Rimworld 1.5 Changes
Вставка
- Опубліковано 21 тра 2024
- Rimworld 1.5 Changes
Some details clips and examples of some of the biggest changes in 1.5.
Infographs: photos.app.goo.gl/i4aSkjVcxtj...
Google Document of Updates to this Guide: docs.google.com/document/d/1u...
Official 1.5 Patch Notes: docs.google.com/document/d/e/...
00:00 Intro
00:22 How to play 1.5
00:45 Books, Lights and more
02:27 Water Emerge, Crawling, new game
03:46 Search Box and UI stuff
05:07 Graphics, QoL, Organ Decay
05:49 Butchering change
07:00 Shooting and Walls
08:14 Singularity is dead
08:54 Burnboxes and similar
11:38 Book Infograph and conclusion - Ігри
I'm going to listen to this at 0.25 speed just to listen longer.
He has a soothing voice 😊
Why
Hey brother just a compliment your content is just getting better and better, your tone and delivery speed is bang on, you don't force manufacturered hype. Thanks for the content mate! 👍
Lots of QoL mods becoming baked into the base game love to see it. All I want now is the "Select Similar" tool from Allow Tool to be part of the base game.
wtf that's not base game?
Search also works for unmined ores, which works very well in combination with the hotkey for mine vein. You can get all visible components on a map by searching for compacted machinery, and designating it. It also works for geothermal vents. Seems like deep scanner deposits and equipped items are about all it can't find in revealed areas. The shock lance visible when equipped makes that easier to find in an emergency, though, anyway.
Love your infographics!
11:35
Single most important change. I don't think there even was a mod for it!
Excellent summary Smurph!!
Smurph, you have truly found your ikigai.
Thank you, Smurph!
Thank you for this nice summary!
Quick and to the point, very nice. Thanks.
One thing noticed about Organ Decay is that if it reaches the Extreme phase in the heart (which begins at ~0.6 severity) it triggers the Medical Emergency critical alert, but not for any other organs no matter how many remain. Means that you're going to be seeing that big flashing box on the right for a while and it could potentially disrupt other emergencies (you could have a prisoner you forgot about with extreme malnutrition, and you won't get the alert sound if you already have the emergency up because of extreme organ decay).
Another thing, if a colonist loses their last kidney or lung to organ decay, it'll say they died due to "metabolic disruptions as a result of organ decay" but if it's in the heart, it'll say they died directly from organ decay
Fantastic break down.
Thank you so much for condensing those 18 pages of changelog!
you got this done fast, thanks
Really good demonstration of the new mechanics & comparison between 1.4 & 1.5! Too bad Tynan didn't give us a glimpse to what the more Lovecraftian features would be like.
Good video, but the audio for your voice is EXTREMELY soft and low, not sure if it's equipment issue or what, but I had to crank it up to hear it properly.
Yes, I agree. It's hard to tell how loud the video is going to be on youtube. We also noticed this one was quieter than we wanted.
Every time we made a minor change to the video the devs made a patch that changed everything and I wanted to make the video all over again. Eventually we just said "screw it" and posted something.
Hopefully, we'll do better. Please DO keep pointing out similar issue. Hopefully, we can do better.
I really appreciate the work you put in those guides to make them exhaustive. You're the reason why I finally understood why raiders didn't wanted to collide in my runs! Thanks a lot
Thanks smurf for you great work
Honestly I love how rimworld actually takes some inspiration or even intigrates mod features like books. Even some of the animals were vanilla expanded before being put in the base game and I think that's awesome. rarely do games take modded things and add them in. Minecraft being a example with horses and pistons.
Terraria and binding of isaac did this as well, but majority of the games don't do this, and what I most love it's that they don't do a copy paste of the mod they make it better, the repentance dlc for isaac is much superior than the antibirth mod
The baked guide, the bred guide, the guide
Yeahhhh buddy its smurph dropping the eggs on knowledge onto the griddle of application so... we can... uhhhhh... make Omlets? On the Rim? Rimlets? Omworld?
Rip singularity
Fr fr
That moment when your colonist with 9000% manipulation makes cow yield more meat than 3 thrumbos:
Yes, we now have access to the Huntsman hunter
This is a great summary of 1.5, but I'm embarrassed to admit, despite Rimworld being my most played steam game, I had no idea that Animal Handling impacted butchering, I thought it was only cooking!
Sorry, I was mistaken / mispoke. Cooking, manipulation and sight. Sight doesn't matter over 100% though. Details here via wiki: rimworldwiki.com/wiki/Butchery_Efficiency
thx
LETS GOOOOOO
I still can't believe that right click the top left message isn't mentioned in the changelog.
I was so astonished when it worked. The devs didn't even realize it was a new thing in 1.5.
8:00 omfg, does this nerf AdamVsEverything's shotgun tunnel meat grinder design?
Weaken? Yes. Make non-viable? No. It is still useable. The Singularity was mostly made useless but the shotgun tunnel can still work. Just need to repair more.
That's my shotgun tunnel. I showed him it and how to use it. I have message receipts.
Can you still use the Auto-bong to knock out groups of already addled raiders or does it also just trigger the death on down chance?
The autobong solely makes OTHER downing methods happen faster. It doesn't down itself. Heatstroke / Toxic and others all have escalating symptoms. The boxes keep escalating until enemies fall over. Smokeleaf just has a flat effect that doesn't get bigger. Well, technically Autobongs do down an enemy if an enemy has a huge amount of other health conditions already. I assume in that rare case the death on downed factor does NOT apply to Autobong but that's just my guess.
I already found that the walls were ridiculously weak, the fact that the bullets pass through them breaks all the vanilla defense mechanics. How do we want to protect ourselves when we have 10 pawns against 400? without kill box or without wall
He doesn't really hate Huntsman - in fact he loves when you marry Huntsman to Smurph in game and have lots of Huntsmurph babies
Eric. Don't make me time you out for 2 minutes.
I'm up to 2 minutes - excellent! Great video by the way@@MortalSmurph
If you build a roof over automortar with your constructoid? Will it trigger?
I'm not sure. Good question. We'll have to test. I assume the answer is yet it will trigger.
What is the new warm up time of the lances?
Old 0.5. New 2.2. So 4x as long.
when and how i get 1.5
WAIT THEY MADE WALL LAMPS VANILLA?!
ok it genuinely feels like they are stealing mods and selling them
Yes I am sure those modders are really mad about the fact that their mod is coming into the base-game after multiple years...