rimworld alpha 12 ep 14 The grim reaper visists modded Let's Play

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RimWorld
Game:
RimWorld (2018)
Category:
Let's Play
Duration: 14:30
44 views
1


rimworld alpha 12 - ep 14 - The grim reaper has finally visited.

This is the last video in this series sniff sniff check out how we finally died.

I've decided to play a Modded Rimworld alpha 12 Let's Play series, in this we will be exploring the game to see what it has to offer

Watch the rimworld alpha 12 series ►http://bitly.com/rimworldalpha12

Here are some of my other playlists that you may enjoy


Let's Play Terratech http://bit.ly/terratechLP
Let's Play Prison Architecht http://bit.ly/prisonarchitechtLP

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I'm rocking it with these mods
MAI, Tactical Computer, Nano Storage 'n' Replication, Weapon Base, Draining Pump,
Trader, Archery, Artefact, Anomaly, Rumors, Colonist Positioning 'n' Groups, BrainPals
MapGenerator


RimWorld follows three survivors from a crashed space liner as they build a colony on a frontier world at the rim of known space. Inspired by the space western vibe of Firefly, the deep simulation of Dwarf Fortress, and the epic scale of Dune and Warhammer 40,000.

Manage colonists' moods, needs, thoughts, individual wounds, and illnesses. Engage in deeply-simulated small-team gunplay. Fashion structures, weapons, and apparel from metal, wood, stone, cloth, or exotic, futuristic materials. Fight pirate raiders, hostile tribes, rampaging animals and ancient killing machines. Discover a new generated world each time you play. Build colonies in biomes ranging from desert to jungle to tundra, each with unique flora and fauna. Manage and develop colonists with unique backstories, traits, and skills. Learn to play easily with the help of an intelligent and unobtrusive AI tutor.


In RimWorld, your colonists are not professional settlers – they’re survivors from a crashed passenger liner. They'll be accountants, homemakers, journalists, cooks, nobles, urchins, and soldiers.

A nobleman will be great at social skills (for recruiting prisoners or negotiating trade prices), but refuse to do physical work. A farm oaf knows how to grow food, but cannot do research. A nerdy scientist is great at research, but cannot do social tasks at all. A genetically-engineered assassin can do nothing but kill – but he does that very well.

Each character has personality traits. Neurotic colonists work faster, but are more stressed and prone to mental breaks. Abrasive characters will interact poorly and harm the mood of those around them. A nudist loves to be naked, while a cannibal gets a rush from consuming human flesh.

You’ll acquire more colonists by taking in refugees, capturing people in combat and turning them to your side, buying them from slave traders, rescuing them, or taking in migrants.

alpha 12
Animal taming is here! You can now tame animals, milk them, eat them, and train them into whirling furry/scaly death machines! We’ve also added codified room roles and statistics (like room wealth and room impressiveness), new traits, animals, threats, items, bonuses, bugfixes, and bugs. A full change list is at the end of this post.

Animal taming
Colonists with the Animal Handler work type will now interact with animals.
Animal handling success rates are governed by the new Animals skill.
Handlers can tame animals. They approach designated wild animals with food and attempt to tame them to make them part of the colony.
Handlers can train animals as designated in tame animals’ Training tab. Animal training looks like taming, requires food, and trains one “trainable skill” at a time. Not all animals can learn anything; they need sufficient trainable intelligence.
Trainable skills:
Obedience: has master, follows master while master is drafted and defends him.
Release: master can release animal during combat to attack distant enemies, and call animal back.
Rescue: animal will rescue wounded colonists and take them to bed. Animal must be smart and large enough to do this.
Haul: animal will intermittently haul items like a colonist would. Animal must be smart enough to do this, and will haul an amount related to its body size.
Added Animals main tab, which lists all colony animals and provides interfaces to set their master and area restriction.
Each animal has a ‘wildness’ indicating how difficult it is to tame.
Animals have a minimum handling skill. Player is warned if they designate taming an animal that no handler can actually tame.
Tame animals can be assigned animal areas in which they will try to remain.
Tame animals can be bought and sold. Bulk traders carry normal animals, while exotic goods traders can buy and sell any weird animal, pre-tamed.
Tame animals can be designated for slaughter and animal handlers will slaughter them.

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Check these links for more information
https://ludeon.com/forums/index.php?topic=3612.0 - Mod I've used
http://rimworldwiki.com/
http://rimworldgame.com/




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