Rimworld

Rimworld Dev Tracker




16 Aug

Comment

Originally posted by deiridi

First fail I had a smaller throne room filled with a table and chairs, still valid as the quest wouldn't let me accept it until the throne room ticked the check boxes. My bedroom didn't have floor. Bestower went to my barracks (not bedroom) and it failed with message that bedroom was no good. Vanilla no mods.

Second fail same crowded throne room, fully acceptable bedroom, bestower went to stable and failed. Vanilla no mods.

Then I built the larger throne room seen in picture. Bestower went to stable and failed. Added mods by this point.

Awesome. Let me draw tester /u/pheanox 's attention. We will investigate!


15 Aug


14 Aug

Comment

Originally posted by gwendalaze

That's what I'm seeing, yes, it have been more than 120 days since the last psylink neuroformer I got which was with the deserter quest (and thus more than 60 since the supposed deadline of this quest). I started this colony on 1.2. If you want to I can try and grab some values with the dev tools.

We actually confirmed a bug like this thanks! We'll be fixing it and releasing a quick update soon.


13 Aug

Comment

Originally posted by feriou02

Writing now.

Everything for you!

You're too kind :)

Comment

Originally posted by feriou02

I will treasure your reply as my heirloom. I love your game so much.

Have another one!

But hey seriously, I definitely appreciate the props. If you want to do me a micro-favor don't hesitate to drop a Steam review for Royalty. Almost nobody reviews DLCs so it looks lonely! Steam link

Comment

Originally posted by gwendalaze

How long should it take to appear after clearing the deserter's quest ? My current colony of 2 years with a wealth of 20.000 never saw one as a quest reward, is enemy with the empire, have done the rebel quest (more than one year ago) and is not tribal. I tried to generate roughly 500 quest with 10.000 points with the dev mode, and no psychic amplifier ever appeared

About 40 days. If you're not getting psylinks by any route at all, and you were on the latest 1.1 or 1.2, you should be pretty much guaranteed to see psylink neuroformer quest rewards. If you're not, it would be a bug - is that what you're seeing?

Comment

Originally posted by SpartanIord

I have never seen a neuroformer reward outside of the initial one given in the introductory quest set (save royal pawn from manhunting animal).

Also, on my old play through of a 1.1 game In the unstable patch last week, all pawns who had an existing title did not receive a Bestower quest when ranking up. I waited for about two years for it to occur. Rank ups were achieved via questing rewards.

I was able to fix this by using Dev Mode to demote then re-promote them to their proper ranks. This did unfortunately result in one of my Countesses only receiving one permit points instead of the usual three. I have since not had issues with any colonists ranking up in the same save or in other saves.

Thanks. Yeah you wouldn't expect neuroformer rewards if you're getting psylinks through titles.
I'm gonna ask /u/pheanox to help us look into that other issue though. There may be a back-compatibility bug.

Comment

Originally posted by feriou02

I never see them in a 3 years colony. Only quests with royal favor reward. (Running 1.1)

The quest will only state the favor as reward and if I accept it with pawns who has yet to reach a favor threshold, the neuroformer will be sent after finishing quest.

I don't think I ever see only item as a reward. No titles and anima tree.

Thanks. That sounds fine, if you were getting titles and thus neuroformers (in 1.1).

Comment

Originally posted by kaVaralis

I just made your character eat his own wife. I am so sorry.

It's okay, that's future me so f*ck that guy.

Comment

Originally posted by pennomi

I didn't realize that DLC needs a separate review, though that makes obvious sense now that I think about it. Surely other games have similar problems.

I left an extremely positive review. Hopefully it makes a difference for your sales!

Much appreciated!

Comment

They should appear as quest rewards on a regular basis (about 40 days apart). Though this is hard to test and it's possible there's a problem with this.

Can anyone confirm not ever seeing them as a quest reward, while also not using anima tree and not getting titles?


12 Aug

Comment

Originally posted by MasterJ94

Hello u/tynansylvester :)

isn't it amazing how awesome this community you have built with rimworld is ? Besides it's really fun to watch your changelog videos.

BTW you are right about the reviews. there should be more of it. Therefore I have just posted one. Without feedbacks/reviews developers have hard time to make the game better.

Yeah it's pretty wild. This sub has more people than /r/doom! I think something about RimWorld is just great for community building. Long play, creative mods, self-authored storytelling-oriented gameplay.

And thanks very much!

Comment

Originally posted by naggert

I get 40+ each time. It's too much and the pawn bar becomes unmanageable.

got about 10 join requests AFTER the group has left, meaning I was unable to accept them. It seems a little flawed.

40?? You must have an insane colony population, modded?

About mistimed join requests, we've be very interested to hear of any way to reproduce such an issue! Ping - tester /u/pheanox

Comment

Originally posted by HOlimos

I wonder if Tynan has thought of the reward's value and put it high enouth so it is questionnable to commit war crimes on the refugees.

Because otherwise i'm afraid that this quest will only bring me a new armchair, a hat and several new fresh organs to sell.

Yes, their random late reward value is really high. But it's not the most common thing to get. It would be more common to just get free labor and possibly recruits.

Comment

Thanks! I was really happy with how this quest in particular turned out. I think the open-endedness and randomness really nails what makes RimWorld work.

I'm hoping to push more in this open-ended direction with the quest designs. Quests have always been tricky to design since generated quests in a super-systemic game is something that's really original to RimWorld AFAIK. Without other games to reference we really needed to find, identify, understand, iterate on, and solve every problem from zero. It's a real process, but with a good source of feedback (all of you) I think we're learning more and more about what works and how to build it.

Also hey, if anyone wants to write a Steam review for Royalty that'd be great (with whatever your opinion is). It sells well but the percentage of people who reviewed it was WAY lower than the base game. If not no problem of course, it just seems people don't tend to think of this! ...

Read more

10 Aug

Comment

Originally posted by Diabegi

I suppose that must mean I have to change all my colonists food restrictions from paste to pemmican before I put the in a caravan so it registers pemmican as the only food spruce source allowed

No, the automatic setup is just a default to make the most common case easier. If you have special needs you can set it up however you like pretty much the same as before.

Comment

Originally posted by literallyapotato69

I'm not sure if it's the calm before the storm for me, but, surprisingly my 100+ mod list is actually working in 1.2 so far lol. a whole heap of one time errors when first i first loaded my save, but a second load after saving and reloading had no errors. maybe I've gotten lucky and randy has blessed me

Yeah there's a ton of 'well there goes my mod list' jokery going on, but we actually put a lot of effort into trying to smooth this kind of thing out.

There's a whole multi-version mod system which allows modders to upload a mod that has separate files used for different game versions. It means they can update to a new build before it goes public (and do it without breaking the old build).

So during the unstable testing period for the last 2 weeks we've been trying to get the word out and get modders to update before release. Some did but given how many there are of course it isn't close to everyone.

So for 1.2 in particular we tried really hard with the code to support the old APIs and code patches, including leaving in a lot of legacy chaff just to avoid breaking mods. The majority should just keep working without updates at all; they'll just look yellow in the mod list.

Mod breakage has been a problem for a long time, and to some degree it's not s...

Read more
Comment

Removed as duplicate I'm afraid.