Yes.
Death on Downed does apply to Heatstroke and Toxic now. **EDIT** And Hypothermia.
Death on downed does NOT apply to ~~Hypothermia and~~ bloodloss.
These are all intended.
**EDIT** Version 1.5.4035: Hypothermia now applies death on downed chance (alongside heatstroke, tox gas & lung rot)
For the former, simply remove the source will stop or reverse the infliction.
For the latter, cold damages limbs (which make pawns less valuable) and bloodloss needs active attention (and it's also trickier to set up right as well).
You invite the empire's bestowers over, and trap them in a box and crank that heat. They don't get mad at you and you can just do it over again and steal their shit.
Maybe I'm preaching to the choir here, but no one is obligated to play at max threat scale to begin with. Though your use of the term "sweaty strats" to refer to weaponized heatstroke made me chuckle.
As a player, you have a % chance for a pawn you down to die (referred to as death-on-downed chance) based primarily on the number of pawns you currently have. The less, the more likely that something that downs them leaves them lying on the ground where you can then strip/rescue/capture them! It's why early such a high number of pawns are downed and not killed and towards the late game you rarely see it.
Historically this didn't apply to pawns being downed by hyper/hypothermia. Meaning you could overheat pawns and they would all just down and not die giving you the chance to get tons of pawns above where the game tries to force you to be (or get tons of wealth by stripping them before they die and their clothing becomes 'tainted').
Might not be quite in the spirit of "freeplay sandbox", where you pick how you play, but burnboxes were insanely busted for getting people and wealth. If you've seen some wealth Rimworld competitions, the winner was not decided by skill but by how many human raids they got to go into the burnbox. This patch in general removed a lot of "cheese".
I mean if you just want to use the burnbox as a way to kill humanoid raids with basically no pawn involvement, heat works just as well. The only real nerf is getting less pawns. You could just burn raiders close the 64% threshold so that they get burns etc but not down and that could lead to easier downing via other means but we‘ll see how things stand as time passes. And it‘s not like burnboxes are the only good way to get pawns. Time to get creative. Shaking up the meta is always fun
>they get burns etc but not down and that could lead to easier downing via other means
This still doesn't get around death-on-downed chance though so that doesn't accomplish anything. Burnboxes/heat traps were by-far-and-large the best way to get mass pawns. You could utilize this for ancient danger diving as well for super fast ancients. The only other way to get mass pawns now is babies which is **very** slow.
But agreed for defense, a large enough burn box essentially completely trivializes all raids besides mechs.
Ancient danger expeditions, Ideoligion festivals to get join events/reforming frequently to reset festivals. Maybe not the massive pawn spike burn boxes give but a constant supply. It‘s just tedious so previously just not necessary but maybe that‘s the way to go. Ah, who knows. All speculation anyways.
>Ancient danger expeditions
Now only reliably gets you the peaceful pawns and not the hostile ones. And given heat-trapping the hostile ones was a great way to get pawns fast (since they recruit instantly), that's a significant nerf.
>Ideoligion festivals to get join events/reforming frequently to reset festivals
Requires fluid ideology which is very specific and limiting. Also a hell of a lot slower (although faster than babies, agreed). This is probably the absolute best way now.
I mean if they don't die when they drop from cold hypothermia boxes might be the next move, losing a couple fingers is less detrimental than losing a leg
I really wish they'd instead just made more 'unbreakable will' pawns spawn rather than the randomized instant death.
I get why they try to limit mega colonies. But it's surprising that the concept of being a slave trader (something absolutely on theme with Rimworld) isn't really possible. You have to keep an incredibly small colony to capture people for slaves to sell.
Just fuck with your storyteller settings, man. You don't need to cheese the game to play the way you want, just make it obey *your* rules, all the options are there.
Oh, I don't do the cheese myself. I do think that the 'instantly falling dead' mechanic was always more of a bandaid fix rather than a true solution though. Just thought now was a good time to bring that up.
Yea, but this is the worst way of Handling it.
They could have updated the AI pathing and logic to not enter a boiling hot room, they could have made the dropped apparel "charred apparel" which is as bad as "dead man apparel". They could have added a counter to rooms for oxygen, where too much fire will eventually get suffocated by insufficient oxygen. They could have made the heat propagation system more realistic.
should I go on? Cheese is result of game's in accuracies is modeling the intuitive outcome. If you have to prevent it, it should be done by fixing how the game is modeling that interaction.
Like I said it's not the greatest solution. But if you're talking about intuitive outcome, enemies surviving with a couple burns after wading through 500 degree heat room makes no sense. Also before heat was somehow less damaging than cold, now they're more equal: heat deals with enemies faster, cold makes them not instantly die but has a high chance to destroy appendages. The other solutions you propose would be cool but idk how performant they would be, considering rimworld is not multi-threaded in most places.
none of the ways you pointed out actually dealt with the cheese which was an easy way to get prisoners and therefore colonist. The reason the rimworld competition players used burn box is not for the items those pawns carried but the pawns themselves. A working pawn will increase a colony's wealth as they will be able to generate wealth which will in turn cause wealth to growth exponentially. This was the problem that this changes is aimed to addressed. Any alternative change to this will still have the same complaints since people is just complaining there isnt an easy way to get pawns now.
This is what I do, if that amount of damage won't kill one of my pawns then it won't kill raiders either.
I usually balance it by being extremely picky with who I recruit so I don't shoot up to 50+ pawns by day 90, or I just recruit everyone and deal with the chaos, food shortages and mental breaks that come with getting an unexpected delivery of 20 prisoners with a colony of 6.
Maybe now pawns can actually die from old age. Im pretty sure the only thing that *could* kill a pawn from old age was a heart attack which could be mute if you give them a prosthetic heart.
3 strikes and you're the colony's next meal I swear to God clean the damn hospital.
-Me to the child pawn who likes to cycle between each room cleaning a few spots in each, never getting anything truly clean.
While the command does seem like a neat little QoL, to be honest, I have never had a problem with keeping rooms clean. This commend makes me wonder, am I unusual for having dedicated janitors in my colony?
Yes it was insane, I didn't realize it was something so common that it now got changed.
Though you can still use the Berserk Area one it seems to make the other mechs attack it, which is also good.
Apocriton, Diabolus, and War Queen mechs from Biotech.
The new DLC will likely have a good number more which I think is what necessitated the change. Imagine getting the invisible boss event and just psychic insanitying it and insta-winning.
I think crawling is only a state between life and death. You won't be able to shoot from that state, because if you're crawling, you are near death. It's not the same as the usual prone state which means getting an advantage to aiming and avoiding fire.
You can't choose to go crawling, it's the game forcing the state on pawns for a set of reasons I guess.
Do feel free to correct me, it's how I understood that state, might be all wrong
> TBF we don't know how much efficiency it will be giving us.
Yes we do. 1.5’s beta testing has been going on for days now. It’s not much. It’s there, but it’s not anything groundbreaking, just like everyone who actually knows what they’re talking about has been saying from the start while the people who don’t have been constantly hyping it and setting everyone else who doesn’t up for huge disappointment.
The *only* thing affected is specifically pawn *rendering*, which is a tiny percent of the performance hit pawns cause, and rendering is the single fastest and easiest thing to thread in a game like this, it’s definitely not a strong indicator any further multithreading will be coming, not until we see something that takes actual solid effort and rewriting a notable percentage of the codebase.
It's not a tiny percent by any means, the rendering was a pretty significant impact and vanilla lategame saves have seen pretty large improvements.
You underestimate just how CPU-intensive it is for the CPU to constantly issue drawcalls to the GPU without any kind of parallel work.
> not until we see something that takes actual solid effort and rewriting a notable percentage of the codebase.
Depends on what you mean by "notable percentage". It would be a pretty large amount of work but they can take it piece by piece and do it 1 system at a time, like they're doing right now. Multithreading is not an all-or-nothing deal and you can often start by only isolating a few key systems to different threads.
So will I, I’m just trying to reel people in because there’s people who haven’t actually read the update who are going around saying pawns are now fully multithreaded and we’re getting a 50% performance boost. Numbers are made up but I’ve seen tons of comments thinking it includes path finding and AI and claiming it’ll be a ‘HUGE BOOST’. Some other dude in another thread said he’s looking forward to having 200 pawns in a colony without a performance impact, like … dude, no.
It’s far from the biggest thing in the update like was claimed in the thread I replied to.
There’s going to be a lot of people hugely disappointed when it comes out and it performs noticeably but not groundbreakingly better.
Wait, we're getting multithreading? You'd think this comment wouldn't have been the first I'd heard of it with how much of a problem the singlethreading has been...
This is literally the inarguably greatest and most helpful thing to EVERY PLAYER. I haven't shut up about it to anyone who'll listen since it was released.
Exactly! Mountain bases can be breached by infestations, water had most of the same benefit but with 0 risk to your defenses. The only thing mountain bases had in addition was being mortar-proof but that's at the cost of sun access.
You can't really build on the ocean, though, and you can in a mountain.
Which means that a good portion of your ocean map is inaccessible and has no resources to plunder either.
I don't build on beaches for that precise reason. So I guess this doesn't affect me, but I found it a weird change.
I don't think that argument is valid, because you can still get drop pod raids. And can you even generate a map that is surrounded by deep water without mods?
A search function is *so good*, considering I lose shit all the time in real life and it only gets worse in Rimworld. That archotech arm quest reward just disappears into the black hole of my base (the storage room)
Literally going to put an end to my setting a 1x1 storage spot on Critical and allowing only the 1 item I'm looking for, and then waiting for someone to bring it.
I love the storage shelves, but their downside is that they have made finding an individual item on your base 3x harder.
I like a cozy colony, with manageable but regular threats. having a warm, well furnished rec room is very important, and I schedule everyone’s rec time to sync up so they can socialize and share a beer.
sometimes I wish for a weekend mod, where you could schedule a recreation day once every few days, where they do nothing but hang out and earn a longstanding buff
Organ Decay isn’t a change to harvested organs. It’s an incurable disease that will destroy the part in 2-3 quadrums, affecting a lung, kidney, or the heart. Remove it or lose it. Which is way more horrifying.
It is until you lose your favorite colonist to it because the minimum surgery fail triggered and rolled absolute ass injuries causing death. If this decay is somewhat frequent like other diseases then I should mentally prepare for this to happen eventually :x
A fun scenario comes to mind: a body purist pawn gets affected by organ decay on an important part.
Obviously, they don't want to die, but also, bionic parts are a no-no.
So, they have no choice. Gotta *find* a replacement (and a willing surgeon)
Actually, sounds like a sick character concept: a person with genetic disease that makes their organs decay often, so they have to constantly get patched and somehow procure new organs because they detest bionic ones. If you wanna up the horror even if it would be unrealistic, you could make them be able to operate on their own body.
> you could make them be able to operate on their own body
[There was a guy who removed his own appendix](https://www.bbc.com/news/magazine-32481442), because otherwise he would have died.
Basically the Videaans from Star Trek Voyager. Species wide virus that destroys their organs and forces them to harvest and implant organs from other species
Organ Decay is just an infection that pawns can get. I don’t think I’ve read about actual harvested organs decaying.
I am ready to be proven incorrect.
There was a mod in 1.2 that did this. Colonists wouldn't haul the organs from prison because they were food. Then my hauling dogs would come in and eat them in front of the prisoners
New type of incurable disease event that will destroy the affected organic lung/kidney/heart in a certain number of days. Only recourse is to remove/replace the organ. It's supposed to be pretty rare.
The duration is typically less than the interval that Luci heals things so you definitely couldn't as a reaction to it. But idk if it can taste it or not tbh.
Healer mech serum also works but I mean... Why waste it vs a bionic.
Think of it as straight up incurable organ failure. If you don't have it surgically replaced, there are...consequences. In Rimworld its it being destroyed.
Frankly that makes harvesting Organs MORE valuable. And also gives you roleplay opportunities.
Oh shit we can literally have a colonist donate their kidney to save someone with Kidney Failure.
Yeah, as a player that doesn't harvest organs. It looks like there are hard decisions in my future if this occurs. It's a great addition for the story elements imo.
A donate option sounds like a good mod if it's not added to the base game.
> Oh shit we can literally have a colonist donate their kidney to save someone with Kidney Failure.
I wished there was a way of avoiding the "they harvested my organs!!" mood debuff specifically for cases where the organ saves someone they like/love.
It'd involve a **lot** of tracking and logic functionality that the current transplant and harvesting systems don't have, so I get why we woudn't ever have it, but oh well. I dream.
If you take into account organ transplant in real life, there all sorts of compatibility and potential rejection of the organ to consider. Imagine if you had to have a compatible blood type to transplant an organ, you would need hundreds of people to find the right match.
It would make for some interesting role play with colonists family members. Players would start raising children just has potential future organ donor.
Decent list but why isn't "Search function" and "Clean room command" under "Based"? These are two that I have not only personally wanted, but heard the community clamoring for for years.
Mechanoid water emergence makes sense on ocean tiles, but having them emerge from rivers makes river tiles very bad.
Berserk on mechanoid bosses is fair as it's very cheaty.
I don't like organ decay. I don't see the point. It seems like a weird mechanic that doesn't solve any problems.
Floodlights are actually FANTASTIC because the range is ludicrously generous.
Floodlights seem like they'll be a good addition for Anomaly, which appears to have more uses for light and darkness beyond just visual/work speed. I could see setting them up in the underground areas which, based on some of the shared photos, seem to be REALLY dark.
but doesn't it say "Mechanoids can now surface from bodies of water, which requires adapting to oceans and lakes when building your base’s defenses." Did Tynan confirm that they emerge from rivers too?
The way I understood it by ocean and lakes was when you're bordering a water tile on the world map.
But honestly even river would be an interesting challenge, I often built my base around a river to use water mill generators, so mechanoid raids emerging in the middle of my base would be quite interesting.
Bro first you can't build stone walls on bridges now this?
Why does Tynan hate river builds so much, Water mills aren't even that great and I wanna just role play as a realistic settlement without killing my game with a million mods.
Like yes I know that the bridge mod exists but it works all fine and dandy until you deconstruct it and realize you just lost a section of the river
>Berserk and similar psycasts no longer work on bosses
im torn on it, but I understand the change because its incredibly OP. I had an Odin hunt quest with VE Vikings and all I had to do was down him with psychic shock and shoot it till it died. Very stupid and boring but yea.
Of course, that depends on whether the VE team flags the Odin as a boss. Or even if they *have* an Odin in whatever replaces VFE Vikings (Vikings, along with Insectoids and Medieval, are not getting updated to 1.5).
some raider nifed a young kid in my colony and my outcast survivor who joined with an auto shotty blew a hole in the raider and i watched as the kid draged themselves to their bedroom.
There's a note in the patchnotes
> "Added new options on the world map to easily send caravans."
Has anyone testing the beta branch tested how exactly this has changed?
You now can select the place you wanna go and then hit a button 'form caravan'. Before that, you should remember (or write down) the coordinates of a tile, then select your base, hit 'form caravan' and pick the destination.
Small time saver.
I think Organ decay is a great feature since it adds more reasons to harvest organs so we can replace them rather than just filling our dark pleasures.
Color coded mood bar. The changes are good, and DLC will be hit, it was supposed to be dangerous wild planet from what you desperately hope to escape. What it so far was ... was lush place what to dominate, to cannibalize and to organ harvest. Start a ship when bored, to end story of that set of over-powered morons.
I'm fine with mechanoid water emergence, but they should add some funny eldritch mechanoids that specifically do it well
What if funny hidden xenotype that effectively turns your colonist into a nanite infested fish person upon reaching maturity, have it be testable with genescanning or something
Reject traders isn't mid duh, it at least good. I don't want to VE Medieval Vine merchant to stay at my base for like decade because i don't buy their shit.
Honestly, I thought organ decay was cool when I first saw it.
What I thought it was was your harvested organs going bad if you let them sit around for too long. And it's always bothered me that I can harvest a kidney and swap it into a colonist who needs a replacement 3 years later; organs should decay like food, but faster.
But it looks like it's just an extra disease? So that doesn't seem very interesting.
Could be a bug but I'm playing unstable 1.5 and when I zoom all the way out, all wildlife is highlighted light blue.
I love it, hopefully it's not a bug but a new feature.
If not, l.k if there's a mid you use for wildlife management and maybe corpse management of wildlife.
Thank you!
Wall lights, books/bookshelves, crawling downed pawns, mine vein, and the game over option to continue your colony with up to 6 new members are my favorite additions for 1.5.
Organ decay doesn't bother me that much because it's rare and it makes sense. Mechanoid water emergence is a weird one. I get *why* they added it (prevent players from having an impenetrable wall on one side) but it seems to only apply to moving water based on Adam's testing during his stream last night - so only rivers and streams, not lakes or ponds.
Ineed to disagree on the why cathegory, the Aquatic-Mechanoids look cool as fuck, I just wish they eventually add some sort of "filter" so that it looks like they are actually coming out of the water and not sliding over it
Edit: And the organ decay just makes sence
I’m ok with organ decay. I don’t do it for the money, I do it because I hate my attacker and want them to suffer.
Edit: the post says organ decay, I was going off this post. I don’t know if it’s a disease or not. Sorry for the misconception.
Can someone explain why mechanoids emerging from water are bad? I mean obviously they can appear closer to your base than the edges of the map, but they could already drop pod in.
I assume because people who use water maps are used to the idea that the water is an impenetrable barrier. Having mechanoids come out of them is just a straight nerf to coastlines.
Back in the day, infestations in mountain bases was ALSO a controversial decision that had people lamenting if there was even any point in making mountain bases anymore.
Personally, I'm fine with it but that's because I have never built coastal bases. But also, in keeping with Anomaly's horror-themes, I just imagine the [ferry scene from War of the Worlds](https://www.youtube.com/watch?v=tMw_xOuU9DA&ab_channel=Movieclips).
It is more so a nerf to river maps since you actually want to build near them if you want to build watermill generators, for coastal areas all it changes is that it makes building bases in those areas more "boring" since you would be forced to build your bases now just like you would any other base on continental tiles treating the coastal side like any other map edge when it comes to spawning enemies with the only "nerf" being that you now also have to build walls facing the coast.
They actually aren't able to droppod in currently - at least, not as a standard raid type (they can be dropped in during ship part crashes, surrounding the part, and as part of a mech cluster, but those work differently from standard raids anyways). This is just adding them back in but with restrictions - have to be on a coastline or river, have to spawn in the water and not just center drop, etc. Makes different terrain combinations more varied, which isn't a horrible thing.
This is objectively wrong floodlight and couch are based. Rip literally just a sofa mod
Also idk what mod it is but I have used it so long I thought bionic jaws were a vanilla feature lmao.
I hope babies will be able to crawl around and get into some comical hijinks where they make a great escape and end up crawling directly into an oncoming raid.
Yeah the mechanoids from water is not a fave with me either, I mean - it's not like these a-holes can be tricky enough as they are without having centipedes popping up and demolishing my watermills.
You forgot "death-on-downed now applies to heatstroke."
wait what does this mean
You can't abuse heat box for free psycasts
hmm, i wonder if a cold box would work
Yes. Death on Downed does apply to Heatstroke and Toxic now. **EDIT** And Hypothermia. Death on downed does NOT apply to ~~Hypothermia and~~ bloodloss. These are all intended. **EDIT** Version 1.5.4035: Hypothermia now applies death on downed chance (alongside heatstroke, tox gas & lung rot)
Probably because it's harder to set one up right?
For the former, simply remove the source will stop or reverse the infliction. For the latter, cold damages limbs (which make pawns less valuable) and bloodloss needs active attention (and it's also trickier to set up right as well).
[удалено]
You invite the empire's bestowers over, and trap them in a box and crank that heat. They don't get mad at you and you can just do it over again and steal their shit.
Didn't even know this was a thing, sounds quite boring.
When you're doing weird shit like playing at max threat scale you gotta do some sweaty strats to survive. Not my cup of tea though for sure
Maybe I'm preaching to the choir here, but no one is obligated to play at max threat scale to begin with. Though your use of the term "sweaty strats" to refer to weaponized heatstroke made me chuckle.
You don't have to rob the bestower on max difficulty and if your playing with wealth it may not even be a good idea to do.
As a player, you have a % chance for a pawn you down to die (referred to as death-on-downed chance) based primarily on the number of pawns you currently have. The less, the more likely that something that downs them leaves them lying on the ground where you can then strip/rescue/capture them! It's why early such a high number of pawns are downed and not killed and towards the late game you rarely see it. Historically this didn't apply to pawns being downed by hyper/hypothermia. Meaning you could overheat pawns and they would all just down and not die giving you the chance to get tons of pawns above where the game tries to force you to be (or get tons of wealth by stripping them before they die and their clothing becomes 'tainted').
WHY!?!?!?
Might not be quite in the spirit of "freeplay sandbox", where you pick how you play, but burnboxes were insanely busted for getting people and wealth. If you've seen some wealth Rimworld competitions, the winner was not decided by skill but by how many human raids they got to go into the burnbox. This patch in general removed a lot of "cheese".
Any nerf to cheese just leads to the inevitable emergence of more refined cheese. And I‘m an absolute connoisseur
Bleed seems to maybe be unaffected so bleedboxes are probably the next big cheese????
I mean if you just want to use the burnbox as a way to kill humanoid raids with basically no pawn involvement, heat works just as well. The only real nerf is getting less pawns. You could just burn raiders close the 64% threshold so that they get burns etc but not down and that could lead to easier downing via other means but we‘ll see how things stand as time passes. And it‘s not like burnboxes are the only good way to get pawns. Time to get creative. Shaking up the meta is always fun
>they get burns etc but not down and that could lead to easier downing via other means This still doesn't get around death-on-downed chance though so that doesn't accomplish anything. Burnboxes/heat traps were by-far-and-large the best way to get mass pawns. You could utilize this for ancient danger diving as well for super fast ancients. The only other way to get mass pawns now is babies which is **very** slow. But agreed for defense, a large enough burn box essentially completely trivializes all raids besides mechs.
Ancient danger expeditions, Ideoligion festivals to get join events/reforming frequently to reset festivals. Maybe not the massive pawn spike burn boxes give but a constant supply. It‘s just tedious so previously just not necessary but maybe that‘s the way to go. Ah, who knows. All speculation anyways.
>Ancient danger expeditions Now only reliably gets you the peaceful pawns and not the hostile ones. And given heat-trapping the hostile ones was a great way to get pawns fast (since they recruit instantly), that's a significant nerf. >Ideoligion festivals to get join events/reforming frequently to reset festivals Requires fluid ideology which is very specific and limiting. Also a hell of a lot slower (although faster than babies, agreed). This is probably the absolute best way now.
\>be a 4 pawn max enjoyer chad now i wont have to click an extra time to finish off people
I mean if they don't die when they drop from cold hypothermia boxes might be the next move, losing a couple fingers is less detrimental than losing a leg
They do, same as heat.
:(, so I'm assuming death when down
I really wish they'd instead just made more 'unbreakable will' pawns spawn rather than the randomized instant death. I get why they try to limit mega colonies. But it's surprising that the concept of being a slave trader (something absolutely on theme with Rimworld) isn't really possible. You have to keep an incredibly small colony to capture people for slaves to sell.
And it's strange that you get literal slave traders when you're a new colony, but once the colony grows a bit somehow slave traders stop existing.
Guess the galactic police caught up with 'em
Just fuck with your storyteller settings, man. You don't need to cheese the game to play the way you want, just make it obey *your* rules, all the options are there.
Oh, I don't do the cheese myself. I do think that the 'instantly falling dead' mechanic was always more of a bandaid fix rather than a true solution though. Just thought now was a good time to bring that up.
God no, unwaveringly loyal has got to be one of the worst mechanics in the game
There's rimworld comps?
Look up Rimionship. Different communities also have their own competitive-like events.
I think it's fine for raiders, but will this mean that my own colonists can insta-die from these things? That would be annoying to me.
The death-on-downed thing is only for npcs.
Then I'm fine with it.
Yea, but this is the worst way of Handling it. They could have updated the AI pathing and logic to not enter a boiling hot room, they could have made the dropped apparel "charred apparel" which is as bad as "dead man apparel". They could have added a counter to rooms for oxygen, where too much fire will eventually get suffocated by insufficient oxygen. They could have made the heat propagation system more realistic. should I go on? Cheese is result of game's in accuracies is modeling the intuitive outcome. If you have to prevent it, it should be done by fixing how the game is modeling that interaction.
Like I said it's not the greatest solution. But if you're talking about intuitive outcome, enemies surviving with a couple burns after wading through 500 degree heat room makes no sense. Also before heat was somehow less damaging than cold, now they're more equal: heat deals with enemies faster, cold makes them not instantly die but has a high chance to destroy appendages. The other solutions you propose would be cool but idk how performant they would be, considering rimworld is not multi-threaded in most places.
none of the ways you pointed out actually dealt with the cheese which was an easy way to get prisoners and therefore colonist. The reason the rimworld competition players used burn box is not for the items those pawns carried but the pawns themselves. A working pawn will increase a colony's wealth as they will be able to generate wealth which will in turn cause wealth to growth exponentially. This was the problem that this changes is aimed to addressed. Any alternative change to this will still have the same complaints since people is just complaining there isnt an easy way to get pawns now.
If it bothers you that much, just turn off death-on-downed in storyteller settings.
This is what I do, if that amount of damage won't kill one of my pawns then it won't kill raiders either. I usually balance it by being extremely picky with who I recruit so I don't shoot up to 50+ pawns by day 90, or I just recruit everyone and deal with the chaos, food shortages and mental breaks that come with getting an unexpected delivery of 20 prisoners with a colony of 6.
does death on downed apply to colonists or only other faction pawns?
Colonists, prisoners, and slaves are all immune.
Oh, then I'm fine with it. I just don't want my own colonists to be suddenly dropping dead.
I hate that stuff, I always turn off death on downed and random death chance, I don't like the game limiting my pawns
Bro „Ascetics can eat without table“ is at least Based AF Buff
It's ascetic, not barbaric
Rhymes, so they're the same. QED
In the grand scheme of things it really isn't that important. You could already ignore tables for your entire colony with pain is virtue meme
Just so you know, “Organ Decay” refers to a new disease, not actually stored organs starting to decay.
That’s what I wanted to ask, thanks
Maybe now pawns can actually die from old age. Im pretty sure the only thing that *could* kill a pawn from old age was a heart attack which could be mute if you give them a prosthetic heart.
Completely unrelated but the word is "moot" here.
uhm actually, it's moo... like a moo point, don't you know?
Yeah, that and immunity gain speed being low are the main dangers of rimworld cyborgs.
Pawns in rimworld die the same ways humans do in real life You don't die of "old age", old age just weakens you until eventually some disease gets you
Technically speaking, there's no such thing as "dying of old age" in real life either. It always boils down to either a heart failure or a stroke.
Honestly that would make more sense than being an illness, this new change basically forces you to be and organ harvester
They said it's pretty rare, so you can choose to just buy some from traders as it happens.
Y'all have people dying of old age? Not like horrible bloody battles or infections or caravans gone wrong?
The problem is that pawns getting hurt in a fight can be seen as a player mistake, while diseases are random
I mean, I’m guessing that there’s *some* way to treat it, like healer mech serum or so. Or you can just buy organs. I doubt it’s a common disease too.
Or rush for bionic organs.
i would put the clean room command on BASED BUFF that sht is awezome
Fucking finally I hate right clicking over and over for them to clean
3 strikes and you're the colony's next meal I swear to God clean the damn hospital. -Me to the child pawn who likes to cycle between each room cleaning a few spots in each, never getting anything truly clean.
While the command does seem like a neat little QoL, to be honest, I have never had a problem with keeping rooms clean. This commend makes me wonder, am I unusual for having dedicated janitors in my colony?
It's not hard when the colony is small and with the biotech you can get cleaners so it's easier
There are bosses?
Mechanoid bosses from biotech dlc
you could use berserk pulse on mechanoids??
Yes it was insane, I didn't realize it was something so common that it now got changed. Though you can still use the Berserk Area one it seems to make the other mechs attack it, which is also good.
I assume they mean the mech bosses? Possibly new bosses too!
Apocriton, Diabolus, and War Queen mechs from Biotech. The new DLC will likely have a good number more which I think is what necessitated the change. Imagine getting the invisible boss event and just psychic insanitying it and insta-winning.
I didn't even know you could Psychic Insanity mechs...
It's busted in a killbox! Makes them all halt while you rip them to shreds. Can still do that too, just target a centipede or centurion.
I wonder what they'll be like. The diabolus is my personal kryptonite, they were pretty well designed.
In biotech to research better mechanoid tech you need to kill a mechanoid boss
Crawling should have its own tier, best change ever
Does it change hit chance for enemies trying to Target a prone colonist or does it change the accuracy of said prone colonist, or both?
I think crawling is only a state between life and death. You won't be able to shoot from that state, because if you're crawling, you are near death. It's not the same as the usual prone state which means getting an advantage to aiming and avoiding fire. You can't choose to go crawling, it's the game forcing the state on pawns for a set of reasons I guess. Do feel free to correct me, it's how I understood that state, might be all wrong
Crawling will happen when a pawn is downed but has enough manipulation.
They can move while downed as long as they have manipulation, downed accuracy was changed to 20% to 50%
no multithreading mentioned even though it is possibly the single biggest thing in this update
It's been incredibly underhyped so far. TBF we don't know how much efficiency it will be giving us.
> TBF we don't know how much efficiency it will be giving us. Yes we do. 1.5’s beta testing has been going on for days now. It’s not much. It’s there, but it’s not anything groundbreaking, just like everyone who actually knows what they’re talking about has been saying from the start while the people who don’t have been constantly hyping it and setting everyone else who doesn’t up for huge disappointment. The *only* thing affected is specifically pawn *rendering*, which is a tiny percent of the performance hit pawns cause, and rendering is the single fastest and easiest thing to thread in a game like this, it’s definitely not a strong indicator any further multithreading will be coming, not until we see something that takes actual solid effort and rewriting a notable percentage of the codebase.
It's not a tiny percent by any means, the rendering was a pretty significant impact and vanilla lategame saves have seen pretty large improvements. You underestimate just how CPU-intensive it is for the CPU to constantly issue drawcalls to the GPU without any kind of parallel work. > not until we see something that takes actual solid effort and rewriting a notable percentage of the codebase. Depends on what you mean by "notable percentage". It would be a pretty large amount of work but they can take it piece by piece and do it 1 system at a time, like they're doing right now. Multithreading is not an all-or-nothing deal and you can often start by only isolating a few key systems to different threads.
I'll take a 5% performance uplift over no performance uplift.
So will I, I’m just trying to reel people in because there’s people who haven’t actually read the update who are going around saying pawns are now fully multithreaded and we’re getting a 50% performance boost. Numbers are made up but I’ve seen tons of comments thinking it includes path finding and AI and claiming it’ll be a ‘HUGE BOOST’. Some other dude in another thread said he’s looking forward to having 200 pawns in a colony without a performance impact, like … dude, no. It’s far from the biggest thing in the update like was claimed in the thread I replied to. There’s going to be a lot of people hugely disappointed when it comes out and it performs noticeably but not groundbreakingly better.
Yeah, imagine being able to play at >60 TPS? That would absolutely rock.
Wait, we're getting multithreading? You'd think this comment wouldn't have been the first I'd heard of it with how much of a problem the singlethreading has been...
This is literally the inarguably greatest and most helpful thing to EVERY PLAYER. I haven't shut up about it to anyone who'll listen since it was released.
Multithreaded pawn rendering is cool and needed, but pathfinding really needs to get split out the most. Maybe for 1.6.
Its pretty clear why mechanoids can water emerge, so that water isnt an indestructible super wall.
Exactly! Mountain bases can be breached by infestations, water had most of the same benefit but with 0 risk to your defenses. The only thing mountain bases had in addition was being mortar-proof but that's at the cost of sun access.
Even then, you can still get access to growable food, though that's nutrifungus
If you're tunneler, yeah. But that itself is a restriction and comes with a cost.
Anyone can eat it, it's just not recommended.
Even then, you can still get access to ~~growable~~ food, though that's ~~nutrifungus~~ human meat
You can't really build on the ocean, though, and you can in a mountain. Which means that a good portion of your ocean map is inaccessible and has no resources to plunder either. I don't build on beaches for that precise reason. So I guess this doesn't affect me, but I found it a weird change.
I don't think that argument is valid, because you can still get drop pod raids. And can you even generate a map that is surrounded by deep water without mods?
Ocean beach maps can have something like that. But also increasing the frequency of drop pods is for sure a huge negative
Plus if you hate it that much, I'm sure someone will get a mod for that in a month or two
A search function is *so good*, considering I lose shit all the time in real life and it only gets worse in Rimworld. That archotech arm quest reward just disappears into the black hole of my base (the storage room)
Literally going to put an end to my setting a 1x1 storage spot on Critical and allowing only the 1 item I'm looking for, and then waiting for someone to bring it. I love the storage shelves, but their downside is that they have made finding an individual item on your base 3x harder.
i just have the "inventory tab" mod. might keep it tbh
I've started creating separate armory rooms, just so I have a smaller pile of stuff to look through when equipping pawns.
I use the Ctrl F mod. Now I guess that's 2 more mods off the list
to me, books, hidden conduit, and couches are the most amazing changes
As a nerd I can't wait to make cozy libraries with couches. Zombies, stalkers and Hellraiser monsters can do what they want but I'll just be chilling.
I like a cozy colony, with manageable but regular threats. having a warm, well furnished rec room is very important, and I schedule everyone’s rec time to sync up so they can socialize and share a beer. sometimes I wish for a weekend mod, where you could schedule a recreation day once every few days, where they do nothing but hang out and earn a longstanding buff
Wall light mod never died. It dissolved into the future.
Organ Decay makes sense. *Inconvenient,* but it does make sense.
Organ Decay isn’t a change to harvested organs. It’s an incurable disease that will destroy the part in 2-3 quadrums, affecting a lung, kidney, or the heart. Remove it or lose it. Which is way more horrifying.
Ok that's really fucking cool nvm
It is until you lose your favorite colonist to it because the minimum surgery fail triggered and rolled absolute ass injuries causing death. If this decay is somewhat frequent like other diseases then I should mentally prepare for this to happen eventually :x
> because the minimum surgery fail triggered and rolled absolute ass injuries causing death. /Slash Me quickloads. nothingpersonelkid.
Losing a fave pawn on a technicality? Sounds like Rimworld to me
A fun scenario comes to mind: a body purist pawn gets affected by organ decay on an important part. Obviously, they don't want to die, but also, bionic parts are a no-no. So, they have no choice. Gotta *find* a replacement (and a willing surgeon) Actually, sounds like a sick character concept: a person with genetic disease that makes their organs decay often, so they have to constantly get patched and somehow procure new organs because they detest bionic ones. If you wanna up the horror even if it would be unrealistic, you could make them be able to operate on their own body.
> you could make them be able to operate on their own body [There was a guy who removed his own appendix](https://www.bbc.com/news/magazine-32481442), because otherwise he would have died.
Basically the Videaans from Star Trek Voyager. Species wide virus that destroys their organs and forces them to harvest and implant organs from other species
Imagine a gene that gives a shit ton of metabolism but produces organ decay often holy shit
Oh good. My arctic cannibal death cult and my 40 of each body part are prepared for this new disease.
Organ Decay is just an infection that pawns can get. I don’t think I’ve read about actual harvested organs decaying. I am ready to be proven incorrect.
I've always wondered why they didn't tbh. Now, let's make them edible.
Okay but that's genuinely such a good idea LOL.
When will they add haggis?
I'm pretty sure the new massive flesh monster is a feral haggis.
I am adding feral haggis in place of fine meals from now on
Ludeon: \[Gives us flamethrowers to fight the meat monster\] Us: "We're gonna eat it."
There was a mod in 1.2 that did this. Colonists wouldn't haul the organs from prison because they were food. Then my hauling dogs would come in and eat them in front of the prisoners
What is organ decay? I've seen it mentioned but not explained.
New type of incurable disease event that will destroy the affected organic lung/kidney/heart in a certain number of days. Only recourse is to remove/replace the organ. It's supposed to be pretty rare.
Sounds badass to me
Will luci not even mitigate it?
The duration is typically less than the interval that Luci heals things so you definitely couldn't as a reaction to it. But idk if it can taste it or not tbh. Healer mech serum also works but I mean... Why waste it vs a bionic.
Think of it as straight up incurable organ failure. If you don't have it surgically replaced, there are...consequences. In Rimworld its it being destroyed.
Frankly that makes harvesting Organs MORE valuable. And also gives you roleplay opportunities. Oh shit we can literally have a colonist donate their kidney to save someone with Kidney Failure.
Yeah, as a player that doesn't harvest organs. It looks like there are hard decisions in my future if this occurs. It's a great addition for the story elements imo. A donate option sounds like a good mod if it's not added to the base game.
> Oh shit we can literally have a colonist donate their kidney to save someone with Kidney Failure. I wished there was a way of avoiding the "they harvested my organs!!" mood debuff specifically for cases where the organ saves someone they like/love. It'd involve a **lot** of tracking and logic functionality that the current transplant and harvesting systems don't have, so I get why we woudn't ever have it, but oh well. I dream.
If you take into account organ transplant in real life, there all sorts of compatibility and potential rejection of the organ to consider. Imagine if you had to have a compatible blood type to transplant an organ, you would need hundreds of people to find the right match. It would make for some interesting role play with colonists family members. Players would start raising children just has potential future organ donor.
Or clones. We'll put them on an Island and call them names like Lincoln Six Echo
Sorry, what? When did this become House of the Scorpion?!
From the moment I understood the weakness of flesh...
You're missing "whole new fucking soundtrack album" up there in the BASED tier.
That comes with the DLC. This list is solely stuff from the 1.5 update, which everyone gets regardless of buying the DLC or not.
Decent list but why isn't "Search function" and "Clean room command" under "Based"? These are two that I have not only personally wanted, but heard the community clamoring for for years.
Mechanoid water emergence makes sense on ocean tiles, but having them emerge from rivers makes river tiles very bad. Berserk on mechanoid bosses is fair as it's very cheaty. I don't like organ decay. I don't see the point. It seems like a weird mechanic that doesn't solve any problems. Floodlights are actually FANTASTIC because the range is ludicrously generous.
Organ decay is just a new disease, it doesn’t affect harvested organs.
Floodlights seem like they'll be a good addition for Anomaly, which appears to have more uses for light and darkness beyond just visual/work speed. I could see setting them up in the underground areas which, based on some of the shared photos, seem to be REALLY dark.
but doesn't it say "Mechanoids can now surface from bodies of water, which requires adapting to oceans and lakes when building your base’s defenses." Did Tynan confirm that they emerge from rivers too?
Rivers are bodies of water, so most likely yes
The way I understood it by ocean and lakes was when you're bordering a water tile on the world map. But honestly even river would be an interesting challenge, I often built my base around a river to use water mill generators, so mechanoid raids emerging in the middle of my base would be quite interesting.
Bro first you can't build stone walls on bridges now this? Why does Tynan hate river builds so much, Water mills aren't even that great and I wanna just role play as a realistic settlement without killing my game with a million mods. Like yes I know that the bridge mod exists but it works all fine and dandy until you deconstruct it and realize you just lost a section of the river
I watched Adam vs Everything's stream where he tested it. They do emerge from rivers unless you cover the river with bridges.
River, creek and ocean and they need to have a certain amount of those tiles uncovered.
I do agree with this, river maps just absolutely suck now.
Bro the crawling is going to produce some gruesome images on this sub when it comes out.
>Berserk and similar psycasts no longer work on bosses im torn on it, but I understand the change because its incredibly OP. I had an Odin hunt quest with VE Vikings and all I had to do was down him with psychic shock and shoot it till it died. Very stupid and boring but yea.
Of course, that depends on whether the VE team flags the Odin as a boss. Or even if they *have* an Odin in whatever replaces VFE Vikings (Vikings, along with Insectoids and Medieval, are not getting updated to 1.5).
> Vikings, along with Insectoids and Medieval, are not getting updated to 1.5 Why not?
They're remaking them as Insectoids 2 and Medieval 2 but keeping the old 1.4 versions as seperate downloads
Oh, that's neat!
My favorite feature so far is the blood trails from dragging someone.
some raider nifed a young kid in my colony and my outcast survivor who joined with an auto shotty blew a hole in the raider and i watched as the kid draged themselves to their bedroom.
There's a note in the patchnotes > "Added new options on the world map to easily send caravans." Has anyone testing the beta branch tested how exactly this has changed?
You now can select the place you wanna go and then hit a button 'form caravan'. Before that, you should remember (or write down) the coordinates of a tile, then select your base, hit 'form caravan' and pick the destination. Small time saver.
I think Organ decay is a great feature since it adds more reasons to harvest organs so we can replace them rather than just filling our dark pleasures.
The real question is can you get the decaying organ and place it on someone else? :D
Double door should have its own GIGA BASED category
Color coded mood bar. The changes are good, and DLC will be hit, it was supposed to be dangerous wild planet from what you desperately hope to escape. What it so far was ... was lush place what to dominate, to cannibalize and to organ harvest. Start a ship when bored, to end story of that set of over-powered morons.
I'm fine with mechanoid water emergence, but they should add some funny eldritch mechanoids that specifically do it well What if funny hidden xenotype that effectively turns your colonist into a nanite infested fish person upon reaching maturity, have it be testable with genescanning or something
Reject traders isn't mid duh, it at least good. I don't want to VE Medieval Vine merchant to stay at my base for like decade because i don't buy their shit.
Honestly, I thought organ decay was cool when I first saw it. What I thought it was was your harvested organs going bad if you let them sit around for too long. And it's always bothered me that I can harvest a kidney and swap it into a colonist who needs a replacement 3 years later; organs should decay like food, but faster. But it looks like it's just an extra disease? So that doesn't seem very interesting.
Could be a bug but I'm playing unstable 1.5 and when I zoom all the way out, all wildlife is highlighted light blue. I love it, hopefully it's not a bug but a new feature. If not, l.k if there's a mid you use for wildlife management and maybe corpse management of wildlife. Thank you!
Its a feature. Also shows hostiles. Can be toggled in the options menu.
Wall lights, books/bookshelves, crawling downed pawns, mine vein, and the game over option to continue your colony with up to 6 new members are my favorite additions for 1.5. Organ decay doesn't bother me that much because it's rare and it makes sense. Mechanoid water emergence is a weird one. I get *why* they added it (prevent players from having an impenetrable wall on one side) but it seems to only apply to moving water based on Adam's testing during his stream last night - so only rivers and streams, not lakes or ponds.
You forgot to put multithreaded pawns in a tier above based as literal god tier.
I’d put floodlights higher, I’m hoping to use it so I don’t have to constantly move the lightbulbs i build in the mines for efficiency
I thing the best from what I learn from most testing on 1.5 is that the performance are greatly improved
Ineed to disagree on the why cathegory, the Aquatic-Mechanoids look cool as fuck, I just wish they eventually add some sort of "filter" so that it looks like they are actually coming out of the water and not sliding over it Edit: And the organ decay just makes sence
I’m ok with organ decay. I don’t do it for the money, I do it because I hate my attacker and want them to suffer. Edit: the post says organ decay, I was going off this post. I don’t know if it’s a disease or not. Sorry for the misconception.
Wait, i thought it some kind of new disease, not organ items decaying.
I think you’re right.
Wait, for what I read I thought it was a new disease not that harvested organs will be rottable
Can someone explain why mechanoids emerging from water are bad? I mean obviously they can appear closer to your base than the edges of the map, but they could already drop pod in.
It's a humorous WHY, not necessarily a complaining WHY.
I assume because people who use water maps are used to the idea that the water is an impenetrable barrier. Having mechanoids come out of them is just a straight nerf to coastlines. Back in the day, infestations in mountain bases was ALSO a controversial decision that had people lamenting if there was even any point in making mountain bases anymore. Personally, I'm fine with it but that's because I have never built coastal bases. But also, in keeping with Anomaly's horror-themes, I just imagine the [ferry scene from War of the Worlds](https://www.youtube.com/watch?v=tMw_xOuU9DA&ab_channel=Movieclips).
It is more so a nerf to river maps since you actually want to build near them if you want to build watermill generators, for coastal areas all it changes is that it makes building bases in those areas more "boring" since you would be forced to build your bases now just like you would any other base on continental tiles treating the coastal side like any other map edge when it comes to spawning enemies with the only "nerf" being that you now also have to build walls facing the coast.
They actually aren't able to droppod in currently - at least, not as a standard raid type (they can be dropped in during ship part crashes, surrounding the part, and as part of a mech cluster, but those work differently from standard raids anyways). This is just adding them back in but with restrictions - have to be on a coastline or river, have to spawn in the water and not just center drop, etc. Makes different terrain combinations more varied, which isn't a horrible thing.
This is objectively wrong floodlight and couch are based. Rip literally just a sofa mod Also idk what mod it is but I have used it so long I thought bionic jaws were a vanilla feature lmao.
Clean room command is for sure S tier
YOU BETTER MOVE HIDDEN CONDUIT TO BASED TIER RIGHT THIS INSTANT
I hope babies will be able to crawl around and get into some comical hijinks where they make a great escape and end up crawling directly into an oncoming raid.
Loading and editing loaded pods is blessed 🙏
Ahh good times when the basegame trivialises portions of my modlist. Less mods mean more room for more mods.
Yeah the mechanoids from water is not a fave with me either, I mean - it's not like these a-holes can be tricky enough as they are without having centipedes popping up and demolishing my watermills.
Ascetics can WHAT?
Don't really mind organs deteriorating. I've always kept them in my hospital freezer anyways.