5.00 score from hupso.pl for:
ludeon.com



HTML Content


Title ludeon studios

Length: 21, Words: 2
Description pusty

Length: 0, Words: 0
Keywords pusty
Robots
Charset UTF-8
Og Meta - Title pusty
Og Meta - Description pusty
Og Meta - Site name pusty
Tytuł powinien zawierać pomiędzy 10 a 70 znaków (ze spacjami), a mniej niż 12 słów w długości.
Meta opis powinien zawierać pomiędzy 50 a 160 znaków (łącznie ze spacjami), a mniej niż 24 słów w długości.
Kodowanie znaków powinny być określone , UTF-8 jest chyba najlepszy zestaw znaków, aby przejść z powodu UTF-8 jest bardziej międzynarodowy kodowaniem.
Otwarte obiekty wykresu powinny być obecne w stronie internetowej (więcej informacji na temat protokołu OpenGraph: http://ogp.me/)

SEO Content

Words/Characters 5460
Text/HTML 60.94 %
Headings H1 0
H2 0
H3 10
H4 5
H5 0
H6 0
H1
H2
H3
alpha17b performance hotfix released
alpha 17 – on the road released!
new content is in progress for alpha 17
progress update on alpha 17
rimworld alpha 16 – wanderlust released!
request to re-create creative content
alpha 16 on public unstable branch (updated)
quick teaser: transport pods
some fun teaser images
steam access now available for drm-free purchasers
H4 about ludeon
recent posts
recent comments
archives
meta
H5
H6
strong
0.17.1557
not
if you are on steam, and in the middle of a game, please use the steam betas feature to set your game to the “alpha15” branch.
b
i
em 0.17.1557
not
if you are on steam, and in the middle of a game, please use the steam betas feature to set your game to the “alpha15” branch.
Bolds strong 3
b 0
i 0
em 3
Zawartość strony internetowej powinno zawierać więcej niż 250 słów, z stopa tekst / kod jest wyższy niż 20%.
Pozycji używać znaczników (h1, h2, h3, ...), aby określić temat sekcji lub ustępów na stronie, ale zwykle, użyj mniej niż 6 dla każdego tagu pozycje zachować swoją stronę zwięzły.
Styl używać silnych i kursywy znaczniki podkreślić swoje słowa kluczowe swojej stronie, ale nie nadużywać (mniej niż 16 silnych tagi i 16 znaczników kursywy)

Statystyki strony

twitter:title pusty
twitter:description pusty
google+ itemprop=name pusty
Pliki zewnętrzne 3
Pliki CSS 1
Pliki javascript 2
Plik należy zmniejszyć całkowite odwołanie plików (CSS + JavaScript) do 7-8 maksymalnie.

Linki wewnętrzne i zewnętrzne

Linki 112
Linki wewnętrzne 1
Linki zewnętrzne 111
Linki bez atrybutu Title 111
Linki z atrybutem NOFOLLOW 0
Linki - Użyj atrybutu tytuł dla każdego łącza. Nofollow link jest link, który nie pozwala wyszukiwarkom boty zrealizują są odnośniki no follow. Należy zwracać uwagę na ich użytkowania

Linki wewnętrzne

forums /forums

Linki zewnętrzne

- https://ludeon.com
blog https://ludeon.com/blog/
studio https://ludeon.com/blog/studio/
careers https://ludeon.com/blog/studio/careers/
rimworld https://ludeon.com/blog/rimworld/
faq https://ludeon.com/blog/faq/
support https://ludeon.com/blog/support/
blog http://tynansylvester.com
designing games http://www.amazon.com/gp/product/1449337937
rimworld at indiedb http://www.indiedb.com/games/rimworld
rimworld wiki http://rimworldwiki.com
ludeon on facebook https://www.facebook.com/ludeonstudios
alpha17b performance hotfix released https://ludeon.com/blog/2017/06/alpha17b-performance-hotfix-released/
alpha 17 – on the road released! https://ludeon.com/blog/2017/05/alpha-17-on-the-road-released/
new content is in progress for alpha 17 https://ludeon.com/blog/2017/04/new-content-is-in-progress-for-alpha-17/
progress update on alpha 17 https://ludeon.com/blog/2017/02/progress-update-on-alpha-17/
rimworld alpha 16 – wanderlust released! https://ludeon.com/blog/2016/12/rimworld-alpha-16-wanderlust-released/
happy 150th canada day! – lair of the wolf dragon http://wolfdragon.net/2017/07/happy-150th-canada-day/
studio https://ludeon.com/blog/studio/#comment-141974
alpha17b performance hotfix released https://ludeon.com/blog/2017/06/alpha17b-performance-hotfix-released/#comment-141973
alpha17b performance hotfix released https://ludeon.com/blog/2017/06/alpha17b-performance-hotfix-released/#comment-141972
alpha17b performance hotfix released https://ludeon.com/blog/2017/06/alpha17b-performance-hotfix-released/#comment-141971
alpha17b performance hotfix released https://ludeon.com/blog/2017/06/alpha17b-performance-hotfix-released/#comment-141970
june 2017 https://ludeon.com/blog/2017/06/
may 2017 https://ludeon.com/blog/2017/05/
april 2017 https://ludeon.com/blog/2017/04/
february 2017 https://ludeon.com/blog/2017/02/
december 2016 https://ludeon.com/blog/2016/12/
november 2016 https://ludeon.com/blog/2016/11/
october 2016 https://ludeon.com/blog/2016/10/
september 2016 https://ludeon.com/blog/2016/09/
august 2016 https://ludeon.com/blog/2016/08/
july 2016 https://ludeon.com/blog/2016/07/
june 2016 https://ludeon.com/blog/2016/06/
may 2016 https://ludeon.com/blog/2016/05/
april 2016 https://ludeon.com/blog/2016/04/
march 2016 https://ludeon.com/blog/2016/03/
january 2016 https://ludeon.com/blog/2016/01/
november 2015 https://ludeon.com/blog/2015/11/
october 2015 https://ludeon.com/blog/2015/10/
august 2015 https://ludeon.com/blog/2015/08/
july 2015 https://ludeon.com/blog/2015/07/
june 2015 https://ludeon.com/blog/2015/06/
may 2015 https://ludeon.com/blog/2015/05/
april 2015 https://ludeon.com/blog/2015/04/
february 2015 https://ludeon.com/blog/2015/02/
december 2014 https://ludeon.com/blog/2014/12/
november 2014 https://ludeon.com/blog/2014/11/
october 2014 https://ludeon.com/blog/2014/10/
august 2014 https://ludeon.com/blog/2014/08/
july 2014 https://ludeon.com/blog/2014/07/
june 2014 https://ludeon.com/blog/2014/06/
april 2014 https://ludeon.com/blog/2014/04/
february 2014 https://ludeon.com/blog/2014/02/
january 2014 https://ludeon.com/blog/2014/01/
december 2013 https://ludeon.com/blog/2013/12/
november 2013 https://ludeon.com/blog/2013/11/
october 2013 https://ludeon.com/blog/2013/10/
september 2013 https://ludeon.com/blog/2013/09/
august 2013 https://ludeon.com/blog/2013/08/
july 2013 https://ludeon.com/blog/2013/07/
june 2013 https://ludeon.com/blog/2013/06/
log in https://ludeon.com/blog/wp-login.php
entries rss https://ludeon.com/blog/feed/
comments rss https://ludeon.com/blog/comments/feed/
wordpress.org https://wordpress.org/
alpha17b performance hotfix released https://ludeon.com/blog/2017/06/alpha17b-performance-hotfix-released/
uncategorized https://ludeon.com/blog/category/uncategorized/
| 12 comments https://ludeon.com/blog/2017/06/alpha17b-performance-hotfix-released/#comments
alpha 17 – on the road released! https://ludeon.com/blog/2017/05/alpha-17-on-the-road-released/
this forum thread https://ludeon.com/forums/index.php?topic=32761.0
https://ludeon.com/forums/index.php?topic=32735.0 https://ludeon.com/forums/index.php?topic=32735.0
this forum thread https://ludeon.com/forums/index.php?topic=32761.0
uncategorized https://ludeon.com/blog/category/uncategorized/
| one comment. https://ludeon.com/blog/2017/05/alpha-17-on-the-road-released/#comments
new content is in progress for alpha 17 https://ludeon.com/blog/2017/04/new-content-is-in-progress-for-alpha-17/
results https://ludeon.com/forums/index.php?topic=30395.0
join us on the forum thread for this post https://ludeon.com/forums/index.php?topic=31683.0
uncategorized https://ludeon.com/blog/category/uncategorized/
| one comment. https://ludeon.com/blog/2017/04/new-content-is-in-progress-for-alpha-17/#comments
progress update on alpha 17 https://ludeon.com/blog/2017/02/progress-update-on-alpha-17/
this forum poll and thread https://ludeon.com/forums/index.php?topic=30395.0
uncategorized https://ludeon.com/blog/category/uncategorized/
| one comment. https://ludeon.com/blog/2017/02/progress-update-on-alpha-17/#comments
rimworld alpha 16 – wanderlust released! https://ludeon.com/blog/2016/12/rimworld-alpha-16-wanderlust-released/
uncategorized https://ludeon.com/blog/category/uncategorized/
| 102 comments https://ludeon.com/blog/2016/12/rimworld-alpha-16-wanderlust-released/#comments
request to re-create creative content https://ludeon.com/blog/2016/12/request-to-re-create-creative-content/
uncategorized https://ludeon.com/blog/category/uncategorized/
alpha 16 on public unstable branch (updated) https://ludeon.com/blog/2016/12/alpha-16-on-public-unstable-branch/
forum thread https://ludeon.com/forums/index.php?topic=27929.0
this forum thread https://ludeon.com/forums/index.php?topic=27929
bugs forum https://ludeon.com/forums/index.php?board=11.0
uncategorized https://ludeon.com/blog/category/uncategorized/
| 50 comments https://ludeon.com/blog/2016/12/alpha-16-on-public-unstable-branch/#comments
quick teaser: transport pods https://ludeon.com/blog/2016/12/quick-teaser-transport-pods/
- https://ludeon.com/blog/wp-content/uploads/2016/12/pods_1.jpg
uncategorized https://ludeon.com/blog/category/uncategorized/
| 53 comments https://ludeon.com/blog/2016/12/quick-teaser-transport-pods/#comments
some fun teaser images https://ludeon.com/blog/2016/11/some-fun-teaser-images/
- https://ludeon.com/blog/wp-content/uploads/2016/11/planet_a_temperate.jpg
- https://ludeon.com/blog/wp-content/uploads/2016/11/planet_a_caravan.jpg
- https://ludeon.com/blog/wp-content/uploads/2016/11/planet_a_ice.jpg
uncategorized https://ludeon.com/blog/category/uncategorized/
| 146 comments https://ludeon.com/blog/2016/11/some-fun-teaser-images/#comments
steam access now available for drm-free purchasers https://ludeon.com/blog/2016/10/steam-keys-available-for-ongoing-purchases/
last update https://ludeon.com/blog/2016/09/new-steam-registry-system-in-testing-for-those-who-bought-before-today/
rimworldgame.com/getmygame http://rimworldgame.com/getmygame
uncategorized https://ludeon.com/blog/category/uncategorized/
| 25 comments https://ludeon.com/blog/2016/10/steam-keys-available-for-ongoing-purchases/#comments
next page » https://ludeon.com/blog/page/2/

Zdjęcia

Zdjęcia 5
Zdjęcia bez atrybutu ALT 1
Zdjęcia bez atrybutu TITLE 5
Korzystanie Obraz ALT i TITLE atrybutu dla każdego obrazu.

Zdjęcia bez atrybutu TITLE

https://ludeon.com/blog/wp-content/themes/twilight-crown/images/ludeonlogoorange.png
https://ludeon.com/blog/wp-content/uploads/2016/12/pods_1-300x220.jpg
https://ludeon.com/blog/wp-content/uploads/2016/11/planet_a_temperate-300x259.jpg
https://ludeon.com/blog/wp-content/uploads/2016/11/planet_a_caravan-300x231.jpg
https://ludeon.com/blog/wp-content/uploads/2016/11/planet_a_ice-300x253.jpg

Zdjęcia bez atrybutu ALT

https://ludeon.com/blog/wp-content/themes/twilight-crown/images/ludeonlogoorange.png

Ranking:


Alexa Traffic
Daily Global Rank Trend
Daily Reach (Percent)









Majestic SEO











Text on page:

--> blog studio careers rimworld faq support forums about ludeon ludeon studios is an independent game developer. we love deep pc games and story generators. check out founder tynan sylvester's blog and his book, designing games. check out these epic links: rimworld at indiedb rimworld wiki ludeon on facebook recent posts alpha17b performance hotfix released alpha 17 – on the road released! new content is in progress for alpha 17 progress update on alpha 17 rimworld alpha 16 – wanderlust released! recent commentshappy 150th canada day! – lair of the wolf dragon on studiolsndr on alpha17b performance hotfix releasedeli on alpha17b performance hotfix releasedgav on alpha17b performance hotfix releasedpaulo on alpha17b performance hotfix released archives june 2017 may 2017 april 2017 february 2017 december 2016 november 2016 october 2016 september 2016 august 2016 july 2016 june 2016 may 2016 april 2016 march 2016 january 2016 november 2015 october 2015 august 2015 july 2015 june 2015 may 2015 april 2015 february 2015 december 2014 november 2014 october 2014 august 2014 july 2014 june 2014 april 2014 february 2014 january 2014 december 2013 november 2013 october 2013 september 2013 august 2013 july 2013 june 2013 meta log in entries rss comments rss wordpress.org alpha17b performance hotfix released posted june 3rd, 2017 by tynan sylvester i’ve just released alpha17b, a performance hotfix for alpha17. steam users will get it automatically, while non-steam users can download from their existing permanent download link (there won’t be an update email sent out). this is build 0.17.1557. when we made the targeting ai smarter in alpha 17, we also made it harder on the cpu. players in late game were seeing drastically reduced performance. alpha17b optimizes this and several other things. there are no changes to gameplay – just optimization of what’s there already. this update will work with your existing saved games, xml-only mods and (hopefully) most or all code mods. if for any reason you want to continue on the older version, you can set your steam beta branch to ‘alpha17a’. sorry for any disruption! we’re also hard at work on alpha 18. tagged and categorized as: uncategorized | 12 comments alpha 17 – on the road released! posted may 24th, 2017 by tynan sylvester alpha 17 – on the road has been released! this version brings roads and rivers to the world, new world quests, new tools for modders, new combat tools, smarter ai, and rebalancings and adjustments across the whole design. i’m afraid that this build is not compatible with saved games from previous versions, or mods from previous versions. however, you can continue to use the old version until you’re ready to update. if you’re on steam, to continue using the old version, go to your steam library, right-click on rimworld, click properties. open the betas tab and use the drop-down menu to select the alpha16 version. restart steam to force an update. if you downloaded the game drm-free, you can update whenever you like by re-downloading from your existing download link. your link is always the same and always gives the latest version. in the old builds, balance problems meant that some exploit-y strategies did work and obviated some of the challenges in the game. since those problems are now fixed, you may find the game a little bit more difficult. it wouldn’t hurt to play at one notch lower difficulty to start with in alpha 17. you can always increase the difficulty later, even during the game, through the options menu. i invite discussion on this post at this forum thread! a summary of the changes in this alpha follows: roads and rivers world now generates with roads and rivers there are five road types: path, dirt road, stone road, ancient asphalt road, ancient asphalt highway some roads generate with things alongside, like concrete barriers or ancient lampposts there are four sizes of river: huge river, large river, river, and creek rivers generate more in rainy areas, move towards the sea (ignoring tiny lakes) and merge as appropriate rivers and roads generate on local maps as expected. stone roads generate using local stone and a new flagstone terrain type. visitors, caravans, traders, and raiders tend to arrive and leave on the roads. world generation is more chronological now. first continents form, then rivers, then an ancient society is shallowly simulated to generate ancient roads, then modern settlements and roads are generated (alongside ancient roads, often). world quests new “site parts” world site generation system. it allows assembling together a world destination from several ‘parts’. mixing and matching will allow us to create a huge number of combinations. new world quest incident: item stash. an allied faction tells you about a stash of randomly-generated reward items, guarded by a random threat. you can send a caravan to defeat the threat and collect the reward. new world quest incident: bandit camp. an allied faction asks you to defeat a bandit camp, and offers you a reward if you do so. new world quest incident: caravan request. an allied faction asks you to deliver a particular resource to a particular base in a particular time frame, for a special reward. new ‘long-range mineral scanner’ building slowly scans for precious resource lumps nearby in the world. you need to send a caravan to collect them. lumps may be defended. new caravan incident: payment demand. raiders demand items or slaves from your caravan; if you refuse, they attack. other new stuff added smokepop belt. emits a cloud of accuracy-reducing smoke when the wearer is shot. smoke also prevents turret targeting. characters can now tend their own wounds (with a penalty to effectiveness). added bowler hat. corpses now leak black corpse bile while rotting. vents can be opened and closed with a flick action. add option to render hats only on the main game map (but not on the portraits in the pawn bar). bills can now be temporarily paused when satisfied, until automatically reactivated at a lower level. this reduces the need for pawns to repeatedly return to the work bench each time the count falls just one below the target count. you can now create your own packaged survival meals (with appropriate research and ingredients). all pawns now have “head butt” attacks they can use if they’re missing all other attacking body parts. added a “caravan packing spot” so you can tell your caravans where to assemble. when trees burn, they leave behind burned tree stumps. when structures and plants burn, they leave behind ash. carpets and wooden floors can now burn. new training lessons for explaining shield belts, and how door opening speed is affected by material type. added ambrosia sprout incident. this sprouts a grove of the pleasurable, nutrition, and addictive ambrosia fruit trees nearby. new ‘wimp’ trait makes pawn incapacitated from even a relatively small amount of pain. new chain shotgun weapon modding modders can now add “def modifiers” which, instead of replacing a whole def, change specific fields of that def. this allows multiple mods to change the same def without wiping each others’ changes (unless they change the same field, of course). information on how to use def modifiers is in this forum thread: https://ludeon.com/forums/index.php?topic=32735.0 various enums are now defs so modders can add new ones (trainableintelligence , damagearmorcategory, impactsoundtype, reservationlayer, billrepeatmode, prisonerinteractionmode, fleshtype). gui tables (like most of the main tabs along the bottom of the screen) are now defined by data, making it easier to add, rearrange, sort, and change columns on the ui. increasing skill relevance mining skill reworked: steeper speed penalty for low skill. mining yield is now slightly dependent on mining skill. trade price spread made much wider, but social skill also has a much greater effect on it. added “animal gather speed” stat which makes some pawns faster at gathering wool or milk. added “animal product yield” stat which makes some pawns more/less likely to waste the product when gathering wool or milk. removed post-process curve from melee hit chance so it uses the simple level-by-level tuning. it’ll be much harder to hit things now at low melee skills. note: default hit chance is 0.6 for pawns without skills. this equals the chance of a pawn with melee skill 6. added a melee dodge stat, so better melee-skilled pawns will have more advantage. pawns don’t melee dodge while aiming or firing ranged weapons. work tab boxes are easier to identify skill level for visually. added small crunching sound that plays when you assign a pawn to a skill they’re terrible at. ai ai has more intelligent ranged shot target selection with random elements. harder to exploit, and looks less dumb, doesn’t shoot at chickens as much. raider with mega-weapons will now avoid friendly fire sapper groups will now choose another sapper if the first one is killed, making them much more persistent. sapper groups will now continue digging even while defending from attack. animals flee when harmed. added a new state to caravan lord job, “bloody exit”, which makes the exit individually, as aggressively as possible. this makes it a bit hard to rob caravans. raiders will no longer compulsively attack doors. base defense ai is touchier; stealth raids will be much much more difficult (and probably infeasible most of the time). doctors now tend heavy bleeding injuries and diseases near lethal severity first. misc plants now have different graphics when they are harvestable – you can see the berries/cotton/corn on the plant ready to be taken. buy/sell price spread for trading is much wider (150%/50%). drugs are now slower to produce, slower to grow, and heavier. cannibalism is harder on mood. integrated incidents (ambush, manhunters, etc) better with caravans and temporary maps. incidents can now target both of these, and the story state (incident cooldowns, etc) is passed back and forth between a caravan and its map to maintain continuity. plant generation algorithm for map start reworked to generate plants in more interesting patterns, with denser areas and more clear areas interspersed, and groves of trees in sparse biomes. new graphics for some floor types and things (stone floors, stone chunks, etc). made crop growing cycles significantly longer, especially for long-cycle plants like corn. shifted all medical potencies so that normal medicine has potency of 1.0. (this increases surgery success chances). added global sell price factor for apparel (70%) and furniture (70%). rebalanced drug economy so it’s viable to buy neutroamine, make drugs with it, and sell them. because it was way op, chemfuel can no longer be made from haygrass. reworked surgery success chances. we now feedback room surgery success chance on medical bed. rebalanced room surgery success chance calculations and fixed a bug where it was 100% when outdoors. removed surgery success chance exponents. colonists wearing human leather clothes now get a negative thought (unless they have a bloodlust or cannibal trait, in which case they get a mood bonus). balanced blood loss recovery time to be much slower (50 real seconds -> 4 game days) buffed mortars so players use them: cheaper/faster to build, faster shooting, greater accuracy, cheaper shells armor now takes a constant fraction of incoming damage instead of absorbing all prevented damage. this solves an issue where good quality armor would be destroyed sooner. sun lamps now turn themselves off when plants are resting equipment rack is now a general shelf which can hold pretty much anything. small items like gold and silver are now 10x smaller, not 20x, so it’s more feasible to build things from them. jade is not small any more. other bases regenerate their trade stock less often. changed flammability for fur and leather to 100%, and for meat to 50%. manhunter pack incident can now use any kind of animal. rebalanced all trader stock generation. traders will generate with fewer extreme quality items. pawns missing heads will have visually missing heads. it’s no longer possible to create a settlement directly adjacent to an existing settlement. caravans now enter/leave tiles when touching the tile boundary, instead of when in the center of the adjacent tile. redesigned how capacities are calculated from body part efficiencies with an entirely new collection of algorithms, to stop various nonsensical cases and simplify how health conditions can affect the body. gear tab now displays item stack masses. caravans now generate a lot tougher. all caravans now buy art. art is lighter (e.g. easier to sell) and has a sell price bonus so it’s now a better trade good. catharsis thought is more powerful but shorter in duration. redesigned stats so that in almost all cases, high numbers are better. rebalanced the beauty system to be much more dependent on art; random furniture has less or no beauty effect. ship part crash incident now scatters rubble and chunks around the crash site. healroot grows wild now, in some biomes added caravan route planner. it allows placing several waypoints, and measures the time to travel the route along them. there is now a progress dialog while the planet mesh is generating (so people don’t think the game crashed). date system reworked. seasons are now arbitrary “quadrums” which cover 1/4 of the year and are the same on the whole planet. fixed various memory leaks. many exploits mitigated or prevented by various design tweaks. many, many, many other bugfixes, tunings, and redesigns. i invite discussion on this post at this forum thread! tagged and categorized as: uncategorized | one comment. new content is in progress for alpha 17 posted april 10th, 2017 by tynan sylvester we recently asked whether players would rather have the bugfix-only update released, or if they’d prefer we just kept working and waited until we had new content to release. the results aligned with my personal thinking, which is that the disruptive effect of a release (breaking various compatibilities) isn’t worth it for a bugfix-only release. so, we’ve been adding new content! alpha 17 will basically be two updates combined, where one of them was a refinement-and-fix overhaul. i’m not going to go into detail on exactly what’s coming (that’s what the update videos are for!) but here are some basic notes on things in progress. the update will focus on enriching the content in the world, and create more reasons to use the planet-travel caravan system: roads and rivers across the world (multiple categories of each). redone enemy base generation. enemy ai overhauls. they’ll be harder to cheese in various ways and act more sensibly. a new class of incidents that initiate quest opportunities on the world map. these are driven by a new combinatorial “site” system that allows us to create destinations to go to out of multiple “pieces”. this creates more variation than we would get if we just had single quest destinations. now we can take any “site core” from a library, surround it with “site parts” from another library and the system will generate them all together. so, you could have a core that is a stash of gold, and add on “manhunter animals” and “abandoned turret line” around it, and the map generator will combine those. the number of possible combinations can get large quickly. this update will keep it pretty basic, but for future updates i hope to have larger site part libraries, which will create massive variation. people can tend their own wounds now! tons and tons of rebalancing and detailed redesign to make skills matter more, make the economy more coherent and balanced, make animal farming for meat viable, make cannibalism a bit less ho-hum, make surgery not absurd, make room stats matter in a sensible way, make storyteller incidents more varied, and so on. based on man-hours, alpha 17 will probably be the most substantial update yet. rimworld has become quite a beast in terms of design complexity, so it does take a lot longer now to design and tune things so they integrate into the rest of the game well, don’t overwhelm players with complexity, and don’t create weird exploits or nonsensical outcomes. but, that’s all part of the inherent challenge of designing a tightly-integrated, wholly-procedural colony sim! still working, no release date! to discuss this post, please join us on the forum thread for this post. tagged and categorized as: uncategorized | one comment. progress update on alpha 17 posted february 8th, 2017 by tynan sylvester this is just a quick update on what we’re working on now, since it’s been some time since alpha 16 came out and i don’t want anyone thinking i died or became a venezuelan monk or something. alpha 17 is in progress. this update is going to be a refinement build. that means we’re focusing entirely on fixing things that are wrong with the game, and are not adding wholly new features. so far we’ve fixed hundreds of bugs. i’ve made a collection of new balance analysis tools and using those, along with community feedback and videos, have rebalanced several gameplay systems. we’re also doing a review of how memory is handled, to reduce memory waste that leads to sub-optimal performance or out-of-memory crashes. i’ve compiled a list of exploit strategies that players use to gain advantage by exploiting tricky gaps in game logic, or bugs, and worked out solutions to most of them. some exploit fixes are mechanics changes, some are balance changes, and quite a few involve reworking the ai. we’ve also been adding bits of feedback or micro-features here and there where needed; one example would be the new “mass” column in each character’s “gear” tab, so you can tell how heavy each stack is. it turns out that in a game this complex, there are quite a few places for subtle problems to hide! in fact i’m continually amazed at how many problems can be layered into a game that still manages to entertain so many people. the current plan is to finish refinements and then release that as alpha 17. but – there is the possibility we’ll not release a “refinements-only” update and just wait until we’ve finished the refinements, and then some additional features beyond, to push a public release. this is because each release does create some chaos in the community, since it inevitably breaks mod compatibility (though maybe not vanilla save game compatibility, since the mechanics aren’t being redesigned drastically). the question of whether we’ll release alpha 17 as a refinements-only build, or wait to add on significant new content remains open. i invite your thoughts on this in this forum poll and thread. tagged and categorized as: uncategorized | one comment. rimworld alpha 16 – wanderlust released! posted december 20th, 2016 by tynan sylvester rimworld alpha 16 – wanderlust is released! this update adds a spherical world and the ability to travel across it with multiple caravans, having simultaneous encounters on the way and settling new colonies. if you’re on steam, your game will update automatically. because of huge structural changes to the game, this update will break save games. if you want to continue an old save just change to the “alpha15” beta branch on steam. to do so, go to steam library, right-click rimworld, click properties, click the betas tab, and use the drop-down to select the branch you want. if you’re not on steam, just download from your permanent personal download link – it’s always updated to the latest version. change list: spherical planet world map is now modeled as a sphere covered with hexagons (and a few pentagons). new map generation to make nicer mountain ranges, hill clusters, and continents. nice backdrop with stars and sun. time of day is modeled on the planet view; local time of day corresponds to how the sunlight hits the planet. time zones are now modeled, out of necessity. new planet generation parameter: temperature. you can make worlds that are overall hotter or overall colder. new planet generation parameter: rainfall. you can make worlds where there is overall more or less precipitation. new biome: sea ice. factions can now have many bases; non-player factions generate with lots of bases. multiple simultaneous maps there can now be multiple local maps active at once. for example, you can have your colony running as well, as a group of soldiers attacking an enemy base, at the same time. the character bar at the top of the screen shows all of your colonists and allows you to change which map you’re looking at. it groups characters togehter by the map they’re on. you can settle multiple colonies at once. however, for balance and performance reasons, the default limit is one colony at a time. this can be increased in the options menu if you want to experiment, but we don’t recommend it. caravans player can now gather up groups of colonists, prisoners, and animals, and form caravans to travel across the world surface. caravans are formed using a special “create caravan” dialog, which allows you to easily decide what people, animals, and items should be included in the caravan up to its carry weight limit. the colonists do the busywork. caravans appear as units in the world map, where they can be ordered around similarly to drafted soldiers in the local map. caravans can be ambushed by enemy factions or manhunting animals. this produces a temporary local map. caravans can incidentally meet friendly traders and trade. caravans can visit other faction bases and trade with them. faction bases have more stock and better prices than traders who come and visit your colony. caravans can attack faction bases. the game generates a simple faction base map with defenders and loot, and you raid it. if you defeat the defenders, you can move in and take over the base (for now, generated bases are quite simple.) caravans can settle and form new colonies. you can abandon your bases to shift to new ones. caravans move at different speeds depending on the biome, the time of year (cold biomes close off with the winter snows), local hilliness, the movement speeds of people in the caravan, and whether there are wounded to carry. it is possible to abandon people and items from caravans. abandoning people will, depending on the context, produce sad thoughts from their friends and relatives, especially if you abandon them in circumstances that seem impossible to survive. travel victory new game ending: a friendly person offers a ship, but it is distant, across the world map. if you travel there, you can escape the planet and complete the game. but, traveling there will take a long time and you’ll need to stop at various points to build up supplies or solve problems. transport pods you can build transport pod launchers and transport pods. these let you launch their contents long distances across the world map, over oceans or mountains. pods can be targeted on empty world tiles, to send a caravan of people and gear there. pods can be targeted on enemy bases, where you can perform “drop-in” raids and drop right on top of the base, or drop outside it – just like raiders do to you! pods can be targeted on existing combat maps or other bases you control. this allows you to do things like resupply an ongoing siege with artillery shells (just like raiders do when besieging you), reinforce a weak caravan that just got ambushed, or send supplies and people between two bases you control. pods are loaded by selecting several and creating a “launch group”. an interface like that for creating caravans appears, allowing you to define what and who should be included. the colonists do the detail work. transport pods require chemfuel, which can be bought, founded, drilled from the ground, or refined from wood or food using the new refinery building. usability improvements new research screen! research projects are laid out visually according to their dependencies in a left-to-right arrangement similar to the civilization games. modders need to manually place their projects, but if two overlap the game will automatically move them apart. redesigned how medical system generates text feedback. tooltips now contain much more information with less ambiguity. wound tendings are now of any percentage quality (not just good/poor). game now warns you when you order slaughter of a bonded animal (because of the mood impact). added visual feedback thought bubbles for when pawns gain certain good and bad thoughts, so it’s easier to see when something just bothered or pleased them. rich soil is darker in color and so easier to see. added a “hold fire” toggle on drafted pawns that makes them not automatically shoot at enemies. in order to avoid annoying players by having animals always follow their masters, even into combat, players can configure when animals will follow their masters. there are two toggles: follow while drafted, follow while hunting/taming drugs and health drug rebalance. increase drug addictiveness in general. drugs can now damage the body in various ways: alcohol can cause brain damage or liver cirrhosis or liver cancer, smokeleaf can cause asthma or lung cancer, psychite can damage kidneys, wake-up and go-juice can damage the brain, and generalized overdoses can cause brain damage. drugs are more lucrative on the market. added a third toggle in drug policy saying whether you can use the drug to feed an addiction, separately from joy usage. there is now a random chance of a overdose when taking drugs, even if just taking one dose. added a way to administer specific drugs to people, including prisoners, animals, and downed people. so you can give luciferium to someone who needs it. malari-block reworked into penoxycyline, which prevents a wide variety of infections (not just malaria). drug chemical effects are modulated by body size. so elephants need a lot of beer to get hammered; squirrels not so much. luciferium occasionally heals old wounds/scars. luciferium is harder to get (less of it in old shrines, higher prices). stats now stack differently (more additive, less multiplying) to reduce some exploits. misc reworked surgery failure into three modes – minor, catastrophic, and ridiculous. ridiculous hits all body parts, minor and catastrophic hit parts near the surgery site. reworked trade prices across the board. simplified trade price calculations and added rich tooltips to feed them back. the mood effects from room impressiveness have been redesigned and rebalanced. characters now have consistently reasonable thoughts about the quality of their personal room, so there is a reason to make better rooms (though high-quality rooms aren’t absolutely necessary). mood effects from eating in or convalescing in nice/poor rooms are also more reasonable and better-fed back. rebalanced plant growth timings. ui can now be scaled to arbitrary scaling factors, for players who play in really high resolution. rescued people (especially space refugees etc) should sometimes join the colony. if the environment isn’t survivable (e.g. bad temperature, toxic fallout) they should always join the colony. animals carrying inventory now have visible packs on. added new separate bills to stonecut each type of stone. prisoners are now temporarily marked “guilty” when they do certain actions, like killing a colonist or attempting escape. guilty prisoners can be executed without mood penalties. faction names are now much more interesting and varied, and are separate from specific community names. new peaceful difficulty mode, for players who just want to build stuff. disables major involuntary threats like raids. rename megatherium -> megasloth new alert: unhappy nudity backstories can be translated now new translation tool gives a readout of exactly what translation data remains to be written and what data is unused. added proper chick peeping sounds. you can now only request one trader per 4 days from a faction. colonists now get mood boosts for defeating big enemies or enemy faction leaders. cleaning and harvesting jobs are now given in batches (more efficient and sensible ai). default medical care for non-colonists is now herbal meds. switches to best meds on recruit. rebalanced most range weapons so more time is in cooldown and less is in aiming – especially for light weapons. pawns generated below age 20 now have no adulthood backstory. hundreds of other balance improvements, exploit solutions, ai improvements, and bugfixes. tagged and categorized as: uncategorized | 102 comments request to re-create creative content posted december 13th, 2016 by tynan sylvester hi everyone. we suffered a small data loss in the creative content system. luckily we managed to recover almost everything from backup. but in five cases, we lost the corresponding email addresses of creations that need review. so we can’t notify you to come review your content. if you entered any of the below content, please go back to the content creation page and recreate it. name: anthony ‘tony’ mheifcaster name: prem ‘prem’ premmington name: booty bandit backstory: matthew po backstory: tyler ‘hammer’ endorf i’m sorry for the inconvenience. and now, i’m back to working on the unstable update. i’m hoping to release a build with some of the most important fixes tonight. tagged and categorized as: uncategorized comments off on request to re-create creative content alpha 16 on public unstable branch (updated) posted december 12th, 2016 by tynan sylvester update: unstable version is being updated more or less (week)daily. the forum thread has the ongoing discussion and update details. alpha 16 release is upcoming. if you are on steam, and in the middle of a game, please use the steam betas feature to set your game to the “alpha15” branch. this will prevent it from automatically-updating to a16 upon release and breaking your save games. if you’re willing to play with bugs and imbalances, and to have your saves broken randomly and without warning, you can now test the unstable version of alpha 16! just load the the ‘unstable’ branch on steam. (to access the unstable branch, right-click rimworld in the steam library, open properties, go to the betas tab, select the ‘unstable’ branch, and restart steam.) this isn’t a ‘real’ release, and if you want to play the bug-free update you should retain your hype and wait until it’s properly released! please leave balance and design feedback in this forum thread. i’m especially interested in play stories around the new world system. bugs should please be reported in the bugs forum. modders can use this opportunity to prep their mods for the new update! translators can use it to translate (there is a new translations tool; access it by turning on dev mode and hitting / in the main menu). i’m also requesting that video makers, youtubers and streamers please not make videos of this release. i don’t want to leave false impressions with a buggy and unbalanced unstable version. there’s no change list yet; i plan to release that with the stable alpha 16 release. note that not all player content is included yet. thanks to all those who test and give feedback! (i am deliberately not announcing this everywhere at once because i want to be able to draw in more fresh testers later as needed.) tagged and categorized as: uncategorized | 50 comments quick teaser: transport pods posted december 1st, 2016 by tynan sylvester currently bugfixing and tuning alpha 16. here’s a new teaser! tagged and categorized as: uncategorized | 53 comments some fun teaser images posted november 4th, 2016 by tynan sylvester hey all, just some quick teasers for you! (edit: new ice planet shot added!) i’ll be releasing more information about this soon-ish. i just wanted to give you all an image so you know we are still working at full steam, on many different features. a16 will probably be the biggest update ever in terms of the amount of work we’ve done adding and refining things, so it’s taking a while. tagged and categorized as: uncategorized | 146 comments steam access now available for drm-free purchasers posted october 5th, 2016 by tynan sylvester we’ve worked out the kinks since the last update, so now all purchasers buying the game off rimworldgame.com can immediately register their copy on steam through rimworldgame.com/getmygame. this is better than buying on steam for a few reasons: you get steam access either way. you get access to the drm-free version as well, which can be useful. you get access to the prototype pack of games that eventually became rimworld (not available on steam). you get the warm fuzzy feeling of helping out a developer. ludeon gets almost all the money you pay to buy drm-free copies, whereas we get much less when you buy through steam. the way the new system works is that it doesn’t give steam keys. it registers the game directly on your steam account. i’m hoping this will make scamming infeasible. but, we’ll be watching in any case and will be invalidating any keys or accounts that were bought using stolen credit cards or through other chicanery. tagged and categorized as: uncategorized | 25 comments next page » © ludeon studios and tynan sylvester. theme based on twilight crown by nicki faulk. memento mori.


Here you find all texts from your page as Google (googlebot) and others search engines seen it.

Words density analysis:

Numbers of all words: 5454

One word

Two words phrases

Three words phrases

the - 5.39% (294)
and - 3.23% (176)
you - 1.76% (96)
can - 1.45% (79)
for - 1.32% (72)
now - 1.28% (70)
all - 1.27% (69)
are - 0.94% (51)
new - 0.88% (48)
his - 0.79% (43)
this - 0.77% (42)
game - 0.72% (39)
with - 0.7% (38)
alpha - 0.7% (38)
per - 0.68% (37)
world - 0.68% (37)
here - 0.68% (37)
one - 0.66% (36)
add - 0.66% (36)
caravan - 0.64% (35)
date - 0.59% (32)
act - 0.59% (32)
more - 0.59% (32)
that - 0.57% (31)
release - 0.57% (31)
update - 0.55% (30)
out - 0.55% (30)
will - 0.53% (29)
use - 0.51% (28)
low - 0.48% (26)
from - 0.48% (26)
get - 0.46% (25)
not - 0.46% (25)
work - 0.44% (24)
mod - 0.44% (24)
steam - 0.44% (24)
art - 0.44% (24)
able - 0.4% (22)
when - 0.4% (22)
plan - 0.39% (21)
just - 0.39% (21)
make - 0.39% (21)
your - 0.39% (21)
play - 0.39% (21)
there - 0.39% (21)
some - 0.39% (21)
categorized - 0.37% (20)
age - 0.37% (20)
map - 0.37% (20)
base - 0.37% (20)
def - 0.37% (20)
caravans - 0.37% (20)
any - 0.35% (19)
tab - 0.35% (19)
balance - 0.35% (19)
added - 0.35% (19)
road - 0.33% (18)
generate - 0.33% (18)
back - 0.33% (18)
hey - 0.33% (18)
form - 0.33% (18)
have - 0.31% (17)
old - 0.31% (17)
them - 0.31% (17)
they - 0.31% (17)
post - 0.31% (17)
2016 - 0.31% (17)
way - 0.29% (16)
own - 0.29% (16)
fact - 0.29% (16)
on. - 0.29% (16)
pawn - 0.28% (15)
less - 0.28% (15)
time - 0.28% (15)
over - 0.28% (15)
released - 0.28% (15)
much - 0.28% (15)
change - 0.28% (15)
but - 0.26% (14)
part - 0.26% (14)
long - 0.26% (14)
animal - 0.26% (14)
content - 0.26% (14)
ice - 0.26% (14)
design - 0.26% (14)
- 0.26% (14)
which - 0.26% (14)
bug - 0.24% (13)
version - 0.24% (13)
quest - 0.24% (13)
trade - 0.24% (13)
create - 0.24% (13)
rimworld - 0.24% (13)
their - 0.24% (13)
faction - 0.24% (13)
incident - 0.24% (13)
other - 0.24% (13)
ever - 0.24% (13)
build - 0.24% (13)
drug - 0.24% (13)
like - 0.22% (12)
people - 0.22% (12)
skill - 0.22% (12)
tynan - 0.22% (12)
how - 0.22% (12)
player - 0.22% (12)
sylvester - 0.22% (12)
system - 0.2% (11)
bases - 0.2% (11)
who - 0.2% (11)
roads - 0.2% (11)
balanced - 0.2% (11)
pawns - 0.2% (11)
perform - 0.2% (11)
raid - 0.2% (11)
its - 0.2% (11)
even - 0.2% (11)
allow - 0.18% (10)
stable - 0.18% (10)
planet - 0.18% (10)
as: - 0.18% (10)
late - 0.18% (10)
forum - 0.18% (10)
posted - 0.18% (10)
things - 0.18% (10)
performance - 0.18% (10)
want - 0.18% (10)
most - 0.18% (10)
tagged - 0.18% (10)
uncategorized - 0.18% (10)
where - 0.18% (10)
has - 0.18% (10)
rob - 0.17% (9)
need - 0.17% (9)
pod - 0.17% (9)
feed - 0.17% (9)
players - 0.17% (9)
it’s - 0.17% (9)
exploit - 0.17% (9)
load - 0.17% (9)
animals - 0.17% (9)
i’m - 0.17% (9)
comments - 0.17% (9)
chance - 0.17% (9)
2014 - 0.17% (9)
worked - 0.17% (9)
mode - 0.17% (9)
damage - 0.15% (8)
what - 0.15% (8)
2017 - 0.15% (8)
unstable - 0.15% (8)
generation - 0.15% (8)
many - 0.15% (8)
room - 0.15% (8)
stone - 0.15% (8)
item - 0.15% (8)
alpha17b - 0.15% (8)
site - 0.15% (8)
better - 0.15% (8)
set - 0.15% (8)
price - 0.15% (8)
branch - 0.15% (8)
hard - 0.15% (8)
rebalanced - 0.15% (8)
colonist - 0.15% (8)
type - 0.15% (8)
while - 0.15% (8)
also - 0.15% (8)
cause - 0.15% (8)
pods - 0.15% (8)
various - 0.15% (8)
target - 0.15% (8)
stat - 0.15% (8)
games - 0.15% (8)
plant - 0.15% (8)
surgery - 0.15% (8)
2015 - 0.15% (8)
ways - 0.15% (8)
hit - 0.15% (8)
mood - 0.13% (7)
thought - 0.13% (7)
buy - 0.13% (7)
reworked - 0.13% (7)
multiple - 0.13% (7)
each - 0.13% (7)
drugs - 0.13% (7)
colonists - 0.13% (7)
feedback - 0.13% (7)
only - 0.13% (7)
effect - 0.13% (7)
it. - 0.13% (7)
local - 0.13% (7)
allows - 0.13% (7)
attack - 0.13% (7)
them. - 0.13% (7)
don’t - 0.13% (7)
special - 0.13% (7)
hotfix - 0.13% (7)
please - 0.13% (7)
using - 0.13% (7)
range - 0.13% (7)
rest - 0.13% (7)
redesign - 0.13% (7)
progress - 0.13% (7)
may - 0.13% (7)
december - 0.13% (7)
tool - 0.13% (7)
save - 0.13% (7)
reason - 0.13% (7)
download - 0.13% (7)
give - 0.13% (7)
rivers - 0.13% (7)
log - 0.13% (7)
2013 - 0.13% (7)
across - 0.13% (7)
released! - 0.13% (7)
thread - 0.13% (7)
travel - 0.13% (7)
move - 0.13% (7)
sea - 0.13% (7)
access - 0.11% (6)
raider - 0.11% (6)
off - 0.11% (6)
items - 0.11% (6)
ancient - 0.11% (6)
lot - 0.11% (6)
changes - 0.11% (6)
click - 0.11% (6)
refinement - 0.11% (6)
you’re - 0.11% (6)
parts - 0.11% (6)
leave - 0.11% (6)
group - 0.11% (6)
beta - 0.11% (6)
main - 0.11% (6)
should - 0.11% (6)
automatically - 0.11% (6)
story - 0.11% (6)
melee - 0.11% (6)
trader - 0.11% (6)
ludeon - 0.11% (6)
colony - 0.11% (6)
since - 0.11% (6)
into - 0.11% (6)
working - 0.11% (6)
enemy - 0.11% (6)
we’ve - 0.11% (6)
june - 0.11% (6)
makes - 0.11% (6)
small - 0.11% (6)
bit - 0.11% (6)
made - 0.11% (6)
random - 0.11% (6)
take - 0.11% (6)
body - 0.11% (6)
drop - 0.11% (6)
harder - 0.11% (6)
always - 0.11% (6)
tell - 0.11% (6)
speed - 0.09% (5)
settle - 0.09% (5)
weapon - 0.09% (5)
quality - 0.09% (5)
right - 0.09% (5)
modders - 0.09% (5)
wound - 0.09% (5)
along - 0.09% (5)
abandon - 0.09% (5)
transport - 0.09% (5)
would - 0.09% (5)
easier - 0.09% (5)
proper - 0.09% (5)
library - 0.09% (5)
test - 0.09% (5)
high - 0.09% (5)
see - 0.09% (5)
difficult - 0.09% (5)
especially - 0.09% (5)
bugs - 0.09% (5)
release. - 0.09% (5)
because - 0.09% (5)
feature - 0.09% (5)
prevent - 0.09% (5)
success - 0.09% (5)
follow - 0.09% (5)
light - 0.09% (5)
possible - 0.09% (5)
redesigned - 0.09% (5)
day - 0.09% (5)
gather - 0.09% (5)
character - 0.09% (5)
was - 0.09% (5)
request - 0.09% (5)
longer - 0.09% (5)
pack - 0.09% (5)
few - 0.09% (5)
case - 0.09% (5)
top - 0.09% (5)
sell - 0.09% (5)
october - 0.09% (5)
steam, - 0.09% (5)
november - 0.09% (5)
maps - 0.09% (5)
until - 0.09% (5)
game. - 0.09% (5)
several - 0.09% (5)
been - 0.09% (5)
lower - 0.09% (5)
april - 0.09% (5)
open - 0.09% (5)
count - 0.09% (5)
same - 0.09% (5)
problems - 0.09% (5)
mods - 0.09% (5)
raiders - 0.09% (5)
continue - 0.09% (5)
link - 0.09% (5)
plants - 0.09% (5)
tend - 0.09% (5)
select - 0.09% (5)
existing - 0.09% (5)
then - 0.09% (5)
august - 0.07% (4)
groups - 0.07% (4)
exit - 0.07% (4)
incidents - 0.07% (4)
july - 0.07% (4)
come - 0.07% (4)
etc) - 0.07% (4)
those - 0.07% (4)
two - 0.07% (4)
detail - 0.07% (4)
near - 0.07% (4)
than - 0.07% (4)
weapons - 0.07% (4)
different - 0.07% (4)
map. - 0.07% (4)
data - 0.07% (4)
going - 0.07% (4)
february - 0.07% (4)
adding - 0.07% (4)
increase - 0.07% (4)
fixed - 0.07% (4)
crash - 0.07% (4)
around - 0.07% (4)
“site - 0.07% (4)
it, - 0.07% (4)
now, - 0.07% (4)
generated - 0.07% (4)
gear - 0.07% (4)
turn - 0.07% (4)
traders - 0.07% (4)
good - 0.07% (4)
visual - 0.07% (4)
tile - 0.07% (4)
through - 0.07% (4)
incident: - 0.07% (4)
medical - 0.07% (4)
defeat - 0.07% (4)
17. - 0.07% (4)
whether - 0.07% (4)
collect - 0.07% (4)
send - 0.07% (4)
memory - 0.07% (4)
eating - 0.07% (4)
game, - 0.07% (4)
reward - 0.07% (4)
cover - 0.07% (4)
prisoners - 0.07% (4)
start - 0.07% (4)
person - 0.07% (4)
world, - 0.07% (4)
teaser - 0.07% (4)
about - 0.07% (4)
library, - 0.07% (4)
we’re - 0.07% (4)
video - 0.07% (4)
betas - 0.07% (4)
discuss - 0.07% (4)
quick - 0.07% (4)
fixes - 0.07% (4)
gui - 0.07% (4)
tree - 0.07% (4)
features - 0.07% (4)
thoughts - 0.07% (4)
break - 0.07% (4)
drm-free - 0.07% (4)
wait - 0.07% (4)
studio - 0.07% (4)
without - 0.07% (4)
refinements - 0.07% (4)
steam. - 0.07% (4)
reduce - 0.07% (4)
games. - 0.07% (4)
version. - 0.07% (4)
these - 0.07% (4)
shot - 0.07% (4)
smoke - 0.07% (4)
quite - 0.07% (4)
at. - 0.07% (4)
menu - 0.07% (4)
level - 0.07% (4)
does - 0.07% (4)
door - 0.06% (3)
stack - 0.06% (3)
factions - 0.06% (3)
improvements - 0.06% (3)
biomes - 0.06% (3)
discussion - 0.06% (3)
generates - 0.06% (3)
visit - 0.06% (3)
cases - 0.06% (3)
almost - 0.06% (3)
stats - 0.06% (3)
overall - 0.06% (3)
we’ll - 0.06% (3)
(not - 0.06% (3)
river, - 0.06% (3)
skills - 0.06% (3)
visually - 0.06% (3)
large - 0.06% (3)
ability - 0.06% (3)
stock - 0.06% (3)
fur - 0.06% (3)
manhunter - 0.06% (3)
huge - 0.06% (3)
updated - 0.06% (3)
order - 0.06% (3)
invite - 0.06% (3)
colony. - 0.06% (3)
whole - 0.06% (3)
nice - 0.06% (3)
modeled - 0.06% (3)
settlement - 0.06% (3)
road, - 0.06% (3)
tab, - 0.06% (3)
came - 0.06% (3)
basic - 0.06% (3)
isn’t - 0.06% (3)
right-click - 0.06% (3)
personal - 0.06% (3)
screen - 0.06% (3)
colonies - 0.06% (3)
difficulty - 0.06% (3)
join - 0.06% (3)
so, - 0.06% (3)
but, - 0.06% (3)
well, - 0.06% (3)
integrate - 0.06% (3)
videos - 0.06% (3)
still - 0.06% (3)
included - 0.06% (3)
animals, - 0.06% (3)
carry - 0.06% (3)
comment. - 0.06% (3)
drafted - 0.06% (3)
combat - 0.06% (3)
let - 0.06% (3)
think - 0.06% (3)
update. - 0.06% (3)
launch - 0.06% (3)
ready - 0.06% (3)
coming - 0.06% (3)
tools - 0.06% (3)
reasons - 0.06% (3)
community - 0.06% (3)
exploits - 0.06% (3)
bar - 0.06% (3)
review - 0.06% (3)
prices - 0.06% (3)
list - 0.06% (3)
produce - 0.06% (3)
targeted - 0.06% (3)
rich - 0.06% (3)
mode, - 0.06% (3)
dependent - 0.06% (3)
areas - 0.06% (3)
below - 0.06% (3)
translation - 0.06% (3)
tuning - 0.06% (3)
big - 0.06% (3)
slower - 0.06% (3)
option - 0.06% (3)
bandit - 0.06% (3)
floor - 0.06% (3)
mining - 0.06% (3)
number - 0.06% (3)
destination - 0.06% (3)
research - 0.06% (3)
system. - 0.06% (3)
rooms - 0.06% (3)
allied - 0.06% (3)
threat - 0.06% (3)
i’ve - 0.06% (3)
stash - 0.06% (3)
vents - 0.06% (3)
particular - 0.06% (3)
simple - 0.06% (3)
friendly - 0.06% (3)
characters - 0.06% (3)
prem - 0.06% (3)
shoot - 0.06% (3)
wanderlust - 0.06% (3)
recent - 0.06% (3)
a16 - 0.06% (3)
sound - 0.06% (3)
default - 0.06% (3)
sapper - 0.06% (3)
name: - 0.06% (3)
probably - 0.06% (3)
faster - 0.06% (3)
note - 0.06% (3)
once - 0.06% (3)
raids - 0.06% (3)
dev - 0.06% (3)
wounds - 0.06% (3)
feasible - 0.06% (3)
creative - 0.06% (3)
back. - 0.06% (3)
separate - 0.06% (3)
sun - 0.06% (3)
wide - 0.06% (3)
instead - 0.06% (3)
taking - 0.06% (3)
specific - 0.06% (3)
brain - 0.06% (3)
first - 0.06% (3)
blood - 0.06% (3)
real - 0.06% (3)
armor - 0.06% (3)
trait - 0.06% (3)
luciferium - 0.06% (3)
liver - 0.06% (3)
effects - 0.06% (3)
cannibal - 0.06% (3)
general - 0.06% (3)
missing - 0.06% (3)
they’re - 0.06% (3)
ones - 0.06% (3)
information - 0.06% (3)
resting - 0.06% (3)
done - 0.06% (3)
toggle - 0.06% (3)
trees - 0.06% (3)
designing - 0.04% (2)
branch, - 0.04% (2)
rimworldgame.com - 0.04% (2)
sorry - 0.04% (2)
bought - 0.04% (2)
translate - 0.04% (2)
stories - 0.04% (2)
randomly - 0.04% (2)
“alpha15” - 0.04% (2)
‘unstable’ - 0.04% (2)
version, - 0.04% (2)
keys - 0.04% (2)
colonies. - 0.04% (2)
register - 0.04% (2)
properties, - 0.04% (2)
pay - 0.04% (2)
people, - 0.04% (2)
buying - 0.04% (2)
forums - 0.04% (2)
time. - 0.04% (2)
worlds - 0.04% (2)
available - 0.04% (2)
4th, - 0.04% (2)
appear - 0.04% (2)
full - 0.04% (2)
base, - 0.04% (2)
soldiers - 0.04% (2)
once. - 0.04% (2)
bases. - 0.04% (2)
here’s - 0.04% (2)
purchasers - 0.04% (2)
developer. - 0.04% (2)
hill - 0.04% (2)
prisoners, - 0.04% (2)
mountain - 0.04% (2)
limit - 0.04% (2)
image - 0.04% (2)
later - 0.04% (2)
studios - 0.04% (2)
parameter: - 0.04% (2)
hits - 0.04% (2)
check - 0.04% (2)
close - 0.04% (2)
ongoing - 0.04% (2)
ridiculous - 0.04% (2)
control. - 0.04% (2)
weak - 0.04% (2)
loaded - 0.04% (2)
creating - 0.04% (2)
(more - 0.04% (2)
minor - 0.04% (2)
you! - 0.04% (2)
were - 0.04% (2)
reasonable - 0.04% (2)
smarter - 0.04% (2)
users - 0.04% (2)
catastrophic - 0.04% (2)
targeting - 0.04% (2)
define - 0.04% (2)
work. - 0.04% (2)
certain - 0.04% (2)
cancer, - 0.04% (2)
permanent - 0.04% (2)
bad - 0.04% (2)
something - 0.04% (2)
simultaneous - 0.04% (2)
(there - 0.04% (2)
overdose - 0.04% (2)
email - 0.04% (2)
projects - 0.04% (2)
wood - 0.04% (2)
similar - 0.04% (2)
place - 0.04% (2)
tooltips - 0.04% (2)
text - 0.04% (2)
drastically - 0.04% (2)
rss - 0.04% (2)
speeds - 0.04% (2)
shift - 0.04% (2)
page - 0.04% (2)
creation - 0.04% (2)
recover - 0.04% (2)
re-create - 0.04% (2)
depending - 0.04% (2)
saved - 0.04% (2)
defenders - 0.04% (2)
ambushed - 0.04% (2)
breaking - 0.04% (2)
posts - 0.04% (2)
hoping - 0.04% (2)
backstory: - 0.04% (2)
older - 0.04% (2)
improvements, - 0.04% (2)
cooldown - 0.04% (2)
supplies - 0.04% (2)
january - 0.04% (2)
chick - 0.04% (2)
solve - 0.04% (2)
names - 0.04% (2)
guilty - 0.04% (2)
gameplay - 0.04% (2)
september - 0.04% (2)
days - 0.04% (2)
meds - 0.04% (2)
escape - 0.04% (2)
what’s - 0.04% (2)
care - 0.04% (2)
points - 0.04% (2)
enemies - 0.04% (2)
map, - 0.04% (2)
core - 0.04% (2)
cannibalism - 0.04% (2)
asks - 0.04% (2)
wider - 0.04% (2)
offers - 0.04% (2)
integrated - 0.04% (2)
temporary - 0.04% (2)
algorithm - 0.04% (2)
reward. - 0.04% (2)
between - 0.04% (2)
both - 0.04% (2)
graphics - 0.04% (2)
misc - 0.04% (2)
lumps - 0.04% (2)
caravans. - 0.04% (2)
nearby - 0.04% (2)
state - 0.04% (2)
building - 0.04% (2)
doors. - 0.04% (2)
heavy - 0.04% (2)
infeasible - 0.04% (2)
(and - 0.04% (2)
resource - 0.04% (2)
interesting - 0.04% (2)
types - 0.04% (2)
loss - 0.04% (2)
continents - 0.04% (2)
roads, - 0.04% (2)
leather - 0.04% (2)
build, - 0.04% (2)
cheaper - 0.04% (2)
caravans, - 0.04% (2)
damage. - 0.04% (2)
prevented - 0.04% (2)
shells - 0.04% (2)
100% - 0.04% (2)
quests - 0.04% (2)
furniture - 0.04% (2)
(70%) - 0.04% (2)
factor - 0.04% (2)
blog - 0.04% (2)
economy - 0.04% (2)
viable - 0.04% (2)
calculations - 0.04% (2)
parts” - 0.04% (2)
chemfuel - 0.04% (2)
together - 0.04% (2)
demand - 0.04% (2)
attack. - 0.04% (2)
skill. - 0.04% (2)
yield - 0.04% (2)
count. - 0.04% (2)
making - 0.04% (2)
temporarily - 0.04% (2)
spread - 0.04% (2)
“animal - 0.04% (2)
action. - 0.04% (2)
greater - 0.04% (2)
bills - 0.04% (2)
modifiers - 0.04% (2)
(unless - 0.04% (2)
grove - 0.04% (2)
sprout - 0.04% (2)
ambrosia - 0.04% (2)
floors - 0.04% (2)
addictive - 0.04% (2)
ash. - 0.04% (2)
attacking - 0.04% (2)
burn, - 0.04% (2)
behind - 0.04% (2)
amount - 0.04% (2)
corpse - 0.04% (2)
leak - 0.04% (2)
plays - 0.04% (2)
weapons. - 0.04% (2)
ranged - 0.04% (2)
aiming - 0.04% (2)
doesn’t - 0.04% (2)
much. - 0.04% (2)
another - 0.04% (2)
fire - 0.04% (2)
avoid - 0.04% (2)
stuff - 0.04% (2)
prevents - 0.04% (2)
turret - 0.04% (2)
milk. - 0.04% (2)
wool - 0.04% (2)
gathering - 0.04% (2)
penalty - 0.04% (2)
product - 0.04% (2)
waste - 0.04% (2)
dodge - 0.04% (2)
skills. - 0.04% (2)
(with - 0.04% (2)
removed - 0.04% (2)
type. - 0.04% (2)
hold - 0.04% (2)
date! - 0.04% (2)
challenge - 0.04% (2)
that’s - 0.04% (2)
drop-down - 0.04% (2)
rimworld, - 0.04% (2)
thinking - 0.04% (2)
features. - 0.04% (2)
wholly - 0.04% (2)
fixing - 0.04% (2)
became - 0.04% (2)
complexity, - 0.04% (2)
terms - 0.04% (2)
tons - 0.04% (2)
hope - 0.04% (2)
combinations - 0.04% (2)
combine - 0.04% (2)
rebalancing - 0.04% (2)
matter - 0.04% (2)
yet. - 0.04% (2)
based - 0.04% (2)
varied, - 0.04% (2)
sensible - 0.04% (2)
far - 0.04% (2)
hundreds - 0.04% (2)
aren’t - 0.04% (2)
previous - 0.04% (2)
(though - 0.04% (2)
compatibility - 0.04% (2)
being - 0.04% (2)
refinements-only - 0.04% (2)
spherical - 0.04% (2)
thread. - 0.04% (2)
remains - 0.04% (2)
significant - 0.04% (2)
however, - 0.04% (2)
public - 0.04% (2)
mechanics - 0.04% (2)
solutions - 0.04% (2)
advantage - 0.04% (2)
gain - 0.04% (2)
changes, - 0.04% (2)
example - 0.04% (2)
finish - 0.04% (2)
current - 0.04% (2)
people. - 0.04% (2)
column - 0.04% (2)
generator - 0.04% (2)
restart - 0.04% (2)
affect - 0.04% (2)
health - 0.04% (2)
nonsensical - 0.04% (2)
stop - 0.04% (2)
five - 0.04% (2)
art. - 0.04% (2)
thread! - 0.04% (2)
cases, - 0.04% (2)
bonus - 0.04% (2)
(e.g. - 0.04% (2)
collection - 0.04% (2)
entirely - 0.04% (2)
appropriate - 0.04% (2)
meat - 0.04% (2)
gold - 0.04% (2)
pretty - 0.04% (2)
generation. - 0.04% (2)
heads - 0.04% (2)
asphalt - 0.04% (2)
tiles - 0.04% (2)
adjacent - 0.04% (2)
directly - 0.04% (2)
beauty - 0.04% (2)
ship - 0.04% (2)
progress. - 0.04% (2)
strategies - 0.04% (2)
exactly - 0.04% (2)
updates - 0.04% (2)
focus - 0.04% (2)
latest - 0.04% (2)
force - 0.04% (2)
variation - 0.04% (2)
destinations - 0.04% (2)
gives - 0.04% (2)
had - 0.04% (2)
bugfix-only - 0.04% (2)
placing - 0.04% (2)
route - 0.04% (2)
site. - 0.04% (2)
chunks - 0.04% (2)
dialog - 0.04% (2)
options - 0.04% (2)
many, - 0.04% (2)
planet. - 0.04% (2)
year - 0.04% (2)
arbitrary - 0.04% (2)
having - 0.04% (2)
you can - 0.4% (22)
of the - 0.39% (21)
on the - 0.37% (20)
in the - 0.35% (19)
if you - 0.28% (15)
can no - 0.28% (15)
can now - 0.26% (14)
alpha 17 - 0.26% (14)
are no - 0.24% (13)
the game - 0.24% (13)
to the - 0.24% (13)
can be - 0.22% (12)
tynan sylvester - 0.22% (12)
are now - 0.2% (11)
tagged and - 0.18% (10)
and categorized - 0.18% (10)
by tynan - 0.18% (10)
as: uncategorized - 0.18% (10)
categorized as: - 0.18% (10)
alpha 16 - 0.17% (9)
the world - 0.17% (9)
uncategorized | - 0.17% (9)
on steam - 0.17% (9)
on alpha - 0.13% (7)
and the - 0.13% (7)
performance hotfix - 0.13% (7)
use the - 0.13% (7)
you to - 0.13% (7)
added a - 0.13% (7)
want to - 0.13% (7)
with a - 0.11% (6)
across the - 0.11% (6)
2016 by - 0.11% (6)
is now - 0.11% (6)
at the - 0.11% (6)
there is - 0.11% (6)
alpha17b performance - 0.11% (6)
there are - 0.11% (6)
now have - 0.11% (6)
forum thread - 0.11% (6)
hotfix released - 0.11% (6)
this forum - 0.09% (5)
from a - 0.09% (5)
world quest - 0.09% (5)
caravans can - 0.09% (5)
the same - 0.09% (5)
transport pod - 0.09% (5)
much more - 0.09% (5)
so it’s - 0.09% (5)
surgery success - 0.09% (5)
success chance - 0.09% (5)
easier to - 0.09% (5)
new world - 0.09% (5)
the planet - 0.09% (5)
this update - 0.09% (5)
you want - 0.09% (5)
new content - 0.09% (5)
this is - 0.09% (5)
the new - 0.09% (5)
on alpha17b - 0.07% (4)
so you - 0.07% (4)
to build - 0.07% (4)
can use - 0.07% (4)
and rivers - 0.07% (4)
if you’re - 0.07% (4)
the old - 0.07% (4)
a caravan - 0.07% (4)
posted december - 0.07% (4)
you get - 0.07% (4)
harder to - 0.07% (4)
faction base - 0.07% (4)
this post - 0.07% (4)
transport pods - 0.07% (4)
from the - 0.07% (4)
if the - 0.07% (4)
on steam, - 0.07% (4)
2017 by - 0.07% (4)
update will - 0.07% (4)
be much - 0.07% (4)
roads and - 0.07% (4)
and for - 0.07% (4)
trade price - 0.06% (3)
which makes - 0.06% (3)
which can - 0.06% (3)
steam library, - 0.06% (3)
in this - 0.06% (3)
instead of - 0.06% (3)
betas tab - 0.06% (3)
be the - 0.06% (3)
modders can - 0.06% (3)
to continue - 0.06% (3)
one comment. - 0.06% (3)
rimworld alpha - 0.06% (3)
on this - 0.06% (3)
animals, and - 0.06% (3)
will now - 0.06% (3)
to travel - 0.06% (3)
the betas - 0.06% (3)
be targeted - 0.06% (3)
update on - 0.06% (3)
select the - 0.06% (3)
from your - 0.06% (3)
targeted on - 0.06% (3)
unstable version - 0.06% (3)
take a - 0.06% (3)
at this - 0.06% (3)
allows you - 0.06% (3)
i invite - 0.06% (3)
pods can - 0.06% (3)
download link - 0.06% (3)
some exploit - 0.06% (3)
– wanderlust - 0.06% (3)
the main - 0.06% (3)
and are - 0.06% (3)
site part - 0.06% (3)
quest incident: - 0.06% (3)
16 – - 0.06% (3)
an allied - 0.06% (3)
out of - 0.06% (3)
caravans now - 0.06% (3)
allied faction - 0.06% (3)
your steam - 0.06% (3)
time of - 0.06% (3)
send a - 0.06% (3)
creative content - 0.06% (3)
a refinement - 0.06% (3)
to use - 0.06% (3)
enemy base - 0.06% (3)
need to - 0.06% (3)
now be - 0.06% (3)
roads generate - 0.06% (3)
generate with - 0.06% (3)
save game - 0.06% (3)
faction bases - 0.06% (3)
it, and - 0.06% (3)
when you - 0.06% (3)
with the - 0.06% (3)
to make - 0.06% (3)
no longer - 0.06% (3)
17 – - 0.06% (3)
to release - 0.06% (3)
the time - 0.06% (3)
can cause - 0.06% (3)
options menu - 0.04% (2)
and form - 0.04% (2)
wanderlust released! - 0.04% (2)
the map - 0.04% (2)
to change - 0.04% (2)
as well, - 0.04% (2)
now modeled - 0.04% (2)
planet generation - 0.04% (2)
make worlds - 0.04% (2)
download from - 0.04% (2)
to select - 0.04% (2)
beta branch - 0.04% (2)
games. if - 0.04% (2)
betas tab, - 0.04% (2)
your game - 0.04% (2)
that are - 0.04% (2)
the “alpha15” - 0.04% (2)
top of - 0.04% (2)
the screen - 0.04% (2)
have your - 0.04% (2)
at once. - 0.04% (2)
more or - 0.04% (2)
new colonies. - 0.04% (2)
the way - 0.04% (2)
travel across - 0.04% (2)
(not just - 0.04% (2)
re-create creative - 0.04% (2)
request to - 0.04% (2)
i’m hoping - 0.04% (2)
the forum - 0.04% (2)
and in - 0.04% (2)
to have - 0.04% (2)
save games. - 0.04% (2)
sorry for - 0.04% (2)
back to - 0.04% (2)
just want - 0.04% (2)
players who - 0.04% (2)
new translation - 0.04% (2)
enemy faction - 0.04% (2)
to re-create - 0.04% (2)
so more - 0.04% (2)
the ‘unstable’ - 0.04% (2)
branch on - 0.04% (2)
get access - 0.04% (2)
since the - 0.04% (2)
worked out - 0.04% (2)
access to - 0.04% (2)
almost all - 0.04% (2)
this will - 0.04% (2)
on your - 0.04% (2)
terms of - 0.04% (2)
still working - 0.04% (2)
and wait - 0.04% (2)
right-click rimworld - 0.04% (2)
don’t want - 0.04% (2)
no change - 0.04% (2)
all an - 0.04% (2)
able to - 0.04% (2)
more interesting - 0.04% (2)
join the - 0.04% (2)
like raiders - 0.04% (2)
– just - 0.04% (2)
of people - 0.04% (2)
you control. - 0.04% (2)
this allows - 0.04% (2)
bases you - 0.04% (2)
raiders do - 0.04% (2)
people and - 0.04% (2)
depending on - 0.04% (2)
caravans appear - 0.04% (2)
colonists do - 0.04% (2)
world map, - 0.04% (2)
local map. - 0.04% (2)
have more - 0.04% (2)
and trade - 0.04% (2)
the colonists - 0.04% (2)
do the - 0.04% (2)
to feed - 0.04% (2)
cause brain - 0.04% (2)
to get - 0.04% (2)
reworked surgery - 0.04% (2)
for players - 0.04% (2)
mood effects - 0.04% (2)
can damage - 0.04% (2)
or liver - 0.04% (2)
redesigned how - 0.04% (2)
game will - 0.04% (2)
follow while - 0.04% (2)
the body - 0.04% (2)
brain damage - 0.04% (2)
in various - 0.04% (2)
be included - 0.04% (2)
discussion on - 0.04% (2)
faction asks - 0.04% (2)
to defeat - 0.04% (2)
asks you - 0.04% (2)
a special - 0.04% (2)
to send - 0.04% (2)
own wounds - 0.04% (2)
tend their - 0.04% (2)
reward. new - 0.04% (2)
collect the - 0.04% (2)
to create - 0.04% (2)
it allows - 0.04% (2)
number of - 0.04% (2)
stash of - 0.04% (2)
defeat the - 0.04% (2)
caravan to - 0.04% (2)
(with a - 0.04% (2)
not on - 0.04% (2)
new ones - 0.04% (2)
def modifiers - 0.04% (2)
along the - 0.04% (2)
dependent on - 0.04% (2)
gathering wool - 0.04% (2)
some pawns - 0.04% (2)
change the - 0.04% (2)
amount of - 0.04% (2)
they can - 0.04% (2)
the target - 0.04% (2)
can tell - 0.04% (2)
they leave - 0.04% (2)
leave behind - 0.04% (2)
burn, they - 0.04% (2)
“site parts” - 0.04% (2)
ancient roads, - 0.04% (2)
steam beta - 0.04% (2)
set your - 0.04% (2)
changes to - 0.04% (2)
for any - 0.04% (2)
the whole - 0.04% (2)
saved games - 0.04% (2)
is not - 0.04% (2)
harder on - 0.04% (2)
from their - 0.04% (2)
released alpha - 0.04% (2)
check out - 0.04% (2)
road released! - 0.04% (2)
progress for - 0.04% (2)
2016 november - 0.04% (2)
progress update - 0.04% (2)
from previous - 0.04% (2)
using the - 0.04% (2)
post at - 0.04% (2)
invite discussion - 0.04% (2)
ancient asphalt - 0.04% (2)
road, ancient - 0.04% (2)
to generate - 0.04% (2)
is more - 0.04% (2)
the options - 0.04% (2)
alpha 17. - 0.04% (2)
and use - 0.04% (2)
library, right-click - 0.04% (2)
the drop-down - 0.04% (2)
restart steam - 0.04% (2)
the game. - 0.04% (2)
the latest - 0.04% (2)
or milk. - 0.04% (2)
added “animal - 0.04% (2)
the content - 0.04% (2)
the update - 0.04% (2)
in progress. - 0.04% (2)
various ways - 0.04% (2)
we can - 0.04% (2)
will generate - 0.04% (2)
it with - 0.04% (2)
going to - 0.04% (2)
of them - 0.04% (2)
ludeon studios - 0.04% (2)
around the - 0.04% (2)
forum thread! - 0.04% (2)
sylvester we - 0.04% (2)
been adding - 0.04% (2)
is that - 0.04% (2)
add on - 0.04% (2)
for meat - 0.04% (2)
players use - 0.04% (2)
to reduce - 0.04% (2)
are quite - 0.04% (2)
and then - 0.04% (2)
since it - 0.04% (2)
release that - 0.04% (2)
we’re also - 0.04% (2)
hundreds of - 0.04% (2)
will probably - 0.04% (2)
and so - 0.04% (2)
in terms - 0.04% (2)
of design - 0.04% (2)
i don’t - 0.04% (2)
working on - 0.04% (2)
generate a - 0.04% (2)
collection of - 0.04% (2)
groups will - 0.04% (2)
shoot at - 0.04% (2)
will be - 0.04% (2)
more difficult - 0.04% (2)
ready to - 0.04% (2)
now tend - 0.04% (2)
a pawn - 0.04% (2)
melee dodge - 0.04% (2)
makes some - 0.04% (2)
stat which - 0.04% (2)
hit chance - 0.04% (2)
for pawns - 0.04% (2)
will have - 0.04% (2)
melee skill - 0.04% (2)
much wider - 0.04% (2)
slower to - 0.04% (2)
have a - 0.04% (2)
(unless they - 0.04% (2)
time to - 0.04% (2)
would be - 0.04% (2)
it’s no - 0.04% (2)
other bases - 0.04% (2)
it was - 0.04% (2)
calculations and - 0.04% (2)
in more - 0.04% (2)
back and - 0.04% (2)
especially for - 0.04% (2)
so that - 0.04% (2)
room surgery - 0.04% (2)
to buy - 0.04% (2)
to add - 0.04% (2)
tagged and categorized - 0.18% (10)
and categorized as: - 0.18% (10)
by tynan sylvester - 0.18% (10)
categorized as: uncategorized - 0.18% (10)
as: uncategorized | - 0.17% (9)
2016 by tynan - 0.11% (6)
performance hotfix released - 0.11% (6)
alpha17b performance hotfix - 0.11% (6)
surgery success chance - 0.09% (5)
roads and rivers - 0.07% (4)
on alpha17b performance - 0.07% (4)
on the road - 0.07% (4)
2017 by tynan - 0.07% (4)
across the world - 0.07% (4)
you want to - 0.07% (4)
new world quest - 0.07% (4)
pods can be - 0.06% (3)
an allied faction - 0.06% (3)
most of the - 0.06% (3)
you can now - 0.06% (3)
can be targeted - 0.06% (3)
send a caravan - 0.06% (3)
be targeted on - 0.06% (3)
can now be - 0.06% (3)
uncategorized | one - 0.06% (3)
rimworld alpha 16 - 0.06% (3)
content is in - 0.06% (3)
– on the - 0.06% (3)
alpha 16 – - 0.06% (3)
alpha 17 – - 0.06% (3)
| one comment. - 0.06% (3)
16 – wanderlust - 0.06% (3)
if you want - 0.06% (3)
the latest version. - 0.04% (2)
you can make - 0.04% (2)
new planet generation - 0.04% (2)
depending on the - 0.04% (2)
local map. caravans - 0.04% (2)
can make worlds - 0.04% (2)
the world map, - 0.04% (2)
colonists do the - 0.04% (2)
join the colony. - 0.04% (2)
the ‘unstable’ branch - 0.04% (2)
to the “alpha15” - 0.04% (2)
alpha 16 release - 0.04% (2)
probably be the - 0.04% (2)
in terms of - 0.04% (2)
get access to - 0.04% (2)
access to the - 0.04% (2)
re-create creative content - 0.04% (2)
to re-create creative - 0.04% (2)
bases you control. - 0.04% (2)
like raiders do - 0.04% (2)
which can be - 0.04% (2)
mood effects from - 0.04% (2)
to select the - 0.04% (2)
there is a - 0.04% (2)
to send a - 0.04% (2)
to use the - 0.04% (2)
at this forum - 0.04% (2)
on this post - 0.04% (2)
i invite discussion - 0.04% (2)
a stash of - 0.04% (2)
asks you to - 0.04% (2)
faction asks you - 0.04% (2)
if you do - 0.04% (2)
some of the - 0.04% (2)
use the drop-down - 0.04% (2)
on alpha 17 - 0.04% (2)
progress for alpha - 0.04% (2)
– wanderlust released! - 0.04% (2)
the old version - 0.04% (2)
steam library, right-click - 0.04% (2)
you’re on steam, - 0.04% (2)
their own wounds - 0.04% (2)
you can tell - 0.04% (2)
will probably be - 0.04% (2)
the world map. - 0.04% (2)
alpha 17 posted - 0.04% (2)
i don’t want - 0.04% (2)
quite a few - 0.04% (2)
games. if you - 0.04% (2)
to travel across - 0.04% (2)
in progress for - 0.04% (2)
new content is - 0.04% (2)
change the same - 0.04% (2)
burn, they leave - 0.04% (2)
is in this - 0.04% (2)
makes some pawns - 0.04% (2)
room surgery success - 0.04% (2)
wool or milk. - 0.04% (2)
want to continue - 0.04% (2)

Here you can find chart of all your popular one, two and three word phrases. Google and others search engines means your page is about words you use frequently.

Copyright © 2015-2016 hupso.pl. All rights reserved. FB | +G | Twitter

Hupso.pl jest serwisem internetowym, w którym jednym kliknieciem możesz szybko i łatwo sprawdź stronę www pod kątem SEO. Oferujemy darmowe pozycjonowanie stron internetowych oraz wycena domen i stron internetowych. Prowadzimy ranking polskich stron internetowych oraz ranking stron alexa.