Rimworlds Overpowered Mods
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- čas přidán 10. 04. 2023
- Rimworld has a lot of overpowered mods. But which mods are most overpowered?
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this is exactly what my 468 mod list needs... MORE MODS
Im sure your game takes 2 hours to start
@@TheDukeofDeath666 30/40 minutes get on my level 😎
Na it just needs one....
A yep
@@jwb_66643 mods 10-15 minutes ha!
well that or broken mod, game crashes, cant run it and i have to reinstall everything again
A good alternative to all the mods that allow to craft stuff you cannot normally, there's the make anything buildable and make anything craftable mods. With those, you can choose yourself which thing you can craft/build and the ressources/tech needed for doing so.
It takes a bit of time to set up the recipes and stuff but once it's done, you just have one mod for everything and can tweak yourself the requirements if needed. Works with modded items too.
I tried those mods but either I‘m too dumb to use them properly or they’re seriously buggy. Sometimes the recipes I created didn’t show up at the work stations that I selected for them to show up at, sometimes the game insisted I didn’t have the materials I needed to craft the item even though I very much did have them. There were a couple other issues too but I don’t remember what exactly happened. In the end I just spawned in what I wanted with Character Editor... 😖
@@ironmoondarkwing4190 yeah, 100%
it has a ton of compatibilities and it's fucked up my saves an inhumane amount of times
it's absolutely terrible in large modpacks and it's incredibly buggy
I don’t want anything game breaking but Jesus fucking Christ when I can’t fucking do anything because I can’t make components or advanced components it is pure pain
Hey Noobert. New to RimWorld since Jan. 260 hours on record, your vids help a lot!
S a m e here❤️
Welcome to The Rim! Here’s your complementary scalpel 🔪
And here’s your complementary copy of Grays Anatomy 📕
Now: go forth and perform RIM-CRIMES! 😈
Noobert has amazing content for so few subscribers. Share him around, he needs that 100k plaque!
Rookie hours
It never ends
Noobert: says that embrasures break the game
Combat Extended: *am i a joke to you?*
usage of embrasures let you to not build killboxes that not only break the game but also immersion
@@dawidziobrowski1726 for me killboxes break immersion because in real life enemies wouldnt just walk into a concrete box with one entrance, one at a time
@@dawidziobrowski1726 killboxes themselves are just a cheesy way to deal with huge raids. It's an exploit of game mechanics. They ruin the immersion and break the game much more, enemies just slowly walk into the slaughterhouse you've made for them
@@kirasmile580 that was my point 😂, maybe I phrased it incorrectly, english isn't my first language
Truly one of the games of all time
Let's be real, 80% of the workshop is overpowered, or at least changes the balance of things significantly. Even the inconspicuous mods hurt balance. You think the small things like a washing machine are fine and then you realize it lets you untaint armor.
Actually, that's kinda badass, save a psychic shock lance, buy a washer!
Surprised you didn't include Science Never Stops. While early game is a drag, late game gets absolutely ridiculously broken with armour that, when Legendary, has a shield of like 50k and then there's the armour stats itself. One of the weapons fires at the rate of the Minigun without the delay, continuously, while also being explosive rounds, and can have full-map range.
Its name was changed, its now called ambition of the cosmic, and you dont know overpowered unless you use ambition of the cosmic:true pinnacle of creation from the same maker
@@wraither0.016Using the Combat Extended Patch is FUN. A missed shot ended up destroying an entire mountain
Think he included that last time he made a video on overpowered mods. Which was a while ago, granted.
QuickDraw like
One of my favorite OP weapons mod is PlanetsidePew. It adds a number of popular weapons from the sci-fi MMO-FPS Planetside which are truely unbalanced for Rimworld. Things like 16-shot burst lmgs with explosive ammo and other weapon-classes with high amounts of dakka. It's always great fun when an archotech level raid shows up with these
I've said it once, I'll say it again.
TERRAFORM
Most OP mod. After finishing all the research, you get a duplicator that can spawn anything you want. Prestige Marine Armory, Glitterworld Medicine, anti grain shells, everything. Also does modded items too. Have the SRTS mod? Spawn in a Genesis and have a space craft that can nuke everything and everything.
Also has a terrain emitter. Need some gold? Have it spawn in an entire field of gold ore. Uranium? Silver? Steel? No problem, it's free!
Also allows you to Terraform the land for 1 wood a piece. Literally put an entire deep water moat around your base and no one can get to you.
@@smeggiamagarwine yeah, but that's not overpowered, that's just cheating. You still have to work for this. The last research I think is 50,000 pts. And there's like 15-20 requirements before it.
Just what I needed today!
Looking good and fun mods for my ongoing colony and wow mods that adds very powerful gun-techs is based in medieval overhaul playthrough.
Also try a modlist that suggest to absolutely thanos snapped the colony video.
Hey Noobert, great video mate. Here's one for you. "Nanosuit (Continued)" It pretty much turns your character into a God lol
Don’t forget the Aerocraft Framework it’s stupidly broken. Enemies can hardly fight back
Carry all is better
@@rogercounts Carry Alls are better for long range transport of goods and pawns but the Aerocraft Framework can be used for real time close air support.
but with the vanilla vehicles the enemies had Anti-Air missiles
The Sandevistan mod based on Cyberpunk. Very overpowered. The guns based from the other Cyberpunk mod are pretty good too.
nothing feels better than your favorite youtuber making a video from your idea/request
Yoo, Yanzi got some attention. Awesome stuff my dude.
after seeing the sniper turret there’s a mod i use simply called Better Turrets where the mini turret has a .33s firing cd and like barely any ammo usage lol
Not sure if it's been mentioned previously but Minecraft (the mod) is great for being overpowered. I tend to not wander for resources and like to be a hermit. It let's me research the mine, craft it, and then they go mining for whatever resource I dictate. It's nice for convenience sake 😊
Intro was epic 😁🎉💯🔥
Hey noobert you forgot the gene seed that turns pawn into god+ metal rim mod with bionic that lowers the damage pawn take and is deadly in mele.
another good video :)
I though the mod i made was OP and balanced but oh my this was on whole another level and balance thrown out the window
Can you please add time stamps, of the names of the mods in the description, or even better the modS? or anyways to quickly fined them after watching the video, without having to skip trough? in any case thanks for a great short video as always
the draken laser drill is from Sc2 more specifically the mission The Dig from the WOL campaign
Resource chickens, now where did I hear that before?
Rimworld warhammer chaos mod adds primaris gene seeds that are insanley busted.
Created a Xenogene with Primaris, Primarch and the Titan Frame (Small and Big Genes iirc.) Gave that Pawn, you know, just casual 5400% Manipulation
6:03
"Carl, I'm so sorry. It's... it's a cancer ray!"
"Harley Quinn, you gave me cancer...?"
*"WHY WOULD THEY EVEN MAKE THIS!?!"*
"That's it, Kev... I'm gonna go spend the holiday with my kids..."
Bro i loved that jojo reference at the start
Also gonna mention Project RimFactory and Glittertech for having super-overpowered materials you can put into your stuff able equipment. Z-composite from the former is so borked you can get almost 500 DPS out of a friggin' knife.
Damn we need more!
well well well that's OP!
Nothing more overpowered than having the Dev console 2 clicks away..
Kinda surprised rimatomics ain’t on here the weapons in that can be broken as all hell plus I mean you can rain atomic hellfire down on all your enemies too
...probably because everyone already knows about it
@@iller3 who hasn’t heard about archotech expanded?
There is a ton of the "classic" op mods that are not listed here. Things like rimatomics, rimfeller, rimworld of magic, rimfactory, antimatter annihilation, etc and a bunch of smaller mods that add completely busted features like the medpod and quarry mods. He didn't list these because every rimworld player who has ever used mods knows about these and he forgot to title the video something like "non conventional OP mods"
Is it bad i know the guy from the "quality" meme? Its Garrett. Great guy btw. :D
As one who have the void mod on I need all the over powered stuff I can get my hands on
Another OP mod, tho maybe on the lower end of OPness, would be Cryogenic Generator II. Once built, it requires no maintenance or fuel provides 16k power. But best of all, it drastically lowers the temp of the room it's in. You can build a freezer with this thing as the cooler, doubling as both power and freezer cooling unit.
Dubs Rimatomics lets you generate power in the hundreds of thousands, and then use that power to power turrets that can singlehandedly send massive spacer tier armies to the depths of hell. I've had two of their obelisk turrets make short work of 92 raiders that all had spacer tier equipment.
Of course, such machines are going to be quite expensive, but don't worry, because Project Rimfactory has you covered. With this mod, you can automate the mining and processing of absurd amounts of resources, and it gets even more insane when you also include the Insanity submod. You're effectively turning rimworld into factorio.
Bert hope you enjoyed that throwing knife I sent you... MW2 not FedEx lol
I'd say the saiyan mod is very overpowered. More so that many of these.
Embrasures and kill boxes exist, and this supposed to be a simulator. And they take them out quite easily when they start to show up with rocket launchers.
New vid lets go
these are only really "entertaining" when they can totally backfire and take out your own colonists too
No good old quarry mod which you can virtually dig anything you want? lol
Still not as silly as science never stops.
I like the video, but why no mod links?
It might not be the fanciest mods out there, but two are very OP in my opinion, but Quarry mod lets you build quarry to harvest chunks and materials, Mending station lets you repair weapons and armors (and if checked, removes "tainted" flag). PLANT HUMANS let you plant a crop that turns into wild pawn which you can tame (join colony) or kill, imprison, etc. POST-MORTEM lets you harvest organs from dead pawns as long as they are fresh (or you can stuff dead raiders in freezer so they don't decay).
They are not super crazy, super fancy mods, but they are actually very OP if you think about it. FYI, if you love OP or broken mods, play the hell out of them, For whatever reason, Rimworld is like the only game where you can install very broken OP mods and they will still be very fun to use and not break the game completely, because many times due to mod integration, AI can use that piece of armor or weapon as well.
***Plant humans...*** 💰
Im not one to normally use overpowered mods. But then ai installed the Void faction mod.
TOT's CMC Weaponry IMHO the most OP weapon out there. Literally you'll outgun anything since AI wont use most of your weapons. And the Lazor like the 1st mod? It is similar to the 2nd tier handheld weapon there.
Solar panel harder than your granite wall, also OP implants and super versatile robot. It can do what constructor, green hand, and hauler can. While also relevant for combat.
Powerful turrets, and 0 power need one is also available. Which also provides Light brighter than the solar lamp (but cannot be used for crops). Turrets are like CIWS, Railgun, guided missile, guided drone bombs. Radar so they almost cannot miss, also shield for more HP.
I cannot understate how OP the Implants, as if you're stacking consciousness over 200, run at lightning speed, reduce 75% incoming damage, pawn won't generate trash anymore, increasing Hand to hand damage to 200%, +12 mech link, precise accuracy, faster loading speed, healing scars, etc. Consciousness alone has deadly combo with circadian, so you can make your pawn do not need to sleep.
It also has selection of OP armors.
And portable Nuke generator, as well the bigger cousin.
Yay, now I can give a void soldier minor injuries
Buyable quest rewards all well and good.. what's the mod for making merchants actually carry good inventory.
Humvee is the most overpowered vehicle in PLA STEEL TORRENT
Dont see how embrausures breaks the game, esp considering it can turn on you VERY fast or some crackshot with an M24 brains your colonists since their head is the only thing visible.
100 size empire raid (I ate their fleeing dame): we will end you!
Aerocraft framework which was recently added to the mods: NAH, I DON'T THINK SO
mechanoids next pls
i already i using over 450 mods i need to stop because my game takes over half an hour to load.
Lol "Goli Khaye at 1:36 caught me off guard! It literally means "have medicine" in Hindi for those wondering.
Finally, weapons to surpass V.O.I.D
Ye
Good selection! Also first one here!
Wait what the shit? Man was so fast he bent spacetime around this video and got here before it was recorded
Uploaded 4 minutes ago but arrived 14 hours ago. Seems fine.
@@JonnyBoi957 casually time travels into your DMs
3:41
Bende bu modu arıyordum
Vanilla Psycasts Expanded is very broken
Two words: The Eternity Cell
So you're saying that my 900-modlist (which) isn't enough overpowered?
Glittertech, VOID, Kraltech?
Is there a mod out there that allows you to build boats?
Fun
Miniature Nuclear Generator by zzz, a broken as hell portable power source that makes the game too easy at times.
Another OP Mod, -> Kraltech Industries
Where can I get my Bren supersoldier?
So, as I absolutely never see in mentioned in lists like this, despite in my experiences playing hyper modded (300-500+ mods), it's by far one of the most directly OP and easiest to access combat abilities, I'm just going to put it here, with the explanation of why.
Star Wars - The Force.
So, while you're definitely going to look at it and go "oh, yeah, the mod that adds functional jedi and sith is obviously totally OP because lightsabers and whatnot, right?" WRONG.
The reason it's so OP is because of the absolutely broken way that Force Choke works. (and lightning to an extent, though rimworld of magic does a better job on that end... and definitely gets just as broken, if not more-so, mid-late-game, but requires way more effort)
So, we all know how Rimworld health works, right?
Body parts have individual health values, damage to them damages them, and them getting damaged causes them to work less, which leads to negative effects depending on the part.
So.... Force Choke. Stuns the target, temporarily disabling the neck body parts and damaging them.
What does your neck do? It allows you to breath.
What does breathing do?
It allows you to live and stay conscious.
Force Choke deals direct damage to the target's neck, completely ignoring armor, while also applying a full stun effect that prevents the target from acting temporarily, just like EMP grenades on a mechanoid.
So what does this mean?
4 force users can chain stun any creature with a neck body part that requires the need to breath and kill them regardless of what they are or how strong they are or what bionics and gear they have.
This includes VOID members (though not most N-4 Infected), nearly all humanlikes, nearly all animals.
Undead and Mech-likes are generally the only thing this doesn't work on... undead aren't exactly present in vanilla rimworld, and mech-likes have EMP, etc. that can deal with them instead.
You can quite literally have 4 tribal force wielders choke out an ultratech fully geared VOID member and kill him.
And all it requires is ONE force point to learn Force Choke. Yes, higher levels + higher force pool make it way more effective, but you only need level 1 for it to technically work, it's just faster and thus less risky (and works better on high-regen targets) at higher levels. ...and because it works at level 1, ALL your force users can use it, even those light-side medics. Because it's using the Jedi Knight aka Kyle Katarn form of force powers, where anyone can use low level versions with no issue.
Also shoutouts to run and gun for allowing you to kill anything that's melee-only that your pawn can run as fast as or faster with literally any ranged weapon, even a shortbow or a throwable rock.
This quite literally just 2 days ago allowed me to fight off and defeat an N-4 Infected raid that Winston threw at my Neolithic-locked colony with literally just shortbows without it taking 2 hours without anyone getting so much as injured. "black leapers are so dangerous" pfft, just kite them, people.
NO MAGIC ENDGAME?
what is the op rifle mod called?
this aint an overpowered mod but search and destroy with run and gun is a life saver. Had a save where i had 100 colonists without the mods and it was just painful. Had to manually make each colonist attack a raider but with the search and destroy mod it makes all your colonist use raider ai (it doesnt attack buildings)
is there a list of the mods you mentioned?
Yeah the video, just listen to the title and type it into the Steam workshop...
😊
Oh dang I’m early 👀
where the modlist at
balls
Where's SRTS? Don't tell me huey isn't OP.
Where's the links to the mods
First time getting a early (totally)
I need mortars accuracy or the game is unplayable with how bad mortars in the base game are
The only mod that i used and i consider OP is that mod that allows you to call trading ships. It felt like cheating, but what can i do , i have like thousands of chickens already and Randy being a dick hasn't been sending a trade ship for like a year.
The most OP mod ever is still Uninstall Everything :)
Ah the mid-tier OP mods.
Florida > California
hehehe
How many videos did you comment on tofay XD
Cover Medieval overhaul >:(
Overproduced video
Good video