Rimworld Dev Tracker

chickenpastor

"it's always been a goal with RimWorld to support players choosing their own path as much as possible" is he being sarcastic here?

He's contradicted himself.

Didn't he say on the ludeon forum last week that he doesn't want players to use mortars?

Doesn't this alone, in and of itself, contradict his statement?

Or is it like "their own path within boundaries set by Tynan's vision"

Its like that post about how rimworld is like playing with an angry DM who's trying to win at D&D

No, I didn't say that on the Ludeon forums last week.

Perhaps I would have said something like, "The game should present a variety of challenges which require a variety of strategies to defeat, at least at higher difficulties. A game where every challenge can be defeated with one zero-risk low-interaction nearly hands-off tool is unnecessarily boring."

Renzolol

If they want me to fight head on then they need to stop sending raids that outnumber me 10 to 1. Even the best armour isn't enough to beat RNG.

What about just reducing the difficulty if you want less enemies?

Does the game have a place for a difficulty setting that is truly difficult (meaning not consistently survivable even with significant effort and skill)?

Or should it just range from easy to kinda-difficult, but never have a setting that is truly hard?

jevlaapa

Seems like they reverted the change that made implants not add a flat value to pawn value. So bionics/archotech are back to being absolute garbage from a wealth management perspective (rip my colony). Shame, collecting implants and upgrading your pawns was a lot of fun

IIRC that was a bug regression caused by another bugfix; now both are fixed as was always intended.

Man, these comics really picked up the torch from Dalek with style.

Every few days, another hilarious way to slag my game development screwups!

I'm not crying, I'm laughing, I swear.

AlasdairSc

What does the game consider critical illness compared to just needing treatment?

If death by blood loss will occur in the next 18 hours (assuming no healing in the meantime).

Inspecting the code, it does occur to me there could be cases with diseases which wouldn't trigger this, but the intent is that the tending grace period would cover that. And the OP specifically mentioned bleeding.

AlasdairSc

This happens to my colonists so much that what you consider a bug I'd consider normal in Rimworld - I have masses of evidence of it in various VODs on Twitch that I could potentially find if you really wanted. The discrepancy is large enough that I'd ask if you can please clarify what you and the game consider 'critically ill'.

As an additional question, can you please clarify whether the priority numbers 1-4 have no weight other than their numerical value? For example, I use 2 as my highest priority so that 1 is free as an override, but some players in my community mentioned they thought that some skills on 1 like firefighting override things like recreation.

I would be delighted if you'd send me any repro cases of these issues! Savegames would be ideal but even videos are worth looking at.

The numbers are just numbers relative to each other. Firefighting can override recreation at any priority level since it's emergency work.

ZacharyDK

Interesting. I'll spend sometime later to reproduce the issue. I think it might be related to having multiple doctors, and a far away doctor trying to take over medical care for the current nearby doctor. The action of reserving the patient for medical care - even if the new doctor is far away - would free up the nearby doctor and allow them to rest/eat. The best solution would be to allow far away doctors to reserve a tile near the patient and queue moving if over X tiles away.

Yeah, if there were multiple doctors it could create that perception potentially. The issue with not reserving the target is that every doctor on the map rushes to him the moment he's hurt, even though only the nearest one is needed.

Another possibility is patients going critical after a doctor has already started eating/sleeping.

> Doctors will attempt to eat or sleep if they need to even if you have bleeding patients. This forces you to micro-manage it.

We've heard reports about this kind of thing for years actually but even through several efforts at investigating, we've never actually found a bug like that. They're coded to ignore their own sleep/food needs if a patient needs urgent care to avoid death. The persistence of these reports, combined with the inability to actually ever reproduce the issue, has puzzled me for a long time.

I'd love to see a savegame where a doctor is doing this incorrectly! If anyone has one please let me know.

Read more

These numbers are not correct; they're too low and inaccurate because they're ignoring a ton of stuff in backstories, and some other game systems that affect this as well. They're also expressed in a pie chart which doesn't make sense since pawns can have several traits at once.

There is a debug tool that runs a Monte Carlo analysis of this we used to help tune. But of course the actual prevalence is relative to each actual playthrough.

Oh my god, this killed me. This was hilarious.

spidermonkey12345

I actually started a game on the same map and haven't had any problems since. It happened right after I got my first infestation. Here's a post about it. Another user suggested I verify the game files through steam (that checked out fine). I also deleted everything in the config folder in the save game folder.

Love the game btw. Check out my /r/rimworldporn posts!

Mountain City

Grid City

Def not a cult city

Desert city

Ocean City

The capital

Thanks, glad it worked out for you. And.. I love RWP.

frenchiveruti

TBH... tynan should do beta branches like factorio does...

We do. You can use the 'previous' beta branch to access the last version. And of course you can access all old versions back to Alpha 13, plus Alpha 4 if you want.

ZwoopMugen

What? A new patch? FFS! I Just finished configuring my mod lost yesterday!

Edit: My save isn't broken. Phew! Thanks for all the advice!

You can use the 'previous' beta branch to continue as before.

spidermonkey12345

Ironically, after 950 hours of gameplay, going back to vanilla in 1.1 ended with my first game breaking bug

I'd be curious to know what it was!

AnonymousAndrew1990
  1. Some items degrade if unroofed, sone degrade if outdoors, some only degrade if both, outdoors means not surrounded by walls, I.e. Not a room, unroofed means that there isn't a continuous roof covering the room. If somewhere is unroofed and you're not sure why check the ceiling overlay and your remove roof zones.

Technically outdoors means that the room you're in is no more than half roofed.

Roofed means literally there is a roof over this one specific tile.

You can be roofed and outdoors. E.g. A small outdoor overhang.

You can be indoors and unroofed. E.g. A small hole in the ceiling.

Alright alright - we'll fix it.

iv2b

Hey, apologies for pestering you, i've found something weird regarding the new -skin glands and i think you may want to know.

I've ran duels against two identical pawns, one had the toughskin gland (the weaker one) and the other had nothing at all. Both are at 10 melee skill.

Armor set is devilstrand duster + flak vest + button shirt + flak pants.

Weapon of choice is a normal quality steel dagger (best case scenario for the toughskin).

This is how it went down:

Toughskin Regular skin Total
No armor, no weapon 3 17 20
Armor, no weapon 10 10 20
Armor and weapon 18 12 30

With a weapon (best case scenario) and armor, the toughskin did indeed seem to help.

However without armor the toughskin gland actually made the pawn weaker!

Generally this is never a problem since by the time a player unlocks the toughskin, though it's definitely an unusual behaviour.

That's a strange result. I'll do a check ingame to see how these are working. Thanks for the note.

iv2b

Right, about this subject: does the game currently use the old or new melee verb calculations?

The new one has best/mid/worst with a 80/20/0 split, in this scenario a melee pawn has some benefit in having 1-n prosthetic weapons as they'll dilute the 20% pool with better attacks. That seems to work quite well already from what i've seen, at least if the dev tool is accurate.

Status inflicting attacks would feel interesting at ~10-15% usage imo, maybe they could be placed in the same tier (best/mid/worst) but weighted in their favor (which can already be done by having multiple attacks, like giving the venom fangs 3 different bites with identical stats).

I'm looking forward to it, i'm especially interested in the venom fangs/talons myself, i really like the concept.

One last thing while we're here: could it be possible to have pawns incapable of violence equip the psyfocus staff, just for the stat bonuses? My psycaster is a pacifist and that restriction feels odd.

On a similar note since emp/smoke launchers deal no damage, it'd be really cool they could be used by pacifist pawns to offer support in a fight (especially neat against the new mechanoid clusters). :)

The debug output is just that - a partly developed version of what I described above (we got partway through it and then got pulled onto bugs).

Will consider the nonviolent psycaster angle. Interesting.

iv2b

Hey good to know, thank you for stopping by!

I'm curious to see how the subject will be tackled: on one end there are pawns with 1/a few prosthetic weapons to use as backup and on the other end there are pawns who are fully weaponized with a dozen prosthetics, making both feel good is challenging.

Another user suggested improving attack speed when attacking with prosthetics, scaling with number. Could be a fun approach to try out. :)

The basic imbalances between spikes/blades, venom weapons, and power claw definitely need to balanced just by tuning some numbers.

Another issue is implant weapons reducing DPS for well-equipped melee pawns (with swords etc) because the pawn uses the implant instead of his superior sword, but only because the implant is there. It's because of how verbs are randomly chosen by simple weighting based on DPS. I wrote a design several weeks ago to categorize all the melee verbs into 'best', 'middle', and 'worst', with fixed proportions between these. E.g. 75%, 24%, 1%. So if you have a sword and fist, you'll benefit by adding an elbow blade because now the 24% of middle tier verbs will be blade strikes instead of punches. This is a big change though and it's quite difficult to actually categorize every verb in the game relative to each other (e.g. fist is 'best' if pawn has nothing else, but 'middle' if he has a melee weapon, etc). It can't just be DPS-based because there are other dimens...

Read more

You're right. There are definiely some AI derps and design incoherencies. We've had a plan to refine these for a while, but it hasn't been the top priority yet. We will get to it though (hopefully in not too long now).