About the Game
RimWorld is a sci-fi colony sim driven by an intelligent AI storyteller. Inspired by Dwarf Fortress, Firefly, and Dune.
You begin with three survivors of a shipwreck on a distant world.
RimWorld is a story generator. It’s designed to co-author tragic, twisted, and triumphant stories about imprisoned pirates, desperate colonists, starvation and survival. It works by controlling the “random” events that the world throws at you. Every thunderstorm, pirate raid, and traveling salesman is a card dealt into your story by the AI Storyteller. There are several storytellers to choose from. Randy Random does crazy stuff, Cassandra Classic goes for rising tension, and Phoebe Chillax likes to relax.
Your colonists are not professional settlers – they’re crash-landed survivors from a passenger liner destroyed in orbit. You can end up with a nobleman, an accountant, and a housewife. You’ll acquire more colonists by capturing them in combat and turning them to your side, buying them from slave traders, or taking in refugees. So your colony will always be a motley crew.
Each person’s background is tracked and affects how they play. A nobleman will be great at social skills (recruiting prisoners, negotiating trade prices), but refuse to do physical work. A farm oaf knows how to grow food by long experience, but cannot do research. A nerdy scientist is great at research, but cannot do social tasks at all. A genetically engineered assassin can do nothing but kill – but he does that very well.
Colonists develop - and destroy - relationships. Each has an opinion of the others, which determines whether they'll become lovers, marry, cheat, or fight. Perhaps your two best colonists are happily married - until one of them falls for the dashing surgeon who saved her from a gunshot wound.
The game generates a whole planet from pole to equator. You choose whether to land your crash pods in a cold northern tundra, a parched desert flat, a temperate forest, or a steaming equatorial jungle. Different areas have different animals, plants, diseases, temperatures, rainfall, mineral resources, and terrain. These challenges of surviving in a disease-infested, choking jungle are very different from those in a parched desert wasteland or a frozen tundra with a two-month growing season.
Travel across the planet. You're not stuck in one place. You can form a caravan of people, animals, and prisoners. Rescue kidnapped former allies from pirate outposts, attend peace talks, trade with other factions, attack enemy colonies, and complete other quests. You can even pack up your entire colony and move to a new place. You can use rocket-powered transport pods to travel faster.
You can tame and train animals. Lovable pets will cheer up sad colonists. Farm animals can be worked, milked, and sheared. Attack beasts can be released upon your enemies. There are many animals - cats, labrador retrievers, grizzly bears, camels, cougars, chinchillas, chickens, and exotic alien-like lifeforms.
People in RimWorld constantly observe their situation and surroundings in order to decide how to feel at any given moment. They respond to hunger and fatigue, witnessing death, disrespectfully unburied corpses, being wounded, being left in darkness, getting packed into cramped environments, sleeping outside or in the same room as others, and many other situations. If they're too stressed, they might lash out or break down.
Wounds, infections, prosthetics, and chronic conditions are tracked on each body part and affect characters' capacities. Eye injuries make it hard to shoot or do surgery. Wounded legs slow people down. Hands, brain, mouth, heart, liver, kidneys, stomach, feet, fingers, toes, and more can all be wounded, diseased, or missing, and all have logical in-game effects. And other species have their own body layouts - take off a deer's leg, and it can still hobble on the other three. Take off a rhino's horn, and it's much less dangerous.
You can repair body parts with prosthetics ranging from primitive to transcendent. A peg leg will get Joe Colonist walking after an unfortunate incident with a rhinoceros, but he'll still be quite slow. Buy an expensive bionic leg from a trader the next year, and Joe becomes a superhuman runner. You can even extract, sell, buy, and transplant internal organs.
And there's much more than that! The game is easy to mod and has an active modding community on the Steam Workshop.
You begin with three survivors of a shipwreck on a distant world.
- Manage colonists' moods, needs, wounds, illnesses and addictions.
- Build in the forest, desert, jungle, tundra, and more.
- Watch colonists develop and break relationships with family members, lovers, and spouses.
- Replace wounded limbs and organs with prosthetics, bionics, or biological parts harvested from others.
- Fight pirates, tribes, mad animals, giant insects and ancient killing machines.
- Craft structures, weapons, and apparel from metal, wood, stone, cloth, and futuristic materials.
- Tame and train cute pets, productive farm animals, and deadly attack beasts.
- Trade with passing ships and caravans.
- Form caravans to complete quests, trade, attack other factions, or migrate your whole colony.
- Dig through snow, weather storms, and fight fires.
- Capture refugees or prisoners and turn them to your side or sell them into slavery.
- Discover a new generated world each time you play.
- Explore hundreds of wild and interesting mods on the Steam Workshop.
- Learn to play easily with the help of an intelligent and unobtrusive AI tutor.
RimWorld is a story generator. It’s designed to co-author tragic, twisted, and triumphant stories about imprisoned pirates, desperate colonists, starvation and survival. It works by controlling the “random” events that the world throws at you. Every thunderstorm, pirate raid, and traveling salesman is a card dealt into your story by the AI Storyteller. There are several storytellers to choose from. Randy Random does crazy stuff, Cassandra Classic goes for rising tension, and Phoebe Chillax likes to relax.
Your colonists are not professional settlers – they’re crash-landed survivors from a passenger liner destroyed in orbit. You can end up with a nobleman, an accountant, and a housewife. You’ll acquire more colonists by capturing them in combat and turning them to your side, buying them from slave traders, or taking in refugees. So your colony will always be a motley crew.
Each person’s background is tracked and affects how they play. A nobleman will be great at social skills (recruiting prisoners, negotiating trade prices), but refuse to do physical work. A farm oaf knows how to grow food by long experience, but cannot do research. A nerdy scientist is great at research, but cannot do social tasks at all. A genetically engineered assassin can do nothing but kill – but he does that very well.
Colonists develop - and destroy - relationships. Each has an opinion of the others, which determines whether they'll become lovers, marry, cheat, or fight. Perhaps your two best colonists are happily married - until one of them falls for the dashing surgeon who saved her from a gunshot wound.
The game generates a whole planet from pole to equator. You choose whether to land your crash pods in a cold northern tundra, a parched desert flat, a temperate forest, or a steaming equatorial jungle. Different areas have different animals, plants, diseases, temperatures, rainfall, mineral resources, and terrain. These challenges of surviving in a disease-infested, choking jungle are very different from those in a parched desert wasteland or a frozen tundra with a two-month growing season.
Travel across the planet. You're not stuck in one place. You can form a caravan of people, animals, and prisoners. Rescue kidnapped former allies from pirate outposts, attend peace talks, trade with other factions, attack enemy colonies, and complete other quests. You can even pack up your entire colony and move to a new place. You can use rocket-powered transport pods to travel faster.
You can tame and train animals. Lovable pets will cheer up sad colonists. Farm animals can be worked, milked, and sheared. Attack beasts can be released upon your enemies. There are many animals - cats, labrador retrievers, grizzly bears, camels, cougars, chinchillas, chickens, and exotic alien-like lifeforms.
People in RimWorld constantly observe their situation and surroundings in order to decide how to feel at any given moment. They respond to hunger and fatigue, witnessing death, disrespectfully unburied corpses, being wounded, being left in darkness, getting packed into cramped environments, sleeping outside or in the same room as others, and many other situations. If they're too stressed, they might lash out or break down.
Wounds, infections, prosthetics, and chronic conditions are tracked on each body part and affect characters' capacities. Eye injuries make it hard to shoot or do surgery. Wounded legs slow people down. Hands, brain, mouth, heart, liver, kidneys, stomach, feet, fingers, toes, and more can all be wounded, diseased, or missing, and all have logical in-game effects. And other species have their own body layouts - take off a deer's leg, and it can still hobble on the other three. Take off a rhino's horn, and it's much less dangerous.
You can repair body parts with prosthetics ranging from primitive to transcendent. A peg leg will get Joe Colonist walking after an unfortunate incident with a rhinoceros, but he'll still be quite slow. Buy an expensive bionic leg from a trader the next year, and Joe becomes a superhuman runner. You can even extract, sell, buy, and transplant internal organs.
And there's much more than that! The game is easy to mod and has an active modding community on the Steam Workshop.
Screenshots
23 images
Version Information
Steam Patch Notes
Official update history
On the site: Build 23627282
Up to date
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
Website | X | BlueSky | Reddit | Facebook
View on Steam
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
Website | X | BlueSky | Reddit | Facebook
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.
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 👻
Website | X | BlueSky | Reddit | Facebook
View on Steam
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 👻
Website | X | BlueSky | Reddit | Facebook
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.
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,
- Tia
Website | X | BlueSky | Reddit | Facebook
View on Steam
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,
- Tia
Website | X | BlueSky | Reddit | Facebook
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.
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,
- Tia
Website | X | BlueSky | Reddit | Facebook
View on Steam
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
Website | X | BlueSky | Reddit | Facebook
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.
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!
- Tia
Website | X | BlueSky | Reddit | Facebook
View on Steam
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
Website | X | BlueSky | Reddit | Facebook
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.
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
View on Steam
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.
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
- 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.
- 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.
View on Steam
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.
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
- 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.
- 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.
View on Steam
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.
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
- 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.
- 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".
View on Steam
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".
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
- 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.
- 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".
View on Steam
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".
Version 1.4
Dec 17, 2022
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, 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 verified - 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 Discord! 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.
{STEAM_CLAN_IMAGE}/25160263/3b39419f611a455220f8d9a18a20251c9dfed5f7.png
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
- 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.
- 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.
View on Steam
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, 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 verified - 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 Discord! 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.
{STEAM_CLAN_IMAGE}/25160263/3b39419f611a455220f8d9a18a20251c9dfed5f7.png
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.
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 💚
- 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.
- 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.
- 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.
View on Steam
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.
Current Release
23627282
Uploaded Jun 13, 2026
Additional Files
DLCs (Legit Owners)
1 file · For legitimate game owners
System Requirements
OS
N/A
CPU
Core 2 Duo
RAM
4 GB RAM
GPU
Intel HD Graphics 4000 or other shader model 4.0
How to Install
1
Download all files
2
Extract the .ZIP file to a folder (use WinRAR or 7-Zip)
3
Run RimWorldWin.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
Size
786 MB
Build
23627282
Password: cracked-games.org
CRC32
46B51B13
SHA-256
fa0538983defe573f49fa2c9d7cd6fb98808e2238c2eb6b3131ed216140b8385
How: Right-click the downloaded file → 7-Zip / WinRAR → CRC SHA → compare with the values above.
You May Also Like
View AllDownload RimWorld for PC with a direct link or via torrent. Get the full version of RimWorld for free. RimWorld is a Indie released by Ludeon Studios.