TynanSylvester

TynanSylvester



09 Sep


08 Sep

Comment

Originally posted by todd10k

One final thing i'd like to say: Thanks to you and your team for making something i've sunk 800+ hours of my life into that cost me all of 30 some euro. Literally the best money i've ever spent on a game. Thank you for taking the time to help me and i can't wait for the next expansion.

Thanks :)


07 Sep

Comment

Originally posted by todd10k

is there any way i can assign the missing reference to the correct object? In this case, carolanne. i did try disabling all mods to be sure but the issue reoccured

Do you mean you are able to reproduce this in a new game with no mods ever loaded?

Comment

Originally posted by todd10k

Pastebin of my player.log

https://pastebin.pl/view/a481a250

My initial guess would be that it's something in one of your mods causing the issue.

As a stopgap, you can use debug tools to complete the quest and then use the debug menu (forward slash key) to give the title directly.


03 Sep

Comment

Wow! That's way better than mine.


02 Sep

Comment

Originally posted by mscomies

Is there a changelog somewhere for us to read?

Yes, they're all on the development discord linked in the OP.


01 Sep

Comment

Originally posted by mathe1337

Done, Tynan. Thanks you guys for a great game.

Thank you!


31 Aug

Comment

Thanks! Reception for 1.2 has been really great overall. We had the time and manpower and feedback to gather, analyze, integrate, design, and implement stuff that would be super high impact. It's easier to make good progress in a rich-feedback environment.

Anyway, I shared your thoughts with the team.

(PS - if anyone's willing it'd be great if anyone who wants dropped a Royalty review on the Steam page. Almost nobody reviews DLCs so it almost looks lonely over there. Either way thanks.)


29 Aug


28 Aug

Comment

Huh, they're suppossed to pop out the side if a shuttle lands on them.

Were you modding? Previous similar cases of this have been caused by the Achtung mod.


27 Aug


26 Aug

Comment

This thread may have some useful info.

https://ludeon.com/forums/index.php?topic=4805.0

You could also post a log file which would likely say what's happening.

Comment

Originally posted by Zaorish9

A follow-up question: Since rimworld is about focusing on the struggles of a small party of survivors (correct me if I'm wrong), why have a world map at all? What is its function in the design vision? To help the player feel small when compared to the planet?

At first it was just a way of choosing biome/climate without twiddling sliders. You couldn't travel.

Later we added caravaning because it fit well with the theme and was usable for a variety of gameplay purposes. And a lot of people asked for it.

Comment

Originally posted by RoBOticRebel108

The worst thing about centipedes is that you kill it and it gives like f**k all scrap

It's bigger than an elephant and you tell me it has the same amount of metal as a f**king lamp!?

The loot is mostly carried by one leader mech since 1.2.

Comment

Originally posted by Diabeetush

The issue is that passion assignment is based on age. It makes total sense that teenagers start out pretty shit at most jobs. It doesn't make sense that they start out with very few interests and never develop any.

Either have them start with the random amount of interests any other pawn would have, or have them develop them as they go. I.e: each teen pawn has a pre-assigned interest allocation, and each birthday until a max of 22 years of age unlocks the hidden passions.

Passion assignment is actually based on generated skill level, but since that's based on age you're right there's a link there that really shouldn't be. I'll look at changing that. Might be a while before you see it in an update though.


24 Aug

Comment

Originally posted by Zaorish9

Hi Tynan, thanks as always for a great game.

I have a question about Rimworld:

  • Using a "shuttles for players" mod, I ran a game where I set out to conquer every settlement on the planet. It was pretty fun but then about halfway through, it hit a FPS Death where the FPS became so low that the game was unplayable.

  • Additionally, even if I killed all the settlements of the "empire" or other factions, they still existed and would continue to send messages and request help. This was anti-climactic.

That was about a year ago. I recognized that this wasn't the design intent at the time, but:

  • Is this type of game ("conquer the world") ever going to be facilitated/intended by the design of Rimworld? Or is the player always intended to be weak or to be forced to negotiate, on all difficulty levels?

I just love the idea of making a lovely garden world tended by cyborg super-men :)

It's very much not a game about world-conquering. There are tons of games for that, they're great already.

RimWorld is about a small cast of characters going through personal stories; it's important to uphold the intentionality of that design vision to prevent the game from homogenizing with everything else on the market.