Posts by Tynan

I'm here!
The 'official' place to report bugs is the Ludeon forum: https://ludeon.com/forums/index.php?board=11.0
Or just tell me here.
This is an issue we had once long ago and fixed. The game won't log more than 1000 error messages. If it is, it's possible a mod is going around our logging limitation by accident and spewing errors, or there's some deeper bug we missed.
Can you post your mod list? And what version are you on? Read more
Morkonan - Definitely some lessons learned on marketing over here. I did originally want to announce before release, but there were some delays with the trailer. The project was stretching on, I didn't want to delay any more, and I talked to Steam reps and it seemed to make sense to us to just pull an Apex Legends and release it all at once. I figured it would be okay since there was a free update coming out at the same time. But the devil is in the details I suppose; the approach has to be tailored t the situation.
Some of the stuff that has come up are things I really never would have thought of. Like the idea of taking a bunch of mods uncredited and just selling them. I can't imagine any serious developer doing that; I've never heard of a developer doing that; it would never even cross my mind. We did a long period of testing with players and modders (in secret) to try to get these outside perspectives but some of them still never came up. I agree with you that a slower, staged... Read more
The Simplified Chinese translation update is almost done. It will be released soon.
Google: 简体中文翻译更新已完成。 它将很快发布。
Ooof, if your game is really crashing before it even starts writing a log, that's either very early (and the files are totally trashed) or the log is somewhere else.
There's a list of steps to follow here: https://ludeon.com/forums/index.php?topic=4805.0
If you could post the log that'd be useful. Its location is explained here: https://ludeon.com/forums/index.php?topic=513.0
This was reported here as well: https://ludeon.com/forums/index.php?topic=50465.0
We're working on it, should be fixed in a hotfix build. Thanks for reporting.
That's interesting. It would be because one file appears a few minutes after the other in the build process. No mods are intended to check version.txt, they should check the assembly version in the game. But maybe we should make this stricter to prevent such errors.
Thanks for discovering that and noting it!
Originally posted by Coopnt: Did the most recent update just now (rev 601) change some of the Unity .dlls from what they were on 1.1 official release yesterday? edit:(still 1.1.2552 but different rev #)

There was no update yesterday, not sure what you're referring to. Note: The rev number relates to the time of day the build is made, while the build number (2552) relates to which day it is made.
Hi everyone, RimWorld dev here. I figured it would be good to just write a quick post noting what's been important to us recently and clearing up some of the confusion since there are a few myths going around. So call this half a random blog post, half a mythbusting infodump.
Here's some of the things that have been important to us recently:
Supporting modders: I was a modder for 5+ years, back in the days of Unreal Tournament. So mod support, and supporting the mod community has been critical to us for a long time.
That's why we've brought A-list modders like Brrainz and Fluffy to give feedback on our development internally with 1.1 and Royalty. We also did a public beta of version 1.1 to give time for mods to be updated. We added multi-version support for mods so players would still be able to continue on version 1.0 without mods breaking (if modders choose to support that - sadly some did not). And I'm always looking for better ways to help out modders.
Supporting modders also means... Read more
Like a few others mentioned, the only mod content integrated any time recently was animals art in the 1.1 free update, provided by Oskar Potocki. We also hired him to do art for Royalty. And of course he's in the credits and was thanked in both the 1.1 and Royalty announcements.
Royalty is 100% original and created by us.
Of course there are some passing resemblances to some existing mods, but it's nearly impossible for this not to happen. There are 5,000+ mods for RimWorld, and there are only so many natural and obvious ways to expand the game. So modders have been anticipating things we were going to do for years now, back into the alpha days.
In some cases they actually came after us, it's just that we've been developing Royalty in secret for 16 months so we released later. (e.g. Psychic Awakening mod has a surface similarity to Royalty's psychic powers; it was released in November while we internally implemented psychics around summer.) And in each case the similarity is superfi... Read more
There's one new win condition and it involves hosting the High Stellarch (Empire faction leader).
Yes!
I expect almost all mods to not depend on Royalty, it's really up to the mod authors though.
The same mod can run with/without Royalty.
It should run beside mods just fine.
unstable is now equivalent to default branch
Yes, Royalty depends on features in 1.1.
They'll always be there as a faction in the world (the refugee Empire), but there is a designed path where you don't ally with them and instead work against them. You can get roughly the same rewards in different ways, and they add some variety to raids.
Right after the game released in 2018 I started work on a free update, and soon after that an expansion. Hired a bunch more people, head count is now more than double what it was during RW development, so we're able to develop two things at once. That's how we built the free 1.1 update and the expansion at the same time. I've worked on it directly the whole time.
If you look back to the RW release announcements, you'll note that I said the game is done but I'm not necessarily done with it. I've never been against expansions if they add meaningful new experiences without detracting from the base game. It's a great way to enrich a game after the base game has been stretched to completion (which it was after 5.5 years of development). And it comes alongside a free update with a bunch of new stuff because some improvements just didn't make sense not to give to everyone.
Also worth noting that RimWorld costs $35, not $50, and the expansion costs $20, not $30. Also worth noting that the ... Read more
Two big pieces of news today!
Free update to version 1.1 RimWorld's free 1.1 update is now live for all players! This update has been on the unstable branch for a week to smooth the transition for mods, and now it's the standard branch for everyone.
To see the full change log for this update, see the end of this post.
RimWorld - Royalty released RimWorld's new expansion RimWorld - Royalty is available!
See the trailer and full description on the RimWorld - Royalty Steam page here.

See the trailer and full description on the RimWorld - Royalty Steam page here.
The expansion includes a new system for nobles and titles, psychic powers, mechanoid combat structures, quests and rituals, luxurious palaces, Imperial technology, and new music from Alistair Lindsay.
Here's some of the things that have been important to us recently:
Supporting modders: I was a modder for 5+ years, back in the days of Unreal Tournament. So mod support, and supporting the mod community has been critical to us for a lon... Read more
Another update with some fixes!
- Fix: Material memory leak in DrawFieldEdges and possibly other places
- Updated translations and player created names.