+Ioseph “Joe” Stalin Well, that kind of biome isn't really easy if you think about it. Yes, there are buildings surrounding the area, providing cover from the pirates and tribes, but Plants don't usually grow all that much around buildings (Unless, a lot of time had passed since it was abandoned). Also it would be harder to manage the area to be the way you want it to be since the buildings take time to break down (Whether It's wood, stone, or metal). Adding this kind of terrain would be interesting to deal with and it could add some good atmosphere, an post-apocalyptic-like atmosphere. In some lore about the game, there was mentioned to be urbworlds and midworlds that had constant wars and were eventually deserted. It would be nice if such an biome could come to be, so that new interesting survival scenarios can open up, adding more threats to your surroundings. These threats could be like survivors of the previous war desperate to scavenge anything for their own survival, even if it means to take an base for shelter whether by joining the current group who owns it or take it by force, they would be the faction of people who you wouldn't know whether to trust or not. Other possible threats would be things that were caused by the war and biome, like pollution, disease, and fewer resources in the surrounding area for various reasons. These are Ideas to be touch upon for such an biome, It can end up being better than you may think.
+Jt Eckert Dude you rock. That would be AMAZING. Basically a post apocalyptic colony survival. And I'd like to see it SUPER hard. Make it somewhat of a new challenge for the more experienced Rimworld players [Like Blitz]
This is awesome addition to the game. I am a backer back when RimWorld was few weeks old in kickstarter and i am glad that you guys did not stop developing this game after alpha 11 like the wipe took from the last alpha vid. I am telling you man, this game is going to be a huge fun when all the things you can add to it is there. This game has a HUGE potential to be a great game and all the content you can add to it is limitless. All the things you can add to the artificial limbs system, trade and other stuff with the neigbouring tribes, all the stuff the ppl can craft and construct, just to name a few of the things that would be awesome addition to this game. I have total faith in you and your team to make this game GREAT. With Regards, PJ
Great update! A little request for future update videos: could you make mouse cursor visible please, so we can see where you point and click. Thanks and keep up the great work!
Holy smokes Tynan! You are one of the most awesome and consistent game devs I've ever come across. Thanks a ton for the great updates and best of luck with that vacation, don't want to relax too hard now would we :)
I only played Rimworld for a bit about a year ago or even longer ago, but I'm thrilled for every update video! I love how much personality you give each character and now even animals and rooms, that is exactly the kind of thing I want my games to have (as an aspiring gamemaker). The only reason I'm not playing Rimworld currently is that I want the full version to hit me with everything, and to experience it in all it's greatness!
+RoronoaZoroSensei to be fair the game is already great it has so many features and details it is crazy there has been so much work that has gone into it at this point most game companies would probably call this finished but not this guy as far as hes concerned this is still alpha guess it just shows the standard =O
I'm substantially impressive update for RimWorld. I love how much thought and effort you and the team put into this update/game/everything. Have a good time off also and remember try to give yourself time for what really matters and not always exactly what we "Need". Just do it, my amigos! ;)
Wow, I am blown away at how good your updates are, the level of detail you put into everything is amazing. This is definitely the best $30 I have ever spent on a game.
It would be cool to see multiple vertical layers in the future if possible. Besides that, Im stunned and amazed at the progress that you have made over the years.
Venoshock (and Sam, the answer addresses your modding comment): ludeon.com/forums/index.php?topic=109.0 "Question: Will there be z-levels (vertical mapping)? Answer: All the coordinates are tracked in 3-vectors already (though only the two horizontal axes are used), so the potential for 3D is in the game. I am afraid that there is basically no way a modder would ever be able to mod Z-axis into the game. It is a beast of a feature. Here's some basic issues you'd have to handle: -Pathfinding -Lighting spilling over Z-levels -Save/load of a geometrically larger amount of stuff (e.g. 200x200 map = 40k squares, 200x200x10 = 400k squares!) -Line of sight for shooting -AI tactical analysis of shooting lines of sight etc -Cover usefullness varying at vertical angles -Interface for moving through Z-levels -Rendering visible lower Z-levels while being on higher ones I could go on and on... Anyway, there is tons to do in RimWorld, my general thought is that the best cost/benefit move is to leave Z-levels to Towns, DF, Gnomoria, Stonehearth, and all those other games and focus on what RimWorld is really uniquely about: AI Storyteller, tactical AI, and so on." This is from two years ago, so... It's not exactly new-news. I'm subscribed to /r/rimworld as well, and see a thread asking about z-levels shot down about twice a month with someone linking one of Tynan's various responses to the contrary. Stay subscribed to it for a while longer and you'll get sick of seeing people ask for it too, don' t worry.
Realy cool update can't wait to play it. Also,could you please add a fitness/training rooms and actually have your colonists to train and have a haul capacty like the animals?
***** I would love to have a fitness/training room where colonist prioritize learning/buffing skills in their downtime. Have workshops where colonists who are more skilled teach the other colonists. Have shooting ranges; punching bags; medical dummies that colonists can practice on to improve skills. Though if you think about the possibility of what Tynan just added to the game. It might be possible for relationships to be the next big thing. You have animals who are concerned about their master; fight when told so; and rescue when not drafted. It just needs a bit of tweaking here and there.
Michael Henley I avtually had this idea along time ago,where people can have relationships and after time "mate" and/or add these tanks where you ca either clone old character or create new ones,and add the kids characters.Also I would really apreciate it if the can upgrade the body type thing, had this super fat dude who was a soldier and had max shooting an melee skill and did not like his look at all,so i kept him hungry for 3 days and he did no change his body type and then I tought it would be cool to add this training rooms so that they can change body type and get stronger(I don't think a 120 kilogram FAT dude can pick a stack of 75 iron)
Wow! Great update! I thought the RimWorld features would slow down as time went on, but it's been the exact opposite. Each version has added not just *more* stuff than before, but even *better* stuff. This will add a lot to the game.
Hey Sylvester, I appreciate all you're doing with this game. You always deliver and I love the game. Thank you for making this game :) maybe when you're done the game, you can do a let's play for the game from your point of you? Thanks again! Great work!
hey man i didn't know how to reach you, so i`ll just leave a comment here. I wanted to tell you that your game is incredible, despite being in alpha is one of the best things i've ever played. I really want you to fulfill your vision because you really deserve it, and ill do anything in my reach for you to be able to do it. Keep up the awesome work. Cheers from Argentina
Huskies ! I'm sooo gonna start on a ice biome just for the good amount of roleplay while taming an army of huskies :D But it's so nice to finally be able to have an auto sustainable colony with variety of food which brings me to the next point: will there be some kind of penalty (health, mood or both) if you make your colonists eat potatoes/same food all the time ? Just need the water implementation and we're set for all the survival needs :) Oh last point I didn't mention, could it be possible to have a filter for the cloth/leather type your colonists are allowed to wear ? Like if I want them to be fully muffalo leather clothing or full elk hide for example ? Anyway, It's a very good update with new mechanics and again the game grows more complete. Enough talking, ice sheet here I come again mate !
Hi, I'm your fan! This is an incredible game! It is waiting for the next alpha! I'd like to see the attacks on the base of the Raiders . Thank you so much for work ! I wish you all the best! (Sorry for my English ^_^)
Tynan, I just want to say thanks for making such a great game. I have lost track of how many hundreds of hours I have spent in Rimworld. Each new update makes the game better and better. Keep up the great work, it is very appreciated!
Glad to see there's animal taming! I find it funny that I was just doing a stream today and was talking about animal taming about how it would be cool to have rimdogs / wolfs to be pets and use them to attack enemies or just companions. Then during the stream they told me that you released this so it's like you read my mind ;) Though I think you need cats and foxes
Exploration would be a really awesome feature. Like, just removing map size completely and adding a fog of war, so you can only see for a certain distance (and so the other unused cells don't have to be loaded) In that way, ooorrr just having colonists teleport to a nearby cell, but I think the first idea is better. Buuut this iss probably as hard to code as it is awesome. So very, unfortunately.
+Tyrom The larger the map, the more processing the game needs to remember and render everything. The entire environment is dynamic, so even if the game only loads the starting map at first, it needs to remember all the changes the player makes to it in order to provide an immersive experience. Randomly generating entirely new areas (in small batches at a time, as you encounter them) wouldn't take a lot of processing, but keeping every change in memory and loading it during bootup would get harder and harder. You could expand the "known world" map to thousands of cells in a pretty short time, which would require a lot of processing. Maybe if cells were larger, autonomous scripts were simpler, and colonists were less plentiful. Cool idea though.
+George Karfakis actual/previous minecraft is not eternal on previous versions there was the LostLands, where terrain was generated but was glitchy, also it deteriorated previous chunks already created on the loading. actual minecraft has an invicible wall which surrounds the know map so u can't reach the LostLands anymore. Yes u can reach em by teleporting but now when u are supposed to reach LL, u only find void (fall&die even if immortal)
"Cows are a little slow to use as war animals" REALLY? Well fuck, thats it. I regret backing this game. **flips the table** I am done with Rimworld! :D :D
+Slimy Squirrels. I will find a way to train hundreds of squirrels. Believe me, a boomrat exploding in your face isn't cool, but being overrun is worse. Speaking from experience.
One cool feature I would love to see: Say you have a colonist room that has got an AC, a heater, lights, etc. It would be nice if the colonists automatically turned them on and off as needed. Same thing for stuff like smelteries and such. Having them always on makes no sense, and having to manually (the player) go around switching things is kinda time consuming when your colony gets really big. Anyhow, keep up the good work. It's really nice to see indie devs that honor their backers and keep developing their game ^^
todydejaca When a heater/cooler is at the correct temperature, it "kinda" turns itself off already. It goes from using 100W to only using 10W. That seems like a fair penalty to keep them on all the time.
TheMathMog93 Yeah but they don't have to be on all the time. It takes a while to heat up/cool down a room so I think colonists turning ac/heater on/off when entering/leaving their rooms wouldn't be that OP. Lights also drain a huge amounts of power, for me at least as I tend to use tons of them. At any given time, about 90% of the lights are on without needing to be. Also, things like the crematorium could also have a "warmup time". And maybe there could be an option to only turn on if there are X ammount of jobs to be done (so you don't need to turn it on just to burn a single corpse/apparel).
Turning on and off light when entering rooms is something I would like to see too. I tend to turn off all light when there is a raid, to make sure there is always power for the turrets. They do really drain a lot. Some things it would be nice if they were only "powered" or at least used more when in use, and not constantly. Sure it takes quite a bit of micromanaging in big colonies to be more efficient with the power. That is where I think they did it pretty good with the heaters and coolers.
+TheMathMog93 Given the impressive technology we see in RimWorld (mining an entire corridor in a day? come on!), I'm surprised light fixtures take as much power as they do. With the way our tech is progressing, I wouldn't be surprised to someday see a 10 Watt LED brighten an entire room. But it seems lightbulbs are as inefficient as ever, even 3,500 years from now.
Tynan I dont know if this has been suggested, I assume yes but can you build in some sort of bar? So visitors actualy have a purpose? I mean like selling Drinks and Food to them for cash, maybe a small increase in standing with the faction in question. Like a Wildwest-townsetting which Rimworld always reminded me of.
+Xayl42 right now there is a mod that adds a "diplomacy" action where a colonist talks to visitors and you can increase faction relations (or lose if done badly) or try to recruit a visitor to your colony though no bars yet though there are mods that add beer which increase your mood (just search the rimworld forums and you should find them) though you will have to wait till they get updated to A12
killerv12 Beer is already a core component in the game since..2 itterations I think. You can also help wounded and let them go to increase factionsstanding but I was looking more for exactly that. A bar or market or something to sell them stuff. There is one mod that implements traders that come via walking dudes who will open a tent near your base though.
We need pet armour. I'm serious I can't handle another dog death. In all seriousness though I love the direction you're taking with this mod. I love that even though you keep adding updates that make it more difficult (sappers) you also make stuff that makes it easier (pet mood boost, joy mood boost etc). It makes the game balance into a challenging but really rewarding experience. This is the game I used introduce my girlfriend to games outside The Sims 3 and she loved it. Have her onto Civ V & almost Supreme Commander now :P.
I've been following this game for a long time now and although i though it was very cool i didn't think it was cool enough to spend $30 for. especially since it was just in alpha stages. but after seeing this new update i will definitely be buying this game. Great work!
Add some sort of chem/drug system? I know this sounds stupid, but it could add an extra layer of gameplay. Weed could be like beer, so it calms the user. Cocaine/meth makes the user angry, possibly causing a mental break, resistance to damage for a short time, etc. For each drug, there could be a Rimworld name to make it unique. The user of the drug could overdose, causing damage, loss of conscious, or worse (death). The user could also become addicted. This means that the user may mental break if they do not receive the drug. Drugs can be grown or bought. Some colonists may start with an addiction as a random trait. As I said earlier, the drugs could cause good effects, which is why some players may try to use them. Some drugs make colonists happy while others make them stronger, or able to take more damage. Maybe faster. There could be withdrawal/hangover-like effects after the drug wears off like depression, slow moving, etc. Please look at this and think about it.
how is the room dictated? like what is my whole colony is one room no walls or doors seperating them and this one room contains multiple room specificating items hospital beds, cook stoves bedroom, rec items, etc? i havent played yet just curious before i go into it
Finally! Now I can fill my colony with all the fancy furniture I can mod in and it actually does something! The only sad part, Waiting for the mods to update.
Great work Tynan!, the game just keeps getting better and better! I encourage anyone out there who hasn't already bought this masterpiece in the making to do the smart thing and buy it already! Keep up the awesome work and dedication also enjoy your well deserved break! You are a stand out dream dev in a sea of P2W's, DLC pack selling and disappointing AAA big gaming companies. Long live the dev's who love and care about their game and continue to meaningfully communicate with there faithful fans. All the best bro! The Haminator
+Meg Griffin In his 22 July blog post he says, "Currently I, Piotr, Rhopunzel, and Al are all working on RimWorld, so great new stuff is getting slammed in every day." Which I guess explains why he's started saying "we" a lot. :)
Amazing update. just a little idea for the next update. necklaces for the dogs. just a little colored streak around the neck. so you can seperate the faster :)
Hi Tynan, Love the update but could you release a small video on animal taming? I have been playing for a little while now and I'm not sure if its a bug but when i click tame on a wild animal nothing seems to happen. Maybe I'm missing something I tried to train a wild Thrumbo which appeared suddenly and I tried to train a muffalo but nothing really happens, the colonists don't interact with them and I have no option to force train. :( much sadness because that thrumbo will leave soon
+Tynan Sylvester il you add more legendary animals in the future? the Thrumbo's are the best thing in this apdate (in my personal opinion of cours) keep up the great work.
I'm in the process of getting the new build right now! Quick question, do dogs and regular pets spawn on the map when you start or do they come through random events throughout gameplay?
mottyrob wargs can spawn via event but they're hostile as hell, if you manage to wound one enough to knock it down, you can probably tame it but beware all his friends around him :o Huskies are probably spawnable at some point on the cold biomes like tundra, ice sheet or boreal forest but I can't say for sure
Tynan Sylvester Can we get Half height walls and ADOBE bricks made from hay grass and dirt/mud? They'd be great for defense and pasture/pens construction in lieu of fences. Thrumbo sounds like the Unicorn ;-D LOVING Alpha 12! RW just keeps getting better with each update. TYSVM for making this game/sim!
Tynan, look man. I live on a working dairy farm and I think that the naming conditions for production animals needs another variable if possible. If the animal is a particularly big pain in the ass it needs a name that describes a similar trait. Like Dogcollar (because the goat was the only one that wore a dog collar), or Vixen (because she was a sneaky jerkweed who would get out of the enclosure all the time). Something else I'd recommend is structures, items or similar things degrading in the animal enclosure. Because I'm always having to go out there and pull a goat out of the yard and fix the fence line with some bailing twine and an iron post.
I wish that in next update there woud be ability to repair damaged items like clothes, weapons all kinda stuff, its realy annyoing that so many stuff are gonna go to garbage for being too low quality
Sure this has been suggested or maybe even already implemented but can we have fishing? Even drilling in the ice say in a cold biome for a food source to make living in the cold plausible? :P
I'm pretty new to Rim World so go ahead and just answer simply if it has been asked before, but I have played many of the other...umm.. "Colony Builder" like games like Dwarf Fortress, Gnomaria, etc. Is there plans for Multiple Z levels, or is that not going to be a thing?
As an explosive detection canine handler for 4 years. and labradors being my dog of choice. please add a feature for the dogs to utilize those nose's of theirs. great update as usual and keep it up!
Yup, time to milk a trained war elephant, and I'm so glad that the trade UI got reworked!
Blitzkriegsler Cant wait for the new series!
Blitzkriegsler Knowing you, you'll be all about training dat army of doggies you dreamt of :)
+Blitzkriegsler woohoo new series... despite leaving the old colony/ies :o
+The Mighty .Chicken attack kitties!!!
Golden coffin for data
The person who gave this a thumbs down must have been hit with a psychic insanity artifact.
I would love to see an abandoned city/village biome:)
Jt Eckert wouldn't that be a little too easy though?
+Ioseph “Joe” Stalin Well, that kind of biome isn't really easy if you think about it. Yes, there are buildings surrounding the area, providing cover from the pirates and tribes, but Plants don't usually grow all that much around buildings (Unless, a lot of time had passed since it was abandoned). Also it would be harder to manage the area to be the way you want it to be since the buildings take time to break down (Whether It's wood, stone, or metal).
Adding this kind of terrain would be interesting to deal with and it could add some good atmosphere, an post-apocalyptic-like atmosphere. In some lore about the game, there was mentioned to be urbworlds and midworlds that had constant wars and were eventually deserted. It would be nice if such an biome could come to be, so that new interesting survival scenarios can open up, adding more threats to your surroundings. These threats could be like survivors of the previous war desperate to scavenge anything for their own survival, even if it means to take an base for shelter whether by joining the current group who owns it or take it by force, they would be the faction of people who you wouldn't know whether to trust or not. Other possible threats would be things that were caused by the war and biome, like pollution, disease, and fewer resources in the surrounding area for various reasons.
These are Ideas to be touch upon for such an biome, It can end up being better than you may think.
Yeah thats what I was thinking. You will have to adapt and improvise more than just digging a tunnel base. And those urban firefights will be funnnn
+Jt Eckert Dude you rock. That would be AMAZING. Basically a post apocalyptic colony survival. And I'd like to see it SUPER hard. Make it somewhat of a new challenge for the more experienced Rimworld players [Like Blitz]
+Jt Eckert Dead city
Rimworld only gets better after each update.
Keep up the good work, Tynan!
Well, no sleep for me this night...
Awesome new Alpha!
Thanks Tynan!
This is awesome addition to the game. I am a backer back when RimWorld was few weeks old in kickstarter and i am glad that you guys did not stop developing this game after alpha 11 like the wipe took from the last alpha vid. I am telling you man, this game is going to be a huge fun when all the things you can add to it is there. This game has a HUGE potential to be a great game and all the content you can add to it is limitless. All the things you can add to the artificial limbs system, trade and other stuff with the neigbouring tribes, all the stuff the ppl can craft and construct, just to name a few of the things that would be awesome addition to this game. I have total faith in you and your team to make this game GREAT. With Regards, PJ
Great update! A little request for future update videos: could you make mouse cursor visible please, so we can see where you point and click. Thanks and keep up the great work!
I love all the updates you keep giving us! It's so awesome !
Love your updates man! You are definitely on of the greatest devs out there. (ps our last names are the same, which makes me like you more)
NICE! You are one of my favorite game developers, love your work! :)
Mongis Lort Thanks :)
Holy smokes Tynan! You are one of the most awesome and consistent game devs I've ever come across. Thanks a ton for the great updates and best of luck with that vacation, don't want to relax too hard now would we :)
I only played Rimworld for a bit about a year ago or even longer ago, but I'm thrilled for every update video!
I love how much personality you give each character and now even animals and rooms, that is exactly the kind of thing I want my games to have (as an aspiring gamemaker).
The only reason I'm not playing Rimworld currently is that I want the full version to hit me with everything, and to experience it in all it's greatness!
+RoronoaZoroSensei to be fair the game is already great it has so many features and details it is crazy there has been so much work that has gone into it at this point most game companies would probably call this finished but not this guy as far as hes concerned this is still alpha guess it just shows the standard =O
Can you train a boomrat? I think that this world needs more explosive pets.
MrWooaa Yes, yes you can!
+Tynan Sylvester *evil laughing*
MrWooaa RELEASE THE BOOMRATS!
MrWooaa I've just had a Boomrat automatically tame itself and join my colony!
MrWooaa Imagine just saving up a shit load of boomrats and flooding raiders with them!
Awesome update, keep up the great work!
Fadedragontear gracias :)
Great work, love following the progress of this game over the past year!
Game is amazing and love to see you still actively working on it!!!
Awesome! I never realize what could make the game better until the next alpha comes out, and then I get blown away! Thank you Tynan!
I'm substantially impressive update for RimWorld. I love how much thought and effort you and the team put into this update/game/everything. Have a good time off also and remember try to give yourself time for what really matters and not always exactly what we "Need". Just do it, my amigos! ;)
Wow, I am blown away at how good your updates are, the level of detail you put into everything is amazing. This is definitely the best $30 I have ever spent on a game.
This is so cool and interesting,thank you for your hard work, Ludeo Studios!!! :D
OH MY GOD! i always love new creatures, one of my favorite updates yet
It would be cool to see multiple vertical layers in the future if possible. Besides that, Im stunned and amazed at the progress that you have made over the years.
Sam Dupont Tynan has outright said a few times that multiple Z levels isn't going to be a thing so you can stop asking now.
oh, I didnt know, must have missed that. Thanks for telling me anyway. Maybe a mod could implement it. Thats the great thing about mods
The Rat Prince can you show a source for that? because i've never seen it and i follow his reddit quite frequent.
Venoshock (and Sam, the answer addresses your modding comment): ludeon.com/forums/index.php?topic=109.0
"Question: Will there be z-levels (vertical mapping)?
Answer: All the coordinates are tracked in 3-vectors already (though only the two horizontal axes are used), so the potential for 3D is in the game.
I am afraid that there is basically no way a modder would ever be able to mod Z-axis into the game. It is a beast of a feature. Here's some basic issues you'd have to handle:
-Pathfinding
-Lighting spilling over Z-levels
-Save/load of a geometrically larger amount of stuff (e.g. 200x200 map = 40k squares, 200x200x10 = 400k squares!)
-Line of sight for shooting
-AI tactical analysis of shooting lines of sight etc
-Cover usefullness varying at vertical angles
-Interface for moving through Z-levels
-Rendering visible lower Z-levels while being on higher ones
I could go on and on... Anyway, there is tons to do in RimWorld, my general thought is that the best cost/benefit move is to leave Z-levels to Towns, DF, Gnomoria, Stonehearth, and all those other games and focus on what RimWorld is really uniquely about: AI Storyteller, tactical AI, and so on."
This is from two years ago, so... It's not exactly new-news. I'm subscribed to /r/rimworld as well, and see a thread asking about z-levels shot down about twice a month with someone linking one of Tynan's various responses to the contrary. Stay subscribed to it for a while longer and you'll get sick of seeing people ask for it too, don' t worry.
Man, you guys are great! Love everything about this game, keep up the great work!
Realy cool update can't wait to play it.
Also,could you please add a fitness/training rooms and actually have your colonists to train and have a haul capacty like the animals?
***** I would love to have a fitness/training room where colonist prioritize learning/buffing skills in their downtime.
Have workshops where colonists who are more skilled teach the other colonists. Have shooting ranges; punching bags; medical dummies that colonists can practice on to improve skills.
Though if you think about the possibility of what Tynan just added to the game. It might be possible for relationships to be the next big thing. You have animals who are concerned about their master; fight when told so; and rescue when not drafted. It just needs a bit of tweaking here and there.
Michael Henley I avtually had this idea along time ago,where people can have relationships and after time "mate" and/or add these tanks where you ca either clone old character or create new ones,and add the kids characters.Also I would really apreciate it if the can upgrade the body type thing, had this super fat dude who was a soldier and had max shooting an melee skill and did not like his look at all,so i kept him hungry for 3 days and he did no change his body type and then I tought it would be cool to add this training rooms so that they can change body type and get stronger(I don't think a 120 kilogram FAT dude can pick a stack of 75 iron)
Freaking Christmas came early! Awesome work. This should be GOTY for sure!
Wow! Great update! I thought the RimWorld features would slow down as time went on, but it's been the exact opposite. Each version has added not just *more* stuff than before, but even *better* stuff. This will add a lot to the game.
Hey Sylvester, I appreciate all you're doing with this game. You always deliver and I love the game. Thank you for making this game :) maybe when you're done the game, you can do a let's play for the game from your point of you? Thanks again! Great work!
hey man i didn't know how to reach you, so i`ll just leave a comment here. I wanted to tell you that your game is incredible, despite being in alpha is one of the best things i've ever played. I really want you to fulfill your vision because you really deserve it, and ill do anything in my reach for you to be able to do it. Keep up the awesome work.
Cheers from Argentina
Don't stop working on this unique game please, you are doing a great job.
Huskies ! I'm sooo gonna start on a ice biome just for the good amount of roleplay while taming an army of huskies :D
But it's so nice to finally be able to have an auto sustainable colony with variety of food which brings me to the next point: will there be some kind of penalty (health, mood or both) if you make your colonists eat potatoes/same food all the time ? Just need the water implementation and we're set for all the survival needs :)
Oh last point I didn't mention, could it be possible to have a filter for the cloth/leather type your colonists are allowed to wear ? Like if I want them to be fully muffalo leather clothing or full elk hide for example ?
Anyway, It's a very good update with new mechanics and again the game grows more complete. Enough talking, ice sheet here I come again mate !
Thank you soooo much Tynana!!!!!! I've been waiting for this so long too! Whoot whoot!
Hi, I'm your fan! This is an incredible game! It is waiting for the next alpha! I'd like to see the attacks on the base of the Raiders . Thank you so much for work ! I wish you all the best! (Sorry for my English ^_^)
I also wish to convey my love for this update, brilliant work.
Invisible mouse syndrome! Should see a doctor about that!
Alex Matthews Forgot to turn off mouse hiding for the video :p
+Tynan Sylvester So professional Kappa
Nice work, can't wait to play this!
Nice Just started Alpha 11 a few weeks back now time to start an Alpha 12 series
Looks boss cont wait to play this alpha loving this game and the mods people r making keep up the good work tynan and the mod community
Looks like a lot of fun :) Can't wait to dive in soon as I get a nice chunk of chill time.
It looks so shiny! I love the new interface layouts and the trading buttons....Not getting anything done today, must play game....
YES! Was waiting for this update for weeks now. \o/
Cool, can't wait for what you give us next, I hope it is improved raider goals.
So many new features even Tynan can't remember them all!
Another great update! Nice work Tynan :)
Tynan, I just want to say thanks for making such a great game. I have lost track of how many hundreds of hours I have spent in Rimworld. Each new update makes the game better and better. Keep up the great work, it is very appreciated!
Seems like a sweet update. Can't wait to try it out!
Wow. No wonder this took awhile. Nice Work!
Glad to see there's animal taming! I find it funny that I was just doing a stream today and was talking about animal taming about how it would be cool to have rimdogs / wolfs to be pets and use them to attack enemies or just companions. Then during the stream they told me that you released this so it's like you read my mind ;)
Though I think you need cats and foxes
+Foxador Mhm! good to see you here
Foxador Cats are probably going to happen. meow
Tynan Sylvester What about foxes ? ;)
I love this game, it's a brilliant mixture of visual minimalism, and stunning game mechanics!
This is an amazing build! I'm very impressed.
Amazing! this is exactly what was lacking! once again great work ! keep it up!
but...but I just packed my computer up for moving into my dorm
Nice features! Love your little presentations. :) Would be fun if you made a let's play of your own game!
A button to *release the hounds!*
Just perfect, Mr Sylvester. Good work.
MY FAVORITE UPDATE VIDEOS ARE THE ONES THAT ARE 20 MINUTES LONG BECAUSE OF HOW MANY FEATURES WERE ADDED
Exploration would be a really awesome feature.
Like, just removing map size completely and adding a fog of war, so you can only see for a certain distance (and so the other unused cells don't have to be loaded)
In that way, ooorrr just having colonists teleport to a nearby cell, but I think the first idea is better.
Buuut this iss probably as hard to code as it is awesome. So very, unfortunately.
+Tyrom The larger the map, the more processing the game needs to remember and render everything. The entire environment is dynamic, so even if the game only loads the starting map at first, it needs to remember all the changes the player makes to it in order to provide an immersive experience. Randomly generating entirely new areas (in small batches at a time, as you encounter them) wouldn't take a lot of processing, but keeping every change in memory and loading it during bootup would get harder and harder. You could expand the "known world" map to thousands of cells in a pretty short time, which would require a lot of processing. Maybe if cells were larger, autonomous scripts were simpler, and colonists were less plentiful.
Cool idea though.
+Jordan Shank Then how does minecraft work?The idea is perfectly viable,but the engine might not allow it
+George Karfakis actual/previous minecraft is not eternal
on previous versions there was the LostLands, where terrain was generated but was glitchy, also it deteriorated previous chunks already created on the loading.
actual minecraft has an invicible wall which surrounds the know map so u can't reach the LostLands anymore. Yes u can reach em by teleporting but now when u are supposed to reach LL, u only find void (fall&die even if immortal)
+MalekitGJ it is like 400,000 blocks or something ridiculous on PC, for minecraft.
logan milliken
lesser on his console version
"Cows are a little slow to use as war animals"
REALLY? Well fuck, thats it. I regret backing this game. **flips the table** I am done with Rimworld!
:D :D
+Baleur I think you still can use them as war animals, but its not very practical.
+Slimy Tynan is not responsible for any cows with punctured hearts due to plasma bolts or charge lances.
Boomrats are probably better at fighting raiders.
If you know what I mean.
+Slimy Squirrels. I will find a way to train hundreds of squirrels.
Believe me, a boomrat exploding in your face isn't cool, but being overrun is worse.
Speaking from experience.
cool beans. I recently got into rimworld and it deserves so much more attention.
So much has changed, I wish I knew about this game 4 years ago.
One cool feature I would love to see:
Say you have a colonist room that has got an AC, a heater, lights, etc.
It would be nice if the colonists automatically turned them on and off as needed. Same thing for stuff like smelteries and such. Having them always on makes no sense, and having to manually (the player) go around switching things is kinda time consuming when your colony gets really big.
Anyhow, keep up the good work. It's really nice to see indie devs that honor their backers and keep developing their game ^^
todydejaca When a heater/cooler is at the correct temperature, it "kinda" turns itself off already. It goes from using 100W to only using 10W. That seems like a fair penalty to keep them on all the time.
TheMathMog93 Yeah but they don't have to be on all the time. It takes a while to heat up/cool down a room so I think colonists turning ac/heater on/off when entering/leaving their rooms wouldn't be that OP.
Lights also drain a huge amounts of power, for me at least as I tend to use tons of them. At any given time, about 90% of the lights are on without needing to be.
Also, things like the crematorium could also have a "warmup time". And maybe there could be an option to only turn on if there are X ammount of jobs to be done (so you don't need to turn it on just to burn a single corpse/apparel).
Turning on and off light when entering rooms is something I would like to see too. I tend to turn off all light when there is a raid, to make sure there is always power for the turrets. They do really drain a lot.
Some things it would be nice if they were only "powered" or at least used more when in use, and not constantly. Sure it takes quite a bit of micromanaging in big colonies to be more efficient with the power. That is where I think they did it pretty good with the heaters and coolers.
+TheMathMog93 Given the impressive technology we see in RimWorld (mining an entire corridor in a day? come on!), I'm surprised light fixtures take as much power as they do. With the way our tech is progressing, I wouldn't be surprised to someday see a 10 Watt LED brighten an entire room. But it seems lightbulbs are as inefficient as ever, even 3,500 years from now.
I can't wait to build a colony full of trained, deadly chinchillas! Thanks for making my dream come true!
Tynan I dont know if this has been suggested, I assume yes but can you build in some sort of bar? So visitors actualy have a purpose? I mean like selling Drinks and Food to them for cash, maybe a small increase in standing with the faction in question. Like a Wildwest-townsetting which Rimworld always reminded me of.
+Xayl42 right now there is a mod that adds a "diplomacy" action where a colonist talks to visitors and you can increase faction relations (or lose if done badly) or try to recruit a visitor to your colony though no bars yet though there are mods that add beer which increase your mood (just search the rimworld forums and you should find them) though you will have to wait till they get updated to A12
killerv12 Beer is already a core component in the game since..2 itterations I think. You can also help wounded and let them go to increase factionsstanding but I was looking more for exactly that. A bar or market or something to sell them stuff. There is one mod that implements traders that come via walking dudes who will open a tent near your base though.
Impressive patch! Holy moly how much stuff was added here.
Still hungry for more combat improvements tho.
We need pet armour. I'm serious I can't handle another dog death.
In all seriousness though I love the direction you're taking with this mod. I love that even though you keep adding updates that make it more difficult (sappers) you also make stuff that makes it easier (pet mood boost, joy mood boost etc). It makes the game balance into a challenging but really rewarding experience.
This is the game I used introduce my girlfriend to games outside The Sims 3 and she loved it. Have her onto Civ V & almost Supreme Commander now :P.
Amazing update *_*
Moskit, a ja jeszcze gram w Alphe 5.
+Moskitgp Moskit tu? :D
I've been following this game for a long time now and although i though it was very cool i didn't think it was cool enough to spend $30 for. especially since it was just in alpha stages. but after seeing this new update i will definitely be buying this game. Great work!
+Tynan Sylvester Are you planning on adding multiple levels of buildings? Like adding an interface to switch between levels.
Awesome Tynan! I look forward to my evil minion's warg kennels.
Dear Tynan, thank you for your effort. I will buy Rimworld the day it hits Steam.
This is amazing! Time to play again.
I just want to say thank you for making such an amazing game, c'mon who's with me?!
This game just doesn't stop being amazing!!!!
Add some sort of chem/drug system? I know this sounds stupid, but it could add an extra layer of gameplay. Weed could be like beer, so it calms the user. Cocaine/meth makes the user angry, possibly causing a mental break, resistance to damage for a short time, etc. For each drug, there could be a Rimworld name to make it unique. The user of the drug could overdose, causing damage, loss of conscious, or worse (death). The user could also become addicted. This means that the user may mental break if they do not receive the drug. Drugs can be grown or bought. Some colonists may start with an addiction as a random trait. As I said earlier, the drugs could cause good effects, which is why some players may try to use them. Some drugs make colonists happy while others make them stronger, or able to take more damage. Maybe faster. There could be withdrawal/hangover-like effects after the drug wears off like depression, slow moving, etc.
Please look at this and think about it.
how is the room dictated? like what is my whole colony is one room no walls or doors seperating them and this one room contains multiple room specificating items hospital beds, cook stoves bedroom, rec items, etc? i havent played yet just curious before i go into it
Finally! Now I can fill my colony with all the fancy furniture I can mod in and it actually does something! The only sad part, Waiting for the mods to update.
This game is so deep and complex now it's blowing my mind.
+TheORIONPirate Dwarf Fortress beats this by miles... but only the complexity race. RimWorld is a lot easier to understand and play.
Great work Tynan!, the game just keeps getting better and better! I encourage anyone out there who hasn't already bought this masterpiece in the making to do the smart thing and buy it already! Keep up the awesome work and dedication also enjoy your well deserved break! You are a stand out dream dev in a sea of P2W's, DLC pack selling and disappointing AAA big gaming companies. Long live the dev's who love and care about their game and continue to meaningfully communicate with there faithful fans. All the best bro!
The Haminator
You guys really outdid yourselves this time!
+ScottThe PorkChop tynan outdid himself this time, he's the only person working on this game.
+Meg Griffin In his 22 July blog post he says, "Currently I, Piotr, Rhopunzel, and Al are all working on RimWorld, so great new stuff is getting slammed in every day."
Which I guess explains why he's started saying "we" a lot. :)
Amazing update.
just a little idea for the next update.
necklaces for the dogs. just a little colored streak around the neck. so you can seperate the faster :)
so... is there like massive friendly fire when you release the hounds? Id get so attached to them and I dont really want them dying left and right
"Defence Cows" - Tynan Slyvester, 2015
when are u coming back I need a update bad :(
My first question after starting this was, "Are there huskies?" And there are!
Awesome! Time to get some War Dogs!
Hi Tynan, Love the update but could you release a small video on animal taming? I have been playing for a little while now and I'm not sure if its a bug but when i click tame on a wild animal nothing seems to happen. Maybe I'm missing something I tried to train a wild Thrumbo which appeared suddenly and I tried to train a muffalo but nothing really happens, the colonists don't interact with them and I have no option to force train. :( much sadness because that thrumbo will leave soon
love the game so far, anyway you will be adding in the ability to rename worlds?
hey tynan when is the alpha 13 coming ? i saw that there was a lot of cool things in it :D
+Tynan Sylvester il you add more legendary animals in the future? the Thrumbo's are the best thing in this apdate (in my personal opinion of cours) keep up the great work.
is there going to be like levels like an upstairs so you can shoot from a higher level and underground digging and trenches like in dwarf fortress
I'm in the process of getting the new build right now! Quick question, do dogs and regular pets spawn on the map when you start or do they come through random events throughout gameplay?
mottyrob I think its pretty rare to have dogs spawn on the map. Maybe huskies and Labs, but Yorkies are most likely only trad-able.
mottyrob wargs can spawn via event but they're hostile as hell, if you manage to wound one enough to knock it down, you can probably tame it but beware all his friends around him :o
Huskies are probably spawnable at some point on the cold biomes like tundra, ice sheet or boreal forest but I can't say for sure
If only I could train my dogs to haul things around the house! My Chihuahua would probably have a carrying capacity of 1 though.
Amazing update!
Tynan Sylvester Can we get Half height walls and ADOBE bricks made from hay grass and dirt/mud? They'd be great for defense and pasture/pens construction in lieu of fences.
Thrumbo sounds like the Unicorn ;-D
LOVING Alpha 12! RW just keeps getting better with each update. TYSVM for making this game/sim!
Tynan, look man. I live on a working dairy farm and I think that the naming conditions for production animals needs another variable if possible.
If the animal is a particularly big pain in the ass it needs a name that describes a similar trait. Like Dogcollar (because the goat was the only one that wore a dog collar), or Vixen (because she was a sneaky jerkweed who would get out of the enclosure all the time).
Something else I'd recommend is structures, items or similar things degrading in the animal enclosure. Because I'm always having to go out there and pull a goat out of the yard and fix the fence line with some bailing twine and an iron post.
I wish that in next update there woud be ability to repair damaged items like clothes, weapons all kinda stuff, its realy annyoing that so many stuff are gonna go to garbage for being too low quality
***** Also coud there be ability to color your cloths? There had been mod where you coud change color of your colonist outfits
Sure this has been suggested or maybe even already implemented but can we have fishing? Even drilling in the ice say in a cold biome for a food source to make living in the cold plausible? :P
+jjellis09 That's a really good idea! It would also make deep water more useful than "stuff you can't walk through or mine from".
"Milking a sleeping cow."
This is how you get slapped.
Increase the regrowth of the forests after the flash storms!
There we go! that's what i wanted to see
I'm pretty new to Rim World so go ahead and just answer simply if it has been asked before, but I have played many of the other...umm.. "Colony Builder" like games like Dwarf Fortress, Gnomaria, etc. Is there plans for Multiple Z levels, or is that not going to be a thing?
As an explosive detection canine handler for 4 years. and labradors being my dog of choice. please add a feature for the dogs to utilize those nose's of theirs. great update as usual and keep it up!
Jt Eckert I think it'd be cool but there's nothing for them to sniff out! This game doesn't have hidden bombs (yet)
Tynan Sylvester how about hidden ore veins or secret rooms :) any chance for black labs?!
I strongly support your idea
Tynan Sylvester when will this game be ready for Steam, because I'd really love to buy this game on steam
Is this the last update to Rimworld? Haven't seen him do anything with the game since this video
He is making a large update, releasing early 2016