RIMWORLD 1.3 - New Content Overview (in under 7 minutes)

RIMWORLD 1.3 - New Content Overview (in under 7 minutes)

Subscribers:
78,700
Published on ● Video Link: https://www.youtube.com/watch?v=NJZqDb5RKwg



RimWorld
Game:
RimWorld (2018)
Duration: 6:31
57,005 views
1,188


There is a lot of new things in Rimworld 1.3. I try to cover the major features in this short overview video but check the patch notes for more details. This does not cover the Rimworld Ideology DLC content.

In this episode:

0:00 Animal Pens
3:49 New Meal Types (vegetarian meals)
4:08 Mortar change (degrading barrels)
4:51 New animations and visuals
5:23 Search Bars!
5:43 Breach raids


Other GrindThisGame Stuff:

• Patreon - https://www.patreon.com/GrindThisGame
• Discord - https://discord.gg/brqFYky
• Twitter - https://twitter.com/grindthisgame
• Join this channel to get access to perks:
https://www.youtube.com/channel/UC6ST...

#rimworld #grindthisgame #ideology

Rimworld 1.3 Patch Notes

https://docs.google.com/document/d/e/2PACX-1vRsxUoc5eA1dqi0nrMKxCuN8nt0So7_qvwwkkiyug6SLyjgJFNEu0XGBmQ7aCb9xgdnfy0t5CSkbPyL/pub

Pens and animals

Pen system: Create pens for your farm animals to keep them organized and safe.
Pen marker: Build a pen by placing a pen marker in an enclosed room or fenced off area. Once placed, you can assign a certain set of animals to the pen and handlers will bring the correct animals over. Pen markers have an “auto cut” option which will periodically designate inedible plants in the pen to be cut.
Build fences to enclose pens and prevent your animals from escaping. Animals that are assigned to pens cannot pass through fences or barricades.
Handlers will use ropes to lead animals from one location to another, or out of a pen.
Some animals will now roam if they are not contained within a pen.
Animals that are assigned to a pen are non-aggressive to raiders and vice-versa.
Added animal flap. It is a door that allows animals to pass through while insulating the temperature.
Added egg box. Tame egg-laying creatures will lay inside the box and the eggs can be used for food. Haulers will automatically empty the box when it is full.
Added new floor type: Straw matting. Filth is produced 95% less on this floor which makes it useful for barns with messy animals. Since animal filth has been reworked, animals should be kept in barns to prevent unnecessary filth in colonist buildings.
Added auto slaughter system. The player can select species of animals to keep and the rest will be automatically slaughtered.
Added animal sterilization. Colony animals can be sterilized to prevent them from breeding.
Tame animals can now be released to the wild.
Breach raids
Added new raid type: Breaching. Breaching raids will attempt to reach your colony by breaking through walls with unique weapons.
Added new mechanoid type: Termite. The termite is a medium-sized mechanoid that specializes in burrowing, digging, and breaking through defensive structures. Defenders must decide between eliminating the termite before it digs through their defenses, or waiting for it to emerge.
New weapon: Breach axe. A combined blade and tool-head attached to a sturdy haft. While slightly less effective than other weapons against human enemies, it excels at tearing down walls, doors, and other structures thanks to its integrated tool-head.
Miscellaneous
Added facial hair for pawns. The style of hair is based on the pawn’s background.
Added visual wound and prosthetic overlays on pawns.
When multiple pawns are drafted and selected, the player can space them out by dragging the right mouse button.
Added new meal types: Vegetarian and Carnivore fine/lavish meals. These are made exclusively of vegetable/meat ingredients
Added a search box for many dialogs and tabs.
Added VFX for:
Research bench.
Gun/mortar recoil.
Digging graves.
Chopping trees.
Sowing plants.
Harvesting plants.
Improvements and adjustments: Base game
Goodwill
All goodwill changes are now multiplied by 1.25x when moving towards natural goodwill.
Goodwill with factions gradually shifts towards the faction’s natural goodwill.
Goodwill with factions is influenced by recent events. These goodwill factors will decay over time.
Guest status with a faction is reset upon gifting a pawn to that faction.
Animals and plants
Raiders no longer actively attack passive colony animals.
Animals tab life stage tooltip now also shows the animal's exact age.
Wild plants spawned during gameplay start at 15% growth instead of 5%.
Plants newly sown by players start at 0.01% growth.
PlantHarvestYield stat above 100% gives a bonus to yield.
Improved "Non-ideal temperature" plant inspect string and prevented it from saying "Not growing" if it is in fact growing very slowly.
Animals are unwilling to eat plants under 10% growth.
Herbivores rebalance:
Hunger rate reduced by 50%.
Adult age is reduced by 33%.
Gestation days reduced by 33%. (This does not include unfertilized egg layers.)
Reduced toxic fallout buildup by 50%.
Grass nutrition reduced from 0.7 to 0.5.
Animal filth rate is no longer a virtual stat calculated from body size and petness. Animal filth rate is now a stat defined on animals and humanlikes: FilthMultiplier.

and much more!







Tags:
grindthisgame
grind this game
rimworld
rimworld 1.3
rimworld 1.3 update
rimworld 1.3 release date
rimworld 1.3 summary
rimworld ideology
rimworld ideology expansion
rimworld 1.3 guide
rimworld 1.3 gameplay
rimworld 1.3 beta
rimworld 1.3 features
rimworld 1.3 overview
rimworld animal pen
rimworld siege raid
rimworld termite
rimworld farming guide
rimworld farmville



Other Statistics

RimWorld Statistics For Grind This Game

At this time, Grind This Game has 718,403 views for RimWorld spread across 103 videos. This game accounts for over 3 days of watchable video on his channel, or 5.98% of the total watchable video for RimWorld on Grind This Game's YouTube channel.