Rimworld Dev Tracker

Avder42

Glowy tree neat.

But there are so many changes, asuming most/all of it makes it into the next stable release, that it feels like it should be 1.2 instead. The Psyfocus changes are DRASTIC to say the least, the manhunter pack nerf is just sort of another slap in the face in the vein of "oh you guys found a way to turn a mechanic into an advantage? STOP HAVING FUN RIGHT NOW!" like the mech assembler and mech disassembly nerfs were. They keep limiting our options.

Now with manhunters, there will be little point but to lock the doors and stay inside for two days because there is literally no payoff for facing them if you have the option to not bother with them.

I know I sure as fuck wont be bothering with the next 75 Megasloth manhunter pack that spawns on my map if I won't get a single unit of meat or heavy fur. They can run around outside. I've got 35 days of food stocked up at all times, two days is nothing.

And then what about a newer base? Manhunter packs at that level can be a huge challenge but also provide a nice relief from needing to hunt for food constantly, letting your small colony focus on building, researching, etc until the meat runs out. Now? Face this challenge for no reward or die because you haven't gotten the walls up yet and are too small to possibly have everything you need for two days inside!

Yeah, thanks, no.

Obviously if the manhunter change makes it in, I assume someone will make a mod immediately that reverts it or makes the disease mechanic more interesting like say, no meat decay, but it's a rare disease your own animals can catch and if the disease gets too far ahead of immunity (25% maybe?) they go manhunter. You know, something that might actually make sense since going nuts would be a virus/bacteria/prion that affects the brain and not the whole damn body.

And I will of course install said mod immediately because manhunter packs are immensely enjoyable and I don't think they detract from ranching or hunting at all. I have tons of cows that I keep for milk production, and my relationship with animals since day one has been GET IN MY BELLY, so yeah. Plus without hunting the only way to train shooting is raids....

And another problem is having tons of animals on the map for ranching slows the game down a lot because the game has more pawn actions to figure out, more paths to calculate, etc.

I just think it would not be a good change, at all.

"Now with manhunters, there will be little point but to lock the doors and stay inside for two days because there is literally no payoff for facing them if you have the option to not bother with them."

In brief, the payoff is that you don't need to stay locked inside for 2 days, and you get some meat. Sometimes it might be worth fighting them if you need to get outside quick or need to save someone. Sometimes it might be worth staying inside. It's a tradeoff and a choice. Instead of always doing the same thing, now you can decide between two paths whose cost/benefit changes depending on context.

"manhunter pack nerf is just sort of another slap in the face in the vein of "oh you guys found a way to turn a mechanic into an advantage? STOP HAVING FUN RIGHT NOW!" like the mech assembler and mech disassembly nerfs were. They keep limiting our options."

Surely you can't actually believe that my goal is for you to stop having fun.

As for 'limiting our options', the goal is the exact o...

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Trogladonis

I have my suspicions about what it might be. I got alot of assassination requests, which I think, upon looking into them, may be actually added by real ruins. I think that they never went away may have capped out the quest system somehow? Though it happened before in another save around year seven or so. I think it just doesn't like to handle my stubborn ass refusing to leave the planet.

Mods may have broken your system. There are no assassinations in the base game.

fivekatz

-Psychic amplifiers are no longer removable

What a fucking blessing seeing as i just gave everyone in my glittercolony one for shits and giggles, and now they all need to meditate all the time, thanks tynan

They don't need to meditate, you can just let psyfocus fall off. Nothing bad will happen. They only need to meditate if you want them to be able to (safely) use psycasts.

Trogladonis

Yeah, in the same boat. After a few years I never seem to get anymore quests generating. Hopefully the psy system wasn't changed because I posted my character with over 1k entrophy limit.

I'll have to capture an empire member and see if polaris bloc can still remove amplifiers via "remove implant".

You mean you never see quests generating at all? can you say more? That would be a game-breaking bug.

(Previous poster said they didn't see quest-specific items as rewards).

Captainwaifu

No problem. I went through my floor mods one by one to see which were causing issues and which were not and then compared the difference in defs. Found out about tilled soil not having a resource cost. After adding one the error seized

How to reproduce:

  1. Subscribe to the "tilled soil" mod and start rimworld

  2. Go to mods, disable all mods(dont disable core and dlc) and only enable tilled soil

  3. Restart Rimworld and start a new clean game

  4. Open debug actions

  5. Select: Generate Quests x30

  6. Select: BuildMonument_TimeProtect

  7. Select whatever value

  8. The following error will be generated:

Exception running QuestNode_GetMonumentRequiredResourcesString: System.NullReferenceException: Object reference not set to an instance of an object at RimWorld.QuestGen.QuestNode_GetMonumentRequiredResourcesString.DoWork (RimWorld.QuestGen.Slate slate) [0x00221] in <4489f1367c1c4d76b2ae1272c8ed691d>:0 at RimWorld.QuestGen.QuestNode_GetMonumentRequiredResourcesString.RunInt () [0x00000] in <4489f1367c1c4d76b2ae1272c8ed691d>:0 at RimWorld.QuestGen.QuestNode.Run () [0x00015] in <4489f1367c1c4d76b2ae1272c8ed691d>:0

Thanks - we will adjust the base game so this doesn't happen.

Captainwaifu

Hey, are you using Tilled Soil by any chance? I had this issue yesterday and found out it was being caused by tiles and walls not having a build resource cost, as was the case with tilled soil. I've reported it to the mod developer.

If you want to get rid of this bug, disable those mods or add a cost value to their defs.

Dev here, thanks for that. We looked for this bug as well and concluded it was from a mod (couldn't reproduce in vanilla), but didn't know which one caused it.

Hey there. So this is supposed to happen if Charlon's ship is there, and you are not on the map, and an enemy is on the map.

But you say it just happened randomly while you had colonists on the map? Can you confirm exactly what happened that led to this occurring? It definitely could be a bug, and we will investigate.

collegiaal25

A more realistic way would be to calculate temperature per square instead of per room. That way, breaking a wall wouldn't immediately make the room safe, and standing close to a fire outside would be more dangerous. Maybe too much computation?

Too much CPU, yes, but it's also incomprehensible for the AI.

This was actually fixed yesterday just after we locked the build. The fix will be in the next update, limiting such situations to 100 animals max (it chooses stronger animals as needed to maintain the threat with fewer individual creatures).

This is really relevant feedback, I appreciate you taking the time to write it.

We are definitely working on some new content, as I've outlined before. Some of what we're working on does enable more non-royal play paths.

That said, I don't think every play path needs to be equally difficult/easy. There are 3 ways to treat the Empire (or any other faction): Ally with them, neutral, or enemy. It makes sense to me that player might be choosing different implicit difficulties along these three paths, similar to how some biomes and scenarios are just harder than others. That said, it would be best if none of the major paths felt starved for content, even if they are more difficult. We're working on things that go in that direction.

A few minor replies to single points.

  1. Imperial settlements are just ground outposts; they live in their fleet. So I think it's justifiable for their settlements to be quite minimal. It's not London; it's Jamestown. That said it's also true that settlement a...

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I love the attitude!

AnotherEpicUltimatum

Tynan saw my similar post about a pyromaniac with a lifelong fear of fire and it got fixed, let’s see if the same happens

This appears to be a backstory from a mod, so I'm afraid I can't fix this one.

Gwyllie

I dont know why you are getting downvoted. Tynan is simply ass doing changes like this when community clearly doesnt want or need this. Its singleplayer game with no ledger, just let us play like we want.

Its same like when he said that he hates chokepoints/boxes of death because they make game too easy and people arent loosing pawns thus he is nerfing it. What about making combat NOT suck a donkey ass first so we dont loose pawns to complete bullshit in combat and thus dont force us to invent ways to dodge combat? Naaaaah rather nerf turrets and traps

> he said that he hates chokepoints/boxes of death because they make game too easy and people arent loosing pawns thus he is nerfing it.

I've never said this. It's entirely imaginary.

It also makes no sense. If I didn't want there to be easy ways to play the game, why would I add easy difficulty modes?

Zaorish9

Thanks for your kind and thoughtful response. All I can say is that I'm so happy your game is so friendly to mods and to enabling/disabling events, this allows so many people to enjoy the game outside of its intended design goals.

Also, if you're reading this, is there any chance for a table-top Rimworld game, something like the game "Legacy: Life among the Ruins" ?

Thanks :)

I would love to design a board game (or write a book, or...), but I think people really want me to work on video games and I'm cool with that too.

Zaorish9

RW is still a game and not a toy.

Speaking as a simple-minded consumer, I tend to feel that RW is a toy, in the same glorious way that "Minecraft" was and is. Or perhaps a "game system" instead of a "game". There are so many modifications, and so many different ways to play it, that its goals are really up to the player. You can make a peaceful cute animal farm, or a hardcore sex fetish factory, or a castle of honorable knights, or a planet-sweeping army of death robots, or a cannibal nightmare. All with mods and gameplay settings. It's a toy or game system where you can set goals, challenges, and story elements to be included and excluded.

If you have a win button against every challenge all that is gone.

I feel this is a bit of a reduction to absurdity. Would it be okay if a legendary shooter for example misses 1/2 of mortar shots instead of 9/10 ?

I'd say it's a toy at some difficulty levels, at Merciless it's not a toy though.

Would it be okay if a legendary shooter for example misses 1/2 of mortar shots instead of 9/10 ?

You can rationalize it fictionally in the game world (though real mortars also have low hit rates even when used by the best soldiers in the world). But RW is not designed as a blind simulation of real life; it's important to consider what would happen to the gameplay and strategies.

biowpn

That sucks. All I want is gold in ultra late game. To convert all these plasteel into gold would require visiting so many bases for trades...

Edit: and human leathers

We're working on a thing that should alleviate this kind of issue.

chickenpastor

Shouldn't it be up to the player to decide if they find mortars boring or not? The n number of mortar nerfs have removed mortars as a legitimate strategy rather than a "zero-risk" one as well.

Its a single player game. It should be up to the player what he wants to do with his pawns. Does he want them to stay safely inside? Let them.

Has he already had a bad raid and can't really survive the next one? Mortars are a legitimate strategy to protect the base from having to restart the colony.

But that isn't the case anymore. Now, one would lose hi colony to luck. To something he can't control. Players should always have some sort of control over the story

As others have noted, mortars are still extremely useful in a wide variety of situations. Basically 100% of players I see playing the game use them at all difficulties, so they're definitely a legitimate (and probably still excessively useful) tool.

One design path would be to simply just ignore the relationships between challenges and tools, yes. We could give the player a set of tools and present a set of challenges, and simply let one tool defeat every challenge without interaction. Or perhaps let every tool defeat every challenge without interaction or risk. After all it is a single-player game.

The problem here is that you're removing the entire strategic decision-making aspect of the game. This is why RW is still a game and not a toy. People like making strategic choices, evaluating, learning, improving their understanding and skill. "Oh, that wasn't the right approach in that situation because of XYZ, next time I'll try strategy ABC." And so on. If you have a win button again...

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Zaorish9

Is it not true that the word "boring" is very different to different players, and many different players enjoy RimWorld? Some with more automated and some with less automated colonies? Real-time strategy war games also allow players who enjoy more macro management or more micro management to enjoy their games, neither are disfavored or punished.

As an example, in the game "Starcraft" you can be a player who's really good at very precise active tactics, or a player who's really good at overall resource management with automated commands, and both ways can win. That's a good thing!

Fair enough but RW is not about achieving 100% automation, it explicit and consistent design goal is for a colony to remain interactive and transformative and dramatic. For automation I highly recommend the excellent Factorio - but that's a really different game.

In StarCraft, you can't just do the exact same thing in every game, every situation and win.

AlasdairSc

Okay, thanks. As a sidenote, is it okay if I DM you a link to an unlisted YouTube recording I made of a bug I've been encountering for a long time in Rimworld?

Sure, or join the discord server: https://discord.gg/JxYnqA

RSev

Also someone should be pinning the updates at the top of the subreddit so people can see there’s a new update

Edit: these are just the highlights of patch notes


Summary of patch notes :


Multiple thrones per room

Controllable throne speeches

Category-based melee verb selection. (pawns with swords & knee spikes are now better than pawns with just swords

Pawns can be master of any animal regardless of skill (no more mood debuff because your pawn doesnt have enough animal skill to "handle" a thrumbo)

fix for shuttles landing in unfortunate places

lots of changes to quests (many specific changes, check patch notes )

Extended hive spawning delay the 14 seconds to 28 seconds (I believe this means it doubles the time you get to prepare for an infestation)

Market value of Luciferium reduced 120 -> 70

Joywire consciousness debuff 20% -> 30%

Spike trap cost 35 -> 45

Wood sharp damage reduced .45 -> .4 (wooden weapons do less damage)

Ship landing beacon requirement: microelectronics -> electricity (much more accessible now)

Negative health conditions now affect market value of pawn (ex mind screw)

Armor no longer prevents damage from surgery failures. (surgery just got more dangerous)

"fix: Some shelves have 'Allow fresh' whereas others do not." (This might be a fix to the issue of no fresh or rotten option in stockpiles sometimes)

Wild men/women no longer get "naked" debuff

FYI to anyone reading, this isn't the change log, it's just some random snippets. I recommend reading the original post.