This^ I know a lot of people get butthurt about things from mods being added to the game, but 1: mod are abandoned all the time and 2: consoles can't use mods and 3: the mod version tends to be inferior code wise.
I forget if it was Pick up and haul, or Common Sense that did this, but it is super nice that base game is getting this behavior. Those mods have been permanently on my list since I found them.
@@Binichmoses2 share the load has problems, sometimes pawns try to cut the tree where a wall is going to be built, imagine a 0 plant skill cutting a tree...
@@Trauma_Clown thats a base game issue, not from share the load. When you place walls to be built over any plant, the construction pawns will cut the tree to build the wall and you have to get a plant pawn and manually right click cut tree otherwise your zero plant skill construction guy will be there for no joke until night time. thats why you should always cut an entire area before building there.
As someone with a computer where the place that built it for me got the cheapest CPU they could get that struggles to run with many mods, that would be amazing. Finally my CPU would be able to actually use more than a single slow thread.
@@potato3457 A lot of rimworld mods are simply XML based files, which rimworld interprets and loads natively. These won't be affected at all, unless Tynan has changed the XML syntax again. Even a lot of the more complex mods haven't broken, a couple of the C# mods I've written work just as well in 1.5 as they do in 1.4 and they affect pawns directly. I know you are talking about more than just multithreading pawns, but so far, no problems have been found even with this level of multithreading in the beta.
only thing about 1.5 that irritates me is the timing... So many of the games i play, but have been taking a break from, have announced a major update RIGHT AS I WAS ABOUT TO PLAY AGAIN lol.... I always find it hard to play a long-winded game knowing theres a massive update coming.
Games for me with major updates coming, Stardew Valley ( Tomorrow) Rimworld ( A month) Factorio ( This year ) Project Zomboid ( This year). Just to name a few. Very exciting.
lol same. for me its starsector, allthough the update for that is out already, gotta wait for mods to be updated. truly us gamers are suffering from content updates.
finally, i don't have to navigate a small af tabs whenever i need to change my policies, thanks dev! EDIT: MULTITHREADED PAWN RENDERING LESGOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
There's always that one guy who sucks at a hobby yet has the best most expensive equipment for it. For example, I suck at bass yet I own a mayones (it was a pawnshop find)
technically colonists starting with possessions was added in 1.4 update but now some traits have a chance to start with specific items (like psychopaths starting with skulls and hearts)
I use zone naming for about half my zones, and have for a long time (my freezer is named Frozone and I love it), but yeah, it's weirdly placed. I feel like it could fit into the "I've played for 1,000hr and never noticed" category.
1. Possessions were already a thing since 1.4, they now simply added traits as an extra factor that could determine possessions. 2. Allowed areas were already per map weren't they? I just finished a playthrough on 1.4 where I had pawns use different areas on different maps.
If you look at Oskar's disconued mod post, he mentions something about "pocket maps". Looks intresting, also some screenshot looks like having something similar to fog of war.
I look forward to it! I hope though they fix the roofing options back to what they were before 1.4. Add a chair to an unroofed zone and suddenly your colonists are auto roofing the zone you don't want roofed. Before you could simply set the no roof zone and it would not be roofed unless you personally changed it.
I remember few yeas ago Tynan was claiming multithreading is nearly impossible. While there was mod which made the entire RimWorld multithread. But the mod was incompatible with a lot of other mods so I didn't use it. But thanks to some performance mods I had no problems running 60 pawn colony. But getting raided by 200 tribals run at like 15 FPS.
The multi threaded mod has lots of issues. Because the game is not designed code-wise to be multi threaded. It wasn't just incompatible with mods. It would often break on me running 100% vanilla. Multi threading was never impossible, it was impossible without a lot of rewrites.
tbh with 280 mods, my game laggy in certain zoom level to my pawns, no issue with extreme close(no pawns in the frame) or extreme far( all pawns are dots), hope that multithreaded pawn rendering will reduce the laggy.
One QoL that was never mentioned anywhere. You can right click the messages on the top left to get rid of it. Honestly, if it didn't get mentioned, I have a feeling it was added during an update for 1.4.
@@Binichmoses2 vanilla doesnt have hauling priorities atm so that feature would only serve a purpose in modded. but hauling priorities is definitely something I'd like to see because seeing my pawns focus on raw resources while valuable equipment is sitting outside is kinda annoying.
It would if EVERYTHING was multi threaded (rimthreaded does this) but pawn rendering shouldn't affect much besides making huge leaps in performance in massive colonies and/or raids.
@@casualbydefault Aren't Huge Colonies the ones that need a Performance Boost the most ? ^^ Late Game with 15 Colonist is already 50% Game Speed with Biotech.
@@Binichmoses2Shouldn't affect much was referring to mod compatibility. This is a huge change that will make playing the game later so much more enjoyable. Looking forward to revisiting saves i had to abandon due to performance.
Finally I can clear my mod list of dozens of QoL mods
The mod culling begins
the first mod came to my mind is share the load, to ask pawns haul resources to same construction.
Exactly. I think at least half of my Mod List is just QoL.
Eh, I can only say "share the load" is now obsolete, otherwise those changes are very minor and can't replace mods.
respect to the modders
ascetics are now the mentally strongest colonists now, they can survive the mental torture of not eating with a table lmao
They weren't before? Lol
Imagen, ascetic with iron will and sanguine. Bro will littarly never break.
The only downside to ascetic is if they spouses with a non-ascetic.
Can't even be touched by the "Will die if eating without Table" Mod anymore. Dang.
@@remliqa lol. What do you mean eating without a Table honey?!
I like how Tynan and his crew are actually paying attention to what people consider essential for playthroughs.
This^
I know a lot of people get butthurt about things from mods being added to the game, but 1: mod are abandoned all the time and 2: consoles can't use mods and 3: the mod version tends to be inferior code wise.
@@EighmyLupinnot to mention he implements stuff better than mods. Like yeah I had children mods before biotech but the dlc does it way better
@@EighmyLupin I love when games add QOL mods into base game. also thanks for the cursed image of someone playing rimworld on an xbox. yuck.
Oh thank God for the multi haul to a constructed building thing.
I forget if it was Pick up and haul, or Common Sense that did this, but it is super nice that base game is getting this behavior. Those mods have been permanently on my list since I found them.
@@richardcreasey9319 I am pretty sure it was share the load?! xD
@@Binichmoses2 You're right.
@@Binichmoses2 share the load has problems, sometimes pawns try to cut the tree where a wall is going to be built, imagine a 0 plant skill cutting a tree...
@@Trauma_Clown thats a base game issue, not from share the load. When you place walls to be built over any plant, the construction pawns will cut the tree to build the wall and you have to get a plant pawn and manually right click cut tree otherwise your zero plant skill construction guy will be there for no joke until night time.
thats why you should always cut an entire area before building there.
"You no longer need a DLC to get sick from having piles of corpses lying about."
.... Yay? 😬
The corpse dumping zone meta is no longer viable.
@@goodsippin7523It is, just don't dump them in the middle of the path of your pawns.
ngl, I got most excited about multithread, in the future they may be a full multithread and the game can run megacolony with ease finally!
Maybe it won't take 5 minutes to load the game when you have more than 2 mods.
As someone with a computer where the place that built it for me got the cheapest CPU they could get that struggles to run with many mods, that would be amazing. Finally my CPU would be able to actually use more than a single slow thread.
Multithreading would kill 90% of mods as everything would need to be worked from ground up this might not be true about ground up but that 90% is true
@@potato3457 A lot of rimworld mods are simply XML based files, which rimworld interprets and loads natively. These won't be affected at all, unless Tynan has changed the XML syntax again. Even a lot of the more complex mods haven't broken, a couple of the C# mods I've written work just as well in 1.5 as they do in 1.4 and they affect pawns directly. I know you are talking about more than just multithreading pawns, but so far, no problems have been found even with this level of multithreading in the beta.
What’s multi threading
o7 for Share the load mod
It's now in the main game, wonderful mod
only thing about 1.5 that irritates me is the timing...
So many of the games i play, but have been taking a break from, have announced a major update RIGHT AS I WAS ABOUT TO PLAY AGAIN lol....
I always find it hard to play a long-winded game knowing theres a massive update coming.
Games for me with major updates coming, Stardew Valley ( Tomorrow) Rimworld ( A month) Factorio ( This year ) Project Zomboid ( This year). Just to name a few. Very exciting.
I was 3 days into a colony when they announced Anomaly. I was not very happy seeing the progress I had already made.
@@cactusman1771 Same plus Palworld update coming soon and Elden Ring DLC about to come out.
lol same. for me its starsector, allthough the update for that is out already, gotta wait for mods to be updated.
truly us gamers are suffering from content updates.
These videos are really helping me figure out which qol mods I don't need anymore.
finally, i don't have to navigate a small af tabs whenever i need to change my policies, thanks dev!
EDIT: MULTITHREADED PAWN RENDERING LESGOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
First game in the 1.5 beta;
Colonist with a sniper rifle, shooting of 2. Truly an experience.
Colonist has Dreams man. Would be ridicolous if it was a Brawler though xD
There's always that one guy who sucks at a hobby yet has the best most expensive equipment for it. For example, I suck at bass yet I own a mayones (it was a pawnshop find)
"It was a gift from a random Ranger"
If i remember correctly Bandaging Friendlies now increases Faction Relation
Lavish meals, legendary bed, beautiful surroundings, but no table. Time to wreck the place.
The pyro mood buff from a flaming weapon was always part of the game.
technically colonists starting with possessions was added in 1.4 update but now some traits have a chance to start with specific items (like psychopaths starting with skulls and hearts)
I use zone naming for about half my zones, and have for a long time (my freezer is named Frozone and I love it), but yeah, it's weirdly placed. I feel like it could fit into the "I've played for 1,000hr and never noticed" category.
Flammability is now factored in to burn damage. ie metal burns slower and cloth burns faster.
1. Possessions were already a thing since 1.4, they now simply added traits as an extra factor that could determine possessions.
2. Allowed areas were already per map weren't they? I just finished a playthrough on 1.4 where I had pawns use different areas on different maps.
You gotta love free stuff.
I saw this title thinking it was about Rain World as we also got a QOL patch today lmao
If you look at Oskar's disconued mod post, he mentions something about "pocket maps". Looks intresting, also some screenshot looks like having something similar to fog of war.
It would be cool that when Assaulting an enemy base there is fog of war
Like a chance that the colonists can see the enemy and a chance they don't
I look forward to it! I hope though they fix the roofing options back to what they were before 1.4. Add a chair to an unroofed zone and suddenly your colonists are auto roofing the zone you don't want roofed. Before you could simply set the no roof zone and it would not be roofed unless you personally changed it.
I just want more multi threading, so I'm extremely happy to see work being done❤❤
The multi thread for pawns is kinda big, it means large raids shouldnt drop frames to nothing now
and yet they still dont add a grave that supports more than 1 pawn
An Undergrounder with a SUN lamp as a starting item, that‘s a bug I would report 😂
Try a vampire with a sunlamp.
A Bad Joke from a friend
My pawn starting off with their possessions being a human heart and skull ☺️
I think you forgot to mention storage groups for shelves :)
That's what I wanted most.
0:05 Finally!!! People praise this so much it become a running joke.
Tynian is really a good guy, what a great dev he is implementing all this QoL, im pretty sure he enjoy modding as we do
I remember few yeas ago Tynan was claiming multithreading is nearly impossible. While there was mod which made the entire RimWorld multithread. But the mod was incompatible with a lot of other mods so I didn't use it. But thanks to some performance mods I had no problems running 60 pawn colony. But getting raided by 200 tribals run at like 15 FPS.
The multi threaded mod has lots of issues. Because the game is not designed code-wise to be multi threaded. It wasn't just incompatible with mods. It would often break on me running 100% vanilla.
Multi threading was never impossible, it was impossible without a lot of rewrites.
I just wish they'd update the overworld map to be more dynamic
1.5?! Oh no, oh no no no... Heeeere we go again.
Wasn't the personal possessions already in 1.4 ? I haven't played the new unstable 1.5 but my pawn still started with some yayo and an addiction
tbh with 280 mods, my game laggy in certain zoom level to my pawns, no issue with extreme close(no pawns in the frame) or extreme far( all pawns are dots), hope that multithreaded pawn rendering will reduce the laggy.
less mods will reduce the laggy...
@@Binichmoses2 not an option
@@Mazo_Qo i mean u can at least get rid of wall lights now xD
Love it!
hope to see a 1.5 and new dlc playthrough
Ah yes
Time to make a lot of Pyros
0:35 YOOOOOOO
Still no replace wall intergration into the main game?
omg. I almost forgot that is not even in the Base Game. At least we got Wall Lamps now. Maybe with the next DLC we get Wall Replacement lol.
There's a mod for that but yeah, gonna wait until for next DLC
Wait possessions wasn't vanilla? Huh okay. Didn't know that..
Also I wish they add designator shape
it was actually added in 1.4
in 1.5 some traits can spawn with specific items (like psychopaths starting with skulls and hearts)
Pretty sure the last qol change was for people running away from the horrors of the Anomaly content
Can you make New updated video about Empire and rimwar mod
nice
very nice
Thanks
When this DLC releases I'm so hype rn 🤔
between the first and last day of next month
Do they fix savegame files and make it not bloated?
I made a comment.
I liked and replied to my own comment.
thankya sir
@wakkosick6525 I replied to your comment, replying and liking your comment
@@wakkosick6525Very well made comment. I commend it👍
@@NoobertI liked your comment so I made a comment. Pray to RNGesus.
I love this game
Does anyone know when the console update is coming out-
Vein miner. Finally.
I really hope mining big Veins won't kill the Miners when the Roof collapses. >.>
One QoL that was never mentioned anywhere. You can right click the messages on the top left to get rid of it.
Honestly, if it didn't get mentioned, I have a feeling it was added during an update for 1.4.
Need a button that will auto select all items that should go in a freezer storage
what for?
@@red7880 Mass Hauling in Summer maybe. But that is only helpful with a Important Hauling Mod that comes before most other tasks :O
@@Binichmoses2 vanilla doesnt have hauling priorities atm so that feature would only serve a purpose in modded. but hauling priorities is definitely something I'd like to see because seeing my pawns focus on raw resources while valuable equipment is sitting outside is kinda annoying.
@@red7880 agreed
Starting colonists already had held items before 1.5, that's not really a new thing.
I don't know when it was added, but my installed version (1.4.3682) already has it
From what i recall it was mostly smaller things as i havent seen one spawn with a sun lamp.so might be even more variety?
but random items. Not it fits better with stories.
@DorothyMay99 nop I had prawns starting with weapons, fertilized eggs and a lot of random items
@@hellfooliver1497Now it depends on their traits. It's in the official change logs
Long rot, more like human happy meals. 😋
So share the load mod is no longer needed.
Nothing seems major except the multitreading thing and some basic stuff introduced by mods that should had been in the base game before.
Wouldn't multithreading kill 90% of mods as it would require nearly re making whole mods from ground up?
nope
It would if EVERYTHING was multi threaded (rimthreaded does this) but pawn rendering shouldn't affect much besides making huge leaps in performance in massive colonies and/or raids.
@@casualbydefault Aren't Huge Colonies the ones that need a Performance Boost the most ? ^^
Late Game with 15 Colonist is already 50% Game Speed with Biotech.
@@Franimus I wonder if Mechs Count too. "Laughs in Mechanoid Army with 3 Mechanoiters"
@@Binichmoses2Shouldn't affect much was referring to mod compatibility. This is a huge change that will make playing the game later so much more enjoyable. Looking forward to revisiting saves i had to abandon due to performance.
Books
o7
Why does anybody care about bridges looking like wooden floors?
I like this guide, however you talk too fast and the video goes too fast. making me have to rewind alot of times.
im sorry about that. it wasn't my intention. im getting better at pacing with every video
I was gonna suggest .75 speed but it makes him sound like he's explaining it to a baby
That's not a criticism, just funny
No need to blasphemy in your thumbnail.
😊