Rimworld

Rimworld Dev Tracker




01 Mar

Post
    Tynan on Steam - Thread - Direct
Another day, another hotfix! This is build 1.1.2560.

Side note: There were some recent major changes in a few key mods, so there are still some mods with compatibility problems with each other. More info on this in ... Read more
Post
    /u/ on Steam - Thread - Direct
: You can find the details for this event on the announcement page [url=https://steamcommunity.com/ogg/294100/announcements/detail/1705113791256438257]here[/url].
Comment

Originally posted by Sir_Joshula

Yes I think you've got the balance right on that one - as usual.

There was one thing that occurred in my recent game that I'm not sure was intended behaviour. It was to do with the soldiers given to you during a prisoner holding quest rather than the ones from royal aid. It was early in the playthrough so the soldiers had plate armour and melee weapons. 2 out of the 4 soldiers had non-biocoded melee weapons and 1 was wearing a set of golden plate armour worth 1/4 of my whole colony wealth. I could strip these soldiers freely and one of their wealth was added to my colony wealth. The spike in wealth made the raids far more challenging. I decided that for my troubles I should keep the golden plate armour. Anyway, not sure if that was intended behaviour so just thought I'd bring it up.

We'll look at that thanks.

Comment
    Tynan on Steam Forums - Thread - Direct
It's not a mod issue, it's in the core game due to a refactor we did to scrolling recently (to solve some other bugs). Will be fixed very soon, please bear with us.
Comment

They should be able to sleep together. Let us look into this, it may be a bug. Were there animals sleeping in there?

Comment

Originally posted by BriSci

Well that was insanely hard. Mech cluster was 6 centipedes (5 with infernos), then about a dozen each of scythers, lancers, and pikemen. They also had five auto mortars, a few inferno turrets, and heavy charge blaster turrets. Both turrets had insane range. A half dozen small turrets rounded out the defenses. I took out the mortars, a poison fog generator, and several of the turrets with HE mortar shells. The scythers were easy to kite into my defenses, but none of the other mechs would. Called in help from an allied faction to draw fire (cannon fodder), tied up the inferno centipedes with melee pawns, then gunned everything else down. At the end, out of 18 pawns only 3 were uninjured, and five were downed. Several missing fingers and toes, one eye shot out, and my only two sets of marine armor were tattered.

Now the quest seems stuck. It hasn't ended and the two cataphracts sent to help are still in my base. All of the mechs are dead, and all of the buildings they spawned ...

Read more

Sorry about the stuck quest, it's a key bug we're working on. Will be hotfixed soon.

Comment

Originally posted by Sir_Joshula

You can call for aid as often as you want. The first call is free, and after that, you need to wait around 45 days to get another free call. If you want to call troopers before your free aid is recharged, you'll need to use 4 royal favors.

That's a very good way to balance it I think. I would hate for it to be a 1-time thing because then, just like potions in skyrim, you'll save them until you really need them and before you know it you've killed Alduin with 350 potions in your bag...

Thanks for the summary!

Yes, the "But I'll Need It Later" problem was at the front of my mind while designing this.

Glad it's working! People actually use the royal aid but not trivially; love it.

Comment
    Tynan on Steam Forums - Thread - Direct
Sorry, this may be related to a recent rework of how scrolling works. We'll look at it!
Comment
    pheanox on Steam Forums - Thread - Direct
You should get a trader every 14 days, it sounds like a bug. Can you post it here:

https://ludeon.com/forums/index.php?board=11.0
Comment
    pheanox on Steam Forums - Thread - Direct
Just going to forward this on to that tester so they can compare mods and see what we can come up with.
Comment
    pheanox on Steam Forums - Thread - Direct
Can you post your mod list, another tester was reporting this issue also but I was unable to reproduce.
Comment

Originally posted by Breckmoney

Not to mention all the people playing the version from straight from Ludeon.

Congrats to Tynan, the entire RimWorld dev team and the many modders who help make this game so awesome. I think there are many years of fun still in store.

Thank you!

Comment

Originally posted by LethalSalad

the version from straight from Ludeon.

Isn't that just a steam key? Steam doesn't directly make money from it, but it is still someone playing the steam version.

It's DRM-free and you also get instant Steam registry.

rimworldgame.com

rimworldgame.com/royalty

Comment

Thanks /u/pardeike, for handling and explaining this so well.


29 Feb

Comment
    pheanox on Steam Forums - Thread - Direct
You can research bionics now in 1.1 and craft your own bionic spines.
Comment
    pheanox on Steam Forums - Thread - Direct
It really just depends on if you are playing modded right now. In the scramble to update to 1.1 some mods are buggy, others are simply broken, and of course with Harmony splitting in to it's own mod will require even more mod updates from a lot of high profile mods.
Comment
    Tynan on Steam Forums - Thread - Direct
Replace Stuff is the problem.

If not that, RimCities or Achtung.