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    RimWorld Wait what, Rimworld 1.1?

    RimWorld Wait what, Rimworld 1.1?


    Wait what, Rimworld 1.1?

    Posted: 16 Feb 2020 06:32 PM PST

    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.

    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 data-only mods, like new hairstyles, will probably work on the new version without changes. Complex mods will break. If you're using complex mods, I recommend that you set your Steam branch to version-1.0. Then, set it back to default after your mods have been updated in a few weeks. Anyone can keep playing on version 1.0 as long as they wish, using the version-1.0 branch.

    For modders: We did a lot of work before 1.0 and in this version to make updating as painless as possible. There's a guide to updating mods to 1.1 included in the game files, called ModUpdating.txt. The excellent modder Brrainz has also written a separate online guide here – thanks to him! You can also get live help with modding on the RimWorld Discord server.

    The game now includes a system for handling multi-version mods, so there is no need to make multiple Workshop items or break old mod uploads by updating them in-place. (Mods which gain support for 1.1 will log an error message in version 1.0, but this error is harmless.)

    Big thanks to Oskar Potocki for donating his Vanilla Animals mod to become part of the core game.

    New features

    • UI now looks sharp at UI scales over 1.0. Great for 4K monitors.
    • New Quests tab provides information about available, active, and historical quests.
    • Added a new data-driven quests generation and management system. This should make it straightforward for modders and us to add or change quests without programming.
    • UI now uses colored text to highlight important words like character names, places, and rewards.
    • Improved the mod management interface and code.
    • Mods now have a global package ID which lets them refer to each other.
    • Mods can now define other mods they must be loaded after or before. Added a tool to automatically sort the mod list.
    • Mods can now define other mods that they depend on. Shortcuts allow the player to easily download required mods.
    • Mods can now define other mods that they are incompatible with. The interface will warn players about incompatibilities.
    • Added loading screen tips. These are short bits of text helping the player understand an obscure aspect of the game. They're displayed during loading.
    • Loading screen now displays present and active expansions and mods.
    • Added room stats gizmo, which displays the stats of the room containing a selected building, at a glance.
    • Added recon armor, a lighter variant of marine armor.
    • Added EMP launcher weapon. It fires EMP grenades a long distance.
    • Added smoke launcher weapon. It fires smoke grenades a long distance.
    • Added smoke grenadier enemy.
    • Added a planet population slider to the planet generation parameters.
    • Added animals: Bison, donkey, duck, goat, goose, guinea pig, horse, sheep.
    • Added 'tortured artist' trait. The character has a permanent mood debuff, but gets art inspirations from low mood.
    • Added a bunch of new backstories across multiple categories.
    • Added heatstroke alert for colonists and tame animals.
    • Added taming inspiration, which makes the next tame attempt very likely to succeed.
    • Added fertility overlay, which shows terrain fertility in an easy-to-see way.
    • Added terrain affordance overlay, which shows where you can build what in an easy-to-see way.
    • Added barricades, which are like sandbags, but can be constructed of metal, wood, or stone. Changed sandbags to be constructed of textile stuff instead of steel.
    • Added portable self-powered comms console for tribal player scenario.
    • Added an option to choose which kinds of letters pause the game.
    • Added recipes to burn entire stacks of drugs at once.
    • Added wooden hand and wooden foot.
    • Added a variety of new tribal backstories.
    • Added a letter to the player when a colonist is kidnapped, noting that there will be chances to get them back.
    • Added asexual trait.
    • Bisexual trait is no longer hidden.
    • Context menu now shows icons next to each option depending on what's being chosen. E.g. When choosing a building material, see icons for the material. When choosing a drug to administer, see icons for the drugs. And so on.
    • Info cards can now include hyperlinks to other info cards. This is used in various places. For example, the info card for animals (and people) links to the type of meat and leather you can get from them. Info card for plants links to what you harvest from them. Info card for surgeries links to each ingredient. Info card for buildings links to the building materials. And so on.
    • Info card now visually displays the object being inspected.
    • Added weapon biocoding, which makes a weapon only usable by one individual.
    • For modders, added ModUpdating.txt, a file included with each version from now on with notes on what they might need to update to keep their mod working.
    • Added Greek language localzation created by some wonderful volunteers.

    Adjustments

    • The game now uses an incremental garbage collector, which should remove the periodic frame hitches that would appear when a lot of memory was allocated and released. However, note that there is still a cost to memory allocations, so modders should still try to reduce allocation wherever possible.
    • Optimizations to many systems. Performance should be significantly better, especially in complex game situations with many pawns.
    • Faction icons are now differentiated by shape as well as color, to help out colorblind players.
    • Redesigned how the underground mineral scanner works. Instead of showing all minerals on the map instantly, it can be worked at by a pawn, who will periodically find new mineral patches. This can go on forever, so minerals are never exhausted.
    • Split tribe into two factions, the gentle tribe (naturally neutral) and fierce tribe (naturally hostile).
    • Redesigned the system for generating ruined buildings on map start to make much more varied and interesting ruins.
    • Prisoner tab now shows slave price, recruitment chance, potential faction relation gain upon release, and information about the last recruiter and their impacting.
    • Added new body impact visual effects for when a creature gets hit by a projectile.
    • Added 'pawn lost' thought that happens when a pawn is kidnapped or abandoned by their caravan.
    • Downed pawns can now be loaded into transport pods like prisoners.
    • Added confirmation dialog before attacking friendly factions.
    • Added 'allow refueling' toggle to torch, campfire and passive cooler.
    • Pawns now really like the pawn who rescued them.
    • Added toggle refuel allow command to pod launcher, wood generator, chemfuel generator, fueled smithy and fueled stove.
    • Added an explanatory letter telling players how to get advanced components for the fabrication bench.
    • Added skill descriptions to combat log text.
    • Added an arrow that points at the UI during the tutorial.
    • Added scar pain feedback and reworked how scar pain works. Scars are now assigned an easy-to-understand pain category instead of an obscure number.
    • Added 'freed from slavery' mood-boosting thought for pawns bought from a trader.
    • Trade interface now shows the next restock time for settlements.
    • Added mood boost when prisoner released.
    • Open caskets now look different from closed ones.
    • Brawler trait disallows shooting passion.
    • Colonists attending a party gain recreation value.
    • Player can now inspect the contents of cryptosleep caskets on a new tab.
    • Stomach is no longer a vital organ.
    • Changed animal rescue radius from 30 to 75.
    • Info card for surgeries now shows the chance of death upon failure.
    • Info card shows max hit points factor for materials.
    • Interface now reports the chance of a successful arrest before you try to make it.
    • Insect hives slowly heal over the course of days.
    • Reworked how traits and work disables are laid out in the Bio tab for greater space efficiency.
    • Changed caravan reform to be allowed with sleeping hostiles on site.
    • Changed sites to stop and reset forced exit timer when enemies start a battle (for awakening mechanoids and hidden ambushes).
    • Reworked the world site system to allow easier combination of different site parts, and to feed things back to the player more flexibly.
    • Added the ability for world sites to have unknown parts.
    • Rebalanced sleeping sickness.
    • Rebalanced mechanoid bodypart coverages
    • Changed rare thrumbo incident to send from 2 to 6 thrumbos.
    • Adjusted a lot of text to use a colon instead of brackets, and to consistent use a capital after colon.
    • Ashes from burned plants and buildings now survive rain and disappear after 10-15 days. They're also visually larger.
    • Trade price improvement from negotiator is now reported on the trade screen.
    • Tattered apparel and unhappy nudity alerts now shows how many are affected.
    • Changed and fixed some hotkeys.
    • Smelting, burning and destruction review. Plate armor is now smeltable, except for wooden plate armor which is burnable. Wooden club also is burnable now and the metallic variants are smeltable. Apparels from hyperweave or devilstrand can no longer be burnt, can destroy apparels now same as with weapons. Neolithic ranged weapons can now be burnt.
    • Placing turrets now shows min and max range, not just max range.
    • IEDs now explode when bullets hit them.
    • Pawns no longer engage in recreational acitivites when injured, unless the activity can be done in bed.
    • Bridges now only support light buildings.
    • The terrain requirements for building walls now depends on what they're built from. This means stone walls can't be built on bridges any more.
    • Pawns now sometimes take the family name of their partner upon marriage.
    • Dementia now causes slow skill losses.
    • Rework stock generation for all trader and settlement types.
    • Factions tab display changed for clarity; enemy relations are shown with icons.
    • Bio tab now displays faction icons.
    • History messages tab layout reworked – tooltip replaced with a pane on the right side that displays the letter.
    • Credits now list the memory of colonists who died.
    • Anasthetic now wears off slowly instead of all at once. The person will be drowsy for some time.
    • Nimble pawns are now better at avoiding traps.
    • Increased the selection limit up to 200.
    • Combined the stats ArtSpeed, TailoringSpeed and SmeltingSpeed into UnskilledLaborSpeed and renamed UnskilledLaborSpeed to GeneralLaborSpeed.
    • Renamed sculptor's table to art bench since it's not just for sculptures any more.
    • Localization data is now packed into a single file per language, which massively reduces the number of files in an install of the game and speeds up various file operations.
    • Many other balance changes, code improvements, optimizations, and adjustments.

    Fixes

    • Fix: Explosions from missed projectiles landing in wall cells could hit things on the other side of the wall.
    • Fix: Enemy settlements could generate with floors on water.
    • Fix: Nutrition eaten per day readout when forming a caravan would be affected by the current hunger level.
    • Fix: Manhunting animals could attack doors without seeing anyone going through them.
    • Fix: Corpses wouldn't create corpse bile.
    • Fix: Colonists could play horseshoes from a different room.
    • Fix: Prisoner's food restrictions were ignored when the food came from the warden's inventory.
    • Fix: Duplicate context menu options on campfire when producing psychite tea.
    • Fix: Can't give a rescued addict their drug without angering their faction.
    • Fix: Goodwill change during siege does not end attack.
    • Fix: Blind guy won't use recreation.
    • Fix: Jawless animals can still haul.
    • Fix: Prisoner gets mood debuff when colonist euthanized.
    • Fix: Wind turbines register no wind during windy storm.
    • Fix: Shelves have no path cost and description doesn't state they hide beauty of things inside of them.
    • Fix: No mood penalty for giving bonded animal as a gift if sent by transport pod.
    • Fix: Pawns with one-arm and alcohol withdrawal are unable to manipulate anything at all.
    • Fix: Pawn with alcohol-induced brain damage are doomed to die.
    • Fix: Uninstalling a trap does not properly roll the chance to trigger the trap.
    • Fix: Wild animals spawn in sealed underground spaces.
    • Fix: Pregnant animal is also viewed as sick one (since pregnancy affects its capacities), so it sells for less than one with no health conditions.
    • Fix: No forced departure countdown for caravan if there are sleeping mechanoids.
    • Fix: Luciferium wont remove Frail. Now, lucifierum can remove all chronic health conditions.
    • Fix: Even if campfire runs out of fuel during cooking, cooking continues.
    • Fix: Raiders keep attacking walls forever after their group flees.
    • Fix: Crashed ship parts that land on bridges are instantly destroyed.
    • Fix: Duplicate context menu options when opening cryptosleep casket.
    • Fix: Butchering rotted animal yields fresh meat even if it rots during the job.
    • Fix: Lag spikes on animal birth in endgame.
    • Fix: Storyteller choice resets when you reopen the storyteller config page.
    • Fix: When placing a cooler, the system ignores blueprints and building frames.
    • Fix: The 'restore default settings' tool exits game without saving.
    • Fix: If your only colony is on an island, the endgame quest to journey to the ship never occurs.
    • Fix: Rain and Snow weather overlay textures replaced with blank rectangles in old colonies due to loss of floating-point precision.
    • Fix: Age displayed differently in trade screen and on colonist.
    • Fix: Animals that are wandering won't follow area restrictions.
    • Fix: Hopper and vitals monitor rotate in the opposite direction from other buildings.
    • Fix: Can't restrict ambrosia in food restrictions.
    • Fix: Administered beer does not provide nutrition.
    • Fix: Steadfast and iron-willed traits effects' are clamped to a small effect.
    • Fix: When a colonist dies while being rescued, others get no negative thoughts.
    • Fix: For the 'drag a character from left behind to selected' tutorial instruction, it allows you to drag a character anywhere at all, even just within 'left behind'. It should only accept dragging from left behind to selected.
    • Fix: It's possible to land in any biome in the tutorial by selecting a landing site, going to the character creation screen, then going back to select a different landing site.
    • Fix: Insects can be tamed and hunted after their hives are destroyed.
    • Fix: Preferred character list not working correctly.
    • Fix: Power conduit graphic does not display properly on top of grave.
    • Fix: Change colonist schedule to 'sleep' instantly ends the food binge mental state.
    • Fix: Selecting several beds causes a major performance drop.
    • Fix: Manhunter pack incident not working on high wealth or difficulty.
    • Fix: Can see things in undiscovered cells if they peek around the edge of the fog.
    • Fix: Arrested wild man don't use nutrient despenser and can't receive food.
    • Fix: Military commissar backstory missing Social bonus.
    • Fix: Allies can sometimes push player pawns out of cover during combat.
    • Fix: 'Run in background' being disabled can make the game stop loading when in the background.
    • Fix: Player can start with pets his pawns can't keep tame.
    • Fix: Escape ship letter mentions raiders even in peaceful difficulty, where they are not present.
    • Many other fixes.

    Source: https://steamcommunity.com/games/294100/announcements/detail/3965919631370936693

    submitted by /u/deathbyhesitation
    [link] [comments]

    Drew This back when the meme was relevant though never shared it here

    Posted: 16 Feb 2020 07:33 PM PST

    I should have known...

    Posted: 16 Feb 2020 09:14 PM PST

    Sea ice biome has been conquered when this is the worst thing that has happened to a colonist in their recent memory.

    Posted: 17 Feb 2020 06:56 AM PST

    Why haven't i thought of that before? Thanks, Spooky the Ghost

    Posted: 17 Feb 2020 05:42 AM PST

    5. Fucking. Minutes. Back to the drawing board, I suppose.

    Posted: 16 Feb 2020 07:10 PM PST

    for colonists on a rimworld, you guys sure do lead some pretty good lives

    Posted: 17 Feb 2020 06:15 AM PST

    (1.1) a new kind of mechanoid...?

    Posted: 16 Feb 2020 11:28 PM PST

    I just really need the silver...

    Posted: 17 Feb 2020 07:02 AM PST

    Thought I'd share my colony before updating to 1.1.

    Posted: 17 Feb 2020 01:17 AM PST

    Bee doesn’t feed herself unless she’s half starved or instructed to. She just had a mental break because of her malnutrition and started pigging out on food. As she’s gorging herself, Dragon looks at her and thinks to himself ‘oh yeah, I gotta get me some of that!’

    Posted: 17 Feb 2020 01:30 AM PST

    Well, well, well...

    Posted: 16 Feb 2020 11:55 PM PST

    Presented without comment

    Posted: 16 Feb 2020 05:58 PM PST

    Praise be to Tynan, the glorious one who gives us more organs to fuel our empires!

    Posted: 16 Feb 2020 07:29 PM PST

    The wimp who could walk without smokeleaf or ibuprophen is running on a anti drug platform politics on the Rim just got too real

    Posted: 17 Feb 2020 03:44 AM PST

    Our god listened. GET US MORE ORGANS

    Posted: 17 Feb 2020 05:15 AM PST

    Pigs are OP (Completed my first playthrough)

    Posted: 16 Feb 2020 06:26 PM PST

    So I just completed my first Rimworld play through sending the colonists away on a ship. Medium difficulty with Cassandra and a few quality of life mods.

    I'd usually find myself struggling with the startup, but once I'd got the core of the base built up and colonists settled into their roles, I was flying. I'd never actually made it that far, I didn't even realize there was a spaceship ending, I thought the point of the game was to fail.

    Around the midway of the playthrough a family of pigs joined my colony. I had 1 male and 3 sows IIRC. Wanting to cut down hauling times, I kept them and used them as haulers. Not longer later I had ten pigs, all doing their bit hauling items and improving efficiency.

    Then I had my first big raid. A few colonists were downed, and the enemies were advancing on my auto-cannons, so in an effort to delay their attack I released my pigs as cannon fodder to slow them down. 28 pigs defending their leader, running towards the enemies like the champions they are. They didn't have a chance. Stuck in a sea of pigs the raiders had to withstand auto cannon bullets decimating their bodies whilst being ripped limb from limb.

    From then, I dedicated myself to growing the herd. I would buy pigs whenever I could whilst making sure my new found warriors get ample attention from the animal leader. Alongside the progression of my research and resources, my herd grew too. By the time I had begun building the spaceship I had 63 pigs. After the I started the engine I would lose between 5 to 7 pigs each battle, but the size of the herd meant they would be replaced almost instantly. 15 days of constant raiding and my herd was still 30 strong by lift off.

    I wish I took more documentation of this pig fueled play through, but I never expected them to be the hero of the story. Here's a photo of them in battle for anyone interested

    submitted by /u/kevinwavey
    [link] [comments]

    holy cow this game is fun

    Posted: 17 Feb 2020 07:37 AM PST

    so i'm on my 3rd colony (first died because i wasn't diligent about drafting my guys and a dude killed my colony and the second went because i totally forgot to plant and my colony all starved), but now i've got the colony to a state where things are growing! i've got 5 colonists (2 random encounters where they needed rescue and i offered to help), and i've got enough stuff researched so i can actually make swords and guns!

    i'm now planting corn, rice, potatoes, cotton, and smoke leaf, i don't have corpses laying around, i have a bunch of animals i'm taming to haul stuff, and i'm looking into defenses!

    i mean sure, some stuff went wrong, like i had to throw toni in prison because she was starving and having a mental breakdown and my old lady is still in lots of pain i'm not sure how to solve, but these are minor things.

    the game finally clicked and my colony went from being stagnant to growing. now i don't know what i want to do next, but i know i don't want to be at work right now!

    goddamn this game is going to become very addicting for me.

    submitted by /u/pm_me_ur_gaming_pc
    [link] [comments]

    Colony lost.. Unprepared for infestation

    Posted: 17 Feb 2020 03:41 AM PST

    What an asshole

    Posted: 17 Feb 2020 07:23 AM PST

    Should I?

    Posted: 17 Feb 2020 05:03 AM PST

    Hey, I been eyeing RimWorld for the longest time, should I get it at the full price or wait for a sale? Why should I get the game and why shouldn't I?

    submitted by /u/Lasermanw
    [link] [comments]

    When Randy doesn't like u

    Posted: 17 Feb 2020 02:15 AM PST

    Huh, so thats where he went of to

    Posted: 17 Feb 2020 02:59 AM PST

    Organ harvesting back and better than ever

    Posted: 16 Feb 2020 08:04 PM PST

    The Escape, Part 6 (058)

    Posted: 16 Feb 2020 11:00 AM PST

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