Rimworld

Rimworld Dev Tracker




29 Sep

Comment

That's cool - I almost forgot about that one! Fun map to work on.


14 Sep

Comment

Originally posted by clipples18

I blame the super chill soundtrack

There actually was no soundtrack back then! It was about May-June 2013, months before I started working with Alistair Lindsay.

My friend who played wasn't falling asleep though; the 3 of us who were watching did.


20 Apr

Comment

Originally posted by EnrageTroya

Didn't know Tynan was good with plants

Well, I managed to keep a basil plant alive for like 6 months. That's not bad, right?


18 Apr

Comment

Originally posted by ratsmacker_2

Omg he made it in Photoshop originally? That's insane

It was faster than Illustrator for the really simple stuff I needed, and it made it easy to pixel-align things nicely. With graphics that small (and a willingness to make them somewhat janky), the power and precision of Illustrator was unnecessary.

Also, I don't know how to use Illustrator.


12 Feb

Comment

Appreciated! I can always tell someone is truly selfless if they keep someone like me around.


28 Dec

Comment

We considered it! It would be bugged if we didn't do some tweaks to make this work cleanly, I think.

We could possibly make the situation a bit more explicit though.


25 Dec

Comment

Originally posted by Zakalwe_

Rimworld does not save log files indefinitely, but every once in a while mods or game bugs out and log file keeps growing. Generally you don't need to worry about it.

The game has protection to prevent oversized log files. Mods have to circumvent the protection to produce logs this size.


05 Dec

Comment

Originally posted by Birphon

I tweeted this to Tynan and he said that they will look into it - tbh idk where bug reports actually go lol

See my root-level comment on the cause.

Comment

Hey guys. We investigated this issue today and found that it seems to be caused by the mod HugsLib. The related error message is

Exception filling window for RimWorld.Dialog_Options: System.NullReferenceException: Object reference not set to an instance of an object
at (wrapper dynamic-method) RimWorld.Dialog_Options.RimWorld.Dialog_Options.DoModOptions_Patch0(RimWorld.Dialog_Options,Verse.Listing_Standard)
at RimWorld.Dialog_Options.DoOptions (Verse.OptionCategoryDef category, UnityEngine.Rect inRect) [0x0015e] in D:\dev\unity\rimworld\Assets\Scripts\RimWorld\UI\Dialogs\Dialog_Options.cs:189
at RimWorld.Dialog_Options.DoWindowContents (UnityEngine.Rect inRect) [0x00109] in D:\dev\unity\rimworld\Assets\Scripts\RimWorld\UI\Dialogs\Dialog_Options.cs:123
at Verse.Window.InnerWindowOnGUI (System.Int32 x) [0x0023e] in D:\dev\unity\rimworld\Assets\Scripts\Verse\UI\Windows\Window.cs:247
...

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29 Nov

Comment

Hi, thanks for buying from us.

Are you running on Steam or are you running the DRM-free download? If you're comfortable with it, it would be best to register all your products on Steam via rimworldgame.com/getmygame - then, just install and play on Steam as usual.

Sometimes Steam breaks files and fails to fix them even on verify. In these cases you need to go into the actual file explorer and delete all the game files and files for all expansions to force it to re-download everything.

You can email [[email protected]](mailto:...

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24 Nov

Comment

Originally posted by Excalibro_MasterRace

There should be a cap on how low it can get

Yep, we're looking at reworking the math on this; there are a few options from minimum values to switching to multipliers. Update with this will be out pretty soon.


21 Nov

Comment

Originally posted by DoctorProffalternate

I love most changes, aside from the obvious integration changes it focused on I'm also very fond of the changes to drug resistance/immunity and the QoL/misc stuff. However, the bandwidth changes to lancers and scorchers are unnecessary IMO.

A lancer with 3 bandwidth is almost as expensive as a centipede at 4, but cannot possibly compete with it. There is a reason the lancer has a raid value of 150 and the centipede a whooping 400. Scorchers I found to be surprisingly good, despite their complete inefficiency against mechanoids, and the change cuts their cost in half. Bandwidth in general can be kind of awkward to work with since even the smallest possible changes to it have huge impact in the 1-2 ranges, so it might be easier to buff/nerf the mechs themselves instead like with the militor. Maybe give the lancer lower quality charge lances or lower shooter accuracy, and increase the scorcher's fire rate? Just a thought.

Units with different resource/supply costs are pretty common in strategy games. For example, in SC2 the roach is known to have a lot of power compared to its resource cost, but also be quite expensive in supply. This affects its strategic niche. It adds a bit of depth to the economic decisions short- and long-term as opposed to making the resource cost always exactly proportional to the supply cost.

Comment

Originally posted by muppet2011ad

Does this break saves?

No, all saves are compatible back to 2018 at least (and in many cases before).


16 Nov

Comment

Originally posted by Chiatroll

I still can't forgive him for all the times he personally raided my settlements. god damnit Tynan.

You should be glad it's me and not someone else - I really suck at shooting!

Comment

You're very welcome!

We watch discussions quite often actually; it's an amazingly valuable source of feedback. Especially when people write out cogent thoughts and ideas. I appreciate that the RimWorld community doesn't have a negative complaining vibe to it; it's very forward-looking and thoughtful.


12 Nov

Comment

Originally posted by FiraFoxy

These changes all look really cool - I understand the reluctance with cross-expansion content that Tynan had initially, but I do think it only makes sense to have many of these precepts relating to Biotech to help the "RP" aspect of colonies a lot more.

I have a small, minor question about a weird Biotech / Ideology interaction that seems to be a bit broken and bugged. If you have male Furskin pawns, with the "Beardless" gene and/or with your Ideology set to only use the "no facial hair" appearance at the Appearances at the bottom of your Ideology, the male Furskin pawns will be unhappy with their appearance until you get them a Styling bench and change their style - however, on doing this, the beards tab will be empty, because of the Beardless gene.

Thus, any Beardless Furskin male pawn will be permanently unhappy and get a small mood penalty, because the "no facial hair" isn't a valid option for them. I don't suppose it'd be possible to add "no facial hair" as an ...

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We will look into this. Could just be a little design hole/bug.

Comment

Originally posted by steamedbean-

A suggestion. Can we directly sell gene mods from the gene bank without ejecting them first?

It would make a ton of sense - will put this in our design queue for consideration.

Comment

Originally posted by Studly_Spud

Thanks Tia! A question on genepacks; is it intended that genepacks cannot be sold direct from bank? Meaning that we must always hit "eject all" when a trader comes along, then rebank afterwards.

This would make perfect sense - will consider for this or a future update. Thanks for the feedback!

Comment

Originally posted by Kr4k4J4Ck

These are all great changes, but will there be balance changes done for the solo mechanitor route? It was so off-putting that I haven't even tried it again since the first week of release.

I found it kinda insane that you had to research the 3rd mech tree to get fabricator for something as simple as cutting stone chunks. It made 0 sense to me why in my solo mechanitor most of my time was spent cutting stone blocks or sitting at a deep drill trying to get platsteel deposits, when the whole playstyle is supposed to revolve around having these mechs do the work for you.

I just don't see myself ever doing this route again unless for some reason I want to cut stone chunks or deep drill for 90% of my run.

I saw that the fabricator can now cook which is a good step, but it's still so far into the research line that it doesn't make sense. (unless this was changed recently which I missed).

A good change would be to have a Fabricator be an early mech, but with...

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We want there to be progression through the tech tree, which means not just having every worker mechanoid available from the start. This is going to remain the same.

There are definitely econ development paths that don't require your mechanitor to spend all his time cutting stone chunks or deep-drilling plasteel. It's a kind of weird extra-challenge playthrough and requires some adaptation - doing the same development path as a normal colony would be slow for sure. So come at it another way. Build less walls, or use something besides stone blocks (which are inherently very slow) in the early game, or trade more, etc etc. Use less plasteel and focus on other resources, buy more of it, etc. Push faster to higher tech. There are tons of options.