# RimWorld changelog > A sci-fi colony sim driven by an intelligent AI storyteller. - Vendor: Ludeon Studios - Category: Games - Official site: https://ludeon.com - Tracked by: What's New (https://whatsnew.fyi/product/rimworld) - Harvested from: Steam (app 294100) - Entries below: 19 (newest first) What's New is an index, not a publisher: every entry below links to the vendor's own release notes, which are the authoritative source. Entries are labelled where they are hand-curated sample data, pre-releases, or drawn from a secondary source such as a developer blog. ## Releases ### Update 1.6.4850 released - Date: 2026-06-08 - Original notes: https://store.steampowered.com/news/app/294100/view/687507011804333827 - Permalink: https://whatsnew.fyi/product/rimworld/releases/steam-687507011804333827 - **changed** — Heavy bridges are now immune to explosion damage - **added** — Embryos are now forbiddable - **added** — 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** — Updated Royalty preview images - **changed** — Updated player creative content - **fixed** — Some ancient danger enemies were active before they were unfogged - **fixed** — Cloudwatching sometimes appeared when in space instead of stargazing - **fixed** — Pawns could infinitely desire a looks-change if their ideoligion and genes clashed - **fixed** — Deliver resources jobs issue causing pawns to not take any job - **fixed** — Error with grow zones in pocket maps - **fixed** — Incorrect parameters being used in AncientPodContents - **fixed** — Creepjoiner body types - **fixed** — Pawns passing friendly and enemy blockers - **fixed** — Glower dialog could not be configured not to force a color value - **fixed** — Construct cache not respecting forced orders - **fixed** — Gravship jumps interrupting deathrest - **fixed** — Holding platforms minified by infestations would delete their contents - **fixed** — Cultists would get stuck after their ritual was interrupted - **fixed** — 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](https://discord.gg/MC6eYAHuPu)**. 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 _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/294100/view/687507011804333827]_ ### Update 1.6.4630 released - Date: 2025-10-31 - Original notes: https://store.steampowered.com/news/app/294100/view/809085268448510954 - Permalink: https://whatsnew.fyi/product/rimworld/releases/steam-809085268448510954 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](https://discord.gg/MC6eYAHuPu)**. 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 - Date: 2025-08-28 - Original notes: https://store.steampowered.com/news/app/294100/view/498331094794371516 - Permalink: https://whatsnew.fyi/product/rimworld/releases/steam-498331094794371516 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](https://discord.gg/MC6eYAHuPu)**. Have fun out there! - 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 - 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 gra _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/294100/view/498331094794371516]_ ### Update 1.6.4543 released - Date: 2025-08-06 - Original notes: https://store.steampowered.com/news/app/294100/view/498328557405079879 - Permalink: https://whatsnew.fyi/product/rimworld/releases/steam-498328557405079879 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](https://discord.gg/MC6eYAHuPu)**. Bye for now, - 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 - 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 - Date: 2025-07-29 - Original notes: https://store.steampowered.com/news/app/294100/view/498327923676161143 - Permalink: https://whatsnew.fyi/product/rimworld/releases/steam-498327923676161143 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](https://discord.gg/MC6eYAHuPu)**. 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, - 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 - 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 _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/294100/view/498327923676161143]_ ### Update 1.6.4528 released - Date: 2025-07-22 - Original notes: https://store.steampowered.com/news/app/294100/view/498327545507219356 - Permalink: https://whatsnew.fyi/product/rimworld/releases/steam-498327545507219356 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](https://discord.gg/MC6eYAHuPu)**. 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! - 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 - 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. - F _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/294100/view/498327545507219356]_ ### Odyssey expansion and update 1.6 out now! - Date: 2025-07-11 - Original notes: https://store.steampowered.com/news/app/294100/view/498325386812198501 - Permalink: https://whatsnew.fyi/product/rimworld/releases/steam-498325386812198501 ##### The **[RimWorld - Odyssey](https://store.steampowered.com/app/3022790/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](https://docs.google.com/document/d/e/2PACX-1vRCjqVtPQDFGu4POiKTUd_8o3U2Asdhx99SOvcgU66ABdYtk3Cgndd53yJ6BC4tZX530pp_m6lf4Z9P/pub). **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](https://store.steampowered.com/app/3689230/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/](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](https://discord.gg/MC6eYAHuPu). 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! - [Announcing Odyssey and update 1.6!](https://store.steampowered.com/news/app/294100/view/498322216088241321) - [Odyssey preview #1: Map features, landmarks, and biomes](https://store.steampowered.com/news/app/294100/view/498324752822173699) - [Odyssey preview #2: Gravships and space](https://store.steampowered.com/news/app/294100/view/498324752822174133) - [Odyssey preview #3: Animals, training, and fishing](https://store.steampowered.com/news/app/294100/view/4983253868121983 _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/294100/view/498325386812198501]_ ### Update 1.5.4104 released - Date: 2024-05-24 - Original notes: https://store.steampowered.com/news/app/294100/view/4183359634554411987 - Permalink: https://whatsnew.fyi/product/rimworld/releases/steam-4183359634554411987 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](https://discord.gg/MC6eYAHuPu). 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 ca _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/294100/view/4183359634554411987]_ ### New ambient horror setting and tribal Anomaly support - Date: 2024-05-03 - Original notes: https://store.steampowered.com/news/app/294100/view/4212631128518069325 - Permalink: https://whatsnew.fyi/product/rimworld/releases/steam-4212631128518069325 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](https://www.reddit.com/r/RimWorld/). And if you’d like to help us test new builds and give feedback, join us on the [Official RimWorld Development Discord](https://discord.gg/MKC6QJ4c93). And as always, if you like, please [review Anomaly on Steam](https://store.steampowered.com/app/2380740/RimWorld__Anomaly/)! (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 _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/294100/view/4212631128518069325]_ ### Integrating Anomaly more with the rest of the game - Date: 2024-04-18 - Original notes: https://store.steampowered.com/news/app/294100/view/4216007560397659215 - Permalink: https://whatsnew.fyi/product/rimworld/releases/steam-4216007560397659215 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](https://discord.gg/MC6eYAHuPu). Join us on Reddit to [discuss the update here](https://www.reddit.com/r/RimWorld/comments/1c78yhd/integrating_anomaly_more_with_the_rest_of_the/). Also, please don't hesitate to [review _Anomaly_ on Steam!](https://store.steampowered.com/app/2380740/RimWorld__Anomaly/) (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 _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/294100/view/4216007560397659215]_ ### Anomaly expansion and update 1.5 announced! - Date: 2024-03-13 - Original notes: https://store.steampowered.com/news/app/294100/view/4160834030793878434 - Permalink: https://whatsnew.fyi/product/rimworld/releases/steam-4160834030793878434 We’re super excited to announce our new **horror-themed** expansion, _**[RimWorld - Anomaly](https://store.steampowered.com/app/2380740/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! [](https://store.steampowered.com/app/2380740/RimWorld__Anomaly/) 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 []({STEAM_CLAN_IMAGE}/25160263/6cdbfec4c03544d76eeb815d1acd91876f989937.jpg) []({STEAM_CLAN_IMAGE}/25160263/8557543962a9dc4a4e40500c9aaba49ed690a218.jpg) 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. []({STEAM_CLAN_IMAGE}/25160263/04dca84ee98644a7daf834de3c8ca12a382dd24f.jpg) []({STEAM_CLAN_IMAGE}/25160263/c681eb21b599ef3e79d7d5f6e28f60396633170c.jpg) 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! []({STEAM_CLAN_IMAGE}/25160263/ed5d8b3dd7695d036f556dfd02b28aae1cfa0ceb.jpg) []({STEAM_CLAN_IMAGE}/25160263/02aff1c8e7955b455d488f9dcb1ae63ea56edeb2.jpg) ##### 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! []({STEAM_CLAN_IMAGE}/25160263/9fe7fce71fc910731ef77a9aab6f3e331d9a8fb9.jpg) []({STEAM_CLAN_IMAGE}/25160263/dddd27281d12ad01212cddd537adbc5b0c24d708.jpg) Construct new tools and gear to help you - flamethrowers and hellca _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/294100/view/4160834030793878434]_ ### Update 1.4.3704 released - Date: 2023-04-19 - Original notes: https://store.steampowered.com/news/app/294100/view/6141262952488313845 - Permalink: https://whatsnew.fyi/product/rimworld/releases/steam-6141262952488313845 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](https://discord.gg/MC6eYAHuPu). 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 - Date: 2023-03-28 - Original notes: https://store.steampowered.com/news/app/294100/view/3712694972153483149 - Permalink: https://whatsnew.fyi/product/rimworld/releases/steam-3712694972153483149 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](https://discord.gg/MC6eYAHuPu)! 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 - Date: 2023-02-15 - Original notes: https://store.steampowered.com/news/app/294100/view/3635004526669018235 - Permalink: https://whatsnew.fyi/product/rimworld/releases/steam-3635004526669018235 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](https://discord.gg/MC6eYAHuPu)! 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 - Date: 2023-01-18 - Original notes: https://store.steampowered.com/news/app/294100/view/3669904887430794969 - Permalink: https://whatsnew.fyi/product/rimworld/releases/steam-3669904887430794969 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](https://discord.gg/MC6eYAHuPu). 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! - Date: 2022-12-17 - Original notes: https://store.steampowered.com/news/app/294100/view/3647383152079059752 - Permalink: https://whatsnew.fyi/product/rimworld/releases/steam-3647383152079059752 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](https://discord.gg/MC6eYAHuPu) where we test and submit bugs, on the [RimWorld subreddit](https://www.reddit.com/r/RimWorld/), or at the[ Ludeon Studios twitter](https://twitter.com/ludeonstudios). 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 _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/294100/view/3647383152079059752]_ ### Update 1.4.3563 improves quest reward variety - Date: 2022-11-29 - Original notes: https://store.steampowered.com/news/app/294100/view/3494259338705325620 - Permalink: https://whatsnew.fyi/product/rimworld/releases/steam-3494259338705325620 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](https://www.reddit.com/r/RimWorld/comments/ywsg1p/do_quest_rewards_after_3_dlcs_need_to_be_looked_at/) and [discussions on Reddit](https://www.reddit.com/r/RimWorld/comments/z1ne3l/since_ludeon_has_been_amazing_with_listening_to/) 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](https://discord.gg/MC6eYAHuPu) if you'd like to help test in the future. :) Please don't hesitate to leave [Biotech a review on Steam](https://store.steampowered.com/app/1826140/RimWorld__Biotech/). (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 circ _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/294100/view/3494259338705325620]_ ### 1.4 content update adds more integration between expansions - Date: 2022-11-21 - Original notes: https://store.steampowered.com/news/app/294100/view/3449222798339268050 - Permalink: https://whatsnew.fyi/product/rimworld/releases/steam-3449222798339268050 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](https://store.steampowered.com/news/app/294100/view/5940838760383806768), 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](https://discord.gg/MC6eYAHuPu). 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](https://www.reddit.com/r/RimWorld/comments/z17xwo/14_content_update_adds_more_integration_between/). Also, please don't hesitate to review [_Biotech_ on Steam](https://store.steampowered.com/app/1826140/RimWorld__Biotech)! 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 childr _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/294100/view/3449222798339268050]_ ### Unstable build update 1.4.3548 - Date: 2022-11-15 - Original notes: https://store.steampowered.com/news/app/294100/view/5940838760396382273 - Permalink: https://whatsnew.fyi/product/rimworld/releases/steam-5940838760396382273 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](https://steamcommunity.com/games/294100/announcements/detail/5940838760383806769)! 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](https://discord.gg/MC6eYAHuPu). _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.