Rimworld

Rimworld Dev Tracker




18 Apr

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Originally posted by LazerMagicarp

One week to make an update to make us happy. You guys rock.

I will spare the next tynan I see out on the rim.

Thank you! Knowing my stats I'll need all the help I can get.


13 Apr

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This makes me happy :) Shared with the devs!


12 Apr

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Originally posted by polyhistore

Was wondering earlier today if this would work. The real question is if this is an oversight or an intended feature.

Mechs really seem to pair with the new entities like peanut butter and jelly.

We considered this interaction during testing and decided it was most fun to let people do it. "Say yes to the player" is the default.

Of course if we observe it breaking the game too consistently we'd consider adjusting it.

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Awesome!

Any way we can encourage players to play forward through drama and challenge and loss is good (because it's hard to generate good stories where nothing ever goes wrong). So I'm very glad this feature is having that effect. Perfect.

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Originally posted by bigbadfox

I'm sure you're getting flooded with all kinds of nonsense in comments and dms in the wake of anomaly, and I'm going to add just one more drop in that bucket.

Thank you for the game. I can't tell you how much joy, anxiety, regret, rage, sadness, triumph, and wonder I have felt while surviving in the rim. I can't wait to see how my newly formed band of warrior-scientists succumb to unknowable darkness

Very welcome!

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Originally posted by Jangajinx

I will miss knowing that your amazing DLC is out! About to break my 1000 hours milestone! Send help the Void has gotten me!

PS: Give your team lots of love for me! Thank you for everything you all have made as a mod developer and a fangame developer I can understand all the countless hours and endurance to see your vision realized. Do not let anyone hijack your vision for the game and stay true to your roots. Much love! <3

Love has been transmitted! And we thank you for it.

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I love hearing when our designs work as intended :)

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Glad it's nicely intense!

We are investigating a possible bug or mod interaction that might be causing certain incidents to fire too early. For example, the pit gate is never supposed to appear before the monolith reaches level 2, but from your story it sounds like it appeared right after activating the monolith to level 1.

Can you confirm that the pit gate appeared right after initially activating the monolith? Or was it the similar but different pit burrows? (Pit gate is the one where you have to go underground to defeat it)

And can you let us know if you have any mods active and what they are?

(Might beg for more info/savegame after if that's okay. We're trying to reproduce this.)

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Thanks! It's a great game to work on. Always new ideas to explore and positive energy from the community is very motivating.

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Originally posted by VladMkalo

I thought that the anomaly dlc was more focused on the late game. This looks very complicated beginning

This incident (fleshmass heart) can't fire that early; the monolith must be activated to level 2 and that takes a long time. I'm not sure how this screenshot came to exist.

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Originally posted by InZloWeTrust

It spawns on starting tile but you can just ignore it. It even gives you an option to opt out of it when first time activating the thing.

P.S. no space horrors unless you activate the monolith

The horrors will still arrive without activating the monolith, but at a much lower frequency to avoid overwhelming the normal play experience.


11 Apr

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It was removed a couple hours after release - restart Steam to update.

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Steam mangles files sometimes. First thing to try is just deleting the RimWorld install folder inside steamapps, and restarting Steam to force a full re-download.

Posting the error message would help in any case!

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Could be corrupt files after update. As a starting point I recommend deleting the RimWorld folder inside the steamapps folder.

If that doesn't work, consider whether it could be caused by a mod interaction or not-yet-updated mod.

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Sorry about that, had to fix up the update script. It's fixed now, please just re-download as needed!


05 Apr

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Originally posted by TheMaskedMan2

I think it’s exciting that they’re just doing random ideas they’re passionate about instead of the ‘obvious’ thing. It just feels more unique and genuine this way.

Sure I guess more advanced exploration and faction mechanics are the ‘obvious’ next thing to improve in a colony builder - but I enjoy and appreciate that Tynan and Co. just sorta do whatever they feel like. Royalty was out of the blue, now this Lovecraftian hell-scape is way out there. It’s just nice that they do what they’re passionate about instead of a by the numbers popular choice.

That said, this is all exciting for me, and I hope these blog posts aren’t showing EVERY possible event. I hope there’s a lot more to discover ingame, but even if this is all of the rituals for example, I am sure mods will go way out there with cults and etc.

Yeah, I think you need healthy mix of doing the obvious next improvement, and taking creative leaps in search of whole new kinds of experiences. You need both.


30 Mar

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Considering what happened to her family, it's understandable that Porkchop would turn to the power of the void...


27 Mar

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The RW universe has cryptosleep. People can go on years-long space journeys while cryptosleeping, thus they don't age biologically during that time.

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Originally posted by TheKrimsonFKR

Or my personal favorite: one of my colonists who just crash landed has a kid and grandkids already on-world in enemy factions. Tell me how the hell that works.

John is born, John has two kids, John and his kids all go into cryptosleep on a ship.

Ship goes off course, John's kids are woken and dropped to the planet in pods while John remains in cryptosleep in orbit.

Years later, the ship wakes John and drops him onto the planet.


23 Mar

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It's not really stated, but I always imagined that mechanoids would kill any sufficiently large group of people.

Alternatively, it's not in a steady state, there've just been a lot of mass death incidents, including some recent enough to knock the population density way down.