# RimWorld 1.4 content update adds more integration between expansions - Product: RimWorld (https://whatsnew.fyi/product/rimworld) - Vendor: Ludeon Studios - Date: 2022-11-21 - Original notes: https://store.steampowered.com/news/app/294100/view/3449222798339268050 - Permalink: https://whatsnew.fyi/product/rimworld/releases/2022-11-21-1.4-content-update-adds-more-integration-between 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. Reuse: the summaries, labels and curation here are © What's New. Quote freely with attribution and a link back; wholesale republication of the corpus is not permitted — terms: https://whatsnew.fyi/terms. The vendors' own release notes remain their publishers'. --- - **added** — Ideology precepts that link to Biotech including bloodfeeder belief issue allowing reverence or reviling of bloodfeeders - **added** — Child labor belief issue allowing ideologies to encourage or disapprove of child labor with corresponding work and learning speed effects - **added** — Mechanoid labor belief issue allowing machine worshiper ideologies to enhance mechanoid work speed at the cost of colonist work speed - **added** — Growth vats belief issue allowing ideologies to view growth vats as essential or prohibited with corresponding growth speed and happiness effects - **added** — Preferred xenotypes system allowing ideologies to prefer up to three xenotypes with happiness and opinion modifiers for preferred and non-preferred xenotypes - **added** — Xenogene implantation linked to existing body-modding precepts so believers' attitudes toward body mods extend to xenogenes - **added** — Autonomous weapons beliefs extended to mechanoid use - **added** — Diplomatic reactions to pollution dumping - **added** — Polux tree seeds - **added** — Tribalwear for kids 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]_