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Update 1.1.2618 brings various improvements

This is a relatively minor update focused on fixes and balance. The major content we're working on is still being held back for release as the content add-on later. This update should be compatible with all savegames and mods. If for any reason you want to play the previous version, please use the Steam beta branch called 'previous'. Thanks to everyone who has given feedback at the unstable testing Discord server. Come join to test future releases! Improvements - Monuments can now be sastisfied with any floor type instead of requiring specific floor types. - Monument generation has been adjusted to make monuments more dense and consistent. - Reworked how quests decide whether to appear based on player progress to solve an issue that would cause quests not to appear for a long time at lower populations on certain difficulty settings. - "Choose rewards" window renamed to "Reward preferences". Added explanation at the top of the window. Increased height of reward prefs window. - Man in black is now always capable of violent and caring work. - Quests will no longer offer rewards with unreasonably small numbers of items (e.g. 5x hyperweave). - Improved clarity of monument marker placement feedback. Added messages for incompatible terrain or blocking buildings. - Prices now only display decimals when under $10. - Now, only esquire and higher titles will be inherited. - Hospitality threats with mech clusters now display more accurate sizing in generated text. Tuning - Praetors can now give speeches. - Lodger minimum mood now only applies to the asker, not any others who accompany him. - Mech clusters now have more chance of using walls at low points levels, but less chance at high points levels. - Mech clusters are more likely to have mechanoid guards instead of just turrets. - Mech clusters at low points are more likely to have unstable power cells. - Reduce duration of berserk pulse from 15 seconds to 11 seconds. - Increase cost of mortars. - Siegers now recieve 6 replenish shells at a time instead of 10. - Decrease joywire brain efficiency impact from 30% to 20% (reverts previous change). - Increased human turrets damage and fuel consumption. - Increased uranium slug turret range. - Reduce steel from smelting steel chunks from 20 to 15. Reduce resource yield from destroying/disassembing mechs and their buildings. This should reduce late-game clutter, reduce weird economic imbalances between difficulty levels, make it more relevant to actually have an economy besides killing things, and improve challenge spread between difficulties. - Quest ThreatReward_Manhunters_Joiner: Manhunter arrival is much sooner, and comes not too long after the joiner arrives. Technical - Removed null asker possibility from hospitality quests. - Added try/catch to StaticConstructorOnStartupUtility.CallAll() so 1 broken mod doesn't break all other mods. - DesignatorFor -> FindAllowedDesignatorRoot - Monument placement now checks overlap before adjacency. - Minimum mech cluster points can be set for mech cluster buildings. - Rename "ludeon" constant in ModContentPack to LudeonPackageIdAuthor Fix typos in a related check. - Reward from lodgersMoodThreshold in hospitality quests is now factored based on lodgersMoodThreshold value. - QuestNode_IsInList now uses previously unused function. - Removed redundant checks from IsSpawningBlocked. IsSpawningBlockedPermanently checks proper location. - Moved TerrainDef.genericLabel to DesignatorDropdownGroupDef label. - Move the delegate inside ModContentPack.ReloadContent into a class function to prevent future issues with mods. - Added null check for QuestGenUtility method IsInList. - lodgersMoodThreshold is now selected from 4 discrete random values. - Renamed allowedThreats to threatType in hospitality quests; a back-compatibility rule for the old name remains. Fixes - Fix: Can't target caster or pawns of the same faction with psycasts if they're invisible. - Fix: Text overlap for some items on architect tab description. - Fix: Kind label is not gender-aware in RulesForPawn - Fix: Pawns can stand on drapes are standable. - Fix: Some hospitality quest fields report missing translations even though they shouldn't - Fix: Alerts throwing errors after choosing "Load mod list from save" while in-game. - Fix: Smoke spewer does nothing. - Fix: Psycasts don't check cooldown in CanCast method. - Fix: Tribute collector doesn't arrive unless you have a knight. - Fix: Black screen on startup if a workshop mod folder was deleted without unsubbing from the mod. - Fix: Force loading animals into a shuttle while forming a caravan and then sending the shuttle causes errors. - Fix: Asker potentially not being set when setting lodgersHaveMoodThreshold. - Fix: Monuments can be placed over non-edifice buildings without warning. - Fix: Languages listed as seperate even if they share the same legacy folder name. - Fix: Manhunter pack quests and incidents fail to generate for higher points.


[ 2020-04-28 17:35:18 CET ] [ Original post ]



RimWorld
Ludeon Studios
  • Developer

  • Ludeon Studios
  • Publisher

  • 2018-10-17
  • Release

  • Strategy Simulation Singleplayer
  • Tags

  • Game News Posts 139  
    🎹🖱️Keyboard + Mouse
  • Controls

  • Overwhelmingly Positive

    (164748 reviews)


  • Review Score

  • https://ludeon.com
  • Website

  • https://store.steampowered.com/app/294100 
  • Steam Store

  • The Game includes VR Support



    RimWorld (Linux) [194.51 M]RimWorld - Royalty (Linux) [32.75 M]RimWorld - Kepler (Linux) [56.87 M]RimWorld - Euclid (Linux) [39.71 M]

  • Public Linux depots

  • RimWorld Name in Game Access
    RimWorld - Royalty
    RimWorld - Ideology
    RimWorld - Biotech
    RimWorld - Anomaly
  • Available DLCs

  • RimWorld is a sci-fi colony sim driven by an intelligent AI storyteller. Inspired by Dwarf Fortress, Firefly, and Dune.

    You begin with three survivors of a shipwreck on a distant world.
    • Manage colonists' moods, needs, wounds, and illnesses.
    • Fashion structures, weapons, and apparel from metal, wood, stone, cloth, or futuristic materials.
    • Tame and train cute pets, productive farm animals, and deadly attack beasts.
    • Watch colonists develop and break relationships with family members, lovers, and spouses.
    • Fight pirate raiders, hostile tribes, rampaging animals, giant tunnelling insects and ancient killing machines.
    • Trade with passing ships and trade caravans.
    • Decorate your colony to make it into a pleasurable space.
    • Dig through snow, weather storms, and fight fires.
    • Capture refugees or prisoners and turn them to your side or sell them into slavery.
    • Discover a new generated world each time you play.
    • Build colonies in the desert, jungle, tundra, and more.
    • Learn to play easily with the help of an intelligent and unobtrusive AI tutor.

    RimWorld is a story generator. It’s designed to co-author tragic, twisted, and triumphant stories about imprisoned pirates, desperate colonists, starvation and survival. It works by controlling the “random” events that the world throws at you. Every thunderstorm, pirate raid, and traveling salesman is a card dealt into your story by the AI Storyteller. There are several storytellers to choose from. Randy Random does crazy stuff, Cassandra Classic goes for rising tension, and Phoebe Friendly just makes good things happen.

    Your colonists are not professional settlers – they’re crash-landed survivors from a passenger liner destroyed in orbit. You can end up with a nobleman, an accountant, and a housewife. You’ll acquire more colonists by capturing them in combat and turning them to your side, buying them from slave traders, or taking in refugees. So your colony will always be a motley crew.

    Each person’s background is tracked and affects how they play. A nobleman will be great at social skills (recruiting prisoners, negotiating trade prices), but refuse to do physical work. A farm oaf knows how to grow food by long experience, but cannot do research. A nerdy scientist is great at research, but cannot do social tasks at all. A genetically engineered assassin can do nothing but kill – but he does that very well.

    Colonists develop - and destroy - relationships. Each has an opinion of the others, which determines whether they'll become lovers, marry, cheat, or fight. Perhaps your two best colonists are happily married - until one of them falls for the dashing surgeon who saved her from a gunshot wound.

    The game generates a whole planet from pole to equator. You choose whether to land your crash pods in a cold northern tundra, a parched desert plain, a temperate forest, or a steaming equatorial jungle. Different areas have different animals, plants, diseases, temperatures, rainfall, mineral resources, and terrain. These challenges of surviving in a disease-infested, choking jungle are very different from those in a parched desert wasteland or a frozen tundra with a two-month growing season.

    You can tame and train animals. Lovable pets will cheer up sad colonists. Farm animals can be worked, milked, and sheared. Attack beasts can be released upon your enemies. There are many animals - cats, labrador retrievers, grizzly bears, camels, cougars, chinchillas, chickens, and exotic alien-like lifeforms.

    People in RimWorld constantly observe their situation and surroundings in order to decide how to feel at any given moment. They respond to hunger and fatigue, witnessing death, disrespectfully unburied corpses, being wounded, being left in darkness, getting packed into cramped environments, sleeping outside or in the same room as others, and many other situations. If they're too stressed, they might lash out or break down.

    Wounds, infections, prosthetics, and chronic conditions are tracked on each body part and affect characters' capacities. Eye injuries make it hard to shoot or do surgery. Wounded legs slow people down. Hands, brain, mouth, heart, liver, kidneys, stomach, feet, fingers, toes, and more can all be wounded, diseased, or missing, and all have logical in-game effects. And other species have their own body layouts - take off a deer's leg, and it can still hobble on the other three. Take off a rhino's horn, and it's much less dangerous.

    You can repair body parts with prosthetics ranging from primitive to transcendent. A peg leg will get Joe Colonist walking after an unfortunate incident with a rhinoceros, but he'll still be quite slow. Buy an expensive bionic leg from a trader the next year, and Joe becomes a superhuman runner. You can even extract, sell, buy, and transplant internal organs.

    And there's much more than that! The game is easy to mod and has an active mod community. Read more at http://rimworldgame.com.

    (All non-English translations are made by fans.)
    MINIMAL SETUP
    • Processor: Core 2 DuoMemory: 4 GB RAM
    • Memory: 4 GB RAM
    • Graphics: Intel HD Graphics 4000 or other shader model 4.0
    • Storage: 1 GB available space
    GAMEBILLET

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    16.79$ (16%)
    16.99$ (15%)
    21.22$ (15%)
    9.09$ (77%)
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    25.47$ (15%)
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    7.3$ (51%)
    1.35$ (85%)
    3.38$ (62%)
    4.79$ (40%)
    5.06$ (66%)
    1.5$ (92%)
    2.25$ (92%)
    1.46$ (89%)
    1.31$ (81%)
    7.49$ (63%)
    1.5$ (81%)
    0.9$ (77%)
    0.75$ (92%)
    0.79$ (89%)
    0.51$ (74%)
    3.75$ (62%)
    1.84$ (74%)
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    7.49$ (63%)
    6.0$ (50%)
    9.0$ (70%)
    0.6$ (92%)
    1.84$ (74%)
    1.31$ (81%)

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