Posts by Tynan

Will address thanks :)
EDIT: This has been released to the default Steam branch.
Today's updated build is up for testing on the unstable branch. The build is 1.1.2562. We'll set it live soon after we confirm it doesn't break anything. It should be save and mod compatible.
Anyone who is willing - please try the unstable branch with as many mods and as crazy a savegame as possible! I'd love to hear if anything breaks, or if it doesn't. Thanks in advance.
Changes:
- Silver and gold tile are now considered fine floor. Fine floor have an info card entry stating that they are fine.
- Fixed a bug that caused backstory translation data to be ignored if the translation was compressed.
- Fixed a bug that caused the camera to jump occasionally.
- Fixed a bug that made it impossible to form a caravan if two map sides were blocked.
- Adjusted mech cluster drop rules to avoid dropping too close to colony or colonists.
- Changed psychic animal pulser to only affect non-player animals.
- Fixed a bug that caused manhunting animals to ... Read more
The release of RimWorld - Royalty has been a great success! Thanks to everyone who's bought it so far, the testers and translators, modders, streamers and video makers.
I thought it would be a good idea to write a bit about what to expect next. In the past I've rarely written about the future because release dates and game designs often change unexpectedly during development. I can't tell you how many times in the past I had a firm expectation of some development outcome that was totally wrong in the end. Not talking about the future avoided the risk that something would change and people would get angry because they perceive some promise to have been broken. Talking less also allowed me to focus on making the game great instead of spending time managing public expectations.
Now, though, I think it's time to give a bit more info of what to expect to to help people in the community make their own decisions and to help modders be ready for what's coming next.
Hotfixes We had some great tes... Read more
Another day, another hotfix! This is build 1.1.2560.
Side note: There were some recent major changes in a few key mods, so there are still some mods with compatibility problems with each other. More info on this in the last hotfix update and a writeup from the author of the Harmony mod. Let's give them a few days to get things settled!
This hotfix is small. Its primary purpose is to fix a bug that would cause mechanoid clusters to never be defeated if you saved and reloaded the game after the associated quest arrived but before accepting it. I just wanted to get this out quickly since while this bug is rare, it is quite annoying when it occurs.
If this bug affected your savegame, you can defeat any existing broken mech clusters like so:
  1. Turn on development mode in the options menu
  2. Look in the quests menu at the quest that won't end
  3. Turn on the checkbox "Dev: Debug" under the quest description.
  4. Scroll down.
  5. To the right of the 'send signal' box, click the '...' button. Select the entry similar ...
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Sorry, this may be related to a recent rework of how scrolling works. We'll look at it!
Replace Stuff is the problem.
If not that, RimCities or Achtung.
EDIT 2: It appears there's a lot of incompatibility between mods at the moment. Mainly this derives from a recent change in how the Harmony mod worked, which was itself compelled by a change in Unity/.NET. This broke compatibility with many other mods. Here is a full article about Harmony from its author explaining what happened.
The recommended fix for now is:
  1. Disable the Replace Stuff mod.
  2. Place the mods HubsLib and Harmony directly after Core/Royalty in the mod load order.
That should address most issues, but a some mods may still need to be updated over the next days.
I'm talking to modders more so we can pass along info about this kind of thing more clearly in the future.
I originally reverted the hotfix after getting these crash reports, but I've released it again since we haven't found any crashes from the hotfix itself.
ORIGINAL POST FOLLOWS:
A new hotfix for 1.1 has been released. It should be compatible with all mods and saves. The version is 1.1.2559.
Note that some recent changes wi... Read more
I appreciate the rich feedback! Certainly this is just the kind of thing I'm looking to tune going forward. It's a new gameplay concept and we did lots of balancing and adjusting pre-release but with more players come more data.
They are supposed to be difficult and to require new strategies. I think they're hitting these marks, but I don't want them to feel unfair (that said, nor should they always be defeatible without losses, at least above builder difficulty).
We're further adjusting how clusters choose where to spawn, because you're right some of them were spawning on top of things they shouldn't (or even indoors). The next hotfix, and probably another next week, will have adjustments on these fronts.
After that's done and the metagame matures a bit I'll be looking at other adjustments, but I don't want to move too fast and end up "thrashing" with the design.
Originally posted by mOj: worst part is some turrets explode and some don't .

FWIW it's always been this way; player t... Read more
Fair enough, will look at addressing this in a patch.
Unstable is where we test hotfixes before putting them on default. It's always newer than default, but of course, it can be unstable. So your game might break.
It's not possible aside from death (and then the title gets inherited!)
I'm curious why you want to demote your pawn?
We've just released another hotfix of version 1.1. It should be compatible with all mods and saves.
Change list:
- Updated translations
- Add feedback on trying to deconstruct walls of a mech cluster before defeating it.
- Give 1 psychic amplifier as inheritance reward. Make title rewards a separate message that can handle more than 1 item.
- Cancelling monument markers for quests sends a copy via drop pod.
- Adjust smelt apparel description.
- Fix: Mod descriptions are cut off if they use tags.
- Fix: Royal ascent quest doesn't end properly when the stellarch dies before arriving
- Fix: Unfeasible farming decrees during winter.
- Fix: Royal prisoners try to swap pants continuously.
- Fix: Explosion in null map error in SmokepopBelt for unspawned pawns
- Fix: Designators not appearing with old custom scenarios where rules is null.
- Fix: Fertility grid doesn't update when edifices are removed.
- Fix: Can trade with outpost without required title.
- Fix: Transhumanists aren't satisfied with certain i...
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Originally posted by Arthan: We talk about roleplaying here. It makes no sense for intergalactic empire to ask you for certain things before you have made some name for yourself.
And the games thing is story generation and I have to say that it pulls me out of immersion to have massive empire rely on bunch of dudes in a wooden shack.

Well, they're not really an intergalactic empire at all. It's worth reading the faction description in-game.
Hey all, just a quick announcement that we have a new moderator, pheanox.
Pheanox has helped out with testing RW for a long time and is a very friendly and even-keeled person. She'll be helping to moderate some of the rough edges around here.
As always, speech is very important, criticism and disagreement are valid and welcomed, but we have clear rules about personal attacks and other behavior that just degrades discussion. So pheanox will help with that. Full rules are on the Ludeon forums:
https://ludeon.com/forums/index.php?topic=40838.0
If anyone else wants to help we could sure use it, so I'd be happy if you just posted in this thread and said so.
Thanks for the great discussion everyone. Read more
@EvilNecroid we are not able to reproduce this issue after trying for a while.
We think it may be caused by mods.
Writing is for sarcophagi! Build one.
Looks like a bug, we'll look into it. Thanks for reporting with pictures.
We've been hard at work on a hotfix for some important bugs discovered in 1.1. The hotfix build is now released. The build number is 1.1.2257.
Saves and mods should be 100% compatible.
Please let us know if you have any trouble with it!
We're still working and there will be more hotfix builds with language updates and more fixes.
Fixes:
- Fixed not being able to uninstall/reinstall unstable power cells after defeating mech cluster.
- Made smoothed stone count as floor for royal room requirements.
- Fixed a bug where the mechanoid cluster quest never completes.
- Mech clusters can no longer drop indoors.
- Fixed a bug where injured pawns would never do recreation.
- Added info on new features to ModUpdating.
- Fixed a bug where turrets have a red cross overlay after loading a 1.0 savegame.
- Fixed a bug where a "colonist died" thought would appear when a quest helper died.
- Mood caused mental breaks are now disabled for the wimp from the noble wimp quest.
- Change string.Replace to Substring for fin... Read more
@EvilNecroid - In the game, open the options menu. Click the button that says "open save data folder". Then just email me the file. Thanks!
Damn! We will fix it.
What I desperately need is a savegame either from after this occurred, or from before you accepted the quest but after it arrived (this is best).
If you have that please send it to me: [email protected]
If not, could you tell me what mods you were using? Or anything else unusual that happened?