Rimworld

Rimworld Dev Tracker




20 Dec

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This delighted me.


12 Dec

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I love seeing the drama from another point of view!


02 Dec

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From all of us, you're extremely welcome!


01 Dec

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Originally posted by WattDeFakk

Would it look better to hide the object behind the tree but draw a visible outline or shape of the object in visible color over the tree? That way the object doesn't defy logic and you can still figure out that something is hidden behind it.

Possible. Some games do this. It's complex, though, and looks kind of ugly and noisy.


24 Nov

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Originally posted by Ksenobiolog

This is not a bug, this is an intended behaviour, but in vanilla is not as visible as with this custom visuals

Right. Comprehensibility comes first. So we don't hide things behind other things (imagine how irritating this could be).

This constrains the art since it means that the art has to try hard not to cover adjacent cells. Which means the trees are quite small compared to what you would want them to be for beauty alone.

This reskin looks great, but like a lot of similar projects it gains a lot by violating constraints that are put in for design, clarity, or comprehensibility reasons (and not just hiding things - there are other problems as well like noisiness and scannability, visual hierarchy, etc). The costs of that aren't obvious on a screenshot, but would become palpable in extended play. In case anyone's wondering why we didn't do this kind of thing in vanilla. RimWorld sacrifices a lot in order to play as well as possible.


12 Nov

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I made that screenshot! Now you can eat it! Happy birthday!


07 Nov

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I like this! It's different from how I'd imagine it but very cool and well-executed.


28 Oct

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Originally posted by Isaac_The_Khajiit

It was related to the general problem of large late-game mechanoid threats almost entirely obviating the need for players to have any economy at all, with the added problem that harder difficulty settings were in many ways easier because you got more resource deliveries from bigger raids. Economy was completely broken, and difficulties were inverted.

I'd like to add my 2 cents here about the problem I see with the late-game economy. Growing psychoid to make flake is incredibly easy once the initial struggles related to your biome have been solved, (getting greenhouses or hydroponics set up if you have a short growing season) and in the late game I usually have stacks of 400-600 flake sitting around at any given time just waiting for a trade ship to come take it off my hands. I could make a caravan to sell off the excess, but usually that feels like too much of a hassle when I can just wait for some to come to me.

On the other hand, when ...

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There will always be excessive wealth in late-game at a certain point, that's just the nature of how capital works. We can't involuntarily trash peoples' wealth. The game will always break down past a certain point. I have solutions to this but they're kind of involved (and in consideration).

This was more about alleviating the problem to some degree, not solving it entirely. E.g. You might have tons of flake, but converting that to other usable materials may be tricky. Versus getting massive straight deliveries of plasteel and steel and components - hyper-practical resources.


26 Oct

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Originally posted by Cibranith

Thanks for clearing that up! Went to check why it was nerfed back then and the reasons given were mostly "economy" and "exploit" which made sense but also made me go "but why".

About the reward from raids I might have missed it so I checked again, they are droping from direct raids at a higher drop than clusters it seems, I got mostly clusters mid-game so that was the problem probably, clusters drop about 40%ish? of the raid drops (3700 points cluster vs raid, cluster gave 34 and raid dropped about 90)

I'll probably drop the reverse at mid game and see how it fares, on the meantime the helmets might help when 90% of the air turns into bullets from the turrets lol

Clusters generally have a big building in the middle with some loot in it (EMI dynamo or whatever), so they're supposed to handle that role. In principle. I've no doubt there is room for improvement in terms of the tuning.

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So there's some missing information and zombie memes polluting this discussion, figured I'd try to shed some light.

It had nothing to do with mech assemblers. This was just one of those notions that someone invented that spreads like a meme, but it has no actual source. Mech assemblers were solved just by limiting them, we would never do something ridiculous like completely rebalance an entire enemy type for a problem that could be solved so much more narrowly.

It was related to the general problem of large late-game mechanoid threats almost entirely obviating the need for players to have any economy at all, with the added problem that harder difficulty settings were in many ways easier because you got more resource deliveries from bigger raids. Economy was completely broken, and difficulties were inverted.

We added resource rewards from the raids. They're assigned to one of the mechs (more if necessary). They'll drop piles of plasteel or components. Is this...

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21 Oct

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They also have 2 uses now instead of 1.

EDIT: We changed it to 2 not 3 :p


10 Oct

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I love the details in this. You can spend 60 seconds looking at it and discovering new things the whole time.

Also has me laughing pretty hard!


02 Oct

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Originally posted by dalerian

I get what you mean about a framing issue.

You're saying that if it were presented as "here's a prospect, take them as a colonist or get a debuff" that would feel different to "here's your new colonist, keep them or kick them out for a debuff."

We'd at least get the illusion of a choice, even if the outcome was the same.

Technically, that's probably correct. And yes, you could extend that to other events.

And to all the things I listed. The person who's uncomfortable turning away a dying diseased stranger is probably also uncomfortable selling a lethal pleasure-drug to strangers.

Does this kind of samaritan exist? Definitely (I'm probably one myself).

Would declaring that all colonists feel that way improve the game? I don't think so.

That's building a specific moral view onto the existing colonists (one they don't already have), reducing the storytelling scope.

  • Want a bunch of isolationists, maybe b...
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Colonists definitely have some specific moral beliefs, definitely. They make perfect sense for some backstories. Less so for others. This is an area of the game I've long wanted to improve.


01 Oct

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Originally posted by ImAdrivan

Yeah but the issue is: the game makes a difference between killing a human (from another faction, or neutral) and killing a colonist. My colonists seem fine with us attacking visitors unprovoked (people just passing by), so they should be fine with us not taking in (or even killing) a refugee. Tbh i dont see why this event in particular has to be different than the regular transport pod crash

Honestly it would be better if the responded to more things, not less, but I see your point.

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Originally posted by ImAdrivan

Im on OP's side on this. All that you said makes sense Tynan, except I dont know who invited the person to join the colony? The survivor crash landed. He is a stranger, not a colonist. If we want to help him, we can recruit him. Or we can take him as prisoner, or let him die. But who said he can join the colony just for crashing here?

The person is refugee. That means he invited himself, just like people fleeing danger who enter a country outside a border crossing. You can take those people who are now inside your community and banish them, or kill them, but there is no mind-control wall you can use to simply prevent them from entering your community. They walk in, and you have to choose how to respond.

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Originally posted by NerdyBurner

I would prefer they functioned like the refugees where I can help them, then choose if they can stay, rather than being forced to accept a pyro with crappy skills just to be nice today.

You're not forced to help them at all. You can immediately kill or banish them. They're not willing to leave since they have nowhere else to go, so there is no "politely ask them to leave" option.

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Originally posted by dalerian

Thanks for replying, Tynan. I appreciate you taking time away from making the game to reply - though I'm unconvinced by the reasoning.

You could make exactly the same argument for every event that offers a colonist. Whether they're a regular crash landed person, someone fleeing raiders or whatever. For each of those, there's a choice of what kind of colony we area, which includes the choice to reject the person.

Except this one. For this event, there is NO choice, and it's not a dilemma, because a dilemma is built around a choice. This is a forced circumstance without any agency to make that decision, I only have choice on how I respond to a decision that's made for me.

The crashlanded person is automatically a colonist, like it or not. Which is the problem.

If this event worked like the other colonist-with-a-trade-off events, it would be great. We'd be making a choice - do we rescue this person and accept the costs, or do we refuse? Sometimes...

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For this event, there is NO choice, and it's not a dilemma, because a dilemma is built around a choice.

There is a choice. You can banish them, or kill them, or whatever.

We could alter the UI to make it look different (i.e. instead of banish them as a colonist, you reject them as a joiner, with the same mood outcomes), but that's just re-labeling what's already happening. Maybe we'll do that since this has come up before. I think it would solve the concern. It's just a framing issue. Framing changes solve game design problems all the time.

"If I make a choice to make and sell space-meth, they're ok with that. If we get raiders attack, and I leave them all to bleed out, they're ok with that, too. If a slaver comes past, and I don't pay to rescue any of the slaves, my colonists don't bat an eyelid. If I sell luciferium to a backwards tribe, knowing it will slowly and agonisingly kill whoever takes it, my colonists are ...

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30 Sep

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They came to you for help. You have the choice of helping them, leaving them to die, harvesting their organs.

But whatever you do, your colonists know what happened and will respond psychologically to the outcome. You can't just make everyone pretend it never happened.

This is as designed. It's, a moral dilemma, and a choice between emotions and resources, and a piece of story. What kind of colony are you?


22 Sep

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Originally posted by azrael6947

Think you could do some patchy-patch?

It would probably be a good thing to be honest.

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Originally posted by cuddlebuff

You can turn the Marraige Spot!?!

Damnit.

No...