Rimworld

Rimworld Dev Tracker




18 Jul

Comment

Originally posted by Wenthloy

I'm pretty sure dryads and stuff are to balance going the nature-lover route and making it competitive with industrialist society. The dryads from what I see help with things that can be difficult if you are one with nature (like producing wood so you don't have to cut down trees) so I think that these are supposed to be benefits to being anti-industry. Without them it would be shooting yourself to play as druidic nature-lovers because you would lose out on stuff that would be so much easier and faster if you were industrial

Great analysis. This is a big part of it. Without something to juice it up, going the nature-worship path felt too limited. I am fine with different beliefs being harder or easier, but they should all feel rich and interesting in their own way.

Comment

Originally posted by Ferreira1

Awesome! But at the same time... kinda not? It feels like a very specific thing to build a colony around. Hopefully (and I think this is the case) there are other mechanics like the trees for different types of colonies.

If this is standalone and is THE way to get some gatherer drones for example, it's... kinda weird imo in the sense it might be basically mandatory in every colony.

It is very specific - just one more piece of the expansion for players who choose this particular play path. I expect most games will see little to no Gauranlen tree use.

That's really the structure of Ideology. It gives a bunch of new directions to play in.

Comment

Originally posted by Bewjlicious

As for savegames, saves from 1.2 (and before) will load on 1.3 (assuming no mods break anything). In addition, non-Ideology savegames will load with Ideology. (However, if you do this you won’t be able to customize or randomize your belief system on startup, since the game is already started.)

I want to keep playing my current save, but I'm not quite sure what's meant by belief systems. I'm super hyped and want to just play my new game. Will I still be able to enjoy aspects of the new DLC once it's released?

So you'll be able to load your current save, but you'll just continue playing with the belief system that is the implicit default in 1.2. Your colonists aren't going to switch to be pain-worshipping tree-connnectors or anything like that.

Bascially you can continue your game, and a ton of new stuff will unlock, but you miss the part of Ideology where you can customize your belief system at game start.

(You can of course use devtools to edit your belief system if you want anyway).

Comment

Originally posted by Dodger_Rej3ct

They seem independent of each other.

They're totally independent. You have neither, either, or both.

We go by the principle that regardless of your configuration there should never be anything that appears disabled or missing in the game. (There are even patches to item descriptions that remove the mention of their expansion-related functionality if the expansion isn't present.)

Comment

Originally posted by Frydendahl

I'm wondering a bit, what's the advantage/disadvantages of using these trees? Do they limit nearby construction like the anima tree? They seem to sprout orange grass for the dryads to eat, so it that sense they take up a large amount of space, but why wouldn't I always want to have a few hauler trees?

Pruning the tree takes time. And, they are more effective if you give them some space (but not as much as the anima tree - you just can't pack them in like workshops).


14 Jul

Comment

Look I'm not a duck farmer. How was I supposed to know this isn't how you transport ducks.

It's fine - just ship it.


13 Jul

Comment

Originally posted by froznwind

This is just my opinion but problem is the auto-slaughter automation is counting early pregnancies. They are normally hidden from the player but the automation is protecting the early-pregnant animals. With female tame animals nearly always being pregnant in Rimworld, it makes it impossible for the automation to slaughter enough females to maintain a stable population.

Very good point.

Comment

Originally posted by Rhodri_Kraakman

S M A S H A L O R

Writing naming content is one of the most fun parts of this job.


12 Jul

Comment

Originally posted by InfiniteImagination

It's not a bug, though! The code is behaving exactly as documented. (I guess I should've also added this to my initial post, but here it is: https://i.imgur.com/74CS9yz.png) The window literally tells you that it doesn't count non-adult or reproducing animals. My point is that the result of this design is that the automatic population control system is unhelpful and ineffective, but it seemed worth starting a discussion in case others had found otherwise.

I apprecaite that you started the discussion. I'm going to look into this.

This is why we do a beta!


11 Jul

Comment

Originally posted by 514484

Colonists with social roles will want a change of appearance to suit their position. They may ask for elegant capes, creepy visage masks, solemn hoods, painful torture crowns, or anything else to set themselves apart according to their traditions.

I hope you can set that yourself, I want armor on every single colonist. Or maybe you get alternative armor shapes like the samurai helmet.

You can customize every aspect if the initial randomized ones aren't to your liking.

Comment

Originally posted by javerthugo

So I can have a dog worshiping canabilistic death cult?!

Yes. Woof!


06 Jul

Comment

Originally posted by Mihsan

I havent seen anybody mentioning it so far while it looks like a VERY big change. You can now disable whole factions (and threat from them) like insects, mechanoids and pirates. And also tune how many people factions you want on your map.

Oh yeah, forgot to mention that.

Good you all found it anyway!

Comment

Originally posted by Mihsan

I havent seen anybody mentioning it so far while it looks like a VERY big change. You can now disable whole factions (and threat from them) like insects, mechanoids and pirates. And also tune how many people factions you want on your map.

Oh yeah, forgot to mention that.

Look I'm a game dev not a marketing expert ok?

Comment

Originally posted by NorseGod

I didn't see anything explicitly stated, do you need to have Royalty before you can install Ideology, or are they completely seperate?

They're separate. You can have neither, either, or both.

Comment

Originally posted by DancesWithHogs

Unpopular opinion. I really liked the aesthetic of a bunch of my colonists literally dropping their dinners to charge to the defence of the colony and some poor, probably blind, peglegged, grandpa having to hobble around and clean up after everyone.

This will still happen. The chance only applies if they were eating from inventory in the first place.

It's actually to fix cases like being on a quest, undrafting a guy, he starts to eat, you re-draft him, now he dropped his travel food.


05 Jul

Comment

Love it! It's been way too long since I saw one of these.


04 Jul

Comment

Originally posted by danieln1212

Did mortars really need a nerf? Those useless things are now quest reward only. Now will only miss by 7 tiles instead of 10 though!

Added visual wound and prosthetic overlays on pawns.

Does that mean they will show on the pawn? That sounds incredible.

Rooms are no longer considered barracks if all of the pawns living in the room are in the same “love cluster”, meaning they share a spouse or lover with another pawn in the bedroom.

I didn't know a pawn can have multiple lovers or is that new too?

The expansion is exciting, more colony customization is always good.

Mortars are buffed, but have a special cost. That's the balance. They're more fun and effective, but you can't just constantly spam them on everything so you must choose when to use them. (I didn't love how they were before - in order for them to not just obsolete every other weapon in the game we had to make them annoyingly inaccurate).

You can turn this off in the settings and just play 1.2 style if you like though. They're both valid approaches.

Comment

Originally posted by mcflyjr

I just sold a buddy on Rimworld, was warming him up to Royalty, and then y'all gotta hit me with this, another content full DLC of love and amazing ideas to expand the game.

Tynan you're a devilish bastard, take my money already, such a great addition I can't wait to play with.

Love working on this - thanks McFly :)

Comment

Removed as duplicate!