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Topics - Pheanox

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Bugs / MOVED: [1.3.3071] Dont't get goodwill from quest
« on: August 19, 2021, 06:50:15 PM »

Bugs / Official Development Discord Server
« on: July 31, 2021, 05:23:37 PM »
Hello bug reporters!

If you are interested in posting bugs in a more real time environment with a healthy and active community of bug testers, I want to direct you to the Ludeon Official Development discord server.  Our devs actively monitor and interact with the channels, and you can get access to the changelogs of the unstable builds.  Experience the development process in real time!

I will still be monitoring and curating this board, whether you post here or there.

General Discussion / Tycho build final testing
« on: September 02, 2020, 11:55:50 AM »
Tycho build final testing
We are reaching the end of the Tycho build testing. The hope is to have everything working flawlessly, of course! We are looking for people to start hunting down incompatibilities and testing new features.

New Features:

New items: gunlink, beret, cape, eltex skullcap.

New permits (steel, Glitterworld Medicine, silver, food).

New caravaning system, it should be much faster as animals instantly follow loaders. Also check out changes to loading shuttles from non-base locations.

To access the Tycho build, right click on RimWorld, select Properties, go to the Betas tab, and select the Unstable Build - Public Testing.

Feel free to comment here, or jump in to the development discord server here:

General Discussion / End Game Raid Testing
« on: August 19, 2020, 06:18:42 PM »
Are you a master of the killbox, a trap tactician?  Do you consider end game raids a ‘solved problem’ rather than something to sweat over?  We are looking to make end game raids more exciting and need your help!

What are we looking for?
  • Screen shots of your end game base defenses if raids have become trivial for you.
  • Action screen shots of these raids being defeated
  • If you are playing unmodded or with only very few mods, we are looking for saved games for us to examine.
  • If you choose to share a game save. You can upload it zipped to reduce size, if you use google drive please make sure it is shared publicly so I don’t have to request access.
  • You can also ping @pheanox on our discord server in the misc-development channel with your save.

This is a long-term project, and I will be accepting submissions for an undetermined amount of time. 

Our goal here is to add more variation to the AI with end game raids to keep them fresh, not necessarily cause players to lose more often. 

General Discussion / RimWorld 1.2 testing
« on: August 04, 2020, 02:39:54 PM »
Hello everyone!  We have a new patch, version 1.2, ramping up for launch!  We are hoping to launch clean and avoid hotfixes, so we are asking once again for your help. 

RimWorld’s unstable branch on Steam currently houses our 1.2 build, where we hope you will give it a whirl.

Some new features in the 1.2 base game include:
•   Custom playstyle system.  Fine tune just how kind (or evil) each storyteller will be.
•   Utility gear system. The belt slot has been changed to a utility slot, psychic insanity and shock lances are now equipable items.
•   Automatic caravan setup.  Caravan screen loads food and medicine for you automatically.
•   Tribals can now smash mechanoids for material.
•   Carried drugs can be used from inventory.
•   New visual effects.
•   New sound effects.

New features in Royalty expansion:
•   New quests: shuttle defense, bandit camp assault, refugee hospitality, and crashed shuttle.
•   Bestower ceremonies for granted title (and psychic abilities that come with them).
•   Royal permit selections, with new royal permits such as call shuttle, call labor team, and call orbital strike.
•   Longer term psycasts implemented that cost psyfocus instead of generate heat.
•   New psycasts such as: Solar Pinhole, Word of Trust, Word of Love, Chunk skip, Neuroquake, and more.
•   New utility items such as the Broadshield pack, Grenadier armor, and Jump pack.
•   Enhancement to meditation focus, and new a new flame focus.
•   Inspiring speeches have a chance to grant inspirations.
•   New diseases.
•   New and reworked visual effects.
•   New sound effects.

As of this week, I am now actively monitoring the Bugs forum here.  Please post any bugs you find there; with the version of the game you are using in the title.  I look forward to working with you all while we smash some bugs.  Feel free to ask me any questions in this thread.

Modders: With the version change, it's now possible to have your mods updated to support 1.2 and 1.1 with the multi-version mod system before we release 1.2 publicly to make the transition more smooth.  Details are in modupdating.txt in the build.

If you weren't aware, we also have an official RimWorld development discord channel where you can keep up to date the unstable build changes, discuss them, and interact with the devs.

I’ve attached a full changelog text file of all features and their explanations.

Mods / [Mod Request] Door sounds
« on: July 09, 2017, 11:10:06 PM »
Just a simple (hopefully) mod request.  The unpowered door sounds are really grating and too loud, so a mod that either significantly lowers the volume or just removes it entirely would be awesome.  I play a lot of tribal start games and the grinding swish really puts me on edge.

Video / List of RimWorld Videos
« on: October 13, 2013, 06:15:53 PM »
I figured I would make a centralized location of all the RimWorld videos about on the Internet.

Videos are posted in vague popularity order by author, and chronological order by video.  (I don't speak Russian or read Cyrillic, so did my best with that section)

(( This is outdated, and due to the public release of the game, would be way too complicated to keep updated, but you all make great videos! ))

English Videos:










Jaka Dasnake:







German Videos:


Polish Videos:


Russian Videos:


Игровой канал Анархиста:



Feel free to direct me to any videos I missed and I'll do my best to update this list promptly.

General Discussion / Will the soundtrack be released with the game?
« on: October 12, 2013, 02:19:13 PM »
Hey all, I did a search of the forum and didn't find this question asked.

Will the soundtrack for RimWorld come with the game, or will it need to be bought seperately?  I really love the whole western/sci fi flavor the sample we already have has, so was curious will we be able to listen to it independently of the game?

(Yes, British, it is a different topic, I promise!)

Ideas / Animal Husbandry
« on: October 06, 2013, 03:34:24 PM »
So far we can see a few types of animal life.  The boomrats and muffalo.  Not having hands on the game, they seem to be more background, plot elements for the story based AI.  I propose there be more to them.

A deep and rich Animal Husbandry system would fit this game like a glove.  It could break in to several categories:  pets, food animals, and guardian animals.  You can domesticate certain animals to be pets for the survivors.  Pets would help the mental health of colonists, of course.  Keeping them gives them something to do, and provides more social impact.  But the system could go deeper still.

Alternatively, you train wild animals to support the colony.  Using current examples, you train boomrats to charge attacking raiders.  You capture muffalo, and start setting up a herd to provide food for the populace.  A new skill for colonists would have to be herding, or the like.  But lets take it a step further, shall we?

I am sure there will be other animals in the game.  This is an alien world, and the possibilities are basically endless.  Say you want a boost to defense, or hunting for food.  So you tame a predator species, and keep them in kennels.  You now have a fierce predator, a space raptor or something, to protect your survivors.  But these ferocious beasts scare the crap out of prey animals that give you food.  This then makes training and handling of prey animals for food much more difficult.  Perhaps it makes domesticating animals a bit harder as well.

This could go still deeper where you start breeding your animals for positive traits, and weeding out ones like the urge to kill domesticated pets.  I think this level of depth might be a bit too much for RimWorld, but it would be exciting.

Quick Edit: New traits could be added as well, such as "Cat Lady" or "Animal Lover" which make these people much happier socializing with animals rather then people.

Any other thoughts on this?

In all fairness to credit, this was brainstormed between me and a friend.

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