Hotfix to Alpha8d/e

Posted December 15th, 2014 by Tynan Sylvester

Alpha8c created a major bug where colonists would never plant in hydroponics basins. The fixed build, Alpha8d, is now uploaded.

As always, you can update with your existing download link.

Sorry about that. Hopefully not too many of you downloaded the game in the hours between 8c and 8d.

UPDATE: I just released a nonessential fix to reduce the mood impact of seeing rotting corpses from -14 to -4. You can patch as usual, or just go into RimWorld657/Mods/Core/Defs/ThoughtDefs/Thoughts_Memories.xml, search for ObservedLayingRottingCorpse, and change <baseMoodEffect>-14</baseMoodEffect> to <baseMoodEffect>-4</baseMoodEffect>.

Hotfix to Alpha8c

Posted December 15th, 2014 by Tynan Sylvester

Note: This hotfix created it’s own new bug (colonists can’t use hydroponics). Sorry! I’m uploading a fix now.

I’ve released a hotfix to some further important issues discovered in Alpha 8. You can get the update by downloading from the download link we sent you before (this is your personal permanent link and will never change). There will be no email sent for this non-essential update.

Changes:

  • Mostly fixed some hard performance hitching that occurred when there were a lot of blueprints that lacked resources (usually when laying large amounts of carpet without enough cloth).
  • Surgically removing bionic parts from living people will now yield the removed part for reinstallation or sale.
  • The binding between workers and bills will no longer time out. This should eliminate problems with workers starting the same bill several times and ending up with multiple unfinished versions of the same item.
  • The ‘was imprisoned’ thought now has a greater effect on mood.
  • Fixed growers just standing there when there was a nearby growing job that was not accessible (e.g. a plant pot in a locked room).
  • Plant not growing now text uses the word ‘resting’ to clarify that the problem isn’t a lack of light.

Quick hotfix to Alpha8b

Posted December 11th, 2014 by Tynan Sylvester

There was a bug in Alpha 8: If a colonist smoothed a terrain that wasn’t rough stone, the game would crash.

I thought this would be impossible, because you cannot designate a non-rough-stone terrain to be smoothed. But if you designate some rough stone for smoothing, then designate a floor to be built over it, and the floor is built, and then the smoother finally comes by, the game will die because the floor has no ‘terrain I should become if I’m smoothed’.

If you think you can just not build floors over smoothing designations, you can just avoid the crash that way. I’ve also uploaded a hotfixed version, Alpha8b, which you can download from your existing download links.

Sorry about this.

Alpha 8 – Winter is Coming released

Posted December 10th, 2014 by Tynan Sylvester

Alpha 8 is out! This time we’ve added a seasonal cycle and temperature simulation, snow, two more biomes (boreal forest and tundra) with all the attached animals, art sculpting, crafted item quality, weapon and apparel crafting, homegrown medicine, wind turbines, and more.

If you own the game, you can get Alpha 8 by re-downloading from the link you used before (it is a permanent link and always has the newest version). You should also get an update email from us. Anyone still having trouble should start at this thread.

Also note that this build will not load old savegames, so keep your old install separate if you want to finish an Alpha 7 colony.

Change summary below:

Temperature and seasons

  • A new temperature system tracks temperatures indoors and outdoors.
  • Characters can get hypothermia, frostbite, heatstroke, or burns from being in extreme-temperature areas.
  • Certain clothing can protect against temperature discomfort/harm.
  • Temperature changes daily and on a yearly cycle according to where you are on the planet. There are distinct seasons.
  • There are special heat wave/cold snap events.
  • Added heater and cooler buildings.
  • Food spoils. This can be slowed or prevented with refrigeration.
  • Snow falls and accumulates over winter. It slows down movement.
  • Snow can be cleared manually, and will melt if heated.
  • New apparel: Parka and tuque.
  • Added new biomes: boreal forest and tundra

Art and crafting

  • Sculptor’s table added. Colonists can create abstract sculptures.
  • Sculptures and melee weapons have a quality. Quality is influenced by crafter skill and affects beauty and damage.
  • Apparel crafting now allows crafting any kind of apparel.
  • Can now craft any kind of melee weapon from appropriate materials.
  • Created ‘unfinished thing’ step to crafting. Crafting can now take several days per item (as in the case of advanced weapons or art).
  • Added art trading.

New content

  • New animals: elk, hare
  • New plants: pine tree, birch tree, moss, xerigium
  • Xerigium plants can be farmed and refined into herbal medicine.
  • New power plant: wind turbine.
  • New weapons: triple rocket launcher, doomsday rocket launcher.
  • New items: Glitterworld medicine, herbal medicine.
  • Alphabeaver event creates alphabeavers who will consume trees until stopped.
  • Ancient cryptosleep shrines now generate on the map. Open the cryptosleep caskets if you dare – the occupants may not be friendly.
  • Economy and trader stock generation reworked and rebalanced from the ground up.
  • Stats inspector allows inspecting more things in more places, and provides more, clearer info.
  • Several new songs from Alistair Lindsay.
  • You can now release prisoners. This gains you goodwill from their faction.
  • You can now configure your keyboard hotkeys.
  • Dozens of other fixes and improvements.

50,000 copies sold!

Posted November 28th, 2014 by Tynan Sylvester

Hey all, just wanted to quickly celebrate with you. RimWorld sold its 50,000th copy two days ago!

There’s not much more to say, except for that I greatly appreciate the support from all you players, modders, and especially translators and testers. It’s great to see a community spring up and strengthen over time like this. And for me, it’s great to be able to do the work that I love to do every day, and have it mean something to people. So thank you all.

Alpha 8 progress report

Posted November 4th, 2014 by Tynan Sylvester

Hi all. This is just a quick update on what’s going on in development. As always, you can follow my day-to-day development progress on my changelog.

The time between Alpha 7 and Alpha 8 will be the longest yet. This is for a number of reasons.

Partly, it’s because a lot of things have slowed me down. Piotr ‘ison’ Walczak was helping out over summer, but he went back to school. Work on the Ludeon Launcher took a lot of time – more than expected. Ludeon’s tax year ended, which meant a huge pile of paperwork that doesn’t appear on the changelog. The game is bigger, which means that there is more maintenance and fixing work to do every alpha. And I moved houses, which took many hours.

Besides all that, though, I’ve decided to start targeting somewhat longer spans between releases. This is to improve long-term productivity.

Each release takes a ton of time in and of itself. I can’t just package up the game and release it. It has to go through a multi-week, multi-stage testing and bugfixing process. The private testers have to bang on it, then the public testers. I have to manage dozens of bug reports, close duplicates, invite new testers, test it myself, and of course fix piles and piles of bugs. As the game’s gotten more complex this whole process has gotten more involved. The first public releases wrapped up their testing cycles in about a week. Alpha 7 took about three weeks. There’s just more stuff to test now. I can still work on future content during a testing cycle, but it’s slower as every change and fix needs to be merged forward – sometimes dozens of times. Then, once it’s released, there is a barrage of support requests and often more bug reports and hotfixes to test and release and publicize.

I believe I can maximize long-term output by reducing the number of actual releases and being able to just work with the game in an unstable state for longer. Because that’s where the good super-productive period is: when I can simply pour in features without constantly worrying about every little bug that might be getting introduced. I want to expand that period of the release cycle proportional to the testing period, to maintain a good ratio.

The good news is that the next release will at least feature boreal forest and tundra biomes, a full temperature and season system with fire, heaters, air conditioners, warm/cool clothing, hypothermia and heat stroke, and oodles of other smaller content additions like herbal medicine, weaponsmithing, and properly reworked economy and stats systems.

ludeon.com server migration

Posted October 7th, 2014 by Tynan Sylvester

I’m migrating the website to another server in the next day or two. If you see the forums in restricted read-only mode, or some site down or acting glitchy, that’ll be the reason. Only the ludeon.com domain will be affected.

I’ll try to have it all back and running clean as soon as possible.

Alpha7b and Alpha7c – Balance hotfixes (updated)

Posted October 3rd, 2014 by Tynan Sylvester

UPDATE: Alpha7b had a typo that made plague 10x too common in temperate biomes.

You can fix your game by re-downloading and reinstalling it, or by replacing Mods/Core/Defs/BiomeDefs/BiomesBase.xml with this corrected version of the file.

—–

I’m uploading a silent non-essential hotfixed version of Alpha7.

Alpha7b has reduced disease frequency, so diseases will appear less often.

To update, you can re-download from your old link.

Alternatively, you can just go into your game folder and look in Mods/Core/Defs/BiomeDefs/BiomesBase.xml, search for every instance of <chancePerDay>, and cut all the values in half. There are about 12 entries.

Mac black screen bug

Posted October 2nd, 2014 by Tynan Sylvester

A lot of players on Mac have reported that they can’t play the game; they just get a black screen on startup.

A temporary fix is to hit Command+Esc to force the game into windowed mode and play that way.

If that doesn’t work, you can use these other steps for solving game startup problems.

Sorry about this. I’m investigating now and will release a Mac version hotfix ASAP. There is a forum thread working to track down this issue.

One question – is there anyone out there on Mac who is not getting this bug?

Alpha 7 – Things Made of Stuff released

Posted October 1st, 2014 by Tynan Sylvester

Alpha 7 is out! This time we’ve added artificial limbs and prosthetics, jungle biome, new trade system, organ harvesting and trading, and a whole ‘stuff and stats’ system where certain things can be made of other things.

If you own the game, you should get an update email from us. You can also get Alpha 7 by re-downloading from the link you used before (it is a permanent link and always has the newest version). Anyone still having trouble should start at this thread.

Also note that this build will not load old savegames, so keep your old install separate if you want to finish an Alpha 6 colony.

Change summary:

  • Stuff system allows you to build walls, furniture, and other structures out of arbitrary materials.
  • New stats system for calculating and reporting thing stats from skill, race, stuff, and other factors.
  • There are now multiple types of stone: sandstone, granite, marble, slate, and limestone.
  • There are now multiple mineable minerals: metal, silver, gold, plasteel.
  • Leather harvesting from animals, and cloth harvesting from cotton crops. Special space-tech cloth types.
  • Make clothing from arbitrary fabrics or leathers.
  • Reworked damage deflection chance per-damagetype armor system. Some animals and mechanoids have natural armor.
  • New biome: tropical rainforest. A choking, disease-infested jungle. Disease rates are linked to biomes.
  • Prosthetic limbs, from simple to complex: peg legs, wood dentures, simple prosthetics, enhanced bionic limbs and eyes.
  • Organ harvesting and transplanting.
  • Diseases: flu, plague, malaria, sleeping sickness.
  • Chronic conditions (age-related): Cataracts, bad back
  • A bunch of new traits. Brawler, prosthophile, and more
  • New trade system and interface.
  • Traders carry and buy any item, including prosthetics, neurotrainers, organs, slaves, weapons, apparel, commodities.
  • Neutrotrainers: Matrix-style instant training devices.
  • Lockable doors
  • Melee weapons: Club, knife, spear, shiv, short sword
  • New animals: cobra, monkey, camel, tortoise, boar, rhino.
  • Storyteller redesigned and rebalanced.
  • Visitors carry their own food and hopefully won’t raid your food supplies.
  • Translations can be set to avoid using tiny text (useful for Asian languages where tiny characters are unreadable).
  • Rewritten credits system integrates translator credits from each translation automatically.
  • Piles of other additions, fixes, and tunings.