Is there a changelog somewhere for us to read?
Yes, they're all on the development discord linked in the OP.
Done, Tynan. Thanks you guys for a great game.
Thank you!
Thanks! Reception for 1.2 has been really great overall. We had the time and manpower and feedback to gather, analyze, integrate, design, and implement stuff that would be super high impact. It's easier to make good progress in a rich-feedback environment.
Anyway, I shared your thoughts with the team.
(PS - if anyone's willing it'd be great if anyone who wants dropped a Royalty review on the Steam page. Almost nobody reviews DLCs so it almost looks lonely over there. Either way thanks.)
Huh, they're suppossed to pop out the side if a shuttle lands on them.
Were you modding? Previous similar cases of this have been caused by the Achtung mod.
This thread may have some useful info.
https://ludeon.com/forums/index.php?topic=4805.0
You could also post a log file which would likely say what's happening.
A follow-up question: Since rimworld is about focusing on the struggles of a small party of survivors (correct me if I'm wrong), why have a world map at all? What is its function in the design vision? To help the player feel small when compared to the planet?
At first it was just a way of choosing biome/climate without twiddling sliders. You couldn't travel.
Later we added caravaning because it fit well with the theme and was usable for a variety of gameplay purposes. And a lot of people asked for it.
The worst thing about centipedes is that you kill it and it gives like f**k all scrap
It's bigger than an elephant and you tell me it has the same amount of metal as a f**king lamp!?
The loot is mostly carried by one leader mech since 1.2.
The issue is that passion assignment is based on age. It makes total sense that teenagers start out pretty shit at most jobs. It doesn't make sense that they start out with very few interests and never develop any.
Either have them start with the random amount of interests any other pawn would have, or have them develop them as they go. I.e: each teen pawn has a pre-assigned interest allocation, and each birthday until a max of 22 years of age unlocks the hidden passions.
Passion assignment is actually based on generated skill level, but since that's based on age you're right there's a link there that really shouldn't be. I'll look at changing that. Might be a while before you see it in an update though.
Hi Tynan, thanks as always for a great game.
I have a question about Rimworld:
Using a "shuttles for players" mod, I ran a game where I set out to conquer every settlement on the planet. It was pretty fun but then about halfway through, it hit a FPS Death where the FPS became so low that the game was unplayable.
Additionally, even if I killed all the settlements of the "empire" or other factions, they still existed and would continue to send messages and request help. This was anti-climactic.
That was about a year ago. I recognized that this wasn't the design intent at the time, but:
- Is this type of game ("conquer the world") ever going to be facilitated/intended by the design of Rimworld? Or is the player always intended to be weak or to be forced to negotiate, on all difficulty levels?
I just love the idea of making a lovely garden world tended by cyborg super-men :)
It's very much not a game about world-conquering. There are tons of games for that, they're great already.
RimWorld is about a small cast of characters going through personal stories; it's important to uphold the intentionality of that design vision to prevent the game from homogenizing with everything else on the market.
The shuttle is transporting Duchess Chichi, the stellarch's beloved pet chinchilla. Duchess Chichi is quite persnickety and can only be housed in a precisely-tailored environment that your primitive colonists cannot hope to duplicate properly. If the unfortunate survivors should dare to defy Chichi's expectations, the stellarch will learn of it through his psychic powers and punish them.
Genius!