TynanSylvester

TynanSylvester



12 Nov

Comment

Originally posted by fureshyu

Ludeon Studios is truly my favorite dev team. They not only communicate but they listen and can change their stance if it further enriches the game.

These days I’m honestly disillusioned when it comes to game support. Yes most studios communicate or have some sort of community manager. But rarely do they take into consideration the feedback players pose after a patch. Even rarer does the creator of the game put themselves into the public light.

Thank you Tia and everyone at Ludeon for creating and continuing to develop our favorite colony simulator (and also modders who contribute to the longevity and replay-ability).

You're very welcome and we appreciate the props. We're trying and it's good to have that be noticed :)


10 Nov

Comment

Originally we were worried about people accusing us of "locking content behind other expansions" or somesuch. But there are consistent calls across the community for more ideology/Biotech crossover, and it makes perfect sense design-wise, so we've been pushing on this internally (in addition to all the general improvements in ongoing updates).

Hopefully it'll be on the unstable Steam branch next week for public testing and full release soon after.

If you want to track the builds as they go up, they're on the ...

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09 Nov


07 Nov

Comment

We're planning to address this.


05 Nov


02 Nov


31 Oct

Comment

Originally posted by MagnaFox

I love how pure negative traits are starting to get niche uses.Like how anti-mood traits can be used with tortured artists.Anti-social traits can be used on slaves so colonists dont fall in love with them.A wimp slave is also good.Chemical traits are a free mood boost if you have beer or tea.

I hope more traits gain purpose other than sacrifice fuel so you can stave off a 500% raid longer.

It's like those M:TG cards that just kill your own creatures or damage yourself or whatever, but you can use them in weird combos to trigger useful effects. Always loved that concept.


28 Oct


26 Oct

Comment

There's an issue where furskin-specific beards can be manually assigned to non-furskin (i.e. non-yttakin). This may be that. It's getting fixed.


25 Oct

Comment

Thank you for playing and participating in the community - much appreciated!


23 Oct

Comment

I'm not sure there's much in the game that contradicts what you're saying.

RimWorld neanderthals can hunt, craft, use fire, and have complex spoken interactions. They can carry out rituals, bury the dead, hold and spread complex beliefs. They can form complex relationships with each other and with humans, who they can also interbreed with.

You talk about real neanderthals sewing, burying the dead ritualistically, doing art. RimWorld neanderthals do all this (in addition to building geothermal generators and interstellar spacecraft, FWIW).

None of this contradicts them being less intelligent than baseliners. There is a very broad spectrum of intelligence between a modern human and the cartoon notion of a proto-human who can only grunt (barely verbal) and swing a club.

If you IQ tested a population of neanderthals where would they score on average? Nobody really knows of course, but I don't think it would be 50, nor would it be 100. It'd be somewhere b...

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Comment

All right all right, it's a bug, we'll fix. Thanks for the info!


22 Oct

Comment

Originally posted by happyshaman

There was another post that said it was because of clothing for kids being wonky

Yeah, we released a hotfix for this issue a few hours after Biotech dropped, so either something was missed or OP has the old version.

I've asked the coders to check this.

Comment

We'll look at this and push a hotfix soon. Sorry about that.


21 Oct

Comment

Originally posted by juansalvador123

I bought it at 1750 a few hours ago... Do you think they'll refund it? I barely played with the dlc

They would I think, can't hurt to try.