Rimworld

Rimworld Dev Tracker




24 Feb

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Originally posted by Maelstrome26

Well mine was the first one as I checked before posting so technically the other ones are duplicates 😜

sorry, had to go with the one that had the momentum!

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removed as duplicate


22 Feb

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I really love this interpretation, the scale is awesome.


19 Feb

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Originally posted by WheatleyJ

What is the point in breeding rats if they cant be used to swarm over and distract the enemy?

They're not good food, leather or utility.

Some animals would need to be just wild animals - not every single species is going to have some clear utility. Same as real life.


18 Feb

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Originally posted by MinimarRE

Can I ask why? I've noticed other developers frequently only provide their in-development builds on Steam, and any other source only receives stable releases. Does it take too long to roll them out to anywhere else?

Well for us, there is no other channel that would work for this. The only other channel is the DRM-free download, and that has no beta branch system at all. And it would be torturous to ask players to re-download over and over every day - we'd be constantly getting reports from old versions that people forgot to update. Steam makes sure everyone is up to date.

Finally, for the purposes of testing, there's just no need for more people than Steam gives access.

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Originally posted by XDGrangerDX

Are those ruins prefabs from a specific list or are they dynamically created from actual peoples bases?

Thats the main thing i wonder. I highly doubt Tynan would add the latter.

They're generated by an algorithm.


17 Feb

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Originally posted by Jedibob5

Split tribe into two factions, the gentle tribe (naturally neutral) and fierce tribe (naturally hostile).

I'm confused, wasn't this already the state of things? My first full playthrough was only very lightly modded had a gentle and savage tribe... I was pretty sure that was vanilla.

Now there are three - savage is like a pirate band.

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Originally posted by MinimarRE

Any way for us non-DRM folk to check it out?

I'm afraid not.

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Originally posted by Sir_Joshula

What an amazing looking update!

However, 1 concern: I'm currently playing a heavily modded playthrough at the and am near the end and want to complete it. I can see in the 1.1 update that "If you’re using complex mods, I recommend that you set your Steam branch to version-1.0" which I will do but if the mods themselves are updated then they may no longer be compatible with 1.0. Is this likely an issue that I need to look at or will the game be able to sort that out automatically? Do i need to turn off the mod 'autoupdate' or something?

I'm hoping modders will use the multi-version mod support and not break support from 1.0. But ultimately it's up to what they decide to do with their mods.

I don't know of a way to freeze Workshop updates, though I am lobbying Valve for such functionality!

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Originally posted by TheWolfwiththeDragon

I was thinking of things like the fact that bridges can only support light structures now, and I have medium-heavy buildings that rests on bridges. What will happen to them?

Nothing now, but you won't be able to build new ones.

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Originally posted by TheWolfwiththeDragon

How is it with old saves after a new patch drops? I’m quite new and play unmodded. Will they be compatible or is the safest thing to keep them separate.

Old saves are fine if unmodded. The post has full details on this.

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Originally posted by apollo_road

Changed sandbags to be constructed of textile stuff instead of steel

YES. Thank you lord. I understand making sandbags out of steel used to be for balance but it always broke muh immershun. Thanks for the work Tynan

It was actually historical going back to 2013. Back then 'metal' was almost the only resource in the game, and so of course sandbags were made of it.

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Originally posted by goibie

Does it auto update? I know it says available for testing but I don’t want to start up my game and break my saves lol.

Nothing will happen automatically, currently 1.1 is only on the unstable branch which you have to specifically opt into.


31 Jan

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I appreciate your appreciation.


19 Jan

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This looks cool, is it for a mod or something?

I could see generating new backstories along these lines.


13 Jan

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Originally posted by daleksdeservevictory

That's honestly one of my favorite things to have happened

Thank you for reminding me. I love how this comic could make a joke out of me screwing up the game design (in fact, sometimes it seemed like half the comics were about various things I screwed up...), then another joke out of me fixing it.

I hope people can eventually forgive that, uh, improvement... it's all for your benefit, I promise!

I'll miss your comics /u/daleksdeservevictory, I read every one.


11 Jan

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Does this happen? I thought we set it up so disfigured only applies to face/head body part injuries.


13 Dec

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Originally posted by RuneLFox

Hey Tynan! Didn't expect you to grace my thread! :D

WOW, though. Thanks for the informative reply. That's a really funny edge case, I'll pass it on to the team!

I don't know if it's part of the same thing, should it be the case that females would get the thought because their torso is uncovered, which doesn't matter for males?

Yes, it should be the case.

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I just looked this up for amusement's sake. Turns out it's actually because of a bugfix.

We set it up so people who have no legs won't get 'naked' thoughts from not wearing pants. It checks if any of the pawn's not-missing body parts are in the BodyPartGroupDef called Legs. If not, it thinks the pawn has no legs, so it sets 'hasPants' to true since the check isn't needed.

Animal bodies don't have BodyPartGroupDefs configured because they're only used for apparel. Thus the check for not-missing body parts in the Legs BodyPartGroup always returns false.

So the reason animals always think they have pants is because they always think they have no legs.