Space Satan
Arcane
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There is no fast travel time as far as I know, in Rimworld universe, everyone just go cryosacket and travel for hundred\thousand of years. Hence biological years and true years.
I don't think you do. I believe they just defend you when you're in combat.So how do I use animals to chase down fleeing enemies?
I'm not an expert, but as I recall Obedience just means they follow you around when hunting or fighting, giving enemies another target. They don't actually launch and attack unless Released.Isn't that what happens with Obedience trained? I haven't played with Release too much but I'm pretty sure I managed to send my wolves and grizzlys into a room infested with insectoids without sending the master in, haven't had much luck with chasing fleeing enemies, though.
Get some mods then, there are plenty out there that change the way things look (including rocks, grass, flowers, trees and such)
Get some mods then, there are plenty out there that change the way things look (including rocks, grass, flowers, trees and such)
Do you have names? Or a website? Because I'm not finding anything compatible on the steam workshop. Maybe I just suck at searching?
We recently asked whether players would rather have the bugfix-only update released, or if they’d prefer we just kept working and waited until we had new content to release.
The results aligned with my personal thinking, which is that the disruptive effect of a release (breaking various compatibilities) isn’t worth it for a bugfix-only release. So, we’ve been adding new content! Alpha 17 will basically be two updates combined, where one of them was a refinement-and-fix overhaul.
I’m not going to go into detail on exactly what’s coming (that’s what the update videos are for!) But here are some basic notes on things in progress. The update will focus on enriching the content in the world, and create more reasons to use the planet-travel caravan system:
Based on man-hours, Alpha 17 will probably be the most substantial update yet. RimWorld has become quite a beast in terms of design complexity, so it does take a lot longer now to design and tune things so they integrate into the rest of the game well, don’t overwhelm players with complexity, and don’t create weird exploits or nonsensical outcomes. But, that’s all part of the inherent challenge of designing a tightly-integrated, wholly-procedural colony sim!
- Roads and rivers across the world (multiple categories of each).
- Rivers across the world.
- Redone enemy base generation.
- Enemy AI overhauls. They’ll be harder to cheese in various ways and act more sensibly.
- A new class of incidents that initiate quest opportunities on the world map. These are driven by a new combinatorial “site” system that allows us to create destinations to go to out of multiple “pieces”. This creates more variation than we would get if we just had single quest destinations. Now we can take any “site core” from a library, surround it with “site parts” from another library and the system will generate them all together. So, you could have a core that is a stash of gold, and add on “manhunter animals” and “abandoned turret line” around it, and the map generator will combine those. The number of possible combinations can get large quickly. This update will keep it pretty basic, but for future updates I hope to have larger site part libraries, which will create massive variation.
- People can tend their own wounds now!
- Tons and tons of rebalancing and detailed redesign to make skills matter more, make the economy more coherent and balanced, make animal farming for meat viable, make cannibalism a bit less ho-hum, make surgery not absurd, make room stats matter in a sensible way, make storyteller incidents more varied, and so on.
Still working, no release date! To discuss this post, please join us on the forum thread for this post.
Granite walls usually are enough to keep even bigger storages safe, doing it with wood will cause trouble though. One of my earliest colonies failed because I had about 30 batteries or so in one giant wooden room. Once the inevitable short-circuit happened the explosion impact killed half my colony immediately, the remaining half died due to my mountain-base transformating into a gigantic sauna in the matter of seconds.
Whatever mods you do or don't play with, this game is definitely a time eater.Cthulhu mod + sk pack = !FUN!, wish I had more time to play tho![]()
f you wish, you can now play Alpha 17's test version on the 'unstable' Steam beta branch.
Bear in mind that this is an unstable version, so there will be bugs, and the build will be updated without warning, possibly breaking your saved games. Please only participate if you're okay with that.
For those who do want to be public testers - the purpose of this is for us to get your feedback! The most useful things you can give are:
I'm only announcing this here because I don't want this going too far and wide in terms of news. To that end I'm also not going to lay out a whiz-bang feature upgrade list. I want to keep up some hype for the actual final release of the stable version.
- Bug reports: If you find a bug, please report it in the Bugs forum according to the very simple Bug reporting guideline. One bug per report thread please, and don't report bugs in any other forum than that please.
- Play stories: Stories about something that happened that seem cool or wrong. These can go in this thread or on another General thread.
- Balance feedback: Thoughts on the current balance and mechanics, ideally with a play story. These can go in this thread or on another General thread.
I'm also requesting that video makers not use unstable versions (though I won't do anything about it if they do).
Also note that language translation and player creative content data is a few weeks out of date. It will be updated before final release.
Thank you all public testers for participating!
for example beheading/harvesting every vital organ and still keeping the colonist alive with luciferum+wakeup+go juice.
Sounds like a great idea. Remember to tame some boomalopes and pod-launch them onto besieging/attacking raiders for additional style-points. Or make a cobra-farm (they produce a shitton of high value eggs) and attack pirate-outposts with a single animal-taming colonist, then drop hundreds of snakes on them while they sleep.for example beheading/harvesting every vital organ and still keeping the colonist alive with luciferum+wakeup+go juice.
With the right mod that adds suicide bomber vests i can turn some colonists into these guys. Gotta be a fun way to dispose of someone.
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