Rimworld

Rimworld Dev Tracker




19 Feb

Post
    Tynan on Steam - Thread - Direct
I've just pushed version 1.0.2549. This is an update to version 1.0.

The only change is that the game will no longer log errors when processing mod metadata (About.xml) from a multi-version mod that supports 1.0 and 1.1. It's purely a small compatibility fix.
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/1705113157876999709]here[/url].
Post
    Tynan on Steam - Thread - Direct
A new version of 1.1 unstable has just been posted.

- Improved the code that auto-generates packageIds for old mods. It should generate somewhat meaningful packageIds where possible, and use some hashed data to avoid collisions.
- Medieval weapons can no longer be biocoded since it made no sense.
- Fixed an issue that caused spurious error happens if a mod defines no defs, but still has patches.
- Fixed mod sorting tool using packageId with postfix.
- Removed warnings on duplicate mods present but only one of them active
- Fixed typos and outdated references in ModUpdating.xml.
- Re-labeled some animal trainables to better match what they actually mean. "Obedience" is now called "Guard", and "Release" is now called "Attack".
- Removed some guard and attack trainability from a few animals where it didn't make sense and broke gameplay roles.

Regarding the last entry above, the goal is to move towards a situation where animals have identifiabl... 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/1705113157875292629]here[/url].

18 Feb

Post
    Tynan on Steam - Thread - Direct
I've just pushed a compatibility update to RimWorld version 1.0 (not version 1.1 unstable).

It removes the spurious errors that 1.0 creates when reading mod metadata (About.xml) written for 1.1.

The new version is 1.0.2548.
Comment

Originally posted by MinimarRE

Can I ask why? I've noticed other developers frequently only provide their in-development builds on Steam, and any other source only receives stable releases. Does it take too long to roll them out to anywhere else?

Well for us, there is no other channel that would work for this. The only other channel is the DRM-free download, and that has no beta branch system at all. And it would be torturous to ask players to re-download over and over every day - we'd be constantly getting reports from old versions that people forgot to update. Steam makes sure everyone is up to date.

Finally, for the purposes of testing, there's just no need for more people than Steam gives access.

Comment

Originally posted by XDGrangerDX

Are those ruins prefabs from a specific list or are they dynamically created from actual peoples bases?

Thats the main thing i wonder. I highly doubt Tynan would add the latter.

They're generated by an algorithm.

Post
    Tynan on Steam - Thread - Direct
A new build of 1.1 unstable is up! Just some minor fixes.

The changes are:

- Fixed a bug that caused mods to not load if they added defs using patches (which is useful if you want to add a def based on some condition).
- In About.xml, we changed back to for consistency. Modders can remove now.
- We rewrote part of ModUpdating to reflect the fact that 1.0 can load some content from a folder named "1.0", and removed corresponding warnings from code. See ModUpdating.txt for full details.

Thanks for the ongoing feedback everyone! And to our excellent volunteer testers and modders for giving such useful feedback. It's really down to them that this release has gone smoothly.
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/3965919631374630173]here[/url].

17 Feb

Comment

Originally posted by Jedibob5

Split tribe into two factions, the gentle tribe (naturally neutral) and fierce tribe (naturally hostile).

I'm confused, wasn't this already the state of things? My first full playthrough was only very lightly modded had a gentle and savage tribe... I was pretty sure that was vanilla.

Now there are three - savage is like a pirate band.

Comment

Originally posted by MinimarRE

Any way for us non-DRM folk to check it out?

I'm afraid not.

Comment

Originally posted by Sir_Joshula

What an amazing looking update!

However, 1 concern: I'm currently playing a heavily modded playthrough at the and am near the end and want to complete it. I can see in the 1.1 update that "If you’re using complex mods, I recommend that you set your Steam branch to version-1.0" which I will do but if the mods themselves are updated then they may no longer be compatible with 1.0. Is this likely an issue that I need to look at or will the game be able to sort that out automatically? Do i need to turn off the mod 'autoupdate' or something?

I'm hoping modders will use the multi-version mod support and not break support from 1.0. But ultimately it's up to what they decide to do with their mods.

I don't know of a way to freeze Workshop updates, though I am lobbying Valve for such functionality!

Comment

Originally posted by TheWolfwiththeDragon

I was thinking of things like the fact that bridges can only support light structures now, and I have medium-heavy buildings that rests on bridges. What will happen to them?

Nothing now, but you won't be able to build new ones.

Comment

Originally posted by TheWolfwiththeDragon

How is it with old saves after a new patch drops? I’m quite new and play unmodded. Will they be compatible or is the safest thing to keep them separate.

Old saves are fine if unmodded. The post has full details on this.