I was too exhausted to try to read the Steam page for this so thank you for this rundown! I am SO excited to make castes for a cave colony, I’m always a big fan of playing the game in unusual ways!
It's on the list, just... waaaay way way down the list. Going by estimates of previous massive scale projects (Psycast/Mechanoids/DLC Rundowns) that's about 3 weeks solid worth of work, as well as a lot of fact checking/learning exact interactions on my part that I'm not even including in that timeframe. If I'm going to cover it, I want to make damn sure what I put out is as bulletproof as possible, because the people who know SoS2 will have my pants down over any mistakes I make, haha.
I honestly might have to take chestburster pregnancy *without* any intention of using it... I really hate when my colonists start popping out babies I haven't planned for and don't want to deal with.
@@anon9469 I usually just abort them^^ Check out the Mod, Integrated Organs. It adds some really cool and creative Bionics from Anomalys and some more Basic f.e. a Bionic Womb that lets you toggle on Birth Control. Gives you far down the Techtree an Option to install two extra Arms. So you could offset the Ripper Claws.
@@fuchsmichael93 Problem is that I'd have to research and build them. If I wanted to go to that extent to stop an RNG event that's a drag but not run-ending, I'd just go for base-Biotech's fertility treatments and sterilize my whole colony.
What the well?!? It was fruit to subscribe, like, and comment. Hope this isn't Humanoid Alien Races dependent. A few weeks ago I was totally in the opponent's camp, as I've recently bought the exquisite Biotech. :D
PS Yes, in my next playthru, a tree-hugger magic-hippie friendly hive with fitting ideology. Nice chaps, they just want to get along with everybody. Of course all raids on us are offerings to have more cute children. :D
the geneline thing is interesting, but i kinda hate that it's basically another system on top of the biotech system that barely interacts with each other, i kinda wish it put the geneline genes on the pawn so we could play with some of these mechanics outside of the insectors main gene.
i always was fasinated by the 'Hivers' in the game of Kenshi, bug like humanoids with a clear caste system. Perhaps with this mod, i'll now be able to create my own hivers faction to trade with, or destroy the rest of the rim with. >:)))
Does anyone know what factions are in the process of being overhauled? I don't want to start a save with a theme only to realize that I did it in an "outdated" way halfway through.
Insectoids and Medieval/Vikings (later two are being merged.) None of them have gotten a 1.5 update so unless you're playing on an older version you shouldn't have to worry about downloading a new faction mod only to feel like you have to wait for the "full experience." That said, if you feel like Insectoid would pair perfectly with Insectors, last word from the VE team is that is *should* be seeing it's full release next month.
Could you review Combat Extended? I think that mod could really deserve a good mod review that is indepth and thorough. I love bashing on Combat Extended on the forums but I have to admit I actually don't know the mod that well as it seems to daunting to play with in what it changes and with how it is incompatible with basically everything you can imagine.
I think the only rundown potentially on par with level of detail to SoS2 would be CE. I think if the channel does well enough to support me moving away from the Mon/Thurs schedule and release videos simply when they're ready, it'd give me the time I'd need to adequately cover that mod. There is a hell of a lot of learning on my part to do for that Rundown and in the time I'm doing that, editing the video, checking the script etc, I'd fall out of the algorithm faster than James Somerton. It is definitely a mod I want to cover, I just don't think it's something I'm in a good place to attempt yet.
Eventually, but it's so much work that it's practically at the bottom of the list right now. I'm working on stuff I can get out reliably before I take the dip and do SoS2, as I'll probably stop uploading for a few weeks whilst putting it together.
When I start running out of smaller mods to do between the larger coverage I might do a series using my modpack, going quadrum by quadrum covering a colony. I'm in no rush to make it though, UA-cam is saturated with 100 day challenges/runs atm.
What kind of seems missing to me is an insector style or explicit insector buildings. Kinda weird to have this strange xenotype live in big standard homes.
Gotta remember that they're only temporary. Stuff like 5% sight is absurd to run constantly on most pawns, but for dedicated haulers that live to move stuff, clean and provide jelly? Or constantly churn out kids with the self pregnancy? It's not ideal, but it doesn't need to be on them forever, especially flexible when you're raising kids.
@@MysteriousFawx Sure, but they're not temporary enough that you can respond to situations on the fly. In a raid, the pawn is effectively out, so you're in for a pretty miserable time unless you're playing Pheobe. Regardless, the extreme degrades shouldn't be weighted the same as the freebies. Plus I think there are global balance problems with some VE mods in general, like terrible capstones in some trees in Psycasts, the majority non-combat ground vehicles in Vehicles being too slow to be useful, factories in Mechanoids being an abject failure in terms of investment/reward, etc
Depends entirely on playstyle for a lot of these things though. If you min/max everything and build purely by the best stats, a lot of the time it removes 90% of the options from the game, which if you're playing on higher difficulties is normally needed. There are people that throw Rimworld on Community Builder/Adventure Story and just play a colony that looks the part, or messes with a really specific gimmick, regardless of if it is efficient or balanced, it's a sandbox after all. It's hard to balance mods around not only a very broad playerbase with different styles, but also, quite simply... other mods existing. A lot of this always comes down to player moderation in my mind. It's why I did such a big warning about the powercreep in my VE Psycast video, because that mod will just dominate in every single playthrough if you don't significantly limit yourself when using it.
Jeez some of those devolutions are absolutely crippling, worst of all all those genelines are just insect themed, already existing xenogenes... Yeah I won't be playing this one Oskar...
Imagine mixing puppeeter , the insect meme, this and the incoming insectoids 2 mod.
Now THAT is a hive playthrough
The virgin insector vs the chad hiveling
... is that the one from rjw?
Coolio. Now for vanilla expanded insectiods 2 to come out in the next few months.
Yeah I'm holding out checking these guys out until then, can't wait to check out that combo
ngl I was half-hoping they'd release it concurrent with this one
Gg!
Three has always equaled six. ALWAYS
Now I see why everything you make is covered in eyes... if each one provides 5% sight, you need 20... which in Sarg math means 40 ;)
@@MysteriousFawx It's science!
The ripper blade thing seems like 100% an oversight
No, it's actually working as designed!
Perhaps just a mistake, which has been fixed. Ripper Blades debuff global work speed now.
The Spaceballs reference was a delightful surprise.
Fun fact, it's the same actor as in that other famous scene. Hence his line of "Oh no not again."
I was too exhausted to try to read the Steam page for this so thank you for this rundown! I am SO excited to make castes for a cave colony, I’m always a big fan of playing the game in unusual ways!
Already know this is gonna be fire 🔥
Insect races my beloved, if only I had the computing power to add you in my mod list
Great rundown as always! Ever thought about giving Save our Ship 2 a try now that it's been re-released into the Steam workshop?
It's on the list, just... waaaay way way down the list. Going by estimates of previous massive scale projects (Psycast/Mechanoids/DLC Rundowns) that's about 3 weeks solid worth of work, as well as a lot of fact checking/learning exact interactions on my part that I'm not even including in that timeframe.
If I'm going to cover it, I want to make damn sure what I put out is as bulletproof as possible, because the people who know SoS2 will have my pants down over any mistakes I make, haha.
Eccentric Tech - Core and other mods by Aelanna could be cool since they are some of the best mods in the workshop and have a really pretty aesthetic.
I honestly might have to take chestburster pregnancy *without* any intention of using it... I really hate when my colonists start popping out babies I haven't planned for and don't want to deal with.
Its why in 99% of my runs I disable kids. I'm running a colony not a daycare.
@@MysteriousFawx Also I just realized I could just use the Sterile gene...
But yes, I wish the "avoid pregnancy" option actually avoided pregnancies.
@@anon9469 I usually just abort them^^
Check out the Mod, Integrated Organs. It adds some really cool and creative Bionics from Anomalys and some more Basic f.e. a Bionic Womb that lets you toggle on Birth Control.
Gives you far down the Techtree an Option to install two extra Arms. So you could offset the Ripper Claws.
@@fuchsmichael93 Problem is that I'd have to research and build them.
If I wanted to go to that extent to stop an RNG event that's a drag but not run-ending, I'd just go for base-Biotech's fertility treatments and sterilize my whole colony.
Spaceballs mentioned! We stay winning!
What the well?!?
It was fruit to subscribe, like, and comment.
Hope this isn't Humanoid Alien Races dependent.
A few weeks ago I was totally in the opponent's camp, as I've recently bought the exquisite Biotech. :D
PS
Yes, in my next playthru, a tree-hugger magic-hippie friendly hive with fitting ideology.
Nice chaps, they just want to get along with everybody.
Of course all raids on us are offerings to have more cute children. :D
It's VRE, so it's based on Biotech not HAR.
Nice overview - thanks!
the geneline thing is interesting, but i kinda hate that it's basically another system on top of the biotech system that barely interacts with each other, i kinda wish it put the geneline genes on the pawn so we could play with some of these mechanics outside of the insectors main gene.
Seconded, I think the new gene line thing is bloat and I would prefer it turned off.
i always was fasinated by the 'Hivers' in the game of Kenshi, bug like humanoids with a clear caste system. Perhaps with this mod, i'll now be able to create my own hivers faction to trade with, or destroy the rest of the rim with. >:)))
awww yeah this is the perfect mod for me that leaves CE turned on and still tries to tame spooderbros
also buggobabbies! \o/
6:19
That is obviously a bug to be reported.
Heh. Heh heh. Bug.
Does anyone know what factions are in the process of being overhauled? I don't want to start a save with a theme only to realize that I did it in an "outdated" way halfway through.
Insectoids and Medieval/Vikings (later two are being merged.) None of them have gotten a 1.5 update so unless you're playing on an older version you shouldn't have to worry about downloading a new faction mod only to feel like you have to wait for the "full experience."
That said, if you feel like Insectoid would pair perfectly with Insectors, last word from the VE team is that is *should* be seeing it's full release next month.
I think the poopy doodoo faction is next, followed by bingus mcree
Glory to the ant gods
Does hypothermic slowdown work with the cold blooded gene from vre saurid?
I'll think I'll pass on this one. Seems kinda buggy.
Wait, I already used this joke in the VE Insectoids video.
Could you review Combat Extended?
I think that mod could really deserve a good mod review that is indepth and thorough. I love bashing on Combat Extended on the forums but I have to admit I actually don't know the mod that well as it seems to daunting to play with in what it changes and with how it is incompatible with basically everything you can imagine.
I think the only rundown potentially on par with level of detail to SoS2 would be CE. I think if the channel does well enough to support me moving away from the Mon/Thurs schedule and release videos simply when they're ready, it'd give me the time I'd need to adequately cover that mod.
There is a hell of a lot of learning on my part to do for that Rundown and in the time I'm doing that, editing the video, checking the script etc, I'd fall out of the algorithm faster than James Somerton.
It is definitely a mod I want to cover, I just don't think it's something I'm in a good place to attempt yet.
@@MysteriousFawx At least you got some time before the official 1.5 update, so take your time, man. You do good work.
Fall out of the algorithm faster than who?
👈🏻 😉 👈🏻
@@MysteriousFawx Ha I understand, you make a good point.
Do you plan on covering SoS2 eventually?
Eventually, but it's so much work that it's practically at the bottom of the list right now. I'm working on stuff I can get out reliably before I take the dip and do SoS2, as I'll probably stop uploading for a few weeks whilst putting it together.
Can you review the mod called
The Profaned
would you ever make a 100 days video on rimworld?
When I start running out of smaller mods to do between the larger coverage I might do a series using my modpack, going quadrum by quadrum covering a colony. I'm in no rush to make it though, UA-cam is saturated with 100 day challenges/runs atm.
What kind of seems missing to me is an insector style or explicit insector buildings. Kinda weird to have this strange xenotype live in big standard homes.
The serketist style might fit your needs. Although it's not as detailed as I'd wish... Unfortunately I can't clone myself OR Oskar....
There's some reference to new wall types in some of the flavour text in insectors. There's probably gonna be more apt things to come in insectoids 2.
Insect supremacy meme from Ideology Expanded also plays really well into it, letting you make hives and properly tame your own buggos.
It's a really cool mod, but man, the balancing of some VE stuff is all over the place. Most of the degrades make the pawn basically unusable.
Gotta remember that they're only temporary. Stuff like 5% sight is absurd to run constantly on most pawns, but for dedicated haulers that live to move stuff, clean and provide jelly? Or constantly churn out kids with the self pregnancy? It's not ideal, but it doesn't need to be on them forever, especially flexible when you're raising kids.
@@MysteriousFawx Sure, but they're not temporary enough that you can respond to situations on the fly. In a raid, the pawn is effectively out, so you're in for a pretty miserable time unless you're playing Pheobe. Regardless, the extreme degrades shouldn't be weighted the same as the freebies.
Plus I think there are global balance problems with some VE mods in general, like terrible capstones in some trees in Psycasts, the majority non-combat ground vehicles in Vehicles being too slow to be useful, factories in Mechanoids being an abject failure in terms of investment/reward, etc
Depends entirely on playstyle for a lot of these things though. If you min/max everything and build purely by the best stats, a lot of the time it removes 90% of the options from the game, which if you're playing on higher difficulties is normally needed.
There are people that throw Rimworld on Community Builder/Adventure Story and just play a colony that looks the part, or messes with a really specific gimmick, regardless of if it is efficient or balanced, it's a sandbox after all. It's hard to balance mods around not only a very broad playerbase with different styles, but also, quite simply... other mods existing. A lot of this always comes down to player moderation in my mind.
It's why I did such a big warning about the powercreep in my VE Psycast video, because that mod will just dominate in every single playthrough if you don't significantly limit yourself when using it.
Jeez some of those devolutions are absolutely crippling, worst of all all those genelines are just insect themed, already existing xenogenes... Yeah I won't be playing this one Oskar...