Rimworld

Rimworld Dev Tracker




25 Jul

Comment

Originally posted by CalculatedEffect

Does it require a certain tech level or explosive to do this? Because when I try it's all greyed out.

No, just select your pawn, draft, click attack button at the bottom, click target.

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Originally posted by Robot_Basilisk

I hope so because that bug is nuts. I didn't notice the first time and suddenly got a "collapsed from exhaustion" notification and go look at the pawn and find them passed out in a massive pile of their own hair because they just stood there all day cutting and recutting their hair.

I left them there, thinking that after collapsing surely they were find now. Nope. They woke up and went right back to styling. Now i have several pawns with a mood debuff wanting to change their style but they can't. They get trapped in the endless cycle of styling every time they try.

Thanks for the note. We had a fix for this but this seemed important so I pulled that fix out of the unstable build and pushed it to default all by itself.

(The unstable build has a bunch of fixes so it needed more analysis and testing to get released safely but I thought it made sense to push this one fix to the front.)

It'd be great if you restarted Steam and let me know if it was fixed!

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Looking over the whole thread, there definitely is something odd going on here that needs to be addressed. We will get on it. Sorry about that.

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Sounds like a bug. Thanks for reporting and sorry this made it into the release. We will fix it.

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You're right. Sorry about this. We'll fix it.

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It sounds like a bug. Sorry about this. We will fix it.


23 Jul

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Totally makes sense. We'll address this. Thanks!

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Originally posted by Rakonas

tynan has there been any progress on identifying the prosthetic body part migration bug?

We hotfixed it out about 6 hours after it went in. Anything from before it started will thus be fine, but any prosthetics installed and saved during those 6 hours would now be scrambled and have to get fixed with "remove hediff" and "Add hediff" dev tools I'm afraid.

It's because the body part index changed in that version.

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Originally posted by Irontoes

I completely agree man. There's a bunch of content here that feels like a good idea that was never really fleshed out. I got really excited to play some spiritual forest tribals. From what I've read things change and it'll have more of an impact on the mid and late game but I can't get that far because the entire colony implodes when everyone has massive mood de-buffs from day one because they wont stop cutting down trees no matter how I set up grow zones. I guess I could try playing with no farms at all but that just feels tedious and dumb.

FWIW the grow zone thing will be fixed soon. (It already is on the unstable branch).

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Originally posted by Paralytic713

Im fairly certain Tynan created a lot of these Ideologies to give people a story and wasnt worried about balancing them all to feel equally good. I imagine he was also thinking some of these would be great for peaceful games.

Right. There's no intent to make every ideoligion be equally-challenging to play.

"Typical" games are about testing the player's skill and rewarding it with triumph. RimWorld really isn't - and that's a principle I've been firm on since 2013. RW is about playing with stories - triumphant, dramatic, tragic, comedic. All the emotions we can get.

The idea that every ideoligion should be equally challenging is something you'd import from games that are about skill testing in exchange for triumph emotions. That's a fine approach to game design, but RimWorld's approach is different because its goals are different.

As a simple example, if you want to make a story that is really absurdly tragic or ridiculous, it's hard to do that if every possible belief system is "balanced".

Think about the great stories you love. Most likely the situation in those stories wasn't fair or balanced.

We will be refining 1.3/Ideology. We tested it a ton but there are a ...

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22 Jul

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Barrie, no!

We'll look at this.

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This has been fixed on the current build. Sorry about that - it was not caught in testing.

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Originally posted by Spazgrim

Terrible yield it seems but very interesting, torchlight is enough which would make it viable even for tribal colonies.

Potentially a way to survive toxic fallout?

I'm planning a balance pass on these fwiw.


21 Jul

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We will investigate this!

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Originally posted by Camellia_Sin

I... wow. Hi Tynan. I'd say "it's YOU," but unless you are having a severe existential crisis, you know that.

I'll take your advice. Thank you for responding, and thank you so much for making an incredible game. I grew up loving video games, but due to Anxiety TM, I gave them up. Most games made me too anxious. RimWorld helped me rediscover this love, and it's something I can play without tripping that anxious switch in my brain. It's been great to rediscover my love of interactive stories through Rimworld.

Thanks again, to you and your wonderful team.

You're welcome - and I'm glad you're enjoying it!

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It looks like you're trying to load with a gigantic mod list. So soon after a version release, it's likely that one or more of these mods contains a fatal bug.

Sometimes mods can have incompatibilities between each other that only kill the game if two particular mods are present. These are hard to trace.

My honest recommendation is to be a bit more conservative with the mod list for now until everyone has had time to stabilize their code a bit.

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This is going to get added for sure.

It is a new feature though, with a fair amount of complexity, so it won't be *super* fast. But we have a trusted coder (Mulford) dedicated to it.

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Originally posted by Kripthmaul

Let me save my ideology PLEASE

We're working on this!

EDIT: We did this!

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You're right, we're going to add this in an update soon.

It's coming, but it won't be immediate - this is a new feature that needs proper testing and UI work.