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RimWorld => General Discussion => Topic started by: Tynan on May 02, 2014, 01:40:05 PM

Title: RimWorld change log
Post by: Tynan on May 02, 2014, 01:40:05 PM
If you want to keep tabs on what I've been up to, you can follow the changelog (https://docs.google.com/document/d/1Ma3kFSDZHA4aE_7SSw8CyKCccWF4Dfj0KDQ_A8UB-hI/pub).

Old changelog here (https://docs.google.com/document/d/1_rCdGYp3nbSUXFG4Ky96RZW1cJGt9g_6ANZZPOHyNsg/pub).
Title: Re: RimWorld change log
Post by: ITypedThis on May 02, 2014, 05:46:10 PM
Tynan, please try not to make the game too awesome too quickly. I'm not sure my heart could take it! :D
Title: Re: RimWorld change log
Post by: Darkfirephoenix on May 02, 2014, 05:53:41 PM
Quote from: ITypedThis on May 02, 2014, 05:46:10 PM
Tynan, please try not to make the game too awesome too quickly. I'm not sure my heart could take it! :D
I think that your BRAIN would be the first thing to fail infront of all the awesomness he'll put into the game! :P
Title: Re: RimWorld change log
Post by: ITypedThis on May 03, 2014, 04:39:21 AM
Quote from: Darkfirephoenix on May 02, 2014, 05:53:41 PM
I think that your BRAIN would be the first thing to fail infront of all the awesomness he'll put into the game! :P
But my heart would buckle under the awesomeness of Rimworld if taken in too quickly. Much faster than something than must occupy itself with processing information and such. :P
Title: Re: RimWorld change log
Post by: Garen on May 03, 2014, 10:14:54 AM
Quote from: Tynan on May 02, 2014, 01:40:05 PM
If you want to keep tabs on what I've been up to, you can follow the changelog (https://docs.google.com/document/d/1_rCdGYp3nbSUXFG4Ky96RZW1cJGt9g_6ANZZPOHyNsg/pub).

awesome, i presume mechas are the final piece of the raid trinity.
really small numbers, very powerful tech that you cannot use (research and possibly create/turn people into mechanoids?)

all we need are some gene-people/mutants and larger animal raids (with some carnivorious animals?), and then weve covered every lore-friendly enemy

great job keep it up and you guys will get into Beta in no time!  ;D
Title: Re: RimWorld change log
Post by: Jet Jaguar on May 04, 2014, 01:47:48 AM
Created charge blaster and inferno cannon weapons for mechanoids.

The colonists have heard of fun things, but I'm pretty sure being shot with something called an "inferno cannon" is not one of them. Guess they'll need to research fire extinguisher technology?
Title: Re: RimWorld change log
Post by: Coenmcj on May 06, 2014, 07:52:04 AM
Could we get this stuck as an important topic? It's actually pretty helpful.
Title: Re: RimWorld change log
Post by: SSS on May 07, 2014, 04:06:11 PM
I like the mechanoids stuff. Also, we finally have trees!

...and a way to use the dreaded slag debris. >.>
Title: Re: RimWorld change log
Post by: Neone on May 07, 2014, 04:11:18 PM
Quote from: SSS on May 07, 2014, 04:06:11 PM
...and a way to use the dreaded slag debris. >.>

What am I going to use now to fill my stockpiles? :(

(http://dl.dropboxusercontent.com/s/3rfmgxihzici93i/debris.png)
https://www.dropbox.com/s/3rfmgxihzici93i/debris.png
Title: Re: RimWorld change log
Post by: Tynan on May 07, 2014, 04:16:03 PM
Quote from: Neone on May 07, 2014, 04:11:18 PM
Quote from: SSS on May 07, 2014, 04:06:11 PM
...and a way to use the dreaded slag debris. >.>

What am I going to use now to fill my stockpiles? :(

(https://dl-web.dropbox.com/get/Rimworld%20screenshots/debris.png?_subject_uid=259477228&w=AAAR4mM49B6CV71_JECOO4__G5v7kdoLbVcC8M9fXmoKqA)
https://www.dropbox.com/s/3rfmgxihzici93i/debris.png

Interesting how you can see the non-randomness of the hashing method I'm using to determine which randomized image to show. There are clear patterns.
Title: Re: RimWorld change log
Post by: insanevizir on May 09, 2014, 01:07:10 PM
So, just acquired the game via paypal, but i notice my maps dont generate trees.
The changelog said they would so i'm confused. lol
Title: Re: RimWorld change log
Post by: Celthric Aysen on May 09, 2014, 01:09:35 PM
Quote from: insanevizir on May 09, 2014, 01:07:10 PM
So, just acquired the game via paypal, but i notice my maps dont generate trees.
The changelog said they would so i'm confused. lol
Those are for the Testers right now, Alpha 4 is not yet released.
Title: Re: RimWorld change log
Post by: BeanusMaximus on May 09, 2014, 01:16:28 PM
Quote from: Blackjack1000K on May 09, 2014, 01:09:35 PM
Quote from: insanevizir on May 09, 2014, 01:07:10 PM
So, just acquired the game via paypal, but i notice my maps dont generate trees.
The changelog said they would so i'm confused. lol
Those are for the Testers right now, Alpha 4 is not yet released.
It's not in the public release yet, if you look at the changelog it states what builds are public builds. The next one won't be due for a while as far as I remember due to Tynan going on holz

Could be wrong though
Title: Re: RimWorld change log
Post by: Stankor on May 09, 2014, 02:40:31 PM
Smeltable mechanoid attackers and official crematorium are going to a nice answer to the corpse problem!

I noticed this in the changelog
QuoteChanged various old buildings to be specific metal variants.
Is there metal ores and bars now, or iron and copper, or...?
I suspect it's a smaller change than that, since it's not mentioned elsewhere, but what  :P

edit: ah, nvm I think I got it, he must mean "flower pots" are now called "metal flower pots" etc.
Title: Re: RimWorld change log
Post by: Tynan on May 09, 2014, 02:42:16 PM
Quote from: Stankor on May 09, 2014, 02:40:31 PM
Smeltable mechanoid attackers and official crematorium are going to a nice answer to the corpse problem!

I noticed this in the changelog
QuoteChanged various old buildings to be specific metal variants.
Is there metal ores and bars now, or iron and copper, or...?
I suspect it's a smaller change than that, since it's not mentioned elsewhere, but what  :P

It's just because now there is metal and wood. So the old table is now the metal table, to contrast with the wood table.
Title: Re: RimWorld change log
Post by: dd0029 on May 12, 2014, 08:52:55 AM
Quote
Created basic colony wealth counter and colony recent damage record.
Created statistics overview page

Be still, my beating heart. Oh beautiful day. There needs to be a hooray smiley!
Title: Re: RimWorld change log
Post by: Dr. Z on May 12, 2014, 01:44:51 PM
QuoteSome pawns will panic and flee individually if badly injured (not colonists, yet)

This is something I waited for  :D

But there is one open question: Will the carpets be made from metal, or from wood?
Title: Re: RimWorld change log
Post by: Tynan on May 12, 2014, 01:54:28 PM
Lol, they're still metal for now.
Title: Re: RimWorld change log
Post by: Dr. Z on May 12, 2014, 02:09:46 PM
You could call them viking carpets (or insert some other tuff folks if the people in RimWorld already forgot about vikings) because they're so tuff that even their carpets are made from metal.

I'm also glad that you added stuff from the mods section in the vanilla game, I prefer it if it's in the real game.
Title: Re: RimWorld change log
Post by: Tynan on May 12, 2014, 02:10:48 PM
Quote from: Dr. Z on May 12, 2014, 02:09:46 PM
You could call them viking carpets (or insert some other tuff folks if the people in RimWorld already forgot about vikings) because they're so tuff that even their carpets are made from metal.

I'm also glad that you added stuff from the mods section in the vanilla game, I prefer it if it's in the real game.

I actually didn't use any mod content; I reimplemented similar concepts from scratch. I have the advantage of being able to rebalance the whole game around any new additions too :D
Title: Re: RimWorld change log
Post by: Dr. Z on May 12, 2014, 03:45:54 PM
I didn't mean that you use mods, but ideas from them, such as wood economy or slag refining. Atm there just available as mods bur according to the changelog they're in the game with Alpha 4, that's what I wanted to say.

(That's my 100th post. Wuhu  :) )
Title: Re: RimWorld change log
Post by: Ruin on May 13, 2014, 02:39:05 AM
Quote from: Tynan on May 12, 2014, 02:10:48 PM
... I have the advantage of being able to rebalance the whole game around any new additions too :D

This is why I am so excited to see the great ideas from the mod community make it into the game.  Some of these great ideas really need more than just implementation to fit in with the rest of the game.
Title: Re: RimWorld change log
Post by: Col_Jessep on May 13, 2014, 07:24:44 AM
I love reading the changelog. So much good stuff I can look forward to and the next patch seems to be extra juicy! Mechanoids, wood stuff, new animals, more weapons, better performance and so much more. Why can't I just sleep through the next two or three weeks and wake up for the patch? =3
Title: Re: RimWorld change log
Post by: Dr. Z on May 13, 2014, 04:36:36 PM
QuoteI am on vacation until May 28.

-Ty

So you ARE a human being...well that's different.
Title: Re: RimWorld change log
Post by: Neone on May 13, 2014, 06:02:27 PM
I'm sure he is in real going to some robot factory for maintenance.

You know, replace used parts, install newest software and technical innovations (like 20 finger hands :P ).

All for better and faster coding of RimWorld :D
Title: Re: RimWorld change log
Post by: Coenmcj on May 14, 2014, 02:45:09 AM
Who needs 20 finger hands when you can hook directly into the system, Cylon style. ;)
Title: Re: RimWorld change log
Post by: Neone on May 14, 2014, 03:07:20 AM
Dunno, I'm  not a hitec guru :P
Title: Re: RimWorld change log
Post by: a89a89 on May 14, 2014, 04:29:50 PM
Does anyone know when he's coming back?
Title: Re: RimWorld change log
Post by: Dr. Z on May 14, 2014, 04:56:57 PM
Quote from: a89a89 on May 14, 2014, 04:29:50 PM
Does anyone know when he's coming back?

QuoteI am on vacation until May 28.

-Ty

The white ones are the letters  ;)
Title: Re: RimWorld change log
Post by: a89a89 on May 14, 2014, 06:56:04 PM
Gosh am I stupid
Title: Re: RimWorld change log
Post by: BeanusMaximus on June 01, 2014, 06:01:21 PM
The new video to Alpha 4 is pretty cool. Did notice that the message said "The mechanoids from their hive have are beginning their assault". :P
Title: Re: RimWorld change log
Post by: SSS on June 02, 2014, 12:06:36 AM
Are explosions intended to go through walls? I think it's a bit odd when a frag grenade or molotov affect people on the other side of a wall despite not destroying said wall. Shouldn't the wall simply take more damage for the squares it "covers" from damage, with any excess beyond its health spilling over?

I suppose you could argue throwing bombs "on top" of the walls, but that still doesn't make sense when roofs come into the picture. It's not a big issue, but do you think this aspect of explosives will stay?

Also, I noticed carpets are gone. ???

Edit: Stone walls are gone too! This will take getting used too... no more fortress wall. >.>;


Another edit: It seems I've entirely forgotten about research. Whoops. ^-^;
Title: Re: RimWorld change log
Post by: Coenmcj on June 02, 2014, 12:32:06 AM
Oh SSS... you silly bugger.

That explosion issue sounds interesting however. The question is : Is this a bug, or a feature?
Title: Re: RimWorld change log
Post by: psilous on June 02, 2014, 10:40:41 AM
Quote from: SSS on June 02, 2014, 12:06:36 AM
Are explosions intended to go through walls? I think it's a bit odd when a frag grenade or molotov affect people on the other side of a wall despite not destroying said wall. Shouldn't the wall simply take more damage for the squares it "covers" from damage, with any excess beyond its health spilling over?

I suppose you could argue throwing bombs "on top" of the walls, but that still doesn't make sense when roofs come into the picture. It's not a big issue, but do you think this aspect of explosives will stay?

Also, I noticed carpets are gone. ???

Edit: Stone walls are gone too! This will take getting used too... no more fortress wall. >.>;


Another edit: It seems I've entirely forgotten about research. Whoops. ^-^;

A true explosion could send splinters off from the opposite side of the wall as it is damaged.
Title: Re: RimWorld change log
Post by: jjgoldman on June 02, 2014, 03:22:32 PM

Quote from: RimWorld changelog

  • Added an option to automatically make a home region around new construction. Defaults to on.

Wow, when you put it like this it seems like a no-brainer feature!   :D
Title: Re: RimWorld change log
Post by: nacker1776 on June 03, 2014, 06:16:48 PM
Added an option to automatically make a home region around new construction. Defaults to on.
Superfast 15x speed is now available for all players via the 4 key.

I could not get to work in Alpha 4d. Are they used in 4d.
Title: Re: RimWorld change log
Post by: Coenmcj on June 04, 2014, 01:52:14 AM
I would assume so, considering that there is stuff on June 3rd that was released in 4d.
Title: Re: RimWorld change log
Post by: Pulaskimask on June 04, 2014, 02:13:35 AM
Probably the wrong place to post this, but I would just like to say that I am very pleased with the changes in Alpha 4 and think you guys have done a wonderful job with the wood eco, mechanoids, music, and other changes. In particular I think wood eco and new tech are a good step towards RimWorld developing more clearly defined early/mid/late-game stages, and the music nicely enhances the the game's atmosphere.
Title: Re: RimWorld change log
Post by: OpposingForces on June 06, 2014, 04:16:30 PM
Quote from: nacker1776 on June 03, 2014, 06:16:48 PM
Added an option to automatically make a home region around new construction. Defaults to on.
Superfast 15x speed is now available for all players via the 4 key.

I could not get to work in Alpha 4d. Are they used in 4d.

if you look in the change log only story teller ramp up and sawmill needed alert were added. it didn't mention the others being added yet.

@ty - The whole siege thing sounds awesome, should encourage people to attack more often instead of just turtleing and only defending.
Title: Re: RimWorld change log
Post by: Dr. Z on June 09, 2014, 12:37:38 PM
QuoteAdded (but did not use) basic biome support for plants.

What is an biome?
Title: Re: RimWorld change log
Post by: Coenmcj on June 10, 2014, 04:15:05 AM
Quote from: Dr. Z on June 09, 2014, 12:37:38 PM
QuoteAdded (but did not use) basic biome support for plants.

What is an biome?
http://en.wikipedia.org/wiki/Biome
Praise unto he; Google!
Title: Re: RimWorld change log
Post by: frosty840 on June 11, 2014, 01:02:04 PM
QuoteOrbital drop raiders are less numerous but can now punch through thin roofs.

Is that as in "everyone has to build everything in mountains all the time now, because otherwise anywhere in your base can be invaded, at any time?" or as in "people are exploiting the game by creating no-roof zones to trade, and then putting the roof back on, and now they can't"?
Title: Re: RimWorld change log
Post by: Tynan on June 11, 2014, 01:07:14 PM
Quote from: frosty840 on June 11, 2014, 01:02:04 PM
QuoteOrbital drop raiders are less numerous but can now punch through thin roofs.

Is that as in "everyone has to build everything in mountains all the time now, because otherwise anywhere in your base can be invaded, at any time?" or as in "people are exploiting the game by creating no-roof zones to trade, and then putting the roof back on, and now they can't"?

Ideally "now there's a new tactical situation to deal with: a group of raiders with the disadvantage of small numbers but the advantage of starting in your base." Hoping to see some cool hallway-to-hallway gunfights.
Title: Re: RimWorld change log
Post by: Dr. Z on June 11, 2014, 04:34:11 PM
Quote from: Tynan on June 11, 2014, 01:07:14 PM
Quote from: frosty840 on June 11, 2014, 01:02:04 PM
QuoteOrbital drop raiders are less numerous but can now punch through thin roofs.

Is that as in "everyone has to build everything in mountains all the time now, because otherwise anywhere in your base can be invaded, at any time?" or as in "people are exploiting the game by creating no-roof zones to trade, and then putting the roof back on, and now they can't"?

Ideally "now there's a new tactical situation to deal with: a group of raiders with the disadvantage of small numbers but the advantage of starting in your base." Hoping to see some cool hallway-to-hallway gunfights.

I agree, this sounds very thrilling.
Title: Re: RimWorld change log
Post by: Coenmcj on June 11, 2014, 05:44:55 PM
That will certainly be interesting, it would invite more militaristic hallways however.
Title: Re: RimWorld change log
Post by: Garen on June 12, 2014, 08:10:30 AM
raiders leave after doing sufficient damage

oh thank god/tynan
Title: Re: RimWorld change log
Post by: Untrustedlife on June 12, 2014, 09:06:49 AM
Ok tynan but PLEASE appeal to those who do like challenge/roguelike esqueness as_well. The majority still voted easy/too easy/ normal. Some people are just louder than others. I really enjoy that aspect of this game don't take it away please..
Title: Re: RimWorld change log
Post by: FowlJ on June 12, 2014, 09:48:44 AM
I'm sure there will be plenty of that as well, but raiders having goals other than exterminating you has been a plan for a fairly long time I'm pretty sure. I should hope that more alternate objectives like thieves and kidnappers get added as well.
Title: Re: RimWorld change log
Post by: Neone on June 12, 2014, 10:08:05 AM
Quote from: Untrustedlife on June 12, 2014, 09:06:49 AM
Ok tynan but PLEASE appeal to those who do like challenge/roguelike esqueness as_well. The majority still voted easy/too easy/ normal. Some people are just louder than others. I really enjoy that aspect of this game don't take it away please..

And for Cassandra Classic it should be like this, don't you think?

If you want tougher play, choose Tough Cleopatra.
Title: Re: RimWorld change log
Post by: Untrustedlife on June 12, 2014, 10:48:20 AM
Quote from: Neone on June 12, 2014, 10:08:05 AM
Quote from: Untrustedlife on June 12, 2014, 09:06:49 AM
Ok tynan but PLEASE appeal to those who do like challenge/roguelike esqueness as_well. The majority still voted easy/too easy/ normal. Some people are just louder than others. I really enjoy that aspect of this game don't take it away please..

And for Cassandra Classic it should be like this, don't you think?

If you want tougher play, choose Tough Cleopatra.


Why should i be forced to choose cleopatra if i want a challenging game? Honestly, its like me telling you to go play phoebe friendly if you dpnt want to be exterminated, isnt it now. Cassandra is NORMAL difficulty not EASY MODE chill callie is easy mode.
Title: Re: RimWorld change log
Post by: FowlJ on June 12, 2014, 10:54:15 AM
And if you want harder than normal mode, the appropriate choice is hard mode, no? That's kind of how difficulty options work.
Title: Re: RimWorld change log
Post by: Untrustedlife on June 12, 2014, 10:57:17 AM
Im not sure you are understanding me, cassandra should have a good balance of challenge, and colony building, it should not be less then challenging.The Normal mode should be a bit challenging, no challenge is what easy mode is for.No player skill required is easy mode.

If this is the case i could just send my colonists into hiding until the raiders blow over, and that is not fun.The raiders should try to fight your colonists a bit, not just smash up the place a little and leave.

When there is no fear of death, there is no real danger... No challenge.

Hard mode should be VERY challenging, that is what makes it hard.

Normal Mode should be mid-level challenging.

Easy ,mode should be barely challenging.
Title: Re: RimWorld change log
Post by: forsaken1111 on June 12, 2014, 11:10:34 AM
Having a well secured 'panic room' should be a valid strategy. Raiders come in, break some stuff, steal a few things but cannot get to your colonists so they leave. You still have to rebuild and repair so its not like you got off free.

It forces you to choose between defending your colony or accepting that damage will be done.
Title: Re: RimWorld change log
Post by: FowlJ on June 12, 2014, 11:17:55 AM
Quote from: Untrustedlife on June 12, 2014, 10:57:17 AM
Im not sure you are understanding me, cassandra should have a good balance of challenge, and colony building, it should not be less then challenging.The Normal mode should be a bit challenging, no challenge is what easy mode is for.No player skill required is easy mode.

If this is the case i could just send my colonists into hiding until the raiders blow over, and that is not fun.The raiders should try to fight your colonists a bit, not just smash up the place a little and leave.

When there is no fear of death, there is no real danger... No challenge.

Hard mode should be VERY challenging, that is what makes it hard.

Normal Mode should be mid-level challenging.

Easy ,mode should be barely challenging.
And how do you know that that won't be the case? I think that objecting to changes being made because they seem to make the game easier is a bad thing for a variety of reasons that can be best summed up as : the game isn't done yet. Raiders leaving after dealing a given amount of damage not only does not necessarily make the game that much easier (That's a matter of how much damage they consider sufficient, primarily) and it also represents an important underlying mechanic, that raids now have simple goals instead of being pointless suicide charges against your colony. I also hardly the think the game, overall, will be easier next patch, because that isn't the only change. Actual sieges, new mechanoids, (admittedly unspecified) improvement to combat AI, more negative events (of which at least the ship crash needs to be dealt with or your colonists go mad), and whatever else is yet to come certainly make up for it, not that I consider it something to be made up for in the first place because I don't think that all changes to the game can or should be evaluated in the sense of making it harder or easier, particularly so early on in development.
Title: Re: RimWorld change log
Post by: Untrustedlife on June 12, 2014, 11:24:25 AM
Quote from: FowlJ on June 12, 2014, 11:17:55 AM
Quote from: Untrustedlife on June 12, 2014, 10:57:17 AM
Im not sure you are understanding me, cassandra should have a good balance of challenge, and colony building, it should not be less then challenging.The Normal mode should be a bit challenging, no challenge is what easy mode is for.No player skill required is easy mode.

If this is the case i could just send my colonists into hiding until the raiders blow over, and that is not fun.The raiders should try to fight your colonists a bit, not just smash up the place a little and leave.

When there is no fear of death, there is no real danger... No challenge.

Hard mode should be VERY challenging, that is what makes it hard.

Normal Mode should be mid-level challenging.

Easy ,mode should be barely challenging.
And how do you know that that won't be the case? I think that objecting to changes being made because they seem to make the game easier is a bad thing for a variety of reasons that can be best summed up as : the game isn't done yet. Raiders leaving after dealing a given amount of damage not only does not necessarily make the game that much easier (That's a matter of how much damage they consider sufficient, primarily) and it also represents an important underlying mechanic, that raids now have simple goals instead of being pointless suicide charges against your colony. I also hardly the think the game, overall, will be easier next patch, because that isn't the only change. Actual sieges, new mechanoids, (admittedly unspecified) improvement to combat AI, more negative events (of which at least the ship crash needs to be dealt with or your colonists go mad), and whatever else is yet to come certainly make up for it, not that I consider it something to be made up for in the first place because I don't think that all changes to the game can or should be evaluated in the sense of making it harder or easier, particularly so early on in development.

You make a very good point.

Honestly I trust tynan will make this game the best it can be, so we will see.
Title: Re: RimWorld change log
Post by: Dr. Z on June 12, 2014, 01:19:37 PM
Quote from: forsaken1111 on June 12, 2014, 11:10:34 AM
Having a well secured 'panic room' should be a valid strategy. Raiders come in, break some stuff, steal a few things but cannot get to your colonists so they leave. You still have to rebuild and repair so its not like you got off free.

It forces you to choose between defending your colony or accepting that damage will be done.

That's exact the strategy I'm playing right now and the way raiders are behaving. So I don't really know what a change this should be, because rught now raiders do damage to your buildings and leave after a while if you're not fighting.
Title: Re: RimWorld change log
Post by: forsaken1111 on June 12, 2014, 01:32:22 PM
I would like it if the factions had specific goals in mind when raiding.

Tribals may target your communications facilities and technological buildings because they see them as evil and are fearful that comms equipment will bring more outsiders to the world. Or they might raid your food supplies to feed their own tribe. Some tribes could be marked as cannibals and their goal during raids would be to knock out or kill colonists and then escape with them.

Pirates want to steal your valuable trade goods or weapons.

Hostile settlements may just want goods and food from you.

Of course the old "We just hate you and want you gone" goal may be viable in any situation but I would love to see an event like:

"The Razor Boys pirate band has launched a raid against you to liberate your prisoner, Danny."
"The Lost Ones tribe has launched a raid against you to destroy your hateful technology. They are targeting your communications console."
"The George's Hill settlement has launched a raid against you in retaliation for arresting and selling three of their members as slaves. They are determined to destroy your colony."
Title: Re: RimWorld change log
Post by: Garen on June 12, 2014, 07:27:35 PM
Quote from: forsaken1111 on June 12, 2014, 01:32:22 PM
I would like it if the factions had specific goals in mind when raiding.

Tribals may target your communications facilities and technological buildings because they see them as evil and are fearful that comms equipment will bring more outsiders to the world. Or they might raid your food supplies to feed their own tribe. Some tribes could be marked as cannibals and their goal during raids would be to knock out or kill colonists and then escape with them.

Pirates want to steal your valuable trade goods or weapons.

Hostile settlements may just want goods and food from you.

Of course the old "We just hate you and want you gone" goal may be viable in any situation but I would love to see an event like:

"The Razor Boys pirate band has launched a raid against you to liberate your prisoner, Danny."
"The Lost Ones tribe has launched a raid against you to destroy your hateful technology. They are targeting your communications console."
"The George's Hill settlement has launched a raid against you in retaliation for arresting and selling three of their members as slaves. They are determined to destroy your colony."

yes, yes and yes.
this is what needs to be implemented into the ai
Lore and reasons to fight instead off suicide charges

certain raiders attack you more because you've got prisoners from their faction. and they focus on releasing them
tribal s will attack you more if you've done plenty of research, and will try to destroy your research table (with the idea that destroying said research table has huge consequences)
ancient mechanoids should just try to carve they way through everything rather then attack you directly
Title: Re: RimWorld change log
Post by: Beh on June 12, 2014, 07:51:46 PM
Just made a account to say your game is awesome, and looking at the changelog I love how hard you are working to develop it!
Title: Re: RimWorld change log
Post by: FroBodine on June 13, 2014, 05:02:52 PM
New guy here about to buy the game tonight after work.  Generall, how soon after you post stuff in the changelog do we get the updated versions?  Is it the same day, next day, else . . . ?
Title: Re: RimWorld change log
Post by: OpposingForces on June 13, 2014, 06:03:55 PM
@Tynan: I assume that the view 4 means we'll be able to rotate the view?
on a side note i'm not liking the change to wood. can't put my finger on why though.
Title: Re: RimWorld change log
Post by: Dr. Z on June 13, 2014, 06:19:35 PM
Quote from: FroBodine on June 13, 2014, 05:02:52 PM
New guy here about to buy the game tonight after work.  Generall, how soon after you post stuff in the changelog do we get the updated versions?  Is it the same day, next day, else . . . ?

It's not that there are little updates every few days, but new Alphas every 2-4 months (guessed), which always bring some big changes. Assuming Alpha 4 was released not long ago the next update will come out in a few months (maybe August?).
Title: Re: RimWorld change log
Post by: Neone on June 13, 2014, 08:01:23 PM
Quote from: FroBodine on June 13, 2014, 05:02:52 PM
New guy here about to buy the game tonight after work.  Generall, how soon after you post stuff in the changelog do we get the updated versions?  Is it the same day, next day, else . . . ?

Depends ;) New version is released about each 2 months, and Alpha 4 was released just few weeks ago.
Title: Re: RimWorld change log
Post by: FroBodine on June 13, 2014, 08:13:33 PM
Ok, cool.  So, as a new player should I get the game now, or wait?  I keep reading that it has become too difficult with the overpowering raids.  Is it super unbalanced right now, or is it still fun and very playable?
Title: Re: RimWorld change log
Post by: absentminded on June 13, 2014, 10:14:18 PM
 The bit I like the sound of the most is probably cabin fever weirdly, I keep having trouble motivating myself to build townships over bunkers and that little extra push would keep the game fun over safe.
  The ship sounds brilliant too though. Maybe it could be an optional end-game, beyond how it's already optional, I mean even doing it wouldn't necessarily end things if maybe your converted tribals or someone didn't want to go, so your survivors, ex-pirates and space refugees would get in the ship and head off but you could choose to stay behind with the ex-tribals or etc.

Quote from: FroBodine on June 13, 2014, 08:13:33 PM
Ok, cool.  So, as a new player should I get the game now, or wait?  I keep reading that it has become too difficult with the overpowering raids.  Is it super unbalanced right now, or is it still fun and very playable?

I started on this version and it seems well balanced. There's a friendly mode anyway, but on classic it's not noticeable hard until quite far in when it ought to be.
I'd definitely recommend getting it now over waiting.
Title: Re: RimWorld change log
Post by: FroBodine on June 13, 2014, 10:50:55 PM
Thanks absentminded!  I'm in.
Title: Re: RimWorld change log
Post by: Untrustedlife on June 14, 2014, 02:36:24 AM
Quote from: OpposingForces on June 13, 2014, 06:03:55 PM
@Tynan: I assume that the view 4 means we'll be able to rotate the view?
on a side note i'm not liking the change to wood. can't put my finger on why though.

Because it doesn't feel right perhaps? I t will be re-added in the future i believe....
Title: Re: RimWorld change log
Post by: Plunkett on June 14, 2014, 04:46:26 AM
I love the updates the past few days: encouraging villages (outside) and also yesterday's!

QuoteReworked starting equipment so it now comes in your drop pods. Added alerts for making starting stockpiles, unforbidding starting resources, and taking starting weapons. Starting beds removed.
Architect panel shows names of needed resources and offers an info window about the construction you’re considering.

Certainly improving gameplay, the balance between fixing/balancing and new additions is wonderful to see - something that developers often neglect until the end.
Title: Re: RimWorld change log
Post by: Garen on June 16, 2014, 10:34:28 AM
Game displays time passed as a date with months and years'

so will we arrive on a specific date, or have you changed it so events etc take months?
Title: Re: RimWorld change log
Post by: Astraeus on June 16, 2014, 10:53:06 AM
I just have to say that I can't believe how fast you work on this game. I've bought into several early access titles, and this is easily the fastest evolving one. Every time you release a new version, it's like Christmas has come early. Love it, Tynan!
Title: Re: RimWorld change log
Post by: Dr. Z on June 16, 2014, 11:34:58 AM
QuoteCreated bad thought for being naked.

So I assume there will be a clothing system.
Title: Re: RimWorld change log
Post by: absentminded on June 16, 2014, 11:42:40 AM
Good grief, it updates multiple times on the same day!
That's brilliant, but oh the poor tribals will be so sad now, not naked because they want to be anymore.
Title: Re: RimWorld change log
Post by: drb89 on June 16, 2014, 11:47:52 AM
Quote from: Dr. Z on June 16, 2014, 11:34:58 AM
QuoteCreated bad thought for being naked.


Too bad. I was really looking forward to the nudist colonies (https://twitter.com/TynanSylvester/status/477200128462553088). Now it's all going to be crazy naked people :-\
Title: Re: RimWorld change log
Post by: Garen on June 16, 2014, 05:24:04 PM
sounds like someone is making a tailor's bench/sewing machine.
finally artistry could have a use!
Title: Re: RimWorld change log
Post by: conquestor on June 16, 2014, 09:08:42 PM
Quote from: drb89 on June 16, 2014, 11:47:52 AM
Quote from: Dr. Z on June 16, 2014, 11:34:58 AM
QuoteCreated bad thought for being naked.


Too bad. I was really looking forward to the nudist colonies (https://twitter.com/TynanSylvester/status/477200128462553088). Now it's all going to be crazy naked people :-\

It's ok. I'm sure you'll get the carpet bonus after a few weeks.

(I actually finished my registration just to post this).
Title: Re: RimWorld change log
Post by: AwesumnisRawr188 on June 16, 2014, 09:27:14 PM
Quote from: conquestor on June 16, 2014, 09:08:42 PM
Quote from: drb89 on June 16, 2014, 11:47:52 AM
Quote from: Dr. Z on June 16, 2014, 11:34:58 AM
QuoteCreated bad thought for being naked.


Too bad. I was really looking forward to the nudist colonies (https://twitter.com/TynanSylvester/status/477200128462553088). Now it's all going to be crazy naked people :-\

It's ok. I'm sure you'll get the carpet bonus after a few weeks.

(I actually finished my registration just to post this).
Was...

Was that a semi-gross sexual innuendo?
Title: Re: RimWorld change log
Post by: StorymasterQ on June 16, 2014, 09:48:01 PM
Quote from: AwesumnisRawr188 on June 16, 2014, 09:27:14 PM
Quote from: conquestor on June 16, 2014, 09:08:42 PM
Quote from: drb89 on June 16, 2014, 11:47:52 AM
Quote from: Dr. Z on June 16, 2014, 11:34:58 AM
QuoteCreated bad thought for being naked.


Too bad. I was really looking forward to the nudist colonies (https://twitter.com/TynanSylvester/status/477200128462553088). Now it's all going to be crazy naked people :-\

It's ok. I'm sure you'll get the carpet bonus after a few weeks.

(I actually finished my registration just to post this).
Was...

Was that a semi-gross sexual innuendo?

Probably not, but I do prefer to see it as such. Perhaps even with matching drapes.
Title: Re: RimWorld change log
Post by: Raufgar on June 16, 2014, 11:38:00 PM
For some reason, I am more excited about this update :

Raiders will now opportunistically kidnap incapacitated colonists and leave.

This being said, would charge-rifling/grenading/machinegunning the kidnapper also hurt the kidnapped?
Title: Re: RimWorld change log
Post by: Dr. Z on June 17, 2014, 11:17:25 AM
QuoteRefactored how weapon accuracy is defined. Instead of an abstract “accuracy” variable with a bunch of opaque equations behind it, you now set the miss chance at touch/short/medium/long range (4/15/30/50 cells) and the game interpolates between these. Allows making weapons like sniper rifles worse at long range.

Isn't that a bad thing? My suggestion would be that sniper rifles get more accurate on longer distances like in X-COM, because thats what they made for and it would add a new tactical opportunity in charging snipers.
Title: Re: RimWorld change log
Post by: Dr. Z on June 17, 2014, 11:21:26 AM
Quote from: Raufgar on June 16, 2014, 11:38:00 PM
For some reason, I am more excited about this update :

Raiders will now opportunistically kidnap incapacitated colonists and leave.

This being said, would charge-rifling/grenading/machinegunning the kidnapper also hurt the kidnapped?

Grenading an enemy would certainly hurt the one he's carrying. And due to the fact that colonists already shoot each other when they're standing behind each other it would be very difficult not to hit the own guy if shooting at the kidnapper.
Title: Re: RimWorld change log
Post by: Pulaskimask on June 17, 2014, 04:19:42 PM
QuoteRaiders will now opportunistically kidnap incapacitated colonists and leave.

:D
Title: Re: RimWorld change log
Post by: StorymasterQ on June 17, 2014, 08:33:01 PM
Quote from: Dr. Z on June 17, 2014, 11:17:25 AM
QuoteRefactored how weapon accuracy is defined. Instead of an abstract “accuracy” variable with a bunch of opaque equations behind it, you now set the miss chance at touch/short/medium/long range (4/15/30/50 cells) and the game interpolates between these. Allows making weapons like sniper rifles worse at long range.

Isn't that a bad thing? My suggestion would be that sniper rifles get more accurate on longer distances like in X-COM, because thats what they made for and it would add a new tactical opportunity in charging snipers.

I agree. Please, Tynan, I hope you mean sniper weapons are worse at close range instead...
Title: Re: RimWorld change log
Post by: Pulaskimask on June 17, 2014, 09:52:12 PM
Quote from: StorymasterQ on June 17, 2014, 08:33:01 PM
Quote from: Dr. Z on June 17, 2014, 11:17:25 AM
QuoteRefactored how weapon accuracy is defined. Instead of an abstract �accuracy� variable with a bunch of opaque equations behind it, you now set the miss chance at touch/short/medium/long range (4/15/30/50 cells) and the game interpolates between these. Allows making weapons like sniper rifles worse at long range.

Isn't that a bad thing? My suggestion would be that sniper rifles get more accurate on longer distances like in X-COM, because thats what they made for and it would add a new tactical opportunity in charging snipers.

I agree. Please, Tynan, I hope you mean sniper weapons are worse at close range instead...

Sniper rifles do get less accurate at longer distances though. I believe them being highly inaccurate at touch range, very accurate at short and medium, and less accurate at long range would be best. A long range weapon that is very accurate would be too OP and unrealistic.

Edit: I accidentally wrote my comment up in the quote box so it looked like I was just quoting people and not saying anything :(
Title: Re: RimWorld change log
Post by: StorymasterQ on June 18, 2014, 02:16:24 AM
If that's the case, then surely all weapons are worse the longer the range. Tynan specifically says sniper rifles.

I think what Tynan meant is that 'some weapons can be worse at different ranges.' Pistols and stuff are better at close range and worse at mid/long range. Sniper rifles are better at mid range and worse at short/long range.

Also, reading replies inside a quote makes my head hurt for some reason.
Title: Re: RimWorld change log
Post by: Coenmcj on June 18, 2014, 02:19:58 AM
Quote from: StorymasterQ on June 18, 2014, 02:16:24 AM
If that's the case, then surely all weapons are worse the longer the range. Tynan specifically says sniper rifles.

I think what Tynan meant is that 'some weapons can be worse at different ranges.' Pistols and stuff are better at close range and worse at mid/long range. Sniper rifles are better at mid range and worse at short/long range.

Also, reading replies inside a quote makes my head hurt for some reason.

I know what you mean, people replying like that is utterly a pain to figure out what they've said.

whatever the case with the sniper rifles, it will certainly be interesting to see in action.
Title: Re: RimWorld change log
Post by: StorymasterQ on June 18, 2014, 02:31:51 AM
Quote from: Coenmcj on June 18, 2014, 02:19:58 AM
Quote from: StorymasterQ on June 18, 2014, 02:16:24 AM
If that's the case, then surely all weapons are worse the longer the range. Tynan specifically says sniper rifles.

I think what Tynan meant is that 'some weapons can be worse at different ranges.' Pistols and stuff are better at close range and worse at mid/long range. Sniper rifles are better at mid range and worse at short/long range.

Also, reading replies inside a quote makes my head hurt for some reason.

I know what you mean, people replying like that is utterly a pain to figure out what they've said.

whatever the case with the sniper rifles, it will certainly be interesting to see in action.
...
Title: Re: RimWorld change log
Post by: Dr. Z on June 18, 2014, 09:03:01 AM
QuoteRemoved loyalty and fear for now. Mental breaks now depend only on mood (renamed from happiness).

After wood planks now another oversymplifying measure? Although I love the game I don't hope this is going to be a trend. Does "for now" means this will stay for the next Alpha?
Title: Re: RimWorld change log
Post by: dd0029 on June 18, 2014, 10:39:46 AM
Quote from: Dr. Z on June 18, 2014, 09:03:01 AM
After wood planks now another oversymplifying measure? Although I love the game I don't hope this is going to be a trend. Does "for now" means this will stay for the next Alpha?

I wouldn't call this simplifying. Loyalty and fear aren't complex mechanics as is. I haven't seen many people playing the fear loyalty side anymore. Loyalty and fear are easily modified. Mood could be much more random.
Title: Re: RimWorld change log
Post by: Dr. Z on June 18, 2014, 10:59:10 AM
Quote from: dd0029 on June 18, 2014, 10:39:46 AM
Quote from: Dr. Z on June 18, 2014, 09:03:01 AM
After wood planks now another oversymplifying measure? Although I love the game I don't hope this is going to be a trend. Does "for now" means this will stay for the next Alpha?

I wouldn't call this simplifying. Loyalty and fear aren't complex mechanics as is. I haven't seen many people playing the fear loyalty side anymore. Loyalty and fear are easily modified. Mood could be much more random.

Yeah but if there's now only happieness, called mood, how do you prevent your colony from going mad completly? The old system handled that with fear, but what now?
Title: Re: RimWorld change log
Post by: Untrustedlife on June 18, 2014, 01:50:53 PM
Oh no..hes making the game simpler..WHY WHY WHY..no tynan why What is the point of fear tech now? Is that being removed too? wth...

Quote

Refactored how weapon accuracy is defined. Instead of an abstract �accuracy� variable with a bunch of opaque equations behind it, you now set the miss chance at touch/short/medium/long range (4/15/30/50 cells) and the game interpolates between these. Allows making weapons like sniper rifles worse at long range.


so now accuracy cant be effected by a bunch of things either? or am i misinterpreting this?

----------------------------------------------------------------------------------------------------------
I do however like the change in how the dates work (will make succession games easier to handle)

And the kidnapping (which i believe was planned as-well)
Title: Re: RimWorld change log
Post by: UrbanBourbon on June 19, 2014, 03:16:06 AM
Quote from: Untrustedlife on June 18, 2014, 01:50:53 PM
so now accuracy cant be effected by a bunch of things either? or am i misinterpreting this?

The new system replaces the gun's accuracy stat, which is 9 for Lee-Enfield, for example.
You could edit long range weapons have varying accuracies at various ranges by setting, for example:

Lee-Enfield: 0/15/20/45
A long range rifle but loses accuracy over long ranges, because it has no optical sight (scope).

Sniper Rifle: 0/0/5/10
A highly accurate long range rifle.

M2 Browning machine gun (a mod weapon): 5/20/55/95
Machine gun with a maximum range but obviously not very accurate due to the earthquake-level recoil and not an having optical sight. On the other hand, here's where the system falls short because M2 is freakishly accurate if you fire just one bullet with it...

Obviously you'd get penalties for low Shooting skill (together with distance), bad weather, cover, etc. but you'd have more control over the fact that even a bad shooter could score a near-certain hit at point blank range with certain guns.

What's a bit mind-boggling to me is that 'touch' reaches... up to 4 tiles? So if I'm getting this right, the exact ranges would be:

Touch: 1-4 tiles
Short: 5-15 tiles
Medium: 16-30 tiles
Long: 31-50 tiles
Title: Re: RimWorld change log
Post by: Untrustedlife on June 19, 2014, 09:14:29 AM
Quote from: UrbanBourbon on June 19, 2014, 03:16:06 AM
Quote from: Untrustedlife on June 18, 2014, 01:50:53 PM
so now accuracy cant be effected by a bunch of things either? or am i misinterpreting this?

The new system replaces the gun's accuracy stat, which is 9 for Lee-Enfield, for example.
You could edit long range weapons have varying accuracies at various ranges by setting, for example:

Lee-Enfield: 0/15/20/45
A long range rifle but loses accuracy over long ranges, because it has no optical sight (scope).

Sniper Rifle: 0/0/5/10
A highly accurate long range rifle.

M2 Browning machine gun (a mod weapon): 5/20/55/95
Machine gun with a maximum range but obviously not very accurate due to the earthquake-level recoil and not an having optical sight. On the other hand, here's where the system falls short because M2 is freakishly accurate if you fire just one bullet with it...

Obviously you'd get penalties for low Shooting skill (together with distance), bad weather, cover, etc. but you'd have more control over the fact that even a bad shooter could score a near-certain hit at point blank range with certain guns.

What's a bit mind-boggling to me is that 'touch' reaches... up to 4 tiles? So if I'm getting this right, the exact ranges would be:

Touch: 1-4 tiles
Short: 5-15 tiles
Medium: 16-30 tiles
Long: 31-50 tiles

Aww yes, i messed with that a bit (I made a hand held torpedo launcher for a mod im making)

Thanks fr clearing that up! :)
Title: Re: RimWorld change log
Post by: Darkfirephoenix on June 19, 2014, 12:25:05 PM
Quote from: UrbanBourbon on June 19, 2014, 03:16:06 AM
What's a bit mind-boggling to me is that 'touch' reaches... up to 4 tiles? So if I'm getting this right, the exact ranges would be:

Touch: 1-4 tiles
Short: 5-15 tiles
Medium: 16-30 tiles
Long: 31-50 tiles
I think "Touch" is the distance in wich an normal Human being could reach you with an knife or other kind of close quarter weapon/attack within 1 second. So you can think of it like this: Enemy is in 4 tiles, you colonist takes an (simulated) sprint/jump towards the enemy and shoots at his body at point blanck range.
Title: Re: RimWorld change log
Post by: Dr. Z on June 19, 2014, 02:13:23 PM
What about a sniper getting more accurate at higher range but requires like 9 or 10 at shooting skill.
Title: Re: RimWorld change log
Post by: AwesumnisRawr188 on June 19, 2014, 05:57:03 PM
Does being able to manually target mortars mean we can mine with it?
Title: Re: RimWorld change log
Post by: Garen on June 19, 2014, 07:10:16 PM
the answer to that would be ethier no or or if so mortars use shells (which they probably use anyway)
Title: Re: RimWorld change log
Post by: Untrustedlife on June 20, 2014, 09:28:45 AM
Quote from: AwesumnisRawr188 on June 19, 2014, 05:57:03 PM
Does being able to manually target mortars mean we can mine with it?

Probabbly
Title: Re: RimWorld change log
Post by: AwesumnisRawr188 on June 20, 2014, 01:22:09 PM
Oh, fun times to come...
*rubs hands mischievously*
Title: Re: RimWorld change log
Post by: Dr. Z on June 20, 2014, 04:07:28 PM
Sounds like bad times for Muffalos are coming...
Title: Re: RimWorld change log
Post by: AwesumnisRawr188 on June 20, 2014, 04:10:51 PM
Yes! We don't even have to intervene with insane boomrats! Fight fire with fire!
Title: Re: RimWorld change log
Post by: Piata on June 24, 2014, 02:47:37 PM
I want more info on what exactly "basic overworld generation (Alpha 6)" is. This game can't be updated fast enough.
Title: Re: RimWorld change log
Post by: Architect on June 24, 2014, 05:37:17 PM
Quote from: Piata on June 24, 2014, 02:47:37 PM
I want more info on what exactly "basic overworld generation (Alpha 6)" is. This game can't be updated fast enough.

Just what I was thinking... Some kind of skylands? I dunno, just throwing out a possibility.
Title: Re: RimWorld change log
Post by: StorymasterQ on June 24, 2014, 09:04:17 PM
Probably an overworld map to see where the factions are in terms of distance from the colony? So it could probably be used to gauge which would attack next. Or perhaps, for example, if we capture a traveler from a quite faraway faction, said faction won't become hostile ("maybe he died in the way here") or won't care to retaliate ("eff that, they're too far away")
Title: Re: RimWorld change log
Post by: drb89 on June 24, 2014, 09:54:48 PM
Quote from: Piata on June 24, 2014, 02:47:37 PM
I want more info on what exactly "basic overworld generation (Alpha 6)" is. This game can't be updated fast enough.

I'm not sure what Tynan has planned for us in Alpha 6, but maybe this (https://twitter.com/TynanSylvester/status/481531265402032130) can give you some ideas :)
Title: Re: RimWorld change log
Post by: Architect on June 25, 2014, 07:41:24 AM
Quote from: Tynan on June 24, 2014, 10:19:44 PM
As for the world generation, it's just a skeleton feature for now. I just want it in there structurally so we can have the code look a bit more like its final format instead of querying into a fake world that doesn't even exist. Hopefully in A6 you'll be able to choose a landing site with some basic mountainoutness/fertility/rainfall variation, that's all.
Title: Re: RimWorld change log
Post by: Dr. Z on June 25, 2014, 01:11:22 PM
Quote from: Architect on June 25, 2014, 07:41:24 AM
Quote from: Tynan on June 24, 2014, 10:19:44 PM
As for the world generation, it's just a skeleton feature for now. I just want it in there structurally so we can have the code look a bit more like its final format instead of querying into a fake world that doesn't even exist. Hopefully in A6 you'll be able to choose a landing site with some basic mountainoutness/fertility/rainfall variation, that's all.

Choose a landing site? Wasn't there something aout crashing?
Title: Re: RimWorld change log
Post by: TankaaKumawani on June 25, 2014, 05:03:53 PM
Limited crossrange capability on the reentry vehicles (drop pods) is reasonable, the landing is still a controlled crash.  An uncontrolled crash would leave your colonists looking like Vladimir Komarov (very dead.)  Think of it as being a snap decision made to land in an area where there is some possibility of surviving long enough to be rescued.  (Such as not landing on steep slopes or mountains where the pod would tumble downhill, or in dense forest where the pod could be torn apart on impact, a steaming volcano caldera, etc.)
Title: Re: RimWorld change log
Post by: milon on June 26, 2014, 07:50:02 AM
See the change log. Basic re-entry site selection is working. Scheduled for alpha 6.
Title: Re: RimWorld change log
Post by: Tynan on July 03, 2014, 06:54:15 PM
Quote from: TankaaKumawani on June 25, 2014, 05:03:53 PM
Limited crossrange capability on the reentry vehicles (drop pods) is reasonable, the landing is still a controlled crash.  An uncontrolled crash would leave your colonists looking like Vladimir Komarov (very dead.)  Think of it as being a snap decision made to land in an area where there is some possibility of surviving long enough to be rescued.  (Such as not landing on steep slopes or mountains where the pod would tumble downhill, or in dense forest where the pod could be torn apart on impact, a steaming volcano caldera, etc.)

I actually imagine that these pods could fall for months or years (with the occupant in cryptosleep most of the time). If you're willing to take a lot of time and you have a decent starting trajectory you can get quite far on a small amount of fuel in space. It's not like bailing out of an airplane; in space travel you usually have all the time in the world. If you ever played Kerbal Space Program you know what I mean.
Title: Re: RimWorld change log
Post by: StorymasterQ on July 03, 2014, 09:24:24 PM
Tynan, are you implying that the ship broke apart in deep space? I thought it broke apart in orbit or something (as the menu image showed).

If the former then I can see the pods 'falling' for months and years, though if so I can't really imagine three of them staying together enough to fall mere meters from each other (instead of diverging and landing like in another map).
Title: Re: RimWorld change log
Post by: Tynan on July 03, 2014, 10:56:11 PM
Maybe the pods move in clusters in space and land individually? Or maybe they just navigated together? Why not?

You are right about the opening image, though the pods could still orbit as long as they wanted before pushing themselves into a landing trajectory. This is how I imagine it, at least.
Title: Re: RimWorld change log
Post by: Gabriel_Braun on July 04, 2014, 03:14:36 PM
Quote from: Tynan on July 03, 2014, 10:56:11 PM
Maybe the pods move in clusters in space and land individually? Or maybe they just navigated together?

This makes a lot of sense in reality if you want to read far enough into it:
As an aerospace student I'm possibly somewhat too critical about technical aspects of lore I come across but if I were designing a rescue/escape pod for any spacecraft then the first consideration would always be the survivability of the occupant to maximise the chances of viable recovery



[size=78%]<[/size]Boring legalese jargon- AKA: "fluffy background filler">


Insurance that by assuring the highest chance of customer safety against any predictable or possible disaster. In return a legal waiver of any and all corporate responsibility avoids any liability to provide financial remuneration resulting from personal or professional damage that might otherwise be implied in the eventuality of loss.  By giving the best possible outcome for the user litigation would be impossible regardless of the fate of the occupant...)
[/size][size=78%]</irrelevant background flavour>[/size]




Okay if you've read this far then your probably wondering exactly how the above explains why the pods might land together in the actual game?  There's no mention at all either regarding how long it might take before all the conditions of the health and safety risk assessment are met.  Assurance to maximum survivability is a promise but the chance of actual survival is impossible to predict,


Given the inconceivably huge and varied criteria implied by this, the primary conditional requirements would probably require any and all pods that contain a surviving occupant head towards the closest planet that supports a breathable atmosphere.  Begin broadcasting a mayday/SOS detailing the destination and estimated time to arrival which could be several decades or even longer!  The pod would remain in a stable high orbit to wait until all criteria meet the required standard.


Perhaps the standard minimum is at least two other active pods are detected within communications range as well as at least one emergency survival supply pod?   An optimal landing site is determined before a terminal braking burn that's been calculated to put them all down within a specific landing area...






Good god that was a damn long rant hahaha
Title: Re: RimWorld change log
Post by: milon on July 04, 2014, 05:31:04 PM
So if pods have their occupants in cryosleep, why would they land on an uncharted/dangerous rimworld?  Wouldn't the occupants be safer in space?  If we're going into the technical details, then there has to be a compelling reason why the pods wouldn't just wait in orbit for a rescue ship.  Some reasons could be a depleting power supply (would mean no life support), hostile ships nearby, mini meteorite storm, solar flare danger (we already know that's an issue in this system!), or no response to SOS (rescue is therefore not assumed so there's nothing to wait for).  What else could it be?

And I agree that escape pods should always travel together for maximum survivability.
Title: Re: RimWorld change log
Post by: Gabriel_Braun on July 04, 2014, 08:02:41 PM
Yeah Milon I meant to specify the landing is another layer in risk reduction :)

There are always numerous levels of hazard avoidance measures that eventually get overridden by other factors to create the critical path markers that change the priority of any project outcome through the diminishing returns in a cascade effect where the optimal outcome might become impossible due to the  linear function where the probability increases over time in unpredictable situations.  You have to determine the probable point in an unknown system that gives both the highest favourable outcome but stays within the projected estimate for any critical failure.

In English;  There are 70 pods jettisoned from a starship that's luckily only 38AU from a planet that meets the survivability criteria.  For simplicities sake assume that space is 2 dimensional and that 35 of them are emergency survival pods.  Under these circumstances they would all be in coordinated communication and eventually there would be three colonists and a couple of disaster pods that can perform a landing...

The chances of survival would never be as high for the occupants of those first three pods than they are at that moment.  Delay might increase the odds on the ground but as you say the environment and power situation is not only unsustainable but the dangers of stalling very quickly overtake the possible benefits since once they are on the ground with a care package and each other their odds of survival (and those still on the way) are impossible to increase.
Title: Re: RimWorld change log
Post by: Garen on July 10, 2014, 09:41:11 AM
Looking forward to the world generation and site selection.

what if different mechanoids spawned in different sites.

so a shark-looking mechanoid appears if theres an ocean. Snake -looking mecha appears in jungle etc etc
Title: Re: RimWorld change log
Post by: absentminded on July 10, 2014, 09:46:45 AM
Quote from: Garen on July 10, 2014, 09:41:11 AM
Looking forward to the world generation and site selection.

what if different mechanoids spawned in different sites.

so a shark-looking mechanoid appears if theres an ocean. Snake -looking mecha appears in jungle etc etc

wild animal diversity would work better than mechanoid diversity. Presumably the mechanoids are made off world anyway, set up where they crash same as you.
Title: Re: RimWorld change log
Post by: Dr. Z on July 10, 2014, 09:47:17 AM
QuoteWorlds are now generated separately from individual maps, so you can now play multiple games in the same world.

:o :o :o :o :o :o :o :o :o
Awesome
This maybe one step to visiting old colonys.
Title: Re: RimWorld change log
Post by: forsaken1111 on July 10, 2014, 02:57:08 PM
I would sell 2/3 starting colonists as slaves in order to get a 'hunting zone' which marked any animal inside it for hunting.

Or the ability to set turrets to autofire on all animals.

Or just a scarecrow or something.

Need a way to protect my crops. The squirrel population is going nuts.
Title: Re: RimWorld change log
Post by: Tynan on July 10, 2014, 03:03:22 PM
Plant dandelions around them; the squirrels will eat those instead.
Title: Re: RimWorld change log
Post by: StorymasterQ on July 10, 2014, 09:08:42 PM
Quote from: Dr. Z on July 10, 2014, 09:47:17 AM
QuoteWorlds are now generated separately from individual maps, so you can now play multiple games in the same world.

:o :o :o :o :o :o :o :o :o
Awesome
This maybe one step to visiting old colonys.

I'm not sure. Generation seeds wouldn't generate buildings made afterwards, though, would they?

Quote from: Tynan on July 10, 2014, 03:03:22 PM
Plant dandelions around them; the squirrels will eat those instead.

Well, that's the best sounding idea for a fence I've ever heard.
Title: Re: RimWorld change log
Post by: Dr. Z on July 11, 2014, 06:15:34 AM
Quote from: StorymasterQ on July 10, 2014, 09:08:42 PM
Quote from: Dr. Z on July 10, 2014, 09:47:17 AM
QuoteWorlds are now generated separately from individual maps, so you can now play multiple games in the same world.

:o :o :o :o :o :o :o :o :o
Awesome
This maybe one step to visiting old colonys.

I'm not sure. Generation seeds wouldn't generate buildings made afterwards, though, would they?

I said: One step.
Title: Re: RimWorld change log
Post by: UrbanBourbon on July 11, 2014, 06:48:04 AM
Quote from: forsaken1111 on July 10, 2014, 02:57:08 PM
I would sell 2/3 starting colonists as slaves in order to get a 'hunting zone' which marked any animal inside it for hunting.

Or the ability to set turrets to autofire on all animals.

Or just a scarecrow or something.

Need a way to protect my crops. The squirrel population is going nuts.
If turrets fired on all animals, you might experience a lot more friendly fire incidents. Friendly fire, incidentally, is a major problem, and I think the colonists and turrets need to be prevented from shooting if someone is in the way. Or at least the option to hold fire should be there, but that's another discussion.

Another way to give squirrels something to chew on is raider meat... Or at least at one point raider meat was perfectly delicious to them. I experimented with this briefly. RimWorld fauna is fascinating, although I've suspected terrestrial squirrels to be secretly carnivorous predators as well.
Title: Re: RimWorld change log
Post by: balao1975 on July 11, 2014, 10:32:58 AM
I don't know if this is the right place... so herer it goes: I freakin hate the siege add on!!! How impossible is it if you have 3 or 4 colonists and they come with 6 or 7 and sandbag themselfs? I would really apreciate some further thought on this topic. Oh yeah and our mortars/artillery misses the state of texas!!!!
Title: Re: RimWorld change log
Post by: Dr. Z on July 11, 2014, 01:42:46 PM
Quote from: balao1975 on July 11, 2014, 10:32:58 AM
I don't know if this is the right place... so herer it goes: I freakin hate the siege add on!!! How impossible is it if you have 3 or 4 colonists and they come with 6 or 7 and sandbag themselfs? I would really apreciate some further thought on this topic. Oh yeah and our mortars/artillery misses the state of texas!!!!

You have one sniper from start on, when drafted you can press F to view the range of the weapon. Equip your best shooter with the weapon and go just as near as necessary to target one enemy or artillery. They won't come after you but go in defensive positions where they can't shoot at you, exept for the enemy snipers of course so you need to eliminate them first.
Title: Re: RimWorld change log
Post by: balao1975 on July 11, 2014, 03:40:08 PM
Quote from: Dr. Z on July 11, 2014, 01:42:46 PM
Quote from: balao1975 on July 11, 2014, 10:32:58 AM
I don't know if this is the right place... so herer it goes: I freakin hate the siege add on!!! How impossible is it if you have 3 or 4 colonists and they come with 6 or 7 and sandbag themselfs? I would really apreciate some further thought on this topic. Oh yeah and our mortars/artillery misses the state of texas!!!!
I guess that could work. The problem is that the mortars detroy me in the meantime. It does feel a little bit like cheating because it's taking advantage of poor IA... but thanks for the advice.
You have one sniper from start on, when drafted you can press F to view the range of the weapon. Equip your best shooter with the weapon and go just as near as necessary to target one enemy or artillery. They won't come after you but go in defensive positions where they can't shoot at you, exept for the enemy snipers of course so you need to eliminate them first.
Title: Re: RimWorld change log
Post by: Untrustedlife on July 12, 2014, 12:09:36 PM
Quote from: balao1975 on July 11, 2014, 10:32:58 AM
I don't know if this is the right place... so herer it goes: I freakin hate the siege add on!!! How impossible is it if you have 3 or 4 colonists and they come with 6 or 7 and sandbag themselfs? I would really apreciate some further thought on this topic. Oh yeah and our mortars/artillery misses the state of texas!!!!



I have a huge urge to correct all of your typos...

Calm down.
Use Snipers.


Tynan, I have an idea (and I know this is the wrong place) you should maybe add drugs, they would improve mood but sometimes have negative effects.
Title: Re: RimWorld change log
Post by: Nibiru1221 on July 12, 2014, 04:22:19 PM
Hello.. I'm new to the game and also this forum but after playing for about a week and seeing the type game this is, then I am 'SOOooo HAPPY' I found it... I totally love Rimworld for all it is and will become. If I new how to make games then it's very near the type game I'd have wanted to make. The one thing I was thinking it needed was seeded maps and I just read over the recent updates to the Change Log.. and see they are coming in the next patch. This is wonderful news. Thank You so much for that!!

I seem to have the worst of luck in getting good maps. The ones that have multiple and close together steam vents. I also like building into mountains and find mountains to be somewhat rare in most maps? So I tend to create new maps over and over until I find a good one.

Any ideas when the next game version will come out?
Title: Re: RimWorld change log
Post by: StorymasterQ on July 13, 2014, 09:55:15 PM
The best one for me from the July 11 Changelog is this:

* Added a button to force a power-using applicance to connect to a different powernet, for situations where an applicate has connected to a pillar or something but has other power nearby.
Title: Re: RimWorld change log
Post by: milon on July 15, 2014, 06:56:48 AM
I really want to know more about this:  :D

Quote from: changelogStarted refactoring squad brain to work using a graph of states and transitions.

What's squad brain?  Does it control drafted colonists?  Raiders?  Both?
How does it currently work?  How are states/transitions different?
Title: Re: RimWorld change log
Post by: Garen on July 16, 2014, 03:17:56 PM
Tynan, a question regarding plans for colonist mood

is it going to be that colonists will eventually become as mentally stable as raiders, or viceversa

by this i mean, *though raiders flee they never go insane themselves, or at least are sound enough to live outside and slaughter groups of people, and not go insane

or can we have raiders actually make a small hut out of log walls to sleep in.
Title: Re: RimWorld change log
Post by: Garen on July 16, 2014, 03:21:01 PM
also love the idea that the psychic drones affect specific genders, (what has feminism/chauvinism done?!)
Title: Re: RimWorld change log
Post by: muffins on July 17, 2014, 03:28:54 AM
QuoteJuly 16

    Various tunings and bugfixes.
    Added iguana.
    Psychic drone event is back. It now affects one randomly-chosen gender.
    Storyteller challenge scale is now separate from storyteller choice. Phoebe Friendly is now Billie Basebuilder and is distinguished by long intervals between threats (her threats can still be huge if your challenge scale is set high).
    Siegers now go into assault mode after taking a certain percentage of losses or losing all artillery.
    Sieging artillery will now sometimes attack random colony buildings, not just the closest colonist (to reduce exploitability).
    Amount of local rain depends on rainfall in your worldsquare.
    Added biome info button to world viewer.
    Made a second oak tree graphic variant.

I have an image in my head of Tynan sitting at a pair of computers, using one hand to type code into each computer simultaneously, while wearing shades.
Title: Re: RimWorld change log
Post by: Garen on July 17, 2014, 04:17:50 PM
added deer

Its HAPPENING!
Title: Re: RimWorld change log
Post by: StorymasterQ on July 17, 2014, 08:53:53 PM
Quote from: Garen on July 17, 2014, 04:17:50 PM
added deer

Its HAPPENING!

Oh, deer...
Title: Re: RimWorld change log
Post by: Garen on July 18, 2014, 03:47:34 PM
'started implemanting traits system'

it appears i used the its happening too early

Title: Re: RimWorld change log
Post by: Shinzy on July 19, 2014, 06:15:24 AM
Quote from: Garen on July 18, 2014, 03:47:34 PM
'started implemanting traits system'

it appears i used the its happening too early
Don't you worry! I still have unused one

It's haappeniiing! ;D

yaay
Title: Re: RimWorld change log
Post by: Dr. Z on July 19, 2014, 06:17:36 AM
With every new entry I read I'm getting more exited about the new update.
Title: Re: RimWorld change log
Post by: ThermalShark on July 19, 2014, 07:11:28 PM
Where i can find stats for the mortars, like min/max range and accuracy? The info box in-game only shows the description.
Title: Re: RimWorld change log
Post by: Coenmcj on July 19, 2014, 09:28:32 PM
Minimum range is the white circle, max range is everything.
Title: Re: RimWorld change log
Post by: Spare74 on July 21, 2014, 12:56:11 PM
Quote from: Tynan
July 21
Implemented traits: nudist, psychopath, bloodlust, industriousness spectrum, psychic sensitivity spectrum, cannibal.

YES, At least I'll be able to make my cannibals colony :)
Title: Re: RimWorld change log
Post by: StorymasterQ on July 21, 2014, 09:20:40 PM
Quote from: Spare74 on July 21, 2014, 12:56:11 PM
Quote from: Tynan
July 21
Implemented traits: nudist, psychopath, bloodlust, industriousness spectrum, psychic sensitivity spectrum, cannibal.

YES, At least I'll be able to make my cannibals colony :)

I'm more interested in that first one, there :D
Would a cannibal see a nudist as a ready meal? :p
Title: Re: RimWorld change log
Post by: BetaSpectre on July 21, 2014, 09:25:11 PM
I prefer my food prepackaged.
Title: Re: RimWorld change log
Post by: Dr. Z on July 22, 2014, 07:42:13 AM
Maybe just with the trait-combo "cannibal" and "eats his food alive".
Title: Re: RimWorld change log
Post by: Shinzy on July 22, 2014, 07:46:29 AM
Quote from: Dr. Z on July 22, 2014, 07:42:13 AM
Maybe just with the trait-combo "cannibal" and "eats his food alive".

OR! follow me here! "Cannibal" & "Vegan" right?
he could only be sustained by coma patients


traits are fun =P
Title: Re: RimWorld change log
Post by: Dr. Z on July 22, 2014, 07:48:34 AM
A vegan cannibal would have to rely on the player having the synthmeat-mod installed.
Title: Re: RimWorld change log
Post by: muffins on July 22, 2014, 09:53:02 AM
Quote from: Spare74 on July 21, 2014, 12:56:11 PM
Quote from: Tynan
July 21
Implemented traits: nudist, psychopath, bloodlust, industriousness spectrum, psychic sensitivity spectrum, cannibal.

YES, At least I'll be able to make my cannibals colony :)

I'm already there. I changed the cooked cannibalism penalty from -15 to -1 in the BaseMemoryThoughts.xml and increased the butchered humanoid to -20. Now every raid delivers me more food, though I have to take good care of my cooks.

EDIT - HATS!

QuoteHooked in some hats to spawn in-game.
Title: Re: RimWorld change log
Post by: Fruit loops on July 25, 2014, 07:23:43 PM
add the trait sexual deviant so if your guy is one he will at night randomly go In to a girls bedroom and stand by the bed if its a girl vice versa that would be amazing
Title: Re: RimWorld change log
Post by: Shinzy on July 26, 2014, 05:19:32 AM
Quote from: Fruit loops on July 25, 2014, 07:23:43 PM
add the trait sexual deviant so if your guy is one he will at night randomly go In to a girls bedroom and stand by the bed if its a girl vice versa that would be amazing

if that means he's going to be tired but at peak mood on the morning and the other party feeling violated
that would add some nice colony management in the mix
"Gosh darn it he's at it again, how many times do I have to arrest you"
Title: Re: RimWorld change log
Post by: gabrielfunkglop on July 28, 2014, 08:33:03 PM
The next update is gonna be amazing especially with the new biomes system coming in.That will hopefully change up the game a bit.
Title: Re: RimWorld change log
Post by: jjgoldman on July 28, 2014, 11:55:49 PM
It's been over a month now since Alpha5, so yes, anxiously waiting for the new Alpha to try out all the new game features.  Tynan - We getting close?
Title: Re: RimWorld change log
Post by: Dr. Z on July 29, 2014, 04:10:06 AM
QuoteYou can now change storyteller in-game using the options menu.

Honestly, isn't that a bit cheap?
Title: Re: RimWorld change log
Post by: Rahjital on July 29, 2014, 04:48:42 AM
Cheap? Storytellers are the equivalent of difficulty settings in Rimworld. You shouldn't have to edit the save file if you find Cassandra a bit too tough to handle.
Title: Re: RimWorld change log
Post by: Dr. Z on July 30, 2014, 01:44:40 AM
Do the the different bimes actually have influence on the gameplay?
Title: Re: RimWorld change log
Post by: christhekiller on July 30, 2014, 02:45:48 AM
Quote from: Dr. Z on July 30, 2014, 01:44:40 AM
Do the the different bimes actually have influence on the gameplay?

Well I'm assuming the "Megascarab" only spawns in deserts as it's described as a "giant desert beetle."
Title: Re: RimWorld change log
Post by: Dr. Z on July 30, 2014, 03:53:24 AM
I mean if there will be different challanges in the defferent biomes or if you have to fit your tactic to the biome. A new animal isn't really enough to make me think over my gameplay again, I just kill it if it gets insane.
Title: Re: RimWorld change log
Post by: Rahjital on July 30, 2014, 05:11:25 AM
From the information Tynan gave us here and on his Twitter, it seems there will be different animals in different biomes, seashore (possibly meaning raiders won't be able to come from that direction), different biomes having different fertility and commonality of both animals and plants, different weather etc. In deserts, there may be much less animals and plants, meaning you might have a problem getting enough food. In artic biomes, colonists may be drastically slowed down by snow (there is already snowfall weather implemented in Alpha 5, but it never triggers), etc. There's plenty of things that can still be done before A6 is released too.
Title: Re: RimWorld change log
Post by: gabrielfunkglop on July 30, 2014, 05:29:28 PM
did tynan give a date as to when alpha 6 will be released
Title: Re: RimWorld change log
Post by: Bog on July 31, 2014, 01:11:29 AM
Quote from: gabrielfunkglop on July 30, 2014, 05:29:28 PM
did tynan give a date as to when alpha 6 will be released
Not that I know of. But I'd like to think it'll be soon. ;D

(Not to pressure you Tynan. We just happen to like your game a lot.)
Title: Re: RimWorld change log
Post by: Dr. Z on July 31, 2014, 03:06:36 AM
In the past, frequent entrys like "bugfixes" or "improvements" pointed towards a coming release, so I think hype is justified.
Title: Re: RimWorld change log
Post by: tommonius on August 01, 2014, 06:58:49 PM
Hey, I was just reading the updates and got a bit confused with the latest one (01/08)
does anyone know what the "stuff system" is that Tynan is working on?
Title: Re: RimWorld change log
Post by: Dr. Z on August 02, 2014, 12:17:11 PM
Just a guess, but it may be related to the planned resource system, so that you process raw resources in factored ones, e.g. wood logs in planks. Maybe this is a larger version for more then just resources? Or just another name? Or something completly different?
Title: Re: RimWorld change log
Post by: gabrielfunkglop on August 02, 2014, 01:36:02 PM
Maybe Tynan will tell us about the "stuff system" in his next update to the change log or the next alpha video he does
Title: Re: RimWorld change log
Post by: teyhouse on August 04, 2014, 11:15:21 AM
any idea when the next alpha will be released? Since a few days no more changelogs maybe we will get it soon :-)
Title: Re: RimWorld change log
Post by: Dr. Z on August 04, 2014, 01:56:48 PM
There is this thing called "weekend" where people don't have to work you know... ;)
Title: Re: RimWorld change log
Post by: Rahjital on August 04, 2014, 05:11:51 PM
Let's just wait now, we don't want to to rush the Things-of-Stuff(tm) system Tynan has been conjuring into existence!
Title: Re: RimWorld change log
Post by: muffins on August 04, 2014, 09:05:44 PM
This needs to be boldly stated on the feature list.

"Experience RimWorlds amazing StuffTM system that allows for revolutionary gameplay with StuffTM and ThingsTM!"

"RimWorld ... a game with Things ... and Stuff!"

;D
Title: Re: RimWorld change log
Post by: StorymasterQ on August 04, 2014, 09:29:58 PM
Quote from: muffins on August 04, 2014, 09:05:44 PM
"RimWorld ... a game with Things ... and Stuff!"

That's actually a good tagline for the game. Someone ought to promote that.

+1 :D
Title: Re: RimWorld change log
Post by: Crazyape98 on August 06, 2014, 02:36:52 PM
Why has the change log stalled out at July 31? Is that the same for everyone else? Is it common at the end of months? I'm just curious cause I'm excited for alpha 6 and there were many bug fixes recently. :)
Title: Re: RimWorld change log
Post by: Tynan on August 06, 2014, 03:02:48 PM
I got caught by some Web and admin work. And I went on vacation :)
Title: Re: RimWorld change log
Post by: Crazyape98 on August 06, 2014, 03:18:05 PM
Oh no worries :) I was just confused.  Thanks for all your hard work as always!
Title: Re: RimWorld change log
Post by: Nibiru1221 on August 07, 2014, 01:19:14 AM
I was also concerned/curious why no new changelog updates in 7 days. Been following each of the updates almost daily (except weekends) since version 5 came out and all of a sudden there's like a whole week of silence. Glad to know all is well.
Title: Re: RimWorld change log
Post by: Shinzy on August 08, 2014, 06:48:19 AM
Trousers? =P
Title: Re: RimWorld change log
Post by: Damien Hart on August 08, 2014, 09:27:56 AM
I must admit, I'm definitely looking forward to the stuff system.

On a side note, trousers... is that even possible? Or is that some kind of new hat in RimWorld?
Title: Re: RimWorld change log
Post by: Shinzy on August 08, 2014, 09:41:28 AM
Quote from: Damien Hart on August 08, 2014, 09:27:56 AM
I must admit, I'm definitely looking forward to the stuff system.

On a side note, trousers... is that even possible? Or is that some kind of new hat in RimWorld?

it's a hat for the bottom end, obviously!
Title: Re: RimWorld change log
Post by: Tynan on August 08, 2014, 09:42:04 AM
Fine fine I'll rename them to pants!
Title: Re: RimWorld change log
Post by: Fernbhoy on August 08, 2014, 09:46:48 AM
but pants are what you wear under trousers!
Title: Re: RimWorld change log
Post by: Shinzy on August 08, 2014, 09:50:16 AM
Quote from: Tynan on August 08, 2014, 09:42:04 AM
Fine fine I'll rename them to pants!
Noo! Trousers are fine, more classy that way
I was just curious how they look
(I mean I did make Stablehand trousers in my mod, they just feel really weird when they have no legs to speak of! I did add suspenders so the message is more clear =P)

Edit: *Realizes 'pants' don't have the leg bits* *embarassed*
Title: Re: RimWorld change log
Post by: Tynan on August 08, 2014, 10:13:54 AM
You can't see the pants on the pawns in the world.
Title: Re: RimWorld change log
Post by: Shinzy on August 08, 2014, 10:18:56 AM
Quote from: Tynan on August 08, 2014, 10:13:54 AM
You can't see the pants on the pawns in the world.

oh, aww *mild dissapointment*
what is the purpose of the pants then, though?
Edit: I mean trousers

Edit2: I could just wait and see
I'll do that!
Title: Re: RimWorld change log
Post by: Damien Hart on August 08, 2014, 10:53:07 AM
Quote from: Shinzy on August 08, 2014, 10:18:56 AM
Quote from: Tynan on August 08, 2014, 10:13:54 AM
You can't see the pants on the pawns in the world.

oh, aww *mild dissapointment*
what is the purpose of the pants then, though?
Edit: I mean trousers

Edit2: I could just wait and see
I'll do that!

Their sole purpose is the preservation of modesty, and the hiding of shame.

But seriously, how does that even work; they have no legs?!
Title: Re: RimWorld change log
Post by: muffins on August 08, 2014, 11:50:11 AM
QuoteYou can produce shirts, pants, and cowboy hats from cloth or leather.

Leather underwear? Kinky.

;D
Title: Re: RimWorld change log
Post by: nils on August 08, 2014, 03:26:29 PM
Quote from: muffins on August 08, 2014, 11:50:11 AM
QuoteYou can produce shirts, pants, and cowboy hats from cloth or leather.
Leather underwear? Kinky.

One word: Zardoz.
Title: Re: RimWorld change log
Post by: Dr. Z on August 12, 2014, 05:41:22 AM
What is synthread and hyperweave?
Title: Re: RimWorld change log
Post by: UrbanBourbon on August 12, 2014, 07:39:02 AM
Quote from: Dr. Z on August 12, 2014, 05:41:22 AM
What is synthread and hyperweave?
Short for 'synthetic thread' and, uhhh, 'hyperdense woven fabric'. (just guessing)
I'm further guessing these clothes cannot be produced on RimWorld, unlike cotton and leather clothes.
Title: Re: RimWorld change log
Post by: Damien Hart on August 12, 2014, 08:45:28 AM
Will clothing have attached mood modifiers? Like for example if hyperweave were considered a superior type of cloth, and therefore gives a mood bonus to colonist wearing an article of clothing made from it?
Title: Re: RimWorld change log
Post by: muffins on August 12, 2014, 04:02:24 PM
QuoteCertain items now no longer have stuffs (e.g. no cloth power armor).

The testers must be having fun with Alpha 6 lol  ;D
Title: Re: RimWorld change log
Post by: Dr. Z on August 12, 2014, 04:26:40 PM
QuoteStarted reworking trade interface to support trading arbitrary items made of arbitrary defs, all on one screen.

*whisper* He's coming, the clothing trader is coming.
Title: Re: RimWorld change log
Post by: Shinzy on August 13, 2014, 05:18:39 AM
Quote from: Dr. Z on August 12, 2014, 04:26:40 PM
QuoteStarted reworking trade interface to support trading arbitrary items made of arbitrary defs, all on one screen.

*whisper* He's coming, the clothing trader is coming.

(http://i5.photobucket.com/albums/y168/Teppana/ClothGif_zps5263689d.gif) (http://s5.photobucket.com/user/Teppana/media/ClothGif_zps5263689d.gif.html)
Title: Re: RimWorld change log
Post by: muffins on August 13, 2014, 06:00:16 AM
Quote from: Shinzy on August 13, 2014, 05:18:39 AM
Quote from: Dr. Z on August 12, 2014, 04:26:40 PM
QuoteStarted reworking trade interface to support trading arbitrary items made of arbitrary defs, all on one screen.

*whisper* He's coming, the clothing trader is coming.

(http://i5.photobucket.com/albums/y168/Teppana/ClothGif_zps5263689d.gif) (http://s5.photobucket.com/user/Teppana/media/ClothGif_zps5263689d.gif.html)
lol That made my morning  ;D
Title: Re: RimWorld change log
Post by: Rahjital on August 13, 2014, 11:36:37 AM
Quote from: muffins on August 12, 2014, 04:02:24 PM
The testers must be having fun with Alpha 6 lol  ;D

It's not in this Alpha, unfortunately, we'll have to wait until the next comes around.
Title: Re: RimWorld change log
Post by: Dr. Z on August 13, 2014, 01:16:42 PM
QuoteStarted reworking trade interface to support trading arbitrary items made of arbitrary defs, all on one screen.

Is this implemented in Alpha 6?
Title: Re: RimWorld change log
Post by: Tynan on August 13, 2014, 01:22:52 PM
Quote from: Dr. Z on August 13, 2014, 01:16:42 PM
QuoteStarted reworking trade interface to support trading arbitrary items made of arbitrary defs, all on one screen.

Is this implemented in Alpha 6?

No, we branched Alpha 7 like two weeks ago, so new features since then are not in A6.
Title: Re: RimWorld change log
Post by: jjgoldman on August 13, 2014, 01:29:09 PM
Quote from: Tynan on August 13, 2014, 01:22:52 PM
Quote from: Dr. Z on August 13, 2014, 01:16:42 PM
QuoteStarted reworking trade interface to support trading arbitrary items made of arbitrary defs, all on one screen.

Is this implemented in Alpha 6?

No, we branched Alpha 7 like two weeks ago, so new features since then are not in A6.

So then which build in the Changelog is A6?
Title: Re: RimWorld change log
Post by: Dr. Z on August 13, 2014, 01:29:29 PM
Quote from: Tynan on August 13, 2014, 01:22:52 PM
Quote from: Dr. Z on August 13, 2014, 01:16:42 PM
QuoteStarted reworking trade interface to support trading arbitrary items made of arbitrary defs, all on one screen.

Is this implemented in Alpha 6?

No, we branched Alpha 7 like two weeks ago, so new features since then are not in A6.

So still no clothing trader...it starts to become an endless story for myself.
Title: Re: RimWorld change log
Post by: Damien Hart on August 13, 2014, 01:47:40 PM
Quote from: jjgoldman on August 13, 2014, 01:29:09 PM
Quote from: Tynan on August 13, 2014, 01:22:52 PM
Quote from: Dr. Z on August 13, 2014, 01:16:42 PM
QuoteStarted reworking trade interface to support trading arbitrary items made of arbitrary defs, all on one screen.

Is this implemented in Alpha 6?

No, we branched Alpha 7 like two weeks ago, so new features since then are not in A6.

So then which build in the Changelog is A6?

Up to July 30, plus bug fixes I'm pretty sure.
Title: Re: RimWorld change log
Post by: Bog on August 13, 2014, 02:04:56 PM
Quote from: Shinzy on August 13, 2014, 05:18:39 AM
Quote from: Dr. Z on August 12, 2014, 04:26:40 PM
QuoteStarted reworking trade interface to support trading arbitrary items made of arbitrary defs, all on one screen.

*whisper* He's coming, the clothing trader is coming.

(http://i5.photobucket.com/albums/y168/Teppana/ClothGif_zps5263689d.gif) (http://s5.photobucket.com/user/Teppana/media/ClothGif_zps5263689d.gif.html)

Oh Shinzy, you're so funny.

Anyways, in rimworld the clothes aren't just used, they're "slightly used", as in they were "heavily used" but have since had all the bloodstains washed out and the bullet holes have all been patched up.

PS: Could you post a still of the door closing? For a fraction of a second it looks... interesting.
Title: Re: RimWorld change log
Post by: Shinzy on August 13, 2014, 03:19:54 PM
Quote from: Bog on August 13, 2014, 02:04:56 PM
PS: Could you post a still of the door closing? For a fraction of a second it looks... interesting.
Yes I can!

And I'm actually real glad some of the newest cloth related entries in the changelog haven't been implemented yet =P
Trying to integrate any of that right now in my clothing mod would be pain
seeing how much fun I had with updating just the muffalo mod

[attachment deleted by admin: too old]
Title: Re: RimWorld change log
Post by: DeltaV on August 14, 2014, 08:55:57 AM
Edited the gibbet cage page to state that it was removed in alpha 5. I didn't remove the page entirely because it might come back in the future.
Title: Re: RimWorld change log
Post by: HatesYourFace on August 14, 2014, 04:30:50 PM
Quote from: DeltaV on August 14, 2014, 08:55:57 AM
Edited the gibbet cage page to state that it was removed in alpha 5. I didn't remove the page entirely because it might come back in the future.

*Cough, cough...* Wrong change log I think lol? Also, the Gibbet Cage kinda got buried when I re-organized the front page since I made it match the in game menu's in layout/format. The page still exists but nothing links to it atm. I'm thinking of making a section on discontinued objects, but idk. If it gets added back to the game, we'll put it back in the wiki. (I'm hoping it does get added back, should just give a negative penalty to mood when in sight of it to everyone, colonists and raiders alike. Like a reverse Plant pot.)
Title: Re: RimWorld change log
Post by: ShootyFace on August 21, 2014, 11:57:12 AM
Aug 21

    Equipment (weapons etc) can affect stats.
    Apparel can now affect any stat, including work speed, psychic sensitivity (tinfoil hats!), social impact, etc.


Oh man! Can't wait for that +10 Minigun of Plant Cutting.
Title: Re: RimWorld change log
Post by: Dr. Z on August 21, 2014, 01:16:30 PM
QuoteTraders now deal in and carry apparel, body parts, prosthetics, and AI persona cores.

So if my arm is cut off I can just buy a new one?
Title: Re: RimWorld change log
Post by: Tynan on August 21, 2014, 01:17:41 PM
Quote from: Dr. Z on August 21, 2014, 01:16:30 PM
QuoteTraders now deal in and carry apparel, body parts, prosthetics, and AI persona cores.

So if my arm is cut off I can just buy a new one?

You'd have to buy an artificial one. The only organic body parts that can be transplanted are internal organs.
Title: Re: RimWorld change log
Post by: Shinzy on August 21, 2014, 01:43:53 PM
Quote from: ShootyFace on August 21, 2014, 11:57:12 AM
Aug 21

    Equipment (weapons etc) can affect stats.
    Apparel can now affect any stat, including work speed, psychic sensitivity (tinfoil hats!), social impact, etc.


I.. what?!.. Gakh *heartattack from too much awesome*


I've never been so happy *sniff*
Title: Re: RimWorld change log
Post by: Lost Cause on August 21, 2014, 02:13:29 PM
Quote from: Shinzy on August 21, 2014, 01:43:53 PM
Quote from: ShootyFace on August 21, 2014, 11:57:12 AM
Aug 21

    Equipment (weapons etc) can affect stats.
    Apparel can now affect any stat, including work speed, psychic sensitivity (tinfoil hats!), social impact, etc.


I.. what?!.. Gakh *heartattack from too much awesome*


I've never been so happy *sniff*


I can see this going horribly wrong.
My farmers in power armour are going to be a thing of the past XD
A job that requires manual dexterity when wearing a suit of clothing that requires power assisted movement? Best of luck with that. On the other hand, power armour should make jobs like hauling or mining far easier ^.^
Title: Re: RimWorld change log
Post by: Shinzy on August 21, 2014, 02:32:03 PM
Quote from: Lost Cause on August 21, 2014, 02:13:29 PM
Quote from: Shinzy on August 21, 2014, 01:43:53 PM
Quote from: ShootyFace on August 21, 2014, 11:57:12 AM
Aug 21

    Equipment (weapons etc) can affect stats.
    Apparel can now affect any stat, including work speed, psychic sensitivity (tinfoil hats!), social impact, etc.


I.. what?!.. Gakh *heartattack from too much awesome*


I've never been so happy *sniff*


I can see this going horribly wrong.
My farmers in power armour are going to be a thing of the past XD
A job that requires manual dexterity when wearing a suit of clothing that requires power assisted movement? Best of luck with that. On the other hand, power armour should make jobs like hauling or mining far easier ^.^

Theres gonna be huge diversity of different looking colonists instead of army of space marines (which, don't get me wrong, are cool as heck!)
And they can all have pip boys, too! with the vault-tec assisted targeting system =P no?
*hyped*
Title: Re: RimWorld change log
Post by: gekkobear on August 21, 2014, 03:31:46 PM
Quote from: Tynan on August 21, 2014, 01:17:41 PM
Quote from: Dr. Z on August 21, 2014, 01:16:30 PM
QuoteTraders now deal in and carry apparel, body parts, prosthetics, and AI persona cores.

So if my arm is cut off I can just buy a new one?
You'd have to buy an artificial one. The only organic body parts that can be transplanted are internal organs.

Yes, you can't transplant living people's arms and legs and such... that's barbaric.  Wait, maybe not.

And now I need a quote or two from Terry Pratchett's book "Making Money".
"You're putting lightning right into his head!" Said Moist "That's barbaric!"
"No thur, Barabaianth don't have the capabilitieth" said Igor smoothly.

"Many great men have been conthidered mad, Mr. Hubert. Even Dr. Hanth Forvord wath called mad. But I put it to you: could a madman have created a revolutionary living-brain extractor?"

I'd try to take credit for those as my own, but anyone who knows me would know better. :)
Title: Re: RimWorld change log
Post by: Lost Cause on August 21, 2014, 07:16:53 PM
Because this game essentially uses a barter system people are will now be literally paying in arms and legs.
Title: Re: RimWorld change log
Post by: Shinzy on August 22, 2014, 02:49:20 AM
Quote from: Lost Cause on August 21, 2014, 07:16:53 PM
Because this game essentially uses a barter system people are will now be literally paying in arms and legs.

I barter in potatoes =P

"Eiiiight Dousand poooetaaetooes for the leg, pardner! Ain't gonna find a deal like this anywhere else on the rim. Need a haaand loading them in the cargo bay? Cause I've got few to spare, thar on tae stockpile"


Oh I do hope the protheses will be easy to mod, too
and affecting stats. Pneumatic drill for a hand would be really sweet =P
could recreate all the Mavericks from megaman in rimworld, too, Ooooh!
Title: Re: RimWorld change log
Post by: Lost Cause on August 22, 2014, 02:53:22 AM
Quote from: Shinzy on August 22, 2014, 02:49:20 AM
Oh I do hope the protheses will be easy to mod, too
and affecting stats. Pneumatic drill for a hand would be really sweet =P
could recreate all the Mavericks from megaman in rimworld, too, Ooooh!

Still holding out for my own Cherry Darling <3
Title: Re: RimWorld change log
Post by: Rahjital on August 22, 2014, 04:30:04 AM
QuotePawn race can now override the base value for any stat. Currently used for move speed.

Tribal raids are about to get much more devastating. Now if only backstories could change the stat values as well... assasins would no longer be so useless with a 20% bonus to shooting.

Also, there was a screenshot on reddit showcasing the new trade interface, and one of the items for sale was a cobra leather duster. This means one thing - cobras! And what would a cobra be without its venom? Can't wait to see raiders move straight across a cobra den and see themselves paralyzed by a bite. Hell, I can't wait to keep a room full of cobras as a trap!

Unless they are spitting cobras, in which case we are screwed.
Title: Re: RimWorld change log
Post by: milon on August 22, 2014, 09:33:58 AM
Quote from: Shinzy on August 22, 2014, 02:49:20 AM
could recreate all the Mavericks from megaman in rimworld, too, Ooooh!

That would be so AWESOME!!  That could also be a challenge storyteller event: The Mavericks are attacking!  :D

Quote from: Rahjital on August 22, 2014, 04:30:04 AM
Also, there was a screenshot on reddit showcasing the new trade interface, and one of the items for sale was a cobra leather duster. This means one thing - cobras! And what would a cobra be without its venom? Can't wait to see raiders move straight across a cobra den and see themselves paralyzed by a bite. Hell, I can't wait to keep a room full of cobras as a trap!

Unless they are spitting cobras, in which case we are screwed.

Yes!!  Deadly pets!  I can't wait for hostile animals, precisely so I can keep them in a trap welcome room!
Title: Re: RimWorld change log
Post by: skivvy96 on August 23, 2014, 04:34:43 PM
Tyran seems to be able to do a huge amount in a short space of time.
Title: Re: RimWorld change log
Post by: UrbanBourbon on August 23, 2014, 06:43:24 PM
Quote from: skivvy96 on August 23, 2014, 04:34:43 PM
Tyran seems to be able to do a huge amount in a short space of time.
Legends say he's (originally) Canadian. I haven't seen him apologize for that so it might not be true but it would explain a lot of the quality work. I bet his keyboard is shaped like an axe and his monitor is full of stickers of conifer forests. If you listen closely in the wee hours of the night, you can occasionally hear a keyboard smash against the plastic frame of the monitor somewhere. Experienced people know it is the most effective of all coding techniques. Personally I think he has tricked a number of Americans to do his bidding. I live on the other side of the puddle called Atlantic but even then Tynan touches my life in ways that cannot be shown on a doll. Truly his influence is far-reaching. RimWorld is the everpresent droning we're all subjected to, and I, for one, am (hyper)sensitive to it.

One of these day we'll see an AI masquerading as a human. This AI will create awesome games to keep humans distracted while it moves forward with its plans to take control of the mankind. The only way to distinguish its existence is by observing the near-perfect work quality it produces in a suspiciously fast pace... Oh no...
Title: Re: RimWorld change log
Post by: Tynan on August 23, 2014, 07:31:04 PM
Quote from: UrbanBourbon on August 23, 2014, 06:43:24 PM
Quote from: skivvy96 on August 23, 2014, 04:34:43 PM
Tyran seems to be able to do a huge amount in a short space of time.
Legends say he's (originally) Canadian. I haven't seen him apologize for that so it might not be true but it would explain a lot of the quality work. I bet his keyboard is shaped like an axe and his monitor is full of stickers of conifer forests. If you listen closely in the wee hours of the night, you can occasionally hear a keyboard smash against the plastic frame of the monitor somewhere. Experienced people know it is the most effective of all coding techniques. Personally I think he has tricked a number of Americans to do his bidding. I live on the other side of the puddle called Atlantic but even then Tynan touches my life in ways that cannot be shown on a doll. Truly his influence is far-reaching. RimWorld is the everpresent droning we're all subjected to, and I, for one, am (hyper)sensitive to it.

One of these day we'll see an AI masquerading as a human. This AI will create awesome games to keep humans distracted while it moves forward with its plans to take control of the mankind. The only way to distinguish its existence is by observing the near-perfect work quality it produces in a suspiciously fast pace... Oh no...

Th... thank you... ? ... ! This is by far the strangest compliment I've ever received (I think) and one of the most intense!
Title: Re: RimWorld change log
Post by: UrbanBourbon on August 24, 2014, 04:39:54 AM
Quote from: Tynan on August 23, 2014, 07:31:04 PM
Th... thank you... ? ... ! This is by far the strangest compliment I've ever received (I think) and one of the most intense!
Ok, ok... don't let it go to your head. Grab a keyboard and get smashing. Lunchtime is over. And you're not the only game dev I (we) look up to. Sometimes I wonder if people are the ones playing the games or if it's the game devs playing the humans (including me). The relationship between game devs and players is like the relationship between humans and a cats.
Title: Re: RimWorld change log
Post by: theapolaustic1 on August 24, 2014, 09:08:23 AM
Quote from: UrbanBourbon on August 24, 2014, 04:39:54 AM
Quote from: Tynan on August 23, 2014, 07:31:04 PM
Th... thank you... ? ... ! This is by far the strangest compliment I've ever received (I think) and one of the most intense!
Ok, ok... don't let it go to your head. Grab a keyboard and get smashing. Lunchtime is over. And you're not the only game dev I (we) look up to. Sometimes I wonder if people are the ones playing the games or if it's the game devs playing the humans (including me). The relationship between game devs and players is like the relationship between humans and a cats.

Can I be a Ragdoll (https://www.youtube.com/watch?v=bO4kxWR2gdM)? Those guys are hysterical.
Title: Re: RimWorld change log
Post by: muffins on August 26, 2014, 02:27:17 PM
QuoteBuildings now take the color of the stuff they’re made from.
    Created color masking system so we can apply stuff color only on portions of the final thing’s image (e.g. silver beds have silver legs and frames, but not silver sheets).

Excuse me while I squeal like an over-excited dwarf.

Squeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee!!
Title: Re: RimWorld change log
Post by: SSS on August 26, 2014, 09:11:47 PM
QuoteCreated color masking system so we can apply stuff color only on portions of the final thing's image (e.g. silver beds have silver legs and frames, but not silver sheets).
Darn. There goes my dream of having golden sheets and golden pillows on a golden bed frame. :p

This does sound pretty cool, though.
Title: Re: RimWorld change log
Post by: dd0029 on August 27, 2014, 09:23:42 AM
Could we get this particular change reverted?

Quote from: Changelog
June 17
Removed loyalty and fear for now. Mental breaks now depend only on mood (renamed from happiness).

Since this change, crazy people have been much more of a challenge, positive thoughts are much harder to generate.
Title: Re: RimWorld change log
Post by: milon on August 27, 2014, 01:15:38 PM
It really depends on how you play.  If you ignore aesthetics, yes, people will go berserk.  If you pretty-up the place and feed them well, they'll be fine.  (Also, the new materials system [I assume] will have an impact on mood.  Choose your materials wisely.)
Title: Re: RimWorld change log
Post by: Dr. Z on August 27, 2014, 03:21:19 PM
QuoteVarious other buildings can now be made out of stuffs.

Looking forward to the potato-nuclear generator  :D
Title: Re: RimWorld change log
Post by: Coenmcj on August 27, 2014, 08:54:31 PM
Solar power panel made entirely from berries!
Title: Re: RimWorld change log
Post by: Shinzy on August 28, 2014, 09:19:41 AM
I don't know why exactly but I can envision Tynan chuckling to hisself while typing all this up
Quote from: Changelog Aug 27Door and powered door can now be made out of arbitrary stuffs.
    Walls can now be made of arbitrary stuffs.
    Walls made of different stuffs draw with the correct color and pattern (bricks, smooth, planks).
    Stuff can now override the sound for bullets impacting things made of it.
    Various other buildings can now be made out of stuffs.
    Stuffs can now apply both offsets and factors to stat values.
    Apparel made of different stuff have different damage deflection chances now. e.g. leather duster is better armor than cloth duster.
    Stats card merged with info card and cleaned up to display more stats, categorized, in a unified way.

Though.. maybe he's not as easily amused as I am ;D
Title: Re: RimWorld change log
Post by: muffins on August 29, 2014, 03:37:24 AM
QuoteApparel made of different stuff have different damage deflection chances now. e.g. leather duster is better armor than cloth duster

Colonist 1 : Are the new hats ready yet?
Colonist 2 : Over there on the bench.
Colonist 1 : But ... but these are made of ... bricks!
Colonist 2 : Do you want to lose an eye?!
Colonist 1 : *frantically puts brick hat on* I love this hat! Ooooh! Are that a matching brick shirt too?!!
Title: Re: RimWorld change log
Post by: Shinzy on August 29, 2014, 04:32:46 AM
Quote from: muffins on August 29, 2014, 03:37:24 AM
QuoteApparel made of different stuff have different damage deflection chances now. e.g. leather duster is better armor than cloth duster

Colonist 1 : Are the new hats ready yet?
Colonist 2 : Over there on the bench.
Colonist 1 : But ... but these are made of ... bricks!
Colonist 2 : Do you want to lose an eye?!
Colonist 1 : *frantically puts brick hat on* I love this hat! Ooooh! Are that a matching brick shirt too?!!

These guys stand no chance against invading group of martial artists
Title: Re: RimWorld change log
Post by: Dr. Z on August 29, 2014, 04:58:48 AM
Quote from: Shinzy on August 29, 2014, 04:32:46 AM
These guys stand no chance against invading group of martial artists

Chuck Norris isn't YET in the game...
Title: Re: RimWorld change log
Post by: Untrustedlife on August 29, 2014, 08:24:56 PM
So will I be able to make clothing out of megascareb chitin now?
Title: Re: RimWorld change log
Post by: Shinzy on August 30, 2014, 04:29:54 AM
Quote from: Untrustedlife on August 29, 2014, 08:24:56 PM
So will I be able to make clothing out of megascareb chitin now?

It'd be silly if you couldn't! Muffalo skin shirt, deer skin vests and iguana skin stetson are already things as far as I've understood! Megascarab chitin belt, rattlesnake boots and gun holster made out of finest monkey tail is all you need to
have the most legendary gunslinger ever
Title: Re: RimWorld change log
Post by: theapolaustic1 on August 30, 2014, 07:33:26 PM
Quote from: Shinzy on August 30, 2014, 04:29:54 AM
Quote from: Untrustedlife on August 29, 2014, 08:24:56 PM
So will I be able to make clothing out of megascareb chitin now?

It'd be silly if you couldn't! Muffalo skin shirt, deer skin vests and iguana skin stetson are already things as far as I've understood! Megascarab chitin belt, rattlesnake boots and gun holster made out of finest monkey tail is all you need to
have the most legendary gunslinger ever

Time to become Elyas.
(http://images4.wikia.nocookie.net/__cb20100522132249/wot/images/d/d5/Elyas_Machera.JPG)
Title: Re: RimWorld change log
Post by: Rahjital on August 31, 2014, 03:25:37 PM
Quote from: Changelog
Split armor stat into five separate categories: blunt, piercing, temperature, electric, toxic.

Whoa, just noticed this. Does this mean there are only five kinds of damage now?
Title: Re: RimWorld change log
Post by: Shinzy on August 31, 2014, 03:32:30 PM
Quote from: Rahjital on August 31, 2014, 03:25:37 PM
Quote from: Changelog
Split armor stat into five separate categories: blunt, piercing, temperature, electric, toxic.

Whoa, just noticed this. Does this mean there are only five kinds of damage now?
There's probably more kinds of damage I thinks? but they all conveniently go under the 5 categories

and something tells me the new snake creatures will be poisonous =P
Title: Re: RimWorld change log
Post by: Goo Poni on August 31, 2014, 04:33:53 PM
Temperature... does that mean colonists can suffer heat stroke and frostbite?
Electric implies static discharge from working on or near electrical equipment.
Title: Re: RimWorld change log
Post by: Rainbow Evil on August 31, 2014, 07:29:55 PM
Quote from: Goo Poni on August 31, 2014, 04:33:53 PM
Temperature... does that mean colonists can suffer heat stroke and frostbite?
Electric implies static discharge from working on or near electrical equipment.
Or maybe we'll be able to use tasers to stun crazy colonists instead of killing them! ;D
Title: Re: RimWorld change log
Post by: ZestyLemons on August 31, 2014, 11:15:43 PM
Quote from: Rahjital on August 31, 2014, 03:25:37 PM
Quote from: Changelog
Split armor stat into five separate categories: blunt, piercing, temperature, electric, toxic.

Whoa, just noticed this. Does this mean there are only five kinds of damage now?

Nah, I imagine that existing damage types will just be categorized under those five.

eg. Crush and Bludgeon damage go under 'Blunt', Cut/Gunshot/Stab/etc go under 'Piercing', Burn under temperature, and so on.
Title: Re: RimWorld change log
Post by: StorymasterQ on September 02, 2014, 01:52:49 AM
Soo, no armor against psychic, then? I can't have tinfoil hats?
Title: Re: RimWorld change log
Post by: REMworlder on September 02, 2014, 04:58:45 AM
Quote from: StorymasterQ on September 02, 2014, 01:52:49 AM
Soo, no armor against psychic, then? I can't have tinfoil hats?

"Apparel can now affect any stat, including work speed, psychic sensitivity (tinfoil hats!), social impact, etc." -Aug 21st patch notes

I'm guessing armor is just directly incorporated into the physical damage model. Psychic would probably be mood, not physical, so it doesn't fall under armor.
Title: Re: RimWorld change log
Post by: Rahjital on September 02, 2014, 05:34:38 AM
I still hope different kinds of damage will have their own protection modifiers even when they are in the same category as others (a kevlar vest being good against gunshot and bad against cut, for example). Otherwise the damage types would become only pointless flair...
Title: Re: RimWorld change log
Post by: Ptolisgoodguy on September 02, 2014, 06:28:23 PM
just read change log.

what's plasteel and is gold the new silver or is it valuable material for selling or is it used to build new things like circuits, limbs or new decoration.
Title: Re: RimWorld change log
Post by: Garen on September 02, 2014, 07:51:20 PM
gold by my guess is probably going to be much more valuable in terms of trading, but much more rarer, then silver
Title: Re: RimWorld change log
Post by: Ptolisgoodguy on September 02, 2014, 08:25:22 PM
@garen: most likely. it might also give way to robbers or thieves, which in turn could lead to a stealth system (I don't even know why I'm saying this considering that it will most likely never happen)

but still, what is plasteel?

any ideas?
Title: Re: RimWorld change log
Post by: SSS on September 02, 2014, 09:23:19 PM
Quote from: Ptolisgoodguy on September 02, 2014, 08:25:22 PM
@garen: most likely. it might also give way to robbers or thieves, which in turn could lead to a stealth system (I don't even know why I'm saying this considering that it will most likely never happen)

but still, what is plasteel?

any ideas?

I was wondering this also. It seems to be a portmanteau of "plastic" and "steel", so I'm guessing it was a cheap, strong building material that the before-people used. It would probably be moldable at high temperatures, too... It's also possible that it was originally an organic material (coming from plants/animals, much like actual plastic or ivory), which I would find very interesting if it's true.
Title: Re: RimWorld change log
Post by: putsam on September 03, 2014, 01:55:33 AM
Quote from: Shinzy on August 30, 2014, 04:29:54 AM
Quote from: Untrustedlife on August 29, 2014, 08:24:56 PM
So will I be able to make clothing out of megascareb chitin now?

It'd be silly if you couldn't! Muffalo skin shirt, deer skin vests and iguana skin stetson are already things as far as I've understood! Megascarab chitin belt, rattlesnake boots and gun holster made out of finest monkey tail is all you need to
have the most legendary gunslinger ever

Don't forget those "pimpin' muffalo dusters"
Title: Re: RimWorld change log
Post by: Raufgar on September 03, 2014, 03:43:11 AM
Quote from: SSS on September 02, 2014, 09:23:19 PM
Quote from: Ptolisgoodguy on September 02, 2014, 08:25:22 PM
@garen: most likely. it might also give way to robbers or thieves, which in turn could lead to a stealth system (I don't even know why I'm saying this considering that it will most likely never happen)

but still, what is plasteel?

any ideas?

I was wondering this also. It seems to be a portmanteau of "plastic" and "steel", so I'm guessing it was a cheap, strong building material that the before-people used. It would probably be moldable at high temperatures, too... It's also possible that it was originally an organic material (coming from plants/animals, much like actual plastic or ivory), which I would find very interesting if it's true.

Google is your friend. So is Wikipedia (http://en.wikipedia.org/wiki/Plasteel).
Title: Re: RimWorld change log
Post by: Coenmcj on September 03, 2014, 05:24:51 AM
Quote from: Change Log
Added gold and gold ore.

(http://forums.watchuseek.com/attachments/f2/1589934d1407505241-if-you-still-wear-gold-watches-i-have-some-bad-news-22278621_zps3eceab5a.jpg)
Title: Re: RimWorld change log
Post by: Ptolisgoodguy on September 03, 2014, 12:48:34 PM
So the most likely answer is that plasteel is the one similar to the one from dune.

does that mean giant worms as well.

Title: Re: RimWorld change log
Post by: milon on September 03, 2014, 02:34:21 PM
I'm excited for both ore and metals being mentioned. This is going to be fun!
Title: Re: RimWorld change log
Post by: SSS on September 03, 2014, 08:45:07 PM
Quote from: Raufgar on September 03, 2014, 03:43:11 AM
Quote from: SSS on September 02, 2014, 09:23:19 PM
Quote from: Ptolisgoodguy on September 02, 2014, 08:25:22 PM
@garen: most likely. it might also give way to robbers or thieves, which in turn could lead to a stealth system (I don't even know why I'm saying this considering that it will most likely never happen)

but still, what is plasteel?

any ideas?

I was wondering this also. It seems to be a portmanteau of "plastic" and "steel", so I'm guessing it was a cheap, strong building material that the before-people used. It would probably be moldable at high temperatures, too... It's also possible that it was originally an organic material (coming from plants/animals, much like actual plastic or ivory), which I would find very interesting if it's true.

Google is your friend. So is Wikipedia (http://en.wikipedia.org/wiki/Plasteel).
...

Right. Of course! It's obvious that that's what I meant. ;p

... x.x
Title: Re: RimWorld change log
Post by: Ptolisgoodguy on September 03, 2014, 08:57:49 PM
the Wikipedia link says dune had plasteel and I can see a resemblance between dune and rimworld.

what you said made sense but the dune link just clicked in my mind.

btw read sep 3 section and other rock types mean that modders should be able to make new rock as well.
Title: Re: RimWorld change log
Post by: Matthiasagreen on September 04, 2014, 12:43:19 PM
I would say it most likely resembles the one from warhammer 40,000 because Tynan has said that is something he pulls inspiration from, though it isn't clear in wikipedia which "above" it is similar to.
Title: Re: RimWorld change log
Post by: milon on September 04, 2014, 04:18:56 PM
Diseases!!
Title: Re: RimWorld change log
Post by: Shinzy on September 04, 2014, 04:45:22 PM
Quick! dip the blankets in it and gift them to Comaro of the cave and Town-by-the-crag before they read the changelogs!
Title: Re: RimWorld change log
Post by: Xerberus86 on September 04, 2014, 06:32:35 PM
Quote from: Shinzy on September 04, 2014, 04:45:22 PM
Quick! dip the blankets in it and gift them to Comaro of the cave and Town-by-the-crag before they read the changelogs!

LOL

i am also intersted in what he means with "float menu", any guess?
Title: Re: RimWorld change log
Post by: Ptolisgoodguy on September 04, 2014, 06:37:57 PM
maybe the menus can be moved

also diseases sound morbid and fun.

you should be able to harvest the bacteria and put it in certain meals so that the pesky villagers take the disease to there town.
Title: Re: RimWorld change log
Post by: Xerberus86 on September 04, 2014, 06:43:43 PM
Quote from: Ptolisgoodguy on September 04, 2014, 06:37:57 PM
maybe the menus can be moved

also diseases sound morbid and fun.

you should be able to harvest the bacteria and put it in certain meals so that the pesky villagers take the disease to there town.

moving menues would be a short-time fix to be able to compare items with each other (the current info screen overlaps the other if you open up two), i don't like to play memory games.
Title: Re: RimWorld change log
Post by: ShootyFace on September 04, 2014, 06:47:13 PM
Quote from: milon on September 04, 2014, 04:18:56 PM
Diseases!!

More chaos! Maybe the introduction of diseases will in turn lessen the psychic events. They just feel ... cheap. I hope Tynan finds some interesting way to send our colonies into a mad, fiery descent that don't involve cheap tactics. Also +1 for float menus.
Title: Re: RimWorld change log
Post by: Xerberus86 on September 04, 2014, 07:15:17 PM
QuoteResource readout (screen top left) now has a mode where entries are listed in collapsible categories.

damn how did i overread this till now, someone was peeking in my suggestion thread :3.

thank you mr. dev :)

Edit: also, is this a hint towards enabling the jungle biome in the next version?

QuoteDiseases are now generated separately from other incidents, and are configured per-biome (e.g. lots of malaria in the jungle).
Title: Re: RimWorld change log
Post by: Coenmcj on September 04, 2014, 08:20:24 PM
Quote from: Xerberus86 on September 04, 2014, 07:15:17 PM
Edit: also, is this a hint towards enabling the jungle biome in the next version?

QuoteDiseases are now generated separately from other incidents, and are configured per-biome (e.g. lots of malaria in the jungle).
"Welcome to the jungle, We've got fun and games..."
Title: Re: RimWorld change log
Post by: StorymasterQ on September 04, 2014, 09:41:37 PM
Quote from: Coenmcj on September 04, 2014, 08:20:24 PM
Quote from: Xerberus86 on September 04, 2014, 07:15:17 PM
Edit: also, is this a hint towards enabling the jungle biome in the next version?

QuoteDiseases are now generated separately from other incidents, and are configured per-biome (e.g. lots of malaria in the jungle).
"Welcome to the jungle, We've got fun and games..."

Top prize: Malaria! :D
Title: Re: RimWorld change log
Post by: REMworlder on September 05, 2014, 11:43:45 AM
QuoteFixed melee weapon spawning balance.

Quotemelee weapon

(http://uproxx.files.wordpress.com/2013/07/andy-dwyer-ripped-reaction.gif)
Title: Re: RimWorld change log
Post by: Xerberus86 on September 05, 2014, 11:46:32 AM
Quote from: REMworlder on September 05, 2014, 11:43:45 AM
QuoteFixed melee weapon spawning balance.

Quotemelee weapon

(http://uproxx.files.wordpress.com/2013/07/andy-dwyer-ripped-reaction.gif)


HOLY SH*T, it is COMING :D. ....upcoming next...NINJA-COLONY.....give me da samurais :D.
Title: Re: RimWorld change log
Post by: EscapeZeppelin on September 05, 2014, 11:53:25 AM
Quote from: REMworlder on September 05, 2014, 11:43:45 AM
HOLY SH*T, it is COMING :D. ....upcoming next...NINJA-COLONY.....give me da samurais :D.

Soon my colony of psychically deaf monks will become warrior monks and will ride out with gleaming swords to smite the unbelievers.
Title: Re: RimWorld change log
Post by: Ykara on September 05, 2014, 11:58:03 AM
Alpha 7 is going to be so awesome.
Title: Re: RimWorld change log
Post by: Xerberus86 on September 05, 2014, 11:59:19 AM
Quote from: EscapeZeppelin on September 05, 2014, 11:53:25 AM
Quote from: REMworlder on September 05, 2014, 11:43:45 AM
HOLY SH*T, it is COMING :D. ....upcoming next...NINJA-COLONY.....give me da samurais :D.

Soon my colony of psychically deaf monks will become warrior monks and will ride out with gleaming swords to smite the unbelievers.

till now we have fought the tribals, NOW we can become tribals ourself!

OMG this opens up the floodgates for some awesome medieval mods, i might start learning how to mod rimworld myself x'D.

Edit: and i just noticed that this progres is just about half of the usual way to a new update, i smell a lengthy update video incoming :).

Edit2: i just saw that the storytellers got nerfed, for the long run it might be neat to have maybe 2 more higher difficulty settings. right now the game goes from 30% to 160. would be nice to have it go up to 190% and 220% for the hardcore lovers :).
Title: Re: RimWorld change log
Post by: Garen on September 05, 2014, 01:53:50 PM
multiple bugfixes within 2 days.... this can only mean one thing...

ITS HAPPENING!!!
(sounds like tynan and ison will need public testers yet again)
Title: Re: RimWorld change log
Post by: vagineer1 on September 05, 2014, 02:12:58 PM
Quote from: Garen on September 05, 2014, 01:53:50 PM
multiple bugfixes within 2 days.... this can only mean one thing...

ITS HAPPENING!!!
(sounds like tynan and ison will need public testers yet again)

I sure hope so.
Title: Re: RimWorld change log
Post by: Xerberus86 on September 05, 2014, 03:14:56 PM
Quote from: Garen on September 05, 2014, 01:53:50 PM
multiple bugfixes within 2 days.... this can only mean one thing...

ITS HAPPENING!!!
(sounds like tynan and ison will need public testers yet again)

are you saying what i think you're saying....alpha 7 soon? :3
Title: Re: RimWorld change log
Post by: Rahjital on September 05, 2014, 03:31:48 PM
Quote from: Changelog
Visitors and raiders carry their own food. Visitors will eat their own food before chowing down on the colony’s supplies.

Well, this is interesting. No more being eaten out by 'friends', no more being shot by them to death! (unless they decide to throw a party in your killbox, in which case you are screwed anyway :P )
Title: Re: RimWorld change log
Post by: Shinzy on September 05, 2014, 03:54:33 PM
Thar will be chaainsaw, garden hoe, katana and an axe ♫
♪ Baseball baaat, plastic rake, quitar and sharpened sax
pleease somebody send Tynan a very looooooooong faax ♪
♫ cuz the awesomeness of next alpha has been cranked up to the max!

Huzzaaah!
*does a jig on the table*
*tumbles down in very awkward manner and logs off the forums*
Title: Re: RimWorld change log
Post by: Xerberus86 on September 05, 2014, 04:03:51 PM
Quote from: Shinzy on September 05, 2014, 03:54:33 PM
Thar will be chaainsaw, garden hoe, katana and an axe ♫
♪ Baseball baaat, plastic rake, quitar and sharpened sax
pleease somebody send Tynan a very looooooooong faax ♪
♫ cuz the awesomeness of next alpha has been cranked up to the max!

Huzzaaah!
*does a jig on the table*
*tumbles down in very awkward manner and logs off the forums*

nice one :)

i think with melee weapons the zombie-mod will need some adjustments, making some weapons elss effective and increase the value of bats......gotta love some good melee combat.

we nood some raider AI tweaks that are actually RAIDING and which steal more of our equipment than people, the ladder could be good for the cannibal factions :D. imagine some raiders stealing all your guns and only some baseball bats or screwdrivers are missing ....one or two days later mechanoids attack.....!FUN!.
Title: Re: RimWorld change log
Post by: Feniks on September 05, 2014, 04:43:23 PM
I am exited for rebalancing raid mechanics. Too often colony of 3 who happened to have a lot of buildings and weapons was raided by team of 8+ guys.
Title: Re: RimWorld change log
Post by: Xerberus86 on September 05, 2014, 04:49:10 PM
Quote from: Feniks on September 05, 2014, 04:43:23 PM
I am exited for rebalancing raid mechanics. Too often colony of 3 who happened to have a lot of buildings and weapons was raided by team of 8+ guys.

most of the time my colony consists of 4 - 5 people (bought rimworld like a week  ago), i only play with TTM and no vanilla so that might be one reason but i also get after a while at least a dozen raiders visiting me. even with the added challenge of the TTM mod it is still manageable to defend your colony with 4-5 people (so 3:8 in your case) against like 12 with the right equipment and map layout.

in general i do NOT like these nerf, when people have trouble with the difficulty then there are plenty difficulty settings below challenging which is the NORMAL gamemode! there are ONLY TWO harder difficulty settings. i hope that with this nerf also comes two new difficulty settings tbh. am still playing on challenging but once i fully mastered that level i want toincrease the challenge rather then lower it.

would be interesting to know if the user information that is collected is also sending the list of mods you have installed, i enabled the option and entered my forum username for clarity / bundling the infos. some of my colonies failed hard but that is why i keep coming back, if i had no trouble / challenge then this game would be just a 2D topdown minecraft. (my (subjective) opinion of course)
Title: Re: RimWorld change log
Post by: ShootyFace on September 05, 2014, 06:58:16 PM
Hrm, well, we can test the new raid system and hopefully Tynan listens if we hate it. As it stands, I love the difficulty. It's what keeps me coming back, like Xerberus86 said. For an incomplete alpha, RimWorld has the distinguished position as my favorite game for the past few months. I have played crazy hours worth, and do not see that stopping anytime soon. I mostly play Classic Cassandra or Randy Random on Challenging, and think that it's almost perfect how the difficulty scales during play. My gripes would be psychic events and mechanoid hordes, but those are manageable at this stage. I'd like to see more raid types, too. Drop ins can ruin your day, but what about stealth assassins? Meteor strikes? Maybe roaming behemoths that randomly spawn on the map and cause chaos.

Anyway, reading over the changelog I am very excited for alpha 7. Looks to be taking what is already a fun, challenging game into deeper, darker territories. Can't wait.
Title: Re: RimWorld change log
Post by: Gabriel_Braun on September 05, 2014, 07:08:45 PM
Quote from: Xerberus86 on September 05, 2014, 04:49:10 PM
(bought rimworld like a week ago)

Welcome to the game and don't despair;  Cleopatra is dead and you need never fear her touch! lol
No dude this isn't a nerf at all, it's a revisit of balance that needed doing.  What you think are difficulty levels are nothing of the sort-  They used to be similar a while back but not anymore.

If you play a game with Phoebe Billie on the highest challenge rating you will face less frequent attacks but the severity of those attacks will be just as punishing as her older sister gets after a similar amount of time.

The reason is that the threats thrown at you are judged by calculating the time since the last bad thing happened with the formula:-

OpaqueMechanic=((DamageTaken/Wealth_Gained)+MagicNumber^42)

If the colony wealth (which is a total of buildings and resources) exceeds the damage received in the last unfortunate event then it cycles up and up until you eventually die with randy being the only exception.

###End_Rant###

I like the fact that wealth is less important than colony population as it means we can choose to have a small number of important pawns and get back to the original idea of quality over quantity like Tynan spoke about in an old blog post.  (I think it was emergent storytelling or something like that?)

If you want to see something interesting then play with randy random on any level of challenge :D

The issue is valid however;   By offering options in a determined way much like a difficulty setting would be displayed in 'normal' games the window for misinterpretation is open however if you would like to see why things are going in this direction I'm sure you can get a copy of A5 from Tynan if you ask him for a link to the Spartans at Thermopylae earlier method of ramping difficulty :D
Title: Re: RimWorld change log
Post by: Xerberus86 on September 05, 2014, 07:09:01 PM
Quote from: ShootyFace on September 05, 2014, 06:58:16 PM
Hrm, well, we can test the new raid system and hopefully Tynan listens if we hate it. As it stands, I love the difficulty. It's what keeps me coming back, like Xerberus86 said. For an incomplete alpha, RimWorld has the distinguished position as my favorite game for the past few months. I have played crazy hours worth, and do not see that stopping anytime soon. I mostly play Classic Cassandra or Randy Random on Challenging, and think that it's almost perfect how the difficulty scales during play. My gripes would be psychic events and mechanoid hordes, but those are manageable at this stage. I'd like to see more raid types, too. Drop ins can ruin your day, but what about stealth assassins? Meteor strikes? Maybe roaming behemoths that randomly spawn on the map and cause chaos.

Anyway, reading over the changelog I am very excited for alpha 7. Looks to be taking what is already a fun, challenging game into deeper, darker territories. Can't wait.

"behemoth's" as you call them i have actually suggested in my gigantic suggestion thread:
http://ludeon.com/forums/index.php?topic=5942.0

we currently have three types of invaders (tribal, raiders and mechanoids), but the thing is that we can classify this challenge as "many easy to medium enemies", which ultimately delivers the challenge in numbers and us having to spread our manpower (or designing kill boxes) to fend off the horde. a "behemoth" like you wanna call it would be a completely unique take on the combat level und invert the "many easy to medium threats" situation to "one single large threat". it should also have the abililty to destroy walls / defense positions more easily and we could add different types of "behemoth's" which are immune to different types of attacks (hint at the new damage types and the natural armor of things and the new "craft x thing out of x material and gain their value (or part of it)").

maybe we could have like a nano-cloud that colledts ores / materials from the area and then transforms them into a large (multi-tile) behemoth which stomps through the region and might attack the colony. iron behemoth could have a high resistance the bullets ("piercing" damage?) and could be weaker against energy weapons or blunt weapons
Title: Re: RimWorld change log
Post by: ShootyFace on September 05, 2014, 07:32:50 PM
Good points, Xerberus86. Pretty much what I was thinking. They could maybe even provide Tynan with a 'cheap' clean-up activity if the behemoths were maybe drawn to large quantities of unburied dead. The behemoth could spawn at the edge of the map, roam about eating corpses, and eventually setting it's eye(s) on the colony. I forget what they are called in Dwarf Fortress, but some of the most exhilarating moments in DF for me were when a legendary beast would appear. It usually meant annihilation, but there was always the distinct possibility you would be able to overcome it. I think that's what the mechanoids are supposed to be, but I think giving us a rare event like a behemoth attacking would be plain fun. Or I've just watched Pacific Rim too many times.
Title: Re: RimWorld change log
Post by: Xerberus86 on September 05, 2014, 07:43:53 PM
Quote from: Gabriel_Braun on September 05, 2014, 07:08:45 PM
Quote from: Xerberus86 on September 05, 2014, 04:49:10 PM
(bought rimworld like a week ago)

Welcome to the game and don't despair;  Cleopatra is dead and you need never fear her touch! lol
No dude this isn't a nerf at all, it's a revisit of balance that needed doing.  What you think are difficulty levels are nothing of the sort-  They used to be similar a while back but not anymore.

If you play a game with Phoebe Billie on the highest challenge rating you will face less frequent attacks but the severity of those attacks will be just as punishing as her older sister gets after a similar amount of time.

The reason is that the threats thrown at you are judged by calculating the time since the last bad thing happened with the formula:-

OpaqueMechanic=((DamageTaken/Wealth_Gained)+MagicNumber^42)

If the colony wealth (which is a total of buildings and resources) exceeds the damage received in the last unfortunate event then it cycles up and up until you eventually die with randy being the only exception.

###End_Rant###

I like the fact that wealth is less important than colony population as it means we can choose to have a small number of important pawns and get back to the original idea of quality over quantity like Tynan spoke about in an old blog post.  (I think it was emergent storytelling or something like that?)

If you want to see something interesting then play with randy random on any level of challenge :D

The issue is valid however;   By offering options in a determined way much like a difficulty setting would be displayed in 'normal' games the window for misinterpretation is open however if you would like to see why things are going in this direction I'm sure you can get a copy of A5 from Tynan if you ask him for a link to the Spartans at Thermopylae earlier method of ramping difficulty :D

i know double posting is kidna bad (maybe someone chimes in while i'm writing *wink*) but here we go :).

i understand that it should be put a slightly (!) larger value on population than wealth, what good are your 1000000 silver (*dream*) if all of your colonists are dead or dying? nothing!

if we go in this directon then i would like to have:

a) some more difficulty settings, i think adding two more and increasing the top scaling of currently 160% to 190%  and 220% is ok for some players which want a masochistic game from time to time^^, if those are just adjusted %-values then this addition shouldn't take long and would give the players more options. i also don't really like games having more easy / easier than normal difficulty settings than harder ones, i love to increase the challenge as i go and i start with "normal", so easy-mode is kinda meh for me. now some people like those really easy games and its ok, but some love a good challenge.

b) why not give us another slider / difficulty level set which determines the "occurence of events", meaning that we can adjust the intervall between those events, shortening the window in which we can recover, and thus granting us access to a new level of customization. currently we can decide the scaling of those invasions and the type of storyteller which is indirect a type of occurence but more of a "style of events".

if its only a matter of adding three or four / five additional selectable options to the storyteller screen then why not add it?


------------------------------------------------------------

this now might seem a bit offtopic but is still related to difficulty levels. i watched rimworld since its kickstarter phase and watched a bunch of LP's, finally bought it almost a week ago. i fiddled with the vanilla game for a while but then jumped in to one of the overhaul mods (TTM) which changes the gameplay-focus a fair bit. in vanilla you have everything to your disposal from the start, well almost but at least the majority of it. with the overhault mod you only have a rubble wall (50 hp), sleeping spot, grave and an crt which is like a smaller version of a research bench. the mod made the game heavily research and crafting dependant which adds more progression to the game. i don't start with solar generators and geothermal generators, i start after doing 2-3 tiers of research with "makeshift" solar generators and batteries which main ingredient are potatoes (which is kinda not unrealistic). my point is that adding more progression to the game and making it harder makes it also more appealing or even addicting to other peoples because it a) the immersion is greater and b) the challenge keeps coming back so that we try to do "better" next time or "survive a bit longer". <-- that's the reason games like project zomboid or roguelikes in general are interesting and especially lately a trend of recurring roguelikes has appeared.

players are fed from spoon-feeding games and what some challenge, having fun doesn't always mean winning, sometimes it means losing. moba's are fun to play because they provide a unique challenge with an easy access to the game mechanics which require less twitch-skills and more thinking and they offer evolving opponents.

i feel that rimworld is a great game with its unique game mechanics which draw some inspirations from games like dwarf fortress but slowly it gains the amount of features and mechanics to stand on his own and as a DF player i have to say that rimworld is on a great course and it shouldn't fall to the bear trap of making the game too easy.

in the last couple days i found people saying that this game is a bit too hard for them. well then they should decrease the difficulty level, no shame in that. [rant]why should everyone have their game made easier on the normal setting, we have 3 easier settings and only two harder ones. [/rant] of course some will fail, as i started out i couldn't keep my colonists alive for more than 30 - 60 minutes before they killed each other or starved to death. i had to go to the wiki and read about the optimal space requirements for colonists (25, so 26 with a bed in it) and learn how much feed i should grow, in case of the ladder i am still finetuning (sometimes too many growables which won't get all done and sometimes too few). but that is part of the fun and later on will / should get fixed with a tutorial or more helpful or rather more informative information pop-ups.

i also love to play dwarf fortress because at first it is daunting, as a huge difficulty course but it is also interesting to play. recently i lost the best fort i had ever made and i had gotten some great people with some amazing skills. i got a lvl 13 armorer (every armor of his was a masterpiece, literally) and a lvl 10 (or even 11) macedwarf with 10 discipline (new mental / fear mechanic) and 10 dodge. i was digging too deeply and discovered a cavern, which was fine because nobody but a troll who was stuck in a pool was in it. 10-15 minutes later a forgotten beast appeared in the caren and fought the troll, he was gravely injured (the beast) and i send my squad of 6 to kill it off. somehow my squad was too far away and only my legendary maceman (lvl10 / 11) arrived, he fought quite well for a time bought suddenly he disappeared. i looked into the combat look and saw that the forgotten beast (consisting of "precious fire opals and breathing deadly poisin" which was blistering the eyes of every enemy) which had already ne foot, one arm complete arm and one hand (the other arm) missing bashed in the had of my legendary dwarve which i equipped with legendary armor. problem was i had forgotten to switch the setting of "overclothing uniform" to "replace clothing", meaning he didn't equip his masterwork steel helm because he already had a spidersilk hood, i never found him (he was thrown away duo to the force and must've fallen into hell (oh spoiler).

<--- bottom line, players do things wrong from time to time and getting hilariously punished for it is better in my opinion that a message popping p and saying "well what you did was just braindead, but we don't want you to be frustrated so we just helped you out now".

.....i just wanna have some !FUN! :).
Title: Re: RimWorld change log
Post by: Xerberus86 on September 05, 2014, 07:59:39 PM
Quote from: ShootyFace on September 05, 2014, 07:32:50 PM
Good points, Xerberus86. Pretty much what I was thinking. They could maybe even provide Tynan with a 'cheap' clean-up activity if the behemoths were maybe drawn to large quantities of unburied dead. The behemoth could spawn at the edge of the map, roam about eating corpses, and eventually setting it's eye(s) on the colony. I forget what they are called in Dwarf Fortress, but some of the most exhilarating moments in DF for me were when a legendary beast would appear. It usually meant annihilation, but there was always the distinct possibility you would be able to overcome it. I think that's what the mechanoids are supposed to be, but I think giving us a rare event like a behemoth attacking would be plain fun. Or I've just watched Pacific Rim too many times.

threads of dwarf fortress:
- dwarves (they have moods, can get suicidal, berserk or just butcher someone for creating an artifact)
- kobolds / baby snatchers  / thieves (stealthy ones)
- vampires (also inner thread duo to them being hidden and thus adding detective work for you)
- werebeasts (much like the current zombie mod for RW, dead dwarves are better here than alive ones which are bitten)
- goblin invasions
- undead invasions
- building destroyers (or the first tier of it, consisting of creatuers like trolls or cyclopses)
- flying creatures (goblin riding a huge bat for example)

... and now:

- semi-megabeasts (forgotten beasts i think are the semi-megabeats)
- megabeasts (stronger)
- titans (made out of x material, i originally thought they were easy cause my first titan i encountered was made out of mud but well...nevermind)

the example from my previous post is about a semi-megabeast / forgotten beast. those things are strong and have unique abilities. my dwarves couldn't kill it because everything that thing was attacked it breathes an toxic cloud that was blistering the whole body (and eyes) of my dwarves.

having strong entities like that which take a long time to bring down and roam the area for a longer time would add much !FUN! to the game. of course this would be no dragon or general fantasy-like creature but more of a robotic / mechanoid creature which was awoken by mining or some other events.

i only play with the TTM mod cause it adds real progression to the game coupled with some great mods and around 30 to 50 (30 normal, 22 text-basedc) events to the game. one of them it seems is an event that turns one of the colonists into an abomination like that:
http://de.tinypic.com/view.php?pic=x256r5&s=8

now THIS could be some kind of semi-megathread but i would go even further and add some more mechanoid / roboter-like stuff which i think a) finds better into the lategame than organics (for now) and b) is more in-sync with the rimworld lore-wise.

having a huge mechanoid, maybe a huge spider or in general insect-like robtic creature (mechanoids look like larves) and (not or, and :P) maybe add a nano-cloud which would go around, collect materials and at the end it could spawn some enemies, sometimes some smaller and more in quantity and sometimes a large one. possibilities are endless and most of these things modders can provide but having some huge threat with different kind of attacks and some unique aspects like stronger building destroyer (or he slowly walks through build walls and destroys them by doing so) should require a dev-sided intervention :).
Title: Re: RimWorld change log
Post by: milon on September 06, 2014, 09:02:17 AM
Quote from: Ykara on September 05, 2014, 11:58:03 AM
Alpha 7 is going to be so awesome.

So much +1!!!

Quote from: Shinzy on September 05, 2014, 03:54:33 PM
Thar will be chaainsaw, garden hoe, katana and an axe ♫
♪ Baseball baaat, plastic rake, quitar and sharpened sax
pleease somebody send Tynan a very looooooooong faax ♪
♫ cuz the awesomeness of next alpha has been cranked up to the max!

Huzzaaah!
*does a jig on the table*
*tumbles down in very awkward manner and logs off the forums*

Shinzy, you're awesome!  Just don't put the ring on when you're falling off the table, k?  ;)
Title: Re: RimWorld change log
Post by: Garen on September 06, 2014, 02:48:51 PM
im actually ok with the balance changes

its seems from the post that wealth is still important, but not so vital to raids. which makes perfect sense

you dont send 20+ well equipped raiders to deal with a base made by 3-5 people, even if it has top end security, they just argue over the loot and it would have to be split by 20+. think of how much food it would cost as well!

i just hope the devs dont dumb down the game, and just let people know there is no shame in changing the difficulty.
Title: Re: RimWorld change log
Post by: Shinzy on September 07, 2014, 06:43:12 AM
Quote from: milon on September 06, 2014, 09:02:17 AMShinzy, you're awesome!  Just don't put the ring on when you're falling off the table, k?  ;)

Ha! thanks =P
But the mental image of a ring has been on ever since I fell off the heaven *cough* 8 years ago
it doesn't come off even with soap

Still you better be catching people if they fall off tables either way!
Anyway since I went totally offtopic here I'll have to do it with style!

(http://i5.photobucket.com/albums/y168/Teppana/lalala_zps32357e2e.gif)

Ehehehe
Title: Re: RimWorld change log
Post by: Coenmcj on September 07, 2014, 07:40:04 AM
Quote from: Shinzy on September 07, 2014, 06:43:12 AM
Quote from: milon on September 06, 2014, 09:02:17 AMShinzy, you're awesome!  Just don't put the ring on when you're falling off the table, k?  ;)

Ha! thanks =P
But the mental image of a ring has been on ever since I fell off the heaven *cough* 8 years ago
it doesn't come off even with soap

Still you better be catching people if they fall off tables either way!
Anyway since I went totally offtopic here I'll have to do it with style!

(http://i5.photobucket.com/albums/y168/Teppana/lalala_zps32357e2e.gif)

Ehehehe
Blackjack ain't got nothing on you and your GIF's
speaking of blackjack... we should probably get back on topic before the train arrives.

Quote from: Change Log CabinDoors are now lockable. Locked doors open for no one
Anyone thinking of some logic traps for colonists?... Or perhaps an easy way to keep the colonists from running to their doom.
Title: Re: RimWorld change log
Post by: EscapeZeppelin on September 09, 2014, 04:02:16 PM
"Factions now have bases represented on the map (though they don't do anything and won't soon - this is just to make the faction code make sense)"

Ooh, tell us more. I'm presuming that eventually other factions will have a permanent presence on the same map as our colony?
Title: Re: RimWorld change log
Post by: Xerberus86 on September 09, 2014, 04:21:49 PM
Quote from: EscapeZeppelin on September 09, 2014, 04:02:16 PM
"Factions now have bases represented on the map (though they don't do anything and won't soon - this is just to make the faction code make sense)"

Ooh, tell us more. I'm presuming that eventually other factions will have a permanent presence on the same map as our colony?

that would be indeed a great feature if you not only are a colonist but could become a raider / conquerer yourself. the problem is see with this kind of game and such feature is that it should be quite hard to implement to have another colony which evolves like the one from the player. one possible thing would be that there could be some pre-existing small colonies with which you could trade and ultimately if you wish fight with. its kinda odd that after reading this changelog note i remembered tynan saying something about he has planned something that would distinguish rimworld even more from other games similiar to dwarf fortress. if (and that is a big if) he would implement other colonies and factions on the same tactical map the player is and we would have the option to interact with them, go to war / fight with them, get them as allies or similiar then this would indeed be a huge feature.

we'll see how it will develope but i am very interesting in what he plans to do with those faction bases :).
Title: Re: RimWorld change log
Post by: ShootyFace on September 09, 2014, 08:21:26 PM
Even if just for added detail to the world, I like the addition. Should we one day be able to take the fight TO the raiders .... that would be interesting. Lots to consider, though. How do your colonists get there, as everyone seems to be on foot? What happens to your base in the interim?

Whatever Tynan does with the factions in the future is something I'm very interested in, too. I'd love to see things fleshed out more in that respect, especially in regards to visiting factions. We should be able to sway their opinion of our colony when they are on site with gifts and simple conversation, even.
Title: Re: RimWorld change log
Post by: SSS on September 10, 2014, 04:22:39 AM
Quote from: Xerberus86 on September 09, 2014, 04:21:49 PM
Quote from: EscapeZeppelin on September 09, 2014, 04:02:16 PM
"Factions now have bases represented on the map (though they don't do anything and won't soon - this is just to make the faction code make sense)"

Ooh, tell us more. I'm presuming that eventually other factions will have a permanent presence on the same map as our colony?

that would be indeed a great feature if you not only are a colonist but could become a raider / conquerer yourself. the problem is see with this kind of game and such feature is that it should be quite hard to implement to have another colony which evolves like the one from the player. one possible thing would be that there could be some pre-existing small colonies with which you could trade and ultimately if you wish fight with. its kinda odd that after reading this changelog note i remembered tynan saying something about he has planned something that would distinguish rimworld even more from other games similiar to dwarf fortress. if (and that is a big if) he would implement other colonies and factions on the same tactical map the player is and we would have the option to interact with them, go to war / fight with them, get them as allies or similiar then this would indeed be a huge feature.

we'll see how it will develope but i am very interesting in what he plans to do with those faction bases :).

When he says the map, I think he might mean the world map, as in your location choices on a given world. At some point in the far future, you might be able to choose a location that hosts a faction base, in addition to mountains/plains/the specific biome.
Title: Re: RimWorld change log
Post by: stefanstr on September 10, 2014, 09:40:19 AM
I think that being able to attack raiders would add interesting choices to the late game. Or maybe the ability to create expeditions to other locations to mine resources or whatever.
Title: Re: RimWorld change log
Post by: Celthric Aysen on September 12, 2014, 09:20:02 AM
Quote from: Coenmcj on September 07, 2014, 07:40:04 AM
Blackjack ain't got nothing on you and your GIF's
speaking of blackjack... we should probably get back on topic before the train arrives
your just lucky i'm busy with school, but next time, i'm bringing a whole armada of trains ready to destroy this thread :P , just kidding, but still armada of trains is still gonna happen,
Title: Re: RimWorld change log
Post by: CrazyRu55ian on September 15, 2014, 12:51:50 PM
I would kill for a new land area that incorporates the zombie mod similar to dwarf fortress. The rain could be miasma, almost no fertile ground, and dead bodies would reanimate. Sort of a "toxic wasteland" for people who want a really crazy challenge. Something like this would be great for around Halloween especially. Maybe even add in harvest-able pumpkins.
Title: Re: RimWorld change log
Post by: StorymasterQ on September 15, 2014, 08:36:22 PM
There have been a few Bugfixes lately in the changelog. A soothsayer would say that a new Alpha is on the horizon.
Title: Re: RimWorld change log
Post by: Dr. Z on September 16, 2014, 09:57:48 AM
Quote from: CrazyRu55ian on September 15, 2014, 12:51:50 PM
I would kill for a new land area that incorporates the zombie mod similar to dwarf fortress. The rain could be miasma, almost no fertile ground, and dead bodies would reanimate. Sort of a "toxic wasteland" for people who want a really crazy challenge. Something like this would be great for around Halloween especially. Maybe even add in harvest-able pumpkins.

Maybe you should write this in the Zombie Apocalypse Mod threat, because it sounds like a really good idea.
Title: Re: RimWorld change log
Post by: ShootyFace on September 16, 2014, 02:48:04 PM
Quote from: StorymasterQ on September 15, 2014, 08:36:22 PM
There have been a few Bugfixes lately in the changelog. A soothsayer would say that a new Alpha is on the horizon.

Today, more bug squashing and OPTIMIZATION!

So, Monday? Or maybe even Friday (for weekend-long Rim-a-thon)?  8)
Title: Re: RimWorld change log
Post by: Dr. Z on September 16, 2014, 03:02:41 PM
*hype incomming*
Title: Re: RimWorld change log
Post by: StorymasterQ on September 16, 2014, 09:17:10 PM
Quote from: Dr. Z on September 16, 2014, 03:02:41 PM
*hype incomming*

You mean: *hype intensifies*
Also: *Heavy breathing*
Title: Re: RimWorld change log
Post by: Dr. Z on September 17, 2014, 04:36:39 AM
*hype hypeing*
Title: Re: RimWorld change log
Post by: skullywag on September 17, 2014, 06:09:09 AM
Quote(for weekend-long Rim-a-thon)?  8)

Ummmm
Title: Re: RimWorld change log
Post by: Shinzy on September 17, 2014, 12:19:34 PM
Quote from: StorymasterQ on September 15, 2014, 08:36:22 PM
There have been a few Bugfixes lately in the changelog. A soothsayer would say that a new Alpha is on the horizon.

THE ENNNDD IS NIIIGH!! o.o
(of my alpha 6 colony that is)

I will have to start building that spaceship so I don't have to feel so bad about
abandoning the place
Title: Re: RimWorld change log
Post by: zakouski on September 17, 2014, 04:43:20 PM
Friday !!!! Pleeeeease !  :P
Title: Re: RimWorld change log
Post by: milon on September 18, 2014, 07:24:51 AM
To my knowledge, there hasn't been any open testing yet, which usually runs for a week or two prior to general release.  So I'm gonna say not Friday.
Title: Re: RimWorld change log
Post by: rufffy on September 18, 2014, 08:12:46 AM
Quote from: milon on September 18, 2014, 07:24:51 AM
To my knowledge, there hasn't been any open testing yet, which usually runs for a week or two prior to general release.  So I'm gonna say not Friday.

oh NO! :´(...damn, I was hoping i can play the new release befor the weekend will begin.
Title: Re: RimWorld change log
Post by: ShootyFace on September 18, 2014, 03:14:12 PM
Quote from: skullywag on September 17, 2014, 06:09:09 AM
Quote(for weekend-long Rim-a-thon)?  8)

Ummmm

:-[ ::) ;D

Yeah, I said it! Hehe
Title: Re: RimWorld change log
Post by: Viceroy on September 18, 2014, 06:56:26 PM
Hey shootyFace! Haven't seen you since that time I shot you in the face on Pandora. How's you holding up?!
Title: Re: RimWorld change log
Post by: milon on September 20, 2014, 12:58:01 PM
In another thread, Tynan said he's basically using testers from A6 and testing has already been secretly under way. Makes sense, considering the number of bug fixes in the changelog.  Alpha 7 will be SoonTM!!

Also, beauty inspection tool! Yay!
Title: Re: RimWorld change log
Post by: Shinzy on September 20, 2014, 01:25:08 PM
can that be used to see the beauty of your gruesomely disfigured colonist that ate shotgun blast into face and survived?
"Vegeta, What does the beauty inspection tool say about his beauty levels?"

I've always though torn off nose wouldn't be too nice to look at

Title: Re: RimWorld change log
Post by: Angie on September 21, 2014, 01:21:11 PM
Finally read through the changelog, and am quite excited for the next update. Struggling with the "do I play some more now or wait until the update" urge right now ;)
Title: Re: RimWorld change log
Post by: milon on September 21, 2014, 04:18:50 PM
Quote from: Shinzy on September 20, 2014, 01:25:08 PM
can that be used to see the beauty of your gruesomely disfigured colonist that ate shotgun blast into face and survived?
"Vegeta, What does the beauty inspection tool say about his beauty levels?"

I've always though torn off nose wouldn't be too nice to look at

More likely you can tell how beautiful/ugly various structures are.  That's my assumption anyhow.
Title: Re: RimWorld change log
Post by: Shinzy on September 22, 2014, 10:07:19 AM
Quote from: milon on September 21, 2014, 04:18:50 PM
Quote from: Shinzy on September 20, 2014, 01:25:08 PM
can that be used to see the beauty of your gruesomely disfigured colonist that ate shotgun blast into face and survived?
"Vegeta, What does the beauty inspection tool say about his beauty levels?"

I've always though torn off nose wouldn't be too nice to look at

More likely you can tell how beautiful/ugly various structures are.  That's my assumption anyhow.

But using things on stuff they're not meant to be used on is more fun oftentimes
Point and click adventures anyone?
Title: Re: RimWorld change log
Post by: ShootyFace on September 22, 2014, 03:37:20 PM
Hey Viceroy. :o

On the beauty topic, I love the idea that disfigurement could make certain colonists despise others. It would be awesome if a colonist got sick of looking at your one-armed cook and decided to kill him.

Alpha 7 this week, I can feel it....or maybe that's just hope.
Title: Re: RimWorld change log
Post by: Rahjital on September 22, 2014, 04:16:30 PM
Quote from: Shinzy on September 20, 2014, 01:25:08 PM
"Vegeta, What does the beauty inspection tool say about his beauty levels?"

I don't think I'll do too much spoiling if I say that beauty levels can easily reach over nine thousand if you are generous with gold in architecture ;)
Title: Re: RimWorld change log
Post by: Ykara on September 22, 2014, 04:35:17 PM
I'm so damn hyped I really want to play the alpha 7. Everytime I look into the changelog I'm excited about all the crazy and cool new stuff (diseases mah god!!!) and sad because I can't play it yet at the same time.
Title: Re: RimWorld change log
Post by: Barley on September 26, 2014, 01:25:11 PM
Shouldn't it be, "When siegers are hungry and don't detect nearby food, they switch to assault mode"?

If they wait until they are starving they'll start taking damage and moral penalties before they even reach the fortress. Plus it makes more since if the Siegers said

"We're staring to run out of food, we better assault this colony before we run out."
instead of:
"Oh god I'm starving to death and were out of food, I say we attack the fortress anyways!"
Title: Re: RimWorld change log
Post by: Matthiasagreen on September 26, 2014, 01:28:22 PM
I think the idea is that siegers are good at sieging. Assaulting a colony is a last resort when they are desparate and have no other options. I could be wrong though. Good thought.
Title: Re: RimWorld change log
Post by: mrofa on September 27, 2014, 03:20:37 AM
QuoteRenamed metal to steel.

So this means colonist will mine steel ?
And did it means that you renamed defName to ?
Title: Re: RimWorld change log
Post by: stefanstr on September 27, 2014, 04:36:25 AM
Quote from: mrofa on September 27, 2014, 03:20:37 AM
QuoteRenamed metal to steel.

So this means colonist will mine steel ?
And did it means that you renamed defName to ?

Shouldn't it be iron instead? Steel cannot be mined...
Title: Re: RimWorld change log
Post by: RawCode on September 27, 2014, 05:17:14 AM
There is no steel in "wild nature" but, this is reason to rename "ore blocks" actually.

Presence of compacted plasteel as "ore" is evidence of simple fact - colonists mine crashed spaceships, not natural ore.
Title: Re: RimWorld change log
Post by: Dr. Z on October 01, 2014, 04:26:41 AM
So am i right that everything from september 25 forward is Alpha 8 content and not included in Alpha 7?
Title: Re: RimWorld change log
Post by: milon on October 01, 2014, 08:15:56 AM
Quote from: Dr. Z on October 01, 2014, 04:26:41 AM
So am i right that everything from september 25 forward is Alpha 8 content and not included in Alpha 7?

Unless otherwise indicated in the changelog, yes that's right.
Title: Re: RimWorld change log
Post by: Romi on October 01, 2014, 12:05:45 PM
Welcome alpha 7!!!
Title: Re: RimWorld change log
Post by: Shinzy on October 01, 2014, 01:53:33 PM
Quote from: Romi on October 01, 2014, 12:05:45 PM
Welcome alpha 7!!!

Wuhu!!
Thar will be pirates, yarr! with bionic eyes and organ trading of kidnapped pass byers!
Title: Re: RimWorld change log
Post by: wolfman1911 on October 01, 2014, 06:49:57 PM
Every time I see what you've been working on, I become more interested. I'm looking forward to the next chance I get to play this.
Title: Re: RimWorld change log
Post by: Rahjital on October 04, 2014, 02:21:47 AM
Ho boy, here we go! Plasteel longswords for maximum melee carnage!
Title: Re: RimWorld change log
Post by: Shinzy on October 04, 2014, 05:36:10 AM
Quote from: Rahjital on October 04, 2014, 02:21:47 AM
Ho boy, here we go! Plasteel longswords for maximum melee carnage!

Pfft, plasteel.. ! I'll make mine from gold for the maximum enchantment capacity
Title: Re: RimWorld change log
Post by: milon on October 04, 2014, 11:06:10 AM
Gold longswords?  Sounds unwieldy and ... soft.

Fun idea: Colony of psychically deaf Brawlers with Plasteel longswords!  (Actually, I think I'll try something similar via file editing on my next colony.  Because why not?)
Title: Re: RimWorld change log
Post by: Rahjital on October 04, 2014, 11:34:56 AM
Enchantability may have to wait until Tynan pairs up with Microsoft and releases a Minecraft DLC ($49.99! Exclusive deal!), but it would be fun if ornamental gold weapons gave a happiness boost. Armor too, there's nothing like a gold sword and a silver armour vest when trying to appease a noble!
Title: Re: RimWorld change log
Post by: milon on October 06, 2014, 02:56:31 PM
Gold armor would give a big hit to walking speed.  Unless we're talking gilded, rather than pure gold.
Title: Re: RimWorld change log
Post by: ZestyLemons on October 08, 2014, 03:02:46 PM
What happened to damage resistance (reducing damage by a flat %)?

It was listed under the September 26th patch notes as "Reworked armor system to do both damage resistance and deflection chance."

I checked all the armor in the game and couldn't find anything on damage resistance anymore. the damageAbsorbtion tag seems to be ignored or at least not displayed by the stat viewer anymore too.
Title: Re: RimWorld change log
Post by: Damien Hart on October 09, 2014, 09:01:18 PM
"People now have thoughts and mood changes in response to prisoner organ harvests."

But, but, but... Awwww  :P
Title: Re: RimWorld change log
Post by: StorymasterQ on October 09, 2014, 09:11:58 PM
Quote from: Damien Hart on October 09, 2014, 09:01:18 PM
"People now have thoughts and mood changes in response to prisoner organ harvests."

But, but, but... Awwww  :P

Don't worry, it could be something like...
"We need a replacement kidney for our Cook."
"Get one from the prisoner, he doesn't need both. And hurry up, I 'd like to eat today."
"Yay!"

...probably not...
Title: Re: RimWorld change log
Post by: Damien Hart on October 09, 2014, 09:54:28 PM
Quote from: StorymasterQ on October 09, 2014, 09:11:58 PM
Quote from: Damien Hart on October 09, 2014, 09:01:18 PM
"People now have thoughts and mood changes in response to prisoner organ harvests."

But, but, but... Awwww  :P

Don't worry, it could be something like...
"We need a replacement kidney for our Cook."
"Get one from the prisoner, he doesn't need both. And hurry up, I 'd like to eat today."
"Yay!"

...probably not...

Maybe I'll just dig into the XML and change it to a positive.

"We captured two new prisoners in today's raid."
"Really?"
"Yeah, the boss is gonna be happy, two new hearts for his collection. And you know what that means? Lavish meals for everyone tonight!"
"Yaaaaaaaay!"
Title: Re: RimWorld change log
Post by: RawCode on October 10, 2014, 09:55:34 PM
Murder by removing vital organs is death sentence in most states.

Such actions of *player* should cause 2-3 times harder mood drop for all colonists.
Euthanasia of non terminally ill pawns also should cause mood drop not less then execution.
Title: Re: RimWorld change log
Post by: milon on October 11, 2014, 11:24:39 AM
Adding needed body parts (ie. replacing a missing kidney) should result in a positive mood boost for at least the patient, maybe the doctor too.

EDIT - Wind turbines!  Woo!  :D
Title: Re: RimWorld change log
Post by: skullywag on October 11, 2014, 11:34:27 AM
Think mrofa needs a credit its his art on the turbine I believe.
Title: Re: RimWorld change log
Post by: Haplo on October 11, 2014, 03:24:37 PM
Tynan knows about it. Right now it depends on what he decides:
Maybe he'll contact mrofa or he makes his own graphic for them. We'll see..
Title: Re: RimWorld change log
Post by: stefanstr on October 14, 2014, 03:57:12 PM
With respect to the recent entries: what the hell is the Ludeon Launcher?
Title: Re: RimWorld change log
Post by: Matthiasagreen on October 14, 2014, 05:31:53 PM
Quote from: stefanstr on October 14, 2014, 03:57:12 PM
With respect to the recent entries: what the hell is the Ludeon Launcher?

Although the thread was deleted, there was a discussion on how to avoid piracy. The idea was mentioned that the best way to avoid piracy was to provide services that could not be replicated through piracy. Tynan mentioned that an auto updater would be one of these services, so I imagine that is what the launcher is. The launcher will probably be something that you open the game from that makes updates easier. My own thoughts lean towards also incuding some sort of mod manager, but I could be way off. Essentially, the idea is: it is something that will make the overall gaming experience better for those of us who payed for the game. Obviously I would love Tynan to weigh in on the subject as well.
Title: Re: RimWorld change log
Post by: stefanstr on October 14, 2014, 05:58:02 PM
Quote from: Matthiasagreen on October 14, 2014, 05:31:53 PM
Quote from: stefanstr on October 14, 2014, 03:57:12 PM
With respect to the recent entries: what the hell is the Ludeon Launcher?

Although the thread was deleted, there was a discussion on how to avoid piracy. The idea was mentioned that the best way to avoid piracy was to provide services that could not be replicated through piracy. Tynan mentioned that an auto updater would be one of these services, so I imagine that is what the launcher is. The launcher will probably be something that you open the game from that makes updates easier. My own thoughts lean towards also incuding some sort of mod manager, but I could be way off. Essentially, the idea is: it is something that will make the overall gaming experience better for those of us who payed for the game. Obviously I would love Tynan to weigh in on the subject as well.

Thanks Mathias. I remember that thread although I haven't followed it. I always buy games and piracy discussions bore me. An auto updater would be a nice thing to have, though.
Title: Re: RimWorld change log
Post by: ZestyLemons on October 20, 2014, 10:53:00 PM
Quote from: ZestyLemons on October 08, 2014, 03:02:46 PM
What happened to damage resistance (reducing damage by a flat %)?

It was listed under the September 26th patch notes as "Reworked armor system to do both damage resistance and deflection chance."

I checked all the armor in the game and couldn't find anything on damage resistance anymore. the damageAbsorbtion tag seems to be ignored or at least not displayed by the stat viewer anymore too.

Boop, still need this answered.
Title: Re: RimWorld change log
Post by: Cimanyd on October 21, 2014, 03:35:14 AM
Quote from: ZestyLemons on October 20, 2014, 10:53:00 PM
Quote from: ZestyLemons on October 08, 2014, 03:02:46 PM
What happened to damage resistance (reducing damage by a flat %)?

It was listed under the September 26th patch notes as "Reworked armor system to do both damage resistance and deflection chance."

I checked all the armor in the game and couldn't find anything on damage resistance anymore. the damageAbsorbtion tag seems to be ignored or at least not displayed by the stat viewer anymore too.

Boop, still need this answered.

You do know Sept 26 is already Alpha 8, right?
Title: Re: RimWorld change log
Post by: ZestyLemons on October 21, 2014, 09:16:21 PM
ooh

I feel dumb now, whoops.
Title: Re: RimWorld change log
Post by: Ink. on October 22, 2014, 01:52:02 AM
Does anyone else find a chuckle with certain notes?

QuoteOct 17

  •    Started changing the entire Ludeon Launcher to use WinForms. Because it, you know, actually works.
QuoteOct 21

  •     Spent most of the day bashing my head against brick walls trying to get Linux to run and do anything useful, and trying to the the launcher to run on Mono runtime.
Title: Re: RimWorld change log
Post by: Dr. Z on October 22, 2014, 03:53:10 AM
The rimworld community supports transparency from developer staff.
Title: Re: RimWorld change log
Post by: Railgun Convention on October 22, 2014, 04:53:08 AM
Quote from: Dr. Z on October 22, 2014, 03:53:10 AM
The rimworld community supports transparency from developer staff.
Quite.

Mainly because it's hilarious to watch.  ;D
Title: Re: RimWorld change log
Post by: Shinzy on October 22, 2014, 05:51:49 AM
Quote from: Ink. on October 22, 2014, 01:52:02 AM
Does anyone else find a chuckle with certain notes?

QuoteOct 17

  •    Started changing the entire Ludeon Launcher to use WinForms. Because it, you know, actually works.
QuoteOct 21

  •     Spent most of the day bashing my head against brick walls trying to get Linux to run and do anything useful, and trying to the the launcher to run on Mono runtime.

Oh yeah! I hadn't read the note from 21st yet but
the frustration can be seen there =P  Somebody send Ty one of those squeaky stress ball things
Title: Re: RimWorld change log
Post by: TheXIIILightning on October 22, 2014, 06:46:32 AM
Quote from: Shinzy on October 22, 2014, 05:51:49 AM
Quote from: Ink. on October 22, 2014, 01:52:02 AM
Does anyone else find a chuckle with certain notes?

QuoteOct 17

  •    Started changing the entire Ludeon Launcher to use WinForms. Because it, you know, actually works.
QuoteOct 21

  •     Spent most of the day bashing my head against brick walls trying to get Linux to run and do anything useful, and trying to the the launcher to run on Mono runtime.

Oh yeah! I hadn't read the note from 21st yet but
the frustration can be seen there =P  Somebody send Ty one of those squeaky stress ball things

Might I suggest rubber duckies? Lots and lots of duckies. X3
Title: Re: RimWorld change log
Post by: Shinzy on October 22, 2014, 06:56:16 AM
Quote from: TheXIIILightning on October 22, 2014, 06:46:32 AMMight I suggest rubber duckies? Lots and lots of duckies. X3

Ohh somehow I can see him striding around the room every morning in bunny slippers and mug of koffee in a room filled with squeaky rubber duckies and desperately trying to avoid stepping on them just not to lose his shizz

I bet that's how the psychic event came to be, Ty coded it in in a fit of rage after stepping on too many skweekin duckies, to pass the torment around

Edit: and sorry! it's the offtopicday today for me :-[
Title: Re: RimWorld change log
Post by: Coenmcj on October 22, 2014, 08:25:35 PM
Quote from: Shinzy on October 22, 2014, 06:56:16 AM
Quote from: TheXIIILightning on October 22, 2014, 06:46:32 AMMight I suggest rubber duckies? Lots and lots of duckies. X3

Ohh somehow I can see him striding around the room every morning in bunny slippers and mug of koffee in a room filled with squeaky rubber duckies and desperately trying to avoid stepping on them just not to lose his shizz

I bet that's how the psychic event came to be, Ty coded it in in a fit of rage after stepping on too many skweekin duckies, to pass the torment around

Edit: and sorry! it's the offtopicday today for me :-[

A psychic wave has passed over the Sylvester household. All of your Tynan's have gone on an insane rampage
Title: Re: RimWorld change log
Post by: StorymasterQ on October 22, 2014, 09:33:38 PM
I would suggest some stone blocks or maybe some rocks so he could craft some. The brick walls in his house must have needed some repairs.
Title: Re: RimWorld change log
Post by: TheXIIILightning on October 23, 2014, 03:12:35 PM
Hey, Tynan! I was just wondering about the most recent changelog posts, specifically:
Does this mean that there is going to be a change in the way on how stats worn and are displayed to the player? Or are you just cleaning up a few things in order to make it easier to understand when relating to body damage or efficiency at workplaces?
The simple fact that the skill degrading speed has been lowered, is already hyping me up for the next release. XD

Keep up the great work, and I'm glad to see that you are taking in people's suggestions, like the bionic arms and shot-off shoulder one. ^^
Title: Re: RimWorld change log
Post by: ShadowTani on October 25, 2014, 12:20:25 PM
Well, much of the stats are gibberish to me because have no proper way of comparing them between colonists ~ but I'm guessing the target group for most of those stats are the modders anyway - and I can imagine any improvements to the readability of those stats would be welcomed.

However, I would have liked, and do hope, that the characters current body part protection and deflective values gets displayed sometime somewhere - currently have to look at all the individual armor pieces yourself; in addition any prosthetic parts seem to have protective bonuses as well that aren't displayed anywhere.
Title: Re: RimWorld change log
Post by: Shinzy on October 25, 2014, 01:54:02 PM
Quote from: ShadowTani on October 25, 2014, 12:20:25 PM
Well, much of the stats are gibberish to me because have no proper way of comparing them between colonists ~ but I'm guessing the target group for most of those stats are the modders anyway - and I can imagine any improvements to the readability of those stats would be welcomed.

However, I would have liked, and do hope, that the characters current body part protection and deflective values gets displayed sometime somewhere - currently have to look at all the individual armor pieces yourself; in addition any prosthetic parts seem to have protective bonuses as well that aren't displayed anywhere.

Tell me about it! it'd be so very convenient if you could tell how much deflection you have on your chest from all three pieces of armor without having to separately check each armor and then add it up yourself
and the amount of menus you need to hop between to find it out, too

also seeing the percentage values of the stats involved with certain skill shown while you hover over the skill in the overview menu under the description bit maybe or something
Title: Re: RimWorld change log
Post by: Geokinesis on October 27, 2014, 05:38:08 PM
Ooh, temperature!

I wonder if as it mentions apparel that if it is too hot you can't walk around wearing full sets of power armour without getting heatstroke or something similar.
Title: Re: RimWorld change log
Post by: Cimanyd on October 27, 2014, 05:38:25 PM
One of the main features of the tropical rainforest biome is the different (sleeping sickness) and more common diseases... and the biome was added, along with diseases, in A7.

The remaining unimplemented biomes are tundra and boreal forest...

Oct 26
Oct 27

I think A8 just might have some new biomes :P

Edit: another new changelog line
’ to '
Title: Re: RimWorld change log
Post by: stefanstr on October 27, 2014, 10:04:45 PM
Winter is coming!
Title: Re: RimWorld change log
Post by: TankaaKumawani on October 28, 2014, 11:06:25 AM
The weather adjustments look interesting, and will probably pave the road to seasonal variation.  We're already looking at loose support for migration (animals will leave the map if the temperature is unsuitable.)

With the solar flares, it's going to be very easy for our colonists to end up enjoying "Long Dark:  The Experience" in colonies reliant on electric heating.

I sense that devilstrand toques will become a popular accessory in the not too distant future.  "Knitted fiber headgear developed by a nation with chilly winters in times of yore.  It keeps your head warm, eh."  (Sorry, Tynan.)
Title: Re: RimWorld change log
Post by: vagineer1 on October 28, 2014, 11:11:46 AM
I do hope we get a new temperature mechanic. It would allow us to build fire pits, or fire places when cold, and give us a reason to save warm clothes for the cold seasons.
Title: Re: RimWorld change log
Post by: Barley on October 28, 2014, 11:20:10 PM
Perhaps certain clothes like Devilstrand will make for poor insulation forcing you to keep inventory of different apparel for different seasons and situations i.e. Cotton for winter, devilstrand for combat, hyperweave for hot summer days.
Title: Re: RimWorld change log
Post by: stefanstr on October 29, 2014, 05:13:31 AM
It just occurred to me that the temperature mechanic might add an interesting variation to mountain colonies. Caves maintain a constant low temperature throughout the year (about 10C or 50F unless the cave is in a hot climate) which would make them better than outside colonies in winter, but worse in the summer (so you would have to heat them in the summer).
Title: Re: RimWorld change log
Post by: Notho on October 29, 2014, 07:35:53 PM
If we're going to have seasonal clothing, will we be able to build closets when it's not needed? Like the weapon lockers but for clothes?
Title: Re: RimWorld change log
Post by: Coenmcj on October 29, 2014, 11:40:08 PM
The question is, is Weather/events going to effect Temperature?
Eg. Fire, Rain, Mist/fog, eclipses... The local area around a recently crashed drop pod?
Title: Re: RimWorld change log
Post by: StorymasterQ on October 30, 2014, 01:21:13 AM
Quote from: Coenmcj on October 29, 2014, 11:40:08 PM
The question is, is Weather/events going to effect Temperature?
Eg. Fire, Rain, Mist/fog, eclipses... The local area around a recently crashed drop pod?
Also, lightning and wildfires in snow biomes?
Title: Re: RimWorld change log
Post by: togt on October 30, 2014, 02:34:37 AM
Quote from: Notho on October 29, 2014, 07:35:53 PM
If we're going to have seasonal clothing, will we be able to build closets when it's not needed? Like the weapon lockers but for clothes?

Are you actually eager to pick out the clothing for your pawns?  Just wondering what part of this is apealing to the forum dwellers here.

I prefer if no further interaction is involved in this from the player. Let the pawns find their own seasonal clothing in the stockpile and put it in their own locker so they can wear it after waking up.
Title: Re: RimWorld change log
Post by: Dr. Z on October 30, 2014, 05:46:11 AM
An automated mechanic would be very nice, but I could live with doin it manuall, depends on the frequencys of season changing, if it's approx. every three months, like on earth, it could be a little annoying after a time.

Also, a little suggestion that just came up my mind while reading the changelog: Some menues, like the trading interface, pause the game, and some others, like the stats window, don't pause it. It would be nice to have an option whether this menues should or should not pause the game.
Title: Re: RimWorld change log
Post by: Notho on October 30, 2014, 08:05:32 AM
Quote from: togt on October 30, 2014, 02:34:37 AM
Quote from: Notho on October 29, 2014, 07:35:53 PM
If we're going to have seasonal clothing, will we be able to build closets when it's not needed? Like the weapon lockers but for clothes?

Are you actually eager to pick out the clothing for your pawns?  Just wondering what part of this is apealing to the forum dwellers here.

I prefer if no further interaction is involved in this from the player. Let the pawns find their own seasonal clothing in the stockpile and put it in their own locker so they can wear it after waking up.

This is fine with me. I was only wondering if there will be some other way of storing extra clothing besides dumping it in a random stockpile.
Title: Re: RimWorld change log
Post by: Hoodinski on October 30, 2014, 02:48:25 PM
So if I understand this correctly the daily changelog is there to tell us what is his glorious self Tynan the Bold doing. But the changes mentioned are not implemented right away, right? It's future changelog for the future version?
Title: Re: RimWorld change log
Post by: Haplo on October 30, 2014, 02:57:41 PM
Yes. It's what he is working on at the moment. That means we see the results in the next alpha release :)
Title: Re: RimWorld change log
Post by: vagineer1 on October 30, 2014, 03:26:27 PM
Quote from: Haplo on October 30, 2014, 02:57:41 PM
Yes. It's what he is working on at the moment. That means we see the results in the next alpha release :)

I cannot wait to see what the next version of Rimworld will include. I do hope we can make campfires and stoves (Preferably pot-bellied wood burning stoves) to keep our colonists warm during those long winter nights.
Title: Re: RimWorld change log
Post by: Cimanyd on October 30, 2014, 03:30:11 PM
Everything Sept 25 and later is what will be in Alpha 8. (Improved armor system, continuation of the new rock system, melee weapons craftable and made of stuff, temperature system, etc.)

Everything before Sept 25 is what's already in A7 (or earlier).


Oct 29
Time to build airlocks!
Title: Re: RimWorld change log
Post by: Dr. Z on October 30, 2014, 03:41:04 PM
How deep will the plants-season interaction be in Alpha 8? Will there be something like "Potatos are only harvestable in spring and beries in summer" or something like that (no connection to real world intended, I don't have a clue when those things are harvested).
Title: Re: RimWorld change log
Post by: Shinzy on October 30, 2014, 03:52:21 PM
Quote from: Dr. Z on October 30, 2014, 03:41:04 PM
How deep will the plants-season interaction be in Alpha 8? Will there be something like "Potatos are only harvestable in spring and beries in summer" or something like that (no connection to real world intended, I don't have a clue when those things are harvested).

I'd imagine the plants won't grow in certain temperatures (just like the light levels) it'd make sense to me!
so I guess growing stuff in certain biomes needs sunlamps (and heaters if sunlamps won't do the trick!)
or plant your potatoes around steam geysers! =P (I mean from my experience steam is very very hot and you don't want to stick your paws in it)
Title: Re: RimWorld change log
Post by: Dr. Z on October 30, 2014, 04:02:36 PM
Sounds cool, but my question was more about harvest time, like in RL plants need to be planted in a certain season and there is a certain seson when they're harvested. You can't just put potatoes in the earth and a week later you have the plants, like it's in RimWorld. So I wonder if we will see machanics like that in A8.
Title: Re: RimWorld change log
Post by: Tynan on October 30, 2014, 08:51:07 PM
Quote from: Dr. Z on October 30, 2014, 04:02:36 PM
Sounds cool, but my question was more about harvest time, like in RL plants need to be planted in a certain season and there is a certain seson when they're harvested. You can't just put potatoes in the earth and a week later you have the plants, like it's in RimWorld. So I wonder if we will see machanics like that in A8.

Good question. We're not doing realistic once-per-year harvest cycles (yet) just because it's bit harsh in terms of gameplay pacing. Perhaps later. It would be interesting to see a realistic food production cycle; you'd need massive fields, for example. Which is realistic.

For now, it's all the same except plant growth is affected by temperature. When it's too cold nothing grows and you can't plant anything. You can, of course, build an indoor greenhouse and plant all year.
Title: Re: RimWorld change log
Post by: StorymasterQ on October 30, 2014, 09:42:52 PM
Quote from: Tynan on October 30, 2014, 08:51:07 PM
...When it's too cold nothing grows...

and something else actually shrinks.
Title: Re: RimWorld change log
Post by: Coenmcj on October 30, 2014, 09:49:10 PM
Quote from: StorymasterQ on October 30, 2014, 09:42:52 PM
Quote from: Tynan on October 30, 2014, 08:51:07 PM
...When it's too cold nothing grows...

and something else actually shrinks.
This should be in lord Fappington's mod thread. :P
Title: Re: RimWorld change log
Post by: Barley on October 31, 2014, 12:29:26 AM
Parkas are nice, but the Devilstrand Duster w/ Devilstrand Cowboy hat will remain the epitome of style.
Title: Re: RimWorld change log
Post by: stefanstr on October 31, 2014, 05:21:38 AM
Quote from: Cimanyd on October 30, 2014, 03:30:11 PM
Oct 29
  • Temperatures now equalize through doors, especially while they are open.
Time to build airlocks!

I think that temperatures should also equalize through normal materials, albeit differently. Something to simulate the constant low temperatures in caves, for example.
Title: Re: RimWorld change log
Post by: Cedric on October 31, 2014, 07:07:40 AM
hm
Oct 23

    Refactored how graphics are defined and loaded.


Could someone explain to me what this means? ( will this have an impact on performance?)

Also I'm super excited about temperature! :)
Title: Re: RimWorld change log
Post by: Haplo on October 31, 2014, 07:33:10 AM
That is most likely most interesting to us modders. It essentially means, that we have to Change the way our graphics are loaded. So, more work for us, but I don't think a normal user will see much of a difference ;)
Title: Re: RimWorld change log
Post by: dd0029 on October 31, 2014, 09:13:31 AM
Quote from: Change Log 10/30
and avoid goofy situations where someone spawns naked except for an expensive helmet.

That's sad. I loved those randomly naked guys.
Title: Re: RimWorld change log
Post by: Matthiasagreen on October 31, 2014, 10:10:32 AM
Quote from: dd0029 on October 31, 2014, 09:13:31 AM
Quote from: Change Log 10/30
and avoid goofy situations where someone spawns naked except for an expensive helmet.

That's sad. I loved those randomly naked guys.

I just imagined those naked guys with power armor helmets as Spartans.
Title: Re: RimWorld change log
Post by: Mystic on October 31, 2014, 03:07:23 PM
Hehe ... it's Halloween, and today's changelog so far is just an empty bullet point.  I wonder if that means Tynan has added GH-GH-GH-GH-GHOSTS???
Title: Re: RimWorld change log
Post by: Cedric on October 31, 2014, 06:01:55 PM
Quote from: Haplo on October 31, 2014, 07:33:10 AM
That is most likely most interesting to us modders. It essentially means, that we have to Change the way our graphics are loaded. So, more work for us, but I don't think a normal user will see much of a difference ;)

That's a relief, i was worried if eventually my ancient scrap metal of a laptop would run in to trouble running RW, like it keeps happening with many games i pick up recently.
Thanks for the hint:)
Title: Re: RimWorld change log
Post by: StorymasterQ on November 02, 2014, 08:25:59 PM
Quote from: Matthiasagreen on October 31, 2014, 10:10:32 AM
Quote from: dd0029 on October 31, 2014, 09:13:31 AM
Quote from: Change Log 10/30
and avoid goofy situations where someone spawns naked except for an expensive helmet.

That's sad. I loved those randomly naked guys.

I just imagined those naked guys with power armor helmets as Spartans.

This line of quotes are much funnier in England, where 'helmet' is slang for...something else.
Title: Re: RimWorld change log
Post by: Dougalishere on November 03, 2014, 05:55:49 AM
Quote from: StorymasterQ on November 02, 2014, 08:25:59 PM
Quote from: Matthiasagreen on October 31, 2014, 10:10:32 AM
Quote from: dd0029 on October 31, 2014, 09:13:31 AM
Quote from: Change Log 10/30
and avoid goofy situations where someone spawns naked except for an expensive helmet.

That's sad. I loved those randomly naked guys.

I just imagined those naked guys with power armor helmets as Spartans.

This line of quotes are much funnier in England, where 'helmet' is slang for...something else.

lol dude I hadn't even thought about that untill you said, nearly spat out my morning coffee
Title: Re: RimWorld change log
Post by: Jaxxa on November 03, 2014, 06:25:30 PM
QuoteRaw potatoes, berries, meat, and herbal medicine will rot and can be refrigerated to prevent rotting.

Looks like we will be able to create/grow/harvest medicine now.
Title: Re: RimWorld change log
Post by: Cimanyd on November 03, 2014, 06:31:28 PM
Food rotting and refrigeration! Herbal medicine!
Well, obviously the leafless part will be new, but the AI definitely kills nearby plants in A7 (and I don't just mean the fire). How do I know this? Because a while ago in my current colony one of them crashed right into a huge devilstrand field that had been growing for months. >:(
Title: Re: RimWorld change log
Post by: Raufgar on November 03, 2014, 09:33:43 PM
Quote from: Cimanyd on November 03, 2014, 06:31:28 PM
Food rotting and refrigeration! Herbal medicine!
  • Crashed ship part evil AI now kills nearby plants and also makes them turn brown and leafless.
Well, obviously the leafless part will be new, but the AI definitely kills nearby plants in A7 (and I don't just mean the fire). How do I know this? Because a while ago in my current colony one of them crashed right into a huge devilstrand field that had been growing for months. >:(

The question I want to ask is does it still kill plants after it has been extracted and sitting on your stockpile? Kind of like having an evil AI aura or something. Would not want it to be sitting in the same stockpile as your colony's whole supply of potatoes, or sitting in a stockpile overlooking your strawberry fields...
Title: Re: RimWorld change log
Post by: Coenmcj on November 04, 2014, 10:49:47 PM
QuoteFinished heatstroke.

Good to see you recovered Tynan. :P
Title: Re: RimWorld change log
Post by: putsam on November 04, 2014, 11:02:53 PM
New evil kill box idea for raiders:
Based on my mood swing I think putting fires in your kill chamber in the winter will force raiders into a hot room with lots of clothes causing heatstroke. :)
Title: Re: RimWorld change log
Post by: StorymasterQ on November 04, 2014, 11:03:43 PM
Quote from: Changelog
Nov 3
  • Cultivated plants die when leafless.
For some reason, this rings with me as "People die when they are killed."
Title: Re: RimWorld change log
Post by: Cimanyd on November 04, 2014, 11:45:38 PM
Quote from: StorymasterQ on November 04, 2014, 11:03:43 PM
Quote from: Changelog
Nov 3
  • Cultivated plants die when leafless.
For some reason, this rings with me as "People die when they are killed."
Well, trees don't die when leafless. This just means you can't grow food during the winter (unless it's heated), so you have to save food.

Nov 4
I think it's a nice feature/consequence with the seasons and rotting food.
Title: Re: RimWorld change log
Post by: Coenmcj on November 04, 2014, 11:50:31 PM
Someone mentioned Weather related events in the next alpha and I just had a funny thought then...

"Some sort of psychic wave has swept over the landscape. Your colonists are okay, but...

It seems that many of the local muffalo have started shedding for summer... In the middle of winter"
Title: Re: RimWorld change log
Post by: Evelyn on November 05, 2014, 07:52:06 PM
Snow being "Quite ugly" is incredibly silly. Perhaps add a system of likes and dislikes a la Dwarf Fortress, allowing you to have colonists who like snow and colonists who hate snow, rather than having everyone think snow is ugly. We have enough mood maluses already, we don't need another consistent drop for a quarter of the year.
Title: Re: RimWorld change log
Post by: Cimanyd on November 05, 2014, 07:59:57 PM
Quote from: Evelyn on November 05, 2014, 07:52:06 PM
Snow being "Quite ugly" is incredibly silly. Perhaps add a system of likes and dislikes a la Dwarf Fortress, allowing you to have colonists who like snow and colonists who hate snow, rather than having everyone think snow is ugly. We have enough mood maluses already, we don't need another consistent drop for a quarter of the year.

I assumed "is visible (but quite ugly)" means snow doesn't have good graphics yet, not that it has a negative beauty stat. (Not saying I'm right.)
Title: Re: RimWorld change log
Post by: ZestyLemons on November 05, 2014, 11:07:47 PM
Quote from: Cimanyd on November 05, 2014, 07:59:57 PM
Quote from: Evelyn on November 05, 2014, 07:52:06 PM
Snow being "Quite ugly" is incredibly silly. Perhaps add a system of likes and dislikes a la Dwarf Fortress, allowing you to have colonists who like snow and colonists who hate snow, rather than having everyone think snow is ugly. We have enough mood maluses already, we don't need another consistent drop for a quarter of the year.

I assumed "is visible (but quite ugly)" means snow doesn't have good graphics yet, not that it has a negative beauty stat. (Not saying I'm right.)

Yeah, I'm assuming that the graphic isn't very pretty, kinda like water right now.

Lots of people find snow pretty beautiful usually. I'm sure a like/dislike system might come later in RimWorld, but it'll probably be a trait in the meanwhile.
Title: Re: RimWorld change log
Post by: Evelyn on November 05, 2014, 11:43:02 PM
Ah, I failed to take the possibility of that referring to the current art for it into account. Being from Wisconsin I was incredibly offended at the prospect of people considering snow to be ugly by default. :p
Title: Re: RimWorld change log
Post by: Shinzy on November 06, 2014, 04:04:09 AM
Khee he he he he
All the new entries makes me see the Evil AI as giant space freezer

(http://i.imgur.com/7SzAFzB.png)
Title: Re: RimWorld change log
Post by: KR4K40 on November 06, 2014, 05:55:57 PM
All these entries about seasons and temperatures really makes me wanna play the next version when it comes out.
Title: Re: RimWorld change log
Post by: NoImageAvailable on November 06, 2014, 06:06:46 PM
Quote from: Shinzy on November 06, 2014, 04:04:09 AM
Khee he he he he
All the new entries makes me see the Evil AI as giant space freezer

(http://i.imgur.com/7SzAFzB.png)

To me it seems more like Tynan's just lobbing every sensical and nonsensical negative event onto the crashed ship to the point where I'm fully expecting the next entry to read "Evil ship AI now blots out the sun and causes solar flares." I mean I can understand giving it the psychic drone stuff does it really need all that other stuff?  ::)
Title: Re: RimWorld change log
Post by: ShootyFace on November 06, 2014, 08:52:24 PM
This update is looking as good if not better than 7. Weather alone is going to make me change my whole style of play, cannot wait! I think Thanksgiving sounds perfect, Tynan. :) (Christmas would be fine, too.)
Title: Re: RimWorld change log
Post by: Coenmcj on November 06, 2014, 10:30:45 PM
On the eighth day of Christmas, Tynan gave to me... 8 alphas launching, 7 raiders raiding, 6 Solar panels, 5 fine meals, 4 angry squirrels, 3 fires blazing, 2 geothermals and a brand new colonist!
Title: Re: RimWorld change log
Post by: StorymasterQ on November 09, 2014, 08:33:38 PM
Quote from: Changelog
Nov 6
  • Started art.

Made me tingle.
Title: Re: RimWorld change log
Post by: ShootyFace on November 10, 2014, 02:14:54 PM
Quote from: StorymasterQ on November 09, 2014, 08:33:38 PM
Quote from: Changelog
Nov 6
  • Started art.

Made me tingle.

Me too. Need more info on these sculptures now....
Title: Re: RimWorld change log
Post by: Amaror on November 11, 2014, 02:00:06 PM
Quote from: NoImageAvailable on November 06, 2014, 06:06:46 PM
To me it seems more like Tynan's just lobbing every sensical and nonsensical negative event onto the crashed ship to the point where I'm fully expecting the next entry to read "Evil ship AI now blots out the sun and causes solar flares." I mean I can understand giving it the psychic drone stuff does it really need all that other stuff?  ::)

"An Evil Ai Ship has crashed. It has summoned Satan and caused Ragnarok."
Title: Re: RimWorld change log
Post by: vagineer1 on November 11, 2014, 03:58:43 PM
Quote from: Coenmcj on November 06, 2014, 10:30:45 PM
On the eighth day of Christmas, Tynan gave to me... 8 alphas launching, 7 raiders raiding, 6 Solar panels, 5 fine meals, 4 angry squirrels, 3 fires blazing, 2 geothermals and a brand new colonist!

I'd like to see a full 12 day version.
Title: Re: RimWorld change log
Post by: Cimanyd on November 11, 2014, 04:09:48 PM
Quote from: vagineer1 on November 11, 2014, 03:58:43 PM
Quote from: Coenmcj on November 06, 2014, 10:30:45 PM
On the eighth day of Christmas, Tynan gave to me... 8 alphas launching, 7 raiders raiding, 6 Solar panels, 5 fine meals, 4 angry squirrels, 3 fires blazing, 2 geothermals and a brand new colonist!

I'd like to see a full 12 day version.
9 centipedes attacking.

(this just happened to my colony. just when I was getting bored... and wanted spaceship metal... well, the game Cassandra decided to help with both problems at once)
Title: Re: RimWorld change log
Post by: vagineer1 on November 11, 2014, 04:13:47 PM
Quote from: Cimanyd on November 11, 2014, 04:09:48 PM
Quote from: vagineer1 on November 11, 2014, 03:58:43 PM
Quote from: Coenmcj on November 06, 2014, 10:30:45 PM
On the eighth day of Christmas, Tynan gave to me... 8 alphas launching, 7 raiders raiding, 6 Solar panels, 5 fine meals, 4 angry squirrels, 3 fires blazing, 2 geothermals and a brand new colonist!

I'd like to see a full 12 day version.
9 centipedes attacking.

I'll probably start a thread called: The Twelve Days of Alpha on the first day of December.
Title: Re: RimWorld change log
Post by: TheXIIILightning on November 11, 2014, 04:28:59 PM
QuoteCreated quality component. Crafted things can now have different quality levels.

Yes!! Now we can (probably) make clubs that look like a battered piece of wood, and clubs that look cool and deadly!
I assume that'll either work with beauty in mind, or go a step further and mess around with durability.

Like a Colonist with 10 Crafting making prettier and more durable clothing... while a Colonist with 0 crafting makes extremely weak and ugly clothing.
Title: Re: RimWorld change log
Post by: Coenmcj on November 11, 2014, 05:34:20 PM
Quote from: vagineer1 on November 11, 2014, 04:13:47 PM
Quote from: Cimanyd on November 11, 2014, 04:09:48 PM
Quote from: vagineer1 on November 11, 2014, 03:58:43 PM
Quote from: Coenmcj on November 06, 2014, 10:30:45 PM
On the eighth day of Christmas, Tynan gave to me... 8 alphas launching, 7 raiders raiding, 6 Solar panels, 5 fine meals, 4 angry squirrels, 3 fires blazing, 2 geothermals and a brand new colonist!

I'd like to see a full 12 day version.
9 centipedes attacking.

I'll probably start a thread called: The Twelve Days of Alpha on the first day of December.

Rim-mas?
Tynanday?
are we going to have Sylvester tinsel?
Looking forward to it for sure!
Title: Re: RimWorld change log
Post by: Igabod on November 12, 2014, 04:39:36 AM
QuoteNov 11

    Refactored the minification/installation system. Instead of the installed building containing the minified source item, the minified item contains the building.

Am I the only one confused by this? No clue what the minification system is for one. And the fact that a building is inside a minified source item just sounds very odd to me. Could someone maybe explain this?
Title: Re: RimWorld change log
Post by: RawCode on November 12, 2014, 04:47:15 AM
I hope guns wont turn legendary for killing 10 tribals...
Title: Re: RimWorld change log
Post by: TheXIIILightning on November 12, 2014, 07:55:41 AM
Quote from: Igabod on November 12, 2014, 04:39:36 AM
QuoteNov 11

    Refactored the minification/installation system. Instead of the installed building containing the minified source item, the minified item contains the building.

Am I the only one confused by this? No clue what the minification system is for one. And the fact that a building is inside a minified source item just sounds very odd to me. Could someone maybe explain this?

I assume it's kinda like having the statue displayed in full size when it is installed, and having it show up with half its size when it isn't. It's possibly implemented so we can see what is installed and what isn't.
Title: Re: RimWorld change log
Post by: Matthiasagreen on November 12, 2014, 10:21:16 AM
Quote from: Igabod on November 12, 2014, 04:39:36 AM
QuoteNov 11

    Refactored the minification/installation system. Instead of the installed building containing the minified source item, the minified item contains the building.

Am I the only one confused by this? No clue what the minification system is for one. And the fact that a building is inside a minified source item just sounds very odd to me. Could someone maybe explain this?

Check out This Post (https://ludeon.com/forums/index.php?topic=7413.0). It explains it pretty well.
Title: Re: RimWorld change log
Post by: christhekiller on November 13, 2014, 07:24:16 PM
Ooo we got some bugfixes. Looks like we're on the tail end to Alpha 8
Title: Re: RimWorld change log
Post by: TheXIIILightning on November 13, 2014, 08:48:09 PM
Quote from: christhekiller on November 13, 2014, 07:24:16 PM
Ooo we got some bugfixes. Looks like we're on the tail end to Alpha 8

I don't think so. Tynan seems to still be implementing new things and optimizing the 'Art' things.
It's great to see that Pathfinding is being optimized, but I don't think that's a signal that the Alpha is nearing. Don't forget that the Temperature system is gonna have to be tested, meaning that it'll probably take a few weeks until the Public Testers can provide proper feedback and look for bugs.

We'll be lucky if we get this Alpha in early December or on the 24th, and we'll be EXTREMELY lucky if it's out by Thanksgiving.
Though, I bet that on Thanksgiving will be when the Alpha is out for Public Testers to fiddle with. ^^
Title: Re: RimWorld change log
Post by: RawCode on November 13, 2014, 10:08:20 PM
complete lack of new features is evidence of upcoming alpha, not amount of bugfixes.
Title: Re: RimWorld change log
Post by: StorymasterQ on November 13, 2014, 11:02:16 PM
Quote from: RawCode on November 13, 2014, 10:08:20 PM
complete lack of new features is evidence of upcoming alpha, not amount of bugfixes.

"Haven't seen much new features lately."
"It's the calm before the storm of bugfixes, sir."
Title: Re: RimWorld change log
Post by: Barley on November 14, 2014, 03:45:54 AM
We should have a special sprite for level 1/super poor artwork: It's nothing more than a rock or slag chunk on a pedestal with the word "Art" scribbled on it.
Title: Re: RimWorld change log
Post by: Thorin on November 14, 2014, 04:11:41 AM
Nice, dwarf fortress style art. Is this going to be reflected in the name or in the information tab, I wonder.
Next engravings on the random golden wall.
Title: Re: RimWorld change log
Post by: Shinzy on November 14, 2014, 05:26:53 AM
Quote from: Barley on November 14, 2014, 03:45:54 AM
We should have a special sprite for level 1/super poor artwork: It's nothing more than a rock or slag chunk on a pedestal with the word "Art" scribbled on it.

You know that'd be on the level of actual 'real' art at that point
and not level one art either =P
It's too "imaginative" for level one art
Title: Re: RimWorld change log
Post by: RawCode on November 15, 2014, 01:12:16 PM
Do "different bills feature" allow different pawns to take part in long crafting?
Title: Re: RimWorld change log
Post by: Shinzy on November 15, 2014, 03:15:43 PM
Quote from: RawCode on November 15, 2014, 01:12:16 PM
Do "different bills feature" allow different pawns to take part in long crafting?

I hope not!
Imagine someone has gone add swarm of crudely drawn bumblebees in the painting you've been working on for days
or some recently recruited Comareiro of the cave member with 3 crafting goes finish the thing your level 20 craftsman had started and the quality will suffer for it =P

Edit: p.s! I'm very excite about the paintings and the name generation!
Title: Re: RimWorld change log
Post by: Cimanyd on November 16, 2014, 02:47:27 AM
That's... somewhat of a big change. Interesting.
Title: Re: RimWorld change log
Post by: RawCode on November 16, 2014, 08:39:53 AM
Quote from: Shinzy on November 15, 2014, 03:15:43 PM
Quote from: RawCode on November 15, 2014, 01:12:16 PM
Do "different bills feature" allow different pawns to take part in long crafting?

I hope not!
Imagine someone has gone add swarm of crudely drawn bumblebees in the painting you've been working on for days
or some recently recruited Comareiro of the cave member with 3 crafting goes finish the thing your level 20 craftsman had started and the quality will suffer for it =P

Edit: p.s! I'm very excite about the paintings and the name generation!

Actually this will be very fun.
Troll personality pawn that will randomly "finish" artworks ever without direct order...
Title: Re: RimWorld change log
Post by: Igabod on November 16, 2014, 08:42:45 AM
Quote from: RawCode on November 16, 2014, 08:39:53 AM
Quote from: Shinzy on November 15, 2014, 03:15:43 PM
Quote from: RawCode on November 15, 2014, 01:12:16 PM
Do "different bills feature" allow different pawns to take part in long crafting?

I hope not!
Imagine someone has gone add swarm of crudely drawn bumblebees in the painting you've been working on for days
or some recently recruited Comareiro of the cave member with 3 crafting goes finish the thing your level 20 craftsman had started and the quality will suffer for it =P

Edit: p.s! I'm very excite about the paintings and the name generation!

Actually this will be very fun.
Troll personality pawn that will randomly "finish" artworks ever without direct order...

Reminds me of the Joker in the original Batman movie. If that happened I'd finally have a reason to load up the batman cowl from Shinzy's Apparello mod (aside from the sheer joy of seeing Batman run around planting Daylily flowers).
Title: Re: RimWorld change log
Post by: Shinzy on November 16, 2014, 09:01:41 AM
Quote from: RawCode on November 16, 2014, 08:39:53 AM
Quote from: Shinzy on November 15, 2014, 03:15:43 PM
Quote from: RawCode on November 15, 2014, 01:12:16 PM
Do "different bills feature" allow different pawns to take part in long crafting?

I hope not!
Imagine someone has gone add swarm of crudely drawn bumblebees in the painting you've been working on for days
or some recently recruited Comareiro of the cave member with 3 crafting goes finish the thing your level 20 craftsman had started and the quality will suffer for it =P

Edit: p.s! I'm very excite about the paintings and the name generation!

Actually this will be very fun.
Troll personality pawn that will randomly "finish" artworks ever without direct order...

Well that would have some certain charm to it! ;D
(http://i.imgur.com/I57Y1Kb.png)

Title: Re: RimWorld change log
Post by: Dr. Z on November 16, 2014, 10:02:28 AM
Win of the day  ;D ;D ;D
Title: Re: RimWorld change log
Post by: StorymasterQ on November 19, 2014, 07:32:41 PM
Quote from: The Changelog
Nov 19

  • Bugfixes.

* WAITING FOR NEW ALPHA RELEASE INTENSIFIES *
Title: Re: RimWorld change log
Post by: RawCode on November 20, 2014, 04:49:09 AM
Single bug fixes day is not evidence of close update.
Title: Re: RimWorld change log
Post by: Coenmcj on November 20, 2014, 07:23:34 AM
Quote from: RawCode on November 20, 2014, 04:49:09 AM
Single bug fixes day is not evidence of close update.

Quote from: Coenmcj on November 19, 2014, 07:49:00 PM
In relation to this, as I haven't gotten around to testing this (If it's in on .630?)

*Cough*
no not at all.

Edit ;
Quote from: Change logAdded campfire (temporary heat source).
Hey... Hey Minami, Look what we have heeeeere!
Title: Re: RimWorld change log
Post by: REMworlder on November 23, 2014, 12:22:19 AM
QuoteItems and people will now burst into flame if in an extremely hot room.

:D
Title: Re: RimWorld change log
Post by: RawCode on November 23, 2014, 03:24:43 AM
maze of doom filled with campfires!

I will call it "hallway of incineration", probably this will allow to assemble alternative defenses, without spamming towers.
Title: Re: RimWorld change log
Post by: Cimanyd on November 23, 2014, 03:36:08 AM
I'm thinking it'll be the new worst way to execute prisoners. You'd be a great addition to the colony, great skills and traits, and you have a recruitment difficulty of 99? Here, let me just take that lung and kidney you don't need, then heat your cell up until you burn to death. I might even be nice enough to do it while you're still anesthetized.

(Edit: Saves time on cremation, too!)


I blame any evilness on the lack of morale effects from execution by organ harvesting in A7. It's all Tynan's fault. Evil Tynan.

Edit: Tynan is actually an evil AI.
An evil space freezer (https://ludeon.com/forums/index.php?topic=3420.msg72911#msg72911) that probably crashed into the real Tynan's backyard (or wherever he lives), so he then connected the AI core to a computer and made it make a game and communicate with people (https://twitter.com/TynanSylvester/status/532266153692102658) (that's why there are more Tynan forum posts than anyone else).
I bet if you throw rocks at his house, mechanoids will come out.
Hmm... who decided to harvest ison's organs? The AI, or the human? Will we ever know?
Title: Re: RimWorld change log
Post by: RawCode on November 23, 2014, 07:11:23 AM
mass instant cremation!
ever better then gas chambers!
Title: Re: RimWorld change log
Post by: StorymasterQ on November 23, 2014, 07:29:19 PM
Quote from: REMworlder on November 23, 2014, 12:22:19 AM
QuoteItems and people will now burst into flame if in an extremely hot room.

:D

This does remind me of those witches in Hocus Pocus (sweet old movie, that)
Title: Re: RimWorld change log
Post by: Coenmcj on November 23, 2014, 08:35:45 PM
Shhh Cimanyd! Before the evil Tynan sics his Mechanoid Moderator Itchyflea on you!
Title: Re: RimWorld change log
Post by: christhekiller on November 24, 2014, 05:17:10 PM
Wound infections are much more common!?

Shit, half the raiders I capture end up getting infections of some sort o-o
Title: Re: RimWorld change log
Post by: StorymasterQ on November 27, 2014, 09:16:54 PM
Quote from: StorymasterQ on November 19, 2014, 07:32:41 PM
Quote from: The Changelog
Nov 19

  • Bugfixes.

* WAITING FOR NEW ALPHA RELEASE INTENSIFIES *

Quote from: The Changelog
Nov 27
  • Various bugfixes and adjustments.

Nov 26
  • Various bugfixes and adjustments.

Nov 25
  • Various bugfixes and adjustments.

* WAITING FOR NEW ALPHA RELEASE INTENSIFIES *
Title: Re: RimWorld change log
Post by: Cimanyd on November 27, 2014, 10:34:42 PM
Look more closely. The last lines of every list since Nov 13:
Clearly Tynan is too busy working to come up with new changelog lines. At this rate, it'll just be replaced by one entry for a whole month.

Nov 25 - Dec 24
Dec 25
Title: Re: RimWorld change log
Post by: StorymasterQ on November 28, 2014, 12:42:37 AM
(http://i1.kym-cdn.com/photos/images/newsfeed/000/641/298/448.jpg)
Title: Re: RimWorld change log
Post by: Wabajack42 on November 28, 2014, 05:31:10 PM
I like tynan's humor

Quote from changelog

November 28

You guessed it! Various bugfixes and adjustments.
Title: Re: RimWorld change log
Post by: UrbanBourbon on November 28, 2014, 11:32:30 PM
Imaginary changelogs? I'm in.

- Colonists will now get a job if idle. Get a job, you hippie.
- Colonists no longer make snarky comments at each other (less colonist-on-colonist violence that way).
- Raw potatoes no longer lose their taste after being eaten for a while; no getting used to them now; persistent mood drop
- Mechanoids will now attempt to steal your electronic devices, preferring plasteel items. After murdering all your colonists, of course.
- Rival muffalo herds now really hate each other. Expect more altercations and trample-by mooings.
- Muffalo males now headbutt each other intensely during mating season, or possibly to assert dominance. I dunno, I'm no muffalo shaman.
- Did away with the perk 'Pessimist' because it was probably useless anyway.
- Enlarged megascarabs; should be twice the size of Centipedes now instead of tenth.
- Tribals now worship your colonists as gods and will occasionally bring you captured people as offerings. You are expected to sacrifice the gift person in a ritual sacrifice in their presence. Who are you to question their beliefs?
- Included cats. They choose a random colonist to follow around. Colonists who dislike cats are twice more likely to attract the affection of a cat.
- Cats occasionally knock items off of shelves and hoppers.
- Traders will really rip you off now.
- Option to shoot down the trader from the orbit with a missile as a warning to all the other traders; gain random few items in drop pods somewhere on the map, potentially the trader himself as well.
- Option to make lewd gestures at pirates and other hostile factions at the comms console.
- Option to grow cannabis in order to start a regional drug trade. Man. (Duuuuude.)
- Colonists now crave for extra food sometimes. Gee, I wonder why?
- Bug fixes
- Fixings of bugs
- Corrections of software insectoid metaphors
- Listening device repairs
- Major tweaks (no more sad notes from this guitar)
Title: Re: RimWorld change log
Post by: Bronson on November 29, 2014, 03:20:36 AM
I'm just hanging on to the hope that we get a new release before Christmas. I need something fun to play over the Christmas break!
Title: Re: RimWorld change log
Post by: Shinzy on November 29, 2014, 06:33:08 AM
Quote from: Bronson on November 29, 2014, 03:20:36 AM
I'm just hanging on to the hope that we get a new release before Christmas. I need something fun to play over the Christmas break!
Nooo! Board gaaames! with your familyyy! *jingles a bell*
Title: Re: RimWorld change log
Post by: deslona on November 29, 2014, 08:38:16 AM
Nov 28

    You guessed it! Various bugfixes and adjustments.

Yay! Can we have some cookie flavoured nutrient paste?
Title: Re: RimWorld change log
Post by: stefanstr on November 29, 2014, 10:23:05 AM
I cannot wait for the new Alpha. The current build bored me about a month ago and the new systems will give me a reason to play again.
Title: Re: RimWorld change log
Post by: Wabajack42 on November 30, 2014, 10:10:26 AM
Quote from: deslona on November 29, 2014, 08:38:16 AM
Nov 28

    You guessed it! Various bugfixes and adjustments.

Yay! Can we have some cookie flavoured nutrient paste?
Mmmm
Nutrient paste cookies, those sound delicious.
Title: Re: RimWorld change log
Post by: putsam on December 02, 2014, 12:47:18 AM
Quote from: UrbanBourbon on November 28, 2014, 11:32:30 PM
- Major tweaks (no more sad notes from this guitar)

Did U mean that as in their is something wrong in the music, or do you mean you want all chords to be major so it sounds happy?
Title: Re: RimWorld change log
Post by: StorymasterQ on December 02, 2014, 02:28:53 AM
Quote from: putsam on December 02, 2014, 12:47:18 AM
Quote from: UrbanBourbon on November 28, 2014, 11:32:30 PM
- Major tweaks (no more sad notes from this guitar)

Did U mean that as in their is something wrong in the music, or do you mean you want all chords to be major so it sounds happy?

Well no one wants to admit having 'happy times' with a minor. Especially if they air-quotes the 'happy times.'

:D
Title: Re: RimWorld change log
Post by: Goo Poni on December 02, 2014, 03:03:25 AM
Spawning items through the dev console is 15x faster? But, it's already instantaneous? Open console, spawn 25 of X, medicine, *click*, 25 medicine on the ground. *cl-cl-cl-c-cli-c-click*, a year's supply of medicine on the ground.
Title: Re: RimWorld change log
Post by: milon on December 03, 2014, 02:17:50 PM
Quote from: Goo Poni on December 02, 2014, 03:03:25 AM
Spawning items through the dev console is 15x faster? But, it's already instantaneous?

"Optimized map generation and loading. Spawning items in dev mode is now 15x faster."  I believe the time is in terms of CPU processing time.  Which means crappy computers (like mine!) will handle it better, and be less laggy.  :D
Title: Re: RimWorld change log
Post by: Hoodinski on December 04, 2014, 03:15:29 PM
So when can we expect the new version?
Title: Re: RimWorld change log
Post by: TheXIIILightning on December 04, 2014, 03:20:19 PM
Quote from: Hoodinski on December 04, 2014, 03:15:29 PM
So when can we expect the new version?
In December. ^^
Title: Re: RimWorld change log
Post by: iame6162013 on December 04, 2014, 03:21:22 PM
Quote from: Hoodinski on December 04, 2014, 03:15:29 PM
So when can we expect the new version?
one day when all planets get in one line then, only then there will be an update.
(don't ask it it comes when ever tynan is ready ;) )
Title: Re: RimWorld change log
Post by: Matthiasagreen on December 04, 2014, 03:28:50 PM
Quote from: TheXIIILightning on December 04, 2014, 03:20:19 PM
Quote from: Hoodinski on December 04, 2014, 03:15:29 PM
So when can we expect the new version?
In December. ^^
Hopefully
Title: Re: RimWorld change log
Post by: Psyclops on December 04, 2014, 10:45:29 PM
I figured I'd mention I check the changelog every single day. I honestly am obsessed with your progress Tynan, you're the most dedicated and communicative developer I've come across. Thanks for the awesome work!

inb4 Tynan for president
Title: Re: RimWorld change log
Post by: Wabajack42 on December 05, 2014, 12:15:59 PM
Quote from: Psyclops on December 04, 2014, 10:45:29 PM
I figured I'd mention I check the changelog every single day. I honestly am obsessed with your progress Tynan, you're the most dedicated and communicative developer I've come across. Thanks for the awesome work!

inb4 Tynan for president
I'm doing the same thing as you are, I am constantly waiting and seeing the new updates, can't wait till 8
Title: Re: RimWorld change log
Post by: Igabod on December 05, 2014, 02:59:04 PM
Quote from: Change log
Dec 4

    More bugfixes!
    Post-A8: Refactored explosion code so it can be fully customized and modded for each DamageDef.

Am I reading too much into the Post-A8 part? Does this mean he is now working on A9 and A8 is about to be released?
Title: Re: RimWorld change log
Post by: harpo99999 on December 05, 2014, 03:16:10 PM
to me the post a8 part suggests that he is currently splitting the debugging into the a8 testing and post a8(a9) (newer ideas & features) adding development streams
Title: Re: RimWorld change log
Post by: Darkfirephoenix on December 05, 2014, 03:18:46 PM
I may tell you that we are currently trying to stomp out the last bugs (as you can already take from the Changelog)...
SOONTM
Title: Re: RimWorld change log
Post by: Darkfirephoenix on December 06, 2014, 02:47:59 AM
Dec 5

Various bugfixes and adjustments.
A9: Stopped people aging while in cryptosleep. Refactored age and birthday mechanics to separate chonological age from biological age.

YAY! Now we can store all our old ppl without fearing that they will die of old age while frozen!
Title: Re: RimWorld change log
Post by: Shinzy on December 06, 2014, 07:01:34 AM
Quote from: Darkfirephoenix on December 06, 2014, 02:47:59 AM
Dec 5

Various bugfixes and adjustments.
A9: Stopped people aging while in cryptosleep. Refactored age and birthday mechanics to separate chonological age from biological age.

YAY! Now we can store all our old ppl without fearing that they will die of old age while frozen!

and have them take up valuable storage space? humbug!
Title: Re: RimWorld change log
Post by: Damien Hart on December 06, 2014, 10:50:38 AM
Quote from: Shinzy on December 06, 2014, 07:01:34 AM
Quote from: Darkfirephoenix on December 06, 2014, 02:47:59 AM
Dec 5

Various bugfixes and adjustments.
A9: Stopped people aging while in cryptosleep. Refactored age and birthday mechanics to separate chonological age from biological age.

YAY! Now we can store all our old ppl without fearing that they will die of old age while frozen!

and have them take up valuable storage space? humbug!

Emergency food supply. There, now they have a purpose, so it's justified. :P
Title: Re: RimWorld change log
Post by: Pale Peril on December 10, 2014, 09:13:07 AM
Yesterday's Change Log:

QuoteDec 9: Five Miscellaneous Bug Fixes That You Won't Believe! [CLICK NOW!] (https://ludeon.com/forums/FakeURL)

-Pale Peril
Title: Re: RimWorld change log
Post by: Evelyn on December 10, 2014, 10:05:27 AM
Quote from: Pale Peril on December 10, 2014, 09:13:07 AM
Yesterday's Change Log:

QuoteDec 9: Five Miscellaneous Bug Fixes That You Won't Believe! [CLICK NOW!] (https://ludeon.com/forums/FakeURL)

-Pale Peril

Developers HATE him!!!
Title: Re: RimWorld change log
Post by: Shinzy on December 10, 2014, 10:20:40 AM
Quote from: Evelyn on December 10, 2014, 10:05:27 AM
Quote from: Pale Peril on December 10, 2014, 09:13:07 AM
Yesterday's Change Log:

QuoteDec 9: Five Miscellaneous Bug Fixes That You Won't Believe! [CLICK NOW!] (https://ludeon.com/forums/FakeURL)

-Pale Peril

Developers HATE him!!!

Fix bugs daily by simply using this old weird trick
Title: Re: RimWorld change log
Post by: Pale Peril on December 10, 2014, 03:17:46 PM
Quote from: Pale Peril on December 10, 2014, 09:13:07 AM
Yesterday's Change Log:

QuoteDec 9: Five Miscellaneous Bug Fixes That You Won't Believe! [CLICK NOW!] (https://ludeon.com/forums/FakeURL)

-Pale Peril

A little disappointed Ludeon.com doesn't have a custom 404 error page.  :-[

Perhaps I'll bring this up again in a few months when everyone* is impatient and chomping at the bit for A9... then push for a contest for ideas for an entertaining / funny error redirect to distract the restless.

-Pale Peril

*Correction, I meant a small vocal minority... :P
Title: Re: RimWorld change log
Post by: the7thlostboy on December 10, 2014, 11:36:03 PM
it's out!! :D :D :D
Title: Re: RimWorld change log
Post by: Shinzy on December 11, 2014, 04:08:16 AM
Quote from: the7thlostboy on December 10, 2014, 11:36:03 PM
it's out!! :D :D :D
And you're in!
The new cryptopod shrines are so sweet! already lost one game out of curiosity
what came out of the pods were really heartattackey god ;D so much fun
Title: Re: RimWorld change log
Post by: skullywag on December 11, 2014, 04:10:33 AM
Wait until youte happily pottering around your base then 7 of the buggers overrun you and murder everyone in seconds...no warning...got to love lightning.
Title: Re: RimWorld change log
Post by: Ink. on December 11, 2014, 07:47:21 PM
I couldn't help myself. I'm supposed to be working on finals and I wanted to play so bad so I did. Now I don't want to work again. =( Such a good update.
Title: Re: RimWorld change log
Post by: Dr. Z on December 12, 2014, 06:57:50 AM
The sound of cooking a meal made me hungry...good job.
Title: Re: RimWorld change log
Post by: Dr. Z on December 13, 2014, 08:17:38 AM
Maybe you said this somewhere, but is there a special reason for saying cryptosleep? Because the german translation says cryosleep.

Also:
QuoteAncient shrines are now sealed when generated and sometimes contain even more fun surprises when opened

Yeay...
Title: Re: RimWorld change log
Post by: Noobshock on December 13, 2014, 12:56:52 PM
I just want to say congratulations on A8, really nice update. Only meh aspect of it is how the cryosleep pod rooms spawn, seems a little... forced. There's something that doesn't work aesthetically. But besides that, big thumbs up.
Title: Re: RimWorld change log
Post by: bradley2stars on December 13, 2014, 08:05:38 PM
So after the update came out, I checked my email and couldn't find the message i thought i was going to receive. So I asked around and all it led to was the email. Is there any way I can get this update?! I was so excited for it.  :-\
Title: Re: RimWorld change log
Post by: Tynan on December 13, 2014, 09:07:12 PM
Quote from: bradley2stars on December 13, 2014, 08:05:38 PM
So after the update came out, I checked my email and couldn't find the message i thought i was going to receive. So I asked around and all it led to was the email. Is there any way I can get this update?! I was so excited for it.  :-\

Email me [email protected]
Title: Re: RimWorld change log
Post by: Bizz Keryear on December 15, 2014, 09:07:11 AM
What really cool would be a change log that also show the version ...
So that I can see when what version it is ... if nothing is there then it just is in the code, but no new version out.
(after Alpha 8 I tried to download the "version" from Dec 14th...until I figured thatthere is none .. just the code was updated.)

Btw... updates any plans to get it to steam ... updating EA games with steam has become so easy... I have become real lazy
Title: Re: RimWorld change log
Post by: skullywag on December 15, 2014, 12:26:58 PM
Quote from: Bizz Keryear on December 15, 2014, 09:07:11 AM
EA games

Tynan how could you! :D
Title: Re: RimWorld change log
Post by: Coenmcj on December 16, 2014, 03:54:00 AM
You should be getting an email each time a new release it out and seeing as how Rimworld is an Alpha it doesn't get those little 'updates' you see in the change log until it has been consolidated further down the line and tested for bugs.
Title: Re: RimWorld change log
Post by: Cimanyd on December 16, 2014, 04:20:05 AM
Does "cut" mean removed from the game?

This again... wait... it's different! There's a space between bug and fixes!!
Title: Re: RimWorld change log
Post by: stefanstr on December 16, 2014, 04:32:24 AM
Quote from: Cimanyd on December 16, 2014, 04:20:05 AM
  • Cut fertilizer pump (to provide a more meaningful long-term choice between soil farming and hydroponics).
Does "cut" mean removed from the game?

I don’t like this. I actually used the fertilizer pump to drain marshes mainly. Also, to build underground farms without hydroponics. If you remove it, please give us a new means of draining marshes...
Title: Re: RimWorld change log
Post by: glyph on December 16, 2014, 01:41:44 PM
Hm without fertilizer pump I can't restore an area that was once farmable. Can we get a "remove flooring" feature to restore tiles to their original (dirt, rock, whatever)?
Title: Re: RimWorld change log
Post by: Dr. Z on December 16, 2014, 02:06:50 PM
The fertilizer pump was my savior in the desert  :-\
Title: Re: RimWorld change log
Post by: baronjutter on December 16, 2014, 02:09:20 PM
Let us build "soil" tiles some how then, even if it's expensive.  How else do we remove flooring??
Title: Re: RimWorld change log
Post by: skullywag on December 16, 2014, 02:18:51 PM
If growing area not on soil allow colonists to toil terrain...if near water...or something like that, just throwing ideas out.
Title: Re: RimWorld change log
Post by: Coenmcj on December 18, 2014, 04:21:13 AM
Wonderful.

Auf wiedersehn Fertilizer pump.... Auf wiedersehn...
Title: Re: RimWorld change log
Post by: Snowpig on December 18, 2014, 04:35:18 AM
"Auf wiedersehen Düngerpumpe" - would be correct german  ;)
Title: Re: RimWorld change log
Post by: Coenmcj on December 18, 2014, 04:38:47 AM
Havn't typed much german in a good year or two, I go off pronounciation. Cheers.

EDIT ; Any other languages I can butcher today? ;)
Title: Re: RimWorld change log
Post by: Igabod on December 18, 2014, 05:28:22 AM
Quote from: ChangelogMeasurement numbers are now displayed while dragging certain kinds of designations (mining, walls, planning, etc).

And there was heard the sound of thousands of RimWorld players shouting out in joy!
Title: Re: RimWorld change log
Post by: Ironvos on December 18, 2014, 03:50:58 PM
"Added psychic foil helmet."

So do we also get aluminium as a resource now? :)
Title: Re: RimWorld change log
Post by: harpo99999 on December 18, 2014, 04:11:33 PM
foil can be made from almost ALL metals, eg GOLD foil, silver foil, 'tin'foil (actually aluminium), basically any high ductility metal can be commercially made into a foil
Title: Re: RimWorld change log
Post by: Ironvos on December 18, 2014, 04:48:03 PM
Yes but we all know only aluminium foil actually helps against psychic rays   :D
Title: Re: RimWorld change log
Post by: christhekiller on December 18, 2014, 05:51:11 PM
http://youtu.be/w-0TEJMJOhk?t=1m59s
Title: Re: RimWorld change log
Post by: StorymasterQ on December 19, 2014, 12:43:31 AM
Quote from: Ironvos on December 18, 2014, 03:50:58 PM
"Added psychic foil helmet."

So do we also get aluminium as a resource now? :)

"ARGH, FOILED AGAIN!" - Psychic drone
Title: Re: RimWorld change log
Post by: christhekiller on December 19, 2014, 02:02:33 PM
QuoteRefined main UI.

??? More info plz? :P
Title: Re: RimWorld change log
Post by: amul on December 21, 2014, 04:04:26 PM
QuoteDec 16
Cremation is now a hauler job.

Does not want! I wish there was some way to designate dead-body stuff to my psychopaths specifically.
Title: Re: RimWorld change log
Post by: Cimanyd on December 21, 2014, 08:30:43 PM
Quote from: amul on December 21, 2014, 04:04:26 PM
QuoteDec 16
Cremation is now a hauler job.

Does not want! I wish there was some way to designate dead-body stuff to my psychopaths specifically.

Well, non-rotten corpses are only supposed to cause -6 morale, but it's bugged and the effect increases with more corpses (https://ludeon.com/forums/index.php?topic=8236.0) even though the number doesn't.
Title: Re: RimWorld change log
Post by: Scotty on December 29, 2014, 05:31:03 PM
Dec 29

    Organized mote system.

mote - food?
or moat?
Title: Re: RimWorld change log
Post by: harpo99999 on December 29, 2014, 05:47:57 PM
Quote from: Scotty on December 29, 2014, 05:31:03 PM
Dec 29

    Organized mote system.

mote - food?
or moat?
I think that mote is a SMALL point eg seeds, fire embers
Title: Re: RimWorld change log
Post by: Tynan on December 29, 2014, 06:17:13 PM
Mote is my in-engine term for 'particle'.
Title: Re: RimWorld change log
Post by: Raufgar on December 30, 2014, 09:29:54 PM

NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!!!
Don't force me to organize my lifeeeee!
Title: Re: RimWorld change log
Post by: christhekiller on December 30, 2014, 10:28:52 PM
Integrated new weapon art from Rho.

What is Rho's weapon art?
Title: Re: RimWorld change log
Post by: Tynan on December 30, 2014, 11:57:08 PM
Quote from: christhekiller on December 30, 2014, 10:28:52 PM
Integrated new weapon art from Rho.

What is Rho's weapon art?

Rho did replacement art for all the weapons.
Title: Re: RimWorld change log
Post by: Dr. Z on December 31, 2014, 05:17:30 AM
QuoteGame now records total real playtime per colony.

This is actually very interesting.


QuoteApparel actually takes the damage it absorbs as armor.

Cool, but I really hope that we will get the ability to repair apparel, otherwise this would be VEEERY annoying.
Title: Re: RimWorld change log
Post by: Utherix on December 31, 2014, 10:33:35 PM
Quote from: Dr. Z on December 31, 2014, 05:17:30 AM
QuoteGame now records total real playtime per colony.

This is actually very interesting.


QuoteApparel actually takes the damage it absorbs as armor.

Cool, but I really hope that we will get the ability to repair apparel, otherwise this would be VEEERY annoying.
Well, if he's taking inspiration from Dwarf Fortress, you can't.
Title: Re: RimWorld change log
Post by: Evelyn on January 01, 2015, 07:25:46 AM
DF has wear and tear, but apparel doesn't get damaged from fighting. Unless you get lit on fire.
Title: Re: RimWorld change log
Post by: Coenmcj on January 02, 2015, 01:12:15 AM
Quote from: Ye olde Change log!Pawns will now do a local prioritized search for food before switching to global prioritized search. So they’ll eat a bad meal in the base before crossing the map to get a tasty one.

What's the extent of the localized search? Like how far will it search in the cells around it before a pawn will go get something delicious?
Title: Re: RimWorld change log
Post by: Tynan on January 02, 2015, 01:27:41 AM
Quote from: Coenmcj on January 02, 2015, 01:12:15 AM
Quote from: Ye olde Change log!Pawns will now do a local prioritized search for food before switching to global prioritized search. So they�ll eat a bad meal in the base before crossing the map to get a tasty one.

What's the extent of the localized search? Like how far will it search in the cells around it before a pawn will go get something delicious?

Currently 24 regions, I think.
Title: Re: RimWorld change log
Post by: henkalv on January 02, 2015, 01:32:36 AM
Quote from: Tynan on January 02, 2015, 01:27:41 AM
Quote from: Coenmcj on January 02, 2015, 01:12:15 AM
Quote from: Ye olde Change log!Pawns will now do a local prioritized search for food before switching to global prioritized search. So they�ll eat a bad meal in the base before crossing the map to get a tasty one.

What's the extent of the localized search? Like how far will it search in the cells around it before a pawn will go get something delicious?

Currently 24 regions, I think.

Does it just search for what is closest as the crow flies or does it consider how far it has to path to get to the food?
Title: Re: RimWorld change log
Post by: Tynan on January 02, 2015, 01:36:01 AM
Quote from: henkalv on January 02, 2015, 01:32:36 AM
Quote from: Tynan on January 02, 2015, 01:27:41 AM
Quote from: Coenmcj on January 02, 2015, 01:12:15 AM
Quote from: Ye olde Change log!Pawns will now do a local prioritized search for food before switching to global prioritized search. So they�ll eat a bad meal in the base before crossing the map to get a tasty one.

What's the extent of the localized search? Like how far will it search in the cells around it before a pawn will go get something delicious?

Currently 24 regions, I think.

Does it just search for what is closest as the crow flies or does it consider how far it has to path to get to the food?

It traverses the region graph, which means it more-or-less follows paths, for the small initial search.
Title: Re: RimWorld change log
Post by: Coenmcj on January 02, 2015, 02:02:07 AM
Fair enough, Cheers.
Title: Re: RimWorld change log
Post by: christhekiller on January 02, 2015, 03:34:24 AM
QuoteStarted work on automatic generation of colonies.

!!!? Does this mean what I think it means? Could we one day actually visit NPC colonies?
Title: Re: RimWorld change log
Post by: Coenmcj on January 02, 2015, 04:08:31 AM
Quote from: christhekiller on January 02, 2015, 03:34:24 AM
QuoteStarted work on automatic generation of colonies.

!!!? Does this mean what I think it means? Could we one day actually visit NPC colonies?

Well wasn't this an unexpected surprise! I can't wait until alpha nine testing commences!
Title: Re: RimWorld change log
Post by: Dr. Z on January 02, 2015, 07:29:22 AM
QuotePawns will now do a local prioritized search for food before switching to global prioritized search. So theyââ,¬â,,¢ll eat a bad meal in the base before crossing the map to get a tasty one.

So THAT was the reason for all the fireworks on the 31st. I already thought I would've missed something important.
Title: Re: RimWorld change log
Post by: Stannis on January 02, 2015, 12:48:09 PM
An AI generated colony would allow for something other then military defense against raids,

players would have a target for an offensive raid, either on the same map or moving to other maps in the same world.
Title: Re: RimWorld change log
Post by: milon on January 02, 2015, 01:32:12 PM
Quote from: Tynan on January 02, 2015, 01:36:01 AM
Quote from: Ye olde Change log!Pawns will now do a local prioritized search for food before switching to global prioritized search. So they'll eat a bad meal in the base before crossing the map to get a tasty one.
-snip-

It traverses the region graph, which means it more-or-less follows paths, for the small initial search.

Could the traverse-the-region-graph please be added to the other jobs?  I always seem to have a stonecutter who ignores the nearby rock dump pile in favor of the "closer" (as the crow files) stray rock chunk which requires walking all around the base to get to.

EDIT:
Quote from: ChangelogStarted work on automatic generation of colonies for performance and other testing.

It says it's for testing.  I wouldn't hold my breath (yet!) for the ability to visit any of them.  That may be a Tynan-only feature at this point.  ;)
Title: Re: RimWorld change log
Post by: giannikampa on January 02, 2015, 01:48:46 PM
"    Hunters will now take breaks if they�re failing to kill anything."

i don't know how this has been solved and if it affects only the hunters but when a colonist has lifesaving needs and still keeps doing something else instead (huting, doctoring, repairing or whatever) I:
- pause the game
- open the work tab
- remove the job the colonist wants to do atm
- reassign the job as it was before
- unpause the game

this way he/she goes eat/sleep.
this is quite annoying to be done manually.
I think these steps can easily be coded to be automatic whitout interfering with the actual AI.
Title: Re: RimWorld change log
Post by: Cimanyd on January 02, 2015, 02:50:46 PM
Quote from: giannikampa on January 02, 2015, 01:48:46 PM
"    Hunters will now take breaks if they�re failing to kill anything."

i don't know how this has been solved and if it affects only the hunters but when a colonist has lifesaving needs and still keeps doing something else instead (huting, doctoring, repairing or whatever) I:
- pause the game
- open the work tab
- remove the job the colonist wants to do atm
- reassign the job as it was before
- unpause the game

this way he/she goes eat/sleep.
this is quite annoying to be done manually.
I think these steps can easily be coded to be automatic whitout interfering with the actual AI.

Eating and sleeping are already a higher priority than most things, so if a colonist is hungry (or it's night) and busy you can just draft and undraft them, which quickly stops what they're doing and lets them go to the current highest priority thing. Firefighting and some doctoring are a higher priority than eating, though, so you'll still need to follow the steps in your post for them.
Title: Re: RimWorld change log
Post by: amul on January 02, 2015, 05:40:27 PM
Quote from: milon on January 02, 2015, 01:32:12 PM
Quote from: Tynan on January 02, 2015, 01:36:01 AM
Quote from: Ye olde Change log!Pawns will now do a local prioritized search for food before switching to global prioritized search. So they'll eat a bad meal in the base before crossing the map to get a tasty one.
-snip-

It traverses the region graph, which means it more-or-less follows paths, for the small initial search.

Could the traverse-the-region-graph please be added to the other jobs?  I always seem to have a stonecutter who ignores the nearby rock dump pile in favor of the "closer" (as the crow files) stray rock chunk which requires walking all around the base to get to.

This already exists. In the stonecutter's table (and many other production tables), examine the Bills Config tab. Bottom left corner is a slider bar for "search radius." Adjust it, and they won't take materials from any further than the specified radius.
Title: Re: RimWorld change log
Post by: christhekiller on January 02, 2015, 11:39:48 PM
Quote from: milon on January 02, 2015, 01:32:12 PM
Quote from: Tynan on January 02, 2015, 01:36:01 AM
Quote from: Ye olde Change log!Pawns will now do a local prioritized search for food before switching to global prioritized search. So they'll eat a bad meal in the base before crossing the map to get a tasty one.
-snip-

It traverses the region graph, which means it more-or-less follows paths, for the small initial search.

Could the traverse-the-region-graph please be added to the other jobs?  I always seem to have a stonecutter who ignores the nearby rock dump pile in favor of the "closer" (as the crow files) stray rock chunk which requires walking all around the base to get to.

EDIT:
Quote from: ChangelogStarted work on automatic generation of colonies for performance and other testing.

It says it's for testing.  I wouldn't hold my breath (yet!) for the ability to visit any of them.  That may be a Tynan-only feature at this point.  ;)

I get that. But automatic generation of colonies is a step in that direction :P
Title: Re: RimWorld change log
Post by: Scotty on January 03, 2015, 01:46:17 PM
Jan 3rd -
SPOOKY
Title: Re: RimWorld change log
Post by: The_Haminator on January 03, 2015, 04:07:40 PM
Very happy to see AI optimization in changelog today! :) excited for A9
Title: Re: RimWorld change log
Post by: Coenmcj on January 05, 2015, 04:49:49 AM
Quote from: The log of ChangesJan 3
- AI optimization. Lots of AI optimization.
Jan 2
- Optimized power nets tick.
- Continued performance testing, optimization, and auto-test work.
Jan 1 2015
- Misc bugfixes and balance changes.
- Started work on automatic generation of colonies for performance and other testing.

Looks like there's going to be serious stress testing for the A9 Tester builds.
Title: Re: RimWorld change log
Post by: Dr. Z on January 05, 2015, 01:55:37 PM
QuoteAI optimization on hauling: a system that caches a list of items that need to be hauled (not forbidden, undesignated, or already in optimal storage).

I wonder whats the difference to the current system.
Title: Re: RimWorld change log
Post by: StorymasterQ on January 05, 2015, 07:52:11 PM
Quote from: Dr. Z on January 05, 2015, 01:55:37 PM
QuoteAI optimization on hauling: a system that caches a list of items that need to be hauled (not forbidden, undesignated, or already in optimal storage).

I wonder whats the difference to the current system.
Apparently,
Quote
    Massive gains have been achieved.
Title: Re: RimWorld change log
Post by: REMworlder on January 05, 2015, 09:54:26 PM
Tynan with today's update

(http://gymflow100.com/wp-content/uploads/2012/07/arm-blaster-359x500.jpg)
Title: Re: RimWorld change log
Post by: Coenmcj on January 05, 2015, 10:08:55 PM
We need a montage, MONTAAAAGE!
Title: Re: RimWorld change log
Post by: StorymasterQ on January 06, 2015, 03:41:20 AM
Quote from: The Changelog
Optimized fire.

Oh good, now fire can burn the world without causing lag I suppose?
Title: Re: RimWorld change log
Post by: skullywag on January 06, 2015, 04:07:47 AM
But is it optimised enough to remove "too much fire, must rain"?
Title: Re: RimWorld change log
Post by: Coenmcj on January 06, 2015, 04:13:58 AM
Quote from: skullywag on January 06, 2015, 04:07:47 AM
But is it optimised enough to remove "too much fire, must rain"?
Quote from: Coenmcj on January 05, 2015, 04:49:49 AM
Looks like there's going to be serious stress testing for the A9 Tester builds.

Alooooooot of stress testing.
Title: Re: RimWorld change log
Post by: Frannck on January 06, 2015, 04:08:35 PM
How can I update RimWorld with the latest change log? Do I just download it again with my link? Or just wait for the next alpha? I want a way to keep it up to date with the change log without loosing my progress, is there a way? Sorry for my ignorance.
Title: Re: RimWorld change log
Post by: Matthiasagreen on January 06, 2015, 04:24:34 PM
Quote from: Frannck on January 06, 2015, 04:08:35 PM
How can I update RimWorld with the latest change log? Do I just download it again with my link? Or just wait for the next alpha? I want a way to keep it up to date with the change log without loosing my progress, is there a way? Sorry for my ignorance.

you have to wait for the next alpha. The log is to see what he works on during any given day. Then he groups them together and releases an alpha. Once an alpha is released you will most likely not be able to play any older games so you want to finish what you are doing before you download and play the next one. There really is no way to keep your game up to date with the changelog.
Title: Re: RimWorld change log
Post by: Frannck on January 06, 2015, 06:21:43 PM
Quote from: Matthiasagreen on January 06, 2015, 04:24:34 PM
Quote from: Frannck on January 06, 2015, 04:08:35 PM
How can I update RimWorld with the latest change log? Do I just download it again with my link? Or just wait for the next alpha? I want a way to keep it up to date with the change log without loosing my progress, is there a way? Sorry for my ignorance.

you have to wait for the next alpha. The log is to see what he works on during any given day. Then he groups them together and releases an alpha. Once an alpha is released you will most likely not be able to play any older games so you want to finish what you are doing before you download and play the next one. There really is no way to keep your game up to date with the changelog.

Thanks :)
Title: Re: RimWorld change log
Post by: StorymasterQ on January 06, 2015, 08:43:16 PM
Quote from: Changelog
Lengthened day from 20000 to 24000 ticks.

Hmm, I wonder if this would wreck some mods?
Title: Re: RimWorld change log
Post by: Coenmcj on January 06, 2015, 08:48:12 PM
That should round off each hour to about 1000 Ticks no?
should make it easier to find common denominators now.

Edit ;
Quote from: The changing logReworked trader stock generation. Created tradeTags. They’ll actually carry glitterworld medicine now.
I spawned in some of that magic stuff when I first noticed it in the dev menu... that stuff is glorious... Guaranteed good quality treatment to anyone it's used on, regardless of the doctor's skill level.

That's going to be really expensive, but it'll be worth it when your favourite repairman takes a shot in the brain. :D
Title: Re: RimWorld change log
Post by: Noobshock on January 07, 2015, 05:55:41 AM
I wonder if the growing time for Devilstrand is affected or if it's roughly equivalent.
Title: Re: RimWorld change log
Post by: Dr. Z on January 07, 2015, 03:15:24 PM
How long are 4000 ticks?
Title: Re: RimWorld change log
Post by: immoral_ on January 07, 2015, 03:31:20 PM
Jan 7th

So long easy bionic soldiers. :'(
Title: Re: RimWorld change log
Post by: Dr. Z on January 07, 2015, 04:39:00 PM
Quote from: Noobshock on January 07, 2015, 05:55:41 AM
I wonder if the growing time for Devilstrand is affected or if it's roughly equivalent.

20.000 ticks a day * 14 days a month = 280.000 ticks a month
24.000 ticks a day * 10 days a month = 288.000  ticks a month

So a month is now slightly longer.
Title: Re: RimWorld change log
Post by: Haplo on January 07, 2015, 05:01:23 PM
Quote from: Dr. Z on January 07, 2015, 03:15:24 PM
How long are 4000 ticks?

60 Ticks == 1s
4000 Ticks == 66.67s
So a day is roughly 1 min longer on normal play mode.
Title: Re: RimWorld change log
Post by: Evul on January 08, 2015, 06:00:52 AM
QuoteWeapons and have health which affects their effectiveness (damage for melee weapons, accuracy for ranged weapons).
Different types of pawns start with gear at different randomized health ranges.
Gear, weapons, and inventory can be is damaged by explosions even while being worn

I like it! I was actually about to write a system for damage effect acceuasy and other params my self but this is even better! :)

Question: will there be a way to repair damaged gear?
Title: Re: RimWorld change log
Post by: Coenmcj on January 08, 2015, 06:09:05 AM
Quote from: Evul on January 08, 2015, 06:00:52 AM
QuoteWeapons and have health which affects their effectiveness (damage for melee weapons, accuracy for ranged weapons).
Different types of pawns start with gear at different randomized health ranges.
Gear, weapons, and inventory can be is damaged by explosions even while being worn

I like it! I was actually about to write a system for damage effect acceuasy and other params my self but this is even better! :)

Question: will there be a way to repair damaged gear?

if so, will the cost be static, or dynamic depending on the weapon repaired and how damaged it was prior to repairs?

Quote from: Cha-cha-cha-chaaanges!Colonists will now ignore previous reservations when choosing fires to put out if the fire is close to them.
Good to see that we won't have to draft/undraft that one person sitting back at base when your forward outpost is set alight by mortar fire.
Title: Re: RimWorld change log
Post by: immoral_ on January 08, 2015, 07:36:06 AM
Quote from: Coenmcj on January 08, 2015, 06:09:05 AM
if so, will the cost be static, or dynamic depending on the weapon repaired and how damaged it was prior to repairs?

Another way to do it could possibly make the cost ever increasing each time you repair that particular tool.

I.e. you can only duct tape a tool together so many times before it's just completely duct tape.
Title: Re: RimWorld change log
Post by: Geertje123 on January 08, 2015, 11:34:02 AM
"Colonists will now ignore previous reservations when choosing fires to put out if the fire is close to them."

Ohhh god yes, finally :D
Title: Re: RimWorld change log
Post by: Mihsan on January 08, 2015, 03:28:10 PM
QuoteJan 8

    Changed gun names to refer to categories of weapon instead of specific models.
    Guns now have quality levels which affect accuracy.
    Added bad thought for wearing tattered clothes.
    Apparel wears out over very long periods of use.

Changelog from Jan 8 is a huge step forward. I can not describe my excitement.

Also waiting for some way to repair damaged apparel and weapons. And also some way to craft firearms. IMO this is oblivious next steps.

P.S.: Is the quality of weapon should not affect the damage also?
Title: Re: RimWorld change log
Post by: Evul on January 08, 2015, 04:06:57 PM
Personaly i think accruasy and range to be the only params that will be effected by a damaged weapon.
Title: Re: RimWorld change log
Post by: Mihsan on January 08, 2015, 04:44:05 PM
Quote from: Evul on January 08, 2015, 04:06:57 PM
Personaly i think accruasy and range to be the only params that will be effected by a damaged weapon.

Bumping range with quality is nice too.

I can understand why changing damage is bad (could be real pain to balance because it will change efficiency exponentially), but it is still reasonable for me.

Also could be nice to have some official version on how weapon's properties should change with quality. Because such change is pretty oblivious with mellee items, but not so oblivious with firearms. Is it about sights beign off? Is it about more straight barrel? It's getting more strange, when I am thinking about it.
Title: Re: RimWorld change log
Post by: Dr. Z on January 08, 2015, 05:19:09 PM
QuoteColonists will now ignore previous reservations when choosing fires to put out if the fire is close to them.

Reeeeeaaaaly good. Should be applied to almost all kind of jobs.
Title: Re: RimWorld change log
Post by: StorymasterQ on January 08, 2015, 07:35:11 PM
Quote from: immoral_ on January 08, 2015, 07:36:06 AM
Quote from: Coenmcj on January 08, 2015, 06:09:05 AM
if so, will the cost be static, or dynamic depending on the weapon repaired and how damaged it was prior to repairs?

Another way to do it could possibly make the cost ever increasing each time you repair that particular tool.

I.e. you can only duct tape a tool together so many times before it's just completely duct tape.

Yeah, but the Mythbusters have shown, repeatedly, that you can make most things out of duct tape. Why not guns?
Title: Re: RimWorld change log
Post by: harpo99999 on January 09, 2015, 01:40:04 AM
wasn't there a mythbusters episode where they made a CANON from plastic pipe and duct tape and fired it successfully?
Title: Re: RimWorld change log
Post by: StorymasterQ on January 09, 2015, 01:56:30 AM
Quote from: harpo99999 on January 09, 2015, 01:40:04 AM
wasn't there a mythbusters episode where they made a CANON from plastic pipe and duct tape and fired it successfully?

Sooner or later they would need an episode to debunk myths on whether or not they did an episode on something :D
Title: Re: RimWorld change log
Post by: Sir_Aroun on January 09, 2015, 11:57:59 AM
So can someone answer some questions?
How much food is need per paste meal?
Is paste immune to food poisoning?
Title: Re: RimWorld change log
Post by: Dr. Z on January 09, 2015, 12:27:00 PM
Quote from: Sir_Aroun on January 09, 2015, 11:57:59 AM
So can someone answer some questions?
How much food is need per paste meal?
Is paste immune to food poisoning?

A Nutrient Paste Dispenser needs 10 food per meal, and 9 if you research Nutrient Resynthesis. As far as I know there is currently no food poisoning in the game.
Title: Re: RimWorld change log
Post by: Sir_Aroun on January 09, 2015, 12:36:26 PM
Quote from: Dr. Z on January 09, 2015, 12:27:00 PM
Quote from: Sir_Aroun on January 09, 2015, 11:57:59 AM
So can someone answer some questions?
How much food is need per paste meal?
Is paste immune to food poisoning?

A Nutrient Paste Dispenser needs 10 food per meal, and 9 if you research Nutrient Resynthesis. As far as I know there is currently no food poisoning in the game.
I was talking about the change log
also how much for simple meal because I know that paste is cheaper the meals
Title: Re: RimWorld change log
Post by: milon on January 09, 2015, 01:11:01 PM
Currently no one but Tynan will know about NPD & food poisoning.

For the numbers related to cooking, see this thread:
https://ludeon.com/forums/index.php?topic=7573.0 (https://ludeon.com/forums/index.php?topic=7573.0)
Title: Re: RimWorld change log
Post by: Sir_Aroun on January 09, 2015, 03:00:25 PM
Quote from: milon on January 09, 2015, 01:11:01 PM
Currently no one but Tynan will know about NPD & food poisoning.

For the numbers related to cooking, see this thread:
https://ludeon.com/forums/index.php?topic=7573.0 (https://ludeon.com/forums/index.php?topic=7573.0)

It is not updated to A8
Title: Re: RimWorld change log
Post by: Ink. on January 09, 2015, 04:35:54 PM
QuoteJan 9

    You can now rescue incapacitated neutral people and heal them. Their faction will be appreciative.

(its-happening.gif)

This is awesome.
Title: Re: RimWorld change log
Post by: Gabriel_Braun on January 10, 2015, 04:33:43 AM
Artillery cannons now require artillery shells to fire and are more powerful.

(http://www.warhistoryonline.com/wp-content/uploads/2013/07/url-17.jpeg)
Title: Re: RimWorld change log
Post by: Dr. Z on January 10, 2015, 05:43:13 AM
More precise would be enough for me, actually.
Title: Re: RimWorld change log
Post by: Shinzy on January 10, 2015, 06:03:09 AM
Quote from: Dr. Z on January 10, 2015, 05:43:13 AM
More precise would be enough for me, actually.

Oh I can imagine the rage when you miss 12 of your precious shells in a row =P
Title: Re: RimWorld change log
Post by: stefanstr on January 10, 2015, 06:26:25 AM
Quote from: Ink. on January 09, 2015, 04:35:54 PM
QuoteJan 9

    You can now rescue incapacitated neutral people and heal them. Their faction will be appreciative.

(its-happening.gif)

This is awesome.

Yeah, finally! This must be one of the most frequently requested additions. I am glad Tynan listens to us.
Title: Re: RimWorld change log
Post by: henkalv on January 10, 2015, 06:38:13 AM
Quote from: Dr. Z on January 10, 2015, 05:43:13 AM
More precise would be enough for me, actually.

If you make the explosion large enough you do not have to be precise  8)
Title: Re: RimWorld change log
Post by: Dr. Z on January 10, 2015, 06:56:02 AM
There are usually like 10-15 tiles between the edge of my mortar explosions and the enemy I try to to hit, so it would've to be reeeaaaly big explosions to make my mortars finally usefull.
Title: Re: RimWorld change log
Post by: mightyhuhn on January 10, 2015, 08:16:02 AM
QuoteJan 9
You can now rescue incapacitated neutral people and heal them. Their faction will be appreciative.

any plans to stop player from exploiting this? i could capture some of them in a room and close the door and wait and help them later.
this should only give reputation if the person was attack from something not from the player faction.
Title: Re: RimWorld change log
Post by: Gabriel_Braun on January 10, 2015, 08:53:13 AM
Quote from: mightyhuhn on January 10, 2015, 08:16:02 AM
QuoteJan 9
You can now rescue incapacitated neutral people and heal them. Their faction will be appreciative.

any plans to stop player from exploiting this? i could capture some of them in a room and close the door and wait and help them later.
this should only give reputation if the person was attack from something not from the player faction.


I disagree dude, this is why you keep a prisoner medical ward-  release prisoners to aid diplomacy :D
Title: Re: RimWorld change log
Post by: PookyJM on January 10, 2015, 08:58:54 AM
What I read in the change log recently:

Jan 9
Put even more love into the game !

Jan 8
Put more love into the game

Jan 7
Put some love into the game
Title: Re: RimWorld change log
Post by: Dr. Z on January 10, 2015, 09:31:27 AM
Quote from: Gabriel_Braun on January 10, 2015, 08:53:13 AM
Quote from: mightyhuhn on January 10, 2015, 08:16:02 AM
QuoteJan 9
You can now rescue incapacitated neutral people and heal them. Their faction will be appreciative.

any plans to stop player from exploiting this? i could capture some of them in a room and close the door and wait and help them later.
this should only give reputation if the person was attack from something not from the player faction.


I disagree dude, this is why you keep a prisoner medical ward-  release prisoners to aid diplomacy :D

Would be awesome to be able to exchange prisoners with a pirate faction to negotiate a cease-fire.
Title: Re: RimWorld change log
Post by: Gabriel_Braun on January 10, 2015, 02:58:34 PM
Dr Z you can already do this!

In the prisoner tab there's an option to release a prisoner and when they leave the map edge you get an increase to rep...    Basically if you capture and patch up 5/6 pawns of the same enemy faction and keep them fed and not recruit them you can release them all at once then you'll turn the faction relations to neutral from hated;   

I normally end up friends with everyone and the only raids I get are mechanoids :D
Title: Re: RimWorld change log
Post by: Dr. Z on January 10, 2015, 04:30:39 PM
I treid this one time with a neutral faction, got from like 32 to -70 when capturing and up to -52 or so when releasing. Not really worth it in my opinion. And I never have more then two or three enemy/non-colonists survivors after a fight, so your calculation doesn't work for me.

Also, I didn't ment increased faction relation, becasue why should pirates give a shit they don't even want to be freinds with you. So my idea was that they sent a neutral away party with a captured colonist, you send an away party with the captured raider, you exchange them movie-style, and for a specific amount of time they wont attack you, without changing their attitude towards you. And if they attack you anyways you could e.g. make an example by executing some survivors.

I could get on and on with this...
Title: Re: RimWorld change log
Post by: Mihsan on January 10, 2015, 05:58:33 PM
Quote from: Dr. Z on January 10, 2015, 04:30:39 PM
I treid this one time with a neutral faction, got from like 32 to -70 when capturing and up to -52 or so when releasing. Not really worth it in my opinion. And I never have more then two or three enemy/non-colonists survivors after a fight, so your calculation doesn't work for me.

Also, I didn't ment increased faction relation, becasue why should pirates give a shit they don't even want to be freinds with you. So my idea was that they sent a neutral away party with a captured colonist, you send an away party with the captured raider, you exchange them movie-style, and for a specific amount of time they wont attack you, without changing their attitude towards you. And if they attack you anyways you could e.g. make an example by executing some survivors.

I could get on and on with this...

Capturing enemies does not damage your repitation with faction. So i am too end up with all factions as friends and only mechanoids attacking (which is not fun at all).
Title: Re: RimWorld change log
Post by: xlockeed on January 10, 2015, 06:12:45 PM
Quote from: Mihsan on January 10, 2015, 05:58:33 PM
Capturing enemies does not damage your repitation with faction. So i am too end up with all factions as friends and only mechanoids attacking (which is not fun at all).

You can now rescue incapacitated neutral people and heal them. Their faction will be appreciative.

Edit - On mortar requires shells. Will sieges have shells as well and run out? How will that work out? I'm going to guess they will have drop pods with so many shells?
Title: Re: RimWorld change log
Post by: Evelyn on January 10, 2015, 06:20:50 PM
Raider sieges will probably be your best source of shells. Deploy 3 bionically augmented colonists with sniper rifles, pick them off and goad them in to attacking, and lead them back in to your firingline before they can start the bombardment.
Title: Re: RimWorld change log
Post by: Gabriel_Braun on January 10, 2015, 07:03:15 PM
Quote from: Dr. Z on January 10, 2015, 04:30:39 PM
I could get on and on with this...


Please do!  It makes sense to me because my colonies generally end up with holding facilities big enough for 6 captives per faction complete with 2 medical beds and a small table with chairs...   it's enough to hold them until I'm ready to take on the mechs exclusively and can use the plasteel sculptures as income instead of gear looting so it does take a little finesse :D
Title: Re: RimWorld change log
Post by: christhekiller on January 13, 2015, 04:47:38 AM
QuoteFactions now have named leaders drawn from Pirate Kings

whatwhatwhat
what does this mean.
Can we assassinate enemy leaders
Will they lead their people into battle
What does it mean
Title: Re: RimWorld change log
Post by: Coenmcj on January 13, 2015, 05:03:20 AM
I'd imagine that in the comms console instead of talking to a representative or ambassador you would talk to this Pirate king instead, or perhaps it's just a gateway to future expansion, only time can tell.

also...
Quote from: ye olde log of change!Artillery shells can explode from damage and chain-react.
Do artillery shell piles detonate with greater intensity the more shells are in the pile? (Single cell) or is a set size per pile?

I'm already thinking up ways to daisy-chain explosions together to form a bread-crumb trail of explosive glory.
Title: Re: RimWorld change log
Post by: Arenji on January 13, 2015, 05:57:37 AM
QuoteEating now takes priority even over emergency work (doctoring, firefighting) if a colonist is starving

Hurrah!

I wondered if this might be resolved by making the 'Patient' priority determine when someone would eat. Then, normally, that priority would be lower than doctoring and fightfighting but you could make it higher if you wanted. But probably it's just best if you eat rather than heroically starve. ;)
Title: Re: RimWorld change log
Post by: Mihsan on January 13, 2015, 07:39:22 AM
Quote from: Coenmcj on January 13, 2015, 05:03:20 AMDo artillery shell piles detonate with greater intensity the more shells are in the pile? (Single cell) or is a set size per pile?

It was the first thing I thought when I read about that change, lol. I am already know, how i will store them 1 shell per tile with crafting and forbiding. ;D
Title: Re: RimWorld change log
Post by: milon on January 13, 2015, 09:17:47 AM
Quote from: Changelog Jan 13
  • Eating now takes priority even over emergency work (doctoring, firefighting) if a colonist is starving.
  • Colonists, when hauling to stockpiles, always haul the max amount they can carry, and drop the extra nearby if the target cell can't hold it all.
  • Reworked ship takeoff sequence into a proper whiteout with nice credits.

Woohoo!  Today is awesome already!  :D
Title: Re: RimWorld change log
Post by: Arenji on January 13, 2015, 09:20:47 AM
Quote
Player can no longer magically toggle power on any item. Rather, you designate power to be toggled and the colonists go do it.

Whoa! turrets are going to need colonists running around turning them all on. That's certainly going to increase my sense of frantic when mechs drop on my base...
Title: Re: RimWorld change log
Post by: Matthiasagreen on January 13, 2015, 09:26:00 AM
Quote from: Arenji on January 13, 2015, 09:20:47 AM
Quote
Player can no longer magically toggle power on any item. Rather, you designate power to be toggled and the colonists go do it.

Whoa! turrets are going to need colonists running around turning them all on. That's certainly going to increase my sense of frantic when mechs drop on my base...

He definitely took a bite out of killboxes...
Title: Re: RimWorld change log
Post by: milon on January 13, 2015, 09:31:39 AM
Not really - just increased the steel cost:
more steel = more power plants = turrets always on
Title: Re: RimWorld change log
Post by: Mihsan on January 13, 2015, 09:50:32 AM
Quote from: milon on January 13, 2015, 09:31:39 AM
Not really - just increased the steel cost:
more steel = more power plants = turrets always on

So much not going to work.
Title: Re: RimWorld change log
Post by: milon on January 13, 2015, 10:49:24 AM
^  I rarely turn turrets off, so I've already been doing it.

But why wouldn't it work?  And don't say Solar Flare, because that takes out turrets anyway.
Title: Re: RimWorld change log
Post by: Shinzy on January 13, 2015, 10:51:51 AM
don't the temperature machinery draw quite a bit of power too?
I feel like it'd be very expensive to get reliable power source for all that
(but I haven't done turret killbox since alpha 6 so =P)
Title: Re: RimWorld change log
Post by: Matthiasagreen on January 13, 2015, 10:52:57 AM
Quote from: milon on January 13, 2015, 10:49:24 AM
^  I rarely turn turrets off, so I've already been doing it.

But why wouldn't it work?  And don't say Solar Flare, because that takes out turrets anyway.

Mostly because a lot of people don't currently have all their turrets on. I usually had them all off with back-up batteries to help when I did turn them on because they area I started didn'tt have enough geo thermals, nor enough room for wind turbines. Your gameplay won't be affected, but  many others will need to change.
Title: Re: RimWorld change log
Post by: Goo Poni on January 13, 2015, 11:07:28 AM
My last serious colony in A7 had a line of (modded) long range turrets set up behind barricades and embrasures to keep angry critters at bay and supplement firepower against raids. They were always turned on and about 10 of them drew like triple the power of the rest of the entire base. I had enough power plants to run a small city to support them.
Title: Re: RimWorld change log
Post by: loc978 on January 13, 2015, 12:17:46 PM
Quote from: Changelog Jan 13
  • Colonists, when hauling to stockpiles, always haul the max amount they can carry, and drop the extra nearby if the target cell can't hold it all.

Thank you. This is my most maddening pet peeve in Rimworld. Alpha 9 sounds an order of magnitude more awesome already.
Title: Re: RimWorld change log
Post by: Dr. Z on January 13, 2015, 01:49:57 PM
QuoteTemperature now equalizes mainly through walls.

Istead of...Doors?
Title: Re: RimWorld change log
Post by: The_Haminator on January 13, 2015, 02:14:52 PM
Quote from: Dr. Z on January 13, 2015, 01:49:57 PM
QuoteTemperature now equalizes mainly through walls.

Istead of...Doors?

I'm hoping this mean's walls and doors have some form of insulation factor, meaning maybe wood walls would facilitate faster heat exchange then say marble or granite making wall material choices matter even more so now (and hopefully in the future as raiders begin looking for and attacking weak points in colonies and not just running through our TD style death traps.)

I'm excited everyday to see the small but very important things Tynan is changing. Bit by bit this game is shaping up to punch my dream game ticket.
Title: Re: RimWorld change log
Post by: Kubouch on January 13, 2015, 02:52:39 PM
Every time a new alpha is released I'm saying to myself "The game just can't be any better." And every time I'm horribly wrong.
Title: Re: RimWorld change log
Post by: Coenmcj on January 13, 2015, 03:00:00 PM
Quote from: Kubouch on January 13, 2015, 02:52:39 PM
Every time a new alpha is released I'm saying to myself "The game just can't be any better." And every time I'm horribly wrong.
And I bet you're happily wrong about that too!
Title: Re: RimWorld change log
Post by: Ironvos on January 13, 2015, 04:44:39 PM
QuoteReworked ship takeoff sequence into a proper whiteout with nice credits.

Well it's not really going to be a very long credit list now is it  :D
Title: Re: RimWorld change log
Post by: Shinzy on January 13, 2015, 04:53:56 PM
Quote from: Ironvos on January 13, 2015, 04:44:39 PM
QuoteReworked ship takeoff sequence into a proper whiteout with nice credits.

Well it's not really going to be a very long credit list now is it  :D

just plop the changelog in it and add text "made by Ty, Al, Ison and Rho & guests" in the end ;D
Title: Re: RimWorld change log
Post by: fluffy_543 on January 13, 2015, 05:59:46 PM
Quote from: Dr. Z on January 13, 2015, 01:49:57 PM
QuoteTemperature now equalizes mainly through walls.
Instead of...Doors?

This is a good question. It's not clear to me how temperature equalization actually works. It would make sense for temperature to equalize faster through doors, especially when they are open.

What I would really like to see is different "thermal conductivity" values for the different kinds of materials. It doesn't even have to make physical sense, it would just be fun in the game. You could then control the temperature of your colony through the choice of materials: Heat conductors between warm rooms but isolators towards the exterior. This could also make choices like limestone versus slate more meaningful in the game.

While we're at it, could we get plants with different ideal temperature ranges? For example devilstrand could grow best at 30+ degrees, but not potates. This would make greenhouses more fun.
Title: Re: RimWorld change log
Post by: ZestyLemons on January 13, 2015, 09:10:42 PM
Quote from: fluffy_543 on January 13, 2015, 05:59:46 PM
Quote from: Dr. Z on January 13, 2015, 01:49:57 PM
QuoteTemperature now equalizes mainly through walls.
Instead of...Doors?

This is a good question. It's not clear to me how temperature equalization actually works. It would make sense for temperature to equalize faster through doors, especially when they are open.

What I would really like to see is different "thermal conductivity" values for the different kinds of materials. It doesn't even have to make physical sense, it would just be fun in the game. You could then control the temperature of your colony through the choice of materials: Heat conductors between warm rooms but isolators towards the exterior. This could also make choices like limestone versus slate more meaningful in the game.

While we're at it, could we get plants with different ideal temperature ranges? For example devilstrand could grow best at 30+ degrees, but not potates. This would make greenhouses more fun.

Why name it 'thermal conductivity' instead of just 'conductivity'? Heat is just energy.
Title: Re: RimWorld change log
Post by: The_Haminator on January 13, 2015, 09:19:37 PM
Quote from: ZestyLemons on January 13, 2015, 09:10:42 PM
Quote from: fluffy_543 on January 13, 2015, 05:59:46 PM
Quote from: Dr. Z on January 13, 2015, 01:49:57 PM
QuoteTemperature now equalizes mainly through walls.
Instead of...Doors?

This is a good question. It's not clear to me how temperature equalization actually works. It would make sense for temperature to equalize faster through doors, especially when they are open.

What I would really like to see is different "thermal conductivity" values for the different kinds of materials. It doesn't even have to make physical sense, it would just be fun in the game. You could then control the temperature of your colony through the choice of materials: Heat conductors between warm rooms but isolators towards the exterior. This could also make choices like limestone versus slate more meaningful in the game.

While we're at it, could we get plants with different ideal temperature ranges? For example devilstrand could grow best at 30+ degrees, but not potates. This would make greenhouses more fun.

Why name it 'thermal conductivity' instead of just 'conductivity'? Heat is just energy.

He's basically talking about the same thing my post refers to except the words he used to describe it are not as commonly used regarding walls and doors as insulation value/factor is.
Title: Re: RimWorld change log
Post by: Gabriel_Braun on January 14, 2015, 04:37:26 AM
I'm guessing the outdoor property of the ceiling height layer has been changed then?  My question would be split twofold into:

1) Are multiple cells of the same or dissimilar stuffs going to acumilativley calculate temperature or will the 'room' dynamic still apply in the simple way the heat model currently exists?

2) Are stuffs going to gain a separated combustion and failure temperature?
Title: Re: RimWorld change log
Post by: Jotun on January 14, 2015, 04:37:46 PM
Is there an important reason to not allow non-contiguous zones? I find them very useful for easily organizing multiple stockpiles.
Title: Re: RimWorld change log
Post by: Zombull on January 14, 2015, 05:02:26 PM
Quote from: ZestyLemons on January 13, 2015, 09:10:42 PM
Quote from: fluffy_543 on January 13, 2015, 05:59:46 PM
Quote from: Dr. Z on January 13, 2015, 01:49:57 PM
QuoteTemperature now equalizes mainly through walls.
Instead of...Doors?

This is a good question. It's not clear to me how temperature equalization actually works. It would make sense for temperature to equalize faster through doors, especially when they are open.

What I would really like to see is different "thermal conductivity" values for the different kinds of materials. It doesn't even have to make physical sense, it would just be fun in the game. You could then control the temperature of your colony through the choice of materials: Heat conductors between warm rooms but isolators towards the exterior. This could also make choices like limestone versus slate more meaningful in the game.

While we're at it, could we get plants with different ideal temperature ranges? For example devilstrand could grow best at 30+ degrees, but not potates. This would make greenhouses more fun.

Why name it 'thermal conductivity' instead of just 'conductivity'? Heat is just energy.
Because there's a difference between electric conductivity and thermal conductivity. Such as wood will conduct heat, but not electricity.
Title: Re: RimWorld change log
Post by: Zombull on January 14, 2015, 05:07:06 PM
"Do until you have X" really needs be "When stock drops to X then make them until you have Y". Especially for cooking, so chef colonists can focus on other tasks for longer periods instead of spastically running back to the kitchen every time another colonist eats.
Title: Re: RimWorld change log
Post by: Jaxxa on January 14, 2015, 05:42:44 PM
Quote from: Jotun on January 14, 2015, 04:37:46 PM
Is there an important reason to not allow non-contiguous zones? I find them very useful for easily organizing multiple stockpiles.

From memory there was some discussion about using that to simplify growing temperature calculations. So the temperature can be done for the whole grow zone at once not each individual plant. This stops having a zone part indoors and part outdoors.
Title: Re: RimWorld change log
Post by: Evelyn on January 14, 2015, 05:59:44 PM
It would be nice if it only affected growing zones then. For stockpiles it's very useful.
Title: Re: RimWorld change log
Post by: Jotun on January 14, 2015, 06:02:03 PM
Quote from: Jaxxa on January 14, 2015, 05:42:44 PM
Quote from: Jotun on January 14, 2015, 04:37:46 PM
Is there an important reason to not allow non-contiguous zones? I find them very useful for easily organizing multiple stockpiles.

From memory there was some discussion about using that to simplify growing temperature calculations. So the temperature can be done for the whole grow zone at once not each individual plant. This stops having a zone part indoors and part outdoors

Hrrh, that would seem solvable by allowing zones to be handled differently on a conceptual and functional level. Being able to select and manipulate multiple areas under a single zone is tremendously helpful, and they can still be handled separately by the game if needs be.

I have more problems with organisation than FPS at the moment.
Title: Re: RimWorld change log
Post by: christhekiller on January 14, 2015, 08:19:21 PM
QuoteMisc bugfixes.

You know what that means folks!
Title: Re: RimWorld change log
Post by: dspair on January 15, 2015, 03:20:10 AM
QuoteIt is no longer to possible to create or have non-contiguous zones
Would be nice to have an ability to copy setting from one stockpile to another, if you do that change.
Title: Re: RimWorld change log
Post by: Ink. on January 15, 2015, 04:36:27 AM
QuoteIt is no longer to possible to create or have non-contiguous zones

I may be dumb, but what exactly does this mean?

Also, RIP immediately toggling power. o7
Title: Re: RimWorld change log
Post by: harpo99999 on January 15, 2015, 05:38:43 AM
Quote from: Ink. on January 15, 2015, 04:36:27 AM
QuoteIt is no longer to possible to create or have non-contiguous zones

I may be dumb, but what exactly does this mean?

Also, RIP immediately toggling power. o7
my guess for the non-contiguous zones would be whre you created a zone then delete  a path through the zone dividing the zone into two or more parts, but it is (in a8 and earlier) treated as a single zone
Title: Re: RimWorld change log
Post by: milon on January 15, 2015, 09:56:28 AM
It's to prevent there from being growing zones spanning multiple temperature regions (allows the CPU to do WAY less calculations that way).  It makes sense from a dev point of view, but I agree with what others have said - we need a way to copy/paste settings for stockpiles, grow zones, bills, etc.

EDIT:
Quote from: Zombull on January 14, 2015, 05:07:06 PM
"Do until you have X" really needs be "When stock drops to X then make them until you have Y". Especially for cooking, so chef colonists can focus on other tasks for longer periods instead of spastically running back to the kitchen every time another colonist eats.

This!
Title: Re: RimWorld change log
Post by: skullywag on January 15, 2015, 12:10:33 PM
Alpha tweaks mod adds copyable storage doesnt it. Dont know about plants on grow zones though.
Title: Re: RimWorld change log
Post by: The_Haminator on January 15, 2015, 02:56:34 PM
Quote from: Zombull on January 14, 2015, 05:07:06 PM
"Do until you have X" really needs be "When stock drops to X then make them until you have Y". Especially for cooking, so chef colonists can focus on other tasks for longer periods instead of spastically running back to the kitchen every time another colonist eats.

This is a great idea. I'd also like to see an option for stockpiles like "only haul full stacks" so that every time a colonist crafts an item from a small nearly stockpile a hauler isn't running to the main stockpile to restock 5 cloth etc from a full stack.
Title: Re: RimWorld change log
Post by: RemingtonRyder on January 16, 2015, 08:22:08 AM
QuoteJan 9: You can now rescue incapacitated neutral people and heal them. Their faction will be appreciative.

And there was much rejoicing. :)
Title: Re: RimWorld change log
Post by: Sir_Aroun on January 16, 2015, 02:35:26 PM
"Old people will tend to spawn with higher skills."
YES!!
Title: Re: RimWorld change log
Post by: HelloKinky on January 16, 2015, 03:23:31 PM
Will there be a way to keep the most updated version VIA in game updates?  Or steam maybe?
Title: Re: RimWorld change log
Post by: harpo99999 on January 16, 2015, 03:34:57 PM
hellokinky, the latest version is the a8, and the changelog is tynan's internal version,and until there have been MANY changelogs with the words 'misc fixes', it is unlikely that the next alpha will be released, and based upon only three days having the 'misc fixes', my wild and wooly guess for the next alpha is possibly with a month
Title: Re: RimWorld change log
Post by: christhekiller on January 16, 2015, 05:03:48 PM
Quote from: HelloKinky on January 16, 2015, 03:23:31 PM
Will there be a way to keep the most updated version VIA in game updates?  Or steam maybe?

Not atm. Rimworld has been green lit on steam but Tynan's not planning on releasing it to steam until the game is much more polished. Currently, to update the game you'll have to redownload it from the link you get in the email sent by Tynan. (He'll send a new link for every major update).

Also
What's the tale system?
Title: Re: RimWorld change log
Post by: Noobshock on January 16, 2015, 05:56:56 PM
Yes please, what's this tale system? That sounds good.
Title: Re: RimWorld change log
Post by: Mihsan on January 16, 2015, 08:03:34 PM
QuoteStarted the Tale system.

I had some strange shiver after reading this. Must be nerdgasm.
Title: Re: RimWorld change log
Post by: milon on January 16, 2015, 08:55:24 PM
Quote from: Mihsan on January 16, 2015, 08:03:34 PM
QuoteStarted the Tale system.

I had some strange shiver after reading this. Must be nerdgasm.

I think we've got our missing "whiz-bang" feature for Alpha 9!!  ;D
Title: Re: RimWorld change log
Post by: FridayBiology on January 16, 2015, 09:18:14 PM
Jan 16    Old people will tend to spawn with higher skills.

Another "fuck yeah" moment, GG Tynan keep up the good work.
Title: Re: RimWorld change log
Post by: Gabriel_Braun on January 18, 2015, 06:12:13 AM
How long do you think until we get dementia as a balance to age? :D
Title: Re: RimWorld change log
Post by: Rainbow Evil on January 18, 2015, 03:17:58 PM
Quote from: Gabriel_Braun on January 18, 2015, 06:12:13 AM
How long do you think until we get dementia as a balance to age? :D

I think there is already some level of age balancing with diseases - the older a person is the more likely they are to catch/succumb to (can't remember which or if it's both) a disease.
Title: Re: RimWorld change log
Post by: milon on January 18, 2015, 05:06:26 PM
^ That, and other age related problems like cataracts.  I'm glad to see a positive side to older colonists.
Title: Re: RimWorld change log
Post by: Wolfen Waffle on January 18, 2015, 05:21:55 PM
Jan 16    Old people will tend to spawn with higher skills.

Boooooooo!
Old people still smell

They're still not allowed in my colony!
Title: Re: RimWorld change log
Post by: Gabriel_Braun on January 19, 2015, 08:57:21 AM
Quote from: Wolfen Waffle on January 18, 2015, 05:21:55 PM
Jan 16    Old people will tend to spawn with higher skills.

Boooooooo!
Old people still smell

They're still not allowed in my colony!

Even if they spawn with artistic at 20? :p
Title: Re: RimWorld change log
Post by: milon on January 20, 2015, 05:32:59 PM
Quote from: Change Log Excerpts
Added tale: hunted
Added tale: was on fire
Added tale: went psychotic
Added tale: gave up
Added tale: did surgery
Added tale: landed in pod
Added tale: captured
Added tale: vomited

I am SO looking forward to the next release!
Title: Re: RimWorld change log
Post by: Nopkar on January 20, 2015, 06:31:27 PM
From the changelog: Melee weapons can now have


Melee weapons can now have what!?!?!? WHAT!?!?!? *mental breakdown*


(http://media.giphy.com/media/cMV9akgudJiRW/giphy.gif)
Title: Re: RimWorld change log
Post by: Cimanyd on January 20, 2015, 06:40:02 PM
Melee weapons can now have misc bugfixes, obviously.
Title: Re: RimWorld change log
Post by: Ink. on January 20, 2015, 07:14:32 PM
Quote from: Cimanyd on January 20, 2015, 06:40:02 PM
Melee weapons can now have misc bugfixes, obviously.
  • Melee weapons can now have
  • Misc bugfixes.

But we already knew that! We must go deeper!
Title: Re: RimWorld change log
Post by: StorymasterQ on January 20, 2015, 08:05:26 PM
Melee weapons can has cheezburgers, or course!
Title: Re: RimWorld change log
Post by: ZestyLemons on January 21, 2015, 01:54:21 AM
QuoteHigh-quality weapons can now have artistic engravings on them.

Favorite feature right here.
Title: Re: RimWorld change log
Post by: Coenmcj on January 21, 2015, 02:07:27 AM
Quote from: A Changed logHigh-quality weapons can now have artistic engravings on them.
Oh hell. I can finally get that minigun engraved with the word 'Sasha'!
Title: Re: RimWorld change log
Post by: milon on January 21, 2015, 12:53:40 PM
Or a Legendary Plasteel Shiv engraved with a Pirate's future!   ;D

What I want to know is when we will get Artifact quality weapons/etc that are Named!
Title: Re: RimWorld change log
Post by: Nopkar on January 21, 2015, 02:51:33 PM
Quote from: milon on January 21, 2015, 12:53:40 PM
Or a Legendary Plasteel Shiv engraved with a Pirate's future!   ;D

What I want to know is when we will get Artifact quality weapons/etc that are Named!

we need artifact-ception! An image of the artifact on the artifact!
Title: Re: RimWorld change log
Post by: FridayBiology on January 21, 2015, 09:00:28 PM
Quote from: Nopkar on January 21, 2015, 02:51:33 PM
Quote from: milon on January 21, 2015, 12:53:40 PM
Or a Legendary Plasteel Shiv engraved with a Pirate's future!   ;D

What I want to know is when we will get Artifact quality weapons/etc that are Named!
*artifact within an artifact

ception = within
therefore cave-artifact-ception would be an artifact within an artifact within an artfact....within a cave
we need artifact-ception! An image of the artifact on the artifact!
Title: Re: RimWorld change log
Post by: christhekiller on January 22, 2015, 01:14:00 AM
Are the engravings going to be customizable? Like we can pick what's engraved on them
Title: Re: RimWorld change log
Post by: Cimanyd on January 22, 2015, 04:05:07 AM

Somehow the weapon engravings made me remember this.

Quote from: Cimanyd on December 15, 2014, 07:10:26 PM
Now, from a different pirate group, a pirate ended up running toward me and attacking by himself (the others were preparing to attack). Carrying a Limestone shiv (awful). He hit once, got hit once, and fled in panic. Probably smart.

Because a limestone shiv (awful) does 2 damage a hit.

On the "blade" of this "weapon" is a carving of a pirate running. There are several colonists with guns in the background. The image is bordered by the words "WE DON'T LIKE YOU."

"Weapons" like this are often given by pirate attack groups to the member of the group they hate the most. Often someone with a trait like abrasive or psychically hypersensitive.


Also:
Quote from: that picture
This work bears a portrayal of a detached gunsmith wearing a raincoat. The overall composition is triangular. The overall composition is square.
Also, the apostrophes the changelog uses don't work right in the forum. Enemies� weapons.
Title: Re: RimWorld change log
Post by: Noobshock on January 22, 2015, 05:27:11 AM
It's "oeuvre" just in case Tynan is parsing through.
Title: Re: RimWorld change log
Post by: Pale Peril on January 22, 2015, 04:03:38 PM
QuoteJan 22
Added ‘low expecations’ and ‘high expectations’ mood modifiers.
Added command to make trade beacon automatically generate a matching stockpile.

WOOT!
Title: Re: RimWorld change log
Post by: Pale Peril on January 22, 2015, 04:39:49 PM
My bad, the 'WOOT' is more appropriate for inclusion of booze...

QuoteJan 22
Added hops, brewing and beer. Started work on intoxication, addiction.
Added ‘low expecations’ and ‘high expectations’ mood modifiers.
Added command to make trade beacon automatically generate a matching stockpile.
Title: Re: RimWorld change log
Post by: Shinzy on January 22, 2015, 04:49:31 PM
Quote from: Pale Peril on January 22, 2015, 04:39:49 PM
My bad, the 'WOOT' is more appropriate for inclusion of booze...

QuoteJan 22
Added hops, brewing and beer. Started work on intoxication, addiction.
Added �low expecations� and �high expectations� mood modifiers.
Added command to make trade beacon automatically generate a matching stockpile.

or you can just say it twice in a row and sound like a car horn and be really, really cool like that! ;D
Title: Re: RimWorld change log
Post by: Wolfen Waffle on January 22, 2015, 04:51:49 PM
Hell Yeah!
Time to get shit faced!
Rimworld style!

(http://i1330.photobucket.com/albums/w562/WolfWaffle1/Pics/250_zps3gkvdqly.gif)
Title: Re: RimWorld change log
Post by: Sir_Aroun on January 22, 2015, 08:02:11 PM
"Added ‘low expecations’ and ‘high expectations’ mood modifiers."
What does this mean? how do you get them?
Title: Re: RimWorld change log
Post by: FridayBiology on January 22, 2015, 08:19:26 PM
VR addicit back story would start with addiction right?
same with Alcoholic back story. we solve alcoholic's issues with beer right?
so what about VR? would we need to make them wear 3d glasses?
Title: Re: RimWorld change log
Post by: Mihsan on January 23, 2015, 04:47:18 AM
QuoteAdded hops, brewing and beer. Started work on intoxication, addiction.

Woohoo!
(http://static4.devote.se/gallery/big/20130411/d636bbd0b548a98c9fba4c80cd739409.jpg)

P.S.: To hell with beer, give me two whiskey!
Title: Re: RimWorld change log
Post by: jpmelguizo on January 23, 2015, 07:43:49 AM
...

"This piece portrays a llama wearing a bow tie moving to the left. The image is bordered by many jaguars. There is a forest in the background."

...

"This work bears an illustration of a witch doctor playing poker with other philosophers. The image is bordered by uncontable magpies. The image is bordered by a ton of elefants."

...

They only get better and better.

I'm so glad I backed this game.
Title: Re: RimWorld change log
Post by: Evul on January 23, 2015, 08:21:47 AM
This is the closest to a party you can get in RimWorld now.
Imagine involving beer!

(http://dev.evul.nu/rimworld/misc/RimWorldParty.png)
Title: Re: RimWorld change log
Post by: Coenmcj on January 23, 2015, 08:46:37 AM
Hmm... I do wonder how those under the effects of alcohol will interact with others, considering that everyone's reactions are different. Some get violent and abrasive, some become docile and sleepy, some get reaaal stupid.

A9 Is going to be interesting for sure. Tales of drunkards wearing personal shields await!
Title: Re: RimWorld change log
Post by: milon on January 23, 2015, 09:08:34 AM
Oh man, Jan 1, 5501 was a terrible day!

http://puu.sh/eLHXz/9da721e8af.png (http://puu.sh/eLHXz/9da721e8af.png):
(http://puu.sh/eLHXz/9da721e8af.png)
Title: Re: RimWorld change log
Post by: Shinzy on January 23, 2015, 10:12:46 AM
Quote from: milon on January 23, 2015, 09:08:34 AM
Oh man, Jan 1, 5501 was a terrible day!

http://puu.sh/eLHXz/9da721e8af.png (http://puu.sh/eLHXz/9da721e8af.png):
(http://puu.sh/eLHXz/9da721e8af.png)

It must been one heck of a party =P let's get completely smashed and see which side gets most recruits
animals or men
Title: Re: RimWorld change log
Post by: Ironvos on January 24, 2015, 11:02:10 AM
So we got beer.
Now there needs to be some way for idle colonists to be more prone to drinking so that we can build a bar for them and watch barfights :p
Title: Re: RimWorld change log
Post by: milon on January 24, 2015, 11:47:18 AM
^ YES!!
Title: Re: RimWorld change log
Post by: Evul on January 24, 2015, 11:49:33 AM
And colony use of silver sallery and colonists expenses to make things a little bit interesting :)
Title: Re: RimWorld change log
Post by: Ronin90 on January 24, 2015, 02:07:03 PM
Would love a bar where colonists would hang out if idle, instead of running out somewhere and getting killed.
Title: Re: RimWorld change log
Post by: Barley on January 24, 2015, 02:20:00 PM
They would already congregate around tables when idle. I think your wondering colonists are actually trying to complete a hauling job with items near the edge of the map.
Title: Re: RimWorld change log
Post by: PullMull on January 27, 2015, 12:37:43 AM
if weh ave a Bar we also need a Dartbord :)

AND DRINKING GAMES
Title: Re: RimWorld change log
Post by: Coenmcj on January 27, 2015, 01:43:57 AM
Quote from: Logged ChangesAlcohol suppresses pain and thus allows pawns to stay standing where otherwise they’d collapse from pain.

This + Personal Shield + fully bionic, max melee skill colonist = The mother of all tanks.

I'm going to have an army of Drunkard Bionic soldiers, decked out with personal shields and Gladii...
Title: Re: RimWorld change log
Post by: REMworlder on January 27, 2015, 02:02:12 AM
Yeah, tribals are definitely going to turn my distillery colony workers into walking pincushions now that they can just keep going and going.
Title: Re: RimWorld change log
Post by: Darkfirephoenix on January 27, 2015, 04:17:55 PM
Quote from: REMworlder on January 27, 2015, 02:02:12 AM
Yeah, tribals are definitely going to turn my distillery colony workers into walking pincushions now that they can just keep going and going.
"Yo Jack, you have a pila in your head!" "Really? I'll go to the medbed after I finish my drink. (So that is this stinging in the back of my head)... Ok after the next one."
Title: Re: RimWorld change log
Post by: Shinzy on January 27, 2015, 04:29:15 PM
Quote from: Darkfirephoenix on January 27, 2015, 04:17:55 PM
Quote from: REMworlder on January 27, 2015, 02:02:12 AM
Yeah, tribals are definitely going to turn my distillery colony workers into walking pincushions now that they can just keep going and going.
"Yo Jack, you have a pila in your head!" "Really? I'll go to the medbed after I finish my drink. (So that is this stinging in the back of my head)... Ok after the next one."

they're tribals!
*"Ooga, Embaixada has throwstick in head" "Ooh?! Embaixada will go in carefluff after finishes floatwater. (throwstick making booboo behind embaixadas face)... Ooga booga! after next mug"
Title: Re: RimWorld change log
Post by: shade88 on January 27, 2015, 04:53:46 PM
Quote from: Logged ChangesAlcohol suppresses pain and thus allows pawns to stay standing where otherwise they'd collapse from pain.
I wonder if this means we'll be able to use alcohol in place of medicine as an anesthesia (for surgeries)...
Title: Re: RimWorld change log
Post by: Dr. Z on January 27, 2015, 05:20:30 PM
Quote from: shade88 on January 27, 2015, 04:53:46 PM
Quote from: Logged ChangesAlcohol suppresses pain and thus allows pawns to stay standing where otherwise they'd collapse from pain.
I wonder if this means we'll be able to use alcohol in place of medicine as an anesthesia (for surgeries)...

Wouldn't use that, he's working on intoxination too.
Title: Re: RimWorld change log
Post by: Gottzar on January 27, 2015, 05:23:51 PM
Alcohol is used to clean the wound's in medicine so less infection rate maybe..
Title: Re: RimWorld change log
Post by: Igabod on January 27, 2015, 05:51:06 PM
Quote from: Shinzy on January 27, 2015, 04:29:15 PM
they're tribals!
*"Ooga, Embaixada has throwstick in head" "Ooh?! Embaixada will go in carefluff after finishes floatwater. (throwstick making booboo behind embaixadas face)... Ooga booga! after next mug"

Just because they're tribals doesn't mean they don't have a fully functioning advanced language. There is some speculation that Neanderthals had a language that was as advanced as modern languages today. If they didn't have an advanced language then they wouldn't have been able to share the knowledge of how to make some of the things they did. Making stone tools is something you can learn just by watching someone else do it. But they had a special type of glue that was so complex to manufacture that even modern people with a background in engineering had trouble replicating it. The complexities of that manufacturing process demand that knowledge be shared verbally with precision. If you fail to get the precise measurements then you run the risk of setting fire to all the materials (which were very difficult to procure in those days) and possibly injuring yourself in a small explosion.

Completely useless information for most people, I know. But it's interesting to me and I'm sure someone else will find it at least a little interesting. So I shared it.
Title: Re: RimWorld change log
Post by: Gottzar on January 28, 2015, 08:36:53 AM
Jan 27
    Added ‘binging’ mental break state.
Uhmm "Binging" ??? ?
Title: Re: RimWorld change log
Post by: Ramsis on January 28, 2015, 08:38:25 AM
Quote from: Gottzar on January 28, 2015, 08:36:53 AM
Jan 27
    Added �binging� mental break state.
Uhmm "Binging" ??? ?

It's probably in terms of mass drinking or mass eating. To binge is to generally consume or do a lot of one thing just because one can.
Title: Re: RimWorld change log
Post by: Shinzy on January 28, 2015, 09:32:52 AM
I hope we can soon recreate the whole cast of Winnie the Pooh with all the mental states
Title: Re: RimWorld change log
Post by: muffins on January 28, 2015, 10:35:58 AM
Quote"Softer mental breaks"
Colonist doesn't want to get out of bed today.
Screw this! I'm getting drunk!
Punches someone with the abrasive trait (doesn't start a fight).
Bugger this! (colonist drops what he is doing in the snow and goes back to bed).
Tantrum (deconstructs the nearest table, meals go flying)
Vomiting (caused by stress)

[/speculation]
Title: Re: RimWorld change log
Post by: milon on January 28, 2015, 11:44:37 AM
If we're going to have soft mental breaks, I'd also like to see random mood elevations:
"It's snowing! I'm not cleaning today, Ima make a snowman!" (colonist constructs a snowman on a tile that's covered with snow, ~250 Beauty)
"Desert sunsets are so pretty!  I'm going to stay up all night and make some art to capture this." (constructs an Art thing with a related Tale)
"Hey guys, lets all sing while we mine! ;D" (Double/triple the social chat impact & radius of effect)
etc
Title: Re: RimWorld change log
Post by: Boboid on January 28, 2015, 01:41:31 PM
Little bit concerned that there are no apparel UI changes. It's already a bit fiddly to equip everyone correctly -even with UI mods- and I can only see that getting worse with damaged equipment.

Really hoping to see even something along the lines of " Only put on clothing of X or higher durability"
Title: Re: RimWorld change log
Post by: muffins on January 28, 2015, 02:53:56 PM
It'll be nice if the colonists grabbed clothes by themselves according to their preferences and needs. Going further, it'll be cool if colonists could own clothes and store them in a chest in their room, and changed clothes depending on the weather.
Title: Re: RimWorld change log
Post by: Haplo on January 28, 2015, 04:32:41 PM
Jan 28
Further work and refactor on mental breaks and binging.
When colonists get very drunk a tale will be recorded for future use in art descriptions.

Somehow it reminds me of this song, don't ask me why:
https://www.youtube.com/watch?v=GS3X1GlwnBs
(Stan Rogers - The Nancy)

or this:
https://www.youtube.com/watch?v=hi0yh4jpdBM
(The Corries - Maids when you're young)
Title: Re: RimWorld change log
Post by: Evul on January 28, 2015, 07:30:17 PM
I can almost see a colony colaps due to drinking problems.
Title: Re: RimWorld change log
Post by: StorymasterQ on January 28, 2015, 08:03:36 PM
Quote from: milon on January 28, 2015, 11:44:37 AM
If we're going to have soft mental breaks, I'd also like to see random mood elevations:
"It's snowing! I'm not cleaning today, Ima make a snowman!" (colonist constructs a snowman on a tile that's covered with snow, ~250 Beauty)
"Desert sunsets are so pretty!  I'm going to stay up all night and make some art to capture this." (constructs an Art thing with a related Tale)
"Hey guys, lets all sing while we mine! ;D" (Double/triple the social chat impact & radius of effect)
etc

"Do you want to build a snowmaaaannn?"
Title: Re: RimWorld change log
Post by: Coenmcj on January 30, 2015, 04:07:32 AM
Just noticed the Chemical Fascination Trait in the log, Will that, And alcohol itself have any place with prisoners at all?

Like will a colonist with the chemical fascination trait go and forcefeed a prisoner some booze to see how they react?
Will Prisoners be able to drink at all (Perhaps lowering their recruitment difficulty?.. As it lowers inhibitions Irl)
Title: Re: RimWorld change log
Post by: milon on January 30, 2015, 10:03:05 AM
Personally, I'm trying to figure out how to weaponize alcohol.

Picture this: A siege party shows up, sets up camp.  One of them notices a stockpile of alcohol nearby.  Hooray!  Pirates get stupid-drunk, hung over, and murdered in their sleep.  ;D
Title: Re: RimWorld change log
Post by: Niknud on January 30, 2015, 11:52:20 AM
Quote from: milon on January 30, 2015, 10:03:05 AM
Personally, I'm trying to figure out how to weaponize alcohol.

Picture this: A siege party shows up, sets up camp.  One of them notices a stockpile of alcohol nearby.  Hooray!  Pirates get stupid-drunk, hung over, and murdered in their sleep.  ;D

The game has already weaponize alcohol even before alcohol was in the game ::::throws a Molotov cocktail::::
Title: Re: RimWorld change log
Post by: Darth Fool on January 30, 2015, 12:27:29 PM
"Refinements and bugfixing on flood-fill for fog clearing and zone creation"  Fog... Does this mean we will be getting fog of war, or is this just a weather effect?
Title: Re: RimWorld change log
Post by: skullywag on January 30, 2015, 12:32:35 PM
fog still exists on mountains, could be that...
Title: Re: RimWorld change log
Post by: Coenmcj on January 30, 2015, 04:24:35 PM
Quote from: Darth Fool on January 30, 2015, 12:27:29 PM
"Refinements and bugfixing on flood-fill for fog clearing and zone creation"  Fog... Does this mean we will be getting fog of war, or is this just a weather effect?
Back when the game was in Pre-alpha it had FoW, Perhaps he's considering re-adding it? But it seems more likely that it's bugfixes and refinements on how Fog is drawn/removed.
Title: Re: RimWorld change log
Post by: Patrykbono20 on January 30, 2015, 05:35:26 PM
hmm, today its "Misc bugfix"
Think A9 are closer :)
Title: Re: RimWorld change log
Post by: milon on January 30, 2015, 05:55:24 PM
Quote from: Darth Fool on January 30, 2015, 12:27:29 PM
"Refinements and bugfixing on flood-fill for fog clearing and zone creation"  Fog... Does this mean we will be getting fog of war, or is this just a weather effect?

The wording makes me think he's working on something that already exists.  And it makes sense that the fog weather effect is flood-filled.  So I think he's talking about weather.  (Fog of war would be nice, but I think he'd refer to it by "fog of war" instead.)

Quote from: Patrykbono20 on January 30, 2015, 05:35:26 PM
hmm, today its "Misc bugfix"
Think A9 are closer :)

Woo hoo!  ;D
Title: Re: RimWorld change log
Post by: muffins on January 31, 2015, 03:26:42 AM
Brewing alcohol, growing plump helmets devil strands underground, tales and art on items and sculptures, smoothing stone, clothing that wears out over time, crafting of clothing, selling crafted goods to visiting traders, seasons and weather ...

What game am I playing again?

;D

I swear RimWorld becomes more amazing with each update and it's already 10/10 in my book. Thankyou Tynan for making such a wonderful game.
Title: Re: RimWorld change log
Post by: milon on January 31, 2015, 09:07:27 AM
Quote from: muffins on January 31, 2015, 03:26:42 AM
Brewing alcohol, growing plump helmets devil strands underground, tales and art on items and sculptures, smoothing stone, clothing that wears out over time, crafting of clothing, selling crafted goods to visiting traders, seasons and weather ...

What game am I playing again?

;D

+1!
Title: Re: RimWorld change log
Post by: Gabriel_Braun on January 31, 2015, 02:29:24 PM
Misc fixes.
Misc fixes.
Misc fixes.
Misc fixes.


It's COMING!!!!!!
Title: Re: RimWorld change log
Post by: chase_u_97 on January 31, 2015, 03:43:50 PM
Quote from: Gabriel_Braun on January 31, 2015, 02:29:24 PM
Misc fixes.
Misc fixes.
Misc fixes.
Misc fixes.


It's COMING!!!!!!

But when is the question.
Title: Re: RimWorld change log
Post by: Evelyn on January 31, 2015, 04:15:06 PM
(http://i.imgur.com/q3Ff3WB.png)
Title: Re: RimWorld change log
Post by: Coenmcj on January 31, 2015, 06:49:24 PM
SoonTM
Title: Re: RimWorld change log
Post by: Veneke on January 31, 2015, 07:59:30 PM
You know, when I read 'misc. fixes' or 'bugfixing' something of that nature on another project I usually skim over it and don't give it much thought. Here though, here I know that 'misc fixes' means that something truly glorious is just around the corner.
Title: Re: RimWorld change log
Post by: Element4ry on February 01, 2015, 04:06:13 AM
I can already see whole colony of alcoholic drunk bastards, probably dead because of it within first year. That's the first thing I'll try to do after the update. Get everyone drunk as hell. We need to celebrate new update, right?
Title: Re: RimWorld change log
Post by: Gabriel_Braun on February 01, 2015, 08:42:44 AM
Ah but think of it in the other sense:  10 totally tanked pirate brawlers drop down on your doorstep!  It'll be a massacre of drunken proportions haha
Title: Re: RimWorld change log
Post by: Dr. Z on February 01, 2015, 09:23:02 AM
Finally something to do on birthdays.
Title: Re: RimWorld change log
Post by: Gabriel_Braun on February 01, 2015, 01:07:17 PM
OOOOhhh I just thought, since pirates love their beer so much you could use it as a defence?  Leave beer stacks all over the place so when they come it's in the path of their advance so that they will get pissed on their way to your base?  Pissed pirates are crappy shooters afterall hahaha
Title: Re: RimWorld change log
Post by: milon on February 01, 2015, 03:05:33 PM
Quote from: Gabriel_Braun on February 01, 2015, 01:07:17 PM
OOOOhhh I just thought, since pirates love their beer so much you could use it as a defence?  Leave beer stacks all over the place so when they come it's in the path of their advance so that they will get pissed on their way to your base?  Pissed pirates are crappy shooters afterall hahaha

That's pretty much what I said on page 45. Great minds think alike, eh? ;)
Title: Re: RimWorld change log
Post by: chase_u_97 on February 02, 2015, 07:05:52 PM
RimWorld change log now with adjustments
Title: Re: RimWorld change log
Post by: ShootyFace on February 02, 2015, 07:55:55 PM
Quote from: chase_u_97 on February 02, 2015, 07:05:52 PM
RimWorld change log now with adjustments

I'm getting that feeling, too. It's warm. It's fuzzy.
Title: Re: RimWorld change log
Post by: chase_u_97 on February 02, 2015, 11:33:03 PM
Quote from: ShootyFace on February 02, 2015, 07:55:55 PM
Quote from: chase_u_97 on February 02, 2015, 07:05:52 PM
RimWorld change log now with adjustments

I'm getting that feeling, too. It's warm. It's fuzzy.
Any day now you can feel it in the wind.
Title: Re: RimWorld change log
Post by: Solanus on February 03, 2015, 09:16:37 AM
Quote from: Darth Fool on January 30, 2015, 12:27:29 PM
"Refinements and bugfixing on flood-fill for fog clearing and zone creation"
It's about time we had some refinements on this show. - HHH
Title: Re: RimWorld change log
Post by: TheSilencedScream on February 04, 2015, 10:18:25 PM
Tynan... this may seem like an odd thing to be thankful for, but I really do appreciate that you focus a lot of time on bugfixing. I don't feel like many indie devs do that; they throw out the update, wait for the onslaught of bug reports, and then hotfix the immediate needs and patch the rest later.

I know it's impossible for you to catch everything, but I do appreciate that you put so much effort into it.
Title: Re: RimWorld change log
Post by: Evelyn on February 05, 2015, 05:52:48 PM
(http://i.imgur.com/GSBXWNS.png)
Title: Re: RimWorld change log
Post by: Noobshock on February 05, 2015, 08:37:51 PM
Yup, each release is a very high standard of quality. That's very nice.
Title: Re: RimWorld change log
Post by: Tankh on February 06, 2015, 07:07:43 AM
Quote from: Evelyn on February 05, 2015, 05:52:48 PM
(http://i.imgur.com/GSBXWNS.png)
Hehe, soon indeed. Or he's just getting lazy with the documentation..
Title: Re: RimWorld change log
Post by: Gabriel_Braun on February 06, 2015, 10:25:30 AM
Quote from: Noobshock on February 05, 2015, 08:37:51 PM
Yup, each release is a very high standard of quality. That's very nice.

You can thank the dedication of your testing team for this hehe...
I know what you all mean though, Tynan's a great developer;  this is why he's reluctant to go to steam for distribution as it allows him more time to get each alpha release to a high standard and keep the reputation each time.
Title: Re: RimWorld change log
Post by: milon on February 06, 2015, 12:15:49 PM
Quote from: Tankh on February 06, 2015, 07:07:43 AM
Quote from: Evelyn on February 05, 2015, 05:52:48 PM
(http://i.imgur.com/GSBXWNS.png)
Hehe, soon indeed. Or he's just getting lazy with the documentation..

It's absolutely going to be SoonTM - he's calling for Public Testers right now!  ;D
Title: Re: RimWorld change log
Post by: Evul on February 06, 2015, 12:42:05 PM
Quote from: Evelyn on February 05, 2015, 05:52:48 PM
(http://i.imgur.com/GSBXWNS.png)

Hehe that was funny xD
Title: Re: RimWorld change log
Post by: Hoodinski on February 07, 2015, 05:15:17 AM
I cannot wait for the new version. The new features are really great!
Title: Re: RimWorld change log
Post by: ccheuer on February 07, 2015, 03:50:08 PM
Quote from: Gabriel_Braun on February 06, 2015, 10:25:30 AM
Quote from: Noobshock on February 05, 2015, 08:37:51 PM
Yup, each release is a very high standard of quality. That's very nice.

You can thank the dedication of your testing team for this hehe...
I know what you all mean though, Tynan's a great developer;  this is why he's reluctant to go to steam for distribution as it allows him more time to get each alpha release to a high standard and keep the reputation each time.

Yea, its rare that you see alpha development games have the same quality as full releases for every alpha version. Usually its a "I'm going to test this, here break it for me" mentality. Rimworld and its dev are so refreshing. Alpha development done right.
Title: Re: RimWorld change log
Post by: andyprogrammer on February 08, 2015, 01:07:52 PM
(http://cdn.meme.am/instances/500x/58953424.jpg)

(if the image doesn't work, I've also put it here: http://memegenerator.net/instance/58953424 (http://memegenerator.net/instance/58953424))
Title: Re: RimWorld change log
Post by: Evul on February 08, 2015, 01:51:07 PM
Quote from: andyprogrammer on February 08, 2015, 01:07:52 PM
SNIP
(if the image doesn't work, I've also put it here: http://memegenerator.net/instance/58953424 (http://memegenerator.net/instance/58953424))

I modified it a little

(https://ludeon.com/forums/index.php?action=dlattach;topic=3420.0;attach=6432)

[attachment deleted due to age]
Title: Re: RimWorld change log
Post by: Tynan on February 08, 2015, 02:25:01 PM
I have become an Internet meme. I feel my life has reached some sort of inflection point.
Title: Re: RimWorld change log
Post by: Gabriel_Braun on February 08, 2015, 02:56:08 PM
PMSL, I love it haha
Title: Re: RimWorld change log
Post by: milon on February 08, 2015, 04:01:46 PM
@Tynan, I believe that's what we call a singularity.  Be careful or you'll become Transcendent or something and we'll never see you again.  ;)
Title: Re: RimWorld change log
Post by: skullywag on February 08, 2015, 04:27:28 PM
Quote from: milon on February 08, 2015, 04:01:46 PM
@Tynan, I believe that's what we call a singularity.  Be careful or you'll become Transcendent or something and we'll never see you again.  ;)

Check his forum title.....
Title: Re: RimWorld change log
Post by: Dr. Z on February 08, 2015, 04:36:19 PM
I thought we already confirmed a giant computer hive as the only possible solution to the amazingness of RimWorld.
Title: Re: RimWorld change log
Post by: Coenmcj on February 08, 2015, 08:14:08 PM
Tynan is the mechanoid hivemind. That is why we have found no mention of it inside the lore, because it transcends rimworld itself, into our reality.
Title: Re: RimWorld change log
Post by: milon on February 09, 2015, 07:54:33 AM
How did I not see this?!  Shades of HHGTTG all over the place!!

I think this means Tynan is a mouse, and RimWorld is a human experiment.
Title: Re: RimWorld change log
Post by: putsam on February 10, 2015, 10:07:34 AM
There probably testing the little humans to see how they learn in different scenarios. IS this one of the 42 roads that one must walk.


No spoilers please I have only finished the first 2 books
Title: Re: RimWorld change log
Post by: Shinzy on February 10, 2015, 11:34:17 AM
Quote from: putsam on February 10, 2015, 10:07:34 AM
There probably testing the little humans to see how they learn in different scenarios. IS this one of the 42 roads that one must walk.


No spoilers please I have only finished the first 2 books

Sean bean trips over and gets beheaded by sharpened swordfish hanging over the fireplace in the third book. The same happens to ben affleck in the fifth, he slips on a banana peel/sharp edge of a trashbin, nobody finds his head until 7th book when Sensei Wasjub *finally* takes out the trash by his mom's request
Title: Re: RimWorld change log
Post by: chase_u_97 on February 11, 2015, 05:09:37 PM
Its time to balance the rebalancing for maximum balance.
Title: Re: RimWorld change log
Post by: RickyMartini on February 11, 2015, 05:46:31 PM
And fix the adjustments.
Title: Re: RimWorld change log
Post by: putsam on February 11, 2015, 08:34:03 PM
Quote from: Shinzy on February 10, 2015, 11:34:17 AM
Quote from: putsam on February 10, 2015, 10:07:34 AM
There probably testing the little humans to see how they learn in different scenarios. IS this one of the 42 roads that one must walk.


No spoilers please I have only finished the first 2 books

Sean bean trips over and gets beheaded by sharpened swordfish hanging over the fireplace in the third book. The same happens to ben affleck in the fifth, he slips on a banana peel/sharp edge of a trashbin, nobody finds his head until 7th book when Sensei Wasjub *finally* takes out the trash by his mom's request

Like nearly every other thing I have read in the series, it makes ABSOLUTELY NO SENSE. :)
Title: Re: RimWorld change log
Post by: milon on February 12, 2015, 09:13:59 AM
Quote from: putsam on February 11, 2015, 08:34:03 PM
Quote from: Shinzy on February 10, 2015, 11:34:17 AM
Quote from: putsam on February 10, 2015, 10:07:34 AM
There probably testing the little humans to see how they learn in different scenarios. IS this one of the 42 roads that one must walk.


No spoilers please I have only finished the first 2 books

Sean bean trips over and gets beheaded by sharpened swordfish hanging over the fireplace in the third book. The same happens to ben affleck in the fifth, he slips on a banana peel/sharp edge of a trashbin, nobody finds his head until 7th book when Sensei Wasjub *finally* takes out the trash by his mom's request

Like nearly every other thing I have read in the series, it makes ABSOLUTELY NO SENSE. :)

^ Courtesy of the Infinite Improbability Drive (http://en.wikipedia.org/wiki/Infinite_Improbability_Drive)!  ;D
Title: Re: RimWorld change log
Post by: Cimanyd on February 13, 2015, 05:49:37 AM
This high-quality work shows a shiny scyther carefully recruiting a drop pod on Jan 1, 5501, at exactly 01:55:11 PM. The overall composition is clearly triangular. The overall composition is obviously square.
Title: Re: RimWorld change log
Post by: 200Down on February 13, 2015, 04:23:21 PM
Looks like A9 is really shaping up. Actually starting to look forward to it instead of dreading new bugs and balance like normally would. May overwhelming forces of perfection and insight flow from you shit through a goose my friend  :o
Title: Re: RimWorld change log
Post by: muffins on February 14, 2015, 01:23:41 PM
Looks like it's getting polished so hard that I might have to wear sunglasses when playing it.

8)
Title: Re: RimWorld change log
Post by: Vexare on February 14, 2015, 01:38:57 PM
I'm a little late reading over changelog for the past month but I just wanted to say:
QuoteYou can now rescue incapacitated neutral people and heal them. Their faction will be appreciative.

Thank you SO much! One of my biggest wish-list frustrations is having neighbors help out with an attack and then not even be able to heal them for fear of faction hate when they take one for the team!
Title: Re: RimWorld change log
Post by: Wabajack42 on February 15, 2015, 07:17:56 PM
Quote from: Vexare on February 14, 2015, 01:38:57 PM
I'm a little late reading over changelog for the past month but I just wanted to say:
QuoteYou can now rescue incapacitated neutral people and heal them. Their faction will be appreciative.

Thank you SO much! One of my biggest wish-list frustrations is having neighbors help out with an attack and then not even be able to heal them for fear of faction hate when they take one for the team!
Or help them when they walk in to your prison and get owned by the prisoners....
After they tried to kill your prisoners....
Title: Re: RimWorld change log
Post by: fernandodlc on February 16, 2015, 04:27:24 PM
Quote from: milon on February 09, 2015, 07:54:33 AM
How did I not see this?!  Shades of HHGTTG all over the place!!

I think this means Tynan is a mouse, and RimWorld is a human experiment.

Someone has to make a pan-galactic-gargle-blaster mod for A9
Title: Re: RimWorld change log
Post by: rufffy on February 17, 2015, 10:42:55 AM
i cannot wait for the new realese, can you tell us a date? are the privattesters already testing :D
Title: Re: RimWorld change log
Post by: Panzer on February 17, 2015, 11:23:29 AM
Did the melee weapons/bionic arms bug get fixed? Havent seen it in the changelog, might be under misc fixes though.
Title: Re: RimWorld change log
Post by: PokestarFan on February 18, 2015, 04:11:48 PM
Quote from: Tynan on May 02, 2014, 01:40:05 PM
If you want to keep tabs on what I've been up to, you can follow the changelog (https://docs.google.com/document/d/1_rCdGYp3nbSUXFG4Ky96RZW1cJGt9g_6ANZZPOHyNsg/pub).
Isn't the changelog for nerds? Or for Apple and Microsoft? :o
Title: Re: RimWorld change log
Post by: PokestarFan on February 18, 2015, 04:16:14 PM
Quote from: Wabajack42 on February 15, 2015, 07:17:56 PM
Quote from: Vexare on February 14, 2015, 01:38:57 PM
I'm a little late reading over changelog for the past month but I just wanted to say:
QuoteYou can now rescue incapacitated neutral people and heal them. Their faction will be appreciative.

Thank you SO much! One of my biggest wish-list frustrations is having neighbors help out with an attack and then not even be able to heal them for fear of faction hate when they take one for the team!
Or help them when they walk in to your prison and get owned by the prisoners....
After they tried to kill your prisoners....
Not like they would, but maybe there should bye a visitor bed. Colonists can use it, but visitors have better sleep and healing rates. Also, make a tab for it. Or whatever those things are that say: Colonist needs treatment.
Title: Re: RimWorld change log
Post by: CB elite on February 18, 2015, 06:50:07 PM
Quote from: PokestarFan on February 18, 2015, 04:16:14 PM
Or whatever those things are that say: Colonist needs treatment.

I believe those are coded in the .dll files as "alerts" :) I could be wrong though.
Title: Re: RimWorld change log
Post by: michael2hands on February 18, 2015, 07:45:30 PM
Alpha 9 released! Yaaaaaaaay  :D Time to start another colony!
Title: Re: RimWorld change log
Post by: Evelyn on February 18, 2015, 08:05:36 PM
(http://i.imgur.com/sllVAS6.png)
Title: Re: RimWorld change log
Post by: Hoodinski on February 19, 2015, 04:17:01 AM
I was supposed to do some work stuff today but screw it! I won't sullen this glorious day with menial chores as ALPHA 9 has landed! Tynan the Great- we thank and salute you! :)
Title: Re: RimWorld change log
Post by: stefanstr on February 20, 2015, 09:11:16 AM
Quote from: Hoodinski on February 19, 2015, 04:17:01 AM
I was supposed to do some work stuff today but screw it! I won't sullen this glorious day with menial chores as ALPHA 9 has landed! Tynan the Great- we thank and salute you! :)

I have been saved by a blackscreen bug. My work life is safe for now. :(
Title: Re: RimWorld change log
Post by: ManWithNoName on February 20, 2015, 04:40:29 PM
QuoteRefactored letter/history record system. History now only records bad urgent events like raids.

If it was my colony id want to remember the good achievements not the bad :/ or a long time surviver.

This is to mark the defeat of the MWNN Pirates!
This is to in memory of ManWithNoName who fought bravely in the raid of xxxx

maybe im just reading it wrong though meh...
Title: Re: RimWorld change log
Post by: Dr. Z on February 20, 2015, 04:54:07 PM
I think history means the graph in the overview tab.
Title: Re: RimWorld change log
Post by: REMworlder on February 21, 2015, 12:30:40 PM
QuoteRefactored letter/history record system. History now only records bad urgent events like raids.

I hope at least some vomitings still get recorded! It's not a Rimworld colony without Vommy, the void god of chemical abuse, cryptosleep sickness, or food poisoning.
Title: Re: RimWorld change log
Post by: Darth Fool on February 21, 2015, 03:51:09 PM
Let me be first to predict that alpha 10 will be released any day now. ;)
Title: Re: RimWorld change log
Post by: Shinzy on February 21, 2015, 04:37:49 PM
Quote from: Darth Fool on February 21, 2015, 03:51:09 PM
Let me be first to predict that alpha 10 will be released any day now. ;)

oh yeah? I can imagine the youtube video for that!
"Hello everybody! I am Tynan Sylvester and this is Rimworld alpha 10, Moody nudists."
Title: Re: RimWorld change log
Post by: Coenmcj on February 21, 2015, 09:17:31 PM
A10 0.9XX Confirmed?
Title: Re: RimWorld change log
Post by: REMworlder on February 24, 2015, 11:08:13 PM
QuoteReworked equippable code to be a ThingComp so anything can be equippable.
Beer can now be wielded like a weapon (like wood).

Barfights, aw yeeeahhh. So western.
Title: Re: RimWorld change log
Post by: Cimanyd on February 25, 2015, 02:35:42 AM
Finally! This will be very helpful for setting priorities. :)
Title: Re: RimWorld change log
Post by: Noobshock on February 25, 2015, 09:02:31 AM
Passion indicator on overview screen yeehaw. You know you're a nerd when you get excited about that shit.
Title: Re: RimWorld change log
Post by: milon on February 25, 2015, 06:26:12 PM
Quote from: Darth Fool on February 21, 2015, 03:51:09 PM
Let me be first to predict that alpha 10 will be released any day now. ;)

Quote from: Change log Feb 24Misc fixes and adjustments.

It's coming!!!
Title: Re: RimWorld change log
Post by: StorymasterQ on February 26, 2015, 02:28:46 AM
Quote from: Changelog Feb 24
  • Day length extended from 24,000 to 30,000 ticks. Days per month reduced from 12 to 10.

What.

In another news,
Quote from: Changelog Feb 24
  • Hunters will now approach and execute downed animals at close range.

Yay!
Title: Re: RimWorld change log
Post by: Cimanyd on February 26, 2015, 02:53:58 AM
Jan 6
Quote from: StorymasterQ on February 26, 2015, 02:28:46 AM
Quote from: Changelog Feb 24
  • Day length extended from 24,000 to 30,000 ticks. Days per month reduced from 12 to 10.

What.

Eventually, in a few more alphas, there will just be 12 day-months each year, instead of multiple days in a month.
Title: Re: RimWorld change log
Post by: Andy_Dandy on February 26, 2015, 09:50:34 AM
Quote from: Cimanyd on February 26, 2015, 02:53:58 AM
Jan 6
  • Lengthened day from 20,000 to 24,000 ticks. Shortened month to 12 days.
Quote from: StorymasterQ on February 26, 2015, 02:28:46 AM
Quote from: Changelog Feb 24
  • Day length extended from 24,000 to 30,000 ticks. Days per month reduced from 12 to 10.

What.

Eventually, in a few more alphas, there will just be 12 day-months each year, instead of multiple days in a month.

I guess both these changes (larger days and slightly easier hunting) will make it easier somewhat getting enough food, especially if the need still is ca 1 meal a day. On purpose (Tynan wants to give colonists more time to do other stuff), or will Food Production be nerfed in other areas, or will we perhaps see a bigger need for food per day per capita?
Title: Re: RimWorld change log
Post by: CheeseGromit on February 26, 2015, 12:51:04 PM
Quote from: Changelog Feb 23
  • Passion flames are now displayed subtly on the work overview screen.

Whilst covered in a mod I'm pleased to see some of these UI improvements migrating to the game.

Quote from: Changelog Feb 24
  • Hunters will now approach and execute downed animals at close range.

I'll add another yay for this. Although I'm wary until I see it working because of those weapons with poorer short range accuracy.
Title: Re: RimWorld change log
Post by: Coenmcj on February 27, 2015, 06:18:37 AM
Quote from: change Log, Feb 24
Hunters will now approach and execute downed animals at close range.
Curious as to whether this is similiar to prisoner executions where they walk over and instantly sever their connection to the matrix? Execute them as opposed to firing at them with an M-24 from a metre away.
Title: Re: RimWorld change log
Post by: FridayBiology on February 27, 2015, 08:41:24 AM
Quote from: Changelog Feb 24
  • Hunters will now approach and execute downed animals at close range.

next up is ...
" Colonist will now approach and execute downed Minstrels and Abrasive types at close range. "
Title: Re: RimWorld change log
Post by: RemingtonRyder on February 27, 2015, 09:37:10 AM
Quote from: Coenmcj on February 27, 2015, 06:18:37 AM
Quote from: change Log, Feb 24
Hunters will now approach and execute downed animals at close range.
Curious as to whether this is similiar to prisoner executions where they walk over and instantly sever their connection to the matrix? Execute them as opposed to firing at them with an M-24 from a metre away.

I think it just means that they'll get close enough to negate the 'Prone' penalty to hit.
Title: Re: RimWorld change log
Post by: Dr. Z on February 27, 2015, 04:12:57 PM
Am I the only one who's thinking that the term of a month is getting a little bit insignificant when it's just a little over a week? I know a month is getting longer in real time through this, but it's getting a little weired in-game-wise.

I also like that drinking a beer gives a little mood buff, but this noly holds for a few RL seconds. What about a general mood buuf like "luxuries availible" if you have beer in your stock which your colonists can consume frequently.
Title: Re: RimWorld change log
Post by: onixbg on February 28, 2015, 12:10:41 PM
Quote from: Dr. Z on February 27, 2015, 04:12:57 PM
Am I the only one who's thinking that the term of a month is getting a little bit insignificant when it's just a little over a week? I know a month is getting longer in real time through this, but it's getting a little weired in-game-wise.

I also like that drinking a beer gives a little mood buff, but this noly holds for a few RL seconds. What about a general mood buuf like "luxuries availible" if you have beer in your stock which your colonists can consume frequently.

Yes the whole day/buff duration situation need to be rebalanced. Those are not buffs those are like acting like aura at the moment and once you are outside it's range it's gone for good. And speaking for buffs we need place to store new clothes and our guys to be able to equip new items if their items wear below a % that we can set.
Title: Re: RimWorld change log
Post by: lusername on March 02, 2015, 05:18:42 AM
Quote from: MarvinKosh on February 27, 2015, 09:37:10 AM
I think it just means that they'll get close enough to negate the 'Prone' penalty to hit.
I dunno, I find their accuracy is so laughably bad that they cannot hit a stationary turtle from a tile away, failing to even fire in the same direction at the target. It's actually faster to draft them and order them to kick the thing to death than it is to let them shoot it, as their accuracy is so awful that when hunting, I witnessed a hunter kill 3 separate animals, none of which were the target!
Title: Re: RimWorld change log
Post by: Jester_Crimson on March 02, 2015, 09:44:13 AM
Quote from: onixbg on February 28, 2015, 12:10:41 PM

And speaking for buffs we need place to store new clothes and our guys to be able to equip new items if their items wear below a % that we can set.

There is a couple mods that allow you to store items and one that has the search for new clothes of the same type when they reach a certain percent
Title: Re: RimWorld change log
Post by: Andy_Dandy on March 02, 2015, 02:06:24 PM
Quote from: lusername on March 02, 2015, 05:18:42 AM
Quote from: MarvinKosh on February 27, 2015, 09:37:10 AM
I think it just means that they'll get close enough to negate the 'Prone' penalty to hit.
I dunno, I find their accuracy is so laughably bad that they cannot hit a stationary turtle from a tile away, failing to even fire in the same direction at the target. It's actually faster to draft them and order them to kick the thing to death than it is to let them shoot it, as their accuracy is so awful that when hunting, I witnessed a hunter kill 3 separate animals, none of which were the target!

I actually think it feels about right.

1) Hunting must be balanced versus farming, and needs to be a little less efficient.
2) What should be the difference of a Level 1 and 20 shooter if accuracy was generally increased so much?
3) The dangers of being out for a while when hunting is an important game factor.
4) Turtles should be hard to kill. After all they have Natural Shields they can hide in. ;) They are also quite small Creatures, hard to hit in bumpy terrain, you know. :)
Title: Re: RimWorld change log
Post by: userfredle on March 02, 2015, 04:08:06 PM
Thoughts about doctoring system change? I personally found feeding first to work better for 2 reasons, Its faster than healing first, and stops Mental breakdowns from flooding my base.

However i can obviously see the need to treat a colonist bleeding out near death before giving him food, but usually i would just manually select a doctor for such an important job.
Title: Re: RimWorld change log
Post by: Spare74 on March 03, 2015, 07:14:46 AM
"Self-healing" : nice =D
Title: Re: RimWorld change log
Post by: Adie123 on March 03, 2015, 09:41:00 AM
Quote from: userfredle on March 02, 2015, 04:08:06 PM
Thoughts about doctoring system change? I personally found feeding first to work better for 2 reasons, Its faster than healing first, and stops Mental breakdowns from flooding my base.

Nah another colonist (Warden) can feed the patient, while the doctor treats them. Our/Your specified doctors should treat first, but tbh, why have this code change when you can priorities doctoring higher than wardening :s
Title: Re: RimWorld change log
Post by: Ykara on March 03, 2015, 12:41:50 PM
Yes, it looks like we're gonna be able to add more than one hediff! But it looks like it's gonna take a while for the medical mods to be ported over to alpha 10, there seem to be alot of changes to the hediffdefs.
Title: Re: RimWorld change log
Post by: RemingtonRyder on March 04, 2015, 12:07:35 PM
I think it makes sense to stop bleeding before feeding. In many cases the injured colonist can get up and feed themselves after treatment. Doctors should be able to get a break and feed themselves and sleep before the next lot of casualties come in.
Title: Re: RimWorld change log
Post by: Mihsan on March 04, 2015, 06:15:41 PM
QuoteTrees are no longer sowable. Traders carry wood.

Wow, that is huge.

I had some problems with wood economy... but ban trees sowing? I kind of liked my pine groves.
Title: Re: RimWorld change log
Post by: Igabod on March 04, 2015, 07:32:14 PM
Quote from: Mihsan on March 04, 2015, 06:15:41 PM
QuoteTrees are no longer sowable. Traders carry wood.

Wow, that is huge.

I had some problems with wood economy... but ban trees sowing? I kind of liked my pine groves.

I'm hoping it's still going to be possible to make them sowable in a mod. If not that's going to cause some serious set-backs for my Xtra Plants mod.
Title: Re: RimWorld change log
Post by: Dive on March 04, 2015, 09:30:05 PM
Why trees are no more sowable? I used to decorate my colonies with them :(
Title: Re: RimWorld change log
Post by: RemingtonRyder on March 04, 2015, 11:00:23 PM
Quote from: Igabod on March 04, 2015, 07:32:14 PM
Quote from: Mihsan on March 04, 2015, 06:15:41 PM
QuoteTrees are no longer sowable. Traders carry wood.

Wow, that is huge.

I had some problems with wood economy... but ban trees sowing? I kind of liked my pine groves.

I'm hoping it's still going to be possible to make them sowable in a mod. If not that's going to cause some serious set-backs for my Xtra Plants mod.

Yeah, I would assume so. It would simply be a case of re-adding the sowTag with Ground on its list. Well, unless Tynan's getting rid of that too.
Title: Re: RimWorld change log
Post by: lusername on March 05, 2015, 02:34:27 AM
Seems like we're losing things faster than we're gaining things. No more trees now?
Title: Re: RimWorld change log
Post by: skullywag on March 05, 2015, 02:59:27 AM
I would have preferred the trees dont grow under roofs option to stop people growing em underground. Im in the camp of i used it for beautification.
Title: Re: RimWorld change log
Post by: warden on March 05, 2015, 03:01:32 AM
I hate complaining but yeah, i don't think removing fertilizer pumps and tree growing is a good idea. All it really does is make me dig up mods that allow me to place soil floors and such. More mods = more conflicts = more trouble for the player. I like keeping my mod collection as light as possible. I'd prefer having pumps and tree farms behind a heavy research wall than removed completely.
Title: Re: RimWorld change log
Post by: lusername on March 05, 2015, 03:23:06 AM
It's not so much the removing of things as it is that we seem to be losing more things than we're gaining. Development seems to have gotten a bit subtractive as of late. What things are we GETTING?
Title: Re: RimWorld change log
Post by: Shinzy on March 05, 2015, 03:59:25 AM
Quote from: lusername on March 05, 2015, 03:23:06 AM
It's not so much the removing of things as it is that we seem to be losing more things than we're gaining. Development seems to have gotten a bit subtractive as of late. What things are we GETTING?

Refinement and filling gaps!
(Ty is having his 'dentist' phase right now, dooon't a grind yer teeth or he'll have to keep going at it! *philosopher mode deactivate!*) we should start seeing new things popping up at A11
Title: Re: RimWorld change log
Post by: Boboid on March 05, 2015, 04:00:11 AM
Want a list?
You're getting:
Hunting AI improvements
Trait rebalances
Medical Xp fixes
Significant Food Ai improvements
Health UI improvements
Doctor AI improvements
Floor rebalancing..

I mean you're not getting the capacity to bake cookies, but the game is getting better.
Title: Re: RimWorld change log
Post by: skullywag on March 05, 2015, 04:03:58 AM
A10 was going to be labelled an AI and general fixing stuff update last i heard. Im sure he'll add a whizbang feature before its done though, he cant resist.
Title: Re: RimWorld change log
Post by: lusername on March 05, 2015, 04:20:06 AM
Quote from: Boboid on March 05, 2015, 04:00:11 AM
Want a list?
You're getting:
Yes, but these are just fixes to things which already exist. The number of actual things to DO is apparently shrinking. No more fertilizer pump. No more tree farms (why no more tree farms? We farm trees in real life...). Are we getting actual things to DO at some point, or will features just disappear one by one?
Title: Re: RimWorld change log
Post by: b0rsuk on March 05, 2015, 04:55:22 AM
Can someone explain what's the point of making trees non-sowable ? In my newbie eyes wood is the most common material, it's not durable and poses a fire hazard (I stopped putting wooden floors around wind turbines). You can't build anything serious with it. It's good for furniture, floors and doors where security is not a concern. But otherwise ? It seems wild plants will grow a little slower in A10.

Why would people sow trees in Rimworld ?
Title: Re: RimWorld change log
Post by: lusername on March 05, 2015, 04:59:48 AM
I'm not really clear why, either. You can plant trees in real life, and people do precisely this. The main reason to sow trees is because people like trees, and because it gives you a renewable resource of cheap input material.
Title: Re: RimWorld change log
Post by: Shinzy on March 05, 2015, 05:30:15 AM
well the trading becomes more meaningful
farming trees in the desert was way op
though I'm gna miss being able to plant them for decorative purposes

smaller log yield mite have been better than just taking them off entirely
Title: Re: RimWorld change log
Post by: b0rsuk on March 05, 2015, 05:32:20 AM
People keep saying stuff like "smaller log yield", but we all know what it means. You'd have to plant MORE trees to compensate.
Title: Re: RimWorld change log
Post by: Shinzy on March 05, 2015, 05:36:20 AM
Quote from: b0rsuk on March 05, 2015, 05:32:20 AM
People keep saying stuff like "smaller log yield", but we all know what it means. You'd have to plant MORE trees to compensate.

building huge enough areas that support them will take lot of resources and time though! (in a desert and tundra)
Title: Re: RimWorld change log
Post by: Mihsan on March 05, 2015, 07:42:19 AM
Quote from: b0rsuk on March 05, 2015, 04:55:22 AM
Can someone explain what's the point of making trees non-sowable?

Wood economy is broken. Wood is unlimited, cheap and easy to get even in desert or tundra. Wooden crafts/arts are super profitable. Wooden floors are not valued.
Title: Re: RimWorld change log
Post by: ShootyFace on March 05, 2015, 04:34:28 PM
Why not make it so in order for trees to grow, they need to be 'maintained' as they grow by a colonist? Would keep people from growing huge tree farms, I would think.
Title: Re: RimWorld change log
Post by: Boboid on March 06, 2015, 08:13:01 AM

Wonder if this will mean my melee killboxes have to be more complicated than airlocks :P
Title: Re: RimWorld change log
Post by: DorgoDorato on March 06, 2015, 12:05:16 PM
QuoteDoctors now automatically rescue downed colonists.

I foresee many a highly valued doctor being slain because he decided it'd be a good idea to run into the middle of a firefight between your soldiers and an onslaught of Mechanoids. I often leave a few non-combatants un-drafted to keep the colony running. I don't really want to have to micromanage my doctor's priorities to keep them alive every battle.
Title: Re: RimWorld change log
Post by: skullywag on March 06, 2015, 12:41:46 PM
What if i want the colonist to die for umm...reasons...
Title: Re: RimWorld change log
Post by: Darth Fool on March 06, 2015, 12:43:16 PM
Your concerns could be addressed if the doctors auto-rescued colonists only if no other colonist was drafted.
Title: Re: RimWorld change log
Post by: Andy_Dandy on March 07, 2015, 02:59:28 AM

Why should we be concerned if cheasy gameplay becomes more difficult?
Title: Re: RimWorld change log
Post by: Darkhymn on March 07, 2015, 03:13:02 AM
Quote from: DorgoDorato on March 06, 2015, 12:05:16 PM
QuoteDoctors now automatically rescue downed colonists.

I foresee many a highly valued doctor being slain because he decided it'd be a good idea to run into the middle of a firefight between your soldiers and an onslaught of Mechanoids. I often leave a few non-combatants un-drafted to keep the colony running. I don't really want to have to micromanage my doctor's priorities to keep them alive every battle.

Yup. I think this is a very poor addition. Does anyone actually send their doctor to rescue colonists directly?  I usually just pick the nearest jogger or fast walker who isn't doing something more important. Now I'll have to draft any medical personnel before combat and whenever I see a downed colonist alert to keep them from getting killed or maimed by this... "feature?"
Title: Re: RimWorld change log
Post by: Maltavius on March 07, 2015, 09:36:38 AM
Can we get some combat AI and hauling AI fixes as well?

If there is a firefight, haulers shouldn't just walk right into the crossfire unless explicit ordered to by the player
Title: Re: RimWorld change log
Post by: RemingtonRyder on March 07, 2015, 11:15:58 AM
QuoteDoctors now automatically rescue downed colonists.[/qupte]

It'll be great, right up until one of your colonists, Janet Frasier, takes a staff blast from a Jaffa. ;)

Actually though this will be useful when patients fall out of bed because the power's out and they keep taking hypothermia damage because there's no campfire set up in the hospital yet. :)
Title: Re: RimWorld change log
Post by: PokestarFan on March 07, 2015, 01:34:05 PM
Quote from: Tynan on May 02, 2014, 01:40:05 PM
If you want to keep tabs on what I've been up to, you can follow the changelog (https://docs.google.com/document/d/1_rCdGYp3nbSUXFG4Ky96RZW1cJGt9g_6ANZZPOHyNsg/pub).
Is the changelog a list of things you do with RimWorld every day you do so?
It sure looks like it
P.S. 54 pages? Wow there was a lot of work put into it!

[attachment deleted due to age]
Title: Re: RimWorld change log
Post by: PokestarFan on March 07, 2015, 01:38:33 PM
Quote from: Darkhymn on March 07, 2015, 03:13:02 AM
Quote from: DorgoDorato on March 06, 2015, 12:05:16 PM
QuoteDoctors now automatically rescue downed colonists.
I foresee many a highly valued doctor being slain because he decided it'd be a good idea to run into the middle of a firefight between your soldiers and an onslaught of Mechanoids. I often leave a few non-combatants un-drafted to keep the colony running. I don't really want to have to micromanage my doctor's priorities to keep them alive every battle.

Yup. I think this is a very poor addition. Does anyone actually send their doctor to rescue colonists directly?  I usually just pick the nearest jogger or fast walker who isn't doing something more important. Now I'll have to draft any medical personnel before combat and whenever I see a downed colonist alert to keep them from getting killed or maimed by this... "feature?"
Here's a hotfix:[Don't worry, this is a fake]
RimWorld Alpha 9f:
Changelog:
Gives you an option of having doctors get downed people
Bug Fixes
Title: Re: RimWorld change log
Post by: b0rsuk on March 07, 2015, 05:12:02 PM
Quote
Separated race intelligence levels (humanoid/tool user/animal) from mechanoid status in race definition to provide more flexibility for modders.

This bit implies animals aren't tool users. And I don't mean just monkeys and octopi, but also honey badgers.
https://www.youtube.com/watch?v=c36UNSoJenI
Title: Re: RimWorld change log
Post by: Boboid on March 07, 2015, 05:34:34 PM
Quote
Began work on automatic outfits management system: Outfit definitions, outfit selection overview interface, outfit management and editing dialog.

Hurrah! Looking forward to even a basic outfit/uniform system, anything that reduces the amount of forced clothing micromanagement is a sweet addition.


As to the concern about doc's picking up downed colonists - It's fairly safe to assume that this behavior only applies to un-drafted colonists and would be considered lower priority than treating wounds.

It's not as though your doctors are going to drop their weapons in the middle of the fight to go pick up Jimmy because he skinned his knee. Drafted colonists will stand in one place until they starve to death, they're not exactly prone to spontaneity :P

Other than how often do you really have undrafted colonists during any situation where your colonists could potentially be downed?
Title: Re: RimWorld change log
Post by: b0rsuk on March 07, 2015, 05:41:46 PM
I think he's worrying that an undrafted doctor will run across the map into crossfire, then go to eat a fine meal, then go to bed because the effort of hauling the patient tired him.

Doctors in real world have paramedics to bring them the injured. Rimworld players use other criteria, like choosing the closest and fastest pawn.

Haulers in Rimworld wear parkas, great temperature isolation and work speed penalty of -20% is not a concern. Doctors don't need that -20% penalty.
Title: Re: RimWorld change log
Post by: milon on March 08, 2015, 08:00:40 AM
I'm just going to point out that the change log doesn't say anything about drafted or not for downed colonists. Also, any incapped colonist is automatically undrafted.  I really don't think doctors will differentiate, and I think that will be a problem.
Title: Re: RimWorld change log
Post by: Shinzy on March 08, 2015, 08:07:39 AM
Are doctors are the new suicidal haulers!?
Will they too, get shot down and frustrate everyone?
Find out more in next alpha!

*intense background music with popo sirens*

Now to the weather! - next poster, on to you!
Title: Re: RimWorld change log
Post by: skullywag on March 08, 2015, 09:10:07 AM
[ollie-williams]its gonna RAIN![/ollie-williams]
Title: Re: RimWorld change log
Post by: PokestarFan on March 08, 2015, 10:42:27 AM
Quote from: Shinzy on March 08, 2015, 08:07:39 AM
Are doctors are the new suicidal haulers!?
Will they too, get shot down and frustrate everyone?
Find out more in next alpha!

*intense background music with popo sirens*

Now to the weather! - next poster, on to you!
There's the doctor...and the suicidal hauler
However, whenever prisoners go down, the doctor does not capture them unless I tell them to :)
Title: Re: RimWorld change log
Post by: lusername on March 08, 2015, 11:55:52 PM
I'm not really sure I'm comfortable with the idea of locking doors now being a thing that requires a colonist to do, since doors are already "locked" by default, as random raiders are not able to open doors, and the reason to "lock" a door is to specifically tell colonists DON'T GO THAT WAY with one click. By requiring a colonist to go that way, it essentially defeats the point.

Shouldn't this be considered a UI function rather than something which physically occurs, since the doors are always technically locked, as raiders cannot simply open them at will?
Title: Re: RimWorld change log
Post by: Darkhymn on March 10, 2015, 06:37:19 AM
Quote from: lusername on March 08, 2015, 11:55:52 PM
I'm not really sure I'm comfortable with the idea of locking doors now being a thing that requires a colonist to do, since doors are already "locked" by default, as random raiders are not able to open doors, and the reason to "lock" a door is to specifically tell colonists DON'T GO THAT WAY with one click. By requiring a colonist to go that way, it essentially defeats the point.

Shouldn't this be considered a UI function rather than something which physically occurs, since the doors are always technically locked, as raiders cannot simply open them at will?
I've seen it that way as well. You're not physically locking the door, so much as commanding your colonists to not pass through it without having to either micromanage them or draft them all when you need to focus elsewhere.
Title: Re: RimWorld change log
Post by: Shinzy on March 10, 2015, 06:49:47 AM
I wanan hear more about this clothing changement parmeter system thingamajig?
I'm excited! =P
Title: Re: RimWorld change log
Post by: Boboid on March 11, 2015, 01:37:43 PM
Quote from: Shinzy on March 10, 2015, 06:49:47 AM
I wanan hear more about this clothing changement parmeter system thingamajig?
I'm excited! =P

Heh if it all works out properly I might actually be able to use your Apparello mod without screaming in frustration because of all the clutter/micromanagement it causes :D

No more " GOD DAMNIT! My colonist hasn't been wearing socks for TWO YEARS" :P
Title: Re: RimWorld change log
Post by: Panzer on March 15, 2015, 05:02:54 AM
you forgot sleeve-less dusters, buttondown shirts, parkas etc... can we please get some arm protection? ;D

EDIT: nevermind, heard it ll be there in alpha10, thank you very much ;D
Title: Re: RimWorld change log
Post by: Darkhymn on March 16, 2015, 02:48:43 AM
Hopefully the new joy system will be as interesting as I hope it will. I'd love to have a reason to give my colonists time to idle or focus more directly on their passions.
Title: Re: RimWorld change log
Post by: Novellum on March 16, 2015, 11:45:30 PM
Quote from: Darkhymn on March 16, 2015, 02:48:43 AM
Hopefully the new joy system will be as interesting as I hope it will. I'd love to have a reason to give my colonists time to idle or focus more directly on their passions.
It's now the fun system  ;D
Gives those idle colonists something to do in between crafting shirts and making walls.
Title: Re: RimWorld change log
Post by: StorymasterQ on March 17, 2015, 02:45:38 AM
Quote from: Changelog
March 16
  • Reworked pawn reservation system to support multiple-pawn reservations, so two pawns can play chess together.

This feels like a larger change. Or at least it has a large wake behind it. Things can now be reserved by multiple pawns. Could this be the beginning of actually Large Bed sharing?
Title: Re: RimWorld change log
Post by: Coenmcj on March 17, 2015, 03:15:04 AM
Quote from: StorymasterQ on March 17, 2015, 02:45:38 AM
Quote from: Changelog
March 16
  • Reworked pawn reservation system to support multiple-pawn reservations, so two pawns can play chess together.

This feels like a larger change. Or at least it has a large wake behind it. Things can now be reserved by multiple pawns. Could this be the beginning of actually Large Bed sharing?
Or perhaps things like a game of tennis, or factory-like applications?
Title: Re: RimWorld change log
Post by: johiah on March 17, 2015, 11:12:35 AM
wait pawns playing chess?!?!?!?
Title: Re: RimWorld change log
Post by: Monkfish on March 17, 2015, 11:21:12 AM
Quote from: StorymasterQ on March 17, 2015, 02:45:38 AM
Quote from: Changelog
March 16
  • Reworked pawn reservation system to support multiple-pawn reservations, so two pawns can play chess together.

This feels like a larger change. Or at least it has a large wake behind it. Things can now be reserved by multiple pawns. Could this be the beginning of actually Large Bed sharing?
That'd be nice. Hopefully it'll also be the end of one colonist constructing 9/10ths of a wall and leaving the last 1/10th because another colonist somewhere in fuck nowhere has already reserved the wall and is ambling over to construct it. That'd also be nice.

Quote from: johiah on March 17, 2015, 11:12:35 AM
wait pawns playing chess?!?!?!?
Yes. It'd be part of a new Joy system Tynan is working on. See here (https://ludeon.com/forums/index.php?topic=11461.0) for a topic asking for suggestions.
Title: Re: RimWorld change log
Post by: muffins on March 17, 2015, 02:17:31 PM
Fun was added to the game? I'm pretty sure it was in there anyway  :P
Title: Re: RimWorld change log
Post by: keylocke on March 17, 2015, 06:27:12 PM
i am seeing a lot of "fun" in the future.. i'm hoping someone could mod "sexy times" as a "fun" activity.. lol ;D

i'm also hoping someone could mod "simlish" -like language whenever colonists talk to each other or at least tynan could be able to provide the modders the option to do so.

fun times.
Title: Re: RimWorld change log
Post by: SSS on March 17, 2015, 06:36:16 PM
Chocolate is indeed fun to eat.

I approve. ;D
Title: Re: RimWorld change log
Post by: Coenmcj on March 17, 2015, 09:05:55 PM
Quote from: keylocke on March 17, 2015, 06:27:12 PM
i'm hoping someone could mod "sexy times" as a "fun" activity.. lol ;D
Just you wait... Our dear Lord Fappington will fulfil that wish. ;)
Title: Re: RimWorld change log
Post by: Novellum on March 17, 2015, 10:32:16 PM
Basically just allowing the players to build a working game room. Nice.
Title: Re: RimWorld change log
Post by: userfredle on March 18, 2015, 01:59:06 AM
I would love to see my pawns joyriding around the moon bluffs in a quad when vehicles are added
Title: Re: RimWorld change log
Post by: keylocke on March 18, 2015, 12:46:07 PM
i just recently started A9, and i noticed the deterioration of items in stockpile left outdoors (which lowers the price.

can you trade items on indoor stockpiles? what about unroofed areas, do items deteriorate inside those areas too?
Title: Re: RimWorld change log
Post by: Novellum on March 18, 2015, 12:52:55 PM
Quote from: keylocke on March 18, 2015, 12:46:07 PM
i just recently started A9, and i noticed the deterioration of items in stockpile left outdoors (which lowers the price.

can you trade items on indoor stockpiles? what about unroofed areas, do items deteriorate inside those areas too?
You can build an indoor stockpile with a beacon, and then place a beacon outside. The traders will take the items from your export pile(inside beacon), and drop off the silver and items you buy in your import pile(outside beacon).
Title: Re: RimWorld change log
Post by: Igabod on March 18, 2015, 01:08:57 PM
Quote from: Novellum on March 18, 2015, 12:52:55 PM
Quote from: keylocke on March 18, 2015, 12:46:07 PM
i just recently started A9, and i noticed the deterioration of items in stockpile left outdoors (which lowers the price.

can you trade items on indoor stockpiles? what about unroofed areas, do items deteriorate inside those areas too?
You can build an indoor stockpile with a beacon, and then place a beacon outside. The traders will take the items from your export pile(inside beacon), and drop off the silver and items you buy in your import pile(outside beacon).

Really? That is something I haven't tried yet. I always just leave my trade stockpile outside. Thanks for the tip, I'll definitely be doing that on my next game.
Title: Re: RimWorld change log
Post by: Dr. Z on March 18, 2015, 05:18:43 PM
Added praying fun activity.

Now you went to far. Cannibalism and illegal organ harvesting was ok, but praying fun activity is not acceptable. RimWorld players: boycott the game!
Title: Re: RimWorld change log
Post by: stefanstr on March 19, 2015, 07:20:13 AM
Quote from: Dr. Z on March 18, 2015, 05:18:43 PM
Added praying fun activity.

Now you went to far. Cannibalism and illegal organ harvesting was ok, but praying fun activity is not acceptable. RimWorld players: boycott the game!

I hope you are joking.
Title: Re: RimWorld change log
Post by: Andy_Dandy on March 19, 2015, 11:57:15 AM
**Colonists will now sit in chairs to watch TV if possible.**

Cool. I hope for possibilities to craft better quality chairs for leisure from leather, increasing the pawns fun experience while wathing the telly. Hopefully expensive and time consuming. ;)
Title: Re: RimWorld change log
Post by: dd0029 on March 19, 2015, 02:36:07 PM
I have and irrational need for mild scuffles after heated games of pool, chess and horseshoes and arguments over what to watch on TV.
Title: Re: RimWorld change log
Post by: Dr. Z on March 19, 2015, 03:18:11 PM
Who exactly is making the TV shows on the planet we're landing on?

What I actually wanted to post: Just saw a lets play where a guy ordered his people to hunt a heard of alpha beavers but didn't had a stockpile to allow corpses. In this case a pretty nice strategy because his colonists just took on the beavers which would've needed ages otherwise, but in general, I think there should be an alarm when you have active hunting jobs but no stockplie for corpses.
Title: Re: RimWorld change log
Post by: daft73 on March 19, 2015, 03:44:49 PM
Quote from: Dr. Z on March 19, 2015, 03:18:11 PM....
What I actually wanted to post: Just saw a lets play where a guy ordered his people to hunt a heard of alpha beavers but didn't had a stockpile to allow corpses. In this case a pretty nice strategy because his colonists just took on the beavers which would've needed ages otherwise, but in general, I think there should be an alarm when you have active hunting jobs but no stockplie for corpses...
I have never felt that I was hunting sooo much that I would run out of room, especially if I have a butcher. If your not walk-ins make this easy to deal with, no rotting, so it is a simple as having room. Paying attention to the little things help in this game.

Game speed to can lead to issues, I generally run on speed 1, unless I'm waiting on something; ie digging. I realize we all play in our own ways, and that is fine, but some things are harder to manage at fast speed.

Also at worse stopping the hunting for a while can help with corpse overpop.
Title: Re: RimWorld change log
Post by: Dr. Z on March 19, 2015, 04:21:56 PM
I don't mean that you run out of space, but rather that you haven't made a stockpile allowing corpses in the first place. Never happened to me too, but I think it's worth mentioning because this could lead to many "Why the fuck you don't haul the corpses I have a stockpile (10 minutes rage later) oh i haven't allowed coorpses".
Title: Re: RimWorld change log
Post by: daft73 on March 19, 2015, 04:42:11 PM
Quote from: Dr. Z on March 19, 2015, 04:21:56 PM
I don't mean that you run out of space, but rather that you haven't made a stockpile allowing corpses in the first place. Never happened to me too, but I think it's worth mentioning because this could lead to many "Why the fuck you don't haul the corpses I have a stockpile (10 minutes rage later) oh i haven't allowed coorpses".
Fair enough. This has been a problem with Rimworld, hauling/storage, since day one. You have a point for the newer player for sure, of which I'm not, I let my veterancy get ahead of me.

For me this could be a pop-up that is part of the tutorials, the instant you kill your first hunt, the pop-up would appear. Same as base defenses, food, and so on.
Title: Re: RimWorld change log
Post by: SSS on March 19, 2015, 07:49:55 PM
Quote from: Change LogAdded armchairs, makeable from any fabric or leather.

Does this mean fabric and leather will have a comfort quality now? :D

Being able to craft armchairs with different quality levels would be awesome, btw.
Title: Re: RimWorld change log
Post by: Coenmcj on March 19, 2015, 08:43:55 PM
Mmn... Armchair of human leather
Title: Re: RimWorld change log
Post by: Tynan on March 19, 2015, 09:04:29 PM
Quote from: Coenmcj on March 19, 2015, 08:43:55 PM
Mmn... Armchair of human leather

Lol. That was literally the first thing I built :p
Title: Re: RimWorld change log
Post by: FridayBiology on March 19, 2015, 10:40:45 PM
Quote from: Tynan on March 19, 2015, 09:04:29 PM
Quote from: Coenmcj on March 19, 2015, 08:43:55 PM
Mmn... Armchair of human leather

Lol. That was literally the first thing I built :p

(Developer colonist) Tynan : "It rubs the lotion on its skin or else it gets the hose again"

lucky colonists don't have hoses for putting fires out.
Title: Re: RimWorld change log
Post by: CharlieC on March 20, 2015, 03:25:23 PM
T.V? Huh.. Wouldn't a computer be easier to manufacturer? - then pawns with high research could program a game called 'Grimworld' or something and have hot seat games.
Title: Re: RimWorld change log
Post by: erdrik on March 20, 2015, 09:21:42 PM
Regarding tolerance to fun.
The changelog mentioned that they build up tolerance to doing repeated fun activities, does that tolerance also decrease when colonists don't do said fun activity?

Title: Re: RimWorld change log
Post by: Tynan on March 20, 2015, 09:37:22 PM
Quote from: erdrik on March 20, 2015, 09:21:42 PM
Regarding tolerance to fun.
The changelog mentioned that they build up tolerance to doing repeated fun activities, does that tolerance also decrease when colonists don't do said fun activity?
Of course.
Title: Re: RimWorld change log
Post by: SSS on March 20, 2015, 09:42:16 PM
Based Tynan, waiting 10 alphas to add fun to the game. ;)

Quote from: ChangelogAdded minor need for comfort, assigned comfort values to all chairs and beds and created thoughts for comfortable and uncomfortable.

Cool. ^-^
Title: Re: RimWorld change log
Post by: M on March 21, 2015, 08:31:35 AM
Omg! I am looking forward to play RW(A10) :D looks fun ;)
Title: Re: RimWorld change log
Post by: Bob_Namg on March 22, 2015, 04:12:20 PM
Quote from: CharlieC on March 20, 2015, 03:25:23 PM
T.V? Huh.. Wouldn't a computer be easier to manufacturer? - then pawns with high research could program a game called 'Grimworld' or something and have hot seat games.
Mod or not this needs to be a thing.
Seems like a really simple amendment too,
>Computer requires either to be bought or researched
>High level researcher can "make game"
>Generates random title and fun value out of a set maximum
Title: Re: RimWorld change log
Post by: PineyCreek on March 22, 2015, 04:46:13 PM
Is there a release date for the next update? Even just a general idea? All these things look amazing and I just been wondering when we get our hands on them.
Title: Re: RimWorld change log
Post by: Dr. Z on March 22, 2015, 05:14:23 PM
I'm still wondering who makes the TV program.
Title: Re: RimWorld change log
Post by: Coenmcj on March 22, 2015, 09:03:24 PM
Quote from: Dr. Z on March 22, 2015, 05:14:23 PM
I'm still wondering who makes the TV program.
Well considering that there's no FTL methods and that you've crashed on what is deemed a rimworld. I'd say that it's just transmissions that were broadcasted by other planets years ago. (Or for those more advanced worlds closer to your currently occupied planet, months?)
Title: Re: RimWorld change log
Post by: Wonto on March 22, 2015, 09:50:12 PM
Quote from: Coenmcj on March 22, 2015, 09:03:24 PM
Quote from: Dr. Z on March 22, 2015, 05:14:23 PM
I'm still wondering who makes the TV program.
Well considering that there's no FTL methods and that you've crashed on what is deemed a rimworld. I'd say that it's just transmissions that were broadcasted by other planets years ago. (Or for those more advanced worlds closer to your currently occupied planet, months?)

Firefly re-runs?!  :o
Title: Re: RimWorld change log
Post by: Coenmcj on March 22, 2015, 11:13:37 PM
Quote from: Wonto on March 22, 2015, 09:50:12 PM
Quote from: Coenmcj on March 22, 2015, 09:03:24 PM
-snip-

Firefly re-runs?!  :o
+80 to fun!
Title: Re: RimWorld change log
Post by: milon on March 23, 2015, 11:42:26 AM
Quote from: Coenmcj on March 22, 2015, 09:03:24 PM
Quote from: Dr. Z on March 22, 2015, 05:14:23 PM
I'm still wondering who makes the TV program.
Well considering that there's no FTL methods and that you've crashed on what is deemed a rimworld. I'd say that it's just transmissions that were broadcasted by other planets years ago. (Or for those more advanced worlds closer to your currently occupied planet, months?)

Or else downloaded from some ship's memory bank (ie. the original explody ship, passing traders, etc).

EDIT - Tynan, any chance that horseshoes can result in injuries?  'Cause that would be awesome!
Title: Re: RimWorld change log
Post by: Tynan on March 24, 2015, 12:57:03 AM
Sorry, no horseshoe injuries.

I thought about work injuries (e.g. butchers chopping their fingers off) but meh, it's not exciting enough to put in yet.
Title: Re: RimWorld change log
Post by: Coenmcj on March 24, 2015, 01:55:15 AM
Not to mention having to balance stuff because of stuff like that, If butchers lose their fingers then they have a permanent malus to anything that needs manipulation, which could lead to further segregation within colonies.
Title: Re: RimWorld change log
Post by: Latta on March 24, 2015, 03:29:39 AM
Wow, timetables? How does it work? Some resting time for "Fun" and other for working?
Title: Re: RimWorld change log
Post by: b0rsuk on March 24, 2015, 04:23:54 AM
Where do they get the horseshoes from if there are no horses ??
Title: Re: RimWorld change log
Post by: skullywag on March 24, 2015, 04:31:58 AM
They make them....
Title: Re: RimWorld change log
Post by: rsdworker on March 24, 2015, 04:39:25 AM
i love it but we could set as group or individual - example group of prisoners would have group timetable - something similar shown here - prison architect has group timetables - for that group of prisoners
example - i create colonists group A (mining) and assign the individuals to group and set 0 to 6 as sleep then 7 to 8 food then 9 to 12 - Mining then 12 to 2 - fun time then 2 to 6 - Mining work then 6 to 7 (food) then 7 to 0 fun time (no work)
also night shifts would be ideal - sleep in day and work in night example 24 hour medical room staffed by four doctors who iding around in medical room for emergencies or any such
so one doctor works from 6am to 12pm then shift swap other doctor comes on duty at 12pm to 6pm then swap other doctor so night doctor works from 6pm to 6am
also days would be factor as well - on saturday and sunday - no mining work or any work expect food cooking and medical and any emergency repairs
Title: Re: RimWorld change log
Post by: RemingtonRyder on March 24, 2015, 04:42:44 AM
I like the change from deconstruct to uninstall.
Title: Re: RimWorld change log
Post by: Shinzy on March 24, 2015, 04:48:49 AM
Eternal nightshift for the abrasive midnight crew!
Title: Re: RimWorld change log
Post by: b0rsuk on March 24, 2015, 07:14:57 AM
Timetables can have balance consequences. For instance you'll be able to build four 5x5 rooms and make 12 colonists sleep in them. This assumes 8 hours of sleep.

I have hard time coming up with practical uses for timetables in Rimworld. The reason timetables exist IRL is because we have so many fixed events and activities, especially job and school. Rimworld doesn't have these. You can do stuff at any hour. I think it's mostly for flavor.
I guess I will put my soldiers on the same shift with a fixed sleep period, so they're always synchronized and can go repel a raid.
Title: Re: RimWorld change log
Post by: Evul on March 24, 2015, 07:20:15 AM
Quote from: Shinzy on March 24, 2015, 04:48:49 AM
Eternal nightshift for the abrasive midnight crew!

YES! xD
Title: Re: RimWorld change log
Post by: Coenmcj on March 24, 2015, 08:11:27 AM
I have no words but thank you... just... thank you...
Title: Re: RimWorld change log
Post by: Dr. Z on March 24, 2015, 09:17:09 AM
Quote from: b0rsuk on March 24, 2015, 07:14:57 AM
Timetables can have balance consequences. For instance you'll be able to build four 5x5 rooms and make 12 colonists sleep in them. This assumes 8 hours of sleep.

I have hard time coming up with practical uses for timetables in Rimworld. The reason timetables exist IRL is because we have so many fixed events and activities, especially job and school. Rimworld doesn't have these. You can do stuff at any hour. I think it's mostly for flavor.
I guess I will put my soldiers on the same shift with a fixed sleep period, so they're always synchronized and can go repel a raid.

I think the main purpose in RimWorld is to set pauses for your colonists. If they would only relax when there's nothing to do, you would have to wait for them to set new jobs like mining. But with a timetable you can set as many jobs as you want, you can always be sure they get their time to relax.
Title: Re: RimWorld change log
Post by: M on March 24, 2015, 09:52:35 AM
Timetables, great :D
Title: Re: RimWorld change log
Post by: Ykara on March 24, 2015, 10:43:25 AM
Wuhu, the timetables look awesome! I've always wanted this feature!
Title: Re: RimWorld change log
Post by: Darth Fool on March 24, 2015, 10:53:31 AM
I assume that even with the timetables, pawns sufficiently lacking in certain needs will violate the timetable and go eat, play chess, or whatever fulfils their needs.
Title: Re: RimWorld change log
Post by: REMworlder on March 24, 2015, 12:11:51 PM
Quotehttp://puu.sh/gNmLf/830892c474.jpg (http://puu.sh/gNmLf/830892c474.jpg)

If one of the colors is sleep, I can't wait to have nocturnal colonies!
Title: Re: RimWorld change log
Post by: Boboid on March 24, 2015, 01:11:58 PM
Quote from: b0rsuk on March 24, 2015, 07:14:57 AM
Timetables can have balance consequences. For instance you'll be able to build four 5x5 rooms and make 12 colonists sleep in them. This assumes 8 hours of sleep.
Well you might be able to circumnavigate the Disturbed Sleep debuff if you really tweaked it perfectly with the right number of colonists per room but you'll still suffer the Shared Bedroom debuff.
Title: Re: RimWorld change log
Post by: b0rsuk on March 24, 2015, 06:59:42 PM
Is it possible to have a colonist with Shared Bedroom penalty but no "disturbed sleep" ?
Title: Re: RimWorld change log
Post by: Coenmcj on March 24, 2015, 07:22:47 PM
It's a radius thing I think, they can be in the same room, but so long as no one moves about in an area around them they shouldn't receive the disturbed sleep debuff.
Title: Re: RimWorld change log
Post by: Tynan on March 24, 2015, 07:38:10 PM
FYI disturbed sleep was to prevent some goofy base design where each "private" room was connected only to other "private rooms", thus skipping the need for a hallway. It looked kind of gamey to have a base laid out like that; I don't want to penalize people for making proper-looking dedicated hallways.
Title: Re: RimWorld change log
Post by: Boboid on March 25, 2015, 02:06:46 AM
Lies! Perfect grids of bedrooms where everyone was forced to walk through that first guys bedroom made perfect sense! He was loving it in there! Having 1/3rd of the entire colony walk through your bedroom every night is a fantastic social experience :P
Title: Re: RimWorld change log
Post by: Dr. Z on March 25, 2015, 08:13:12 AM
So, IS "disturped sleep" a radius thing or does it trigger if someone walks around in the room no matter how far away?
Title: Re: RimWorld change log
Post by: Igabod on March 25, 2015, 10:50:39 AM
Quote from: Tynan on March 24, 2015, 07:38:10 PM
FYI disturbed sleep was to prevent some goofy base design where each "private" room was connected only to other "private rooms", thus skipping the need for a hallway. It looked kind of gamey to have a base laid out like that; I don't want to penalize people for making proper-looking dedicated hallways.

Through much of our history homes and castles were built without hallways. Rooms connected directly to other rooms in much the same way as you are describing. Hallways dividing rooms wasn't commonplace until the 16th or 17th century. So I don't think the design is goofy. It's just not modern.
Title: Re: RimWorld change log
Post by: fraz on March 25, 2015, 02:06:19 PM
I hope the new timetable system comes with mechanisms to encourage allowing your colonists to maintain natural sleep-wake cycles (e.g., by implementing penalties for nocturnal or highly fractured sleep schedules).
Title: Re: RimWorld change log
Post by: Evelyn on March 25, 2015, 05:19:52 PM
Quote from: Igabod on March 25, 2015, 10:50:39 AM
Through much of our history homes and castles were built without hallways. Rooms connected directly to other rooms in much the same way as you are describing. Hallways dividing rooms wasn't commonplace until the 16th or 17th century. So I don't think the design is goofy. It's just not modern.

He would not be Tynan if he did not go out of his way to penalize players for playing in a way he doesn't want them to play. That's how we got drop-pods, mortars, and cabin fever, and lost a fertilizer pump.
Title: Re: RimWorld change log
Post by: Shinzy on March 25, 2015, 05:56:34 PM
Quote from: Evelyn on March 25, 2015, 05:19:52 PM
Quote from: Igabod on March 25, 2015, 10:50:39 AM
Through much of our history homes and castles were built without hallways. Rooms connected directly to other rooms in much the same way as you are describing. Hallways dividing rooms wasn't commonplace until the 16th or 17th century. So I don't think the design is goofy. It's just not modern.

He would not be Tynan if he did not go out of his way to penalize players for playing in a way he doesn't want them to play. That's how we got drop-pods, mortars, and cabin fever, and lost a fertilizer pump.

Just like when nan used to feed you carrots when all you wanted was candy!
Title: Re: RimWorld change log
Post by: Ayylemao on March 25, 2015, 06:05:25 PM
Quote from: Shinzy on March 25, 2015, 05:56:34 PMJust like when nan used to feed you carrots when all you wanted was candy!
Not really, I would compare it to your parents telling you what music you can listen to.
Title: Re: RimWorld change log
Post by: Evelyn on March 25, 2015, 06:09:18 PM
Quote from: Ayylemao on March 25, 2015, 06:05:25 PM
Quote from: Shinzy on March 25, 2015, 05:56:34 PMJust like when nan used to feed you carrots when all you wanted was candy!
Not really, I would compare it to your parents telling you what music you can listen to.

This, more or less, but if they broke your CDs whenever they found you listening to something they didn't like.
Title: Re: RimWorld change log
Post by: Tynan on March 25, 2015, 09:44:09 PM
Guy, I welcome constructive criticism, but content-free, unconstructive complaining is discouraged around here. Especially when you make it personal, and when it's off-topic.

If you have a suggestion or something you'd like to see changed, make your case in the suggestions forum. If it's a good case, I'll follow the suggestion.
Title: Re: RimWorld change log
Post by: Malaras on March 26, 2015, 04:39:36 AM
Is there an estimated time for this awesomeness?
Title: Re: RimWorld change log
Post by: Dran on March 26, 2015, 10:01:21 AM
So with this new system is there going to be a night owl trait if there isn't already one? Not only should we have a trait were one prefers being up at night but maybe one were one specifically hates Mondays and gets like -5 mood every Monday. And superstitious colonist that refuse to do any work on Friday the 13th but maybe that is oddly specific.
Title: Re: RimWorld change log
Post by: Dr. Z on March 26, 2015, 10:45:30 AM
A month has twelve days, ten in the next Alpha, so Friday the 13th would be difficult  ;)
Title: Re: RimWorld change log
Post by: Dran on March 26, 2015, 10:51:23 AM
Quote from: Dr. Z on March 26, 2015, 10:45:30 AM
A month has twelve days, ten in the next Alpha, so Friday the 13th would be difficult  ;)

Maybe Tynan is superstitious? lol Or make it 7th of the month? I dunno throwing out random ideas.
Title: Re: RimWorld change log
Post by: b0rsuk on March 27, 2015, 07:16:22 AM
So sieges now have a time limit, after which they just attack the colony. Changelog says it's randomized. Can't it instead be based on pirates running out of artillery shells ? They're getting them dropped from the orbit, but maybe they wouldn't have infinite supply. This would have the added benefit of encouraging daring behavior, like sneaking in the night and stealing their mortar shells.
Title: Re: RimWorld change log
Post by: MisterVertigo on March 27, 2015, 09:25:50 AM
Or sniping them and have them explode! ::)
Quote from: b0rsuk on March 27, 2015, 07:16:22 AM
So sieges now have a time limit, after which they just attack the colony. Changelog says it's randomized. Can't it instead be based on pirates running out of artillery shells ? They're getting them dropped from the orbit, but maybe they wouldn't have infinite supply. This would have the added benefit of encouraging daring behavior, like sneaking in the night and stealing their mortar shells.
Title: Re: RimWorld change log
Post by: Dr. Z on March 28, 2015, 10:40:43 AM
Quote from: b0rsuk on March 27, 2015, 07:16:22 AM
So sieges now have a time limit, after which they just attack the colony. Changelog says it's randomized. Can't it instead be based on pirates running out of artillery shells ? They're getting them dropped from the orbit, but maybe they wouldn't have infinite supply. This would have the added benefit of encouraging daring behavior, like sneaking in the night and stealing their mortar shells.

Good idea, but I think you are a bit ahead of the game as light levels have no influence on sight and perception radius atm if I'm correct and I don't think this will come in the near future.

But I agree that giving the raiders only limited supply of shells would be a good idea. Maybe a randomized number of maximal supply drops they can get so the player can't be sure how long they will attack him.
Title: Re: RimWorld change log
Post by: keylocke on March 30, 2015, 11:11:04 PM
Quote
-Added timetables designer so you can assign activities to each colonist per-hour.
-Colonists now attempt to optimize their own apparel by automatically switching to apparel which has greater health, is higher quality, or is more suited to the season, within the parameters of their assigned outfit.

woah~ nice ones.
-it would be great if you can repair apparel though. (ie : using a fraction of it's crafting cost), like a bill or something.

QuoteRenamed fun back to joy

why not : lulz or lols or cheers or lark or farce or chill or fun or droll? (or whatever) i like fun.
it's kinda hard to fit "joy" in a sentence that doesn't make the speaker sound like a dork.

at least, i can't even..

--------------

anyways, awesome updates. will relationships be part of a10?
Title: Re: RimWorld change log
Post by: Boboid on March 31, 2015, 12:11:41 AM
Quote from: keylocke on March 30, 2015, 11:11:04 PM
it's kinda hard to fit "joy" in a sentence that doesn't make the speaker sound like a dork.

I'm deriving genuine joy from screwing with you right now.

In all seriousness though Joy is a bit closer to "Fulfillment" or "Satisfaction" which mechanically is how the system works to some degree - Colonists increasing their "Joy" meter by say.. tailoring, isn't quite the same as having " Fun ".

While some people might actually find the act of sewing to be as enjoyable as say.. a standup comedian I'm willing to bet that most people would describe hobbies or professions that they enjoy as fulfilling rather than fun.


Joy kinda covers both sides while also being understandable, watching TV or playing ping-pong might be fun/bring joy, creating art or sowing plants may be a challenging/fulfilling act or may be fun depending on who you are.
Title: Re: RimWorld change log
Post by: Tynan on March 31, 2015, 01:24:14 AM
Yeah. It also has to cover eating chocolate, sex (at least if that ever gets added), or getting drunk or high.
Title: Re: RimWorld change log
Post by: StorymasterQ on March 31, 2015, 03:36:28 AM
Quote from: Tynan on March 31, 2015, 01:24:14 AM
Yeah. It also has to cover eating chocolate, sex (at least if that ever gets added), or getting drunk or high.

And combinations thereof. Sex while eating chocolate, drunk and/or high while having sex, high on chocolate, etc.
Title: Re: RimWorld change log
Post by: skullywag on March 31, 2015, 04:16:59 AM
So you have 2 pawn reservations now. So im guessing 2 pawns will have to reserve a bed for sex (little bit traditional but hey) otherwise its threesomes only as theyll both reserve another pawn...or can they reserve each other....god the things this game makes me say...
Title: Re: RimWorld change log
Post by: StorymasterQ on March 31, 2015, 04:54:12 AM
Quote from: skullywag on March 31, 2015, 04:16:59 AM
So you have 2 pawn reservations now. So im guessing 2 pawns will have to reserve a bed for sex (little bit traditional but hey) otherwise its threesomes only as theyll both reserve another pawn...or can they reserve each other....god the things this game makes me say...

"Hey, there's Emmie. I'm reserving her."
"Hey, I saw her first!"
"Let's just share."

Probably not, huh?
Title: Re: RimWorld change log
Post by: Coenmcj on March 31, 2015, 06:49:05 AM
Quote from: StorymasterQ on March 31, 2015, 04:54:12 AM
Quote from: skullywag on March 31, 2015, 04:16:59 AM
So you have 2 pawn reservations now. So im guessing 2 pawns will have to reserve a bed for sex (little bit traditional but hey) otherwise its threesomes only as theyll both reserve another pawn...or can they reserve each other....god the things this game makes me say...

"Hey, there's Emmie. I'm reserving her."
"Hey, I saw her first!"
"Let's just share."

Probably not, huh?

Poor Emmie's been through so much. Can't you just have 'er cook you a meal or something?
Title: Re: RimWorld change log
Post by: skullywag on March 31, 2015, 07:26:34 AM
She can reserve the stove while I reserve her.....*ahem*.....
Title: Re: RimWorld change log
Post by: PineyCreek on March 31, 2015, 11:48:21 AM
Well this might make things easier for Lord Fappington's Relationship mod.
Title: Re: RimWorld change log
Post by: StorymasterQ on March 31, 2015, 08:56:15 PM
Quote from: skullywag on March 31, 2015, 07:26:34 AM
She can reserve the stove while I reserve her.....*ahem*.....

"Excuse me, I'm reserving the stove first."
"Don't worry, Emmie, I'll just stand in line. Right on your behind. Right behind you."
Title: Re: RimWorld change log
Post by: puddlejumper448 on April 01, 2015, 04:11:21 PM
I have two requests regarding "Extremely tired colonists can fall asleep where they are." One is please put in the ability to right click their bed and make them sleep, currently if they miss their bed time for whatever reason, they wont sleep, and although i haven't seen it yet i feel like changing their sleep time in the new time management thing will be too much a hassle every time someone misses sleep.

Also it would be very helpful to add some kind of adrenaline function so they wont fall asleep while being shot at during those inopprotune timed raids, i feel like that will be incredibly unrealistic, but i've never been shot at so i don't know for sure :P
Title: Re: RimWorld change log
Post by: SuppleZombieKitten on April 01, 2015, 06:23:36 PM
Quote from: Tynan on March 31, 2015, 01:24:14 AM
Yeah. It also has to cover eating chocolate, sex (at least if that ever gets added), or getting drunk or high.

Sex! No, it sends the wrong message.
Make baby, this is way to go. LOL
Title: Re: RimWorld change log
Post by: CB elite on April 01, 2015, 10:30:36 PM
Quote from: SuppleZombieKitten on April 01, 2015, 06:23:36 PM
Quote from: Tynan on March 31, 2015, 01:24:14 AM
Yeah. It also has to cover eating chocolate, sex (at least if that ever gets added), or getting drunk or high.

Sex! No, it sends the wrong message.
Make baby, this is way to go. LOL

Sims did a good job of coming up with a kid-friendly word for sex :)

I'm not suggesting you rip-off the word "woohoo", but going along those lines wouldn't be a terrible idea if you want the game to be somewhat acceptable for the younger audience.
Title: Re: RimWorld change log
Post by: NinjaPirate on April 02, 2015, 06:41:01 AM
In a game with narcotics, addictions, prisoner management, arms and armour, and blood-spills aplenty, why give sex a fancy cover-up name?

On another note, I'm rather enjoying the sound of the changes regarding outfits and outfit management. And quality filtering for storage. As far as I'm concerned, more filtering options = more control to those who'd like it and no bother to those who don't need it. Hooray filtering!

Until my colonists stop picking up pieces of rock and trying to convince me they looted an 'awful granite shiv' off a raider... I can at least have them keep them away from the 'nice weapon' stockpiles and leave them outside for when a passing space-geologist stops by to trade.
Title: Re: RimWorld change log
Post by: praguepride on April 02, 2015, 09:10:28 AM
Quote from: NinjaPirate on April 02, 2015, 06:41:01 AM
In a game with narcotics, addictions, prisoner management, arms and armour, and blood-spills aplenty, why give sex a fancy cover-up name?

ME WANT SNOO-SNOO!
Title: Re: RimWorld change log
Post by: Shinzy on April 02, 2015, 11:46:49 AM
Quote from: praguepride on April 02, 2015, 09:10:28 AM
Quote from: NinjaPirate on April 02, 2015, 06:41:01 AM
In a game with narcotics, addictions, prisoner management, arms and armour, and blood-spills aplenty, why give sex a fancy cover-up name?

ME WANT SNOO-SNOO!
Yaayy!
(http://i.imgur.com/ArwsnzX.png)
Title: Re: RimWorld change log
Post by: skullywag on April 02, 2015, 12:06:19 PM
Haha dammit shinzy, laughing on the train again!
Title: Re: RimWorld change log
Post by: Tynan on April 02, 2015, 04:10:09 PM
Quote from: Shinzy on April 02, 2015, 11:46:49 AM
Quote from: praguepride on April 02, 2015, 09:10:28 AM
Quote from: NinjaPirate on April 02, 2015, 06:41:01 AM
In a game with narcotics, addictions, prisoner management, arms and armour, and blood-spills aplenty, why give sex a fancy cover-up name?

ME WANT SNOO-SNOO!
Yaayy!
(http://i.imgur.com/ArwsnzX.png)

lol! That's awesome.

I was gonna just call it "porking", but this'd be good too!
Title: Re: RimWorld change log
Post by: falcongrey on April 02, 2015, 04:22:46 PM
Quote from: Shinzy on April 02, 2015, 11:46:49 AM
Yaayy!
(http://i.imgur.com/ArwsnzX.png)

OMG! Reading this made me spit coffee on my monitor!
Title: Re: RimWorld change log
Post by: CB elite on April 02, 2015, 04:29:44 PM
Quote from: NinjaPirate on April 02, 2015, 06:41:01 AM
In a game with narcotics, addictions, prisoner management, arms and armour, and blood-spills aplenty, why give sex a fancy cover-up name?

Good point xD

Quote from: Shinzy on April 02, 2015, 11:46:49 AM
Yaayy!
(http://i.imgur.com/ArwsnzX.png)

Perfection :D
Title: Re: RimWorld change log
Post by: falcongrey on April 02, 2015, 05:16:32 PM
Quick question Tynan, though I've been holding off until the Steam release for a key... if I purchase 'now' instead of waiting do I not only have access to the release builds (like 9e) but also have access to the nightly builds like the changes in the change log show?
Title: Re: RimWorld change log
Post by: skullywag on April 02, 2015, 05:29:05 PM
you only get access to the current released alpha.
Title: Re: RimWorld change log
Post by: falcongrey on April 02, 2015, 05:40:56 PM
Quote from: skullywag on April 02, 2015, 05:29:05 PM
you only get access to the current released alpha.

-Sigh...-  Okies, so still the long wait. :-\
Title: Re: RimWorld change log
Post by: REMworlder on April 02, 2015, 08:19:46 PM
ITT:
(http://i.imgur.com/YNh7Ohg.gif)

I'm excited about being able to sort by item conditions though!
Title: Re: RimWorld change log
Post by: Monkfish on April 03, 2015, 12:20:09 PM
Quote from: NinjaPirate on April 02, 2015, 06:41:01 AM
In a game with narcotics, addictions, prisoner management, arms and armour, and blood-spills aplenty, why give sex a fancy cover-up name?
This. In a game as violent and (often) unforgiving as Rimworld, it is absolute nonsense to censor "sex" because somebody think of the children, and pandering to the thin-skinned prudes who can't handle mentioning or talking about who and what we are only furthers the damaging effects not talking openly about things has on society.

Title: Re: RimWorld change log
Post by: REMworlder on April 03, 2015, 02:02:11 PM
I think the naming discussion was more of a joke than anything, but I do agree. I caught myself going thinking the naming element could be awkward if kids were playing it argument earlier, but since apparently every other colony is bursting with human skin and meat warehouses the game's already pretty well into R territory.
Title: Re: RimWorld change log
Post by: Tynan on April 03, 2015, 10:52:02 PM
Quote from: falcongrey on April 02, 2015, 05:16:32 PM
Quick question Tynan, though I've been holding off until the Steam release for a key... if I purchase 'now' instead of waiting do I not only have access to the release builds (like 9e) but also have access to the nightly builds like the changes in the change log show?

You don't want access to the daily builds, trust me. They're riddled with bugs, often unplayable, and your save compatibility will break every 2 or 3 days.
Title: Re: RimWorld change log
Post by: NinjaPirate on April 04, 2015, 03:41:20 AM
Happy easter Tynan, hope you're taking some well deserved time off! The bugs ain't going nowhere :)
Title: Re: RimWorld change log
Post by: Dr. Z on April 04, 2015, 04:58:10 AM
Quote from: falcongrey on April 02, 2015, 05:16:32 PM
Quick question Tynan, though I've been holding off until the Steam release for a key... if I purchase 'now' instead of waiting do I not only have access to the release builds (like 9e) but also have access to the nightly builds like the changes in the change log show?

Only the private testers have acces to this builds I think. And they really have to work to find bugs and give feedback.
Title: Re: RimWorld change log
Post by: Tynan on April 04, 2015, 01:06:35 PM
Quote from: NinjaPirate on April 04, 2015, 03:41:20 AM
Happy easter Tynan, hope you're taking some well deserved time off! The bugs ain't going nowhere :)

Yes, I'm off for a bit due to a combination of Easter and some health concerns in someone connected (though not super closely) to me.
Title: Re: RimWorld change log
Post by: Jstank on April 04, 2015, 03:04:18 PM
Added Vents?!?!?!?!

Central Air and heating!!!!!! Horray!
Title: Re: RimWorld change log
Post by: Tynan on April 04, 2015, 03:46:07 PM
Just vents, no central heating for now.
Title: Re: RimWorld change log
Post by: REMworlder on April 04, 2015, 05:34:27 PM
Vents!! Aw yisssss.
Title: Re: RimWorld change log
Post by: Shinzy on April 04, 2015, 05:37:34 PM
next up: vent crawling mechanoid spiderlings!
Title: Re: RimWorld change log
Post by: JimmyAgnt007 on April 04, 2015, 05:45:51 PM
Quote from: Shinzy on April 04, 2015, 05:37:34 PM
next up: vent crawling mechanoid spiderlings!

I vote headcrabs.  Convert people to zombies.  then suddenly valve declares that Rimworld is actually half-life 3 and the mechanoids are the combine.
Title: Re: RimWorld change log
Post by: Shinzy on April 04, 2015, 05:53:20 PM
Quote from: JimmyAgnt007 on April 04, 2015, 05:45:51 PM
Quote from: Shinzy on April 04, 2015, 05:37:34 PM
next up: vent crawling mechanoid spiderlings!

I vote headcrabs.  Convert people to zombies.  then suddenly valve declares that Rimworld is actually half-life 3 and the mechanoids are the combine.
you.. you mean confirms, right? right?! *shakes*
Title: Re: RimWorld change log
Post by: RemingtonRyder on April 04, 2015, 06:08:18 PM
Quote from: Tynan on April 03, 2015, 10:52:02 PMYou don't want access to the daily builds, trust me. They're riddled with bugs, often unplayable, and your save compatibility will break every 2 or 3 days.

I don't mind so much the starting over due to savegame incompatibility, but the bugs tend to limit the playability. Which is okay, because they do get fixed, but most people would get sick of it and go back to the previous release.

Unless you're interested in testing, in which case you can put your hand up the next time Tynan calls for public testers.
Title: Re: RimWorld change log
Post by: antibodee on April 06, 2015, 09:07:20 AM
Is it rude to ask when an estimate of the next build will be?

Post edited, user has been warned.
Title: Re: RimWorld change log
Post by: RemingtonRyder on April 06, 2015, 09:59:57 AM
Generally speaking, if you look at the bug tracker and there's a pile of unassorted issues, it isn't ready yet.

That being said, when the next build is released, I'm fairly sure you'll like it.
Title: Re: RimWorld change log
Post by: TheSilencedScream on April 08, 2015, 12:16:28 AM
The new build will likely go into testing soon (private and public, if it isn't already in the former - is it constantly in the former?), gauging from the number of times "bugfixes" has appeared in the changelog recently.
Title: Re: RimWorld change log
Post by: Boboid on April 08, 2015, 07:57:51 PM
Quote from: Evelyn on February 05, 2015, 05:52:48 PM
(http://i.imgur.com/GSBXWNS.png)
Hopefully.

Title: Re: RimWorld change log
Post by: Ouan on April 08, 2015, 11:11:18 PM
Quote from: Shinzy on April 02, 2015, 11:46:49 AM
Quote from: praguepride on April 02, 2015, 09:10:28 AM
Quote from: NinjaPirate on April 02, 2015, 06:41:01 AM
In a game with narcotics, addictions, prisoner management, arms and armour, and blood-spills aplenty, why give sex a fancy cover-up name?

ME WANT SNOO-SNOO!
Yaayy!
(http://i.imgur.com/ArwsnzX.png)

Shinzy, this is why we love you. Is that mod ready to play for the public yet?
Title: Re: RimWorld change log
Post by: RemingtonRyder on April 09, 2015, 05:25:42 AM
I have removed and/or modified some of the replies above and warned the user who made the original remark.

And since I had to edit the original post to avoid offence, please do not resort to racial stereotypes when posting. Thank you for your understanding.
Title: Re: RimWorld change log
Post by: Shinzy on April 09, 2015, 07:02:20 AM
Quote from: Ouan on April 08, 2015, 11:11:18 PMShinzy, this is why we love you. Is that mod ready to play for the public yet?

O-ho ho, no! Never will, atleast from me! But no take-backsies on the love, I'm keeping it
It's mine now
unless Marv edits it out ::)
Title: Re: RimWorld change log
Post by: Evelyn on April 10, 2015, 02:38:13 AM
Quote from: Boboid on April 08, 2015, 07:57:51 PM
Quote from: Evelyn on February 05, 2015, 05:52:48 PM
(http://i.imgur.com/GSBXWNS.png)
Hopefully.

See, you guys find that one hilarious but conveniently ignore the mega-Tynan changelog warrior.
Title: Re: RimWorld change log
Post by: Boboid on April 10, 2015, 04:08:58 AM
Honestly I think Tyngalf was better :P
Title: Re: RimWorld change log
Post by: Hoodinski on April 12, 2015, 12:09:59 PM
Bug correction- I smell a new version comming :)
Title: Re: RimWorld change log
Post by: RickyMartini on April 15, 2015, 11:45:17 AM
(A 11) already?? Oh boy, what a dev.  :D :D Quick as a scyther.
Title: Re: RimWorld change log
Post by: PookyJM on April 15, 2015, 05:47:29 PM
Alpha 10 released.

Ok... Tynan, you can't releash an alpha just like that ! We where getting used to wait a least 2 weeks of only "Misc bugfixes" in the change log ! This is too quick, I didn't have time to fill my hipe bar  ;D
Title: Re: RimWorld change log
Post by: Coenmcj on April 15, 2015, 09:41:44 PM
Quote from: Change log o' the godsTerrain is now stored in two layers so floors can be removed.

Quotefloors can be removed.
Asides how glorious this is to the indecisive among us, Does that mean that floors can be a thing now? or can't they be stuffed.
Title: Re: RimWorld change log
Post by: Jstank on April 15, 2015, 11:20:15 PM
A quote from the almighty Yeti concerning Alpha 10 I thought I would relay to the forums...

https://www.youtube.com/watch?v=GujI3EOqynk&feature=gp-n-y&google_comment_id=z13qu3mqwny3f5p3k22wetdbjkycztgfn (https://www.youtube.com/watch?v=GujI3EOqynk&feature=gp-n-y&google_comment_id=z13qu3mqwny3f5p3k22wetdbjkycztgfn)
I wasn't able to manually tell colonists to build certain structures (claimed I was missing materials, which was absolutely no true) and could not haul fresh kills from hunting. It's playable, though. Just hit solar panels and crops early :P

Building anything large-scale (Geothermal, in example, at 400 steel) I couldn't manually tell someone to build it. They sorta had to just do it on their own, and with it being a large building they chose to do it last - keep it in mind when queuing up a lot of construction. The hunting issue may not be a problem for you since you typically go for crops anyway. Native crops (berry bushes, etc) were being harvested, however, so I imagine crops can be manually harvested in the same way if colonists aren't automatically doing it.

        - Yeti
Title: Re: RimWorld change log
Post by: Hoodinski on April 16, 2015, 03:47:47 AM
Tynan- I want to have your kids. I don't know how exactly but if you have some already I could probably babysit them while you conquer the universe. If not- I'll just steal some and raise them as yours :)
Title: Re: RimWorld change log
Post by: Gherkinhead on April 16, 2015, 03:54:40 AM
Dayum Tynum this game is becoming a masterpiece, I am loving the new additions to the game!!! keep it up.  8)
Title: Re: RimWorld change log
Post by: skullywag on April 16, 2015, 07:17:09 AM
The floor thing.....hnnnnnnn.....my purple ivy will love you forever!
Title: Re: RimWorld change log
Post by: Turps on April 16, 2015, 10:15:02 PM
Hullos, have to ask, why the roll back with allowing trees to be sowed??
Title: Re: RimWorld change log
Post by: Jstank on April 16, 2015, 10:25:40 PM
(A10) Trees are sowable again.

I guess that marks the end of a successful crusade.
Title: Re: RimWorld change log
Post by: RemingtonRyder on April 16, 2015, 11:45:43 PM
I'm not sure if the GrowDays tag indicates the time in brightly-lit conditions to grow to full size, but if so then oak trees could take up to twice as long to grow compared with A9.
Title: Re: RimWorld change log
Post by: StorymasterQ on April 17, 2015, 03:45:07 AM
Oh, come on. "One day, Elsa, Anna, and Chris fell onto an ice sheet planet. Then our Godeveloper Tynan bestows a new joy."
Quote from: Changelog
April 16
  • Added new joy activity: build snowman.
Title: Re: RimWorld change log
Post by: stefanstr on April 17, 2015, 05:10:56 AM
Quote from: StorymasterQ on April 17, 2015, 03:45:07 AM
Oh, come on. "One day, Elsa, Anna, and Chris fell onto an ice sheet planet. Then our Godeveloper Tynan bestows a new joy."
Quote from: Changelog
April 16
  • Added new joy activity: build snowman.


Tynan is a Frozen fan. Who knew. ;)
Title: Re: RimWorld change log
Post by: Fernbhoy on April 17, 2015, 10:25:31 AM
The tribes witch doctor has the power to freeze the world like Elsa now....
Title: Re: RimWorld change log
Post by: Sahkah on April 17, 2015, 06:56:34 PM
For some reason the new update isn't working for me. I tried re-downloading it, it will load but then I try to load a save it just gives me a black screen and does not load. As well, I tried creating a new world and it did the same. Any suggestions?
Title: Re: RimWorld change log
Post by: RickyMartini on April 25, 2015, 11:23:05 AM
Quote

  • Misc AI fixes. They'll be smarter about responding to changing conditions (less ignoring threats because they're busy on a previous-chosen job).

I hope this means that colonists auto-quit their job for firefighting. :)
Title: Re: RimWorld change log
Post by: FridayBiology on April 26, 2015, 03:15:22 AM
Alpha 10d is the lastest release?
Rimworld is stating that game isn't uptodate :"(
Title: Re: RimWorld change log
Post by: TLHeart on April 26, 2015, 03:25:42 AM
no alpha 10f is the latest release.
Quote from: Feirfec on April 26, 2015, 03:15:22 AM
Alpha 10d is the lastest release?
Rimworld is stating that game isn't uptodate :"(


no alpha 10f is the latest release
Title: Re: RimWorld change log
Post by: Raufgar on April 27, 2015, 11:41:38 PM
April 27


What does this mean? You can designate colonists to fill in dug out places? Remove designated mining spots?
Title: Re: RimWorld change log
Post by: Coenmcj on April 28, 2015, 12:25:56 AM
I think it's so if you go over a designated spot for mining with the mining tool again, it will be cancelled? I know something in rimworld does this already, just can't remember what.

Edit ; I think I may be thinking of EDb's mod. :/ Bugger.
But brilliant it's being added all the same!
Title: Re: RimWorld change log
Post by: TLHeart on April 28, 2015, 04:22:09 AM
two very nice things from the edb interface added to vanilla.  Now if he would add the colonist bar to vanilla, makes finding the pawns so much easier.
Title: Re: RimWorld change log
Post by: Asfalto on April 28, 2015, 09:50:13 AM
Quote from: stefanstr on March 19, 2015, 07:20:13 AM
Quote from: Dr. Z on March 18, 2015, 05:18:43 PM
Added praying fun activity.

Now you went to far. Cannibalism and illegal organ harvesting was ok, but praying fun activity is not acceptable. RimWorld players: boycott the game!

I hope you are joking.

Actually i am trying now alpha10, and the joy mechanics simply removes the joy from me.
Plus: seeing the colonists go to bed and pray makes me feel like they are some stupid kids, as i did say my prayer when i was like 6 years old, but then you know, one grows up (should)
Plus: i was not a space colonist from the future.

Horrible mechanic, not needed.

First disappointment i get from this game that i LOVE.
But this, no.
Title: Re: RimWorld change log
Post by: Xotai on April 28, 2015, 10:49:52 AM
Quote from: Raufgar on April 27, 2015, 11:41:38 PM
April 27


  • Can now reverse designate mining.

What does this mean? You can designate colonists to fill in dug out places? Remove designated mining spots?

Reverse designations mean that you can click on a block that can be mined and a 'Mine' button will show up allowing you to designate that block to be mined. (or the appropriate action for whatever block you clicked on)
This is instead of having to go to 'Orders', select the mining tool, and click on the block.

It isn't super useful for large areas, but for an individual block or a few of them it can be quicker than navigating to the mining tool.
Title: Re: RimWorld change log
Post by: StorymasterQ on April 28, 2015, 08:49:52 PM
Quote from: Asfalto on April 28, 2015, 09:50:13 AM
Quote from: stefanstr on March 19, 2015, 07:20:13 AM
Quote from: Dr. Z on March 18, 2015, 05:18:43 PM
Added praying fun activity.

Now you went to far. Cannibalism and illegal organ harvesting was ok, but praying fun activity is not acceptable. RimWorld players: boycott the game!

I hope you are joking.

Actually i am trying now alpha10, and the joy mechanics simply removes the joy from me.
Plus: seeing the colonists go to bed and pray makes me feel like they are some stupid kids, as i did say my prayer when i was like 6 years old, but then you know, one grows up (should)
Plus: i was not a space colonist from the future.

Horrible mechanic, not needed.

First disappointment i get from this game that i LOVE.
But this, no.


Have you tried being stranded in a Rimworld? Also, who are you to diss these colonists' beliefs? Tolerance, man!
Title: Re: RimWorld change log
Post by: Rainbow Evil on April 28, 2015, 09:06:16 PM
Quote

  • Added stripping designator and job giver (under Hauler worktype) to reduce stripping micromanagement.
Got a bit excited by this one at first. Alas, it wasn't what I initially thought.
Title: Re: RimWorld change log
Post by: Coenmcj on April 28, 2015, 10:37:15 PM
Quote from: Rainbow Evil on April 28, 2015, 09:06:16 PM
Quote

  • Added stripping designator and job giver (under Hauler worktype) to reduce stripping micromanagement.
Got a bit excited by this one at first. Alas, it wasn't what I initially thought.
*Points* You... Get naked now.
Title: Re: RimWorld change log
Post by: StorymasterQ on April 28, 2015, 11:31:05 PM
Quote from: Coenmcj on April 28, 2015, 10:37:15 PM
Quote from: Rainbow Evil on April 28, 2015, 09:06:16 PM
Quote

  • Added stripping designator and job giver (under Hauler worktype) to reduce stripping micromanagement.
Got a bit excited by this one at first. Alas, it wasn't what I initially thought.
*Points* You... Get naked now.
Stripping Job Giver would probably something like a pole. Or a stage. Or a bed.

Or a slave trader.
Title: Re: RimWorld change log
Post by: Apophis on April 29, 2015, 03:19:53 AM
QuoteSlave trader changed to pirate merchant, can still show up to buy slaves even when your population is high (though they may not carry any).

Like a real merchant?  :D

And does this mean that Shinzy is now bald?
QuoteAdded new hairs donated by Shinzy.
Title: Re: RimWorld change log
Post by: skullywag on April 29, 2015, 03:29:14 AM
Quote from: Apophis on April 29, 2015, 03:19:53 AM
QuoteSlave trader changed to pirate merchant, can still show up to buy slaves even when your population is high (though they may not carry any).

Like a real merchant?  :D

And does this mean that Shinzy is now bald?
QuoteAdded new hairs donated by Shinzy.

im hoping from his head.....im gonna feel very sorry for my guys otherwise...:(

Speaking of strippimg ive been debating adding a check for the nudist trait and having them randomly streak as an event. Thoughts?
Title: Re: RimWorld change log
Post by: StorymasterQ on April 29, 2015, 03:43:12 AM
Quote from: skullywag on April 29, 2015, 03:29:14 AM
Quote from: Apophis on April 29, 2015, 03:19:53 AM
QuoteSlave trader changed to pirate merchant, can still show up to buy slaves even when your population is high (though they may not carry any).

Like a real merchant?  :D

And does this mean that Shinzy is now bald?
QuoteAdded new hairs donated by Shinzy.

im hoping from his head.....im gonna feel very sorry for my guys otherwise...:(

Which head?
Title: Re: RimWorld change log
Post by: Shinzy on April 29, 2015, 05:31:16 AM
(http://i.imgur.com/ScLauTn.png)

Iiit was for a good cause!
to raise awareness about all the victims of sudden baldness from wearing a modded-hat
Title: Re: RimWorld change log
Post by: TLHeart on April 29, 2015, 05:52:54 AM
Quote from: Rainbow Evil on April 28, 2015, 09:06:16 PM
Quote

  • Added stripping designator and job giver (under Hauler worktype) to reduce stripping micromanagement.
Got a bit excited by this one at first. Alas, it wasn't what I initially thought.

hope this doesn't mean the auto stripping at the crematorium ends.
Title: Re: RimWorld change log
Post by: Fernbhoy on April 29, 2015, 06:31:18 AM
QuoteAdded stripping designator and job giver (under Hauler worktype) to reduce stripping micromanagement.

Right, someone start working on a Rimworld version of Dwarf Therapist before we get too many jobs :D
Title: Re: RimWorld change log
Post by: Martc on April 30, 2015, 04:19:34 AM
Quote from: TLHeart on April 29, 2015, 05:52:54 AM
hope this doesn't mean the auto stripping at the crematorium ends.
I hope yes, because I want burn bodies with crappy clothes.
Title: Re: RimWorld change log
Post by: TLHeart on April 30, 2015, 05:34:18 AM
Quote from: Martc on April 30, 2015, 04:19:34 AM
Quote from: TLHeart on April 29, 2015, 05:52:54 AM
hope this doesn't mean the auto stripping at the crematorium ends.
I hope yes, because I want burn bodies with crappy clothes.

to satisfy us both, make it an option on the bill, burn body with cloths on or strip before burning.
Title: Re: RimWorld change log
Post by: Boboid on May 01, 2015, 12:31:58 AM
Quote from: Shinzy on April 29, 2015, 05:31:16 AM
(http://i.imgur.com/ScLauTn.png)

Iiit was for a good cause!
to raise awareness about all the victims of sudden baldness from wearing a modded-hat

Oh god that's horrific, it looks like someone dumped acid over that poor ram's head.
Shinzy WHAT HAVE YOU DONE!?
Title: Re: RimWorld change log
Post by: Shinzy on May 01, 2015, 05:09:43 AM
Quote from: Boboid on May 01, 2015, 12:31:58 AM
Oh god that's horrific, it looks like someone dumped acid over that poor ram's head.
Shinzy WHAT HAVE YOU DONE!?

Just shears I swear! ..coated in acid for better cuttage?
psshh, and it's already growing back
and I'm telling you! it's really, really itchy under the helmet
(http://i.imgur.com/04pFQd4.png)
Title: Re: RimWorld change log
Post by: Pale Peril on May 01, 2015, 09:35:52 PM
QuoteMay 1
Various bug fixes.
Colonists now benefit from chairs at work benches.

Q: Does this work from the center of the bench? (The anchor point?) Applies also to the left and right of that point? (For those of us that tend place seating at benches for dining in the early game.)

# # #
   O  <--
Title: Re: RimWorld change log
Post by: Boboid on May 02, 2015, 12:08:19 AM
Quote from: Shinzy on May 01, 2015, 05:09:43 AM
Quote from: Boboid on May 01, 2015, 12:31:58 AM
Oh god that's horrific, it looks like someone dumped acid over that poor ram's head.
Shinzy WHAT HAVE YOU DONE!?

Just shears I swear! ..coated in acid for better cuttage?
psshh, and it's already growing back
and I'm telling you! it's really, really itchy under the helmet
(http://i.imgur.com/04pFQd4.png)

Poor -delicious- battered ram.
Take solace in the knowledge that when you invariably die of your hair regime that you'll be made into something delicious involving potatoes.
Title: Re: RimWorld change log
Post by: Coenmcj on May 02, 2015, 06:26:08 PM
Quote from: Boboid on May 02, 2015, 12:08:19 AM
Quote from: Shinzy on May 01, 2015, 05:09:43 AM
Quote from: Boboid on May 01, 2015, 12:31:58 AM
Oh god that's horrific, it looks like someone dumped acid over that poor ram's head.
Shinzy WHAT HAVE YOU DONE!?

Just shears I swear! ..coated in acid for better cuttage?
psshh, and it's already growing back
and I'm telling you! it's really, really itchy under the helmet
(http://i.imgur.com/04pFQd4.png)

Poor -delicious- battered ram.
Take solace in the knowledge that when you invariably die of your hair regime that you'll be made into something delicious involving potatoes.
Yes... with a strawberry sauce just for that little bit of flavour I mean what?.. we're not eating you Shinzy?  ::) why would you ever think that?
Title: Re: RimWorld change log
Post by: Evelyn on May 04, 2015, 01:26:39 AM
Pls no bully the Shinzy.
Title: Re: RimWorld change log
Post by: Matthiasagreen on May 04, 2015, 08:42:56 AM
Quote from: Pale Peril on May 01, 2015, 09:35:52 PM
QuoteMay 1
Various bug fixes.
Colonists now benefit from chairs at work benches.

Q: Does this work from the center of the bench? (The anchor point?) Applies also to the left and right of that point? (For those of us that tend place seating at benches for dining in the early game.)



# # #
   O  <--

Actually, Tynan is doing away with eating at crafting tables..

https://ludeon.com/forums/index.php?topic=12522.msg128905#msg128905
Title: Re: RimWorld change log
Post by: TLHeart on May 04, 2015, 06:14:14 PM
yea, colonists will now pack a lunch for that long hunting trip, or any other trip.... now the question is, how upset will they be eating that meal off the ground?
Title: Re: RimWorld change log
Post by: REMworlder on May 04, 2015, 08:00:55 PM
QuoteIt's now possible to hold doors open. Autodoors will remote open/close, while simple doors will be left open when a colonist passes. Enemies and animals can pass through held-open doors, and anyone can shoot through held-open doors.
!!
Title: Re: RimWorld change log
Post by: Boboid on May 05, 2015, 02:55:59 AM
Quote from: REMworlder on May 04, 2015, 08:00:55 PM
QuoteIt's now possible to hold doors open. Autodoors will remote open/close, while simple doors will be left open when a colonist passes. Enemies and animals can pass through held-open doors, and anyone can shoot through held-open doors.
!!

Hm.. very cool. Lots of new base designs will spring up as a result.
Title: Re: RimWorld change log
Post by: skullywag on May 05, 2015, 04:02:30 AM
So how do we close said left open doors....flicking?....please no....
Title: Re: RimWorld change log
Post by: Boboid on May 05, 2015, 06:35:34 AM
Heh.. Can you imagine being the colony's designated door-closer?

That's a job that'd drive pretty much anyone mad.
Title: Re: RimWorld change log
Post by: Darth Fool on May 05, 2015, 07:33:15 AM
Most likely, it would be more accurate to say that when a colonist passes through a simple door, he will leave it in the designated open/closed state, whereas with automatic doors, if powered, they will immediately change state.
Title: Re: RimWorld change log
Post by: amul on May 06, 2015, 02:15:59 AM
QuoteReworked wolfpack event and applies it to all biomes. Wolves will arrive, stalk around looking for non-animal prey for several days (not passing doors), then leave.

This makes me ecstatic.
Title: Re: RimWorld change log
Post by: skullywag on May 06, 2015, 03:40:17 AM
RimWolves, accustomed to human meat so much they ignore animals in favour of finding a tasty human....me likes.
Title: Re: RimWorld change log
Post by: TLHeart on May 06, 2015, 09:57:49 AM
a pack of wolves, now that will be an event that can't be ignored, unless you have walled yourself in, and the auto turrets kill them all.
Title: Re: RimWorld change log
Post by: Ketzal on May 06, 2015, 10:06:48 AM
Quote from: skullywag on May 06, 2015, 03:40:17 AM
RimWolves, accustomed to human meat so much they ignore animals in favour of finding a tasty human....me likes.

As long as they "finish" the job.  Berserk animals maim till unconscious and then move on to next prey.  Wolves should devour.
Title: Re: RimWorld change log
Post by: b0rsuk on May 06, 2015, 12:38:07 PM
Remotely opening and closing autodoors sounds crazy. Leave a stone autodoor open, inviting enemies inside. Once they're in, close it and switch on the heaters. Use wooden floor for best results.
Title: Re: RimWorld change log
Post by: Wolfen Waffle on May 06, 2015, 09:49:43 PM
Quote from: Ketzal on May 06, 2015, 10:06:48 AM
Quote from: skullywag on May 06, 2015, 03:40:17 AM
RimWolves, accustomed to human meat so much they ignore animals in favour of finding a tasty human....me likes.

As long as they "finish" the job.  Berserk animals maim till unconscious and then move on to next prey.  Wolves should devour.

This.
Tynan!
Title: Re: RimWorld change log
Post by: RickyMartini on May 07, 2015, 10:58:42 AM
I'd like to see the wolves eat off the limbs of a colonist first and then devouring him. Would be a nice new way to raise the need to buy prosthetic parts.
Title: Re: RimWorld change log
Post by: stefanstr on May 08, 2015, 05:14:02 AM
The recent entries suggest a "smarter combat AI" Alpha. I am very interested to see what comes out of it.
Title: Re: RimWorld change log
Post by: Listen1 on May 08, 2015, 06:53:20 AM
Great, more enemies! And now... reaaally can't tell how to defeat Mechanoids.

I'm in an open colony, and it's really nice. Now there will be wolves roaming our streets, mechanoids that will act smarter, an alphabeaver psychotic wave manhunting our colonies... If they can chew through a tree, imagine what they would do with a leg...

A wolf leather chair will be awesome.
Title: Re: RimWorld change log
Post by: Rahjital on May 08, 2015, 08:57:02 AM
Centipedes can easily be defeated by a single sniper, though it may take some time... Scythers die rather handily to charge rifles and grenades, too. I'm more concerned about this:

QuoteEnemies flee from turrets that are about to explode.

Pirate slasher groups are going to be scarily effective against unprotected turrets. Open colonies beware!
Title: Re: RimWorld change log
Post by: RickyMartini on May 08, 2015, 09:09:06 AM

^ some old killbox defense strategies totally got wrecked today. I already love a11
Title: Re: RimWorld change log
Post by: b0rsuk on May 08, 2015, 09:32:26 AM
QuoteEnemies flee from turrets that are about to explode.
!!!!
Title: Re: RimWorld change log
Post by: TLHeart on May 08, 2015, 09:53:18 AM
unpowered turret no longer an effective distraction when taking down the evil ship. 

Kill boxes will still be useful, just no longer automatic, with no help from the colonists.
Title: Re: RimWorld change log
Post by: Boboid on May 08, 2015, 09:54:54 AM
Interested to see how these changes work in practice. "Fleeing" from turrets could either mean "Immediately change targets" or " Actually flee and don't acquire targets for a while ".
Either way it'll be interesting to see where I can get raiders to walk when avoiding turrets, suspect that there are some hilarious collapsible roof tactics available now.

The centipede change is nice - still wish their melee was toned down a bit, it'll be literally impossible to melee them (without immediately having your torso crushed ) now.
Doesn't feel like an exceptionally slow blobby centipede should be so effective in melee combat.
Title: Re: RimWorld change log
Post by: ZestyLemons on May 09, 2015, 06:09:31 AM
Quote from: TLHeart on May 08, 2015, 09:53:18 AM
unpowered turret no longer an effective distraction when taking down the evil ship. 

Kill boxes will still be useful, just no longer automatic, with no help from the colonists.

From the changelog:
- Refactored raid styles into encapsulated RaidStrategyDefs.
- Working on improving raid AI to not fall into traps over and over...

I wonder what kind of new strats the AI will use. Mining into your mountain base? Breaching an outer wall with explosives?

Definitely interested to see how this is implemented.
Title: Re: RimWorld change log
Post by: RemingtonRyder on May 09, 2015, 07:01:16 AM
<3 A11. Although I have the feeling colonists will hate it.
Title: Re: RimWorld change log
Post by: TLHeart on May 09, 2015, 10:33:20 AM
Quote from: ZestyLemons on May 09, 2015, 06:09:31 AM
Quote from: TLHeart on May 08, 2015, 09:53:18 AM
unpowered turret no longer an effective distraction when taking down the evil ship. 

Kill boxes will still be useful, just no longer automatic, with no help from the colonists.

From the changelog:
- Refactored raid styles into encapsulated RaidStrategyDefs.
- Working on improving raid AI to not fall into traps over and over...

I wonder what kind of new strats the AI will use. Mining into your mountain base? Breaching an outer wall with explosives?

Definitely interested to see how this is implemented.

yes it will be, but a kill zone will still be the way to survive. Any good defense includes kill zones, and no matter what tynan programs, we humans will adapt and over come. Glad to see that we will have to adapt.
Title: Re: RimWorld change log
Post by: Tynan on May 09, 2015, 11:45:18 AM
Quote from: ZestyLemons on May 09, 2015, 06:09:31 AM
I wonder what kind of new strats the AI will use. Mining into your mountain base? Breaching an outer wall with explosives?

This is indeed the plan! I've currently got them avoiding turret fields of fire. Next up is setting up a sapper AI that will path through walls, around danger areas, and carve a way into your base with mining or explosives. Also, avoiding spots in field of fire of locations where your colonists killed raiders before.
Title: Re: RimWorld change log
Post by: skullywag on May 09, 2015, 12:47:51 PM
I can feel the OCD rage incoming...all those perfectly sheltered mountain bases with their 1 thick shells, raiders will tunnel through actual rock right?
Title: Re: RimWorld change log
Post by: stefanstr on May 09, 2015, 01:26:10 PM
Quote from: Tynan on May 09, 2015, 11:45:18 AM
Quote from: ZestyLemons on May 09, 2015, 06:09:31 AM
I wonder what kind of new strats the AI will use. Mining into your mountain base? Breaching an outer wall with explosives?

This is indeed the plan! I've currently got them avoiding turret fields of fire. Next up is setting up a sapper AI that will path through walls, around danger areas, and carve a way into your base with mining or explosives. Also, avoiding spots in field of fire of locations where your colonists killed raiders before.

Love it Tynan. Even if A11 has absolutely no new content other than the raider AI upgrades, it will be the best Alpha release EVA.
Title: Re: RimWorld change log
Post by: TLHeart on May 09, 2015, 01:46:31 PM
going to make street fighting much more fun.
Title: Re: RimWorld change log
Post by: Boboid on May 09, 2015, 07:49:52 PM
Looking forward to the AI changes, the sapper Ai hopefully means that your average raider won't spontaneously decide that wall segments are high priority targets when the path gets to be a certain length.

Nothing more frustrating than a centipede headbutting his way through a wall in some random place miles away during an attack while the rest of his buddies attack the front.
I typically don't notice them until they've killed somebody :/

Have I mentioned how much I dislike centipede melee efficacy? :P
Title: Re: RimWorld change log
Post by: Latta on May 10, 2015, 11:23:50 PM
Will this be a death sentence to killboxed mountain bases? Looking forward to see this myself.
Title: Re: RimWorld change log
Post by: Coenmcj on May 11, 2015, 12:15:16 AM
Not neccessarly.

It just means that the whole tactics engine Rimworld has evolved from will finally be put to good use, The AI a little harder to predict and abuse.
Title: Re: RimWorld change log
Post by: ZestyLemons on May 11, 2015, 02:38:16 PM
Quote from: Latta on May 10, 2015, 11:23:50 PM
Will this be a death sentence to killboxed mountain bases? Looking forward to see this myself.

It'll at least make good killboxes more expensive and more difficult to construct.

It'll be a lot more important to defend your walls (if you have them). Hopefully there'll be more ways to defend to compensate, like the doors.
Title: Re: RimWorld change log
Post by: Kegereneku on May 11, 2015, 05:08:55 PM
Sound like a quite expensive rework... Look like Tynan planned more than we asked for.

I am the only one wondering if we will be able to use the explosive ourself, and how ?
Title: Re: RimWorld change log
Post by: Rahjital on May 11, 2015, 05:33:35 PM
Tynan plans what is the best for the game and he certainly isn't going for any half-measures :D

I really hope we'll be able to use the explosives as well, the rocketlaunchers raiders sometimes carry have proven very useful against mechanoids. I'm guessing it will be a tim bomb, since pawns are now smart enough to avoid things like exploding turrets.
Title: Re: RimWorld change log
Post by: RickyMartini on May 11, 2015, 06:00:22 PM
QuoteThe Sapper raid strategy and pawn duties now basically work. The raid spawns with at least one sapper (who has grenades), paths into the colony through walls and avoiding turret fields of fire, and uses explosives and mining to pass any walls or other blockers in the way. Still lots of cleanup work to do on this.

Holy mother of Glitterworld!
Title: Re: RimWorld change log
Post by: stefanstr on May 11, 2015, 06:00:49 PM
QuoteThe raid spawns with at least one sapper (who has grenades), paths into the colony through walls and avoiding turret fields of fire, and uses explosives and mining to pass any walls or other blockers in the way.
The raiders will be able to mine into a base now! I am simultaneously excited and terrified.

EDIT: Ninja'd. :)
Title: Re: RimWorld change log
Post by: Coenmcj on May 11, 2015, 08:00:34 PM
THERE'S A SAPPER SPYIN' MAH SENTRIES
Title: Re: RimWorld change log
Post by: StorymasterQ on May 11, 2015, 08:59:14 PM
I asked this in another thread but I think it's more pertinent to ask it here:
Quote from: StorymasterQ on May 11, 2015, 04:07:27 AM
Blowing holes in the wall. Do you lob a grenade onto a wall or do you just stuff one into a preexisting glory hole?
Title: Re: RimWorld change log
Post by: Jstank on May 11, 2015, 09:05:32 PM
The Sapper raid strategy and pawn duties now basically work. The raid spawns with at least one sapper (who has grenades), paths into the colony through walls and avoiding turret fields of fire, and uses explosives and mining to pass any walls or other blockers in the way. Still lots of cleanup work to do on this.
[/glow]

(http://i.ytimg.com/vi/Wr0FljlIGhc/hqdefault.jpg)
Oh shit. There goes the kill box!
Title: Re: RimWorld change log
Post by: Boboid on May 12, 2015, 12:39:10 AM
Quote from: Jstank on May 11, 2015, 09:05:32 PM
Oh shit. There goes the kill box!

Next up RaidStrategyDef - Bearded Lady.
Happens only when you're about to leave the planet in your ship, comes in, kicks your colonists out of their cryo tubes, and steals your bloody ship :P
Title: Re: RimWorld change log
Post by: jerome736 on May 12, 2015, 01:06:24 AM
I'm scared of A11 now :P
Title: Re: RimWorld change log
Post by: Snowpig on May 12, 2015, 01:43:16 AM
How about making grenades limited-ammunition weapons then?
Title: Re: RimWorld change log
Post by: Ykara on May 12, 2015, 12:53:30 PM
Quote from: TynanThe Sapper raid strategy and pawn duties now basically work. The raid spawns with at least one sapper (who has grenades), paths into the colony through walls and avoiding turret fields of fire, and uses explosives and mining to pass any walls or other blockers in the way. Still lots of cleanup work to do on this.
Finally! I've waited so long for this!
Title: Re: RimWorld change log
Post by: Headshotkill on May 12, 2015, 05:21:27 PM
I feel as if next update will be one of the most game changing addition to date, and it will also mark the end of the killbox-era.
Title: Re: RimWorld change log
Post by: TLHeart on May 12, 2015, 06:27:22 PM
Quote from: Headshotkill on May 12, 2015, 05:21:27 PM
I feel as if next update will be one of the most game changing addition to date, and it will also mark the end of the killbox-era.

nothing a programmer can do to stop kill boxes... they are part of war, and survival...

Now if you mean the end of the auto, colonists do nothing kill box, that will be changed.
Title: Re: RimWorld change log
Post by: ZestyLemons on May 13, 2015, 02:15:02 PM
Quote from: TLHeart on May 12, 2015, 06:27:22 PM
Quote from: Headshotkill on May 12, 2015, 05:21:27 PM
I feel as if next update will be one of the most game changing addition to date, and it will also mark the end of the killbox-era.

nothing a programmer can do to stop kill boxes... they are part of war, and survival...

Now if you mean the end of the auto, colonists do nothing kill box, that will be changed.

I'm kinda confused when you say "they are part of war and survival". I don't think kill boxes are a thing in real life.
Title: Re: RimWorld change log
Post by: Kegereneku on May 13, 2015, 03:51:17 PM
To cut short on semantic war : remember that what we call Killbox in Rimworld and IRL are two different things.
One is the place an army agree to fire on, and not be in.
The other is a box made of stone, full of turrets and sandbag for the purpose of grinding dumb intruders into life-less loot.
(before being processed into food, clothing and chair as the standard procedure seem to be)
Title: Re: RimWorld change log
Post by: Boboid on May 13, 2015, 05:06:25 PM
Quote from: Kegereneku on May 13, 2015, 03:51:17 PM
(before being processed into food as the standard procedure seem to be)

Don't forget clothing. Always clothing. And chairs..
I'd turn them into barricades/structures/armour/weapons but you unfortunately can't use bones for anything.

To be clear though there's nothing wrong with cannibalism.. apart from Prion diseases. And the inconvenience of human skeletal structure when it comes to butchery :P
Title: Re: RimWorld change log
Post by: TLHeart on May 13, 2015, 06:17:11 PM
Quote from: ZestyLemons on May 13, 2015, 02:15:02 PM
Quote from: TLHeart on May 12, 2015, 06:27:22 PM
Quote from: Headshotkill on May 12, 2015, 05:21:27 PM
I feel as if next update will be one of the most game changing addition to date, and it will also mark the end of the killbox-era.

yes kill boxs have been a part of real life since man began fighting... a kill box is a zone, where the attackers are targeted from many positions at once, with little chance to fight back....

Now the automated kill boxes of rim world with the turrets, that is a different story, and one that could be defeated by an AI that would look to disable the power.

But there will still be players that insist on hiding behind an automated kill box, and just keep throwing resources at it, over and over and over.. And if that is how they want to play the game, so be it.  I prefer other approaches to defense, but they all involve kill zones, where I try and have the advantage.

nothing a programmer can do to stop kill boxes... they are part of war, and survival...

Now if you mean the end of the auto, colonists do nothing kill box, that will be changed.

I'm kinda confused when you say "they are part of war and survival". I don't think kill boxes are a thing in real life.
Title: Re: RimWorld change log
Post by: stefanstr on May 14, 2015, 02:22:57 AM
QuoteStarted: Enemy factions remember the locations of discovered traps and avoid them in future.
I hope this will only happen if someone from the faction makes it back home...
Title: Re: RimWorld change log
Post by: Barley on May 14, 2015, 06:40:24 AM
I think the closest allegory to a Rimworld killbox is a castle's outer keep. Once upon a time, breaching the walls of a castle did not mean it had fallen: The archer's firing ports were located on both the front and back of the walls, turning the area just inside the walls into a killzone.
Title: Re: RimWorld change log
Post by: Jstank on May 14, 2015, 09:24:54 PM
can we not call them IED's and simply call them land mines. I don't want to feel like a terrorist. :(
Title: Re: RimWorld change log
Post by: Boboid on May 15, 2015, 01:24:43 AM
Quote from: Jstank on May 14, 2015, 09:24:54 PM
can we not call them IED's and simply call them land mines. I don't want to feel like a terrorist. :(

They're not landmines. They're Improvised Explosive Devices.
They've existed for as long as humans have had access to explosives.

Trying to think of a good way to say this without being called an asshole for it..

If calling them "landmines" or even " Improvised Explosive Devices" is sufficient obfuscation to trick you into forgetting that you're blowing people up, you're not thinking about things in a complex manner.
Title: Re: RimWorld change log
Post by: Shinzy on May 15, 2015, 04:24:52 AM
why would you want to not think about blowing up people?
I vote for legplosives!
Title: Re: RimWorld change log
Post by: StorymasterQ on May 15, 2015, 05:29:25 AM
I prefer to think about blowing up dolls, to be honest.
Title: Re: RimWorld change log
Post by: Rainbow Evil on May 15, 2015, 05:57:43 AM
Quote from: Boboid on May 15, 2015, 01:24:43 AM
Quote from: Jstank on May 14, 2015, 09:24:54 PM
can we not call them IED's and simply call them land mines. I don't want to feel like a terrorist. :(

They're not landmines. They're Improvised Explosive Devices.
They've existed for as long as humans have had access to explosives.

Trying to think of a good way to say this without being called an asshole for it..

If calling them "landmines" or even " Improvised Explosive Devices" is sufficient obfuscation to trick you into forgetting that you're blowing people up, you're not thinking about things in a complex manner.

This. Not to get all political, but using something mass produced to blow people up and using something cobbled together from what you can get your hands on are no different. If anything, surely having somewhere mass producing weapons that cannot distinguish between targets and civilians is more immoral.

At the end of the day, it's a game and IED is an accurate description of what they are.
Title: Re: RimWorld change log
Post by: Regret on May 15, 2015, 07:51:21 AM
Quote from: TLHeart on May 13, 2015, 06:17:11 PM
Quote from: ZestyLemons on May 13, 2015, 02:15:02 PM
Quote from: TLHeart on May 12, 2015, 06:27:22 PM
Quote from: Headshotkill on May 12, 2015, 05:21:27 PM
I feel as if next update will be one of the most game changing addition to date, and it will also mark the end of the killbox-era.
nothing a programmer can do to stop kill boxes... they are part of war, and survival...

Now if you mean the end of the auto, colonists do nothing kill box, that will be changed.

I'm kinda confused when you say "they are part of war and survival". I don't think kill boxes are a thing in real life.
yes kill boxs have been a part of real life since man began fighting... a kill box is a zone, where the attackers are targeted from many positions at once, with little chance to fight back....

Now the automated kill boxes of rim world with the turrets, that is a different story, and one that could be defeated by an AI that would look to disable the power.

But there will still be players that insist on hiding behind an automated kill box, and just keep throwing resources at it, over and over and over.. And if that is how they want to play the game, so be it.  I prefer other approaches to defense, but they all involve kill zones, where I try and have the advantage.


Fixed that for you.
Title: Re: RimWorld change log
Post by: SlimeCrusher on May 15, 2015, 10:42:34 AM
Why are people so angry because sappers will ruin killboxes? I started playing at Alpha 1, yet i've never really created a killbox in front of my door. I feel like instead of being a strategy, they're an exploit.
Sappers will just add an extra challenge, so you can't just win the game by building a killbox, you'll have to build an extra defence line too. It's still going to be possible to defeat virtually any target you come by, by it will be harder, like Tynan said  :P
Title: Re: RimWorld change log
Post by: ZestyLemons on May 17, 2015, 02:54:10 AM
I think people welcome the challenge actually. I've been pretty fascinated with AI that learns from its mistakes.
Title: Re: RimWorld change log
Post by: Raufgar on May 18, 2015, 01:44:20 AM
QuoteMay 15 - Raiders opportunistically burn crops (but not if it�s raining on them).
Ooooo, evullll.... 

QuoteMay 15 - We no longer allow setting central cells of large unwalkable buildings on fire.
Finally! No more watching helplessly as your big and expensive generator went up in smoke!

QuoteMay 16 - You can now perform surgeries on non-prisoner guests.
"Sit back Ms. Fields. This will only take a moment. You're lucky we found you, you were almost gone!"

"Ohhhh, thank you young man! After those raiders came, I thought I was a goner!"

"You're most welcome. Now you'll feel a light pinch." <Guest is now asleep> "Right. Think we'll get a good liver this time? The last one bled out while we were removing his spleen."
Title: Re: RimWorld change log
Post by: Wolfen Waffle on May 18, 2015, 02:14:01 AM
Tynan save us!
The site is under attack!

(http://i1330.photobucket.com/albums/w562/WolfWaffle1/Pics/1361405384345_zps468d3968.gif)
Title: Re: RimWorld change log
Post by: StorymasterQ on May 18, 2015, 02:24:45 AM
Quote from: Wolfen Waffle on May 18, 2015, 02:14:01 AM
Tynan save us!
The site is under attack!

Yah, I actually vocalized "Wowza" when I looked at my Unread Posts. I ain't clicking any of that.
Title: Re: RimWorld change log
Post by: Panzer on May 18, 2015, 03:19:26 AM
QuoteMay 16 - You can now perform surgeries on non-prisoner guests.

Now, now, a kidney and a lung is a fair price for a pegleg, isnt it :D
Title: Re: RimWorld change log
Post by: skullywag on May 18, 2015, 07:07:26 AM
isnt the visiting party likely to want to kick your butt for doing that? thats almost instant medic death surely?
Title: Re: RimWorld change log
Post by: milon on May 18, 2015, 07:45:43 AM
It might be useful for the game to track what's beneficial or not, and influence faction relations accordingly.
Title: Re: RimWorld change log
Post by: silenced on May 18, 2015, 10:06:54 AM
Now ... with sappers avoiding turrets, and remotely controllable autodoors ... isn't it quite close to make killboxes with turrets behind autodoors? Trap them in, close the outer doors, open the turret-doors. Overkill?
Title: Re: RimWorld change log
Post by: TrashMan on May 18, 2015, 11:04:33 AM
Quote from: amul on May 06, 2015, 02:15:59 AM
QuoteReworked wolfpack event and applies it to all biomes. Wolves will arrive, stalk around looking for non-animal prey for several days (not passing doors), then leave.

This makes me ecstatic.

Don't like it.
Why are wolves always the evil man-eating monsters?
Just make RimWolves a normal predator.
Make up something fiercer and bigger that realistialy might go after humans ...like RimLions or chupacabras or something.

I hope I can edit this event out
Title: Re: RimWorld change log
Post by: TrashMan on May 18, 2015, 11:11:29 AM
Quote from: Asfalto on April 28, 2015, 09:50:13 AM
Actually i am trying now alpha10, and the joy mechanics simply removes the joy from me.
Plus: seeing the colonists go to bed and pray makes me feel like they are some stupid kids, as i did say my prayer when i was like 6 years old, but then you know, one grows up (should)
Plus: i was not a space colonist from the future.

Horrible mechanic, not needed.

First disappointment i get from this game that i LOVE.
But this, no.

Actually I am trying now Humanity v3.10402567070, and the close-mindednes mechanics simply removes the joy from me.
Plus: seeing people go to the internet and complain about other peoples beliefs IN A GAME makes me feel like they are some stupid kids, as I did argue on the internet when I was like 6 years old, but then you know, one grows up (should)
Title: Re: RimWorld change log
Post by: Wolfen Waffle on May 18, 2015, 01:07:36 PM
Quote from: TrashMan on May 18, 2015, 11:04:33 AM
Quote from: amul on May 06, 2015, 02:15:59 AM
QuoteReworked wolfpack event and applies it to all biomes. Wolves will arrive, stalk around looking for non-animal prey for several days (not passing doors), then leave.

This makes me ecstatic.


Don't like it.
Why are wolves always the evil man-eating monsters?
Just make RimWolves a normal predator.
Make up something fiercer and bigger that realistialy might go after humans ...like RimLions or chupacabras or something.

I hope I can edit this event out

Because wolves = evil
Also, they are really racist, incredibly cruel, and allied with the devil, and vote republican
(http://i1330.photobucket.com/albums/w562/WolfWaffle1/Pics/Animals/DogPlayingWithRabbit_zpswypx3ykx.png)
Title: Re: RimWorld change log
Post by: Kegereneku on May 18, 2015, 04:41:19 PM
I should have reacted to that long ago.

Why make them attack only non-animal prey ?
I'm sure there's must be a balanced way to make them also hunt when they are hungry without killing all the Fauna and while keeping the Wolves close by.

If memory serve, one muffalo should easily feed a pack of wolf for several day.
Title: Re: RimWorld change log
Post by: TLHeart on May 19, 2015, 11:43:42 AM
May 18

    Violating guests with surgery now angers their faction. Added warning for this.


Thanks tynan, it should anger them if you harvest body parts, before releasing them.
Title: Re: RimWorld change log
Post by: skullywag on May 19, 2015, 11:52:42 AM
Do guests fight back if you try to do an operation on them?
Title: Re: RimWorld change log
Post by: TrashMan on May 19, 2015, 12:37:15 PM
Quote from: Kegereneku on May 18, 2015, 04:41:19 PM
I should have reacted to that long ago.

Why make them attack only non-animal prey ?
I'm sure there's must be a balanced way to make them also hunt when they are hungry without killing all the Fauna and while keeping the Wolves close by.

If memory serve, one muffalo should easily feed a pack of wolf for several day.

Indeed
Title: Re: RimWorld change log
Post by: Adamiks on May 19, 2015, 02:52:32 PM
Quote from: skullywag on May 19, 2015, 11:52:42 AM
Do guests fight back if you try to do an operation on them?

Yeah, sure, but they will can't do this without legs and arms! Muahahaha!
Title: Re: RimWorld change log
Post by: userfredle on May 19, 2015, 03:12:27 PM
Hey tynan saw in the changelog that the guest faction will get mad if its not a "beneficial surgery".

So what about if they have a serious infection in their leg and theyre gonna die if we dont hack it off like in medieval times? did you incorporate that into the coding of deciding if the surgery is beneficial or not?

though id imagine it would require some tricky work since thats also a way to exploit taking limbs without repercussions
Title: Re: RimWorld change log
Post by: Rahjital on May 19, 2015, 05:41:09 PM
More events, woot woot! And some that force decisions too - do you rescue the refugee and anger the faction that chases them? Or do you let them catch him, losing a potential colonist? (Only applies if the faction isn't already hostile, of course...)

As for cutting off infected limbs... perhaps they should only accept it if the infection is major or extreme? Players don't have much of an incentive to cut limbs all willy nilly beside being cruel.
Title: Re: RimWorld change log
Post by: Sir_Aroun on May 19, 2015, 07:02:05 PM
Here is an Idea, Raids having Objectives. Raid right now are less raids and more like Attacks. It is next to imposable to just survive a raid, you ether repeal the raid or lose the game. What be nice is if raids had objectives. Not only is this more like what raids really are but it make raid a LOT less lethal and more dynamic.
Here is some examples of Raids:

    Supply raid: raids try to get x amount of supplys (food and meds) then retreat
    Wealth raid: same as supply raid but going for silver and gold instead of food and meds
    Slave raid: raids try to kidnap as may people in a within time limit
    Hit and Run raid: like current raids but with a time limit
    Rescue raid: Raiders try to break out prisoners and leave with them
    Siege raid*: raider of a faction currently besieging you attack until they lose to many people
    Blood raid:  like current raids but bigger and only happening if your REALLY piss off a faction.

* not sure about this one
(main post https://ludeon.com/forums/index.php?topic=13186.0)
Title: Re: RimWorld change log
Post by: Sir_Aroun on May 19, 2015, 07:16:00 PM
 psychic soothe incident?
Title: Re: RimWorld change log
Post by: Play2Jens on May 19, 2015, 08:04:00 PM
Quote from: Sir_Aroun on May 19, 2015, 07:16:00 PM
psychic soothe incident?

Not sure, but I think it's the opposite event of psychotic wave incident, where all colonist of a specific gender get a mood penalty. With this, all colonist should get a bonus to their mood.

I didn't see how well the event where you have to make a decision is implemented in the game. But I already love it. Tynan, we'd love to get more hard decisions to make. 
Title: Re: RimWorld change log
Post by: Coenmcj on May 19, 2015, 08:16:43 PM
Quote from: Log of ChangeMay 19
● Misc bugfixes.
● Added psychic soothe incident.
● Added chased refugee incident. A refugee radios for help; you can accept them into the colony but a raid will follow them.

First off. Psychic Soothe incident? what's that, the inverse of the dropped ship part that makes everyone all happy and touchy-feely?
Secondly, Good to see some more variety in the incidents, any others planned for the immediate future?
Title: Re: RimWorld change log
Post by: Cimanyd on May 19, 2015, 09:27:52 PM
I can already imagine that incident. A 90 year old refugee with dementia, bad back, frail, and a leg scar shows up at the edge of the map and becomes a colonist. 30 seconds later, after he's moved about five inches toward the colony, the raid pops up in the same place right next to him and immediately kills him.

Quote from: userfredle on May 19, 2015, 03:12:27 PM
Hey tynan saw in the changelog that the guest faction will get mad if its not a "beneficial surgery".

So what about if they have a serious infection in their leg and theyre gonna die if we dont hack it off like in medieval times? did you incorporate that into the coding of deciding if the surgery is beneficial or not?

though id imagine it would require some tricky work since thats also a way to exploit taking limbs without repercussions
Quote from: Rahjital on May 19, 2015, 05:41:09 PM
As for cutting off infected limbs... perhaps they should only accept it if the infection is major or extreme? Players don't have much of an incentive to cut limbs all willy nilly beside being cruel.

You can't cut off a limb normally, only if it's infected or if you do it manually by installing a bionic/prosthetic/peg leg and then removing it. I assume, in that case, removing the replacement would be considered a bad surgery, just as removing one they originally had would be.

Here's a thought... would replacing a peg leg with a prosthetic/bionic leg (just to be nice) be considered beneficial? If so, what about replacing a bionic/prosthetic leg with a peg leg, which really shouldn't be?
Title: Re: RimWorld change log
Post by: Klldarkness on May 20, 2015, 12:32:36 AM
I am beyond happy that more events are being added!

Tynan, can we get an update that is a big event update? Or perhaps an update that makes it easier to add custom events?

I love the game, but there are only so many events in the game, and no mods add new events anymore.

Either way, I love you. <3
Title: Re: RimWorld change log
Post by: stefanstr on May 20, 2015, 04:38:13 AM
The amount of cool stuff in the changelog has officially come to the point where I don't want to play the current Alpha anymore because of the anticipation.
Title: Re: RimWorld change log
Post by: Kegereneku on May 20, 2015, 07:34:40 AM
QuoteAdded toxic fallout incident and map condition (slowly poisons creates not under roofs).
Toxic buildup can cause other permanent health issues (dementia).

Ok, that one gonna be hard. I hope Tynan planned Gas Mask.
Title: Re: RimWorld change log
Post by: milon on May 20, 2015, 07:51:29 AM
Quote from: Klldarkness on May 20, 2015, 12:32:36 AM
I am beyond happy that more events are being added!

Tynan, can we get an update that is a big event update? Or perhaps an update that makes it easier to add custom events?

I love the game, but there are only so many events in the game, and no mods add new events anymore.

Either way, I love you. <3

+1

It's funny, I made the More Events thread in Suggestions right before I saw this post. Couldn't agree more!  Now go vote on it!  :)
Title: Re: RimWorld change log
Post by: Listy on May 20, 2015, 03:11:23 PM
Quote from: Kegereneku on May 20, 2015, 07:34:40 AM
QuoteAdded toxic fallout incident and map condition (slowly poisons creates not under roofs).
Toxic buildup can cause other permanent health issues (dementia).

Ok, that one gonna be hard. I hope Tynan planned Gas Mask.

Not quite sure I understand the wording...
Title: Re: RimWorld change log
Post by: Panzer on May 20, 2015, 03:22:16 PM
I guess there should be a comma after poisons.

Definitely hyped for alpha 11, this is gonna be great :D
Title: Re: RimWorld change log
Post by: deadlydullahan on May 20, 2015, 03:38:39 PM

QuoteAdded toxic fallout incident and map condition (slowly poisons creates not under roofs).

I feel in the case of a toxic fallout incident it should affect creatures not indoors rather than under a roof, cause you can be under a roof and technically still outside. but that's just my 2 cents on it. I'm excited for Alpha 11
Title: Re: RimWorld change log
Post by: Listy on May 20, 2015, 04:05:40 PM
Quote from: deadlydullahan on May 20, 2015, 03:38:39 PM

QuoteAdded toxic fallout incident and map condition (slowly poisons creates not under roofs).

I feel in the case of a toxic fallout incident it should affect creatures not indoors rather than under a roof, cause you can be under a roof and technically still outside. but that's just my 2 cents on it. I'm excited for Alpha 11

Actually thinking about it, Indoors is the safer place!

I'm an Asthmatic so air quality is something I keep an eye on. When it gets really bad I tend to shut all the doors and windows and cower inside until it rains.
if its a build up inside, then its similar to Radon gas, but then we get into a slight question about Exposure limits, exposure times and PPM discussions.

Equally will vents be usable as a defence?
Title: Re: RimWorld change log
Post by: Wolfen Waffle on May 20, 2015, 05:41:54 PM
I now demand acid rain with the potential to destroy outside crops!

And in addition to that I demand pesticides to fight back blights!
Title: Re: RimWorld change log
Post by: Play2Jens on May 20, 2015, 06:59:30 PM
Quote from: Wolfen Waffle on May 20, 2015, 05:41:54 PM
I now demand acid rain with the potential to destroy outside crops!

And in addition to that I demand pesticides to fight back blights!

In that case I demand ice cream!
Title: Re: RimWorld change log
Post by: Frankenbeasley on May 20, 2015, 07:05:42 PM
Possibly it should be 'creatures' rather than 'creates', I think.
Title: Re: RimWorld change log
Post by: Wolfen Waffle on May 20, 2015, 08:13:31 PM
Quote from: Play2Jens on May 20, 2015, 06:59:30 PM
Quote from: Wolfen Waffle on May 20, 2015, 05:41:54 PM
I now demand acid rain with the potential to destroy outside crops!

And in addition to that I demand pesticides to fight back blights!

In that case I demand ice cream!

With sprinkles!
Title: Re: RimWorld change log
Post by: Ykara on May 21, 2015, 01:33:24 AM
QuoteCleanup and refactor of HediffDefs and related code.
._.
Title: Re: RimWorld change log
Post by: Klldarkness on May 21, 2015, 11:29:02 AM
Every time a new event/incident is added, I break out in a huge smile. Thank you! My wishes have been granted. :)
Title: Re: RimWorld change log
Post by: Listy on May 21, 2015, 11:42:56 AM
Quote from: Klldarkness on May 21, 2015, 11:29:02 AM
Every time a new event/incident is added, I break out in a huge smile. Thank you! My wishes have been granted. :)

Well you're now looking at Volcanic winter event...
Title: Re: RimWorld change log
Post by: Klldarkness on May 21, 2015, 11:49:11 AM
Quote from: Listy on May 21, 2015, 11:42:56 AM
Quote from: Klldarkness on May 21, 2015, 11:29:02 AM
Every time a new event/incident is added, I break out in a huge smile. Thank you! My wishes have been granted. :)

Well you're now looking at Volcanic winter event...

I know! Its awesome. Haha. I love it! :D
Title: Re: RimWorld change log
Post by: Dive on May 21, 2015, 01:56:45 PM
Will pawns try to stay indoors as much as possible if there is a fallout outside?
Title: Re: RimWorld change log
Post by: Adamiks on May 21, 2015, 02:03:22 PM
Quote from: Dive on May 21, 2015, 01:56:45 PM
Will pawns try to stay indoors as much as possible if there is a fallout outside?

I think this will work like "seeking safe temperature.class"
Title: Re: RimWorld change log
Post by: Wolfen Waffle on May 21, 2015, 05:06:40 PM
Just putting this out there tynan...
All that pollution in the air would make Acid rain...
Title: Re: RimWorld change log
Post by: milon on May 22, 2015, 02:00:52 PM
Quote from: changelog
May 22
Lots of bugfixes.

!!
Title: Re: RimWorld change log
Post by: Adamiks on May 22, 2015, 02:23:01 PM
Quote from: milon on May 22, 2015, 02:00:52 PM
Quote from: changelog
May 22
Lots of bugfixes.

!!

Oh yea! Bugfixes! The best in Alpha 11 ::)

Seriously? ;D
Title: Re: RimWorld change log
Post by: Panzer on May 22, 2015, 02:40:18 PM
The uninitiated dont know what it means  ::) (rather, what it could mean)
Title: Re: RimWorld change log
Post by: TLHeart on May 22, 2015, 04:52:18 PM
bug fixes, bug fixes, yea yea yea..... bring on alpha 11, I want to here all the crying about killing automated kill boxes....
Title: Re: RimWorld change log
Post by: Boboid on May 23, 2015, 05:38:52 AM
Quote from: Ykara on May 21, 2015, 01:33:24 AM
QuoteCleanup and refactor of HediffDefs and related code.
._.

Bahahahaha. I'm a bad, bad man for laughing at you but.. I can't help it.
Title: Re: RimWorld change log
Post by: Panzer on May 23, 2015, 06:36:31 AM
Heh yeah that is a kick in the nuts for organ/bionics modders, but the game is still alpha, could ve been expected ;)
Title: Re: RimWorld change log
Post by: deadlydullahan on May 23, 2015, 09:00:47 PM
Quote from: Panzer on May 23, 2015, 06:36:31 AM
Heh yeah that is a kick in the nuts for organ/bionics modders, but the game is still alpha, could ve been expected ;)

May be a pain, yes; but it's a good thing in the long run for organ/bionic modders.
Title: Re: RimWorld change log
Post by: nmid on May 23, 2015, 10:01:05 PM
Quote from: Ykara on May 21, 2015, 01:33:24 AM
QuoteCleanup and refactor of HediffDefs and related code.
._.

What is HediffDefs?
Title: Re: RimWorld change log
Post by: RemingtonRyder on May 23, 2015, 10:24:05 PM
It's a number of effects or changes (hence 'diffs') which can be applied to a colonist's health.
Title: Re: RimWorld change log
Post by: nmid on May 23, 2015, 10:55:03 PM
Quote from: MarvinKosh on May 23, 2015, 10:24:05 PM
It's a number of effects or changes (hence 'diffs') which can be applied to a colonist's health.
Thanks.

Ps - Interesting quote there from .... the same guy I have a quote from!!
Title: Re: RimWorld change log
Post by: Adamiks on May 24, 2015, 09:21:51 AM
Quote from: nmid on May 23, 2015, 10:55:03 PM
Thanks.

Ps - Interesting quote there from .... the same guy I have a quote from!!

Ya know... Storymaster is a..... Story master?
Title: Re: RimWorld change log
Post by: Shinzy on May 24, 2015, 09:54:52 AM
Quote from: Adamiks on May 24, 2015, 09:21:51 AM
Ya know... Storymaster is a..... Story master?

and the Q stands for Quote! it all makes so much sense now!
Title: Re: RimWorld change log
Post by: Adamiks on May 24, 2015, 10:21:54 AM
Quote from: Shinzy on May 24, 2015, 09:54:52 AM
and the Q stands for Quote! it all makes so much sense now!

Sweet Jesus! StorymasterQ is Illuminati! It all makes so much sense now!
Title: Re: RimWorld change log
Post by: Dr. Z on May 24, 2015, 05:50:21 PM
I actually planned to make a pause for one or two Alphas to have more new things when playing again. Today I thought let's look at the changelog for the first time since Alpha 10 and the first two word I'm reading are toxic and fallout...yeah well so much to that plan.
Title: Re: RimWorld change log
Post by: SSS on May 24, 2015, 07:56:41 PM
Quote from: Dr. Z on May 24, 2015, 05:50:21 PM
I actually planned to make a pause for one or two Alphas to have more new things when playing again. Today I thought let's look at the changelog for the first time since Alpha 10 and the first two word I'm reading are toxic and fallout...yeah well so much to that plan.

I've been doing the same thing since Alpha 9. I figured I might not play again until A12 or A13, but after checking out the changelog, it might be sooner. ^-^
Title: Re: RimWorld change log
Post by: StorymasterQ on May 24, 2015, 09:11:48 PM
Quote from: Adamiks on May 24, 2015, 10:21:54 AM
Sweet Jesus! StorymasterQ is Illuminati! It all makes so much sense now!

I am NOT Illuminati.

Illuminati is me! MWAHAHAHA! Is Illuminati plural? Is one member of the Illuminati called an Illuminatum or something? Meh, who cares. I do like Lumina, though. Sweet sword. Brave Fencer too, that Musashi.
Title: Re: RimWorld change log
Post by: Headshotkill on May 26, 2015, 02:15:25 PM
All that bugfixing, looks like he's polishing up the last bits of code and we can expect this alpha baby soon!  8)
Title: Re: RimWorld change log
Post by: pktongrimworld on May 26, 2015, 02:46:24 PM
Oh F... and I just updated abandoned A9 mods to A10...


*flips table*
*pouts*
Title: Re: RimWorld change log
Post by: nmid on May 26, 2015, 04:39:53 PM
Quote from: pktongrimworld on May 26, 2015, 02:46:24 PM
Oh F... and I just updated abandoned A9 mods to A10...


*flips table*
*pouts*
That's what he wants. He wants everyone who wants to play mods to stay on Alpha10, while getting the "core" experience on Alpha11 :D
Title: Re: RimWorld change log
Post by: deadlydullahan on May 26, 2015, 09:45:14 PM
I've never let a man make me cry but Tynan you've changed that, I'm gonna cry when alpha 11 is released and mods won't be around for it till the following week. Man is that gonna be a tough week.
Title: Re: RimWorld change log
Post by: skullywag on May 27, 2015, 04:35:56 AM
Ive just had a baby so not had chance to update anything and probably wont for a while :(
Title: Re: RimWorld change log
Post by: stefanstr on May 27, 2015, 06:25:26 AM
Quote from: skullywag on May 27, 2015, 04:35:56 AM
Ive just had a baby so not had chance to update anything and probably wont for a while :(
Congrats!

Also: when was A10 released? I feel like it hasn't been that long yet.
Title: Re: RimWorld change log
Post by: Shinzy on May 27, 2015, 06:28:18 AM
Quote from: stefanstr on May 27, 2015, 06:25:26 AM
Quote from: skullywag on May 27, 2015, 04:35:56 AM
Ive just had a baby so not had chance to update anything and probably wont for a while :(
Congrats!

Also: when was A10 released? I feel like it hasn't been that long yet.

I know!
It's only 42 days, like!

..Oh, time, where do you gooo?!
Title: Re: RimWorld change log
Post by: milon on May 27, 2015, 08:01:45 AM
Seriously?!  I thought it had only been 2 or 3 weeks. Kept telling myself I'd get in a good session or two on A10 before A11 got released... Welp, maybe not. ;)
Title: Re: RimWorld change log
Post by: Adamiks on May 27, 2015, 09:54:00 AM
"May 26
Lots of bugfixes.
May 25
Lots of bugfixes.
May 24
Some misc late-night bugfixes.
May 22
Lots of bugfixes."

Guys! Alpha 11 is coming!
Title: Re: RimWorld change log
Post by: RickyMartini on May 27, 2015, 12:43:13 PM
Quote from: Adamiks on May 27, 2015, 09:54:00 AM
"May 26
Lots of bugfixes.
May 25
Lots of bugfixes.
May 24
Some misc late-night bugfixes.
May 22
Lots of bugfixes."

Guys! Alpha 11 is coming!

Remember that last time he released A10 with several hotfixes after it. This time he said he tries to not let that happen, so maybe more to wait?  ::)
Title: Re: RimWorld change log
Post by: Adamiks on May 27, 2015, 01:00:26 PM
Quote from: Skissor on May 27, 2015, 12:43:13 PM
Remember that last time he released A10 with several hotfixes after it. This time he said he tries to not let that happen, so maybe more to wait?  ::)

Max 7-10 days, i think....
Title: Re: RimWorld change log
Post by: RickyMartini on May 27, 2015, 01:27:10 PM
Quote from: Adamiks on May 27, 2015, 01:00:26 PM
Max 7-10 days, i think....

For A10 Tynan made bugfixes for 10+ days and it ended up being an unstable version he had to hotfix for 6 days after release. I guess this time he wants to go the safe way so I'm not so sure to see A11 for this and next week.
Title: Re: RimWorld change log
Post by: Devon_v on May 27, 2015, 06:09:03 PM
QuoteStarted: Enemy factions remember the locations of discovered traps and avoid them in future.

Could this only apply if one of them successfully escapes? I think it would add some fun to the early game where you try to catch that one last guy so he doesn't blab about all the horrible deathtraps.

Title: Re: RimWorld change log
Post by: StorymasterQ on May 27, 2015, 09:19:36 PM
Quote from: skullywag on May 27, 2015, 04:35:56 AM
Ive just had a baby so not had chance to update anything and probably wont for a while :(
Congrats, skully! My wife popped ours out 9 months ago. Prepare for less sleep! :D
Title: Re: RimWorld change log
Post by: skullywag on May 28, 2015, 06:57:46 AM
Quote from: StorymasterQ on May 27, 2015, 09:19:36 PM
Quote from: skullywag on May 27, 2015, 04:35:56 AM
Ive just had a baby so not had chance to update anything and probably wont for a while :(
Congrats, skully! My wife popped ours out 9 months ago. Prepare for less sleep! :D

its my second, im a seasoned pro by now :)
Title: Re: RimWorld change log
Post by: Play2Jens on May 28, 2015, 08:46:58 AM
Quote from: Devon_v on May 27, 2015, 06:09:03 PM
QuoteStarted: Enemy factions remember the locations of discovered traps and avoid them in future.

Could this only apply if one of them successfully escapes? I think it would add some fun to the early game where you try to catch that one last guy so he doesn't blab about all the horrible deathtraps.

I had this in mind too! Imagine having a 'hunter' guy, someone with increased speed because if bionic legs or traits who hunts down escaping raiders.
Philosoraptor: If there is no one to retell the raid, was there really a raid?  ;D
Title: Re: RimWorld change log
Post by: SSS on May 28, 2015, 11:32:36 AM
I already tend to have a person who chases down fleeing raiders (usually my melee specialist). Bionic legs are a must. The jogger trait is a bonus.

It'd be nice if there was a good in-game reason for doing so other than more loot.
Title: Re: RimWorld change log
Post by: TLHeart on May 28, 2015, 11:55:41 AM
dead men tell no tales....

As tynan adds more content, with each alpha, there will be more hotfixes, as the private testers can not do the play through near as quickly as the large community of players can. 

And then there are many different play styles, that show the broken code, or the unexpected result, from a different approach to the game.

I applaud the he is willing to hotfix, and not just leave it broken.
Title: Re: RimWorld change log
Post by: Rahjital on May 29, 2015, 03:02:36 PM
QuoteRename deltawolf - > warg

I wonder when we'll see Gandalf make an appearance? :D
Title: Re: RimWorld change log
Post by: SSS on May 29, 2015, 05:23:23 PM
It sounds like the toxic fallout scenario is taking steps toward becoming a death world (http://tvtropes.org/pmwiki/pmwiki.php/Main/DeathWorld).
Title: Re: RimWorld change log
Post by: Kegereneku on May 29, 2015, 05:57:47 PM
It could be the nickname of the next Alpha.
Title: Re: RimWorld change log
Post by: axefrog on May 29, 2015, 08:03:49 PM
QuoteStarted work on arbitrary area restrictions for colonists: basics, designators, icons, drawing, selection for colonists, coloring, feedback on inspect pane.

Yes! I tend to only fire up the game for a few rounds of play every few alphas so I don't wear myself out on the game before it's even had a chance to blossom. But this is definitely makes the next alpha a candidate for me in that regard :D
Title: Re: RimWorld change log
Post by: RickyMartini on May 30, 2015, 07:21:26 AM
QuoteStarted work on arbitrary area restrictions for colonists: basics, designators, icons, drawing, selection for colonists, coloring, feedback on inspect pane.

That is definitely the second best improvement for A11.  :P
Title: Re: RimWorld change log
Post by: MrWiggles on May 31, 2015, 01:48:34 AM
I'd be happy with a path cost adjustments. I want my citizens to stop using the primary freezer as a short cut. Just like opens the doors way more then what it ought to experience.
Title: Re: RimWorld change log
Post by: keylocke on May 31, 2015, 05:56:19 AM
Quote from: SSS on May 29, 2015, 05:23:23 PM
It sounds like the toxic fallout scenario is taking steps toward becoming a death world (http://tvtropes.org/pmwiki/pmwiki.php/Main/DeathWorld).

QuoteVery few people would ever choose to live there, but since anyone who does is almost always a Badass, expect any populated Death World to be a World of Badass by default.
Title: Re: RimWorld change log
Post by: SSS on May 31, 2015, 01:17:12 PM
Quote from: keylocke on May 31, 2015, 05:56:19 AM
Quote from: SSS on May 29, 2015, 05:23:23 PM
It sounds like the toxic fallout scenario is taking steps toward becoming a death world (http://tvtropes.org/pmwiki/pmwiki.php/Main/DeathWorld).

QuoteVery few people would ever choose to live there, but since anyone who does is almost always a Badass, expect any populated Death World to be a World of Badass by default.

Exactly. 8)
Title: Re: RimWorld change log
Post by: nmid on May 31, 2015, 03:41:26 PM
No updates for past 2 days.. :o

Omg Tynan has a life and is not working on Rimworld on the weekend!!!!!! .  ???

/PANIC!!!  :'(

(I don't know why exactly I wrote this...)  :-X
Title: Re: RimWorld change log
Post by: Shinzy on May 31, 2015, 05:03:30 PM
Quote from: nmid on May 31, 2015, 03:41:26 PM
(I don't know why exactly I wrote this...)  :-X

(http://i.imgur.com/LHM4QRi.png)
Title: Re: RimWorld change log
Post by: Play2Jens on May 31, 2015, 07:24:32 PM
Quote from: Shinzy on May 31, 2015, 05:03:30 PM
Quote from: nmid on May 31, 2015, 03:41:26 PM
(I don't know why exactly I wrote this...)  :-X

(http://i.imgur.com/LHM4QRi.png)
Don't worry, he usually doesn't work on Rimworld during the weekend.
- Uuh? what you mean? I'm not a stalker!
Title: Re: RimWorld change log
Post by: Rahjital on June 01, 2015, 10:05:24 AM
Is that a potato award, Shinzy?
Title: Re: RimWorld change log
Post by: nmid on June 01, 2015, 11:37:06 AM
Quote from: Rahjital on June 01, 2015, 10:05:24 AM
Is that a potato award, Shinzy?
Dont you dare call my plaque a potato.
Quote
May 31
    Colonists respect assigned allowed areas for most situations.
    Further work on allowed areas: assigning them on overview tab.
He's back.
Title: Re: RimWorld change log
Post by: Adamiks on June 02, 2015, 09:59:29 AM
Quote from: nmid on May 31, 2015, 03:41:26 PM
No updates for past 2 days.. :o

Omg Tynan has a life and is not working on Rimworld on the weekend!!!!!! .  ???

/PANIC!!!  :'(

(I don't know why exactly I wrote this...)  :-X

So true ;D When i saw this i thought - "Whot?! Tynan doesn't work?! Jesus! Tynan is a human!"
Title: Re: RimWorld change log
Post by: Bob_Namg on June 02, 2015, 12:54:00 PM
Well with the new restriction zones I can finally make sweatshops for all my infirm old people to endlessly make me statues.
Title: Re: RimWorld change log
Post by: Shinzy on June 02, 2015, 02:59:22 PM
Quote from: Adamiks on June 02, 2015, 09:59:29 AM
Quote from: nmid on May 31, 2015, 03:41:26 PM
No updates for past 2 days.. :o

Omg Tynan has a life and is not working on Rimworld on the weekend!!!!!! .  ???

/PANIC!!!  :'(

(I don't know why exactly I wrote this...)  :-X

So true ;D When i saw this i thought - "Whot?! Tynan doesn't work?! Jesus! Tynan is a human!"

Wrong, Tynan is not a human, tis just a guise to fool the gullible
it even says above his avatar he's transcended.. which is not even the least humane one of all the three titles up there
Title: Re: RimWorld change log
Post by: TLHeart on June 04, 2015, 11:12:28 AM
Traps spring less frequently or not at all on small creatures.

aww, no more boom rat killing with traps, it was fun while it lasted.
Title: Re: RimWorld change log
Post by: Boboid on June 04, 2015, 12:29:34 PM
"Population control on storyteller can't reduce incident chances to zero any more; there is always a tiny chance. Just to maximize variety."

^ This will be a huge deal. Even if the chances are tiny it'll make for more interesting choices.
Wish I had time to test it out :(
Title: Re: RimWorld change log
Post by: Haplo on June 05, 2015, 07:49:32 AM
@Testers:
Please restrict your comments on unfinished test builds to the test forums.
You can discuss it freely after the official release, but not before!

Please reread your Read This First! post.
Title: Re: RimWorld change log
Post by: Tynan on June 05, 2015, 08:08:09 PM
I've removed some posts discussing tester experiences. As Haplo says, that stuff should stay in the tester forum. Let's keep this one for public discussion of the changelog.
Title: Re: RimWorld change log
Post by: Play2Jens on June 06, 2015, 06:06:31 AM
Tynan posted a change log for a11:
http://puu.sh/icSXx/4109e864aa.txt

I cannot wait any longer
Title: Re: RimWorld change log
Post by: Adamiks on June 06, 2015, 06:45:51 AM
Quote-You can now remove floors to reveal the terrain underneath.

I'm so happy right know that i'm crying  :D

Alpha 11 is one of the best.
Title: Re: RimWorld change log
Post by: Tobias on June 06, 2015, 09:12:24 AM
Anti-Killbox Update?
Well, looks like 10f is the final rimworld version I am going to play.... :-(
Title: Re: RimWorld change log
Post by: Adamiks on June 06, 2015, 09:49:07 AM
No changes for past 3 days! Tynan have a life or Alpha 11 is coming ;D
Title: Re: RimWorld change log
Post by: nmid on June 06, 2015, 11:11:16 AM
3 main things in the changeover to a11..
1. zones
2. sappers
3. The misc tuning and bug fixes will make the game more enjoyable to play, I hope!

Btw, is it just me or did anyone else find this funny?
Quote
-Door locking is now door forbidding (it's clearer)
Title: Re: RimWorld change log
Post by: Adamiks on June 06, 2015, 11:57:35 AM
Quote from: nmid on June 06, 2015, 11:11:16 AM
Btw, is it just me or did anyone else find this funny?
Quote
-Door locking is now door forbidding (it's clearer)

Yep. Only you ;D
Title: Re: RimWorld change log
Post by: milon on June 06, 2015, 02:10:45 PM
Quote from: Tobias on June 06, 2015, 09:12:24 AM
Anti-Killbox Update?
Well, looks like 10f is the final rimworld version I am going to play.... :-(

Sappers are only 1 type of enemy attack.  Not every raid or raider.  Also, you've got snipers & shielded melee fighters.  This is for variety and it keeps the game alive.  It'll be good.  I have faith in Tynan.
Title: Re: RimWorld change log
Post by: 1000101 on June 06, 2015, 06:30:26 PM
Quote from: Tobias
Anti-Killbox Update?
Well, looks like 10f is the final rimworld version I am going to play.... :-(

It just means you need to be smarter about your defences.

I generally always play on mountains so I have a large stock raw resources and secondarily, so I can tunnel in.  Let them "sap" the mountain, if they want in it's either tunnelling or "through the barrel."

Bunkers have always been and always will be the best line of defence and there is no real means short of mass-swams to change that.  A good defensive installation should by design be able to hold off an attack from far superior numbers.  That's the point of defensive installations.

That being said, I can't wait to see the raids become smarter without being broken (the idle-attackers bug comes to mind).  I am a little excited to see a couple sappers work on my sally ports trying to create a breach.

Keep up the great work Tynan, adding Joy in Alpha 10 was great, traps for Alpha 11, this game gets better each release.
Title: Re: RimWorld change log
Post by: Elixiar on June 06, 2015, 07:25:29 PM
Quote from: Tobias on June 06, 2015, 09:12:24 AM
Anti-Killbox Update?
Well, looks like 10f is the final rimworld version I am going to play.... :-(

Phoebe Base-builder?
Title: Re: RimWorld change log
Post by: SSS on June 06, 2015, 10:19:05 PM
Quote from: nmid on June 06, 2015, 11:11:16 AM
3 main things in the changeover to a11..
1. zones
2. sappers
3. The misc tuning and bug fixes will make the game more enjoyable to play, I hope!

Are we forgetting the toxic fallout and volcanic winter incidents so easily? They sounded really cool to me. o.o
Title: Re: RimWorld change log
Post by: Tynan on June 07, 2015, 12:53:00 AM
I forgot to mention on that change list txt - ice sheet biome is playable :D
Title: Re: RimWorld change log
Post by: jega on June 07, 2015, 01:15:26 AM
Quote from: Tynan on June 07, 2015, 12:53:00 AM
I forgot to mention on that change list txt - ice sheet biome is playable :D
Nice
Title: Re: RimWorld change log
Post by: nmid on June 07, 2015, 02:34:55 AM
Quote from: SSS on June 06, 2015, 10:19:05 PM
Quote from: nmid on June 06, 2015, 11:11:16 AM
3 main things in the changeover to a11..
1. zones
2. sappers
3. The misc tuning and bug fixes will make the game more enjoyable to play, I hope!

Are we forgetting the toxic fallout and volcanic winter incidents so easily? They sounded really cool to me. o.o

They will be fun, incidents might be fun to experience.. but if I had to think of the top3 changes, then sappers will always be a more frequent occurrence.
Title: Re: RimWorld change log
Post by: Wild Card on June 07, 2015, 05:34:10 AM
So does this mean A11 is incoming ? ;D
Title: Re: RimWorld change log
Post by: Adamiks on June 07, 2015, 06:18:54 AM
Quote from: Wild Card on June 07, 2015, 05:34:10 AM
So does this mean A11 is incoming ? ;D

I think so. No updates for past 4 days and Tynan is looking at Bugs forum.

Tynan was working for past 4 days :/
Title: Re: RimWorld change log
Post by: Wild Card on June 07, 2015, 06:32:13 AM
I hope you are right ! :)
Title: Re: RimWorld change log
Post by: Play2Jens on June 07, 2015, 09:35:40 AM
Tomorrow hopefully ?  ::)
Title: Re: RimWorld change log
Post by: Tynan on June 07, 2015, 06:59:54 PM
Not tomorrow.

There are further bugs to fix, I'm afraid.
Title: Re: RimWorld change log
Post by: Jimyoda on June 08, 2015, 02:44:08 PM
Quote
Renamed home/snow clear/no roof regions to areas for consistency.
Home Zone > changed to Home Region > changed to Home Area... Wiki is crying uncle.
Title: Re: RimWorld change log
Post by: Dr. Z on June 08, 2015, 03:49:01 PM
What's ment by doors can no longer opened manually? PLease that was the best feature so far.
Title: Re: RimWorld change log
Post by: Adamiks on June 08, 2015, 04:23:17 PM
Quote from: Dr. Z on June 08, 2015, 03:49:01 PM
What's ment by doors can no longer opened manually? PLease that was the best feature so far.

QuoteAutodoors can no longer be opened/closed remotely (too exploitable). They can still be held open or closed, you just need a colonist to do it.

In fact it's logicial. For example autodoors in supermarket will open only when someone is coming, you can't just make autodoor being open all the time not doing anything to it.

BUT i think that there should be another doors for this or/and some control computer for these new/old autodoors.
Title: Re: RimWorld change log
Post by: TLHeart on June 08, 2015, 04:33:05 PM
just like power switches, and turning the power on and off, you can designate it to be done, but a colonists does the actual work.  No reaching down with your god hand and opening and closing doors.
Title: Re: RimWorld change log
Post by: Tynan on June 08, 2015, 08:59:45 PM
Quote from: TLHeart on June 08, 2015, 04:33:05 PM
just like power switches, and turning the power on and off, you can designate it to be done, but a colonists does the actual work.  No reaching down with your god hand and opening and closing doors.

Yeah it was just too easy to break up raids into tiny pieces using simple, cheap arrays of doors.
Title: Re: RimWorld change log
Post by: Produno on June 09, 2015, 07:48:09 PM
Carrying on from a previous suggestion a couple of posts back. It would be cool if we could research a computer terminal, that would allow us remote control of anything on the 'grid' if a person is operating it. Or you could make it so two poeple have to operate it.
Title: Re: RimWorld change log
Post by: falcongrey on June 09, 2015, 09:14:52 PM
Quote from: Produno on June 09, 2015, 07:48:09 PM
Carrying on from a previous suggestion a couple of posts back. It would be cool if we could research a computer terminal, that would allow us remote control of anything on the 'grid' if a person is operating it. Or you could make it so two poeple have to operate it.

A power control and regulation computer would be really cool. You would need to install power 'control nodes' that would respond to the computer and when you make adjustments to the power flow, like the switches, a colonest must go to the computer and spend time making the changes. This would be REALLY wonderful if added to research and addition wireless power distribution was added to  this as well. Using the computer to then designate how much power each 'wireless transmitted' would transmit as well as how much the receiving one would receive or linking recivers to transmiters, ect... .

edit: I think we are turning the 'change log' into a 'suggestions log' and may be better to move this idea into the 'suggestion' forums so Tynan only has 1 place to look for them! :D
Title: Re: RimWorld change log
Post by: Tynan on June 09, 2015, 09:30:30 PM
Yeah, falcongrey is right, ideas really should go in Suggestions please. Perhaps in the "cheap ideas" thread.
Title: Re: RimWorld change log
Post by: Goo Poni on June 10, 2015, 05:36:27 AM
Automatic doors no longer autonomous. K.
Colonies can now become Pompeii. Whaddaya mean you didn't see that volcano bellowing immense pyroclastic flows as you casually choose where you smash into the ground on the way down from orbit? K.
Oh, btw, we are also enriching the mountain base experience to make for more authentic Vaults. Random generic nuclear fallout! Fun for all the family. Think of all the extra work you'll do with that third arm! Health implications? What? Nah, you'll be fine! K.

I haven't looked at the changelog since news of sappers but much of this is just "lolk, I didn't want happy, healthy colonists anyway." I wanted them dead, preferably horribly mutilated first. They're just so much more agreeable like that. They don't lose their minds over seeing a dead guy who wanted a pound of flesh a few moments ago. They just sit and relax, take in the night sky.

EDIT:
So how long till those plasteel/concrete laminate walls with rebar sunk 40ft into the earth to discourage tunnelers and bombers? We don't get those around here? Huh...
Title: Re: RimWorld change log
Post by: Tobias on June 10, 2015, 01:07:50 PM
Quote from: 1000101 on June 06, 2015, 06:30:26 PM
It just means you need to be smarter about your defences.

I don't want to be smarter about my defences because the combat system really annoys me.
I already play on Phoebe Base-builder because of that, and that's more than enough combat for me.
Title: Re: RimWorld change log
Post by: Cimanyd on June 10, 2015, 04:13:46 PM
Quote from: Tynan on June 08, 2015, 08:59:45 PM
Yeah it was just too easy to break up raids into tiny pieces using simple, cheap arrays of doors.

Not only does the A11 video show autodoors that still open themselves... but you actually use this tactic in the video. :P
Title: Re: RimWorld change log
Post by: Tynan on June 10, 2015, 04:21:17 PM
Yeah I thought I put up an annotation on the video to correct that. I had to go apply it though, should be up now.
Title: Re: RimWorld change log
Post by: falcongrey on June 10, 2015, 04:22:53 PM
Quote from: Tobias on June 10, 2015, 01:07:50 PM
I don't want to be smarter about my defences because the combat system really annoys me.

This rather caught my curiosity. What about the combat system annoys you? :o
Title: Re: RimWorld change log
Post by: Wild Card on June 10, 2015, 04:39:48 PM
My first alpha release. Boy this is exciting! :)
Congrats on the release :) can`t wait to play it
Title: Re: RimWorld change log
Post by: skyarkhangel on June 10, 2015, 09:39:52 PM
Quote from: Tynan on June 09, 2015, 09:30:30 PM

Hy, Tynan. Why Wargs textures like Rimwolf?
Let's make this real black angry Wargs!  :D
(http://clip2net.com/clip/m54307/b08ef-clip-15kb.jpg)



[attachment deleted due to age]
Title: Re: RimWorld change log
Post by: Tynan on June 10, 2015, 10:16:44 PM
I should separate wolves and wargs, really.
Title: Re: RimWorld change log
Post by: skyarkhangel on June 10, 2015, 10:21:05 PM
Quote from: Tynan on June 10, 2015, 10:16:44 PM
I should separate wolves and wargs, really.

updated the textures. Fix size and add contour. You can take them  :)
They are a little bigger in size than wolves and have more fearful muzzle.
Title: Re: RimWorld change log
Post by: nmid on June 11, 2015, 12:15:44 AM
Quote from: falcongrey on June 10, 2015, 04:22:53 PM
Quote from: Tobias on June 10, 2015, 01:07:50 PM
I don't want to be smarter about my defences because the combat system really annoys me.

This rather caught my curiosity. What about the combat system annoys you? :o

Sometimes we want to just city build, are slow builders and are min-maxers.
When a war/attack happens, we can handle it, but organising all that loot, drop, dead bodies makes us go very annoyed... and we obviously can't let it go to waste.. but if we do, our regular base building goes for a toss...

So yea.. Phobe base building regular for 1 year, then change difficulties to have a few attacks and then back to base building, lol.

(ps - I know that's not the concept of a raid, getting raided when you want, but meh.. the regular raids seem to happen too often when I want to base build and too infrequently when I want to fight).
Title: Re: RimWorld change log
Post by: StorymasterQ on June 11, 2015, 01:10:51 AM
Wargs are just frustrated Wolves. Like, "WAAARG."
Title: Re: RimWorld change log
Post by: GamerGuy on June 11, 2015, 01:28:26 AM
Yay alpha 11 is out, WOOOO
Title: Re: RimWorld change log
Post by: Boboid on June 11, 2015, 04:23:18 AM
Quote from: StorymasterQ on June 11, 2015, 01:10:51 AM
Wargs are just frustrated Wolves. Like, "WAAARG."

Not to be confused with frustrated Orks. WAAAAAGGH!
Title: Re: RimWorld change log
Post by: StorymasterQ on June 11, 2015, 04:29:26 AM
Quote from: Boboid on June 11, 2015, 04:23:18 AM
Quote from: StorymasterQ on June 11, 2015, 01:10:51 AM
Wargs are just frustrated Wolves. Like, "WAAARG."

Not to be confused with frustrated Orks. WAAAAAGGH!

Or a frustrated Evelyn. "WAUGH!" (I'm sad (http://en.wikipedia.org/wiki/Evelyn_Waugh))
Title: Re: RimWorld change log
Post by: Pale Peril on June 11, 2015, 10:54:03 AM
Quote from: Tynan on June 10, 2015, 10:16:44 PM
I should separate wolves and wargs, really.

I agree! Really like the suggested warg sprite art too.

(I moved the rest of my response to the suggestions forum (http://ludeon.com/forums/index.php?topic=174.msg139615#msg139615).)

-Pale
Title: Re: RimWorld change log
Post by: KillerOrc on June 11, 2015, 06:15:49 PM
Quote from: pestilenz on June 11, 2015, 03:19:44 PM
I feel like a thief when I consider the amount of fun I had with the official selling price for Rimworld :(
Thanks for your incredible work, Tynan! Maybe you want to sell merchandise someday?  ;D

+1
Title: Re: RimWorld change log
Post by: falcongrey on June 12, 2015, 03:54:36 AM
Quote from: nmid on June 11, 2015, 12:15:44 AM
Quote from: falcongrey on June 10, 2015, 04:22:53 PM
Quote from: Tobias on June 10, 2015, 01:07:50 PM
I don't want to be smarter about my defences because the combat system really annoys me.

This rather caught my curiosity. What about the combat system annoys you? :o

Sometimes we want to just city build, are slow builders and are min-maxers.
When a war/attack happens, we can handle it, but organising all that loot, drop, dead bodies makes us go very annoyed... and we obviously can't let it go to waste.. but if we do, our regular base building goes for a toss...

So yea.. Phobe base building regular for 1 year, then change difficulties to have a few attacks and then back to base building, lol.

(ps - I know that's not the concept of a raid, getting raided when you want, but meh.. the regular raids seem to happen too often when I want to base build and too infrequently when I want to fight).

Now this I CAN relate to and sympathize with. That described situation does get annoying and old fast. One solution I have found to the 'cleanup' is to have the mod Tools for Hauling. It's located here: http://ludeon.com/forums/index.php?topic=12282.0 (http://ludeon.com/forums/index.php?topic=12282.0) With this mod, you can construct a cart for your colony and have someone haul it to pick up multiple items at a time. It actually becomes almost indispensable in my opinion as you start mining major ore locations or large areas of rock. I don't find it OP and I find it actually more basic and common sense. Maybe something Tynan can look at and see if it would fit into RimWorld as a staple tech to research.
Title: Re: RimWorld change log
Post by: nmid on June 12, 2015, 05:08:26 AM
Thanks! That looks interesting.
Title: Re: RimWorld change log
Post by: zormad on June 12, 2015, 09:01:07 AM
holy shit! Tynan! this new update is freaking amazing, sappers are a huge improvement, and I love the new events! keep it up dude!
Title: Re: RimWorld change log
Post by: Goo Poni on June 12, 2015, 03:22:19 PM
Quote from: falcongrey on June 10, 2015, 04:22:53 PM
Quote from: Tobias on June 10, 2015, 01:07:50 PM
I don't want to be smarter about my defences because the combat system really annoys me.

This rather caught my curiosity. What about the combat system annoys you? :o

Am not the original quoter but everything about the combat system annoys me. It is pure RNG. Force of numbers and volume of fire will win out. Tactics can be employed against very small raider counts (>5) but as the raids grow bigger, their firepower improves, the number of grenadiers and snipers increases and the number of raiders in tanky power armour increases, less and less of the fight is in your control. The game tries to play this small colonist count that slowly accrues more people and then fucks it all by throwing 30 well armed raiders at your 10 colonists. You might survive with four, the rest dead and the survivors wounded and you might lose a couple more as they succumb to their injuries because of the shit medical management that requires constant micro that has me going "for fuck's sake, heal him, now go eat, no I don't care that you're tired, fix him, and her, oh great, GREAT, they died anyway". The killboxes and the "waffle" idea breed from trying to put the odds back in your favour. Because if those innumerable raiders ever crawl off those sandbags, people will die and it will take in-game months to replace them while the raids will come every month regardless and expect you to hold against a similar count as before. The combat was better when people did not have this damage tree thing. Sniper takes a shot. It's determined to be a hit. Roll to find out which major body part it hits. It hits their chest. Now roll which minor body part it hits. It hits the liver. Instant catastrophic mass organ failure, pawn dies on the spot. It's not even like this a TBS like XCOM where you can get better armour, better weapons, move around to flank. No, this is Rimworld, where better armour is just power armour with a virgin sacrificed to RNGesus, better weapons is not actually a thing because snipers can't hit for shit given the weapons they use so just rock M16s for the three shot bursts putting more bullets in the air, and flanking is impossible because pawns are omniscient and the combat is still so fucking RNG that shooting a hunting rifle at a guy standing in the open 10 tiles away is not a guarantee you'll hit let alone kill but they can just toss a molotov your way and your colonist becomes a useless turd for the next 5 seconds only to be promptly shot to shit. The combat is bullshit and easily the most unsatisfying element of the game. Adding sappers to blow your shit up and attack from stupid angles is only exaggerating it further. The only thing scarier than huge tribal raider forces are regular raider forces tossing large amounts of molotovs and grenades, making a large part of the RNG combat redundant because things get splashed anyway. So now, instead of losing several turrets and a colonist, you lose several colonists and half your base to the raging fires that you can't combat while fighting off the raiders.

I remember once modifying the Lee Enfield to have 60 range, a total cycle time of 2 seconds, 100% accuracy at all ranges and 20 damage. I then gave a colony of about 15 these fiddled rifles. Can you guess the result of 15 colonists volleying fire at a raider force from well outside the range of snipers? 3 dead, 9 wounded (4 of which, incapacitated), 3 unscathed. 2 of the untouched broke, 3/4 incapacited succumbed to wounds, 2 wounded succumbed to wounds as the single sane person tries to heal everyone with their piss poor medicine score. The survivors suffered from constantly poor mood as they tried to clean up the bodies and then died to the next raid. No slave traders came by and no wanderers joined. The raiders are allowed to have this unlimited turnover and suffer no ill effects from it. I am not. One cog breaks and it all goes to shit. Chef wounded and the only source of fine/lavish meals goes out the window until they're on their feet? Everyone's mood drops, constant mental breaks, the farmers lose their shit, no food is being harvested, everyone loses their shit. Raiders threw 60 bodies at you? They'll throw 65 at you next time. Fuck everything about the combat in this game. I do not have the mindset to find it remotely enjoyable.
Title: Re: RimWorld change log
Post by: nmid on June 12, 2015, 04:06:36 PM
Quote from: Goo Poni on June 12, 2015, 03:22:19 PM
Quote from: falcongrey on June 10, 2015, 04:22:53 PM
Quote from: Tobias on June 10, 2015, 01:07:50 PM
I don't want to be smarter about my defences because the combat system really annoys me.

This rather caught my curiosity. What about the combat system annoys you? :o

Am not the original quoter but everything about the combat system annoys me. It is pure RNG. Force of numbers and volume of fire will win out. Tactics can be employed against very small raider counts (>5) but as the raids grow bigger, their firepower improves, the number of grenadiers and snipers increases and the number of raiders in tanky power armour increases, less and less of the fight is in your control. The game tries to play this small colonist count that slowly accrues more people and then fucks it all by throwing 30 well armed raiders at your 10 colonists. You might survive with four, the rest dead and the survivors wounded and you might lose a couple more as they succumb to their injuries because of the shit medical management that requires constant micro that has me going "for fuck's sake, heal him, now go eat, no I don't care that you're tired, fix him, and her, oh great, GREAT, they died anyway". The killboxes and the "waffle" idea breed from trying to put the odds back in your favour. Because if those innumerable raiders ever crawl off those sandbags, people will die and it will take in-game months to replace them while the raids will come every month regardless and expect you to hold against a similar count as before. The combat was better when people did not have this damage tree thing. Sniper takes a shot. It's determined to be a hit. Roll to find out which major body part it hits. It hits their chest. Now roll which minor body part it hits. It hits the liver. Instant catastrophic mass organ failure, pawn dies on the spot. It's not even like this a TBS like XCOM where you can get better armour, better weapons, move around to flank. No, this is Rimworld, where better armour is just power armour with a virgin sacrificed to RNGesus, better weapons is not actually a thing because snipers can't hit for shit given the weapons they use so just rock M16s for the three shot bursts putting more bullets in the air, and flanking is impossible because pawns are omniscient and the combat is still so fucking RNG that shooting a hunting rifle at a guy standing in the open 10 tiles away is not a guarantee you'll hit let alone kill but they can just toss a molotov your way and your colonist becomes a useless turd for the next 5 seconds only to be promptly shot to shit. The combat is bullshit and easily the most unsatisfying element of the game. Adding sappers to blow your shit up and attack from stupid angles is only exaggerating it further. The only thing scarier than huge tribal raider forces are regular raider forces tossing large amounts of molotovs and grenades, making a large part of the RNG combat redundant because things get splashed anyway. So now, instead of losing several turrets and a colonist, you lose several colonists and half your base to the raging fires that you can't combat while fighting off the raiders.

I remember once modifying the Lee Enfield to have 60 range, a total cycle time of 2 seconds, 100% accuracy at all ranges and 20 damage. I then gave a colony of about 15 these fiddled rifles. Can you guess the result of 15 colonists volleying fire at a raider force from well outside the range of snipers? 3 dead, 9 wounded (4 of which, incapacitated), 3 unscathed. 2 of the untouched broke, 3/4 incapacited succumbed to wounds, 2 wounded succumbed to wounds as the single sane person tries to heal everyone with their piss poor medicine score. The survivors suffered from constantly poor mood as they tried to clean up the bodies and then died to the next raid. No slave traders came by and no wanderers joined. The raiders are allowed to have this unlimited turnover and suffer no ill effects from it. I am not. One cog breaks and it all goes to shit. Chef wounded and the only source of fine/lavish meals goes out the window until they're on their feet? Everyone's mood drops, constant mental breaks, the farmers lose their shit, no food is being harvested, everyone loses their shit. Raiders threw 60 bodies at you? They'll throw 65 at you next time. Fuck everything about the combat in this game. I do not have the mindset to find it remotely enjoyable.


hahaha, I liked reading this rant.
I feel that this does happen, but I can manage it with a lot of micro and reloading saves.
It's just that I like to avoid the fighting as is, so that I can have more fun with my own base, instead of dealing with the after effects of the raid / raid dmgs / other factos as Goo Poni so 'eloquently' pointed out.
Sorry I find this funny, but it is :D
Title: Re: RimWorld change log
Post by: Cimanyd on June 12, 2015, 04:10:22 PM
Quote from: Goo Poni on June 12, 2015, 03:22:19 PM
[long post]

(note: I haven't actually started playing A11 yet, this advice is from A10 and earlier)
I really recommend you try a lower difficulty level if you're finding the combat and game that difficult. On Rough the rest of the settings are the same as Challenge, but only ~60% of the enemies. Lower difficulty levels will even make the rest of the game easier. Phoebe, with less attacks, might also be nice.

I've enjoyed Cassandra Rough ever since I started playing. I don't need to build killboxes, or even use turrets at all except for crashed AIs. The enemies will still outnumber you, but if your base isn't just one big block of wall/mountain with one entrance you need to defend, the enemy will split up, and you can use a few guns or even a few melee-ers to kill them a few at a time.

Lastly, just in case you don't know how cover works, use cover! Sandbags are bad cover. Walls are excellent cover. Stand in doors. Hide behind a corner of a building. Build single wall blocks to hide behind, if you do want a base with one entrance and a colonist-based killbox or something.
Title: Re: RimWorld change log
Post by: Goo Poni on June 12, 2015, 05:35:29 PM
Quote from: Cimanyd on June 12, 2015, 04:10:22 PM
I really recommend you try a lower difficulty level if you're finding the combat and game that difficult. On Rough the rest of the settings are the same as Challenge, but only ~60% of the enemies. Lower difficulty levels will even make the rest of the game easier. Phoebe, with less attacks, might also be nice.

I've enjoyed Cassandra Rough ever since I started playing. I don't need to build killboxes, or even use turrets at all except for crashed AIs. The enemies will still outnumber you, but if your base isn't just one big block of wall/mountain with one entrance you need to defend, the enemy will split up, and you can use a few guns or even a few melee-ers to kill them a few at a time.

Lastly, just in case you don't know how cover works, use cover! Sandbags are bad cover. Walls are excellent cover. Stand in doors. Hide behind a corner of a building. Build single wall blocks to hide behind, if you do want a base with one entrance and a colonist-based killbox or something.

I've been playing on Rough since forever because the regular difficulty just means doom faster and little else. I build walls and use embrasures from mods to have slits for colonists to shoot through while having a few layers of sandbags in front of the wall to slow melee rushers before they get in my face. I tend to focus on mountain bases with one big entrance where visitors and colonists can mill around as well as funneling raiders into one point. However, funneling has it's own issues. An unlimited number of pawns can stand on a single tile so long as they're not told to stop on that tile. This means that raiders form a wall of flesh as they stack up from going around cliffs and path across rocky terrain instead of dirt, so up until they disperse to take positions, there's 15-20 raiders grouped up into like 3 tiles of space. By default, colonists only target the closest raider, so they target the one at the front of the pack and only occasionally clip the other raiders with missed attacks. When that one falls, they reset their attacks (GG long aim times like high power sniper rifles in mods or miniguns/LMGs) to aim at the guy that was just behind him, while barely slowing the rest of the pack. Doing this, melee attacks can easily bumrush right on up to your front door and while doing this, it makes it difficult (and a pain in the arse) to try and micromanage everyone and give them different targets, pick out the threatening ones (i.e. the guys NOT armed with pistols) only for them to reset to the closest guy in power armour tanking their shots like a boss. It took a few raids before I realised I was just building a corral, a killbox, with raiders entering the fray inside of gun range while being out of position.

A couple alphas ago, back when TTM was still a thing, I had the zombie apocalypse mod and my game would literally freeze for several seconds as actual hundreds of zombies would spawn. Sure, the little message said something about the zombies coming to end your colony (and after a while, this is the only type of zombie raid that spawns, because colony wealth (another fine mechanic for upscaling raids to unmanageable levels)), but still. The only way I stood against them was using the blast door featured in TTM which acted as a wall while closed, thereby breaking the zombies' pathfinding and making them lose sight of colonists and mill around merely a few paces away to get gunned down. Raids took an entire day to bring down and another couple days to clean up the bodies, by which time, another zombie raid was about due. I had mod sniper turrets instakilling zombies and mod MG turrets just unloading onto them with the help of colonists firing away with modded lee enfield and all in all, they'd only drop 10-20 zombies out of 2-300+ by the time the wall of flesh was upon them. I even tried modding an LMG for never-ending dakka and gave my colonists those, it was less effective than the hunting rifles because of the petty damage if they ever hit. Meanwhile, the regular raids were well past the maximum-80-items-selected-at-once limit as well against these 10-20 colonists with 6-7 turrets. At 60% difficulty. These numbers would nearly double if I were to play on Challenge. Shit was dumb and the real raids tore massive breaches in the defense which was becoming more absurd each time I rebuilt it. More turrets, more sandbags, more firing ports, flanking firing ports. I never resorted to a killbox with an entrance in that save, my base entrance was setup like a bunker (http://cantgetenoughfishing.com/pictures/WWII_bunker_jpg.jpg) at the front and that bunker grew bigger and more vicious with each pirate raid. Eventually the colony became self sufficient and the bunker entrance was guarded by  which of course, made the massed enemies completely irrelevant because splash damage. Also cleaned up the bodies too because the volleyed fire of 10 of the things deleted them all. Such overkill required to stand past a couple years in-game.

/rant part2

(http://ludeon.com/forums/index.php?topic=6895.0high%20range,%20high%20health%20autocannons%20firing%20explosive%20rounds%5B/url)
Quote from: nmid on June 12, 2015, 04:06:36 PM
hahaha, I liked reading this rant.
I feel that this does happen, but I can manage it with a lot of micro and reloading saves.
It's just that I like to avoid the fighting as is, so that I can have more fun with my own base, instead of dealing with the after effects of the raid / raid dmgs / other factos as Goo Poni so 'eloquently' pointed out.
Sorry I find this funny, but it is :D

Yeah, eloquence and tact did kinda go out the window, but the combat just ticks me off so much. Whoever can put the most bullets in the air, and thus have the most rolls of the dice wins. Unless the other guy brings judicious amounts of explosives in which case they win because it don't matter if they miss.
Title: Re: RimWorld change log
Post by: falcongrey on June 12, 2015, 06:24:50 PM
Quote from: Cimanyd on June 12, 2015, 04:10:22 PM
Quote from: Goo Poni on June 12, 2015, 03:22:19 PM
[long post]

(note: I haven't actually started playing A11 yet, this advice is from A10 and earlier)
I really recommend you try a lower difficulty level if you're finding the combat and game that difficult. On Rough the rest of the settings are the same as Challenge, but only ~60% of the enemies. Lower difficulty levels will even make the rest of the game easier. Phoebe, with less attacks, might also be nice.

I've enjoyed Cassandra Rough ever since I started playing. I don't need to build killboxes, or even use turrets at all except for crashed AIs. The enemies will still outnumber you, but if your base isn't just one big block of wall/mountain with one entrance you need to defend, the enemy will split up, and you can use a few guns or even a few melee-ers to kill them a few at a time.

Lastly, just in case you don't know how cover works, use cover! Sandbags are bad cover. Walls are excellent cover. Stand in doors. Hide behind a corner of a building. Build single wall blocks to hide behind, if you do want a base with one entrance and a colonist-based killbox or something.

Preciesly. Though I haven't played 11 much to see the new effects, but everything before 11 I found on casandra rough I could survive. Often as the large raider parties landed a good distance away I took my snipers and positioned them in various protected locations to snipe at the raiders. Once the mele raiders would charge the snipers, they would fall back to positioned kill boxes of 2 or 3 more colonests who would kill them as the sniper ran past. Was and repeat. If the whole group decided to challenge the sniper, I would proceed to run the sniper back behind walls and turret locations and do the same once the raiders reached the kill box colonests, make them fall back to behind walled positions to prepare for the remaining raiders that penitrate the automated defenses. Usually not many.
Title: Re: RimWorld change log
Post by: nmid on June 12, 2015, 11:17:36 PM
Yea, so micro + lots of reloading saves, in case you mess up with one fall-back.

Doing a 15 man defence against a 50+ raiding party involves setting up 4-5 crow-nests + every fall-back requires another set up.

So while it is fun once or twice, I would like to have those raids when I want and occasionally, instead of how the game intended - random and frequent.

I don't mind injuries and losses in the fight, I guess I just want an easier way to resolve the mess after the fight
1. the dropped loot (was just told about the cart mod)
2. the bodies (thank god for the mod - crematorius bot)
3. an easier way of healing injuries after battles, without making installing general body parts easier. (bionic upgrades for making colonists better over the course of a game, should still be tough.. but getting colonists back to working condition after a fight shouldn't.)
Perhaps having a faction call for aid request that sends a specialised doctor squad that heals and brings everyone back up to 100% using regular body parts...? But only after a fight.
Title: Re: RimWorld change log
Post by: falcongrey on June 13, 2015, 12:23:07 AM
Quote from: nmid on June 12, 2015, 11:17:36 PM
Yea, so micro + lots of reloading saves, in case you mess up with one fall-back.

Doing a 15 man defence against a 50+ raiding party involves setting up 4-5 crow-nests + every fall-back requires another set up.

So while it is fun once or twice, I would like to have those raids when I want and occasionally, instead of how the game intended - random and frequent.

I don't mind injuries and losses in the fight, I guess I just want an easier way to resolve the mess after the fight
1. the dropped loot (was just told about the cart mod)
2. the bodies (thank god for the mod - crematorius bot)
3. an easier way of healing injuries after battles, without making installing general body parts easier. (bionic upgrades for making colonists better over the course of a game, should still be tough.. but getting colonists back to working condition after a fight shouldn't.)
Perhaps having a faction call for aid request that sends a specialised doctor squad that heals and brings everyone back up to 100% using regular body parts...? But only after a fight.

Well speaking of a nasty seige... (And I think you're talking more about these heavier armed Seiges than raids) I just had one that tore the heck out of my  survivals. Only lost one, due to infection because I ran out of medication to treat them. 8 vs 25.

Even without the cart, this size of one I was able to fairly quickly pick up the salvage. Larger ones without the cart it will become an issue and the stuff will be mostly ruined by the time it is salvaged.

I have always wondered why I couldn't call for 'help' with one of the factions I'm on friendly terms with in the sense of I have someone REALLY sick beyond my care level or so many injured that I have a rookie who can barely swing a mining pick trying to save the life of the doctor.
Title: Re: RimWorld change log
Post by: Elixiar on June 14, 2015, 05:52:14 PM
Don't want to die?
Lower difficulty.

Want to survive but not lower difficulty?
Accept that the colony will eventually fall and build stasis pods and a ship.

Can someone explain to me why people complain about combat if they have it active? Base builder is there if you want it but don't complain the combat gets people killed and bases destroyed...

What drove you to buy the game in the first place if you don't like half of the identity?
I don't mean offence to anyone I would just like to understand.
It's kind of like FTL being famous for being a really hard rogue-like. The challenge of it getting sales,
Then complaining the game is too random and difficult. :/
Title: Re: RimWorld change log
Post by: Asero on June 14, 2015, 08:43:33 PM
Quote from: Elixiar on June 14, 2015, 05:52:14 PM
What drove you to buy the game in the first place if you don't like half of the identity?
I don't mean offence to anyone I would just like to understand.

Different people play games for different reasons. Not everyone wants to face a hardcore challenge every single game they play (where others lives for it of course :)

I played FTL and completed it myself several times, even have mods to make it more difficult and still enjoyed the challenge. On the other hand when I play Mass Effect or even Skyrim I play on easy since I'm hardly interested in getting killed every second turn. I play it for the story, the visual environment rather than the challenge.

But you are right of course, even if your post came across as little offensive. Rimworld is not for the faint of heart I suppose. I think people have too many expectations of what they want it to be, and cant accept that Rimworld is based in a very harsh reality, telling a story of a few colonists struggle for survival against all possible odds. And eventually having no choice but to pack up and leave.

If you can't accept that, then yes, maybe this game isn't for you.
Title: Re: RimWorld change log
Post by: falcongrey on June 15, 2015, 12:12:01 AM
Quote from: Asero on June 14, 2015, 08:43:33 PM
Quote from: Elixiar on June 14, 2015, 05:52:14 PM
What drove you to buy the game in the first place if you don't like half of the identity?
I don't mean offence to anyone I would just like to understand.

Different people play games for different reasons. Not everyone wants to face a hardcore challenge every single game they play (where others lives for it of course :)

I played FTL and completed it myself several times, even have mods to make it more difficult and still enjoyed the challenge. On the other hand when I play Mass Effect or even Skyrim I play on easy since I'm hardly interested in getting killed every second turn. I play it for the story, the visual environment rather than the challenge.

But you are right of course, even if your post came across as little offensive. Rimworld is not for the faint of heart I suppose. I think people have too many expectations of what they want it to be, and cant accept that Rimworld is based in a very harsh reality, telling a story of a few colonists struggle for survival against all possible odds. And eventually having no choice but to pack up and leave.

If you can't accept that, then yes, maybe this game isn't for you.

I personally like the challenge of the game when you get a seige. It's not the seige that usually wipes me out, it is the injuries and sickness that follows. I survived this one with only 1 loss. Next time i may not be so lucky. The goal to me is to see just HOW long you survive before the game kills you. But then, that IS the object of this game isn't it?
Title: Re: RimWorld change log
Post by: Bob_Namg on June 16, 2015, 11:39:20 AM
Quote from: Elixiar on June 14, 2015, 05:52:14 PM
Don't want to die?
Lower difficulty.

Want to survive but not lower difficulty?
Accept that the colony will eventually fall and build stasis pods and a ship.

Can someone explain to me why people complain about combat if they have it active? Base builder is there if you want it but don't complain the combat gets people killed and bases destroyed...

What drove you to buy the game in the first place if you don't like half of the identity?
I don't mean offence to anyone I would just like to understand.
It's kind of like FTL being famous for being a really hard rogue-like. The challenge of it getting sales,
Then complaining the game is too random and difficult. :/
I have no problem with the difficulty, it's just that the game isn't fleshed out in some avenues (like lacking the ability for colonists to heal themselves, of course with difficulty if they're not a doctor or something; it would allow for suicidal iron man runs of the games and prevent colonies from dying after your only colonist gets scratched by a squirrel lol), which is also not a problem since the game is really fucking good and sophisticated as it is. If Tynan stopped developing right at this moment, I'd still have a fun, challenging game to toy with.

I'm not really saying that to suck Tynan off, like I said, he has yet to expound a multitude of features upon the game so maybe next year it'll be a first person colony shooter or some weird shit, but like I figure he won't fuck Rimworld up I also haven't seen many people (except kiddies in the suggestion subforums sometimes) complain about the combat system without admitting they play on builder mode to avoid these altercations.

Whatever am I even on about, I come to this thread to read the changelog so I should probably just drop it, whatever it is.
Title: Re: RimWorld change log
Post by: Cpt. DuctTape on June 19, 2015, 02:39:48 PM
Invisible text? Nice.

http://i.imgur.com/acEUtEA.png (http://i.imgur.com/acEUtEA.png)
Title: Re: RimWorld change log
Post by: Noobshock on June 19, 2015, 03:48:03 PM
I'm still eagerly anticipating void gods etc.
Title: Re: RimWorld change log
Post by: Praeses on June 20, 2015, 05:44:44 AM
Working on steam integration... :D
Title: Re: RimWorld change log
Post by: harpo99999 on June 20, 2015, 06:08:47 AM
now WHY would someone WANT to ADD heat to  a computer, unless they  live in a part of the world where it is freezing all the time????
Title: Re: RimWorld change log
Post by: RickyMartini on June 20, 2015, 06:41:08 AM
Quote from: Praeses on June 20, 2015, 05:44:44 AM
Working on steam integration... :D

That means nothing, sadly.
Title: Re: RimWorld change log
Post by: Kegereneku on June 20, 2015, 09:14:49 AM
Quote from: harpo99999 on June 20, 2015, 06:08:47 AM
now WHY would someone WANT to ADD heat to  a computer, unless they  live in a part of the world where it is freezing all the time????

I don't know for you but my computer is so old it actually run on steam.
(Still on XP)
Title: Re: RimWorld change log
Post by: Jstank on June 20, 2015, 06:15:15 PM
"Working on steam integration  ;D ;D ;D ;D

Lions and tigers and bears...

(http://www.thesleuthjournal.com/wp-content/uploads/2013/05/lionstigersbears.jpg)
Title: Re: RimWorld change log
Post by: harpo99999 on June 20, 2015, 07:22:39 PM
Quote from: Kegereneku on June 20, 2015, 09:14:49 AM
Quote from: harpo99999 on June 20, 2015, 06:08:47 AM
now WHY would someone WANT to ADD heat to  a computer, unless they  live in a part of the world where it is freezing all the time????

I don't know for you but my computer is so old it actually run on steam.
(Still on XP)
so you have a RECENT machine, I have two win95osr2.1, two win98se two winxp (one 64 bit one x86) one vista, six win7 and one with winx dp, and then there are my two OLD machines that run in cassette
Title: Re: RimWorld change log
Post by: Coenmcj on June 20, 2015, 08:34:15 PM
oh my. Now those are some old machines.
Title: Re: RimWorld change log
Post by: Kegereneku on June 21, 2015, 08:09:01 AM
Quote from: harpo99999 on June 20, 2015, 07:22:39 PM
so you have a RECENT machine, I have two win95osr2.1, two win98se two winxp (one 64 bit one x86) one vista, six win7 and one with winx dp, and then there are my two OLD machines that run in cassette

Some time ago I still had a working computer running on Windows 3.11. I played Flight Simulator 4 on it, a 'recent' Prince of Persia, and a 3D Formula GP on floppydisk, as well as a stunt care game The ultimate Ancestor of Trackmania with circuit-editor.
https://www.youtube.com/watch?v=-CITIXlw_T4
Still I know those game that played on cassette.
Title: Re: RimWorld change log
Post by: TLHeart on June 23, 2015, 10:36:52 AM
Adjusted a bunch of sound volumes, added medicine used sound, reorganized sound files.

I sure hope weather sounds have their own volume, thunderstorms and wind are just too loud.
Title: Re: RimWorld change log
Post by: Wolfen Waffle on June 25, 2015, 09:41:39 PM
>Reworked how slave prices are calculated so they take injuries, capacities, and skills into account better.

Does this mean that I can sell my 16 yr old raider girl prisoner with a recruitment difficulty of 99 at a more reasonable price?
Would they even mind that she has one leg?
Title: Re: RimWorld change log
Post by: nmid on June 26, 2015, 02:50:27 AM
Sappers now avoid mining through high-health ores and barriers.

What are barriers?
Title: Re: RimWorld change log
Post by: RickyMartini on June 26, 2015, 12:17:01 PM
Quote from: nmid on June 26, 2015, 02:50:27 AM
What are barriers?

Maybe he just meant plasteel ores and plasteel walls since they take forever to destroy.
Title: Re: RimWorld change log
Post by: Tynan on June 26, 2015, 12:38:37 PM
Quote from: Skissor on June 26, 2015, 12:17:01 PM
Quote from: nmid on June 26, 2015, 02:50:27 AM
What are barriers?

Maybe he just meant plasteel ores and plasteel walls since they take forever to destroy.

Yes exactly. Also uranium and other tough ores.
Title: Re: RimWorld change log
Post by: nmid on June 26, 2015, 12:47:35 PM
Cool.

So how exactly does that work.. based on some fixed hp value or the type/name of the ore?

If it's based on hp, the concrete wall or other modded high hp walls would trigger the no-attack flag for sappers... which would bring us back to stage 1 where players can just line the outsides of their bases with these walls.
Title: Re: RimWorld change log
Post by: wclancy09 on June 26, 2015, 01:39:13 PM
Quote from: nmid on June 26, 2015, 12:47:35 PM
Cool.

So how exactly does that work.. based on some fixed hp value or the type/name of the ore?

If it's based on hp, the concrete wall or other modded high hp walls would trigger the no-attack flag for sappers... which would bring us back to stage 1 where players can just line the outsides of their bases with these walls.

I would imagine it'd be more like a weighted limit - so if there was a "softer" material within a short range of the intended route, then that would be the more likely path. If no such material existed within a reasonable distance, then they'd still go straight through the harder material. If that is the case, it could still conceivably be used to create a sort of funnel, maybe by using a combination of plasteel walls, with occasional singular sections of wood, but it'd be much more difficult to use that to design a single killbox than it was before.
Title: Re: RimWorld change log
Post by: falcongrey on June 29, 2015, 02:07:45 AM
I don't know why... but reading this made me feel sad:
QuoteJune 26

    Several bugfixes.
    Started Steam Workshop integration.

I waited to purchase for so long for the Steam integration so I would have a Steam key and access to the Steam Workshop... and finally gave in and bought it this month only now it's coming and I likely won't have the Steam key.  :'(
Title: Re: RimWorld change log
Post by: skullywag on June 29, 2015, 03:56:52 AM
Having not created any workshop based mods, does anyone know what it means for us modders? Does it change anything for us or is it all Tynan?
Title: Re: RimWorld change log
Post by: akiceabear on June 29, 2015, 05:29:25 AM
QuoteI likely won't have the Steam key.

No jumping to conclusions! Tynan has said he can't promise Steam keys, but that he will try to distribute them to those that purchased during the interim. He can't explicitly promise due to Valve's policies, not his own.
Title: Re: RimWorld change log
Post by: Kelian on June 29, 2015, 11:08:21 PM
Any idea when we will be able to craft ranged weapons?

Also would be nice to grow agave in a zone.
Title: Re: RimWorld change log
Post by: Jimyoda on June 29, 2015, 11:36:45 PM
Quote from: Kelian on June 29, 2015, 11:08:21 PM
Any idea when we will be able to craft ranged weapons?

By ranged weapons I don't suppose you mean bows and pila, which can already be crafted.
Assuming you mean crafting modern/advanced weapons, I believe that will never happen in vanilla.
Title: Re: RimWorld change log
Post by: RemingtonRyder on June 30, 2015, 12:15:50 AM
Quote from: skullywag on June 29, 2015, 03:56:52 AM
Having not created any workshop based mods, does anyone know what it means for us modders? Does it change anything for us or is it all Tynan?

Without giving too much away, submitting mods may well become laughably easy. Currently we have the rigmarole of zipping up the mod folder, uploading the mod to, for example, Dropbox, and then posting the link to that file. With workshop, all those steps will become redundant.  Redundant I tell you! It will be glorious. :D

Seriously though, if you still want to distribute mods the non-workshop way, you can. Rimworld won't mind where the mods come from, unless of course they conflict.
Title: Re: RimWorld change log
Post by: Kelian on June 30, 2015, 02:01:58 AM
Quote from: Jimyoda on June 29, 2015, 11:36:45 PM
Quote from: Kelian on June 29, 2015, 11:08:21 PM
Any idea when we will be able to craft ranged weapons?

By ranged weapons I don't suppose you mean bows and pila, which can already be crafted.
Assuming you mean crafting modern/advanced weapons, I believe that will never happen in vanilla.

Yes, exactly, I was referring to the sniper rifle, assault rifle, pistol etc. Like a gun-smithing bench. It seemed like the logical next step since we can do all of the primitive and melee weapons in the game.

After that I would hope armor-smithing for armor vests, power armor and whatever else is added to the game between now and the future builds.

The beauty of rimworld is that you can add so much to this game :)

Making a zone to grow agave would be easy enough yes?
Title: Re: RimWorld change log
Post by: harpo99999 on July 01, 2015, 08:04:27 AM
all you ned to make agave growable is to alter it to planatable (and if you want to hydroponic it as well) is to copy the plants def into a new mod and edit in the extra planatable types
Title: Re: RimWorld change log
Post by: milon on July 01, 2015, 12:47:14 PM
Quote from: Kelian on June 30, 2015, 02:01:58 AM
Making a zone to grow agave would be easy enough yes?

You can do it with a mod, but you can also do it without a mod.  You just need there to be agave growing on the map.  Cut EVERY growing thing within 10ish squares that's not agave and let it spread.

Back in my day, we used to survive on wild strawberries & agave alone, and we liked it! /oldman
Title: Re: RimWorld change log
Post by: Kelian on July 01, 2015, 01:46:48 PM
Quote from: milon on July 01, 2015, 12:47:14 PM
Quote from: Kelian on June 30, 2015, 02:01:58 AM
Making a zone to grow agave would be easy enough yes?

You can do it with a mod, but you can also do it without a mod.  You just need there to be agave growing on the map.  Cut EVERY growing thing within 10ish squares that's not agave and let it spread.

Back in my day, we used to survive on wild strawberries & agave alone, and we liked it! /oldman

I never thought of this hahah great! Thank you! And while I was simply referring to the plantable zones, this is quite ingenious.
Title: Re: RimWorld change log
Post by: Jimyoda on July 01, 2015, 02:09:11 PM
Quote from: milon on July 01, 2015, 12:47:14 PM
Quote from: Kelian on June 30, 2015, 02:01:58 AM
Making a zone to grow agave would be easy enough yes?

You can do it with a mod, but you can also do it without a mod.  You just need there to be agave growing on the map.  Cut EVERY growing thing within 10ish squares that's not agave and let it spread.

Back in my day, we used to survive on wild strawberries & agave alone, and we liked it! /oldman

I refrain from using the debug tool in normal gameplay or even suggesting it to others, but... I'll make an exception based on the scenario. Since wild agave may be far from your colony, you can use the debug tool to plant a few agave nearby, then let them spread naturally from there.

But we wary of using the debug tool. Giving in to using it can lead to...
the Dark Side.
Title: Re: RimWorld change log
Post by: Kelian on July 02, 2015, 04:19:05 AM
Quote from: Jimyoda on July 01, 2015, 02:09:11 PM
Quote from: milon on July 01, 2015, 12:47:14 PM
Quote from: Kelian on June 30, 2015, 02:01:58 AM
Making a zone to grow agave would be easy enough yes?

You can do it with a mod, but you can also do it without a mod.  You just need there to be agave growing on the map.  Cut EVERY growing thing within 10ish squares that's not agave and let it spread.

Back in my day, we used to survive on wild strawberries & agave alone, and we liked it! /oldman

I refrain from using the debug tool in normal gameplay or even suggesting it to others, but... I'll make an exception based on the scenario. Since wild agave may be far from your colony, you can use the debug tool to plant a few agave nearby, then let them spread naturally from there.

But we wary of using the debug tool. Giving it to using it can lead to...
the Dark Side.

I use it for weather and weapons mostly. I love it because it allows me to play my sandbox unabated by normal hang ups.
Title: Re: RimWorld change log
Post by: Matthiasagreen on July 02, 2015, 04:15:28 PM
Did Tynan run out of room on the document or is he splitting it up for a reason?
Title: Re: RimWorld change log
Post by: carlgraves on July 02, 2015, 05:07:23 PM
I was gonna ask the same thing.
Title: Re: RimWorld change log
Post by: RemingtonRyder on July 02, 2015, 06:18:47 PM
Welp, it was 620kB in size, that's as good a stopping place as any. :D
Title: Re: RimWorld change log
Post by: Cimanyd on July 02, 2015, 06:36:31 PM
I'm not sure if it's actually being split in two... it looks to me more like Tynan's partway through writing a short summary of the whole changelog up to this point, and just hasn't added the part about features yet.

Quote from: the entire current "Tynan work log 2"
July 2 2015
  • More bugfixes. Oh god, so many bugfixes.

:D
Title: Re: RimWorld change log
Post by: tommonius on July 03, 2015, 09:50:13 AM
Holy crap Tynan you work so hard you made it to a second page of change logs, my eternal respect to you for the hard work you put into this game!
Title: Re: RimWorld change log
Post by: Dive on July 04, 2015, 02:39:29 AM
Quote from: the entire current "Tynan work log 2"
  • Unskilled or injured growers can fail at harvesting, destroying the harvest for one plant
How is this even possible in real life? What should you do to make a load of potatoes vanish out of existence?
Title: Re: RimWorld change log
Post by: Tynan on July 04, 2015, 02:49:10 AM
Quote from: tommonius on July 03, 2015, 09:50:13 AM
Holy crap Tynan you work so hard you made it to a second page of change logs, my eternal respect to you for the hard work you put into this game!

I try :D

Quote from: Dive on July 04, 2015, 02:39:29 AM
Quote from: the entire current "Tynan work log 2"
  • Unskilled or injured growers can fail at harvesting, destroying the harvest for one plant
How is this even possible in real life? What should you do to make a load of potatoes vanish out of existence?

Stab potatoes while trying to dig them out. Smush/drop berries or overload a container to smush them...

A bit thin, but it's a video game. This change was made for design/balance reasons.
Title: Re: RimWorld change log
Post by: demacrex on July 05, 2015, 09:01:38 AM
Quote from: Tynan on July 04, 2015, 02:49:10 AM
A bit thin, but it's a video game. This change was made for design/balance reasons.
Always thought that growing was a bit easy, only thing that can impact it at all in a major way is seasons (if you don't play on all year) and blight maybe we need some form of pest event to make growing a bit more of a risk :D
Title: Re: RimWorld change log
Post by: Play2Jens on July 06, 2015, 05:05:31 AM
Quote from: demacrex on July 05, 2015, 09:01:38 AM
Quote from: Tynan on July 04, 2015, 02:49:10 AM
A bit thin, but it's a video game. This change was made for design/balance reasons.
Always thought that growing was a bit easy, only thing that can impact it at all in a major way is seasons (if you don't play on all year) and blight maybe we need some form of pest event to make growing a bit more of a risk :D

I do not completely agree. There should be events that the player can counter. Like a fire or starving animals that have your crops as a main target
Title: Re: RimWorld change log
Post by: user7 on July 06, 2015, 02:46:29 PM
Today's animal changes seem interesting. As long as taming isn't too unrealistic, being able to breed certain animals or use animals for defence sounds good.

In regards to crops, I'd like to see each instance of blight confined to a single crop, so players are encouraged to grow multiple crops. Making crops grow slower would be fine by me, as long as it doesn't put off new players, but otherwise a new negative event or two would be good.

I'd also like to be able to use the comms console to contact allies and buy a few supplies. Say 20 simple meals, 100 or 200 food, some herbal medicine, or a small amount of steel. A sort of simulated surplus harvest. Maybe they could call up occasionally and request emergency supplies from the player too.
Title: Re: RimWorld change log
Post by: Kelian on July 06, 2015, 05:28:51 PM
Quote from: user7 on July 06, 2015, 02:46:29 PM
Today's animal changes seem interesting. As long as taming isn't too unrealistic, being able to breed certain animals or use animals for defence sounds good.

In regards to crops, I'd like to see each instance of blight confined to a single crop, so players are encouraged to grow multiple crops. Making crops grow slower would be fine by me, as long as it doesn't put off new players, but otherwise a new negative event or two would be good.

I'd also like to be able to use the comms console to contact allies and buy a few supplies. Say 20 simple meals, 100 or 200 food, some herbal medicine, or a small amount of steel. A sort of simulated surplus harvest. Maybe they could call up occasionally and request emergency supplies from the player too.

A warg slipping into the muffalo pen again... it's not pretty guys. We have 4.8 days to cook the meat before it spoils.
Title: Re: RimWorld change log
Post by: Raufgar on July 06, 2015, 09:52:53 PM
Quote from: user7 on July 06, 2015, 02:46:29 PM
Today's animal changes seem interesting. As long as taming isn't too unrealistic, being able to breed certain animals or use animals for defence sounds good.

Raiders have landed! They are making their way to your colony! They head towards your muffalo pen! Your muffalos nuzzle the raiders! Raiders leave after being overwhelmed with cuteness!
Title: Re: RimWorld change log
Post by: Cimanyd on July 06, 2015, 10:35:58 PM
Quote from: Raufgar on July 06, 2015, 09:52:53 PM
Raiders have landed! They are making their way to your colony! They head towards your muffalo pen! Your muffalos nuzzle the raiders! Raiders leave after being overwhelmed with cuteness!

Emmie is installing a bionic eye into Thompson. Your pet muffalo runs up to Emmie and nuzzles her, causing her to fail in a minor way while operating. Emmie has a happy memory of the nuzzling. Thompson is now missing a leg.

"Colonist needs treatment"


Maybe you people in the art thread (https://ludeon.com/forums/index.php?topic=13372.0) should start working on tame animal related things...
Title: Re: RimWorld change log
Post by: skullywag on July 07, 2015, 03:50:19 AM
Tames turtle.....lives forever.
Title: Re: RimWorld change log
Post by: Jimyoda on July 07, 2015, 03:37:20 PM
July 7 Appropriate female animals are milkable and your colonists will periodically milk them to yield milk, a raw food resource.


Alpha 10 gave us chocolate. Alpha 12 will give us milk.
Who wants a nice cold glass of chocolate milk?
Title: Re: RimWorld change log
Post by: TLHeart on July 07, 2015, 04:11:47 PM
skip the chocolate milk, fermented milk is good for the sole, and stores longer too. Would also add joy.
Title: Re: RimWorld change log
Post by: Jorlem on July 07, 2015, 04:46:20 PM
Maybe we will be able to make cheese or ice cream?  The latter would be nice to have during a heat wave.
Title: Re: RimWorld change log
Post by: Rahjital on July 07, 2015, 05:34:22 PM
QuoteAppropriate tame female animals are milkable and your colonists will periodically milk them to yield milk, a raw food resource.
Female animals can be pregnant and give birth.

I wonder if this applies to the cobras and turtles too. Reptile milk! :D
Title: Re: RimWorld change log
Post by: Wolfen Waffle on July 07, 2015, 07:25:58 PM
Wow...
I thought Tynan was taking a huge break from this game?
Title: Re: RimWorld change log
Post by: milon on July 07, 2015, 07:43:22 PM
^ This fall.  Read the blog at http://ludeon.com/blog/ for details.
Title: Re: RimWorld change log
Post by: Serviette Union on July 07, 2015, 10:44:25 PM
Given the latest additions i wonder if the old 'bestiality thirst' trait will make a return...
Title: Re: RimWorld change log
Post by: Kelian on July 07, 2015, 10:49:30 PM
Oddity I noticed today while playing.

Sandstone raw - 400
Slate raw - 500

Sandstone wall - 490
Slate wall - 455?

Sandstone after manufacturing gains 90hp but slate loses 45? Is this intended or is a tweak needed?

Cheers
Title: Re: RimWorld change log
Post by: Snownova on July 08, 2015, 04:53:22 AM
Quote from: Dive on July 04, 2015, 02:39:29 AM
Quote from: the entire current "Tynan work log 2"
  • Unskilled or injured growers can fail at harvesting, destroying the harvest for one plant
How is this even possible in real life? What should you do to make a load of potatoes vanish out of existence?

These people will stab you in the kidney while performing eye surgery or will amputate an arm while installing a peg leg. Never underestimate incompentence!
Title: Re: RimWorld change log
Post by: tommonius on July 08, 2015, 07:07:17 AM
I am so happy Tynan that you are working on animal handling, now my dream of taming and farming animals can be a reality, so damn happy!

Also hoping we get to use attack animals, the other part of my dream is Boomrat attack pets, patrolling my fortress and kamikaze exploding anyone who gets in my perimeter!
Title: Re: RimWorld change log
Post by: Wolfen Waffle on July 08, 2015, 01:43:39 PM
So when can I have my tame pack of cybernetic wargs?
Title: Re: RimWorld change log
Post by: Patrykbono20 on July 08, 2015, 03:50:24 PM
"baby" can work or only eat food ?
Title: Re: RimWorld change log
Post by: Kegereneku on July 08, 2015, 04:26:31 PM
Woah... we will need some clarification here. Is the code for animals carried over humans too ?
And how long will be the real growing up time ?

Because I really don't expect to play a game longer than 6-8 years. Not that I wouldn't if the game get chock full of Events, Tech-Tree, Diplomacy and else but it will still ask to abstract the time.

can't hide that I am not fan of a babysitting minigame (https://www.youtube.com/watch?v=m7GAtSIy4-w) impinging on the rest.
Title: Re: RimWorld change log
Post by: Whiplash on July 08, 2015, 04:39:52 PM
I think we're seeing the first stages of pawn (human) relationships
Title: Re: RimWorld change log
Post by: Mr.Cross on July 08, 2015, 04:48:03 PM
Quote from: Cimanyd on July 06, 2015, 10:35:58 PM
Quote from: Raufgar on July 06, 2015, 09:52:53 PM
Raiders have landed! They are making their way to your colony! They head towards your muffalo pen! Your muffalos nuzzle the raiders! Raiders leave after being overwhelmed with cuteness!

Emmie is installing a bionic eye into Thompson. Your pet muffalo runs up to Emmie and nuzzles her, causing her to fail in a minor way while operating. Emmie has a happy memory of the nuzzling. Thompson is now missing a leg.

"Colonist needs treatment"


Maybe you people in the art thread (https://ludeon.com/forums/index.php?topic=13372.0) should start working on tame animal related things...

Oh god! I laughed so hard! Thompson is now missing a leg XD
Title: Re: RimWorld change log
Post by: Dive on July 09, 2015, 10:52:54 AM
So RW is now a game that takes into account the fact that babies produce smaller amount of meat and leather..
That is certainly a thing that not many games can claim they do :D
Title: Re: RimWorld change log
Post by: Kelian on July 09, 2015, 08:20:09 PM
I think the new toxic fallout event should animate the dead and turn them into zombies and walking skeletons... just sayin.
Title: Re: RimWorld change log
Post by: Raufgar on July 09, 2015, 09:23:47 PM
...I don't know why, but this just hit me :

Added nuzzle: ...and have different "nuzzle powers"...

(https://casanctuary.org/wp-content/uploads/2013/08/Dawn2.jpg)

*KISS*

(https://verbalirony.files.wordpress.com/2014/08/screen-shot-2014-08-12-at-9-57-27-pm.png)
Title: Re: RimWorld change log
Post by: Jstank on July 09, 2015, 09:28:43 PM
Animals or humans?!?! clarification?!... we NEED CLARIFICATION!?!?!?!

(http://33.media.tumblr.com/tumblr_lt9lfaEFbg1qa4w2fo1_500.gif)
Title: Re: RimWorld change log
Post by: Play2Jens on July 10, 2015, 08:00:07 AM
Quote from: Jstank on July 09, 2015, 09:28:43 PM
Animals or humans?!?! clarification?!... we NEED CLARIFICATION!?!?!?!

(http://33.media.tumblr.com/tumblr_lt9lfaEFbg1qa4w2fo1_500.gif)

Doesn't matter... because...
Caaaaaannnnn you feeeeeeeeeelllllllll the loooooooooovveee toniiiiiiiight
Title: Re: RimWorld change log
Post by: Mr.Cross on July 10, 2015, 08:18:30 AM
Quote from: Jstank on July 09, 2015, 09:28:43 PM
Animals or humans?!?! clarification?!... we NEED CLARIFICATION!?!?!?!

(http://33.media.tumblr.com/tumblr_lt9lfaEFbg1qa4w2fo1_500.gif)

It's obvious;y animals. Have you ever heard or saw a human nuzzle another human?
Title: Re: RimWorld change log
Post by: Bob_Namg on July 10, 2015, 09:55:47 AM
Quote from: Whiplash on July 08, 2015, 04:39:52 PM
I think we're seeing the first stages of pawn (human) relationships
We're seeing the first stages of Lord Fappington's dreams come true.

Title: Re: RimWorld change log
Post by: Shinzy on July 10, 2015, 09:57:12 AM
Quote from: Mr.Cross on July 10, 2015, 08:18:30 AMHave you ever heard or saw a human nuzzle another human?

*nods repeatedly*
*raises hand*
*nods again*
*raises the other hand*
*waves both hands in the air*
"Iiihaave!"
Title: Re: RimWorld change log
Post by: Cimanyd on July 10, 2015, 11:11:33 PM
"and the animal's natural wildness"
As if 99-difficulty prisoners weren't bad enough...

(I'm kidding, I don't actually mind animals having a difficulty)
Title: Re: RimWorld change log
Post by: Shinzy on July 11, 2015, 05:12:19 AM
Quote from: Cimanyd on July 10, 2015, 11:11:33 PM
"and the animal's natural wildness"
As if 99-difficulty prisoners weren't bad enough...

(I'm kidding, I don't actually mind animals having a difficulty)

(http://i.imgur.com/mRUWkQe.png)




Edit: Sneaky entirely unrelated edit to share a file with Fluffe so I don't have to upload the zip file somewhere else where I'd have to log in separately and oh gosh, uuugh

[attachment deleted by admin - too old]
Title: Re: RimWorld change log
Post by: skullywag on July 11, 2015, 05:33:39 AM
Grumpallo!
Title: Re: RimWorld change log
Post by: Coenmcj on July 11, 2015, 06:52:08 PM
Quote from:  YE LOG OF CHANGESDifferent animals do this with different frequencies, and have different "nuzzle powers"

Oh dear... The Rhinoceros...
Title: Re: RimWorld change log
Post by: Jimyoda on July 11, 2015, 07:49:18 PM
Quote from: Coenmcj on July 11, 2015, 06:52:08 PM
Quote from:  YE LOG OF CHANGESDifferent animals do this with different frequencies, and have different "nuzzle powers"

Oh dear... The Rhinoceros...

(https://lh3.googleusercontent.com/Qqr2roX52GINg7PGHdJBov6zFEE8irq6aYQVZn45fkM=w222-h194-no)
Title: Re: RimWorld change log
Post by: christhekiller on July 11, 2015, 10:45:09 PM
QuoteNewly tamed animals get numerical designations so you can tell them apart ("Muffalo 1", "Muffalo 2", etc.)

So, will we be able to rename tamed animals? Cause I gotta say I will be most disappointed if I can't get a Muffalo named Bessy
Title: Re: RimWorld change log
Post by: Jimyoda on July 11, 2015, 11:03:26 PM
Quote from: christhekiller on July 11, 2015, 10:45:09 PM
QuoteNewly tamed animals get numerical designations so you can tell them apart ("Muffalo 1", "Muffalo 2", etc.)

So, will we be able to rename tamed animals? Cause I gotta say I will be most disappointed if I can't get a Muffalo named Bessy
Agreed! Really hope we get to rename animals.
Title: Re: RimWorld change log
Post by: CheeseGromit on July 12, 2015, 02:23:14 AM
Wow, I hadn't read the change log for a week or so and this happens. Exciting.
Title: Re: RimWorld change log
Post by: Barley on July 12, 2015, 08:35:09 PM
We're gunna need a way to feed tamed animals. Perhaps a trough or bowl that you can designate? Or do assigned animal handlers take care of that?
Title: Re: RimWorld change log
Post by: Jstank on July 12, 2015, 10:51:44 PM
Can we ride a tamed Muffalo into battle?
Title: Re: RimWorld change log
Post by: Sir_Aroun on July 13, 2015, 04:15:31 AM
This is all really nice but I can help but feel that other changes like ammo, first aid, secondary weapon slot for pawns, or raiders having real objectives beyond kill and burn everything would be better. I see love the new additions and what them but it is just feels like theirs some basics being forgotten.
Title: Re: RimWorld change log
Post by: Kegereneku on July 13, 2015, 07:10:04 PM
Quote from: Sir_Aroun on July 13, 2015, 04:15:31 AM
This is all really nice but I can help but feel that other changes like ammo, first aid, secondary weapon slot for pawns, or raiders having real objectives beyond kill and burn everything would be better. I see love the new additions and what them but it is just feels like theirs some basics being forgotten.

I know what you mean but what if the raiders also want to steal our cattle ?
At some point if Tynan start linking everything together, the more he have to work with the better.
Just like "Area" allow for a whole new sort of events to happens...once Tynan get to produce more of them.
Title: Re: RimWorld change log
Post by: Klldarkness on July 14, 2015, 04:23:37 PM
:(

It's gotten to the point that I am constantly stuck in a catch-22.


The steps to my personal hell:
1. New version comes out with awesome features!
2. Wait for my favorite 7 mods to be updated, as I just can't play without them, at this point.
3. Check daily changelog, and see the awesome new features coming in the next version.
4. Not feel like playing cause it's just gonna happen all over again.
5. Wait 3 weeks for everything to update, play for a week.
6. Go back to step 1

It's killing me. :(

Tynan, would it be possible to get some of the more popular mods features added to the game in some way?

Expanded biotech, and surgeries, hospitality, more weapons, and more events.

That's pretty much it, honestly.

Then my catch-22 is over.

Also babies! :D I can't wait for babies. :)
Title: Re: RimWorld change log
Post by: Jstank on July 15, 2015, 12:26:08 AM
Added amniotic fluid spray to birth.

For the love of god do NOT google image search this...

https://www.google.com/search?q=Added+amniotic+fluid+spray+to+birth.&espv=2&biw=1280&bih=622&source=lnms&tbm=isch&sa=X&ved=0CAcQ_AUoAmoVChMI_qKPtqXcxgIVCZMeCh1jYwTR (https://www.google.com/search?q=Added+amniotic+fluid+spray+to+birth.&espv=2&biw=1280&bih=622&source=lnms&tbm=isch&sa=X&ved=0CAcQ_AUoAmoVChMI_qKPtqXcxgIVCZMeCh1jYwTR)
Title: Re: RimWorld change log
Post by: tommonius on July 15, 2015, 03:03:14 PM
We know have the most powerful attack creature available to tame and guard our bases, CHICKENS!!!
Ask link what happens when you hit one, they will crawl out of hell to take vengence on you, now I can sleep safely from pesky raider attacks.

extra props if my attack chickens can be mechanical, oh and can explode also  ;D
Title: Re: RimWorld change log
Post by: wildchild on July 15, 2015, 03:45:29 PM
something that would be very cool is the ability to have a tame dog follow a person.. ie right click a guy with a dog selected and click follow.. the dog moves some place near the guy as the guy moves.. maybe a limit on how many can follow.. i dunno.. just an idea
Title: Re: RimWorld change log
Post by: Bob_Namg on July 15, 2015, 05:38:33 PM
How long until someone makes a Jabberwock mod?
Title: Re: RimWorld change log
Post by: Jimyoda on July 15, 2015, 08:49:50 PM
Quote from: wildchild on July 15, 2015, 03:45:29 PM
something that would be very cool is the ability to have a tame dog follow a person.. ie right click a guy with a dog selected and click follow.. the dog moves some place near the guy as the guy moves.. maybe a limit on how many can follow.. i dunno.. just an idea
+1
Nice idea.
Title: Re: RimWorld change log
Post by: Listy on July 16, 2015, 01:32:38 AM
QuoteAdded chicken. Buk buk BKAWWWK!

I fear Tynan has been working a bit to hard... ;D
Title: Re: RimWorld change log
Post by: muffins on July 16, 2015, 02:49:14 AM
I did not expect to get my first laugh of the day reading the change notes  ;D

Buk buk BKAWWWK!
Title: Re: RimWorld change log
Post by: TheDirge on July 16, 2015, 09:51:03 AM
Spawn hundreds of chickens, give Manhunter Permanent.


Buk buk BKAWWWK! Buk buk BKAWWWK! Buk buk BKAWWWK! Buk buk BKAWWWK! Buk buk BKAWWWK!
Title: Re: RimWorld change log
Post by: Shinzy on July 16, 2015, 10:23:33 AM
Quote from: TheDirge on July 16, 2015, 09:51:03 AM
Spawn hundreds of chickens, give Manhunter Permanent.


Buk buk BKAWWWK! Buk buk BKAWWWK! Buk buk BKAWWWK! Buk buk BKAWWWK! Buk buk BKAWWWK!

Oh oh! mod in chickens as manhunter event
it'd be horrid! *shudder*
Title: Re: RimWorld change log
Post by: skullywag on July 16, 2015, 10:46:12 AM
Quote from: Shinzy on July 16, 2015, 10:23:33 AM
Quote from: TheDirge on July 16, 2015, 09:51:03 AM
Spawn hundreds of chickens, give Manhunter Permanent.


Buk buk BKAWWWK! Buk buk BKAWWWK! Buk buk BKAWWWK! Buk buk BKAWWWK! Buk buk BKAWWWK!

Oh oh! mod in chickens as manhunter event
it'd be horrid! *shudder*

pssst im already doing it, just need the defname for the new chickens....
Title: Re: RimWorld change log
Post by: Sir_Aroun on July 16, 2015, 04:02:07 PM
how the world is 2 eggs = 10 potato?
Title: Re: RimWorld change log
Post by: NoImageAvailable on July 16, 2015, 04:16:18 PM
Quote from: Sir_Aroun on July 16, 2015, 04:02:07 PM
how the world is 2 eggs = 10 potato?

Rimeggs, laid by rimchickens. If you thought the rimsquirrels were nasty, just wait until you see those monstrosities.
Title: Re: RimWorld change log
Post by: Mr.Cross on July 16, 2015, 04:54:34 PM
Dear god Tynan, if someone attacks a chicken please do make them all go man hunter... Now that I think about it, it could be used as a defense against raiders. Not a very good one mind you.
Title: Re: RimWorld change log
Post by: Coenmcj on July 16, 2015, 07:39:26 PM
Quote from: change logOnly usable by animals of appropriate sizes.
B-BUT! THE RULE!

"IF I FITZ, I SITZ!"
What if the poor muffalos want to sitz in a squirrel's bed?
Title: Re: RimWorld change log
Post by: snipes on July 16, 2015, 08:33:22 PM
Tynan do you ever sleep?
Title: Re: RimWorld change log
Post by: Bob_Namg on July 16, 2015, 08:33:52 PM
Quote from: snipes on July 16, 2015, 08:33:22 PM
Tynan do you ever sleep?
Tynan is too based to sleep
Title: Re: RimWorld change log
Post by: Segrog on July 16, 2015, 08:43:26 PM
Quote from: Bob_Namg on July 16, 2015, 08:33:52 PM
Quote from: snipes on July 16, 2015, 08:33:22 PM
Tynan do you ever sleep?
Tynan is too based to sleep
Tynan is lyfe
Title: Re: RimWorld change log
Post by: Mr.Cross on July 16, 2015, 09:46:19 PM
Quote from: Segrog on July 16, 2015, 08:43:26 PMTynan is lyfe

Tynan, It seems you are gathering a small cult...
Title: Re: RimWorld change log
Post by: Jstank on July 16, 2015, 10:18:06 PM
I am warning everyone right now. This is a very serious and horrifying revalation to where this game is headed...

Soon there will be cats...

then.. Cat-plosion or better known as catpocalypse!

QuoteA conventional catsplosion is an uncontrolled overpopulation of cats.

Conventional catsplosions are an insidious poison which operate by using a lethal psychological attack known as "(nuzzly)Cuddly Wuddly Syndrome". Dwarves (colonists), ordinarily content to manage an overpopulation of cats by employing butchers, tanners, soapers, leatherworkers, bone carvers, and cooks, may suddenly find themselves appropriated by a cat who employs mind control waves in order to take the dwarf (colonist) hostage. The dwarf (colonist), now considering the cat its pet (when in fact the opposite is true), is no longer able to butcher the cat and will absolutely not tolerate anyone butchering his "bewuv'ed (nuzzle bug) cuddlebug". Through this psychological technique, an insurgent is thereby successfully implanted into the fortress (colony).

Over time, the number of insurgents grows so large that the dwarves (colonists) must respond with open violence to protect their homes and (other) loved ones. Magma (not magma) , water, and bridges are considered particularly effective countermeasures. Sadly, this results in significant unhappy thoughts and even open tantrums due to dwarves (colonists) losing their "pets".

http://dwarffortresswiki.org/index.php/v0.34:Catsplosion
Title: Re: RimWorld change log
Post by: Mr.Cross on July 16, 2015, 10:24:34 PM
Quote from: Jstank on July 16, 2015, 10:18:06 PM
Stuffs about catsplosions

Oh god, The horror!
Title: Re: RimWorld change log
Post by: muffins on July 17, 2015, 12:55:25 AM
QuotePawns now support gender-specific name (hen, rooster, buck, ewe, sow), lifestage-specific named (piglet, warg puppy) and gender/lifestage-specific names (cockerel).

We're getting puppies!

:)
Title: Re: RimWorld change log
Post by: CheeseGromit on July 17, 2015, 02:06:35 AM
Quote from: muffins on July 17, 2015, 12:55:25 AM
QuotePawns now support gender-specific name (hen, rooster, buck, ewe, sow), lifestage-specific named (piglet, warg puppy) and gender/lifestage-specific names (cockerel).

We're getting puppies!

:)

Just make sure you've got plenty of bionic arms to replace the hands you'll lose if you try to pet them.
Title: Re: RimWorld change log
Post by: Jimyoda on July 17, 2015, 10:26:22 AM
Quote from: CheeseGromit on July 17, 2015, 02:06:35 AM
Quote from: muffins on July 17, 2015, 12:55:25 AM
QuotePawns now support gender-specific name (hen, rooster, buck, ewe, sow), lifestage-specific named (piglet, warg puppy) and gender/lifestage-specific names (cockerel).

We're getting puppies!

:)
Just make sure you've got plenty of bionic arms to replace the hands you'll lose if you try to pet them.
(http://www.hollywoodreporter.com/sites/default/files/2014/04/1_ButchersBoyc.png)
Title: Re: RimWorld change log
Post by: muffins on July 17, 2015, 11:11:36 PM
Here's a thought. If we can rescue downed animals (tame or wild) does that mean that there will be animal healthcare to?

(http://i.imgur.com/y0fYoNz.jpg)
Title: Re: RimWorld change log
Post by: userfredle on July 17, 2015, 11:23:07 PM
Quote from: muffins on July 17, 2015, 11:11:36 PM
Here's a thought. If we can rescue downed animals (tame or wild) does that mean that there will be animal healthcare to?

Why stop there? lets incorporate animal happiness and it affects reproduction chance and eggs laying.
Title: Re: RimWorld change log
Post by: Kegereneku on July 18, 2015, 02:25:30 AM
"Animals Farm 2.0" (https://en.wikipedia.org/wiki/Animal_Farm)
Title: Re: RimWorld change log
Post by: Skirmish on July 18, 2015, 04:00:01 AM
I cannot sure I can ask FAQ in here, but please give me help. And let me know if there is general question session in this forum.

Where can I get the most recent version that are changes published in change log are available?
Title: Re: RimWorld change log
Post by: Coenmcj on July 18, 2015, 07:15:02 AM
Quote from: Skirmish on July 18, 2015, 04:00:01 AM
I cannot sure I can ask FAQ in here, but please give me help. And let me know if there is general question session in this forum.

Where can I get the most recent version that are changes published in change log are available?

Hello!
You can ask anything you need in the General Discussion forum! (https://ludeon.com/forums/index.php?board=1.0) :)
And the change log is just to show everyone what Tynan (The Developer) is getting up to, and is not available to us. The most recent version is alpha 11B and what you should have if you downloaded off the sendowl link.
Title: Re: RimWorld change log
Post by: Skirmish on July 18, 2015, 03:41:12 PM
Thanks for the answer Coenmcj.

Then I hope I can play the animal husbandry world soon :)
Title: Re: RimWorld change log
Post by: milon on July 19, 2015, 08:34:14 AM
Agreed! But we have to wait for next release.  I'm really excited for that!
Title: Re: RimWorld change log
Post by: christhekiller on July 21, 2015, 01:48:08 AM
Quote from: muffins on July 17, 2015, 11:11:36 PM
Here's a thought. If we can rescue downed animals (tame or wild) does that mean that there will be animal healthcare to?

(http://i.imgur.com/y0fYoNz.jpg)

Ooooo can we dress animals in cute lil hats!?
Title: Re: RimWorld change log
Post by: StorymasterQ on July 21, 2015, 01:56:56 AM
Animal healthcare? You mean give chickens peg legs so you can have drumsticks AND eggs?
Title: Re: RimWorld change log
Post by: Segrog on July 21, 2015, 02:00:51 AM
Step 1. Capture warg
Step 2. Amputate legs
Step 3. Add peg legs
Step 4. Release it
Step 5. Watch as it's family denies it
Step 6. ???
Step 7. Profit
Title: Re: RimWorld change log
Post by: christhekiller on July 23, 2015, 11:48:32 PM
New song? What is this new song? Can we get a listen?
Title: Re: RimWorld change log
Post by: Tynan on July 23, 2015, 11:57:41 PM
Quote from: christhekiller on July 23, 2015, 11:48:32 PM
New song? What is this new song? Can we get a listen?

It's the second one in so far. And wait for A12!
Title: Re: RimWorld change log
Post by: StorymasterQ on July 24, 2015, 01:18:36 AM
A song other than the familiar THWAAANNNGGG, hm?
Title: Re: RimWorld change log
Post by: Shinzy on July 24, 2015, 05:31:52 AM
Quote from: StorymasterQ on July 24, 2015, 01:18:36 AM
A song other than the familiar THWAAANNNGGG, hm?

No no, the thwang will definately be there!
it's at the start of every new colony
regardless of the "biome song" (I don't really know if they're biome specific but I don't think I ever heard the bongo song I hear on desert while playing on tundra or so.. But I'm not that great at being attentive)

Title: Re: RimWorld change log
Post by: Noobshock on July 24, 2015, 07:25:30 AM
A12 better come before that big break, gotta hear that new music! :D
Title: Re: RimWorld change log
Post by: Play2Jens on July 24, 2015, 09:47:16 AM
Quote from: Noobshock on July 24, 2015, 07:25:30 AM
A12 better come before that big break, gotta hear that new music! :D
Oh the music is going to be awesome! There are already 2 new songs in the game and by the time alpha 12 comes out there might be even more songs!
Just imagine that raiders, mechanoids and natives have their own threath music. God I'm so excited about this!
Makes me even more excited than these loose rumors about animal husbandry.
Title: Re: RimWorld change log
Post by: Shinzy on July 24, 2015, 01:39:46 PM
Quote from: Play2Jens on July 24, 2015, 09:47:16 AM
Quote from: Noobshock on July 24, 2015, 07:25:30 AM
A12 better come before that big break, gotta hear that new music! :D
Oh the music is going to be awesome! There are already 2 new songs in the game and by the time alpha 12 comes out there might be even more songs!
Just imagine that raiders, mechanoids and natives have their own threath music. God I'm so excited about this!
Makes me even more excited than these loose rumors about animal husbandry.

They're not very loose or rumours if they're on the changelog! *poke* =P
(But I'm very excited also!)
Title: Re: RimWorld change log
Post by: Play2Jens on July 25, 2015, 04:55:14 AM
Quote from: Shinzy on July 24, 2015, 01:39:46 PM
Quote from: Play2Jens on July 24, 2015, 09:47:16 AM
Quote from: Noobshock on July 24, 2015, 07:25:30 AM
A12 better come before that big break, gotta hear that new music! :D
Oh the music is going to be awesome! There are already 2 new songs in the game and by the time alpha 12 comes out there might be even more songs!
Just imagine that raiders, mechanoids and natives have their own threath music. God I'm so excited about this!
Makes me even more excited than these loose rumors about animal husbandry.

They're not very loose or rumours if they're on the changelog! *poke* =P
(But I'm very excited also!)

Haha Shinzy that was my poor attempt on making a satirical joke about us being easily impressed/excited  ;D
Title: Re: RimWorld change log
Post by: Shinzy on July 25, 2015, 07:00:52 AM
Quote from: Play2Jens on July 25, 2015, 04:55:14 AM
Quote from: Shinzy on July 24, 2015, 01:39:46 PM
Quote from: Play2Jens on July 24, 2015, 09:47:16 AM
Quote from: Noobshock on July 24, 2015, 07:25:30 AM
A12 better come before that big break, gotta hear that new music! :D
Oh the music is going to be awesome! There are already 2 new songs in the game and by the time alpha 12 comes out there might be even more songs!
Just imagine that raiders, mechanoids and natives have their own threath music. God I'm so excited about this!
Makes me even more excited than these loose rumors about animal husbandry.

They're not very loose or rumours if they're on the changelog! *poke* =P
(But I'm very excited also!)

Haha Shinzy that was my poor attempt on making a satirical joke about us being easily impressed/excited  ;D

OOooh
ooh!
I am easily excitable and impressed!
can't say for the others but I think you're on to something
Title: Re: RimWorld change log
Post by: Play2Jens on July 25, 2015, 12:37:21 PM
Naah man, I only check the changelog 3 times a day  ;D
Title: Re: RimWorld change log
Post by: Bob_Namg on July 25, 2015, 01:27:28 PM
"Added graphic for sarcophagus"
I can already imagine all the horrible blood god temples that can be made with this.
Title: Re: RimWorld change log
Post by: Segrog on July 25, 2015, 10:22:43 PM
Chinchillas added! Now I can have a pet chinchilla named Shammy in Rimworld just like I do in real life!
Title: Re: RimWorld change log
Post by: userfredle on July 26, 2015, 09:50:05 PM
So who else is super pumped about Animal hauling? im assuming a colonist goes out with an animal and can loot from a wide radius around the animal then takes it back to stockpile
Title: Re: RimWorld change log
Post by: Coenmcj on July 26, 2015, 10:01:19 PM
Quote from: Change log of dooooomAnimals call more while angry and especially while in melee combat.

AND NOW...
we wait for the 1 tick, 1 call bug that is inevitably going to happen
Title: Re: RimWorld change log
Post by: Wolfen Waffle on July 27, 2015, 10:39:01 PM
Quote from: pestilenz on July 27, 2015, 01:53:34 PM
(http://media.tumblr.com/857d83bf380d7f5aa89c8d971c067857/tumblr_inline_ml92n9Gktw1qz4rgp.jpg)
This will be the start of my Swedish Hippie Colony guarded by horses, apes and chinchillas!

You mean your colony of horses, apes and chinchillas guarded by Swedish hippies, surely/

:^)
Title: Re: RimWorld change log
Post by: RemingtonRyder on July 28, 2015, 03:23:11 PM
OMG I'm so excited about the next update just looking at the change log! :D
Title: Re: RimWorld change log
Post by: b0rsuk on July 28, 2015, 03:57:35 PM
Quoteadded chinchilla
I wonder if chinchilla can wall jump like in real life ? I wonder if it can pleasure itself orally, like it does in real life ?
Title: Re: RimWorld change log
Post by: Segrog on July 28, 2015, 04:07:56 PM
Quote from: b0rsuk on July 28, 2015, 03:57:35 PM
Quoteadded chinchilla
I wonder if chinchilla can wall jump like in real life ? I wonder if it can pleasure itself orally, like it does in real life ?

I wonder if it can fit through holes that are 1/100th of its size or shed fur everywhere and annoy your colonists like in real life.
Title: Re: RimWorld change log
Post by: Jstank on July 28, 2015, 05:54:35 PM
Quote from: Segrog on July 28, 2015, 04:07:56 PM
Quote from: b0rsuk on July 28, 2015, 03:57:35 PM
Quoteadded chinchilla
I wonder if chinchilla can wall jump like in real life ? I wonder if it can pleasure itself orally, like it does in real life ?

I wonder if it can fit through holes that are 1/100th of its size or shed fur everywhere and annoy yoir colonists like in real life.
+1
Title: Re: RimWorld change log
Post by: b0rsuk on July 29, 2015, 12:22:28 AM
Quote from: pestilenz on July 27, 2015, 01:53:34 PM
(http://media.tumblr.com/857d83bf380d7f5aa89c8d971c067857/tumblr_inline_ml92n9Gktw1qz4rgp.jpg)
This will be the start of my Swedish Hippie Colony guarded by horses, apes and chinchillas!

I've been thinking about playing an Islam-powered colony with full sharia law. Note I'm not a muslim.

Fun hour five times a day. No fun facilities to maximize the chance they go to their rooms to meditate or pray (it would be easier to do if there were temporary allowed zones). No beer ever.
Title: Re: RimWorld change log
Post by: skullywag on July 29, 2015, 01:30:38 PM
New squirrel graphics???

I dont even know how to react...
Title: Re: RimWorld change log
Post by: Tumuel on July 29, 2015, 02:20:19 PM
Quote from: skullywag on July 29, 2015, 01:30:38 PM
New squirrel graphics???

I dont even know how to react...

Of all the things we thought the game needed, this is the thing it really deserved.
*start dramatic music, flags of whatever countries still exist in the year 5500 green-screened in the background*
It is more than just a "misc adjustment", more than a mere new texture, this is the cutting edge of modern rendering technology.
To anyone who says "but you have not even seen it yet..."
Humbug!Don't ask what new squirrel graphics can do for you, what can you do for the new squirrel graphics.................
*cut to a montage of squirrels doing dramatic things*
Title: Re: RimWorld change log
Post by: CheeseGromit on July 29, 2015, 11:01:21 PM
Quote from: MarvinKosh on July 28, 2015, 03:23:11 PM
OMG I'm so excited about the next update just looking at the change log! :D

Agreed, it's probably the most exciting update in the time I've been playing Rimworld. I am mentally preparing myself for the possibility of it not being released until 2016 though.
Title: Re: RimWorld change log
Post by: Jstank on July 29, 2015, 11:31:30 PM
While we are updating the squirrels could we get an update on the research table...

(http://rimworldwiki.com/images/thumb/d/d3/ResearchBench.png/256px-ResearchBench.png)
Title: Re: RimWorld change log
Post by: Tynan on July 29, 2015, 11:45:39 PM
Quote from: Jstank on July 29, 2015, 11:31:30 PM
While we are updating the squirrels could we get an update on the research table...

(http://rimworldwiki.com/images/thumb/d/d3/ResearchBench.png/256px-ResearchBench.png)

Yeah; that is on my todo for sure.
Title: Re: RimWorld change log
Post by: Jstank on July 29, 2015, 11:52:43 PM
Quote
Quote from: Tynan on July 29, 2015, 11:45:39 PM
Quote from: Jstank on July 29, 2015, 11:31:30 PM
While we are updating the squirrels could we get an update on the research table...

(http://rimworldwiki.com/images/thumb/d/d3/ResearchBench.png/256px-ResearchBench.png)

Yeah; that is on my todo for sure.


..... Tynan your customer service is impeccable
Title: Re: RimWorld change log
Post by: Segrog on July 30, 2015, 12:23:03 AM
Please let us name animals so I can name my chinchilla pet Shamrock and then have it die a day after getting it so then I can get a new one and name it Shammy, just like in real life ); rip in peace Shamrock.
Title: Re: RimWorld change log
Post by: Play2Jens on July 30, 2015, 02:30:33 PM
Quote from: Segrog on July 30, 2015, 12:23:03 AM
Please let us name animals so I can name my chinchilla pet Shamrock and then have it die a day after getting it so then I can get a new one and name it Shammy, just like in real life ); rip in peace Shamrock.
I believe that's already possible. Animals gets names like "Dog 1", " dog2", ... But you can change them
Title: Re: RimWorld change log
Post by: Tynan on July 30, 2015, 02:35:59 PM
Quote from: Play2Jens on July 30, 2015, 02:30:33 PM
Quote from: Segrog on July 30, 2015, 12:23:03 AM
Please let us name animals so I can name my chinchilla pet Shamrock and then have it die a day after getting it so then I can get a new one and name it Shammy, just like in real life ); rip in peace Shamrock.
I believe that's already possible. Animals gets names like "Dog 1", " dog2", ... But you can change them

You can't change them, but the colonists can. It's all in the changelog!
Title: Re: RimWorld change log
Post by: RenoTheCorgi on July 30, 2015, 04:26:10 PM
How many copies of the game do I need to buy to get Corgi's added to the list of dogs that will be added?

Btw. This is my first post and your game is incredible. I've sunk more time into this game that most AAA titles that get released.


-Ron
Title: Re: RimWorld change log
Post by: userfredle on July 30, 2015, 04:28:43 PM
Heart attacks? damn tynan getting real with it, gonna be hilarious watching an 87 year old raider spazm outside my gates
Title: Re: RimWorld change log
Post by: Tynan on July 30, 2015, 06:47:50 PM
Quote from: RenoTheCorgi on July 30, 2015, 04:26:10 PM
How many copies of the game do I need to buy to get Corgi's added to the list of dogs that will be added?

Btw. This is my first post and your game is incredible. I've sunk more time into this game that most AAA titles that get released.


-Ron

Lol! I've never interacted with a corgi but I still find them hilarious. Maybe we'll get one in. Anyway, thanks all around :)

Title: Re: RimWorld change log
Post by: CB elite on July 30, 2015, 06:54:32 PM
Quote from: userfredle on July 30, 2015, 04:28:43 PM
Heart attacks? damn tynan getting real with it, gonna be hilarious watching an 87 year old raider spazm outside my gates

Curious if heart attacks are something we can react to or not :o
I can imagine a colonist just dropping dead from a heart attack, which is fine.
But, I think it would be interesting to see heart attacks as an incredibly fast, staged medical condition; pain>unconscious>dead within a few in-game hours

The health system is by far my favorite part of this game :3

Love the progress you've made/are making with this game, Tynan :D
Title: Re: RimWorld change log
Post by: Tynan on July 30, 2015, 06:56:52 PM
Currently the heart attacks just randomly skip forward and backward, possibly killing the patient, possibly not. I have a task to make them treatable so you can improve the survival chances (though of course, there are no guarantees).

I'm also writing code so animals use all these old-age diseases and heart attacks and such.
Title: Re: RimWorld change log
Post by: Jstank on July 30, 2015, 09:33:08 PM
Clinical studies show that being shot at can increase your risk for heart attack. Take one Aleve a day....Ask your doctor if you are healthy enough to be shot at.
Title: Re: RimWorld change log
Post by: StorymasterQ on July 30, 2015, 09:37:38 PM
Hey Tynan, if you're adding corgis then you'll have to add other hilarious animals like red pandas :D
Title: Re: RimWorld change log
Post by: Coenmcj on July 30, 2015, 09:40:54 PM
Quote from: Rim-dex? Lude-dex?July 30
● Animals have a minimum handling skill. Player is warned if they designate taming an animal that no handler can actually tame.
YOU DON'T HAVE ENOUGH BADGES TO TAME ME!
Title: Re: RimWorld change log
Post by: TheDirge on July 31, 2015, 01:14:34 AM
Tynan has to remember some of us have a life, so please dont make it too awesome, i like seeing the sun every now and then ._.
Title: Re: RimWorld change log
Post by: b0rsuk on July 31, 2015, 01:27:07 AM
Quote from: Tynan on July 30, 2015, 06:47:50 PM
Quote from: RenoTheCorgi on July 30, 2015, 04:26:10 PM
How many copies of the game do I need to buy to get Corgi's added to the list of dogs that will be added?

Btw. This is my first post and your game is incredible. I've sunk more time into this game that most AAA titles that get released.


-Ron

Lol! I've never interacted with a corgi but I still find them hilarious. Maybe we'll get one in. Anyway, thanks all around :)
Check out a fennec!

https://www.youtube.com/watch?v=s6yIgG6sw_k

Title: Re: RimWorld change log
Post by: Segrog on July 31, 2015, 02:38:55 AM
Quote from: TheDirge on July 31, 2015, 01:14:34 AM
Tynan has to remember some of us have a life, so please dont make it too awesome, i like seeing the sun every now and then ._.
Then just make your house a no roof zone? Duh?
Title: Re: RimWorld change log
Post by: milon on July 31, 2015, 02:24:14 PM
Or install a sun lamp. That's what I did, totally worth it!
Title: Re: RimWorld change log
Post by: Tumuel on July 31, 2015, 03:14:08 PM
Quote from: Tynan on July 29, 2015, 11:45:39 PM
Quote from: Jstank on July 29, 2015, 11:31:30 PM
While we are updating the squirrels could we get an update on the research table...

(http://rimworldwiki.com/images/thumb/d/d3/ResearchBench.png/256px-ResearchBench.png)

Yeah; that is on my todo for sure.

Get on the nutrient paste dispenser while you are at it.
Title: Re: RimWorld change log
Post by: Play2Jens on July 31, 2015, 05:39:15 PM
Tynan, with the new amount of current and upcoming animals, have you thought about categorizing some of the meat and leather? Warg and dog meat would just become "dog meat", then we have "reptile meat", "pork", " mammal meat" (monkeys and misc), and so on?
Just to make it less confussing and not have a tens of different similar items.
Title: Re: RimWorld change log
Post by: Tynan on July 31, 2015, 08:22:00 PM
Quote from: Play2Jens on July 31, 2015, 05:39:15 PM
Tynan, with the new amount of current and upcoming animals, have you thought about categorizing some of the meat and leather? Warg and dog meat would just become "dog meat", then we have "reptile meat", "pork", " mammal meat" (monkeys and misc), and so on?
Just to make it less confussing and not have a tens of different similar items.

It's definitely a good idea. Hmm. I also like the story element of knowing which animal it was from. E.g. "Yorkshire terrier meat" is more story rich than just "dog meat".
Title: Re: RimWorld change log
Post by: Zork on July 31, 2015, 08:55:55 PM
hey tynan, in the upcoming update, will mountable horses and animals will be added? so we can make cavalry charges  :D :D
Title: Re: RimWorld change log
Post by: Tynan on July 31, 2015, 08:57:13 PM
Quote from: Zork on July 31, 2015, 08:55:55 PM
hey tynan, in the upcoming update, will mountable horses and animals will be added? so we can make cavalry charges  :D :D

Definitely not, I'm afraid.
Title: Re: RimWorld change log
Post by: Skirmish on July 31, 2015, 09:40:42 PM
Hello Tynan. I have some questions about the recent work log. How does the Heart attack works? Does it applied to human colonists? If then to the old people? Can we save the colonists from heart attack?
Title: Re: RimWorld change log
Post by: Segrog on July 31, 2015, 10:37:30 PM
It applies to everything with a heart. Yes you can treat heart attacks but that doesn't guarantee their survival. It only raises the chances for them to survive. It only happens to old colonists or animals.
Title: Re: RimWorld change log
Post by: christhekiller on August 01, 2015, 12:42:23 AM
Okay two things

QuoteIntegrated boomalope.

What

QuoteImprovements to trade interface: better layout, expands vertically to use all screen space, increment/decrement buttons and launch/drop all buttons added.

By the Nine Divines this is amazing. This update shall be the greatest update in the history of updates
Title: Re: RimWorld change log
Post by: Cimanyd on August 01, 2015, 01:07:29 AM
Trading? Who needs trading?
This is all any RimWorld player could want or ever have wanted.

  • Integrated boomalope.
Title: Re: RimWorld change log
Post by: Shinzy on August 01, 2015, 06:03:29 AM
(http://i.imgur.com/8e9ddrX.gif)
Title: Re: RimWorld change log
Post by: Coenmcj on August 01, 2015, 06:17:43 AM
Quote from: THE LOG OF IMPENDING DOOOOOMJuly 31
Integrated boomalope.

This + taming animals is why raiders can't have nice things.
Title: Re: RimWorld change log
Post by: christhekiller on August 01, 2015, 08:57:10 PM
You guys keep talking about Boomaloopes but look

Improvements to trade interface: better layout, expands vertically to use all screen space, increment/decrement buttons and launch/drop all buttons added.
Title: Re: RimWorld change log
Post by: milon on August 02, 2015, 08:10:40 AM
Both are awesome, however:

Taming > Trade
Title: Re: RimWorld change log
Post by: Thane on August 03, 2015, 11:45:21 AM
Trade>Taming

Taming is a new feature who knows how good it will be in the first iteration. No offense Ty I like to keep my expectations low so I can be all the more impressed on release.

This trading interface change will get rid of my biggest pet peeve: Dragging 100 or more parkas and 100 tribal tunics to the exotic goods trader. Seriously 5 minutes just to take out the trash before I get to the candy (bionics and organs.) I can also set up automatic trades for my surpluses of human meat and leather, which is seriously amazing money, I will never burn all the corpses again.

All in all this will let me set up for the late game so I can focus on what I want to BUY rather than having to drag 250 items into the sell panel first.
Title: Re: RimWorld change log
Post by: White_Night on August 05, 2015, 03:43:15 AM
Hey tynan, will there be random starts at some point?
I would love to see that because at the moment i always choose the easy starts and want/need to be forced to play in the harder areas  ;)
Maybe with the option of still choosing your survivors and only areas are random? You could just place a "random button" in the choice making menus.

It would be more immersiv for me this way! I mean would crashing from space give you the option that you can still choose which and where people will survive/crash?
Title: Re: RimWorld change log
Post by: Bobthefarmer1 on August 05, 2015, 07:13:28 PM
Is there a change log record for Piotr Like there is of yours, Tynan? I find it interesting to read when I have a few minutes here and there.
Title: Re: RimWorld change log
Post by: Daman453 on August 05, 2015, 07:27:52 PM
Quote from: Bobthefarmer1 on August 05, 2015, 07:13:28 PM
Is there a change log record for Piotr Like there is of yours, Tynan? I find it interesting to read when I have a few minutes here and there.

This is his work log, where we get what is going to happen in the next update https://docs.google.com/document/d/1Ma3kFSDZHA4aE_7SSw8CyKCccWF4Dfj0KDQ_A8UB-hI/pub
Title: Re: RimWorld change log
Post by: puddlejumper448 on August 05, 2015, 10:34:03 PM
Quote from: White_Night on August 05, 2015, 03:43:15 AM
Hey tynan, will there be random starts at some point?
I would love to see that because at the moment i always choose the easy starts and want/need to be forced to play in the harder areas  ;)
Maybe with the option of still choosing your survivors and only areas are random? You could just place a "random button" in the choice making menus.

It would be more immersiv for me this way! I mean would crashing from space give you the option that you can still choose which and where people will survive/crash?

You can already do random, the default world size is 200x150, Random number both of those and then on the landing site selection, where it tells you temp, rainfall, elevation, etc. there are "Debug Coordinates" (http://i.imgur.com/ey0EnXC.png Example [Don't want to clog the thread with an embed]). The 200 is Horizontal and the 150 is vertical, just use your numbers and find it on the map. I recommend rolling 3 times though so you don't have to minimize if it puts you in the ocean.

That being said, it is a lot of steps to take everytime, I would love a button that does it also.
Title: Re: RimWorld change log
Post by: Coenmcj on August 05, 2015, 10:51:44 PM
Quote from: Change log of impending Friendship :DColonists start with a random pet.

if you're in the mood for Easter eggs Tynan, perhaps a snowman titled Sir Percival in colder biomes?

Also, are the Pets related at all to the biomes you land in? Or is it just going to be luck of the draw, for story of course?
It would be a terrible shame to land on an ice sheet with a pet camel.
Title: Re: RimWorld change log
Post by: Tumuel on August 06, 2015, 04:37:11 AM
When you say "Colonists start with a random pet" do you mean all colonists? I hate to think of starting every game with 3 animals to deal with, and even more to come with all the other people who get involved.
Do you mean just the starting 3 colonists? or do you mean the 3 starting colonists get one pet between them?
As you can probably imagine I am intensely confused as to what that sentence means...
Title: Re: RimWorld change log
Post by: Andy_Dandy on August 06, 2015, 08:15:51 AM
Quote from: Tumuel on August 06, 2015, 04:37:11 AM
When you say "Colonists start with a random pet" do you mean all colonists? I hate to think of starting every game with 3 animals to deal with, and even more to come with all the other people who get involved.
Do you mean just the starting 3 colonists? or do you mean the 3 starting colonists get one pet between them?
As you can probably imagine I am intensely confused as to what that sentence means...

Yeah, I'm uncertain that's a good game design decision, but we'll see how it turns out.
Title: Re: RimWorld change log
Post by: Shinzy on August 06, 2015, 10:01:58 AM
Quote from: Tumuel on August 06, 2015, 04:37:11 AM
When you say "Colonists start with a random pet" do you mean all colonists? I hate to think of starting every game with 3 animals to deal with, and even more to come with all the other people who get involved.
Do you mean just the starting 3 colonists? or do you mean the 3 starting colonists get one pet between them?
As you can probably imagine I am intensely confused as to what that sentence means...

'colonists' plural 'a random pet' singularrll!
your crashlanding trio starts with a friendly llama
it'll be mercilessly spitting your colonists in the eye instead of helping with any of the start up duties like hauling and stuff that take most of the time in the initial setting up shop after landing phase

and I think it'll be fun!
Title: Re: RimWorld change log
Post by: Play2Jens on August 07, 2015, 10:34:59 AM
We'll see how it turns out! I'm just wondering... will alpha 12 have fences, to hold the animals or just as decoration? and would raiders/colonists be able to use it as cover/jump over it?
Title: Re: RimWorld change log
Post by: Shinzy on August 07, 2015, 11:10:16 AM
Quote from: Play2Jens on August 07, 2015, 10:34:59 AM
We'll see how it turns out! I'm just wondering... will alpha 12 have fences, to hold the animals or just as decoration? and would raiders/colonists be able to use it as cover/jump over it?

I don't think there'll be fences
or atleast the kind that could be shot over but not climbed (breaks the game =P)
And there are the pasture zones the animals should respect so you don't really need fencing to keep animals from wandering in your kitchen

fences are more likely to appear as a mod ;D
Title: Re: RimWorld change log
Post by: Latta on August 07, 2015, 01:39:09 PM
From date Aug 6:
Quote
Misc fixes, art integration and design work.
Art for elephant tusk, thrumbo horn.

What is this "thrumbo"? I googled it and it keeps fixing the word to thrombo, which obviously can't have any horn. And with thrumbo itself does not throw any useful result.

Oh and can someone tell me what is origin of word boomalope like boomrat -> rat? I'm not so sure...
Title: Re: RimWorld change log
Post by: Haplo on August 07, 2015, 01:59:54 PM
My guess would be that the first one is from jumbo, aka an elephant and the second one is from an antelope, so a deer like animal.
But these are also only guesses yet. :)
Title: Re: RimWorld change log
Post by: Latta on August 07, 2015, 03:25:30 PM
Forgot about non real animals. Dumb me... And antelope - surprised that I had no idea for it at all. Thank you! :)
Title: Re: RimWorld change log
Post by: muffins on August 07, 2015, 04:47:42 PM
QuoteArt for elephant tusk, thrumbo horn.

Ivory working/trade maybe?
Title: Re: RimWorld change log
Post by: userfredle on August 07, 2015, 06:13:14 PM
Broad-ranging design thinkover and ideas reprioritization pass. Also worked out starting designs for several feature collections

why has no one talked about this? what the hell does this even mean
Title: Re: RimWorld change log
Post by: Shinzy on August 07, 2015, 06:42:38 PM
Quote from: userfredle on August 07, 2015, 06:13:14 PM
Broad-ranging design thinkover and ideas reprioritization pass. Also worked out starting designs for several feature collections

why has no one talked about this? what the hell does this even mean

It's like with how things weren't stuff and stuff couldn't be a thing but things were made out of it, without being
you know?

I think Ty just accidentally splashed coffee on all his design scribbles he had on a paper
with no backups so he tried to recreate it all from memory
the notes had very broad range of design ideas and with very very vague memory of what they were he had to
recreate and salvage the non coffee stained idea bits and try to remember which priorities each had
now they're all scrabbled in random order
So I'd imagine he gave up and started designing collection of new features

Yes? yes!
Title: Re: RimWorld change log
Post by: Segrog on August 07, 2015, 08:48:02 PM
Quote from: muffins on August 07, 2015, 04:47:42 PM
QuoteArt for elephant tusk, thrumbo horn.

Ivory working/trade maybe?

THAT'S ILLEGALLLLLLLLLLLLLLLLLLLLLLLLLLL
Title: Re: RimWorld change log
Post by: TheDirge on August 08, 2015, 03:51:43 AM
Quote from: Segrog on August 07, 2015, 08:48:02 PM
Quote from: muffins on August 07, 2015, 04:47:42 PM
QuoteArt for elephant tusk, thrumbo horn.

Ivory working/trade maybe?

THAT'S ILLEGALLLLLLLLLLLLLLLLLLLLLLLLLLL

And slaughtering hundreds of people and turning their skins into clothing and furniture and harvesting organs isnt? good news, time to make some silver!
Title: Re: RimWorld change log
Post by: Segrog on August 08, 2015, 04:02:24 AM
Shit, that's illegal? I should probably clean my basement then.
Title: Re: RimWorld change log
Post by: CheeseGromit on August 08, 2015, 03:37:56 PM
"Added cream and dark gray carpet."

Another minor but very welcome change. I avoid carpet mostly because it comes in nasty colours. Perhaps an alternative to wood floors.
Title: Re: RimWorld change log
Post by: Bob_Namg on August 08, 2015, 04:29:41 PM
Quote from: Segrog on August 07, 2015, 08:48:02 PM
Quote from: muffins on August 07, 2015, 04:47:42 PM
QuoteArt for elephant tusk, thrumbo horn.

Ivory working/trade maybe?

THAT'S ILLEGALLLLLLLLLLLLLLLLLLLLLLLLLLL
In the future, previously endangered species you can find on other planets than Earth are still endangered?
Title: Re: RimWorld change log
Post by: Cimanyd on August 08, 2015, 05:03:09 PM
I think we know the major feature of A12 now.

"RimWorld Alpha 12 - More Carpet Colors"

We can only hope they're all finished and bug-tested before Tynan's break so A12 comes out this year.


:D
Title: Re: RimWorld change log
Post by: Shinzy on August 08, 2015, 05:13:32 PM
Quote from: Cimanyd on August 08, 2015, 05:03:09 PM
I think we know the major feature of A12 now.

"RimWorld Alpha 12 - More Carpet Colors"

We can only hope they're all finished and bug-tested before Tynan's break so A12 comes out this year.


:D

Oh I can see the bug reports
"Bug: cloth textiles stored on light gray carpet become nigh unspottable"
Title: Re: RimWorld change log
Post by: Cimanyd on August 08, 2015, 05:33:54 PM
"[W|0.12.878] Carpet built near ancient ruin senses danger (https://twitter.com/TynanSylvester/status/626768167482839040)"
Title: Re: RimWorld change log
Post by: Mr.Cross on August 08, 2015, 06:12:27 PM
Imagine how much the warg puppies are going to sell for...
Title: Re: RimWorld change log
Post by: milon on August 08, 2015, 06:40:38 PM
Quote from: userfredle on August 07, 2015, 06:13:14 PM
Broad-ranging design thinkover and ideas reprioritization pass. Also worked out starting designs for several feature collections

why has no one talked about this? what the hell does this even mean

I'm pretty sure that's Tynan-speak for "I know something you don't know" and "I'm changing the internals a lot" and "I'm adding whole new system(s) to the game!".  He's usually pretty clear, so a cryptic remark means he's not ready to tell us more... yet.

For more changelog-related info, please see a recent twitter post by Tynan:
https://twitter.com/TynanSylvester/status/626137333994266624 (https://twitter.com/TynanSylvester/status/626137333994266624)
Quote>RimWorld testing
>Trained wild boar in combat
>Fights valiantly with colonist
>Notices female boar
>Abandons fight, goes for nookie
>:o
Title: Re: RimWorld change log
Post by: Jstank on August 09, 2015, 01:13:31 AM
Z levels cough z levels cough cough...
Title: Re: RimWorld change log
Post by: lukehinz on August 09, 2015, 12:02:05 PM
just wondering if i could get another email for the latest version of rimworld as i accidentally deleted it, my email is the same one as the forum email
Title: Re: RimWorld change log
Post by: Mr.Cross on August 09, 2015, 12:13:39 PM
That wouldn't be posted here, I'd go to the support forum.
Title: Re: RimWorld change log
Post by: userfredle on August 09, 2015, 06:15:11 PM
Quote from: Jstank on August 09, 2015, 01:13:31 AM
Z levels cough z levels cough cough...


Lolol we caught you red handed tynan! We know your making z levels!
Title: Re: RimWorld change log
Post by: Mr.Cross on August 09, 2015, 07:23:50 PM
Quote from: userfredle on August 09, 2015, 06:15:11 PM-snippets from the last post-
He hasn't said anything, or gave away anything so don't get your hopes too high.
Title: Re: RimWorld change log
Post by: StorymasterQ on August 09, 2015, 09:35:40 PM
Going back to the game-breaking fences you mentioned, Shinzy, surely Rimworld would profit from joining all the other games out there by adding those Insurmountable Waist-Height Fences (http://tvtropes.org/pmwiki/pmwiki.php/Main/InsurmountableWaistHeightFence)?
Title: Re: RimWorld change log
Post by: Coenmcj on August 09, 2015, 09:47:38 PM
Ah... Chesty McChesthigh wall, we meet again my old friend.
Title: Re: RimWorld change log
Post by: Play2Jens on August 10, 2015, 12:47:27 PM
Quote from: StorymasterQ on August 09, 2015, 09:35:40 PM
Going back to the game-breaking fences you mentioned, Shinzy, surely Rimworld would profit from joining all the other games out there by adding those Insurmountable Waist-Height Fences (http://tvtropes.org/pmwiki/pmwiki.php/Main/InsurmountableWaistHeightFence)?
Reminds me of the good old pokémon days  :D but seriously, why would they be game breaking? Peaceful animals see the fences as solid walls. Colonist AI sees them as solid walls unless there is no short way around them and other AI (like aggressive animals and raiders) sees it the same way as sandbags
Title: Re: RimWorld change log
Post by: b0rsuk on August 10, 2015, 01:10:20 PM
QuoteVarious description-writing and balance work on new animals (alpaca, capybara, husky, labrador retriever).
Can we have a single feline ?
http://www.theonion.com/multiblogpost/cats-are-better-than-dogs-11571
Title: Re: RimWorld change log
Post by: CB elite on August 10, 2015, 01:30:57 PM
Quote from: b0rsuk on August 10, 2015, 01:10:20 PM
QuoteVarious description-writing and balance work on new animals (alpaca, capybara, husky, labrador retriever).
Can we have a single feline ?
http://www.theonion.com/multiblogpost/cats-are-better-than-dogs-11571

Please, my colonists have enough squirrels to worry about.
The last thing they need is a cat to scratch their eyes out at any given time... lol
Title: Re: RimWorld change log
Post by: Mr.Cross on August 10, 2015, 02:00:22 PM
Quote from: b0rsuk on August 10, 2015, 01:10:20 PM-Snippets of dog bashing-

I still think Terror birds would make an amazing addition as a predator/pet. Constant fear should a incident involving one or two of these fast moving, meat eating flightless birds to decimate any animal on the map.
Title: Re: RimWorld change log
Post by: christhekiller on August 10, 2015, 02:22:08 PM
Quote from: b0rsuk on August 10, 2015, 01:10:20 PM
QuoteVarious description-writing and balance work on new animals (alpaca, capybara, husky, labrador retriever).
Can we have a single feline ?
http://www.theonion.com/multiblogpost/cats-are-better-than-dogs-11571

I would like to counter that with
https://www.youtube.com/watch?v=X36NjAXbSxc
Title: Re: RimWorld change log
Post by: NoImageAvailable on August 10, 2015, 02:24:56 PM
Quote from: Mr.Cross on August 10, 2015, 02:00:22 PM
Quote from: b0rsuk on August 10, 2015, 01:10:20 PM-Snippets of dog bashing-

I still think Terror birds would make an amazing addition as a predator/pet. Constant fear should a incident involving one or two of these fast moving, meat eating flightless birds to decimate any animal on the map.

"Do not laugh at their stubby wings, for flight could not make these creatures any more dire" (http://aow2.heavengames.com/aowsm/pics/units/summoned/direpenguin.gif)
Title: Re: RimWorld change log
Post by: Mr.Cross on August 10, 2015, 02:52:26 PM
Quote from: NoImageAvailable on August 10, 2015, 02:24:56 PM-Snippets of Terror birds and Dire birds.-

Not exactly what I had in mind, But I laughed my ass off, and besides this would be just as fun! Albeit a lot more Hilarious!

Dire Bird:http://aow2.heavengames.com/aowsm/pics/units/summoned/direpenguin.gif (http://aow2.heavengames.com/aowsm/pics/units/summoned/direpenguin.gif)

Terror Bird: http://www.bbc.co.uk/nature/life/Phorusrhacidae (http://www.bbc.co.uk/nature/life/Phorusrhacidae) For those who don't know what Terror birds are.
Title: Re: RimWorld change log
Post by: Noobshock on August 10, 2015, 07:15:48 PM
QuoteAdded new songs: Jovian Cycle and Rough Trail.

Good on you Tynan for taking the music seriously! Been great so far, so I hope to see even more added before this is over :D
Title: Re: RimWorld change log
Post by: christhekiller on August 10, 2015, 07:43:03 PM
QuoteWounded colony animals go to bed for treatment (if no critical combat tasks are pressing).

No Mr Muffalo get out of bed! You'll break it!
Title: Re: RimWorld change log
Post by: Tynan on August 10, 2015, 08:11:13 PM
Quote from: Noobshock on August 10, 2015, 07:15:48 PM
Good on you Tynan for taking the music seriously! Been great so far, so I hope to see even more added before this is over :D

Thanks :) Yes Al was busy for a while (on work I hooked him up with!) but now he's back and slamming out animal sounds and music. A12 will have at least 5 new music pieces and likely several more than that.
Title: Re: RimWorld change log
Post by: Mr.Cross on August 10, 2015, 08:26:26 PM
Quote from: Tynan on August 10, 2015, 08:11:13 PM-Snippets of what Tynan said-
Woot! More music!
Title: Re: RimWorld change log
Post by: skullywag on August 11, 2015, 07:13:53 AM
Al makes the animal noises as well?
Title: Re: RimWorld change log
Post by: Jorlem on August 11, 2015, 11:45:14 AM
QuoteAdded way to enable/deny medicine in different qualities to any colonist, prisoner, or tame animal, from a the health tab.
Does this include types of medicine, so we can restrict prisoners to only get herbal meds, for example?

Edit:
Derp, nevermind, misread "qualities" as "quantities" somehow.  My bad.
Title: Re: RimWorld change log
Post by: Tynan on August 11, 2015, 11:45:28 AM
Quote from: Jorlem on August 11, 2015, 11:45:14 AM
QuoteAdded way to enable/deny medicine in different qualities to any colonist, prisoner, or tame animal, from a the health tab.
Does this include types of medicine, so we can restrict prisoners to only get herbal meds, for example?

Yes.
Title: Re: RimWorld change log
Post by: skullywag on August 11, 2015, 11:59:12 AM
Is that system expandable to mod based medicines?
Title: Re: RimWorld change log
Post by: Tynan on August 11, 2015, 01:42:49 PM
Quote from: skullywag on August 11, 2015, 11:59:12 AM
Is that system expandable to mod based medicines?

Not now, there's no room on the UI to expand it anyway.
Title: Re: RimWorld change log
Post by: Bob_Namg on August 11, 2015, 03:37:55 PM
Quote from: Tynan on August 11, 2015, 01:42:49 PM
Quote from: skullywag on August 11, 2015, 11:59:12 AM
Is that system expandable to mod based medicines?

Not now, there's no room on the UI to expand it anyway.
But could somebody shoehorn it in? I've seen mods where people screwed around w/ the UI a lot before.
Title: Re: RimWorld change log
Post by: White_Night on August 12, 2015, 11:45:16 AM
Quote from: puddlejumper448 on August 05, 2015, 10:34:03 PM
Quote from: White_Night on August 05, 2015, 03:43:15 AM
Hey tynan, will there be random starts at some point?
I would love to see that because at the moment i always choose the easy starts and want/need to be forced to play in the harder areas  ;)
Maybe with the option of still choosing your survivors and only areas are random? You could just place a "random button" in the choice making menus.

It would be more immersiv for me this way! I mean would crashing from space give you the option that you can still choose which and where people will survive/crash?

You can already do random, the default world size is 200x150, Random number both of those and then on the landing site selection, where it tells you temp, rainfall, elevation, etc. there are "Debug Coordinates" (http://i.imgur.com/ey0EnXC.png Example [Don't want to clog the thread with an embed]). The 200 is Horizontal and the 150 is vertical, just use your numbers and find it on the map. I recommend rolling 3 times though so you don't have to minimize if it puts you in the ocean.

That being said, it is a lot of steps to take everytime, I would love a button that does it also.

but in the end i still have to press yes if it´s a cold region :P I really want a button which sends me straight to the new colonie^^
Title: Re: RimWorld change log
Post by: Jimyoda on August 12, 2015, 04:31:57 PM
What's the difference between refactoring and rebalancing?
Title: Re: RimWorld change log
Post by: b0rsuk on August 12, 2015, 05:23:27 PM
Quote from: Jimyoda on August 12, 2015, 04:31:57 PM
What's the difference between refactoring and rebalancing?
Refactoring is a term used for cleaning up code. You don't rebalance a program. You refactor it. After a refactoring it may do exactly the same, and look identical on the outside, but it's easier to work with. Imagine an inventor making a prototype where some parts are held together by duct tape. Later, he removes the duct tape and replaces it with more reliable and standarized parts.

When code is not refactored once in a while, it starts to resemble a giant hairball. Adding functionality is increasingly more expensive, you find yourself rewriting portions of code just to change a few things. For example, if it was badly designed Tynan might need to have one treatment system for colonists and another for animals. If it's nicely written, it's enough to supply animal or colonist as an argument...
QuoteRefactored and slightly rebalanced medical treatment quality system.
The rebalancing seems to suggest that some numbers have changed. Medicine quality has different impact than before.
The refactoring probably refers to the implementation, the internals of the treatment system. May be easier to mod or further develop the game.
Title: Re: RimWorld change log
Post by: Jstank on August 12, 2015, 08:47:52 PM
Redid research bench graphics.

Like I said, Customer Service!
Title: Re: RimWorld change log
Post by: Jimyoda on August 12, 2015, 11:06:38 PM
Quote from: b0rsuk on August 12, 2015, 05:23:27 PM
Quote from: Jimyoda on August 12, 2015, 04:31:57 PM
What's the difference between refactoring and rebalancing?
Thanks b0rsuk.
Title: Re: RimWorld change log
Post by: christhekiller on August 13, 2015, 01:28:42 AM
QuoteTrainables do not show on the training ITab if they can never be done by the selected animal.

Oh god, the iTab? I was really hoping Apple would of been destroyed in some great civil war centuries ago by this point
Title: Re: RimWorld change log
Post by: Dr. Z on August 15, 2015, 12:02:03 PM
Could you please let us see the stats of a chased refugee? Would really help in deciding who to take and avoid the annoying mood penalty for captured or killed colonist because the new guy wasn't good enough for the colony. It's especially unpleasant when you have to go across the whole map burying a random refugee which dissapointet you and was left to die.
Title: Re: RimWorld change log
Post by: Shinzy on August 15, 2015, 05:40:03 PM
Quote from: Dr. Z on August 15, 2015, 12:02:03 PM
Could you please let us see the stats of a chased refugee? Would really help in deciding who to take and avoid the annoying mood penalty for captured or killed colonist because the new guy wasn't good enough for the colony. It's especially unpleasant when you have to go across the whole map burying a random refugee which dissapointet you and was left to die.

*Czhsshchh*
"Hello? Do I have Colony? ..Yes, hello, I'm Terry "Tipsy" Fredriksson! I am on the run from the banger faction
I have Cataracts, dementia, bad back and I absolutely refuse to haul anything.
I'm extremely volatile, abrasive and neurotic and I've lost my both arms. Could you hel- ..hello? Colony? are you there? hello?"
Title: Re: RimWorld change log
Post by: Mr.Cross on August 15, 2015, 06:44:00 PM
Quote from: Dr. Z on August 15, 2015, 12:02:03 PM-Snippets of Dr.Z-

Why not accept them, bring them to a location close to the colony but far enough away to keep the debuffs away, and use that colonist to lure the enemies into a trap. Especially if said colonist is caught in the cross fire! 
Title: Re: RimWorld change log
Post by: b0rsuk on August 15, 2015, 06:59:32 PM
Quote from: Dr. Z on August 15, 2015, 12:02:03 PM
Could you please let us see the stats of a chased refugee? Would really help in deciding who to take and avoid the annoying mood penalty for captured or killed colonist because the new guy wasn't good enough for the colony. It's especially unpleasant when you have to go across the whole map burying a random refugee which dissapointet you and was left to die.
You can get a pretty good idea by reading description. You get the profession and age. If age is above 50, bad back, frail, or a cataract is likely. Anyone above 80 is a wreck in Rimworld.
Title: Re: RimWorld change log
Post by: Dr. Z on August 16, 2015, 06:10:40 AM
Quote from: b0rsuk on August 15, 2015, 06:59:32 PM
You can get a pretty good idea by reading description. You get the profession and age. If age is above 50, bad back, frail, or a cataract is likely. Anyone above 80 is a wreck in Rimworld.

Yeah, but the description gives you no idea about the skills, traits and incapabilities the person haves. I have a clear plan which colonists for which tasks I want and I have some no goes which can't be balanced by any skills.
Of course if the description says joywire artist I know it's probably not worth the try but in many cases it's not that clearly which leads to said fussiness.
Title: Re: RimWorld change log
Post by: A Friend on August 16, 2015, 06:58:21 AM
How about this:

1. The refugee just asks if you will protect them. They don't join yet.

2. Once the request is accepted the refugee goes into your base like a visitor and may either just hide there or help you fight.

3. When all the chasing enemies are killed, incapped, or fled. The refugee thanks you for your help and asks if he can join. You pretty much had enough time to check his stats to decide. (Suggestion: The refugee may not ask to join afterwards but instead may leave behind an item. A large amount of silver, some plasteel, or perhaps a high-quality weapon or just be an ungrateful little asshole and give you nothing for your gracious rescue and you butcher him and sell him off as leather and meat.)
Title: Re: RimWorld change log
Post by: Dr. Z on August 16, 2015, 08:10:57 AM
Well then you would still have to decide wether to fight or not fight the cahsing pirates without knowing if the colonist is worth it. But I like the idea of the refugee dropping something valuable in exchange.
Title: Re: RimWorld change log
Post by: Serviette Union on August 16, 2015, 04:18:38 PM
Quote from: Dr. Z on August 16, 2015, 08:10:57 AM
Well then you would still have to decide wether to fight or not fight the cahsing pirates without knowing if the colonist is worth it.

As it should be.
Title: Re: RimWorld change log
Post by: CB elite on August 16, 2015, 05:12:51 PM
Shinzy and b0rsuk describe why we aren't given too much information perfectly ;D

You have to remember: you're running a colony trying to survive, not a business looking for "suitable employees" ;)

If you're looking for a specific set of skills, turn your attention to raiders. When a raid begins, look at each raider's characteristics. If you happen to come across an individual which you might have use of, do your best to incap and recruit them to your colony. That's what I do.

I honestly don't think the refugee chased event needs to be changed at all, and suggestions for change should probably be started in the suggestions forum under a new topic :P
Title: Re: RimWorld change log
Post by: TLHeart on August 16, 2015, 09:19:04 PM
Quote from: Dr. Z on August 15, 2015, 12:02:03 PM
Could you please let us see the stats of a chased refugee? Would really help in deciding who to take and avoid the annoying mood penalty for captured or killed colonist because the new guy wasn't good enough for the colony. It's especially unpleasant when you have to go across the whole map burying a random refugee which dissapointet you and was left to die.

The name, ludditte, or settler, or artist tells you the skills they have, and age tells you about what level of skills, and injuries... enough for me to make an informed decision.
Title: Re: RimWorld change log
Post by: Coenmcj on August 16, 2015, 10:07:58 PM
If I recall correctly, this was actually a requested feature, something about people finding it silly that they knew exactly what the refugee's stats and story was about, before they made the decision.
Title: Re: RimWorld change log
Post by: milon on August 18, 2015, 12:48:11 PM
I've just got to say it...

Quote from: ChangelogAug 17: Lots of fixes and adjustments.
Aug 16: Some Sunday bugfixing.
Aug 15: Lots of bugfixes. Updated elk graphics with antlers for males.
Aug 14: Misc fixes.

SoonTM
Title: Re: RimWorld change log
Post by: Play2Jens on August 18, 2015, 02:19:18 PM
Quote from: milon on August 18, 2015, 12:48:11 PM
I've just got to say it...

Quote from: ChangelogAug 17: Lots of fixes and adjustments.
Aug 16: Some Sunday bugfixing.
Aug 15: Lots of bugfixes. Updated elk graphics with antlers for males.
Aug 14: Misc fixes.

SoonTM

I'm going to warn you. Alpha 12 is going to ruin your social life.
Title: Re: RimWorld change log
Post by: Shinzy on August 18, 2015, 03:44:51 PM
Quote from: Play2Jens on August 18, 2015, 02:19:18 PM
Quote from: milon on August 18, 2015, 12:48:11 PM
I've just got to say it...

Quote from: ChangelogAug 17: Lots of fixes and adjustments.
Aug 16: Some Sunday bugfixing.
Aug 15: Lots of bugfixes. Updated elk graphics with antlers for males.
Aug 14: Misc fixes.

SoonTM

I'm going to warn you. Alpha 12 is going to ruin your social life.

How do you mean! Socialising with all those AInimals instead of real people,.. I'd call that an improvement!
Title: Re: RimWorld change log
Post by: Mr.Cross on August 18, 2015, 04:20:20 PM
I'm not entirely sure about that shinzy, All you get are animal noises back. At least with humans you can understand what they are saying.
Title: Re: RimWorld change log
Post by: Coenmcj on August 18, 2015, 10:06:21 PM
And Nuzzling, Nuzzling is the new Wardening!
Title: Re: RimWorld change log
Post by: isistoy on August 18, 2015, 10:14:53 PM
Quote from: Shinzy on August 18, 2015, 03:44:51 PM
How do you mean! Socialising with all those AInimals instead of real people,.. I'd call that an improvement!

Defo :D
Title: Re: RimWorld change log
Post by: NihilRex on August 18, 2015, 10:28:07 PM
Quote from: Tynan on July 30, 2015, 06:47:50 PM
Quote from: RenoTheCorgi on July 30, 2015, 04:26:10 PM
How many copies of the game do I need to buy to get Corgi's added to the list of dogs that will be added?

Btw. This is my first post and your game is incredible. I've sunk more time into this game that most AAA titles that get released.


-Ron

Lol! I've never interacted with a corgi but I still find them hilarious. Maybe we'll get one in. Anyway, thanks all around :)

Combat corgis!  With a 97% targetting bias to toes and feet!
Title: Re: RimWorld change log
Post by: Coenmcj on August 19, 2015, 12:17:21 AM
Quote from: NihilRex on August 18, 2015, 10:28:07 PM
Quote from: Tynan on July 30, 2015, 06:47:50 PM
Quote from: RenoTheCorgi on July 30, 2015, 04:26:10 PM
How many copies of the game do I need to buy to get Corgi's added to the list of dogs that will be added?

Btw. This is my first post and your game is incredible. I've sunk more time into this game that most AAA titles that get released.


-Ron

Lol! I've never interacted with a corgi but I still find them hilarious. Maybe we'll get one in. Anyway, thanks all around :)

Combat corgis!  With a 97% targetting bias to toes and feet!
Battle Boomalopes! With a 97% Chance to leave a crater in your home!
Title: Re: RimWorld change log
Post by: Jstank on August 19, 2015, 04:58:41 PM
Quote from: Shinzy on August 18, 2015, 03:44:51 PM
Quote from: Play2Jens on August 18, 2015, 02:19:18 PM
Quote from: milon on August 18, 2015, 12:48:11 PM
I've just got to say it...

Quote from: ChangelogAug 17: Lots of fixes and adjustments.
Aug 16: Some Sunday bugfixing.
Aug 15: Lots of bugfixes. Updated elk graphics with antlers for males.
Aug 14: Misc fixes.

SoonTM

I'm going to warn you. Alpha 12 is going to ruin your social life.

How do you mean! Socialising with all those AInimals instead of real people,.. I'd call that an improvement!

(http://s.quickmeme.com/img/e0/e0cf9efc406aa945bde5c8b562e5698933f7f3c4f2838d25b62514d8b13938cd.jpg)
Title: Re: RimWorld change log
Post by: NoImageAvailable on August 20, 2015, 03:45:51 AM
QuoteHeart attack is now treatable. Health refactored to separate treatment action and "tended" state for hediffs.

So does this mean destroyed limbs can now have a treatment requirement, i.e. if a raider loses an arm, it will actually cause pain and blood loss until treated? Because the current system of "it's just a flesh wound" means it is more effective to severely injure, rather than sever an arm in terms of pain caused and that's just silly.
Title: Re: RimWorld change log
Post by: Bob_Namg on August 21, 2015, 07:23:51 PM
Quote from: NoImageAvailable on August 20, 2015, 03:45:51 AM
QuoteHeart attack is now treatable. Health refactored to separate treatment action and "tended" state for hediffs.

So does this mean destroyed limbs can now have a treatment requirement, i.e. if a raider loses an arm, it will actually cause pain and blood loss until treated? Because the current system of "it's just a flesh wound" means it is more effective to severely injure, rather than sever an arm in terms of pain caused and that's just silly.
You know what there probably should be a "tis only a flesh wound" trait or something.
Title: Re: RimWorld change log
Post by: tommonius on August 22, 2015, 05:13:51 AM
Having watched the Rimworld alpha 12 video, I am convinced this alpha will be my favourite yet and it will remain my favourite in all likelihood. Tynan I just love the animal interaction, my only wish is we get more dog variety such as pugs at some point.

I really am holding on to your mentioning of "super animals" among them I really hope we get a few more xenos animals like the mufalo who is my all time favourite animal in game.
Title: Re: RimWorld change log
Post by: milon on August 22, 2015, 07:18:52 AM
I was blown away by the fact that the video was nearly 20 minutes long - and there was a list of stuff that got left out!!

Super excited to have time to play this!  ;D
Title: Re: RimWorld change log
Post by: FMJ Penguin on August 22, 2015, 09:48:05 AM
Just had to drop in and  say thanks! I was burnt out on RW for quite a few alphas now but it's really getting that "more than the sum of it's parts" feel now. Keep borrowing from DF cuzz it's working!!

I'm not an easy person to please or keep engaged in a game for very long at all anymore but RW keeps me coming back which is a very very good sign imo.
      Lets put it this way...., I'm down to only needing 2 mods to enjoy the game "fully". Back in alpha 8 I had something like 20ish mods... if that says anything.
      Just need a lil more interaction between colonists themselves and a progressively minded research overhaul and I'll be content for a long time....nudge....nudge.... :)  So when is beta exactly? At this rate A14-15? haha

Seriously though alpha 12.... wow... just wow...
Title: Re: RimWorld change log
Post by: isistoy on August 22, 2015, 01:56:20 PM
Yes, animal taming is really a big plus!
Also agreeing on the need for some more pawn's interactions...

Not necessarily mating pawns with each other or husbandry (would probably see this in a13), but at least a bunch of new ways to interact with others factions. It's been asked before and honestly, I think it still lack some mechanics in there.
Title: Re: RimWorld change log
Post by: joselillopdl on August 22, 2015, 06:22:17 PM
Rimworld alpha 12 - Good Job  ;)
Title: Re: RimWorld change log
Post by: Jstank on August 24, 2015, 03:43:07 PM
Quote from: Jstank on July 29, 2015, 11:52:43 PM
Quote
Quote from: Tynan on July 29, 2015, 11:45:39 PM
Quote from: Jstank on July 29, 2015, 11:31:30 PM
While we are updating the squirrels could we get an update on the research table...

(http://rimworldwiki.com/images/thumb/d/d3/ResearchBench.png/256px-ResearchBench.png)

Yeah; that is on my todo for sure.


..... Tynan your customer service is impeccable

(http://i.imgur.com/TNtEbGL.png)

NICE!!!!!
Title: Re: RimWorld change log
Post by: Dr. Z on August 25, 2015, 06:19:00 PM
Is there a hotfix for Alpha 12 in the making or wont it have one?
Title: Re: RimWorld change log
Post by: CB elite on August 25, 2015, 08:16:17 PM
Fairly certain I saw Tynan post in another forum about an issue that will be resolved in an upcoming hotfix. Hopefully I wasn't just imagining that :)
Title: Re: RimWorld change log
Post by: christhekiller on August 25, 2015, 09:08:22 PM
QuoteTax paperwork

Wow, Taxes confirmed for Alpha 13
Title: Re: RimWorld change log
Post by: Coenmcj on August 25, 2015, 10:29:19 PM
Quote from: christhekiller on August 25, 2015, 09:08:22 PM
QuoteTax paperwork

Wow, Taxes confirmed for Alpha 13
... Following the trend of the atrocities we all commit, I'd have to assume people would have to literally pay an arm and a leg in tax.
Title: Re: RimWorld change log
Post by: Cimanyd on August 25, 2015, 11:37:50 PM
More likely a kidney or a lung.
Title: Re: RimWorld change log
Post by: Mr.Cross on August 26, 2015, 09:25:21 AM
Quote from: Coenmcj on August 25, 2015, 10:29:19 PM-Snippets on tax-

Maybe the tax is two bionic legs/bionic arms per colonist?
Title: Re: RimWorld change log
Post by: cunemous on August 26, 2015, 06:49:05 PM
Tynan, i'm loving this game. Best alpha out there!
Title: Re: RimWorld change log
Post by: Jstank on August 27, 2015, 06:57:56 PM
I hope 'tax paper work' doesn't end up as a joy activity. That would be awkward.
Title: Re: RimWorld change log
Post by: Andy_Dandy on August 28, 2015, 11:36:52 AM
Quote from: Coenmcj on August 25, 2015, 10:29:19 PM
Quote from: christhekiller on August 25, 2015, 09:08:22 PM
QuoteTax paperwork

Wow, Taxes confirmed for Alpha 13
... Following the trend of the atrocities we all commit, I'd have to assume people would have to literally pay an arm and a leg in tax.

Oh no, will there be a Central Bank as well? My poor pawns will no longer be free but in debt tyranny.
Title: Re: RimWorld change log
Post by: isistoy on August 28, 2015, 11:51:22 AM
Quote from: Andy_Dandy on August 28, 2015, 11:36:52 AM
Quote from: Coenmcj on August 25, 2015, 10:29:19 PM
Quote from: christhekiller on August 25, 2015, 09:08:22 PM
QuoteTax paperwork

Wow, Taxes confirmed for Alpha 13

... Following the trend of the atrocities we all commit, I'd have to assume people would have to literally pay an arm and a leg in tax.

Oh no, will there be a Central Bank as well? My poor pawns will no longer be free but in debt tyranny.

:D, had one of my best lmao moment for this week, thanks guys!

By the way, liking every bit of current refinements: "Animals now follow and defend their master while the master is hunting" and the bunch of big fixing/stabilizing
Title: Re: RimWorld change log
Post by: Jorlem on August 29, 2015, 03:24:40 AM
Quote from: Andy_Dandy on August 28, 2015, 11:36:52 AM
Quote from: Coenmcj on August 25, 2015, 10:29:19 PM
Quote from: christhekiller on August 25, 2015, 09:08:22 PM
QuoteTax paperwork

Wow, Taxes confirmed for Alpha 13
... Following the trend of the atrocities we all commit, I'd have to assume people would have to literally pay an arm and a leg in tax.

Oh no, will there be a Central Bank as well? My poor pawns will no longer be free but in debt tyranny.
Maybe we will be able to take out loans to pay for early-game bionic limbs?
Title: Re: RimWorld change log
Post by: tommonius on August 29, 2015, 06:24:48 PM
/face palm

I just read the change noted and seen that pets will now assist their master when hunting, I did not realize this was not in game yet and wondered why my dog was not helping my colonist who was getting his face kicked in when using a knife to hunt boars.

silly me.
Title: Re: RimWorld change log
Post by: Kelian on August 30, 2015, 07:17:51 PM
May I just say I'm LOVING all the new music and audio additions as they come to the game. Keep up the great work! Also, noticed the new credits/outro screen after everyone takes off. Love it.
Title: Re: RimWorld change log
Post by: isistoy on August 31, 2015, 08:17:02 AM
Quote from: Kelian on August 30, 2015, 07:17:51 PM
May I just say I'm LOVING all the new music and audio additions as they come to the game. Keep up the great work! Also, noticed the new credits/outro screen after everyone takes off. Love it.
Yes, you may :P
I concur with this: really loving new tracks as well. Theme is kept and nicely reinforced, even!
Title: Re: RimWorld change log
Post by: jega on August 31, 2015, 05:40:22 PM
I'm just happy it's still being developed in a positive direction. That's all I want. Make  Extreme Game play really Extreme.
Title: Re: RimWorld change log
Post by: Bob_Namg on September 05, 2015, 05:58:36 PM
Quote from: jega on August 31, 2015, 05:40:22 PM
I'm just happy it's still being developed in a positive direction. That's all I want. Make  Extreme Game play really Extreme.
For what would appear to be a simplistic game, this is already shaping up to be one of the best sim/strategy games I've ever seen.
Can't wait till it's done, it's gonna be fucking amazing.
Title: Re: RimWorld change log
Post by: akiceabear on September 05, 2015, 08:10:01 PM
QuoteCan't wait till it's done, it's gonna be fucking amazing.

I hope its never done! :)
Title: Re: RimWorld change log
Post by: FridayBiology on September 05, 2015, 09:08:07 PM
Quote from: akiceabear on September 05, 2015, 08:10:01 PM
QuoteCan't wait till it's done, it's gonna be fucking amazing.

I hope its never done! :)

alpha additional features forever :3
Title: Re: RimWorld change log
Post by: FMJ Penguin on September 06, 2015, 01:16:14 AM
Well regardless of when it's done...., can safely say it's good fun already so everything else is gravy. Unlike the "almost but not quite" prison game everyone seems to be intent on comparing it to which btw is not even in the same realm anymore...... that's almost like color by numbers in contrast to RW imo. Course how much can you really do with the worst setting in gaming. Think the prison setting is just cursed or something when it comes to games lolz. 
Title: Re: RimWorld change log
Post by: Coenmcj on September 10, 2015, 10:17:36 PM
Quote from: Totally legitimate Change log quoteSUPER RELAXING HOLIDAY THINGS
Title: Re: RimWorld change log
Post by: FMJ Penguin on September 11, 2015, 01:47:06 AM
 >:(  I hope you choke on the margarita Tynan!!  >:(










:)
Title: Re: RimWorld change log
Post by: Herc18 on September 14, 2015, 03:03:45 AM
Is Ty on vacation or something?
Title: Re: RimWorld change log
Post by: TLHeart on September 14, 2015, 04:20:17 AM
Quote from: Herc18 on September 14, 2015, 03:03:45 AM
Is Ty on vacation or something?

yes for 6 months
Title: Re: RimWorld change log
Post by: FridayBiology on September 14, 2015, 09:18:28 AM
Quote from: Coenmcj on September 10, 2015, 10:17:36 PM
Quote from: Totally legitimate Change log quoteSUPER RELAXING HOLIDAY THINGS

JOKE Tynan actually knee deep in plumbing liquids while trying to complete long put off DIY projects.
Title: Re: RimWorld change log
Post by: Psyckosama on September 14, 2015, 06:57:06 PM
Quote from: TLHeart on September 14, 2015, 04:20:17 AMyes for 6 months

Seriously?
Title: Re: RimWorld change log
Post by: TLHeart on September 14, 2015, 07:12:38 PM
Quote from: Psyckosama on September 14, 2015, 06:57:06 PM
Quote from: TLHeart on September 14, 2015, 04:20:17 AMyes for 6 months

Seriously?

yes, it is all in the blog posts. He started vacation September 1, for 6 months.
Title: Re: RimWorld change log
Post by: StorymasterQ on September 14, 2015, 09:11:57 PM
No, September 1 is the first day of school in Hogwarts. He's attending as a guest lecturer there. He'll be back after 6 months.
Title: Re: RimWorld change log
Post by: Mr.Cross on September 14, 2015, 09:20:06 PM
Quote from: StorymasterQ on September 14, 2015, 09:11:57 PM
No, September 1 is the first day of school in Hogwarts. He's attending as a guest lecturer there. He'll be back after 6 months.

I'd figure he'd be a Teacher there, as being a guest speaker for six months is rather unbelievable, Then again hogwarts doesn't end in march so that wouldn't work either...
Title: Re: RimWorld change log
Post by: StorymasterQ on September 14, 2015, 09:33:04 PM
Quote from: Mr.Cross on September 14, 2015, 09:20:06 PM
Quote from: StorymasterQ on September 14, 2015, 09:11:57 PM
No, September 1 is the first day of school in Hogwarts. He's attending as a guest lecturer there. He'll be back after 6 months.

I'd figure he'd be a Teacher there, as being a guest speaker for six months is rather unbelievable, Then again hogwarts doesn't end in march so that wouldn't work either...
I doubt that Hogwarts has a class on Game Design, now that I think about it. So perhaps he's not there to teach, but to observe. A13 will have Quidditch, I bet.
Title: Re: RimWorld change log
Post by: Coenmcj on September 15, 2015, 12:35:03 AM
Game design isn't much more different from spell creation..

Game design you need to make a string of code to simulate a thing you want it to
Spell creation you need to make a string of words to explode a thing you want it to.

Sounds like Tynan's been promoted from bad magician to Bad wizard?
Title: Re: RimWorld change log
Post by: StorymasterQ on September 15, 2015, 01:12:01 AM
I see what you mean, Coen. That might be plausible. He's probably working with the professors and top NEWTs in creating new spells. I mean, I'm sure not all wizards and witches like Quidditch. Some may want to play Skyrim or something. Without electricity in the castle, they'll need some sort of virtual reality spell.

Maybe turning the entire Room of Requirement into a holodeck.
Title: Re: RimWorld change log
Post by: forsaken1111 on September 15, 2015, 05:42:25 AM
Quote from: Psyckosama on September 14, 2015, 06:57:06 PM
Quote from: TLHeart on September 14, 2015, 04:20:17 AMyes for 6 months

Seriously?
Hey everyone is entitled to a break once in a while.
Title: Re: RimWorld change log
Post by: Teovald on September 20, 2015, 07:21:31 AM
Quote from: TLHeart on September 14, 2015, 07:12:38 PM
Quote from: Psyckosama on September 14, 2015, 06:57:06 PM
Quote from: TLHeart on September 14, 2015, 04:20:17 AMyes for 6 months

Seriously?

yes, it is all in the blog posts. He started vacation September 1, for 6 months.

I had to search a bit to find it but sure enough : 

[/quote]
So I think Alpha 12 will be an important update, but it will take some time. It might not be finished before the end of August, in which case it'll have to wait until 2016 (since I'm taking a break starting in September). I considered just releasing what we have but I really don't want to release animal husbandry in a half-done state. I want you to experience the glory of it all at once.
[/quote]

from  : 
https://ludeon.com/blog/2015/07/quick-update-upcoming-developments/

@tynan : It would probably be a good idea to post a post on your devblog about this break.
Title: Re: RimWorld change log
Post by: Coenmcj on September 20, 2015, 09:10:18 AM
Quote from: Teovald on September 20, 2015, 07:21:31 AM
@tynan : It would probably be a good idea to post a post on your devblog about this break.

Some people skip the blog and go straight to the forums, a stickied thread In General on top of it would allow for maximum coverage.
I'm hoping he's having a good time though, He definitely deserves it. :)


Title: Re: RimWorld change log
Post by: Kelian on September 23, 2015, 01:45:53 PM
Six months is too long. Three months I can live with but rimworld won't be getting updates for SIX months?! It is the end times...
Title: Re: RimWorld change log
Post by: forsaken1111 on September 23, 2015, 03:37:39 PM
Quote from: Kelian on September 23, 2015, 01:45:53 PM
Six months is too long. Three months I can live with but rimworld won't be getting updates for SIX months?! It is the end times...
I swapped back to KSP for a while. Been too long.

Also lots of good games coming out soon...
Title: Re: RimWorld change log
Post by: Kelian on September 25, 2015, 11:53:34 AM
Quote from: forsaken1111 on September 23, 2015, 03:37:39 PM
Quote from: Kelian on September 23, 2015, 01:45:53 PM
Six months is too long. Three months I can live with but rimworld won't be getting updates for SIX months?! It is the end times...
I swapped back to KSP for a while. Been too long.

Also lots of good games coming out soon...

Correct, clockwork empires and KSP have tided me over but no game shall ever match rimworld. Clockwork has come a long way recently. I wonder what will be next for Rimworld after his vacation. More weapons? Armor/weapon crafting? More script events? Better raids?
Title: Re: RimWorld change log
Post by: LaMizzy on September 27, 2015, 03:05:49 PM
Quote from: Coenmcj on September 20, 2015, 09:10:18 AM
Quote from: Teovald on September 20, 2015, 07:21:31 AM
@tynan : It would probably be a good idea to post a post on your devblog about this break.

Some people skip the blog and go straight to the forums, a stickied thread In General on top of it would allow for maximum coverage.
I'm hoping he's having a good time though, He definitely deserves it. :)

That is because this is one of the few forums I part take that doesn't have an Announcement section. Usually there is a few stickie thread in that section that gives the most important updates to users...like Tynan is on vacation!
The content inside those thread can just be a simple line of description and the link to the original announcement area.
It will vastly reduce the confusion here...
Title: Re: RimWorld change log
Post by: Snownova on September 28, 2015, 06:55:52 AM
Quote from: Kelian on September 23, 2015, 01:45:53 PM
Six months is too long. Three months I can live with but rimworld won't be getting updates for SIX months?! It is the end times...

The next update will probably be in more like 8 months, since Tynan is taking a 6 month break and then he'll start working on the next alpha.
Title: Re: RimWorld change log
Post by: StorymasterQ on September 28, 2015, 08:31:23 PM
Well, isn't ison working on some of the issues? It possible that the next update will happen sooner, if only for some issues resolution. Maybe 7 months? Or even a few weeks after 6 months as Tynan OKs ison's fixes?

That said, if Tynan is adamant about every alpha having a major update, then yes, it'd probably be 8 months :(
Title: Re: RimWorld change log
Post by: Coenmcj on September 29, 2015, 12:03:46 AM
Well he didn't give us an exact timeline on how long it would be, just more or less 6 months.
Tynan's not one to give a solid date on anything, might be more, might be less. Just be optimistic about it! :)
Title: Re: RimWorld change log
Post by: skullywag on September 29, 2015, 03:13:21 AM
Keep in mind Ison is working on refactors and stuff like that under Tynans supervision while hes "away". Its not a dead stop.
Title: Re: RimWorld change log
Post by: Coolpey on October 03, 2015, 12:22:41 AM
ha...this is a joke...right?.......RIGHT?

Eh, by the time he comes back it'll be my birthday, so that will be a nice surprise.
Title: Re: RimWorld change log - Tynan is on vacation, check back later
Post by: RemingtonRyder on October 09, 2015, 10:03:15 AM
Changed the topic title temporarily so you all know. :)
Title: Re: RimWorld change log - Tynan is on vacation, check back later
Post by: Coenmcj on October 09, 2015, 04:07:52 PM
Cheers Marvin!
Title: Re: RimWorld change log - Ison is on the case, watch this space
Post by: RemingtonRyder on October 14, 2015, 07:43:11 PM
Topic title updated again. :)
Title: Re: RimWorld change log - Ison is on the case, watch this space
Post by: Coenmcj on October 14, 2015, 09:03:09 PM
QuoteIson is on the case, watch this space

You... I like you...

[rhyme]
Rhyming is a beautiful thing, it makes me yearn for a muffalo wing!
[/rhyme]
Title: Re: RimWorld change log - Ison is on the case, watch this space
Post by: Shinzy on October 15, 2015, 06:20:42 AM
Quote from: Coenmcj on October 14, 2015, 09:03:09 PM
QuoteIson is on the case, watch this space

You... I like you...

Rhyming is a beautiful thing, it makes me yearn for a muffalo wing!

You just rhymed 'you' with 'you'
shame!
also if it's beautiful and a perfect fit, maybe you oughta put a ring on it
O-oh ooh o o ooh O-o ooo Wo o Oh
*descends stairs like a yeti and snaps neck back and stumbles down the stairwell, dead.*
Title: Re: RimWorld change log - Ison is on the case, watch this space
Post by: Coenmcj on October 15, 2015, 07:16:36 PM
Quote from: Shinzy on October 15, 2015, 06:20:42 AM
Quote from: Coenmcj on October 14, 2015, 09:03:09 PM
QuoteIson is on the case, watch this space

You... I like you...

[rhyme]
Rhyming is a beautiful thing, it makes me yearn for a muffalo wing!
[/rhyme]

You just rhymed 'you' with 'you'
shame!
also if it's beautiful and a perfect fit, maybe you oughta put a ring on it
O-oh ooh o o ooh O-o ooo Wo o Oh
*descends stairs like a yeti and snaps neck back and stumbles down the stairwell, dead.*
Oh shinzy! That first part wasn't rhyming. :P I'm not that lazy.
Title: Re: RimWorld change log - Ison is on the case, watch this space
Post by: Shinzy on October 16, 2015, 03:16:13 AM
Quote from: Coenmcj on October 15, 2015, 07:16:36 PM
Oh shinzy! That first part wasn't rhyming. :P I'm not that lazy.

You did, too! don't argue
denial don't help none, just admit and learn!
nobody's gna judge your lazy you/you rhyme, especially not me! you lazy bum
Title: Re: RimWorld change log - Ison is on the case, watch this space
Post by: Jstank on October 16, 2015, 08:59:51 AM
Come on now, stop it you two,
Are all you know how to be are shrews?
You know that Tyrnann will come again
to show whats next. Trust this omen.
And when he does, we will stop rhyming because,
we will blog that there is something a buzz!
"FOREVER OH EVER A CHANGELOG THERE WAS!"
Title: Re: RimWorld change log - Ison is on the case, watch this space
Post by: Scotty on October 16, 2015, 11:48:27 AM
Does ison have a change log? :D
Title: Re: RimWorld change log - Ison is on the case, watch this space
Post by: ison on October 22, 2015, 03:22:18 PM
I don't have any changelog. Personally I think that it wouldn't be a bad idea, since there are people who find it interesting. It depends on whether Tynan would like me to keep it updated.
Title: Re: RimWorld change log - Ison is on the case, watch this space
Post by: skullywag on October 23, 2015, 07:11:18 AM
Just start your own for now, even if its a google doc or something. Can always merge them later when you get Tynans response.
Title: Re: RimWorld change log - Ison is on the case, watch this space
Post by: runedog48 on October 24, 2015, 12:13:28 PM
Quote from: ison on October 22, 2015, 03:22:18 PM
I don't have any changelog. Personally I think that it wouldn't be a bad idea, since there are people who find it interesting. It depends on whether Tynan would like me to keep it updated.

Why don't you just have him give you edit perms for his change log? It's google docs.
Title: Re: RimWorld change log - Ison is on the case, watch this space
Post by: ison on October 31, 2015, 02:28:26 PM
Sure I could do that, but it's more about Tynan agreeing to do so, rather than just being unable to start a new doc and share a link. The next Alpha is going to bring many new, great features.
Title: Re: RimWorld change log - Ison is on the case, watch this space
Post by: Jstank on October 31, 2015, 08:35:03 PM
Seriously you don't have to bother, I'm sure Tynan is enjoying some very well deserved R&R time sitting on an exotic beach sipping on margaritas, with grains of salt on his glass, big grains of salt!

(http://i.imgur.com/V3xgLqD.png?1)
Title: Re: RimWorld change log - Ison is on the case, watch this space
Post by: Mrred1 on November 01, 2015, 10:51:38 AM
+1
Title: Re: RimWorld change log - Ison is on the case, watch this space
Post by: ja7833 on November 08, 2015, 08:38:11 AM
+1 for in-game exotic beaches and margaritas (RimWorld colonist need vacations too!)
Title: Re: RimWorld change log - Ison is on the case, watch this space
Post by: RemingtonRyder on November 13, 2015, 02:26:21 AM
Exotic beaches are great... right up until The Bitter Crew shows up and starts shelling it with incendiary mortars.
Title: Re: RimWorld change log - Ison is on the case, watch this space
Post by: Shinzy on November 13, 2015, 02:41:37 AM
Quote from: MarvinKosh on November 13, 2015, 02:26:21 AM
Exotic beaches are great... right up until The Bitter Crew shows up and starts shelling it with incendiary mortars.

Beaches are nothing without some shells and warmth!
The way I see it: Beaches are lame before the Bitter crew shows up!
shooting fireworks, serving cocktails.. they're doing gods work
Title: Re: RimWorld change log
Post by: Tynan on November 15, 2015, 02:39:54 AM
I'm non-stickying this one for now since I'm no longer maintaining the change log. Why? For reasons outlined on the changelog itself. Really, I only started it so I could show it to government people while seeking government R&D funding, and it duplicates the git commits. It's just a bit of drag on progress, I find, a small but persistent time sink for time I could use actually making the game. Less changelog equals more features!
Title: Re: RimWorld change log
Post by: Coenmcj on November 15, 2015, 07:36:18 AM
And more suprises, since you're not telling us what you're working on through the changelog.
Title: Re: RimWorld change log
Post by: milon on November 15, 2015, 08:13:17 AM
Is the blog the thing to watch now, or will we all just be totally surprised each release?
Title: Re: RimWorld change log
Post by: Genae on November 15, 2015, 05:36:56 PM
Ohh, I liked reading through the log. I guess we wont have access to read commit messages or Tickets? The log always brought me back to play the game again...
Title: Re: RimWorld change log
Post by: REMworlder on November 15, 2015, 06:19:24 PM
I always kind of liked the log. Building anticipation or something. I'll have to find a new way to speculate...

F for respects
Title: Re: RimWorld change log
Post by: RickyMartini on November 17, 2015, 05:55:15 PM
So your blog is the only source of looking into your progress now, right?
Title: Re: RimWorld change log
Post by: Vaperius on November 17, 2015, 08:57:29 PM
Quote from: Tynan on November 15, 2015, 02:39:54 AM
I'm non-stickying this one for now since I'm no longer maintaining the change log. Why? For reasons outlined on the changelog itself. Really, I only started it so I could show it to government people while seeking government R&D funding, and it duplicates the git commits. It's just a bit of drag on progress, I find, a small but persistent time sink for time I could use actually making the game. Less changelog equals more features!

Yes, but those change logs are the closest thing we get to an early teaser of the next update, which helps build hype for the game updates, and therefore the game itself.

Still, it is an understandably nagging time sink, maybe replace it with a "goal thread" every update quarter, where you can post about your idea for what feature you'd like to work towards implementing for the next update, so you can start a discussion on it, that will grow organically without your need to maintain it, and can get input on how the player base would like to see  that feature.

Also; Thank you for such a wonderful game.
Title: Re: RimWorld change log
Post by: Daman453 on November 18, 2015, 05:14:55 PM
When i saw that blog post i started to say yes yes yes yes yes yes, so yeah, i like the log. Although if the updates come quicker...
Title: Re: RimWorld change log
Post by: Daman453 on November 18, 2015, 05:17:08 PM
I'm going to snag the 1500 reply to this thread. :P
Title: Re: RimWorld change log
Post by: Jstank on November 21, 2015, 08:15:55 AM
Oh no! I love the change log. I think that if you have an inkling of an idea you can put it in there and immediately get feedback to what people think about the changes before it becomes a fully blown feature. This is the exact problem that every other game developer has. They have an idea, develop it into a fully blown feature and people end up despising it. Cough Cough, fallout 4's dialog wheel is a perfect example. Oh lets change the dialog system, oh ok that sounds like a GREAT idea it will be better because xyz. It is universally hated. What if Bethesda had a change log. They would instantly get horrible negative feedback, and F4 would have turned out a better game for it.

It is good to catch these things early and get feedback. I also think that it connects you to the players in a way that no other game does. It also brings me back to this thread almost everyday to see what new thing you are cooking up for the game. I would like to see the continuation of the change log, it is a very important part of this process, and it is a step that to my knowledge no other developer has tried. If it is not a thing any more then there is no reason for anyone to return to this forum. :/
Title: Re: RimWorld change log
Post by: milon on November 21, 2015, 10:11:45 AM
This forum is much more than just a change log. And Tynan has never operated Ludeon like a democracy. He implements new features at will, and if they're awful they get scrapped (yes, that's happened before).  He takes a lot of feedback from the discussions on the forum too, so stick around. Enjoy the game, make suggestions, share an experience, and let your voice be heard.

I miss the change log too, but Tynan & Ison know what they're about. If the change log doesn't work any more, then it doesn't. Also, check the Ludeon blog if you haven't. Good things are coming. ;)
Title: Re: RimWorld change log
Post by: rbos on December 10, 2015, 11:42:25 AM
Too bad. I miss it, too. It kept me interested to know what might be coming down the pike. Without it, I find myself less engaged.
Title: Re: RimWorld change log
Post by: Evelyn on December 13, 2015, 07:37:20 AM
While I too lament the loss of the change log, I suppose the reasoning behind it is good.
Title: Re: RimWorld change log
Post by: BetaSpectre on January 17, 2016, 02:37:54 AM
I was wondering where this went. Couldn't we just add on top a link to the version history? I like knowing what's new while I was off on Fallout 4/Starbound/Project Zomboid/Sins of a solar empire.
Title: Re: RimWorld change log
Post by: RickyMartini on January 17, 2016, 09:46:39 AM
It isn't updated anymore that's why it's not stickied.