Rimworld

Rimworld Dev Tracker




15 Oct

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Please nobody art this.

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These look cool. We definitely did this in a nearby alternate universe.

There is the question of how you'd make the natural rock/mineable resources look. Since it might be weird if they formed thin horizontal 'walls' where there happens to be a 1-thick layer of graite or whatever. Or it might look fine, depending on how it's arted.


14 Oct

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I replied on the forum, and info would be great.


13 Oct

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Originally posted by daleksdeservevictory

The toughest part of making this one was deciding that the sound effect would be "slorp". Looking back, I should have added an H.

You can support these comics on my Patreon or Ko-Fi. Also, sorry I didn't really post this week. Life.

I did always imagine it as a 'slorph' sound.


08 Oct

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Originally posted by Triscy

Any idea what the best CPU for RimWorld would be overall?

I don't know myself, but you'd want one with good single-thread performance.

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CPU single-threaded.


30 Sep

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Originally posted by crashingtingler

just an fyi, putting more than 1 explosive item in a tile doesnt increase its destructive capability at all, so 1 antigrain vs a stack of 25 both on single tiles do exactly the same thing

This isn't true, the number of items matters (depending on the item). Unless there's a bug or I'm mis-remembering.


14 Sep

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It's entirely bound to the single-threaded CPU performance. However, mods can be poorly optimized or broken in ways that will heavily degrade performance, so it may be a mod or mods causing issues - even mods that seem to do something simple.

A freeze every 2 seconds likely indicates some exception being thrown during periodic processing, related to a mod. Exceptions create huge lag spikes like that. Essentially this is a mod bug and you can investigate by looking at the console log in dev mode.


07 Aug

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"Hasn't played the game yet" for lawful good made me laugh pretty hard.


27 Jul


19 Jul

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Originally posted by HungerReaper

Looks like they somehow managed to add color to human leather in such a way that it displays representative imagery

Edit: thank you. I wanted you to know how big of an impact rimworld has had on me. It's been a constant in my life that always brings a smile. Thanks for giving me such a chunk of happiness 😊

Hogwash! Everyone knows art can only exist in three-dimensional form. This isn't the glitterworlds, you know.

And you are very welcome.

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What are those strange rectangular colored sheets in the background?


14 Jul

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Sorry, it's being worked on.


26 Jun

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Originally posted by Lopsided_Mastodon

For scrollers, it's under "VR Designer (Game Dev)".

No, it's not that one.

Mine is much worse :)


21 Jun

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This is amazing. Pretty much exactly as I imagined it.

I love the little helper mascot in the glitterworld meds.

You've got a great art style.


03 Jun

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I lol's at this one but must admit - I was waiting for the "incapable of: caring" to come up :p

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Originally posted by SihvMan

Thank you Tynan for being awesome! This update got me back into RimWorld and put another 100+ hours on my (actual) playtime.

That's real dedication - I'm pretty sure it was released less than 100 hours ago :)


01 Jun

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Originally posted by Vine009

Keep getting the following error:

[Modcheck] using outdated Modcheck.dll. Update all outdated Modcheck.dll files and/or load Modcheck mod in the modlist

The problem is that I don't have a mod named "Modcheck". I don't even remember ever intalling such a mod. Does anyone else have similar problems? A quick fix would be much appreciated.

ModCheck was updated to be compatible with new build 2282. But some mods included an old version of ModCheck. If you install new ModCheck by yourself, the old versions of ModCheck in your other mods won't be used.


30 May

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Originally posted by RogueIceberg

Sexual orientation should not be a trait, it should have a different section instead

I've seen this thought a few times, though, so I figured it was worth explaining why it works the way it does.

A major goal in UI design is to reduce noise. You don't want to repeat the same information if the player can easily deduce that information. Otherwise you're forcing the player to read words that don't carry information, which increases cognitive load for no benefit.

For example, every character in RimWorld is somewhere on the spectrum of industriousness. Some are lazy, some are typical, and some are hard-working. However, since the vast majority of characters are of average industriousness, we reduce noise by omitting this information. When the player sees nothing about industriousness, an average level in this trait is implied. Players understand this ~100% of the time.

It's the game UI version of Strunk and White's classic writing advice: "Omit needless words."

The same goes for the other traits in the game - psychopathy, move speed, nat...

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23 May

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Originally posted by ----buster----

I had a look at the way WeatherOverlay creates its material, which is the MatLoader class, which requires a "path" parameter. It then appends this path to "Materials/" and casts an Object created by Resources.Load(appended_path) to a Material.

I guess my question is now, where is the "Materials/"? Is it an actual folder, or is this just a pseudo-folder system that Unity uses?

Anyways, I'll try looking at the original assets with some sort of program like you said, thanks for the suggestion.

Edit0: couldn't seem to find any legit ways to look into Unity assets.

Edit1: also just noticed that the "moveSpeedMultiplier" in WeatherDefs doesn't seem to have any effect. Is this deprecated? Edit2: I'm stupid, it does work

Materials/ is in the unity assets. I think there is software that can browse unity asset packs.