Tynan

Tynan



26 Feb

Comment
    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.
Comment
    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
Comment
    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!
Comment
    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.
Post
    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
Comment
    Tynan on Steam Forums - Thread - Direct
There is a reported bug like this that we're looking into, thanks for adding info to it!

24 Feb

Comment
    Tynan on Steam Forums - Thread - Direct
Like a few others mentioned, the only mod content integrated any time recently was animals art in the 1.1 free update, provided by Oskar Potocki. We also hired him to do art for Royalty. And of course he's in the credits and was thanked in both the 1.1 and Royalty announcements.

Royalty is 100% original and created by us.

Of course there are some passing resemblances to some existing mods, but it's nearly impossible for this not to happen. There are 5,000+ mods for RimWorld, and there are only so many natural and obvious ways to expand the game. So modders have been anticipating things we were going to do for years now, back into the alpha days.

In some cases they actually came after us, it's just that we've been developing Royalty in secret for 16 months so we released later. (e.g. Psychic Awakening mod has a surface similarity to Royalty's psychic powers; it was released in November while we internally implemented psychics around summer.) And in each ... Read more
Comment
    Tynan on Steam Forums - Thread - Direct
There's one new win condition and it involves hosting the High Stellarch (Empire faction leader).
Comment
    Tynan on Steam Forums - Thread - Direct
I expect almost all mods to not depend on Royalty, it's really up to the mod authors though.

The same mod can run with/without Royalty.
Comment
    Tynan on Steam Forums - Thread - Direct
unstable is now equivalent to default branch
Comment
    Tynan on Steam Forums - Thread - Direct
It should run beside mods just fine.
Comment
    Tynan on Steam Forums - Thread - Direct
Yes, Royalty depends on features in 1.1.
Comment
    Tynan on Steam Forums - Thread - Direct
They'll always be there as a faction in the world (the refugee Empire), but there is a designed path where you don't ally with them and instead work against them. You can get roughly the same rewards in different ways, and they add some variety to raids.
Comment
    Tynan on Steam Forums - Thread - Direct
Right after the game released in 2018 I started work on a free update, and soon after that an expansion. Hired a bunch more people, head count is now more than double what it was during RW development, so we're able to develop two things at once. That's how we built the free 1.1 update and the expansion at the same time. I've worked on it directly the whole time.

If you look back to the RW release announcements, you'll note that I said the game is done but I'm not necessarily done with it. I've never been against expansions if they add meaningful new experiences without detracting from the base game. It's a great way to enrich a game after the base game has been stretched to completion (which it was after 5.5 years of development). And it comes alongside a free update with a bunch of new stuff because some improvements just didn't make sense not to give to everyone.

Also worth noting that RimWorld costs $35, not $50, and the expansion costs $20, not $30. Also wo... Read more
Post
    Tynan on Steam - Thread - Direct
Two big pieces of news today!

Free update to version 1.1 RimWorld's free 1.1 update is now live for all players! This update has been on the unstable branch for a week to smooth the transition for mods, and now it's the standard branch for everyone.

To see the full change log for this update, see the end of this post.

RimWorld - Royalty released RimWorld's new expansion RimWorld - Royalty is available!

See the trailer and full description on the RimWorld - Royalty Steam pag... Read more

22 Feb

Post
    Tynan on Steam - Thread - Direct
Another update with some fixes!

- Fix: Material memory leak in DrawFieldEdges and possibly other places
- Updated translations and player created names.

21 Feb

Post
    Tynan on Steam - Thread - Direct
Another small update with some fixes today.

- Fix RebuildModList being called prmaturely during initialization.
- Fix nested RebuildModList calls messing up active mod list in some cases.
- Convert all tabs to spaces in ModUpdating.xml
- When a kidnapped pawn dies, we now remove the "lost" thoughts because we add "died" thoughts anyway.
- Workaround for text overflowing a single character with UI scaling. Also, reset label width cache when changing scaling.
- Drafted colonists again automatically shoot fleeing enemies. Raiders and drafted colonists again automatically shoot all insects.
- Replace string.GetHashCode with GenText.StableStringHash for mod packageId.

20 Feb

Post
    Tynan on Steam - Thread - Direct
Another minor update to 1.1 unstable. There are a few more final fixes to do. Thanks to everyone who reported a bug on the bugs forum[ludeon.com]!

- Fix: Selecting different kinds of zones displays first selected label in inspect pane.
- Fix: Minor graphical issue with IED antigrain warhead trap transparency
- Fix: inspect pane displays name of first selected pawn if several are selected.
- Fix: Multi-selecting minified things selects all minified things in view.
- Fix: Barricades are never flammable, even if made of wood.
- Fix: Mouse scrolling is inverted on Linux

This is version 1.1.2550.

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.