Rimworld

Rimworld Dev Tracker




14 May

Comment

Originally posted by Discandied

I think the man-hunter pack changes were badly needed. I ended up with 100 megasloth corpses in my freezer in my last playthrough, which was ridiculous.

It doesn't solve the problem of them being trivial to defeat from mid-game on, however. Being melee they are trivial when they attack from the edge of the map, once the player has enough concentrated firepower and a perimeter wall. They are, though, one of the most fun events earlier in the game.

One suggestion to make them more interesting: have a hostile faction infect a pack to make them man-hunter then drop-pod them in the middle of your base.

Also, maybe increase the frequency of boomrat packs as they are, in my experience, by far the most difficult to defeat, being fast, hard to shoot and not suitable for fighting hand to hand. Alternatively introduce other animal types which are similarly challenging, for whatever reason.

Yeah, them being so dumb to the slaughter in lategame is a problem. My thought was to make them not actually try to approach, but rather stalk around the map edges and deliberately avoid direct assaults. A bit more of a 'manhunters in the forest' feel. But AI changes like that are really hard to do. There are a lot of AI improvements on the priority queue, they just haven't quite bubbles up yet.

Comment

Originally posted by metasymphony

Thank you for the link, I’ll join the Discord for sure. And seriously thank you for all the continued work on updates and patches. It’s great how you listen to the community but still make your own decisions and surprise us with new content like this, instead of just tweaking some numbers for balance.

Nature shrines needing to be far away from structures really made me rethink base design and defences. My little tribe kept getting their shrine destroyed by raiders, had to build pathways and defensive structures all over the map to intercept raids and prevent this. Makes for a good story and more interesting than just building a box around the whole thing.

Thanks :) I hope you won't be disappointed to find I've actually decided the raiders should be unaware of the nature shrines, it just seemed too difficult to defend them considering the benefit. But hey, anything can change.


13 May

Comment

Originally posted by KhanOfMilan

Good that you're working on the game so constantly still, you have my respect for hanging in there. I loved the bulk crafting, extravagant clothing, nobility progress, the more realistic sandbags and the new quest system (especially more quests on the map and not the caravanning spam of old RimWorld quests) of the Royalty update. I also agreed with the mech/drill rebalance, and I'll see how I feel about the meat delivery nerf in time.

However, what I really didn't like was making the Empire the enemies of the civil factions, maybe a warning if there are no hostiles for them to fight instead (maybe mention that they are neutral to civil factions if they're on the map too)? Fighting the civil factions if often a conscious choice, and the Rim is rife with factions hostile to each other already. Alternatively maybe a toggle in the game setup for whether they're to be hostile to the civil factions or not?

Also, sorry about the derailing, but could we have an update on th...

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Thanks!

I will think about the Empire relations thing.

The rock types should go back to how they were originally. I believe that's on the unstable branch now, you can test and let me know if it doesn't work.

Comment

Originally posted by BriSci

I recently had three manhunter packs in a short period of time. Two naturally occuring and one as the result of a royal quest. Elephants, bears, and panthers. About 50 in each. I didn't need to turn on my turrets or melee block. No one was injured. It's a large (30 colonists), high wealth (over 1M) colony. But my freezer is so full of meat and carcasses that i immediately slaughtered my herd of fifteen yaks, because I will never need their milk now.

So the change makes sense. I am curious how it is implemented. Do all manhunter corpses automatically rot, or is it a percentage chance? Does the chance scale with the size of the pack. I am thinking about the times playing naked brutality when the first event is a manhunting racoon that I have to fight off batehanded or with a poor quality shortbow if I'm lucky.

As for the change where I can no longer strip downed allies of their clothing and kick them out of their hospital bed as soon as they are barely able to walk wi...

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There's a chance for them to rot; it's higher at high difficulties (largely to compensate for the fact that there are more animals at high difficulties, which was one of the original problems - merciless players would get massive meat deliveries but easy mode players got far less, which was entirely backwards).

Comment

Originally posted by [deleted]

[removed]

EDIT: New account specifically made to sling personal insults and break rules. If you want to talk use your normal account and follow the rules please.

Comment

Yes, this is the unstable testing build. If anyone wants to get realtime updates and participate in testing, I hope you'll join us on the unstable testing Discord server!

https://discord.gg/FYBsdNX

Comment

Originally posted by Avder42

Glowy tree neat.

But there are so many changes, asuming most/all of it makes it into the next stable release, that it feels like it should be 1.2 instead. The Psyfocus changes are DRASTIC to say the least, the manhunter pack nerf is just sort of another slap in the face in the vein of "oh you guys found a way to turn a mechanic into an advantage? STOP HAVING FUN RIGHT NOW!" like the mech assembler and mech disassembly nerfs were. They keep limiting our options.

Now with manhunters, there will be little point but to lock the doors and stay inside for two days because there is literally no payoff for facing them if you have the option to not bother with them.

I know I sure as f**k wont be bothering with the next 75 Megasloth manhunter pack that spawns on my map if I won't get a single unit of meat or heavy fur. They can run around outside. I've got 35 days of food stocked up at all times, two days is nothing.

And then what about a newer base? Manh...

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"Now with manhunters, there will be little point but to lock the doors and stay inside for two days because there is literally no payoff for facing them if you have the option to not bother with them."

In brief, the payoff is that you don't need to stay locked inside for 2 days, and you get some meat. Sometimes it might be worth fighting them if you need to get outside quick or need to save someone. Sometimes it might be worth staying inside. It's a tradeoff and a choice. Instead of always doing the same thing, now you can decide between two paths whose cost/benefit changes depending on context.

"manhunter pack nerf is just sort of another slap in the face in the vein of "oh you guys found a way to turn a mechanic into an advantage? STOP HAVING FUN RIGHT NOW!" like the mech assembler and mech disassembly nerfs were. They keep limiting our options."

Surely you can't actually believe that my goal is for you to stop having fun.

As for 'limiting our op...

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Comment

Originally posted by Trogladonis

I have my suspicions about what it might be. I got alot of assassination requests, which I think, upon looking into them, may be actually added by real ruins. I think that they never went away may have capped out the quest system somehow? Though it happened before in another save around year seven or so. I think it just doesn't like to handle my stubborn ass refusing to leave the planet.

Mods may have broken your system. There are no assassinations in the base game.

Comment

Originally posted by fivekatz

-Psychic amplifiers are no longer removable

What a f**king blessing seeing as i just gave everyone in my glittercolony one for shits and giggles, and now they all need to meditate all the time, thanks tynan

They don't need to meditate, you can just let psyfocus fall off. Nothing bad will happen. They only need to meditate if you want them to be able to (safely) use psycasts.

Comment

Originally posted by Trogladonis

Yeah, in the same boat. After a few years I never seem to get anymore quests generating. Hopefully the psy system wasn't changed because I posted my character with over 1k entrophy limit.

I'll have to capture an empire member and see if polaris bloc can still remove amplifiers via "remove implant".

You mean you never see quests generating at all? can you say more? That would be a game-breaking bug.

(Previous poster said they didn't see quest-specific items as rewards).


07 May

Comment

Originally posted by Captainwaifu

No problem. I went through my floor mods one by one to see which were causing issues and which were not and then compared the difference in defs. Found out about tilled soil not having a resource cost. After adding one the error seized

How to reproduce:

  1. Subscribe to the "tilled soil" mod and start rimworld

  2. Go to mods, disable all mods(dont disable core and dlc) and only enable tilled soil

  3. Restart Rimworld and start a new clean game

  4. Open debug actions

  5. Select: Generate Quests x30

  6. Select: BuildMonument_TimeProtect

  7. Select whatever value

  8. The following error will be generated:

Exception running QuestNode_GetMonumentRequiredResourcesString: System.NullReferenceException: Object reference not set to an instance of an object at RimWorld.QuestGen.QuestNode_GetM...

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Thanks - we will adjust the base game so this doesn't happen.

Comment

Originally posted by Captainwaifu

Hey, are you using Tilled Soil by any chance? I had this issue yesterday and found out it was being caused by tiles and walls not having a build resource cost, as was the case with tilled soil. I've reported it to the mod developer.

If you want to get rid of this bug, disable those mods or add a cost value to their defs.

Dev here, thanks for that. We looked for this bug as well and concluded it was from a mod (couldn't reproduce in vanilla), but didn't know which one caused it.


06 May

Comment
    pheanox on Steam Forums - Thread - Direct
I'm unsure the point of this resurrection, locking thread.
Comment
    pheanox on Steam Forums - Thread - Direct
RoadDog has been issued a 1 month ban for Rule 1: No personal attacks.

05 May

Post
    Tynan on Steam - Thread - Direct
This is a refinements and fixes update with improvements for the base game and Royalty expansion. It should be compatible with all savegames and mods. This biggest changes will be tunings designed to move deep drilling from the lategame towards the midgame and make them more viable for marginal drilling projects. As always, everything is on the table for further adjustment as we go forward.

If you have a mod compatibility problem, you can use the Steam beta branch called 'previous' to go back to the previous build until issues get worked out. It would be great if you could tell us or the mod developer about the issue as well!

We're also working on some deeper gameplay improvements and content additions - look forward to ... Read more

04 May

Comment

Hey there. So this is supposed to happen if Charlon's ship is there, and you are not on the map, and an enemy is on the map.

But you say it just happened randomly while you had colonists on the map? Can you confirm exactly what happened that led to this occurring? It definitely could be a bug, and we will investigate.


02 May

Comment

Originally posted by collegiaal25

A more realistic way would be to calculate temperature per square instead of per room. That way, breaking a wall wouldn't immediately make the room safe, and standing close to a fire outside would be more dangerous. Maybe too much computation?

Too much CPU, yes, but it's also incomprehensible for the AI.