RimWorld

RimWorld

Any ideas for what the next DLC is going to be about? (After Anomaly)
I've heard that it was already registered a year ago, shortly after Anomaly. I mean, people do want better caravan systems and more faction interaction, but what I really hope is that they also improve performance on AI (whether its multi-threading on it or just general performance improvement).
Late-Game performance with a lot of mods and/or many colonists, is the ultimate colony killer in the late game.
Last edited by Mr. Exter; Feb 10 @ 12:33pm
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We won't know much until it is announced, probably a month before launch. It'll probably start with a pic of the new launch screen or an early version thereof, leading to days of wild speculation.
Astasia Feb 10 @ 7:19am 
DLC isn't going to have anything to do with AI or performance. Those aren't the kinds of things you sell people in an expansion, they are provided for free with the major updates. Likewise with QoL. I'd be willing to bet money there will be more significant improvements to performance with 1.6, that more or less goes without question these days.

Expansions will always be all about content additions.

As for what the DLC will actually be, each time this question has been asked about the previous two DLCs I thought it was probably going to be a travel based expansion. We got Biotech instead, with children which I never thought would happen, then we got Anomaly which I just never would have predicted. So really who knows here.

Depending on how you look at it, some parts of the expansion have covered things on the kickstarter "potential content" list, which has mostly been satisfied by now. Summoning old gods was actually on the kickstarter, so in a way Anomaly was sort of doing something "expected" but just in a very unexpected way. To that end, I'm still not confident "archaeology" has been really implemented. It's not something I am particularly interested in so I'm not bias'd toward the idea, but the kickstarter mentioned digging up and investigating old items. Like we have ancient shrines (dangers) which sometimes require mining to, but I'm not sure that counts.

So if we combine that with community bias, my "best guess" would be a travel oriented expansion where you go around the world to find digsites that allow you to excavate useful/powerful items that can't otherwise be obtained. To some extent a little bit like Vanilla Factions Expanded Ancients, except without the super powered people, and probably a bit more mining and a bit less hacking. Hopefully this also includes vehicles (as much as I love the Vehicle Framework mod, the bugs frequently frustrate the heck out of me).

But hey, if I keep guessing the same thing for every expansion maybe I'll eventually be correct.
Originally posted by Astasia:
DLC isn't going to have anything to do with AI or performance. Those aren't the kinds of things you sell people in an expansion, they are provided for free with the major updates. Likewise with QoL. I'd be willing to bet money there will be more significant improvements to performance with 1.6, that more or less goes without question these days.

Expansions will always be all about content additions.

As for what the DLC will actually be, each time this question has been asked about the previous two DLCs I thought it was probably going to be a travel based expansion. We got Biotech instead, with children which I never thought would happen, then we got Anomaly which I just never would have predicted. So really who knows here.

Depending on how you look at it, some parts of the expansion have covered things on the kickstarter "potential content" list, which has mostly been satisfied by now. Summoning old gods was actually on the kickstarter, so in a way Anomaly was sort of doing something "expected" but just in a very unexpected way. To that end, I'm still not confident "archaeology" has been really implemented. It's not something I am particularly interested in so I'm not bias'd toward the idea, but the kickstarter mentioned digging up and investigating old items. Like we have ancient shrines (dangers) which sometimes require mining to, but I'm not sure that counts.

So if we combine that with community bias, my "best guess" would be a travel oriented expansion where you go around the world to find digsites that allow you to excavate useful/powerful items that can't otherwise be obtained. To some extent a little bit like Vanilla Factions Expanded Ancients, except without the super powered people, and probably a bit more mining and a bit less hacking. Hopefully this also includes vehicles (as much as I love the Vehicle Framework mod, the bugs frequently frustrate the heck out of me).

But hey, if I keep guessing the same thing for every expansion maybe I'll eventually be correct.

Yeah sorry I did not sleep great today and should have clarified that the performance updates always come with the main update and not the DLC (Like the 1.5 update with multithreading pawn rendering).

Rimworld does need an expansion on his travel scenario but I really hope we get something with more faction interaction too. The factions kind of "exist" in the base game. Rim War makes great work of turning them more alive.
Really hoping world map, faction+diplomacy complexity, maybe some nice water related stuff.
Whatever it is, there will be multiple threads created saying it's just a collection of mods created by the modding community and is overpriced and doesn't provide any content and blah blah blah...
Originally posted by sbmarauderman03:
Whatever it is, there will be multiple threads created saying it's just a collection of mods created by the modding community and is overpriced and doesn't provide any content and blah blah blah...
Also how the associated update broke all muh mods and it's the devs faults why did they update at all. Oh and also they need to incorporate these other mods into the base game.
Me, I'm really hoping for some trade/transportation with a side of diplomacy. I've been screaming into the void BOATS PLEASE GIVE US BOATS OH DEVS FROM ON HIGH I HUMBLY BEG OF THEE!! But like Riding animals would be cool too, and maybe more complex interactions with other factions like truces, intimidation or wars would be epic
No idea, Tynan literally smoked smokeleaf and said "Yeah, we need horror DLC" and created Anomaly, which is different than usual RimWorld. Could be anything now.
The DLCs tend to answer the question "what missing possible story elements might people expect in a science-fiction wilderness tale?" by focusing down to just one manageable sub-genre, or even just one influential work. So it's not just about what's missing, but about how to group a bunch of missing things into a genre theme.

So here's my guess: Pirates.
I mentioned something like this in another thread about nomads as the future DLC last week, but I would prefer to see something that expands the world map's functionality. Having factions or bases that do something other than let you trade if you go to them or let you destroy them, for example. Making the factions around you actually participants where distance on the map matters instead of all threats just teleporting to the edge of your map from nowhere. If the vehicle mods could start to be part of the base game, and we see something like that RV mod where we can move a temporary base around with us on caravans instead of having to build butchering workshops and then abandoning them after every camp or ambush site we killed raiders or animals on. I'd like it if we could finally have some method of traveling over water without using mods, like ships. Having the ability to actually play in a ship as our colony would be cool, and possibly lead into that whole Save Our Ship mod becoming part of the base game. (There were mods that did things like add children or other races before BioTech, so just having a DLC that makes some unstable but really cool mod become something part of the unmodded game through DLC isn't new ground.)
Pong Feb 10 @ 7:22pm 
The DLC content will likely depend upon the updates released at the same time. That's just efficiency. So if we're sure where the base game needs an overhaul, we can speculate what sort of showcase content that overhaul would enable.
I'm still hoping for faction relations and trade expanded together with new world map features and mechanics as a DLC.

That said, if Tynan doubles down on things taking place mostly within the colony, then I'm hoping for something like an expanded Hospitality and Gastronomy. If we get an official "businesses" framework out of it for mods to build upon, even better.
Originally posted by Vermillion Cardinal:
I'm still hoping for faction relations and trade expanded together with new world map features and mechanics as a DLC.

That said, if Tynan doubles down on things taking place mostly within the colony, then I'm hoping for something like an expanded Hospitality and Gastronomy. If we get an official "businesses" framework out of it for mods to build upon, even better.

A business framework would legit be a great addition. In the base game, you only have one colony (you can increase the amount of colonies but let's be honest, it would only put a strain on the game), so making it more relevant for other factions to visit (besides being a noble or building the ship) can only be great.
travel based archology, so caravaning and ruins and exploration based improvements, lets call it as a early code name the indinia jones DLC
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Date Posted: Feb 10 @ 6:17am
Posts: 57