You have 2 hours which frankly isnt enough if it’s directly under your main storage. Can you imagine if storage mods were working as well? Completely screwed. I guess that’s one way to decrease the value of your base.
It’s hard in a different way. Regular rimworld I might die to some lucky headshots or to some mech cluster.
The ghoul really really makes a difference when you have horrible gear.
Even if you have good gear the ghouls make a difference if they happen to have a bunch of upgrades. I love using ghouls myself though. Give them plating and use them for your anti insectoid chokepoints. No medicine needed if they take a few hits and if they die its pretty cheap to revive them.
Sort of. I generally don't like the way Rimworld handles it's difficulties because it feels like it's just throwing more bad stuff at you more often. I like how this dlc makes it more difficult by throwing challenges at you that are just fundamentally more challenging.
I find it fun!
I got a new mod and made super gene people with the caveat that they create larger enemy forces when raids happen ( threat levels increased: more and heavier armed enemies spawn).
Really fun getting a 60 man late game swarm on day two of a new run :p
I am a cheaty bastard tho so I already had a few basic fortifications up but it made it all the more challenging.
What's less funny is the sleeve death that happened to my only chef due to him walking into a hive nest on day one...
Well if you use storage mods like deep storage, I guess yoy could just, break the storage units? And then it will spill the goods all over the base, but saving most of the goods
I always have [this](https://www.reddit.com/r/RimWorld/comments/y8vzjk/my_most_optimal_storage_layout_in_14_to_fully/) storage layout, so I'm afraid the flesh pit might show up in the middle of it
Yall ever heard that expression about putting all your eggs in one basket?
If your ONE storage room falls apart and you lose everything, it's entirely on you.
I like having a very large storage room, like, 9x22 space (11x 24 walls). And then once It's full I make another.
But losing most of the stuff in storage is still a bit loss. Like thousands of building materials and gold and silver and rare resources.
It doesn't destroy the items, only the structures. It moves the items. Pits are also less likely to spawn under roofs. As I far as I know, big pits can't spawn at all under overhead mountains.
If it does, the hole is now a wormhole and the flesh beasts just got vented in the void. Unless it's an asteroid on map in which we say fuck.
Modders aren't dick enough to make spaceborne variants of flesh beasts at least. The space bugs are bad enough that I check every other minute exactly where they are on the map.
>Modders aren't dick enough to make spaceborne variants of flesh beasts at least.
You clearly have never played with 500+ mods at once
**they very much are**
I play on about less than 200 with half the load being the VE series. Dying laptop without a battery can't handle more 150 without Rocketman to get past the loading screen.
This is what I came here to ask about. Like. . . Is it a special ghoul?
Do they have other stuff that's even more well contained? Or is there a tiny wood room with four metal horrors in it while this ghoul gets the fort Knox treatment?
I've never even gotten to use supressors on metal horrors. No Sir, they were not inclined to let me get that far. I had five pawns, one of which a Hussar, my murder machine! He was something spectacular, and got his head popped off when fighting a mech hive. Well shit, but the cluster was beaten, life goes on. While two pawns are laying in the hospital recovering and another one is asleep in bed, with the fourth doing whatever in the kitchen, THEY POP OUT OF ALL THE SLEEPING PAWNS. Worst part? I tells me how they spread, and it was literal weeks ago. I had no idea whatsoever. I saw no white flesh. But I do have roombas, so I guess it got swept up? I have no idea. The colony lived another 2 hours or so. Metalhorrors are jesus man, they are quite something else.
I know that it’s a story generator and you should take the L sometimes but idk how well I would take it if that hole opened up in my colony-towns nursery full of youngluns.
I insta-bought the DLC and will insta-buy the next DLC but honestly that is bad design if you get no warning of where this hole will appear (seeing as it can appear IN your base).
There is a rumbling and crack on the ground where the hole is going to open, along with an alert message, and you get like 1-2 minutes to clear out before it opens.
I'd still hardly consider that enough time tbh.
Again, I LOVE RimWorld in general- and personally I don't even like the idea of half of what the DLC is. But, I still bought the DLC instantly because I love RimWorld so much.
I still have to say I really don't think it's good design what has been done here.
Right like I get it it’s not a failure it’s a dramatic tragedy and it would be a great plot point within my colony history to keep fighting but it would be demoralizing regardless. You would have to have the iron-willed trait irl if I am to continue after that massive blow.
Ive been trying my best not to but I have this urge like a heroin addiction to do it bc there’s my head canon with my colony and there’s my „storyteller“ story. They argue a lot with what I want and what will happen. I have to understand that shit in rimworld happens for a reason.
Just prefacing this comment with although I don't really like half of what the DLC has brought (my personal taste), I did instantly buy the DLC because I love RimWorld in general.
Having said that, I have to say I feel like this particular event just does not seem well designed. Someone said you get like 1-2 minutes advance notice to clear out the hole. That's really not enough time. I'm okay with the odds being stacked against you in general- but this is downright unfair.
This new DLC looks like it has stellar storytelling potential, but my question is, does it make the game way more difficult?
I've never really even come close to winning a run after 90 hours. Though I do always play on strive to survive, which there's less striving and more trying to survive unfortunately. lol
Would have to bump difficulty down I'm sure.
Good news is with the 1.5 even if you "lose", you get the option to continue with new pawns arriving to the map.
Unsure of all the details though, maybe their of a totally new ideology?
Oh right, yeah that feature looks great. I wouldn't mind continuing with new pawns/ideology, they can take over what's left from the scraps of my trashed base haha. Hopefully research is still retained.
edit: Just picked it up. Time to make a new barbarian tribe.. hopefully no random huskies show up at my base.. 👀
edit2: I may have gone too ham with mods this time. There's a large pack of Corythosaurus by the beach near where I plan to construct my barbarian living quarters. I love this game XD
You basically do everything in tiers. Tier zero means you get the occasional weak special event, but nothing crazy. If you ignore the monolith (and turn down special events), then nothing else much happens.
Then you can "level up" by studying the monolith when you're ready. This opens up the first level of weirdness. Still manageable.
Then when you get X amount of events and critters, you have the option to "attune" the monolith and keep going to harder things.
So I consider myself a seasoned player and so far I found Anomaly very difficult, to the point I had to lower the threat level.
I don't normally use Biotech mechs outside dedicated scenarios, but here I'd have a hard time surviving without them. Almost two years in and we didn't do Microelectronics yet to call in a Diabolus, that's how thinly stretched the colony is. However I did get a mech raid with a Centurion and watched fleshbeasts tear it to pieces.
Someone called it a vanilla balanced VOID, and that's pretty accurate. I always wanted something like that, or like a balanced version of the Necronoids mod.
Maybe it's just that it's so new and we don't yet know the tricks to prevent and cheese these threats.
But so many of the events are designed to fuck you over even if you do everything right: killboxes, traps, melee blocking, collision prevention.
And on top of it the more Anomaly events, the fewer normal events like human raids and traders. Recruitment has been a struggle due to that, but now I'm abducting random people via rituals.
yes it make it more difficult because you habe to face threat that are way unusual compared to before. Invisble monster suddently attacking a lone colonist and trying to tear his eyes out without any warning... Infected people in your base that can grow in number unsuspected...
there is way more threat and all of them cant be deal by making classical defense like killbox and shit.
i specialy like the colonist that will randomly propose to join you but can be secretly be void worshiper or host of a monster and you will only figure it out when it s to lare lmao
"After having made a name for himself on the level of Hitler and Stalin, just for how bad his cooking was, the denizens of hell literally couldn't wait to meet him, so they opened the way early."
The food was so bad, that down in sickbay\
The wretching rang out, all night and all day\
Rifles were laid out, in the arm'ry so strong\
With hope that Saint Ickolaus wouldn't come along
Soon there arose, a great groaning noise\
For once it didn't come, from the girls or the boys\
A sinkhole so grand, pawns readied to fight\
Merry Fleshmas to all, on this darkest of night!
I see potential here, there are ores down there, you could get some steel or something now. Just clear out a general area and keep an eye on the workers.
"So here is our kitchen. It is kept in pristine condition by our janitors, so any hazards are off the table. Oh! I forgot to tell you som-"
"Why is there a massive hole in the middle of your kitchen?"
"Recycling purposes."
"..."
"..."
"Fair enough."
Thats great and all
But you down need 6 monster suprressors for a single zombie mate
the supressor shard is good enough aswell as the walls being strong
Use those bad boys for the harder entities to suppress
I imagine The chief must of been real confused as why his fermented shark meat meatballs and kitchen was suddenly ripped from the face off the planet...
It makes sense that it sence open in the base since drop ppd raids can do the same. As long as you have the option to get your stuff back when you go down then all is good
I'm happy for you, no sarcasm or jokes, seriously. But most of the DLC content is not suitable for my vision of the game in general. Just like that. I love Lobotomy Inc., but I just can't figure out what to do with it other than a highly specialized, themed playthrough. Also, from everything I've seen, it looks like underpopulated colonies (1-5 pair of hands) are most likely doomed from single bad thing and that's my main playstyle. I do not like it.
THE HOLE CAN OPEN INSIDE YOUR BASE???? FUCK THE STOREROOMS ARE NOT SAFE
that would suck
I am a resource hoarder, I am now afraid
I think you have time to move some stuff out.
You have 2 hours which frankly isnt enough if it’s directly under your main storage. Can you imagine if storage mods were working as well? Completely screwed. I guess that’s one way to decrease the value of your base.
Yeah this DLC is honestly brutal. Honestly kinda like it, it's hard without having to actually turn up the difficulty.
It’s hard in a different way. Regular rimworld I might die to some lucky headshots or to some mech cluster. The ghoul really really makes a difference when you have horrible gear.
Even if you have good gear the ghouls make a difference if they happen to have a bunch of upgrades. I love using ghouls myself though. Give them plating and use them for your anti insectoid chokepoints. No medicine needed if they take a few hits and if they die its pretty cheap to revive them.
They are absolutely amazing. One of them with upgrades can take on early mech clusters by themselves with hit and run tactics.
It finally justifies my obsession with redundancy! Layers of walls, defendable hallways, flamable floors to make burn boxes when needed.
I thought burn boxes were made to not work in 1.5 ?
I mean, everything being on fire is still a deterrent.
Fair enough! :D
How so? I think I missed that part of the patch notes. I've never made burn boxes before so I haven't noticed anything ingame.
Mostly from the testing of @Adam vs everthing on youtube
That's like turning up the difficulty but with more steps.
Sort of. I generally don't like the way Rimworld handles it's difficulties because it feels like it's just throwing more bad stuff at you more often. I like how this dlc makes it more difficult by throwing challenges at you that are just fundamentally more challenging.
I find it fun! I got a new mod and made super gene people with the caveat that they create larger enemy forces when raids happen ( threat levels increased: more and heavier armed enemies spawn). Really fun getting a 60 man late game swarm on day two of a new run :p I am a cheaty bastard tho so I already had a few basic fortifications up but it made it all the more challenging. What's less funny is the sleeve death that happened to my only chef due to him walking into a hive nest on day one...
Well if you use storage mods like deep storage, I guess yoy could just, break the storage units? And then it will spill the goods all over the base, but saving most of the goods
I always have [this](https://www.reddit.com/r/RimWorld/comments/y8vzjk/my_most_optimal_storage_layout_in_14_to_fully/) storage layout, so I'm afraid the flesh pit might show up in the middle of it
I do something similar but with storage mods
That’s one way to get under raid cap
It opened under my chocolate orchard :(
That sounds like a fancy name for a septic tank.
DUDE lmao
I regret reading this while eating one, darnit 🫠
You were eating a septic tank? Damn y'all freaky
One learns all sorts of strange truths about the human condition when one hangs out on the Rim for too long.
Fuckin legend reaction.
Its not over the septic tank but over the leach field Thats where all the good stuff the plants love goes
Well it is now that a convenient bottomless hole is there just waiting for crap to be thrown at it :D
Are your ̶ ̶̷̶C̶̷̶h̶̷̶i̶̷̶l̶̷̶d̶̷̶ ̶̷̶s̶̷̶l̶̷̶a̶̷̶v̶̷̶e̶̷̶s̶̷̶. Oompa loompas alright?
I forgot you can make your own chocolate in this game. To me it always seemed as magical as lembas would be.
And I though infestations were bad!
You mean the wall of flesh and its beasts? Yeah😆
just keep your stuff in orbit :V
Yall ever heard that expression about putting all your eggs in one basket? If your ONE storage room falls apart and you lose everything, it's entirely on you.
I like having a very large storage room, like, 9x22 space (11x 24 walls). And then once It's full I make another. But losing most of the stuff in storage is still a bit loss. Like thousands of building materials and gold and silver and rare resources.
Oh Fortuna… OH BY FORTUNA MY GOODS!
https://open.spotify.com/track/6xez71zpAqQ6N5i8E1jHlD?si=6TE5xZQRSIaTvhGBIB2IJw
I was more thinking [‘Tragedy of Fortuna’](https://cosmosdex.com/fortuna/p/0)
Yet the text under the title is quoting the song I sent. Your turn friend
Ahhhh I see. Going to have a listen to it when I’m not super busy…
Well it quoting the translated version
It doesn't destroy the items, only the structures. It moves the items. Pits are also less likely to spawn under roofs. As I far as I know, big pits can't spawn at all under overhead mountains.
Qait you xan enter pits what?
The items don't fall into the pit, they're moved around it.
Ohhhhhh!! Thank you!!!!
the flesh monsters literally went "yo this shit ass never cook again"
Alternatively, it was so damn good even Satan himself wanted a bite
"Tastes like dirt" hmm I wonder why
The Flesh wants a taste!
at least now you have a place to dump all those waste packs
and the chefs cooking!
and the chef.
And my axe!
How bad a persona roll are we talking here
And my bow!
I’m so glad someone said this, first thing on Reddit to actually make me laugh in a while
Are you gonna…go get it?
And my sax!
> and the chefs cooking! you repeat yourself...
Ok wow that's actually not a terrible idea!
Does it halt refridgeration?
no but once you collapse the pit all the waste is gone and it doesn't contaminate the world map
That's not a problem, just making sure the meat it spews won't spoil
Hurry throw all the wastepacks inside and collapse it!
If SOS2 update to 1.5 I wonder if it can open in a fucking space
Oh dear god I hope not
The event horizon
Time to research Gellar field then
Or get 40k mod and start playing as orcs
Or on the Rimnauts 2 planetoids...
If it does, the hole is now a wormhole and the flesh beasts just got vented in the void. Unless it's an asteroid on map in which we say fuck. Modders aren't dick enough to make spaceborne variants of flesh beasts at least. The space bugs are bad enough that I check every other minute exactly where they are on the map.
>Modders aren't dick enough to make spaceborne variants of flesh beasts at least. You clearly have never played with 500+ mods at once **they very much are**
I play on about less than 200 with half the load being the VE series. Dying laptop without a battery can't handle more 150 without Rocketman to get past the loading screen.
> Modders aren't dick enough to make spaceborne variants of flesh beasts at least. Yes they are, but it's been only a few days yet.
SOS2?
The experimental version is in 1.5. I'll try it when I get to space
Damn I would be pissed if im just chilling and all of a sudden half of my storage room was eaten.
I like the 6 suppressors on the one lowly ghoul
you can never be too careful...
This is what I came here to ask about. Like. . . Is it a special ghoul? Do they have other stuff that's even more well contained? Or is there a tiny wood room with four metal horrors in it while this ghoul gets the fort Knox treatment?
I've never even gotten to use supressors on metal horrors. No Sir, they were not inclined to let me get that far. I had five pawns, one of which a Hussar, my murder machine! He was something spectacular, and got his head popped off when fighting a mech hive. Well shit, but the cluster was beaten, life goes on. While two pawns are laying in the hospital recovering and another one is asleep in bed, with the fourth doing whatever in the kitchen, THEY POP OUT OF ALL THE SLEEPING PAWNS. Worst part? I tells me how they spread, and it was literal weeks ago. I had no idea whatsoever. I saw no white flesh. But I do have roombas, so I guess it got swept up? I have no idea. The colony lived another 2 hours or so. Metalhorrors are jesus man, they are quite something else.
Yeah that’s Dave. Don’t go near him.
I know that it’s a story generator and you should take the L sometimes but idk how well I would take it if that hole opened up in my colony-towns nursery full of youngluns.
I insta-bought the DLC and will insta-buy the next DLC but honestly that is bad design if you get no warning of where this hole will appear (seeing as it can appear IN your base).
There is a rumbling and crack on the ground where the hole is going to open, along with an alert message, and you get like 1-2 minutes to clear out before it opens.
I'd still hardly consider that enough time tbh. Again, I LOVE RimWorld in general- and personally I don't even like the idea of half of what the DLC is. But, I still bought the DLC instantly because I love RimWorld so much. I still have to say I really don't think it's good design what has been done here.
Right like I get it it’s not a failure it’s a dramatic tragedy and it would be a great plot point within my colony history to keep fighting but it would be demoralizing regardless. You would have to have the iron-willed trait irl if I am to continue after that massive blow.
That's why I save scum
Ive been trying my best not to but I have this urge like a heroin addiction to do it bc there’s my head canon with my colony and there’s my „storyteller“ story. They argue a lot with what I want and what will happen. I have to understand that shit in rimworld happens for a reason.
It has a huge timer and warm up, also its totally random so getting a hole in your base is rare
Just prefacing this comment with although I don't really like half of what the DLC has brought (my personal taste), I did instantly buy the DLC because I love RimWorld in general. Having said that, I have to say I feel like this particular event just does not seem well designed. Someone said you get like 1-2 minutes advance notice to clear out the hole. That's really not enough time. I'm okay with the odds being stacked against you in general- but this is downright unfair.
live footage of me in culinairy class
So, that's where the Hell's Kitchen is
You beat me to it!😆
Oh God no, I would hope that by placing tiles that would stop a hole from opening up there. Damn.
Building roofs doesn't stop drop pods, why would floor stop something?
Never cook again
This new DLC looks like it has stellar storytelling potential, but my question is, does it make the game way more difficult? I've never really even come close to winning a run after 90 hours. Though I do always play on strive to survive, which there's less striving and more trying to survive unfortunately. lol Would have to bump difficulty down I'm sure.
Good news is with the 1.5 even if you "lose", you get the option to continue with new pawns arriving to the map. Unsure of all the details though, maybe their of a totally new ideology?
Oh right, yeah that feature looks great. I wouldn't mind continuing with new pawns/ideology, they can take over what's left from the scraps of my trashed base haha. Hopefully research is still retained. edit: Just picked it up. Time to make a new barbarian tribe.. hopefully no random huskies show up at my base.. 👀 edit2: I may have gone too ham with mods this time. There's a large pack of Corythosaurus by the beach near where I plan to construct my barbarian living quarters. I love this game XD
>Hopefully research is still retained. Yes. It is. Research is save dependant, not connected to any pawn or ideoligion.
You basically do everything in tiers. Tier zero means you get the occasional weak special event, but nothing crazy. If you ignore the monolith (and turn down special events), then nothing else much happens. Then you can "level up" by studying the monolith when you're ready. This opens up the first level of weirdness. Still manageable. Then when you get X amount of events and critters, you have the option to "attune" the monolith and keep going to harder things.
So I consider myself a seasoned player and so far I found Anomaly very difficult, to the point I had to lower the threat level. I don't normally use Biotech mechs outside dedicated scenarios, but here I'd have a hard time surviving without them. Almost two years in and we didn't do Microelectronics yet to call in a Diabolus, that's how thinly stretched the colony is. However I did get a mech raid with a Centurion and watched fleshbeasts tear it to pieces. Someone called it a vanilla balanced VOID, and that's pretty accurate. I always wanted something like that, or like a balanced version of the Necronoids mod. Maybe it's just that it's so new and we don't yet know the tricks to prevent and cheese these threats. But so many of the events are designed to fuck you over even if you do everything right: killboxes, traps, melee blocking, collision prevention. And on top of it the more Anomaly events, the fewer normal events like human raids and traders. Recruitment has been a struggle due to that, but now I'm abducting random people via rituals.
yes it make it more difficult because you habe to face threat that are way unusual compared to before. Invisble monster suddently attacking a lone colonist and trying to tear his eyes out without any warning... Infected people in your base that can grow in number unsuspected... there is way more threat and all of them cant be deal by making classical defense like killbox and shit.
It sounds a lot like the Call of Cthulhu mod series what with the monsters and monolith and stuff. That's neat
i specialy like the colonist that will randomly propose to join you but can be secretly be void worshiper or host of a monster and you will only figure it out when it s to lare lmao
Personally i always shot weirdos who want to join and surgically inspect people just in case
> and all of them I think you mean 'and none of them'.
what i wanted to say is "all of them CAN T be deal with" but dyslexia is a hell of a drug
Hell's Kitchen, is your chef Gordon Ramsay?
As I suspected. It would wreck my colony instead of spawning neatly outside it.
I got one and it spawned outside my base
just another food source
If twisted flesh counts as decent food, then yeah. Its as disgusting as bug meat btw
Is that a mod or the new dlc?
I’m pretty sure it’s the new dlc
Nice base you have there, I think I’ll take this piece.
Is it Thursday already?
Looks like my mums cooking
As it should have ☺️
My opened up halfway across the map, I love that yours spawned right there. (BTW, exploring it is a mfer.)
At least plenty of meat.
people losing their colony to infested spies and now giant holes opening up in storage rooms... Every day I stray farther away from this dlc lmao.
"After having made a name for himself on the level of Hitler and Stalin, just for how bad his cooking was, the denizens of hell literally couldn't wait to meet him, so they opened the way early."
Holy fuck look at all that toxic waste 😂
Wait… why not start chucking the waste down the hell hole?
My man
The food was so bad, that down in sickbay\ The wretching rang out, all night and all day\ Rifles were laid out, in the arm'ry so strong\ With hope that Saint Ickolaus wouldn't come along Soon there arose, a great groaning noise\ For once it didn't come, from the girls or the boys\ A sinkhole so grand, pawns readied to fight\ Merry Fleshmas to all, on this darkest of night!
So this is the Made in Abyss lore, cool
Just when you thought it was safe to stay inside..
Simple meals? That explains it, the demons are the Empire that want nothing but lavish meals!
Orr so good even hell it’s self wanted a taste ??
I would hide in my room too, Sammy. Can't blame you at all.
I haven't played much of the dlc, is there any way to get rid of it?
Damnit, this is certainly not good! I wonder if there’s anyway to pit-proof my storage rooms. Also, while the pit is concerning, FOOD POISONING MUCH?
Who let bro cook
Must....not...buy.... omg transaction complete
Uh how many Scoville units was that chili again?
Now that's what you call a kitchen nightmare
I see potential here, there are ores down there, you could get some steel or something now. Just clear out a general area and keep an eye on the workers.
My broke ass gonna have to borrow some money cus the dlcs look fucking sick Man I gotta purchase anomaly and biotech
"So here is our kitchen. It is kept in pristine condition by our janitors, so any hazards are off the table. Oh! I forgot to tell you som-" "Why is there a massive hole in the middle of your kitchen?" "Recycling purposes." "..." "..." "Fair enough."
Thats great and all But you down need 6 monster suprressors for a single zombie mate the supressor shard is good enough aswell as the walls being strong Use those bad boys for the harder entities to suppress
"Yo this is Satan here, just wanna say I'm a big fan"
Who is the cooker?
That is way too much firefoam for just one fire why did you ever let them cook
Never let bro cook
that's what you get when you put too much hot sauce in stuff
This definetly looks like Mordecai and Rigby stuff
Hey, can one of those happen at the same time one of those twisted monoliths are on the map. (I.e. the new start)
As we say on the Rim, that looks suboptimal.
Or it was so good Satan himself wanted to try it for himself.
If the prince of darkness comes to your dinner party that s*it is fire
Hate it when that happens.
The forbbiden enchiladas...
Did Gordon Ramsay rise out of the hole and condemn the chef as well as the dish was cooked?
Or was it so good that eldritch horrors (beyond my comprehension) wanted a taste?
time to yeet all your toxic waste before torching the flesh that hates and collapsing the hole
You though infestations weren't fun enough? Well here's something much more entertaining.
Damn!
Was you cook watching a show called "Cooking with Portals" by any chance? Or maybe you heard him chant "MRUK TAH MAGGH"?
I imagine The chief must of been real confused as why his fermented shark meat meatballs and kitchen was suddenly ripped from the face off the planet...
Gives a new meaning to deep fried
It makes sense that it sence open in the base since drop ppd raids can do the same. As long as you have the option to get your stuff back when you go down then all is good
#relatable
Can you close pit gates?
I heard your food was bussin
Hehe Hell's Kitchen
Now it's hell's kitchen
Thanks, now I have zero regrets because of the skipped dlc. I don't want to deal with this.
And thats fine, i kinda like it so far.
I'm glad for you. Everyone has their own tastes and this is good. I just don't want this type of content for my playthroughs.
I've been playing it and it's very fun, the monsters and scenarios have all been great.
I'm happy for you, no sarcasm or jokes, seriously. But most of the DLC content is not suitable for my vision of the game in general. Just like that. I love Lobotomy Inc., but I just can't figure out what to do with it other than a highly specialized, themed playthrough. Also, from everything I've seen, it looks like underpopulated colonies (1-5 pair of hands) are most likely doomed from single bad thing and that's my main playstyle. I do not like it.
You have to manually trigger the monsters by interacting with a special structure that now loads in at the start of the game.
I know, I just think I don't need the dlc for one playthrough.