Rimworld

Rimworld Dev Tracker




21 Nov

Comment

Originally posted by DoctorProffalternate

I love most changes, aside from the obvious integration changes it focused on I'm also very fond of the changes to drug resistance/immunity and the QoL/misc stuff. However, the bandwidth changes to lancers and scorchers are unnecessary IMO.

A lancer with 3 bandwidth is almost as expensive as a centipede at 4, but cannot possibly compete with it. There is a reason the lancer has a raid value of 150 and the centipede a whooping 400. Scorchers I found to be surprisingly good, despite their complete inefficiency against mechanoids, and the change cuts their cost in half. Bandwidth in general can be kind of awkward to work with since even the smallest possible changes to it have huge impact in the 1-2 ranges, so it might be easier to buff/nerf the mechs themselves instead like with the militor. Maybe give the lancer lower quality charge lances or lower shooter accuracy, and increase the scorcher's fire rate? Just a thought.

Units with different resource/supply costs are pretty common in strategy games. For example, in SC2 the roach is known to have a lot of power compared to its resource cost, but also be quite expensive in supply. This affects its strategic niche. It adds a bit of depth to the economic decisions short- and long-term as opposed to making the resource cost always exactly proportional to the supply cost.

Comment

Originally posted by muppet2011ad

Does this break saves?

No, all saves are compatible back to 2018 at least (and in many cases before).

Post
    Mal on Steam - Thread - Direct
Hi there!

RimWorld's 1.4 content update is now available! It adds cross-expansion integration with new Ideology precepts that link to Biotech, gene-modding and inheritance improvements, diplomatic reactions to pollution dumping, polux tree seeds, tribalwear for kids, and many other miscellaneous changes.

In a previous announcement, Ty covered the juicy details of this update. That same announcement has been shared below, as well as the changelog with our latest rounds of testing.

... Read more
Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.

20 Nov


19 Nov

Comment
    Itchy Flea on Steam Forums - Thread - Direct
You get cloth when cotton is successfully harvested.

17 Nov


16 Nov

Comment

Originally posted by Chiatroll

I still can't forgive him for all the times he personally raided my settlements. god damnit Tynan.

You should be glad it's me and not someone else - I really suck at shooting!

Comment

You're very welcome!

We watch discussions quite often actually; it's an amazingly valuable source of feedback. Especially when people write out cogent thoughts and ideas. I appreciate that the RimWorld community doesn't have a negative complaining vibe to it; it's very forward-looking and thoughtful.


15 Nov

Post
    Mal on Steam - Thread - Direct
Hi everyone, the unstable branch has just received a new patch. We've gotten some great feedback from the community on our 1.4 content update. Latest changelog below.

The 1.4 content update has cross-expansion integration, gene-modding changes, player-made xenotypes in the world, and lots of other improvements. Read about it here!

Are you interested in helping us test the 1.4 content update? We'd love it if you could share any bugs or issues you find in the ... Read more
Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.

13 Nov


12 Nov

Comment

Originally posted by FiraFoxy

These changes all look really cool - I understand the reluctance with cross-expansion content that Tynan had initially, but I do think it only makes sense to have many of these precepts relating to Biotech to help the "RP" aspect of colonies a lot more.

I have a small, minor question about a weird Biotech / Ideology interaction that seems to be a bit broken and bugged. If you have male Furskin pawns, with the "Beardless" gene and/or with your Ideology set to only use the "no facial hair" appearance at the Appearances at the bottom of your Ideology, the male Furskin pawns will be unhappy with their appearance until you get them a Styling bench and change their style - however, on doing this, the beards tab will be empty, because of the Beardless gene.

Thus, any Beardless Furskin male pawn will be permanently unhappy and get a small mood penalty, because the "no facial hair" isn't a valid option for them. I don't suppose it'd be possible to add "no facial hair" as an ...

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We will look into this. Could just be a little design hole/bug.

Comment

Originally posted by steamedbean-

A suggestion. Can we directly sell gene mods from the gene bank without ejecting them first?

It would make a ton of sense - will put this in our design queue for consideration.

Comment

Originally posted by Studly_Spud

Thanks Tia! A question on genepacks; is it intended that genepacks cannot be sold direct from bank? Meaning that we must always hit "eject all" when a trader comes along, then rebank afterwards.

This would make perfect sense - will consider for this or a future update. Thanks for the feedback!

Comment

Originally posted by Kr4k4J4Ck

These are all great changes, but will there be balance changes done for the solo mechanitor route? It was so off-putting that I haven't even tried it again since the first week of release.

I found it kinda insane that you had to research the 3rd mech tree to get fabricator for something as simple as cutting stone chunks. It made 0 sense to me why in my solo mechanitor most of my time was spent cutting stone blocks or sitting at a deep drill trying to get platsteel deposits, when the whole playstyle is supposed to revolve around having these mechs do the work for you.

I just don't see myself ever doing this route again unless for some reason I want to cut stone chunks or deep drill for 90% of my run.

I saw that the fabricator can now cook which is a good step, but it's still so far into the research line that it doesn't make sense. (unless this was changed recently which I missed).

A good change would be to have a Fabricator be an early mech, but with...

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We want there to be progression through the tech tree, which means not just having every worker mechanoid available from the start. This is going to remain the same.

There are definitely econ development paths that don't require your mechanitor to spend all his time cutting stone chunks or deep-drilling plasteel. It's a kind of weird extra-challenge playthrough and requires some adaptation - doing the same development path as a normal colony would be slow for sure. So come at it another way. Build less walls, or use something besides stone blocks (which are inherently very slow) in the early game, or trade more, etc etc. Use less plasteel and focus on other resources, buy more of it, etc. Push faster to higher tech. There are tons of options.

Comment

Originally posted by massive-business

I hope there's an option to turn off player made xeno type spawns because I play with a super OP everything buffed deathless race that would be incredibly unfun to be raided by.

They won't appear as raiders, just random miscellaneous people in other situations.

Comment

Originally posted by fureshyu

Ludeon Studios is truly my favorite dev team. They not only communicate but they listen and can change their stance if it further enriches the game.

These days I’m honestly disillusioned when it comes to game support. Yes most studios communicate or have some sort of community manager. But rarely do they take into consideration the feedback players pose after a patch. Even rarer does the creator of the game put themselves into the public light.

Thank you Tia and everyone at Ludeon for creating and continuing to develop our favorite colony simulator (and also modders who contribute to the longevity and replay-ability).

You're very welcome and we appreciate the props. We're trying and it's good to have that be noticed :)