Posts by TynanSylvester

Dear God.

Is this my fault?

sk4p3gO4t

Archotech being a portmanteau of arcane and technology for tech so advanced it's basically magic is such a banger

It's actually from the root "archo" for ruler. As in archon.

Though there are multiple near-matches like this which also work well which is part of why I chose it.

Thank you! I spend a good amount of time thinking about a researching names for new things in the game. Lots of looking over lists of Latin/Greek roots, making candidate lists or pools of associated words, etc. Good to hear you like the results!

7h0m4s

This was made due to repeated demands to put Doom in Rimworld after I put Bad Apple in Rimworld

The recent post that started the pixel-art idea comes from u/MaxwellScourge's son with this beautiful masterpiece.

I was able to make this video by writing my own first custom mod. It directly integrates with a modified version of ozkl/doomgeneric, which is a version of Doom specifically designed to be easy to port to other platforms. So a big thanks to them. You can try DoomGeneric in your browser by going to https://ozkl.github.io/doomgeneric/.

The mod works by listening to the image frames generated by DoomGeneric. Converting them to an array of the closest equivilent Rimworld paint colours and rendering the image into the world by painting floor tiles. In the example video it was onto concrete (Sterile tile does look brighter but make it look more pixely). For performance reasons it does this every 2nd game tick. If Rimworld is paused, Doom will pause with it.

The rendered image can be kind of hard to see when in dark areas of Doom. As vanilla Rimworld only has about ~60 colours available to use with paint. I did try adding exra colours but it made the performance drop dramatically.

While that's happening, the mod is also listening to which keys are currently being pressed. Then feeding that back into the Doom engine. I had to remap the Doom controls from WASD to IJKL so the map view didn't pan every time I moved in Doom.

I'm not going to release this as a proper mod (at least not anytime remotely soon). It's my first mod and would require a LOT of extra work to improve it's stability and ease of use for others to use. I'm more than happy for other more experienced modders to create a proper version of my proof of concept.

Shout out to those who insisted threatened "suggested" I do this project: u/Alone_Collection724, u/PeacefuIfrog, u/Khaisz, u/Smg5pol, u/Caedis-6, u/Redditoast2, u/solarcat3311 and ChaosisWithUs

Backup Youtube Video Link

This is amazing. I feel like I unlocked a game developer achievement here.

amlutzy

Tynan?

Yeah?

This comic ties in so many narrative ideas from across all the expansions in such a compelling way. I love it; I love imagining this.

Great art too.

bluecete

It's just a generic, sci-fi precursor drug or checmical that you can synthesize into what you need it to be (drugs, medicine).

As someone else said; mechanically it's a limiter to prevent you from making infinite drugs & medicine.

It was inspired by methylamine (I watched Breaking Bad). But mechanically I just wanted a resource that was only available via trade.

There's an interesting book called Seeing like a State that talks about this idea in the real world.

Scott Alexander had a good review of it: https://slatestarcodex.com/2017/03/16/book-review-seeing-like-a-state/

Glugstar

I really hate this mentality from the devs.

It is not a story generator, it's just a game like any other. It's not both. Anyone how thinks this has story generation in it, doesn't know what a story is. A story is NOT a sequence of random events thrown at the characters.

It needs to have a main plot, a message it wants to convey, an encompassing theme, a narrative structure. It needs character personality arcs, it needs them to pass through adversity and come out at the end better people. It needs something you can try to imitate in your life, something that inspires you.

That's what stories are all about. RimWorld has precisely zero of all of that. The "story" is just randomness picked up from a premade list of actions, with no rime or reason.

The main character woke up in the morning, had his meal and was upset he didn't have a table. Then all of the sudden, am artillery shell killed him instantly. His friend was not too upset because he was happy for having a really cool bedroom, and managed to kill the raiders. After disposing of the body, he never thought about the dead colonist ever again after a few days. The end. RimWorld "stories" in a nutshell.

The game does indeed only generate events; it does not attempt to *tell* a story or derive meaning from it. The player is the one who interprets them and constructs the story. Player and game act together for the story to come into being.

Hey guys, we're investigating this, would you mind posting your mod lists? Including simple UI/QoL mods.

EDIT: Okay, thanks for reporting - we found an issue. Look forward to a hotfix very soon. Sorry about that.

Thanks for reporting - we found an issue. Look forward to a hotfix very soon.

EXusiai99

Ludeon shouldnt have waited until a new paid DLC drops just to add a new QOL enhancement. A small update every once in a while addressing the most common complains about the UI/UX should do.

I would love to update more often, but updates break mods and that angers people, so they have to be kept infrequent.

They increase containment strength thus reducing how often escapes happen.

And non-revenant entities still need to beat down the door.

This is insane and I love it.

LazerMagicarp

One week to make an update to make us happy. You guys rock.

I will spare the next tynan I see out on the rim.

Thank you! Knowing my stats I'll need all the help I can get.

Considering what happened to her family, it's understandable that Porkchop would turn to the power of the void...

TheMaskedMan2

I think it’s exciting that they’re just doing random ideas they’re passionate about instead of the ‘obvious’ thing. It just feels more unique and genuine this way.

Sure I guess more advanced exploration and faction mechanics are the ‘obvious’ next thing to improve in a colony builder - but I enjoy and appreciate that Tynan and Co. just sorta do whatever they feel like. Royalty was out of the blue, now this Lovecraftian hell-scape is way out there. It’s just nice that they do what they’re passionate about instead of a by the numbers popular choice.

That said, this is all exciting for me, and I hope these blog posts aren’t showing EVERY possible event. I hope there’s a lot more to discover ingame, but even if this is all of the rituals for example, I am sure mods will go way out there with cults and etc.

Yeah, I think you need healthy mix of doing the obvious next improvement, and taking creative leaps in search of whole new kinds of experiences. You need both.

Sorry about that, had to fix up the update script. It's fixed now, please just re-download as needed!

Could be corrupt files after update. As a starting point I recommend deleting the RimWorld folder inside the steamapps folder.

If that doesn't work, consider whether it could be caused by a mod interaction or not-yet-updated mod.