knew about CE when I get around to watching this
Some things that weren't explicitly mentioned: The Rocketswarm Launcher is automatic, meaning if its considered hostile and is outside it's minimum range, it'll be attacked. That includes colony children who just went berserk because they read a Tome from Anomaly. Keep those things on Hold Fire. Also if pawns get suppressed badly enough, there's a chance of them suffering from suppression related mental breaks. Those include fleeing from combat (and hiding in their room), Shell Shock (They just lay down on the spot for a while and sleep, unable to be controlled due to being in a mental break state), and Battle Frenzy (They will still fight and seek cover and so on, but not listen to your instructions.) Other than those minor nitpicks, very good video, it is nice to actually find out how venom works, too!
The best form of discipline tbh
Two and a half hours of combat extended?? We're eating good tonight
Just started watching and just want to thank you so much for making this!
Awesome, I've been waiting for this one. I've been playing with CE for a really darn long time
Personally not using this mod because of compatibility, but i appreciates your efforts on this hours-long guide, such high quality mod review is what rimworld community needs.🎉
Compatibility is rarely an issue anymore. Maybe 5 years ago, it might've been a problem -
but the CE Author and community themselves have made so many patches automatically included in the CE mod that nearly everything is compatible with it;
and anything that's not, there's an "auto-patcher" feature that comes with the mod. I literally have not found a single mod that's not CE-Compatible for the past 2 years.
@@keithstone8693yes the auto patcher very useful but sometimes its make the weapons weak, or super strong, mostly weak, only special gun that have special mechanic having a problem which is as you said, rare.
i haven't watched this entire thing yet but I have been wanting to use CE on my next playthrough whenever my current one ends and wow this mod seems so great. this video is great very helpful. 34:18 this is funny
RIGHT when I was about to ask, this video appears. It is like Randy being nice to me today.
Your story at the end was "VERY" reminiscent of my first attempt to use CE blackpowder expansion with Medieval Overhaul and Insectoids 2 with some mechanoids sprinkled in just for good measure. I thought i would bring about a blackpowder revolution to this rimworld, with lines of muskets and breach-loading rifles and fancy uniforms to at least hold the line against these advance threats.
That failed, badly. My first warning should have been when i tried to take on a lone empire knight in full plate of excellent quality, thinking my breachloader would easily pierce the knights armor. Only after several minutes of kiting and 20+ bullets later did i finally manage take him down after wearing out his armor... Again, this should have been my first warning, but i persisted, more out of curiosity of how far i could get despite the apparent odds.
Welp, my first mechanoids dropped in, and were a constant menace. Sniping at caravans, travelers, and any of my colonist that strayed too close. It was only after a series of caravans coming and got chewed up trying to destroy them did they finally get worn down enough for my own colonist to finish them off.
Then the infestation came... I had done a MO run before with CE and insectoids, but i went full medieval, and i figured if my plate-covered colonist with hammers, halberds, and pikes could take them on, then surely my musketeers could, right?
The first infestation was outside my base, by now i had about a dozen colonist with smoothbores and buckshot, along with a good traditional defense of stockades, trenches, and barricades. I even had traps from Roo's xenotypes that made pitfalls to slow down individuals. Yet despite all this, the bugs still got the better of my colony, my colonist simply couldn't do enough damage to kill the bugs before they wormed there way into my unarmored lines, resulting in everyone getting diced.
Suffice to say, i learned an important lesson regarding the capabilities of hightech factions like the mechs, the durability of the insects, and the importance of protection.
Still haven't given up on the setting concept tho, way too cool of an idea to let go. XD Next time though, i think i'll go with a company of Landsknecht with plate and Greatswords along with the powder. But no mechanoids... Perhaps with magic or psycasters expanded they 'Might' be manageable, but it's not a challenge i'm lookin to take on.
Best Video ever made about CE. I will know give it a try after many failed attempts. Thank you for your hard work.
My main thing against running CE instead of say, yayo's with it's ammo system or LTS ammo is the immense lag you get on low end systems due to explosions late game. Fragments are nuts
U are not alone 😢
There's an option to combine explosions and turn off cook-offs.
I love your videos so much content Chad, it’s awesome how thorough you are as well as your attention to detail. for the people who are obsessed with both this game, and learning more about it all the time these videos are great. I hope they keep coming 😊
50:13 absolutely savage lmao you ain't wrong
Well done getting this one out my friend, fantastic
If you have any appreciation for real world nerdy details of weapons, don't mind a little more complexity, and don't mind more modding tedium, I think you'll love CE. There are so many unnecessary, but lovely bits of gameplay that get opened up. You can truly make terrifying super soldiers. It is a hell of a feeling to load up your HP and APHE when a tribal raid turns up, while your grenadier and shotgunner start foaming at the mouth with excitement. It scratches an itch to have your sniper carry a handy little sidearm (like a handgun or PDW) that allows them to pull through close range scraps. Because of the loading system, it *can* even make sense to give a pawn more than one sidearm so them can just keep firing. Explosives just feel great - landing a 155mm HE round in the middle of a tribal raid is borderline orgasmic.
finally someone makeing good long videos about something i needed to know about. glad to see you pop up in my recommendations again!
2.5 hours, hot damn, upvoting and commenting to provide the algorithmic help for sheer commitment
Can't wait to listen to this 14 times to figure out all the odds and ends.
I installed CE like 3 weeks ago on a whim during a return to RimWorld and I've put like 300hrs into it according to steam.
I don't think I can play Rimworld without CE again. I love it.
Fifteen minutes in, and I've always felt exactly like your excellent caramelized onions metaphor suggests. I'm looking forward to seeing how your opinion *evolves.*
I asked for this, and I'm all in!
Edit: Watched. Great video, even I learned something new, and I've been using CE since 1.3. I've tried using other combat alternatives, but they don't have the same kick to them. When 1.5 dropped, I waited much longer than 2 weeks for CE to update (inside joke) before picking up Rimworld again.
A deserter just wiped out my entire colony. SINGLEHANDEDLY.
Despite feeling brutally violated, this was some of the most awesome experience I've had in a while.
As they should, how does spacertech power armor get pierced by cowboy guns???
Holly molly, fantastic video, you really gave it ur all, with the quality here, and probably a bit of ur soul too. But thank you so much for what u are doing for the community. no more 300+ mods without understanding crap of what is going on. Thank u alot for ur blood and sweat.
For a few years i totally skipped CE, now i found myself unable to play witout it. And after this small and not important info from me, let's watch this massive, amazing video!
0:30 UT99 intro theme. You are truly a man of great taste
2 and a half hours???? THAT'S IT???
Jk man, great job :)
Missed you a lot
Awesome video! Despite paying with CE for ages, still learned a couple of things! A great introduction for newer CE payers too. Thanks for making it!
Very cool video and I really appreciate the depth and detail you went into making this video. (:
Yes, thank you, finally the video that helps me overcome my initial confusion of CE and makes me wanna try it out.
Thank you very much for your hard work! The video is extremely well done!
I always say that playing Rimworld without CE is like drinking tea without sugar. It's healthier, simpler, it's inteded way to go, but I would never recomend it to anyone
Nah rimworld is great as is, but can be better through modding
(Though I like my coffee black so who am I kidding?)
In my opinion it feels like there's too much random BS that can happen with combat extended, so I was never interested in it. Adding the fact like half my mods were incompatible with it and I just didn't bother.
@@MagnaSonic3000 An arrow shot from a crude bow by a piss poor shooter one shotting someone in Legendary power armor in vanilla is more random BS than anything in CE though.
But that still doesn't answer my second issue of half of my mods not working with the mod at all, so that doesn't change anything in the end. Still won't use it.
@@MagnaSonic3000 I rarely ever see a mod that is incompatible with CE, and when I do they are usually poor quality or redundant. What mods do you have problems with?
Thank you for making this video. I hope this will reduce the false information peddling being run by those who never heard of CE and thought it is a bad mod, or those who hate CE will do everything to shit on it, especially the Vanilla crowd. I can't run Rimworld without CE anymore.
Thanks for the video, can't believe UA-cam didn't notify me about this :(
Yeaaaah, bwoiiii. I've been hype for you to do this one.
I wish I could comment this on a more recent video, but since this is you newest video I will write it here. I stumbled upon you channel around 6 days ago. Been watching your videos since. You deserve a lot more subs and views! Your tutorials are extremely helpful and funny at the same time due to the fitting clips you use when explaining. Without your videos, most of my mods would just be a bystander without me actually using it. For example your tutorial on Appliance expanded, I didn’t even know about the gas Turbines being a better power generator than the normal industrial generators from VE even though I have been using the mod since 1.5. Huge respect for your dedication to Rimworld mod tutorials! There is just one things I want to ask: Could you list all mods you are mentioning throughout a video at the start or in the description of the video? Especially on videos that are longer it kinda bothers me when I see a mod I don’t have in the middle of a video and think: man I could have also added this to my modlist right from the start.
@guineatown2224 I've got a video planned for release very early into the New Year which will be explaining and sharing my 'core' modlist. It's all the stuff I keep on permanently, so not necessarily content mods, just the stuff that works really well regardless of what you're looking to do in the game, overhauls, tweaks, textures etc.
Basically a 'best of' for stuff I'd include in the mod essentials series whilst hopefully giving people a really solid base to use going into 2025.
I knew this video would be long but didnt expected over 2 hours
holy molly "we'll be taking a quick look", hmmm ok lemme get a snack
2 hours, we thank you for your service
Ive been waiting for this one. Ive seen people using it a lot
Thanks for clearing up melee combat. I got tired of reading descriptions after I made graphs for damage of different ammo types scaled against increasing sharp armor thickness.
It’s not a mod I’m ever going to run, as my mod lists are WAY too big and non-compatible (I use other mods to get a softer, more vanilla-y version of what CE does), but I am still gonna watch this entire video dangit!
Man u really should make a rundown on the new released SoS2 i think that be a great 3h episode :p
I've spent a lot of time with CE, and it's mostly because Rimworld lets you manage down to an individuals ammo count. There's something satisfying about having 6 soldiers dressed exactly the same because your war-slaves aren't allowed to stop sewing. Plus, what other tactical RTS lets you force child soldiers to burn incapacitated raiders?
Haven't watch it yet but I just gotta say given the length: Dear god what have you done, I'm in!
I didn't know this was released, now I don't have to learn the mechanics manually
Thanks for these videos btw.
If you want another mod, Arcane Technologies can be nice. Helps research not become pointless when you can just take super advanced gear/weapons from enemies.
I just subbed after viewing some of your other mod rundow- oh god that length
Also will you maybe do an overview of the ratkin mod? Its pretty iconic to Rimworld (atleast from an outside perspective) but I dont really see much videos covering it, or atleast not in this kind of style.
It's because it's kind of a relic of Rimworld pre 1.3 (Biotech) and hasn't been extremely well updated since
Naaah they gotta be trolling that crowd omg 😂😂😂😂 "EBT is crazy" im in tears
"We'll be taking a quick look" lol. That shit had me doing a spit take. I like these long ones, but don't burn yourself out.
@cliffdewiz Don't sweat me burning out, this thing took like a month to get out for a reason. I've got a really sensible work schedule as killing myself to get videos out isn't the goal for this channel.
Where was this notification like 2 hours ago? I just spent nearly an 1½ in traffic I could have listened to this instead
Early game, hollow point are devastating, once the enemies start showing up with flack or vests you want to switch to FMJ and when they start showing up with plate or something more serious you will want AP. It's not rocket math.
However the ammo type expansion actually makes Militors a LOT more versatile since there are a bunch of types of rounds for their little shotguns, beanbag rounds are really good early game for a mechanitor since it allows you to capture opponents pretty handily
holy moly, 2.5hrs of CE
Hey this is great video just got into work and going to use this burn through time while I walk around
commenting for the sake of your channel
i was the person responsible for the most recent sharp and blunt armor rating descriptions. sure, you could call them terrifying. the formulas were added because having to answer the same question of "how does armor work exactly?" over and over again became too tiring/annoying. although, this video has given me some motivation to redo them.
regarding other stats on the weapon screen, the duplicate burst shot count and fire rate is unintentional, and, last time i checked, already has a fix ready, only needing to be reviewed, approved and merged.
when you were talking about suppression, there are actually only two suppression levels: yellow and red. what you mistook for orange is actually red. what causes pawns to flee is not (EDIT: only) suppression, but a tracked danger rating of all the map's cells, which decays over time after increasing from flying projectiles, landed explosives and explosions, and affects how well a pawn considers that position safe (breaking LOS with enemy, distance from enemy and cover height also affects the pawn's perception). a pawn will flee their position if they are at least in yellow suppression, their current position's safety rating is too low and there are safer positions for them to beeline to. also, i don't recall if you mentioned this, but pawns can enter shellshock or combat frenzy mental breaks from being in red suppression for too long, with one permanently hunkering a pawn down, and the other making a pawn go berserk against enemies, disregarding suppression, dangers, cover and their ammunition.
also, i was gladly surprised that you noticed parry exhaustion is a thing - i don't recall it being explained or mentioned anywhere. in the code itself there still exists an ancient TODO to make parry exhaustion save between game loads.
by the way, barely anything has resistance against electric damage (though fleshy beings innately half electric damage taken), so if a raider clad in legendary cataphract armor ever comes your way and you don't have anything to pen with, a last ditch effort could be using EMP slugs or EMP grenades against him.
Given how much I could have potentially said incorrectly in regards to mechanics coverage, I'll consider it a victory that I only got those few bits wrong!
Hope the video helps in understanding how a player that has only recently started using the mod goes about reading the pages and works towards breaking this stuff down/figuring it out. I get why the armour formula is written how it is, I wonder if it almost needs an example filling in the formula somewhere to show players exactly how to use it. Even if it's just buried in a tutorial tooltip for further reference.
best take ever, once you go CE you don't go back!
I have been waiting for this one for a looong time😁😁😁😁
I rate this one boomalope out of 3 Centipedes
Is the subscribe button CE compatible?
I see combat extended content. I give like
Am I blind, or is the section on configuration options missing? You mentioned you'd do a section on them early in the video but I've gotten to the conclusion section (great video btw) and I don't think you went over it
He didn't show the options on screen but he talked about them at the end of the video.
@fairyfloss8740 Like Rocket said they're in the conclusions section. It was a part that was massively cut down as originally it was a 20-25 minute segment comparing back and forth with options on/off. It felt *really* overdone.
you can build powered exoframe to increase carry weight .
But is it combat extended compatible?
Love these videos ❤ would love to see a mousekin mod rundown
You get a like and comment just because this seemed like a hassle. (This user is not CE compatable.. yet)
Nobody gonna point out how poor Kiko was absolutely smoked by the bolty from behind cover? 2:04:09
Poor guy dude
50:00 Absolute Madlad. 🇺🇸🫡🦅
This video is incompatible with my sleep schedule.
you are amazing mate
can you make a video about rh2 -red horse 2 mod?
2 and a half hours STRAP IN BOYS
increíble video gracias por el trabajo
one thing i want to know is why yayo combat dont have as much problem as combat "is it CE compatible" extended, and lookin at first glance i find it weird cause they do the same thing as far as i know
change guns and armor algotith to make it so your prestige catafrag wearing pawn dont loose a eye to a shortbow, so how one has this stigma around it while the other dont, is it cause yayo is newer than ce?
CE reworks armor to be about thickness so every new armor has to be reworked for it instead of being based on tech level and armor percentages like Yayo. It also completely changes projectile behavior and the way pawns take cover which also alters the way buildings work
2.5 hours of Peak has arrived
Wow, being called out for listening on monitor 2 play RW one 1 is not what I expected today.
Respect bro
holy shit he did it
madlad
You're the GOAT ❤
One problem I've always had with CE is that difficulty is so highly dependent on what type of raid you're facing. If you can manage a mechanoid raid then all tribal raids are trivially easy and boring, if tribal raids prove a challenge you'll get absolutely bodied by mechanoids.
Are there any tricks that can make every type of raid actually interesting to deal with?
You'd basically need mods that add or make strong xenotypes for tribes + psycasts (magic) or give them strong tribal tier weapons, aside from things like makeshift explosives other types of weapons that could also have special effects
Even then it's no guarantee, it makes perfect sense that if the super death Mecha hive mind can't kill you that a bunch of random malnourished cavemen won't be able to either
@Joey5537 There is a pretty good use case for Ignorance Is Bliss (steamcommunity.com/sharedfiles/filedetails/?id=2554423472) so that seriously underpowered or overpowered threats (in terms of tech) aren't engaging with your colony. Those above you would gain nothing from attacking you, you're still banging sticks together whilst they have firearms, equally those below you wouldn't charge headfirst into your murderbox wearing cloth armour and wielding clubs.
Definitely a mod that you need to tailor your list around and tweak differently compared to vanilla.
@@Daniel-ul8kr Oh yes, it makes sense absolutely. It's moreso that I prioritize raids being interesting to deal with than realism, but yeah I guess I'll have to look around at various mods that buff the tribals.
Iirc there's a mod that makes psycaster can keep level up through anima tree. This could buff Tribals with psycast to be more challenging. it's name is keep on linking
Good review
The magnum opus!
0:00 - GREAT! A detailed video about the CE mod!
15:00 - How long is this video? It has been 15min.
30:00 - WOW! So much info! This is a really great video...but, wow, there is a lot of fact!
55:00 - Even more fact....and wow CE is cool mod. But scary, will Rimworld still be Rimworld with CE?
1:15:00 - wow...information overload.
1:45:00 - I cant feel my legs..and why is my nose bleading?
2:10:00 - I cant see because I am bleading out of my eyes but I can still hear..So much info...
2:25:00 - agh PuTe asorp trreap aooppll.
2:30:23 - ............
(GREAT VIDEO!)
It's kinda sad that your videos get thousands of views rather than 10s of thousands of views
@LionOfTawhid as long as they're helping people, it's all that matters. When I started this series I was buzzed to break 100 views in a day so I'm not going to complain!