Rimworld Dev Tracker

In addition to a ton of general improvements for the base game and Royalty, this update focuses on tightening quest generation and making nobles more flexible. Full change log is below.
If for any reason you want to play the previous version, please use the Steam beta branch called 'previous'.
RimWorld is a very flexible game with many different game states, and our quest generation system uses some pretty complex scripting to generate quests appropriate at different difficulties, diplomatic configurations, and colony sizes. Since releasing 1.1, we've been seeing some cases where quests would generate that weren't rewarded appropriately or had the wrong difficulty and complexity level for the stage of the game they were appearing in. All this should be a lot tighter in this build, and there are further plans for refining and enriching quest content in the future. All the feedback we've gotten about this has been invaluable - thank you!
This update also works on making nobles more flexible... Read more
@cKcDillpickle Have fun! And nice screenshot, that one is from 2013 - completely ancient!
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.

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@ESREDM Are you on Steam unstable branch?
@mrfavus Yes
@myfharad I appreciate it :) Nothing's announced for future plans! DLC or not we will make something though; I'm not retiring.
@sccotch_noch Of course, but those would be completely different games
@Thalyd Thanks! This will help us investigate the issue.
@Thalyd There could be a bug, what are you seeing which seems wrong? Specifically.
@GeminiJ13 @As3r_g We've made major efforts on optimization over the years, on a regular basis, and seen huge improvements. But it could have been even more. Optimization is not a yes/no thing; it's a very very wide spectrum.
@RobPortMaine Perhaps you can't tell the difference now, but with some practice I think you could.
I have issued a 3 day ban to Aturchomicz for a history of off topic (Rule 4) and a sustained derisive tone (Rule 2.)
@JasonHornbuckle Yes but meals are different after they're prepared.
@pwtenny You'd have to make them all yourself to be accurate.
Someone please make this: A game where you look at pictures of food and try to guess the calories/macros. Then it tells you how you did so you can learn. (It would be a useful life skill to be really good at this.)
@TacoSt0rm @workshopcraft You're right! It's a 'gathering', which is a special thing that overrides other behaviors. Parties also do this. But it's so disruptive that it's not something they can initiate regularly or it would really throw off the schedules.
@workshopcraft I rejected many, MANY enticing designs for RW because they would require to much AI intelligence. Ever notice how there aren't any activities in the whole game that would require two colonists to work together?
The key to good game AI is designing the game so the AI doesn't need to be very smart.
@As3r_g I'm afraid the answer is bigger than a tweet. But RW really isn't super optimized, just optimized enough to fulfil its purpose. I appreciate the props either way though.