Rimworld Dev Tracker

pennomi

I didn't realize that DLC needs a separate review, though that makes obvious sense now that I think about it. Surely other games have similar problems.

I left an extremely positive review. Hopefully it makes a difference for your sales!

Much appreciated!

They should appear as quest rewards on a regular basis (about 40 days apart). Though this is hard to test and it's possible there's a problem with this.

Can anyone confirm not ever seeing them as a quest reward, while also not using anima tree and not getting titles?

You're welcome and thank you!

MasterJ94

Hello u/tynansylvester :)

isn't it amazing how awesome this community you have built with rimworld is ? Besides it's really fun to watch your changelog videos.

BTW you are right about the reviews. there should be more of it. Therefore I have just posted one. Without feedbacks/reviews developers have hard time to make the game better.

Yeah it's pretty wild. This sub has more people than /r/doom! I think something about RimWorld is just great for community building. Long play, creative mods, self-authored storytelling-oriented gameplay.

And thanks very much!

naggert

I get 40+ each time. It's too much and the pawn bar becomes unmanageable.

got about 10 join requests AFTER the group has left, meaning I was unable to accept them. It seems a little flawed.

40?? You must have an insane colony population, modded?

About mistimed join requests, we've be very interested to hear of any way to reproduce such an issue! Ping - tester /u/pheanox

HOlimos

I wonder if Tynan has thought of the reward's value and put it high enouth so it is questionnable to commit war crimes on the refugees.

Because otherwise i'm afraid that this quest will only bring me a new armchair, a hat and several new fresh organs to sell.

Yes, their random late reward value is really high. But it's not the most common thing to get. It would be more common to just get free labor and possibly recruits.

Thanks! I was really happy with how this quest in particular turned out. I think the open-endedness and randomness really nails what makes RimWorld work.

I'm hoping to push more in this open-ended direction with the quest designs. Quests have always been tricky to design since generated quests in a super-systemic game is something that's really original to RimWorld AFAIK. Without other games to reference we really needed to find, identify, understand, iterate on, and solve every problem from zero. It's a real process, but with a good source of feedback (all of you) I think we're learning more and more about what works and how to build it.

Also hey, if anyone wants to write a Steam review for Royalty that'd be great (with whatever your opinion is). It sells well but the percentage of people who reviewed it was WAY lower than the base game. If not no problem of course, it just seems people don't tend to think of this! Steam link

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Diabegi

I suppose that must mean I have to change all my colonists food restrictions from paste to pemmican before I put the in a caravan so it registers pemmican as the only food spruce source allowed

No, the automatic setup is just a default to make the most common case easier. If you have special needs you can set it up however you like pretty much the same as before.

literallyapotato69

I'm not sure if it's the calm before the storm for me, but, surprisingly my 100+ mod list is actually working in 1.2 so far lol. a whole heap of one time errors when first i first loaded my save, but a second load after saving and reloading had no errors. maybe I've gotten lucky and randy has blessed me

Yeah there's a ton of 'well there goes my mod list' jokery going on, but we actually put a lot of effort into trying to smooth this kind of thing out.

There's a whole multi-version mod system which allows modders to upload a mod that has separate files used for different game versions. It means they can update to a new build before it goes public (and do it without breaking the old build).

So during the unstable testing period for the last 2 weeks we've been trying to get the word out and get modders to update before release. Some did but given how many there are of course it isn't close to everyone.

So for 1.2 in particular we tried really hard with the code to support the old APIs and code patches, including leaving in a lot of legacy chaff just to avoid breaking mods. The majority should just keep working without updates at all; they'll just look yellow in the mod list.

Mod breakage has been a problem for a long time, and to some degree it's not something that can be avoided, b...

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Removed as duplicate I'm afraid.

Removed as duplicate I'm afraid.

Removed as duplicate.

Thanks for reporting, by the way.

Which one is your self-portrait /u/Oskar_Potocki?

Roquer

I'm posting this in hopes a dev sees it. Currently the 'refill jump jets' action gets a higher priority than priority 1 doctoring. I hope this gets fixed.

Acknowledged, thanks.

Accurina

The first few deposits found I always suited up and prepared to be ambushed by like, 50 manhunting thrumbos or something. But after like the fifth deposit and there never being any enemies except for the squirrels that eat all my simple meals, I just gave up. From then on all I ever sent was a solo colonist with a chain shotgun and normal clothes for weather with 2 muffalos for transporting the ore.

That colonist has not lived in the colony for like years but the amount of steel, uranium and gold they managed to send back for free was huge, like in the thousands. 2k+ steel/deposit, 500+ uranium/deposit, etc hot damn. Thanks miner guy!

Comic Index

Twitter for drawing practice

*taking notes*

Side1iner

Absolutely. Well, if you keep going and need play testers or such I’d be happy to pour some hours into it. Much better way to actually give you some constructive feedback when it can actually do some good.

New build should be going up today actually. Come help out! https://discord.gg/XgZSxa

Thanks in advance.

Side1iner

Having looked into it a bit I think you’re absolutely right. It’s been mentioned time and time again the game would never go on sale. But as far as I could see now you never wrote any of those comments or posts.

I guess it’s just one of those things being taken as truth within the community at this point, so good on you for having the energy to keep correcting it.

As I wrote in the post and the comments in this thread I love this game. One of my absolute favorites ever (and I’ve been a serious gamer for 30 years now, so that says kind of a lot).

I’m disappointed with the direction of the game of late, though. Royalty is way to... shallow or gimmicky for me, I guess. It doesn’t follow suit to me. I’ve always thought about RimWorld as a pretty gloomy and depressing — although super fun and funny in many ways — game. A pretty unique and to me very wonderful feel. Royalty feels like an expansion for a Borderlands game, not the first major expansion for RimWorld. The shenanigans has always been a big part of RimWorld but Royalty put it right at the center of attention and the self-consciousness of that decision was sort of disappointing. Obviously I’m overthinking stuff here, but I think you get what I mean.

Anyways, that’s all on me. You actually own the IP and whatever direction you choose to take the game in is the right direction!

Thank you for your reply. Won’t contribute to the spreading of misconceptions or un-truths going forward. And a BIG thank you for a couple of thousand hours of pure joy and delight over the years! You’ve created an absolute masterpiece.

Thanks.

And yeah I basically agree about Royalty. The trailer was really the wrong feel. I rewrote some of the ingame text as well to adjust the tone somewhat too. We're working on another update that will shift this a bit more as well. I'm considering that we might make a new trailer for it at some point.

RW always did have a diverse tone to it though. Lategame megacolonies were always quite different from 'one naked guy fighting a wolf with a stick' situations. Anyway, lessons learned, moving forward.

Hey I wrote a post on Steam with some relevant info:

https://steamcommunity.com/app/294100/discussions/0/1750149787512435164/

Specifically, I never said it would 'never' go on sale, this is just a myth that pops up sometimes. I actually said that it would go on sale, and it did.

I also never said 1.0 would be the 'end of mods breaking'. I'd never make such a statement because it would mean we could never do a major update to the game, and that's a door I'd never want to close.

As other have noted we've worked very hard not to break mods since the 1.1 release with a nearly-perfect record. However, compatibility cruft is building up in the codebase so for sustainability reasons there's a high chance of another major version update (which means mods need to be updated too). We created a multi-version mod system to smooth over the transition since I understand that it's disruptive. But at the end of the day, short-term compatibility issues are outweighed by long-term progress that las...

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FWIW this should be prevented by the next update.