Rimworld

Rimworld Dev Tracker




12 Nov

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.

Comment

Originally posted by massive-business

I hope there's an option to turn off player made xeno type spawns because I play with a super OP everything buffed deathless race that would be incredibly unfun to be raided by.

They won't appear as raiders, just random miscellaneous people in other situations.

Comment

Originally posted by fureshyu

Ludeon Studios is truly my favorite dev team. They not only communicate but they listen and can change their stance if it further enriches the game.

These days I’m honestly disillusioned when it comes to game support. Yes most studios communicate or have some sort of community manager. But rarely do they take into consideration the feedback players pose after a patch. Even rarer does the creator of the game put themselves into the public light.

Thank you Tia and everyone at Ludeon for creating and continuing to develop our favorite colony simulator (and also modders who contribute to the longevity and replay-ability).

You're very welcome and we appreciate the props. We're trying and it's good to have that be noticed :)

Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.

11 Nov

Post
    Mal on Steam - Thread - Direct
Hello, I’m back with the details of our last couple of patches for 1.4 and Biotech. Also, our 1.4 midterm patch is just around the corner!

You can view our previous patch note updates here:
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Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.

10 Nov

Comment

Originally we were worried about people accusing us of "locking content behind other expansions" or somesuch. But there are consistent calls across the community for more ideology/Biotech crossover, and it makes perfect sense design-wise, so we've been pushing on this internally (in addition to all the general improvements in ongoing updates).

Hopefully it'll be on the unstable Steam branch next week for public testing and full release soon after.

If you want to track the builds as they go up, they're on the ...

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Post
    Mal on Steam - Thread - Direct
Hi everyone. Valve has recently released their new recommended currency conversions for Steam games and many game studios are beginning to implement these.

We are planning to follow Valve’s recommendations and update some of our non-USD price conversions. (Note that none of our base USD prices will change - this is only about updating currency conversion rates.)

In most cases our prices will remain lower than what Valve recommends. The major currencies will generally see increases of 2-10% - this includes Euros, Chinese yuan, British pounds, Canadian dollars, Australian dollars,... Read more
Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.

07 Nov

Comment

We're planning to address this.


03 Nov

Post
    Mal on Steam - Thread - Direct
Hi everyone!

We’ve been pushing updates with hotfixes and improvements for 1.4 and Biotech over the last week. We tweaked fixes to make them more mod-friendly and have been collaborating with modders to make updates more seamless for everyone. I’ve added a cumulative changelog below for your enjoyment that covers aaaall of those updates.

Other recent changes for 1.4:
Here are some highlights:

- Mechanoids: Labor mechanoids have more work ty... Read more
Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.

02 Nov


31 Oct

Comment

Originally posted by MagnaFox

I love how pure negative traits are starting to get niche uses.Like how anti-mood traits can be used with tortured artists.Anti-social traits can be used on slaves so colonists dont fall in love with them.A wimp slave is also good.Chemical traits are a free mood boost if you have beer or tea.

I hope more traits gain purpose other than sacrifice fuel so you can stave off a 500% raid longer.

It's like those M:TG cards that just kill your own creatures or damage yourself or whatever, but you can use them in weird combos to trigger useful effects. Always loved that concept.


28 Oct