Rimworld

Rimworld Dev Tracker




20 Jul

Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page [url=https://steamcommunity.com/ogg/294100/announcements/detail/5512953038622074287]here[/url].
Comment

We will address this. Maybe not in the release build but in a hotfix soon after. Thanks for spreading awareness!


18 Jul

Comment

Originally posted by Wenthloy

I'm pretty sure dryads and stuff are to balance going the nature-lover route and making it competitive with industrialist society. The dryads from what I see help with things that can be difficult if you are one with nature (like producing wood so you don't have to cut down trees) so I think that these are supposed to be benefits to being anti-industry. Without them it would be shooting yourself to play as druidic nature-lovers because you would lose out on stuff that would be so much easier and faster if you were industrial

Great analysis. This is a big part of it. Without something to juice it up, going the nature-worship path felt too limited. I am fine with different beliefs being harder or easier, but they should all feel rich and interesting in their own way.

Comment

Originally posted by Ferreira1

Awesome! But at the same time... kinda not? It feels like a very specific thing to build a colony around. Hopefully (and I think this is the case) there are other mechanics like the trees for different types of colonies.

If this is standalone and is THE way to get some gatherer drones for example, it's... kinda weird imo in the sense it might be basically mandatory in every colony.

It is very specific - just one more piece of the expansion for players who choose this particular play path. I expect most games will see little to no Gauranlen tree use.

That's really the structure of Ideology. It gives a bunch of new directions to play in.

Comment

Originally posted by Bewjlicious

As for savegames, saves from 1.2 (and before) will load on 1.3 (assuming no mods break anything). In addition, non-Ideology savegames will load with Ideology. (However, if you do this you won’t be able to customize or randomize your belief system on startup, since the game is already started.)

I want to keep playing my current save, but I'm not quite sure what's meant by belief systems. I'm super hyped and want to just play my new game. Will I still be able to enjoy aspects of the new DLC once it's released?

So you'll be able to load your current save, but you'll just continue playing with the belief system that is the implicit default in 1.2. Your colonists aren't going to switch to be pain-worshipping tree-connnectors or anything like that.

Bascially you can continue your game, and a ton of new stuff will unlock, but you miss the part of Ideology where you can customize your belief system at game start.

(You can of course use devtools to edit your belief system if you want anyway).

Comment

Originally posted by Dodger_Rej3ct

They seem independent of each other.

They're totally independent. You have neither, either, or both.

We go by the principle that regardless of your configuration there should never be anything that appears disabled or missing in the game. (There are even patches to item descriptions that remove the mention of their expansion-related functionality if the expansion isn't present.)

Comment

Originally posted by Frydendahl

I'm wondering a bit, what's the advantage/disadvantages of using these trees? Do they limit nearby construction like the anima tree? They seem to sprout orange grass for the dryads to eat, so it that sense they take up a large amount of space, but why wouldn't I always want to have a few hauler trees?

Pruning the tree takes time. And, they are more effective if you give them some space (but not as much as the anima tree - you just can't pack them in like workshops).

Post
    Mal on Steam - Thread - Direct
RimWorld - Ideology is available on Steam now!
Hi again! Tia here, your resident bug whisperer and announcement bringer.

First, the big announcement. We’ll be releasing RimWorld - Ideology on Tuesday, July 20! At the same time, the free 1.3 update (which is currently in public beta) will become the default version.
You can wishlist Ideology now on its ... Read more
Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page [url=https://steamcommunity.com/ogg/294100/announcements/detail/5512953038615552890]here[/url].

15 Jul

Post
    Tynan on Steam - Thread - Direct
Just a quick PSA for all the modders out there valiantly updating their mods to 1.3.

There's no need to break compatibility with 1.2 while adding support for 1.3! It's quite easy to make a mod support multiple versions of the game, just by putting the old version's files in one folder and the new version's files in another.

If you want to be more efficient and share identical files between versions, you can do that too. You can even define your own custom folder structure for full control.

This document explains the details on how to do it: Multi-version mods in RimWorld[docs.google.com]

Thanks all,
Ty
Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page [url=https://steamcommunity.com/ogg/294100/announcements/detail/5512953038607155445]here[/url].

14 Jul

Comment

Look I'm not a duck farmer. How was I supposed to know this isn't how you transport ducks.

It's fine - just ship it.


13 Jul

Comment

Originally posted by froznwind

This is just my opinion but problem is the auto-slaughter automation is counting early pregnancies. They are normally hidden from the player but the automation is protecting the early-pregnant animals. With female tame animals nearly always being pregnant in Rimworld, it makes it impossible for the automation to slaughter enough females to maintain a stable population.

Very good point.

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Originally posted by Rhodri_Kraakman

S M A S H A L O R

Writing naming content is one of the most fun parts of this job.


12 Jul

Comment

Originally posted by InfiniteImagination

It's not a bug, though! The code is behaving exactly as documented. (I guess I should've also added this to my initial post, but here it is: https://i.imgur.com/74CS9yz.png) The window literally tells you that it doesn't count non-adult or reproducing animals. My point is that the result of this design is that the automatic population control system is unhelpful and ineffective, but it seemed worth starting a discussion in case others had found otherwise.

I apprecaite that you started the discussion. I'm going to look into this.

This is why we do a beta!


11 Jul

Comment

Originally posted by 514484

Colonists with social roles will want a change of appearance to suit their position. They may ask for elegant capes, creepy visage masks, solemn hoods, painful torture crowns, or anything else to set themselves apart according to their traditions.

I hope you can set that yourself, I want armor on every single colonist. Or maybe you get alternative armor shapes like the samurai helmet.

You can customize every aspect if the initial randomized ones aren't to your liking.