Rimworld Dev Tracker


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Latest Patch NotesUpdate 1.1.2562 released (about 1 month ago)

24 Mar

21 Mar

Originally posted by Enzeevee

I finished up that quest yesterday and I dunno how much of it was the quest and how much of it was Randy but the first half of the visit was f**kin nuts. I didn't even have time to patch people up. Every time a raid ended a new one would immediately begin, and the game also decided to throw Global Warming + Heat Wave in at the same time. A large chunk of my base including my solar panels/wind turbines were destroyed from a dry thunderstorm because I just could not spare enough people from the front lines to put fires out. It was pretty intense, though it petered out and became more what I was expecting towards the end.

Very glad I stuck half-cyclers in everyone so they didn't need to sleep, and also glad I shoved a joywire in the Stellarch so I didn't have to worry about her mood being shot from the 150F heat and power outages. For some reason she showed up completely naked, so she had the mood debuff for no royal clothing the entire time.

Sorry about the naked thing, it's fixed for new games (as of like 2 weeks ago) but older savegames with already-generated quests would show it still.

Anyway glad you had some fun!

20 Mar

Update 1.1.2579

20 days ago - /u/ on Steam - Thread - Direct
: You can find the details for this event on the announcement page [url=https://steamcommunity.com/ogg/294100/announcements/detail/1830090581804927869]here[/url].

Update 1.1.2579

20 days ago - Tynan on Steam - Thread - Direct
Here's another polishing update for RimWorld!

The most notable change is in how titles interact with work types. Now, only certain characters will actually not do worktypes disallowed by their titles. Royals from the Empire, as well as colonists with the greedy or jealous traits will refuse to do any formally-prohibited work type, while others will take the titles less seriously and continue to work as normal, ignore formal restrictions on food, and not issue decrees.

We're still looking at different ways of adjusting the royal system to allow for nobles to be powerful without destroying challenges or constraining storytelling.

This update should be compatible with all savegames and mods.

Thanks to everyone who gave feedback on the unstable version in the unstable test Discord server[discord.gg]... Read more

On the contrary, I think killboxes are awesome. It's a fun building project, it makes sense, it has a satisfying outcome.

I don't think *every* fight should be won effortlessly with a killbox, though. That's boring.

In general, it's awesome if players can find clever tactics that annihilate certain challenges. It's not cool if they can find a tactic that annihilates every challenge.

This is why there are so many threats that try to break the pattern. Drop-in raiders, siegers with mortars, sappers, off-map quests, now mech clusters.

Always considering ways to improve the AI but it's a tricky system. AI is hard, especially when the player controls the environment (in most games the AI is made to fit the environment and vice versa; RW is like a reverse puzzle solving game where the AI has to solve your puzzle).

Are you OK Ty? We love you bud!

20 days ago - /u/TynanSylvester on Reddit - Thread - Direct

Originally posted by gCvdA

I wonder if tynan deliberately made it so that every time you see him in this game he has horrible stats

It amuses me to be the worst character in game. Like the anti-Lord British.

Royalty: Rotate Monument plans????

20 days ago - pheanox on Steam Forums - Thread - Direct
You are not able to rotate monuments, and per Tynan it is a deliberate design feature.

Royalty: Rotate Monument plans????

20 days ago - pheanox on Steam Forums - Thread - Direct

18 Mar

"i yam what i yam"

Any chance on Achievments comming to Rimworld?

23 days ago - pheanox on Steam Forums - Thread - Direct
As grapplehoeker stated, Tynan has no interest in adding achievements as he feels it conflicts with the conceit of RimWorld and would force people to start playing in certain ways to achievement hunt. Even with the new quest systems, he deliberately made them all optional, you can ignore quests if that's how you want to play RimWorld.

17 Mar

Love it. Worth noting that what's visible on this chart is just the weekly cycle, you can see the impact of 1.1/Royalty on the 3-month chart most easily.


PINNED: RimWorld Community Rules

23 days ago - pheanox on Steam Forums - Thread - Direct
Originally posted by โŒ›โžกโ˜•:
Originally posted by pheanox: How does everyone feel about the daily or more frequent '1.1 broke the game with mods' threads? Should I start locking them?

If I recall correctly, it was posted someplace that he wants you to try to break the game with as many mods as possible... so probably not yet. The best way to handle this, is to tell people to provide a mod list order, and the save that broken. It is probably the fastest way to get a bug fixed for him.

The posts I was seeing there for a while were not productive posts, but it's died down anyway.

Originally posted by rnalsation

Just to chime in I have a 25GB log file from when Rimworld hung while exiting full of the same error.

C:\buildslave\unity\build\Modules/Audio/Public/sound/SoundChannel.cpp(393) : Error executing m_FMODChannel->stop() (The specified channel has been reused to play another sound. )

(Filename: C:\buildslave\unity\build\Modules/Audio/Public/sound/SoundChannel.h Line: 15)

I had to force close the game.

I zipped it if you want one for some reason.

Offer appreciated! We have two reports for now and will reply again if more is needed. I think it's enough (the logs don't carry much info anyway).

16 Mar

Looks like an amazing occasion for an antigrain warhead or orbital bombardment!

Originally posted by soshp

probably unnecessary but in case its not... /u/tynansylvester

Thanks. I've heard of this error before but I thought it wasn't us; with this info it seems it may be something we can actually address though. Appreciated u/soshp and u/kitsune_no_chi

14 Mar

Update 1.1.2575

26 days ago - Tynan on Steam - Thread - Direct
This update includes various new features, adjustments and bug fixes.

EDIT: It's been released to everyone!

Thanks to everyone who has been contributing unstable build feedback in official unstable build testing Discord server[discord.gg]

Change list:

- Implemented renounce title button on pawn bio tab. You can now have your royal colonists renounce their title if you wish.
- Implement mech shield generator charge cycle. Shields now go down for a random day every 10 days, if you're willing to wait.
- Mech cluster condition causers and mortars now sometimes take several days to initiate threatening the colony. This gives more time to prepare and attack the cluster.
- We now generate random rewards only up to 5500$, the rest will go into market value fillers like gold, plasteel, and uranium. ... Read more

Update 1.1.2573

26 days ago - /u/ on Steam - Thread - Direct
: You can find the details for this event on the announcement page [url=https://steamcommunity.com/ogg/294100/announcements/detail/3219450621200118096]here[/url].

Originally posted by noblacky

Hi I know this threat is somewhat old already but do you have any updates on this supposed bug? Playing on permadeath and contemplating to remove the clusters with dev mode to roughly the same level of balancing as the reworks. Either way thanks for the content, the rest of the dlc is f**king amazing

I rebalanced them heavily early last week.

13 Mar

Originally posted by Khanaervon

I just assume that they found it in an ancient danger or on someone's corpse.

Basically, yeah.

Originally posted by Sierra419

Maybe u/TynanSylvester should look into their being no raid music in vanilla.

That's odd, I've been hearing it on streams as usual.

12 Mar

The problem with Royalty

29 days ago - /u/TynanSylvester on Reddit - Thread - Direct

I've been collecting a massive amount of feedback from lots of sources (as always) and looking for themes. A lot of things tend to come up over time that aren't really perceptible at smaller-scale testing. But with enough people and time sometimes you see the same theme pop up repeatedly; this seems to be one of those.

Without promising anything since I haven't dug into the design in detail (hard to tell where there might be blocking design issues with changing it), we might do something about this as part of the content add-on.

Anyway, I appreciate the feedback.

The problem with Royalty

29 days ago - /u/TynanSylvester on Reddit - Thread - Direct

Originally posted by Ankoku_Shinwa

The best chance for change is going with what u/A_Sham said and call them "douchebag points". It is a catchy name and pretty much sums up the issue.

Real nobles used to descend upon estates. Their length of stay often depended on how much they wanted to financially ruin said estate. They would hunt out all the deer etc.

That would make an interesting aspect to the game, where if you want to trade with nobles and use powers, then you have to deal with them when they arrive and eat you out of house and home.

Decrees and quests can be a constant game of gaining and losing faction relation points depending on accepting/refusing/completing and failing them.

As has been mentioned elsewhere, having a harvest decree at the end of autumn when you haven't even planted said crop is just dumb. You just end up with a -15 debuff for about 2 seasons. Loss of a faction point per day or some such would be better.

I too am at the point ...

Read more

As has been mentioned elsewhere, having a harvest decree at the end of autumn when you haven't even planted said crop is just dumb.

FWIW, we fixed this some days ago.

"Making a monument and then instantly destroying it the moment it says: "Quest Complete" also feels really weird. " - Yeah, I agree.

The problem with Royalty

29 days ago - /u/TynanSylvester on Reddit - Thread - Direct

Originally posted by biiingo

The fact that they come way more frequently than advertised is a bug that Tynan is aware of

Not a bug, just unclear. The system cut time up in 18 hour chunks and placed a threat in each chunk randomly, so with bad luck you could have two threats close together. It was designed this way to create some variation but it turns out that the "approximately every 18 hours" reads more as "exactly every 18 hours" so we changed it to match expectation several days ago. I already designed a rework to how these threats are sequenced, but it'll take more time before that is implemented.

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