Rimworld

Rimworld Dev Tracker




29 Nov

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Hi, thanks for buying from us.

Are you running on Steam or are you running the DRM-free download? If you're comfortable with it, it would be best to register all your products on Steam via rimworldgame.com/getmygame - then, just install and play on Steam as usual.

Sometimes Steam breaks files and fails to fix them even on verify. In these cases you need to go into the actual file explorer and delete all the game files and files for all expansions to force it to re-download everything.

You can email [[email protected]](mailto:...

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    Mal on Steam - Thread - Direct
Hi!

Fresh patch notes here. Today, we’ve got rebalanced quest rewards and some changes for genes and children, plus various bug fixes. The changelog is available below.

With the wide variety of items added over the past few expansions, it was time to revisit quest rewards. Our community's feedback and ... Read more
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    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.

24 Nov

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Originally posted by Excalibro_MasterRace

There should be a cap on how low it can get

Yep, we're looking at reworking the math on this; there are a few options from minimum values to switching to multipliers. Update with this will be out pretty soon.


21 Nov

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Originally posted by DoctorProffalternate

I love most changes, aside from the obvious integration changes it focused on I'm also very fond of the changes to drug resistance/immunity and the QoL/misc stuff. However, the bandwidth changes to lancers and scorchers are unnecessary IMO.

A lancer with 3 bandwidth is almost as expensive as a centipede at 4, but cannot possibly compete with it. There is a reason the lancer has a raid value of 150 and the centipede a whooping 400. Scorchers I found to be surprisingly good, despite their complete inefficiency against mechanoids, and the change cuts their cost in half. Bandwidth in general can be kind of awkward to work with since even the smallest possible changes to it have huge impact in the 1-2 ranges, so it might be easier to buff/nerf the mechs themselves instead like with the militor. Maybe give the lancer lower quality charge lances or lower shooter accuracy, and increase the scorcher's fire rate? Just a thought.

Units with different resource/supply costs are pretty common in strategy games. For example, in SC2 the roach is known to have a lot of power compared to its resource cost, but also be quite expensive in supply. This affects its strategic niche. It adds a bit of depth to the economic decisions short- and long-term as opposed to making the resource cost always exactly proportional to the supply cost.

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Originally posted by muppet2011ad

Does this break saves?

No, all saves are compatible back to 2018 at least (and in many cases before).

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    Mal on Steam - Thread - Direct
Hi there!

RimWorld's 1.4 content update is now available! It adds cross-expansion integration with new Ideology precepts that link to Biotech, gene-modding and inheritance improvements, diplomatic reactions to pollution dumping, polux tree seeds, tribalwear for kids, and many other miscellaneous changes.

In a previous announcement, Ty covered the juicy details of this update. That same announcement has been shared below, as well as the changelog with our latest rounds of testing.

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    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.

20 Nov


19 Nov

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    Itchy Flea on Steam Forums - Thread - Direct
You get cloth when cotton is successfully harvested.

17 Nov


16 Nov

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Originally posted by Chiatroll

I still can't forgive him for all the times he personally raided my settlements. god damnit Tynan.

You should be glad it's me and not someone else - I really suck at shooting!

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You're very welcome!

We watch discussions quite often actually; it's an amazingly valuable source of feedback. Especially when people write out cogent thoughts and ideas. I appreciate that the RimWorld community doesn't have a negative complaining vibe to it; it's very forward-looking and thoughtful.


15 Nov

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    Mal on Steam - Thread - Direct
Hi everyone, the unstable branch has just received a new patch. We've gotten some great feedback from the community on our 1.4 content update. Latest changelog below.

The 1.4 content update has cross-expansion integration, gene-modding changes, player-made xenotypes in the world, and lots of other improvements. Read about it here!

Are you interested in helping us test the 1.4 content update? We'd love it if you could share any bugs or issues you find in the ... Read more
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    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.

13 Nov


12 Nov

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Originally posted by FiraFoxy

These changes all look really cool - I understand the reluctance with cross-expansion content that Tynan had initially, but I do think it only makes sense to have many of these precepts relating to Biotech to help the "RP" aspect of colonies a lot more.

I have a small, minor question about a weird Biotech / Ideology interaction that seems to be a bit broken and bugged. If you have male Furskin pawns, with the "Beardless" gene and/or with your Ideology set to only use the "no facial hair" appearance at the Appearances at the bottom of your Ideology, the male Furskin pawns will be unhappy with their appearance until you get them a Styling bench and change their style - however, on doing this, the beards tab will be empty, because of the Beardless gene.

Thus, any Beardless Furskin male pawn will be permanently unhappy and get a small mood penalty, because the "no facial hair" isn't a valid option for them. I don't suppose it'd be possible to add "no facial hair" as an ...

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We will look into this. Could just be a little design hole/bug.

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Originally posted by steamedbean-

A suggestion. Can we directly sell gene mods from the gene bank without ejecting them first?

It would make a ton of sense - will put this in our design queue for consideration.