Rimworld Dev Tracker


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Latest Patch Notes1.0 technical update brings multi-version mod support (4 months ago)


Trying to add a WeatherOverlay

about 24 hours ago - /u/TynanSylvester on Reddit - Thread - Direct

Originally posted by ----buster----

I had a look at the way WeatherOverlay creates its material, which is the MatLoader class, which requires a "path" parameter. It then appends this path to "Materials/" and casts an Object created by Resources.Load(appended_path) to a Material.

I guess my question is now, where is the "Materials/"? Is it an actual folder, or is this just a pseudo-folder system that Unity uses?

Anyways, I'll try looking at the original assets with some sort of program like you said, thanks for the suggestion.

Edit0: couldn't seem to find any legit ways to look into Unity assets.

Edit1: also just noticed that the "moveSpeedMultiplier" in WeatherDefs doesn't seem to have any effect. Is this deprecated? Edit2: I'm stupid, it does work

Materials/ is in the unity assets. I think there is software that can browse unity asset packs.

Honestly I'm not sure. Haven't worked with weather overlays for years myself. Materials are a Unity thing, so if you were to do it you'd have to do it through whatever Unity pathways exist. Maybe there's some Internet help on how to do it.

22 May

17 May

On the unstable beta branch, you'll find version 1.0.2271. This version is almost the same as the previous version, with the following changes:
  • A potential fix for a bug that can cause very slow loading of mods in some cases.
  • Updated language data to latest version.
  • Updated player-created names with all approved content.
Mostly we're looking to test the first of the above. It would be awesome if any player who had trouble with slow loading of mods (anything over a minute or two) would give the unstable branch a try and let us know if anything changes.

Thanks in advance to anyone who can give feedback on this in the comments here or in the Ludeon forums[ludeon.com]!

The new version should be compatible with all saves and mods, except possibly a ... Read more

13 May

10 May

09 May

08 May

Originally posted by Best_Remi

probably a bug in that case, that's OP af

Yeah, it's a bug. I can't remember if we fixed it already.

Originally posted by Vallac_de_Guletta

Duct tape. That's missing in rimworld.

That would be funny. Like a special material where you can make literally anything from it - furniture, walls, guns, swords, explosives, computers.

04 May

I made a thing for Star Wars Day

20 days ago - /u/TynanSylvester on Reddit - Thread - Direct

Originally posted by HolyMuffins

creepy breathing


This one really got me.

01 May

29 Apr

26 Apr

23 Apr

Originally posted by somewhereoutinspace

Please, please, PLEASE add an ironman mode so I'm not tempted to use Devmode.

Specifically, ironman would be a toggle at game start. If you have it on:

  1. The game is locked to Permadeath and your selected storyteller/difficulty. The options to change these in game would be grayed out.
  2. Development mode will never show up on that save file.
  3. Encrypt the save file so manual edits aren't possible.

Thanks in advance to u/TynanSylvester if this gets added!

For now I recommend you use the "permanently disable dev mode" tool in the options menu.

21 Apr

20 Apr

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