Posts by Tynan

Another small update with some fixes today.
- Fix RebuildModList being called prmaturely during initialization.
- Fix nested RebuildModList calls messing up active mod list in some cases.
- Convert all tabs to spaces in ModUpdating.xml
- When a kidnapped pawn dies, we now remove the "lost" thoughts because we add "died" thoughts anyway.
- Workaround for text overflowing a single character with UI scaling. Also, reset label width cache when changing scaling.
- Drafted colonists again automatically shoot fleeing enemies. Raiders and drafted colonists again automatically shoot all insects.
- Replace string.GetHashCode with GenText.StableStringHash for mod packageId. Read more
Another minor update to 1.1 unstable. There are a few more final fixes to do. Thanks to everyone who reported a bug on the bugs forum[ludeon.com]!
- Fix: Selecting different kinds of zones displays first selected label in inspect pane.
- Fix: Minor graphical issue with IED antigrain warhead trap transparency
- Fix: inspect pane displays name of first selected pawn if several are selected.
- Fix: Multi-selecting minified things selects all minified things in view.
- Fix: Barricades are never flammable, even if made of wood.
- Fix: Mouse scrolling is inverted on Linux
This is version 1.1.2550. Read more
I've just pushed version 1.0.2549. This is an update to version 1.0.
The only change is that the game will no longer log errors when processing mod metadata (About.xml) from a multi-version mod that supports 1.0 and 1.1. It's purely a small compatibility fix.
A new version of 1.1 unstable has just been posted.
- Improved the code that auto-generates packageIds for old mods. It should generate somewhat meaningful packageIds where possible, and use some hashed data to avoid collisions.
- Medieval weapons can no longer be biocoded since it made no sense.
- Fixed an issue that caused spurious error happens if a mod defines no defs, but still has patches.
- Fixed mod sorting tool using packageId with postfix.
- Removed warnings on duplicate mods present but only one of them active
- Fixed typos and outdated references in ModUpdating.xml.
- Re-labeled some animal trainables to better match what they actually mean. "Obedience" is now called "Guard", and "Release" is now called "Attack".
- Removed some guard and attack trainability from a few animals where it didn't make sense and broke gameplay roles.
Regarding the last entry above, the goal is to move towards a situation where animals have identifiable purposes distinct from each other. There should be so... Read more
I've just pushed a compatibility update to RimWorld version 1.0 (not version 1.1 unstable).
It removes the spurious errors that 1.0 creates when reading mod metadata (About.xml) written for 1.1.
The new version is 1.0.2548.
A new build of 1.1 unstable is up! Just some minor fixes.
The changes are:
- Fixed a bug that caused mods to not load if they added defs using patches (which is useful if you want to add a def based on some condition).
- In About.xml, we changed back to for consistency. Modders can remove now.
- We rewrote part of ModUpdating to reflect the fact that 1.0 can load some content from a folder named "1.0", and removed corresponding warnings from code. See ModUpdating.txt for full details.
Thanks for the ongoing feedback everyone! And to our excellent volunteer testers and modders for giving such useful feedback. It's really down to them that this release has gone smoothly.
Read more
RimWorld version 1.1, a major update from version 1.0, is now available for public testing and modding on Steam’s unstable beta branch. That’s right everyone – RimWorld is done, but that doesn’t mean we’re done with it!
You can find a full change log for this update at the bottom of this post. This update will be released to the default branch soon; we’ve placed it on the unstable branch now to get in some final testing and to smooth out the transition for mods.
If you want to help test, right-click RimWorld in your Steam library list, click Properties, then select the ‘betas’ tab. Select ‘unstable’ from the drop-down list. Note that this version is unstable and might break.
We will be carefully watching for critical bugs and fixing them! If you find anything, please post about it on the Ludeon bugs forum[ludeon.com].
About compatibility:
  • If you’re playing without mods: You’ll be able to update and continue playing on the new version without interruption.
  • If you’re playing with mods: Simple ...
Read more
I've just pushed a regular player content and localizations update, to version 1.0.2408.
This update doesn't change any code or core content in the game, it only updates player-created names and characters, and translations data.
All save games and mods should be compatible.
Originally posted by Kulgan from Crydee: My sources say he’s working on a spin off called “Rumworld”:
RumWorld follows three♥♥♥♥♥♥heads from a drunken crashed space liner as they build a distillery on a frontier world at the rim of known space. Inspired by the violent Australian vibe of Bundaberg Rum, the deep spices of Admiral Nelson Spiced Rum, and the exoticness of Bacardi and 10 Cane.
Manage colonists' thirsts, violence, individual drinking preferences, and hangovers. Engage in small-team tactical drinking games. Fashion structures, weapons, and apparel from glasses, empty bottles, lampshades, vomit, or parts of your clothing. Fight bounces, dogs, girlfriends, boyfriends and each other. Torment and urinate on cute pets, push over farm animals, and try to talk to the opposite sex. Watch colonists lose relationships with family members, lovers, and spouses. Discover a new generated world each time you wake up, having forgotten the entire previous day. Build distilleries in the ...
Read more
I've just pushed an update to build 1.0.2282.
Changes:
  • Game loading has been optimized, especially with mods. You should see significantly faster loading.
  • Player-created content updated.
  • Localizations updated.
This update should be compatible with existing savegames and mods.
EDIT: Compatibility issue with Zetrith's Multiplayer mod has been fixed by some very responsive modders!
EDIT: This was updated to 1.0.2282. It should now be compatible with pretty much everything except the ModCheck mod. Please let us know about any problems in the comments! Reading carefully.
Original post below:
On the unstable beta branch, you'll find version 1.0.2271. This version is almost the same as the previous version, with the following changes:
  • A potential fix for a bug that can cause very slow loading of mods in some cases.
  • Updated language data to latest version.
  • Updated player-created names with all approved content.
Mostly we're looking to test the first of the above. It would be awesome if any player who had trouble with slow loading of mods (anything over a minute or two) would give the unstable branch a try and let us know if anything changes.
Thanks in advance to anyone who can give feedback on this in the comments here or in the Ludeon forums[ludeon.com]!
The new version should be compatible with all saves and mods, except possibly a few mods that directly interact with ho... Read more
Name in Game is still being added, but Backstory in Game is not. Your writing suggests you expect Backstory in Game, so just be aware that if you buy Name in Game it only allows you to enter a name and gender - nothing else.
Yep. I just pushed an update on Sunday for this purpose.
These updates also include new translations and translation data as well.
Vampire is scanning to find a roofed area, and the scanning code has a bug where it checks for roofs outside the game map.
Possibly related to having a roofed cell on the map edge, which is relatively uncommon and may not have been tested.
That's what I'd guess from the log. Basically the dev of the Vampire mod will hopefully fix it.
37Beers - I much appreciate it if you do :) But if you want to support me, it's best to buy it on the website instead of on Steam; Steam takes a cut.
After Steam release you'll get your key either way.
Muchas gracias!
We'll use an automated webpage where you put in your email and it sends you your key.
Looks like missing files. I recommend you delete all the RimWorld files and force Steam to reinstall it.
If that doesn't fix it, it's time to start looking at the mods you're using and figure out which one is breaking the game.
The RimWorld soundtrack is up for sale on Steam! 31 tracks of space western tunes from Alistair Lindsay (Twitter).
Here's the Steam page.
If you like Al's music you can get more from him at his Bandcamp page[allindsay.bandcamp.com].
Read more
I’ve just released a technical update to version 1.0 of RimWorld. It should be 100% compatible with all existing savegames and mods. The new version is 1.0.2150.
Steam will auto-update. If you’re playing the DRM-free version of the game you can go download it now from your permanent personal download link which was emailed to you.
Aside from updating translations and player content, and fixing a handful critical bugs, the new version’s main purpose is to add support for multi-version mods. Previously one entry in Steam workshop could only work with one version of RimWorld. This causes problems when we release a new version: Players can’t continue on the old version since some mods are updated, but can’t continue on the new version since not all mods are updated.
Now, mods will be able to support multiple versions simply by putting version-specific files in directories named for the target game version. Other files from the mod’s base directory are used in all versions, as before.
For modde... Read more
It's in orbit; it's the ship you crashland from in the "Crashlanded" scenario.