Rimworld

Rimworld Dev Tracker




26 Feb

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Originally posted by HappyPlace003

Don't know if it's rude or not, but I can plug his username in hopes he does.

/u/TynanSylvester

Thanks I'll look at the pemmican situation.

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    Tynan on Steam Forums - Thread - Direct
This was reported here as well: https://ludeon.com/forums/index.php?topic=50465.0

We're working on it, should be fixed in a hotfix build. Thanks for reporting.
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    Tynan on Steam Forums - Thread - Direct
If you could post the log that'd be useful. Its location is explained here: https://ludeon.com/forums/index.php?topic=513.0
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    Tynan on Steam Forums - Thread - Direct
That's interesting. It would be because one file appears a few minutes after the other in the build process. No mods are intended to check version.txt, they should check the assembly version in the game. But maybe we should make this stricter to prevent such errors.

Thanks for discovering that and noting it!
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    Tynan on Steam Forums - Thread - Direct
Originally posted by Coopnt: Did the most recent update just now (rev 601) change some of the Unity .dlls from what they were on 1.1 official release yesterday? edit:(still 1.1.2552 but different rev #)

There was no update yesterday, not sure what you're referring to. Note: The rev number relates to the time of day the build is made, while the build number (2552) relates to which day it is made.
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    Tynan on Steam Forums - Thread - Direct
Hi everyone, RimWorld dev here. I figured it would be good to just write a quick post noting what's been important to us recently and clearing up some of the confusion since there are a few myths going around. So call this half a random blog post, half a mythbusting infodump.

Here's some of the things that have been important to us recently:

Supporting modders: I was a modder for 5+ years, back in the days of Unreal Tournament. So mod support, and supporting the mod community has been critical to us for a long time.

That's why we've brought A-list modders like Brrainz and Fluffy to give feedback on our development internally with 1.1 and Royalty. We also did a public beta of version 1.1 to give time for mods to be updated. We added multi-version support for mods so players would still be able to continue on version 1.0 without mods breaking (if modders choose to support that - sadly some did not). And I'm always looking for better ways to help out modders... Read more
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    Tynan on Steam Forums - Thread - Direct
There is a reported bug like this that we're looking into, thanks for adding info to it!
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Originally posted by hibbert0604

Didn't even think of that when I purchased the original. If I own the basegame on steam and purchase the DLC on your website, will the DLC activate on steam?

We're working on the Steam registration system for Royalty, you'll be able to activate your DRM-free version on Steam in a few days when that's ready.

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Originally posted by Plu-lax

I've got one where when I murder a noble my colonists inherit their title. Are you tracking that or would you like a bug report?

A report would be useful - I'm not sure what the bug is here.


25 Feb

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Originally posted by RuneLFox

Thank you for the response Tynan, I wasn't expecting a reply so soon, was fully prepared to go sleep upset but now that no longer needs to be the case! Apologies if I sounded somewhat harsh, just was a bit miffed.

I've requested access to that doc, by the way. Cheers.

But now I have your attention, muahahaha. I do have some ideas on how to solve these:

  1. If possible, don't render the 'i' if there's no description set. Sure there might be some hediffs without an 'i' which could be visually jarring, though it's not at all too different from what we had, currently because everyone's been scrambling to write new descriptions! 😉

  2. That's fair. If possible, have the descriptionHover / description show if it's short enough, if it's too long, could truncate it and allow the user to click it for more info. Full disclosure, my original point wrongly assumed that the info box didn't show any hediff stats and was just for the description. Then I ch...

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1,2,3 - kind of the same factor comes into play, which is that we can't really just not allow accessing the info card since so many places depend on it and will link it going forward. And the description can't be empty or malformed in these cases.

For the grammar thing honestly I'd just write it differently rather than trying to come up with a special case grammar replacement. As in that's the kind of solution I go for with our designs.

I think it might be best if the hover text is separate from the info card description in any case, which alleviates these issues. Hover text can use grammar symbols.

Anyway I took some notes into the doc. Cheers.

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By the way - sorry. There's a bug causing this occasionally, it didn't happen in testing. Will be addressed in a hotfix soon.

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I'm actively seeking modder requests around these kinds of things. We've got a Google Doc where we're collating them (you'll need to request access) with some modders adding requests already[ edit removed after access given ]

So let's talk about it, nothing's set in stone. Especially if there are easy wins to deliver, I'm all for it.

Regarding the points specifically.

  1. I'm not sure it could be optional, otherwise the info card would show nothing at all on the description. Players expect to see something here.
  2. Putting descriptions in the tooltip makes sense if they're short enough, if they're longer it would be a problem. This is something I'd have to review. But probably I'd set an optional to override if it's defined. I don't want to overload the tooltip either though. Needs to be designed carefully.
  3. Grammar symbols like this wouldn't work in the info card since it's often used without reference to any specific pawn (e.g. when you l...
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The game by itself is designed to kickstart the royalty progression quite early with an intro quest.

The issue with depending on a scenario to do this is that now the other scenarios are quasi-broken. The solution had to be something that worked with any scenario. And once that's established, the value of a new scenario didn't seem that great. It's not a bad idea at all it just wasn't the best of everything we had to work on. I suspect most people would prefer to get more quests or more psycasts, etc.

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Originally posted by NotATypicalTeen

Hey, thanks for the awesome game! Having a lot of fun playing it.

Just a quick question though. My friend bought me rimworld as a gift, and helped me download it on my laptop since I'm not the most tech savvy person around. Not through steam, but the way that gave a "DRM-free personal download link". It doesn't look like my copy of rimworld has updated to 1.1 though? Top left of my screen still says 1.0.2408. How/when can I update it?

Also, can I get the royalty DLC on this version of Rimworld or not? Since, again, I don't use steam.

Hey thanks :)

You should be able to re-download and get the latest version. I updated it 24 hours ago.

You can also buy Royalty DRM-free at https://rimworldgame.com/royalty

Thanks!

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Originally posted by MDCCCLV

I ended up with a royalty visiting me and he had a mental break and missed his shuttle. Somehow he ended up joining my colony five minutes after it started with him constantly being sad that he is living in a dirt hovel. But he can summon godlike reinforcements and can shoot pretty well.

Yeah we got another report of this. It's a bit weird and we'll probably change something in the coming hotfix.

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Originally posted by Sneaky_Stinker

May be a bit of a stretch, but is there a way to do the opposite and get a drm free copy if we have it on steam?

Fraid not.

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Originally posted by Gwyllie

Tynan please i would like to hear a definitive answer from you regarding DLC-requirement flag for mods, not just speculations from random people.

If there was/is mod that used some content that is now in the DLC directly or via concept, is it going to be flagged as DLC-required?

Is there any limit to stuff people can mod and use without the DLC?

Connected to previous questions, is this DLC in any form limiting to modders in terms of having to actually have to own the DLC? Is in clear theory possible to recreate this DLC as a free mod or will modder hit big wall "Buy here"?

I dont really want RimWorld to end up like Paradox or Bethesda games where one has to own DLC´s for the mods to work in a first place because devs decided that some features are at premium and unmoddable without paying first.

I am not saying that i dont want to buy your DLC or anything. Its just matter of principle regarding freedom of modding and using mods. I still think ...

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Unless a mod directly builds on Royalty content there's no reason for it to require Royalty. I expect essentially all current mods and 95% of future mods to work with or without Royalty.

I made sure during the design process to reject ideas that would change the 'bases' of the game and thus create expansion/mod conflicts. So Royalty is a clean drop-in addition of content. No split community because that sucks.

Now, there is the issue of 'clawout' mods. Some things are part of Royalty and if a mod uses them the players would need the expansion too. Things like royal titles and mechanoid clusters. It may be technically possible to hack up a mod that hooks into the code for these to essentially claw content out of the expansion and into a mod. I hope modders don't do this and if they do we'll likely have to take the mod down. There are tons of ways to expand the game, so there's no reason to be pulling our content out like that. I hope modders can build on the syst...

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Originally posted by DarthGrandma

I believe they added ducks/horses/etc from Vanilla Expanded into 1.1, which was, of course, free.

Yeah, we redesigned them but the art is directly from Vanilla Animals. We hired Oskar (who made it) to make all the art for Royalty too.