TynanSylvester

TynanSylvester



12 Apr

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I love hearing when our designs work as intended :)

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Glad it's nicely intense!

We are investigating a possible bug or mod interaction that might be causing certain incidents to fire too early. For example, the pit gate is never supposed to appear before the monolith reaches level 2, but from your story it sounds like it appeared right after activating the monolith to level 1.

Can you confirm that the pit gate appeared right after initially activating the monolith? Or was it the similar but different pit burrows? (Pit gate is the one where you have to go underground to defeat it)

And can you let us know if you have any mods active and what they are?

(Might beg for more info/savegame after if that's okay. We're trying to reproduce this.)

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Thanks! It's a great game to work on. Always new ideas to explore and positive energy from the community is very motivating.

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Originally posted by VladMkalo

I thought that the anomaly dlc was more focused on the late game. This looks very complicated beginning

This incident (fleshmass heart) can't fire that early; the monolith must be activated to level 2 and that takes a long time. I'm not sure how this screenshot came to exist.

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Originally posted by InZloWeTrust

It spawns on starting tile but you can just ignore it. It even gives you an option to opt out of it when first time activating the thing.

P.S. no space horrors unless you activate the monolith

The horrors will still arrive without activating the monolith, but at a much lower frequency to avoid overwhelming the normal play experience.


11 Apr

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It was removed a couple hours after release - restart Steam to update.

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Steam mangles files sometimes. First thing to try is just deleting the RimWorld install folder inside steamapps, and restarting Steam to force a full re-download.

Posting the error message would help in any case!

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Could be corrupt files after update. As a starting point I recommend deleting the RimWorld folder inside the steamapps folder.

If that doesn't work, consider whether it could be caused by a mod interaction or not-yet-updated mod.

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Sorry about that, had to fix up the update script. It's fixed now, please just re-download as needed!


05 Apr

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Originally posted by TheMaskedMan2

I think it’s exciting that they’re just doing random ideas they’re passionate about instead of the ‘obvious’ thing. It just feels more unique and genuine this way.

Sure I guess more advanced exploration and faction mechanics are the ‘obvious’ next thing to improve in a colony builder - but I enjoy and appreciate that Tynan and Co. just sorta do whatever they feel like. Royalty was out of the blue, now this Lovecraftian hell-scape is way out there. It’s just nice that they do what they’re passionate about instead of a by the numbers popular choice.

That said, this is all exciting for me, and I hope these blog posts aren’t showing EVERY possible event. I hope there’s a lot more to discover ingame, but even if this is all of the rituals for example, I am sure mods will go way out there with cults and etc.

Yeah, I think you need healthy mix of doing the obvious next improvement, and taking creative leaps in search of whole new kinds of experiences. You need both.


30 Mar

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Considering what happened to her family, it's understandable that Porkchop would turn to the power of the void...


27 Mar

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The RW universe has cryptosleep. People can go on years-long space journeys while cryptosleeping, thus they don't age biologically during that time.

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Originally posted by TheKrimsonFKR

Or my personal favorite: one of my colonists who just crash landed has a kid and grandkids already on-world in enemy factions. Tell me how the hell that works.

John is born, John has two kids, John and his kids all go into cryptosleep on a ship.

Ship goes off course, John's kids are woken and dropped to the planet in pods while John remains in cryptosleep in orbit.

Years later, the ship wakes John and drops him onto the planet.


23 Mar

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It's not really stated, but I always imagined that mechanoids would kill any sufficiently large group of people.

Alternatively, it's not in a steady state, there've just been a lot of mass death incidents, including some recent enough to knock the population density way down.


15 Mar

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Originally posted by Cynapse077

I love this!

Me too.


05 Oct

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Originally posted by 48JACKAL

Some design references I did for the vanilla mechs and the diabolus.

For the pikeman, I heavily referenced the version drawn by u/epebe_ since I am a huge fan of how he designed it (and all of his concept art). I wish I could have seen him do all the other mechs...

For the centipede, I referenced a really cool design idea from a post by u/Maelorian where they mounted the cannon to the top of the mech.

And many thanks to the friend who really wanted to see how I would design the diabolus!

Hope you guys enjoy!

These are great! Very close to how I'd imagine them.


30 Sep

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Originally posted by more_foxes

I loved UT2004 and that was one of my favourite Assault maps. That must have been AGES ago, jeez.

That's awesome - I was never sure if anyone really played it! Man that was a long time ago.

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Originally posted by Vyper11

Tynan you’re actual goat status just so you’re aware. Hope you’re all good and livin life between your dope ass game work.

Thanks! You guys are awesome.


29 Sep

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That's cool - I almost forgot about that one! Fun map to work on.


14 Sep

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Originally posted by clipples18

I blame the super chill soundtrack

There actually was no soundtrack back then! It was about May-June 2013, months before I started working with Alistair Lindsay.

My friend who played wasn't falling asleep though; the 3 of us who were watching did.