RimWorld Console Edition releases on July 29th! You can pre-order it now for Xbox One and PlayStation 4. 🌙

Find out more here: rimworld.double11.com/

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

Steam Deck Improvements

– Fixed multiple cases where on Steam Deck some keyboard shortcuts were mentioned
– Commands now show “button A” glyph instead of “A” label on Steam Deck.
– When architect search bar is focused on a Steam Deck and the on-screen keyboard is visible, move gizmos up so that they’re still visible.
– Added “Keyboard mode” option on Steam Deck in case someone connects a keyboard to the SteamDeck.

Ideology Improvements

– Drum and dance parties can be held in the “Ideology system inactive” mode. Party hard!
– Relics system now works in “Ideology system inactive” mode. You can do the relic chase, quests, build the reliquaries, and so on.
– Colonists no longer get upset for delaying a ritual.
– Colorized some ideoligion-related text in ritual trigger letter.
– Negative thoughts related to not having enough scarification scars do not apply at very low expectations or lower.
– “No slaves in colony” thought does not apply at “Very low” expectations or below.
– Ritual opportunity letters are skipped for most rituals for the first 10 days of play.
– Adjusted reliquary description.
– Adjusted inspect pane and stat readout for relics in classic mode.

Misc

– Updated player creative content.
– Changed the nutrients needed for lavish vegetarian and lavish carnivore meals to 1.25 (previously 2.5).

Fixes

– Fix: Dismissing on-screen keyboard on SteamDeck doesn’t unfocus the text field.
– Fix: Not all precepts are added to memes during fluid ideoligion development.
– Fix: Malformed letters are sent to the player regarding ritual obligations that should not send letters.
– Fix: Multiple funerals generating for ideoligions.
– Fix: Word of serenity does not work on catatonic breakdown.
– Some minor fixes to how ideoligions are generated.

RimWorld is back on Steam in Australia

Posted April 20th, 2022 by Tia Young

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 game’s 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 – RimWorld’s 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

RimWorld EULA Updated

Posted April 8th, 2022 by Tia Young

Happy Friday everyone! Just a short post from me that we updated RimWorld’s EULA, and you can find it here. The last one was six years old, written quickly, and it needed a pass from some legal professionals. We know that reading licenses is boring, so as before we did our best to keep it clear and concise, and followed the same general structure as the old EULA.

That’s it, have a great weekend!

– Tia

Update 1.3.3326 brings full support for Steam Deck

Posted April 6th, 2022 by Tia Young

Hello everyone!

It’s Tia – I’m 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. He’s 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. 💛

Today’s 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 don’t 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 doesn’t, 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.

I’m excited to hear how players are enjoying RimWorld on Steam Deck. Maybe I’ll spot someone playing it on the train!

– Tia

Ideology Improvements

– Fix: Reforming a fluid ideo lists some precepts as “incompatible” when they actually aren’t.
– Fix: Ability gizmos are still available for roles that have been removed via reformation.
– Display incompatible issue and precept names instead of just precept names in reformation confirmation dialog.
UI Improvements
– Show accept key command hotkey on SteamDeck.
– Set new, better SteamDeck menu icons.
– Larger float menu options on SteamDeck.
– Main buttons position change (change height instead of y).
– Keyboard on a SteamDeck now shows automatically when a new text field is focused.
– Show a special window at the top of the screen which shows the typed in text, since SteamDeck keyboard can sometimes block the text field view.
– Increase text input font size.
– Don’t show tooltips when the SteamDeck keyboard is open.
– Change quests SteamDeck icon.

Controls

– Touch screen scrolling improvements on SteamDeck.
– It’s now possible to scroll through lists by dragging your finger on SteamDeck.
– Make zooming faster on SteamDeck.
– Holding a special “middle mouse button” button on SteamDeck, now translates left clicks into right clicks. This makes it possible to give goto orders to drafted pawns by using the touch screen.
– Don’t pan the camera if the middle mouse button is held and a colonist is selected on SteamDeck.
– Allow more zoom on SteamDeck for better touch screen support and easier navigation.
– Better time controls on SteamDeck, it’s now possible to increase/decrease time speed with back buttons.
– Accept key on a SteamDeck now activates the first command.

Misc Improvements

– Tutorial now mentions the correct button names on SteamDeck.
– Added triggered modal ConceptDefs which explain SteamDeck controls.
– Added controller configuration button to options on SteamDeck.
– Added an option to disable tiny fonts in options.

Technical

– Added SteamDeck configuration file.
– Added SteamInput.
– Make ScrollWheelZoomRate a static property.
– Suppress SteamDeck ConceptDef warnings.
– Added UnityGUIBugsFixer calls to LearningReadout since it uses GUI.BeginScrollView directly.
– Ensure FixSteamDeckMousePositionNeverUpdating() works even for non-1 scales.
– Updated steam dlls in root directory.
– Updated Steamworks so that it’s possible to show the correct on-screen keyboard on SteamDeck.
– Added “Simulate using Steam Deck” debug setting.
– AllTypes now tries to use all types it could load instead of failing entirely.
– LearningReadout now uses Widgets.BeginScrollView instead of GUI.BeginScrollView to support SteamDeck fixes
– Added support for build numbers in LoadFolders.xml

Fixes

– Fix: Mouse position never updates on Linux builds.
– Fix: Missing EventUp event in MultiPawnGotoController on SteamDeck
– Fix camera movement on SteamDeck. “Middle mouse button” camera movement on SteamDeck now works as well. This also allows using touch screen to move the camera.
– Fix Unity bug with GetMouseButton() returning false.
– Fix: Changing GUI.matrix also breaks mousePosition, added 1 more UnityGUIBugsFixer callback to fix this
– Fix: Main buttons have a 1px gap at the bottom and they can’t be clicked there
– Fix: Keyboard instantly hides after appearing
– Fix: Mouse position never updates on a SteamDeck
– Fix: Error after pressing quit to OS button
– Fix: The “absorb clicks area” around gizmos is too large and it makes the left part of every gizmo unusable, even though the gizmo is highlighted.
– Fix: Q and E hotkeys shown on a SteamDeck.
– Fix: Null ref error in SelectApproximateBestTravelSupplies when sending caravan
– Fix: Only a small part of ideo appearances precept box is clickable because an incorrect rect is used

Steam Deck support in mod compatibility testing

Posted March 16th, 2022 by Tia Young

Hi everyone, it’s Tia. We’ve 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 you’re 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 doesn’t, restart Steam.

To share any feedback or bug reports from the beta, please join the Official RimWorld Development Discord.

Tia

Steam Deck Changes

In a previous announcement, we said support for the Steam Deck would be delayed until after the console’s release. Since then, our tech lead Piotr Walczak has been working hard to put together this integration update.

The update focuses on Steam Deck changes and improvements. The UI changes make it easier to read on-screen text and type with the Steam Deck keyboard, and menus look a lot better. The controls make more sense now with improved scrolling, zooming, time control, and touch screen navigation. Overall, playing RimWorld on Steam Deck should be a lot smoother with more intuitive controls. There may be more changes on the way to get RimWorld a “Verified” status for Steam Deck.

We also fixed some sources of annoyance in the ideoligion configuration screen.

The full changelog is below.

Ideology Improvements

– Fix: Reforming a fluid ideo lists some precepts as “incompatible” when they actually are.
– Fix: Ability gizmos are still available for roles that have been removed via reformation.
– Display incompatible issue and precept names instead of just precept names in reformation confirmation dialog.
UI Improvements
– Show accept key command hotkey on SteamDeck.
– Set new, better SteamDeck menu icons.
– Larger float menu options on SteamDeck.
– Main buttons position change (change height instead of y).
– Keyboard on a SteamDeck now shows automatically when a new text field is focused.
– Show a special window at the top of the screen which shows the typed in text, since SteamDeck keyboard can sometimes block the text field view.
– Increase text input font size.
– Don’t show tooltips when the SteamDeck keyboard is open.
– Change quests SteamDeck icon.

Controls

– Touch screen scrolling improvements on SteamDeck.
– It’s now possible to scroll through lists by dragging your finger on SteamDeck.
– Make zooming faster on SteamDeck.
– Holding a special “middle mouse button” button on SteamDeck, now translates left clicks into right clicks. This makes it possible to give goto orders to drafted pawns by using the touch screen.
– Don’t pan the camera if the middle mouse button is held and a colonist is selected on SteamDeck.
– Allow more zoom on SteamDeck for better touch screen support and easier navigation.
– Better time controls on SteamDeck, it’s now possible to increase/decrease time speed with back buttons.
– Accept key on a SteamDeck now activates the first command.

Misc Improvements

– Tutorial now mentions the correct button names on SteamDeck.
– Added triggered modal ConceptDefs which explain SteamDeck controls.
– Added controller configuration button to options on SteamDeck.
Technical
– Added SteamDeck configuration file.
– Added SteamInput.
– Make ScrollWheelZoomRate a static property.
– Suppress SteamDeck ConceptDef warnings.
– Added UnityGUIBugsFixer calls to LearningReadout since it uses GUI.BeginScrollView directly.
– Ensure FixSteamDeckMousePositionNeverUpdating() works even for non-1 scales.
– Updated steam dlls in root directory.
– Updated Steamworks so that it’s possible to show the correct on-screen keyboard on SteamDeck.
– Added “Simulate using Steam Deck” debug setting.
– AllTypes now tries to use all types it could load instead of failing entirely.

Fixes

– Fix: Missing EventUp event in MultiPawnGotoController on SteamDeck
– Fix camera movement on SteamDeck. “Middle mouse button” camera movement on SteamDeck now works as well. This also allows using touch screen to move the camera.
– Fix Unity bug with GetMouseButton() returning false.
– Fix: Changing GUI.matrix also breaks mousePosition, added 1 more UnityGUIBugsFixer callback to fix this
– Fix: Main buttons have a 1px gap at the bottom and they can’t be clicked there
– Fix: Keyboard instantly hides after appearing
– Fix: Mouse position never updates on a SteamDeck
– Fix: Error after pressing quit to OS button
– Fix: The “absorb clicks area” around gizmos is too large and it makes the left part of every gizmo unusable, even though the gizmo is highlighted.

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 don’t yet know what that might require or how long it may take.

Thanks for your understanding everyone.

– Ty

Update 1.3.3287 makes ideoligions smoother to play

Posted February 26th, 2022 by Tia Young

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.

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

New feature

– Added a new play option that allows playing with Ideology content active, but without the ideoligions system active. This is appropriate for someone on their first game, or who isn’t trying to do something specific with ideoligions. Ideology content includes things like: Ancient complex quests, biosculpter technology, Gauranlen trees, ancient debris, etc.

UI improvements

– Reworked ideoligion setup UI. Classic, custom and load buttons are now selectable elements that take effect when the player hits “next”.
– The old “classic” mode is now called “classic-like” and is one of the “mild” presets.
– Meme tooltips now list all prevented precepts instead of just saying how many there are.
– Randomizing precepts no longer brings up a confirmation dialog if the user has not edited precepts.
– We now draw a thin faint box around ideoligion preset selectables, precept and meme boxes. Looks better.
– Ideoligion building missing alerts now specify what building it is a variant of. It also displays where you can find it in the architect menu or which buildings produce it.
– A “Show all” checkbox on ideo dialog shows all hidden precepts.
– Updated meat eating precept and thought labels and descriptions to better match gameplay.

Tuning – General

– Added a 0.75x factor to pawn points for colony slaves when calculating threat point (wealth points was already adjusted for slaves). This means having slaves won’t attract larger threats as much as colonists.
– Reduced mechanoid CenterDrop raid arrival mode weight at 1000+ points 3.5 -> 1.3. Mechanoids are now more likely to arrive by walking in to the map edge.
– Reduced mechanoid RandomDrop raid arrival mode weight at 1000+ points 1.9 -> 1.3. Mechanoids are now more likely to arrive by walking in to the map edge.

Tuning – Ideoligions

– Meme FleshPurity no longer forces the anti-biosculpting precept. This should allow players to use biosculpting to recover limbs for their purists so they don’t end up being all amputees after a while.
– Bigotry precepts don’t have associated memes any more, so won’t appear unless specifically configured by the player. This reduces annoyances around dealing with bigoted guests and recruits.
– Remove the carnivore precept requirements from the Rancher meme. Reduce Rancher meme’s plant work speed factor from 0.9 to 0.70. Reduce Rancher meme’s impact from 3 to 2. This reduces annoyances and fiddliness with carnivore food restrictions, and balances the meme more simply, with an upside to animal raising matched by a downside to crop raising.
– Remove the ‘no recent animal slaughter’ negative thought from the rancher meme, along with all associated code and content. This particular thought was too limiting for players and not worth having.
– Remove most meme associations from vegetarian and carnivore precepts. These shouldn’t appear unless player specifically configures them. This should reduce annoyances around food requirements of specific guests or recruits.

Misc

– Added a debug tool for spawning meals with specific ingredients.
– Reworked eclipse precept artwork.
– Updated “name in game” player names.
– The system now ensures all mods adhere to their forceLoadBefore and forceLoadAfter lists.
– Only log warning message if quest script is unaffected by points and population. The user is warned with “[not now]” if affected by points or population.
– Added fail message for generating single quest.
– Improve some charity quest-related message texts.
– In classic mode, ensure factions generated after initital world gen use the same classic ideoligion.
– Raid sample debug outputs now correctly uses lastRaidFaction and resets it afterwards.

Fixes

– Fix: Rendering bug (all rectangles are white) on intel graphics.
– Fix: Error generating sampled raid info under faction’s min points to generate combat encounter.
– Fix: NullReferenceException when attempting to trade from shuttle.
– Fix: “Assign owner” tooltip for animal beds mentions humanlike owners.
– Fix: Getting raid sample info for non-hostile factions re-selects a hostile faction, giving inaccurate results.
– Fix: Torture crown is automatically equipped by colonists.
– Fix: Classic mode ideoligions don’t start with some classic precepts.
– Fix: Blindness from resurrector mech serum is not cured by biosculpter regen cycle.
– Fix: Resurrector mech serum plays resurrection sound on item pickup, not on application.
– Fix: Error when generating pawn from factions that do not have allowed cultures, or their allowed cultures do not have styleItemTags.
– Fix: Faction ideoligions are not reset on going back from colonist selection screen if the player first chooses classic, then another option.
– Fix: Mods without forceLoadBefore/forceLoadAfter cannot be enabled.
– Fix: Mods with forceLoadBefore/forceLoadAfter cannot be disabled.
– Fix exploit: Player is able to claim ruined furniture on non-home maps and draw out an enemy attack on the claimed furniture. Now ruins are only claimable if there is no non-downed hostile pawn on the map.
– Fix: RitualObligationTrigger_EveryMember doesn’t recache active obligations on ideoligion reform.
– Fix: Non-site psychic emanation and suppression ship parts don’t have their gender randomized.
– Fix: Bugs related to copying an ideology for reform process.
– Fix: Shelves, chairs and stools don’t have style dominance.
– Fix: Ideoligion info available on ritual begin dialog in classic mode.
– Fix: Loading classic mode game gives the player non-classic rituals.
– Fix: Execution requires altar or ideogram in classic mode.
– Fix: Inverted check when checking if a player can claim factionless buildings.
– Fix: Jumping resets “Fire at will” toggle.
– Fix: Exception using some mods. Added LastAnimalSlaughterTick property as obsolete.
– Fix: NullReferenceException slaughtering animals without Ideology installed.
– Fix: Research warning doesn’t check for minor ideoligions.
– Fix: Fluid ideoligion with proselytizer gains development points for all conversions, including conversions to other ideoligions.

Steam Deck support improvements are coming, but delayed

Posted February 24th, 2022 by Tia Young

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 missing this before.

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

Combat – Turrets

– Mini-turret damage increased from 11 to 12.
– Mini-turret accuracy increased: touch 0.7 -> 0.77, short 0.64 -> 0.7, medium 0.41 -> 0.45, long 0.22 -> 0.24.
– Autocannon damage increased from 25 to 27.
– Autocannon accuracy increased: touch 0.25 -> 0.28, short 0.65 -> 0.72, medium 0.6 -> 0.66, long 0.45 -> 0.5.
– Uranium slug turret damage increased from 50 to 55.
– Uranium slug turret accuracy increased: touch 0.2 -> 0.22, short 0.3 -> 0.33, medium 0.4 -> 0.44.
– Mortar miss radius reduced from 10 to 9 (when playing without classic mortars active).
– The accuracy of mortars is now related to a pawn’s shooting skill. Skill level 8 makes it the same as before. Higher skill will make the mortar more accurate, while lower skill will make it less accurate.
– Turret ammo cost is no longer factored by difficulty.
– Reduced uranium slug turret cost per shot from 3 uranium to 2.666.

Combat – Enemies

– Reduced termite mech’s thump cannon range from 25.9 to 24.9.
– Added a way to make special per-faction raid strategy probabilities.
– Adjusted mechanoid raid strategy probabilities so that late game they use breachers about 33% of the time instead of 90% of the time.
– Breachers no longer want to attack passable player buildings. They only target impassable buildings like walls.
– Changed termite thump cannon’s damage multiplier versus walls from 4x to 2x (so their damage versus walls dropped from 540 to 270). It now requires 2 shots from a termite to destroy a 300hp steel wall.
– Changed breaching axe’s damage multiplier versus walls from 1 to 0.75 (so their damage versus walls drops from 75 to ~56).
– Selection weight of the most recent raid faction is reduced by 60% when choosing a faction for the next raid.
– Adjusted human factions’ raid strategy selection weights for slightly more variation.

Food handling

– We now vary meal textures depending on ingredients.
– Food restrictions are automatically applied to pawns from ideoligions that require a specific food type.
– Meals now look differently depending on whether they were made from vegetarian, carnivore, or mixed ingredients. This will help you manage stockpiles of food for pawns with different dietary demands.
– Meal inspect strings now display information regarding their ingredients and who would accept eating them.
– With Ideology active, colonists will not automatically merge meals with different food kinds (i.e. meat only or veg only).
– Meal-related thoughts now display which meal caused the thought.
– Added food restrictions for meat or veg only meals.
– Added special thing filters for meat and veg ingredient-filled meals.
– Add insect meat food restriction and special things filter.
– Add cannibal food restriction and special thing filter.
– Don’t apply ate meat thought if vegetarian eats human meat, allow strong cannibal precepts with meat eating negative precepts.

Misc improvements

– Reworked how tree-lovers respond to the destruction of trees to be smoother and more consistent. Tree Density ideo precept now has a mood penalty directly proportional to the number of destroyed trees, with no effect from biome.
– Biosculpter inspect string now says which pawn and cycle will be run while pawn has job to enter in progress.
– Add LookTarget to the cure message shown when using healer mech serum.
– Restored the healing message displayed after using a healer mech serum.
– Pawns can now install pre-built furniture even if it is incompatible with their ideo.
– When you r-click on a biosculpter with a pawn selected, we now show biosculpter cycles’ durations in the context menu.
– Biosculpter’s inspect pane readout now notes if biosculpting cycle is accelerated by precept (i.e. if the pawn is a transhumanist).
– Show biosculpter cycle duration for both normal and transhumanist pawns in cycle button’s tooltip.
– Some research now requires high tech bench: brain wiring, compact weaponry, neural supercharge, biosculpting, specialized limbs, poison synthesis.
– Buildings in non-player non-hostile maps can no longer be claimed while there are members of the owner faction active.
– Slaves are now worth 75% of colonists in terms of map wealth and population.
– Terminals in worshipful villages now take 3 seconds to hack.
– Changed slag steel chunk mass from 5 to 8 so it doesn’t weight less than the steel you get by smelting it.
– Added a loading tip describing fixed wealth mode.
– Total tend quality info is now only displayed if the hediff disappears after a certain level of tend quality (since it’s fairly useless otherwise).

Fixes

– Fix: Hood and torture crown have no armor ratings.
– Fix: Transport pods built before last patch have 0 capacity.
– Fix: Uninstalling and reinstalling a mortar resets its cooldown.
– Fix: Caravan fails to leave map if roping pawn removed or mental break while animal still in pen.
– Fix: Newborn animals from other factions don’t leave with faction.
– Fix: High life precept description doesn’t properly display mood range.
– Fix: Less-restrictive nudism precepts are inconsistent with allowed gear.
– Fix: Autobong doesn’t satisfy smokeleaf dependence.
– Fix: Special characters on named precepts can break UI.
– Fix: Starting packaged survival meals can be made of ingredients not allowed by ingredient filters.
– Fix: Tattoo artwork integration bugs.
– Fix: Error message with def for smeltProducts.
– Fix: Long range mineral scanner took 10x less work to build than similar structures.
– Fix: Work speed penalty reasons formatting issues.
– Fix: Remove gestation period stat for megaspiders and spelopedes, since they do not breed.
– Fix: Slab bed doesn’t burn.
– Fix: Potential nullref in CompAbilityEffect_StartRitual.
– Fix: Drum party-related error when ticking AI lord.
– Fix: Blood from scarification is from cutter, not cuttee.
– Fix: Psyfocus ritual reward does not recharge psyfocus to max.
– Fix: Trade price tooltip for selling bonus when player’s negotiator has ideo leader role.
– Fix: Mortar draws interaction spot when selected.
– Fix: If a hosted guest is imprisoned and enslaved, the gear he is wearing remains locked.
– Fix: Paralytic Abasia pawn enslaved throws 10 jobs in one tick when emancipated.
– Fix: Meals with no ingredients cause “ate non-meat” thought.
– Fix: Player-provided saved game had a settlement with a non-functional trade button. It no longer refuses to trade.
– Fix: Pawns grow at incorrect rate and do not reach adulthood at the age specified in relevant race defs.
– Fix: Saving and loading repeatedly while doors are waiting to close can cause them to become stuck open.
– Fix: Darkness pawns have a ‘outdoors lit’ accuracy debuff when targeting something in a cave.
– Fix: Hauling items into stockpiles occasionally fails with a NullReferenceException. This affected emptying egg box job and possibly others.
– Fix: Bestowing ceremony target is undraftable even after ceremony ended.
– Fix: Hackables can be instantly hacked.
– Fix: Autobong reduces consciousness of mechs.
– Fix: Raiders attacking non-aggressive roamers.
– Fix: Vegetarian pawns get mad eating vegetarian-made pemmican.