@@Noobert Actual legends. I think I speak for everybody when I say: Thank you. You put so much effort in to such a niche community and we love ya for it.
My first experience with this DLC is a mental break about a pawn rabbling about seeing horrible fleshy abominations that no one else can see but him. I checked his needs tabs and guess what it says? *Ate without table*
Every Single Time. Actually, before I started my let's-learn-how-to-use-the-DLC-content-properly colony, my boys and girls on the Rim had not seen a table in YEARS. Not just game play years, ACTUAL REAL LIFE YEARS. I just never bothered, until I decided to start treating them like ACTUAL human beings and not just collections of pixels. Cue nice individual bedrooms, instead of a big ol' barracks. Cue actual tables, a beautiful dining room / rec room. Cue my first proper Ideology temple, my first proper ideoligion (custom-made to keep moods up, with lots of dance parties and speeches and executions that can be done whenever). My first proper use of grenades (Better Infestations insect invasion, had to give grenade sidearms to the riflemen so that we could hold the gate houses, ended up spamming turret nests on the map just to have enough firepower to push them back and eradicate them). First actual xenotype that I ever recruited and used (Genies are awesome). Alas, I had to make the switch to 1.5. So long, old Learntopia, you will be missed. Hello 1.5 Learntopia, time to learn some more!
Project Moon fans who play Rimworld realizing the new update is essentially just Lobotomy Corporation: *_AYIN GET BACK HERE WE HAVE A COLONY TO POWER!_*
Hope we get a more integral dlc next time if we're lucky enough to get another. Extra horror dlc is not nearly as game changing as children or belief systems.
I'll be honest, I am not jumping on this one. While it has a few things I wouldn't mind adding to a colony if I restated playing, but just doesn't pull me in.
Still not sold on the new DLC. The last three were an instant "shut up and take my money," this one is "am I masochistic enough to put up with this ****? I think not."
I'm not sold on it either. I usually like to play peaceful games in which I can just concentrate on building, and I'm wondering if this DLC even brings anything to that play style. The other DLCs have plenty to offer, but this one looks like it mostly adds fighting, which I don't particularly enjoy. I suppose I'll have to look into it further and see if it brings some value to a peaceful game. If not, I might end up passing on it.
I like SCP vibe, it is fitting for Rimworld. Imo it still lacks depth and integration with other DLC. We could have new psycast for each monster we captured, new ideology, new biotech, new genes, hybrid that unique to each Monster. Overall Im also kinda disappointed but Im sure modders gonna go insane with this, SCP is a big thing (for a while) with tons of blueprint for ideas already.
The research for the anomalies is actually warden-priority, which is why your researcher usually doesn't look at them. Its kind of counterintuitive imo, but i set my researcher to warden at 1 and he does it regularly. It says it somewhere, but amid all the new shiny buttons, its easy to miss. Now i just need to figure out why my room tempuratures are wonky.
Me, inside my base, watching Raiders, Robots, Giant Insects, Flesh Monsters and Undead battle each other on my lawn: "Hm better turn the wildlife berserk too and make it a six way battle."
"If it bleeds, it can die. If it doesn't, then we use more guns. And if that don't work, I don't know, Anti-grain Warheads." Spoken like a true rimworlder.
Also also Ghouls can have normal bionics as well. So slap some power claws on your zombies and make a 40k combat servitor. Also the Noisome Sphere, a anomaly the makes a one shot super weapon that might go berserk and kill you colony too but one hell of a weapon.
Got home from school, booted up steam to load rimworld, saw new DLC dropped, came here to see if Noobert made a video about it yet so I know of I wanna buy it, he did and I will
I was so ready to jump around the video to avoid spoilers but this is a good summary, I think I'm really going to limit my use of the wiki for Anomaly content unless something really stumps me.
I have a question: what's the best way to deal with the golden cube if you want to get rid of it as quickly as possible? Transport capsule and take off or is there something else?
I hope the next big dlc would have to do with underground stuff. I know this dlc has some underground caves but I want a full fledged bunker under ground
Ghouls are awesome on synergy with other DLCs. First you can implant them. Powerclaws aren't good for usual colonisnt, because of lower work speed, and who uses unarmed combat when you have guns. But for ghoul it is awesome. In this DLC they have 3 variants of ghoul hearts, chose one, metalblood is better IMO, because does not lower medical stats. Plus ghoul barbs and ghoul armor - slows you down, but without it ghouls are not good enough for the late game. Ghouls can't use mortals' armor, plating implant is what they need to be equal with armored folk in the late game. Genes. The best are melee damage, damage resistant, move speed, flame resistant. And you can dump any bad skills, bad mood, nearsight, many other bad stats ghouls will never use. Wookie and neandertal are good ghouls by default. Some perks like brawler help very much. Dobble powerclaws, ghoul barbs and attack gene and you ghouls start to oneshot most light enemies, like unarmored humans, or lower meat beasts. You can scan ghoul for genes, but after second scan (without regrowing genes) ghoul breaks. He obviously dies, but after resurection became baseliner with some of he's race genes, but no ghoul regeneration and no cold resistant. I literally needed to make him go out of fridge every 10 minutes, until gave him extra cold resistant genes. Anyway without regeneration it is sad, he can't really go into every fight with ghoul band, lost limbs do not regrow. At least he still will not die from blood loss. It can be bug, and can be fixed later. But still, if you want ghoul gene farm, you will not have a combat ghoul. Meat heart leaves anomaly with 0 escape risk, who can feed 4-5 ghouls by itself. You can even install it in refrigerator, to make less hauling. Just don't forget to calm it with wardens. If your last warden will go to expedition... well, meat in the fridge will start to eat you. And please, do not ignore mechanitors. You will need to drag very many corpses. And alive colonists are getting illnesses from rot gas. 3-5 hauler bots are very worth it. Plus bots don't care about blood rain or unnatural darkness. Plus you can always summon some pokemon on mecha bosses. 3-ways battle Mechs vs meat bests vs the pain sphere are just awesome to watch. And ghouls will clean up the winning side with ease.
Useful guide, but the more I see of this DLC, the less I want it. Just not the kind of game I enjoy. YMMV but I'll play Rim of Madness if I want cults of the eldritch.
You can turn sanguophage e into ghouls without overriding them genes ? So does that man the y would still need regular donations and deathrest? What about a Hussar? Would a ghoul still have the go juice dependency ?
This mostly looks like it adds a lot more "story generation" (i.e., ways for your colonists to die completely out of your control) with very little in the way of rewards. Research is already enough of a pain, why would you want an entirely segregated research system that requires even more micromanagement, doesn't give you very much, and attracts even more raiders to your base?
I could be wrong but I think he was just trying not to spoil the rewards as those come after you have done a lot of research into the new DLC research trees. It looks like it was based a lot on the Rim of Madness Mod which is kind of a risk leads to reward kind of thing.
@@Noobert thank you for the response kind sir but i was in a hurry so i bought Anomaly, Ideology and of course Biotech. I love em all. Maybe someday I'll buy Royalty but haven't read too much good about it. I'm going to watch your video about it.
If this video helped you please consider SUBSCRIBING to the channel! Its our goal to reach 100k this month!
through out*
you are a god idk how you do it
10k to go, thanks for yet another amazing showcase.
Noobert, now that the likes for your comment is 69, it is everyone's duty to keep it there.
stop with the discord pings in the video, i do not understand why you add them and i stop watching when i hear them in a video
He's made a tutorial for a DLC that came out literally seconds ago, what a legend.
Probably had early access to it.
I had 24 hours. me and the team did not sleep for 31 hourswe worked non stop on this vid XD@@DonnaPinciot
@@Noobert you truly are the best rimworld guide
@@Noobert Really appreciate what you are doing man
@@Noobert Actual legends. I think I speak for everybody when I say: Thank you. You put so much effort in to such a niche community and we love ya for it.
“You can power your base with anomalies”
Oh hell yeah…this isn’t SCP, it’s motherfuckin Lobotomy Corp.
Hell yeah brother. Cant wait for anomaly monster mods. I need me my melting love
I'm so excited for project moon mods
Face the fear, build the future
@@glassfruit7702 have i ever played rimworld? no. do i wanna see some pawns manifest ego to rival even the red mist herself? yes.
My first experience with this DLC is a mental break about a pawn rabbling about seeing horrible fleshy abominations that no one else can see but him. I checked his needs tabs and guess what it says?
*Ate without table*
Every
Single
Time.
Actually, before I started my let's-learn-how-to-use-the-DLC-content-properly colony, my boys and girls on the Rim had not seen a table in YEARS. Not just game play years, ACTUAL REAL LIFE YEARS.
I just never bothered, until I decided to start treating them like ACTUAL human beings and not just collections of pixels.
Cue nice individual bedrooms, instead of a big ol' barracks.
Cue actual tables, a beautiful dining room / rec room.
Cue my first proper Ideology temple, my first proper ideoligion (custom-made to keep moods up, with lots of dance parties and speeches and executions that can be done whenever).
My first proper use of grenades (Better Infestations insect invasion, had to give grenade sidearms to the riflemen so that we could hold the gate houses, ended up spamming turret nests on the map just to have enough firepower to push them back and eradicate them).
First actual xenotype that I ever recruited and used (Genies are awesome).
Alas, I had to make the switch to 1.5. So long, old Learntopia, you will be missed.
Hello 1.5 Learntopia, time to learn some more!
Ahh nothing beats a classic. New coat of paint but still the worst war crime in the galaxy ;)
Secure, Contain, *Harvest Organs*
Secure, Contain, Make human leather hats
Face the fear, Commit warcrimes.
Secure, Contain, Sex-able Beasts.
@@PlanetSat0rnmake the fear fear you.
@@thedarkone5049
*pleased skeleton noises*
"You can power your base with the anomalies", Labotomy Corporation flashbacks
so happy I don't have to choose between Rimworld, Lobotomy Corporation, and Cult of the Lamb anymore
Project Moon fans who play Rimworld realizing the new update is essentially just Lobotomy Corporation: *_AYIN GET BACK HERE WE HAVE A COLONY TO POWER!_*
The RJW integration is going to be insane.
NOOOO😭💀
*sigh*
Of course, I had forgotten about... The Forbidden Mod.
@@mirceazaharia2094let’s see if they dare turn that one into dlc
Finally. Monsters for... Friending. Yes.
Well, atleast everyone will be happy with this dlc lol
All I know is the Cube... Glory to the Cube...
CUBE
Nothing…..beat…..B E E P
The cube loves you, you monster.
As the Holy Voice Of the Cube, Priest Rat i approve this message
Cube is life, cube is everything
And that’s why I would use a disposable slave to contain it
turning people into anomalies, working on contained anomalies and researching them to gain power. Did some body showed Ludeon a lobotomy corp?
Please tell me they're gonna do a magic/EGO Update next for Library of Ruina, Black Silence in RimWorld lol
Didn't expect to see Rimworld reference Lobotomy Corporation with the whole "research/harass monsters to fuel batteries" thing
PM SLEEP AGENT ATAVATED
PROJECT MOON, SLEEP AGENT ACTIVATED
Face the fear, build the future.
I can't wait for the lob corp mod expansion
Project Moon sleeper agent activated
"Think of them as SCPs".
*Manic laugh intensifies*.
Wow! Noobert Uploaded the video the minute the dlc dropped!
Hope we get a more integral dlc next time if we're lucky enough to get another. Extra horror dlc is not nearly as game changing as children or belief systems.
I'll be honest, I am not jumping on this one. While it has a few things I wouldn't mind adding to a colony if I restated playing, but just doesn't pull me in.
Wow, now this might be worth getting back into Rimworld for. Looks neat!
Still not sold on the new DLC. The last three were an instant "shut up and take my money," this one is "am I masochistic enough to put up with this ****? I think not."
As far as I'm aware a lot of it is intentional opt in, so you can avoid some dangers, some not too much
It is quite challenging.
And I love it.
It's basically survival horror.
If you ever feel like trying it, then it's worth it.
I'm not sold on it either. I usually like to play peaceful games in which I can just concentrate on building, and I'm wondering if this DLC even brings anything to that play style. The other DLCs have plenty to offer, but this one looks like it mostly adds fighting, which I don't particularly enjoy. I suppose I'll have to look into it further and see if it brings some value to a peaceful game. If not, I might end up passing on it.
@@mirceazaharia2094 really like the survival horror description. I always create my own pawns and I’ve been on an RE kick so this should be fun.
I like SCP vibe, it is fitting for Rimworld. Imo it still lacks depth and integration with other DLC. We could have new psycast for each monster we captured, new ideology, new biotech, new genes, hybrid that unique to each Monster. Overall Im also kinda disappointed but Im sure modders gonna go insane with this, SCP is a big thing (for a while) with tons of blueprint for ideas already.
I’m tempted to take the rest of the day off from work to go play 😂😂 I’ve never hit purchase so fast in my life when the dlc went live on the store
"If guns don't work, I dunno, antigrain warheads"
The Sphere has joined the chat.
The research for the anomalies is actually warden-priority, which is why your researcher usually doesn't look at them. Its kind of counterintuitive imo, but i set my researcher to warden at 1 and he does it regularly. It says it somewhere, but amid all the new shiny buttons, its easy to miss. Now i just need to figure out why my room tempuratures are wonky.
Bros finger was twitching to get this uploaded right at the beginning for the ones who just got the dlc
A legend in the making
the power thing is surprising really reminds of lobotomy corporation
Holy shit, the lobotomy corporation DLC is real!
I'm a very simple person. I see Noobert. I CLICK FASTER THAN A THRUMBO CHASING MY PAWNS
This vid is literally exactly what i was looking for. Fantasticly put together
It always impresses me how much is added into these DLC's. We don't get enough games that do these kinds of overhauls anymore
Me, inside my base, watching Raiders, Robots, Giant Insects, Flesh Monsters and Undead battle each other on my lawn: "Hm better turn the wildlife berserk too and make it a six way battle."
I look forward to the Cabin in the woods style chain reactions of losing a colony.
Minor detail on the video edit, but I love the anomalies worked into the background music. Very appropriate.
"If it bleeds, it can die. If it doesn't, then we use more guns. And if that don't work, I don't know, Anti-grain Warheads."
Spoken like a true rimworlder.
Can pawns eat these horrors Because an ice cap playthrough with this DLC is ganna be both fun and challenging.
Don't make ghouls on sea ice without a constant supply of meat. If they can't eat the meat of others, they WILL eat yours.
I'm pretty sure yes, I've killed some and they end up giving something called "Twisted meat"? I think it'll give a massive mood debuff
Ooooh this is ganna be fun can't wait to harvest settlements
From the fleshmass? I think pawns can't eat them without feeling disgusted. Ideal food for ghouls and animals (probably not lol)
yeah but its not tasty also threse orb that genertates this twisted meat(great for ghouls).
Ngl, the DLC are getting Better and Better
Also also Ghouls can have normal bionics as well. So slap some power claws on your zombies and make a 40k combat servitor. Also the Noisome Sphere, a anomaly the makes a one shot super weapon that might go berserk and kill you colony too but one hell of a weapon.
played this game when it first came out then stopped and now im back discovering how many cool shit the added since then ..
"Our enemies hide from the glory of our METAL BAWKSES!! The cowards! The FOOLS! We . . . should show them the truth of the metal bawkses!"
I can foresee the vampire mod becoming really good.
This is a sick new DLC, and my son got it for me since yesterday was my birthday!
This dlc is legit lobotomy corp and I'm here for it
So they managed to bring SCP to Rimworld, nice!
Can't wait for the Grimworld Updates. I need to cleanse some planets from these abomenations.
Face the fear, build the future.
I love that rim mods are like, "hey heres more animals or a sewer system". Rim dlc's are like "people like monarchy and body horror right?"
Got home from school, booted up steam to load rimworld, saw new DLC dropped, came here to see if Noobert made a video about it yet so I know of I wanna buy it, he did and I will
The like button animated when you said "press that like button"
Goddamn I don't know if it's new but I love it
Time to play Lobotomy Corp in Rimworld
project moon sleeper agent activate
Please can you turn the music volume down abit in post, its hard to hear what your saying
I was so ready to jump around the video to avoid spoilers but this is a good summary, I think I'm really going to limit my use of the wiki for Anomaly content unless something really stumps me.
A friend thought of a new war crime with the zombies. Drop pod of corpses, then raise the dead.
Pyromaniac will be fire this dlc
4:17 There's a bed with my name on it! Nice thanks Noobert! I'm so happy about that ☺️ ❤ Love the video BTW!
4:30 that discord ping should be contained, its not harmfull just bothersome and id rather not have it floating around my colony.
Getting energy fuel with SCP? this sounds familiar
Still haven't played. Fun and informative as always! Big ups bruv!
I love this DLC new war crimes, but new lovecraft style, perfect time to tell someone to google Lovecraft's cat's name
See you in hell 😅
8:01 Yay Can't believe I'm in a Noobert Video! Thanks!
I have a question: what's the best way to deal with the golden cube if you want to get rid of it as quickly as possible? Transport capsule and take off or is there something else?
good job man im proud of you being so fast and grateful
I want to suit my ghouls up in riot gear like Hellsing. Would it be broken? Yes. Would it be fun? Absolutely.
can't believe they made Rim Of Madness offical.
I hope the next big dlc would have to do with underground stuff. I know this dlc has some underground caves but I want a full fledged bunker under ground
Do not allow your colonists to get obsessed with the cube
Ghouls are awesome on synergy with other DLCs.
First you can implant them. Powerclaws aren't good for usual colonisnt, because of lower work speed, and who uses unarmed combat when you have guns. But for ghoul it is awesome.
In this DLC they have 3 variants of ghoul hearts, chose one, metalblood is better IMO, because does not lower medical stats. Plus ghoul barbs and ghoul armor - slows you down, but without it ghouls are not good enough for the late game. Ghouls can't use mortals' armor, plating implant is what they need to be equal with armored folk in the late game.
Genes. The best are melee damage, damage resistant, move speed, flame resistant. And you can dump any bad skills, bad mood, nearsight, many other bad stats ghouls will never use.
Wookie and neandertal are good ghouls by default. Some perks like brawler help very much. Dobble powerclaws, ghoul barbs and attack gene and you ghouls start to oneshot most light enemies, like unarmored humans, or lower meat beasts.
You can scan ghoul for genes, but after second scan (without regrowing genes) ghoul breaks. He obviously dies, but after resurection became baseliner with some of he's race genes, but no ghoul regeneration and no cold resistant. I literally needed to make him go out of fridge every 10 minutes, until gave him extra cold resistant genes. Anyway without regeneration it is sad, he can't really go into every fight with ghoul band, lost limbs do not regrow. At least he still will not die from blood loss.
It can be bug, and can be fixed later. But still, if you want ghoul gene farm, you will not have a combat ghoul.
Meat heart leaves anomaly with 0 escape risk, who can feed 4-5 ghouls by itself. You can even install it in refrigerator, to make less hauling. Just don't forget to calm it with wardens. If your last warden will go to expedition... well, meat in the fridge will start to eat you.
And please, do not ignore mechanitors. You will need to drag very many corpses. And alive colonists are getting illnesses from rot gas. 3-5 hauler bots are very worth it. Plus bots don't care about blood rain or unnatural darkness. Plus you can always summon some pokemon on mecha bosses. 3-ways battle Mechs vs meat bests vs the pain sphere are just awesome to watch. And ghouls will clean up the winning side with ease.
I’m officially scared of what I ran into as there’s a lady I found that makes people explode into flesh
4:42 Hans, bring the Flammenwerfer.
The DLC is out today.
I just purchased it. Just choosing starting point.
HOW DID YOU NOT ONLY PLAY THROUGH THE CONTENT, BUT ALSO FIND TIPS??
He's an anomaly.
he had early access
obviously the developers reached out to him with a copy early.
AAHHHHH THE DISCORD SOUND GETS ME EVERY TIME
Cant wait to play lobotomy corp in rimworld!
PROJECT MOON, SLEEP AGENT ACTIVATED
As long as I don’t have to deal with rimworld apocalypse bird
u r a legend for putting this out so early
Oh boy, Noobert. You didn’t even know the Project Moon sleeper agents were coming did you?
3:15 so all i need is to just put a slave in the corridor to my base so the monster attacks him and then i know its position?
We don’t have anomaly or even biotech on console :( I just want my little robot guys or make an Scp foundation
Get a PC and play the game there. It is better because of all mods you can have.
Thank you for showing it Noobs! Right the good vid before deciding to get the dlc, and I think I will!
lol mentioning the Genova Convention.
Canadians call it the Genova Checklist.
The ghoul will be a nice addition for fallout mods
I wonder how long it's gonna take before mods of it come out.
Useful guide, but the more I see of this DLC, the less I want it. Just not the kind of game I enjoy. YMMV but I'll play Rim of Madness if I want cults of the eldritch.
This sound made for daemon engins, hey get here, you are fuel
Sangufage ghoul has just become the new melee god
You can turn sanguophage e into ghouls without overriding them genes ? So does that man the y would still need regular donations and deathrest? What about a Hussar? Would a ghoul still have the go juice dependency ?
Also with the ghouls, you CAN install bionics.
its going to be interesting seeing all the scp mods that will be coming
This mostly looks like it adds a lot more "story generation" (i.e., ways for your colonists to die completely out of your control) with very little in the way of rewards. Research is already enough of a pain, why would you want an entirely segregated research system that requires even more micromanagement, doesn't give you very much, and attracts even more raiders to your base?
I could be wrong but I think he was just trying not to spoil the rewards as those come after you have done a lot of research into the new DLC research trees. It looks like it was based a lot on the Rim of Madness Mod which is kind of a risk leads to reward kind of thing.
@@alexoelkers2292^ this
what a legend arleady a guide on this !!!
I dont get it, is it a scenario only? or is it in every sandbox game
The Cube is my precious...
How do you have a guide haha, it just came out!!!
we playing low tech lobotomy corp now
mods fix all
Five in the morning and all I wish for is a turnoff this fucking music button.
Wouldn't be a Noobert video if you didn't have to check your discord at least once while watching it.
sorry
Using ore veins for containment units is the only thing I need
Thanks Rimworld for the 19 dollar CBT
5:53 "similar to the end of biotech" who do you mean i cant find any info about biotech ending
Anti-Grain warheads do tend to settle most issues.
Just hope you don't get your colony obsessed with the cube
the upload speed is crazy
Already used five ancients and lotta sci fi ish mods to make an scp foundation like base, time to go for an actual scp foundation this time
If we get another DLC, I wonder if we’ll get an Alien focused DLC.
i see the cube from blender has invaded rimworld huh
Hey Noobert I'm playing the base game and it's time to expand. Which one should be the first dlc i buy?
biotech
@@Noobert thank you for the response kind sir but i was in a hurry so i bought Anomaly, Ideology and of course Biotech. I love em all. Maybe someday I'll buy Royalty but haven't read too much good about it. I'm going to watch your video about it.