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RimWorld => General Discussion => Topic started by: Tynan on February 16, 2020, 09:47:41 PM

Title: RimWorld 1.1 available on unstable Steam branch
Post by: Tynan on February 16, 2020, 09:47:41 PM
Official discussion thread for this post (https://ludeon.com/blog/2020/02/rimworld-1-1-available-on-unstable-steam-branch/)!
Title: Re: RimWorld 1.1 available on unstable Steam branch
Post by: Goldenpotatoes on February 16, 2020, 10:27:54 PM
The biolocking of weapons sounds like the weapon equivalent of dead mans apparel, probably isnt a bad thing if it means you aren't getting ahold of superior weapons quickly en mass.
Title: Re: RimWorld 1.1 available on unstable Steam branch
Post by: Ser Kitteh on February 16, 2020, 11:00:10 PM
New QoL stuff is great! Thanks for the hard work.

That being said, I do have some questions. For one, why was the bisexual trait hidden in the first place? And secondly, would it be possible to just reject quests so we can get other quests?

I think there's something hilarious about adding horses into the game with no way to ride them.
Title: Re: RimWorld 1.1 available on unstable Steam branch
Post by: Ser Kitteh on February 16, 2020, 11:18:28 PM
The cover effectiveness for sandbags and barricades, regardless of material, is stated to be 57%.
Title: Re: RimWorld 1.1 available on unstable Steam branch
Post by: Teleblaster18 on February 16, 2020, 11:19:40 PM
Firing it up now!
Title: Re: RimWorld 1.1 available on unstable Steam branch
Post by: Kubouch on February 17, 2020, 04:02:27 AM
QuoteCredits now list the memory of colonists who died.
This is probably the most ingenious and significant part of the update. So cool!

Which credits does this apply to? The global credits from main menu listing all dead colonists from all saves or is it for per-colony endgame credits when you escape with a ship?
Title: Re: RimWorld 1.1 available on unstable Steam branch
Post by: Breadbox on February 17, 2020, 04:12:46 AM
Any modders had experience with the new version? Hopefully, there isn't too much that's changed fingers crossed.
Title: Re: RimWorld 1.1 available on unstable Steam branch
Post by: Tynan on February 17, 2020, 04:14:32 AM
Quote from: Kubouch on February 17, 2020, 04:02:27 AM
QuoteCredits now list the memory of colonists who died.
This is probably the most ingenious and significant part of the update. So cool!

Which credits does this apply to? The global credits from main menu listing all dead colonists from all saves or is it for per-colony endgame credits when you escape with a ship?

It's for the endgame credits when you escape the planet.

Hopefully that list of dead people won't be too long...

Quote from: Breadbox on February 17, 2020, 04:12:46 AM
Any modders had experience with the new version? Hopefully, there isn't too much that's changed fingers crossed.

Lots of discussion about it on the Discord (https://discord.gg/rimworld). Brrainz said he updated his Zombies mod in 3 hours, and it's a complex mod. We tried hard to make it simple to update mods.
Title: Re: RimWorld 1.1 available on unstable Steam branch
Post by: Canute on February 17, 2020, 04:17:00 AM
QuoteComplex mods will break.
Puuuhhhh.
When i see that so many mod's are still for pre 1.0.2150 i think the availble mods for 1.1 will be trunked down. Sure not all of them are complex mods and got assemblies.
Title: Re: RimWorld 1.1 available on unstable Steam branch
Post by: Tynan on February 17, 2020, 04:26:05 AM
Quote from: Canute on February 17, 2020, 04:17:00 AM
QuoteComplex mods will break.
Puuuhhhh.
When i see that so many mod's are still for pre 1.0.2150 i think the availble mods for 1.1 will be trunked down. Sure not all of them are complex mods and got assemblies.

It is sad to leave mods behind. This is why we do updates so rarely - a lot of these improvements in 1.1 were done a year ago or more. We've just been building them up. But you have to release eventually. You have to move forward; can't be stuck to the past. And there's no feasible way to maintain full compatibility with invasive code mods (considering many of these mods replace or tweak internal game code without any limits at all). It's the price of moving forward.

Of course we don't want to destroy these experiences, so 1.0 will always be there and I hope modders will use the multi-version functionality to keep mods compatible across versions so anyone can go back and play 1.0 as desired.
Title: Re: RimWorld 1.1 available on unstable Steam branch
Post by: BTAxis on February 17, 2020, 05:55:31 AM
This is a great update, judging by the changelog.
Title: Re: RimWorld 1.1 available on unstable Steam branch
Post by: Burqk on February 17, 2020, 06:19:30 AM
Tynan won't you make a video and upload to YouTube?
Title: Re: RimWorld 1.1 available on unstable Steam branch
Post by: RemingtonRyder on February 17, 2020, 06:41:27 AM
A new version of RimWorld is always a good time to blow the dust off of modding projects and see if there's anything new that can be done with them. It doesn't have to be a bad time. :)

That being said, I'm in the middle of a big ol' Minecraft project so it might be awhile before I get around to updating stuff.
Title: Re: RimWorld 1.1 available on unstable Steam branch
Post by: hoho on February 17, 2020, 07:43:45 AM
QuoteLoading screen now displays present and active expansions and mods.
Is this a hint of what is coming down the line?
Title: Re: RimWorld 1.1 available on unstable Steam branch
Post by: duduluu on February 17, 2020, 07:48:48 AM
Awesome, my team is working at translating. How long will this test last probably?
Title: Re: RimWorld 1.1 available on unstable Steam branch
Post by: Tynan on February 17, 2020, 07:57:24 AM
Quote from: duduluu on February 17, 2020, 07:48:48 AM
Awesome, my team is working at translating. How long will this test last probably?

Planning roughly 1 week. We'll update translations later as well of course.
Title: Re: RimWorld 1.1 available on unstable Steam branch
Post by: Serenity on February 17, 2020, 08:43:01 AM
This is a surprise :)
I assumed that the major development of the game was done and we wouldn't get any more substantial changes.

Some old mods probably won't be updated at all. On the other hand there are also ones that obsolete now. Like toggling allowing to refuel certain things
Title: Re: RimWorld 1.1 available on unstable Steam branch
Post by: Bar0th on February 17, 2020, 09:27:05 AM
Any possibility of a small 1.0 update before 1.1 goes live, so that it ignores the new About.xml tags (supportedGameVersions, packageId)?  In addition, it would be nice if the warning for having supportedVersions could be suppressed in 1.1 (at the very least, when supportedGameVersions is also present) - it's not as bad as the red error in 1.0, but it does clutter the log.

XML error: <supportedGameVersions><li>1.1</li></supportedGameVersions> doesn't correspond to any field in type ModMetaDataInternal.
XML error: <packageId>v00d00.test</packageId> doesn't correspond to any field in type ModMetaDataInternal.


Sure, someone could make version specific mods to ignore them, but it is annoying that adding dual-version support in the mods (which is a feature) generates red errors in 1.0, and yellow warnings in 1.1...
Title: Re: RimWorld 1.1 available on unstable Steam branch
Post by: Ser Kitteh on February 17, 2020, 09:27:41 AM
Tynan, what's with that black bar in the bottom left of the screen?
Title: Re: RimWorld 1.1 available on unstable Steam branch
Post by: Kaelen Mosar on February 17, 2020, 10:04:37 AM
@Tynan

Thanks for adressing this

https://ludeon.com/forums/index.php?topic=49133.msg467374#msg467374

:)

From Changelog
"The game now uses an incremental garbage collector, which should remove the periodic frame hitches that would appear when a lot of memory was allocated and released. However, note that there is still a cost to memory allocations, so modders should still try to reduce allocation wherever possible."
Title: Re: RimWorld 1.1 available on unstable Steam branch
Post by: Kori on February 17, 2020, 11:10:32 AM
Thank you very much for this update! :)

I couldn't believe it when I read the change log, it's almost too good to be true!

The jumping camera was driving me crazy, but the other changes are splendid too!
Title: Re: RimWorld 1.1 available on unstable Steam branch
Post by: Vintorez on February 17, 2020, 11:52:40 AM
I really like the changes to the mineral scanner, feels better knowing minerals will always be more readily available.

Also something I wanted to bring up that I noticed when working on one of my own mods, there doesn't seem to be an Armor Penetration XML tag for melee weapons that scales with quality. Shotgun Bullets have ArmorPen that scales, but Spears have a flat 50% penetration independent of material or quality. Unless Lord Google failed me and there is such a tag, think this should be changed?
Title: Re: RimWorld 1.1 available on unstable Steam branch
Post by: Pangaea on February 17, 2020, 12:32:27 PM
That is a very impressive changelog. Thank you, Tynan :)

Some of them are pretty big game-changers too, like the inability to build stone walls on bridges. That has been a staple in my games where I had a river through the colony, or similar cases like that.

It gives a nice feeling to see bugs that I personally reported be fixed, so thank you for that. Means it wasn't in vain, even if some of them were rather minor things. Also, big thanks for the colourblind friendly icons for other colonies. It was always so hard to tell neutral from hostile apart. Sounds like it should be much easier now. Thanks.

I'm currently in a big The Witcher 3 mode -- I'm sure a few of you have heard about the game :D But I'll be back to this one at some point in the future. It was too fun (and challenging!).
Title: Re: RimWorld 1.1 available on unstable Steam branch
Post by: iamtheplatypus on February 17, 2020, 01:17:56 PM
Tynan your an absolute god. Thank you and your staff for all the hard work you've put into this masterpiece.
Title: Re: RimWorld 1.1 available on unstable Steam branch
Post by: glerikud on February 17, 2020, 03:05:30 PM
Thank you for the update. My only question is: Can I download it using the DRM-free link I got when I bought the game (for now it only shows version 1.0), or this update is Steam only?
Title: Re: RimWorld 1.1 available on unstable Steam branch
Post by: Canute on February 17, 2020, 03:32:37 PM
glerikud,
currently it is only for testing, so steam only.
When 1.1 get released you can download it like allways with your sendowl link (which never change).
Title: Re: RimWorld 1.1 available on unstable Steam branch
Post by: UltimateTobi on February 17, 2020, 03:43:11 PM
Hello @Tynan and community!

Thank you very much for this update; this in incredible.

I have a couple questions regarding some change notes. I've posted them on Steam, however I'll copy/paste them here in the hopes you read and perhaps answer them. :)

- Sandbags are changed to use textiles. What about existing sandbags? Do we get steel back when we dismantle them?
- Structures on bridges; what if we already have heavier-than-wood structures on bridges? Will they collapse upon load of the save game?
- I don't understand what you mean by "split tribes"; they already are split in Gentle and Rough; like Civil and Rough Outlander Unions.
- "Added a planet population slider to the planet generation parameters." What about already generated planets? Do we get to retroactively adjust our planet and map(s)?
- How do barricades work? Do they provide cover like sandbags or are they to be used to hinder enemies? (NVM; "which are like sandbags", so I assume they work like sandbags, duh.)
- Do bullets now hit their target instead of going somewhere in the ground and hitting their target regardless (because the game calculated a hit, but the visual bullet did miss)? (Since you mentioned many other additions, fixed, improvements and optimizations.)

Man this is a very intriguing update. I'll buy your soundtrack to further support.

Edit: Bought.
Title: Re: RimWorld 1.1 available on unstable Steam branch
Post by: glerikud on February 17, 2020, 05:26:28 PM
Quote from: Canute on February 17, 2020, 03:32:37 PM
glerikud,
currently it is only for testing, so steam only.
When 1.1 get released you can download it like allways with your sendowl link (which never change).
Thank you :) It's all clear now.
Title: Re: RimWorld 1.1 available on unstable Steam branch
Post by: DubskiDude on February 17, 2020, 05:27:15 PM
Quote from: UltimateTobi on February 17, 2020, 03:43:11 PM
- I don't understand what you mean by "split tribes"; they already are split in Gentle and Rough; like Civil and Rough Outlander Unions.

He just added a perma-bad tribe faction, so even if you make friends with everyone else, it's not only space pirates that raid you.
Title: Re: RimWorld 1.1 available on unstable Steam branch
Post by: UltimateTobi on February 17, 2020, 05:35:54 PM
Quote from: DubskiDude on February 17, 2020, 05:27:15 PM
Quote from: UltimateTobi on February 17, 2020, 03:43:11 PM
- I don't understand what you mean by "split tribes"; they already are split in Gentle and Rough; like Civil and Rough Outlander Unions.

He just added a perma-bad tribe faction, so even if you make friends with everyone else, it's not only space pirates that raid you.
Ohhh, so you got Gentle, Rough and "Pirate" tribes, like Gentle, Rough and Pirate Outlander Unions, gotcha.
Thanks!
Title: Re: RimWorld 1.1 available on unstable Steam branch
Post by: MidSpark on February 17, 2020, 05:37:46 PM
QuoteThe terrain requirements for building walls now depends on what they're built from. This means stone walls can't be built on bridges any more.
Any chance we'll get the ability to build stone or metal bridges?
Title: Re: RimWorld 1.1 available on unstable Steam branch
Post by: jptrrs on February 17, 2020, 07:08:34 PM
QuoteUI now looks sharp at UI scales over 1.0. Great for 4K monitors.

I loved this one!! Thanks!
Title: Re: RimWorld 1.1 available on unstable Steam branch
Post by: jptrrs on February 17, 2020, 07:55:32 PM
I'm confused about something regarding the new folder structure for mods.

The instructions on ModUpdate.txt says:
QuoteVersion 1.0 does not support the load folder system, it will always look for content in the mods root folder. You can make a mod that supports both 1.0 and newer versions by placing all base files(used by all versions) into the root folder, but defining LoadFodlers for newer versions.

But last year's v1.0.2150 update note (https://steamcommunity.com/gid/103582791454681671/announcements/detail/1703951108841054240) says:
QuoteVersion-specific content should go in a folder named after the version being targeted. For example, if you make a folder called "1.0/Defs", version 1.0 of the game will load Defs only from that folder, while other versions of the game will load from "/Defs". (Note that if you add a version-specific folder like "1.0/Defs", the default "/Defs" folder will be ignored when playing on 1.0.)

So, if I put 1.0-specific stuff on a "1.0" folder, will it work or will it fail to load on the previous game version?!
Title: Re: RimWorld 1.1 available on unstable Steam branch
Post by: Tynan on February 17, 2020, 08:36:27 PM
Thank you for the support everyone :)

Quote from: UltimateTobi on February 17, 2020, 03:43:11 PM
- Sandbags are changed to use textiles. What about existing sandbags? Do we get steel back when we dismantle them?
- Structures on bridges; what if we already have heavier-than-wood structures on bridges? Will they collapse upon load of the save game?
- I don't understand what you mean by "split tribes"; they already are split in Gentle and Rough; like Civil and Rough Outlander Unions.
- "Added a planet population slider to the planet generation parameters." What about already generated planets? Do we get to retroactively adjust our planet and map(s)?
- How do barricades work? Do they provide cover like sandbags or are they to be used to hinder enemies? (NVM; "which are like sandbags", so I assume they work like sandbags, duh.)
- Do bullets now hit their target instead of going somewhere in the ground and hitting their target regardless (because the game calculated a hit, but the visual bullet did miss)? (Since you mentioned many other additions, fixed, improvements and optimizations.)

Man this is a very intriguing update. I'll buy your soundtrack to further support.

Edit: Bought.

-You'll get cloth
-Nothing will happen, you just can't build new ones
-Now there are 3 tribes, gentle, fierce (natural enemy), and savage (permanent enemy like pirates)
-The slider only affects newly generated planets
-Exactly the same as sandbags, but made out of other materials
-Not sure what you mean

Quote from: jptrrs on February 17, 2020, 07:55:32 PM
I'm confused about something regarding the new folder structure for mods.

The instructions on ModUpdate.txt says:
QuoteVersion 1.0 does not support the load folder system, it will always look for content in the mods root folder. You can make a mod that supports both 1.0 and newer versions by placing all base files(used by all versions) into the root folder, but defining LoadFodlers for newer versions.

But last year's v1.0.2150 update note (https://steamcommunity.com/gid/103582791454681671/announcements/detail/1703951108841054240) says:
QuoteVersion-specific content should go in a folder named after the version being targeted. For example, if you make a folder called "1.0/Defs", version 1.0 of the game will load Defs only from that folder, while other versions of the game will load from "/Defs". (Note that if you add a version-specific folder like "1.0/Defs", the default "/Defs" folder will be ignored when playing on 1.0.)

So, if I put 1.0-specific stuff on a "1.0" folder, will it work or will it fail to load on the previous game version?!

We miscommunicated a bit. The 1.0 folder will work, but not for textures. The old post is still accurate. We've updated the ModUpdating.txt today, releasing soon.
Title: Re: RimWorld 1.1 available on unstable Steam branch
Post by: Andross on February 17, 2020, 08:48:05 PM
Excited with the new update! Really happy to know that the game is still working on. Now a small suggestion i have would be to make the new Quest tab be like the new buttons to the right side. And for last, with these new UI upscaling will you include some options for those like me that like to downscale their UI?
Title: Re: RimWorld 1.1 available on unstable Steam branch
Post by: Goldenpotatoes on February 17, 2020, 09:28:57 PM
The little tidbits left in the debug menu got me real excited for potential future content, hopefully those aren't just leftovers from past ideas!
Title: Re: RimWorld 1.1 available on unstable Steam branch
Post by: Sixdd on February 17, 2020, 11:35:24 PM
I noticed in the hotfix today that Patches should load properly now but I have a small mod that is only a patch and an About.xml and it still isn't loading. Did anything change with patches loading?
Title: Re: RimWorld 1.1 available on unstable Steam branch
Post by: Teleblaster18 on February 18, 2020, 12:01:25 AM
It's impossible to get very deep into a new game in a few hours, but here are some thoughts:

-Would it be super-presumptuous to disagree with a few of the tips on the loading screen...namely about not building doors out of stone, and feeding herbivores by letting them graze? 

I build doors out of stone, until uranium becomes available in bulk, regularly and intentionally with the purpose of keeping enemies from easily breaking through to other areas of my base.  I build bases which are heavily compartmentalized, and to allow my colonists freedom of movement to a degree that drop-podding pirates and mechs can't match.  Those extra seconds that granite or limestone doors buy while a mech is pounding against them often makes a difference between my colonists getting to a contained enemy drop pod site, or having to contend with a complete uncontained mess.  Yes, colonists' travel times are extended, but that's the price one pays for increased security - at least until you can afford autodoors, or the stronger and faster-opening materials. 

-In watching tons of streamers play, I feel that one of the most under-utilized resources in the game is hay;  I'd put hay production as at least co-equal with letting animals graze in the wild.  I've often watched players let their animals graze in the wild to have their herd of muffalo strip the area clean of grass and brambles, and begin to starve.  I've watched an equal number either plant fields of dandelions or hay, without hay ever being harvested or coming to it's full potential.  Harvested hay supercharges your ability to raise animals, both used as feed for herbivores and perhaps just as importantly for kibble production.  Perhaps reinforce the potential of harvested hay?


If I could also make one other observation that's really directed more to 1.0 gameplay (but seems to be unchanged in 1.1), and one that I'm hopeful can and will be adjusted:

I've put several thousand more hours into the game since B19/1.0, and I find the relationship mechanic to be uncomfortably immersion-breaking in it's current form - specifically the frequency with which relatives are encountered.

I've regularly encountered raids that had 12 pirate relationships to colonists - often kin, but frequently close relatives.  I believe I understand the purpose of the relationship system and what it's designed to pressure, and I love the nuance that it brings to the game...I just think that the AI uses it in a way that sends it pretty overboard.  Think about it: these are folks that crashlanded on the rim of the known universe.  Is it plausible to have a colonist who's lost 18 family members...family members who all happened to be on the same planet that the colonist ended up on completely at random?  Perhaps dialing down the slider on this aspect of the game, and utilizing a different (but functionally similar) method of pressuring both colonists and players would be in order?

I see it as kind of like salting food: a pinch is almost essential, a little more can add to the dish you're making, but too much spoils the intended effect.


Just my .02.  I'm still playing this game as much as I ever was, with no intent of slowing down.  A continued thanks for making such an incredible game!
Title: Re: RimWorld 1.1 available on unstable Steam branch
Post by: Tynan on February 18, 2020, 03:39:55 AM
Thanks for the ongoing feedback :) Since final release of 1.1 is soon we won't be changing anything that's not clearly broken; now is a time for stabilization and a stable release is more important than adding a few grains of extra value to the pile. That said, all this is good general feedback for long-term.

Quote from: Sixdd on February 17, 2020, 11:35:24 PM
I noticed in the hotfix today that Patches should load properly now but I have a small mod that is only a patch and an About.xml and it still isn't loading. Did anything change with patches loading?

It would be great if you could say more about exactly what is happening so we can reproduce the issue and/or post the mod itself. Posting in the Bugs forum would also be great. Thanks.
Title: Re: RimWorld 1.1 available on unstable Steam branch
Post by: UltimateTobi on February 18, 2020, 04:02:34 AM
Quote from: Tynan on February 17, 2020, 08:36:27 PM
Thank you for the support everyone :)

Quote from: UltimateTobi on February 17, 2020, 03:43:11 PM
- Sandbags are changed to use textiles. What about existing sandbags? Do we get steel back when we dismantle them?
- Structures on bridges; what if we already have heavier-than-wood structures on bridges? Will they collapse upon load of the save game?
- I don't understand what you mean by "split tribes"; they already are split in Gentle and Rough; like Civil and Rough Outlander Unions.
- "Added a planet population slider to the planet generation parameters." What about already generated planets? Do we get to retroactively adjust our planet and map(s)?
- How do barricades work? Do they provide cover like sandbags or are they to be used to hinder enemies? (NVM; "which are like sandbags", so I assume they work like sandbags, duh.)
- Do bullets now hit their target instead of going somewhere in the ground and hitting their target regardless (because the game calculated a hit, but the visual bullet did miss)? (Since you mentioned many other additions, fixed, improvements and optimizations.)

Man this is a very intriguing update. I'll buy your soundtrack to further support.

Edit: Bought.
-Not sure what you mean
What I mean is that sometimes/oftentimes(?) a fired bullet visually misses the target, but the game calculates a hit. It's not a big deal but it sometimes feels wonky. Thinking your guy or their guy makes it out dodging bullets, but getting hit regardless.

Thank you for your reply!
Title: Re: RimWorld 1.1 available on unstable Steam branch
Post by: Bones on February 18, 2020, 04:50:48 AM
Quote from: Sixdd on February 17, 2020, 11:35:24 PM
I noticed in the hotfix today that Patches should load properly now but I have a small mod that is only a patch and an About.xml and it still isn't loading. Did anything change with patches loading?
Quote from: Tynan on February 18, 2020, 03:39:55 AM
It would be great if you could say more about exactly what is happening so we can reproduce the issue and/or post the mod itself. Posting in the Bugs forum would also be great. Thanks.

Not sure about his case but I got a very small mod I made with just some patches, if I open 1.1 on dev mode the log says nothing was loaded, but in my case the mod does work, I checked the source code of 1.1 and it seems patches are accounted for when checking if it empty so I didn't look further but probably being left on the root folder might not have counted as something that loaded.

EDIT: Tested making a 1.1 folder like brainnz instructed and coyping the patches folder there too, but still have the same error

Mod Colorblind Minerals did not load any content. Following load folders were used:
  - D:\Program Files (x86)\Steam\steamapps\common\RimWorld\Mods\ColorblindMinerals\v1.1
  - D:\Program Files (x86)\Steam\steamapps\common\RimWorld\Mods\ColorblindMinerals
Title: Re: RimWorld 1.1 available on unstable Steam branch
Post by: XeoNovaDan on February 18, 2020, 05:12:52 AM
Very, very quick question: will the rest of the icons along the bottom be completed for 1.1? Seems a bit odd to have a mix of icons for the history, faction and pause menus, and then the rest is  still text
Title: Re: RimWorld 1.1 available on unstable Steam branch
Post by: Paradies on February 18, 2020, 05:39:23 AM
I got the same problem with mods, which contains only the "About" and "Patch" folder. I had to do a texture folder with an unused image in it, to get rid of this red message. Despite the red message, everything seems to work. But nobody likes red pup ups  :)
Title: Re: RimWorld 1.1 available on unstable Steam branch
Post by: jptrrs on February 18, 2020, 06:01:23 AM
QuoteWe miscommunicated a bit. The 1.0 folder will work, but not for textures. The old post is still accurate. We've updated the ModUpdating.txt today, releasing soon.

- Oh, I see. Thanks for clarifying!
It goes to show how much you care for the game community. I can only applaud!
Title: Re: RimWorld 1.1 available on unstable Steam branch
Post by: NeverPire on February 18, 2020, 07:32:20 AM
I am really glad to know that this game is still going to be improved.

French translators on duty !
Title: Re: RimWorld 1.1 available on unstable Steam branch
Post by: Sixdd on February 18, 2020, 08:58:40 AM
@Tynan

Here is a link to the thread in the Bugs forum.
https://ludeon.com/forums/index.php?topic=50302.0 (https://ludeon.com/forums/index.php?topic=50302.0)
Title: Re: RimWorld 1.1 available on unstable Steam branch
Post by: Maatss on February 18, 2020, 05:06:14 PM
First of all, amazing work with the continued development of the game, me and my fiance loves your work!

Secondly, I can not help but notice several new entries in the debug actions menu, although some being placeholders? ("Award 4 royal favor", "Reduce royal title", "Set royal title", "Add techprint on project")
There are many references to ''Royalty", is this a preparation/teaser for an upcoming release/add-on perhaps?

Action: "Spawn Mech Cluster"
Result: print-out to devlog: "MechClusterGenerator.GenerateClusterSketch() requires Royalty installed.  /.../"

Also, seems unrelated to Royalty and might give some interesting feedback:
Action: "Spawn shuttle"
Result: print-out to devlog: "Root level exception in OnGUI(): System.NullReferenceException: Object reference not set to an instance of an object"

(Rimworld v1.1.2548 rev623)
Title: Re: RimWorld 1.1 available on unstable Steam branch
Post by: Jstank on February 18, 2020, 06:19:20 PM
Sooo, if we are getting horsies will we maybe be able to ride said horsies?
Title: Re: RimWorld 1.1 available on unstable Steam branch
Post by: ReZpawner on February 18, 2020, 06:22:39 PM
You can in caravans, I guess. Not as a vehicle though.
Title: Re: RimWorld 1.1 available on unstable Steam branch
Post by: kiwikenobi on February 18, 2020, 10:34:09 PM
QuoteAdded asexual trait.
I'm so happy about this! There are too few things in the world acknowledging that asexuality even exists. I feel more like I exist now. ^o^;>
Will it be as uncommon in the game as it is in real life? I think it's something like less than one percent of the population that are asexual.

In any case, I'm super excited that so much cool new stuff is being added to the game. Thank you!
Title: Re: RimWorld 1.1 available on unstable Steam branch
Post by: Kaelen Mosar on February 19, 2020, 12:30:44 PM
Quote from: kiwikenobi on February 18, 2020, 10:34:09 PM
QuoteAdded asexual trait.

add's a good portion of immersion to my game as well, prison labor mod hopefully to be updated soon<3
Title: Re: RimWorld 1.1 available on unstable Steam branch
Post by: fritzgryphon on February 19, 2020, 12:56:09 PM
QuoteAdded asexual trait.

Finally, colonists that never get the worst relationship mood debuffs.  If only there were also asexually produced colonists that didn't get the [relative] died debuffs as well.
Title: Re: RimWorld 1.1 available on unstable Steam branch
Post by: b0rsuk on February 20, 2020, 07:36:38 AM
I am disappointed.

https://www.youtube.com/watch?v=a4J6NsM2Cco

Another missed opportunity.
https://www.youtube.com/watch?v=LxuFDfKIPTg
Title: Re: RimWorld 1.1 available on unstable Steam branch
Post by: RicRider on February 20, 2020, 08:02:24 AM
Thank you so much for this update. Played a game last night and looking forward to continuing the adventure!

A few requests/feedback:

1) Have you considered adding 1x1 shelves? The standard ones take up so much space. I like to have multiple small hospitals around my base for example and split the meds around. 50 meds is just too much to maintain in multiple locations until very late game.

2) The other functionality I really miss is 'haul urgently' from the Allow Tool mod.

3) Horses! Makes me sad that people will eat them for food but I hope you are considering adding riding to the game at some point.

4) Those new mechs and the terror of the unknown I felt when the dormant mechs exploded out of the ship was real and palpable. I defeated the psychic ship, but not without a heroic charge by 3 labs, a warg and a grizzly who were taking gunfire in the back and front while people without lungs were being tended in the field. Most epic RimWorld battle I've had in a while :)
Title: Re: RimWorld 1.1 available on unstable Steam branch
Post by: IGNI on February 20, 2020, 09:59:34 AM
Thanks for 1.1 great update. I have noticed several things on modding.

1) Is it not possible to include a Language folder in 1.x with the Load Folder system? For example, when explaining the function that is different between v1.0 and v1.1, only the latest one is always displayed in the current specification. This can be a major obstacle in promoting multi-version mods.

2) RimWorld.Designator_Dropdown.GetDesignatorCost(Verse.Designator des) is not null safable. e.g. if <costList /> is not described in the mydef.costList in xml, method always return red error.
Title: Re: RimWorld 1.1 available on unstable Steam branch
Post by: Tynan on February 20, 2020, 08:30:46 PM
Quote from: IGNI on February 20, 2020, 09:59:34 AM
Thanks for 1.1 great update. I have noticed several things on modding.

1) Is it not possible to include a Language folder in 1.x with the Load Folder system? For example, when explaining the function that is different between v1.0 and v1.1, only the latest one is always displayed in the current specification. This can be a major obstacle in promoting multi-version mods.

2) RimWorld.Designator_Dropdown.GetDesignatorCost(Verse.Designator des) is not null safable. e.g. if <costList /> is not described in the mydef.costList in xml, method always return red error.

I'm afraid it's too late for 1.1, but I'm taking notes on these for future versions. Thanks for the specific requests.
Title: Re: RimWorld 1.1 available on unstable Steam branch
Post by: Kaelen Mosar on February 21, 2020, 12:07:36 PM
Quote from: b0rsuk on February 20, 2020, 07:36:38 AM
I am disappointed.

https://www.youtube.com/watch?v=a4J6NsM2Cco

Another missed opportunity.
https://www.youtube.com/watch?v=LxuFDfKIPTg

lol, why don't you think about modding it in the game yourself? :DD
Title: Re: RimWorld 1.1 available on unstable Steam branch
Post by: Gogneau on February 21, 2020, 04:34:41 PM
Wow a new update, that's cool,
But I got a question about compatability 1.0 to 1.1
I've got a colony which I don't want to restart everything but, do the new faction system with 6 factions instead of 5 will work if I use a 1.0 game in the 1.1?
Title: Re: RimWorld 1.1 available on unstable Steam branch
Post by: Teleblaster18 on February 23, 2020, 03:43:43 AM
Quote from: Gogneau on February 21, 2020, 04:34:41 PM
Wow a new update, that's cool,
But I got a question about compatability 1.0 to 1.1
I've got a colony which I don't want to restart everything but, do the new faction system with 6 factions instead of 5 will work if I use a 1.0 game in the 1.1?

From what I've experienced, your factions stay the same as they were in 1.0;  the new, permanently hostile Tribal faction isn't integrated.
Title: Re: RimWorld 1.1 available on unstable Steam branch
Post by: Gogneau on February 23, 2020, 07:43:29 AM
Quote from: Teleblaster18 on February 23, 2020, 03:43:43 AM
Quote from: Gogneau on February 21, 2020, 04:34:41 PM
Wow a new update, that's cool,
But I got a question about compatability 1.0 to 1.1
I've got a colony which I don't want to restart everything but, do the new faction system with 6 factions instead of 5 will work if I use a 1.0 game in the 1.1?

From what I've experienced, your factions stay the same as they were in 1.0;  the new, permanently hostile Tribal faction isn't integrated.

Really ?? can Tynan fix that ? i don't want to restart a new colony because of that. I got so many memories and stuff :/
Title: Re: RimWorld 1.1 available on unstable Steam branch
Post by: UltimateTobi on February 23, 2020, 10:46:02 AM
Quote from: Gogneau on February 23, 2020, 07:43:29 AM
Quote from: Teleblaster18 on February 23, 2020, 03:43:43 AM
Quote from: Gogneau on February 21, 2020, 04:34:41 PM
Wow a new update, that's cool,
But I got a question about compatability 1.0 to 1.1
I've got a colony which I don't want to restart everything but, do the new faction system with 6 factions instead of 5 will work if I use a 1.0 game in the 1.1?

From what I've experienced, your factions stay the same as they were in 1.0;  the new, permanently hostile Tribal faction isn't integrated.

Really ?? can Tynan fix that ? i don't want to restart a new colony because of that. I got so many memories and stuff :/
In theory it should though. Everytime you load a save and click on World, the world gets generated (including what's saved).