Posts by Tynan

Hi everyone!
We're here today with a new feature update to Anomaly. Today's update adds a new way to play with all Anomaly content threaded into the entire game, instead of being linked strictly to the monolith quest. This resembles more how other expansions all interact together continuously over the course of a long game. No need for Anomaly to take over an entire playthrough!
We’ve also added some new economic pathways to make it more feasible to progress through Anomaly content as a low-tech tribal colony.
Take a look:
Ambient horror mode Now, when you start the game, you can select from three ways to integrate Anomaly into your game:
  • Standard with monolith: The original Anomaly experience. Anomaly threats are linked directly to the monolith.
  • Ambient horror: In this new mode, the monolith does not appear. Instead, Anomaly threats are threaded into the rest of the game. All Anomaly threats can occur, even the most dangerous ones. Anomaly threats are relatively uncommon compared to norm...
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Sorry, we're working on it.
Sorry guys, just a hiccup in our update process. It's fixed now, Anomaly will give Anomaly. Re-download please!
It's not a mod issue, it's in the core game due to a refactor we did to scrolling recently (to solve some other bugs). Will be fixed very soon, please bear with us.
You're welcome :)
Hey all,

Response to the Biotech release has been amazing! Just here to let you know that we've put out two hotfix updates so far. Change logs are below.

We're watching and gathering issue reports across forums, Discord, and reddit and will continue to fix critical issues as they're discovered. Less-critical things will be left for slower updates later - it's important to stick to essentials for hotfixes, because it's easy to break one thing while fixing another and maintaining stability is our top priority now.

If you're willing to help report or investigate issues, please join the RimWorld Official Development Discord server[discord.gg]. Thanks to all those who took the time to report issues.

Cheers,
-Ty

1.4.3524, released Oct 21, 2022
- Fix: Mods list not dirtied before sorting on reset.
- Fix: Breach raids not spawning.
- Fix: Children getting adult body types from genes.
- Fix: Kid Romper has no alpha channel. This can cause it to render as a pink square.

1.4.3525, released Oct 22, 2022
- Pot... Read more

Hey all - Tynan here. This is the first of our Biotech preview blog posts, where we lay out the features of the Biotech expansion, and the thought behind them, in more detail. You can look forward to more posts on the way. (If you missed the Biotech announcement, you probably want to start there. You can wishlist RimWorld - Biotech here.)

Today’s preview post covers mechanitor core concepts, mechanoid infrastructure, and labor mechanoids. The next post is in a few days, and will cover combat mechanoids, enemy super-mechanoids, and other mechanitor-related features, and there will be many more after that.

Check out the other blog posts:
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Hey everyone, it's time for another update!

This update fixes a variety of bugs and includes a number of changes that should make the ideoligions system less restrictive and more flexible.

Key among those is a new way to play with Ideology content active, but without actually running the ideology system. The ideology system is great for players who want to do something different, but it could be overwhelming for someone on their first game or who just wants to relax. This new option allows running the game without the complexity of the ideologion system, but with almost all the Ideology content active, including the biosculpters, ancient complex quests, Gauranlen trees, public executions, and more. (Some buildings like skullspikes and loudspeakers are still buildable despite not doing much without ideoligions active - they make nice visual flair if you want them.)

We've also reworked how a few pieces of Ideology work to make common ideoligions reduce micromanagement and annoying situation... Read more
Hey everyone, just a quick note about the Steam Deck release and RimWorld.

RimWorld works on Steam Deck as it is now, but there are a number of UI issues and some general jankiness we intend to solve with an update.

Our developer who was working on this lives in Ukraine. After delays getting the Deck to him, the current situation there means he won't be making progress any time soon.

Our tech lead Piotr Walczak is taking over Steam Deck integration efforts. However, we probably won't have an integration patch out until after the Deck is released.

To those of you excited to play RW on the Deck - We are excited too! Please look forward to updates that should solve issues you might find. If you can, consider waiting for the update before you dive in. We want the experience to be as great as possible and we're working to make that happen.

We also welcome reports of any issues on the official dev Discord here[discord.gg]. Knowing the problems helps us solve them!

Thanks to everyone for your under... Read more
Hey everyone - here's a new update for RimWorld for all of you!

This wide-ranging update makes a variety of improvements - see the full changelog below.

One critical adjustment is in the proportion of different raid strategies. Previously, mechanoids were using breach raids far too often. I've been seeing feedback about this for a while, so in previous updates we did make some analysis tools and I tried to adjust things to solve it. Unfortunately, I missed the true issue and the problem persisted. After some recent feedback from Reddit, we made some more analysis tools to figure out what's going on, I was shocked to discover how out of whack the numbers were. I'm not sure how I missed this before, but the game wasn't acting anything like I intended. Please accept my apology for not fixing this earlier.

With this update, breach raids are now present but uncommon, with normal raids forming the main threat. I also tweaked the numbers for human factions so the mix of raid strategies should b... Read more
Hello everyone! I'm happy to announce a new update for RimWorld and all expansions.

The biosculpters got a focused redesign. Colonists can now automatically do their own age reversal, and initiating a biosculpting cycle takes 1 step instead of 3. There's also less incentive to do weird things like deconstruct and reconstruct the biosculpter. Overall the micromanagement burden should be much lower, especially for large colonies.

We also reworked caravan formation to make it faster and more fluid. The archonexus restart sequence got some love so it's clearer and better-tuned. Finally, there's also a bunch of smaller improvements - see the change list below.

This update was tested as compatible with all savegames and mods.

Thanks to everyone who helped test on the Official dev Discord server[discord.gg], to Matt Ritchie for running the unstable build update cycle, Nick Barrash for the biosculpter rework, and all our other devs for their contributions, and everyone who gave such rich feedback ... Read more
EDIT 3: The build is now live for everyone. Thanks to the mod authors of Doors Expanded for updating quickly!

Hey everyone! RimWorld update 1.3.3117 is now out. This one comes with a long list of new stuff and improvements. Full changelist is below.

Multi-ideo viability: One key thing I wanted to do with this update was make it more rewarding to have a colony with diverse beliefs. While it should certainly be possible to run your colony as an ideological monoculture, I always wanted it to be possible to claim the benefits of multiple belief systems at the cost of needing to take a wider diversity of needs into account. This would also make recruiting easier, since it wouldn't be necessary to convert everyone during the recruiting process.

We made several changes to achieve this goal.

Now, colonists can participate in rituals of other ideoligions, strengthen those rituals by their presence, and gain mood and other benefits from them. Bigoted colonists will get a negative thought from partic... Read more
Hello RimWorld players! I've just released RimWorld version 1.3.3101. This one comes with a long list of new stuff and improvements for the base game and both expansions. Full changelog is below.

Fluid ideoligions: The big feature in this update is fluid ideoligions.

You can start the game in a new mode where you define a simple, minimal ideoligion to begin with. Then, during play, you'll earn development points by completing rituals and taking actions that satisfy your beliefs.

With enough development points, you can reform your ideoligion to alter memes, styles, precepts, and everything else. You'll be able to build up the complexity and intensity of your belief system as the game progresses.

The original system with stable ideoligions also remains available, if you want to play a specific belief system from the start.

Compatibility: This update should be compatible with all savegames and mods.

Thanks: Thanks to everyone who helped us test this update on the official development Discord se... Read more
Hey everyone! I've just released version 1.3.3087 of RimWorld with a variety of improvements for the base game and both expansions. Full changelog is below.

The main visible feature in this update is tree replanting. You can extract a tree and move it around as an item. You can then replant it where you like. It'll die after 7 days if not replanted. Anyone can do this, but it should be especially useful for colonies who believe it's immoral to kill trees since now they can move trees out of the way of building sites.

This update should be compatible with all savegames and mods.

Thanks to everyone who helped us test it on the official development Discord server[discord.gg], and to everyone who has submitted bugs and constructive feedback. We're happy to have all this great information to use while improving the game.

Change list

New stuff

- Added tree replanting. You can extract a tree and move it around as an item. You can then replant it where you like. It'll die after 7 days if not replant... Read more
Hey everyone! Today's update adds a new ideoligion setup screen with a variety of preset patterns for ideoligion generation. The idea is to avoid overwhelming the player with details if they just want to play.

We also added the ability to play the game with an ideology matching classic RimWorld. This is a good idea for the player's first few games as they get used to the game systems.



This update also significantly improves video memory usage, especially in heavily-modded games.

It is compatible with all saves and mods.

Thanks to everyone on the official dev Discord[discord.gg] who helped us test this update! Anyone else who wants to help test is very welcome to come join[discord.gg].

Change list

Improvements

- Add a new ideoligion setup interface which allows playing like classic RimWorld, using presets, or fully customizing.
- Improvements to texture atlas video memory usage.
- Change harmful aging thought minimum age from 20 to 25
- Added temperature precept icon.
- Rebelling slaves now drop s... Read more
Hey everyone, here's the next RimWorld update for the weekend! Thanks for the ongoing feedback.

It should be compatible with all saves and mods.

Improvements

- Added temperature tough issue and precept. This makes some believers mind extreme temperatures less.
- Added Alert for likely slave rebellion.
- Mining yield now caps at 125%.
- Clarified in description that the medical specialist won't do violence.
- Clarified spacedrone self-destruct delay info in quest description.
- Gauranlen tree pruning is dictated by a new stat, affected slightly by plants skill. Tree connection pawns have a 25% boost to pruning speed.
- Increase berrymaker dryad production from 32 to 40 berries per batch. Increase medicinemaker dryad production from 3 to 4 herbal meds per batch.
- Archonexus quest now warns players beforehand that research will reset
- Tuned down apostate memory thoughts and adjusted labels.
- Rebalance tree connector thoughts.

Technical

- Inspect pane now automatically resizes when tabs are added or ... Read more
Hey everyone, we're here with another update. Tons of great feedback has been coming in and we're working to translate that into high-value improvements as fast as possible.

It should be compatible with everything.

Thanks to those who helped test it on the Official Dev Discord[discord.gg]. Come join us!

Improvements:

- Desired apparel now uses the same faction restrictions as role apparel does. Tribal-Only: War mask, Tribal Headdress. Non-tribal only: Slicecap, Beret. Removed visage mask restriction to non-tribal only.
- Slaves no longer slight or insult non-slaves
- Slaves never start social fights with non-slaves if insulted.
- Allowed saving all ideos and allowed saving ideos in-game.
- Allow non-ideo members to participate in leader speech.
- Melee-ing a slave now increases suppression.
- Rebellion chance per slave now relates inversely to the number of slaves on the map, so overall rebellion chance shouldn't climb so aggressively with higher slave counts.
- Adjust slave rebellion base MTB 50... Read more
Hey all, another update! This one hits a lot of various points game-wide. See change list below.

It should be compatible with everything. Please let us know on the official dev Discord[discord.gg] if you have a problem and we'll get right on it!

We're continuing to collect feedback and improve everything we can. I much appreciate everyone who has helped out!

Change list:

- Having 1 or 2 colonists of a player's original ideoligion boosts conversion chance for that ideoligion and reduces it for conversions against that ideoligion. This is configurable in difficulty settings. This makes it easier to expand an ideoligion starting from just one person.
- When a pawn is connected to multiple gauranlen trees, they prioritize pruning the tree with the biggest difference between desired connection strength and current.
- Tune slave rebellion chances a bit lower, and reduce the effects of some factors. Slave weapon noticing distance reduced from 10 to 6.9.
- Burka now covers neck and shoulders.
- Gauran... Read more
EDIT: Saturday night/Sunday morning, I pushed a quick update to 1.3.3071. This fixes a single bug where pawns would get stuck at the styling station.
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Hey all, another quick update before the weekend.

I've just released version 1.3.3069b to everyone. This is the same as 1.3.3069 from earlier today, with the addition of a feature that lets you save and load ideoligions within the ideoligion customization screen.

If you have a complicated ideoligion you want to use from now on, you can save it during creation and load it in future games.

You should be able to get the update by restarting Steam. It'll be compatible with everything.

Look forward to more updates soon!

-Ty
Twitter: @TynanSylvester Read more
Hey all, just a quick update. This is yesterday's unstable test build with some fixes and stabiliztion.

Everything should be compatible.

Another bit of news - we have completed our first pass of the ideoligion save and load feature. EDIT: This feature is live on the 'unstable' Steam branch.

Thanks for the feedback everyone, and to our very diligent devs!

You can come help us test the unstable version or report any bugs you found on the official development Discord[discord.gg].

Changelog since last main version:

- Reduce nutrition required for biosculpting from 20 to 10 for healing and age reversal cycles.
- Adjust trees-related thoughts. Negatives for killing trees are reduced. Positives for seeing trees are amplified.
- Bug mitigation for null map in QuestPart_SubquestGenerator_RelicHunt.
- Fix: Pawns will attempt to harvest trees in growing zomes marked as no cutting.
- Imported new player creative content.
- Reversed meme order in UI. Low impact at top, high at bottom.
- Assign mapPawns.FreeCol... Read more