Rimworld Dev Tracker


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Latest Patch NotesUpdate 1.1.2562 released (about 1 month ago)

12 Mar


Update 1.1.2571 on unstable branch

Post
29 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/1706241050118861599]here[/url].

11 Mar


Update 1.1.2570 released

Post
30 days ago - Tynan on Steam - Thread - Direct
This is a continuation of yesterday's unstable testing with some updates.

If you're willing to help test the unstable build for compatibility in future, please join us here: https://discord.gg/4YMfu6

Changelog:

- Player-created content update.
- Fix: Nuclear Stomach not having zero food poisoning chance
- Fix: Escaping prisoners being able to equip bladelinked/biocoded weapons.
- Refactored mech cluster position finder to be more robust and flexible.
- Fix: Room requirements debuff for royals in caravan. Only apply debuffs on player home maps.
- Fix: Some mechanoids showing up as "dormant" after awakening.
- Fix: No mech wake-up sound on LordJob_SleepThenAssaultColony.
- Fix: Link plasmasword and zeushammer having no detection chance.
- HaulAIUtility now checks whether the worktable is spawned when deciding if hau... Read more

Update 1.1.2570 released

Post
30 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/1706240323235640406]here[/url].

10 Mar


Originally posted by High_speedchase

Any pawn with a title requiring a throne room will get major mood debuff when out caravanning. This arises because you can’t keep throne rooms assigned to a pawn that leaves the map. I could see this making some sense- the pawns need to stay and rule , BUT you have the ranked trade requirements to interact with fallen empire settlements. So isn’t it intended that those pawns would go out and do “diplomatic” missions? Coupled with the fact that that’s practically all they can do at the highest tiers. I think it would be justifiable to add comfort requirements when noble pawns are traveling (royal tent or something).

As designed this shouldn't happen at all, so there's a bug causing this that we need to fix. I'm sorry about that.

Update 1.1.2569 on unstable branch

Post
about 1 month ago - Tynan on Steam - Thread - Direct
This update is available on Steam's unstable branch fo testing.

We're testing to ensure full save and mod compatibility. If you're willing to help test the unstable build for compatibility, please join us here: https://discord.gg/FYBsdNX

Change list:

- Increased mini-turret range 25->29.
- We no longer generate big mech clusters if there's no space for them to spawn anyway (we keep the points, they're just more compact).
- We no longer generate quests to build monuments bigger than possible (e.g. due to bad terrain).
- Quests are now consistently sorted by date in the quests tab.
- Low-tech weapons are no longer biocodable.
- Psychic animal pulser no longer affects player faction animals.
- Adjust tuning of chemical desire traits.
- Add tip about changing storyteller and difficulty through the options menu.
- Col... Read more

Update 1.1.2569 on unstable branch

Post
about 1 month 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/1706240323232123176]here[/url].

Game keeps crashing since 1.1 update

Comment
about 1 month ago - pheanox on Steam Forums - Thread - Direct
Also check the new minimum specs of RimWorld, if you have a lower end graphics card it has changed with the Unity update.

Does this ever go on sale?

Comment
about 1 month ago - pheanox on Steam Forums - Thread - Direct
Read Tynan's post pinned, he addresses this question specifically.

08 Mar


PINNED: RimWorld Community Rules

Comment
about 1 month ago - pheanox on Steam Forums - Thread - Direct
How does everyone feel about the daily or more frequent '1.1 broke the game with mods' threads? Should I start locking them?

Update 1.1.2567 released

Post
about 1 month ago - Tynan on Steam - Thread - Direct
Just a small balancing update this weekend.

Balancing will continue as we collect more feedback from across the Internet.

- Increase tribute collector rewards to 4 favor per prisoner and 1 favor per 50 gold.
- Inferno turret now has longer cooldown and lower accuracy.
- Charge blaster turret now has lower rate of fire, smaller burst size, and worse long-range accuracy. Renamed to charge turret.
- Mech turrets health changed from 280 to 250.
- Random mech clusters no longer come as as raid strategy but as their own incident.
- Increase faction relations rewards for quests.
- Fix incorrect black line on the Royalty main menu background.
- Adjusted donkey and caribou body size (donkey is no longer bigger than a yak).
- Added some loading tips.

Update 1.1.2567 released

Post
about 1 month 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/1706240323225544421]here[/url].

07 Mar


FIX ROMANCE

Comment
about 1 month ago - pheanox on Steam Forums - Thread - Direct
He basically said after seeing what people did to people in his game, there's no way he would ever add children.

FIX ROMANCE

Comment
about 1 month ago - pheanox on Steam Forums - Thread - Direct
I have issued a 3 day ban for obvious reasons.

Update 1.1.2566 released

Post
about 1 month ago - Tynan on Steam - Thread - Direct
This update brings bugfixes and other adjustments.

If you're willing to help test the unstable branch, please join this Discord server: https://discord.gg/FYBsdNX

Change log:

- Shorten the royal endgame quest defense duration 15 days->12 days. This does not affect quests that were already generated.
- Significantly reduced the frequency of random mech clusters (unconnected to quests).
- Mech large turrets now have minimum ranges. Mech mortars initial warmup increased 60->120 seconds. Mech mortars cooldown increased 44->80 seconds.
- Reclassified mech mortar as problem causer instead of combat threat, so clusters will now only spawn one of these. Charge blaster turret burst shots reduced 24->16. Mech heavy turrets health 380->280.
- Hosting quest worst case raids timing is no longer as severe.
- Giving a speech from the thron... Read more

Update 1.1.2566 released

Post
about 1 month 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/1706240323220949452]here[/url].

06 Mar


Royal Ascent Quest Bug?

Comment
about 1 month ago - Tynan on Steam Forums - Thread - Direct
It was fixed - but the old quests were already generated so they still have to play out.

If you fail the old quest the game should generate a new one for you not too long after. Or you can use dev tools to generate the quest EndGame_RoyalAscent.

Sorry about that bug, it never appeared in all our testing!

Can I ask what difficulty setting you're on?

Originally posted by Alromn

8 days fighting non-stop, burning through over 100 medicine, just to call for reinforcements to handle some inferno cannon centipedes and they decide to poke the dormant cluster... Got myself into an unwinnable situation.

Well, lessons were learned.

If anyone out there is trying a Royalty victory:

The stellar and his guests will, for some reason, come with tattered appeal and lacking clothes. Have a royal set of clothes for him when he arrives.

(uncertain) the stellar and his guests have HORRIBLE traits: from depressive, pyromaniac, gourmand to a pure humanist with five implants.

Get everyone in at least marine armor. Get those EMP hammers.

Get those new implants. Faster healing, less time sleeping, tougher skin, anything to allow your guys to keep on fighting.

Farm favors. You will probably want to be able to call royal aid while on cooldown. Just make sure there are no sleeping mechanoid clusters nearby as they will awak...

Read more

The stellar and his guests will, for some reason, come with tattered appeal and lacking clothes. Have a royal set of clothes for him when he arrives.

Yeah, sorry about that, there was a bug that caused this. Still investigating to make sure it's fully fixed (since it only happens after really long playtimes, not direct testing). But we implemented a fix that should at least solve issues with the stellarch. I'm not 100% sure about his guests though.

Originally posted by BriSci

No worries. That battle was epic. Oh, by the way, thanks for the greatest game I've played in 37 years of gaming.

Welcome :)

Issue is fixed but old quests need to be ended similar to this:

  • Turn on development mode in the options menu

  • Look in the quests menu at the quest that won't end

  • Turn on the checkbox "Dev: Debug" under the quest description.

  • Scroll down.

  • To the right of the 'send signal' box, click the '...' button. Select the entry similar to Quest0.AllEnemiesDefeated.

  • Turn off development mode in the options menu.

Originally posted by UsernametakenII

I have mods installed, but nothing that adds new content other than wall lights, fridges, and the vents added by the replace stuff mod - was playing on unstable #4 at the time, and deep into lategame - I was at a point where all 7 of my colonists were fully bionic more or less - so about 5-600k wealth.

Considering the majority of the wealth value of the reward comes from the golden warhammers, maybe this is to do with them - as from the players standpoint they're only worth a fraction of their actual value.

Thanks for the info.

Originally posted by biiingo

For quests that spawn occasional raids, I think a lot of players have been experiencing attacks at three or four times the rate the quest log suggests.

Yeah I think this may be the bug more than the mech clusters themselves (which may also require some work)

Update 1.1.2565 released

Post
about 1 month ago - Tynan on Steam - Thread - Direct
This update brings bugfixes and other adjustments.

If you're willing to help test the unstable branch in future, please join this Discord server: https://discord.gg/FYBsdNX

Change log:

- Fix: Endless cycle of the prisoner getting out of bed, and the doctor putting the prisoner in the bed
- Fix: Tortured artist gets inspiration after being hit by berserk psycast.
- Most traders now buy musical instruments.
- A mitigation for: Pawn allocated several times to Bed or Throne. Until the root cause is known.
- Fix: Cloth sandbags not displaying as 1.0 color.
- Fix: A count was used as a caravan guard for the empire
- Show detection chance for illegal psycasts attached to the mouse.
- All weapons are now biocodable. All lodgers now arrive with their weapons biocoded. Lodgers can now drop non biocoded weapons via UI (e.g. if ... Read more

Update 1.1.2565 released

Post
about 1 month 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/1706240323217653535]here[/url].
Were all the raids tied to the quest, out of curiosity? Because you can get normal storyteller raids while you have your scheduled raids also.

05 Mar


Character Generating is frustrating

Comment
about 1 month ago - pheanox on Steam Forums - Thread - Direct
Sometimes it's fun to play with just what the game throws at you and watch the disaster unfold, but sometimes you want to have competent colonists, and that's what Prepare Carefully is for.
When do they post? (GMT +0)
Something missing? Let us know and we'll add it!