Rimworld

Rimworld Dev Tracker




24 Nov

Comment

Originally posted by Ksenobiolog

This is not a bug, this is an intended behaviour, but in vanilla is not as visible as with this custom visuals

Right. Comprehensibility comes first. So we don't hide things behind other things (imagine how irritating this could be).

This constrains the art since it means that the art has to try hard not to cover adjacent cells. Which means the trees are quite small compared to what you would want them to be for beauty alone.

This reskin looks great, but like a lot of similar projects it gains a lot by violating constraints that are put in for design, clarity, or comprehensibility reasons (and not just hiding things - there are other problems as well like noisiness and scannability, visual hierarchy, etc). The costs of that aren't obvious on a screenshot, but would become palpable in extended play. In case anyone's wondering why we didn't do this kind of thing in vanilla. RimWorld sacrifices a lot in order to play as well as possible.


15 Nov

Comment
    pheanox on Steam Forums - Thread - Direct
I'll be monitoring this situation.

13 Nov


12 Nov

Comment

I made that screenshot! Now you can eat it! Happy birthday!


07 Nov

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I like this! It's different from how I'd imagine it but very cool and well-executed.


06 Nov

Comment
    pheanox on Steam Forums - Thread - Direct
Bit more than one dev now, just FYI.
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    pheanox on Steam Forums - Thread - Direct
This only needed to be necroed once.

03 Nov


02 Nov

Comment
    pheanox on Steam Forums - Thread - Direct
Thank you for the notification, but lets keep things civil everyone.

28 Oct

Comment

Originally posted by Isaac_The_Khajiit

It was related to the general problem of large late-game mechanoid threats almost entirely obviating the need for players to have any economy at all, with the added problem that harder difficulty settings were in many ways easier because you got more resource deliveries from bigger raids. Economy was completely broken, and difficulties were inverted.

I'd like to add my 2 cents here about the problem I see with the late-game economy. Growing psychoid to make flake is incredibly easy once the initial struggles related to your biome have been solved, (getting greenhouses or hydroponics set up if you have a short growing season) and in the late game I usually have stacks of 400-600 flake sitting around at any given time just waiting for a trade ship to come take it off my hands. I could make a caravan to sell off the excess, but usually that feels like too much of a hassle when I can just wait for some to come to me.

On the other hand, when ...

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There will always be excessive wealth in late-game at a certain point, that's just the nature of how capital works. We can't involuntarily trash peoples' wealth. The game will always break down past a certain point. I have solutions to this but they're kind of involved (and in consideration).

This was more about alleviating the problem to some degree, not solving it entirely. E.g. You might have tons of flake, but converting that to other usable materials may be tricky. Versus getting massive straight deliveries of plasteel and steel and components - hyper-practical resources.


26 Oct

Comment

Originally posted by Cibranith

Thanks for clearing that up! Went to check why it was nerfed back then and the reasons given were mostly "economy" and "exploit" which made sense but also made me go "but why".

About the reward from raids I might have missed it so I checked again, they are droping from direct raids at a higher drop than clusters it seems, I got mostly clusters mid-game so that was the problem probably, clusters drop about 40%ish? of the raid drops (3700 points cluster vs raid, cluster gave 34 and raid dropped about 90)

I'll probably drop the reverse at mid game and see how it fares, on the meantime the helmets might help when 90% of the air turns into bullets from the turrets lol

Clusters generally have a big building in the middle with some loot in it (EMI dynamo or whatever), so they're supposed to handle that role. In principle. I've no doubt there is room for improvement in terms of the tuning.

Comment

So there's some missing information and zombie memes polluting this discussion, figured I'd try to shed some light.

It had nothing to do with mech assemblers. This was just one of those notions that someone invented that spreads like a meme, but it has no actual source. Mech assemblers were solved just by limiting them, we would never do something ridiculous like completely rebalance an entire enemy type for a problem that could be solved so much more narrowly.

It was related to the general problem of large late-game mechanoid threats almost entirely obviating the need for players to have any economy at all, with the added problem that harder difficulty settings were in many ways easier because you got more resource deliveries from bigger raids. Economy was completely broken, and difficulties were inverted.

We added resource rewards from the raids. They're assigned to one of the mechs (more if necessary). They'll drop piles of plasteel or components. Is this...

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23 Oct

Comment
    pheanox on Steam Forums - Thread - Direct
Satan has been issued a one week ban for rule 9, discussion of piracy.

21 Oct

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They also have 2 uses now instead of 1.

EDIT: We changed it to 2 not 3 :p


15 Oct

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    pheanox on Steam Forums - Thread - Direct
This is LITERALLY a 4 year old post. This is not a topic that needed resurrecting.
Comment
    pheanox on Steam Forums - Thread - Direct
Slingring has been permanently banned for Rule 1 and Rule 2.

10 Oct

Comment

I love the details in this. You can spend 60 seconds looking at it and discovering new things the whole time.

Also has me laughing pretty hard!


08 Oct

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    pheanox on Steam Forums - Thread - Direct
A necropost just to argue an easily found fact. Why.

04 Oct

hmm

Comment
    pheanox on Steam Forums - Thread - Direct
Definitely fake.