Usefulness of Steam review ratings

Have you ever looked at the summary rating for a game on Steam and wondered, ‘Is this biased?’ Or maybe, ‘Is this even a useful indicator?’

Steam review ratings lie on a continuum from Positive to Negative with Mixed in the middle. Quite often, a rating of Mixed is a death knell for sales because not only does it indicate that about half the reviews are negative, there’s actually a colour shift to orange.

However, reviews are themselves subject to a helpfulness review by regular Steam users. They can be rated helpful or not helpful (or funny).

In this way, reviews have a summary judgement of usefulness before you even read the review.

However you should be aware that this system can be hijacked by Steam users who simply disagree with the review.

Negative reviews, for whatever reason, get carpet-bombed with downvotes within a few days of being posted, while positive reviews are barely acted on in any way.

While this mass downvoting may not affect the impact a review has on the game’s rating, it does affect the reviewer who has taken a stand, highlighted the reasons why someone shouldn’t buy a game right now, and consequently are lynched by a silent mob. Some simply remove their review rather than watch it get dragged down to 10%.

In addition, reviews which are in the ‘Positive’ section may make you wonder ‘well, why is this reviewer still saying to buy this game despite the reservations they have about it?’

The conclusion I draw here is that Steam ratings may not always be an accurate indicator. There are factors which should make you cautious of a positive rating, but st the same time you shouldn’t outright dismiss a game just because the rating is Mixed, nor should you take it for granted that an controversial review is actually unhelpful. There’s always someone with an axe to grind, and an open system of review can be subverted by them.

Game Review – Galactic Civilizations III


GC3 runs well, with not much waiting between turns. I was able to play to the end of a game on an immense-sized galaxy without encountering any performance issues, even on my fairly antiquated dual-core rig.

If you plan on streaming this game to Twitch though you will need a significantly more powerful computer – at least quad-core – otherwise framerate and turn processing will suffer. This is not a criticism, but rather a suggestion to be realistic with your expectations.

I did not encounter any stability issues with the release versions of GC3.


It ticks a lot of boxes in the 4X genre. It’s rewarding to explore, expand, exploit and exterminate. With the recent starbase update, turns are even more streamlined as constructors of your choosing are built automatically and sent to where they’re needed. You can further tweak this to suit your needs.

I feel that there are a lot of supported play styles, although the AI will not look on you favourably if you claim to be a major galactic empire and yet have no fleet worth mentioning.

I found myself trying different races and even different custom races and they all seem quite fun.

Artificial Intelligence

I found that the AI players were a bit dumb on the Normal setting. They don’t seem to adapt very well to the state of play and the galaxy settings.

Specifically, if there’s an unmet player trying to win a Technology victory, there should be an effort to find out where that player is.  I made contact with the Drengin only when a survey ship went through a wormhole  and ended up in their space.

Playing with tight clusters on a large map size means that the AI has a much tougher job of getting to the other side of the galaxy.

However, the AI does react adequately well when you mass a fleet with exclusively one weapon type. This means that there is now an incentive to diversify the weapons and defences on your ships.

I did not find that the AI made adequate use of ship roles, for example capital ships which are outfitted with a full load of weapons and are protected by escorts. During play it seemed that they almost always designed escort ships.

Some old exploits from GC2 still work in GC3. For example, you can lure an enemy ship to an ambush using an unarmed scout ship. It’s not clear whether this scout-chasing is all the time, or only when you make it easy for the hostile ship to keep up.

Diplomacy is a bit of a mixed bag. On the one hand, there are modifiers which can be easily understood and considered when you are dealing with AI civs diplomatically.

For example, if you set up a trade route with a civ which has a particular ideology, civs with an opposing ideology to that civ will think poorly of you as a result – ‘You are trading with an infidel.’

On the other hand, a civ which has just met you can have all sorts of negative modifiers. This is particularly prevalent among major civs, and some of these modifiers could do with a sanity check. For example, ‘You are ripe for conquest’ indicates that they believe you don’t have a sufficiently large military to protect all of your empire. However, if you are well outside their travelling range, it scarcely matters how pathetic your military is because going to war with you would not be practical without further research and/or range extension via starbase building.


Graphically, I find this game to be very well-presented. There’s a massive leap in texture quality from GC2 to GC3 throughout the game. I did feel that in ship combat the laser weapon effects could be improved upon, and engine trails need a bit of attention in those situations where a ship is turning but not moving forward, because you get odd-looking sideways engine trails.

The default ship parts and complete designs are gorgeous. There’s a considerable selection of ‘jewellery’ parts to build your ships with.

Planet textures are very nice and there is a variety of them, from burnt-red worlds with active cores, to lush green paradise worlds.

Nebulae, gas clouds and other cosmic bodies are welcome additions which are again, quite nicely textured and animated.


There are some quality soundtracks to listen to while you’re exploring and colonising the galaxy. My only criticism here is that because this is a strategy game and it can take a while to finish a game, it does get to the point where you just turn the music off for a while.

The sound effects are spot-on, not too subtle and not too obnoxious. Well, except maybe the shipyard anchor/unanchor sound!


The resources for modding are not where I think they should be. For example, the modding readme file has a glaring error – it says that if you create a folder called Game in a given mod folder and put XML files in there which add to or override definitions in the game’s XML, that will work. But actually, a path of data/Game is needed instead.

The Steam Workshop for GC3 only features custom races and ship templates. Actual XML mods must be distributed and installed outside of Workshop. While I realise that Workshop integration of mods is far from simple, these days it is quite easy to overlook the efforts of modders if there is no Workshop visibility.

I was able to make some simple mods of my own work, so apart from the above reservations, the implementation of modding is okay.


This game, to me, is a serious contender for multiple playthroughs. The victory conditions are perhaps not equally good in this respect, however. I don’t really look forward to pursuing another research victory in a future game, for example, but there are other ways to win and other races to try so that does allow for a significant amount of replay value.

Some people are a bit critical of the DLC for various reasons, and I did not play with any DLC installed, but they do offer additional replayability so in that light they are worth considering.

Other features

Something that I feel is missing from GC3, and which I made quite clear I would like to see in the game, is the ability to customise the savegame/userdata folder. This could be done using a command-line argument.

Ship designs are generated automatically with the discovery of new ship component technology, whether you want them or not. This is nice for people who don’t want to design ships, but not so good for the rest of us.

Ship components can be placed automatically onto well-suited hardpoints with a double-click, and there are gizmos to further customise the size and placement of ship components, which allows a degree of freedom in ship design which I have yet to see paralleled in another game with spaceship design.

Included among the many ship components are carrier bays, which allow you to recreate the days of the original Battlestar Galactica series if you so wish!

Planetary improvements have an interesting adjacency system and bonus tiles play well with them. Basically, you can get extra production if you place an improvement on the right hex, or next to a similar improvement.

Furthermore, when using terraforming projects, you are allowed to choose which tile to make usable. The better the tech level of the terraforming, the bigger choice of tiles you can improve.

When making ideological choices in the game, you can gain a number of ideological traits. Normally you will need to make an ideological choice each time you colonise a new world. I’m not enthused about all of these traits, and sometimes I wish that there were alternative traits at a given level, but overall it seems to be a good mechanic.

It is possible now to see at a glance how well your fleet will do in battle against another fleet, planet defence, starbase or shipyard.


This game has a lot to offer someone looking for a 4X strategy experience. I found that I had a long phase of experimentation and learning how to play well. Having learned the ropes, and with the game now on version 1.7, I have sunk some serious time into playing this game.

I have found it to be fairly challenging and worthwhile, and I have watched some glorious ship battles go down, but at the same time these were usually battles in which I was confident that my fleet would emerge victorious.

This is technically a downside of the battle result prediction system – you won’t really be surprised by the outcome if you clearly have the upper hand, but if you are at a disadvantage you’re more likely to avoid the battle so there is a bias in player experience unless the AI has vastly superior fleets which can outmanoeuvre player fleets.

That’s not necessarily a bad thing. Battle result predictions were in Civ 4 and, going back a little further in time, Alpha Centauri could project a likely defeat if you were about to make a reckless attack at one-third strength. And it’s not like you can’t just look at the numbers and come up with your own educated guess about the battle’s outcome.

As any regular 4X player knows, wars are technically won by economies. As an extreme example, if you have inferior technology but you can smother your opponents with an overwhelming mass of tiny disposable starfighters, then you win. Research, manufacturing and wealth generation will shape the fate of your galactic empire, assuming you know how to run it.

While I have presented some shortcomings of the game which I feel could be addressed, I’m happy with the state of the game at the moment. I hope that Stardock’s continued support of this game marks the beginning of an enduring effort to eliminate the extraterrestrial threat.

Sorry, couldn’t resist.

Game Review – The Sims 4


The Sims 4 has outstanding performance compared to its predecessor. Load times are considerably reduced.

However, it should be noted that The Sims 4 achieves this by making worlds (neighbourhoods) quite small. You can travel between them, in fact you probably have to if you want to see any nice venues. The world maps are quite simple which again, probably contributes to speeding up load time.

I can’t really argue with this particular design choice, because it achieves a much needed improvement over The Sims 3. Yes, you could toddle off anywhere you pleased in The Sims 3, but everything around you would be constantly loading in, much like The Matrix Online except not as cool.

The Sims 4 comes in a 64-bit variety (with a 32-bit version for those with older, 32-bit computers) which no doubt contributes to improved performance.


Another plus point here. In addition to having a lighter load on performance, The Sims 4 manages to look a bit better than The Sims 3. I’m not saying that Sims look particularly great, but they seem a little bit more human. There are also some new scaling options in the graphics settings, but I haven’t done much with those except to turn Sims up to max. Lighting and texturing seems improved.

As I said, the neighbourhood maps are quite simple, akin to The Sims 1, but they’ve been rendered well and I have no complaint with them.


I find the Whims and Aspiration systems to be refreshing updates to aspects of the gameplay that we’ve seen before. You can choose to pursue either or not at all, and obviously if you progress you can unlock things to make your Sims better at doing things or more inclined and so on. In The Sims 3 you were locked into one Aspiration at a time per Sim, now in The Sims 4 they can have as many as you would like.

Moods are now more nuanced in The Sims 4 and have effects, from screwing things up to making everything better. Keeping your Sims happy is good, it’s good, but it’s not always the right way to progress – being Focused for example, can make them better at work.

Obviously the core mechanic is still that you do fun things with virtual people, which may not be things which necessarily advance things, but are still fun.

Expansion content

At the time of writing, I have the Get To Work expansion. Again, I’m impressed with the thought and effort that has gone into making the at-work gameplay as fun as the at-home gameplay. Obviously it’s something we’ve seen before in The Sims 3 Ambitions, but it’s nicely done.

I have a little bit of difficulty suspending my disbelief as my Sim rises through the ranks at her local clinic, but each new promotion brings with it some new challenges, and I don’t just mean get to a certain skill level and you’re able to progress – I found that my poor Sim needed to take a vacation day now and then just to cope with the demands of the job and still maintain some semblance of sanity.

Lack of design choices

One of the nice things about The Sims 3 was that you could use colour patterns quite liberally throughout your creations – hair, clothing, decorations such as wallpaper, and objects themselves.

Perhaps this was also a problem, since it seems to have been cut in The Sims 4.

Bugs abound

From the minor annoyances like Sims popping out of interactions, to things like Whims not completing unless you do a particular interaction a particular way, to out and out The Sims 4 has encountered a problem and needs to close, it’s clear that quality control is still a big problem with The Sims franchise.

Looking over the patch notes, it seems that there is an effort to fix issues like these, but I feel that we’re past the stage where we should be forgiving of bugs which could have been fixed before or soon after release.

Interactions between Sims look forced and awkward

By that, I don’t mean that the animations are bad, in fact they’re nuanced and believable. Rather, because of the interaction queuing system and the seemingly random choice of interactions, you have this awkward pause while the Sims arrange themselves in the appropriate locations for a standing up or sitting down interaction, then do the interaction.

Come on! This is 2016 now, if you can afford the budget to properly animate little people in a game, you can most certainly afford to sit down and decide how and when those animations should blend seamlessly into each other.

Sim autonomy is still questionable

Yes, they go and do their own thing, but interactions between Sims and with objects seem to be chosen without any coherent pattern. It’s ‘oh, there’s a Sim here, I will… roll d6… chat about work with them.’

Is it unfair to criticise what is essentially a simulator of Maslow’s hierarchy of needs. Yeah, maybe. But then again, given the amount of dollars poured into the franchise already, I would expect some sort of rudimentary thought process could be designed.

Sims should have a meta-situation in their head. This would prevent them from just wandering around their lot doing things at random, and instead require that each situation has a beginning, a middle and an end, with interactions to that effect.

That doesn’t mean to say that a given situation is on rails – if a Sim really has to pee or has other neglected needs, then they can excuse themselves. But each interaction, each situation, would seem to build upon a previous one.


I did start this review wishing to write about some of the bad things in The Sims 4. I still believe that there is much room for improvement but, as I said above, I do like some of the difficult choices that have been made and which have provided a much-needed improvement over The Sims 3, so I can’t say it is completely bad.

I like that mood, wishes/whims and aspirations have evolved into something a bit more sophisticated. Frequently in The Sims 3 it was trivial to keep Sims happy because you had so many stacking positive moodlets. Likewise, it was a pain trying to accomplish various wishes and aspirations. In The Sims 4, you actually can feel like you’re accomplishing something in your Sims’ lives.

I think that The Sims 4 needs to lose the annoying, seemingly insane autonomy that has plagued previous iterations, and then it will be a title which people don’t snort at with derision.

It’s no surprise that bugs, especially ones which erase hours and hours of gameplay, are very annoying, and will hurt a game’s credibility. The Sims 4 is certainly not as bad as E.T. the Extra-Terrestrial in this regard, but one has to wonder if lessons have been learned.

I think though that the biggest downer is, surprisingly, the interactions queue on rails. It hurts immersion a lot, it looks bad, it is bad. I’m not saying it hasn’t improved over the years, but it has not kept up and now it makes The Sims seem very dated. I cannot impress upon the developers enough the importance of updating this part of the game and making Sim-to-Sim interactions flow together and seem more natural.


How to Thaumcraft 1.7.10 using ATLauncher

Here’s an alternative to using the Minecraft launcher to get modded Minecraft going.

  1. Download the ATLauncher. You’ll want to choose the version corresponding to your operating system.
  2. Make a new folder and move your downloaded ATLauncher.exe file there before you run it. You may also want to make a shortcut to this folder for easy access later on.
  3. ATLauncher should set itself up automatically.
  4. To get ATLauncher to download Minecraft into an instance (this is what the Minecraft launcher calls a profile) you’ll need to add your Mojang account. If you’re not prompted for these, then choose the Accounts tab on the right-hand side of the launcher and then enter your details. You have the option of having the launcher remember your password each time or not.
  5. If it isn’t already selected, choose your account from the drop-down at the bottom – it may currently say ‘Select an Account.’
  6. Choose the Packs tab on the right-hand side of the launcher. There are a lot, so you may have to scroll through quite a few.
  7. Scroll down until you find the Vanilla Minecraft pack, and click New Instance. You’ll now be prompted for an Instance Name and a version of Minecraft to install. So for example, you could enter ‘Thaumcraft on 1.7.10’ and pick Minecraft version 1.7.10 if that’s the combination you want to go for.
  8. Click Install. You’ll now be prompted to install some mods – Forge and Optifine. For this example, I’m going to pick Forge (Recommended) to play Thaumcraft. Optifine may work for you, or it may not. You can always come back and create another instance to try that out! 🙂
  9. The requested resources will now be downloaded and your instance should be created momentarily.
  10. Now choose the Instances tab and look for the instance with the name you picked. It will read Instance Name (Vanilla Minecraft 1.7.10) and have a picture of vanilla-looking trees.
  11. There are nine buttons for the instance.
    1. You can hit Play if you have all the mods you need for now, or to just test it out!
    2. There’s a Reinstall button if you want to re-install this particular instance – we just did that, let’s not.
    3. Update will let you update Minecraft to the latest version – again, since we want to stick to a particular version of Minecraft and Forge, let’s not.
    4. You can rename the Instance if you made a mistake or want to change the name to reflect what you use it for.
    5. You can make a Backup of the instance which you can later restore.
    6. You can Clone the instance, useful if you are planning to add a mod to the mix but you don’t want to use that mod with the saved games or servers on the original instance.
    7. You can Delete the instance. You will be prompted to confirm whether you want to do this.
    8. You can Edit Mods to change the modlist for this instance.
    9. You can also click Open Folder to open the folder for this instance.
  12. Well, the first problem is that the recommended version of Forge has not been installed by ATLauncher, it has instead installed a version which is months out of date. Click on Open Folder and you’ll find yourself in the folder for your instance. Now open the folder jarmods. Delete the forge-1.7.10- file you’ll find there.
  13. Now go and download a replacement for that file which is up to date. Enter in your browser.
  14. As of this post, there are versions of Forge for 1.8, 1.7 and all the way back to 1.1, but let’s get one for 1.7.10 – click on 1.7 and when you see 1.7.10 show in the menu under that, click that.
  15. This takes you to and there you will see two boxes under the menu of versions. One will say Download Latest and the other will say Download Recommended. Unless you’re planning on trying out a mod which depends on a very new version of Forge, or you need a particular version to fix problems with your mods, you want to stick to the Recommended version.
  16. Under where it says Download Recommended, click Universal. Save this file to your Downloads folder and then copy it over to the instance folder inside jarmods.
  17. Now, you need to copy the name of that file, so click to highlight it and then click again to highlight the filename and press Ctrl-C (your operating system may vary) to copy it.
  18. Go back up one folder and you should see a file named instances.json. Right-click and select Open. You will be prompted to choose how to open it. You want to click the radio button which says Select a program from a list of installed programs (again, your operating system may vary). Select any text editor, Notepad is fine for this task.
  19. There’s a lot of JSON-formatted data in here, it helps ATLauncher to download and install libraries, or check for already installed libraries. The entry for Forge will be at the bottom. Change both the Forge version – it will currently read – and the filename, by pasting in the filename you copied earlier.
  20. Close and save instance.json.
  21. You should have no problems hitting Play to test out your installation of Forge, but it will probably prompt you to update to the latest version of Minecraft. Click No or Never ask again for this version.
  22. Now for the mods. To download Thaumcraft 4 for example, I visit the download page at and click Download Now.
  23. If your Minecraft server host has made a private modpack (this is a pack of mods which work for that server and a particular version of Forge) you can download from the location they give you instead. You will need extract zipped files from a zipped modpack.
  24. To use these mods with the AT instance you’ve made, you have two choices. Just drop the mod files in the mods folder by clicking Open Folder in ATLauncher, or click Edit Mods to seek out mod files to add to the folder – there is an Add Mods button there which will bring up a file browser.
  25. If you chose to add files using Edit Mods and Add Mods then these mods will be disabled by default! Check the mods you want to use on the right-hand side of the Edit Mods window and click Enable Mod at the bottom. Now all your desired mods should be enabled.
  26. Dragged and dropped files do not show up in Edit Files, and are always loaded.
  27. You shouldn’t need to extract any jar files (these are the files with the Java icon) to get mods to work.
  28. Now click the Play button on the ATLauncher.
  29. If all goes well, you will see the Mojang splash but there will be some more loading going on, with a visual indication of what is going on. Then you will arrive at the Minecraft main menu! In the bottom left you should see the version of Minecraft you are using, the MCP version, and the Forge version, and the number of mods which are currently loaded. For this example I’ve chosen just Thaumcraft so this is 5.
  30. You can now either create a new single-player world for Thaumcraft 4, or connect to a server which runs it (your server’s host will tell you the IP address of the server).
  31. To connect to a new server, click Multiplayer and then Add Server. Enter (you can copy-paste) the IP address under where it says Server Address and then click Done. You should now be able to connect!

How to Thaumcraft 1.7.10 using the Minecraft launcher

So apparently it’s been a long while since I installed mods with the Minecraft launcher.

For those of you who aren’t familiar with the process, here is a worked and tested walkthrough to get Forge mods working on your client so you can enjoy modded Minecraft. 🙂

  1. Create a new folder for your modded Minecraft profile. This can be anywhere, including on your desktop (for easy access). For this example, I’m going to be playing Thaumcraft on a 1.7.10 server, so I should probably call it Thaumcraft 1.7.10 so I know what it is.
  2. Now open up the Minecraft launcher. Login if you need to, and then click New Profile at the bottom left.
  3. There are a lot of boxes and so on here. The first thing is to give this new profile a name, like 1.7.10 Thaumcraft for instance. Enter that next to where it says Profile Name.
  4. Next up, we want to tell Minecraft to look in a particular place for your profile. Unfortunately, Mojang in their infinite wisdom have not added a browse button here, so you’ll have to enter it manually. But before you do that, open that field up for editing by checking the box to the left of Game Directory.
  5. To get the game directory location (which is really just where your profile is to be found) open up that new folder that you made, and click in the location bar, where it currently shows Thaumcraft 1.7.10 (or the name of the folder you have chosen). It will now change to show you the true location, such as C:\Users\JohnDoe\Desktop\Thaumcraft 1.7.10. Highlight that (it should highlight by default when you do this) and copy (Ctrl-C).
  6. Switch back to the Minecraft profile you were editing, and highlight the default game directory (which you could actually use, if you don’t mind hunting for it). Paste in your preferred profile location (Ctrl-V).
  7. Now you need to specify the version of Minecraft that this profile is going to use. Click the dropdown arrow to the far right of Use version. For this example, I’m going to use version 1.7.10 so I’ll scroll down to where it says release 1.7.10 and click to choose that.
  8. That should about do it for the moment. Now, we save the changes to this profile by choosing Save Profile at the bottom right. If your new profile is not selected, select it now using the dropdown above new Profile and Edit Profile.
  9. At this point, if you’ve already played version 1.7.10 at some point in the distant past on this computer, the huge button at the bottom of the launcher should read Play. if not, it will read Download and Play. Click that now to get your profile folder set up for playing Minecraft. You’ll see the Mojang splash and then the Minecraft main menu.
  10. Exit Minecraft. Yeah, not done installing yet. Now go and download a Forge installer for your version of Minecraft. Enter in your browser.
  11. As of this post, there are versions of Forge for 1.8, 1.7 and all the way back to 1.1, but let’s get one for 1.7.10 – click on 1.7 and when you see 1.7.10 show in the menu under that, click that.
  12. This takes you to and there you will see two boxes under the menu of versions. One will say Download Latest and the other will say Download Recommended. Unless you’re planning on trying out a mod which depends on a very new version of Forge, or you need a particular version to fix problems with your mods, you want to stick to the Recommended version.
  13. Under where it says Download Recommended, click Installer. Depending on your browser, this may attempt to run the installer straight away. If not, save the file to your Downloads folder, and then double-click it.
  14. This will bring up the Forge Installer (it’s a Java program which helps to install Forge). By default, Install Client will be selected. Don’t change this. In fact, you shouldn’t need to change anything here, just click OK to install Forge.
  15. When this is done, re-open your Minecraft launcher, You may need to close it and re-open it for the changes to take effect.
  16. Choose your new profile again (mine is called Thaumcraft 1.7.10) if it isn’t already selected in the bottom left of the launcher. Click on Edit Profile.
  17. There’s just one thing we need to do here and that is to change to use Forge for the version of Minecraft you want to install mods for. So for me, this reads as release 1.7.10-Forge10.13.4.1448-1.7.10 – click your desired version and then Save Profile to update your profile.
  18. So Forge will now run when you play Minecraft with that version, but Forge is just a framework for other mods – although it does add a few cool features by default, like a simple light level monster spawn overlay when you press F7.
  19. To download Thaumcraft 4 for example, I visit the download page at and click Download Now.
  20. If your Minecraft server host has made a private modpack (this is a pack of mods which work for that server and a particular version of Forge) you can download from the location they give you instead.
  21. To use these mods with the profile you’ve made, you need to make a mods folder! Do this in the folder you made for the profile. It must be a folder called ‘mods.’
  22. To install your mods, open up the ZIP file for the modpack and copy (drag and drop, or copy and paste) all the files inside it to your mods folder.
  23. You shouldn’t need to extract any jar files (these are the files with the Java icon) to get mods to work.
  24. Now to test the profile, you should once again launch Minecraft using your new profile and the Play button. Mine is called Thaumcraft 1.7.10. Forge may now download some dependencies (files it needs to work) automatically using the Minecraft launcher.
  25. If all goes well, you will see the Mojang splash but there will be some more loading going on, with a visual indication of what is going on. Then you will arrive at the Minecraft main menu! In the bottom left you should see the version of Minecraft you are using, the MCP version, and the Forge version, and the number of mods which are currently loaded. For me this is 13 (I added a few extra client-friendliness mods besides Thaumcraft).
  26. You can now either create a new single-player world for Thaumcraft 4, or connect to a server which runs it (your server’s host will tell you the IP address of the server).
  27. To connect to a new server, click Multiplayer and then Add Server. Enter (you can copy-paste) the IP address under where it says Server Address and then click Done. You should now be able to connect!

RimWorld – Winter is Here changelog

Alpha 8

v1.0.0 – Initial release.

  • Tweaked hides to offer only a 25% factor at best to minimum comfy temperature offsets when making clothes out of them.
  • Parkas reduced to -32C (minimum) and -6C (maximum) offsets.

v1.0.1 – Parkas also reduce global work speed by 3%.

v1.1.2 – Winter warrior edition.

  • Winter apparel added: heavy duster, winter jacket, thermal pants and thermal shirt.
  • Added new PawnKindDefs and modified FactionDefs.
  • New pawns have more cash to spend on apparel and use the new cold weather tagged clothing.
  • Renamed the mod folder.

v1.2.0 – Merged in the Lamps, Lanterns and Kits mod.

  • Small orange lamp – limited illumination radius, low power usage. Suitable for use near to a worktable.
  • Mining lantern – glows yellow. Must be fabricated at a smithing table first. Deconstructs to yield a lantern kit.
  • Outdoor battery kits – waterproof. Must be fabricated at the smithing table.
  • Hydroponics kit – nuclear powered, removing the need for an external power source. Hardened against solar flare activity. Make one at the smithing table.
  • Campfire kit – mostly wood. Mostly. Make one at the smithing table.
  • New trader type – oddments. Sells mining lanterns, hydroponics kits, campfire kits, and winter apparel.
  • Renamed the mod folder again.

v1.2.1 – Fixed a minor XML bug (still red message o’ doom though).

v1.3.0 – Even More Kits edition

  • Producton kits: Cooking, Butchery, Smithing, Sculpting and Stonecutting.
  • Security kits: Steel and Plasteel kits for creating improvised turrets.
  • Fixed the Hydroponics Kit. Now uses Uranium Cells instead of Uranium in the recipe. Uranium cells can be crafted at a rate of 7 per 20 Uranium at the smithing bench.
  • Added Prison Meals for both original and kit-based cook stove, from the Space Meals mod.

v1.3.2 – Minor fixes and additions.

  • Apparel tags are reworked. Lower value pawns will not spawn in with power armour.
  • Pawns can spend more on apparel when spawning in – parkas and other winter apparel can be expensive.
  • Tailoring kit is added.

v1.3.4 – More fixes and additions.

  • Pawns from other factions will use the knitted tuque (cloth) only. In theory, leaves more apprel money to use on covering the rest of the pawn. You can still make tuques from any fabric you like.
  • Winter apparel added by the mod can only be crafted from hides. Existing apparel made from fabric will not be affected, but will also no longer be available.
  • Kit turrets now leave wrecks when they explode. The wrecks can be smelted down for 80 steel to compensate for the lack of traditional resource drop. This is true for both steel kit and plasteel kit turrets.

v1.3.5 – Minor fix. Tailoring kits should now be available from oddments traders.
v1.3.6 – Minor juggling of hides insulation values – some animals with good resistance to cold had terrible temperature offsets on hide.
v1.3.7 – Retextures of kit-based cook stove, butcher’s table, stonecutter’s table, tailoring bench, and hydroponics basin.

Alpha 9

v1.4.1 – Upgrade In Progress edition.

  • Turret kits can be upgraded to enhanced versions at the smithing table, crafting skill 6 required.
  • An advanced smithing table can be crafted. Cost: 150 Steel & 5 Uranium Cells. Does not require external power, immune to solar flares. Research required to build the advanced smithing table.
  • Enhanced turret kits can be upgraded to more advanced versions at the advanced smithing table, requiring a crafting skill of 8-12.
  • A uranium power core can be crafted at the advanced smithing table and is a component in the hardened turret upgrade.
  • Hardened turrets drop a deactivated uranium power core when they explode, as well as a turret wreck.
  • Blaster turrets require a charge rifle to make. When the blaster or disruptor turrets are subsequently destroyed, they yield an charge rifle and a turret wreck.
  • Stonecutting skill change mod added – stonecutting is done by colonists with the Mining job.
  • More hide insulation value adjustments.
  • Deactivated uranium power cores can be reactivated at the advanced smithing table.
  • Winter pawns and extra apparel have been deprecated for now.
  • Oddments trader now carries a few more apparel items and will buy them from you.
  • Smithing, tailoring and sculpting tables: compatibility changes.
  • Stonecutting is prioritised before mining, per the Stonecutting Skill Change mod.

v1.4.3 – Fixes and improvements.

  • Additional A8 to A9 updates – impassable work tables become passable.
  • Worktables built from kits now leave some raw resources when destroyed.
  • Re-added winter apparel and pawns.
  • Fixed missing cowboy hat at tailoring table.
  • Adjustments to insulation and stuff cost of winter apparel.
  • Added apparelRequired tags for pirates and mercenaries – less naked pawns.
  • Added a RW Launcher mod option to play without winter stuff.
  • Adjusted max pawn generation ages – no more geriatric pirates!

v1.4.4 – More nerfing.

  • Quality affects the insulation stats on apparel less than before.
  • Winter pawns get apparel which is in slightly better repair, and have an improved pool of money to spend on winter apparel.
  • Added the gladius to the kit-based smithing table.
  • Rebalanced winter pawn point costs.

v1.4.5 – Low point winter pawns, more meals, fixes and Wastelanders.

  • Added low-point winter pawns. Their equipment is poor quality or worse, and their skills tend to be lower.
  • The max generation age for low-point pawns is 20. They may very rarely carry items from the mod, or wood logs.
  • Adjusted winter pawn item quality and health upward slightly.
  • Low-point tribal pawns get less money for weapons.
  • Fix: Oddments trader will now buy your excess winter apparel.
  • Fix: All prison meals can be cooked at the kit-based cook stove.
  • Per the newest version of Space Meals mod, single meals for colonists can be cooked. These do not stack.
  • Per the newest version of Space Meals mod, there are variants of the simple meal, currently vegetable and meat soup.
  • Support added for Wastelanders addon.