Rimworld

Rimworld Dev Tracker




21 Oct

Comment

To add context...

Steam recently changed their recommended non-USD prices. Biotech's prices are based on Steam's recommendations, but I reduced the prices below Steam's recommendations for Euros, Pounds, Canadian dollars, Russian Rubles, Polish Zloty and Hong Kong dollars.

Looks like there was a huge jump in the recommendations for Turkish Lira and Argentine Peso. I don't know much about these currencies or why this happened, but I've just put in a request to reduce them to something a bit more in line with our other products (at least for now). Just depends on when Valve can get to it (they usually start work in like an hour).

EDIT: I managed to get on the phone with Valve and adjusted 12 currencies downwards below their new recommendations, including Turkish Lira, Argentine Peso, Ukranian Hryvnia, Colombian Peso, Indonesian Rupiah, Indian Rupee, Kazakhstani Tenge, Phillipine Peso, Thai Baht, Uruguayan Peso, Vietnamese Dong, and South African Rand.

...

Read more
Comment

Originally posted by SDI-tech

Waiting to buy the DLC on your website ( ͡° ͜ʖ ͡°)

Release.

The Video.

Game.

Website actually broke on release! Our webdev is working on fixing it right now. Thanks for waiting!

Comment

Originally posted by xadiant

Oof. Turkish price is a bit higher than I expected. Still lower than USD/TRY exchange rate but... I wish it was 180₺. DLC right now is 4.5x higher than the price of game for me.

EDIT: More full discussion and resolution in this comment.

Yeah, Steam recently changed their recommended non-USD prices. Biotech's prices are based on Steam's recommendations, but I reduced the prices below Steam's recommendations for Euros, Pounds, Canadian dollars, Russian Rubles, Polish Zloty and Hong Kong dollars.

Looks like there was a huge jump in the recommendations for Turkish Lira and Argentine Peso. I don't know much about these currencies or why this happened, but I've just put in a request to reduce them to something a bit more in line with our other products (at least for now). Just depends on when Valve can get to it (they usually start work in like an hour).


18 Oct

Comment

This way works well enough!

Love all you guys. Couldn't ask for a better community - really. There are more people to thank than I could list; modders, artists, writers, screenshotters, translators, testers, memers and jokesters, moderators, reviewers, ambassadors and players. You guys are just awesome.


07 Oct

Comment

Originally posted by HotSTeh

What's that green thing on the bottom left?

Wastepack atomizer - that'll get covered in a future blog post along with all the other pollution mechanics.


06 Oct


18 Aug

Comment

Originally posted by Own-Smile-4452

Here's a side by side comparison of the Bison and the Muffalo I got together cause I'm trying to do research so I can do another illustration.

I really gotta point out how f**kin weird this things face is.

The bison has a snout & a visible nose. Its eyes are oriented on the sides of the head. The Muffalo's head and face look like how they illustrate HUMANS faces.

In fact, as far as I can tell, the Muffalo is the ONLY creature in the game that shows the face in 3/4 view from the side. Even humans get put in profile.

So... I have no f**kin idea what this thing's great is supposed to look like, other than: Not A Bison

It's a pair of ellipses I dragged out in Photoshop in 2013, cut in half using the box-select tool.

It filled its purpose, that's what matters!


11 Aug

Comment

It can be hard to handle such cases given the weird stuff players can do in the game.

Think of an exploit where we 1 colonist and 8 slaves, and a resurrector serum. We can kill the solitary colonist, all slaves become colonists, then we resurrect the colonist. What happens?

Similar questions with cryptosleep.

There's also the notion that they might not be allied with each other at all, having been enslaved from mutually-hating factions.

Not saying there's nothing we could do better here, but it can be trickier than it looks!


21 Jun

Comment

Lovely but I was really hoping for an uwu


26 May

Comment

I really love this.


21 Mar

Comment

Do the ideoligions have specific bigotry precepts? Or is it just disagreement about rituals and stuff?


16 Mar

Comment

V cool - though I imagine the helmet being more deep-set into the armor, with high protusions to the left and right.


10 Mar


27 Feb

Comment

Originally posted by EugeneXQ

Posted a whole story in screenshots, all 7 images in one album in Imgur: https://imgur.com/a/zjJ1iFW

  1. There is fluid ideology, with Supremacy, Tunneler, Human primacy. Precepts for "corpses:don't care", "small spaces:don't care", Shooting and Crafting specialists. Shown on first and second screenshot. Because of chosen memes, all this precepts and roles are allowed, 100% valid ideoligion.

  2. Choose to reform ideoligion, add collectivist (screenshot 3).

  3. A message that Small spaces, Corpses, Production and shooting specialists are incompatible appears, screenshot 4.

  4. According to displayed message, precepts and roles are removed. Screenshot 6 shows, that I can add small spaces: don't care precept.

  5. Screenshot 7 show that I can add Shooting and Production specialists again.

What makes this annoying is that player has to assign all specialists to thei...

Read more

I appreciate you taking the time to put this together. We'll use it.

Comment

Originally posted by EugeneXQ

A bug still remains with adding meme in reform ideoligion, and then having some precepts and all specialist roles thrown away for no reason (in-game dialog says they are incompatible, but that is not true).

Sounds like bad joke to me. Or maybe does no one play fluid ideology, really?

We'll look into this and see if there's something that needs fixing (which seems likely). Thanks for reporting!

Any more specific repro info would be useful if anyone wants to post it.


25 Dec

Comment

We'll add a loading tip to try to surface this better.


14 Dec

Comment

Originally posted by CandorCore

Honestly deep drilling feels like the point where your bottleneck moves from resource acquisition to resource refinement. By the time I've got someone perma-stationed on the scanner my only concern is getting more crafters to pump out the masterwork weapons and armour.

It used to be even nuttier, leading to one of my favorite RimWorld comics:

https://www.reddit.com/r/RimWorld/comments/8or0cn/deep\_drilling\_rimworld\_comics/


10 Dec

Comment

Originally posted by RecentlyUnhinged

Pretty sure the Powers that Be have explicitly said that will never happen, given the potential for warcrimes that comes with life on the Rim.

FWIW that's actually a myth - just something someone made up that gets repeated.

Not saying we are doing any particular thing (or anything) in the future, just correcting the record.


02 Dec

Comment

Originally posted by XelNigma

The turret buffs are rather insignificant. The damage and accuracy isn't the issue, it's the health and fire rate that needs looked at.

The mini turret especially least needs to be looked at. Give it the damage, accuracy and fire rate of the machine pistol and there you go. Your weak, but rapid close range support turret.

High fire rates at low damage create a lot of spam in the health tab which I'd rather avoid so don't anticipate a lot of increases here.

DPS is proportional to all three: fire rate, accuracy, and damage.

Comment

Originally posted by Zaorish9

Still gonna be "Turtle Friendly" mod for me 24/7.

I have no clue why the game's developer hates tower defense players so much. It's a fun play style.

Let's dial back the angry hyperbole please. It's not healthy for the community, for me, or for you.

Also I'm not sure what you're referring to given we buffed turrets and increased the prevalence of turret-vulnerable raids.