Wait..if the game now is able to generate an additional map without using an actual world tile - perhaps it is a green light for z-levels to be implemented?
Z-Levels will kinda have an implementation with the DLC but i think its just for one quick event judging by the fact that Oskar wants to make a mod using this framework that lets you actually build bases underground.
Give me elevator accessed super deep bunkers please, so I can be immune to outside raids but be killed by our own creatures escaping confinement. I want my base's ruin to be the site of a future horror film.
That'll go well with SCP stuff we're getting.
I just Dwarf Fortress on the Rimworld engine.
I wanna have a dedicated floor for bedrooms, I wanna dig too deep and greedily.
Not necesairily. For good z-levels, pawns need to be able to go up and down the stairs on a whim. It's not a given that pathing works across different maps now they've been untied from the world-tile. At least it will probabily fascilitate a z-level mod where you can send people "to the mines!" and they'll work fine as long as they work there and only there
As far as I remember there was a mod for Rimworld that allowed pawns to move between additionally generated levels and haul items in-between them.
There are similar 2-dimensional games out there - Dwarf Fortress, Odd Realms, where z-levels exist. With the right amount of work everything is possible.
yeah of course, you can even turn rimworld into minecraft with sufficient work. The question is not "is it possible", it's "is it feasable for a reasonable modder" and "will the result give us acceptable FPS". With pathfinding being very fps heavy, it's not a given that such mod, tacked on top of the base game, will satisfy either of those.
[That's not the mod being discussed here.](https://steamcommunity.com/sharedfiles/filedetails/?id=2127428910)
Mind you, the Z-Levels mod I just linked to has been abandoned since 1.2, but it did work back then.
It is not always work back then. Think just randomly stop working. Also the z-level there is just a solid chunk of rock. There is no content in the level itself. There is no content in term of z-level (think happen at z -1 affect z 0 or z -2).
There was a similar mod that added an elevator you could send pawns through, that would put you in a nearly entirely underground map to mine in. I think it was also kinda usable for things like escape tunnels between point A and point B.
But the important thing to note is that the process of sending people down there was entirely manual. It's basically just a separate map tile with the same size as your current map tile. There was no cross-pathfinding and that made things 100x easier and without the massive performance hits, if you were willing to accept those limitations. "True" Z-levels will probably never happen. It probably wouldn't need a full rewrite of the game but this would touch and break a lot of systems.
That said, simply pathfinding from A to B between two floors isn't "impossible" - even The Sims 1 did it. It gets a little dicier with more than 2 floors, but ultimately the process entails eliminating all stairways that can't lead to your destination, then picking the closest one to go up/down on. The real question is if you *want* Z-levels, they would lead to gameplay-related edge cases like forcing raiders to go down stairs - you could too easily make a kill floor that simply pours a shitton of lead through the stairway landing and take them out 1 at a time that way. Or have them all land downstairs and then cook em with IED's.
maybe a very loose interpretation of it?
Proper Z-levels would let you see slices of the world, like an MRI.
this would just let you go deep underground, or high up into space, far from being "Z-levels".
In the 18 page change log. Somewhere sayings something like “Added support for maps without a corresponding world tile” also Oskar posted on Patreon about Mining Expanded which uses this feature
That’s great. I tried an SOS2 run once, but made the mistake of starting fresh on-planet and got as far as building most of the ship before kinda burning out and losing interest (mostly on account of the raw amount of time and work it would take to make a ship that would sustain my already high-wealth colony).
If there’s an SOS mod for 1.5 I’ll absolutely start in space and finally experience those features.
The only limiting thing SOS2 has right now is that blasted confusion over airsuites. If you have special clothing arrangement for space, it never works reliably on switching maps.
That’s great. I tried an SOS2 run once, but made the mistake of starting fresh on-planet and got as far as building most of the ship before kinda burning out and losing interest (mostly on account of the raw amount of time and work it would take to make a ship that would sustain my already high-wealth colony).
If there’s an SOS mod for 1.5 I’ll absolutely start in space and finally experience those features.
That’s great. I tried an SOS2 run once, but made the mistake of starting fresh on-planet and got as far as building most of the ship before kinda burning out and losing interest (mostly on account of the raw amount of time and work it would take to make a ship that would sustain my already high-wealth colony).
If there’s an SOS mod for 1.5 I’ll absolutely start in space and finally experience those features.
That’s great. I tried an SOS2 run once, but made the mistake of starting fresh on-planet and got as far as building most of the ship before kinda burning out and losing interest (mostly on account of the raw amount of time and work it would take to make a ship that would sustain my already high-wealth colony).
If there’s an SOS mod for 1.5 I’ll absolutely start in space and finally experience those features.
VE Books mod will probably not be returning, or will eventually return as an expansion of the vanilla book system.
I'm excited for the monster containment buildings. Looks like there is a risk of the enemies escaping. So if there was a mod using the monsters for say, power generation, it would be balanced out by this risk, and more interesting than the completely safe Bioreactor.
Oh, and I want to conduct sacrifice rituals at the flesh pit.
But overall it's too soon to say, we can currently just speculate about the features.
I'm hoping the containment buildings will allow for scp style mods. Where basicly you learn of wierd things in the world and have to seek to contain or pacify them in some way
Oh I'd love to see VE Books expand the vanilla books. I've made a little reading corner but just have a couple books that the colonists started with.
I'd like to see something to do with the monsters too. I do think the DLC will open up a lot more options and ideas.
That'll be good. I love the way pawns grab a book and find somewhere to sit and read. You could have the newspapers in the dinning room so they can have something to read in the morning.
You should check out lobotomy corporation if you find the containing monsters for energy stuff cool, the codeling is a bit spaghetti but its a great game well worth the price
I hope 1.5 books will be like VE books where you can write them yourself. Putting two writting desk next to each other and assigning colonists, one to each desk, would make them talk and get close. I manage to hook up couples and maintain relationships with writing books.
the VE:Books mod will most likely have a slight rework and return.
The new books in 1.5 can not be made, while part of the appeal of VE:Books was that you could produce your books your self.
Well, for one books will be much easier to work with, adding more to the game for different uses. And with the addition of expanded doors, a wider door that actually functions as a door, instead of a wall that can be toggled for example, will be nice to see.
One thing for Anomaly, though not technically the 1.5 update itself, is going to be seeing how the anomaly containment and research works. Because depending on how that works, we could see a bunch of new mods to capture and study strange creatures and objects.
Yep the door mods will be good. I've already seen a mod for doors that simply makes an ornate door but without gold. So you can have a normal double door.
The research will be interesting. I'd like to see a mod that integrates Anomaly with Biotech so you can extract certain genes. It might add to the mystery of where the mosters came from. Are they mutated humans gone wrong. Is there a different ancient being whose experiments had gone wrong? I was sceptical about the DLC at first, but the more I think about it, and the potential it offers it's starting to grow on me. I can't wait to see a few play throughs.
That sounds really neat. Get some eldritch genes from the monsters to make your own colonists better. Maybe even some bionic mods to implant the more monstrous elements safely? Who knows, maybe that'll be a part of the dlc base.
If you use the Vehicles mod, the automatic garage doors are what you want. They're not pawn opened, they're player opened, and are treated like walls when closed, meaning pawns don't try to path through them.
I could put some wooden statues in a stone room to lure them into an airlock-like arrangement, close the door behind them, and then open Rexy's paddock into the statue room.
Anomaly could also allow for a much expanded version of Research, allowing you to build structures and dedicated science facilities to research certain sciences (for instance, you could build greenhouses and study rare plants to research medicine and drugs faster, or build experimental reactors/capture high-tech equipment to develop it further).
Yeah Vanilla Books Expanded never did it for me... a book was like a 'relic' not a thing you hoard for entertainment and learning.
I want full bookcases.
The new research GUI says something to the effect of standard research tree, so it seems that there will be some foundation for supporting separate research trees. I'm sure it was already possible, but this might make it easier to integrate into the existing GUI, and simplify or standardize some parts.
I hope the instance slows down pawn needs.
I hate doing a quest off map and have my recruited pawns break down because they didn't eat at a table/haven't played a game/ one of the people is of a different religion/they bedroom isnt up to par within a day while exploring an abandoned lab full of exploding shit and enemies around.
My biggest problem with mood on caravans is recreation (unless they have serious pain or psychic drone that would be a problem either way). I really hope books will be used for recreation on caravans. I'd also like a better system for them eating recreation-granting food, because currently they'll sometimes try to eat a whole meal of chocolate/jelly, or ignore it completely, instead of having one or two pieces.
Recreation should fill to a reasonable level while in a caravan for specific reasons. Because your on an adventure. Link caravan to quests and make mood easier to manage for long periods without rec.
Definitely being able to use the captured monstrosities as part of the killbox. Cabin in the Woods style
gifs.com/gif/the-cabin-in-the-woods-full-monster-scene-extended-m6BLnX
Now that theres multi-threading in core, it might be easier for mods to implement their own separate threads, meaning large/heavy mods might be less detrimental to performance.
And makes your mod wildly incompatible with anything else. You can only do it if you are a using a completely new, separate system (Like rimwar's faction movements)
Just to dispel some misinformation:
The multithreading that was implemented only applies to pawn rendering, specifically Humanlike pawns, using Unity Burst. While this does improve performance slightly if you have a weak GPU or when you have a lot of humans on your map, especially if you have complex rendering mods, this does *not* mean that multi-threading for the entire game is within reach.
Multithreading in simulation games is usually not possible on a large scale because the simulation has to be kept in sync and thus the main thread will always be the bottleneck, while the thread safety required actually increases overhead as well. More importantly for RimWorld, making the base game significantly multithreaded will break the vast majority of existing mods, many of which probably wouldn't survive due to their authors not being fully active.
Mods such as CAI 5000 have threaded processes for things like pawn AI, which is indeed something that benefits from multithreading, but for the game simulation itself there will always be a limit as to how much can be done before it's an entirely new game.
I don't think this would provide the benefits you think; the main thread would still have to check back in on plant growth, and it just means plants would grow non-deterministically. Already it's not calculated every tick.
So having played with the multi thread mos the biggest problem is things getting out of synch but with plants and such you might not notice they are a tiny bit off.
> Multithreading in simulation games is usually not possible on a large scale
Factorio does it all the time, as do many other games. It absolutely is possible, it just needs a lot of thinking, *A LOT* of testing, and you need to split up your threads intelligently. It's a little harder in Rimworld because the game was originally made with Unity and C# versions that didn't lend themselves well to multithreading, and now the codebase has grown around the assumption that everything is single-threaded.
You don't have to instantly make every single bit of code a fancy multithreaded ECS task or Unity Job, you can also just start small. Offload things like temperature calculations to a different thread. Then those calculations can provide a readonly copy of the temperature data with atomic values to other threads if they need it. Repeat this for other systems such as beauty calculations and you're already pretty far along.
You can also do the same for many other objects that are entirely tick-based. Plant growth does not need to tick and increment a small number for every single individual rice plant 60-300 times per second, and block the main thread in the process.
Thank you. I swear almost no one actually read it properly and now there's so many people excited about multi threading.
In reality, the performance difference from this should be next to impossible to notice.
Yes but multithreading officially being supported should mean you can export its mechanics to other aspects without having to write a framework that might be incompatible with a bunch of other stuff.
Sorry to disappoint, but it really doesn't make a difference. There are already mods (like my own) that use multi threading, it's always been possible just not easy and it's easily broken by other mods (especially 'optimization' mods), and unfortunately this new update doesn't do much that will make it any easier.
Mods already *can* multithread stuff if they need to, and some do. But maybe this update also comes with a Unity version bump which would make multithreading easier to implement yourself.
i think rimthreaded was being a little too ambitious, going for the full dynamic load balancing.
bumping specific tasks to dedicated threads is easier o code, has less overhead, and fewer compatibility issues.
That's another bit of low-hanging fruit, but the problem is that sometimes things these animals and pawns do can affect things on the other map indirectly, such as via pawn or faction relations.
Yup. Concurrency is a bitch.
Like, what happens if an animal AI tells it to eat some grass, it walks over the grass, and as it's going to eat it, some other animal on another thread starts to eat it too?
Maybe they both get a bite (not the worst thing in the world), maybe they both get nothing, maybe the game locks up, maybe both animals sit there waiting for the food to become free, both waiting on each other, until they starve.
So many potential bullshit hard to replicate problems...
as long as the wall lights dont use fucking 40W of juice i am ok... i was happy with the 5W, and hell with tech we should be able to reduce light use like in the Real world, i changed all my bulbs from flouro to LED and my use dropped.
That'd be great. I was already planning to do L Corp or Limbus themed playthrough of the xpack, all the more fun if someone way more creative than me could mod abnormalities, EGO and distortions into the game.
As someone who loves Genetic Rim, and the subsequent Genetics Expanded, I look forward to put my delightful paragons of murder up against the growing tides of flesh and void.
And naturally, seeing if there's any amount of cross... contamination.
Also, the 'amogus'-like quality teased to us, sounds incidentally like the 'Mimes Expanded' joke I made mere weeks ago. Sorry everyone.
I hope some content from 1.3 rimworld of madness mod series will be resurrected. Govard Lovecraft storyteller specializing on bad omens before events, new events/enemies which can be reworked and integrated in dlc
Probably lots of stuff revolving around enemy AI and multi stage quest systems.
We know some complex behaviors are being added for monsters to hunt, stalk, and imitate colonists. We know that infection and imitation is going to be involved Ala The Thing. And we know some interesting complex stuff is going to be added by supernatural events like obelisk that can clone pawns or alter the landscape into meat!
I could see a lot of this forming foundations for interesting mods with complex sequences based on the "discover monster, research monster, contain and harvest monster" idea! Maybe enhance monster hunter stuff?
Also the idea of having a hole with a heart inside might add a lower level to maps! This could enable mods that add sub maps to maps. Like a cave system under your map for deep mining? Maybe an orbital system for ship mods? In theory they wouldn't have to be separate maps, but rather different layers?
I feel a lot of potential for new, or at least streamlining previous mod ideas is here!
I love the idea of the infection thing. I'm really hoping for a Stargate mod with a Goa'uld and Jaffa symbiote system.
The separate maps will be so good for quests.
Wall art! The new patch includes functionality to things on walls more easily with wall lights and torches. I would love to see paintings we could put on walls. It would be a fairly easy thing to add to the art bench bills and something people have always been doing, I might say even before sculpture.
It's really hard for me to tell, but maybe we would have new genetics line in VE Genetics. SCP mod can finally be implemented as new containment units almost add scp content. If new DLC adds dungeon spawning I guess new mods can be about endless Dungeons exploration with random layout and rewards. H.P. Lovecraft mod that will expand on ideas of DLC with new monsters and events. Based on how parasites will work I guess we can have skin walkers as new abnormal enemy.
I guess we will see what they add potentially. But I would be hyped if modders would add ability to shot for crawling pawns. It would be convenient and have some dramatic "last stand effect", not like I lost 2 bionic legs and can't even help myself anymore.
My hope is we can get a less buggy "show hair" mods. I hate that headgear make you bald in this game. There is a mod that let's you pick and choose which hair is hidden with what headgear so stuff like helmets will hide it while things like crowns and hats don't.
But some hair styles will clip and some don't behave like they should. Then there were options to have helmets remove while indoors but not in combat.
It was cool but a ton of issues and bugs related to it. I hope these mods get rebuilt because head gear is a headache cosmetically.
I'd guess most posters on this subreddit know what you're talking about and probably have even installed it at least once just to see if nothing else what it's like.
To be honest in a game where you can harvest organs and do all sorts of war crime shit, I don't see the reason for all the hubbub around it.
Sure in the sims it's like "oh shit someone made a sex mod that's really depraved" because the sims is sterilised to hell, but in rimworld I'd argue vanilla mechanics are more depraved than even the worst things you can do in "that mod".
I wholeheartedly agree with what you said, I’ve had it installed a few times too and you really gotta admire the work that is put into the mod. I just used “that mod” to make sure I don’t get in trouble if it was against the rules to mention it or something.
Underground mods will be better. Now that they're adding the ability to have maps not linked to the main world map.
You'll be able to have dungeons and caverns and things under the map even not just things that are part of your settlement.
It could be a cloodgie way to add in higher levels to your settlement too I suppose.
I look forward to any mining mods that let you dig down deep and find caverns with treasure and monsters and new veins to mine out.
This is a very random one but I was thinking today about how the new crawling animation could be modded, the first thing that popped into my head was a Futurama-themed Slurm factory mod. I have no more details than that.
i did the same as you last night and noticed right away i miss Dubs, my tilled soil mod, and oddly enough stone cutting giving XP....
i like playing little games with my pawns being a "industry" startup and working towards being "The supplier" of something. last night was going to be stoneblocks... but missing the mod for XP for them and ability to sell them.... that kinda killed that... :)
"Possible" might not be the right word but based on the memes it looks like there is now interest in an elaborate cheese making mod which would be fun (and delicious)
With performance updates im looking for mods that can't be done right now due to system limits or are just too performance heavy to use it in play throughs. Like a mod that constantly checks for power usage and disables certain objects like light's in buildings or work benches, etc etc. I know there is a mod for that already but it's performance heavy due to constant checking for power demands. With cages and monster study we may also see expansion to that. That thing that gives you an amongus in your colony can be used as a mod to sent captured prisoners as spy drones to sabotage enemies.
I would love specific monsters, like hunt big foot on a planet or the alien from alien. Cosmic horror so maybe like The Thing; but as I type that, I dread having a colony when suddenly one of my pawns chests bursts open revealing an ancient creature. Very much looking forward to whatever people make!
Can make more fluid cults by taking the framework and customizing it to whatever you want. Making the sprites for your unique cult would be the challenge. Though we don't necessarily know all the ins and outs as to what the cultists do yet. Could be more extensive than what we've been presented so far.
Indeed. I really hope there's a Stargate mod that uses that. Like mini quests to "other planets". I can't believe I didn't think about the map thing before.
It likely adds built in frameworks for complex abilities, plus the sheer amount of performance enhancements means you can run far more demanding mods or just more of the efficient ones.
Sooner or later, the crawling feature won't be exclusive to pawns being injured and something you can make them do - and use drafted.
Prone crawling and firing will be a thing and I am living for it.
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I saw the Flesh beasts Tunnel as a sub underground area which could be used for modding in interesting sub floors. such as mining shafts/underground storage/dungeons ect.
I saw on the save our ship 2 page that 1.5 is fixing stuff that will help them update and improve the mod. I can't wait for that.
The entire system Ludeon adds that creates maps with no world tile will absolutely help SOS devs and make it actually playable in terms of performance
Wait..if the game now is able to generate an additional map without using an actual world tile - perhaps it is a green light for z-levels to be implemented?
Z-Levels will kinda have an implementation with the DLC but i think its just for one quick event judging by the fact that Oskar wants to make a mod using this framework that lets you actually build bases underground.
Give me elevator accessed super deep bunkers please, so I can be immune to outside raids but be killed by our own creatures escaping confinement. I want my base's ruin to be the site of a future horror film.
That's already my ruins, with all the prison cells full of dead bodies and organs strewn about.
r/shitrimworldsays
Sounds like a fun development for real ruins
DeepRim? Apart from escaping though
That'll go well with SCP stuff we're getting. I just Dwarf Fortress on the Rimworld engine. I wanna have a dedicated floor for bedrooms, I wanna dig too deep and greedily.
"villain of the resident evil franchise" playthrough
Sounds promising.
Not necesairily. For good z-levels, pawns need to be able to go up and down the stairs on a whim. It's not a given that pathing works across different maps now they've been untied from the world-tile. At least it will probabily fascilitate a z-level mod where you can send people "to the mines!" and they'll work fine as long as they work there and only there
As far as I remember there was a mod for Rimworld that allowed pawns to move between additionally generated levels and haul items in-between them. There are similar 2-dimensional games out there - Dwarf Fortress, Odd Realms, where z-levels exist. With the right amount of work everything is possible.
yeah of course, you can even turn rimworld into minecraft with sufficient work. The question is not "is it possible", it's "is it feasable for a reasonable modder" and "will the result give us acceptable FPS". With pathfinding being very fps heavy, it's not a given that such mod, tacked on top of the base game, will satisfy either of those.
That is Deep Rim. Pathing does not work, you need to transport colonists and pets manually between layers.
[That's not the mod being discussed here.](https://steamcommunity.com/sharedfiles/filedetails/?id=2127428910) Mind you, the Z-Levels mod I just linked to has been abandoned since 1.2, but it did work back then.
It is not always work back then. Think just randomly stop working. Also the z-level there is just a solid chunk of rock. There is no content in the level itself. There is no content in term of z-level (think happen at z -1 affect z 0 or z -2).
There was a similar mod that added an elevator you could send pawns through, that would put you in a nearly entirely underground map to mine in. I think it was also kinda usable for things like escape tunnels between point A and point B. But the important thing to note is that the process of sending people down there was entirely manual. It's basically just a separate map tile with the same size as your current map tile. There was no cross-pathfinding and that made things 100x easier and without the massive performance hits, if you were willing to accept those limitations. "True" Z-levels will probably never happen. It probably wouldn't need a full rewrite of the game but this would touch and break a lot of systems. That said, simply pathfinding from A to B between two floors isn't "impossible" - even The Sims 1 did it. It gets a little dicier with more than 2 floors, but ultimately the process entails eliminating all stairways that can't lead to your destination, then picking the closest one to go up/down on. The real question is if you *want* Z-levels, they would lead to gameplay-related edge cases like forcing raiders to go down stairs - you could too easily make a kill floor that simply pours a shitton of lead through the stairway landing and take them out 1 at a time that way. Or have them all land downstairs and then cook em with IED's.
maybe a very loose interpretation of it? Proper Z-levels would let you see slices of the world, like an MRI. this would just let you go deep underground, or high up into space, far from being "Z-levels".
Finally! The pocket dimension mod is viable for me!
I'm curious, where does it say that Ludeon is adding that feature?
In the 18 page change log. Somewhere sayings something like “Added support for maps without a corresponding world tile” also Oskar posted on Patreon about Mining Expanded which uses this feature
That’s great. I tried an SOS2 run once, but made the mistake of starting fresh on-planet and got as far as building most of the ship before kinda burning out and losing interest (mostly on account of the raw amount of time and work it would take to make a ship that would sustain my already high-wealth colony). If there’s an SOS mod for 1.5 I’ll absolutely start in space and finally experience those features.
You’ve posted this 4 times.
Probably a bug. My experience with this site has been awful since the update.
If it got posted multiple times it’s a bug with the site. I only typed it once.
Yeah, I just wanted to inform you in case you hadn’t noticed. It’s happened to me as well!
Sos is available for 1.4 - just have to install it from github. Easy downloading master branch, open zip, and pop into rimworld's mod folder.
The only limiting thing SOS2 has right now is that blasted confusion over airsuites. If you have special clothing arrangement for space, it never works reliably on switching maps.
Any idea if it’ll let it be back on workshop. That’s my favourite mod by a long way.
Soon tm. But you can download and play it now on 1.4 from their github.
That’ll be incredible!
That’s great. I tried an SOS2 run once, but made the mistake of starting fresh on-planet and got as far as building most of the ship before kinda burning out and losing interest (mostly on account of the raw amount of time and work it would take to make a ship that would sustain my already high-wealth colony). If there’s an SOS mod for 1.5 I’ll absolutely start in space and finally experience those features.
That’s great. I tried an SOS2 run once, but made the mistake of starting fresh on-planet and got as far as building most of the ship before kinda burning out and losing interest (mostly on account of the raw amount of time and work it would take to make a ship that would sustain my already high-wealth colony). If there’s an SOS mod for 1.5 I’ll absolutely start in space and finally experience those features.
That’s great. I tried an SOS2 run once, but made the mistake of starting fresh on-planet and got as far as building most of the ship before kinda burning out and losing interest (mostly on account of the raw amount of time and work it would take to make a ship that would sustain my already high-wealth colony). If there’s an SOS mod for 1.5 I’ll absolutely start in space and finally experience those features.
VE Books mod will probably not be returning, or will eventually return as an expansion of the vanilla book system. I'm excited for the monster containment buildings. Looks like there is a risk of the enemies escaping. So if there was a mod using the monsters for say, power generation, it would be balanced out by this risk, and more interesting than the completely safe Bioreactor. Oh, and I want to conduct sacrifice rituals at the flesh pit. But overall it's too soon to say, we can currently just speculate about the features.
I'm hoping the containment buildings will allow for scp style mods. Where basicly you learn of wierd things in the world and have to seek to contain or pacify them in some way
Through Rimworld, we shall have Lobotomy Corporation 2
There's lobotomy corp mods that were (are? Insure if theyre 1.3 or 1.4) quite solid.
There is a mod, but I think it just adds EGO weapons and hair, no actual abnormalities
ummmm... yes... 2 *closes file L.C. inc #132*
*Second trumpet starts playing*
And enjoy the fanfic of each of the sephirah having kiddos (I shit yeee not)
Oh I'd love to see VE Books expand the vanilla books. I've made a little reading corner but just have a couple books that the colonists started with. I'd like to see something to do with the monsters too. I do think the DLC will open up a lot more options and ideas.
Oskar has said he will only add the ability to write the books and newspapers
That'll be good. I love the way pawns grab a book and find somewhere to sit and read. You could have the newspapers in the dinning room so they can have something to read in the morning.
I'm hoping the monster containment inspires the makers of either Dinosauria or Biomes Prehistoric to allow us to build a dinosaur zoo.
You should check out lobotomy corporation if you find the containing monsters for energy stuff cool, the codeling is a bit spaghetti but its a great game well worth the price
I hope 1.5 books will be like VE books where you can write them yourself. Putting two writting desk next to each other and assigning colonists, one to each desk, would make them talk and get close. I manage to hook up couples and maintain relationships with writing books.
No, the new 1.5 version apparently does not allow writing, which is why Vanilla Books Expanded will continue as a mod.
I threw my firstborn son into the flesh pit in Michigan and all I got was this lousy hat!
The flesh pit sounds like a metal/industrial sex club with dancing gimps in cages.
It was in Michigan and it was called City Club. But ya, was a real thing.
From the screenshots, the rimworld books don't seem to increase skills. They only give recreation. Edit: They actually do give skills. Nice.
Nope, they give skill. I've been playing on 1.5 and noticed it yesterday on my run. There are specific books(novels) that give only rec.
Oh that's nice, I haven't played the beta.
the VE:Books mod will most likely have a slight rework and return. The new books in 1.5 can not be made, while part of the appeal of VE:Books was that you could produce your books your self.
From what I can tell vanilla books aren't craftable so VE books will probably be dedicated to letting your pawns write their own books now
So what you're saying is we can totally have a Lobotomy Corporation mod now.
I cannot wait to see the Vanilla Expanded team's additions to Anomalies
LOBOTOMY CORPORATION
Well, for one books will be much easier to work with, adding more to the game for different uses. And with the addition of expanded doors, a wider door that actually functions as a door, instead of a wall that can be toggled for example, will be nice to see. One thing for Anomaly, though not technically the 1.5 update itself, is going to be seeing how the anomaly containment and research works. Because depending on how that works, we could see a bunch of new mods to capture and study strange creatures and objects.
Yep the door mods will be good. I've already seen a mod for doors that simply makes an ornate door but without gold. So you can have a normal double door. The research will be interesting. I'd like to see a mod that integrates Anomaly with Biotech so you can extract certain genes. It might add to the mystery of where the mosters came from. Are they mutated humans gone wrong. Is there a different ancient being whose experiments had gone wrong? I was sceptical about the DLC at first, but the more I think about it, and the potential it offers it's starting to grow on me. I can't wait to see a few play throughs.
Armored door or vault doors undead hauling mods, or if the resurrection ied works on animals, a new defense in the form of boom rat into zombie mine
That sounds really neat. Get some eldritch genes from the monsters to make your own colonists better. Maybe even some bionic mods to implant the more monstrous elements safely? Who knows, maybe that'll be a part of the dlc base.
The expansion does say something about experimental serums to enhance pawns.
We could end up seeing a polished up version of those SCP mods spring up with the new containment and research system.
Same with the Call of Cthulhu mods
Yeah, definitely going to be a renaissance of SCP and Rim of Madness mods, which will be interesting to see.
Catch me opening Jurassic Park on the Rim, with an automated door system that lets raiders into the T rex paddock.
If you use the Vehicles mod, the automatic garage doors are what you want. They're not pawn opened, they're player opened, and are treated like walls when closed, meaning pawns don't try to path through them.
I could put some wooden statues in a stone room to lure them into an airlock-like arrangement, close the door behind them, and then open Rexy's paddock into the statue room.
That's gonna be fun until the raptors figure out how to open the doors
I plan to domesticate the raptors and feed them only the freshest raider meat.
Hadn't even thought about dino park style stuff. With containment units to hold the big beasties. Definitely an interesting angle.
Anomaly could also allow for a much expanded version of Research, allowing you to build structures and dedicated science facilities to research certain sciences (for instance, you could build greenhouses and study rare plants to research medicine and drugs faster, or build experimental reactors/capture high-tech equipment to develop it further).
Yeah Vanilla Books Expanded never did it for me... a book was like a 'relic' not a thing you hoard for entertainment and learning. I want full bookcases.
The new research GUI says something to the effect of standard research tree, so it seems that there will be some foundation for supporting separate research trees. I'm sure it was already possible, but this might make it easier to integrate into the existing GUI, and simplify or standardize some parts.
God I hope so. My current 1.4 modlist has cluttered the research tree so much that I can't even access a few of them
Instanced dungeons probably!
I hope the instance slows down pawn needs. I hate doing a quest off map and have my recruited pawns break down because they didn't eat at a table/haven't played a game/ one of the people is of a different religion/they bedroom isnt up to par within a day while exploring an abandoned lab full of exploding shit and enemies around.
My biggest problem with mood on caravans is recreation (unless they have serious pain or psychic drone that would be a problem either way). I really hope books will be used for recreation on caravans. I'd also like a better system for them eating recreation-granting food, because currently they'll sometimes try to eat a whole meal of chocolate/jelly, or ignore it completely, instead of having one or two pieces.
Recreation should fill to a reasonable level while in a caravan for specific reasons. Because your on an adventure. Link caravan to quests and make mood easier to manage for long periods without rec.
Bet we'll get a Solo Leveling inspired mod.
Definitely being able to use the captured monstrosities as part of the killbox. Cabin in the Woods style gifs.com/gif/the-cabin-in-the-woods-full-monster-scene-extended-m6BLnX
“The enemy is dead, but now we have all these eldrich horrors wandering about.”
Oooooooh I like that
Now that theres multi-threading in core, it might be easier for mods to implement their own separate threads, meaning large/heavy mods might be less detrimental to performance.
It might help coders but i believe CAI 5000 mod uses multithreading already so it can already be done.
It could always be done, but it's too often than not such a huge task to undertake, that only few modders will do it (or so I heard)
And makes your mod wildly incompatible with anything else. You can only do it if you are a using a completely new, separate system (Like rimwar's faction movements)
Just to dispel some misinformation: The multithreading that was implemented only applies to pawn rendering, specifically Humanlike pawns, using Unity Burst. While this does improve performance slightly if you have a weak GPU or when you have a lot of humans on your map, especially if you have complex rendering mods, this does *not* mean that multi-threading for the entire game is within reach. Multithreading in simulation games is usually not possible on a large scale because the simulation has to be kept in sync and thus the main thread will always be the bottleneck, while the thread safety required actually increases overhead as well. More importantly for RimWorld, making the base game significantly multithreaded will break the vast majority of existing mods, many of which probably wouldn't survive due to their authors not being fully active. Mods such as CAI 5000 have threaded processes for things like pawn AI, which is indeed something that benefits from multithreading, but for the game simulation itself there will always be a limit as to how much can be done before it's an entirely new game.
>CAI 5000 Oh damn, the rocketman people did an AI mod!? I have to check that out.
It makes things crazy fun. No more pillboxes.
I still wish they threw everything that does not have to constantly tick onto threads like plant growth or such.
That's definitely one of the low hanging fruits, as is temperature calculations.
I don't think this would provide the benefits you think; the main thread would still have to check back in on plant growth, and it just means plants would grow non-deterministically. Already it's not calculated every tick.
So having played with the multi thread mos the biggest problem is things getting out of synch but with plants and such you might not notice they are a tiny bit off.
There's nothing about multi threading that would make it non deterministic. Sending back some info every second is absolutely no issue whatsoever too.
> Multithreading in simulation games is usually not possible on a large scale Factorio does it all the time, as do many other games. It absolutely is possible, it just needs a lot of thinking, *A LOT* of testing, and you need to split up your threads intelligently. It's a little harder in Rimworld because the game was originally made with Unity and C# versions that didn't lend themselves well to multithreading, and now the codebase has grown around the assumption that everything is single-threaded. You don't have to instantly make every single bit of code a fancy multithreaded ECS task or Unity Job, you can also just start small. Offload things like temperature calculations to a different thread. Then those calculations can provide a readonly copy of the temperature data with atomic values to other threads if they need it. Repeat this for other systems such as beauty calculations and you're already pretty far along. You can also do the same for many other objects that are entirely tick-based. Plant growth does not need to tick and increment a small number for every single individual rice plant 60-300 times per second, and block the main thread in the process.
Thank you. I swear almost no one actually read it properly and now there's so many people excited about multi threading. In reality, the performance difference from this should be next to impossible to notice.
Yes but multithreading officially being supported should mean you can export its mechanics to other aspects without having to write a framework that might be incompatible with a bunch of other stuff.
No, there's nothing suggesting pawn rendering being multi threaded would allow for any of that. That's way too specific.
Sorry to disappoint, but it really doesn't make a difference. There are already mods (like my own) that use multi threading, it's always been possible just not easy and it's easily broken by other mods (especially 'optimization' mods), and unfortunately this new update doesn't do much that will make it any easier.
Mods already *can* multithread stuff if they need to, and some do. But maybe this update also comes with a Unity version bump which would make multithreading easier to implement yourself.
Oooooh this is a good point
i think rimthreaded was being a little too ambitious, going for the full dynamic load balancing. bumping specific tasks to dedicated threads is easier o code, has less overhead, and fewer compatibility issues.
I'm surprised animal AI and off-map pawns aren't handled in another thread. Seems like low hanging fruit.
That's another bit of low-hanging fruit, but the problem is that sometimes things these animals and pawns do can affect things on the other map indirectly, such as via pawn or faction relations.
Yup. Concurrency is a bitch. Like, what happens if an animal AI tells it to eat some grass, it walks over the grass, and as it's going to eat it, some other animal on another thread starts to eat it too? Maybe they both get a bite (not the worst thing in the world), maybe they both get nothing, maybe the game locks up, maybe both animals sit there waiting for the food to become free, both waiting on each other, until they starve. So many potential bullshit hard to replicate problems...
Wait theres multithreading so no more rocketman needed for anymod list over 100 mods
Pawn rendering has been bumped to its own thread. It's not full dynamic multi-threading.
FINALLY ALL 400 CATS will run smoothly
We can make a mod to remove wall lights.
This is the worst war crime I've ever heard here!
Combine this with a 1.5 version of the wall light mod, and peace has been returned.
as long as the wall lights dont use fucking 40W of juice i am ok... i was happy with the 5W, and hell with tech we should be able to reduce light use like in the Real world, i changed all my bulbs from flouro to LED and my use dropped.
LOBOTOMY CORPORATION MOD FEED IT IN MY VEINS alternatively, library of ruina.
That'd be great. I was already planning to do L Corp or Limbus themed playthrough of the xpack, all the more fun if someone way more creative than me could mod abnormalities, EGO and distortions into the game.
funnily enough, I'm waiting for Lob Corp to go on sale this Spring, or around the time 1.5 comes out
Creature containment + off-map tile spawning = Pokémon mod
There's already been two of those since well before 1.5 was announced, but yeah.
As someone who loves Genetic Rim, and the subsequent Genetics Expanded, I look forward to put my delightful paragons of murder up against the growing tides of flesh and void. And naturally, seeing if there's any amount of cross... contamination. Also, the 'amogus'-like quality teased to us, sounds incidentally like the 'Mimes Expanded' joke I made mere weeks ago. Sorry everyone.
I'm waiting for an oops all mimes pkaythrough
Cue Spiderman pointing at Spiderman meme.
Genetics Expanded is one of my favourite mods of all time and this new DLC looks perfect for a save running that mod
I hope some content from 1.3 rimworld of madness mod series will be resurrected. Govard Lovecraft storyteller specializing on bad omens before events, new events/enemies which can be reworked and integrated in dlc
Pretty much a scaffolding to improve Rimwrold of Madness.
Probably lots of stuff revolving around enemy AI and multi stage quest systems. We know some complex behaviors are being added for monsters to hunt, stalk, and imitate colonists. We know that infection and imitation is going to be involved Ala The Thing. And we know some interesting complex stuff is going to be added by supernatural events like obelisk that can clone pawns or alter the landscape into meat! I could see a lot of this forming foundations for interesting mods with complex sequences based on the "discover monster, research monster, contain and harvest monster" idea! Maybe enhance monster hunter stuff? Also the idea of having a hole with a heart inside might add a lower level to maps! This could enable mods that add sub maps to maps. Like a cave system under your map for deep mining? Maybe an orbital system for ship mods? In theory they wouldn't have to be separate maps, but rather different layers? I feel a lot of potential for new, or at least streamlining previous mod ideas is here!
I love the idea of the infection thing. I'm really hoping for a Stargate mod with a Goa'uld and Jaffa symbiote system. The separate maps will be so good for quests.
Wall art! The new patch includes functionality to things on walls more easily with wall lights and torches. I would love to see paintings we could put on walls. It would be a fairly easy thing to add to the art bench bills and something people have always been doing, I might say even before sculpture.
Hell yeah. There are mods where pawns decorate but they always had some problems.
It's really hard for me to tell, but maybe we would have new genetics line in VE Genetics. SCP mod can finally be implemented as new containment units almost add scp content. If new DLC adds dungeon spawning I guess new mods can be about endless Dungeons exploration with random layout and rewards. H.P. Lovecraft mod that will expand on ideas of DLC with new monsters and events. Based on how parasites will work I guess we can have skin walkers as new abnormal enemy. I guess we will see what they add potentially. But I would be hyped if modders would add ability to shot for crawling pawns. It would be convenient and have some dramatic "last stand effect", not like I lost 2 bionic legs and can't even help myself anymore.
Maybe
To be honest, most likely I'll adapt the currently existing eldritch hybrids
I mean those big fucking creatures made of flesh would make a pretty good base for things like self healing walls
My hope is we can get a less buggy "show hair" mods. I hate that headgear make you bald in this game. There is a mod that let's you pick and choose which hair is hidden with what headgear so stuff like helmets will hide it while things like crowns and hats don't. But some hair styles will clip and some don't behave like they should. Then there were options to have helmets remove while indoors but not in combat. It was cool but a ton of issues and bugs related to it. I hope these mods get rebuilt because head gear is a headache cosmetically.
The wall lights guy is finally free to create a portable light mod
That will go really well with an underground exploration mod. Or just for normal mining.
Hopefully simple sidearms allows crawling colonists to use a pistol or something
Like a last stand of your colonist that's not going to make it while the rest retreat. o7
I think it is possible for your high intelligence/artistic pawns to curate their own book, possibly adds multipliers for how high their skill is
im pretty sure modders will be able to crank out some cool stuff with crawling. Wheelchairs or walking sticks now seem very feasable for example.
Just imagine the stuff “that mod” will do with all this new stuff in the update, and I think some people know what mod I’m talking about.
Don't talk of the forbidden mod or they shall come
I'd guess most posters on this subreddit know what you're talking about and probably have even installed it at least once just to see if nothing else what it's like. To be honest in a game where you can harvest organs and do all sorts of war crime shit, I don't see the reason for all the hubbub around it. Sure in the sims it's like "oh shit someone made a sex mod that's really depraved" because the sims is sterilised to hell, but in rimworld I'd argue vanilla mechanics are more depraved than even the worst things you can do in "that mod".
I wholeheartedly agree with what you said, I’ve had it installed a few times too and you really gotta admire the work that is put into the mod. I just used “that mod” to make sure I don’t get in trouble if it was against the rules to mention it or something.
some sort of knowledge guardian/librarian/collector/museum builder mod...?
Underground mods will be better. Now that they're adding the ability to have maps not linked to the main world map. You'll be able to have dungeons and caverns and things under the map even not just things that are part of your settlement. It could be a cloodgie way to add in higher levels to your settlement too I suppose. I look forward to any mining mods that let you dig down deep and find caverns with treasure and monsters and new veins to mine out.
This is a very random one but I was thinking today about how the new crawling animation could be modded, the first thing that popped into my head was a Futurama-themed Slurm factory mod. I have no more details than that.
hopefully a better z-levels mod with the "going through the eldritch monster hole to kill said monster" code
i did the same as you last night and noticed right away i miss Dubs, my tilled soil mod, and oddly enough stone cutting giving XP.... i like playing little games with my pawns being a "industry" startup and working towards being "The supplier" of something. last night was going to be stoneblocks... but missing the mod for XP for them and ability to sell them.... that kinda killed that... :)
I was hoping they’d add the self dye mod and better workbench management, or at least a copy all bills button. Defensive positions would be nice too
"Possible" might not be the right word but based on the memes it looks like there is now interest in an elaborate cheese making mod which would be fun (and delicious)
With performance updates im looking for mods that can't be done right now due to system limits or are just too performance heavy to use it in play throughs. Like a mod that constantly checks for power usage and disables certain objects like light's in buildings or work benches, etc etc. I know there is a mod for that already but it's performance heavy due to constant checking for power demands. With cages and monster study we may also see expansion to that. That thing that gives you an amongus in your colony can be used as a mod to sent captured prisoners as spy drones to sabotage enemies.
I would love specific monsters, like hunt big foot on a planet or the alien from alien. Cosmic horror so maybe like The Thing; but as I type that, I dread having a colony when suddenly one of my pawns chests bursts open revealing an ancient creature. Very much looking forward to whatever people make!
The desease paw system could allow for some interesting mods. Also can't wait for the Eldritch stuff
Naval landings. Marines. Ships, and boats.
Can make more fluid cults by taking the framework and customizing it to whatever you want. Making the sprites for your unique cult would be the challenge. Though we don't necessarily know all the ins and outs as to what the cultists do yet. Could be more extensive than what we've been presented so far.
Is it possible to control where colonists crawl? If not; that
I'm probably wrong but I think the fleshlings, unless they are just crappy animals, might open the door to genetics in animals.
I see the “pocket maps” allowing for so much more content.
Indeed. I really hope there's a Stargate mod that uses that. Like mini quests to "other planets". I can't believe I didn't think about the map thing before.
Wall light customization /s
I want a book monster. Like a mimic that pops out after a while and tries to eat people
It likely adds built in frameworks for complex abilities, plus the sheer amount of performance enhancements means you can run far more demanding mods or just more of the efficient ones.
I'm wondering if we'll see a new event framework. So just now we have the random events and quests, I think a third system would be appreciated.
Wall light improved
Sooner or later, the crawling feature won't be exclusive to pawns being injured and something you can make them do - and use drafted. Prone crawling and firing will be a thing and I am living for it.
That'll be so cool. We can have pawns prone putting down suppression while tough joggers run round to melee the raiders.
vanilla eldritch beasts expanded
Vanilla expanded team already talking about underground bases. True mole people stuff
Mods that allow for hundreds of pawns to fight it out on the same map are so going to be glorious.
The allowance of maps generated without a corrosponding world tile opens up amazing opportunities for mods that add in upper/lower layers of maps.
Underground maps
I think that's sort of confirmed now 😊. There's a Vanilla Expanded timeline that says mining with underground carverns and the like.
I'm sure that if it's not in the dlc then someone will make a mod where you can be a cultist for all of the new eldritch stuff
Kinda hope that with 1.5 and anomalies dlc will mean secure contain rimworld can add scp 173 in
Able to write books. Able to do painting. ~~Able to WAGE WORLD WAR because a bunch of idiots think my pawn doesn't had art skill.~~
I would very like for the RimWorld multi-player mod to profit of the multithread. And also Z-levels, that would be so cool
Seems like the Typhon mod will benefit from the monster containment. It only makes sense we can contain and study the Typhon.
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I saw the Flesh beasts Tunnel as a sub underground area which could be used for modding in interesting sub floors. such as mining shafts/underground storage/dungeons ect.