the spotlight actually does something tangible, it gives a big -80% efficiency on the eyes of raiders in the light, meaning they will have a hard time shooting back accurately, but it also blinds your guys if they are in the circle, for example when going into melee
Hey BaRKy, viewer 57 here. Thanks for asking what's up but there isn't that much going on today as it's a lazy sunday. I won't play RimWorld today as my colony is getting a heavy raid at the moment and i don't wanna spoil the rest of my day by loosing colonists in it. But i managed to do some housechores like vacuuming the apartment and preparing some tasty meal. hope you have a wonderful day too and i'll see you around! cheers, 57
I came back to the game after a long while and installed a ton of the vanilla expanded mods, didn't even realize some of this was from the mod and not the base game.
yeah i hate how all factions look exactly the same , and its kinda stupid for example the empire has high tier cataphract armors but barely has a machining bench
I really like this mod the flame turret is amazing for high count mobs I put a wood floor in the zone where the turret can aim so it catches fire stopping mobs
Regarding floor turrets: have a power cable on its own and unpowered, with reconnection range to that turret. Make it reconnect back and forth to power it on and off without needing a pawn to go and turn it off/on.
Well, all the Vanilla Expanded mods are primarily focused on expanding vanilla gameplay in interesting ways, while adhering very closely to the vanilla _art style._ So...eh. This makes sense from that perspective. Still prefer Rimatomics for shelling other colonies though.
@Gabriel Amaral Definitely a fair point. Seems to me the best intention would be fire-support. Maybe you'd need something like RimWar to have this make any real sense. I have no idea how the AI behaves in RimWar though, and that's in (very) beta.
@Gabriel Amaral FWIW, AMD’s line-up is absolutely killing it for value now if you decide to upgrade. And since Rimworld is really CPU-bound that’s the place to do it.
Target world tile button isnt there for me and i tried either steel artillery or the heavy one NVM: It was because Combat Extended Overrides These, is there any way to bring it back tho please ?
Hey Barky, just moved Rinworld to my SSD, then I see you're doing Mod Showcases again. IIRC They removed the light accuracy bonus in B16-17, before I started on B18. Your melee (maybe ranged) colonists won't get the "in darkness" debuff.
@@nash-p I think the light bonus was removed because it was too easy to always have in your favour. 1. Light near your cover 2. Roof over enemy's side 3. ??? 4. Leather Hats
As far as i've observed the shells hit randomly on a map. I like to send a few people over there to watch the carnage. Also keep in mind he bombed that outpost with multiple antigrain shells. Not the normal ones, they dont do much damage. ...i've already bombarded an outpost with about 30 normal shells and only a few actually hit. It happens.
umm, my shield generator seems to jusr decide to DIE whenever my pawns start shooting. is the balancing factor that even your own pawns bullets damage the shield? my pawns start shooting, the enemy doesnt shoot back yet but the shield starts taking damage......
The shield generator randomly catch fire if my pawn shooting enemy from the inside. Floor turret is too weak. Sentry gun is good for use with mechanoid mod. Only laser turret and double autocannon worth using in defense, flame turret get sniped by mechanoid in no time.
@@dylanmcshane9976 I know it's been a year, but just to let you know, he was using antigrain warheads, which are extremely rare and only obtainable via quests. (I haven't seen one from a quest yet)
@@youzhou3001 I mod that game until its s A massive abomination of things I can barely comprehend. When its done. I believe what you said though. I'm just trying to reason why I didn't already know that. Years ago. Lol
All mods should work with Combat Extended. After all, mechanoid centipedes should take damage from heat weapons since they are like tanks and small arms should have no effect. More realistic using the games various types of heat weapons
The shield fucking sucks. Dont use it and download the other shield mods. It has just 750 HP and lasted just a few seconds against a mech raid. A drop raid came it, it stopped only 2 pods. For something s costly, don't build it.
the spotlight actually does something tangible, it gives a big -80% efficiency on the eyes of raiders in the light, meaning they will have a hard time shooting back accurately, but it also blinds your guys if they are in the circle, for example when going into melee
it also allows you to make an actual sun, blinding people for literally 0 reason
@Trần Hoàng Quân I think bionic eyes are unaffected
That spotlight turret would be amazingly useful for someone playing with Darker Nights mod.
And/or in the Forsaken Crags.
slight problem with them tho is that if you have more than 1 they almost always go for the same target
Hey BaRKy, viewer 57 here.
Thanks for asking what's up but there isn't that much going on today as it's a lazy sunday.
I won't play RimWorld today as my colony is getting a heavy raid at the moment and i don't wanna spoil the rest of my day by loosing colonists in it. But i managed to do some housechores like vacuuming the apartment and preparing some tasty meal.
hope you have a wonderful day too and i'll see you around!
cheers, 57
Lmao, congrats on doing some chores. Need to do my own actually!
I came back to the game after a long while and installed a ton of the vanilla expanded mods, didn't even realize some of this was from the mod and not the base game.
There are trenches, barbed wire, machine gun,artillery, and the decoys. Man this shii bouta be WW1 pt2
i can just imagine mods that add in super bases that you can raid, get supported by artillery, do pre-planning by scouting it, it would be awesome.
yeah i hate how all factions look exactly the same , and its kinda stupid for example the empire has high tier cataphract armors but barely has a machining bench
500 likes, you are all amazing. Seriously.
I really like this mod the flame turret is amazing for high count mobs I put a wood floor in the zone where the turret can aim so it catches fire stopping mobs
Good for infestations as long as you can keep the fire line going
Actually, in a situation like that, drugs can save your life. Like they did there.
Vanilla expanded mod series have the most balanced mods and they're awasome!
It's overpowered like hell, then raiders have zero chance do anything.
Paul, it makes combat more fun, especially when making battlefields with trenches, barb wire, and embrasures (separate mod)
I actually think they are pretty overpowered its definitely not balanced haha
Paul vanilla is too
killboxes and chain shotgun
I love all the content Barkey! Keep it coming
Thank you!
9:40 From what i know raiders don't have mental breakdowns anymore
The spikes are pretty good for slowing and doing a bit of dmg , i think they are much better then just traps you need to constantly replace
"Doesn't effect your colonists, you can see mine is totally fine" 𝘳𝘢𝘷𝘦𝘯𝘰𝘶𝘴𝘭𝘺 𝘩𝘶𝘯𝘨𝘳𝘺
This is cool, definitely gonna be a must have, gonna add this to the list, thanks BaRKy :)
wow this defenses are very amazing
Keep 'em coming!
the land mines put in serious work so much better than IEDs
Regarding floor turrets: have a power cable on its own and unpowered, with reconnection range to that turret. Make it reconnect back and forth to power it on and off without needing a pawn to go and turn it off/on.
Hey Barky. Good to see you back with the mod reviews. Hope uni is going ok.
"vanilla"
* shoots bullets to another colony *
>imagine playing vanilla
Well, all the Vanilla Expanded mods are primarily focused on expanding vanilla gameplay in interesting ways, while adhering very closely to the vanilla _art style._ So...eh. This makes sense from that perspective.
Still prefer Rimatomics for shelling other colonies though.
@Gabriel Amaral Definitely a fair point. Seems to me the best intention would be fire-support. Maybe you'd need something like RimWar to have this make any real sense. I have no idea how the AI behaves in RimWar though, and that's in (very) beta.
@Gabriel Amaral Ah, now _that_ I'm pretty sure is in RimWar, if interested.
@Gabriel Amaral FWIW, AMD’s line-up is absolutely killing it for value now if you decide to upgrade. And since Rimworld is really CPU-bound that’s the place to do it.
Target world tile button isnt there for me and i tried either steel artillery or the heavy one
NVM: It was because Combat Extended Overrides These, is there any way to bring it back tho please ?
Up for answer.
I'm not into combat, so I like to fist my enemies from safe distance.
Plz, gimme my ballistic missiles
In 300-350 hours playing with this mod i dont even saw archotech shield, little to rare?
I love a spam of military turrets, very dtrong
Is there a point to destroying an enemy base or just for fun? Can you go pillage it afterwards or is it just a dead tile?
Eliminating factions, finding loot, and if you're a horrible salvager like me free resources from dismantling the entire base
That music sounds so familiar...
im not sure of this but can you make an review on the mod save our ship? is in steam workshop
Barley finally your back in my recomended
thanks for showing me this mod :)
i love your videos BaRKy
when can you stream again
These set of mods are properly balanced, unlike garbage like Glittertech.
@yeet me papi it feels balanced when the enemy have them and raiding my ass 3 times a day
The flame turret cares not for your mortal walls
Glad to see you back bruh
10:44
Artillery isn't a weapon...
*It's a weapon system*
I got a question, how do i load the catapult? when i order a pawn to operate it, it says there is no available obus
little bit late, but it's stone chunks from your dumping stockpile
Does this mod work with the artillery accuracy based on intelligence mod?
Yup it works wonders for fire support across maps too
When making combat mods videos pls add if they are compatible with Combat Extended
Does anyone know how to adjust the bombardment range in the config files?
Hey Barky, just moved Rinworld to my SSD, then I see you're doing Mod Showcases again.
IIRC They removed the light accuracy bonus in B16-17, before I started on B18. Your melee (maybe ranged) colonists won't get the "in darkness" debuff.
Really? I didn't know that either. But why did they
@@nash-p I think the light bonus was removed because it was too easy to always have in your favour.
1. Light near your cover
2. Roof over enemy's side
3. ???
4. Leather Hats
Steel artilery what ammunition do you use?
Mixed this with rimhammer 40k mod. Now you can play Death korps
If krieg more accurately with artillery and trenches.
So, what's the best turret?
Hi!
I've bombarding a base, I used like 15 mortar shells and the settlement doesn't disappear, any tips?
As far as i've observed the shells hit randomly on a map. I like to send a few people over there to watch the carnage. Also keep in mind he bombed that outpost with multiple antigrain shells. Not the normal ones, they dont do much damage.
...i've already bombarded an outpost with about 30 normal shells and only a few actually hit. It happens.
ps m8 the arttillery is compateble white the nukes mod en addroid tiers swarm shell
This mod is great, but I can't seem to find the ammo for the steel artillery....
i think it uses mortar shells
Uses regular mortar shells.
Ah, thanks just had a mod that replaced the vanilla game's shells with 81mm shells, removed it and got the steel artillery working again..
umm, my shield generator seems to jusr decide to DIE whenever my pawns start shooting. is the balancing factor that even your own pawns bullets damage the shield? my pawns start shooting, the enemy doesnt shoot back yet but the shield starts taking damage......
If they shoot from inside it will not damage it, however it can block all shots from even friendly colonists/turrets
It is a real shame this one doesn't work anymore. It says it is updated to 1.4, but it will brick your savefile
is there a weapon or trap that just chops off legs only?
bear trap
Can I add to exciting file?
The shield generator randomly catch fire if my pawn shooting enemy from the inside. Floor turret is too weak. Sentry gun is good for use with mechanoid mod. Only laser turret and double autocannon worth using in defense, flame turret get sniped by mechanoid in no time.
Kill box.
What mod allows you to spawn things without using any resources up? At 4:30
it's devmode from the vanilla gmae
Looks good, the artillery's range is a bit to long / OP however
Its stupid as hell. imo. howd he think bombing other settlements was a good idea? three shots no settlement. thats not OP thats retarded.
@Mercb3ast ofc we aint. why would we use something we find retarded? were insulting its inclusion. it better cost 9999999999 plasteel
@@dylanmcshane9976 I know it's been a year, but just to let you know, he was using antigrain warheads, which are extremely rare and only obtainable via quests. (I haven't seen one from a quest yet)
@@youzhou3001 I mod that game until its s
A massive abomination of things I can barely comprehend. When its done. I believe what you said though. I'm just trying to reason why I didn't already know that. Years ago. Lol
All mods should work with Combat Extended. After all, mechanoid centipedes should take damage from heat weapons since they are like tanks and small arms should have no effect. More realistic using the games various types of heat weapons
Is there a direct Download link?
It's on Steam Workshop.
thats a "hmmmm" moment if you ask me
Oh shit.....chemfuel barrel paired with landmine or IED.
Guy did yayo and destroyed the turret. Take note kids.
What creative mod do you use
@VTR I realise later sorry but still is there a mod that makes develop easier
It's quite hard to find things and I know there is a search bar but I it's still a complete mess
Good idea, let’s do drugs while being shot by railgun.
I love you Senpai
6:26 volume up
Ih my, d-day landing.
Ubk. Ohu dropship
The shield fucking sucks. Dont use it and download the other shield mods.
It has just 750 HP and lasted just a few seconds against a mech raid. A drop raid came it, it stopped only 2 pods.
For something s costly, don't build it.
First
Thanks for being first