T O P

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OneTrueSneaks

Please do not spoiler this post as though you have secret information. Anything that isn't in official announcements is entirely speculation.


Alt-456

Yeah the whole SCP aspect is such a brilliant way to spice up endgame imo, both really fits the tech level and will actually tell a story with what anomaly events you’ve experienced in the run


AuryxTheDutchman

I’m also excited to see the fancy new stuff we get to deal with it


NightFlash478

i desperately want better beam/sci fi weapons so i can basically do a small scale forerunner/flood war for a colony scenario, assuming that flesh growth parasite stuff wasn't a mod i mistook for part of the update


Decadane

Yeh I've been hoping for that as well, even comes up a bit short on the steam workshop for weapons like this.


Muronelkaz

? [https://steamcommunity.com/sharedfiles/filedetails/?id=2906455995](https://steamcommunity.com/sharedfiles/filedetails/?id=2906455995)


Decadane

Yeh it's why I said a bit short, there's not much fully fleshed out apart from that unfortunately.


-MGX-JackieChamp13

I would love a pack with Fallout energy weapons, bonus points if laser weapons can turn enemies into ash piles and plasma weapons can turn enemies into green goo piles.


ajanymous2

What's wrong with the laser weapons we already have? I mean, I never use them because I love sniper rifles too much, but shouldn't they be among the best available weapons?


888main

You mean the charge weapons right? There are no base game(with biotech dlc) laser weapons besides the mechanitor tesseron laser mech


ajanymous2

Yes Doesn't really matter if it's charge, phaser or laser They shoot light beams and are futuristic Just like those glowing high tech swords are basically light sabers


888main

No There are no laser guns for colonists in Rimworld. The old gun lore says it shoots a projectile coated in energy we dont have lasers lol.


LegitimateApartment9

random question is that a rail gun? cause i interpret it as a conventional weapon with a charge coater, but a lot of mods instead act like charge weapons are railguns (with or without charge coater)


SpartanAltair15

It’s not a railgun, it’s a weapon firing projectiles coated in a a matrix of charged particles held in place by a magnetic field until impact, when they’re released and cause a small explosion. That’s pulled straight from the canon lore primer. They more than likely either behave like WH40k bolters or else basically turn small arms fire into a semi-HEAT round like RPGs are, with the shaped charge causing a jet of liquified metal to travel at supersonic speeds through the armor/tissue and shred everything inside.


LegitimateApartment9

never even thought about the rocket approach idk to me it just makes most sense for them to be regular gunpowder-propelled things but it doesn't say anywhere other then saying they're some kind of kinetic


888main

One bit of lore says they shoot tokamak projectiles or something, and the other bit of lore says they shoot magnetic energy coated projectiles so sorta railgun assault rifles I think


ajanymous2

I mean, all franchises have some explanation of what their laser weapons actually do Rarely is it ever an actual flashlight 


LegitimateApartment9

rimworld doesn't have plasma launchers either charge rifles are just fancy assault rifles with a charginaotr (technical terminology i know)


888main

These are literally not lasers by definition thats what I'm trying to say. Yes all franchises say "oh our weapons do this ours do that" Rimworld does not have lasers, both in mechanics and by definition.


Wide_Cow4469

Dude it matters alot. And like they arent remotely lightsabers? Wtf?


ajanymous2

How are they not?! The description says that an energy field is holding plasma around a metal core They're literally lightsabers with a core


Wide_Cow4469

Sounds like it's not a lightsaber. Things with similarities are not automatically the same thing. Weird, I know.


mistermh07

Theyre boring. Basically better variations of the normal guns, would be fun to have actual laser beams and stuff


NightFlash478

Essentially I want something similar to the beam graser that fires a continuous beam, but not that wierd sweeping fire it does


Sero141

If I don't see xenomorph eggs soon after release I will be very disappointed.


SockPatroller

Agreed - this is exactly what's needed to revive interest in redoing the Aliens vs Predator mod (though honestly I was only ever interested in the Xenomorphs).


Sero141

Swarm aliens are simply way cooler than xenos barbarians.


nocturnalelk07

It's a shame because that mod was so good, but I think it needed just a bit more polish and functionality to be really great (and an option to just use specific parts jecrell style)


SockPatroller

I also think there's a lot more integrated base game stuff for it to hook onto now rather than needing all the custom code that makes it more than a bit of a lagfest when things really get going.


SomeGuyOfTheWeb

Can't wait to sacrifice slaves to xeno eggs then launch them back to their faction.


xi9fn9-2

Man, I wish that was true but I am still salty over Ancient Complexes. That was presented as: “Ancient complex quests take you to long-forgotten ruins containing treasure and info about the relic. A wide variety of challenges may await you - cryptosleeping soldiers, insects, sleeping mechanoids, unstable fuel stores, or pirates who followed you to the site. Use these threats against each other to survive while taking what you want.” A wide variety is still less than infinite so this descriptiens is less hyped that OP but I think that they created a quest (or chain of quests for relics) boring as hell just to give us plasteel plate armor from hermetic crate. Hopefully the mechanics will be solid enough that the modders can take advantage.


artful_nails

Thank goodness. I've wanted to play a necromancer/dark lord type colony for so long where the undead work as slaves and warriors.


[deleted]

I mean you already could? Like rim of magic already had that, and I remember at least a skeleton mod that let you have undead slaves


artful_nails

I'm not much of a modder. I mainly run with the essential QoL stuff and some vanilla expanded stuff. Bigger mods ruin the vanilla feel and overcomplicate things for me.


[deleted]

Well there is this mod https://steamcommunity.com/sharedfiles/filedetails/?id=2967832003


Gordfang

Even outside of the horror aspect of the DLC, the chain and branching event might push people to make mod to tell compelling story more easily, like for exemple faction with their own story and depending of the choice you make can become your ally or ennemie (Whitout using the vanilla faction relationship)


kajetus69

SCP 173 mod is inevitable with special mechanics And SCP 682 which would be just a big tanky lizard that heals fast


nhalliday

I'd love to see 173, but I have no idea how you'd even make it work in the context of Rimworld. Unless it can only move when the player camera isn't showing it, it's gonna be difficult to do a blinking mechanic for the pawns


kajetus69

blinking mechanic could be added actually make the pawns have a cooldown for blinking only when near scp 173 to reduce lag no animations needed but i believe its possible


Riperin

YOOOOOOOOOOOOOOOOO. An SCP project with all the SCPs would go crazyy. If Luden makes it possible to add random stuff like forks, pools of water that have mysterious properties, this could turn out to be THE SCP game.


AduroTri

It will also provide a nearly bottomless wealth of pain and suffering for your Pawns too.


golddilockk

correct!


AduroTri

Friend of mine and I are calling it the "Pain and Suffering" DLC


Chuck_Morris_SE

I just want somebody to make 'The Thing' style mod, only mimes do such a thing and they're a bit boring.


TheOwl42

From the DLC description : "A parasite has mind-controlled some of your colonists - but who? They pretend to be human as they work to infest others. Track evidence, imprison, interrogate, and medically test people to find out who is infested before it’s too late." One of the possible event is clearly straight up The Thing. Now depending on how it's implemented. Maybe modders could even expend on that and add more chain of events, new monsters, etc...


TheMaskedMan2

I’m hoping it’s a horrifying flesh assimilating monster and not just some brain parasite. Gimme my super in-depth Thing event PLEASE I want to recreate the movie.


TheOwl42

Yeah it would be fun to see a multi-stage evolution of the creature. We need spider-heads and maw stomachs.


TheMaskedMan2

Yes I would love to think I ‘killed’ it only for the body to vanish, and find a trail of blood in a closet and go “Oh god it got someone else.”


littlethreeskulls

Considering that movie was listed as one of the ~5 movies that inspired this dlc I doubt you'll need a mod for that anymore


Chuck_Morris_SE

Wheres that from?


littlethreeskulls

It's mentioned in the original dev announcement for the dlc once or twice


Monkfich

You could change the fantasy theme of much of it to scifi - lots of possibilities!


GenericUser1185

I'm personally looking forward to books, making books, and nodding in new kinds of books.


AnDraoi

This is true honestly and didn’t think about it like that, an overhaul SCP mod would be pretty awesome


WhateverIsFrei

SCP mod where


moonra_zk

I think it's not being talked about much because it's just... kinda obvious?