Rimworld

Rimworld Dev Tracker




27 Feb

Post
    /u/ on Steam Forums - Thread - Direct
This is a megathread open for discussing the DLC and the recent update, your thoughts on it, the future of RimWorld, and Ludeon Studios.

Remember we do have rules that are not the same as Steam's baseline rules. As a new mod, I'd rather not have to start banning people just yet. You can read the rules here.

https://ludeon.com/forums/index.php?topic=40838.0

I will merge new posts in to this one on a case by case basis in an effort to contain the amount of newly created threads.
Post
    /u/ on Steam Forums - Thread - Direct
This is a thread to try and congregate questions about the DLC gameplay in to one location. Please limit discussion in this thread to features of the DLC only. A separate megathread will be opened for general discussion about the DLC.

I will attempt to merge new posts with DLC questions in to this thread to help with clutter.
Comment
    pheanox on Steam Forums - Thread - Direct
This game was built with the idea that losing is fun, part of the drama. If you play on Randy Random you will definitely get frustrating, unfair events. There's no shame in playing on Basebuilder or Phoebe Chillax if you want to just basebuild though, back in the early alpha days that was what I tested the game on.
Comment
    Tynan on Steam Forums - Thread - Direct
Originally posted by Arthan: We talk about roleplaying here. It makes no sense for intergalactic empire to ask you for certain things before you have made some name for yourself.
And the games thing is story generation and I have to say that it pulls me out of immersion to have massive empire rely on bunch of dudes in a wooden shack.

Well, they're not really an intergalactic empire at all. It's worth reading the faction description in-game.
Comment
    pheanox on Steam Forums - Thread - Direct
I'm the Stellarch of the forum here, under the Imperial mandate of Tynan.
Comment
    pheanox on Steam Forums - Thread - Direct
It's technically a buff. Instead of finding everything instantly, it takes time to discover things, but it will continue to discover things forever now, rather than be limited to a hard number. You need to set someone to the researching job.
Comment

Originally posted by WillTroll

That's what I realized thinking back on it, cause in the 1.1 pre-release testing there was the new quests system and I noticed some of the older quests popping up there (with some new non-empire related quests too, right?) It's also the biocoded weapons, which fit the biolink weapons of the empire stuff.

The part that I worry is royalty-required would be like the psylink stuff. Was that stuff dropped into 1.1 or would modders looking to expand on that (i.e add new abilities) require a royalty dlc pre-req?

The psycasts are based on an 'abilities' system, but it's pretty general. Psycasting itself, with psychic entropy and psychic amplifier etc is part of Royalty but adding abilities to pawns in vanilla is fine by me for sure.

Ultimately I'll have to make some judgment calls going forward; I'm kind of hoping nobody tries to push the line here. We'll have to find our way forward in dialogue.

Comment

Originally posted by Zeruk

Really nice stuff, I expected those to be included really. I also don't get why I cannot abandon the empire later and go rogue after the first time it pops up (or can I?)

Edit: Tynan replied to me. I'm royal now too.

You can any time. It can even be profitable. Take a quest to guard some rich nobles and just murder them.

Comment

Originally posted by WillTroll

Correct, which is probably my only real gripe about the DLC.

The best solution to something like this is to lay all the framework and mechanics out in 1.1, and then have Royalty be just content that expands on those mechanics in place - which isn't what appears to be the case (unless I'm wrong completely).

That way mods that build off of those mechanics won't force users to buy into a dlc they may have no interest in. Instead, they'll have all the mechanics in the free 1.1 update. The only royalty-requiring mods would be the stuff that builds off of the royalty content (such as empire faction, new items/structures, etc).


The problem with WOTC was just that it created essentially two separate instances of the game. It caused some features that aren't content related (like that screenshot/poser thing) to be unavailable for those without the DLC, despite not reflecting on the content of that dlc.

It also caused modders to make two version...

Read more

> The best solution to something like this is to lay all the framework and mechanics out in 1.1, and then have Royalty be just content that expands on those mechanics in place

Tried to do that where possible to be honest. E.g. the quests system. We had janky hacked-in quests before (e.g. trade request). But quests were the heart of Royalty content. So we built this super flexible, expandable quest gen system and implemented a bunch of Royalty content into it.

But of course it wouldn't make sense for the old quests to be separate from that, so we refactored them into it too (with some crazy back compatibility code to translate existing quests from 1.0 to the new system on game load).

Ultimately the quest system just became a part of 1.1, and Royalty includes a bunch of content for it.

Comment

Originally posted by Greyhawk1234

Ikea simulator

Are you me? I was literally just going to post that.

Comment
    pheanox on Steam Forums - Thread - Direct
Hey everyone, I'm a full time student so have free time around my studies and the tabletop games I run to try and help with keeping the forum a productive, friendly environment.
Post
    Tynan on Steam Forums - Thread - Direct
Hey all, just a quick announcement that we have a new moderator, pheanox.

Pheanox has helped out with testing RW for a long time and is a very friendly and even-keeled person. She'll be helping to moderate some of the rough edges around here.

As always, speech is very important, criticism and disagreement are valid and welcomed, but we have clear rules about personal attacks and other behavior that just degrades discussion. So pheanox will help with that. Full rules are on the Ludeon forums:

https://ludeon.com/forums/index.php?topic=40838.0

If anyone else wants to help we could sure use it, so I'd be happy if you just posted in this thread and said so.

Thanks for the great discussion everyone.
Comment

Originally posted by Zupercharged

Hi, so I have a specific suggestion about the noble requirements and possible changes if thats alright with you.

A big issue with the noble requirements is the fact that they give the impression your lord pawn arbitrarily becomes more difficult and obnoxious as their rank ascends regardless of their character traits or the intentions of the player. Specifically its the fact that this suggests a sudden personality shift that makes its so jarring since their reaction to their demands not being met is to take it personally, as if the mere granting of a title makes the lord a different and subjectively worse person.

The requirements in themselves generally make sense, there are expectations that come with any rank of nobility, however rather than arbitrary mood debuffs it would be more accurate if the consequences for failing to meet these demands came from outside the colony. Specifically with debuffs to your colony's relations, both official and personal, ...

Read more

You're right and it is something I thought of - having the Empire be the one that cares about these things instead of the pawn himself. The issue is just complexity. The mood system already has great feedback and nice smooth impact curve, and the debuffs can be overcome in other ways. To do it by factions, we'd need to add a whole new system of 'faction is mildly angry about you for X, Y, Z' feedback, teach the player about it, balance it, and so on. We could do a simple version quickly but doing this properly would incur costs on player learning and on implementation and I judged it wasn't the best place to put scarce resources. Letting the colonists get haughty made enough sense for RimWorld. Of course I'm still taking feedback so nothing is set in stone though; you're not the first to mention this.

Comment
    Tynan on Steam Forums - Thread - Direct
Looks like a bug, we'll look into it. Thanks for reporting with pictures.

26 Feb

Post
    Tynan on Steam - Thread - Direct
We've been hard at work on a hotfix for some important bugs discovered in 1.1. The hotfix build is now released. The build number is 1.1.2257.

Saves and mods should be 100% compatible.

Please let us know if you have any trouble with it!

We're still working and there will be more hotfix builds with language updates and more fixes.

Fixes:

- Fixed not being able to uninstall/reinstall unstable power cells after defeating mech cluster.
- Made smoothed stone count as floor for royal room requirements.
- Fixed a bug where the mechanoid cluster quest never completes.
- Mech clusters can no longer drop indoors.
- Fixed a bug where injured pawns would never do recreation.
- Added info on new features to ModUpdating.
- Fixed a bug where turrets have a red cross overlay after loading a 1.0 savegame.
- Fixed a bug where a "colonist died" thought would appear when a quest helper died.
- Mood caused mental breaks are now di... 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/1705113791243949631]here[/url].