Rimworld Dev Tracker

Those were good times for sure.

You could just do stuff. Even the simplest version was cool.

There are no plans to add achievements on PC. They were given to console versions because the consoles' stores required them - we couldn't sell RimWorld there without achievements or trophies.
Between mods, the ability to turn on dev mode / god mode at any time, and save file editing, achievements are completely pointless. You could probably 100% the game in half an hour, tops, if they were added.
Besides, RimWorld's meant to be an open-ended game that doesn't *force* you onto any path. You could play the same colony for generations, over a hundred years. You could do every ending in one run. You could make your fortune raising livestock or making art or farming organs or growing drugs.
If they were added, the game would have to be forced into mod-free inronman mode, completely disable dev mode, figure out a way to detect save editing, and so on. It would add restrictions and conditions and rules and nonsense.
Adding achievements would negate the freeform 'do what you want how you w... Read more
To be fair, the random encampments (raider outposts, farming / mining / hunting worksites, et cetera) were specifically added to give ideologies with the Raider meme something to target besides settlements. But it also counts for things like ancient complex looting, distress calls, and things like that.
Hey there! Would you mind disabling your mods and checking again? We're not able to reproduce this on our end, but it's definitely supposed to be symmetrical.

Beauties.

This creature was inspired by the bear from the film Annihilation.

erroroid

You can turn the grass movement off.

Wait what? Did I miss something somewhere? I'm literally playing on a potato so any more FPS I can get is more than welcome

It'll have zero effect on FPS. The CPU doesn't even know about this effect, it's all in the GPU and it's cheap enough to run on a potato. It also never really turns off, the option just turns the motion to 0 but the shader runs the same instructions.

@fassinao Given how psylink works now, it didn't really make sense any more. Plus it trivialized a ton of the game to steal 6 psylinks from one guy. I've got thoughts on how to bring this back though e.g. A weird device that gives you a psylink by consuming someone who has one.
@oldsport19 @scicrow Please delete it.
@scicrow It's the log file, not a save file. This happens due to a bug in Unity's FMOD sound system that circumvents the safety we put in to prevent over-large log files. We've fixed it for the next build.
RimWorld is out on the Epic Games Store! https://www.epicgames.com/store/en-US/product/rimworld/
I have issued a 3 day ban to our guest with the long string of numbers for violating Rule 1.
RT @No_Tables: "Melee Combat" Messed up the background hard, but I've gotten pretty confident in my armour skills! For lore insert check my…

That's the kind of merch I could get behind.

Thanks for reporting, we will look into this.
@Luetin09 I am extremely glad to hear that!
Ludeon Studios is looking for help with various web development tasks. If you're interested, please send an email! https://ludeon.com/blog/work/
@BBR96707190 Yes, I heard about it. Do you know when they would do a takedown? I mailed them but no response.
This is a follow-on update to last week's major content additions with some refinements and fixes.
This update should be fully compatible with all savegames and mods. If you want to continue on an old version for any reason, they're available using Steam's betas feature.
Since Royalty content is less mature (3 months vs 6 years), most of these refinements are focused on it, but there are things for the base game as well.
Thanks to everyone who helped test!
Improvements - You can now configure a desired psyfocus level on your psycasters and they will meditate enough to maintain it, without needing to use the schedule.
- Reworked how destroyed buildings generate slag so small buildings don't generate giant slag blooms; they'll leave steel behind instead.
- Implemented toggle for anima trees that toggles whether building ghosts are showing connections to meditation foci or not.
- All Empire pawns have at least the title of Freeholder.
- Player-created names update.
Training and feedback - Implem... Read more
@comerijn OK, we looked at it and VSync should be on, which would solve this. So our best guess is that you've used an external program to force vsync off.
@TheUchi1991 @Nowhere_01 Yes, as of now they only meditate during meditation time. We're refining this.