Rimworld

Rimworld Dev Tracker




20 Apr

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

18 Apr

Comment

Originally posted by ZacharyDK

Interesting. I'll spend sometime later to reproduce the issue. I think it might be related to having multiple doctors, and a far away doctor trying to take over medical care for the current nearby doctor. The action of reserving the patient for medical care - even if the new doctor is far away - would free up the nearby doctor and allow them to rest/eat. The best solution would be to allow far away doctors to reserve a tile near the patient and queue moving if over X tiles away.

Yeah, if there were multiple doctors it could create that perception potentially. The issue with not reserving the target is that every doctor on the map rushes to him the moment he's hurt, even though only the nearest one is needed.

Another possibility is patients going critical after a doctor has already started eating/sleeping.

Comment

> Doctors will attempt to eat or sleep if they need to even if you have bleeding patients. This forces you to micro-manage it.

We've heard reports about this kind of thing for years actually but even through several efforts at investigating, we've never actually found a bug like that. They're coded to ignore their own sleep/food needs if a patient needs urgent care to avoid death. The persistence of these reports, combined with the inability to actually ever reproduce the issue, has puzzled me for a long time.

I'd love to see a savegame where a doctor is doing this incorrectly! If anyone has one please let me know.


12 Apr

Comment
    pheanox on Steam Forums - Thread - Direct
I have issued a 3 day ban to Aturchomicz for a history of off topic (Rule 4) and a sustained derisive tone (Rule 2.)

11 Apr


10 Apr

Comment

These numbers are not correct; they're too low and inaccurate because they're ignoring a ton of stuff in backstories, and some other game systems that affect this as well. They're also expressed in a pie chart which doesn't make sense since pawns can have several traits at once.

There is a debug tool that runs a Monte Carlo analysis of this we used to help tune. But of course the actual prevalence is relative to each actual playthrough.


09 Apr

Comment

Oh my god, this killed me. This was hilarious.

Comment

Originally posted by spidermonkey12345

I actually started a game on the same map and haven't had any problems since. It happened right after I got my first infestation. Here's a post about it. Another user suggested I verify the game files through steam (that checked out fine). I also deleted everything in the config folder in the save game folder.

Love the game btw. Check out my /r/rimworldporn posts!

Mountain City

Grid City

Def not a cult city

...

Read more

Thanks, glad it worked out for you. And.. I love RWP.

Comment

Originally posted by frenchiveruti

TBH... tynan should do beta branches like factorio does...

We do. You can use the 'previous' beta branch to access the last version. And of course you can access all old versions back to Alpha 13, plus Alpha 4 if you want.

Comment

Originally posted by ZwoopMugen

What? A new patch? FFS! I Just finished configuring my mod lost yesterday!

Edit: My save isn't broken. Phew! Thanks for all the advice!

You can use the 'previous' beta branch to continue as before.

Comment

Originally posted by spidermonkey12345

Ironically, after 950 hours of gameplay, going back to vanilla in 1.1 ended with my first game breaking bug

I'd be curious to know what it was!


08 Apr

Comment

Originally posted by AnonymousAndrew1990

  1. Some items degrade if unroofed, sone degrade if outdoors, some only degrade if both, outdoors means not surrounded by walls, I.e. Not a room, unroofed means that there isn't a continuous roof covering the room. If somewhere is unroofed and you're not sure why check the ceiling overlay and your remove roof zones.

Technically outdoors means that the room you're in is no more than half roofed.

Roofed means literally there is a roof over this one specific tile.

You can be roofed and outdoors. E.g. A small outdoor overhang.

You can be indoors and unroofed. E.g. A small hole in the ceiling.

Comment

Alright alright - we'll fix it.

Post
    Tynan on Steam - Thread - Direct
This update covers a lot of different ground including a large number of refinements and smaller fixes. It improves both the base game and Royalty expansion content.

EDIT April 14: I've just pushed micro-update 1.1.2604. It does nothing but fix a tiny text bug with apostrophes.

The most obvious feature is that you can now choose whether you want to recieve faction goodwill rewards from each faction, the same way you can choose to accept or reject royal favor. I'd like to reach a nice balance between creating varying experiences through randomized quest rewards, while also avoiding offering players rewards they're not interested in at all. So I'll be watching to see how this works and considering how to improve reward generation even more.

This update should be compatible with savegames and mods. If any further issues come up please let us know on the ... Read more