Thank you! I spend a good amount of time thinking about a researching names for new things in the game. Lots of looking over lists of Latin/Greek roots, making candidate lists or pools of associated words, etc. Good to hear you like the results!
Thank you! I spend a good amount of time thinking about a researching names for new things in the game. Lots of looking over lists of Latin/Greek roots, making candidate lists or pools of associated words, etc. Good to hear you like the results!
Archotech being a portmanteau of arcane and technology for tech so advanced it's basically magic is such a banger
It's actually from the root "archo" for ruler. As in archon.
Though there are multiple near-matches like this which also work well which is part of why I chose it.
Read moreThis was made due to repeated demands to put Doom in Rimworld after I put Bad Apple in Rimworld
The recent post that started the pixel-art idea comes from u/MaxwellScourge's son with this beautiful masterpiece.
I was able to make this video by writing my own first custom mod. It directly integrates with a modified version of ozkl/doomgeneric, which is a version of Doom specifically designed to be easy to port to other platforms. So a big thanks to them. You can try DoomGeneric in your browser by going to https://ozkl.github.io/doomgeneric/.
The mod works by listening to the image frames generated by DoomGeneric. Converti...
This is amazing. I feel like I unlocked a game developer achievement here.
Tynan?
Yeah?
This comic ties in so many narrative ideas from across all the expansions in such a compelling way. I love it; I love imagining this.
Great art too.
It's just a generic, sci-fi precursor drug or checmical that you can synthesize into what you need it to be (drugs, medicine).
As someone else said; mechanically it's a limiter to prevent you from making infinite drugs & medicine.
It was inspired by methylamine (I watched Breaking Bad). But mechanically I just wanted a resource that was only available via trade.
There's an interesting book called Seeing like a State that talks about this idea in the real world.
Scott Alexander had a good review of it: https://slatestarcodex.com/2017/03/16/book-review-seeing-like-a-state/
Read moreI really hate this mentality from the devs.
It is not a story generator, it's just a game like any other. It's not both. Anyone how thinks this has story generation in it, doesn't know what a story is. A story is NOT a sequence of random events thrown at the characters.
It needs to have a main plot, a message it wants to convey, an encompassing theme, a narrative structure. It needs character personality arcs, it needs them to pass through adversity and come out at the end better people. It needs something you can try to imitate in your life, something that inspires you.
That's what stories are all about. RimWorld has precisely zero of all of that. The "story" is just randomness picked up from a premade list of actions, with no rime or reason.
The main character woke up in the morning, had his meal and was upset he didn't have a table. Then all of the sudden, am artillery shell killed him instantly. His friend was not too upset because he was happy ...
The game does indeed only generate events; it does not attempt to *tell* a story or derive meaning from it. The player is the one who interprets them and constructs the story. Player and game act together for the story to come into being.
Thanks for reporting - we found an issue. Look forward to a hotfix very soon.
Hey guys, we're investigating this, would you mind posting your mod lists? Including simple UI/QoL mods.
EDIT: Okay, thanks for reporting - we found an issue. Look forward to a hotfix very soon. Sorry about that.
Ludeon shouldnt have waited until a new paid DLC drops just to add a new QOL enhancement. A small update every once in a while addressing the most common complains about the UI/UX should do.
I would love to update more often, but updates break mods and that angers people, so they have to be kept infrequent.
They increase containment strength thus reducing how often escapes happen.
And non-revenant entities still need to beat down the door.
This is insane and I love it.
One week to make an update to make us happy. You guys rock.
I will spare the next tynan I see out on the rim.
Thank you! Knowing my stats I'll need all the help I can get.
This makes me happy :) Shared with the devs!
Was wondering earlier today if this would work. The real question is if this is an oversight or an intended feature.
Mechs really seem to pair with the new entities like peanut butter and jelly.
We considered this interaction during testing and decided it was most fun to let people do it. "Say yes to the player" is the default.
Of course if we observe it breaking the game too consistently we'd consider adjusting it.
Awesome!
Any way we can encourage players to play forward through drama and challenge and loss is good (because it's hard to generate good stories where nothing ever goes wrong). So I'm very glad this feature is having that effect. Perfect.
I'm sure you're getting flooded with all kinds of nonsense in comments and dms in the wake of anomaly, and I'm going to add just one more drop in that bucket.
Thank you for the game. I can't tell you how much joy, anxiety, regret, rage, sadness, triumph, and wonder I have felt while surviving in the rim. I can't wait to see how my newly formed band of warrior-scientists succumb to unknowable darkness
Very welcome!
I will miss knowing that your amazing DLC is out! About to break my 1000 hours milestone! Send help the Void has gotten me!
PS: Give your team lots of love for me! Thank you for everything you all have made as a mod developer and a fangame developer I can understand all the countless hours and endurance to see your vision realized. Do not let anyone hijack your vision for the game and stay true to your roots. Much love! <3
Love has been transmitted! And we thank you for it.