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Update 1.1.2624 powers up deep drilling and more

This is a refinements and fixes update with improvements for the base game and Royalty expansion. It should be compatible with all savegames and mods. This biggest changes will be tunings designed to move deep drilling from the lategame towards the midgame and make them more viable for marginal drilling projects. As always, everything is on the table for further adjustment as we go forward. If you have a mod compatibility problem, you can use the Steam beta branch called 'previous' to go back to the previous build until issues get worked out. It would be great if you could tell us or the mod developer about the issue as well! We're also working on some deeper gameplay improvements and content additions - look forward to those! However, for stability reasons those are being held back for now. Thanks to all those who helped test on the official testing Discord server. Come join to test future releases! Tuning - Defeating a mech cluster now gives a mood boost to all player pawns on the same map. - Reduce work cost of smelting metal from slag from 1600 to 800 (to help reduce clutter). - Reduce uranium slug turret cost per shot from 4 to 3 and increase its damage from 45 to 50. - Butchered cenitpedes now yield 10 plasteel when shredded, modified by difficulty and pawn skill. - Crashed ship parts now drop an advanced component. - Plasteel no longer burns. - Reduced commonality of mechanoid raids at high points levels. - Reduced deep drilling research cost from 4000 to 1000 and moved from multi-analyzer tier to microelectronics tier. - Reduced cost of deep drill from 200 steel and 4 components to 100 steel and 2 components. - Reduced cost of ground-penetrating scanner from 2 advanced components, 6 components, and 200 steel to 1 advanced component, 4 components, and 150 steel. - Increased deep drill yield for steel, plasteel, uranium, silver, and jade. Reduced yield for gold. - Reduced max deep lump size for gold, and jade, and steel. - Reduced deep drill power consumption from 300W to 200W. - Deep drill can now extract from the 21 closest cells instead of only the 9 closest. - Imperial settlements offer more psytrainers. - Mechs created by the mech assembler mechs now defend the cluster instead of attacking. - Mech assembler now shuts down after spawning 4 mechs. - Double the effect of pain focus. - Seperated deep drilling speed from mining speed. Drill arm now affects deep drilling speed less than normal mining speed. - Tune monument size and construction time. - Monument damage consequence size is no longer affected by challenge rating. - Removed extra selection weight for mech cluster as monument damage consequence. - Adjusted monument protection duration based on challenge rating. - Colonists with bloodlust no longer suffer a mood debuff when harvesting organs. - Adjust Alzheimer's to nullify fewer conditional thoughts, otherwise it can be impossible to keep guests happy with Alzheimer's and it's a bit weird that their mood ends up locked at default. Misc - Reworked how monuments are generated to produce more compact structures without weird large gaps. - Optimized deep drilling for modded games with more rock types. - Explicitly mark some more things as part of Royalty in code for clarity: Shuttle, bladelink weapons, muscial instruments, thrones, projectile interceptors (shields). - Refactor royal title warning texts in order to do the formatting programatically. - Removed unnecessary 'You must keep [guestName] at colony' from hospitality quests as lodgers should not be able to be transferred. - Removed 'showCreatedAt' on recipe def and used existing IsSurgery property instead. - Removed unnecessary check on text height for architect category tab. - Changed psychic amplifier graphic to match archotech artstyle, since it's an archotech item. - Moved IncomingDamageFactor damage mitigation to ApplyDamageToPart. - Optimization: Make GridsUtility.GetDoor use GetEdifice instead of checking every thing in the cell. - Adjusted apparel debug outputs. Text - Monument quest descriptions now better handle multiple allowed floor types. - Added more quest name content for PawnLend quests. - Adjusted monument resource readout to include all possible floor type required resources. - Added a warning popup about conceited colonists when a royal favor quest is about to be accepted (similar to anti-social colonists). - Combine warnings when attempting to accept a royal favor quest for someone who is both conceited and anti-social. - Made it clearer why a Praetor cannot call an orbital imperial trader. - Reduced the tooltip delay on storyteller difficulty selections to zero - Rewrote natural goodwill rise/fall tooltip to display yearly change. Removed redundant text. - Pain focus readout now rounds to the nearest whole number. - Adjust text and fully define mining stat order. - Added an explanation to the psycast 'Target' stat entry. Fixes - Fix: You cannot shoot over unstable power cells. - Fix: Sometimes the wrong people can be ordered to enter shuttles. - Fix: Quests sometimes generate manhunting packs with > 100 animals. - Fix: Spawning sketch that wipes doors with no adjacent regions causes an error. - Fix: The translation files cleaner tool uses LF in the end of the first line (xml root). - Fix: Cocoa trees are marked as unlocked for both 'Tree sowing' and 'Cocoa' research projects. - Fix: Quest lodgers being attacked by colonists (temporary or permanent) during murderous rage and other aggro mental states cause relations loss. - Fix: Typo in peaceful difficulty description. - Fix: Some custom backstories with gender set to "either" have a default gendered body type. - Fix: Manhunter incident can fail for very high points. - Fix: Padding for mod requirement box is uneven. - Fix: QuestPart_RequirementsToAcceptBedroom causes errors for pawns with royal titles which don't have bedroom requirements. - Fix: Tough trait incoming damage multiplier doesn't work properly. - Fix: Item hitpoint slider precision - unequal values shown as same. - Fix: NPCs incabable of doctoring can self tend. - Fix: In the info card for a psycast, all entries in the lists of Target are capitalized. - Fix: Formatter tool adds and deletes same values because cyclic reference prevention would skip value types falsely. - Fix: Luciferium not healing chronic conditions but the message says it did. - Fix: Ship parts sometimes land on walls and skip upon spawning inner thing. - Fix: TryFindSafeLandingSpotCloseToColony only checks single cell instead of occupied rect for blocking things. - Fix: Accepting two shuttle-based quests one after another causes one to land on top of the other. - Fix: Siegers receive extra supplies they don't need. - Fix: Various StockGenerator_Tag missing countRanges which made some settlements not carry items they should have.


[ 2020-05-05 14:53:04 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

    [ 5951 ]

    4.12$ (17%)
    6.79$ (15%)
    5.94$ (15%)
    20.74$ (17%)
    4.14$ (17%)
    33.97$ (15%)
    8.25$ (17%)
    9.90$ (67%)
    4.59$ (8%)
    8.49$ (15%)
    3.96$ (84%)
    17.59$ (56%)
    10.66$ (47%)
    2.85$ (81%)
    22.89$ (62%)
    2.37$ (84%)
    8.27$ (17%)
    7.99$ (80%)
    8.27$ (17%)
    15.99$ (20%)
    4.09$ (86%)
    11.34$ (62%)
    1.00$ (80%)
    20.00$ (50%)
    16.59$ (17%)
    24.87$ (17%)
    4.12$ (17%)
    3.00$ (80%)
    1.00$ (90%)
    12.95$ (19%)
    GAMERSGATE

    [ 1903 ]

    6.75$ (77%)
    0.94$ (81%)
    1.31$ (81%)
    20.99$ (48%)
    12.0$ (60%)
    33.19$ (17%)
    0.75$ (92%)
    0.53$ (92%)
    0.53$ (92%)
    1.46$ (89%)
    0.56$ (81%)
    0.94$ (81%)
    3.83$ (77%)
    1.84$ (74%)
    4.69$ (81%)
    0.75$ (81%)
    1.13$ (92%)
    2.25$ (85%)
    8.02$ (53%)
    3.94$ (74%)
    2.25$ (77%)
    0.56$ (81%)
    0.53$ (92%)
    0.56$ (81%)
    3.0$ (85%)
    14.05$ (44%)
    0.53$ (92%)
    2.25$ (89%)
    1.13$ (92%)
    1.65$ (85%)

    FANATICAL BUNDLES

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