RimWorld Alpha 12 | Ep 2 | Rough Start | Let's Play!

1,838 views · Published 24 August 2015 · 25:58 · Indexed 8 November 2026

Channel: Cromulent Archer · 2015 · Gaming

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Game Website: http://rimworldgame.com/
RimWorld is a survival colony building sim from Ludeon Studios. Currently in 

alpha 12. New additions include new animals and the ability to tame and train 

them, new room roles, new deadly incidents, UI improvements and many small 

updates.

Developer Blog: http://ludeon.com/blog/

New Features in alpha 12:

-----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.

-----New animal behaviors and mechanics-----
Some animals (alpaca, muffalo, camel) can be shorn for wool that can be 

crafted into apparel.
Some animals (muffalo, cow, camel) can be milked.
Some animals (chicken, cobra, iguana, tortoise, etc) can now lay eggs. 

Fertilized eggs will hatch. All eggs can be eaten or cooked.
Animals can be pregnant and give birth. Animals are made pregnant when a male 

approaches and mates with a female. Birth is accompanied by amniotic fluid 

spray.
You can now build animal beds and animal boxes and place animal sleeping 

spots.
Animals all sleep.
Animals can have different graphics per gender.
Animals have “life stages” related to their ages. Baby animals are tiny and 

weak, juveniles somewhat larger, and adults are full size.
Colony starts with a random pet.
Animals can nuzzle colonists, improving their mood.
Animals can be named when tamed or when nuzzling. Names are drawn from a large 

bank of animal names.
All organisms including animals have life expectancies and will develop 

chronic conditions like frailty or cataracts in old age.
New incident: Farm Animals Wander In (some tame farm animals wander to and 

join the colony)
New incident: Self Tame (random wild animal on map becomes tame).
Doctors will treat animals’ wounds if the animal is in a colony bed.
Some animals may attack on a failed taming attempt.
Animals produce animal filth, proportional to body size, inversely 

proportional to petness.

-----New animals-----
Boomalope (large fragile animal that explodes and sets fires on death)
Thrumbo (giant peaceful powerful creature with amazing fur and horn)
Chinchilla (very valuable fur)
Capybara
Cow
Pig
Chicken
Yorkshire terrier
Labrador retriever
Husky
Elephant
Room roles and stats
Rooms now have ‘roles’ and stats based on what is inside them. These are 

automatically-defined values that, in turn, passively affect thoughts and 

events in the room.
Room roles and stats can be inspected with a new inspection tool (bottom right 

of screen).

-----Facilities-----
Added ‘facilities’ – passive buildings that give bonuses to nearby buildings:
Vitals monitor (improves healing in adjacent medical bed)
Tool cabinet (improves production at nearby work table)
Multi-analyzer (speeds research at nearby research bench)

-----Ancient artifacts-----
Ancient artifacts with psychic powers can be bought, sold, and found in 

ancient crypts.
Psychic powers work at any range through obstacles.
Artifacts are one-use.

RimWorld is available in Early Access for PC.

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