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Update 1.3.3080 adds classic and preset ideoligion setup

Hey everyone! Today's update adds a new ideoligion setup screen with a variety of preset patterns for ideoligion generation. The idea is to avoid overwhelming the player with details if they just want to play. We also added the ability to play the game with an ideology matching classic RimWorld. This is a good idea for the player's first few games as they get used to the game systems.
This update also significantly improves video memory usage, especially in heavily-modded games. It is compatible with all saves and mods. Thanks to everyone on the official dev Discord who helped us test this update! Anyone else who wants to help test is very welcome to come join.

Change list


Improvements


- Add a new ideoligion setup interface which allows playing like classic RimWorld, using presets, or fully customizing. - Improvements to texture atlas video memory usage. - Change harmful aging thought minimum age from 20 to 25 - Added temperature precept icon. - Rebelling slaves now drop shield belt if they have a ranged weapon - Increase fade on oil smear art. - Add more constraints to Empire faction ideo generation. They are no longer proselytizers. This makes it less annoying to host them. (This will only apply to new games.) - Increased plant harvest yield stats' max values. - Don't list "Cannot remove: Required" float menu option for precepts that have a default. All available options are already listed. - Ideoligion text color now have a min brightness, for better visibility.

Technical


- Simplify the CompareTooltipsByPriority call. - Optimize shield belt apparel code in pickup opportunistic weapon - Ensure consistent order for ideo preset tooltips. Use StableSort for tooltips in general. - Make quest dialog close actions serializable. - Adjust slave rebellion likely alert copy to make things a bit more friendly to translators.

Fixes


- Fix: Pawns without eyes cannot wear blindfolds - Fix: Immunity Drive doesn't work. - Fix: NullReferenceException for wearing color thought if apparel does not have colorable (like apparel from mods) - Fix: Pawns who prefer indoors do outdoor joy activities - Fix: Very high video memory usage on startup with heavily modded games. - Fix: Dryads can bond with pawns other than the connected one. - Fix: Dye doesn't deteriorate. - Fix: Reverse tooltip order after a recent commit. - Fix: Deserter quest doesn't count as raiding. - Fix: Biosculpters fail to eject their contents when uninstalled. - Fix: Rusted car only appears in north orientation. - Fix: Bestowing ceremony lands in shuttle without the bestower exiting, making all the escort pawns just leave the map. - Fix: Generated ideo building def gets overriden to a random one during initialization. - Fix: Exception when all slaves die while rebellion likely alert active (not hard crash). - Fix: Slave count rebellion factor shown incorrectly to users in tooltips. - Fix: Trying to convert humanlike pawn with no ideo (generated with PawnGenerationRequest(forceNoIdeo: true)) causes errors. - Fix: Dryad and Gaumaker pods can spawn over graves. - Fix: Drafted slaves which rebel dont opportunistically pick up weapons. - Fix: Archonexus guitar sound clips play before you close the new archonexus colony start dialog, instead of after like the game start dialog. - Fix: Trailing newline, null on abandon with no active maps for slave rebellion likely alert. - Fix: Using obsolete methods. - Fix: Typo in shooting specialist role description


[ 2021-08-03 18:20:49 CET ] [ Original post ]

RimWorld
Ludeon Studios Developer
Ludeon Studios Publisher
2018-10-17 Release
Game News Posts: 141
🎹🖱️Keyboard + Mouse
Overwhelmingly Positive (169637 reviews)
The Game includes VR Support
Public Linux Depots:
  • RimWorld (Linux) [194.51 M]
  • RimWorld - Royalty (Linux) [32.75 M]
  • RimWorld - Kepler (Linux) [56.87 M]
  • RimWorld - Euclid (Linux) [39.71 M]
Available DLCs:
  • RimWorld Name in Game Access
  • RimWorld - Royalty
  • RimWorld - Ideology
  • RimWorld - Biotech
  • RimWorld - Anomaly
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

[ 6138 ]

25.19$ (16%)
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5.03$ (16%)
22.99$ (8%)
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33.59$ (16%)
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12.59$ (16%)
10.00$ (50%)
16.39$ (18%)
5.22$ (79%)
20.74$ (17%)
GAMERSGATE

[ 3464 ]

6.25$ (75%)
34.99$ (50%)
1.0$ (90%)
11.99$ (40%)
14.4$ (64%)
0.6$ (85%)
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2.5$ (75%)
6.0$ (70%)
0.94$ (81%)
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0.87$ (71%)
4.0$ (80%)
10.0$ (75%)
5.7$ (81%)
1.58$ (77%)
6.25$ (75%)
0.45$ (85%)
1.2$ (60%)
7.5$ (75%)
3.0$ (80%)
0.88$ (91%)
12.79$ (36%)
1.0$ (80%)
9.84$ (67%)
11.99$ (60%)
1.3$ (90%)
10.0$ (80%)
7.7$ (78%)
24.0$ (60%)

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