Rimworld

Rimworld Dev Tracker




23 Apr

Comment
    pheanox on Steam Forums - Thread - Direct
Just.... why?

21 Apr

Comment

Originally posted by AnotherEpicUltimatum

Tynan saw my similar post about a pyromaniac with a lifelong fear of fire and it got fixed, let’s see if the same happens

This appears to be a backstory from a mod, so I'm afraid I can't fix this one.

Comment

Originally posted by Gwyllie

I dont know why you are getting downvoted. Tynan is simply ass doing changes like this when community clearly doesnt want or need this. Its singleplayer game with no ledger, just let us play like we want.

Its same like when he said that he hates chokepoints/boxes of death because they make game too easy and people arent loosing pawns thus he is nerfing it. What about making combat NOT suck a donkey ass first so we dont loose pawns to complete bullshit in combat and thus dont force us to invent ways to dodge combat? Naaaaah rather nerf turrets and traps

> he said that he hates chokepoints/boxes of death because they make game too easy and people arent loosing pawns thus he is nerfing it.

I've never said this. It's entirely imaginary.

It also makes no sense. If I didn't want there to be easy ways to play the game, why would I add easy difficulty modes?


20 Apr

Comment
    pheanox on Steam Forums - Thread - Direct
Originally posted by NRFBToyStore: It's just standard text saying no spamming. If you say "Hey, I actually covered that question on a vblog I did other day, you can check out at XYZ link". That's fine. Jumping into every discussion screaming "HEY! I"{M a STREAMER I STREAAAAM THE BEST YO U NEED TO CCHEEEEECK OUT MY STREAM CAUSE THAT IS AWESEOMEEEEE! STREEEEEEEEEEEEEEEEEEAM!"

That...that is why rule 5 exists. Also, Ludeon forums is run by the people who MADE the game, it has 10x more traffic than around here, heh.
This is exactly correct, if you work your channel in to normal conversation, it's 100% fine. It's the 'please watch my channel' as your only contribution or as a starting post, that violates the rule.

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Comment
    pheanox on Steam Forums - Thread - Direct
I'm totally fine with rules being discussed, if the community comes to a consensus that a rule needs to be changed, I can bring it up with Tynan. I might put up a poll, but it seems most people here have mixed opinions or are against changing this. I want to point out that this applies to me as well, I can't just post my twitch link or anything to self promote.
Comment

Originally posted by Zaorish9

Thanks for your kind and thoughtful response. All I can say is that I'm so happy your game is so friendly to mods and to enabling/disabling events, this allows so many people to enjoy the game outside of its intended design goals.

Also, if you're reading this, is there any chance for a table-top Rimworld game, something like the game "Legacy: Life among the Ruins" ?

Thanks :)

I would love to design a board game (or write a book, or...), but I think people really want me to work on video games and I'm cool with that too.

Comment

Originally posted by Zaorish9

RW is still a game and not a toy.

Speaking as a simple-minded consumer, I tend to feel that RW is a toy, in the same glorious way that "Minecraft" was and is. Or perhaps a "game system" instead of a "game". There are so many modifications, and so many different ways to play it, that its goals are really up to the player. You can make a peaceful cute animal farm, or a hardcore sex fetish factory, or a castle of honorable knights, or a planet-sweeping army of death robots, or a cannibal nightmare. All with mods and gameplay settings. It's a toy or game system where you can set goals, challenges, and story elements to be included and excluded.

If you have a win button against every challenge all that is gone.

I feel this is a bit of a reduction to absurdity. Would it be okay if a legendary shooter for example misses 1/2 of mortar shots instead of 9/10 ?

I'd say it's a toy at some difficulty levels, at Merciless it's not a toy though.

Would it be okay if a legendary shooter for example misses 1/2 of mortar shots instead of 9/10 ?

You can rationalize it fictionally in the game world (though real mortars also have low hit rates even when used by the best soldiers in the world). But RW is not designed as a blind simulation of real life; it's important to consider what would happen to the gameplay and strategies.

Comment

Originally posted by biowpn

That sucks. All I want is gold in ultra late game. To convert all these plasteel into gold would require visiting so many bases for trades...

Edit: and human leathers

We're working on a thing that should alleviate this kind of issue.

Comment

Originally posted by chickenpastor

Shouldn't it be up to the player to decide if they find mortars boring or not? The n number of mortar nerfs have removed mortars as a legitimate strategy rather than a "zero-risk" one as well.

Its a single player game. It should be up to the player what he wants to do with his pawns. Does he want them to stay safely inside? Let them.

Has he already had a bad raid and can't really survive the next one? Mortars are a legitimate strategy to protect the base from having to restart the colony.

But that isn't the case anymore. Now, one would lose hi colony to luck. To something he can't control. Players should always have some sort of control over the story

As others have noted, mortars are still extremely useful in a wide variety of situations. Basically 100% of players I see playing the game use them at all difficulties, so they're definitely a legitimate (and probably still excessively useful) tool.

One design path would be to simply just ignore the relationships between challenges and tools, yes. We could give the player a set of tools and present a set of challenges, and simply let one tool defeat every challenge without interaction. Or perhaps let every tool defeat every challenge without interaction or risk. After all it is a single-player game.

The problem here is that you're removing the entire strategic decision-making aspect of the game. This is why RW is still a game and not a toy. People like making strategic choices, evaluating, learning, improving their understanding and skill. "Oh, that wasn't the right approach in that situation because of XYZ, next time I'll try strategy ABC." And so on. If you have a...

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Comment

Originally posted by Zaorish9

Is it not true that the word "boring" is very different to different players, and many different players enjoy RimWorld? Some with more automated and some with less automated colonies? Real-time strategy war games also allow players who enjoy more macro management or more micro management to enjoy their games, neither are disfavored or punished.

As an example, in the game "Starcraft" you can be a player who's really good at very precise active tactics, or a player who's really good at overall resource management with automated commands, and both ways can win. That's a good thing!

Fair enough but RW is not about achieving 100% automation, it explicit and consistent design goal is for a colony to remain interactive and transformative and dramatic. For automation I highly recommend the excellent Factorio - but that's a really different game.

In StarCraft, you can't just do the exact same thing in every game, every situation and win.

Comment

Originally posted by AlasdairSc

Okay, thanks. As a sidenote, is it okay if I DM you a link to an unlisted YouTube recording I made of a bug I've been encountering for a long time in Rimworld?

Sure, or join the discord server: https://discord.gg/JxYnqA

Comment

Originally posted by RSev

Also someone should be pinning the updates at the top of the subreddit so people can see there’s a new update

Edit: these are just the highlights of patch notes


Summary of patch notes :


Multiple thrones per room

Controllable throne speeches

Category-based melee verb selection. (pawns with swords & knee spikes are now better than pawns with just swords

Pawns can be master of any animal regardless of skill (no more mood debuff because your pawn doesnt have enough animal skill to "handle" a thrumbo)

fix for shuttles landing in unfortunate places

lots of changes to quests (many specific changes, check patch notes )

Extended hive spawning delay the 14 seconds to 28 seconds (I believe this means it doubles the time you get to prepare for an infestation)

Market value of Luciferium reduced 120 -> 70

Joywire consciousness debuff 20% -> 30%

Spike trap cost 35 -> 45

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FYI to anyone reading, this isn't the change log, it's just some random snippets. I recommend reading the original post.

Comment

Originally posted by chickenpastor

"it's always been a goal with RimWorld to support players choosing their own path as much as possible" is he being sarcastic here?

He's contradicted himself.

Didn't he say on the ludeon forum last week that he doesn't want players to use mortars?

Doesn't this alone, in and of itself, contradict his statement?

Or is it like "their own path within boundaries set by Tynan's vision"

Its like that post about how rimworld is like playing with an angry DM who's trying to win at D&D

No, I didn't say that on the Ludeon forums last week.

Perhaps I would have said something like, "The game should present a variety of challenges which require a variety of strategies to defeat, at least at higher difficulties. A game where every challenge can be defeated with one zero-risk low-interaction nearly hands-off tool is unnecessarily boring."

Comment

Originally posted by Renzolol

If they want me to fight head on then they need to stop sending raids that outnumber me 10 to 1. Even the best armour isn't enough to beat RNG.

What about just reducing the difficulty if you want less enemies?

Does the game have a place for a difficulty setting that is truly difficult (meaning not consistently survivable even with significant effort and skill)?

Or should it just range from easy to kinda-difficult, but never have a setting that is truly hard?

Comment

Originally posted by jevlaapa

Seems like they reverted the change that made implants not add a flat value to pawn value. So bionics/archotech are back to being absolute garbage from a wealth management perspective (rip my colony). Shame, collecting implants and upgrading your pawns was a lot of fun

IIRC that was a bug regression caused by another bugfix; now both are fixed as was always intended.


19 Apr

Comment

Man, these comics really picked up the torch from Dalek with style.

Every few days, another hilarious way to slag my game development screwups!

I'm not crying, I'm laughing, I swear.

Comment

Originally posted by AlasdairSc

What does the game consider critical illness compared to just needing treatment?

If death by blood loss will occur in the next 18 hours (assuming no healing in the meantime).

Inspecting the code, it does occur to me there could be cases with diseases which wouldn't trigger this, but the intent is that the tending grace period would cover that. And the OP specifically mentioned bleeding.

Comment

Originally posted by AlasdairSc

This happens to my colonists so much that what you consider a bug I'd consider normal in Rimworld - I have masses of evidence of it in various VODs on Twitch that I could potentially find if you really wanted. The discrepancy is large enough that I'd ask if you can please clarify what you and the game consider 'critically ill'.

As an additional question, can you please clarify whether the priority numbers 1-4 have no weight other than their numerical value? For example, I use 2 as my highest priority so that 1 is free as an override, but some players in my community mentioned they thought that some skills on 1 like firefighting override things like recreation.

I would be delighted if you'd send me any repro cases of these issues! Savegames would be ideal but even videos are worth looking at.

The numbers are just numbers relative to each other. Firefighting can override recreation at any priority level since it's emergency work.

Post
    Tynan on Steam - Thread - Direct
In addition to a ton of general improvements for the base game and Royalty, this update focuses on tightening quest generation and making nobles more flexible. Full change log is below.

If for any reason you want to play the previous version, please use the Steam beta branch called 'previous'.

RimWorld is a very flexible game with many different game states, and our quest generation system uses some pretty complex scripting to generate quests appropriate at different difficulties, diplomatic configurations, and colony sizes. Since releasing 1.1, we've been seeing some cases where quests would generate that weren't rewarded appropriately or had the wrong difficulty and complexity level for the stage of the game they were appearing in. All this should be a lot tighter in this build, and there are further plans for refining and enriching quest content in the future. All the feedback we've gotten about this has been invaluable - thank you!

This update also... Read more