Hey. Hey, people. Noobert here. And today we are going to talk about
some of the best mods to go into 2024 with So the Alpha Mods video was a fun overview
of all the alpha series of mods. However, during production
one very impressive mod came out. We didn't talk about Alpha prefabs. Who? Boy,
this is a doozy of a mod basically. You now have a way to get access
to awesome looking. Builds through a simple prefab something
like a dragon ball capsule system. Just take the prefab package,
set it where you want an activated boom. Instant housing, Not lying. When I say there are hundreds of different options
and designs for your pawns to enjoy more. So with the many mods this work
with like rimatomics and the vanilla expanded stuff. First thing I thought when this came out
I could do an entire playthrough with this. Turns out if you have this and ideology, you can have a meme
based on owning prefab stuff. So guess great minds think alike. Now how does one actually get these prefab
simple? Either
make them yourself with new workbench or if you don't want to access it
and just want to use what you find then. But good traders tend to stock them
and they act as a quest reward. Though if you use winston waves,
they also act as a reward, which, given the storyteller's desire for more and more combat,
having pre-built buildings can be useful. Best part there is information for modders
to make their own prefab stuff, which means more awesome pre-built
buildings for all high quality mod. To start this list Next up, inject genes
So if you have the biotech DLC. One of the fun parts of it is finding gene packs
and making new xeno types with them. The problem is that you need
some pretty high research and facility set up to even do it. However, injects genes, fixes
this problem by letting colonists take the gene pack
and injecting it in to improve themselves. And that's it. Now you can search for gene packs,
inject them and make colonists bit by bit and improve themselves. Feels like a cool idea for tribal or medieval blazers
to find these devices and using them. And one shot improvements? I think so. This next one is more for the landscape
dynamic flooding. With this mod now you have to take
into account your base position. When it gets rainy, flood
water makes movement harder and can damage exposed items. But hey, extra water is good for mature
plants. Maybe not so good for an immature plant. Seriously, rain
now can wet soil and make it more fertile but harder to walk on
so your plants will thank you. is it mod for everyone. Maybe not, but perhaps you might find
a use and mod pack since this mod is surprisingly designed
to be lightweight. though on the subject of landscape,
you will certainly feel like a proper ash lander
with mashed Ashland's mod. The man behind moreover him worked to make an updated mod
for the modern rim world player. huge variety of biomes, animals
and items to make also cliff racers. Lots and lots and lots of cliff racers. Seriously, the amount of work on this one
makes me want to go and boot up Morrowind. And remember there is no map markers
and that the cliff racers can and will ruin your day. But hey, least we have this mod
to let you experience the ash Ashland's. Plenty of other mods by the creator,
including race mods that fit right in. So Sir. Mashed potato? Yes. We salute you and wish you the best
in creating more awesome mods, Now, while you are out
and about searching for ways to kill the menace that is Cliff racers,
perhaps you find other stuff of value. This might be because of el’s archeology
a mind that lets you enjoy the perks of legalized
grave robbing? To do this just make an archeology
bench have upon good at research and with some decent manipulation
and have them crack open some rocks. From there you can find
all sorts of goodies from old weaponry to even magical rings
that give buffs and debuffs to a pawn. Plus, you get cool decorations
with the stands and make a museum, have visitors, gawk at them and give you
some donations or sell your findings. So I'm not indie claiming
it belongs in a museum. No, no, no. Really a cool mod for any era
of playthrough earlier for new gear. And late for something to do. El You did good. Hope
to see more from you. Speaking of scavenging, Romyashi has
you covered with a lot of mods for that type of gameplay. We wanted to showcase a small amount
of what they provide from more plant and tree products
to give you more materials like acorns when you chop oak trees
or pine needles from pine and so on. Very nice
to get a bit more usable from that. Same with more animal products. Now as some animals give extra products like horns, mandibles, antlers and,
of course, fat. Not only are they simple sellables
but you can even make weapons out of them. The mechanoids reusing to does
what you think it does. Scavenge
mechs for parts for a new weapons, bionics and lamps and turrets
that don't require power. Are you starting to see why we like this? This isn't even getting into the scavenging mod for early item
gathering or the baking cleaning give you bits and pieces
from the filth you clean. Do yourself a favor
and check out their mods. You might find a mod to fit it into your next playthrough
to make it a bit better. though.
Thinking on the subject of mechanoids. I have to bring up the wonderfully silly
centric militaries by. And yes, this is his name. Black market four 20 this up and coming
Modder brings another fun mod in the form of uniquely dressed militors
with different abilities. Yeah, this is a fun mod. I love the designs
and hopefully he adds more soon. The abilities fit their use
and of course they have the power to act as generic workers. Mostly hauling, but some can craft cook
cut plants and some other word that starts with the c o and some in
little homies, which my writer loves. Nothing like unleashing an army of elves,
sharks and chickens on your foes. a mod to keep an eye on for day to day,
or just to make your game a little more whimsical, least before randy punishes
you for your hubris like he always does. Of course, if you plan to have a lot
of those mechs, you need a lot of parts. be it material or even the unique chips
of the boss mechs. the reusable mech
summoner is a nice quality of life. Mod does what it says makes it so mech
summoners, don't self-destruct, saves you a headache,
not to mention spare parts. Plus it has mod support with stuff
like alpha max so you don't have to worry about issues with that. You know what? Let's include another mech
Bill Daws, Lyft Turtle, an adorable little Mac annoyed turtle
for all your lifting needs. I like turtles too. Zombie dude. I like them too. Also, I don't like being called an A.I. voice just because I love robots
and we'll totally worship my future. Robot overlords. Now, moving on. One of the biggest problems for doing
a mech playthrough is two things. Number one, power. Number two, waste packs
you make from all those Macs. Luckily, there is a solution
for both the waste pack power plant. Yep. Does what you think it does convert trash
into power and solve two problems in one. Just don't smoke near it. It does have a habit of going off
in a blaze of glory. They may or may not be hillarious. depending on circumstances. I really need to remember not to store
all that stuff in one place. But hey, out on the rim osha is not
a thing and I'm taking advantage of that. So now that we got some explosive power,
why not use it? For other uses, turrets, Lots
and lots of turret mods out there. But one that caught
my eye was slo’s turrets collection. yes, lot of turrets inspired by command
and conquer But if you are going to appear turret type,
why not ones from the franchise? I gave us Tim Curry going into space. You got lightning, you got real guns,
got barrage of powerful energy that seems to go over walls. Yes. Is it broken? Maybe. Is it cool? heck yeah. That's cool. Let your raiders realize their mistakes
as your turrets fry them up from even before
hitting your hungry colonist oven. Who Now then,
how about we do this next one? Texas style specifically
the gunslinger style deployable turrets lets you act like the edgy main
you wish you could be in rimworld a backpack or bionic ability You can now
summon a micro turret to aid you. Pretty cool and useful. Great to have turrets distract opponents
or weakening them. Plus no need to worry about accidental
friendly deaths. When they explode,
they explode in the emps though. Do keep in mind if an enemy pawn has
a chance to come in with a utility pack. Might also come with one of these. yes. So you might get some added problems or
added fun if you look at it differently. Also, when a turret comes from a kit. when it's used up, it might give you one
of the two components needed to fuel this. So nice to know it helps that not being
the worst drain of resources. All in all, a great mod idea
and perfect for being out on the field if you need an escape
or that extra firepower. yes. Now let's say you don't want to kill off your hostile
and possibly terribly bad neighbors. Well, first off, not really the way
we run my colony, but hey you do you second the non-lethal extra mod might be
what you are looking for a mod that works. Add on to the vanilla expanded. Non-lethal weapons, rubber bullets,
shotguns, pepper spray, a syringe gun, which I think should be classified as a war crime,
especially if you have a fear of needles. But that's not what you want. You want turrets and turrets. You shall have manable ones and un-manable
big tear gas, guns,
syringe, mini guns and taser shots. All are hear for non-lethal help
do keep in mind that turrets don't target prisoners anymore.
There is a mod for that. So put these in the prison
and watch as prison breaks are broken up. yeah. Seriously,
these look great and work as good. Support turrets to help get prisoners
for one reason or another. So for some playthroughs
this is a top tier pick for something non non-lethal
try pulse weaponry. What is a pulse weapon? Well take a charge rifle that has full
auto and give it full-er auto. That's a pulse weapon. And man, is it satisfying to have a line of colonists
with these firing on incoming threats? These high tier
weapons will be your endgame weapons and turrets, especially since the turrets
don't use power. They eat up ammo like bren eats at an all
you can eat buffet. But like bren these turrets
won't let you down unless they blow up or are destroyed,
in which case that's a letdown. it also comes with an enforcer mass
that makes you look like a sir and civil protection from Half-Life two. Guess that's
where the pulse weaponry came from. yeah. So this next one is one of those
make the game harder type mods. The gun research overhaul mod. Granted, this isn't a mod for everyone,
but I can see the value in it. It expands on researching guns
since after all guns are complicated. Just knowing some things about a pistol
doesn't mean you know how to make a proper 50 caliber sniper. Makes no sense. This mod works with mods like combat
extended, vanilla expanded and many other mods that include firearms
to expand on the gun research. If this is the mod for you, hey,
more power to you. But for me I'll stick with banging enough rocks
together to somehow make a charge rifle. Ooh, kaboom. Go for life, baby. So with all these guns, turrets and max,
that's a lot of moving around, Be it moving with guns
or moving around the guns. Yeah. Okay. This is a bit of a stretch
to connect the Pathfinding framework mod to the previous entries,
but that's the rim baby. But what does this actually do? Well, it lets entities
move around in newer ways. Birds can fly,
fish can swim and mechanoids. Who should be immune to fire
can actually run right through it rather than avoid it. It's a mod
to improve the experience of other mods. This is why we have to include this. It's the base
for a lot of other future mods. Plus it's modifiable so you can have your pawns fly around
like puma man And that alone is worth the price of admission,
especially for a mod that's modding mods. To mod the mod or is it Mods Mod mod
So now that you can travel, why not travel to some ancient sites
of hydroponics and mining? Both of these mod share a similar idea finding old sites
to benefit from the ancient technology. Hydroponics will provide you the chance
to find old hydroponic basins that don't require power. They aren't as good
as regular hydroponics, but just the ability to grow plants
without needing power can be a game changer, especially in the early game or in regions
like deserts where growing spaces bars. You also might get lucky
and find an ancient sunlight that you know, like the hydroponics
don't require power. Just make sure it's
a fully functioning one. There are damaged ones that give
a small amount of power, but that's it. The other major mechanic with this mod is the nutrient solution you can collect
and make with the right research. You put it in a drain or use
the storage tanks to keep it all and link it to hydroponics. And yes, this works
with vanilla expanded stuff. It will then improve the growth
rate of plants by using the solution. Don't worry, you don't need the stuff. If you use the hydroponics,
it just is a plus, never a minus. Really. The only complaint with this mod
is that for the ancient stuff you can't deconstruct, you have to
go out of your way to smash up. Though this is a choice of the modders
to make sure you get exactly how much material
he wants you to get from them. As turns out, if you have a high
construction skill, deconstructing gives you more material from the structure,
so you got to respect that. As for the mining industry as implied, you look for the ancient mining sites
and salvage what was left behind. So to get missions from here,
you got two choices. Wait for a mission or research the ancient mining techniques
to make the ancient site scanner. Either way, you will travel to these sites
and find a source of materials from minerals to salvageable plus
new mining gear, like the huge tunnel bore which can drill through anything
in front of it. Yes, that includes living things. The automatic drilling
rig for automatic drilling action. Automated automatic. It's drill and action. The ore dressing machine
which can automatically turn rocks and the brakes,
sometimes even finding metallic materials. and shotgun turrets
make sense in close quarters. Situations like mines. When you got insectoid as a viable threat,
having shotguns on your side can help. They come in ancient, new and giant. Granted, the giant has to be found, but
it's a nice treasure to bring back home. Both of these mods are awesome for making you want to travel
and far as balance is concerned. You don't need the items,
but having them certainly helps. And the sites look really good. I love traveling to the different mining and hydroponics sites
to see the different designs. Hope to see more from this. Modder in the same vein. Maybe ancient animal and ranching sites
like finding cryo frozen animals that automatically tame to you
perhaps link that with ve genetics. Just a thought. on the subject of vanilla expanded rather
than talking about vanilla expanded here. Let's talk about a mod to enhance
two of the mods. Empire and deserters now get a mod
for them called Imperial Functionality. If you haven't played deserters, you
get missions to mess with imperial sites, finding stuff like in the ground, auto,
hydroponics, surveillance sites and so on. With imperial functionality
you get legal access to usable items all by either joining the Empire
and getting gifted the tech prints or, you know, buying
the tech prince from merchants. Seriously, this is an awesome mod
because the items are pretty useful. Looks good and of course helps your nobles not have to do some work,
especially the auto hydroponics. A lot. Plus, you have a way to get the normally
not craftable absolver and tech frair gear or the fun Fletcher rifle
that causes acid damage on organics. Heck, even tech printers to make copy tech
prints for your own purposes. Remember, don't copy that. Floppy.
Put it to CD. Much more stable. Obviously a must have for imperial
playthroughs or more benefits. OH yeah. Now if you are going
for an imperial playthrough you're going to need some bionics. Luckily, we got two bionics that are opposites in nature,
but both will benefit your pawns. The hack and crypto Bionics. Starting with the heck Bionics. They are what you wear when you want to
harness this power of fire. Each bionic providing a new energy source
called plasma. Using it for some bionics,
you can pull off some new tricks like breathing fire,
launching yourself with fire. And of course, launch a shot of fire
like a cannonball. The kids love this one. Seriously,
this is for those of us who love the doom eternal esthetic,
which is metal as heck and hot as balls. The parts as fire, as balance beyond the
ability feel on part with regular bionics. You certainly won't have any issues
using them. But what about the system? Not crypto bionics. Well, these are the mods for those of us
who want to chill out like a certain miser. Obviously taking inspiration
from the vanilla expanded Viking crypto stuff your pawns will have harness
the power of coal. Now each of them do confer a penalty. The cold material will slowly down
upon by bit. Hardly noticeable if you have a couple on, but if you go for the whole set
you will start to notice some slowdown. And no, not from your 200 mods
you have installed. However, the benefits might be worth it. Each bionic giving heat resistance
and reducing incoming damage by a percent. So have a pawn with a lot of these on. You might have the unstoppable force
holding the gate. Plus, some of the abilities you get
can be pretty cool if you don't mind the obvious pun. Is it a good idea? The heck bionic? Well, I leave that up to you. It's certainly thematic and both
can have a place in any playthrough, if you ask me. Of course,
if you want to have some real heavy metal for your opponents can always pull
a shingi and get in the robot. The XVI mech frame is that robot Big heavy machinery pawns can load up into
and use to bring down the thunder on anyone
who thinks they can steal your corn. So these are machines that require a lot of work,
but what you get is a lot of value. More survivability, stronger weapons. cool mechs that we all wish
we have to fight against. Rita Repulse. Or maybe that's just my rider. Do. However, keep in mind with great power
comes great power bills, also great enemies. Since there were be a faction
of mech crushers with anti-matter weapons coming for your stuff, Other than that,
a fun mod for some playthroughs and hope to see even more mech designs
since they look pretty sweet. of course, if you prefer not to use a mech
but still ring the hammer of humanity on your enemies
then Grimm world 40 K is where it's at. A mod designed to emulate Warhammer 40k Iconography gear and abilities
with relatively balanced way. I mean, it's hard to balance a bolter
when it's literally a 75 caliber assault weapon. So what do you get? Well, currently in Grimm world you have
the basic MOD, the framework and core mod. The core mod provides your rogue traders
to trade with new material to build with. and the ability to make corps starch
because hey, the human body has a lot of value
even when dead. Naturally, you also get plenty of
build the balls in the form of very fancy and tough walls
and even plasma power generators. But that's not what you want. I know what you want. You want space Marines. The Angels of Death mod add on
is an appropriate name. When you arm pawns in this armor
and the armaments included. Your enemies will fear you. The creation of said armor is pretty cool. Plenty of mix and match choices,
including paint job. So make sure your favorite chapter
or you make it your own. Of course, just remember
to always thin your pants yeah. no, my bad. Just remember the thin
your paints Don't thin your pants. oh gosh. But yeah,
the weaponry on offer is pretty nice. Both guns and both regular and storm
voltage variants, not to mention with many different ways to dish out
plasma weaponry for your overcharge. Fun melts when you really want
to kill things of fire. Grab pistols because crushing
someones from afar appeals to me. yes it does. flamers from more spread out flames
and of course, melee weapons to cut and smash your foes. I happen to like the chainsword
but I know a lot like the power sword and for good reason. Finally, for those who play with combat
extended this mod right out of the gate is compatible. So yeah. Don't have to message if it is. Of course, it's
not just the astartes that wins the fight, it's the rest of the armed forces
of the Astra militerum. yeah. That are charging on the foes of humanity. This mod provides plenty of uniforms for whatever part of the military
you want from the Canadian shock troops. The attempts to secure islands are shoot
and even the death corpse of Craig. Yep. Not to mention many more I'm not quite as familiar with
or the others I wasn't too familiar with. But it's not just the clothes
that make the man on the battlefield. It's the weapons like the astartes There are bolt weapons,
but the focus here is lost weapons. The universe's most deadly flashlight. You got plenty of flavors of flashy
death on offer. course,
if you prefer something that goes Dhaka, Dhaka, Dhaka, then please
line up to get shot for being on ork But you might also like the auto guns
which are good, reliable. Ballistic rounds, Yes. And of course, being on the field,
there are field manipulators like trenches and barbed wires. Perfect
for setting up funnels and kill boxes. And of course, looking good once again. Combat extended compatible. and if you have biotech and the Warhammer
40k abhuman mods, you've got rattling the organs xenotype
that there are weapons in armor. After all, they are legal abhumans
in the army ready to die for you and me. Finally, the vehicles are a great supply of the ground
and in some cases air vehicles. From the humble astartes
bike to the classic lemonruss tank and the always helpful drop pod,
you got a vehicle for any situation cept C but when you got stuff
like the Valkyrie and Overlord in the air, do you really need to go out to sea
with this mod? You got everything
you need to build your vehicles. No need to download the vehicles mod
just the framework. Let me know what your favorite vehicle for
40K is. Course you might need some anime
xeno types to bring down. After all, in the Imperium,
a lot of ab humans need to be purged. And according to the Warhammer fandom as Furries as one of the most degenerate
of ab humans. yes. So the anthro snake. shoot, I'm messing it up anyways,
you know what I'm saying? Mod is perfect
for that kind of playthrough or, you know, for everyone else
actually using them. So rather
than creating a whole bunch of races in universe, it's more or less cosmetic
animal add ons. All genes can be found by traders
and use by splicing and the xeno types can show up in raids
or as visitors. Pretty straightforward.
And they all look pretty good. Nothing too complicated or out of the ordinary in rimworld
After all, if we can have pig people, we can totally see other cosmetic genes
being used on the market in this setting. on the subject of colonists
and namely recruiting. Ever have this problem? A visitor shows up from a friendly caravan
and they are related to one of your pawns. If you want them in your colony,
you have to arrest them. Usually doesn't end well for anyone. This is where we are.
United comes in to help out. It gives you an option for pawns
to ask other pawns if they want to unite. Now, depending on many factors, including
being related social skills and general relationship, you might bypass
any imprisoning and recruiting processes. Yeah, this feels very natural and it's not
100% perfect, so it's pretty balanced. I know my writer goes with a rule of
if they are related, we take them in. Even if it's an uncle who is a pyro
and drunker than ten step dads half the time who are though. If you want to have better pawns
without settling for scraps. You recruit just because your family. Try
the architect genes. A favorite of my writer. And for good reason. God. genes Yeah. This is xenotype not found in the world. If you want this, you gotta
either start with one or cheated in or find the mysterious archo tech bio unit
that changes your pawn for the better. Becoming harder, better, faster, stronger. Not to mention greener. Yeah. These pawns are going to be your favorite
with these genes running faster, fighting harder,
seeing better, regenerating wounds. You basically got a big green pillar man, especially if you get three to fight off
Raiders. Yes. Is this balanced? Heck no. Is it fun? Heck, yes. Am I going to download it right now
and use it in my next game? I don't know. Maybe. But you should. You also may be moving on. All right. A cool mod I found for
this has to be layered destruction. This is one that makes it so that when a
wall is destroyed, it's not exactly gone. Instead, you get layered destruction
going from normal to now holes in the wall that act as an embrasure built
with pretty bad cover and then actual breaches
people can go through and ruin your day. Course, if it gets really bad,
you have rubble that over time will destroy itself. So try and fix it up if you can. This is a great mod
because it gives you a chance to head off any problems at the pass,
so to speak. breach raids can be a big problem
for anyone, so given pawns with construction skills can go and repair
the damages and rebuild walls. Make sure you fix up those holes. Don't want to have your guys finding out what pain feels like
unless they're masochists. If you have forces going to need food
and on that somewhat connected note packaged
nutrient paste. I've said it before and I'll say it again. Nutrient paste is very good since it always comes out
with no chance of food poisoning. And that means no headaches
watching your pawns vomit their guts out. Probably is. Even if you use tricks to collect a bunch
for storage or use vanilla expanded nutrient paste. The stuff will need to be refrigerated. So now you can package it up. Sure, it tastes pretty bad,
but it's pretty useful just for having meals
you know won't make anyone sick. And at one survival meal two paste,
it's a pretty fair ratio of crafting. So a small but pretty useful mod. Just know that most pawns
will hate you for it. But what pawns won't hate you for
is the dumplings mod delicious tasty meals made up of rice
and other raw material. Course, this is two steps. First, you make the raw dumplings
which make for easy storage that you cook them up in two ways
making a dumpling meal, which counts as a fine meal or in a dumpling crate,
which acts as a lavish meal. A good way to use up a lot of ingredients
in a pretty nice way. Plus, the Mod has some support
with other popular mods. Vanilla expanded cooking for a gourmet
variant vgp garden gourmet to use the flour in that for reduced workload
or the medieval overhaul for their flour. Might have to talk about that one later. Honestly, after your pawns had some of this stuff,
there certainly won't be leftovers. A good dumpling can help any mood loss
for sure. In and out of game On the subject
of leftovers, there is a mod for that. Yeah. A simple mod
that turns food into leftovers. If the nutrient value is filled in a pond. But there would be some leftover
in the food. In this colony,
we don't tolerate food waste. People died for this food, literally. So we aren't going to waste it. No, no, no. Now, with leftovers,
it acts as a sort of kibble. Great for prisoners or animals. And you don't feel bad making food waste. I know. sangi You would appreciate it. Of course. One other thing
we don't like is bodies. Since half the time
we can't get rid of them or use them. In comes the corpse cannon
for all your recycling needs. Yes. A cool mod
where you make ammo from the dead corpses. Every colony has lying around at the butcher table
and then load up the cannons. Each shot will do high infection damage,
meaning The cycle continues. Pretty straightforward. Cool design. Hope there are more variants
added in like mortars or smaller. Larger variants can see an entire turret
selection devoted to this. Or maybe that's just me wanting
to help the environment by recycling. You got to be a good person of course
we have to include a super overpowered mod and I can think of no better choice for over the top fun than the beyond
the ambition of the cosmic mod. This one acting as a kind of reboot
to the ambition of the cosmic mod. If you don't know, this sets up
research and tech. You research after ship research,
meaning this is a research for helping you leave the planet.
It's to let you rule it with power. New materials. yes. Powerful, powerful new materials,
weaponry and armor. Not to mention better food
and an entertainment. Your pawns will work
hard to create paradise in your land. Not kidding about the weaponry. Even the Gen one weapons are still better
in every way than charge weapons. Gen three. Well, yeah. That's going to make the empire
look tribal in comparison. But that's not all you get. This mod has a lot of support
with other mods and the base DLC, like the royal variants of the armor
and biotech gear that really makes your mechanitor
the machine God mind you want him to be. This on top of mod support with vanilla
expanded med pot and repellents. yeah. So our flare shields are archo
tech expanded and much, much, much more. This is a mod that has shown a complete
labor of love to the team who made this. We salute our team. Noobert Please keep up the good work
if you are watching or not. If you aren't. Yeah, I guess. But with an overpowered mod like this,
you might need something that somehow even the playing field. I got it. for an honorable
mention is the unlimited threat scale mod. Sure, this wasn't released in 2023 or 24,
but I had to include this for the lols More so with an over
the powered mod like ambition. Now a lot of people like to say
crisis is VR pc trial by fire. But I argue this is it. After all, if you unlock the limit, you are going
to get so many entities on screen. And might you all well crash the game. Use at your own risk. And we at this channel
do not hold any blame if your PC spontaneously
goes up into a huge but awesome to look at fireball because you had
too many entities in rimworld. Thank you. Have a nice day and have fun
defending yourself from the zerg rush. And that's a lot of mods
to go into the new year with I'd like to thank all the patrons
who make videos like this possible. We couldn't do it without you guys. If you are interested in supporting us and getting early access to future
content, here's a link right here.