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  • Oct 13, 2026, 1:58 PM

    Honestly happy about this. My modlist takes about 3-5 mins to load at startup, and when I have a large base, sometimes doing trades takes a moment because I have a gigantic inventory.

    can't believe rimworld is over 10 years old and the developer is still, not only actively supporting it, but updating it, and even providing a new engine. Good job, Ludeon.

    #rimworld #waylith

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  • Oct 13, 2026, 2:00 PM

    Can't wait to see what this does for DMS brawls. If I call in the Digital Angel squad to help me, that summons like 30+ automatroids on to the map. My game slows to a crawl because there are SO FUCKING MANY guns popping off.

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  • Oct 13, 2026, 2:04 PM

    You ever have that game that you weren't ready for some time back and come back to it and wonder "WHERE THE FUCK HAS THIS BEEN MY WHOLE LIFE." That's been rimworld for me recently.

    I had 200 hours, and the last time I played was like 6 years ago. Over the summer, I picked up another 600 hours. Its all I've been playing.

    Image attached toot
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  • Oct 13, 2026, 2:20 PM

    @rx13 I know! Its so good! There are mods to turn the game into something resembling an extraction shooter (Urban ruins). There are mods that vastly expand the content surrounding mechanoids (love me some DMS), recently came across mods that turn the game into a dungeon crawler (Isekai dungeons/RPG). They modded vehicles into the game (Vehicles framework). There's just so much you can do, and so many directions you can take the game.

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  • Oct 13, 2026, 2:40 PM

    @da_667 how is *changing engine* a minor version bump and not a major? Wtf kind of code changes *would* justify calling it 2.0?

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  • Oct 13, 2026, 3:05 PM

    @azonenberg @da_667 I appreciate a pedantic adherence to semantic versioning. "We changed absolutely every file in the codebase, but it's still compatible with all existing mods, so +0.1".

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