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Hi everyone, the official RimWorld merch store is live, but only until Jan 9, 2025!
We're sending out transport pods with our new Randy Random hoodie, muffalo plush, megasloth plush (plus wool), and RimWorld sticker pack!
They're all available here: https://rimworld.store/
And a little reminder that you can keep up to date with all things RimWorld on our X, Reddit, and website.
- Ludeon Studios
Hi there, we're back with the Terraform Titans Duo where you'll get the ultimate survival and strategy experience!
With Oxygen Not Included and RimWorld, you'll master resource management, build intricate bases, conquer hostile planets and face unpredictable challenges. These two critically acclaimed games offer endless hours of creativity, strategy, and survival in harsh, off-world environments on the soil and in the stars!
Get 20% off with the bundle! And if you already own one of the games, get 20% off the other!
https://store.steampowered.com/bundle/46465/Terraform_Titans_Duo/
Oxygen Not Included: Oxygen Not Included is a space-colony simulation game. Deep inside an alien space rock your industrious crew will need to master science, overcome strange new lifeforms, and harness incredible space tech to survive, and possibly, thrive.
RimWorld: A sci-fi colony sim driven by an intelligent AI storyteller. Generates stories by simulating psychology, ecology, gunplay, melee combat, climate, biomes, diplomacy, interpersonal relationships, art, medicine, trade, and more.
RimWorld turns 11 years old on November 4th! To celebrate, were holding a birthday community event to showcase all things RimWorld.
Everyone that participates (and follows the rules below) will be entered in a random giveaway for one of three sets of YouToozs War Queen figure and RimWorld pin sets!
We've also got a small update for RimWorld in version 1.5.4241, and the changelog is below.
Thank you so much for continuing to support and show your love for our game over the last decade.
Happy birthday RimWorld! - Ludeon Studios
Hey there, we're excited to share that our majestic vinyl War Queen figure and RimWorld enamel pin set are now available on YouTooz for the next 4 weeks!
War Queen vinyl figure: We sent out a signal pulse... and a War Queen responded! She'll make a great addition to your colony at home.
RimWorld enamel pin set: Features 5 RimWorld-themed designs including:
- RimWorld logo
- "Ate without table -3" thought
- Crashlanded colonist
- Scyther
- Thrumbo
We're also running a birthday month sale for RimWorld and its expansions until Oct 18.
https://store.steampowered.com/app/294100/RimWorld/
Hi everyone! Our new Steam bundle lets you experience the best of city-building and colony-building with Foundation and RimWorld! Relax in Foundation as you create sprawling medieval cities with free-form tools and watch as your villages live organically in their world. Dig into RimWorld for an immersive story experience as you grow your colony and survive! Get 20% off with the bundle! And if you already own one of the games, get 20% off the other! https://store.steampowered.com/bundle/43256/RimWorld_x_Foundation/ Foundation: Foundation is a grid-less, laidback medieval city-building game with a focus on organic development, monument construction and resource management. RimWorld: A sci-fi colony sim driven by an intelligent AI storyteller. Generates stories by simulating psychology, ecology, gunplay, melee combat, climate, biomes, diplomacy, interpersonal relationships, art, medicine, trade, and more.
Hello! We're launching a bundle that combines two classic colony-building simulators: RimWorld x Necesse!
Develop your settlements and explore procedurally generated worlds. Go from fighting raiders and sentient robotic beasts to conquering magical dungeons for treasure with your friends.
Get 20% off with the bundle! And if you already own one of the games, get 20% off the other!
About RimWorld: A sci-fi colony sim driven by an intelligent AI storyteller. Generates stories by simulating psychology, ecology, gunplay, melee combat, climate, biomes, diplomacy, interpersonal relationships, art, medicine, trade, and more.
About Necesse: Build, quest, and conquer across an infinite procedurally generated world. Play alone or with friends as you establish a settlement and explore deep dungeons, fight monsters and bosses, mine rare ores, craft magical equipment, recruit specialists for your colony, and more!
- Ludeon Studios
Hi everyone! Our new plushie boomrat just launched on Makeship!
Handle this little guy carefully, he just might explode... with love! His boomy pustules also glow in the dark with special fabric.
The boomrat plush is only available for a limited time, so get yours now on Makeship: https://www.makeship.com/products/boomrat-gitd-plush
Also, the Steam Summer Sale just started and you can grab discounts on RimWorld and three of its expansions!
https://store.steampowered.com/app/294100/RimWorld/
- RimWorld
- Biotech
- Ideology
- Royalty
Please don't set anything on fire,
Ludeon Studios
Hello! We're launching a very special colony simulator bundle today: RimFort x DwarfWorld! Get 10% off the game you don't own to complete the set! The bundle runs until June 26, 2024, and it's one of the best ways to spend 1000 hours in game.
Explore massive, generated worlds with your colonists and your dwarves. Go from fighting raiders and sentient robotic beasts across the planet to vampiric infestations and necromancers deep in your mines!
About Dwarf Fortress: The deepest, most intricate simulation of a world that's ever been created. Build a fortress and try to help your dwarves survive against a deeply generated world. Adventure Mode now available in open beta.
[url=https://store.steampowered.com/app/294100/RimWorld/]About RimWorld: A sci-fi colony sim driven by an intelligent AI storyteller. Generates stories by simulating psychology, ecology, gunplay, melee combat, climate, biomes, diplomacy, interpersonal relationships, art, medicine, trade, and more.
- Ludeon Studios
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
Hi everyone! We're here today with a new feature update to Anomaly. Today's update adds a new way to play with all Anomaly content threaded into the entire game, instead of being linked strictly to the monolith quest. This resembles more how other expansions all interact together continuously over the course of a long game. No need for Anomaly to take over an entire playthrough! Weve also added some new economic pathways to make it more feasible to progress through Anomaly content as a low-tech tribal colony. Take a look:
Hi everyone - Ty here.
Were loving your Anomaly stories! Please keep it up with the duplicated babies, shambler babies, and gray labyrinth baby drama. This expansion explores new ground creatively for RimWorld and its been incredibly gratifying to see people having new kinds of stories in the game.
Releases like this bring massive amounts of feedback, which is always incredibly valuable for us to understand how the game is playing and what people want. This time around, many players have said theyd like to be able to mix Anomaly content more into the rest of the game so it feels like less of a self-contained experience, and more like something that integrates into a normal playthrough.
Originally, we had Anomaly throw a ton of content at you guys because we wanted to be sure people would experience all the new stuff and see how much was really there. We may have pushed a bit too far there - Anomaly has tons of content and exposing it all too fast was saturating the experience. This is great for a certain type of intense, focused playthrough, but the game should also support other playstyles.
Todays update addresses that with some key changes and new features:
Hi folks! Only ONE MORE DAY until RimWorld - Anomaly, free content update 1.5, and the Anomaly OST are out! They all release tomorrow Thursday, April 11 at 10 AM Pacific time. This is super-bonus content just for you on Steam. (The cube didnt say we couldnt, which is as good as permission, right?) Today were talking about ghouls.
Hi folks! Only 2 more days until RimWorld - Anomaly and free content update 1.5 are out! They both release on Thursday, April 11 at 10 AM Pacific time. (Theres also a timer counting down on the store page!) https://store.steampowered.com/app/2380740/RimWorld__Anomaly The RimWorld - Anomaly original soundtrack will be available on April 11th as well! This OST comes with 11 tracks and nearly an hour of awesome tunes made by RimWorld composer Alistair Lindsay. Also, Anomaly is launching with full support for 10 languages! On release day, you can play Anomaly in English, German, French, Japanese, Korean, Polish, Russian, Latin Spanish, Simplified Chinese or Traditional Chinese. (Huge thank you to our community translators for helping us out with these!) All of these translations will be editable via the translation GitHub pages to allow for changes and improvements.
Hi everyone! Tia here with the first of our Anomaly feature blogs where we go over the expansions content in detail. Well be posting these blogs leading up to release - which is in 3 weeks! If you missed RimWorld - Anomalys announcement, read it here! And please wishlist Anomaly! https://store.steampowered.com/app/2380740/RimWorld__Anomaly/
Were super excited to announce our new horror-themed expansion, RimWorld - Anomaly!
This expansion adds all manner of monstrous, mysterious, and maddening threats, containment facilities to capture and study dark entities, and a new reality-twisting endgame. Anomaly releases in one month!
Were also announcing the upcoming update 1.5 to the base game (which will be released at the same time as Anomaly). You can currently test this update on the unstable Steam branch - see the bottom of this announcement for details. (Note that this is only base game content - Anomaly is not yet available.)
Well be releasing more info about Anomaly in a series of blog posts over the next few weeks.
Spoiler warning: Below is a high-level description of the expansion content. There are some spoilers here.
Hey everyone! We're excited to announce a limited edition game bundle between RimWorld and Medieval Dynasty running from Feb 15-Feb 22.
Get 20% off when you buy the game bundle, or 20% off the game you don't own to complete the set!
https://store.steampowered.com/bundle/38635/RimWorld__Medieval_Dynasty/
Survive through time! Begin in the Middle Ages and endure hard yet wonderful times, then continue your adventure on a sci-fi Western-themed world in the far future! Medieval Dynasty meets RimWorld - a unique opportunity to experience both of these top indie hits.
About Medieval Dynasty: Hunt, survive, build and lead in the harsh Middle Ages: Create your own Medieval Dynasty and ensure its long-lasting prosperity or die trying! Play alone or team up with friends to enjoy the ultimate medieval experience.
About RimWorld: A sci-fi colony sim driven by an intelligent AI storyteller. Generates stories by simulating psychology, ecology, gunplay, melee combat, climate, biomes, diplomacy, interpersonal relationships, art, medicine, trade, and more.
Good luck on your medieval and sci-fi adventures!
- Ludeon Studios
Hey everyone. RimWorld turned ten years old on November 4, 2023, and it's just in time for the 2023 Steam Awards. You can nominate RimWorld under the "Labor of Love" category! It's been ten years of content from the Kickstarter, alpha, beta, and Steam greenlight days, plus game updates, lore, fanart, videos, streams, memes, Royalty, Ideology, Biotech, Steam Deck, console release, and much more I didn't cover. We're really proud of RimWorld and our community. Here's to more RimWorld! The Steam Autumn Sale just started as well, and we're running discounts on RimWorld, Royalty, and Ideology until Nov 28. Happy ten years! - Ty & the Ludeon team
Hello! We just launched these adorable plush thrumbos on Makeship! They're delightfully fluffy and only available for a limited time - the campaign ends May 17. (They're also our very first official RimWorld merch.)
Get your own thrumbo before they move on: https://www.makeship.com/products/thrumbo-plush
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
Spring is here, so were 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, youre welcome to join us and even test new builds over at the Official RimWorld Development Discord! Enjoy! - Tia
Hello everyone, Tynan here. Good news today: We're reducing prices for RimWorld and its expansions in multiple non-USD currencies. The prices were already below Valve's recommended prices in most cases (you can see the discounts here). This price reduction will increase the discount even further. The price reductions range from 3% to 15% and affect 7 different currencies. For example, in Canadian dollars, RimWorld will be reduced from $42.99 CAD to $39.99 CAD. See the full list below. RimWorld Base Game: [table] [tr] [th]Currency[/th] [th]Original Price[/th] [th]New Price[/th] [/tr] [tr] [td]Euro[/td] [td]32.99[/td] [td]31.99[/td] [/tr] [tr] [td]Great British Pounds[/td] [td]29.49[/td] [td]28.49[/td] [/tr] [tr] [td]Canadian Dollar[/td] [td]42.99[/td] [td]39.99[/td] [/tr] [tr] [td]Australian Dollar[/td] [td]49.95[/td] [td]44.95[/td] [/tr] [tr] [td]Swiss Francs[/td] [td]37.99[/td] [td]33.99[/td] [/tr] [tr] [td]Israeli New Shekel[/td] [td]131.95[/td] [td]129.95[/td] [/tr] [tr] [td]Polish Zloty[/td] [td]144.99[/td] [td]139.99[/td] [/tr] [/table] Biotech Expansion Pricing: [table] [tr] [th]Currency[/th] [th]Original Price[/th] [th]New Price[/th] [/tr] [tr] [td]Euro[/td] [td]24.49[/td] [td]23.49[/td] [/tr] [tr] [td]Great British Pounds[/td] [td]20.99[/td] [td]19.99[/td] [/tr] [tr] [td]Canadian Dollar[/td] [td]32.49[/td] [td]29.99[/td] [/tr] [tr] [td]Australian Dollar[/td] [td]36.50[/td] [td]34.95[/td] [/tr] [tr] [td]Swiss Francs[/td] [td]27.99[/td] [td]23.99[/td] [/tr] [tr] [td]Polish Zloty[/td] [td]114.99[/td] [td]104.99[/td] [/tr] [/table] Ideology & Royalty Individual Expansion Pricing: [table] [tr] [th]Currency[/th] [th]Original Price[/th] [th]New Price[/th] [/tr] [tr] [td]Euro[/td] [td]18.99[/td] [td]17.99[/td] [/tr] [tr] [td]Great British Pounds[/td] [td]16.75[/td] [td]15.99[/td] [/tr] [tr] [td]Australian Dollar[/td] [td]29.50[/td] [td]27.95[/td] [/tr] [tr] [td]Swiss Francs[/td] [td]21.99[/td] [td]19.99[/td] [/tr] [tr] [td]Polish Zloty[/td] [td]91.99[/td] [td]84.99[/td] [/tr] [/table] Thanks for playing and to everyone who keeps contributing to our awesome community. The subreddit is always creative, the Discord is always friendly, our forums and the workshop are always full of great mods and it's all wonderful to see. Cheers. - Ty
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
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
Ho ho ho! The Steam Winter Sale is here! We have a bunch of sales until Jan 5, 2023 to celebrate.
Hello, its Tia! Im here to share a small update just before the holidays.
Todays 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 theyre 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 RimWorlds 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 Im regularly blown away by what people make and do in RimWorld.
You can find us at the official RimWorld development Discord where we test and submit bugs, on the RimWorld subreddit, or at the Ludeon Studios twitter.
Mushy gushy feelings aside I wish everyone a wonderful holiday season and an excellent start to your 2023! See you guys next year, haahaaah
Sincerely,
Tia
Hi! Fresh patch notes here. Today, weve 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. Youll 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
Hi there! RimWorld's 1.4 content update is now available! It adds cross-expansion integration with new Ideology precepts that link to Biotech, gene-modding and inheritance improvements, diplomatic reactions to pollution dumping, polux tree seeds, tribalwear for kids, and many other miscellaneous changes. In a previous announcement, Ty covered the juicy details of this update. That same announcement has been shared below, as well as the changelog with our latest rounds of testing. Thanks to everyone who helped us test this update. The community goes above and beyond with feedback and reports, and it genuinely helps us get these updates out so quickly. We've also tested the update for savegame and mod compatibility. If youd like to help test our updates in the future, please join the official RimWorld Development Discord. If you want to keep playing on the previous version of 1.4, you can use the Steam beta branch "version-1.4.3542". To do this, r-click RimWorld in the Steam library, go to properties, open the betas tab, and select the version from the dropdown. Join us on Reddit to discuss the update here. Also, please don't hesitate to review Biotech on Steam! Enjoy. :) - Tia
Hi everyone, the unstable branch has just received a new patch. We've gotten some great feedback from the community on our 1.4 content update. Latest changelog below. The 1.4 content update has cross-expansion integration, gene-modding changes, player-made xenotypes in the world, and lots of other improvements. Read about it here! Are you interested in helping us test the 1.4 content update? We'd love it if you could share any bugs or issues you find in the official RimWorld Development Discord. To get access to the unstable branch, go to your Steam library, right-click RimWorld and select "Properties", then select the BETAS tab and choose branch unstable. Restart Steam if your game does not automatically update. We're trying to keep savegames compatible with mods, but it is the unstable branch so there may be things that break. Thanks everyone! - Tia
Hi everyone - Ty here. So behind the daily bug fixes, weve been working on a 1.4 content update with more substantial improvements and more stuff to play with. This content update comes with cross-expansion integration between Biotech and Ideology, improvements to gene modding and gene inheritance, changes to pollution management strategies, and extra polish for various gameplay elements and UI. Its nearly done and is now up for testing on Steams unstable beta branch. Everyones invited to test it, and wed love it if you could share any bugs or issues you find on the official RimWorld Development Discord! To get access to the unstable branch, go to your Steam library, right-click RimWorld and select "Properties", then select the BETAS tab and choose branch unstable. Restart Steam if your game does not automatically update. It should be compatible with all savegames and (generally) with mods. But being the unstable branch, there will still be bugs and missing pieces (which is of course why were testing it). Everything in the update is listed in the changelog at the bottom of this post, but lets take a look at some key elements.
Hello, Im back with the details of our last couple of patches for 1.4 and Biotech. Also, our 1.4 midterm patch is just around the corner! You can view our previous patch note updates here:
If you're experiencing any issues with 1.4, Biotech, or something else - let us know in the Official RimWorld Development Discord and we'll look into it. :) We're always collecting feedback, thank you for helping us. See you soon! - TiaHi everyone. Valve has recently released their new recommended currency conversions for Steam games and many game studios are beginning to implement these. We are planning to follow Valves recommendations and update some of our non-USD price conversions. (Note that none of our base USD prices will change - this is only about updating currency conversion rates.) In most cases our prices will remain lower than what Valve recommends. The major currencies will generally see increases of 2-10% - this includes Euros, Chinese yuan, British pounds, Canadian dollars, Australian dollars, Japanese yen, and Korean won. Biotech will change less than other products, since its prices are already more up-to-date. Some currencies stand out since Valve is recommending larger changes. In Brazilian reals, Steam recommends 101.99 BRL for RimWorld; we are planning 79.99 BRL. In Polish zloty, Steam recommends 161.99 PLN; we are planning 149.99 PLN. In Russian rubles, Valve now recommends 1200 RUB; were planning on a price under 800 RUB. In Chinese yuan, Valve recommends 128 RMB; we are planning for 114 RMB. The biggest changes will be in currencies which are currently selling at 90% off compared to the direct exchange rate. Unfortunately these huge price deltas have led to a large amount of cross-region arbitrage fraud. It is so extreme that the overwhelming majority of purchases in these regions are fraudulent. From our metrics it seems clear that we lose far more to fraud in these currencies than we gain in legitimate sales. This has been an issue across the industry which is why many games have already adjusted prices in these currencies, including Valve games, Dead Cells, Deep Rock Galactic, Factorio, Rust, Grounded, DayZ, Mount & Blade II, Euro Truck Simulator, etc. Price updates will occur on November 17. You can of course buy RimWorld and its expansions at their current prices until then. The world has changed a lot since we last set our prices back in 2018. While were not going as far as Valve and others already have, we do need our prices to make sense for the world as it is today. I appreciate your understanding and will be listening carefully to the conversation on this. In other news, on top of the ongoing 1.4 refinement updates, we've got a chunky mid-term 1.4 update on the way with a variety of new cross-expansion integration content. We've been absorbing feedback voraciously and knocking down issues and concerns one by one. I'm looking forward to telling you more about that - hopefully next week. -Ty
Hi everyone! Weve been pushing updates with hotfixes and improvements for 1.4 and Biotech over the last week. We tweaked fixes to make them more mod-friendly and have been collaborating with modders to make updates more seamless for everyone. Ive added a cumulative changelog below for your enjoyment that covers aaaall of those updates. Here are some highlights: - Mechanoids: Labor mechanoids have more work types, are more accessible, and tunnelers have more armor. Fabricors now know how to butcher and cook, and theyll be serving up hot meals for your colonists in no time. You can also leave body disposal to your lifters who can work the crematorium themselves. Cleansweeper mechanoids are available through basic mechtech research instead of standard mechtech, and tunneler mechanoids are beefier to help with melee combat. - Genes: The time required to extract genes and regrow genes was reduced - your mad scientist efforts should be a lot faster. Temperature genes were also adjusted to be more impactful, for example, heat tolerance was increased, but so was heat weakness. - Royalty: Wearing mechlord armor from Biotech satisfies the Royalty royal title requirement. (King of fashion and robots.) - Miscellaneous: We added more clarification and feedback to certain menus and alerts for things like xenogerms, buildings that summon mechanoid bosses, and subcore scanners. Lots of various fixes as well. Have you found a bug or issue? Please report it on the RimWorld Official Development Discord. We really appreciate all the reports and were constantly checking our forums, Discord, and Reddit for issues that pop up. Thanks to everyone who has helped us squash those bugs! Want your colony featured on the Ludeon Studios Twitter? Tweet us a screenshot @ludeonstudios! - Tia
Hey all, Response to the Biotech release has been amazing! Just here to let you know that we've put out two hotfix updates so far. Change logs are below. We're watching and gathering issue reports across forums, Discord, and reddit and will continue to fix critical issues as they're discovered. Less-critical things will be left for slower updates later - it's important to stick to essentials for hotfixes, because it's easy to break one thing while fixing another and maintaining stability is our top priority now. If you're willing to help report or investigate issues, please join the RimWorld Official Development Discord server. Thanks to all those who took the time to report issues. Cheers, -Ty
The RimWorld - Biotech expansion is out! This large-size expansion revolves around babies and child-raising, genetic modification, and the ability to control mechanoids. Get it now on the Biotech Steam page! To celebrate the release, RimWorld and the Royalty expansion are 10% off. Here's the trailer: [previewyoutube=lhSLxvHsYmk;full][/previewyoutube] RimWorld update 1.4 is also released! We described the 1.4 changes in detail in this announcement. Or you can read the changelog here. Compatibility:
Its Tynan here, bringing you our final Biotech preview covering the xenohumans who inhabit the world, their factions, and the mysterious blood-drinking sanguophages, and Biotechs price and release day. Just a reminder that Biotech releases this week on Friday, October 21, 2022! Wishlist it now to get a reminder when its out! Read the previous previews posts for Biotech:
Hi everyone, Jay and Matt here - were developers at Ludeon. We've got a release date for you: RimWorld - Biotech is coming out on October 21, 2022. Mark your calendars and wishlist Biotech now! Todays preview covers reproduction, children, vatgrowing, and genetic engineering. You can also check out our previous blog posts below:
Hey everybody! I'm Will, a designer working on RimWorld - Biotech. In our last blog post, we covered how Biotech lets you build mechanoid colonies run by high-tech mechanitor overseers. You can also read the original 1.4 update and Biotech announcement here. Today, well look at combat mechanoids, commander mechanoids, and pollution! New combat mechanoids open up many avenues for offensive and defensive tactics, and special super-dangerous mechs hold the key to greater power for your mechanitor. Mechanoid production also generates pollution which has its own unique challenges and uses. Later this week well take a look at reproduction, children, vatgrowing, and genetic modifications.
Hey all - Tynan here. This is the first of our Biotech preview blog posts, where we lay out the features of the Biotech expansion, and the thought behind them, in more detail. You can look forward to more posts on the way. (If you missed the Biotech announcement, you probably want to start there. You can wishlist RimWorld - Biotech here.) Todays preview post covers mechanitor core concepts, mechanoid infrastructure, and labor mechanoids. The next post is in a few days, and will cover combat mechanoids, enemy super-mechanoids, and other mechanitor-related features, and there will be many more after that.
RimWorlds third expansion, RimWorld - Biotech is coming out in a few weeks! Were also making the free vanilla 1.4 update available now for play on the unstable Steam branch. More details about that near the bottom of this post. This post will:
Hi there, we've got another update for you today! This update cleans up some rough edges in Steam Deck, and expands the number of game modes that can use Ideology functionality. The update should be compatible with all saves and mods. If the update cause problems and you have a bug to report, or you want to help us test, please join the Official RimWorld Development Discord! Thank you to all of our testers for your feedback. Have a great week! - Tia
Hello everyone! We have great news for our Australian players - RimWorld is once again available for purchase on Steam in Australia. This means Australians have access to the RimWorld Steam store page and can gift and receive Steam keys for the game. (It also means you can read this news update. ) Everything should be back to normal! For context: Back in February, the Australian Classification Board classified RimWorld as Refused Classification (RC) which banned the game from sale in Australia. This news was sudden and a surprise to everyone. We appealed to the Classification Review Board and they agreed to review the games rating on April 20. We assembled a lot of useful evidence and had a great legal team to help us. Our community was also amazing and helped us by providing examples of games on Steam that had similar cases to us, like Disco Elysium and Fallout. The review concluded with a happy ending - RimWorlds classification changed from Refused Classification (RC) to R 18+ (Restricted), and now we're back on Steam! So a big thanks to everyone for your support, that was a wild couple of months! - Tia
Hello everyone! Its Tia - Im back with update 1.3.3326 which brings full support for RimWorld on Steam Deck! Before I get into the update, I wanted to share that our developer who was living in Ukraine is now safe in Germany. Hes staying with one of our former team members and we're doing what we can to help him get set up there. Thank you for all the kind comments and for thinking of our team. Todays update makes the Deck controls more intuitive, refines the touchscreen interface, improves the UI and keyboard, and adds an easy way to access the Deck's controller config options. The Steam Deck requires that we use a new version of the Steamworks API which breaks compatibility with a few mods. To prevent breakages, three weeks ago, we released a public beta to give modders time to update, and we personally reached out to dozens of modders to help prevent mods from breaking. The known incompatibilities should be solved now - thanks to all modders who responded! If you dont want this update for any reason: right-click RimWorld in your Steam library list, click Properties, then select the betas tab. Select version-1.3.3287 - Previous 1.3 version from the drop-down list. This will keep you on the previous version. Your game should auto-update - if it doesnt, restart Steam. Modders: Your mod can now be marked as compatible with major and minor versions. For example, you can mark a mod as compatible with 1.3.3287, but not 1.3.3326. More info in the #mod-updates channel. The full changelog is below for you to peruse! Thanks to everyone who helped us test the beta. If you experience any bugs with update 1.3.3326, or want to help us test in the future, please join the Official RimWorld Development Discord. Im excited to hear how players are enjoying RimWorld on Steam Deck. Maybe Ill spot someone playing it on the train! - Tia
Hi everyone, its Tia. Weve released our Steam Deck update 1.3.3300 as a beta branch on Steam. This update has full support for Steam Deck! However, for that to work it has to use a new version of the Steamworks API, which will break mods that access Steamworks. If youre working on a mod that accesses Steamworks, please prepare to update to its new version to prevent breaking the game. We are planning to release this version to everyone on Wednesday April 6 at around 5pm EST. Players who want to use Steam Deck should also use this branch for now. Everything except a few mods should work. To play this beta on Deck or PC: right-click RimWorld in your Steam library list, click Properties, then select the betas tab. Select steam_deck - Steam Deck update from the drop-down list. Your game should auto-update - if it doesnt, restart Steam. To share any feedback or bug reports from the beta, please join the Official RimWorld Development Discord. - Tia
Hello everyone, Unfortunately, we've just been informed that RimWorld has just been made unavailable for new purchases by Australian customers on Steam. This does not seem to affect existing owners - it only prevents new purchases. Anyone who already owns the game is still be able to play, receive updates and access community features like the forums and workshop. The Ideology and Royalty expansions are also not affected. We don't have a ton of information about this since it just happened within the last few hours, it's Friday evening, and most people we could ask are not at work. From the info we have, this happened because a few days ago, the Australian Classification Board classified a potential console version of RimWorld as Refused Classification (RC), meaning it can't be sold in Australia. We did not expect this to affect the Steam version because in previous similar cases, as with Disco Elysium for example, an RC rating on a console version did not affect the availability of the PC version on Steam. We're not sure why this decision was made in RimWorld's case. I'm sorry this news was so sudden and for anyone who is frustrated by this. We are working to resolve this situation and make RimWorld available to everyone again as soon as possible, but we dont yet know what that might require or how long it may take. Thanks for your understanding everyone. - Ty
Hey everyone, it's time for another update! This update fixes a variety of bugs and includes a number of changes that should make the ideoligions system less restrictive and more flexible. Key among those is a new way to play with Ideology content active, but without actually running the ideology system. The ideology system is great for players who want to do something different, but it could be overwhelming for someone on their first game or who just wants to relax. This new option allows running the game without the complexity of the ideologion system, but with almost all the Ideology content active, including the biosculpters, ancient complex quests, Gauranlen trees, public executions, and more. (Some buildings like skullspikes and loudspeakers are still buildable despite not doing much without ideoligions active - they make nice visual flair if you want them.) We've also reworked how a few pieces of Ideology work to make common ideoligions reduce micromanagement and annoying situations, especially when you're hosting guests from NPC-generated ideoligions. There are also a variety of bug fixes and other improvements - see the changelog below. [EDIT] We've hotfixed an issue with the tutorial. This update should be compatible with all saves and mods. Thanks to everyone who helped test on the official dev Discord! And as always, please don't hesitate to review Ideology on its Steam page! Cheers, Ty
Hey everyone, just a quick note about the Steam Deck release and RimWorld. RimWorld works on Steam Deck as it is now, but there are a number of UI issues and some general jankiness we intend to solve with an update. Our developer who was working on this lives in Ukraine. After delays getting the Deck to him, the current situation there means he won't be making progress any time soon. Our tech lead Piotr Walczak is taking over Steam Deck integration efforts. However, we probably won't have an integration patch out until after the Deck is released. To those of you excited to play RW on the Deck - We are excited too! Please look forward to updates that should solve issues you might find. If you can, consider waiting for the update before you dive in. We want the experience to be as great as possible and we're working to make that happen. We also welcome reports of any issues on the official dev Discord here. Knowing the problems helps us solve them! Thanks to everyone for your understanding. - Ty
Hey everyone - here's a new update for RimWorld for all of you! This wide-ranging update makes a variety of improvements - see the full changelog below. One critical adjustment is in the proportion of different raid strategies. Previously, mechanoids were using breach raids far too often. I've been seeing feedback about this for a while, so in previous updates we did make some analysis tools and I tried to adjust things to solve it. Unfortunately, I missed the true issue and the problem persisted. After some recent feedback from Reddit, we made some more analysis tools to figure out what's going on, I was shocked to discover how out of whack the numbers were. I'm not sure how I missed this before, but the game wasn't acting anything like I intended. Please accept my apology for not fixing this earlier. With this update, breach raids are now present but uncommon, with normal raids forming the main threat. I also tweaked the numbers for human factions so the mix of raid strategies should be healthily varied through the whole game. The game will now also reduce the likelihood of getting two raids from the same faction in a row. Related to that, players' turrets have been buffed gently. Since we have raids that can handle turrets more intelligently now, we can make the turrets stronger against the attacks against which they are effective. All this is subject to ongoing adjustment, of course. We also did a bunch of work to improve your ability to handle vegetarian, carnivore, and eat-anything colonists together. Previously, you didn't have the management tools needed to identify and separate these peoples' foods properly; now you do. Biosculpters also have better feedback to help players anticipate the duration of the biosculpting cycles, since these durations change depending on who goes into the pod. This update should be compatible with all saves and mods. Many thanks to Nick Barrash for work on extremely fiddly meal-related AI and visualization, Matt Ritchie for helping investigate breacher issues, and Alex Mulford for helping balance player defense tools. Also thanks to TiaPixel for marketing help and to everyone who offered test feedback for the unstable build on the public RimWorld test Discord server. As always, please don't hesitate to review Ideology on its Steam page! Until next time, Ty
Hello everyone! I'm happy to announce a new update for RimWorld and all expansions. The biosculpters got a focused redesign. Colonists can now automatically do their own age reversal, and initiating a biosculpting cycle takes 1 step instead of 3. There's also less incentive to do weird things like deconstruct and reconstruct the biosculpter. Overall the micromanagement burden should be much lower, especially for large colonies. We also reworked caravan formation to make it faster and more fluid. The archonexus restart sequence got some love so it's clearer and better-tuned. Finally, there's also a bunch of smaller improvements - see the change list below. This update was tested as compatible with all savegames and mods. Thanks to everyone who helped test on the Official dev Discord server, to Matt Ritchie for running the unstable build update cycle, Nick Barrash for the biosculpter rework, and all our other devs for their contributions, and everyone who gave such rich feedback on Discord and on the RimWorld subreddit. As always, don't hesitate to review Ideology on its Steam page! Enjoy! -Tynan
EDIT 3: The build is now live for everyone. Thanks to the mod authors of Doors Expanded for updating quickly! Hey everyone! RimWorld update 1.3.3117 is now out. This one comes with a long list of new stuff and improvements. Full changelist is below. Multi-ideo viability: One key thing I wanted to do with this update was make it more rewarding to have a colony with diverse beliefs. While it should certainly be possible to run your colony as an ideological monoculture, I always wanted it to be possible to claim the benefits of multiple belief systems at the cost of needing to take a wider diversity of needs into account. This would also make recruiting easier, since it wouldn't be necessary to convert everyone during the recruiting process. We made several changes to achieve this goal. Now, colonists can participate in rituals of other ideoligions, strengthen those rituals by their presence, and gain mood and other benefits from them. Bigoted colonists will get a negative thought from participating in other beliefs, but the benefit from the ritual can outweigh their inner conflict. Since rituals can have quite specific effects, it can be very useful to have a wide toolbox of rituals available. Previously, colonists would be very unhappy if their beliefs were violated by others, and would hate everyone who acted against their beliefs. Now they don't mind as much if something they disagree with is happening elsewhere in the colony, and don't so intensely hate anyone who does something they wouldn't. They will still care as before about their own actions. Previously, in order to celebrate a ritual, it needed to be obligated by having three believers in the colony. This is no longer the case - just one believer is now enough to initiate a ritual, while obligations to do the ritual still start at three believers. I'll continue to monitor how this plays out and make adjustments as needed to maximize the number of viable play paths you can choose from. Compatibility: This update should be compatible with all savegames and mods. As always, don't hesitate to review Ideology on its Steam page!
Hello RimWorld players! I've just released RimWorld version 1.3.3101. This one comes with a long list of new stuff and improvements for the base game and both expansions. Full changelog is below. Fluid ideoligions: The big feature in this update is fluid ideoligions. You can start the game in a new mode where you define a simple, minimal ideoligion to begin with. Then, during play, you'll earn development points by completing rituals and taking actions that satisfy your beliefs. With enough development points, you can reform your ideoligion to alter memes, styles, precepts, and everything else. You'll be able to build up the complexity and intensity of your belief system as the game progresses. The original system with stable ideoligions also remains available, if you want to play a specific belief system from the start. Compatibility: This update should be compatible with all savegames and mods. Thanks: Thanks to everyone who helped us test this update on the official development Discord server, and to modders (Oskar and pals) who updated their mods to keep compatibility! Don't hesitate to review Ideology on its Steam page! EDIT: Build quickly updated to 1.3.3102 to fix an issue with the biosculpter pods not working right. Changelog below.
Hey everyone! I've just released version 1.3.3087 of RimWorld with a variety of improvements for the base game and both expansions. Full changelog is below. The main visible feature in this update is tree replanting. You can extract a tree and move it around as an item. You can then replant it where you like. It'll die after 7 days if not replanted. Anyone can do this, but it should be especially useful for colonies who believe it's immoral to kill trees since now they can move trees out of the way of building sites. This update should be compatible with all savegames and mods. Thanks to everyone who helped us test it on the official development Discord server, and to everyone who has submitted bugs and constructive feedback. We're happy to have all this great information to use while improving the game.
Hey everyone! Today's update adds a new ideoligion setup screen with a variety of preset patterns for ideoligion generation. The idea is to avoid overwhelming the player with details if they just want to play.
We also added the ability to play the game with an ideology matching classic RimWorld. This is a good idea for the player's first few games as they get used to the game systems.
This update also significantly improves video memory usage, especially in heavily-modded games.
It is compatible with all saves and mods.
Thanks to everyone on the official dev Discord who helped us test this update! Anyone else who wants to help test is very welcome to come join.
Hey everyone, here's the next RimWorld update for the weekend! Thanks for the ongoing feedback. It should be compatible with all saves and mods.
Hey everyone, we're here with another update. Tons of great feedback has been coming in and we're working to translate that into high-value improvements as fast as possible. It should be compatible with everything. Thanks to those who helped test it on the Official Dev Discord. Come join us! Improvements: - Desired apparel now uses the same faction restrictions as role apparel does. Tribal-Only: War mask, Tribal Headdress. Non-tribal only: Slicecap, Beret. Removed visage mask restriction to non-tribal only. - Slaves no longer slight or insult non-slaves - Slaves never start social fights with non-slaves if insulted. - Allowed saving all ideos and allowed saving ideos in-game. - Allow non-ideo members to participate in leader speech. - Melee-ing a slave now increases suppression. - Rebellion chance per slave now relates inversely to the number of slaves on the map, so overall rebellion chance shouldn't climb so aggressively with higher slave counts. - Adjust slave rebellion base MTB 50 days back to 45 days. - Change animal products and processed food to not generate negative thoughts related to meat-eating precepts. Vegetarians and carnivores alike can now eat these without being bothered. - Beggars can now be given items when they are traveling to their wait destination. - Prevent thrumbos from eating Gauranlen trees in addition to anima trees. - Ideo UI Role apparel requirements float menu now lists the incompatibility reason. - Added confirmation dialogs in ideo config UI when precepts will change. - Dryads of not the correct caste will return to the tree first when connection strength drops enough to be unable to support the current number of dryads. - Integrate art for rough living issue and set it to medium importance. - Gauranlen pod sprouts now happen much earlier for tree connector ideoligions. - We are now more selective about which weapons increase rebellion chance (exclude wood, emp, smoke...) - Allow black color to be selected for apparel coloring. - Integrated new mod source and warning graphics for the mod menu. - Integrated new meal graphics. - Improvements to ideoligion save/load UI. - Ensure Tunneler meme always has the MiningYield_High precept. Technical: - Optimized QuestNode_Root_WorkSite. - Removed _NewTemp suffix from PreceptWorker methods and made optional parameter non-optional. - Renamed def Nutrifungus to Plant_Nutrifungus per standard. - Changed ThoughtWorker_Precept_IdeoDiversity to not iterate over spawned pawns list twice. - Removed unused 'Notify_MemberSpawned' methods. - hairColor -> hairOnly. - Mark PlaceBlueprintForBuild as [Obsolete]. - Improvements to pawn blindness checks. Fixes: - Fix: ProblemCauser quest can fire with mech cluster even if mechanoids disabled. - Fix: Incorrect requireOne usage for PainIsVirtue. - Fix: Some bad requireOne usages. - Fix: Diversity of thought calculates the percentage of pawns with another ideo by dividing against all spawned pawns of the faction including animals, slaves and prisoners. - Fix 5218: Some ancient doodads are rotated when they shouldn't be. - Fix: Lovers/Spouses sharing a bed in barracks get "sleeping alone" thought. - Fix: Initial player ideo can be set multiple times on different ideos if the user revisits the configure ideo page before starting a game. - Fix: Pawns under 18 can use age reversal. - Fix: Starting leader speech from a ritual focus bypasses some checks, like being able to speak. - Fix: Funerals are expected to be held for slaves if they have same ideo as colonists. - Fix: Farskip with Relic gives debuff from losing the relic. - Fix: Hermetic crate missing opening completed sound. Applied the same sound as security crate. - Fix: Slaves and prisoners will not be carried to slave medical beds after a duel ended in which they got wounded. - Fix: Ancient complex world objects remain on world map after archonexus cycles making it potentially hard to generate a new site as a ritual reward. - Fix 5232: Wimpy Noble quest generated with generic tags rather than text. - Fix: Apparel color buff is gone after save / load. - Fix: NullRefException when abandoning royal title. - Fix 5234: Pawns can build turrets when prohibited by precepts. - Fix 5225: Undefined 'spritElement' text element. - Fix: Ideo creation warning about incompatibility between apparel requirement and desired apparel even if both apparel are the same. - Fix: Collapsed rocks have 'attack to destroy' inspect pane and disabled deconstruct message. - Fix 5216: Minor text overlap issue in ideo config UI. - Fix: Bestower pawns can engage in social fighting, breaking the ceremony. - Fix: Misc small copy errors.
Hey all, another update! This one hits a lot of various points game-wide. See change list below. It should be compatible with everything. Please let us know on the official dev Discord if you have a problem and we'll get right on it! We're continuing to collect feedback and improve everything we can. I much appreciate everyone who has helped out! Change list: - Having 1 or 2 colonists of a player's original ideoligion boosts conversion chance for that ideoligion and reduces it for conversions against that ideoligion. This is configurable in difficulty settings. This makes it easier to expand an ideoligion starting from just one person. - When a pawn is connected to multiple gauranlen trees, they prioritize pruning the tree with the biggest difference between desired connection strength and current. - Tune slave rebellion chances a bit lower, and reduce the effects of some factors. Slave weapon noticing distance reduced from 10 to 6.9. - Burka now covers neck and shoulders. - Gauranlen pod sprouts can happen even when no tree connector pawns are present. They will occur roughly every 60 days. Roughly every 30 days for tree connectors. Gauranlen pod sprouts can occur on desert or extreme desert biomes, but not ice sheet or sea ice. - Auto-slaughter config allows you to control bonded animal slaughter specifically. - Gauranlen trees heal slowly over time. - Suspend dryads currently in cocoons. - You can no longer change the color of lodgers' apparel if they refuse to change their apparel at all. - Improvements to styling station dialog based on feedback. - Added darker black hair color option. Moved hard-coded hair colors to ColorDefs. - Use faster HasHead property instead of GetNotMissingParts().Any(x =>...) - Fix: Women constantly using the styling station to get a beard that they are not allowed to have. - Fix: Animals portraits blank on ritual setup dialog. - Fix: Dryads prioritize rest over drafted follow. - Fix: Potential NRE when ritual participants target a bed. - Fix: Pawns can extract skulls from corpses that have lost their head since designation. - Fix: Royal titles wanting personal bedrooms don't like love clusters. Bed room owners are now calculated by love cluster rather than pawn relationship pair. - Fix: Missing reservation check. - Fix: Potential error when ritual participants target a bed. - Fix: Checking all beds instead of just humanlike ones for room owner. - Fix: Checking reachability in ClosestThing_Global_Reachable. - Fix: Members of a love cluster that have a single bed get "slept alone" thoughts. - Fix: Couples made of a slave/colonist pair want to sleep together, despite not being able to share a bed. - Fix: Missing translation key. - Fix: Animals portraits blank on ritual setup dialog. - Fix: Checking reachability in ClosestThing_Global_Reachable. - Fix: Tattoos add transparency to pawn skin background. - Fix: Iterating forwards through knownExpansions instead of backwards. - Fix: Not using local map variable in Alert_IdeoBuildingDisrespected. - Precept.PlayerWarning -> GetPlayerWarning. - MayRequire="Ideology" -> MayRequire="Ludeon.RimWorld.Ideology" in a few places.
EDIT: Saturday night/Sunday morning, I pushed a quick update to 1.3.3071. This fixes a single bug where pawns would get stuck at the styling station. -------------------------- Hey all, another quick update before the weekend. I've just released version 1.3.3069b to everyone. This is the same as 1.3.3069 from earlier today, with the addition of a feature that lets you save and load ideoligions within the ideoligion customization screen. If you have a complicated ideoligion you want to use from now on, you can save it during creation and load it in future games. You should be able to get the update by restarting Steam. It'll be compatible with everything. Look forward to more updates soon! -Ty Twitter: @TynanSylvester
Hey all, just a quick update. This is yesterday's unstable test build with some fixes and stabiliztion. Everything should be compatible. Another bit of new - we have completed our first pass of the ideoligion save and load feature. That will be up on the unstable branch for testing very soon and hopefully released to everyone soon after. Thanks for the feedback everyone, and to our very diligent devs! You can come help us test the unstable version or report any bugs you found on the official development Discord. Changelog since last main version: - Reduce nutrition required for biosculpting from 20 to 10 for healing and age reversal cycles. - Adjust trees-related thoughts. Negatives for killing trees are reduced. Positives for seeing trees are amplified. - Bug mitigation for null map in QuestPart_SubquestGenerator_RelicHunt. - Fix: Pawns will attempt to harvest trees in growing zomes marked as no cutting. - Imported new player creative content. - Reversed meme order in UI. Low impact at top, high at bottom. - Assign mapPawns.FreeColonistsAndPrisonersSpawned to a local variable in Alert_RitualObligation to avoid repeated expensive calls. - Add caching to pen-related calcualtions related to WorkGiver_TakeToPen to address large performance spikes when having many animals in a pen. - Chance of resentment on failed conversion attempt reduced from 36% to 20%. Chance of fight reduced from 4% to 2%. - If a pawn has sight under 50%, he should gain a psychic sensitivity bonus of up to 50%. - Assign mapPawns.FreeColonistsAndPrisonersSpawned to a local variable in Alert_RitualObligation to avoid repeated expensive calls. - Add caching to pen-related calcualtions related to WorkGiver_TakeToPen to address large performance spikes when having many animals in a pen. - Change back HomeFaction to Faction in JobDriver_TakeToBed, improve related comment. - Changed all culture icon colors to full white. - Changed implementation of delivering pawns to their bed after gladiator duel. - Small optimization: Check a flag before calling a complex function when checking for repeating memes during ideo generation. - Add short comments for couple recent fixes. - Skulls are stackable. - Clarified 'right-click' info in beggars quest. - Removed duplicate blind check in ThoughtWorker_Dark. - Connecting to a Gauranlen tree gives 25`45% connection strength to the connector depending on ritual quality. - Psychically deaf pawns cannot connect with Gauranlen trees. - Bonsai trees no longer are auto-harvested on reaching max growth - Added debug tool to stop timed raids once started. - Text fixes for certainty tooltip. - Fix: Missing eye wound graphic and tattoos visible on beheaded pawn. - Fix: 'The maximum number of (role) is xx' flickering on edit ritual dialog - Fix: Dueling slaves without beds assigned results in errors - Fix: Possible string concatenation issue. - Fix: Failing to generate a new unique name for a precept can leave it with a null name. - Fix: When a styled standing lamp is failed to build, a non-styled blueprint replaces it. - Fix: Inverted desired connection strength check in alert. - Fix: Slave ideo buildings lacking causes empty alert. - Fix: Another quest node relating to animals could possibly use dryads. - Fix: Dryads can show up as animals for hospitality quests. - Fix: Cannibal tribes can sometimes generate without cannibal precept. - Fix: Sterilized roosters can still fertilize eggs. - Fix: Female pawns can infrequently gain beards on style change. - Fix: Exception when selecting leader with building precept that has no requirements. - Fix: Wrong zone checked for auto cut - Fix: Duplicate building precepts from multiple ideos only shows first building in architect menu. - Fix: Missing body parts constantly draw bandages on pawns. Now they go away once it has been tended to. - Fix: Typos.
The release of Ideology and 1.3 have brought a massive surge of new players and new energy in the RimWorld community. It's awesome and slightly overwhelming. We've been hard at work translating feedback into fixes and improvements to try to make the best play experience possible, both in the short and long term. To that end, there's currently a testing branch of the next update up on Steam's unstable beta branch. (Changelist below.) We test these builds and take feedback directly on the official development Discord server. Anyone who is willing to help out should please join us there, try out the build and tell us what you find! Many thanks to all who have participated and all who join. Thanks -Ty Change log since the last main version: Current unstable build: 1.3.3068 - Chance of resentment on failed conversion attempt reduced from 36% to 20%. Chance of fight reduced from 4% to 2%. - If a pawn has sight under 50%, he should gain a psychic sensitivity bonus of up to 50%. - Assign mapPawns.FreeColonistsAndPrisonersSpawned to a local variable in Alert_RitualObligation to avoid repeated expensive calls. - Add caching to pen-related calcualtions related to WorkGiver_TakeToPen to address large performance spikes when having many animals in a pen. - Change back HomeFaction to Faction in JobDriver_TakeToBed, improve related comment. - Changed all culture icon colors to full white. - Changed implementation of delivering pawns to their bed after gladiator duel. - Small optimization: Check a flag before calling a complex function when checking for repeating memes during ideo generation. - Add short comments for couple recent fixes. - Skulls are stackable. - Clarified 'right-click' info in beggars quest. - Removed duplicate blind check in ThoughtWorker_Dark. - Connecting to a Gauranlen tree gives 25`45% connection strength to the connector depending on ritual quality. - Psychically deaf pawns cannot connect with Gauranlen trees. - Bonsai trees no longer are auto-harvested on reaching max growth - Added debug tool to stop timed raids once started. - Text fixes for certainty tooltip. - Fix: Missing eye wound graphic and tattoos visible on beheaded pawn. - Fix: 'The maximum number of (role) is xx' flickering on edit ritual dialog - Fix: Dueling slaves without beds assigned results in errors - Fix: Possible string concatenation issue. - Fix: Failing to generate a new unique name for a precept can leave it with a null name. - Fix: When a styled standing lamp is failed to build, a non-styled blueprint replaces it. - Fix: Inverted desired connection strength check in alert. - Fix: Slave ideo buildings lacking causes empty alert. - Fix: Another quest node relating to animals could possibly use dryads. - Fix: Dryads can show up as animals for hospitality quests. - Fix: Cannibal tribes can sometimes generate without cannibal precept. - Fix: Sterilized roosters can still fertilize eggs. - Fix: Female pawns can infrequently gain beards on style change. - Fix: Exception when selecting leader with building precept that has no requirements. - Fix: Wrong zone checked for auto cut - Fix: Duplicate building precepts from multiple ideos only shows first building in architect menu. - Fix: Missing body parts constantly draw bandages on pawns. Now they go away once it has been tended to. - Fix: Typos.
UPDATE: An issue with this hotfix where health conditions would appear on the wrong body part has been fixed. It may appear one more time if you saved today but not thereafter. Older saves will not have the issue. I'm sorry that bug occurred. --- Hi all, The Ideology release has been great - thanks for all your feedback! We've been working hard to translate this torrent of feedback into a set of improvements for you as fast as possible. Today we've got an update with miscellaneous improvements and fixes. This patch improves the base game, Ideology, and Royalty. EDIT: It should be compatible with all saves and mods. (A few mods were incompatible but have been updated - thanks to the authors CrashM, Void, and avil!) Non-English languages have also been updated with the latest translations from the gracious volunteer translators (you can join them here). Big thanks to everyone who helped test the unstable build on the official testing Discord. Love to have more people come help, so if you're willing please.. join us. The improvement process is ongoing. -Ty @TynanSylvester
Hi again! Tia here, your resident bug whisperer and announcement bringer. First, the big announcement. Well be releasing RimWorld - Ideology on Tuesday, July 20! At the same time, the free 1.3 update (which is currently in public beta) will become the default version. You can wishlist Ideology now on its Steam page here! And also look at the original Ideology/1.3 announcement and the social roles update. If you want to continue on 1.2, you can do that using the Steam betas feature. To do it: Right click RimWorld in the Steam library, click Properties, then on the Betas tab select the branch called version-1.2. This will stay on version 1.2 forever. For modders: No need to break 1.2 support while adding support for 1.3! Keeping 1.2 support is as easy as leaving the old files in a folder. This document explains how to do it. As for savegames, saves from 1.2 (and before) will load on 1.3 (assuming no mods break anything). In addition, non-Ideology savegames will load with Ideology. (However, if you do this you wont be able to customize or randomize your belief system on startup, since the game is already started.) Let's talk about another feature of Ideology!
Just a quick PSA for all the modders out there valiantly updating their mods to 1.3. There's no need to break compatibility with 1.2 while adding support for 1.3! It's quite easy to make a mod support multiple versions of the game, just by putting the old version's files in one folder and the new version's files in another. If you want to be more efficient and share identical files between versions, you can do that too. You can even define your own custom folder structure for full control. This document explains the details on how to do it: Multi-version mods in RimWorld Thanks all, Ty
Welcome back! Im Tia, and Im here to bring you more Ideology preview info while we wait for the big release day. Today, Im talking about Ideologys new social roles and rituals. Im also including another UI shot since everyone loved Spacer Manporkism so much in the reveal announcement. You can wish list Ideology on its store page here!
Hello everyone! Im Tia, an insect lover and spelopede sympathizer at Ludeon. Today, I get to share some big news! Soon, we'll be releasing RimWorld update 1.3 with new free content and a variety of improvements including animal fences, breach raids, beards, and many quality-of-life improvements. You can play 1.3 now on the Steam branch 1.3-preview. (To access it, go to your Steam library, right-click RimWorld and select "Properties", then select the BETAS tab and choose branch 1.3-preview. Restart Steam if needed.) The beta is to give modders ample time to update, as well as help us fix those final bugs. As a reminder, RimWorld supports multi-version mods, so anyone should be able to continue playing 1.2 as long as they like and change over when desired, as long as modders don't remove 1.2 support. Modders can even add 1.3 support without breaking 1.2, before 1.3 is fully released. We worked to ensure mod updating would be as easy as possible. Modders who tested the update process said it was quite easy, some reporting zero changes required, others 5 minutes, an hour, a few hours. Of course it'll depend exactly what a mod touches. We're looking at releasing 1.3 in about 2 weeks, though this could change. With the 1.3 release, well also be releasing a new expansion called RimWorld - Ideology. This expansion focuses on belief systems, social roles, rituals, hunts for ancient relics and cross-cultural interaction. See below for more info and screenshots!
Hey everyone - Just another languages and names update here. This version updates community-created language data and adds the latest batch of names from users who bought the Name in Game version of RimWorld. There have been no functionality changes. All savegames and mods should be compatible. EDIT: In addition, the version 1.1 beta branches have been combined into one, called version-1.1. If you're playing with content or mods from 1.1, this is the branch you should switch to. Sorry if this interrupted your play!
This version updates community-created language data and adds the latest batch of names from users who bought the Name in Game version of RimWorld. There have been no functionality changes. All savegames and mods should be compatible.
I'm happy to bring you another RimWorld update! This is a refinement update for 1.2 which also includes some new apparel and permits. Below is the full list of changes. Compatibility: Hundreds of testers have been trying this build for weeks, so it doesn't have major known mod incompatibilities. Of course, with thousands of mods out there I expect a few hiccups but in general it should be compatible. Non-modded savegames will of course be totally compatible. If for any reason you want to continue with an old version, please use the Steam betas feature to go back to the version you want. Thanks to all the testers, translators, and our amazing developers! -Ty
The 1.2 release of RimWorld adds a variety of new content and a few new systems.
COMPATIBILITY: You can set your Steam beta branch to 'version-1.1.2654' to keep playing on the previous version. It should be mostly unnecessary though, since this update should be compatible with savegames and most mods. Many mods have already updated to 1.2 using the multi-version mod system outlined in the ModUpdating.txt file that comes with the game.
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There are a few major parts to this update.
For many years, some specific balance changes have been requested repeatedly by dedicated players, but I didn't implement them because I thought they would harm the game for more casual players. Now, we added a custom plasystyle system. You can adjust a couple dozen different settings like threat scaling, colonist instakill chances, and crop yield. This means advanced players can set up the game exactly as they prefer. All the old playstyle settings are still available; I expect custom difficulties to be a feature mainly for experienced power gamers looking for something just for them.
The larger part of this update is in all the new content. There are several entirely new patterns for quest generation that see you interacting with poor refugees, acting as airborne shock troops for Imperial nobles, or defending crashed shuttles. We built a system that lets your colonists carry utility items or special armor with consumable abilities like grenades, shields, or jump packs. We added a whole new class of psycasts designed for non-combat economic or social purposes. Imperial titles can now give several new kinds of permits including the right to use a shuttle, and there is a new system for choosing between them, so you can customize your noble into different types. Persona weapons now actually have personality with randomized traits. And there are many other additions described in the full list below.
We really hope you like it. Thank you so much to everyone who gave test feedback and helped translate!
- Tynan
This is a follow-on update to last week's major content additions with some refinements and fixes. This update should be fully compatible with all savegames and mods. If you want to continue on an old version for any reason, they're available using Steam's betas feature. Since Royalty content is less mature (3 months vs 6 years), most of these refinements are focused on it, but there are things for the base game as well. Thanks to everyone who helped test!
We've released the May 2020 update for RimWorld! This update is still on version 1.1, because it should be compatible with savegames and mods. If for any reason you have trouble, you can set your Steam beta branch to 'version-1.1.2624' to keep playing on the previous version. [previewyoutube=POK0YU47pPc;full][/previewyoutube] This update has improvements affecting the base game and the Royalty expansion, though since Royalty is much less mature (3 months vs 6 years), it's what got major focus on the content side. This update is the add-on we promised back on March 2. The big theme of this update was opening up new play paths so you can take on the game's world in whatever way you like, and the game will respond in a way that's sensible. This means you can be tribal, outlander, pro-Empire, anti-Empire, neutral Empire, use psycasters or not, use drugs or not, use ranching or not, and so on. See below for the writeup on major changes, and the change log. Beyond this, there's more stuff in progress, and I'm looking forward to letting you all know about it when the time is right. Thanks to everyone that helped test and give feedback! Please keep it coming. -Ty
This is a refinements and fixes update with improvements for the base game and Royalty expansion. It should be compatible with all savegames and mods. This biggest changes will be tunings designed to move deep drilling from the lategame towards the midgame and make them more viable for marginal drilling projects. As always, everything is on the table for further adjustment as we go forward. If you have a mod compatibility problem, you can use the Steam beta branch called 'previous' to go back to the previous build until issues get worked out. It would be great if you could tell us or the mod developer about the issue as well! We're also working on some deeper gameplay improvements and content additions - look forward to those! However, for stability reasons those are being held back for now. Thanks to all those who helped test on the official testing Discord server. Come join to test future releases! Tuning - Defeating a mech cluster now gives a mood boost to all player pawns on the same map. - Reduce work cost of smelting metal from slag from 1600 to 800 (to help reduce clutter). - Reduce uranium slug turret cost per shot from 4 to 3 and increase its damage from 45 to 50. - Butchered cenitpedes now yield 10 plasteel when shredded, modified by difficulty and pawn skill. - Crashed ship parts now drop an advanced component. - Plasteel no longer burns. - Reduced commonality of mechanoid raids at high points levels. - Reduced deep drilling research cost from 4000 to 1000 and moved from multi-analyzer tier to microelectronics tier. - Reduced cost of deep drill from 200 steel and 4 components to 100 steel and 2 components. - Reduced cost of ground-penetrating scanner from 2 advanced components, 6 components, and 200 steel to 1 advanced component, 4 components, and 150 steel. - Increased deep drill yield for steel, plasteel, uranium, silver, and jade. Reduced yield for gold. - Reduced max deep lump size for gold, and jade, and steel. - Reduced deep drill power consumption from 300W to 200W. - Deep drill can now extract from the 21 closest cells instead of only the 9 closest. - Imperial settlements offer more psytrainers. - Mechs created by the mech assembler mechs now defend the cluster instead of attacking. - Mech assembler now shuts down after spawning 4 mechs. - Double the effect of pain focus. - Seperated deep drilling speed from mining speed. Drill arm now affects deep drilling speed less than normal mining speed. - Tune monument size and construction time. - Monument damage consequence size is no longer affected by challenge rating. - Removed extra selection weight for mech cluster as monument damage consequence. - Adjusted monument protection duration based on challenge rating. - Colonists with bloodlust no longer suffer a mood debuff when harvesting organs. - Adjust Alzheimer's to nullify fewer conditional thoughts, otherwise it can be impossible to keep guests happy with Alzheimer's and it's a bit weird that their mood ends up locked at default. Misc - Reworked how monuments are generated to produce more compact structures without weird large gaps. - Optimized deep drilling for modded games with more rock types. - Explicitly mark some more things as part of Royalty in code for clarity: Shuttle, bladelink weapons, muscial instruments, thrones, projectile interceptors (shields). - Refactor royal title warning texts in order to do the formatting programatically. - Removed unnecessary 'You must keep [guestName] at colony' from hospitality quests as lodgers should not be able to be transferred. - Removed 'showCreatedAt' on recipe def and used existing IsSurgery property instead. - Removed unnecessary check on text height for architect category tab. - Changed psychic amplifier graphic to match archotech artstyle, since it's an archotech item. - Moved IncomingDamageFactor damage mitigation to ApplyDamageToPart. - Optimization: Make GridsUtility.GetDoor use GetEdifice instead of checking every thing in the cell. - Adjusted apparel debug outputs. Text - Monument quest descriptions now better handle multiple allowed floor types. - Added more quest name content for PawnLend quests. - Adjusted monument resource readout to include all possible floor type required resources. - Added a warning popup about conceited colonists when a royal favor quest is about to be accepted (similar to anti-social colonists). - Combine warnings when attempting to accept a royal favor quest for someone who is both conceited and anti-social. - Made it clearer why a Praetor cannot call an orbital imperial trader. - Reduced the tooltip delay on storyteller difficulty selections to zero - Rewrote natural goodwill rise/fall tooltip to display yearly change. Removed redundant text. - Pain focus readout now rounds to the nearest whole number. - Adjust text and fully define mining stat order. - Added an explanation to the psycast 'Target' stat entry. Fixes - Fix: You cannot shoot over unstable power cells. - Fix: Sometimes the wrong people can be ordered to enter shuttles. - Fix: Quests sometimes generate manhunting packs with > 100 animals. - Fix: Spawning sketch that wipes doors with no adjacent regions causes an error. - Fix: The translation files cleaner tool uses LF in the end of the first line (xml root). - Fix: Cocoa trees are marked as unlocked for both 'Tree sowing' and 'Cocoa' research projects. - Fix: Quest lodgers being attacked by colonists (temporary or permanent) during murderous rage and other aggro mental states cause relations loss. - Fix: Typo in peaceful difficulty description. - Fix: Some custom backstories with gender set to "either" have a default gendered body type. - Fix: Manhunter incident can fail for very high points. - Fix: Padding for mod requirement box is uneven. - Fix: QuestPart_RequirementsToAcceptBedroom causes errors for pawns with royal titles which don't have bedroom requirements. - Fix: Tough trait incoming damage multiplier doesn't work properly. - Fix: Item hitpoint slider precision - unequal values shown as same. - Fix: NPCs incabable of doctoring can self tend. - Fix: In the info card for a psycast, all entries in the lists of Target are capitalized. - Fix: Formatter tool adds and deletes same values because cyclic reference prevention would skip value types falsely. - Fix: Luciferium not healing chronic conditions but the message says it did. - Fix: Ship parts sometimes land on walls and skip upon spawning inner thing. - Fix: TryFindSafeLandingSpotCloseToColony only checks single cell instead of occupied rect for blocking things. - Fix: Accepting two shuttle-based quests one after another causes one to land on top of the other. - Fix: Siegers receive extra supplies they don't need. - Fix: Various StockGenerator_Tag missing countRanges which made some settlements not carry items they should have.
This is a relatively minor update focused on fixes and balance. The major content we're working on is still being held back for release as the content add-on later. This update should be compatible with all savegames and mods. If for any reason you want to play the previous version, please use the Steam beta branch called 'previous'. Thanks to everyone who has given feedback at the unstable testing Discord server. Come join to test future releases! Improvements - Monuments can now be sastisfied with any floor type instead of requiring specific floor types. - Monument generation has been adjusted to make monuments more dense and consistent. - Reworked how quests decide whether to appear based on player progress to solve an issue that would cause quests not to appear for a long time at lower populations on certain difficulty settings. - "Choose rewards" window renamed to "Reward preferences". Added explanation at the top of the window. Increased height of reward prefs window. - Man in black is now always capable of violent and caring work. - Quests will no longer offer rewards with unreasonably small numbers of items (e.g. 5x hyperweave). - Improved clarity of monument marker placement feedback. Added messages for incompatible terrain or blocking buildings. - Prices now only display decimals when under $10. - Now, only esquire and higher titles will be inherited. - Hospitality threats with mech clusters now display more accurate sizing in generated text. Tuning - Praetors can now give speeches. - Lodger minimum mood now only applies to the asker, not any others who accompany him. - Mech clusters now have more chance of using walls at low points levels, but less chance at high points levels. - Mech clusters are more likely to have mechanoid guards instead of just turrets. - Mech clusters at low points are more likely to have unstable power cells. - Reduce duration of berserk pulse from 15 seconds to 11 seconds. - Increase cost of mortars. - Siegers now recieve 6 replenish shells at a time instead of 10. - Decrease joywire brain efficiency impact from 30% to 20% (reverts previous change). - Increased human turrets damage and fuel consumption. - Increased uranium slug turret range. - Reduce steel from smelting steel chunks from 20 to 15. Reduce resource yield from destroying/disassembing mechs and their buildings. This should reduce late-game clutter, reduce weird economic imbalances between difficulty levels, make it more relevant to actually have an economy besides killing things, and improve challenge spread between difficulties. - Quest ThreatReward_Manhunters_Joiner: Manhunter arrival is much sooner, and comes not too long after the joiner arrives. Technical - Removed null asker possibility from hospitality quests. - Added try/catch to StaticConstructorOnStartupUtility.CallAll() so 1 broken mod doesn't break all other mods. - DesignatorFor -> FindAllowedDesignatorRoot - Monument placement now checks overlap before adjacency. - Minimum mech cluster points can be set for mech cluster buildings. - Rename "ludeon" constant in ModContentPack to LudeonPackageIdAuthor Fix typos in a related check. - Reward from lodgersMoodThreshold in hospitality quests is now factored based on lodgersMoodThreshold value. - QuestNode_IsInList now uses previously unused function. - Removed redundant checks from IsSpawningBlocked. IsSpawningBlockedPermanently checks proper location. - Moved TerrainDef.genericLabel to DesignatorDropdownGroupDef label. - Move the delegate inside ModContentPack.ReloadContent into a class function to prevent future issues with mods. - Added null check for QuestGenUtility method IsInList. - lodgersMoodThreshold is now selected from 4 discrete random values. - Renamed allowedThreats to threatType in hospitality quests; a back-compatibility rule for the old name remains. Fixes - Fix: Can't target caster or pawns of the same faction with psycasts if they're invisible. - Fix: Text overlap for some items on architect tab description. - Fix: Kind label is not gender-aware in RulesForPawn - Fix: Pawns can stand on drapes are standable. - Fix: Some hospitality quest fields report missing translations even though they shouldn't - Fix: Alerts throwing errors after choosing "Load mod list from save" while in-game. - Fix: Smoke spewer does nothing. - Fix: Psycasts don't check cooldown in CanCast method. - Fix: Tribute collector doesn't arrive unless you have a knight. - Fix: Black screen on startup if a workshop mod folder was deleted without unsubbing from the mod. - Fix: Force loading animals into a shuttle while forming a caravan and then sending the shuttle causes errors. - Fix: Asker potentially not being set when setting lodgersHaveMoodThreshold. - Fix: Monuments can be placed over non-edifice buildings without warning. - Fix: Languages listed as seperate even if they share the same legacy folder name. - Fix: Manhunter pack quests and incidents fail to generate for higher points.
In addition to a ton of general improvements for the base game and Royalty, this update focuses on tightening quest generation and making nobles more flexible. Full change log is below. If for any reason you want to play the previous version, please use the Steam beta branch called 'previous'. RimWorld is a very flexible game with many different game states, and our quest generation system uses some pretty complex scripting to generate quests appropriate at different difficulties, diplomatic configurations, and colony sizes. Since releasing 1.1, we've been seeing some cases where quests would generate that weren't rewarded appropriately or had the wrong difficulty and complexity level for the stage of the game they were appearing in. All this should be a lot tighter in this build, and there are further plans for refining and enriching quest content in the future. All the feedback we've gotten about this has been invaluable - thank you! This update also works on making nobles more flexible. Players have indicated that they want to use royal colonists in more different ways, and it's always been a goal with RimWorld to support players choosing their own path as much as possible, exploring different strategies and role-playing different stories. The original nobility design focused on advancing a single character up the noble ranks, but if players want to have 6 knights and they're willing to do the quests to earn that royal favor, the game should reward that gracefully. Shared throne rooms and controllable speeches are a step in that direction. As always, we'll be watching how this plays and seeking more ways to enable players' goals. This update should be compatible with all vanilla savegames. We also tested with a wide variety of mods and found it compatible (though it's hard to guarantee this since mods can change any time and do anything). We'll be watching carefully and working to fix anything that comes up. Whether you're a modder or a player who has discovered a problem, please don't hesitate to come chat with us about technical issues on the public testing Discord server! The content add-on discussed some weeks ago is still coming. These updates represent the more urgent and straightforward improvements I want to get out quickly, while we work on the deeper changes separately. I'm excited to show you what's coming but, as always, it's better to keep it under wraps because the design is still changing as we iterate on it. Thanks again to everyone who is playing and offering feedback. -Ty
This update covers a lot of different ground including a large number of refinements and smaller fixes. It improves both the base game and Royalty expansion content. The most obvious feature is that you can now choose whether you want to recieve faction goodwill rewards from each faction, the same way you can choose to accept or reject royal favor. I'd like to reach a nice balance between creating varying experiences through randomized quest rewards, while also avoiding offering players rewards they're not interested in at all. So I'll be watching to see how this works and considering how to improve reward generation even more. This update should be compatible with savegames and mods. If any further issues come up please let us know on the unstable testing Discord channel. Big thanks to everyone who helped test this update! Changelist below. If for any reason you want to continue on the previous version 1.1.2589, you can access it using the Steam beta branch called 'previous'.
The main feature of this update is the ship landing beacon. Placing four of these on the corners of an open rectangle forms a shuttle landing pad. When shuttles land at the colony, they will land here if they can. In addition, Imperial guests (including the High Stellarch) now land using the shuttle. This update should be compatible with savegames and mods (except ModSwitch). We did extensive testing for mod compatibility, but if any further issues come up please let us know on the unstable testing Discord channel here. Big thanks to everyone who helped test this update! Changelist below. Note: The shuttle will only be used for newly-generated quests, so if you have a royal endgame quest on your savegame already, expect the stellarch to arrive in a drop pod as in the previous version. EDIT 1: Users with the mod ModSwitch are reporting that they can't open their mod menu. To reset mods outside the game on Windows, delete this file: C:/Users/your-username-here/AppData/LocalLow/Ludeon Studios/RimWorld by Ludeon Studios/Config/ModsConfig.xml It'll be broken until the mod author updates the mod. EDIT 2: Just pushed a quick update to fix an issue where drop pods wouldn't arrive on specific types of hosting quests, version changed to 2589. ---------
Here's another polishing update for RimWorld! The most notable change is in how titles interact with work types. Now, only certain characters will actually not do worktypes disallowed by their titles. Royals from the Empire, as well as colonists with the greedy or jealous traits will refuse to do any formally-prohibited work type, while others will take the titles less seriously and continue to work as normal, ignore formal restrictions on food, and not issue decrees. We're still looking at different ways of adjusting the royal system to allow for nobles to be powerful without destroying challenges or constraining storytelling. This update should be compatible with all savegames and mods. Thanks to everyone who gave feedback on the unstable version in the unstable test Discord server
This update includes various new features, adjustments and bug fixes. It's on the unstable branch for testing now. Apparently there are some mod incompatibilities we need to work out. Thanks to everyone who has been contributing unstable build feedback in official unstable build testing Discord server Change list: - Implemented renounce title button on pawn bio tab. You can now have your royal colonists renounce their title if you wish. - Implement mech shield generator charge cycle. Shields now go down for a random day every 10 days, if you're willing to wait. - Mech cluster condition causers and mortars now sometimes take several days to initiate threatening the colony. This gives more time to prepare and attack the cluster. - We now generate random rewards only up to 5500$, the rest will go into market value fillers like gold, plasteel, and uranium. This avoids absurd rewards with large numbers of unique quest items in modded or ultra late-game scenarios. - Added bulk recipes for pemmican and drugs. - Restricted hunting decrees from targeting colony animals. - Make mortar/bullet shields shut down when the cluster is defeated. - Added new visual effects that play when something is disabled by EMP (makes it clearer when mechs and their builds are EMP-affected). - Monument blueprints are now automatically placed when a monument marker is placed. They're also automatically removed when the player cancels the monument. - Reduce hospitality threat frequency from 18h to 24h and adjusted rewards to match. - Reduce love enhancer impact 50%. - Give more time for harvest decrees, especially with fast-growing plants. - Fix: Trade request quest can request and give the same ThingDef - Fix: Trade request quest generation fails in rare cases - Fix: Harvest decrees can ask for cave plants. - Fix: Missing CanPawnAcceptQuest check in QuestsTab. - Fix: Tribal faction namer uses undefined key. - Fix: Traveling colonists not being able to accept quests and refactor MainTabWindow_Quests. - Fix: When the Steam version fails to initialize the Steam API, clicking on a mod requirement throws an exception. - Fix: Pawns losing ownership of their bed/throne if sent in transport pods. - Fix: Random error from NaturalRandomQuestChooser; total weight is zero - Fix: NamesFromRulepack debug output causes errors when root keyword isn't r_name. - Misc minor typo fixes.
Balance updates and bugfixes today! If you're willing to help test the unstable build in future, please join us here: https://discord.gg/EV2PNt7 Feedback is welcome all around. The most direct place to offer it is the Discord channel above, but I'm watching forums, Reddit, and everywhere else I can collect feedback. Thanks in advance to those who contribute thoughts, and to all those who have offered feedback so far. Changes: - Baron can now do Animals work. - Count can now do commoner work. Count is now only unable to do same as Baron, plus Animals. - Balanced down ultratech and bladelink melee weapons a bit. Reduced illegal bladelink usage detection chance 5% to 3%. - Psychic entropy base recovery rate reduced from 5 to 4. - Improve psychic entropy recovery rate on pawns without psychic amplifiers from 4 to 8. - Psycasts rebalance: ---- Painblock duration 30 to 120. ---- Burden duration 30 to 20. ---- Blinding pulse radius 5 to 4, range 25 to 20. ---- Entropy link duration 60 to 120. ---- Beckon range 25 to 20, duration 10 to 8. ---- Vertigo pulse range 25 to 20, cost 25 to 30. ---- Wallraise range 25 to 20, cost 25 to 35. ---- Smokepop range 25 to 20, cost 35 to 30. ---- Berserk cost 35 to 40, range 25 to 15, duration 30 to 15. ---- Berserk pulse cost 60 to 65, range 25 to 15, duration 60 to 15. ---- Invisibility cost 30 to 45, range 10 to 15. ---- Manhunter pulse radius 30 to 28, cost 40 to 50. - Psychic harmonizer impact reduced 20%. - Psychic hangover now affects manipulation and its mood impact is increased from 8 to 12. - Psychic melee weapons are now biocodable. - Unstable power cell, mortar, and bullet shields now have market value since they can be claimed and used by the player. - Mech cluster spawning now handles collisions better (and doesn't wipe other buildings if it doesn't have to). - Condition causers terrain affordance needed: Light -> Heavy - Play sounds when psychic entropy limiter is toggled on or off. - Fix: Steam builds sometimes have no steam_appid.txt because STEAM is not defined in BuildMaker - Fix: Food batch boundary issue when interacting with animal using food that might have already been reserved. Also fixed uneeded default value for QuestNode_Letter. - Fix: Error producing cast in QuestPart_letter. - Fix: Potential attempt at destroying equipment when no equipment is held. - Fix: Helpers leave after fixed 10 days during raid quests even if there are multiple raids. - Fix: Circadian half-cycler breaks parties. - Fix: Temporary faction members who are downed, put in bed, then quest is complete aren't tendable. - Added dead pawn filter for look targets to letter quest node to fix spurious message.
This is a continuation of yesterday's unstable testing with some updates. If you're willing to help test the unstable build for compatibility in future, please join us here: https://discord.gg/4YMfu6 Changelog: - Player-created content update. - Fix: Nuclear Stomach not having zero food poisoning chance - Fix: Escaping prisoners being able to equip bladelinked/biocoded weapons. - Refactored mech cluster position finder to be more robust and flexible. - Fix: Room requirements debuff for royals in caravan. Only apply debuffs on player home maps. - Fix: Some mechanoids showing up as "dormant" after awakening. - Fix: No mech wake-up sound on LordJob_SleepThenAssaultColony. - Fix: Link plasmasword and zeushammer having no detection chance. - HaulAIUtility now checks whether the worktable is spawned when deciding if hauling unfinished thing is allowed.
This update is available on Steam's unstable branch fo testing. We're testing to ensure full save and mod compatibility. If you're willing to help test the unstable build for compatibility, please join us here: https://discord.gg/FYBsdNX Change list: - Increased mini-turret range 25->29. - We no longer generate big mech clusters if there's no space for them to spawn anyway (we keep the points, they're just more compact). - We no longer generate quests to build monuments bigger than possible (e.g. due to bad terrain). - Quests are now consistently sorted by date in the quests tab. - Low-tech weapons are no longer biocodable. - Psychic animal pulser no longer affects player faction animals. - Adjust tuning of chemical desire traits. - Add tip about changing storyteller and difficulty through the options menu. - Columns and urns are now marked as inert for AI purposes. - Pawns can no longer haul away unfinished things that have a bound bill, are located on the worktable or touch the worktable. - Expand title rewards letter to include the delivery information (to colony/directly to inventory). - Fix: Apparel wearout damage applies to world pawns, so they eventually become naked. - Fix: Ground-penetrating scanner text flickering. - Fix: Turrets in smoke can target enemies adjacent to them. - Fix: Mods cannot override patches (reported by NotFood). - Fix: LordToil_HuntEnemies looking for random spot outside colony ownedpawns are not spawned. - Fix: Mechanoid ship part disappeared with error message. - Fix: Incorrect tip. - Fix: Modded floors with 0 market value break monument generation - Fix: Aesthetic nose lacking addedPartProps - Fix: Bad grammar in title rewards letter. EDIT: Updated. - Fix: Pawns will move primary equipment to inventory if pawn becomes incapable of manipulation. - Remove spurious error "Added def X without an associated modContentPack". Patched defs don't need to have modContentPack. - Fixed sorting of quest tabs. - Reworked FindDropPodLocation validator in IncidentWorker_CrashedShipPart. - Fix: Mech cluster quests fail to mention some condition causers in their threat list.
Just a small balancing update this weekend. Balancing will continue as we collect more feedback from across the Internet. - Increase tribute collector rewards to 4 favor per prisoner and 1 favor per 50 gold. - Inferno turret now has longer cooldown and lower accuracy. - Charge blaster turret now has lower rate of fire, smaller burst size, and worse long-range accuracy. Renamed to charge turret. - Mech turrets health changed from 280 to 250. - Random mech clusters no longer come as as raid strategy but as their own incident. - Increase faction relations rewards for quests. - Fix incorrect black line on the Royalty main menu background. - Adjusted donkey and caribou body size (donkey is no longer bigger than a yak). - Added some loading tips.
This update brings bugfixes and other adjustments. If you're willing to help test the unstable branch, please join this Discord server: https://discord.gg/FYBsdNX Change log: - Shorten the royal endgame quest defense duration 15 days->12 days. This does not affect quests that were already generated. - Significantly reduced the frequency of random mech clusters (unconnected to quests). - Mech large turrets now have minimum ranges. Mech mortars initial warmup increased 60->120 seconds. Mech mortars cooldown increased 44->80 seconds. - Reclassified mech mortar as problem causer instead of combat threat, so clusters will now only spawn one of these. Charge blaster turret burst shots reduced 24->16. Mech heavy turrets health 380->280. - Hosting quest worst case raids timing is no longer as severe. - Giving a speech from the throne now trains social skill. - Fix: Banished pawns still send letters about forgetting decrees. - Fix: Bad image for info card on some walls. - Fixed Scenario editor breaking when ThingCount scenPart is null due to def not present - Janissaries, Troopers and Cataphracts no longer can come with the "Brawler" trait. - Fix: It's possible to defeat condition causers simply by entering the map and leaving. We no longer remove the WorldObject if there's any not destroyed condition causer. - It's now possible to move the camera with a float menu open. - Fix: Middle-mouse camera dragging stops if the mouse goes over a UI menu while dragging - Fix: Royal guests arrive with tattered clothes - Fix: Pawns are deep-saved twice if the player saves the game while drop pods with quest pawns are mid air. - Fix: Wrong title being reported in violation letter for illegal psycasts. - Fixes to implants base defs
This update brings bugfixes and other adjustments. If you're willing to help test the unstable branch in future, please join this Discord server: https://discord.gg/FYBsdNX Change log: - Fix: Endless cycle of the prisoner getting out of bed, and the doctor putting the prisoner in the bed - Fix: Tortured artist gets inspiration after being hit by berserk psycast. - Most traders now buy musical instruments. - A mitigation for: Pawn allocated several times to Bed or Throne. Until the root cause is known. - Fix: Cloth sandbags not displaying as 1.0 color. - Fix: A count was used as a caravan guard for the empire - Show detection chance for illegal psycasts attached to the mouse. - All weapons are now biocodable. All lodgers now arrive with their weapons biocoded. Lodgers can now drop non biocoded weapons via UI (e.g. if the player made him equip it). - Fix: some mech cluster building can be deconstructed but won't drop anything. Fix mech capsule not being deconstructible. - Use SketchThing.OccupiedRect in AnyThingOutOfBounds function. - Fixed: IEDs spawn shells when destroyed. - Traders can no longer sell slaves with royal titles. - PawnGenerationRequest properties are now public. - Change CellHasCrops check to early out if no plants found. - Add an out of bounds check to CanSpawnClusterAt. - Pawn lend quest no longer sends shuttles onto maps that don't have enough pawns available. - Removed pawn beauty stat min/max clamping. - Changes to shuttle landing spot finder based on feedback. - Reworked field hand and drill arm so their stats don't fight each other. Instead of reducing manipulation, they now affect movement speed. - Waterproof conduit cost reduced 40 steel -> 10 steel.
This update contains balance changes and bugfixes. It's currently on the unstable branch and will be moved to the default branch after testing. - Mech turret balance: Charge blaster turret cooldown 3.5->4.5 seconds. Inferno cannon turret cooldown 8.5->11.5 seconds Inferno cannon miss radius 3.5->3.9. - Update player-created content: 172 names added. - Languages updated. - Ground-penetrating scanner rebalance. Random find time 4 work days->3 work days. Guaranteed find time 8 work days -> 6 work days. - Ground-penetrating scanner now displays feedback about the current user's scanning speed, the random scan interval for this user, and the progress to a guaranteed find. - Fixed a bug that could cause deep ores to generate outside the buildable area. - Hunting decrees are now cancelled if there are not enough animals of the asked type left on the map. - Monument markers, when canceled, can now be reinstalled again instead of disappearing. - Mech clusters are now a lot less likely to fail finding position on difficult maps. - Only inherited titles are now being removed from pawns after resurrection. So a resurrected pawn will keep his title if it wasn't inherited by someone else upon his death. - Pawns with psychic harmonizers are now unaffected by others' harmonizers, to prevent runaway feedback loops. - Shuttles will no longer land in unreachable locations. - Production decrees now only use more common stuff like wood, steel, and cloth, to reduce cases of near-impossible decrees. - Add related quest gizmo to quest hives. - Add "select hives" button to infestation kill quest so you can see which hives you need to kill. - Fixed a bug that would cause insect kill quests to end only on killing every hive on the map (instead of every quest-spawned hive). - Fixed a bug that would cause downed quest guards to never leave if they were injured during the quest and later healed. - Fixed a bug that caused toxic spewers to affect caravans no matter where they are. - Fixed a bug that made throne comfort not apply while reigning. - Fixed a bug that could cause banished pawns to get stuck if they're on their way to a bed. - Fixed pawn lend quest returning pawns to a random colony map instead of the map they were picked up from. - If a nickname is empty in the character creation screen, the pawn's first name is used in the tooltips instead of an empty string. - Fixed a bug that cause debug log spam after adding entropy link via dev tools and opening health tab. - Optimized monument marker ticking to prevent performance loss with large monuments (checking for completion).
Just a quick update with some miscellaneous fixes. RimWorld is now at 1.1.2563. This update is on the unstable branch. EDIT: Released to main branch now. - Shuttles now avoid landing on crops. - Using a resurrection serum now removes royal titles, to prevent duplicating them. - For modders, fixed and issue where BaseGen and SketchGen SetCustom and GetCustom methods don't work - Fixed a bug that allowed stacking toughskin, armorskin, and stoneskin implants. - Fixed a bug that would cause the royal ascent quest to fail if the high stellarch died of old age. - Fixed a bug that caused traders to restock every day. - Fixed a bug where nobles would get stuck if the throne room became unreachable after they decide to go reign. - Fixed a bug that caused bladelink weapons lose reference to bonded pawn after the pawn died or leaves the map when saving the game. - Long mod names will no longer clip out of the box on the loading screen. - Fixed a bug that interfered with title inheritance if a pawn died in a caravan. - Hunting decrees no longer ask you to kill quest-related animals. - Fixed a bug that caused quest helpers to leave early during long hosting quests. - If a lent colonist dies, the player is now notified, and the colonist's corpse is dropped via drop pod. - Fixed a bug that caused colonist lending quests to remain incomplete if one of the pawns is null (possibly by dying and save/load). - Some small text adjustments.
EDIT: This has been released to the default Steam branch. Today's updated build is up for testing on the unstable branch. The build is 1.1.2562. We'll set it live soon after we confirm it doesn't break anything. It should be save and mod compatible. Anyone who is willing - please try the unstable branch with as many mods and as crazy a savegame as possible! I'd love to hear if anything breaks, or if it doesn't. Thanks in advance. Changes: - Silver and gold tile are now considered fine floor. Fine floor have an info card entry stating that they are fine. - Fixed a bug that caused backstory translation data to be ignored if the translation was compressed. - Fixed a bug that caused the camera to jump occasionally. - Fixed a bug that made it impossible to form a caravan if two map sides were blocked. - Adjusted mech cluster drop rules to avoid dropping too close to colony or colonists. - Changed psychic animal pulser to only affect non-player animals. - Fixed a bug that caused manhunting animals to attack sleeping mechs. - Ensured that an animal bed would not interfere with royal title requirements in a bedroom (we think this could only happen with mods). - We no longer assign heirs to Empire pawns to prevent colonists from inheriting their titles. - Added a bit more information about the heir's faction to the royal title tooltip on the Bio tab. - People with no psychic amplifier now have 30 psychic entropy capacity instead of 100. - Fixed a bug that caused vertical overlap bug between messages and letters in French language. Messages now use dynamic height based on text size rather than constant height and fixed spacing between letters and messages. - Fix a bug that caused a missing period at the end of 'used ability' combat log messages. - Text adjustments and typo fixes.
The release of RimWorld - Royalty has been a great success! Thanks to everyone who's bought it so far, the testers and translators, modders, streamers and video makers. I thought it would be a good idea to write a bit about what to expect next. In the past I've rarely written about the future because release dates and game designs often change unexpectedly during development. I can't tell you how many times in the past I had a firm expectation of some development outcome that was totally wrong in the end. Not talking about the future avoided the risk that something would change and people would get angry because they perceive some promise to have been broken. Talking less also allowed me to focus on making the game great instead of spending time managing public expectations. Now, though, I think it's time to give a bit more info of what to expect to to help people in the community make their own decisions and to help modders be ready for what's coming next.
Another day, another hotfix! This is build 1.1.2560. Side note: There were some recent major changes in a few key mods, so there are still some mods with compatibility problems with each other. More info on this in the last hotfix update and a writeup from the author of the Harmony mod. Let's give them a few days to get things settled! This hotfix is small. Its primary purpose is to fix a bug that would cause mechanoid clusters to never be defeated if you saved and reloaded the game after the associated quest arrived but before accepting it. I just wanted to get this out quickly since while this bug is rare, it is quite annoying when it occurs. If this bug affected your savegame, you can defeat any existing broken mech clusters like so: [olist]
EDIT 2: It appears there's a lot of incompatibility between mods at the moment. Mainly this derives from a recent change in how the Harmony mod worked, which was itself compelled by a change in Unity/.NET. This broke compatibility with many other mods. Here is a full article about Harmony from its author explaining what happened. The recommended fix for now is: [olist]
We've just released another hotfix of version 1.1. It should be compatible with all mods and saves.
Change list:
- Updated translations
- Add feedback on trying to deconstruct walls of a mech cluster before defeating it.
- Give 1 psychic amplifier as inheritance reward. Make title rewards a separate message that can handle more than 1 item.
- Cancelling monument markers for quests sends a copy via drop pod.
- Adjust smelt apparel description.
- Fix: Mod descriptions are cut off if they use
We've been hard at work on a hotfix for some important bugs discovered in 1.1. The hotfix build is now released. The build number is 1.1.2257. Saves and mods should be 100% compatible. Please let us know if you have any trouble with it! We're still working and there will be more hotfix builds with language updates and more fixes. Fixes: - Fixed not being able to uninstall/reinstall unstable power cells after defeating mech cluster. - Made smoothed stone count as floor for royal room requirements. - Fixed a bug where the mechanoid cluster quest never completes. - Mech clusters can no longer drop indoors. - Fixed a bug where injured pawns would never do recreation. - Added info on new features to ModUpdating. - Fixed a bug where turrets have a red cross overlay after loading a 1.0 savegame. - Fixed a bug where a "colonist died" thought would appear when a quest helper died. - Mood caused mental breaks are now disabled for the wimp from the noble wimp quest. - Change string.Replace to Substring for finding relative file path in LanguageData. - Fixed a bug where the "Carry to shuttle" command drops the target on the floor if the shuttle is outside the allowed area. - The Empire intro quest is now skipped if the player has opted out of royal favor rewards from the Empire. - Fixed a bug where arrest success chance can exceed 100%. - Fixed a bug where royal apparel generated on non-royal characters to satisfy warmth requirements. - Fixed a bug where a different trader would arrive than the one requested. - Added monument size limit for quests. - Fixed a bug where the noble wimp doesn't leave the colony after the quest ends - Fixed a bug where the "Open linked quest" command appears even if the quest is expired/completed/dismissed. - Fixed a bug where unnecessary blueprints are removed in DoTerrainChangedEffects - Fixed a bug that would cause a black screen if a mod was missing packageID in dependencies. - Fixed a few typos. Modding features: - Added IgnoreIfNoMatchingField attribute to allow having custom data in About.xml. - Added the ability to set description and dependency relations on a game version-specific basis for About.xml. - Added support for negative conditional load folders support. Rename attributes to IfModActive/IfModNotActive. Allow comma-separated packageId lists as values. - Added Language folder support to LoadFolder system. - Added MayRequire attrib functionality to individual load folders, to allow using them conditionally.
Two big pieces of news today!
Another update with some fixes! - Fix: Material memory leak in DrawFieldEdges and possibly other places - Updated translations and player created names.
Another small update with some fixes today. - Fix RebuildModList being called prmaturely during initialization. - Fix nested RebuildModList calls messing up active mod list in some cases. - Convert all tabs to spaces in ModUpdating.xml - When a kidnapped pawn dies, we now remove the "lost" thoughts because we add "died" thoughts anyway. - Workaround for text overflowing a single character with UI scaling. Also, reset label width cache when changing scaling. - Drafted colonists again automatically shoot fleeing enemies. Raiders and drafted colonists again automatically shoot all insects. - Replace string.GetHashCode with GenText.StableStringHash for mod packageId.
Another minor update to 1.1 unstable. There are a few more final fixes to do. Thanks to everyone who reported a bug on the bugs forum! - Fix: Selecting different kinds of zones displays first selected label in inspect pane. - Fix: Minor graphical issue with IED antigrain warhead trap transparency - Fix: inspect pane displays name of first selected pawn if several are selected. - Fix: Multi-selecting minified things selects all minified things in view. - Fix: Barricades are never flammable, even if made of wood. - Fix: Mouse scrolling is inverted on Linux This is version 1.1.2550.
I've just pushed version 1.0.2549. This is an update to version 1.0. The only change is that the game will no longer log errors when processing mod metadata (About.xml) from a multi-version mod that supports 1.0 and 1.1. It's purely a small compatibility fix.
A new version of 1.1 unstable has just been posted. - Improved the code that auto-generates packageIds for old mods. It should generate somewhat meaningful packageIds where possible, and use some hashed data to avoid collisions. - Medieval weapons can no longer be biocoded since it made no sense. - Fixed an issue that caused spurious error happens if a mod defines no defs, but still has patches. - Fixed mod sorting tool using packageId with postfix. - Removed warnings on duplicate mods present but only one of them active - Fixed typos and outdated references in ModUpdating.xml. - Re-labeled some animal trainables to better match what they actually mean. "Obedience" is now called "Guard", and "Release" is now called "Attack". - Removed some guard and attack trainability from a few animals where it didn't make sense and broke gameplay roles. Regarding the last entry above, the goal is to move towards a situation where animals have identifiable purposes distinct from each other. There should be some distinction between combat animals, utility animals, economic animals, and multi-role animals, as opposed to every random chinchilla, cow, rabbit, and wolf in the colony following colonists into combat in an incoherent gaggle. This is a small step in that direction. As always, I'm very thankful for all ongoing feedback. It's exciting to finally be in contact with the wider player base after having been working in private for so long.
A new build of 1.1 unstable is up! Just some minor fixes.
The changes are:
- Fixed a bug that caused mods to not load if they added defs using patches (which is useful if you want to add a def based on some condition).
- In About.xml, we changed
RimWorld version 1.1, a major update from version 1.0, is now available for public testing and modding on Steams unstable beta branch. Thats right everyone RimWorld is done, but that doesnt mean were done with it! You can find a full change log for this update at the bottom of this post. This update will be released to the default branch soon; weve placed it on the unstable branch now to get in some final testing and to smooth out the transition for mods. If you want to help test, right-click RimWorld in your Steam library list, click Properties, then select the betas tab. Select unstable from the drop-down list. Note that this version is unstable and might break. We will be carefully watching for critical bugs and fixing them! If you find anything, please post about it on the Ludeon bugs forum. About compatibility:
I've just pushed a regular player content and localizations update, to version 1.0.2408. This update doesn't change any code or core content in the game, it only updates player-created names and characters, and translations data. All save games and mods should be compatible.
I've just pushed an update to build 1.0.2282. Changes:
On the unstable beta branch, you'll find version 1.0.2271. This version is almost the same as the previous version, with the following changes:
The RimWorld soundtrack is up for sale on Steam! 31 tracks of space western tunes from Alistair Lindsay (Twitter).
Here's the Steam page.
If you like Al's music you can get more from him at his Bandcamp page.
Ive just released a technical update to version 1.0 of RimWorld. It should be 100% compatible with all existing savegames and mods. The new version is 1.0.2150.
Steam will auto-update. If youre playing the DRM-free version of the game you can go download it now from your permanent personal download link which was emailed to you.
Aside from updating translations and player content, and fixing a handful critical bugs, the new versions main purpose is to add support for multi-version mods. Previously one entry in Steam workshop could only work with one version of RimWorld. This causes problems when we release a new version: Players cant continue on the old version since some mods are updated, but cant continue on the new version since not all mods are updated.
Now, mods will be able to support multiple versions simply by putting version-specific files in directories named for the target game version. Other files from the mods base directory are used in all versions, as before.
For modders, here is how to set your mod up for multi-version support:
In the mods About.xml file, dont use
When you upload to the Steam Workshop, your mod will be properly tagged with all supported versions.
Version-specific content should go in a folder named after the version being targeted. For example, if you make a folder called 1.0/Defs, version 1.0 of the game will load Defs only from that folder, while other versions of the game will load from /Defs. (Note that if you add a version-specific folder like 1.0/Defs, the default /Defs folder will be ignored when playing on 1.0.)
You can do this with the Defs, Assemblies, and Patches folders. Other data types, like textures, are always shared between versions (for now).
If you do not need the multi-version content loading, you place the Defs, Assemblies and Patches folders in the mods root folder, just like before.
It's finally here! I just hit the button to release RimWorld 1.0. Thank you to everyone! I have many people to be grateful to (many of whom I mentioned in the last update). There's a juicy new trailer you can watch here: https://www.youtube.com/watch?v=3tDrxOASUog Some logistical details (I also mentioned last time): If you're playing an unmodded game, just keep playing. Version 1.0 will be compatible with un-modded savegames from Beta 19 and Beta 18. If you're playing a modded game, you should follow these two steps now: 1. In Steam Library, right-click on RimWorld, select Properties, go to the Betas tab and select the "beta19" beta. 2. Back up your mod files. ----2a. Copy all the files in C:\Program Files (x86)\Steam\steamapps\workshop\content\294100 ----2b. Paste them all in C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Mods I'm recommending modders don't update in-place to prevent the above problem, but can't guarantee everyone will get the message. 1.0 is mostly the same as Beta 19, with a lot of bugfixes. The only significant new feature is a new food restriction system that allows you to determine what your colonists and prisoners are allowed to eat. Time to celebrate over here! Thanks again everyone.
RimWorld is Now Available on Steam!
A sci-fi colony sim driven by an intelligent AI storyteller. Inspired by Dwarf Fortress and Firefly. Generates stories by simulating psychology, ecology, gunplay, melee combat, climate, biomes, diplomacy, interpersonal relationships, art, medicine, trade, and more.
RimWorld 1.0 will be released on Wednesday, October 17! After five and a half years of development we're coming to the close of this chapter of RimWorld. Thanks to everyone who got involved on the forums, posting bugs, chatted on Reddit, offered mods on Workshop and the forums, to those who are doing translations, to everyone who contributed to the RimWorld Wiki, and to Piotr Walczak, Ben Rog-Wilhelm, Alistair Lindsay, Rhopunzel, and others who collaborated with me on making the game. Thank you everyone. If you're playing an unmodded game, just keep playing. Version 1.0 will be compatible with un-modded savegames from Beta 19 and Beta 18. If you're playing a modded game, you should follow these two steps now:
A new build is up on the unstable branch. If you are playing with mods but were on the unstable branch from an earlier testing phase, change back to default branch now. The code for this update should be 99% mod-compatible, but the mods won't work until they're recompiled because the binary API for the translation system changed. The game content is exactly the same as Beta 19. There are some bugfixes, but the most important thing is the new localization system. It'll help translators more accurately translate the game into non-English languages, with issues like grammatical gender (e.g. le/la in French) respected and better automatic handling of grammar for a variety of languages. Below is a forum post from Piotr Walczak, who implemented the latest improvements, explaining what translators can do to take advantage of the new functionality. Forum post: New keyed translations format For anyone interested in helping translate, now would be a great time! The game content is stable, the grammar code is in, and we're on the final push to get things set for the 1.0 release. Potential translators should please take a look the forum post below to learn how to contribute. Thanks in advance. Forum post: How to contribute to translations Forum post: Help check the language workers
So, RimWorld's early access price has been $30 USD since we first started selling the game in 2013. Buying an early access game is risky compared to buying a finished game. Also, RimWorld's value in content (and the time players tend to play it) have gone up a lot since those early days. There's also the matter of simple financial inflation. Because of these factors, the final price will be higher than the early access price. The early access price will remain the same for the rest of the early access period - this change will only occur when 1.0 is released. And of course, anyone who bought during Early Access will get the final version for no additional cost. I wanted to let everyone know about this ahead of time so people have time to make an informed purchasing decision without surprises. As of now there's no announced release date for 1.0 yet - still working on filling in all those final details! Discussion on the Ludeon forums.
RimWorld Beta 19 - Polish the Cannons is released! https://www.youtube.com/watch?v=FH5tLLJXbg8 If you want to keep playing Beta 18 on Steam: Right click RimWorld in the Library list -> Properties -> Betas -> Choose beta18 from the drop-down menu. You can play savegames from Beta 18 (and probably before), though some details will change upon loading. I did want this build to be 1.0 for a while, but it became apparent the game would benefit from one more refinement round, so we're doing Beta 19 first. I very much want the 1.0 version to be worthy of its version number, which means not rushing it. You can discuss this post in this forum thread on the Ludeon forums or in comments below. Below is a list of notable changes. If anything below seems to change game balance, you can bet that related variables were adjusted to maintain roughly the same challenge as before - I just don't write down every single change because otherwise this list would be way too long. This list also does not including a ton of more behind-the-scenes optimization, refactoring, fixing, and adjustments we did.
RimWorld Beta 18 - A World of Story is released! Here's the video (where I accidentally call it Alpha 18 - old habits die hard). https://www.youtube.com/watch?v=IPI2vUqdZFY To get the update: If you're on Steam, the game will update automatically. If you're DRM-free, you can re-download from the same link you got the game from originally. It always has the latest version. It's finally in Beta! This is build 0.18.1722 of RimWorld. That last number is the number of days since I first started working on RimWorld in February 2012. 1722 days - almost five years. It's come a very long way since the first public look in September 2013. It's time to start bringing it to a close, which is why version 0.18 is Beta 18 instead of Alpha 18. The "Beta" designation means that we're on the final stretch before the 1.0 release, and that there won't be major content additions like whole new game systems. Of course we will almost certainly add more content, before the 1.0 release or after. We will also continue seeking feedback so we can fix those little bugs and design problems that only become apparent after tens or hundreds of hours of play. RimWorld has become an exceptionally complex game, and it takes a long time and a huge amount of play to understand how to improve it. So it'll keep evolving for a while. In any case, enjoy Beta 18. There is a lot of new stuff. See the features list below for details, and watch the video. Compatibility: Saved games from non-modded Alpha 17 should still be loadable, though some things may change upon loading (e.g. characters may forget their orders; buildings that have changed size might be instantly deconstructed if there's nowhere to fit them, and so on). Complex mods made for A17 won't be usable and will need to be updated. Very simple mods may still load. Rough features list:
We'll be closing sales for to the Backstory-in-Game package and Pirate King packages on November 7, 2017. The Name-in-game package will remain on sale. Anyone who already purchased any of these packages won't be affected, only new sales will be closed. I'm closing these sales because the game is maturing and it's coming to the right time to make the content final. In addition, closing these will free up more time for us to work on the game itself. Thanks everyone for all the great content submitted over the last few years! As any player can tell you, it's really enriched the game.
I’ve just released Alpha17b, a performance hotfix for Alpha17. Steam users will get it automatically. This is build 0.17.1557. When we made the targeting AI smarter in Alpha 17, we also made it harder on the CPU. Players in late game were seeing drastically reduced performance. Alpha17b optimizes this and several other things. There are no changes to gameplay - just optimization of what's there already. This update will work with your existing saved games, XML-only mods and (hopefully) most or all code mods. If for any reason you want to continue on the older version, you can set your Steam beta branch to 'alpha17a'. Sorry for any disruption! We’re also hard at work on Alpha 18.
Alpha 17 - On the Road has been released! This version brings roads and rivers to the world, new world quests, new tools for modders, new combat tools, smarter AI, and rebalancings and adjustments across the whole design. I'm afraid that this build is not compatible with saved games from previous versions, or mods from previous versions. However, you can continue to use the old version until you're ready to update. If you're on Steam, to continue using the old version, go to your Steam Library, right-click on RimWorld, click Properties. Open the Betas tab and use the drop-down menu to select the alpha16 version. Restart Steam to force an update. If you downloaded the game DRM-free, you can update whenever you like by re-downloading from your existing download link. Your link is always the same and always gives the latest version. In the old builds, balance problems meant that some exploit-y strategies did work and obviated some of the challenges in the game. Since those problems are now fixed, you may find the game a little bit more difficult. It wouldn't hurt to play at one notch lower difficulty to start with in Alpha 17. You can always increase the difficulty later, even during the game, through the options menu. https://www.youtube.com/watch?v=x8eyPE2yuoE A summary of the changes in this alpha follows: Roads and rivers
Some official words from Tynan posted here: "We recently asked whether players would rather have the bugfix-only update released, or if they’d prefer we just kept working and waited until we had new content to release. The results aligned with my personal thinking, which is that the disruptive effect of a release (breaking various compatibilities) isn’t worth it for a bugfix-only release. So, we’ve been adding new content! Alpha 17 will basically be two updates combined, where one of them was a refinement-and-fix overhaul. I’m not going to go into detail on exactly what’s coming (that’s what the update videos are for!) But here are some basic notes on things in progress. The update will focus on enriching the content in the world, and create more reasons to use the planet-travel caravan system:
Howdy everyone, my name is Ramsis and I'll be rooting around this fine Steam HUB as the admin/community management guy... thing.. Muffalo.. I've been doing a lot of work in stealth lately, trying to keep things clean, running through posts fixing issues or banning those dastardly Tribals out to steal our delicious Yorkshire meat. I probably won't be posting too often as that's mostly up to Tynan but I would like folks to know that there is someone here doing work nine times out of ten and that we do get your complaints. A bit about me: I'm a bit of a nerd, love playing RimWorld when I'm not swamped in other games. Favorite feature in RimWorld has to be the intricate medical system. Biggest regret is not being able to install tank treads to my Husky army. I'm big on community and love to help others if possible, I'm sure some of you have seen me on the Ludeon Forums bouncing around and pushing people to behave. https://ludeon.com/forums/index.php (how do you not have an account?) Games I'm stuck in/chasing at the moment: RimWorld A17! Wooo gotta sell the product! Starcraft 2. I'm a casual, I admit it. I'm arcading all day or CO-OP'ing! XCOM 2, because Long War 2 came out and I hate myself. Got Wild8, that's a crazy game and feels like Winter RimWorld 24/7 Really excited for two games coming out soon: Mass Effect Andromeda, because I'm a sucker for stories SimAirport mostly because I love a good Greenlight and I can get stuck in tycoon games for yeeeeeeears on end. Theme Hospital baby, started it all! Any who enough of ranting on my end. If anyone needs anything don't hesitate to report problems or PM me on the forums. I'm that Ramsis guy with the red name. Be sure to have fun and enjoy the game everyone, Tynan is one heck of a guy! Edit: Oh dear lord the friend invites are pouring in! I regret everything! http://i.imgur.com/wlaPSeO.png At the request of a few I have made my comments section public on my Steam profile... please be gentle! ːawooː
This is just a quick update on what we're working on now, since it's been some time since Alpha 16 came out and I don't want anyone thinking I died or became a Venezuelan monk or something. Alpha 17 is in progress. This update is going to be a refinement build. That means we're focusing entirely on fixing things that are wrong with the game, and are not adding wholly new features. So far we've fixed hundreds of bugs. I've made a collection of new balance analysis tools and using those, along with community feedback and videos, have rebalanced several gameplay systems. We're also doing a review of how memory is handled, to reduce memory waste that leads to sub-optimal performance or out-of-memory crashes. I've compiled a list of exploit strategies that players use to gain advantage by exploiting tricky gaps in game logic, or bugs, and worked out solutions to most of them. Some exploit fixes are mechanics changes, some are balance changes, and quite a few involve reworking the AI. We've also been adding bits of feedback or micro-features here and there where needed; one example would be the new "mass" column in each character's "gear" tab, so you can tell how heavy each stack is. It turns out that in a game this complex, there are quite a few places for subtle problems to hide! In fact I'm continually amazed at how many problems can be layered into a game that still manages to entertain so many people. The current plan is to finish refinements and then release that as Alpha 17. But - there is the possibility we'll not release a "refinements-only" update and just wait until we've finished the refinements, and then some additional features beyond, to push a public release. This is because each release does create some chaos in the community, since it inevitably breaks mod compatibility (though maybe not vanilla save game compatibility, since the mechanics aren't being redesigned drastically). The question of whether we'll release Alpha 17 as a refinements-only build, or wait to add on significant new content remains open. I invite your thoughts on this in this forum poll and thread.
RimWorld Alpha 16 - Wanderlust is released! This update adds a spherical world and the ability to travel across it with multiple caravans, having simultaneous encounters on the way and settling new colonies. https://www.youtube.com/watch?v=2hYecyqAE90 Your game will update automatically. Because of huge structural changes to the game, this update will break save games. If you want to continue an old save just change to the "alpha15" beta branch on Steam. To do so, go to Steam library, right-click RimWorld, click Properties, click the Betas tab, and use the drop-down to select the branch you want. You can, of course, switch back to the "default" branch whenever you want. Partial change list: Spherical planet
Just a quick PSA: Alpha 16 release is upcoming (though no date is announced and we don't know when it'll be final). If you are in the middle of a game, please use the Steam betas feature to set your game to the “alpha15” branch. This will prevent it from automatically-updating to A16 upon release and breaking your save games. You will be able to, of course, set your branch back to 'default' whenever you wish. (To change your beta branch, right-click RimWorld in the Steam library, open Properties, go to the Betas tab, select the branch you want.)
Currently bugfixing and tuning Alpha 16. Here's a new teaser!
Hey all, just a quick teaser update for you. Behold, the planet!
I'll be releasing more information about this soon-ish. I just wanted to give you all an image so you know we are still working at full steam, on many different features.
A16 will probably be the biggest update ever in terms of the amount of work we've done adding and refining things, so it's taking a while.
You can now buy the creative content rewards separately from the base game! This has been requested a few times, and now it's possible. Creative content rewards are things like Name in Game or Pirate King that allow you to put your own character content into the game through our automated Creative Rewards System. Previously these could only be purchased in packs with the main game. Now, you can purchase them separately, on Steam. They are: Name in Game Access Backstory in Game Access Pirate King Access Hope you like them!
After a week of testing and prep time, Alpha 15c is live! The details for this update can be found on the unstable testing announcement post. Many thanks to all the testers who made this possible!
Alpha15c is currently on Steam's 'unstable' branch for public testing. This update fixes some important bugs and yield significant CPU usage optimizations. It also adjusts a few balance points for a better experience. I invite everyone willing to choose the unstable branch and test it out! I invite feedback in this forum thread and in the comments here. Save compatibility: Savegames from the unmodded game will be compatible from earlier Alpha 15 versions. Mods compatibility: Data and XML mods will be 100% compatible from earlier Alpha 15 version. The API for code mods is also unchanged, and so should remain compatible. However, since the core game has been recompiled, some mods may need to be recompiled as well before they work again. Mod authors may want to look at Alpha15c to check and prepare compatibility. (This shouldn't require any actual code or data changes, but may require recompiling your code). Once Alpha15c is confirmed stable, I will release it to all users. Hopefully within a day or two. Detailed change list:
A tiny update to Alpha15b has been released that fixes a small bug with Cassandra Classic and Phoebe Chillax. These storytellers were miscounting the days since game start, and so were sometimes incorrectly sending a several raids in the 5-10 day range, making this crucial part of the early game far too hard. This update is tiny (two lines of code) so it shouldn't affect compatibility with saves or mods. However, because it will shift the storyteller's timer, it may cause some players to get a string of raids in a row, or a long peaceful period. This will only happen once. EDIT: It does seem it may be possible for this to break mod compatibility, maybe. It's possible that even the tiniest change to code can cause the binary APIs to fail to link up. I'm very sorry if you're affected by this and am hoping to avoid breaking releases for a while while we work on a large Alpha 16 update. This is a somewhat-unavoidable challenge that comes with opening the entire codebase to modders (instead of keeping their code in a walled kiddy garden).
I'm happy to announce that we've just released RimWorld Alpha 15! This version adds a rich tutorial, an intelligent learning helper to help you pick up the game, a new drug system, deep drilling to provide resources in the end game, and a giant pile of other smaller improvements and fixes. A full change log and detailed info is below. https://www.youtube.com/watch?v=sp3Mh3a7Ifk For Steam players, if you want to continue with Alpha 14 for any reason, you can get on the 'alpha14' beta branch in Steam. In the Steam Library, right click RimWorld, click Properties, go to the Betas tab, select 'alpha14' in the drop-down list, and restart Steam. Non-Steam players who wish to update can simply download from the same download link as before; it has been updated to the new version. They should install the new version in a clean empty folder. Save compatibility: As usual, Alpha 15 will not load Alpha 14 save games by default. However, a user did put together a guide that allows you to manually update save files with some text editing. Check it out here if you really want to try to continue that Alpha 14 colony. Mod compatibility: Some purely XML mods will be compatible between versions. However, most significant mods will need to be adjusted and recompiled. Beware: If a mod author updates their existing mod to the new version, it'll stop updating on the old version. You may wish to turn off Steam auto-updates if you really want to avoid this. Change list: Tutorial
Some rare, game-breaking bugs were reported. Some are crashes; others critically break AI behavior. So I fixed them. Savegames should continue to work from before. Some savegames that were broken before will now load. Mods should also mostly be compatible, but there may be issues in some cases given the complexities of how the code links up. The build number is now 1249. Change list:
The unstable branch now has a fix to a bug that caused save games to be broken/unplayable upon loading. Previously-broken saves affected by this specific bug will now work upon loading. Please let me know if the unstable branch works, and/or if it fixes a broken save issue you had. I'm looking for feedback here! Just comment on this post. Thanks. Behind that, work on A15 continues... (but that's not the topic of this post).
Alpha14d (build 1241) is a quick-fix build that makes a few small but important changes. Save games from Alpha 14 should still work. Changes:
It looks like the fixes in Alpha14b were effective. I’m now releasing Alpha14c on Steam and DRM-free channels. This one is just a tiny change from 14b: Phoebe’s random incident density is reduced somewhat (it was the same as Cassandra’s before, which doesn’t make sense since Phoebe is supposed to give more breathing space between events.) I’ll still be watching for balance and content problems, but it seems likely the next patch won't be until the actual next alpha. On a side note, some people have asked whether any more features will be added. The answer is a definite yes. We are currently working on several major new features with the potential to transform gameplay yet again. I can’t wait to show them to you! But, they have to be ready first. I’m also working on a ton of polish tasks.
With the flurry of support and fraud combat tasks abating, I took a little while to watch Zeebos’ stream. A discussion was had and it quickly became apparent that a lot of the events in the game weren’t really firing – ever. No heat waves, no crazy animals, no crashed ship parts. Doing some local testing, I realized how bad it was. Most of the events in the game would never fire. Holy crap! I’ve fixed the issue and uploaded a patch. Your save games will be compatible. This will change balance somewhat - I'll be watching to see if it needs adjusting. Look at it this way – it’s like releasing a juicy content patch three days after release! Patch notes:
The day is finally here. RimWorld is now available on Steam! You can buy it at the RimWorld Steam Store page. It’s got full support for Steam Workshop and Cloud saves. Also, Alpha 14 – Scenario System is out! For full information Alpha 14, including the change list, look at the Alpha 14 preview thread. More good news – everyone who owns the game can move it to Steam. Hooray! You get a Steam key! And you get a Steam key! To get your Steam key, go to the automated link and key sender. A business note – If you want, buying it from our site is better for us. This way, we get significantly more of the money, since Steam isn’t taking their cut. You can still immediately grab your Steam key and put the game on your Steam account. Obviously we’ll still be very happy if you buy it either way! Here’s the Alpha 14 features rundown video! It explains the scenario system and other new features: https://www.youtube.com/watch?v=QiFRqCvG6Q4
RimWorld is Now Available on Steam Early Access!
A sci-fi colony sim driven by an intelligent AI storyteller. Inspired by Dwarf Fortress and Firefly. Generates stories by simulating psychology, ecology, gunplay, melee combat, climate, biomes, diplomacy, interpersonal relationships, art, medicine, trade, and more.
Alpha 14 will be released with the Steam release, on July 15, at 1pm EST. For now, though here’s a preview! Below the video, you can find a summary of all the changes we’ve made for Alpha 14. Steam up the hype train! Here's a video preview: https://www.youtube.com/watch?v=QiFRqCvG6Q4 Change summary:
I'm stoked to announce that the next version of RimWorld, Alpha 14, will be released on Steam Early Access on July 15, 2016. You can add it to your Steam wish list on the RimWorld Steam page. On Steam, the game will have full Workshop support, for sharing mods and scenarios. It will also support Steam Cloud. Non-Steam users will, of course, still be able to access your DRM-free downloads as you always have. They'll update just as before. Alpha 14 is a large update, since it's been several months since Alpha 13 and we've had 2-3 developers working continuously. So, it's got about 5-6 developer-months of effort in it (the original pre-Alpha for the 2013 Kickstarter had about nine developer-months). However, it is also a refinement-oriented update. I could've packed more mega-features in addition to the scenario system, but instead chose to focus on fixing a lot of old issues. Veteran players will notice a huge number of subtle improvements at every level, which newcomers should have an even more polished experience. I've also been reworking the code to try to support modding better. Making it easier to mod the game makes it more fun to mod, which modders like, so they make more and better mods, which players like. I think it's a powerful and often under-emphasized way of turbocharging a game community. I'm still soliciting requests in this thread: What would make the game easier to mod? Being Early Access, we'll continue to release new alpha versions of RimWorld with new features into the foreseeable future. We've already started some new mega-additions for Alpha 15. We can't squeeze them into Alpha 14 because it's too late and they'd introduce bugs. But momentum is good and we're poised to leap forward in the months ahead. I'm also going to be doing something unusual, which is trying to actively market the game. I much prefer game development work to marketing work, and so have usually followed the Field of Dreams marketing strategy ("If you build it, they will come.") But, for something as important as the Steam release, I think it's worth making some effort to get the word out. Wish me luck! And, if anyone has any ideas for ways to spread the word, I'd be happy to hear them in the comments here, or on the forums.
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