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RimWorld - Damned Colonists in Space

Space Satan

Arcane
Vatnik
Joined
May 13, 2013
Messages
6,241
Location
Space Hell
So far my best colonies were murdered by volcanic winters, fallots and other shit. Must be better prepared
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
15,016
I always die after trying to make my base have actual walls and floors. Because while the pirates will happily send 3 guys with a broken rock and half a gun between them against your 7 snipers armed with power armor and plasma cannons, if you have fucking carpet, dear god, it's time to send in the emperor's finest.
 

Emily

Arcane
Joined
Mar 21, 2012
Messages
3,068
I always die after trying to make my base have actual walls and floors. Because while the pirates will happily send 3 guys with a broken rock and half a gun between them against your 7 snipers armed with power armor and plasma cannons, if you have fucking carpet, dear god, it's time to send in the emperor's finest.
Not true at all. Floors and walls are dirt cheap. One power armor could cover entire base worth of walls.
And the game is already easy enough where u can afford to have royal mansions and castles with wealth well over 300k and with 30ish pawns and be stable against raids without using killboxes. Try it for yourself if u dont trust me.
 

Emily

Arcane
Joined
Mar 21, 2012
Messages
3,068
Are you guys not playing with mods? You're missing out on sacrificing prisoners to elder gods in exchange for their favours.
Rimworld of magic for me plus some utility mods here and there like bigger stacks or more uniforms and furniture.
 

Fedora Master

Arcane
Patron
Edgy
Joined
Jun 28, 2017
Messages
28,069
Thanks Randy! :what:

F6t1zvf.png
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
15,016
I always die after trying to make my base have actual walls and floors. Because while the pirates will happily send 3 guys with a broken rock and half a gun between them against your 7 snipers armed with power armor and plasma cannons, if you have fucking carpet, dear god, it's time to send in the emperor's finest.
Not true at all. Floors and walls are dirt cheap. One power armor could cover entire base worth of walls.
And the game is already easy enough where u can afford to have royal mansions and castles with wealth well over 300k and with 30ish pawns and be stable against raids without using killboxes. Try it for yourself if u dont trust me.
This is certainly the impression I get from watching other people play, but for some reason, they never have to deal with the same shit I do despite having far more wealth later in the game on harder difficulties. They get fucking cargo pods full of meat and some useful colonists, I get pyromaniac royalty drug addicts and cargo pods of drugs. They get a 'raid' of a bunch of alpacas delivering 10 years worth of meat to their doorstep, I get 3 back to back raids with incendiary weapons while half my colony is crippled by disease. And it always gets 10 times worse if I try make an area that brings beauty up high enough for a positive moodlet. At this point I feel like maybe I should just leave rotting corpses scattered around the base to make everyone miserable.
 

Beastro

Arcane
Joined
May 11, 2015
Messages
8,088
Been trying the 1.0 beta. It's good I guess, but I got to say I'm disappointed that the world isn't simulated more. I'm kinda already bored and I'm not far into my colony. Sure, I have played it a lot already, but the knowledge that everything that happens in the game is scripted puts me off. Like in the current game I have built my colony on a road, with factions on both sides.

bWUpIpK.png

If the game was simulated this could have been very interesting. Like setting up a toll-station or something like that, or just watching caravans from the towns passing through would be cool enough. But nope, nothing like that is going on, and it makes me feel kind of sad - because I know this is the final version and the world sim is basically untouched from the earlier versions. I don't think mods can make much changes too it either. So it's just building for survival, and occasionally survive the scripted sequence...

Usually I look forward to a 1.0 game release, but this only feels anti-climatic unfortunately.

Always leaving them wanting more opens up the possibility of Rimworld 2 adding such stuff in.

Even if it's the first game with the stuff you wished added on and a bit more I'd pay for it.

Give it a few years see what happens.
 
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Space Satan

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Location
Space Hell
When I am content with my colony it is always a raid or some shit dropping from the skies and half of my colonists are criplled or without limbs and boy parts and i have to capture travellers or pirates for "spre parts" and rebuild
 

Zombra

An iron rock in the river of blood and evil
Patron
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Messages
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Black Goat Woods !@#*%&^
Make the Codex Great Again! RPG Wokedex Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Serpent in the Staglands Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. I'm very into cock and ball torture I helped put crap in Monomyth
What WAS going to be 1.0 released, but Tynan's not done yet!

RimWorld Beta 19 – Polish the Cannons released!
AUGUST 27 - TYNAN
RimWorld Beta 19 - Polish the Cannons is released!

1.jpg

YouTube™ Video: RimWorld Beta 19 - Polish the Cannons
Views: 46,920
https://ludeon.com/blog/2018/08/rimworld-beta-19-released/

If you want to keep playing Beta 18 on Steam: Right click RimWorld in the Library list -> Properties -> Betas -> Choose beta18 from the drop-down menu.

You can play savegames from Beta 18 (and probably before), though some details will change upon loading.

I did want this build to be 1.0 for a while, but it became apparent the game would benefit from one more refinement round, so we're doing Beta 19 first. I very much want the 1.0 version to be worthy of its version number, which means not rushing it.

You can discuss this post in this forum thread on the Ludeon forums[ludeon.com] or in comments below.

Below is a list of notable changes. If anything below seems to change game balance, you can bet that related variables were adjusted to maintain roughly the same challenge as before - I just don't write down every single change because otherwise this list would be way too long. This list also does not including a ton of more behind-the-scenes optimization, refactoring, fixing, and adjustments we did.
  • Added bridges. You can build bridges over rivers and non-deep lake/ocean water. Bridges support all but the heaviest structures, can burn, and collapse under damage.
  • Added new "Messages" section of the History tab. This section shows the last 200 messages and letters you've received.
  • Added low-tech plate armor.
  • New scenario: Naked Brutality - Start naked with no items.
  • New main tab: Wildlife. Allows easy counting, finding, and designating of wild animals.
  • Ship end sequence: Starting up the ship reactor now takes 15 days, during which you will be attacked constantly by desperadoes and mechanoids.
  • New raid arrival mode: Multiple groups.
  • New raid arrival mode: Enemy pods scattered all over the map.
  • Split mechanoid scyther into scyther (close combat specialist) and lancer (fast sniper)
  • Split tribal warrior into warrior (mid-range melee) and penitent (poverty melee, similar to drifter)
  • Faction relations are now categorized as hostile/neutral/ally instead of just hostile/neutral. Allies will randomly send military aid and will respond to certain special requests.
  • You can now offer gifts to improve faction relations by using transport pods, sending caravans, or giving gifts to their traders. Gifts can be silver, items, or slaves. No more magical teleporting silver gifts.
  • Visitors of allied factions will now occasionally leave gifts before leaving.
  • New buildings:
    • Watermill generator: Generate power from moving water.
    • Autocannon turret: Heavy medium-range turret.
    • Uranium slug turret: Armor-penetrating long-range turret.
    • Fabrication bench: Craft advanced components and some advanced tech items.
    • Waterproof conduit: Transmit power under water for bases on both sides of a river.
    • Butcher spot: Butcher without building a bench, at an efficiency penalty.
    • Double sleeping spot: Sleep with your partner, even in crushing poverty.
  • New traits:
    • Undergrounder: Don't mind never seeing the sky, don't mind being in darkness.
    • Great memory: Slower skill decay.
    • Tough: Take less damage.
    • Gourmand: Eat a lot, random eating binges, cooking skill bonus.
    • Sickly: Get sick often.
    • Quick sleeper: Take less time to sleep.
  • New items:
    • Flak pants
    • Prosthetic heart
    • Bionic spine/heart/stomach
    • Archotech eye/arm/leg
    • Tornado generator
    • Patchleather: Poor-quality leather made from any combination of other leather
  • New incident: "Wild man wanders in”.
  • New terrain: Soft sand - doesn't allow building medium or heavy structures.
  • New designators: Mass-forbid and unforbid.
  • Infestations now begin with the insects tunneling towards the colony, which gives the player time to respond.
  • You can now write job titles for your colonists.
  • New type of attack: Kick sand/water in eyes.
  • Condensed leathers together into fewer types. Instead of a separate type for each animal, there are categories.
  • You can now smooth natural rough rock walls into high-quality walls.
  • Trained animal skills and tameness now decay over time. Animals can revert to the wild, depending on their natural wildness.
  • Deep drill use will now sometimes cause insect attacks (by tunneling through the ground near the drill, with a warning).
  • New edge shader for blueprints looks much nicer and more visible than before.
  • Workbench bills can now be assigned to specific colonists.
  • Added "Show what will buy" window which shows all items a trader will buy.
  • Trees’ color now depends on the current season.
  • Added tainted-apparel thing filter.
  • Increased prisoner recruitment chance and added a resistance which must be reduced to zero before recruitment can begin.
  • Animals can now be renamed.
  • Animals can now get diseases.
  • Added an automatic destroyed building replacement toggle. When active, a destroyed building will leave behind a blueprint and be automatically rebuilt.
  • Added translation report tool: Generates a report about the currently-loaded language data stating which translations are missing, which are unnecessary, and lots of other useful information.
  • Added translation cleaner tool: Corrects many common problems in translation files and adds/updates English language reference for every string in the game.
  • You can mass-toggle various checkboxes and drop-down selections by clicking and dragging the mouse over them.
  • Workbench bills can now be copied and pasted.
  • Colonists now opportunistically haul items while working if their current target is roughly in the same direction.
  • The player can now request AI-core quests from allies.
  • It's now possible to craft prosthetic and bionic body parts, grenades, and molotovs.
  • It's now possible to mass-cancel all designations with a designator's right-click menu.
  • It's now possible to forbid/unforbid all items and rearm all traps with a designator's right-click menu.
  • You can now drag and reorder colonists in the colonist bar.
  • Social interaction log now has flavorful randomized text instead of the same repeated interaction text every time.
  • Mods page now has a search bar so you can easily find one mod in your list of hundreds.
  • In some very bad situations, a mysterious Man in Black may arrive. Can he set things right in these parts?
  • Armor system reworked into a 3-outcome system with armor penetration. The armor penetration of the weapon is subtracted from the armor value of the armor. This gives an effective armor rating, measured as a percent. We roll a RNG out of 100%. If the result is under half the effective AR, the hit is totally deflected. If the result is over half the effective AR, but under the effective AR, the hit is mitigated - damage is reduced by half and sharp hits are converted to bruise. If the result is over the effective AR, the hit passes the armor and applies normally. As before, armor is applied in sequence from the outside in. AR maxes out at 200%. Default armor penetration is 1.5% per point of damage, but some weapons vary from this.
  • Totally reworked how plants grow; they now grow everywhere at once instead of reproducing plant-by-plant. Wild plants after several in-game years should now look more or less as good as at the beginning.
  • Long-range mineral scanner can now be tuned to seek specific minerals, and must be worked by a researcher.
  • Battles in the Combat tab are now named.
  • Items of the same type in the Items tab are now grouped together.
  • Items in the Items tab can now be sorted by mass, market value, etc.
  • Instead of shooting them, hunters now execute downed creatures with a neck cut (except explosive creatures).
  • When placing or selecting work stations where pawns can sit while working, the spot where the pawn goes is indicated by a chair outline so the player realizes that a chair can be built there.
  • Removed tornado incident.
  • Improved caravaning:
    • Redesigned how world movement speed is fed back per-world tile.
    • Pack animals now follow colonists to speed up the packing process.
    • Added Caravan tab with caravan loading progress.
    • Redesigned "Form caravan" window: stats like carried mass, caravan speed, days worth of food, and visibility are now explained better.
    • Caravans now automatically forage for food while traveling.
    • Added "Remove from caravan" command: remove people or animals from the caravan even if it hasn't left the map yet.
    • Added "Load into caravan" right-click option: designate extra items to be picked up by the caravan before leaving.
    • Caravan speed now depends on the carried weight.
    • Caravan members now slowly gain social recreation when the caravan is not moving.
    • Caravan visibility is now explicitly expressed and better explained than the old caravan stealth. This makes small caravans more relevant.
    • Quest prompts now give much more information about what kinds of challenges to expect.
    • When reforming a caravan, we now list colonists' inventory separately so the player can choose what to take and what to leave.
    • Caravans who are not moving now have a lower chance of being attacked.
  • Transport pods now have a contents list which allows removing things from the pod.
  • Blunt weapons now have a chance to stun the target.
  • Joy is renamed to 'recreation'.
  • Using deep drills can cause insect attacks.
  • Changed deep moving water to chest-deep moving water: walkable but slower than shallow water.
  • Turrets are cheaper and more powerful, but now consume steel/uranium for maintenance after firing a lot.
  • Character log now integrates log messages from combat and social interactions.
  • Deadfall trap redesigned to Spike trap: Much more powerful with a 100% chance to spring on targets, and has armor penetration (depending on what it's made of) but requires resources to replace.
  • Insects will now go into an insect-specific "hypothermic slowdown" instead of getting hypothermia and dying on the first winter.
  • Alphabeavers incident now only occurs in biomes with sparse plants so they're not meaningless.
  • The refugee from the "downed refugee" world quest can be instantly recruited by offering help.
  • Removed scyther blade.
  • Mechanoids now always die on downed.
  • Doing passionate work now affects mood instead of recreation.
  • Deep drills now yield stone chunks if no resource is below.
  • Firefoam poppers will now pop whenever there's a fire in a 3-cell radius, instead of only when the fire touches them.
  • Food poisoning now has three stages it moves through over the course of a day.
  • Pawns hit by ranged attacks now stagger the same way as pawns hit by melee attacks. This effect only happens if the weapon's stopping power stat is equal or greater than the target's body size.
  • Most crafting benches are now uninstallable and reinstallable.
  • Removed shiv since it's basically a low-quality knife.
  • It's now possible to craft knives at crafting spots.
  • "autostart.rws" is now automatically loaded on start in dev mode, for faster testing.
  • Techprof subpersona core now completes current research instead of random research.
  • Combined rib body parts into rib cage.
  • Reworked the "advanced map options" dialog layout, extreme game-breaking map sizes are now disabled by default and must be enabled in the options.
  • Tribal factions can now do sapper raids.
  • Added medical care column to the Assign tab.
  • Removed shoddy and superior item qualities.
  • Rebalanced and refactored quality generation. Masterwork/legendary level items never generate on enemies, traders, bases. Masterwork items are extra hard to craft, and legendary requires an inspiration.
  • Removed the distinction between allowed areas and animal areas.
  • Wearing new apparel now takes time. Colonists now take off the colliding apparel first (which takes time) before wearing the new one.
  • Added minimum crafting skill to various weapon and apparel crafting recipes.
  • Removed the requirement to pay fee to initiate the item stash quest.
  • Various floors now require research.
  • Settling very near another faction base will now cause faction relations loss every quadrum because of anger due to territorial encroachment.
  • Fulfilling trade requests now gives goodwill.
  • Destroying a faction base of a mutual enemy now gives goodwill.
  • All traders are now unwilling to buy tainted apparel and short-life meals.
  • Improved animal fleeing behavior
  • No human enemies spawn with weapons above industrial tech.
  • Charge lance is now craftable and usable by humans.
  • Explosive weapons now explode when set on fire.
  • Wood-powered fires and coolers no longer vanish when fuel is exhausted; they wait to be refueled.
  • Tons of art has been redone and adjusted.
  • Many, many other bugfixes, interface and balance adjustments
 

Space Satan

Arcane
Vatnik
Joined
May 13, 2013
Messages
6,241
Location
Space Hell
Things are hard with new colonies, with 3 pawns malaria can wipe you out but at least now you can have small pirate raids consisting of 1 man, instead of 5 tribals rushing with clubs on you
 

Fedora Master

Arcane
Patron
Edgy
Joined
Jun 28, 2017
Messages
28,069
Rim of Madness was updated for v19 so I'm screwing around with it - How do I actually get into a cult? I can create one, research stuff, worship... But then what do I do?
 

Fedora Master

Arcane
Patron
Edgy
Joined
Jun 28, 2017
Messages
28,069
The damage system is starting to piss me off a bit - A guy equipped with flak armor gets bleeding wounds from a bunch of cats.
e: And of course infection sets in immediately.
 

Space Satan

Arcane
Vatnik
Joined
May 13, 2013
Messages
6,241
Location
Space Hell
RimWorld 1.0 will be released October 17
Hey all. Version 1.0 is now content-locked. That means we'll only be changing it if there's a serious bug to address.

It's on the Steam unstable branch. Please, everyone who wishes, take it for a test run! It should be less buggy than Beta 19. We focused on bugfixing, so the only notable new feature is the food restrictions, which you can use to control what people are allowed to eat. If you do find a bug, please report it in the Bugs forum.

To enable the unstable branch, open your Steam library, right-click RimWorld, click Properties, go to the Betas tab, and select 'unstable' from the dropdown menu.

Modders
Modders, it'd be great if you could update your mods and make a version for 1.0. In general mods should require few to no changes to work for 1.0 - mostly just a recompile if you're using code.

The Beta19 release caused a lot of anger as some mods were updated in-place, while other mods weren't. So a lot of people had their savegames broken, often irrevocably. Heartbreak and anger, and it was pretty justified. As a player I certainly don't expect updates to trash a treasured save with no warning. Even going back to the old version didn't help if a mod was updated in-place to the new version.

That's why this time I'm placing the game up content-locked for a period before release, and recommending that modders please do not overwrite your Beta 19 versions of mods with your 1.0 version. It would be better to upload them separately onto the Workshop, to prevent breaking peoples' games when they change versions. (Many modders already do this but if everyone does, the mod version confusion disaster will be solved).

I won't enforce this in any way, of course. It's a request, motivated by a desire to not break that implicit "we won't trash your game" contract with players.

(EDIT: Backstory and reasoning why I'm requesting this).

I'm still working on selecting an exact release date. But the day is coming closer.

Translations and creative content

Though I hope to not update the code if possible, to preserve compatibility, I will be continuing to update the translations and creative content both before and after 1.0 release. This kind of content doesn't break compatibility. So translators and people entering creative content can continue to enter content without worrying that it'll be left out.
 

thesheeep

Arcane
Patron
Joined
Mar 16, 2007
Messages
9,955
Location
Tampere, Finland
Codex 2012 Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Serpent in the Staglands Dead State Divinity: Original Sin Torment: Tides of Numenera Codex USB, 2014 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Bubbles In Memoria A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Yeah, Steam workshop is quite the mess.
They should simply allow mods to have different opt-in versions like they do for the games. Different mod pages for different versions of the mod just leads to mod spam.
 

Mr. Pink

Travelling Gourmand, Crab Specialist
Joined
Jan 9, 2015
Messages
3,044
PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Steve gets a Kidney but I don't even get a tag.
Tynan Sylvester is an exemplary game creator that truly cares about his game and deserves a vacation. Congratulations on 1.0 :love:
 

Jimmious

Arcane
Patron
Joined
May 18, 2015
Messages
5,132
Steve gets a Kidney but I don't even get a tag.
Today the 1.0 version will be released! After 5 years... Quite a day for Tynan

*And ... released! If anyone was waiting for the game to leave EA status, now is the time
 
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DDZ

Red blood, white skin, blue collar
Patron
Joined
Dec 17, 2012
Messages
1,829
Location
Under the Gods
Codex 2013 Codex 2014 PC RPG Website of the Year, 2015
Fuck yeah, wonder what the vanilla experience is like, think I last played a lot in b18.

In the options there is a permanently disable dev mode option now. Thank God, I got horrible discipline when it comes to savescumming and quick fixes. And getting fucked over is half the fun in this game.
 

Zombra

An iron rock in the river of blood and evil
Patron
Joined
Jan 12, 2004
Messages
11,575
Location
Black Goat Woods !@#*%&^
Make the Codex Great Again! RPG Wokedex Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Serpent in the Staglands Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. I'm very into cock and ball torture I helped put crap in Monomyth
Too bad 1.0 apparently has no new gameplay except a food restriction system in case you don't want certain colonists eating potato salad because you'd rather give them fried rice instead. yippeeeee
 

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