What’s New

RimWorld

Games

A sci-fi colony sim driven by an intelligent AI storyteller.

Latest · by Ludeon StudiosWebsite

Changelog

Update 1.6.4850 released

Added
  • Embryos are now forbiddable
  • Added ancient bridges and ancient heavy bridges with market value of 0 to prevent large wealth spikes when landing on maps that generate ruins over water
Changed
  • Heavy bridges are now immune to explosion damage
  • Updated Royalty preview images
  • Updated player creative content
Fixed
  • Some ancient danger enemies were active before they were unfogged
  • Cloudwatching sometimes appeared when in space instead of stargazing
  • Pawns could infinitely desire a looks-change if their ideoligion and genes clashed
  • Deliver resources jobs issue causing pawns to not take any job
  • Error with grow zones in pocket maps
  • Incorrect parameters being used in AncientPodContents
  • Creepjoiner body types
  • Pawns passing friendly and enemy blockers
  • Glower dialog could not be configured not to force a color value
  • Construct cache not respecting forced orders
  • Gravship jumps interrupting deathrest
  • Holding platforms minified by infestations would delete their contents
  • Cultists would get stuck after their ritual was interrupted
  • macOS installations on non-Apple filesystems would try and load the generated ._ prefixed XML files

Hey everyone, we’re back with a small update for RimWorld and the expansions today. Check out the changelog below.

This update should be compatible with all savegames and mods.

Have a bug to report? You can share it with us on the official RimWorld development Discord.

Cheers! Tia

(https://ludeon.com/blog/) | (https://x.com/LudeonStudios) | (https://bsky.app/profile/ludeonstudios.bsky.social) | (https://www.reddit.com/r/RimWorld/) | (https://www.facebook.com/LudeonStudios/)

Changelog
  • Heavy bridges are now immune to explosion damage.

  • Embryos are now forbiddable.

  • Added ancient bridges and ancient heavy bridges which have a market value of 0. This prevents large wealth spikes when landing on maps that generate ruins over water.

  • Updated Royalty preview images.

  • Updated player creative content.

Fixes
  • Fix: Some ancient danger enemies were active before they were unfogged.

  • Fix: "Cloudwatching" sometimes appears when in space instead of "stargazing".

  • Fix: Pawns can infinitely desire a looks-change if their ideoligion and genes clash.

  • Fix: Deliver resources jobs issue causing pawns to not take any job.

  • Fix: Error with grow zones in pocket maps.

  • Fix: Incorrect parameters being used in AncientPodContents.

  • Fix: Creepjoiner body types.

  • Fix: Pawns passing friendly and enemy blockers.

  • Fix: Glower dialog can't be configured not to force a color value.

  • Fix: Construct cache not respecting forced orders.

  • Fix: Gravship jumps interrupt deathrest.

  • Fix: Holding platforms minified by infestations would delete their contents.

  • Fix: Cultists would get stuck after their ritual was interrupted.

  • Fix: macOS installations on non-Apple filesystems would try and load the generated ._ prefixed XML files.

  • Fix: Bloodrage hediff increasing/decreasing too slowly on pawns ticking at a lower rate.

  • Fix: Cube interest/withdrawal not behaving correctly on pawns ticking at a lower rate.

  • Fix: Mechanoids repairing too fast when ticking at a lower rate.

  • Fix: Wastepack atomizer west and east sprites were flipped.

  • Fix: Butcher yield storyteller setting affecting "make any stone blocks" bill yield.

  • Fix: Cancelling a wall blueprint that was replacing another wall would delete any wall attachments.

  • Fix: Volcanic debris lava can no longer spread to deep water.

  • Fix: Ghouls can no longer go on caravans alone.

  • Fix: Lodgers that are arrested and released are no longer recruited for free.

  • Fix: Ghouls now exit shuttles drafted like other colonists.

  • Fix: Explosions were not destroying regular bridges.

  • Fix: If your first home map is in space, pawns were occasionally spawning on other maps with vacsuits.

  • Fix: Gravship takeoff could leave floating roofs on the launch map.

  • Fix: Incorrect threat reaction radius for enemies defending a location.

  • Fix: Buildings could remain connected to power nets on the previous map after launch.

  • Fix: Beam weapons were creating VFX in the wrong location (only affects mods).

  • Fix: Shuttle crash rescue quest could generate with too few points to generate an enemy threat.

  • Fix: Possible for rescue shuttles to land on the crashed shuttle, destroying it.

  • Fix: Unnatural corpses could be permanently destroyed by turning them into nutrient paste.

  • Fix: Several issues with fleshmass heart and gravship jumps from maps with grav anchors.

  • Fix: Possible for strange signal quest to fail to find a place for the monolith on particularly full maps.

  • Fix: Possible for distress signal map to generate without a shard.

  • Fix: Possible for terminals to fail to spawn in ancient complex quests, instantly failing the quest on arrival.

  • Fix: Desired styles were calculated incorrectly if Biotech was enabled, causing the styling station to show all styles, and "look change desired" thought to never occur.

  • Fix: "Inspired recruitment" pawns interacting incorrectly with prisoners with "Reduce will" setting.

  • Fix: Babies born during shuttle flight were deleted.

  • Fix: Babies born without a faction would occasionally have their xenotype randomized.

  • Fix: It was possible to have quest lodgers enter biosculpter pods via the gizmo when it was disabled via float menu.

  • Fix: Exception when hovering certain buildings near the map edge in god mode.

  • Fix: Rectangle drag designators displayed the total number of designated cells on screen rather than the actual number of cells in the dragged rectangle.

  • Fix: Slave terror incorrectly only checked the region that the slave was in.

  • Fix: Performance issue if the player had no home map, several non-home maps, and no gravship.

  • Fix: It was possible for pilgrim quests to target a map without a reliquary on it, causing the quest to break.

  • Fix: Pawns would attempt to remove their vacsuit in space if their policy didn't allow for it.

  • Fix: EMP rounds on unique weapons weren't breaking low-shields.

  • Fix: Birds could get stuck in a flying animation if they were transported on a gravship mid-flight.

  • Fix: Incorrect psilocap graphics.

  • Fix: Books in containers could have the same text content.

  • Fix: Having an endogene and an overriding xenogene with the same trait can cause the trait to never be applied at all.

  • Fix: Archean tree missing snowy overlay.

  • Fix: Siegers respecting player blueprints.

  • Fix: Performance issues with lots of unbuildable blueprints.

  • Fix: Possible enumeration error with joyous thought.

  • Fix: AI inconsistencies when trying to move around blocking pawns.

  • Fix: Removed some old back compatibility code that is causing issues with mods.

  • Fixed several typos.

Update 1.6.4630 released

BOO! Happy Halloween! 🎃💀

On this spooky day, we’ve got a small RimWorld update loaded with fixes. They’re listed below in the changelog.

This update should be compatible with all savegames and mods.

Have a bug to report? You can share it with us on the official RimWorld development Discord.

OoOoOoo, Tia 👻 (https://ludeon.com/blog/) | (https://x.com/LudeonStudios) | (https://bsky.app/profile/ludeonstudios.bsky.social) | (https://www.reddit.com/r/RimWorld/) | (https://www.facebook.com/LudeonStudios/)

Fixes
  • Fix: Optimisation to JobGiver_BoardOrLeaveGravship.

  • Fix: Animals can't fish on ocean water in some circumstances.

  • Fix: Shuttles arriving to pick up a pawn on a pocket map will now land on the parent map instead.

  • Fix: Grav engine floating orb graphic cut off at the top.

  • Fix: Void structures could end up with negative progress.

  • Fix: Shuttle leaving if all pawns on map enter a pocket map.

  • Fix: Pawns sometimes wandering to (0, 0), especially with fleshmass hearts.

  • Fix: Void provocation fails silently on maps which can't support harbinger trees.

  • Fix: Void provocation wasn't bypassing earliest day requirements for incidents.

  • Fix: Incorrect label on ghoul/shambler discovery.

  • Fix: Error in GameComponent_PawnDuplicator when running without Anomaly.

  • Fix: LanguageWorker_Italian missing a null check in WithIndefiniteArticle method.

  • Fix: Techprints in loot (e.g. ancient danger) don't respect techprint commonality.

  • Fix: Possible error if a ritual spot is deleted while a ritual is in progress.

  • Fix: Gravship launch ritual not added retroactively to saves.

  • Fix: Ghouls couldn't right-click-use serums, and mechs could erroneously use them via the gizmo.

  • Fix: Metalhorror fifth timer not respecting VTR, causing gray flesh to take much longer to spawn.

  • Fix: Error attempting to generate creepjoiner relations.

  • Fix: Z-Clipping with some world object textures.

  • Fix: Raided thought not getting applied in some quests.

  • Fix: Gravcore quest sites were not settleable (not retroactive).

  • Fix: Maps weren't considered a player home if a gravship landed on it after it had already generated.

  • Fix: Several issues with transporting fleshmass hearts on gravships.

  • Fix: Infant illness doesn't change phases due to an oversight.

  • Fix: Labyrinth teleporting targets to non-origin maps if origin Obelisk was destroyed.

  • Fix: Pawns getting stuck when running while on fire if blocked by an enemy.

  • Fix: Seeds not always being deterministic.

  • Fix: Pawn apparel using map biome vacuum flag rather than planet layer flag.

  • Fix: Removing world layers not removing connections or destroying world objects.

  • Fix: Shuttles sometimes landing out of bounds.

  • Fix: Wasp stuns no longer affect mechs or turrets.

  • Fix: Pawns could plant special seeds outside their allowed area.

  • Fix: Faction goodwill was not affected by killing pawn via psychic slaughter.

  • Fix: Performance issue when selecting a lot of beds on a late game map.

  • Fix: Prisoner and non prisoner beds can get mixed up when loading save if rooms are separated by paste dispensers.

  • Fix: Errored ship jobs now clean themselves up properly.

  • Fix: Turret top offset is (erroneously) rotated by turret angle.

  • Fix: Bills on launch map get set to drop on floor when gravship leaves.

  • Fix: Some explosive buildings explode twice when the wick ends.

  • Fix: Shuttles could disappear when landing if their contents were bugged.

  • Fix: Missing null check in DirectXmlCrossRefLoader.

  • Updated player creative content.

Update 1.6.4566 improves gravships, shuttles, and more

Hello everyone, we’ve got a content update for RimWorld today!

Gravships have received some quality-of-life changes.

  • The new gravship launch interface lets you get your colony's animals and mechanoids onboard, and kicks visitors out. This makes takeoffs feel better and prevents accidental kidnappings.

  • The pilot console now has a "view range" tool that shows your gravship's range without going through the whole launch process.

  • Shuttles can now safely land on items, and they no longer obliterate a ton of roof when landing inside buildings - only the necessary roof.

  • When you’re in orbit, colonists won't automatically take off their life-saving, vacuum-resistant apparel if they're in a dangerous vacuum.

  • Mechanitors can summon the mechanoid bosses… in spaaaace!

  • We added a new vacskin gland prosthetic from the Empire that protects your colonists against vacuum. (This cross-expansion content only appears for those with Odyssey and Royalty).

  • We rebalanced the starjack xenotype to make them more useful in space - they have a new low gravity adapted gene which makes them faster and better workers while in orbit. Other improvements include a new category for fishing in the work tab, tree sowing research allows you to grow timbershrooms in the glowforest, and the sentience catalyst now stops farm animals from roaming away.

And just in time for the colder seasons, there are new snowy visuals for trees and some plants!

We’ve also made several technical improvements to the game. We reduced the generation and loading times for worlds with 100% coverage, as well as added some tools to help our modders.

This update should be compatible with all savegames and mods. The full changelog is below to browse.

If you need to report a bug, or you’re having a problem while playing, please join us on the official RimWorld development Discord.

Have fun out there!

Changelog
  • Added new options to the gravship launch window to easily get colony animals and mechanoids onboard before launching, as well as to remove neutral pawns off the gravship.

  • Added a "view range" option to the pilot console which lets you quickly see the range of your gravship.

  • Added snowy visuals for trees and some plants when they’re in a sufficiently snowy area.

  • Added the vacskin gland prosthetic which protects against vacuum. Requires the Odyssey and Royalty expansion.

  • Added a “low gravity adapted” gene to the starjack xenotype, as well as rebalanced the starjacks genes. Requires Odyssey and Biotech expansion.

  • Bridges built in space now have unique art for their borders.

Improvements & Balance Changes
  • Fishing now has its own category in the work tab.

  • Pursuing mechanoids in the gravship scenario now arrive in two massive raids per gravship map and then stop.

  • The final mechhive raid will now be 50% stronger.

  • Improved rewards for destroying the mechhive. You now gain +50 reputation with all factions, and the colonist that destroyed the mechhive gains a larger and longer-lasting positive moodlet.

  • Mechanitors can now summon mechanoid bosses while in space.

  • Insect lair entrances are now collapsable.

  • Added the ability to sow timbershrooms in glowforests with tree sowing research.

  • Shuttles are no longer blocked from landing on items.

  • Passenger shuttles no longer destroy more roof than they need to when landing.

  • Allow quests to retarget themselves to suitable maps if they generate targeting an unsuitable one. In orbit, this allows you to accept quests that don’t work in space by flying down to the planet.

  • Gravships no longer clear pollution when landing.

  • Sentience catalyst now removes roaming and fence-blocked status from animals.

  • The gravship scenario now requires you to start with at least one colonist capable of intellectual work. This prevents you from becoming immediately stranded.

  • Worshipful village raids now occur every 24 hours and are smaller in size.

  • Gravships can once again land at worshipful villages.

  • Having a gravship on a temporary map will prevent the map from closing if all colonists are dead or gone.

  • Pawns won't automatically remove their vacuum-resistant apparel if they’re in a dangerous vacuum.

  • Planning designator shows map boundary outline in space.

  • Increased perceived path cost of shallow lava to discourage dangerous pathing.

  • More pawns from the Royalty and Ideology expansions can now spawn as starjacks.

  • Hermit crabs no longer walk sideways. They also live considerably longer.

  • Raiders won't try to ignite buildings when they are in a vacuum.

  • Bestowing ceremony can now be accepted in space.

  • Removed forced low-power mode for vac barriers when they're not in space, allowing them to still function while on the planet.

  • Prevented meteors from landing directly on top of grav anchors.

  • Added info on the grav anchor to the gravship launch confirmation.

  • Improved credits layout to reduce the vertical size.

  • Archean trees now self-heal like other special trees.

  • Updated links in the main menu.

  • Added confirmation if reforming caravan would cause your gravship to be lost.

  • Landing a gravship on polluted terrain now slowly fades the pollution visuals in.

  • Updated creative content rewards.

Performance
  • Reduce time required to load a 100% world save file.

  • Reduce time to generate a 100% world by about 40%.

  • Added the ability for mods to load textures from DDS files, which should load significantly faster than PNG files and potentially at higher quality.

  • Added custom atlas packing implementation which should allow the game to start slightly faster, while using less memory.

  • Improve performance when hovering a world tile out of gravship range.

Technical & Modding
  • Unify all MayRequire and IfModActive checks to strip suffixes, trim, and lower-case package IDs

  • Improved the moddability of animal abilities. It is now easier for modders to add abilities to player animals without using the Special Trainables system. Additionally, adding multiple abilities through Special Trainables is now supported.

  • Increased max radius of GenRadial to 80 and optimize radius calculations.

  • We now run back-compat code if the active mod list has changed, so that when adding expansions, all needed data is added to objects.

  • Fix: plant.wildBiomes wasn't checking for duplicate entries in biomes. (Only affects mods.)

  • Fix: Modded things with non-North default rotations not being placed correctly on gravships and prefabs

Fixes
  • Fix: Traders guild faction no longer mentions giving gifts in their hostility letter.

  • Fix: Outfit stands are once again minifiable and correctly drop their inventory contents when deconstructed while minified.

  • Fix: Can't sell weapons held in outfit stands.

  • Fix: Pawns using the incorrect seat on couches when socially relaxing.

  • Fix: Properly fail strange signal quest if player loses their home map.

  • Fix: Animals not checking reservations on fishing cells.

  • Fix: Animals able to fish through foundations.

  • Fix: Unable to remove pawns from being the target on certain psychic rituals.

  • Fix: Freeze or crash on boot for players with specific AMD integrated GPUs.

  • Fix: Out of bounds error trying to determine shuttle landing position when few options are possible.

  • Fix: Combat log occasionally mentions flesh-related injuries for mechanoids.

  • Fix: Shuttle load list getting reset after launching.

  • Fix: Lava emergence could go through walls in specific situations.

  • Fix: Pawns not getting comfort from chairs while fishing.

  • Fix: Paralytic arrows weapon trait not working if Anomaly is not active.

  • Fix: Paramedics dropping their carried pawn when jumping.

  • Fix: Raiders pathing directly through doors to trash newly blocked things.

  • Fix: Loot on settlements spawning in inaccessible locations.

  • Fix: Vac barriers not exchanging temperatures properly when off.

  • Fix: Disabling mining via scenario not disabling vein mining.

  • Fix: Incorrect description on burst shot count stat.

  • Fix: Corpses spawning in some occupied settlement room types.

  • Fix: Metalhorror filth not spawning if previous map was abandoned with specific timing..

  • Fix: Update peafowl labels to distinguish between male peacocks and female peahens

  • Fix: Clarify attack target description.

  • Fix: Game not switching to appropriate map when gravship cutscene happens.

  • Fix: GenDraw.WorldRadiusRing issue with ShipJob_Wait.

  • Fix: Certain sites not receiving incidents when landed at via gravship.

  • Fix: Mining charges yielding only one mineable resource per tile.

  • Fix: Space world objects not showing the orbital ITab.

  • Fix: Basic gravtech appearing in schematics.

  • Fix: Out of bounds error when launching gravship.

  • Fix: Pursuing mechanoids scenario part now handles gravship anchors better.

  • Fix: Lag when imperial shuttle is on map with lots of haulables.

  • Fix: Bad temperatures preventing gravship launch.

  • Fix: Bestowing ceremony couldn't be started if recipient has no free cells around them.

  • Fix: Error when baby being breastfed dies.

  • Fix: Autocut in pens sometimes including plants that are the same nutrition as grass.

  • Fix: Incorrect venerated animal message when no colonists capable of hunting.

  • Fix: Mechhive now spawns a border of platforms around buildings to prevent inaccessible areas.

  • Fix: Mech booster rendering behind other buildings.

  • Fix: Shuttle in hospitality quests not arriving on map of required pawns (fix not retroactive)

  • Fix: Some apparel being incorrectly set to medieval tech level.

  • Fix: Lectern north and south graphics were swapped.

  • Fix: Genes in gene bank not being repaired.

  • Fix: Pawns with no food type or need being able to be told to eat something from their inventory because it's considered a drug.

  • Fix: Cloudwatching in space now always says stargazing.

  • Fix: Several quest sites that were previously not able to be settled are now settleable after clearing all active threats.

  • Fix: Labyrinths returning pawns to a different map than the one they were on.

  • Fix: Wall blueprints not getting removed when attached wall blueprint is removed.

  • Fix: 1 in 5000 chance for error when generating map during gameplay (e.g. ancient stockpile).

  • Fix: Error if cached throne becomes despawned.

  • Fix: Several issues with shuttle and transport pod range calculations.

  • Fix: Concurrent thread modification exception when accessing map pawns.

  • Fix: Confusing UI/messages when trying to use mortars in blind fog.

  • Fix: Unique sniper rifles with high range not showing range.

  • Fix: Error trying to move onto a layer with no valid settlement locations.

  • Fix: No fuel information given when targeting player settlements during gravship launch.

  • Fix: War queen resets to full steel when changing map.

  • Fix: Improve gravship placement logic on mechhives.

  • Fix: Incorrect apparel mentioned in thought for wearing ideo wanted apparel.

  • Fix: Error with bandit camp pawn lend quest with multiple maps.

  • Fix: Ideo buildings have incorrect names unless regenerated manually.

  • Fix: Adjust archean tree shadow.

  • Fix: Statues weren’t saving style of apparel (fix not retroactive).

  • Fix: UI icons for ores weren’t rendering correctly (e.g. in search).

  • Fix: Certain quests in saves converted from 1.5 were instantly expiring.

  • Fix: Space settlement cannon connections were replacing interior terrain.

  • Fix: Archonexus quests in space were using incorrect world object for new faction settlements.

  • Fix: Small differences in move speed weren’t being reflected accurately over long distances.

  • Fix: Drop pod raids were failing to execute in space with low threat point values.

  • Fix: Colony animals were choosing to nuzzle friendly shamblers & ghouls.

  • Fix: Collection modified error when starting gravship launch while animal is rescuing a colonist.

  • Fix: Things carried by lifters & animals are now counted for the purposes of bills.

  • Fix: Incorrect entries in empire town names.

  • Fix: Mechhive quest was taking a long time to refire after failing it.

  • Fix: Allow roof punching if pursuing mechanoids can't find any non-roofed cells.

  • Fix: Duplicate gravship wreckages were able to fire if you wait long enough without a grav engine.

  • Fix: Biosculpter pods weren’t curing scaria infections.

  • Fix: Animals were attempting to fish at 0, 0 if every water cell on the map is frozen.

  • Fix: Was possible for shuttles to get lost in specific set ups when merging two caravans.

  • Fix: Was possible to toggle auto-refuel on refuelables that don't allow it, via hotkey.

  • Fix: Gravships weren’t able to land on outposts.

  • Fix: Error generating trade request quests in space.

  • Fix: Smoke launcher, EMP launcher, and toxbomb launcher were incorrectly marked as incendiary weapons.

  • Fix: Animals with 0% wildness were requiring level 1 handling skill.

  • Fix: Incorrect plant weights on maps with limited fertile terrain.

  • Fix: Several gravtech and mechtech researches could still appear in schematics.

  • Fix: Quest lords were being added to incorrect maps in some circumstances

  • Fix: Typo in mastodon description.

  • Fix: Player shuttle could be lost if settling/camping on map with not much land.

  • Fix: Incorrect inspect string on thruster if it's broken down.

  • Fix: Grav engine was rendering behind some buildings north of it.

  • Fix: Mech relay was rendering behind buildings north of it.

  • Fix: In some cases, mechs were trying to do all work types.

  • Fix: Error from bugged zones when landing ship.

  • Fix: "Vegetarian disliked" precepts descriptions are now more accurate.

Update 1.6.4543 released

Hi everyone, we just released a small update for RimWorld.

Have you reached Odyssey’s ending? There’s now a new epic song that plays! We also fixed an issue where quest shuttles attempted to land on water, which caused them to teleport into your buildings.

This update should be compatible with all savegames and mods.

If you need to report a bug, or you’re having a problem while playing, please join us on the official RimWorld development Discord.

Bye for now,

Changelog
  • Changed Odyssey’s end credits music to use the correct track.

  • Changed music track “Impermanent Waves” to be a non-combat song on the planet and in-orbit.

  • Quest shuttles no longer attempt to land on water, which was causing issues where they would warp into your base and destroy your buildings.

  • Allowed the trader's guild faction to generate more variety in their ideoligion.

  • Pawns now move more rapidly when pathing to water in order to go swimming.

  • Archean trees no longer terraform ice.

  • Dormant mechs no longer block pawn paths.

  • Gravship facilities on invalid substructure are no longer considered connected.

  • The game will now attempt to clean up invalid scenario parts when loading a save.

  • Improve translatability of orbital trader names.

  • Updated the French language worker.

Fixes
  • Fix: Royalty shuttles were able to land on unsuitable terrain, potentially losing their contents.

  • Fix: Psychic drones/soothes not affecting space maps.

  • Fix: Sounds in mods failing to load on Linux if there's a space in the file path.

  • Fix: Inability to search for items on corpses.

  • Fix: Certain wardening workgivers (take to bed, execute, interrogate, etc.) couldn't be prioritized when the prisoner/slave was already reserved.

  • Fix: "Can't accept this quest in orbit" preventing accepting joiner from ideology ritual done on planet surface, if there is an orbit map.

  • Fix: Vacuum resistance stat not being cached, causing significant performance issues with lots of blueprints on the map.

  • Fix: Gravship wreckage quest not being allowed to generate after archonexus if using gravship scenario.

  • Fix: Error when launching with mech cluster building on ship.

  • Fix: Torrential rain flooding through bridges.

  • Fix: Vacuum overlay not updating after gravship takeoff.

  • Fix: Scribe_References unable to save reference to the World, breaks incident queue for incidents targeting world.

  • Fix: Incorrect lerping in HitFactorFromShooter.

  • Fix: GraphicData copy method doesn't copy cornerOverlayPath, throwing an error if used for a building which can be player-constructed.

  • Fix: Orbital scanner north and south sprites swapped.

  • Fix: White fringing on unique weapons.

  • Fix: RangedWeapon_WarmupMultiplier stat not actually being applied.

  • Fix: Pawns that are immune to rot stink still get the moodlet for exposure to it.

  • Fix: Confusing letter for left-behind world pawn giving birth.

  • Fix: "Meme shipborn is not allowed" when trying to load a saved ideology into the traders guild faction's ideoligion.

  • Fix: Rottables rot in settlement trade inventory.

  • Fix: Pawns are deleted if dryads are taken on gravship without their gauranlen tree.

  • Fix: Several apparel packs (cerebrex node, turret packs, etc.) were not allowed to be taken during the archonexus restart.

Update 1.6.4535 released

Hello, we’re back with another update for RimWorld! If you need to report a bug, or you’re having a problem while playing, please join us on the official RimWorld development Discord.

Today’s update fixes several issues people were experiencing with Odyssey. This includes multiple corner problems where buildings through corners affected room roles, beds could become prisoner beds through corners, and enemies could set fire to your stuff through corners. It also fixes diagonal walls leaking room vacuum under certain circumstances, issues with player shuttles being lost to water, as well as gravship launches causing your electrical connections to scramble.

We’re also aware of a bug where quest shuttles incorrectly try to land on water, potentially causing them to warp into your buildings. We’re working on a solution - a fix for it is currently available on the Steam unstable beta branch!

This update should be compatible with all savegames and mods.

And if you’re enjoying Odyssey, consider leaving a review on Steam! Expansions don’t get a ton of reviews, and every one helps us out a lot.

https://store.steampowered.com/app/3022790/RimWorld__Odyssey/ Have a great week,

Changelog
  • Made crater descriptions more generic.

  • Clarified the orbital scanner description.

  • Clarified the gravcore description.

  • Made ritual text more generic to fit more situations.

  • Added flooring to subroom prefabs on orbital platforms.

  • Reduced the chance of the gravship landing spot being over deep water.

  • Gravcores are no longer asked for in trade request quests.

  • Reduced psilocap catatonic breakdown chance from 4% to 1% and psilocap creative inspiration chance from 6% to 2%.

  • Made the breathless gene suppress the normal vacuum resistant gene, removing its metabolic impact.

  • Prevented hospitality quests from being acceptable in space due to it causing various bugs.

  • Removed unnecessary PawnRenderNode_Apparel cast in Apparel dynamic setup for modders

  • Prevented traps spawning next to exterior doors.

  • Prevented outfit stands from being uninstalled because they destroy their inventory if deconstructed while minified.

  • Updated some player names per request.

Fixes
  • Fix: Corner punching turrets, buildings through corners affecting room roles, beds becoming prisoner beds through corners, and enemies setting fire to buildings through corners.

  • Fix: Flickables are reset to be powered on when gravship launches.

  • Fix: Power connections are scrambled on gravship launch.

  • Fix: Diagonal walls could incorrectly leak room vacuum.

  • Fix: Issues with shuttle crash quest after moving maps.

  • Fix: Player shuttles could be lost in water when landing.

  • Fix: Issues with nomadic precept not saving/loading properly (resetting to poor mood on load).

  • Fix: Mechanoid signal quest sometimes didn’t drop the grav engine.

  • Fix: Areas previously occupied by gravship weren’t being updated by the pathfinder, so pawns would appear to walk over empty space.

  • Fix: Cannot fill in Odyssey craters without Anomaly enabled.

  • Fix: Could place the gravship hull off of substructure.

  • Fix: Roof overlay not updated after gravship leaves grav anchored map.

  • Fix: Roof zones are left on map after gravships leave.

  • Fix: Lava emergence causing freezes in very specific circumstances.

  • Fix: Reduced the possibility of getting a double grav engine.

  • Fix: Draw styles were using area instead of selected cell number.

  • Fix: VTR issues with frenzy field and sleep suppression.

  • Fix: Gravship overlapping prison cell for "prisoner willing to join" quest.

  • Fix: Pawns standing on the same cell as another building (most commonly doors) can take friendly fire when within safe range.

  • Fix: Issues with age reversal demand time not being set correctly from chronophagy, and reset on save/load.

  • Fix: Wolverine wasn't configured to be a predator despite having prey size.

  • Fix: Orbit layer not using correct world size if loaded into an existing 1.6 save.

  • Fix: Strange signal quest disappearing if target map is destroyed.

  • Fix: Pawns won't fish if the closest water body to them has no fishable cells.

  • Fix: Error in PawnsAvailable quest part after switching maps.

  • Fix: Improve fallback for spawning shuttle on map from caravan.

  • Fix: Shuttles now properly apply peace talk outcomes on landing.

  • Fix: Issues with using gravship scenario ScenParts outside of odyssey scenario.

  • Fix: Cypress tree being destroyed by floodwater, unlike all other trees.

  • Fix: Archonexus reset does not reset grav engine inspected status (prevents the gravship quest from being obtained again, so no gravcores can be obtained).

  • Fix: Slow startup performance (InitializeShortHashDictionary) with lots of modded content.

  • Fix: Ancient mechanitor complex can fail to generate on a map where it should be able to fit.

  • Fix: Map gen exception and broken UI if ancient reactor fails to find a place to spawn, adjust order so they fail to find a place less often.

  • Fix: Training decay time not taking into account sentience-catalyst-adjusted wildness.

  • Fix: Alligator eggs hatching into sea turtles.

  • Fix: Quest pawn arrival could break in space.

  • Fix: UI cascade error when pawn targeted with skip dies.

  • Fix: Tended goodwill being reset if the pawn is downed again after being tended.

  • Fix: Gases on gravship never dissipate after landing.

  • Fix: Error when accepting bestower quest.

  • Fix: Incorrect index calculations in river flow code.

  • Fix: Loading non-Biotech save with Biotech enabled creates record-related errors.

  • Fix: Abandoning a map with an ancient exostrider on it doesn't count as abandoning your chance to get a mechanitor, so the complex never generates.

  • Fix: Player not considered to have a grav engine while gravship in flight.

  • Fix: Linux build didn’t inherit launch arguments configured in Steam.

  • Fix: Apparel setup was not passing parent tag def into render node.

  • Fix: Enemies in Odyssey structures will now respond better to colonists being unreachable.

  • Fix: Pawns with ranged weapons missing melee attack float menu option when in melee range.

  • Fix: Statue doesn't visually update until save/reload if you use transmute steel on it.

  • Fix: Error when slave rebellion tries to trigger while slave is in gene extractor.

  • Fix: Strange signal quest was acceptable in space.

  • Fix: Unnatural healing/healer serum removing sentience catalyst.

  • Fix: Sentience catalyst can target wild people.

  • Fix: Apocriton doesn't have parts for heavy shield apparel.

  • Fix: Incorrect message when trying to set prisoner as pilot.

  • Fix: Typo in plant grove description.

  • Fix: Typo in mechhive location description.

  • Fix: Typo in lava snail description.

  • Fix: Various typos.

Update 1.6.4528 released

Hello! It’s been almost 2 weeks since Odyssey came out, and we’ve been hard at work fixing bugs and incorporating your feedback. If you’d like to help us by reporting a bug, please join the official RimWorld development Discord.

Today’s update has improvements and fixes for RimWorld, Odyssey, and the other expansions. This includes things like removing the -3 soaking wet thought when swimming for recreation and reducing memory usage overall.

This update should be compatible with all savegames and mods.

P.S. Send us your gravships on X or BlueSky by mentioning the @LudeonStudios account!

Changelog
  • When consumed, psilocaps now correctly have a small chance to inspire colonists or induce a catatonic state, matching their in-game description.

  • Vultures are more resistant to rot stink and other environmental toxins.

  • Reduced cover effectiveness of passenger shuttle

  • Animals specialist now increases fishing speed and fishing yield.

  • "Fungus preferred" precept is now compatible with the darkness meme, allowing more options in glowforest.

  • In the glowforest, reduced caravan movement difficulty and disease occurrence.

  • Removed HP from gravcores to prevent them from being accidentally destroyed.

  • Hermit crabs now hide in their shell when not moving.

  • Disabled gravship landing on worshipful village.

  • No longer possible to open the world map during the gravship cutscene.

  • Clarified the basic gravtech description.

  • Clarified how gravship substructure is removed.

  • Added “remove foundation” to the floor architect category.

  • Updated some player names per request.

Performance
  • Performance improvements in the glowforest.

  • Improved load times on Mac.

  • Add debug checks to strip out several heavy profilerblocks.

  • Improvements to world pawn GC algorithm, and debug tools for logging world pawn information.

  • Fix: Significant performance drop when the world map is open.

  • Fix: Higher-than-necessary memory usage during texture atlas baking (causing memory issues with lots of mods).

  • Fix: Bad performance in royal title quest when throne room isn't enclosed.

  • Fix: Significant performance drop when the terrain tab on the world map is open.

Fixes
  • Fix: Gaining soaking wet thought when swimming for recreation.

  • Fix: Rain sometimes appears pixelated.

  • Fix: Pawns left behind with a grav anchor lose their allowed areas.

  • Fix: Added fallback check to prevent obtaining multiple grav engines from mech signal quest.

  • Fix: Interior courtyard loot rooms could generate cutoff.

  • Fix: Typo in Odyssey AncientOrbitalCorridor def name.

  • Fix: Ancient garrison corridor spawning life support units.

  • Fix: Possible exception in quest info if player silent faction is null.

  • Fix: Rare pathfinding exception with missing faction.

  • Fix: "Type does not have a method named LoadDataFromXmlCustom, but we are trying to create a parser for it using that method."

  • Fix: Mechhive assembler last raid tick not saved.

  • Fix: Bluebird eggs hatch into crows.

  • Fix: Issue with modded statues due to xenotype being set before kindDef.

  • Fix: Can't repair conduits through blocked corners.

  • Fix: Can't extinguish fires on walls that are only diagonally reachable.

  • Fix: Gravship rotation code not respecting default placing rotation of modded content.

  • Fix: Fire on full impassable edifices exposed to vacuum not decaying.

  • Fix: Error when trying to enter pocket map with no home map.

  • Fix: Shuttle mass doesn't update when using “unload all” gizmo.

  • Fix: Collection modified error on gravship launch.

  • Fix: Possible to have gravcore subquest fire while in flight.

  • Fix: Potential fix for trader stock getting cleared.

  • Fix: Quest breaks when mechanitor transponder is decrypted in pocket map.

  • Fix: Ancient mercenaries spawning outside building on cave maps.

  • Fix: Incorrect drop pods are used for pursuing mechanoids from scenario.

  • Fix: Bugged quest generation with refugee betrayal offer after changing maps.

  • Fix: Steam geysers can spawn too close to insect lair entrance, rendering them unusable.

  • Fix: Clean room float menu option is now visible in ancient stockpile.

  • Fix: Modded substructure variants not linking properly.

  • Fix: Flesh tentacle on statue no longer moves.

  • Fix: Prevent hostile minifiable things (hunter traps) from being taken when reforming caravan.

  • Fix: Archaen tree was able to be planted on floors.

  • Fix: Terrain blueprints showing up during gravship landing.

  • Fix: Can no longer switch between pawns during gravship cutscenes using hotkeys.

  • Fix: Fuel radius ring breaking when in space viewing fuel radius on the planet's surface.

  • Fix: Power grid not updating properly when gravship leaves map with grav anchor.

  • Fix: Translation issues in credits.

  • Fix: Splashes and watermills were not respecting river flow direction.

  • Fix: Ideo apparel no longer overrides vacsuits in pawn generation.

  • Fix: Several issues with fish changing and other water body logic.

  • Fix: Error when camping after merging shuttle caravans.

  • Fix: Outdated description on ancient mining charges and ancient explosives crate.

  • Fix: Throne room requirement error spam on gravship jump.

  • Fix: In the new gravship scenario, children now spawn with vacsuits and babies are no longer allowed.

  • Fix: Ancient and mech drop pod textures not consistent.

  • Fix: Prevent vacsuits from spawning on planetary pawns.

  • Fix: XML tags are now stripped out of search results.

  • Fix: Possible for pawns to fish through bridges/substructure.

  • Fix: Mechs can get grav nausea.

  • Fix: Typo in cerebrex node description.

  • Fix: Issue with baking atlases that are smaller than 512x512.

  • Fix: Possible manhunter quest generation error on polluted ice sheet.

  • Fix: Beam repeater not considered ultratech for ideology.

  • Fix: Mechanitor bandwidth not cleared when mechs are left behind on gravship.

  • Fix: Passenger shuttle skyfallers wrong size.

  • Fix: Clean up some cutscene vars causing error on load.

  • Fix: Dev hack gizmo not firing quest event signals.

  • Fix: Error while loading mech resurrection bills without a mech.

  • Fix: Prevent workarounds allowing removal of substructure beneath grav buildings.

  • Fix: Prevent archean trees from being planted on ice.

  • Fix: Gravship shield generator not blocking mortars.

  • Fix: Minified electric inhibitor produces error.

  • Fix: Pawn went catatonic during scarification ritual, leading to infinite stacking scars.

  • Fix: Dormant charging mechs aren't loaded into shuttles.

  • Fix: Birds don't fly out of the map when trapped and starving.

  • Fix: Added back-compat support for infestation quests loading with invalid maps.

  • Fix: New xml reader does not read the "Class" attribute on dictionary elements.

  • Fix: Some textures are invisible on Linux.

  • Fix: Potential fix for grav engines being destroyed due to landing under a mountain.

Odyssey expansion and update 1.6 out now!

The RimWorld - Odyssey expansion is out now!

https://store.steampowered.com/app/3022790/RimWorld__Odyssey/ We’re celebrating Odyssey’s release with a sale on all past RimWorld products. Get 20% off (https://store.steampowered.com/app/294100/RimWorld/), 15% off (https://store.steampowered.com/app/1149640/RimWorld__Royalty/) and (https://store.steampowered.com/app/1392840/RimWorld__Ideology/), and 10% off (https://store.steampowered.com/app/1826140/RimWorld__Biotech/) and (https://store.steampowered.com/app/2380740/RimWorld__Anomaly/)!

Update 1.6

RimWorld’s free update 1.6 is out now - you don’t need to own Odyssey to get it. This update brings massive performance improvements, reworked map generation, flying animals, and quality-of-life changes across caravans, plans, building, UI, and more. Read more about it (https://store.steampowered.com/news/app/294100/view/498322216088241321) or check out the changelog here.

Compatibility FAQ

  • Unmodded savegames from 1.5 will load in 1.6.

  • If you want to keep playing on version 1.5, use Steam beta branch "version-1.5". To do this, right-click RimWorld in the Steam library, go to properties, open the betas tab, and select the version from the dropdown.

  • Many mods have already been updated to version 1.6 - thank you to our modders! However, some mods have not yet been updated, and they will not work in 1.6.

Odyssey original soundtrack

You can also grab the RimWorld - Odyssey soundtrack on Steam. Created by RimWorld composer Alistair Lindsay, it features 10 thrilling, spacey tracks to accompany you during your orbital expeditions.

Odyssey merch collection

We’ve just launched our new, limited-edition Odyssey collection on our official merch site: https://rimworld.store/

The collection includes:

  • RimWorld bomber jacket and patches: A stylish colonist jacket with iron-on patches so you can proudly display your favorite expansions.

  • Centipede plush: For such a heavily-armored murder machine, it’s very plump.

  • Odyssey T-shirt: This gravship tee is perfect for launching into the stars, digging through ruins, or fighting off pirates.

  • Hive queen plush: All the terror of the insectoid matriarch, bloated with cuteness instead of larvae.

Odyssey

Odyssey enriches the world and expands your adventure beyond a single map. Build a gravship - your flying home - to travel across the planet. Settle in new biomes filled with diverse landforms and exotic wildlife. Go on quests to hunt the alpha thrumbo or raid ancient cryptosleep bunkers. Launch into orbit and scavenge tech from space stations and asteroids. But out in the void, an ancient machine mind stirs…

Tell us about your gravship adventures over on Reddit, X, and BlueSky.

Found a bug? Please report it in the RimWorld official development Discord.

Odyssey is available to play in: English, Chinese Simplified, Chinese Traditional, Russian, French, German, European Spanish, Latin Spanish, Brazilian Portuguese, Japanese, Korean, Polish, Turkish, Ukrainian, and Dutch.

We went over Odyssey’s content in our previews below, but you can also dive in blind!

I hope you have fun with Odyssey and I’m looking forward to the stories that come out of it. See you soon.

Update 1.5.4104 released

Hey everyone! We're back with a small update containing some changes, improvements and fixes for RimWorld and its expansions. This update should be compatible with all savegames and mods.

We do these updates with the help of players from the RimWorld community! If you're interested in helping us test, or you have a bug to report, please join us on the official RimWorld development Discord.

Bye for now!

  • Tia
Changelog
  • Adjusted render node worker to support multiple graphics per node without dirtying/reaching the render tree.

  • Thoughts for each genetic chemical dependency are tracked independently instead of lumped together into a single confusing thought.

  • Remove deathless regeneration coma on resurrection.

  • Tweak some Anomaly incident occurrence rates so that they're less prevalent in ambient mode.

  • Clarify the label for "anomaly disabled" mode.

  • Added labelNoParenthesis rule symbol to pawns and things.

  • Updated Spanish LanguageWorker.

  • Ghouls can now be ordered to rest in medical beds.

  • Pawns will now satisfy genetic chemical dependencies when in caravans if their drug policy allows it.

  • Harbinger trees now consume corpses part by part even if they have no nutrition.

  • Adjusted distance ranges on some sounds.

  • Replaced gender-specific words with symbols in schematic texts.

  • Don't store virtual relationship records which can never imply another relationship.

  • Changed fade shadows to not multiply together.

  • Remove healer mech serums from animal operation options.

Fixes
  • Fix: Minor grammar irregularity with addiction counsel.

  • Fix: MechbandDish description typo.

  • Fix: StaggerDurationFactor stat does not work without Biotech.

  • Fix: Arresting beggars auto-fails.

  • Fix: Genetic chemical dependency thought not properly nullified by mind numb serum.

  • Fix: Remote repairer hediff can be duplicated.

  • Fix: Autobongs making non-organic entities high.

  • Fix: Creepjoiners have entity faction when enslaved

  • Fix: Increased carried thing layer to resolve some apparel issues.

  • Fix: Beam verbs and incinerator hitting cells without line of sight.

  • Fix: Headgear not always rendering correctly when crawling.

  • Fix: Preferred xenotypes not working correctly between prisoners and slaves.

  • Fix: Incorrect label argument used in activity suppression tooltip.

  • Fix: Various specific save/load errors with awoken corpses and hypnotized pawns.

  • Fix: No “missing bed” feedback for “take to bed” warden order.

  • Fix: Mech booster is rotatable.

  • Fix: Apparel without CompColorable causes errors in styling station.

  • Fix: High Mechtech can be selected in research without building a multi-analyzer.

  • Fix: Message spam when capturing an enemy during a psychic ritual siege.

  • Fix: Left behind pawns dying counts towards "colonists killed" stat if they die.

  • Fix: Becoming a shambler incorrectly taints utility items.

  • Fix: Feedback for sky-lantern participants who can't reach any wood, added better ritual feedback functions.

  • Fix: Unnecessary loading warning appearing for transport pods without colonists.

  • Fix: Creepjoiner letters not using gendered kind labels.

  • Fix: Suspending lovin' causing errors.

  • Fix: Ritual dialog tooltip slightly cutoff.

  • Fix: Refugees can send leaving messages multiple times.

  • Fix: Misleading extra warnings if complexes were previously activated before entering

  • Fix: Some circumstances where temp factions wouldn't be properly hostile to anomaly entities or insects.

  • Fix: Unable to place non downed pawns in a cryptosleep pod.

  • Fix: Error when entity dies during bioferrite extraction.

  • Fix: Error on inspect pane for ghouls without hunger needs.

  • Fix: Herd animals trained to attack won't target shamblers.

  • Fix: Psychic ritual failing when invoker gets psychic shock.

  • Fix: Farskip not working on colony ghouls.

  • Fix: Several scenarios where collapsed roofs can destroy pit gates.

  • Fix: Hediff and mutant abilities not saving cooldown.

  • Fix: Fleshmass stomach not preventing gut worms letter.

  • Fix: Colony mechs and ghouls can't be selected in split caravan dialog.

  • Fix: Modded violent work types disabling ghoul melee skill.

  • Fix: HediffDef aptitudes displaying as active without Anomaly installed.

  • Fix: Recluse thoughts not nullified properly by mind numb serum.

  • Fix: Inhumanized not nullifying childbirth related memories.

  • Fix: Biofuel refinery accepts dye as organic matter, but it doesn't have any nutritional value.

  • Fix: Sunlamp light radius inaccurate.

  • Fix: Error using "Damage until down" method on pawn with shield belt.

  • Fix: More consistent handling of ActivitySuppressionToggleTooltipDesc and ActivitySuppressionTooltipDisabled translation keys.

  • Fix: High activity alerts display HP percent.

  • Fix: Activation inspect pane string has hardcoded "s".

  • Fix: Inconsistent text 'Start' vs 'Begin' bestowing ceremony.

  • Fix: Newborn babies can generate with parents' PawnKindDefs startingHediffs.

  • Fixed some scenarios where skyfallers would drop through mountain roofs.

  • Fixed some situational issues with creepjoiners leaving after being ghoulified.

  • Fix: Genes and traits that increase skills on growth moment stack.

  • Fix: Schematic generation error if only remaining projects are excluded.

  • Fix: Activity suppression and studying not respecting allowed areas when selecting an interaction cell.

  • Fix: Some undesired behavior with creepjoiner letters.

  • Fix: Include common book symbols in book doer rule pack grammar requests.

  • Fix: Relaxing socially not respecting standard seat reservations.

  • Fix: Lay down driver sometimes causing errors on load.

  • Fix: Having "give psylink" debug action on debug palette without royalty active causes errors.

  • Fix: Deadlife shamblers opening doors.

  • Fix: Unable to place non downed pawns in a cryptosleep pod.

  • Fix: Error when entity dies during bioferrite extraction.

  • Fix: Errors for ghouls without hunger needs.

  • Fix: Sun/Edge shadows not always drawing if off-screen to the right.

  • Fix: Tending pawns get medicine after using initial stack even if they have more.

  • Fix: Security doors count as 2 doors for prisoners, reducing their prison break mtb by 50%. Added informative text explaining that having only security doors in a prison multiplies escape mtb by 110%.

  • Fix: Error when turning pawn with ideoligion role into a ghoul.

  • Fix: Harbinger tree provocation not working on ambient horror mode.

  • Fix: Pawns leaving allowed area to rope animals.

  • Fix: Luciferium addiction doesn't cause a medical emergency alert when a pawn is deathless.

  • Fix: "BlockedByRoof" translation key in Royalty instead of Core.

  • Fix: Scaria isn't removed on shambler resurrection.

  • Fix: Colony mutants in buildings don't show on the colonist bar.

  • Fix: Auto activate monolith scenario part doesn't have edit interface.

  • Fix: Some music sequences ending harshly instead of fading out.

  • Fix: Luciferium addiction remains on turned mutants.

  • Fix: Turret packs can replace other turrets when throw misses.

New ambient horror setting and tribal Anomaly support

Hi everyone!

We're here today with a new feature update to Anomaly. Today's update adds a new way to play with all Anomaly content threaded into the entire game, instead of being linked strictly to the monolith quest. This resembles more how other expansions all interact together continuously over the course of a long game. No need for Anomaly to take over an entire playthrough!

We’ve also added some new economic pathways to make it more feasible to progress through Anomaly content as a low-tech tribal colony.

Take a look:

Ambient horror mode

Now, when you start the game, you can select from three ways to integrate Anomaly into your game:

  • Standard with monolith: The original Anomaly experience. Anomaly threats are linked directly to the monolith.

  • Ambient horror: In this new mode, the monolith does not appear. Instead, Anomaly threats are threaded into the rest of the game. All Anomaly threats can occur, even the most dangerous ones. Anomaly threats are relatively uncommon compared to normal raids by default, but this can be adjusted before and during the game. This is a good mode if you want to enrich your story without Anomaly becoming the focus. (Note that since there is no monolith in this mode, the monolith endgame won’t occur.)

  • Disabled: Anomaly threats do not occur, and there’s no monolith. Anomaly tools like security doors, incinerators, hellcat rifles, turret packs, and serums are still in the game.

Study efficiency setting: We added a "study efficiency" slider to the difficulty settings. Higher settings give more research points each time you study an entity. By default, study efficiency is better at lower difficulties, so even when there are fewer entities to capture, you can still make steady progress. As always, you can customize study efficiency how you like, including changing it during a run.

Better support for tribal playthroughs

In previous versions, it was hard to progress through Anomaly content as a tribal. We’ve added new economic pathways to use for players who want to stay low-tech:

  • Bioferrite extraction research project. We've added a new research project that allows doctors to extract bioferrite directly from captured entities without a 'bioferrite harvester'. This is less efficient, but doesn't require electricity.

  • Bioferrite can be obtained from harbinger trees. Chopping down harbinger trees will give twisted flesh and bioferrite, adding a new way to obtain bioferrite without capturing entities.

  • Updated research tree to not require electricity. We've rearranged parts of the Anomaly research tree to allow researching more projects without electricity.

  • Some Anomaly items can be made at crafting spots. The following items can now be made at a crafting spot, as well as the bioferrite shaper: Ceremonial hood, nerve spiker, ritual mask, ghoul plating, ghoul barbs.

Note: For existing saves, you will need to unlock bioferrite extraction, even if you’ve previously researched bioferrite harvesting.

Thanks to all

Big thanks to everyone who has given feedback! We're always crawling the subreddit and Discords, so whatever you said, there’s a decent chance one of us was lurking and taking notes.

There’s always fun discussion going on on the RimWorld subreddit. And if you’d like to help us test new builds and give feedback, join us on the Official RimWorld Development Discord.

And as always, if you like, please review Anomaly on Steam! (Expansions don’t get many reviews since there’s no button prompt in the Steam library.)

  • Ty
Changelog
  • Added new Anomaly settings dialog to the storyteller selection page.

  • Added a new "Ambient horror" Anomaly playstyle mode.

  • Added a new "Disabled" Anomaly playstyle mode.

  • Added a tribal method for bioferrite extraction.

  • Harbinger trees now give bioferrite instead of wood when harvested.

  • Draw "Ineffective" label over psychically deaf targets when targeting with disruptor flares.

  • Blood rage at 100% now forces animals to be awake.

  • Removed entity conditions for horror tension music.

  • Added field in race props to generate unnatural corpse defs.

  • Pit gates, pit burrows, and fleshmass hearts will now destroy and refund adjacent buildings on emergence.

  • Reduced the max targetable body size for devourer's leap to prevent them from eating things like centipedes.

  • Clarify text in regards to the revenant.

  • Revenant balancing: slightly reduce health, and increase min population requirement, as well as min refire days.

  • Skipping revenant target away will now interrupt the hypnosis.

  • Show the game conditions for death pall, gray pall, and blood rain.

  • Allow death pall and gray pall to overlap with blood rain.

  • Ancient beds are no longer colored to suit their role.

  • Pyromaniacs now consider hellcats to be incendiary.

  • Fix: Some names were missing.

  • Fix: Babies spawning with ghoul haircuts.

  • Fix: Incorrect dates on ideoligion rituals.

  • Fix: Ghoul hediffs being removed on resurrection in some cases.

  • Fix: Grouped behavior of atmospheric heater gizmo not working correctly.

  • Fix: Mutant status not being cleared when rising shambler killed.

  • Fix: Gorehulk and devourer lack manipulation-affecting limbs, making them weaker than intended in melee.

  • Fix: Nociosphere not returning to sent from location.

  • Fix: Ritual spectate side not respected.

  • Fix: MessageRevenantHeard translation key is forced lowercase.

  • Fix: Sanguophage reimplant reward not working in some circumstances.

  • Fix: Cultist abduction ritual continues despite missing caster in some circumstances.

  • Fix: Ghoul in caravan causes errors on the assign drug policy UI.

  • Fix: Psychic bond between two pawns who have psychic bonding gene don't create bond on romance success.

  • Fix: Ghouls getting drug dependency hediffs from implanted xenogerms.

  • Fix: Labyrinth exit not always accessible.

  • Fix: Corpses being debug spawnable.

  • Fix: Revenant hypnosis copying to duplicates.

  • Fix: Pawns try to exit pocket maps via the sides.

  • Fix: Clarify language around "Entity will escape soon" warning.

  • Fix: Nociosphere doesn't adapt to EMP stuns.

  • Fix: Creepjoiner babies are set to the wrong PawnKindDef.

  • Fix: Downed mechs were not carried out of pit gates when using exit dialog.

  • Fix: Metalhorror defenders spawning on unwalkable cells.

  • Fix: Chaos skip able to send pawns into fogged areas.

  • Fix: Inaccurate goodwill costs on comms console dialog.

  • Fix: Mechlink is kept on corpse raised.

  • Fix: Several mech implants are duplicatable.

  • Fix: Combat music playing when no colonists are present in the undercave.

  • Fix: Dryads getting blood rage from blood rain.

  • Fix: Fleshsacks act like embrasures.

  • Fix: Ghouls count toward ideoligion diversity thoughts.

  • Fix: Unintended prearrival infection pathways.

  • Fix: Monoliths spawned via dev tools not linking to quest.

  • Fix: Raid source sites getting removed upon leaving map without clearing enemies.

  • Fix: Draw fleshbeasts not working in caves.

  • Fix: Ghouls getting heart attacks.

  • Fix: Metalhorror inspection returning an empty letter if already discovered.

  • Fix: Harbinger trees not correctly consuming corpses with no nutrition left.

  • Fix: Harbinger trees able to consume things on shelves.

  • Fix: Turret packs could be thrown onto trees.

  • Fix: Pawns tending others not being interrupted if the target leaves.

  • Fix: Performance issue when selecting lots of animal beds.

  • Fix: Meditation offset lines are drawn between the building and itself when being reinstalled.

  • Fix: Starvation alert not updating for pawns in caravans.

  • Fix: Manhunter_Bloodrain message repeating too frequently and unable to be translated correctly.

  • Fix: Void structures spawning in front of monolith.

  • Fix: Ghouls aren't tendable.

  • Fix: Mutant skill disabling causing issues with various mods.

  • Fix: If no colonists are spawned on the map, venerated message shows when designating animals to hunt.

  • Fix: Revenant trance wasn't cleared if revenant was killed after attacking while stunned.

  • Fix: Error when hypnotized pawn is despawned.

  • Fix: Typo in ritual thought.

  • Fix: Sculpture graphic index not maintained if style was manually set in bill.

  • Fix: Error on growth moment dialog.

  • Fix: Backstory has incorrect work disables.

  • Fix: World pawns with duplicate sickness not dying.

  • Fix: Revenant progressedLetters fail to mention firefoam.

  • Fix: Right side of dev bar blocking colonist bar clicks.

  • Fix: Struck ore message look target lost after save load.

  • Fix: Mote attempted to spawn on null map with psychic ritual.

  • Fix: Attack jobs getting cancelled against faction animals.

  • Fix: Psychic ritual invokers being killed not canceling cultist psychic rituals.

  • Fix: "Form Caravan" gizmo missing on certain maps after being settled.

  • Fix: Constructed TargetInfo with null map.

  • Fix: Pack animal graphics not always being invalidated.

  • Fix: Typo in golden cube description.

  • Fix: Pawns popping out of beds if force tended.

  • Fix: Duplicator obelisk activation giving hostiles duplication sickness.

  • Fix: Needs not being updated after resurrection.

  • Fix: Situational music not always respecting volume settings.

  • Fix: Some creepjoiner downsides occurring when enslaved.

  • Fix: Farm animals attacking pawns without lords.

  • Fix: Berserk pulse working on mech bosses.

  • Fix: Lifters not able to empty bioferrite harvesters.

Integrating Anomaly more with the rest of the game

Hi everyone - Ty here.

We’re loving your Anomaly stories! Please keep it up with the duplicated babies, shambler babies, and gray labyrinth baby drama. This expansion explores new ground creatively for RimWorld and it’s been incredibly gratifying to see people having new kinds of stories in the game.

Releases like this bring massive amounts of feedback, which is always incredibly valuable for us to understand how the game is playing and what people want. This time around, many players have said they’d like to be able to mix Anomaly content more into the rest of the game so it feels like less of a self-contained experience, and more like something that integrates into a normal playthrough.

Originally, we had Anomaly throw a ton of content at you guys because we wanted to be sure people would experience all the new stuff and see how much was really there. We may have pushed a bit too far there - Anomaly has tons of content and exposing it all too fast was saturating the experience. This is great for a certain type of intense, focused playthrough, but the game should also support other playstyles.

Today’s update addresses that with some key changes and new features:

  • Anomaly content is less dominant by default while the monolith is active. You’ll see more incidents from the base game and other expansions now.

  • You can customize how Anomaly-focused you want your playthrough to be. We added sliders to the game settings that let you choose how much you want Anomaly horror events to dominate the game. If you want it to be pure horror when the monolith is active, you can. If you want the horror to be a light sprinkle on top of the rest of your RimWorld, you can do that. You can alter these settings any time in the options menu by opening the storyteller settings (and this is possible on games started in previous versions).

  • You don’t need to see every entity on every playthrough. We reduced the number of entities you must interact with before advancing the monolith. You still can wait to see every entity, but it’s your choice now. This spreads the experience further over more playthroughs, if you choose.

  • We've updated the Anomaly scenario to start with three researchers and a ghoul (up from two). This gets you into the meat of the game quicker when using this scenario.

Note: If you'd like to go back to the pre-update Anomaly incident rates, just change your "Anomaly threats (active)" to 45% (up from the new default 30%). To get to this setting, go to Menu/Options/Gameplay/Storyteller Settings and it's under Custom/Anomaly.

We’re making other ongoing minor changes as well - see the full changelog below for details.

We’re still watching and considering other changes, so please keep telling your stories! And thanks for your effort in writing useful and rich feedback.

If you’d like to help test or report bugs, please join the official RimWorld Development Discord.

Join us on Reddit to discuss the update here.

Also, please don't hesitate to review Anomaly on Steam! (Expansions don’t get many reviews since there’s no button prompt in the Steam library.)

Thanks all, Ty

Changelog
  • Added storyteller options to increase or reduce inactive and active presence of Anomaly events.
  • Reduced entity codex entry count required for monolith level 3 from 17 -> 12.
  • Drastically reduce the chance of getting a faction leader from skip abduction.
  • Reduced metal horror infection chance when an infected doctor performs surgery.
  • Skulls can now be consumed by harbinger trees.
  • Minor optimizations for food searching.
  • Added safety checks to RoofCollapserImmediate to prevent out of bounds.
  • Reduce revenant flammability to prevent it being trivialized by fire.
  • Increase the upper end of blood rain duration for both the incident and psychic ritual.
  • Added missing default constructor to PawnRenderNode_Apparel.
  • Added some null checks to getting invisible versions of materials.
  • Prevent strange signal quest from firing if the monolith has been disrupted.
  • Removed awoken corpses from scenario editor.
  • Clarify that ghouls created by the ghoul infusion operation aren't hostile.
  • Added custom descriptions to the diagnosed (hidden) versions of organ decay and crumbling mind to make them less confusing.
  • Remove min threat points for obelisk incidents to allow discovering more incidents with low colony points. Increase the earliest day that they'll occur to compensate.
  • Update The Anomaly scenario to start with three (up from two) researchers and a ghoul.
  • Clarify Anomaly threat settings tooltip.
  • Adjusted active monolith threat frequency calculations to allow for 100% anomaly incidents in all active levels if desired.
  • Added a dev tool to force end revenant hypnosis.
  • Removed "Simulate not owning X" options to prevent mods from disabling expansions in users' games.
  • Reduced entity count required to advance to waking monolith level from 8 to 7 to avoid softlocking in ice sheet biomes.
  • Pocket maps count towards the wealth of their parent map.
  • Corpses now have a 6 hour window before they'll resurrect in a death pall.
  • Improved target highlighting for incinerator and beam verbs.
  • Updated player creative rewards content.
Fixes
  • Fix: Cultist faction not generating with their preset ideoligion on older saves.
  • Fix: Drafted tend only tends one injury.
  • Fix: Pawns can teleport into very dangerous labyrinth rooms.
  • Fix: Error when trying to debug spawn an unnatural corpse.
  • Fix: Corpse unburied mood not being applied if in stockpile.
  • Fix: Sightstealers won't attack colony mechs.
  • Fix: Shamblers sometimes get stuck in rising state.
  • Fix: Strange signal quest not ending if the map is removed.
  • Fix: Revenants can be infinitely studied by killing them then taking their spine to a holding platform.
  • Fix: Kidnappers won't try to dig their way out if they get stuck.
  • Fix: Ideology members count does not increase on prison release until save/reload.
  • Fix: Crash trying to use psychic slaughter on escaping entity in niche circumstances.
  • Fix: Resurrection serum fails to draw mote after pawn is devoured.
  • Fix: Typo "burner charges" -> "burner charge".
  • Fix: Twisted meat is allowed in hoppers by default.
  • Fix: Pawn growth points and vatGrowTicks aren't copied when a child is duplicated.
  • Fix: Abductor obelisk duplicating pawns.
  • Fix: ShipJob error with null ship.
  • Fix: Removing an ideology role via meme does not recalculate disabled work types.
  • Fix: Recipes not setting random styles correctly.
  • Fix: HediffComp.NotifyPawnKilled passing in instigator rather than target.
  • Fix: Error trying to duplicate pawn in some circumstances.
  • Fix: Duplicates have royalty title of original.
  • Fix: Typo in dreadmeld discovery message.
  • Fix: Head apparel is using the body mesh set instead of the head mesh set.
  • Fix: Icons in FloatMenuOption do not scale with text size.
  • Fix: Duplicate translation entries for crawling inspect strings.
  • Fix: Duplicated pawns will be the mother of the child if the original was the mother.
  • Fix: Messages about cube withdrawal for gone temp pawns.
  • Fix: Errors while mouse cursor holds a jumppack jump order while pawn is flying.
  • Fix: Rare edge case where a worshipful village spawns without a terminal due to lack of room size.
  • Fix: Inconsistencies with shambler tending rules.
  • Fix: Raised shamblers getting bestowing ceremony quests.
  • Fix: Revenant hypnosis not wearing off in specific circumstances.
  • Fix: Typo in hate chant letter.
  • Fix: Peeking with an incinerator could sometimes set the shooter on fire.
  • Fix: Babies could have void curiosity.
  • Fix: Containment tooltip flickering when changing.
  • Fix: Situational pathfinding error when studying.
  • Fix: Temp quest pawn corpses counting as colonist corpses after save/load
  • Fix: Error on taking ghoul on caravan regarding drug policy.
  • Fix: Ghoul tried to be a part of a marriage ceremony.
  • Fix: Harbinger stump descriptions mention wood.
  • Fix: Error with psychic harmonizer.
  • Fix: Analysis projects would throw an error if attempted after finishing event.
  • Fix: Conversion warning from prisoner guest tab.
  • Fix: Refueling campfire canceling dance party.
  • Fix: Nociospheres sending unstable letters after already departing.
  • Fix: Books in scenario parts not being initialized.
  • Fix: Colonists unable to take items in containers into portals.
  • Fix: Bioferrite not showing up in ingredients list for ceremonial hood.
  • Fix: Typos in backstory.
  • Fix: Carry to biosculptor pod job fails on colonist prisoners.
  • Fix: Starting animal edit interface not displaying correctly on large UI scales.
  • Fix: Performance drop calculating containment strength for outdoor holding spot/platform.
  • Fix: Analyzable gizmo disabled if no research bench available.
  • Fix: Void provocation unable to fire harbinger tree sprout incident.
  • Fix: Error when rendering belt node with null wornGraphicData.
  • Fix: Duplicates' unborn babies not inheriting source unborn baby's xenogenes.
  • Fix: Caravan ambushes ending despite colonists having death refusal.
  • Fix: Prisoners getting both “monster by bed” and “imprisoned with entity” mood debuffs.
  • Fix: Creepjoiners can be enslaved without responding.
  • Fix: Returning from labyrinth not using the correct map when selecting the return cell.
  • Fix: Revenant causing permanent stun.
  • Fix: Shard inhibitors can be rotated.
  • Fix: Desiccated deer artwork had incorrect scaling for North/South directions.
  • Fix: Colored text broken in mod config for some translations.
  • Fix: Error when targeting empty colonist bar entry.
  • Fix: Monolith spawning too close to geysers in rare circumstances.
  • Fix: Player shamblers show up in the schedule tab.
  • Fix: Able to order monolith activation when there is no path.
  • Fix: Cubes enthralling pawns on different maps/caravans.
  • Fix: Nociosphere not returning to its original location on activity activation.
  • Fix: Metalhorrors not emerging once enough of your colonists are infected.
  • Fix: Deathless pawns dying without correct injuries from failed surgery.
  • Fix: Child shamblers can arrive with children disabled in storyteller settings.
  • Fix: Child ghouls causing errors on attempting to get body graphic.
  • Fix: Chaos skipping into a fogged area doesn't clear fog.
  • Fix: Incinerators with shield belts cause "shield user has ranged weapon" alert.
  • Fix: Error when wastepack infestation occurs near map edge, attempting to spawn outside of map.
  • Fix: Custom xenotypes lose their custom icon when duplicated with obelisk.
  • Fix: Gender typo in creepjoiner letter.
  • Fix: Text formatting for nociosphere gizmo inconsistent.

Anomaly expansion and update 1.5 announced!

We’re super excited to announce our new horror-themed expansion, RimWorld - Anomaly!

This expansion adds all manner of monstrous, mysterious, and maddening threats, containment facilities to capture and study dark entities, and a new reality-twisting endgame. Anomaly releases in one month!

We’re also announcing the upcoming update 1.5 to the base game (which will be released at the same time as Anomaly). You can currently test this update on the unstable Steam branch - see the bottom of this announcement for details. (Note that this is only base game content - Anomaly is not yet available.)

We’ll be releasing more info about Anomaly in a series of blog posts over the next few weeks.

Spoiler warning: Below is a high-level description of the expansion content. There are some spoilers here.

ABOUT ANOMALY

The expansion begins when your colonists accidentally provoke a mad superintelligence. From then on, madness manifests: Monstrous creatures, mind-bending mysteries, infiltrating parasites, and sanity-shredding phenomena that twist the whole world around you.

Inspired by classics like Cabin in the Woods, The Thing, The Cthulhu mythos, Hellraiser, and many more, Anomaly goes beyond fighting monsters. This expansion presents ominous, puzzling, mind-controlling, and earth-shaking threats to build your personal horror story.

Some of the twisted scenarios you'll encounter:

  • At night, hear the screeching of a psychically-invisible hunter that feeds on human souls. Build proximity alarms to detect when it’s near, but you can only fight it when it chooses to reveal itself. Chip away at its health every time it returns, and collect and study chunks of its flesh. Turn the tables, become the hunter and kill it where it lives.

  • A massive flesh creature is growing across the landscape, consuming and covering the whole map with a quivering mass of meat. It defends itself with beasts and acid. Fight it to get samples of its nervous system, then study them until you can venture to its heart and kill it for good.

  • A parasite has mind-controlled some of your colonists - but who? They pretend to be human as they work to infest others. Track evidence, imprison, interrogate, and medically test people to find out who is infested before it’s too late.

  • A pulsating obelisk crash-lands near your base. You can try to suppress its filthy energy, but the obelisk may lash out and violently mutate your people, copy them endlessly, or abduct them to an endless gray maze.

  • Your colonists become obsessed with a beautiful golden cube, one by one. They build statues of the cube. They worship the cube. They love the cube.

  • A corpse arrives that looks exactly like one of your colonists - and seems to follow them. No matter what you do, the corpse returns…

  • And many more weird and horrifying events!

Horror combat

You’ll fight battles against shrieking fleshbeasts, hordes of shambling undead, spherical death-machines, massive devouring water-beasts, lumpen imitations of human beings, and many more nightmarish perils. Use the monsters against your normal human and mechanoid foes where you can!

Construct new tools and gear to help you - flamethrowers and hellcat rifles, IEDs that resurrect the dead, flesh-mutating pulsers that transform living creatures, insanity-inducing weapons, and crossbows that stun your targets.

Capture and study entities in your facility

To defeat the monolith’s manifestations, you must gain their power. Build a grand containment facility so you can capture monsters, study them, and exploit them. Expand it with stronger walls, floors, and doors to keep them secure. Exploit your captives to use their power against your enemies - but don’t push them too far!

Harvest the new bioferrite and shard resources from your malevolent menagerie to use in experimental serums, psychic rituals, ghoulification surgeries, and void-powered constructions.

Fight the cultists who serve the machine-mind

Macabre cultists will attack and perform their psychic rituals with suicidal commitment. They may stand in rows, or chant around a ritual circle, or whisper hateful psychic curses against your colony. Destroy them before they summon bloody beasts, abduct your people, or drive you mad with psychic influence.

You can use the same rituals for your own purposes. Summon the massed dead, rain rage-filled blood, connect with the void, steal the minds and health of your foes, and more.

Choose your fate in a new endgame

In the end, the abyssal void will swallow the world and you must choose your fate.

WHY DID WE MAKE ANOMALY?

Ludeon Studio's founder Tynan on why he decided to make Anomaly:

“I wanted to give players new kinds of emotions they haven’t encountered before in RimWorld. We’ve explored feelings around dramatic combat tension, family warmth, problem-solving and many more. Now I wanted to provoke new emotions - dread, psychological tension, suspicion and mystery. The horror theme unlocks a new emotional landscape for us to explore.

There aren’t many games which mix management and horror either, so it was an interesting design challenge to marry these two elements.

Plus I saw Cabin in the Woods and I thought the monster lab was awesome.

It was important to me that this not just be a collection of monsters to shoot at, because the base game already generates those feelings of combat tension and I wanted something new. So we made sure to design the new threats to follow the arc of classic horror stories: The protagonists encounter a mystery, then realize it’s a threat, and try to survive while they learn more about it, slowly building advantage before they try to turn the tables. It’s a very RimWorld kind of chaos when several of these things are happening at once with different threats.

This was really fun to work on and I think the team did an awesome job - I can’t wait for everyone to play it.

  • Ty”
UPDATE 1.5

We have a lot to say about update 1.5 - it’s been nearly 18 months of work!

If you’re interested in trying update 1.5, you can play on the unstable Steam branch. To get access, go to your Steam library, right-click RimWorld and select "Properties", then select the BETAS tab and choose branch ‘unstable’. Restart Steam if your game does not automatically update.)

Modders should be able to use this public 1.5 unstable branch to update their mods before update 1.5 is released to everyone next month.

Read the full 1.5 changelog here (18 pages of changes!) or read the summary below.

Books, bookcases, couches, ornate doors: There are now books for your colonists to read, and bookcases to store them in! Books are great for recreation and for their unique bonuses: textbooks increase a specific skill, schematics progress a certain research project, novels increase recreation faster, and tomes progress an Anomaly-specific research project. You can obtain books from traders or as quest rewards. Storing books in bookcases increases the beauty of a room, makes nearby research benches faster, and increases the XP and recreation gained from reading.

Couches function like armchairs but now have room for two! And ornate doors are the first 2x1 door in RimWorld (it took some work for the system to support doors that weren’t 1x1!). They’re very fancy and suit throne rooms, temples, or other prestigious buildings.

Wall lamp, flood lights, and hidden conduits: Yes, you can now put lights on your walls and hide your conduits! Wall lamps and wall torches can be placed directly on walls. They function like a floor lamp or torch would, but with a little less light. Flood lights are very powerful (and expensive) outdoor lights that cover large areas, which saves you from building several small lamps. Hidden conduits are useful for two reasons: they’re harder to damage from explosions or fire, and they’re invisible to the player unless you’ve got the power/building UI turned on.

Performance improvements: We've continued to work on optimizing RimWorld's performance. Pawns (characters and animals) are now drawn in parallel on a separate thread, the pawn render system was rewritten to allow for easy addition/removal of visuals, and lots of optimizations were done on alerts, beauty calculations, and pen animal food-searching behavior.

Crawling: When downed, humans can now crawl on the ground! Crawling colonists leave blood trails, move away from danger, and will seek out the nearest place to recover, like a hospital bed or sleeping spot. You’ll see enemies crawling around too. It’s rather dramatic.

Possessions from traits: When choosing your starting colonists, there’s now a chance for them to spawn with possessions related to their traits. For example, a psychopath might carry a human heart, or a pyromaniac comes armed with molotovs, or someone who’s greedy could have pockets full of gold.

Mechanoid water emergence and slag chunks: Did you think the water was safe? Mechanoids can now surface from bodies of water, which requires adapting to oceans and lakes when building your base’s defenses. Also, certain large mechanoids have a chance to drop a “mechanoid slag chunk” when they’re broken down - these act like steel slag chunks and can be smelted for steel.

Bionic jaws and organ decay: Sometimes colonists lose their jaws in a terrible accident, but they can now be replaced with the new bionic prosthetic. Keep an eye on your colonists’ organs too - there’s a chance they may develop a very rare organ decay disease.

“Mine vein” designator: This command orders colonists to mine out a whole mineral lump in one click. For example, if you just want to mine gold ore and want to ignore the surrounding rock, the "mine vein" tool tells colonists to mine all the visible gold plus any gold that gets revealed in the process.

Clean room: Selecting a colonist and right-clicking a room that’s dirty now gives you the option to clean the room. This is far more convenient than manually clicking dirt on the floor and queueing up cleaning actions.

New wanderers after a “game over”: When all of your colonists are dead or gone, there’s a new option as part of the game over letter to “create new wanderers”, if you want a second chance with your colony. This allows you to create 1-6 new colonists to inhabit the remains of your colony instead of ending the game. This is entirely optional and you don’t have to use it if you prefer a more hardcore experience.

Search function: In the bottom right corner, there’s now a magnifying glass icon and a search bar you can type in to find items, structures, enemies, etc. on your map. No more losing items! The default hotkey is “Z”.

Tainted apparel visual changes: Tainted apparel (clothes worn by someone that has died) now has a distinct, darker color. Previously, it was easy to mix up tainted apparel with non-tainted apparel.

UI improvements: There’s an option to make colonists’ moods on the colonist bar much more visible. When you zoom out very far, pawns become highlighted so they’re easier to spot on the map. We also redesigned the prisoner and health tabs and improved the research UI and policy UI for a better experience.

Art improvements: There’s new and improved weapon art. We also added new immature crop art and leafless tree art for the plants missing those.

Miscellaneous: There are lots of smaller things that were done for 1.5 (see the 18-page changelog), including an option to capture carried pawns without having to drop them, improved construction hauling, and better firefighting.

WHAT’S NEXT?
Please wishlist Anomaly!

https://store.steampowered.com/app/2380740/RimWorld__Anomaly/

And stay tuned for our Anomaly feature blogs as we approach release day (which is in one month)!

Anomaly has more content than any previous expansion. We expanded the team and worked for 18 months on this expansion and update 1.5, so it’s got a lot of passion in it!

Anomaly adds new feelings to RimWorld. It creates moments of terror, new roleplaying opportunities, unforgettable stories, and a unique narrative experience for every player. We seriously cannot wait to let you get your hands on it.

In the meantime, we’d love to hear what you have to say about Anomaly and update 1.5!

If you’d like to help us test the 1.5 unstable build and report bugs, please join the official RimWorld Development Discord.

See you soon! Ludeon Studios

Update 1.4.3704 released

Hello hello! There's a little update today that fixes a bug where colonist assignments were removed when you entered a caravan, plus some other useful changes. :)

Changelog is below! And if you encounter a bug, please share it over on our Official RimWorld Development Discord.

Cheers! - Tia

Changelog
  • Clarify that pawns with no xenogenes cannot implant their xenogerm into another person. Show correct warning message on attempt.
  • Updated psychic bonding hediff tooltip to factor in pawns contained in buildings.
  • Updated player name-in-game content.
Fixes
  • Fix: Load stack count is incorrect for caravan itab when there is only one thing in the transferable and the player isn't taking the whole stack.
  • Fixed some typos.
  • Fix: Magenta square fetus graphics when reloading.
  • Fix: Pawns leaving map have their assignments reset.
  • Fix: Error on corpse destruction when completedObligations is null.
  • Fix: Gibbet cage description mentions they are made of "steel" but can actually be made of any metal.

Update 1.4.3682 released

Spring is here, so we’re springing into action with a (small) update of fixes for RimWorld and its expansions.

The changelog is below, but here are the highlights! We fixed an issue where captured prisoners were escaping from your caravans and another issue where siblings became unrelated to each other if their parents were removed from the game.

If you like following these updates, you’re welcome to join us and even test new builds over at the Official RimWorld Development Discord!

Enjoy! - Tia

Changelog
  • The bestowing ceremony lord will now be removed once the last pawn has left the map.
  • Removed 2 second damage stagger from tunneler mechs. Staggering is based on weapon stopping power as with all other pawns.
  • Update previous passion values if a child growth moment picks a skill with passion dropped by gene.
  • Pawns that generate with passion-dropping genes will no longer generate with passion for those skills.
  • Updated player name-in-game content.
Fixes
  • Fix: Incapable of violence pawns can activate rocketswarm launchers.
  • Fix: Error when shield belt on ground is hit by EMP explosion.
  • Fix: Captured prisoners escaping from reformed caravans.
  • Fix: Slaves freed on exiting map.
  • Fix: Ranged weapons that don't do bullet damage don't display "Headshot" text on head hit.
  • Fix: Dead calm pawns go berserk when arresting fails.
  • Fix: Embryo skin color not preserved in growth vat between save/load.
  • Fix: Pawns incapable of manipulation are able to strip targets via float menu option.
  • Fix: Caravans holding relics cause "relic lost" thought on map exit.
  • Fix: Rare exception occurring when attempting to start a queued job with a null def.
  • Fix: Rare error when attempting to dye buildings.
  • Fix: Items in fogged areas counting as complete for bills.
  • Fix: Invalid destination for shuttle causes errors.
  • Fix: Pollution overlay grid not updating after cell-filling buildings are destroyed.
  • Fix: Pawn sibling relationships disappearing when parents are removed.
  • Fix: Long range mineral scanner tune command has no description.
  • Fix: Hard-coded English string "No description." for commands without a description.
  • Potential fix for TKey system suggesting long-form translation aliases.
  • Fix: Missing period in legionary description.
  • Fix typo: "Do really want to hack..."
  • Fix: Awkward wording in dirtmole description.

Update 1.4.3641 released

Hi again, just dropping by with another small update. We addressed some issues with Biotech and fixed a UI scaling issue that occurred when players had DSR enabled. (UI was way too big!). The changelog is below for you to read.

The update is small and should be compatible with all RimWorld savegames and mods.

Just a reminder that you can share any bugs you find and even help us test builds on our official RimWorld Development Discord! Our community helps us a ton with getting these updates and fixes out quickly. :D

Until next time! - Tia

Changelog
  • Betrayal quests now fail once all the surviving refugees have joined your faction instead of just any.
  • Don't display owner types for cribs since cribs don't have their owner types changed as the room changes.
  • Updated name-in-game content.
  • Colonists can now put unadopted babies born to prisoners in cribs.
  • Moved speech letter translation keys to Core from Royalty.
  • Allow rescuing babies, even if they are from a hostile faction, without having to adopt them first.
  • Ageless gene stops aging progress at 18.5 instead of 18.
  • Unassign beds from pawns that have grown too large to fit in them.
  • Added an alert for babies from other factions which have no local caregivers and can be adopted.
  • Moved some speech-related translation keys from Royalty to Core.
Fixes
  • Fix: Recommended screen resolution incorrect when using DSR.
  • Fix: UI scale resetting to higher numbers for monitors with height below expected values. (eg 1280x720)
  • Fix: If a child goes through a growth moment expecting passion increase choices, but there are no available passions, the UI will lock.
  • Fix: Errors when trying to bring a baby to a mom inside a container to breastfeed.
  • Fix: Colonist in labor letter doesn't have look target set.
  • Fix: Error on releasing space refugee prisoners.
  • Fix: Pawns considered free when using shuttle/pods, causing "Relic lost" thought if equipped.
  • Fix: Generated immediate family relationships unable to generate.
  • Fix: Fabricors not making medicine.
  • Fix: Paramedics not fighting fires automatically.
  • Fix: Apparel that can be made of any non-smeltable stuff does not show up on the smelting bill UI. (Eg plate armor)
  • Fix: Permits not reset when royal pawn dies, has title inherited, then is resurrected.
  • Fix: Psychic suppression targeted by healer mech serum.
  • Fix: Mech global work speed is affected by darkness. Inconsistent with move speed.
  • Fix: Error when non-human pawn reaches growth moment age.
  • Fix: Exception when trying to get mech with no energy need for tooltip in niche circumstances.
  • Fix: Inactive sterile gene affects fertility.
  • Fix: Gauranlen and polux seeds can be planted on hydroponics basins and plant pots.
  • Fix: Beard and genes offset incorrectly based on rotation in some situations.
  • Fix: Growth stat appearing on humans.
  • Fix: Lancer shoulder parts labels inconsistent.
  • Fix typo "crytosleep".
  • Fix: Typo in config error when pawn kind appears in more than one BossDef.
  • Fix typo: "means that so"
  • Fix typo "forth body ring".

Update 1.4.3613 released

Hi folks! We have a pretty small update with just a few changes and fixes to get 2023 started. This update should be compatible with all savegames and mods.

Big thanks to our community for submitting bugs and testing our updates over at the official RimWorld development Discord. If you encounter any issues while playing, please share them with us on the Discord.

Hope you're having fun out there!

  • Tia
Changelog
  • Improved performance of apocriton's resurrection ability on maps with many mech corpses.
  • Shuttles trying to land on a map that was despawned will fallback to using one of the player's home colonies instead.
  • Xenotype name is locked when loading custom xenotypes from gene assembler.
  • Updated name-in-game content.
  • Moved "Person" translation key to Core.
  • Removed duplicate stat entry RestFallRateFactor.
Fixes
  • Fix: Styling station can instantly change hair and tattoo styles by pressing Escape or Enter while the dialog is open.
  • Fix: Power consumption on inspect string incorrect when using a consumer with idle power consumption.
  • Fix: Fence-blocked animals attempting to reach food that is diagonally accessible but cannot path to become stuck.
  • Fix: Child prisoners attempt to wear adult clothing, causing it to disappear.
  • Fix: Odd ordering of animals on animals main tab in certain circumstances.
  • Fix: The "No trait" option on growth letters does not save and load correctly.
  • Fix: Releasing pawns from prison sometimes automatically recruits them.
  • Fix: Pawn auto-uses age reversal after changing from Transhumanist to Non-Transhumanist ideoligion.
  • Fix: AI trying to use tox gas on immune targets.
  • Fix: Baby to child dialog becoming locked.
  • Fix: Newly purchased and downloaded game sometimes has extremely high UI scale, making the game unplayable.
  • Fix: Randomize symbols doesn't update member noun in ideology's description.
  • Fix: Some recipes missing ingredients in tooltip.
  • Fix: Reimplant ability not working with custom xenotypes.
  • Fix: BackstoryTitle translation key not used in Dialog_NamePawn.
  • Fix: {PAWN_gender ? ...} is not processed/ignored in precept tooltips.
  • Fix: Thought LabelCap loses lapel capitalization in PostProcessLabel.
  • Fix: Issues recruiting pawns in quests.
  • Fix: Colonists with pending bestowing ceremony quest in caravans don't have hediffs ticked.
  • Fix: Idle and active power draw displayint incorrectly in inspect string.
  • Fix: Babies and children added onto total population for shuttle mission quests. Ensure that at least one adult pawn can be left behind before generating quest.
  • Fix: Xenogerms with different genes and name stack in trade screen.
  • Fix: Pawn lend quests only take into consideration children and babies when determining colonist count when generating.
  • Fixed issues dealing with betrayal and refugee quests around recruiting of refugees: Refugees are properly removed from extra faction lists when they are recruited. Recruiting a refugee will immediately fail the betrayal quest.
  • Fix typo "targetter".
  • Fix typo "capactities".

Update 1.4.3580 fixes and wishing you a happy 2023!

Hello, it’s Tia! I’m here to share a small update just before the holidays. ❄️️

Today’s update comes with a looong list of fixes. Loads of these were made with the help of our testers - a big ol’ hug and huge thank you for helping us squash those bugs! Now children are less likely to run headfirst into danger and bestowers will get the heck outta there if they’re breathing in poisonous gas. We also added a few tools to help out our modders and community translators do their thing. The changelog is below to read over.

If you want to keep playing on the previous version of 1.4, you can use the Steam beta branch "version-1.4.3563". To do this, r-click RimWorld in the Steam library, go to properties, open the betas tab, and select the version from the dropdown.

2022 was a wild and fantastic year for us at Ludeon Studios. We released RimWorld’s third expansion, (https://store.steampowered.com/app/1826140/RimWorld__Biotech/), which brought babies and children, new mechanoids, the mechanitor, gene modding, and xenotypes to the game. We ran several Steam Deck betas and became (https://store.steampowered.com/news/app/294100/view/3217267128219939595) - now people can play RimWorld anywhere, anytime! Our team grew in size with several incredibly talented individuals at the helm. Who knows what we'll get up to in 2023.

The RimWorld community has been with us at every step, and your voices make a difference and actually shape the game. So keep talking to us in the (https://discord.gg/MC6eYAHuPu)! Please continue to share your feedback and fanart and memes and screenshots and videos and mods and edits with us. We love your creativity and I’m regularly blown away by what people make and do in RimWorld.

You can find us at the official RimWorld development Discord where we test and submit bugs, on the RimWorld subreddit, or at the Ludeon Studios twitter.

Mushy gushy feelings aside… I wish everyone a wonderful holiday season and an excellent start to your 2023! See you guys next year, haahaaah

Sincerely, Tia

Changelog
  • Bestowers will leave if they are exposed to dense tox gas or rot stink.
  • Display genes regrowing duration on gene extractor float menu options if available.
  • Check if region has deadly danger before giving nature running learning.
  • Reduced explosive radius of tox shells when detonated by damage.
  • Added null check for Trait.ToString() per modder request.
  • Added a utility method and flag for determining what buildings are hoppers per modder request. (thing.IsHopper())
  • Added new translation key for backstory title per translator request.
  • Fixed some issues related to the FloatRange widget.
  • Updated player name-in-game content.
  • Reduced performance impact of idle mechs.
  • Update game UI to display that bionic stomachs prevent gut worms.
  • Show rejected float menu option for slaves attempting to use non-slave medical beds.
Fixes
  • Fix: Horizontal sliders not working correctly on Linux. Created custom horizontal sliders to bypass Unity's GUI.HorizontalSlider().
  • Fix: Archonexus quest generates "Caravan lost" letters for any pawns left behind.
  • Fix: Consume drug commands not appearing.
  • Fix: Furskin_Average3 head uses the wrong graphic.
  • Fix: Cannot absorb xenogenes from target if target has custom xenotype and selected pawn is baseliner.
  • Fix: Tattoos render below heavy brow.
  • Fix: New sliders affecting other sliders in the same window.
  • Fix: Traits selected during growth moments don't modify skills.
  • Fix: Being carried by a pawn removes any tox gas buildup on a pawn.
  • Fix: Unresolvable symbol in Tales_DoublePawn.xml: should be [EXECUTIONER_nameDef].
  • Fix: (*DateTime)...(/DateTime) not working in some translation keys.
  • Fix: Faulty report string "Extracting limestone reliquary to inventory."
  • Fix: Child not allowed to enter shuttle called via permit.
  • Fix: Second sentence of the biosculpter age reversal complete message begins in lower case.
  • Fix: Typo "worshiped".
  • Fix: Solar Pinhole cannot be created over non-edifice buildings.
  • Fix: Fabricor food poisoning chance is 10x too large.
  • Fix: Fabricor description mentions it has slug gun, which is no longer true.
  • Fix: Children cause the "anima linking ready" alert to be active when no adults can link.
  • Fix: Sliders active after mouse up outside of window.
  • Fix: Hemogen packs give "ate vegetarian" mood.
  • Fix: Errors trying to get hemogen from packs in niche circumstances.
  • Fix: Embryo and growth vat embryo insertion command tooltips display incorrect gestation duration.
  • Fix: Furskin gene hair/fur color not staying when implanted with a skin color xenogene.
  • Fix: Inconsistencies with psychic bond distance between a pawn in a suspended container and a spawned pawn.
  • Fix: Incorrect dialog when completing research other than active project in some modded cases.
  • Fix: Potential exception throwing another error when trying to get lord.LordJob.ToString() with null job.
  • Fix: LetterCrafted(Legendary|Masterwork)Message(Art): Crafted item gender determination issue.
  • Fix: Some non-sensical zone overlapping buildings.
  • Fix: FloatRange widget doesn't have its current dragged handle reset on mouse up outside window.
  • Fix: Deathless pawns who have the deathless gene removed don't have their health updated.
  • Fix: Searching for gene in create xenogerm dialog doesn't highlight selected genes.
  • Fix: Bandwith loss warning shown when pawn drops non-worn mechanitor equipment.
  • Fix: Shared ritual gizmos flickering.
  • Fix: Inspect pane displaying incorect power consumption with research.
  • Fix: Some buildings able to overlap zones where nonsensical.
  • Fix: Typo in chunk skip description.
  • Fix: Typo in colonist ripscanned thought description.
  • Fix: Duels continue indefinitely if the duelists don't have beds.
  • Fix: Exception trying to visit sick pawn with neversleep gene.
  • Fix: Babies being assigned child body type on load.
  • Fix: Radiotalking doesn't adhere to child's allowed area.
  • Fix: Wrong description and tooltip shown for custom xenotype pawns
  • Fix: Ambrosia ingestion float menu option displays untranslated key "ConsumeThing".
  • Fix: Ambrosia ingestion command displays untranslated key "ConsumeThing".
  • Fix: BulletShieldGenerator sounds in incorrect folder.
  • Fix: Selecting autobong blueprint causes NullReferenceException.
  • Fix: Biostats calculate incorrectly for xenogerms created with 3 of the same gene.
  • Fix: Create xenogerm dialog skips when scrolling.

Update 1.4.3563 improves quest reward variety

Hi!

Fresh patch notes here. Today, we’ve got rebalanced quest rewards and some changes for genes and children, plus various bug fixes. The changelog is available below.

With the wide variety of items added over the past few expansions, it was time to revisit quest rewards. Our community's feedback and discussions on Reddit were especially useful!

We wanted to make sure that quest rewards were varied and rewarding throughout all stages of the game. This update reduces the frequency of some rewards and removes others, like double beds and slab beds. You’ll now see a greater variety of cool and valuable quest rewards including infinite chemreactors, techprof subpersona cores, vanometric power cells, psychic emanators, and more!

We also adjusted ancient complexes to occasionally contain high-value loot. Ancient complexes should feel exciting and rewarding when you finally reach the treasure and make a daring escape, so it made sense to add a wider range of interesting items. You can also find Biotech-specific rewards like genepacks, archite capsules, or deathrest capacity serums scattered throughout a complex.

Big thank you to our testers and dedicated community for helping us with these updates and giving us feedback! Join us on the official RimWorld development discord if you'd like to help test in the future. :)

Please don't hesitate to leave Biotech a review on Steam. (Expansions tend to not get many reviews!)

  • Tia 💚
1.4.3562, released Nov 29, 2022
  • Reduce the frequency at which gunlinks and eltex shirts appear in quest rewards, as they're overrepresented at low colony wealth values.
  • Update rewards for OpportunitySite_AncientComplex. Higher value rewards can now occasionally appear, along with genepacks, archite capsules, and deathrest capacity serums.
  • Hospitality refugee uses the same system to determine refugee count as for beggars.
  • Children now recalculate their life stage immediately when they become an adult instead of waiting for their next growth tick.
  • Updated player creative content.
  • Moved some SpecialThingFilterDefs to categories other than Root.
  • Minor performance improvements for xenotype editor.
  • Removed XenotypeSet config error warning if total weight exceeds 100% without "warnIfTotalAbove1" flag turned off.
  • Round growth points down on UI for clarity.
  • Fix: Infinite loop of hauling mech to charger outside the mech's allowed area.
  • Fix: No TKey for "Patrolling.".
  • Fix: Inconsistent psychic bond torn when one partner is in a suspendable building.
  • Fix: Lover relationships can generate for pawns who have spent their entire life in the colony.
  • Fix: Pawns with "dead calm" gene can get into fights over botched conversion attempts.
  • Fix: Genes that remove all passions don't save previous values, causing passions to reset on removal.
  • Fix: Tox packs activate on stripping or butchering corpses wearing them.
  • Fix: Pawns being carried by other pawns strains psychic bond.
  • Fix: Hemogen wasted when refueling deathrest buildings.
  • Fix: Gene processor has no path cost.
  • Fix: Animals specialist role mentions boosting animal-related abilities of nearby allies, which is false.
  • Fix: Children generated at tribal game start don't have natural meditation focus.
  • Fix: Food restrictions now respect eg "Allow vegetarian food" for instances of food and not just based on def.
  • Fix: ThinkNodeConditional_UnderCombatPressure not returning correctly for minCloseTargets > 1.
  • Fix: "Tend to self" emergency work giver appears below non-emergency work giver on UI.
  • Fix: Text cut off in mod mismatch window.
  • Fix: Sanguophages can take too many hemogen packs for maintaining hemogen levels in some circumstances.
  • Fix: "Slept in cold" and "Slept in heat" memories don't take into account gene-related comfortable temperature offsets.
  • Fix: Drug synthesis speed stat drawer is now consistent with whether a pawn is actually going to be able to craft drugs or not.
1.4.3558, released Nov 23, 2022
  • Tribal babies becoming children get natural meditation focus.
  • Reworked how many beggars and refugees show up depending on colony population.
  • Added a new "core" reward tag for common vanilla quest rewards to avoid having them diluted by future additions.
  • Updated the reward frequency for various items. Add flatscreen TV, telescope, gladius, and recurve bow as quest rewards. Remove revolver, double bed, and slab bed.
  • Increased the weights for for high and mid frequency quest rewards. Reduce the weighting for empire-specific category rewards.
  • Fix: Planting JobDef located in Ideology instead of Core.
  • Fix: Mechlink item not saved properly. Causes errors.
1.4.3557, released Nov 23, 2022
  • Assign a fallback ideo to non-baby colonists during load that don't have an ideo set.
  • Colonists born in the colony no longer stay stuck in labor forever if the Ideology expansion was not active when they became a child.
  • Dependency genes override other drug-related genes.
  • Slow study gene applies a 50% factor to global learning instead of a -50% offset.
  • Added missing Biotech check to seed planting work giver. This could cause issues if players didn't own Ideology.
  • Fix: Children get mood debuff for not having gauranlen connection, but cannot connect to tree.
  • Fix typo: "yielding" -> "wielding".
  • Fix: "Child not in growth vat" thought appears for dead children.
  • Fix: Countdown not correctly displaying time.
  • Fix: Disabled "extract ovum for IVF" surgery option displays in some erroneous situations.
  • Fix: Inactive genes affecting needs.
  • Fix: 100% chance for tattoos if pawn has no ideoligion.
  • Fix: Wastepack dump quests descriptions unresolved.
  • Fix: Banishing colonists doesn't recalculate faction ideoligions.
  • Fix: SitePartWorker_MechCluster missing check to see if mechanoid faction exists.
  • Fix: Skin or hair color xenogenes are able to be passed onto children in niche circumstances.
  • Fix: Exception when attempting to feed arrested patient via right click menu when only food source is nutrient paste dispenser.

1.4 content update adds more integration between expansions

Hi there!

RimWorld's 1.4 content update is now available! It adds cross-expansion integration with new Ideology precepts that link to Biotech, gene-modding and inheritance improvements, diplomatic reactions to pollution dumping, polux tree seeds, tribalwear for kids, and many other miscellaneous changes.

In a previous announcement, Ty covered the juicy details of this update. That same announcement has been shared below, as well as the changelog with our latest rounds of testing.

Thanks to everyone who helped us test this update. The community goes above and beyond with feedback and reports, and it genuinely helps us get these updates out so quickly. We've also tested the update for savegame and mod compatibility. If you’d like to help test our updates in the future, please join the official RimWorld Development Discord.

If you want to keep playing on the previous version of 1.4, you can use the Steam beta branch "version-1.4.3542". To do this, r-click RimWorld in the Steam library, go to properties, open the betas tab, and select the version from the dropdown.

Join us on Reddit to discuss the update here.

Also, please don't hesitate to review Biotech on Steam!

Enjoy. :)

  • Tia
Cross-expansion integration

We’ve been following feedback across the community (Reddit, Steam comments, Twitch, YouTube, and our insightful testers on Discord) to try to make sure all the details are covered. It’s a very complex game at this point, so there are quite a few details - having feedback from tens of thousands of people is frankly invaluable from a design perspective.

One theme that’s come up is the desire for integration between expansion packs. Originally, I was a bit hesitant to put this in because I worried it would feel like locking one expansion’s content behind another expansion. However feedback seems to indicate that people want it, and narrative-wise, it would make a ton of sense if the ideoligions from the Ideology expansion had beliefs about xenohumans, sanguophages, children, and so on. So I decided to work on this.

I’ve found over the years that the wrong way to design Ideology precepts is to just think of something that seems fictionally reasonable and implement it blindly. You end up with mechanics that “make sense” but aren’t actually storyful or fun. Instead, we decided to take a “goal experience” approach to the design: We wrote down a list of the specific play paths and role-play stories that players might want to explore, and which would also be fun. Then we created precepts that specifically open up those play paths:

Belief issue - Bloodfeeders: The vampire lord with human worshipers is a classic idea. So are the vampire hunters. This precept changes peoples’ attitudes towards people with the bloodfeeder gene (which in Biotech means only sanguophages, though you can of course create your own bloodfeeder xenotypes).

Those who revere bloodfeeders will want them around, love them, and be fine with being fed upon. Those who revile bloodfeeders will hate having them around, despise them, love killing them, refuse to become them, and hate themselves if they are one. Bring on Dracula’s thralls.

Belief issue - Child labor: We always had the idea of players being able to choose to invest more or less in children - to decide between using them as workers or fighters, or trying to strengthen their development with a rich and free childhood. Now ideoligions can have opinions on how this ought to be done.

Those who encourage child labor will have children who work faster and not like assigning children to recreation. Those who disapprove of child labor will have children who learn faster, but adults won’t be happy if children are assigned to work.

Belief issue - Mechanoid labor: Machine worshippers need to be able to live off the labor of their electrically-powered buddies. When an ideoligion has mechanoid labor enhanced, mechanoids controlled by its mechanitors will work faster, but colonists will work slower (because why should a human have to do a machine’s job?)

Belief issue - Growth vats: Ideology has technology worshippers and technology haters, and they need to be able to interact with growth vats as well as biosculpter pods.

Those who see growth vats as _essential _will grow quicker in the vats, but be unhappy with (yuck) natural reproduction. Luddites who see growth vats as _prohibited _refuse to build them and will be unhappy having them around, and especially having kids inside.

**Belief issue - Preferred xenotypes: **Whether it’s a baseliner purity cult or a fur-only yttakin tribe, some beliefs may place a certain xenotypes over others. An ideoligion can have up to three preferred xenotypes. If there are no preferred xenotypes, there is no effect, just like in older versions. However, if any xenotypes are preferred, believers will be happier with a colony of their preferred xenotypes and have a higher opinion of them, but a lower opinion of others. They’ll also try to refuse becoming a non-preferred xenotype and be quite bothered if they end up as one.

More generally, we linked xenogene implantation to the existing body-modding precepts, so those who love or hate body mods will appropriately love or hate having xenogenes as well (note this doesn’t affect germline genes, so you can still have e.g. a body purist impid ideology).

Those with beliefs about autonomous weapons will extend those beliefs to the use of mechanoids as well.

Other notable features

Xenotypes breed true: Previously, there were sometimes broken-looking cases where parents with germline genes would have a child that lacked many of them. We removed some metabolism limits for baby gene generation and made the algorithm that generates baby genes from parent genes more flexible. This means that your gene-modded humans will pass down their genes completely and reliably.

Loosening the economy around gene-modding: Previously, making custom xenotypes during game setup worked well, but it was quite hard to actually do genetic modification during the game. Getting your hands on the genes and building all the infrastructure was quite costly and sometimes hard to justify from a game advantage perspective.

We’ve tuned some systems to make gene-modding more viable. Now, quest rewards come with a lot more genepack options and they’re available earlier in the game. We’ve reduced the xenogerm shock from extracting genepacks which will speed up your extraction efforts. We’ve also changed how certain genes apply traits so that you can stack effects together and create more diverse xenotypes. This is an ongoing tuning effort and we’ll be watching and dialing in the numbers to try to make gene-modding useful, moderately costly, and narratively-interesting.

Polux tree seeds: These new special seeds can be acquired in a few special ways. They’re rare to find, but with them you can plant a polux tree at a place of your choosing. Collecting polux trees is a new alternative way to suppress and remove pollution (besides the atomizer) in the late game (after it builds up in the early/midgame).

Pollution dumping diplomatic responses: There are a variety of ways to deal with pollution - freeze it, erase it in the atomizer, let polux trees neutralize it, just make less of it - or export it. We’ve added more depth and sensibility to diplomatic responses from other factions when you dump pollution off-map. Whether you’re dropping pods of pollution straight onto their homes, or dumping them off of a caravan, or launching toxic packs into the ocean, other factions will notice and respond more consistently and interestingly. At the most basic level, this means goodwill impacts. However, there is also a small chance of new faction retaliation in response to you dumping pollution in the world - they might send punitive attacks, or even drop some pollution back onto you. Together with the polux tree seeds, we hope that this will balance the choice between different pollution management methods and make that decision more interesting, while also de-emphasizing micromanagement-heavy strategies. It also adds a bit of narrative flair to have other factions respond directly to your actions.

**Player-made xenotypes spawn in the world: **Player-made xenotypes will now spawn in the world! Your customized pig/cat/dog hybrid no longer needs to be alone. Basically, in various random spawn situations like crash pod survivors or refugees, there is now a chance that the arriving person will spawn as any xenotype in the world. That includes modded xenotypes, as well as xenotypes created by the player. (Note: Not every player-created xenotype file is considered - only those if the xenotype is referred to in an ideoligion or the player used it for a starting colonist).

And the changelog below lists a pile of other smaller changes and fixes - go read it!

Thanks all, Ty

Changelog
Changes since unstable
  • Players can sell genepacks currently inside gene banks. The bank must be within the beacon's radius for trading with ships.

  • Identical genepacks can stack in the trade dialog.

  • Removed xenotype sets from existing MemeDefs.

  • Added a stat entry for humanlikes which displays their current age rate multiplier.

  • Reduced the frequency of sanguophage-related quests.

  • Chemically-dependent xenotypes can take their desired drug by right-clicking it, even if their ideoligion forbids it.

  • Addiction-resistant genes for psychite, wake-up and go juice have a 50% multiplier on overdose chance.

  • Addiction-resistant genes for alcohol, smokeleaf and psychite provide a 50% reduction in tolerance buildup.

  • Addiction-immune genes for psychite, wake-up and go juice grants immunity to overdoses from the drug.

  • Addiction-immune genes for alcohol, smokeleaf and psychite provides a 100% reduction in tolerance buildup.

  • Softened metabolism costs for smokeleaf and alcohol genes.

  • Added a positive "child not in growth vat" thought to "Growth Vats: Prohibited" precept.

  • Update the description for "child not in growth vat" to make it clearer that it relates to the colonist's child, not just any child.

  • Slightly reduce the impact that player mechanoids have on raid points.

  • Furskin and beardless genes are mutually exclusive.

  • Slightly reduce work needed for terminate pregnancy operation and increase medicine needed to 2.

  • Update non-combatant debug view to not draw timer on pawns which are permanently combatants.

  • Fix: Missing translation keys.

  • Fix: Remove reference to damage over time in acid spray description.

  • Fix: TakeDrug gizmo doesn't use ingestCommandString for translation if available.

  • Fix: Misc conflicting translation keys (AddPrecept, Value, Title).

  • Fix: Pawns gain certainty during deathrest.

  • Fix: Teenagers getting random backstories on save/load.

  • Fix: Right clicking injured pawns can cause usage of un-researched bioregeneration cycle.

  • Fix: Growth points are gained during deathrest when learning need is frozen.

  • Fix: Bloodfeeders sometimes do not ingest all taken hemogen packs, depending on food need level.

  • Fix: Mechlinks give the starting mechs more than once.

  • Fix: Children attempting to draw on the floor of areas with dangerous temperatures.

  • Fix: Ideoligion flooring missing cleaning time factor stat.

  • Fix: Checkbox cutoff on wind turbine's auto-cut settings tab.

  • Fix: Missing capitalization for “xenotype name:” in the editor.

  • Fix: Administer drug doesn't display that teetotalers will be unhappy if there is a chemical dependency gene present.

  • Fix: If a pawn is designated to enter a gene extractor but dies before they get there, the order is not canceled.

  • Fix typo: "colony is feels".

  • Fix: Pollution goodwill loss during Archonexus questline.

  • Fix: Ultraheavy boss mechs are never targetable by lances.

  • Fix: Enslaving a pawn removes unwaveringly loyal.

  • Fix: 'Missing ideo building' debuff after reforming an ideo, even if the building is present.

  • Fix: Points not being set for pollution events.

  • Fix: New joiners can spawn as the children of colonists who grew up in the colony.

  • Fix: Prisoners can refuse to attend their own execution due to temperature in the ritual area.

  • Fix: Pigskin factions can have quest helper snipers show up without weapons.

  • Fix: Capitalization for psychic shock immune.

  • Fix: Impossible relationships appearing with custom xenotypes.

  • Fix: Pigskin factions can have quest helper snipers show up without weapons.

  • Fix: Animals use human child and adult age rate multipliers.

  • Fix: Right clicking injured pawns can cause usage of un-researched bioregeneration cycle.

  • Fix: Growth points are gained during deathrest when learning need is frozen.

Big new stuff

Added precepts related to bloodfeeders:

  • Revered: “Bloodfeeders should be worshipped.” Positive mood effects for having bloodfeeders in the colony. Negative thoughts from bloodfeeder deaths. Positive opinion towards bloodfeeders. Not bothered by being fed on.

  • Reviled: “Anyone who drinks blood to survive is a monster.” Negative mood effects for having bloodfeeders in the colony. Positive thoughts from bloodfeeder deaths. Negative opinion towards bloodfeeders. Will not absorb or implant bloodfeeder genes from xenogerms.

Added Ideology precepts related to child labor:

  • Encouraged: “Children build character through work. It’s important for everyone to contribute.” +20% child global work speed. Negative mood offset for adults while a child has recreation assigned.

  • Disapproved: “Childhood is sacred. We should let kids play like kids.” +20% child learn rate factor. Negative mood offset for adults while a child has work assigned.

Added mechanoid labor Ideology precept:

  • Enhanced: “Why should we work when we have machines?” +20% mechanoid work speed. -8% colonist work speed.

Added Ideology precepts related to growth vats:

  • Essential: “We have the technology for safer childbirth and faster childhoods.” 30% quicker growth speed in growth vats. Negative mood when naturally pregnant or with a child outside of a growth vat.

  • Prohibited: “Growth vats rob children of their childhood.” Unable to build growth vats. Negative mood when growth vats are in the colony or children are in growth vats.

Added a new category of precept: Preferred xenotypes.

  • Up to 3 can be chosen at any time. This includes player-created xenotypes. When chosen, believers will be happy to be and be around preferred xenotypes. Believers will be unhappy when they or others are of other xenotypes. Believers will not accept becoming a non-preferred xenotype via reimplant ability or xenogerms. Single-xenotype NPC factions have a chance to generate with this belief about themselves.

Other:

  • Xenogenes count as artificial enhancements for body modders/prosthophobes.

  • Autonomous weapons include colony-controlled mechanoids for precepts.

Smaller new stuff
  • Added child tribalwear.

  • Added an auto load toggle for genepacks. When off, the genepack will not be taken to a gene bank.

  • Added an option for selecting “no trait” on growth letters some of the time if there are more than two trait choices.

  • Added a UI button for absorbing xenogerms of appropriate targets, to help players understand that this option exists.

  • Added social thoughts for giving a lesson to a child and the child receiving a lesson.

  • If a child is unarmed and hasn’t participated in combat at all, raiders will treat them similarly to harmless livestock. This means the raiders will deprioritize them as targets and not hunt them down. It makes unexpected combat more survivable for kids, opens up those “porkchop hiding in the shed” stories and might create some rimworldy strategies.

  • Melee raiders now ignore non-combatants that aren't in LOS when choosing new targets (previously only ranged-attack raiders did).

  • Factionless pawns can spawn with any defined xenotype including those from mods and those which are player-created. Player-created xenotypes must be referred to in an ideoligion, or used as a player starting colonist, to spawn.

  • Added more varieties of yttakin pawn kinds. This means more variety of yttakin raiders and traders.

  • Display recipe ingredient counts on recipe float menu option tooltip.

  • Gases can travel through vents.

Miscellaneous
  • Reduced the power needed for the wastepack atomizer to 400 W.

  • Reduced the work needed for the extract hemogen operation to 500 (from 1500).

  • Adjusted bandwidth costs for scorcher to 1 and lancer to 3.

  • Increased the health of the mechanitor's remote shielder ability to 75/150/225.

  • For the purposes of precepts, autonomous weapons include colony-controlled mechanoids.

  • Increased the availability of gene packs from various traders.

  • Increased frequency of genepacks in quest rewards.

  • Xenogenes count as artificial enhancements for body modders/prosthophobes.

  • Increase the apocriton's health, armor, and damage

  • Apocriton can now cast resurrect without line of sight. This should make him less cheesable in narrow hallway contexts and a bit more scary overall.

  • Yttakin factions no longer get desired apparel precepts, because they’re uncomfortable in all clothes.

  • Buffed furry tail minimum comfy temperature offset to -10 (from -5).

  • We now allow the kind trait to apply in addition to other violence-related genes.

  • Cribs no longer require any research, so tribal colonies can use them in the early game.

  • We now display market value on colony mechs’ inspect pane.

  • Pawn apparel generation takes into account min and max temperature stats per individual pawn rather than per xenotype. This means that yttakin will be less likely to spawn with parkas (they generally don’t need them) and so will look cooler.

  • When a bloodfeeder feeds on a person, the hemogen they gain is now related to how much blood was left in the target. This solves some logical incoherencies, and an exploit that involved keeping a deathless blood-farm and bloodfeeding on them over and over.

  • Reduced the impact and duration of gene loss shock from the gene extractor.

  • As people grow up, their aging rate now smooth scales from child age rate to adult age rate over several years. This prevents the problem of having a lot of 13-year-olds in the colony after raising children.

  • Renamed "child raiders" storyteller setting to "child enemies" to be more accurate.

  • If child enemies are disabled in the storyteller settings, refugees with children will not betray and attack (because that makes children your enemy). We reduced the chance of children spawning in refugee hospitality quests to mitigate balance impact of this.

  • Allow modifying the “child aging rate” and “babies are healthy” storyteller settings even if children are disabled, in case there are already children in the game.

  • Display recipe ingredient counts on recipe float menu option tooltip.

  • Added a "(disliked food)" parenthetical warning on the right-click menu when telling colonists to feed themselves or a patient a food that the eater would dislike. This helps players predict what will happen.

  • A caregiver feeding a patient will now feed them ideologically-venerated food sources if there are no non-venerated food sources.

  • Improved formatting of the research project content source line in

Unstable build update 1.4.3548

Hi everyone, the unstable branch has just received a new patch. We've gotten some great feedback from the community on our 1.4 content update. Latest changelog below.

The 1.4 content update has cross-expansion integration, gene-modding changes, player-made xenotypes in the world, and lots of other improvements. Read about it here!

Are you interested in helping us test the 1.4 content update? We'd love it if you could share any bugs or issues you find in the official RimWorld Development Discord.

To get access to the unstable branch, go to your Steam library, right-click RimWorld and select "Properties", then select the BETAS tab and choose branch unstable. Restart Steam if your game does not automatically update.

We're trying to keep savegames compatible with mods, but it is the unstable branch so there may be things that break.

Thanks everyone!

  • Tia
Changelog
  • Xenotype editor is available on the ideoligion creation page.
  • Growth vat: Essential precept lists growth vat speed increase in tooltip.
  • Clarify some Biotech ideo-related strings.
  • Remove null genes from custom xenotypes on load.
  • Added build commands for shelves on small shelves and vice versa.
  • Legionaries spawn with needle launchers, a compact version of the needle gun.
  • Tesseron beam grasers have 50% armor penetration.
  • Tweaked mechs' combatPower.
  • Scale threat points generated by colony mechs by their combat power and a curve based on colony wealth.
  • Children have a natural slave suppression offset. 50% at age 3 down to 0 at age 16.
  • Ensure mechs on caravans are unaffected by plague dev gizmo.
  • Fix: Bloodfeeders reviled precept "bloodfeeder among us" thought is always active.
  • Fix: Foam turrets are considered threats.
  • Fix: Rename "terrible / great memory" genes to "slow / quick study" to avoid sharing a name with the great memory trait.
  • Fix: Tesseron weapon doesn't assign pawn as instigator of damage.
  • Fix: Pawns in gene extractors are suspended.
  • Fix: Psychic bonds will strain when a pawn is doing a jump ability.
  • Fix: Germline genes report "overridden by xenogene:" when no xenogenes are present.
  • Fix: Constructoid description mentions removed weapon.
  • Fix: Kid tribalwear requires complex clothing research.
  • Fix: Newly gestated cleansweeper mechs using incorrect texture.
  • Fix: Preferred xenotypes for ideoligions not working correctly in some circumstances.
  • Fix: "Skill level" in the psychic power ability tooltip.
  • Fix: Skill name in lesson giving/taking report string not translatable.
  • Fix: Carrying thing offset for children.
  • Fix: Manually added "s"-suffix to [soldiers0_kind] strings.
  • Fix: Polux trees cannot be planted without Ideology installed.
  • Fix: Body part group tags debug output not working.
  • Fix: Duplicate genes displaying in extraction message.
  • Fix: When shuffling parents genes into child, list is not cleared, making it always fail after the first attempt.