• bigboismith@lemmy.world
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      1 day ago

      If I recall correctly, very little of rimworld actually uses unity functionality. It’s just a “seperate” game viewed through unity

      • Chaf@slrpnk.net
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        18 hours ago

        That would explain why it’s one of the few unity games that does not try to burn a hole into my laptop! Was always wondering how they achieved that. Usually when I see that a game uses unity, I can already guess that it won’t run well on my machine

        • mojofrododojo@lemmy.world
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          10 hours ago

          interesting! for me that’s always the sign of unreal engine - fans set to max, and get prepare for input lag lol

          • Chaf@slrpnk.net
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            8 hours ago

            I hardly play games that use the unreal engine, but I’d expect that to be similar, especially as unreal engine is usually used for more graphics intensive 3D games.

            The thing that annoys me about unity, is that it performs like ass even for games that should easily run on an iGPU, like RimWorld levels of graphic. I’m not saying their graphics are bad, it has its own style and I like it, but 2D games should definitely be able to run on an integrated graphics card, and there are a lot of games using unity that don’t. Either the engine is shitty, or it’s making it too easy to create unoptimized games

    • myyass@lemmy.world
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      13 hours ago

      I had the DLC’s bought for me but I still just play the original unless I play mp/co-op.

    • LocalAreaMan@lemmy.ml
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      19 hours ago

      I pirated the whole kitten kaboodle. After playing an amount of hours that I don’t like admitting to, I then bought the whole kitten kaboodle. I’ve since played an additional amount of hours I don’t like admitting to.

      I have a gaming PC that could play anything, yet I play a game with duplo block people.

      It’s just that good. 😗👌

      • Warl0k3@lemmy.world
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        13 hours ago

        After playing an amount of hours that I don’t like admitting to

        Fess up you coward! Lemmy wants to see your shame!

        And this is only the playtime after I switched to the steam version (much easier mod management) - I’m glad I can’t know how many hours I spent in the DRM-free version…

        (to save anyone doing the math, that’s 8 hours a day for 344 days. Yep.)

    • Nelots@piefed.zip
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      19 hours ago

      A lot of people are recommending Ideology specifically here, and while that would also be my own recommendation, I feel like I need to throw in a caveat.

      Ideology is an entirely hit-or-miss DLC, because the entire point of most of it is giving your colony various limitations for roleplaying purposes. If you don’t care about roleplaying then it’s probably one of the last DLC you’d want.

      Though it does come with the advantage of being the cheapest DLC.

      • LocalAreaMan@lemmy.ml
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        19 hours ago

        I like them all. Odyssey lets you build a spaceship and fly around the world. I’ve never looked back. It’s ruined all other games for me.

        • Nelots@piefed.zip
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          19 hours ago

          I bought a couple DLC and have the rest pirated (waiting for a sale), and I also enjoy them all. I haven’t gotten around to playing with gravships yet, but I do really enjoy the new biomes and landmarks Odyssey adds. Probably the last DLC I’ll buy though, because I’m not super interested in nomadic playstyles.

          • LocalAreaMan@lemmy.ml
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            18 hours ago

            You can make a home base on a space station or asteroid at some point. There’s no hard rules with Odyssey.

            I like the changes of environment. It certainly lets you see all the different biomes and land features they added.

            I’m thinking about starting a slave mine on an asteroid.

            “No one escapes from Rura Penthe.”

    • SkyezOpen@lemmy.world
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      24 hours ago

      I’ll echo everyone else in that you don’t need them but also go further and say don’t get any of them to start. The learning curve is a little steep and a vanilla play to start is a good idea. Then you can pick up some quality of life mods and whatever else floats your boat. The game is disgustingly customizable. You can get nuclear power and missiles, dropships, robots, custom furniture armor and weaponry, genetically engineered catgirls, literally anything. It’s infinitely replayable with mods alone.

    • Darth_Lemmy@lemmy.zip
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      1 day ago

      It really doesn’t and it’s pretty fun and cheap. There are so many mods, like literally thousands. I personally have about 30-35 installed.

      • Warl0k3@lemmy.world
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        13 hours ago

        IDK, I can’t imagine navigating Ideology without already being pretty familiar with the base game. Royalty might be okay in that it’s the most basic of the DLCs? But if you don’t already know about how to manage moods or set up a freezer, you’re going to have a really frustrating time with memes like raider (let alone tree connection or transhumanists).

    • zoltanshields@lemmy.zip
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      1 day ago

      Nah there’s plenty of game without the DLCs imo, it’s not like a Paradox game. Even without mods it’s a lot of fun, if you like these types of games.

      That being said if you’re willing to pick just one it can add a lot to the game. I put in like 400 hours with just Ideology.

    • HerbGrower@slrpnk.net
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      1 day ago

      I have them but I bought the game before it was even on steam. Then I got each DLC as it came out.

      Game is great without them so don’t worry about not having them. Then if you like the game you can collect them over time if you want to.

  • Doomsider@lemmy.world
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    2 days ago

    Way to show how it is done. If only Notch could have updated MC just fucking once without breaking every mod everytime.

    • Allero@lemmy.today
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      1 day ago

      I really cannot comprehend how Minecraft collected such a mod base while also being this unbearable.

      So many players just end up playing old versions because mod developers cannot reliably keep up with this nonsense. The last version to have decent mod support is probably 1.21.1, and there are so many mods dead after 1.7.10, 1.6.4, or even earlier.

      Some of the mods, like Better than Wolves, have it literally in their name.

      • Sintinium@lemmy.zip
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        12 hours ago

        I developed a mod until a year or so ago. Updates just come out too fast for it to be worth my time. If I want to fix one bug I have to apply it to 5 different game versions

  • TheAlbatross@lemmy.blahaj.zone
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    2 days ago

    Shocking the article left out the last surprising note on the update blog: Ludeon Studios says Rimworld isn’t the only game running on the new, homemade Waylith engine. 😉

    • Kyrias@lemmy.ca
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      2 days ago

      Probably because there’s no details and it probably won’t be out for years.

      I was hoping for a new DLC announcement at least.

      • deadcream@sopuli.xyz
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        2 days ago

        There are rumors it’s based on the engine that Kitten Space Agency’s (spiritual successor to Kerbal Space Program) devs develop. So it would be that other game.

          • deadcream@sopuli.xyz
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            1 day ago

            From what I understand, BRUTAL (the thing that KSA devs made) is not a typical game engine. It’s very low level and more of a set of tools and libraries to make a game and its engine with, without completely reinventing the wheel. It doesn’t restrict game devs in any way and aims to give them maximum freedom (e.g. it doesn’t even have a concept of a “scene” that all engines like Unity or Unreal have). Obviously this also makes it very complicated to use compared to Unity, but makes it possible to custom-tailor it to any game and use case.

            This is especially important for a game like KSA that doesn’t fit into Unity’s model at all, but I guess it also provides some benefits for RimWorld.

            • Buddahriffic@lemmy.world
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              21 hours ago

              Yeah, imo the term “game engine” itself has kinda evolved over the years from “framework that contains common game/renderer code” to “platform to handle the entire process of implementing a game”.

              It’s just code in the end, so even the “full platform” option can be used as if it’s just a framework, which it sounds like RimWorld was doing if it could switch engines without breaking mod support (another comment guessed LLMs were involved but IMO this goes way beyond what an LLM would handle well, as it would involve pretty much reimplementing unity’s framework). Though I don’t have any direct experience with Rimworld mods and how exactly they interact with the game; if they used a data-driven approach, then it could be possible to redo just that interface and keep mods working (though it would also depend on what exactly was running the mod code itself, as that part would also need to remain functional).

          • it_wasnt_arson
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            1 day ago

            They’re both projects moving away from Unity and to something more tailorable to their needs at a lower level, so it’s not all that strange, really.

        • skibidi@lemmy.world
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          2 days ago

          Dean confirmed on the KSA discord that they licensed BRUTAL (the framework that KSA’s engine is built upon) to Ludeon for Waylith.

        • Kyrias@lemmy.ca
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          2 days ago

          I’ve dodged a couple (Royalty and Anomaly) but all appreciate they put the effort in.

            • Godric@lemmy.world
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              2 days ago

              I personally don’t finish Rimworld playthroughs, I go until Randy decides I’m done with the colony.

              • Nelots@piefed.zip
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                2 days ago

                I think this is how a lot of people play the game. I have 650+ hours in Rimworld and haven’t beaten it a single time. I usually don’t even start the quest lines.

                • Godric@lemmy.world
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                  2 days ago

                  900+ for me, I have beaten the game exactly once, just to say that I have. Even after qualifying for endgame, I keep the colony going!

  • OpenPassageways@lemmy.zip
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    2 days ago

    It seems like a good strategy to improve time-to-market by leveraging an existing engine, and then if you’re successful enough then maybe you can afford to create your own.

    • filcuk@feddit.uk
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      2 days ago

      I think it would be quite rate for something like this to be feasible at all. Decisions like this are set in stone before development starts, and tend to dictate the development direction.

  • diaphragmwp@discuss.tchncs.de
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    1 day ago

    It’s hardware Vulkan graphics only. A friend I played the multiplayer mod with doesn’t have Vulkan. I myself for a while played on a computer that doesn’t have Vulkan (well, technically does but most of the things I’ve tried to run just black screened because of missing functions).

    Speaking of the multiplayer mod, it’s no simple text file shit. I built it by downloading dotnet from marcoshaft. I wonder how mods like these (in general, not this specific one) are claimed to be compatible, I guess they rewrote Unity builtins or something. In the modern day and age, sounds like something that would be LLM assisted… We will see if it sucks I guess.

    • CyberneticRage@lemmy.zip
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      13 hours ago

      I’m also surprised that they transition this sooner… Ohh wait, is it later?

      I don’t know, but at least everyone wins.