@@sportsracer48 And? they're still playing the game; devtools are a right there as part of the game to turn on or off in the options menu if you feel so inclined
The game's been getting a lot more deep and satisfying thanks to all of the updates. Thanks for making such an incredible experience! (And putting up with all my terrible videos) :) Edit: Jetpacks!!!
Played since beta 18, not the earliest but its so great to see how the game is still true to what it was originally, where as Minecraft today just feels so different from Minecraft then.
I'm so glad to see another update. Rimworld is one of the few games nowdays that will actually put out good content while not making the game into a microtransaction mess. Keep up the great work, loving the content.
@@lelagrangeeffectphysics4120 I beg to differ. The development team is very small for rimworld. There is no microtransactions involved (which is sadly the route most games take nowadays). The game is still very playable even without the DLC. You pay for what you get. In this case it's good content 👌
@@garrisondansereau6705 i dont believe that the dlc is well priced as it gives only 4 major features for more than half of the basegame price, also no, the fact that the game doesnt have microtransactions isnt an plus, its a minimum, thats like excusing the evils of an person for the one he didnt commit
In these troubled times, Tynan seems the happiest he has ever been. Thanks for opening up to customising the difficulty, you seem to be a vision-first kind of designer so I imagine it wasn't a decision made on the fly. You have made many of us very happy however. This patch is looking great, time to tank the sleep schedule some more.
i really like the custom settings, which makes the planets much MUCH more unique really like the raid reward changes too.... all those crappy guns and weapons only usefull for smelting tiny amounts of steel.... BAH, seems like thats not a thing anymore
There's a lot of room for interesting roleplay scenarios as well. Sending out colonists to explore different planets and you can roll a d100 to determine it's traits if you want. That could be kinda fun. Alternatively you could pursue a more thematic focus So for a deadly virus riddled planet you could increase diseases/infections. Or perhaps for a more wealthy planet you could crank up the loot rewards. On a planet with lots of military tech focus you could decided to reduce turret rearm cost and maybe reduce or increase the insect invasions depending on either. Very good changes imo.
@@Madhattersinjeans Yeah, this i'll go great with the configurable maps mod. I'm currently playing on a world completely covered in ice because of a nuclear winter. only a few factions are left and only one city of the empire remains. So I made it so ores are a lot more common now because of all of the devastation, so it is for ruins and ancient ruins. the settings with this version of rimworld would make it even better as I could change the raid frequency as well, which makes sense in this scenario.
@@Nuxi10. I understand you. I spend like 200 hours on pirate version. Then when I made up the money to buy the game, I was so happy. I really like Tynans works. He deserves the money (even when the game (and DLC) is little bit overpriced (at least for the middle europe student)).
This is really starting to rival the depth of Dwarf Fortress now, and combined with the VASTLY more agreeable Graphics and User Interface, it is fast becoming one of my all time favorite games
I think it would be cool if the relations and story aspects got into the depth of DF. because DF seems to excel at that, but the UI is infamously difficult. RimWorld's UI is smoother but it lacks a bit of those other aspects. (yes,I know about the Steam version of DF coming soon. I do like Rimworld though)
@@dakat5131 The whole rimworld lore isnt really explained in the game but there is a google document by tynan which is in the game's menu I think it's the fiction primer thing, you gotta click on it
Tynan: "Rimworld has always been a hard sci-fi universe and we been wanting to move back in that direction." *Rimworld of Magic wants to know your location.*
The psychic stuff does look a lot like RWoM. IMO that's not a bad thing, it's just that no matter how science-y it's explained it'll always seem kind of magical. (part of the sense I think is due to RWoM's large number of casted effects, and the mechanics of them look similar enough that neither would be too out of place with the other) I do appreciate that while it's being expanded, there's the pressure to keep it science themed (referring to the parts where he explained the visual effect's motivations being scientific). That'll help keep it from going too far in an odd direction
I definitely like how you want to encourage the player to be the aggressor in combat instead of the defender all the time, but I think for this to work well you'll need to improve the AI's ability to defend (this could also be useful for AI allies that the player can't directly control), and perhaps have better defences for the AI (though I appreciate the map generation can make that difficult). I think what you've done with the mech clusters works quite well, but the human bases/outposts need work Also, I have a couple of suggestions/requests: - Could you perhaps add an additional kind of siege, where humans enter your map and start building up an outpost; from which they will occasionally launch attacks on your base? - Could you add a setting to the game that lets us individually turn specific items on or off? I mean every kind of "item", from types of power generation, to turrets, to guns, to apparel. This would be really, really useful if we want to make a "themed playthrough", like a wild west theme for example
@@attacksoon4535 I'm aware of that, I just wanted to make it clear that when I said "Items", I was casting the net as wide as possible. Also, what I had in mind would ideally remove all these items from the entire game world, not just your architect menu. If I'm running around in cowboyland I don't really want to attack a base and find myself getting shot at by automated turrets powered by solar panels ;P
@@powersale5898 I think what he meant by better AI for defense is that you go to their base and then set up defenses and they zerg rush you like usual. Sure you don't have your killbox but it feels like a shame they won't use their base's defenses but run into an open field. Who knows? Maybe Tynan already added that to the new quest.
I like how if you want to make meditation shrines for different types, you end up with: - A shrine of Nature - A shrine of Fire - A shrine of Death - A shrine of Wealth 4 elements to rule the Rimworld experience :D
It's Beauty, not Wealth. While statues sometimes are very valuable, meditating pawns appreciate the art, not the money. (Except when they have the "Greedy" trait and collect the most uninspiring and/or disgusting pieces just because they are so expensive)
@rexsupreme1840 if you went to the GitHub then the only things they said they had to was basically incorporate CE mechanics to the new utility items. It should take a few weeks at most.
I've been playing Rimworld now since Alpha 17 or something ancient, and I'm one of those stubborn morons who refuses to play a game with mods no matter how much they improve the experience/gameplay. I have only one request to change to the game: Fish. I play strictly on Blood and Dust in commitment mode and I have experienced almost every biome with every variation, but something that has always bothered me is the lack of aquatic life on the planet. There are tortoises and iguanas - whose primary diet consists of fish; yet there are no fish. I play with a river/beach in almost every colony because the defensive and power-generation benefits they provide are far superior to a lot of other terrain, but I would love to see an update that incorporates migrations of fish/consistent sources of meat for colonists through river/ocean fishing. Another thing that strikes me is the lack of fertile soil next to rivers. The majority of world civilizations are built around capitals with easy river access because of how bountiful and lush the soil is as a result of the flowing nearby nutrients, but that doesn't seem to correlate to soil wealth on the Rimworld. Love the game, please add fish! (And maybe aquariums for pets?)
I would love to see fish. I have been looking for decent fish mods, and while there is one that is beautiful mod it does have a problem where pawns will just generate infinite food with no limit (And also there's like 80 sprites which are all superfluous and bloating the game). So there are no good fish mods even if you'd care to try. Clearly the only answer is to have talented developers spend time and money into solving the fish problem so we can fully embrace the Runescape lifestyle.
Being able to hold and use medicine is still a much wanted and needed feature. Hanging onto a bottle of beer is all right and good... but being able to patch up a fallen pawn, of self-heal a doctor, just makes sense.
The customization feature of the game is something I've been wanting for a while. All of this is great I can't express how much I love this game. I have had a break from it for a while, but I guess this is as good excuse as any to get back into it. Only downside is that I probably won't get much sleep, because that's how addictive this game is, but it's all good cause it's fun as hell!
I will often play this game for a couple of weeks and then put it down for two months or so. It is still the only game I never not returned to and mu top played in Steam which dosen't count my before steam hours haha
I appreciate those psyfocus changes Question: Is there a clever way to have a colonist not constantly run back and forth, when their current level of psyfocus just hoverse around the threshold that is set for them? - For example: I have a colonist set to 50% psyfocus meditation. She medidates, gets it to 51% and then goes to do some research. After only a short while, the psyfocus naturally decays to 49.9%, and she immediately goes back to meditate again. And then goes back to research.. Back to medidate... Etc. It would be nice to have a threshold to set kind of like the other crafting/cooking items, where you can determine when a colonist starts going for the meditation again. Like, set my colonist to reach 60% psyfocus, but doesn't start meditating again until she drops below 40%
I would set up his time schedule. Meditation is one of the options (sleep, work, recreation, meditate, anything). Set the meditation like for one or two hours after sleep (morning) and then like one hour in afternoon/evening. He should be meditating even over the 50% set up border and gets some % for the safety.
I have my caster meditate for 4 hours at the beginning of the day (sleep, 1hr anything, 4hrs meditation) so that he has 90+% focus every day (bc berserking enemies is fun)
There is the warhammer40k gun mod that has tau, imperium even elder weapons and armor And the corruption one that adds religions so your colonists join an imperial cult or they can be corrupted to chaos if they have too low mood, and it includes 2 scenarios
Damn, I love the new contents and the custom settings! Tynan Sylvester you impressed me once again! I can't wait to play this version! I also can't wait for future contents of this game, it is already addicting and you only give more reasons to be even more addicted of this game!
Thank you so much for your continued support for this game. I never imagined it coming this far, playing the 3rd alpha way back when, and I'm very excited to try all of these new features and changes.
Holy shit, i really want to do some playthorughs again! Maybe, even an almost modless playthorugh! So many new options to try, this is awesome! But, wait, do you hear it? The sound. This sound like hundreds, no thousands of modders crying of anger and joy for the new systems? Joke aside, i'm really hopeful with Rimworld lately. I remember people shitting on the DLC and some people complaining of broken mods but, hey it's Modding 101, they break and you can't fault the developer, they are DEVELOPING the game. One thing i noticed, don't know if it's by design or not, but a lot of QoL improviments, like the edits on difficult creation, will make so many tweak mods obsolite (And that's a good thing in my eyes, those mods normally are only there until the main game have those options) So, i don't know if the team took a look on the most used QoL mods to take inspiration or if is coincidence, but nevertheless it's pretty cool to see those options (like the enemy death chance and stuff) And i'm really hopefull, that with the new apparent triggers and options, like uses for acessories, armors with effects, this will allow modders to do some pretty cool shit! Again, just saying thanks for the amazing game, and for continuing to update it and give new cool shit for us to do!
This game is really great and I love it -- It's one of my favorite games. Thank you for all the hard work you put into it! And thank you for this video showing off the new mechanics!
Save Our Ship 2 Expands way beyond simply crafting a spaceship to escape the planet. You can actually built a battlestation-base in space, and take your colonists to a different world as imports into a new game.
Tynan, not only have you created a masterpiece of a game, but you also are refining it more and more I to perfection. Thank you so much for this, and I hope to see more great work of yours, be it updates, DLCs, or entirely new games. You're definitely one of the best developers out there.
"We made this change because it bothered some people and now everybody is happy" god damn that is amazing, certain other studios could learn something from Tynan *cough* the fun pimps *cough*
i still cant get enough of all of this update! i love the new custom mod, and what it does. I love the extra challenge, and i hope you add more to it this custom page in the future. Ps: i hope in the future we can save our custom settings for our own play styles
I already had most of those features in my game as must have mods. Its great to see that Tynan keeps updating the vanilla taking a look to the modding comunity effort. Thanks!!
I'm so excited to try all of this! Wonderful update you're doing such amazing work! I'm wondering if you plan to add a new faction into the game? I think mutants would be pretty cool. They could fit somewhere between tribal and man hunter packs.They could have disfigured humanoids with various abilities. Some might be freakishly large like ogres. Some could be nimble but squishy. Some could have built in biological weapons or abilities like exploding like boomalopes when they die (boomans). I think it would be an interesting concept as you did mention genetically engineered humans such as soldier morphs in the lore. These mutants could be created through genetic engineering or maybe just radiation. Just throwing some thoughts your way. Keep up the amazing work my dude, you're my favourite games developer!
Yeah dude you're killing it! Thanks for putting more work in to one of my favorite games. I remember getting emails with download links every time you updated. I'm glad I could give you more money for that DLC.
Fantastic update! I'm so glad that you guys didn't stop working on Rimworld after 1.0 launched. This is my #1 played game game on Steam, over 1200 hours :) (likely more, since I wasn't logged into steam sometimes)
Thank you for this brilliant game, I've played it most of my high school life, 16 years old, and it's brought me many great memories and colonies. Keep up the good work! :)
i like that your giving us more reasons to go do stuff in the big world and other maps. I feel like I need to play with mods if I want a nomadic type playthrough or one that has more going on outside my colony
Thanks Tynan, this is my favorite indie game from the last decade, you keep updating and making expansions, i'll keep playing and paying your company for the content.
From my experience: Set your own achievements Think about things you want to do You want to harvest organs set yourself the goal of having 5 hearts in storage Wanna become rich: save ip 20k silver You know the best about what you can achieve
These are some great updates! Good job devs, one of the few games I can keep coming back to and be downright amazed by how much work you put in. Hats off!
Could you integrate some more mods? Just anything to make the base game better and not need so many base mods before the optional ones... Please look at the top mods to find what makes sense to add...
This is one of very few games that just keeps on giving and in big part, thanks to the amazing modding community. Everybody seems so engaged with this game and that really is nice to see. Thanks Tynan!
It's nice to see that game is still alive, however those new additions are again flavour only. Who cares about another 15 psycasts, or the shuttle if where a lot of mods doing it WAY better, like SRTS. What this game really need is life on the worldmap, right now it's boring static picture, where is little point going outside of your base and do anything. Have you considered bringing life to strategic layer, where your action and choices will actually matter? Like attacking several raider bases will reduce their number on raids and making faction weaker with less money for equipment, or constantly helping some faction will help it conquer other settlements on world map, maybe even moving enemy groups on the map detectable by some tech attacking each other and settlements. In my opinion cosmetic upgrades will not do anything, game is already too saturated around base building and colony babysitting, it needs ALIVE strategic layer. I spent more than 4000 hours in this game and tried everything, including 20 million wealth colonies made from pure gold, fighting 800 men strong pirate raids, killing every last one pawn on the planet, selling 200 pawns to slavery at once, you name it. I think the way to make game different each time is the worldmap and it's constant motion, you should be inclined to do adventuring once you have good base of operations set up, conquer, defend, enslave, make your own strategic goals, decide the future of the planet. World map just has so much unused potential for now... Just mine two cents.
I love what you do, I think rimworld is one of the best games ive played, the fact that you add more content to rimworld shows the passion that you have for us and for rimworld! At the same time with the psycasts, dope concept and i think you did a good job with it. theres been times where I've used psycasts before this update that have been outside of combat with the pain inhibitor to stop someone from breaking due to pain. Buuuut I do gotta say that if I were to get a mood psycast early game i think i'd die. Lol Could you imagine that you got that plus whatever to mood when you still have that initial plus 40 mood when just starting a run, I'd be disappointed, but i do gotta say that it would be like getting a growing carcinoma. I'm excited to binge rimworld and alienate my friends this weekend though! Thank you for all that you've done, heres to hoping rimworld becomes Space Dwarf Fortress!
I really appreciate your update videos. Especially the parts when you talk about how you think about the game, and why you’re making changes. Rimworld is my favorite game of all time, and I’m grateful that it’s creator seems to care about it too.
Wow, another huge update for free? Amazing!!! Thats so cool, thank you so much Tynan. You 're doing a great job for the community. Really loving the features, can't wait to play it!
I'm super happy that there are these customizable difficulty options, I'm more of a casual player who prefers fairness over the randomness of events. one of the minor things I wish for is that trading ships would actually use landing pads, now that those are available
I got my first hospitality quest fairly early in winter. 3 pawns would almost double the number of my pawns for 14 days, so I accepted. I got 82 yo guy and 88 yo lady, both completely useless. The guy was a decent shot but had cataract. The third refugee was a hyper sensitive nudist pyromaniac girl. So the whole two weeks were about calming those three down with fists when they were confusedly wandering around because of dementia or when she was setting thing on fire because she was cold or clothed. After 12 horrible days the old lady died because of extreme infection in her torso, because she was wandering during a raid and got shot by an arrow. Thank you for those experiences, Tynan.
Hey this update sounds awesome! gives me a great reason to make a nice throneroom for really cool ceremonies and though I won't play with it the custom settings are an AWESOME addition for people who get into them. I can see let's players getting a lot of use out of them as well as the hardcore crowd. Thanks so much for keeping the awesome work on this game.
RimWorld is my favorite game of all time, thank you for all the time, effort, and love put into it. I hope the future of this game is just as bright or brighter than it is now
"You can capture them, you can harvest them, you can sell them into slavery...."
It's a special day when Rimworld daddy validates your war-crime hobby
👀
The new hospitality quest... ALL I HEAR IS NEW FREE HATS!
Cant beat them, join them.
Geneva convention more like geneva suggestion
@@TheJake2810 Geneva guidelines XD
Excellent. Fresh war crimes.
Hello :-)
It's not a warcrime if there is no army to judge you
Fresh out of a small room with 20 prisoners
Indeed Mr Streamer, indeed.
Fre$h from the freezer *laughs in rat*
Bro, it's like the devs actually play their own game! Honest to god every change was spot on, bravo once more; love the general sort of update
You can see the dev mode console...
He didn't mean it like that genius, he meant that they understand exactly what people would like and what problems there are.
@@sportsracer48 And? they're still playing the game; devtools are a right there as part of the game to turn on or off in the options menu if you feel so inclined
@@sportsracer48 lol dude you can turn that on too it's just a simple toggle switch.
I liked this comment and just realised the name and profile pic. Of course Jeremy Corbichov loves his war-crimes :^)
The game's been getting a lot more deep and satisfying thanks to all of the updates. Thanks for making such an incredible experience! (And putting up with all my terrible videos) :)
Edit: Jetpacks!!!
Love you
tynan, tynan, tynan, tynan, tynan, tynan, tynan! smashing!
My man!
gnite and good foight
IKR!
Anyone else remember when Tynan was like 1.0 is the end? Stuff like this makes me warm and fuzzy.
@Trevin's Hobbies Don't you mean Yayo? ;b
FargoneMyth Flake
@@codyvandal2860 I prefer Yayo.
@@pyrix Yayo is coke though Flake is crack lol
@@codyvandal2860 Eh, fair.
Its crazy seeing this game make it so big, after playing back in the kick-starter alpha. What a Great Game! ty for the update Owo
I still remember when gibbet cages and fear thresholds were a thing. Good times.
Played since beta 18, not the earliest but its so great to see how the game is still true to what it was originally, where as Minecraft today just feels so different from Minecraft then.
AsiandOOd2001 I’m glad I’m not the only one who feels that way about Minecraft. I kind of fell off the wagon once magic/xp became a thing
I remember to ;) i remember when I first played it pirated n bought it offically i love simpin for devs that acc deliever
I also played it in the kick starter alpha :)
8:40 Aw yes, Legendary Footstool. Every colony needs one of these.
I have 3 legendary Footstool.
They worth the mental Breakdown.
@@rockcaster1091 even IRL? lol
Eesti raud duh, everyone knows that the more legendary footstools you have, the higher your social standings
Yes indeed. I also have several legendary huskie-skin door mats.
Q D wow, i see you are the king of kings, please teach me your ways!
I loved the bit where you said "offers many different options" as you lined the refugees up to a wall
We all have done it. We all know what it means...
I'm so glad to see another update. Rimworld is one of the few games nowdays that will actually put out good content while not making the game into a microtransaction mess. Keep up the great work, loving the content.
Even though the the dlc is overpriced, the negative reviews say that, the positive reviews say it, everyone says it, dont think tynan is benelovent
@@lelagrangeeffectphysics4120 I beg to differ. The development team is very small for rimworld. There is no microtransactions involved (which is sadly the route most games take nowadays). The game is still very playable even without the DLC. You pay for what you get. In this case it's good content 👌
le lagrange effect physics no one cares
@@judemartin6329 the reviewers do, dont act like you have a rod shoved up your arse, that just shows that you arent able to listen to the facts
@@garrisondansereau6705 i dont believe that the dlc is well priced as it gives only 4 major features for more than half of the basegame price, also no, the fact that the game doesnt have microtransactions isnt an plus, its a minimum, thats like excusing the evils of an person for the one he didnt commit
In these troubled times, Tynan seems the happiest he has ever been.
Thanks for opening up to customising the difficulty, you seem to be a vision-first kind of designer so I imagine it wasn't a decision made on the fly. You have made many of us very happy however. This patch is looking great, time to tank the sleep schedule some more.
So happy he got away from the grind and succeeded despite that
i really like the custom settings, which makes the planets much MUCH more unique
really like the raid reward changes too.... all those crappy guns and weapons only usefull for smelting tiny amounts of steel.... BAH, seems like thats not a thing anymore
There's a lot of room for interesting roleplay scenarios as well.
Sending out colonists to explore different planets and you can roll a d100 to determine it's traits if you want. That could be kinda fun.
Alternatively you could pursue a more thematic focus
So for a deadly virus riddled planet you could increase diseases/infections. Or perhaps for a more wealthy planet you could crank up the loot rewards.
On a planet with lots of military tech focus you could decided to reduce turret rearm cost and maybe reduce or increase the insect invasions depending on either.
Very good changes imo.
@@Madhattersinjeans Yeah, this i'll go great with the configurable maps mod. I'm currently playing on a world completely covered in ice because of a nuclear winter. only a few factions are left and only one city of the empire remains. So I made it so ores are a lot more common now because of all of the devastation, so it is for ruins and ancient ruins. the settings with this version of rimworld would make it even better as I could change the raid frequency as well, which makes sense in this scenario.
Legendary Bow is our. Only for..... Killing 5 peoples.
Thanks for still updating the game. Got 900 hrs. I love this game
rookie numbers. :D
I got quite alot of time in it, i hope to one day to buy the game tho
Sadly i don't have any money
@@Nuxi10. I understand you. I spend like 200 hours on pirate version. Then when I made up the money to buy the game, I was so happy. I really like Tynans works. He deserves the money (even when the game (and DLC) is little bit overpriced (at least for the middle europe student)).
This is really starting to rival the depth of Dwarf Fortress now, and combined with the VASTLY more agreeable Graphics and User Interface, it is fast becoming one of my all time favorite games
I think it would be cool if the relations and story aspects got into the depth of DF. because DF seems to excel at that, but the UI is infamously difficult. RimWorld's UI is smoother but it lacks a bit of those other aspects.
(yes,I know about the Steam version of DF coming soon. I do like Rimworld though)
Now just imagine if you could actually go underground in Rimworld, that'd be absolutely amazing! Minus the hordes of giant maneating bugs, of course.
@@dakat5131 The whole rimworld lore isnt really explained in the game but there is a google document by tynan which is in the game's menu I think it's the fiction primer thing, you gotta click on it
Tynan: "Rimworld has always been a hard sci-fi universe and we been wanting to move back in that direction."
*Rimworld of Magic wants to know your location.*
lmao
The psychic stuff does look a lot like RWoM. IMO that's not a bad thing, it's just that no matter how science-y it's explained it'll always seem kind of magical.
(part of the sense I think is due to RWoM's large number of casted effects, and the mechanics of them look similar enough that neither would be too out of place with the other)
I do appreciate that while it's being expanded, there's the pressure to keep it science themed (referring to the parts where he explained the visual effect's motivations being scientific). That'll help keep it from going too far in an odd direction
@@dakat5131 indeed.
Never play without it
I definitely like how you want to encourage the player to be the aggressor in combat instead of the defender all the time, but I think for this to work well you'll need to improve the AI's ability to defend (this could also be useful for AI allies that the player can't directly control), and perhaps have better defences for the AI (though I appreciate the map generation can make that difficult). I think what you've done with the mech clusters works quite well, but the human bases/outposts need work
Also, I have a couple of suggestions/requests:
- Could you perhaps add an additional kind of siege, where humans enter your map and start building up an outpost; from which they will occasionally launch attacks on your base?
- Could you add a setting to the game that lets us individually turn specific items on or off? I mean every kind of "item", from types of power generation, to turrets, to guns, to apparel. This would be really, really useful if we want to make a "themed playthrough", like a wild west theme for example
You can already disable the ability to build certain buildings via the scenario editor.
@@attacksoon4535 I'm aware of that, I just wanted to make it clear that when I said "Items", I was casting the net as wide as possible. Also, what I had in mind would ideally remove all these items from the entire game world, not just your architect menu. If I'm running around in cowboyland I don't really want to attack a base and find myself getting shot at by automated turrets powered by solar panels ;P
I mean the outpost thing is already an event where people build a machine to harass you
@@powersale5898 I think what he meant by better AI for defense is that you go to their base and then set up defenses and they zerg rush you like usual. Sure you don't have your killbox but it feels like a shame they won't use their base's defenses but run into an open field. Who knows? Maybe Tynan already added that to the new quest.
@@sambishara9300 well we would just kill all of them with mortars they would have to rush at some point they cant just stay there forever...
I like how if you want to make meditation shrines for different types, you end up with:
- A shrine of Nature
- A shrine of Fire
- A shrine of Death
- A shrine of Wealth
4 elements to rule the Rimworld experience :D
@@cjstrashvideoemporium6484 You mean Randy rando
It's Beauty, not Wealth. While statues sometimes are very valuable, meditating pawns appreciate the art, not the money. (Except when they have the "Greedy" trait and collect the most uninspiring and/or disgusting pieces just because they are so expensive)
-Hospitality Quest-
Yes, they will make fine chairs...
>tfw Tynan update the game but your folder with over 100+ mods, don't gonna make it to the next version.
Meanwhile gotta wait months for CE to update to 1.2
Make a local copy it will prevent the actualisation of mods. I have done it and now my 200+ mod pack is safe
@@Nuxi10. CE?
Do you mean Debug log Spawner?
@rexsupreme1840 if you went to the GitHub then the only things they said they had to was basically incorporate CE mechanics to the new utility items. It should take a few weeks at most.
tfw when you still play 1.0 cause of mods
I've been playing Rimworld now since Alpha 17 or something ancient, and I'm one of those stubborn morons who refuses to play a game with mods no matter how much they improve the experience/gameplay. I have only one request to change to the game: Fish. I play strictly on Blood and Dust in commitment mode and I have experienced almost every biome with every variation, but something that has always bothered me is the lack of aquatic life on the planet. There are tortoises and iguanas - whose primary diet consists of fish; yet there are no fish. I play with a river/beach in almost every colony because the defensive and power-generation benefits they provide are far superior to a lot of other terrain, but I would love to see an update that incorporates migrations of fish/consistent sources of meat for colonists through river/ocean fishing. Another thing that strikes me is the lack of fertile soil next to rivers. The majority of world civilizations are built around capitals with easy river access because of how bountiful and lush the soil is as a result of the flowing nearby nutrients, but that doesn't seem to correlate to soil wealth on the Rimworld. Love the game, please add fish! (And maybe aquariums for pets?)
Good point about the fertility of soil near rivers.
Fish is a neat idea s well.
I would love to see fish. I have been looking for decent fish mods, and while there is one that is beautiful mod it does have a problem where pawns will just generate infinite food with no limit (And also there's like 80 sprites which are all superfluous and bloating the game). So there are no good fish mods even if you'd care to try. Clearly the only answer is to have talented developers spend time and money into solving the fish problem so we can fully embrace the Runescape lifestyle.
Tortoises eat plants and iguanas eat mostly plants and bugs but I understand your point
Not to mention what we'd get to say to Tynan if he adds them:
"And thanks for all the fish"
@@MrNorker77 If I had just one lash wish, I would like a tasty fish.
Being able to hold and use medicine is still a much wanted and needed feature. Hanging onto a bottle of beer is all right and good... but being able to patch up a fallen pawn, of self-heal a doctor, just makes sense.
u can just pick up one medicine. u can see it in the pawns inventory
@@TylerHaley WONDERFUL! And they'll automatically use it without having to drop it first?
@@JoelleTheAbsurdist yes
@@KunjaBihariKrishna No, you still have to drop meds to use it on another pawn, unless you use a mod...
You Know What would be a great idea adding a story teller for the Royalty DLC
What would make him special? Higher quest frequency? Missions to fight piracy, go out and build monuments in different map tiles, stuff like that?
The customization feature of the game is something I've been wanting for a while. All of this is great I can't express how much I love this game. I have had a break from it for a while, but I guess this is as good excuse as any to get back into it. Only downside is that I probably won't get much sleep, because that's how addictive this game is, but it's all good cause it's fun as hell!
Rimworld is the type of game you can leave if it bores you. But after six months later it is the best game again.
I will often play this game for a couple of weeks and then put it down for two months or so. It is still the only game I never not returned to and mu top played in Steam which dosen't count my before steam hours haha
HE HAS BLESSED US WITH HIS PRESSENCE!
Wow, this is the first time I hear Tynan's voice! Never thought that he has his own channel
Yeah he's done this since beta.
@37primo yes
Some say he started talking shortly after birth
I appreciate those psyfocus changes
Question: Is there a clever way to have a colonist not constantly run back and forth, when their current level of psyfocus just hoverse around the threshold that is set for them?
- For example: I have a colonist set to 50% psyfocus meditation. She medidates, gets it to 51% and then goes to do some research. After only a short while, the psyfocus naturally decays to 49.9%, and she immediately goes back to meditate again. And then goes back to research.. Back to medidate... Etc.
It would be nice to have a threshold to set kind of like the other crafting/cooking items, where you can determine when a colonist starts going for the meditation again. Like, set my colonist to reach 60% psyfocus, but doesn't start meditating again until she drops below 40%
I would set up his time schedule. Meditation is one of the options (sleep, work, recreation, meditate, anything). Set the meditation like for one or two hours after sleep (morning) and then like one hour in afternoon/evening. He should be meditating even over the 50% set up border and gets some % for the safety.
The only way is to set up a meditation time in the schedule. Like how you can set up recreation time.
@@erelas5809 Guess I better invest in an anima stone so I don't gotta trek half the map to meditate for psyfocus in the middle of an ice-age
@@jeremycorbin2178 Wise choice. You deserve to be leader of your tribe. Wish you luck Chieftain.
I have my caster meditate for 4 hours at the beginning of the day (sleep, 1hr anything, 4hrs meditation) so that he has 90+% focus every day (bc berserking enemies is fun)
Rimworld’s slowly becoming a low tech WH40K simulator and I’m loving it. Soon we’ll be able to summon daemons!
I believe there is a mod where you can already
rimworld of magic. summon a deamon or a lich. both very nasty
well i at least play rimworld like a fortress monastery simulator, if i had a moto it would be hippocratic what?
There is the warhammer40k gun mod that has tau, imperium even elder weapons and armor
And the corruption one that adds religions so your colonists join an imperial cult or they can be corrupted to chaos if they have too low mood, and it includes 2 scenarios
Damn, I love the new contents and the custom settings! Tynan Sylvester you impressed me once again! I can't wait to play this version!
I also can't wait for future contents of this game, it is already addicting and you only give more reasons to be even more addicted of this game!
I really hope this game wont get abandonded
If keep building on the casting, a ui redesign is in order i think, cause the current way gets clustered really fast.
More UI resolution scale options would be appreciated too, you can make it bigger but not the opposite
I love this game and have 1200 hours but we really need a 1.3 my wallet is ready 😭😭😭
Thank you so much for your continued support for this game. I never imagined it coming this far, playing the 3rd alpha way back when, and I'm very excited to try all of these new features and changes.
Thank you for the caravan update! Hopefully will get to try all of this sometime soon!
Holy shit, i really want to do some playthorughs again! Maybe, even an almost modless playthorugh! So many new options to try, this is awesome!
But, wait, do you hear it? The sound. This sound like hundreds, no thousands of modders crying of anger and joy for the new systems?
Joke aside, i'm really hopeful with Rimworld lately. I remember people shitting on the DLC and some people complaining of broken mods but, hey it's Modding 101, they break and you can't fault the developer, they are DEVELOPING the game.
One thing i noticed, don't know if it's by design or not, but a lot of QoL improviments, like the edits on difficult creation, will make so many tweak mods obsolite (And that's a good thing in my eyes, those mods normally are only there until the main game have those options)
So, i don't know if the team took a look on the most used QoL mods to take inspiration or if is coincidence, but nevertheless it's pretty cool to see those options (like the enemy death chance and stuff)
And i'm really hopefull, that with the new apparent triggers and options, like uses for acessories, armors with effects, this will allow modders to do some pretty cool shit!
Again, just saying thanks for the amazing game, and for continuing to update it and give new cool shit for us to do!
Rimworld continues to impress, may we all have fancy hats for years to come
This game is really great and I love it -- It's one of my favorite games. Thank you for all the hard work you put into it! And thank you for this video showing off the new mechanics!
Really awesome man! I'm happy you're back and working on Rimworld! Thank you so much ;)
Can't wait to Word of Love an Empire noble into marriage into my colony
That is genius. Emperor speedrun lol.
Can you word of love even the enemy raider? I think it could be, but he will still kill you, then gets mental break.
@@erelas5809 imagine the enemy psycasts mod that allows enemies to use them.
world
and then murder them
Gib ability to craft our own shuttle, in the high-end game or something
Agreed
theres a mod for that already, srkt or something like that
The mod is called srts expanded.
Save Our Ship 2 Expands way beyond simply crafting a spaceship to escape the planet. You can actually built a battlestation-base in space, and take your colonists to a different world as imports into a new game.
Tynan, not only have you created a masterpiece of a game, but you also are refining it more and more I to perfection. Thank you so much for this, and I hope to see more great work of yours, be it updates, DLCs, or entirely new games. You're definitely one of the best developers out there.
thanks for taking the time to make this great video about your update !
"We made this change because it bothered some people and now everybody is happy" god damn that is amazing, certain other studios could learn something from Tynan *cough* the fun pimps *cough*
Tynan: "Or you can harvest their organs."
Players: "Yeah that one."
i still cant get enough of all of this update! i love the new custom mod, and what it does. I love the extra challenge, and i hope you add more to it this custom page in the future. Ps: i hope in the future we can save our custom settings for our own play styles
I already had most of those features in my game as must have mods. Its great to see that Tynan keeps updating the vanilla taking a look to the modding comunity effort. Thanks!!
10:55 The codex astartes calls this maneuver steel rain!
*STEHUL RHEHN
@@directrulefromgamerchair3947 "Commander Boreale, enemy forces in our perimeter."
WEHR?
@@tefras14 BADDUL BRUDAHS! SPEHSS MAHREENS! TOADAH TEHE EHNEHMEH IS AHT AUR DHOOR!
Now Tynan only needs to add some chainswords :3
I'm so excited to try all of this! Wonderful update you're doing such amazing work! I'm wondering if you plan to add a new faction into the game? I think mutants would be pretty cool. They could fit somewhere between tribal and man hunter packs.They could have disfigured humanoids with various abilities. Some might be freakishly large like ogres. Some could be nimble but squishy. Some could have built in biological weapons or abilities like exploding like boomalopes when they die (boomans). I think it would be an interesting concept as you did mention genetically engineered humans such as soldier morphs in the lore. These mutants could be created through genetic engineering or maybe just radiation. Just throwing some thoughts your way. Keep up the amazing work my dude, you're my favourite games developer!
nice thats actually a really cool idea
Yeah dude you're killing it! Thanks for putting more work in to one of my favorite games. I remember getting emails with download links every time you updated. I'm glad I could give you more money for that DLC.
Fantastic update! I'm so glad that you guys didn't stop working on Rimworld after 1.0 launched. This is my #1 played game game on Steam, over 1200 hours :) (likely more, since I wasn't logged into steam sometimes)
Pyromaniac psycaster sounds like a terrible idea. I love it.
Using Phoenix armor
7:48 RJW modders will go ham with this new potential lmao
What a fantastic update! Really looking forward to playing this tomorrow :)
Thank you for this brilliant game, I've played it most of my high school life, 16 years old, and it's brought me many great memories and colonies.
Keep up the good work! :)
I am so hyped for the jump packs and the psyfocus long range jump, that’s gonna make for some really fun marine armor melee assaults!
Why isn't the two soundtracks on Spotify? They are so good!
i like that your giving us more reasons to go do stuff in the big world and other maps. I feel like I need to play with mods if I want a nomadic type playthrough or one that has more going on outside my colony
Love you Tynan. Thanks for everything. I owe you hundreds of hours of joy.
I love your game, if one time the internet fails I know what I'll play :D
in your bunker, to the end of days.
... i know that feeling. :D
OMG i have more 2000 h i love this game
Thanks Tynan, this is my favorite indie game from the last decade, you keep updating and making expansions, i'll keep playing and paying your company for the content.
really great improvements, thanks for all the hard work
love the update tynan, but i have over 1200 hours and would really like achievements to spice up the game if there is any plan for that :)
From my experience:
Set your own achievements
Think about things you want to do
You want to harvest organs set yourself the goal of having 5 hearts in storage
Wanna become rich: save ip 20k silver
You know the best about what you can achieve
The only downside to updates: mods don't work for a while
omg a 1/4 of the way through and im already loving this
These are some great updates!
Good job devs, one of the few games I can keep coming back to and be downright amazed by how much work you put in. Hats off!
Could you integrate some more mods? Just anything to make the base game better and not need so many base mods before the optional ones... Please look at the top mods to find what makes sense to add...
@Quartinium He has already done that, the vanilla livestock mod was put in the base game and ok from the vanilla team.
tynan. its july 20th 2021. where's ideology. i'm gonna have to dookie on your floor tynan
Love to see fresh and well thought-through changes to one of my favourite games of all time, love it. Thanks Tynan.
This is one of very few games that just keeps on giving and in big part, thanks to the amazing modding community. Everybody seems so engaged with this game and that really is nice to see.
Thanks Tynan!
ok but when is multicore processing coming?
the game slows down very dramatically. past X number of pawns
never going to happen
Does the game currently use 1 core?
@Quartinium thanks for that, never thought about it
It's nice to see that game is still alive, however those new additions are again flavour only. Who cares about another 15 psycasts, or the shuttle if where a lot of mods doing it WAY better, like SRTS. What this game really need is life on the worldmap, right now it's boring static picture, where is little point going outside of your base and do anything. Have you considered bringing life to strategic layer, where your action and choices will actually matter? Like attacking several raider bases will reduce their number on raids and making faction weaker with less money for equipment, or constantly helping some faction will help it conquer other settlements on world map, maybe even moving enemy groups on the map detectable by some tech attacking each other and settlements. In my opinion cosmetic upgrades will not do anything, game is already too saturated around base building and colony babysitting, it needs ALIVE strategic layer. I spent more than 4000 hours in this game and tried everything, including 20 million wealth colonies made from pure gold, fighting 800 men strong pirate raids, killing every last one pawn on the planet, selling 200 pawns to slavery at once, you name it. I think the way to make game different each time is the worldmap and it's constant motion, you should be inclined to do adventuring once you have good base of operations set up, conquer, defend, enslave, make your own strategic goals, decide the future of the planet. World map just has so much unused potential for now... Just mine two cents.
Just started playing the game and I love it keep up the good work don’t stop adding new stuff
Wow, thank you Mr.Tynan, really good stuff!
A lot of the new stuff is for Royalty only... that sucks
Yeah, I had to sell my holes for this DLC.
Amazing update❤️❤️ continue the great work Tynan!!
Visuals are gorgeous!
I love what you do, I think rimworld is one of the best games ive played, the fact that you add more content to rimworld shows the passion that you have for us and for rimworld!
At the same time with the psycasts, dope concept and i think you did a good job with it.
theres been times where I've used psycasts before this update that have been outside of combat with the pain inhibitor to stop someone from breaking due to pain.
Buuuut I do gotta say that if I were to get a mood psycast early game i think i'd die. Lol
Could you imagine that you got that plus whatever to mood when you still have that initial plus 40 mood when just starting a run, I'd be disappointed, but i do gotta say that it would be like getting a growing carcinoma.
I'm excited to binge rimworld and alienate my friends this weekend though!
Thank you for all that you've done, heres to hoping rimworld becomes Space Dwarf Fortress!
I really appreciate your update videos. Especially the parts when you talk about how you think about the game, and why you’re making changes. Rimworld is my favorite game of all time, and I’m grateful that it’s creator seems to care about it too.
thanks tynan for the refugee quest. I am really exited for more opportunity with these people
wow - it's always impressive how well you manage to weave cool mechanics into the game.
Wooo! Looking good!!
Gonna be hell updating my mods though. But whatever. I needed to land a new playthrough anyway.
Wow, another huge update for free? Amazing!!! Thats so cool, thank you so much Tynan. You 're doing a great job for the community. Really loving the features, can't wait to play it!
Thanks for keeping this wonderful game updated Tynan!
This update is amazing. Your game is amazing. Thank-you for your work, and please keep doing !
I'm super happy that there are these customizable difficulty options, I'm more of a casual player who prefers fairness over the randomness of events. one of the minor things I wish for is that trading ships would actually use landing pads, now that those are available
@The Dutchman
Sadly, I understood that reference.
I got my first hospitality quest fairly early in winter. 3 pawns would almost double the number of my pawns for 14 days, so I accepted.
I got 82 yo guy and 88 yo lady, both completely useless. The guy was a decent shot but had cataract. The third refugee was a hyper sensitive nudist pyromaniac girl.
So the whole two weeks were about calming those three down with fists when they were confusedly wandering around because of dementia or when she was setting thing on fire because she was cold or clothed.
After 12 horrible days the old lady died because of extreme infection in her torso, because she was wandering during a raid and got shot by an arrow.
Thank you for those experiences, Tynan.
Tynan, man, thank you so much for making such a great game and continuing to improve it on a regular basis.
Really looking forward to the video for 1.3!
It's so awesome how you still work on this 10/10 game
Thank you for all you do. You have gone above and beyond with RimWorld. I hope we can get many years of updates to this. Game of a Lifetime.
I`ve been playing Rimworld since the early Alpha days and this game keeps giving on and on...I love you Tynan! Thx :)
Hey this update sounds awesome! gives me a great reason to make a nice throneroom for really cool ceremonies and though I won't play with it the custom settings are an AWESOME addition for people who get into them. I can see let's players getting a lot of use out of them as well as the hardcore crowd. Thanks so much for keeping the awesome work on this game.
I love this game and you! With over 1200 hrs and counting, I could say this is one of my favorite games ever.
Sweet! can't wait to play it... once the mods update.
TFW your in game character appears in an update video. So cool!!
Thank you Tynan!!! Rimworld is such a gem, I've been playing since A9 or so and the game has grown sooo much
I never expected this game to go past 1.0 but damn I'm glad that it is. You're something special Tynan.
Honestly, I have never seen a more dedicated game develloper. I love your game, I love the updates, and I love you
well my day just got a lot better! Thanks Tynan
RimWorld is my favorite game of all time, thank you for all the time, effort, and love put into it. I hope the future of this game is just as bright or brighter than it is now
Thanks for still working on the game. Its nice to see developers interest and love for game.