Rimworld

Rimworld Dev Tracker




11 Aug

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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

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Lovely but I was really hoping for an uwu


26 May

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I really love this.


21 Mar

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


16 Mar

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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

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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

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


14 Dec

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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

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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

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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.

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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.

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Originally posted by Stellan72

Are you sure about that second point? This changelog item "Slaves are now worth 75% of colonists in terms of map wealth and population." seems to say that it affects not just their contribution to colony wealth (aka how their market value affects raid points?) but also to colony population.

We're gonna check this to ensure it's working as intended.
It is supposed to affect both the wealth and population side.


26 Nov

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I quit my job at Irrational Games, wrote a book about game dev, but didn't really want to go work for someone else. So I made a bunch of prototypes of games and one of them eventually became RimWorld.

Wait does that count?


25 Nov

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Originally posted by lemoncroissantlizard

It never even crossed my mind that rimworld made use of the equator etc. Made it especially wierd for me that the game had a map before caravans, but now it makes sense

I remember back when we added the 3D planet for the first time. Previously the game had used a constrained 2D map of part of the northern hemisphere, and just used the seasons to describe time passing.

Of course once you do a whole planet with southern hemisphere you can't describe time by seasons, since those seasons are different in different places and it wouldn't make sense if you moved around.

So we had to add quadrums. Which are weird. But people were so confused about them. So many complaints asking why we were using these dumb sounding made-up words instead of just seasons like before. We had to - it's geometrically required!

Heck most of the world doesn't even have the 4 named seasons really.


27 Oct

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This kind of thing is one reason we don't recommend super-huge map sizes.

It's not just about performance - complex games can break in many, many ways!


24 Oct

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Originally posted by p0xus

Wow, I didnt think you of all people would reply. Tbh, Im not surprised it broke. I'm running 419 mods on this playthough. I don't want to waste your time going through it.

Thanks for the offer to help though.

Hey no worries, I'm always watching pretty hard for breakages after an update. We've reverted updates before when we find something that's bad enough.

But yeah, 419 mods is... a lot. I'm just proud it ever worked at all! Hopefully compatibility will settle in soon.

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Originally posted by p0xus

Wooo... this update broke my ultra modded game.

"This update was tested as compatible with all savegames and mods." they say...

Can you post you log file on the Discord server so we can take a look?
https://discord.gg/4W3NwsEZ


15 Oct

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Originally posted by raccoon_ideology_man

Commission of art from Ricardo Tome, who also did the vanilla and vanilla extended storytellers.

Damn I was just gonna say that's an amazing match for the original style.

Glad to see Ricardo had some fun with it.