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,

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).


– 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.

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!


Biosculpter changes

– Transhumanism believers will now automatically take their yearly age reversal cycle if the new “Auto age reverse” toggle on biotuned biosculpter pods is enabled
– All cycles now take 5 nutrition, and nutrition must be loaded before a cycle is selected instead of after. Extra cycle ingredients (like glitterworld medicine) are collected and carried to the biosculpter by the pawn initiating the cycle.
– It now only requires a single player action to start a pawn on a biosculpter cycle (previously it took two separate actions and waiting for pawns to fill nutrition).
– Biosculpter pods glow green when nutrition is loaded and they’re ready for cycle selection.
– Biotuned biosculpter pods now run cycles 25% faster.
– Biotuning now happens after a cycle is completed instead of when a pawn enters the pod.
– Biosculpters consume 50W of power if no cycle is running, and 200W if a cycle is running, instead of consuming full power all the time.
– Biosculpters now take longer to minify.
– Age reversal demanded alert will fire 1 day after age reversal deadline (instead of 5 days before) if a pawn has a pod with Auto age reverse enabled. This reduces spam.
– Nutrition is liquified when added to a pod and is no longer ejected if a cycle is cancelled.
– If biosculpter loses power while occupied, we don’t animate and we now show how long until eject in inspect string.
– Change pleasure cycle mood bonus from +10 to +15.
– Biotuning duration has been increased to 80 days from 60 days.
– Biosculpter deconstruct yield is down to 25% from 50%.
– Biosculpter construct cost increased from 3 to 4 components.
– Biosculpters don’t heal missing eyes if the pawn’s ideoligion approves of blindness.

Caravan improvements

– Change caravan packing spot to caravan hitching spot. It’s still free, but it does more.
– Caravan hitching post now can be used to keep animals in place on temporary maps.
– Caravan pawns gathering items now haul items in their inventory to pack animals. This drastically speeds up caravan formation.
– Animals will eat and sleep within their rope area if they’re roped to a spot.
– Added an alert that shows when hungry animals are tied to hitching posts.
– Allow caravan pawns to sleep in bed while packing, less dire hunger threshold before eat, and allow pawn to regain excited travel thought after draft.
– Change caravan hauling behavior to cancel enroute instead of waiting for arrival if ticks after first item pickup timeout exceeded.
– Added a positive thought when pawns have been preparing a caravan for a long time, to reduce pawns going insane from caravan prep.
– Joy decreases more slowly when a pawn is preparing a caravan.
– Colonists will now look for food in pack animal inventory if no better food sources available.
– Colonists will grab food from pack animal to feed patients if no other food available.
– Colonists can grab medicine from pack animals.
– Colonists will take drugs (if assigned or need) from pack animal inventory if no other sources are available.
– Update pen needed alert to take into account hitching post and handling skill for roping removal.
– Remove animal handling skill requirements for roping to pen.
– Save prepare caravan gather items toil tree to disk.

Archonexus improvements

– Add animal pregnancy, gender, and bonded information to archonexus settlement dialog.
– Sort items players take to new archonexus settlement more in line with usefulness.
– Update new archonexus settlement confirm dialog always show and warn if all items or relics not selected.
– Tweak count of items players can bring to new archonexus settlement.
– Change archonexus item selection such that weapons and utility belts are unequipped and must be explicitly chosen.
– Remove pawn hediffs like hypothermia and malnutrition upon new archonexus settlement.
– Swap thing icon and info icon in archonexus dialog.
– Reset pawn food and rest levels when starting new archonexus colony.
– Add animation after selecting new archonexus settlement to make moment feel more significant.

Misc improvements

– Ideoligious buildings are no longer expected to be placed in non-home maps.
– Display current and required total tend qualities in the tooltip for hediffs with HediffComp_TendDuration comp. (Muscle parasites, athsma, gut worms, etc…)
– Separated “Weapon” stat category into “Weapon (melee)” and “Weapon (ranged)”.
– Pawn beauty stat is now visible even when the value is zero.
– Precept name length is now limited.
– Minor fixes to new colony optimism thought appliance when abandoning settlements or creating new ones.
– New colony optimism thought is now given to all colonists after the player settles a tile and he had no home map elsewhere and when player abandons his last home map. This makes relocating much more feasible, especially in emergencies.
– Reduced the amount of ancient junk that spawns on newly-generated maps.
– Blind pawns who venerate trees can now sense nearby trees and enjoy their presence even without sight.
– Reduce prevalence of breach raids at high points levels.
– Update predators hunting across fences tooltip to match current functionality.
– Ensure the trigger conditions for scarification/blinding are clear to the player.
– Right clicking on ancient junk with drafted pawn shows option to attack.
– Unforbid items in pawn inventory if taken by caravan from temporary map.
– Animals with paralytic abasia can be tamed or hunted without penalty after a animal hospitatlity quest ends. Hospitality joiners and prisoners can now arrived paralyzed as well.
– Added range values to darkness combat stats.
– Added charity events for not helping pilgrims.
– Added hacking progress stat to hackable things.
– Resurrected pawns with titles that were inherited lose all permits associated with the lost titles.
– Provide a config error if def label contains ‘[‘, ‘]’, ‘{‘, or ‘}’ characters. Added a flag to hide this error.
– Clarify age reversal precept.
– Updated player-created names.


– Fix: New colony optimism thoughts are not applied correctly.
– Fix: Gastro-analyzer can be removed by biosculpter.
– Fix: Caravan stuck indefinitely if animal in pen added while caravan pawns moving to exit map
– Fix: Clicking ideo icon on some dialogs uslessly opens copy of same dialog.
– Fix: Royal ascent shuttle can only take 1000kg of colonists.
– Fix: Skip psycast can cause duplication bugs.
– Fix: “Melee warmup time” is actually ranged warmup time. Melee weapons use only cooldown.
– Fix: PainIsVirtue meme doesn’t guarantee the presence of scarification precept.
– Fix: Error on reloading a save with bombardment/salvo spawned on the same tick as save.
– Fix: Multiple instances of minified item dont show correctly in to load part of caravan tab.
– Fix: Exception when pawn dies of malnutrition.
– Fix: Burned tree description states it doesn’t drop wood when it does.
– Fix: Exception drawing pawn inspect pane/bio tab/other UI with null extra mini faction.
– Fix: Some ability translation keys are in Royalty but used elsewhere.
– Fix: Plants previously designated to be grown on buildings aren’t cleared when a new plant is selected.
– Fix: Biosculpter nutrition not incremented if same food def added to pod before and after biosculpter update.
– Fix: numCase subsymbol doesn’t work if source number is float.
– Fix: Typos.

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!

Multi-ideo colony viability

– Pawns of any ideo can now spectate any ritual, even if it’s not of their own ideo.
– Rebalanced social ideo thought opinion offsets to make multi-ideo colonies much more viable.
– Allow celebrating rituals for an ideo even if there’s not enough members to create an obligation.
– Members of ideoligions that dislike diversity get a negative thought from participating in rituals from other ideoligions.
– Ritual setup dialog now says what ideoligion the ritual comes from.

New stuff

– Gaining, changing, or removing a role now requires a simple ritual.
– Some things, like rock chunks, are now considered beautiful when outdoors but ugly when indoors. This solves a problem where a person standing in a nice forest will think their surroundings are ugly.
– While starting a game with fluid ideoligions, you can now customize and load NPC faction ideoligions.
– Skullspikes now display whose skull is contained inside on their inspect pane.
– Added a precept related to Darkness meme that gives believers a positive thought during an eclipse.
– You can now randomize fluid ideos before applying changes.
– You can now randomize normal memes during fluid ideo reforming.
– Added a “build door” gizmo that displays when a wall or wall blueprint is selected.


– Blind pawns’ stats are now unaffected by light and darkness.
– Biosculpter bioregeneration cycle now requires 2 glitterworld medicine.
– Adjust the role tooltip area on the pawn’s social tab.
– Integrated artwork for bioregeneration cycle gizmo.
– Empire will now properly respond to player giving the bestower serious heatstroke or hypothermia or allowing it to happen.
– Some situational ideo thoughts now apply to quest lodgers. Previously, they were totally disabled.
– Mutilation ritual expectation alert now only shows the pawns who actually want to be scarified or blinded.
– Increased chance for ancient security crates to spawn in ancient complexes.
– Removed min points limit on security crate spawning in ancient complexes.
– Psytrainer description now shows the description of associated psycasts.
– We now warn player if important plants like anima trees are marked for cutting or in grow zone.
– Improved UI feedback in trade window when pawn refuses to sell another pawn into slavery due to the ideo.
– Having a missing tongue now gives a negative mood thought because it’s frustrating when you can’t speak because your tongue was cut out.
– We now warn the player if they are trying to put a pawn in a regeneration or medic cycle that would not heal any conditions.
– Conditions that will be or can be healed by a biosculpter cycle are listed in a confirmation dialog on ordering a pawn to enter or load another into the biosculpter.
– Extreme blood loss reduces consciousness by 40% and sets the capacity’s max to 10%.
– Improve feedback when we cannot assign a pawn to ritual role by clicking their portrait in the ritual setup dialog.
– Change to randomized memes for fluid ideo based on feedback.
– Korean language worker updates.


– Updated to Unity 2019.4.30f1. This should prevent a rare issue where the game would freeze during startup.
– Graphic_RandomRotated now supports random inner graphic correctly.
– Add a temporary workaround for stuck old bestowing ceremony lord. Apply workaround for stuck old bestowing ceremony lord to AnyLordJobPreventsNewRituals too.
– Improve ideo null checks for role change buttons.
– We now cache def short hashes in database. This solves potential performance issue with deep drills.
– Small improvements to SetIdeoRole debug tool.
– Improved pawn portrait error reporting code.
– Changes to fluid ideo meme randomization.


– Fix: Cancelling a caravan, then selling those animals, causes them to stay roped to the caravan gathering spot until they sleep.
– Fix: Gauranlen tree miscalculates dryad count on creating seed pod.
– Fix: Text of funeral ritual states bonus awards are available after randomizing name.
– Fix: Totemic sculpture is pixelated.
– Fix: Selling prisoners doesn’t trigger negative thoughts on selling to slavers.
– Fix: Research command ability icon is pixelated on non-uniform ui scales.
– Fix: When caravan entering the map and already roped animals are force roped by another pawn, the first pawn potentially gets stuck waiting indefinitely.
– Fix: Sunlamp does not trigger blinding light for Darkness pawns.
– Fix: Wild people can be enslaved while arrested.
– Fix: Several issues with ancient junk.
– Fix: Wrong capitalization.
– Fix: Typo soldiarity -> solidarity
– Fix: Missing word in backstory.
– Fix: Wind turbine, neural supercharger and skullspike have no path costs.
– Fix: Extra memes from mods can be hidden in ‘choose meme’ UI.
– Fix: Leader speech generates “could not reserve” errors.
– Fix: New draft carry system leads to pawns being accidentally ‘kidnapped’ by guests when they leave.
– Fix: Starting a role change from social tab causes an NRE in JobGiver_AcceptRole.
– Fix: Exception in pawn portrait rendering.
– Fix: Started 10 jobs in 10 ticks when slaves try to visit sick pawn. Slaves can no longer visit sick pawns.
– Fix: Archonexus quest line cannot be continued if map part holder faction defeated.
– Fix: Typo “Bslinded someone”.
– Fix: Removed hard-coded points value being passed into complex debug tool.
– Fix: Mechanoids can spawn in Ancient Ruins when they are disabled in map generation, and behave oddly.
– Fix: Can save/load ideo when you shouldn’t be able to.
– Fix: Regression – Colonists no longer automatically take yayo and a few other drugs.
– Fix: Typo in TKey LetterCashing -> LetterChasing.
– Fix: Some ThreatReward_Raid_Joiner texts remain untranslated when using Core only.
– Fix: When a faction is defeated the faction goodwill number and relation label overlap.
– Fix: Pawns ignore food restrictions and bring nutrient paste to prisoner.
– Fix: Exceptions ticking pawns due to null room requirements.
– Fix: You can assign a role changer of non-player ideo on the ritual config screen.
– Fix: Potential nullref related to role change ritual interface.
– Fix: Bestower sometimes arrives malnourished.
– Fix: Gaumaker pods can destroy the tree they are spawned from.
– Fix: Ideology message key displaying without the expansion.
– Fix: Ritual timings are 1 day off.
– Fix: Trader caravans have their animals leave the map on arrival when attempting to path through doors.
– Fix: Missing possessive symbols in text.
– Fix: ShouldConisderNode -> ShouldConsiderNode
– Fix: Gaumaker pods can destroy the tree they are spawned from.
– Fix: Ideology message key displaying without the expansion.
– Fix: In ideo display and edit UIs, elements overlap sometimes if dev edit mode is on.
– Fix: Initial starting ideo incorrectly shows if player selects ideo and clicks back in game start flow.
– Fix: Possible to load a fluid ideo with more memes than is allowed.
– Fix: Disease incident can target colonists in biosculpter.
– Fix: Cannot plant flowers/bonsai trees in plant pots when there is a floor covering beneath the pot.
– Fix: ‘No recent raid’ thoughts for raiding precepts can occur immediately after reform or archonexus restart.
– Fix: Hediffs can be listed more than once as capacity impactors on the health tab.
– Fix: Body part capacity impactors can be listed more than once.
– Fix: Multiple issues with role assign dialog.
– Fix: Generating a mission based quest with debug and not setting the population slate value will generate a quest with 50 population.
– Fix: Wardens stop suppressing slaves if suppression > 50%.
– Fix: Beggar quest can grant fail and complete bonus simultaneously if the original timer expires after beggars have been given items.
– Fix: Beggar quest causes exceptions with Royalty not installed.
– Fix: “ResolveCaseInsensitiveFilePath: System.IO.DirectoryNotFoundException: Could not find a part of the path”
– Fix: Skip abilities don’t update cover grid.

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.

New stuff

– Add new fluid ideo system. This allows you to start the game with a “fluid” ideoligion that has only one meme. Over time, you gain development points on that ideoligion by completing rituals and other ideoligion-related actions. With enough development points, you can reform the ideoligion to alter memes or precepts, change styles, change structure, and more.
– Add darklight braziers.
– Predators no longer hunt animals on the other side of fences. Predators can still randomly wander into animal pens.
– Add an alert to thell the player when a predator has wandered into a pen in use.
– The game now shows the source of each piece of content on its stats card, so you know which expansion/mod something came from. It also shows which expansion/mod each research project came from.
– Players can now choose a few items to bring to new archonexus settlement. This is especially helpful for things you really need like luciferium.
– Add grace period where expectation levels are not increased for pawns with certain ideology roles after starting new archonexus settlement.
– Add tongue body part. Tongue is removable via surgery, if you’d prefer someone not speak. The tongue won’t be damaged in combat.
– Add bionic tongue that replaces tongue.
– Add allow slave corpse toggle to various storage areas and buildings so you can separate slave corpses from colonist corpses.
– Added new ancient junk – additional mech parts for more visual variation, more ancient cars, wheels, etc.
– Added copy/paste gizmos for biosculpter nutrition settings.
– Added toggleable texture compression and atlas texture compression in the options menu.


– Update royal title room requirement grace period to include the first 10 days after a new archonexus settlement.
– Draw lines when placing blueprints displaying what would affect Gauranlen trees’ connection strength. Display the artificial buildings connection strength loss radius when the tree is selected.
– We now remove ship to stars tile from map after new archonexus settlement, confirm the player is okay with this.
– On ritual config window, draw a highlight over pawns that can be assigned to a role you’re currently hovering over.
– Extractable trees are no longer auto-minifiable in caravan forming dialog.
– We now hide quests that are ended by starting a new archonexus settlement
– Re-enabled random social interactions for bestowing ceremony and fixed it breaking down when pawns start social fighting.
– Starting with an ideoligion that dislikes animal bonding now causes all starting animals to be unbonded.
– Tweaked the archonexus “choose items to take to new colony” dialog formatting.
– The mood bonus for relics in the same room as ritual can be now increased by installing up to 3 relics. Adjusted mood impacts.
– Ideoligion buildings are now only demanded for the player’s faction ideoligion and secondary ideoligions that have 3 colonist members or more.
– Destroying rocks with weapons now triggers a bad thought for ideoligions where mining is disapproved.
– Change ritual quality check graphics to look less like togglable ones for better UI clarity.
– Don’t show anima linking command on every nature focus capable pawn anymore, to reduce UI spam. You can still start it via float command or from anima tree directly.
– Pawns now recover from berserk trance on being downed.
– Dryad healing pods now heal all negative hediffs including missing body parts. When return to healing pod is toggled on, dryads will return to healing pods if they have any missing parts.
– Skulls now keep track of the name of the pawn they originated from.
– Update descriptions of individualist and collectivist memes.
– Wind turbine, skullspike and neural supercharger can now be walked through like most other buildings.
– Biosculpters now list what will be cured and what can possibly be cured in the tooltip for the healing cycle if the biosculpter is tuned to a pawn.
– We now avoid using sun blocker as a threat if any colonist or prisoner has an ideo with darkness/tunneler, since it’s kind of meaningless to them.
– Add note about work to deconstruct to ‘work to build’ stat description.
– Adjust some thought descriptions so that they still make sense for blind people.
– Timbershrooms can now grow wild in caves.
– Minified things now inherit their inner thing’s flammability.
– Removed culture restrictions when choosing ideoligion
– More informative float menu options for not being able to enter a biosculpter.
– Split biosculpter healing cycle into two distinct cycles: Medic and bioregeneration. Added a new research project requiring multianalyzer and biosculpting that enables bioregeneration cycle. Medic cycle treats short-term wounds, while bioregeneration can heal permanent scars, age-related conditions, and some smaller missing limbs.
– Changed extract tree hotkey to be the same as uninstalling.
– Smoothed out tree cutting anger thought from the tree connection meme by adding more steps in between the stages.


– Dryad spawn days reduced from 8 to 6.
– Increase impact of ‘lost role’ thought from -5 to -15.
– Reduce production specialist crafting speed buff from +70% to +50%.
– Reduce intensity of ‘ate meat’ opinion maluses for vegetarians.
– Reduce biosculpter age reversal cycle duration from 10 to 8 days.
– Reduce nutrition requirements of healing and age reversal biosculpter cycles from 10 to 5.
– Woodmaker dryad output every 2 days increased from 25 wood to 32 wood.
– Reduced dryad transform delay from 6 days to 5 days.
– Adjust mood impact of relic-in-ritual-room thought.
– Barkskin dryad blunt armor increased from 30% to 40%, sharp armor increased from 60% to 70%.
– Gauranlen seeds now have a market value of $70 instead of $0.


– Change IsPsychicallySensitive from >= to >.
– Turn psychic sensitivity checks into a property.
– Merged two translation keys regarding building precept alerts into one.
– Reworked chemical satisfaction in CompGiveHediffSeverity to be based on satisfaction per second.
– Add unused legacy AllThingsGlowing room requirement back in for back compat
– Refactor: Separate method for loading multiple comma separated MayRequire mods
– Use IsFormingCaravan extension method instead of explicitly looking at pawn’s lord job.
– Performance improvements to animal slaughter dialog, debug tables and debug option screens.
– Removed unnecessary MayRequire attributes.
– Add missing gender constants for deity, foeLeader and founder.
– Ideo.Notity_GuestStatusChanged -> Notify_MemberGuestStatusChanged
– Implemented ideo thoughts debug output.
– Moved ThingWithSources to a comp.
– Change to ritual obligation trigger CopyTo based on feedback.
– Ensure CompHasSources does not start with a null list.
– Remove unused translation keys.
– Improved some translation keys.
– Added some new player-created names. Adjusted one name per request.


– Fix: Doctors tending to patients in bed use the medicine in their inventory even if it is worse than available medicine.
– Fix: If multiple types of medicine are in a doctor’s inventory, they will select the medicine with the lowest medical potency.
– Fix: Skull extraction blood is labeled as being from the extractor.
– Fix: Skull extraction drops blood when corpse is already a skeleton
– Fix: Colonists receive the ‘colonist lost’ thought when a slave is kidnapped.
– Fix: Tree lovers don’t care about harvesting / chopping down cocoa trees.
– Fix: If a slave rebels while carrying a person, they can kidnap the carried pawn with no feedback to player.
– Fix: Destroying Gauranlen tree while dryads are in healing pod or cocoon causes errors and keeps dryads inside.
– Fix: Psychically deaf pawns get anima linking alert and can start the ceremony.
– Fix: Worshipped terminal quest is failed if you deconstruct the terminal after hacking it.
– Fix: Opened ideology dialog is not interactable when opened in caravan forming screen via pawn’s bio.
– Fix: Bionic / archotech eye is visible under the burka.
– Fix: Opening weapons with Graphic_Random have their icon cycled every frame on the info card.
– Fix: Colonists try to rope to pen an animal in a mental state, resulting in getting stuck.
– Fix: Ancient beds not showing sleeping pawn body.
– Fix: Wild person can be used in gladiator duels, causes manhunter revenge. Wild man prisoners are no longer allowed to be used as duelists.
– Fix regression: PawnRenderer.RenderCache renders pawns always with clothes enabled.
– Fix: PawnRenderer renders naked pawns by default.
– Fix: There are some duplicate ideoligion icons.
– Fix: Pawns can get stuck picking up and dropping medicine after returning on a caravan.
– Fix: Animal pen marker animal consumption assumes animals are always hungry, halving reported consumption.
– Fix regression: Bestower doesn’t care about roof collapsing on top of him.
– Fix: Duelists can pick up weapons during the duel even if they have no manipulation capacity.
– Fix: Skeletons don’t draw apparel.
– Fix: Bionic parts are drawn as wounds.
– Fix: If bestower enters a social fight the bestowing ceremony does not recover gracefully. Several other fixes to bestowing ceremony.
– Fix: It is possible to sell animals while forming a caravan.
– Fix: Players can bring more than 1 relic to new archonexus settlement if its an equipped weapon
– Fix: Mech breach raids can completely break down sometimes and just stop doing anything.
– Fix: Designator_Dropdown doesn’t properly update to icon from wrapped Designator_Install.
– Fix: Missing translate() call on cancel button text for archonexus dialog.
– Fix/adjustments to reform ideo dialog.
– Fix: NRE when starting bestowing ceremony.
– Fix: Players can take items from passing trade ship inventory to next archonexus settlement
– Fix: Dryads with replaced parts don’t have the “missing” part added back.
– Fix: Totemic boards and ideoligion rugs are not flammable.
– Fix: WorkGiver_Tend JobOnThing doesn’t match fail conditions of JobDriver_TendPatient
– Fix: Incorrect ‘wanderer joined’ text when wanderer helped.
– Fix: Beggars quest sending ‘charity fulfilled’ history event even when quest failed.
– Fix: Scarification ritual now accepts prisoner targets again and doesn’t break when target is a prisoner.
– Fix: Ideo reform dialog does not support more than 5 memes horizontally.
– Fix: Two-column credit entries have overlapping rows if left entry is taller than the right one.
– Fix: MinifiedTree error on debug MakeColony tool.
– Fix: SitePartWorker_SleepingMechanoids checks for wrong faction type in IsAvailable.
– Fix: You can start conversion ritual with a moral guide that can’t speak.
– Fix: Human pawns in mental states sometimes bring up a disabled float menu option for roping.
– Fix: Cannibal ideo pawns do not prefer human leather apparel.
– Fix: Non-colonist can be chosen as scarification target.
– Fix: Wild dryads can wander in, only to leave right away.
– Fix: Error on beggars quest without fluid ideo.
– Fix: Errors on starting incidents with no colonists.
– Fix: Naked translation key.
– Fix: Typos.

Ideology expansion released!

Posted July 20th, 2021 by Tynan Sylvester
RimWorld – Ideology is now available!
See all the details on the full page here. You can buy it there DRM-free with instant Steam access.

Free 1.3 update

Players can now update to RimWorld version 1.3 for free. This version was previously tested in a beta branch for 2 weeks. Find the full change log here.

On savegame compatibility

  • 1.3 will load 1.2 saves no problem.
  • You can load a non-Ideology game with Ideology loaded.
  • You can run either expansion, neither, or both – all configurations will work.

On mod updating

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


Join the community! I would love it if you guys posted screenshots of your new colonies and belief systems. Please tell me all your stories from your experiences in Ideology.

Ideology adds social roles and rituals

Posted July 11th, 2021 by Tia Young

Welcome back! I’m Tia, and I’m here to bring you more Ideology preview info while we wait for the big release day.

Today, I’m talking about Ideology’s new social roles and rituals. I’m 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!

Social roles

We’ve all had that one favourite colonist. The soldier who made it through hell and back, the medic capable of defying death, the one guy who refuses to do anything useful and spends most of the day binging on insect meat due to lack of tables…

Now you can make use of your colonists’ special strengths by assigning them formal social roles. Each belief system in Ideology defines a roles that believers can take on.

There are three categories of roles:

The leader role can only be assigned to one colonist. Leaders give inspirational speeches, buff combat allies around them, encourage harder work, and play a special role in some rituals. They can even accuse prisoners or colonists of crimes. If they successfully prosecute the defendant in a trial you can punish the accused without social consequence. (Whether the accusations are true or false is up to you.)


The moral guide role can be assigned once for each belief system which is represented by at least three colonists. Moral guides support the mental well-being and spiritual strength of your people, and lead many rituals including funerals, sacrifices, and more. They can preach health to the sick to speed up healing, provide counsel to sad colonists to lift their moods, reassure believers that they are correct, and convert non-believers to their own belief system.

Finally, the specialist roles can be assigned to any number of believers. There are a variety of specialist role types – one for each skill. Specialists are better at their primary skill, and also gain a unique ability related to that skill. As a tradeoff, specialists become more focused on their specific skill and won’t do some other work. Different belief systems each have a specialist type related to their core beliefs. For example, a colony of darkness-worshipping tunnelers will probably have a specialist role focused on mining.

Colonists with social roles will want a change of appearance to suit their position. They may ask for elegant capes, creepy visage masks, solemn hoods, painful torture crowns, or anything else to set themselves apart according to their traditions.


Celebrate your colony’s unique belief system by holding rituals. These player-controlled events are special gatherings that have a variety of impacts depending on how they are carried out, and really contribute to the story of your colony.

You can hold somber funerals for fallen soldiers, quell rebellious behaviour with public executions, pit slaves and prisoners against one another in vicious gladiator duels, host parties in dance halls or drum circles or around Christmas trees, set hated effigies on fire to watch them burn, or breathe in smokeleaf fumes from a giant bong. There are also scrumptious feasts of human meat, ceremonial blindings and scarifications, skylantern festivals on moonlit nights, and majestic trees with creatures inside of them.


How a ritual plays out depends on the circumstances – who is there (and what roles they hold), the quality of the room it takes place in, the equipment and buildings available, and so on. For example, colonists can have fun at a dance party with just a few people outdoors by clapping and stamping feet. But if you build them a giant nightclub with speakers, a lightball and a richly-decorated room they’ll have more fun and get better outcomes. Early-game rituals are less demanding than those in the late game, so you’ll get benefits at every stage.

Participants that have a good time will leave with mood boosts, and if the ritual was truly spectacular, there may be additional bonuses. We’re talking unlocked psychic powers, new recruits, improved goodwill with your neighbours, and locations of treasure-filled ancient complexes. At the same time, certain rituals may upset spectators and cause a mood deficit – it depends on their personal beliefs.

More on the way

That’s it for now! I hope you’ve enjoyed this post and have gotten a chance to try the 1.3 beta. Remember to wish list Ideology on the Steam store page. You can also read the original 1.3 update and Ideology announcement here.

Bye bye!


Announcing update 1.3 and the Ideology expansion

Posted July 4th, 2021 by Tia Young

Hello everyone! I’m 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.

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, we’ll 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, or wish list it on the store page here! 

About 1.3

There are 15 months of improvements in 1.3, so it’s a pretty big one.

There is a new pens-and-fences system for animals. Now animals are more productive, with more focused roles, but some of them need to be kept in fenced pens and led around by your trusty farmers. It gives the colony a more ‘ranchy’ look and feel, as opposed to just having random cows always wandering through bedrooms or staying in pens via mind control. You’ve also got egg boxes and a new straw matting terrain type to build true-looking farms that actually work.

There are search bars all over the interface now, so you can type in text on the architect menu, stats dialog, research menu, stockpile filter, and elsewhere to jump directly to exactly what you want. No more hunting through lists – even with lots of modded items!

The faction goodwill system has been reworked so neighbors keep a record of what you’ve done and why they feel the way they do about you. You’ll have a better idea of why exactly they want to destroy or reward you.


Enemies will now use a new style of breach raid to get through your defenses. They’ll bring special wall-breaking tools and tunnel into the side of your base instead of using the main entrance. Tribals do this with a new breach-axe, while pirates use grenades, and mechanoids use a new mechanoid type called the termite. This new strategy option for the AI adds more variation and dynamism to the defensive combats – fighting through bedrooms is very exciting! Making the AI analyze bases, find good breach paths, and follow them effectively was an interesting and novel problem. Of course, all the old raid strategies still exists and the breach raids only show up from time to time to add variation.

Drag-move formations allow you to order your fighters to arrange themselves in a line using a single mouse command.

You can order a fighter to pick up a downed person, then carry them wherever you wish using the normal movement controls. No more harrowing and unnecessary rescues directly to bed!

Your colonists can now carry medicine in their inventory and use it directly on the battlefield.


Beards! Beards. What more do I need to say? People have beards, and they look beardy and awesome.

Characters now render more efficiently (the game prints them onto a texture and render that in one pass, instead of rendering each body layer separately on every frame). We punched up their look with visible wounds, bandages, and body modifications, so you can really see when someone (or your pet guinea pig) has taken some hits.

We also consulted with modders, collected their requests and made a bunch of technical changes to make modding easier.

There’s tons more than this. For those interested, here is the full 1.3 change log.

Next, Tynan would like to talk about the Ideology expansion and why he decided to make it.

Why Ideology?

Hey all – Ty here.

RimWorld has always been about role-playing. For many years I’ve seen players create colonies with their own special themes – minimalist nomads, raiding pirates, mad cannibals, drug-worshippers. People want to have a sense of authorship over their stories.


I thought: What if we made the system that let players explicitly express all those different ways of life?

That’s what we’ve spent the last 15 months working on with Ideology. This expansion lets you create a new belief system and act it out in your colony. You can play as tree-worshipping cannibals who carve skulls into every piece of furniture, or blind tunnelers who shun the light, or transhumanists obsessed with perfecting the human form using exotic technology. Or be nudists, or drug-stupor mystics, or piratical raiders, or charity-focused givers, or pain-loving animal sacrificers, or dance-party techno ravers, or rustic ranching cowboys, or many many more.


You can mix and match different core elements of your belief system, and also customize every individual precept, ritual, special social role, venerated animal and weapon, culture and style, unique building, tattoo, clothing, background narrative, god, and beard preference.


Ideology makes your story into your story more than ever before.


This comes with a bunch of extra content. There is a whole new quest category that presents a sort of Indiana Jones roguelike-type challenge of breaking into ancient structures and facing unknown dangers inside to get ancient treasure.


There are new dryad creatures who have symbiotic relationships with special trees, and who can be controlled and grown in different castes to do different things. There is spacedrone hacking and terminal-worshipping tribal villages and the new archonexus ending.


The whole thing is super moddable too. Modders tested Ideology and said it is quite easy to update in general. The expansion adds a lot of new stuff, but doesn’t affect much of the old stuff. Of course, it depends on what your mod is.


I’m really excited to put Ideology in front of you.

More info coming soon

Tia here again!

I am so ready for the fantastic stories that you guys will be making with 1.3 and Ideology. There is so much for both new and old players to discover. And to think — we didn’t even get to all of the content in this announcement!

So in the future, I’ll be posting teasers of the upcoming stuff in Ideology. Be sure to check back here for your sneak peek.

See you soon,


Update 1.2.2753 add new gear, new permits, and many refinements

Posted September 11th, 2020 by Tynan Sylvester

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!


New features

– New apparel – Beret: Worn by various lower-ranking Imperial nobles.
– New apparel – Cape: This stylish cape functions similarly to a duster. Worn by various middle-ranking Imperial nobles.
– New apparel – Gunlink: This tactical headgear offers no protection, but increases shooting accuracy. It is used by Imperial troops.
– New apparel – Eltex skullcap: This offers little protection, but improves psycasting. Worn by some middle-ranking Imperial nobles.
– New apparel – Stellic crown: A unique, gigantic crown worn by the high stellarch.
– New permit – Steel drop: Call down some steel resources.
– New permit – Glitterworld medicine drop: Call down some glitterworld medicine.
– New permit – Silver drop: Call down some silver.
– New permit – Food drop: Call down some food.
– When forming a caravan, animals now instantly go to the caravan packing spot instead of waiting for a colonist to take them. This speeds up the caravan formation process significantly.
– You can now place blueprints separately for different types of buildings in a monument, so you can make them of different materials.
– We now display a text mote when a player pawn gains a new level in a skill.
– If you have a menu with a very large number of commands, as in a powerful psycaster, some of them will be displayed smaller.
– Use drug commands are now condensed onto a single command if a pawn carries more than one drug type.
– Allow projectiles to be rendered with a visual arc and ground shadow. Activated this behavior for: Phoenix and Grenadier armor, frag grenades, molotovs, emp/smoke/incendiary launchers.
– Allow right clicking on the shuttle with multiple pawns selected to load all allowed ones.
– Mods can now be tagged as translations in the workshop.
– We now automatically add appropriate bedrolls to caravan.
– Pawns will now not lose their skill levels until they fall 1000 XP under zero. This stops pawns from quickly leveling up and down around a threshold.
– Added a warning confirmation for calling for resources that would cause the caravan to be immobile.
– Add some text content to refugee hospitality quest.
– Recipes for crafted things now show work to make in their info card.
– New artwork for orbital targeters.
– Allow quick loading via permit shuttle from non-home maps with no hostiles.
– Upon death, all titles will not be instantly transferred to their heirs. Instead, we give favor up to the inherited title and generate a bestowing quest for the heir.


– Adjust text and icon for the ‘Take drug’ command.
– In custom difficulty settings, rename “fixed wealth” mode to “wealth-independent” mode, and give the player a slider to control how many years until this mode delivers its maximum threat level.
– Move ‘take to inventory’ column over just to the right of the drug name.
– Dirt now washes away in rain.
– Changed precious lump hostile threats description to something more concise.
– Psycasts are now sorted on the interface by category and then level.
– Changed psychic droner to start off with medium bad strength as baseline and when spawned on sites its determined by points now, same as the ‘raw’ gamecondition.
– Ensure all the mech cluster buildings wake up once it was attacked.
– Adjustments to Precious Lump quest text and world object info.
– Make pawns count as guilty while in aggro mental state.
– Disable corpse obsession break for prisoners, as it’s very unlikely to happen and is not implemented around this possibility.
– Reorganized permit UI. Exchanged horizontal scrollbar for vertical.
– Give the broadshield pack a smaller drawsize, so that its icon/map-icon is more congruent with its appearance on a pawn.
– Added faction icon to main work tab with click through to faction and scroll to faction.
– Added max lodger count to hospitality refugee quest.
– AI will now only deploy an NPC’s Smokepop or Broadshield pack if the offending attacker is hostile. This prevents friendly-fire from activating an NPC’s Smokepop/Broadshield.
– Rewrite noble requests for help in the pawn lending quest.
– Increase frequency of bandit camp mission and shuttle crash quests.
– Food and medicine renamed to travel supplies.
– Add hediff links to recipes for implants and parts.
– Apparel with utility now has a score offset to make AI more likely to automatically wear it.
– Made nature shrines minifiable and reinstallable.
– Made shrines improve anima tree meditation.
– Farskip now affects colony animals if not on the home map.
– Colonists and pack animals unload inventory automatically once farskipped to a player home map.
– Climate adjuster no longer will choose negative temperature offset for deserts nor positive offset for ice sheets (it will avoid being not dangerous).
– NPC pawns with titles now purchase random permits on generation.
– We now show the player a feedback message when calling resources to a caravan.
– Trade requests will no longer request patchleather.
– Added quest look target when bestowing ceremony cannot be accepted due to threat.
– Bestowing ceremony text now says that player is expected to keep bestower safe.
– Jump packs and locust armor now require enough chemfuel to provide their initial fuel, and one more component.
– Ensure auto-selected travel supplies doesn’t exceed caravan mass capacity.
– Use phrase “Force equip” instead of “Force wear” when referring to utility-slot apparel items.
– Change the “Tornado generator” targeter to a utility-slot apparel item.
– Change the “Orbital mech cluster targeter” to a utility-slot apparel item.
– Increased warmup time for aerodrone permits by 1 second.
– Removed full-map light up effect of all strikes except orbital beam.
– Icons of spacer armor now display as off-white instead of dark gray.
– Adjust eltex gear colors to be darker.
– Shield renaming for clarity and consistency. “Mortar shield” is now “mech high-shield”. “Bullet shield” is now “mech low-shield”. “Broadshield pack” is now “low-shield pack”. “Broadshield projector” is now “burnout low-shield”. “bullet shield” psycast is now “skipshield”. No code or defNames were changed.
– Rename orbital strike permits to aerodrone strike (for fiction coherence reasons).
– Don’t autoselect beer, ambrosia, flowers or insect jelly in the form caravan dialog.
– Bestower is no longer required to have archotech eyes.
– Neural heat overload can no longer cause psylink degradation or any other permanent damage.
– Member stripped goodwill penalty increased from 10 to 40.
– Royal apparel production costs rebalanced.
– Prevent farskip when caravan is overweight.
– Improve meditation and medical rest priorities to allow meditation for pawns with healing injuries if they’re on meditation schedule.
– Optimize monument marker drawing.


– Use the old root keys in PawnLend script to avoid breaking translations.
– Reset pawns enemyTarget after recovering from aggro mental state.
– Selectively finalize equipped stat offsets
– Use ThingDefCountClass to list dropped resources in permits. Added missing honor values. Zero honor cost produces a config error.
– Spread out re-validating FloatMenuOption across multiple frames.
– Improve FloatMenuMap caching and AddUndraftedOrders check order for better performance.
– Make the ‘try add to inventory’ debug option.
– Tweak the drawSize of various headgear to ensure their on-map size is congruent with their on-pawn size.
– Royal title requirement thought workers now pass RoyalTitle object into Formatted and GrammarResolverSimple provides all required symbols.
– Added some missing apparel score offsets for utility armor.
– GenStep_ConditionCauser now checks for existing buildings at scatter spot.
– Medieval surgeries now have links to the proper hediffs.
– Fixed an issue where if the “Insect spawning rate” custom difficulty setting was set to zero, it caused unnecessary every-tick re-checking of whether a hive should spawn more pawns.
– Remove remaining mentions of “default” load folder from ModUpdating.txt.


– Fix: Colonist with a sick thought won’t meditate at all.
– Fix: Pawn lend initial description and final letter mismatch.
– Fix: Ability duration on the tooltip is shown in hours even for low values.
– Fix: Gunlink displays shooting accuracy stat offset as %.
– Fix: Becoming neutral/allied with imperials after taking the deserter quest then entering their site allows you to take the neuroformers without a fight.
– Fix: Auto-rebuild doesn’t work on bridges.
– Fix: Quest prisoners can spawn on door tiles and walk away.
– Fix: Overlapping keybinds for assigning pawn and toggle prisoner-owned for beds.
– Fix: Psycast disabled status is not being updated in shrunk mode.
– Fix: Auto mortars are always active.
– Fix: Compressed commands are drawn from top to bottom.
– Fix: Quest reward pawn died before quest was accepted.
– Fix: Not all curve marks being drawn on graphs.
– Fix: Errors on generating long range mineral scanner quest via debug tools.
– Fix: Psyfocus target value on the gizmo tooltip is not updated until you finished adjusting it.
– Fix: Colonist pods returning from a ‘pawn lend’ quest can roof punch.
– Fix: No mech cluster building is multi-selectable
– Fix: Keyed translations from a mod can’t replace existing values with the same key and log an error instead.
– Fix: XML Attribute IsNull only works on simple fields.
– Fix: Psylink neuroformers that are in a storage area do not appear on a resource readout.
– Fix: Ensure Graphic_RandomRotated preserves the <drawSize> of wrapped graphics.
– Fix: Projectiles were invisible for the first few cells of flight, due to them inheriting and interpolating their launcher’s y layer, and being clipped/obscured out of the camera
– Fix: Auto Charge Turret fires when stunned
– Fix: Can’t prioritize chatting with a prisoner if some other warden is already doing it.
– Fix: Unfogging adjacent cells of buildings which are more than 1×1 of size doesn’t work properly.
– Fix: Grammar errors in a few ‘title requirements not met’ thought descriptions.
– Fix: Apparel scoring algorithm ignores heat armor.
– Fix: Rescuing downed noble ends shuttle rescue quest.
– Fix: Bandit camp returnees don’t unload.
– Fix: Its possible to arrest non-violent/downed pawns and not have their faction notified of member captured.
– Fix: Some wrong import settings on a few UI icon graphics.
– Fix: “Unchangeable” text from visually overlaps with “Clear forced” button in assign-outfits panel.
– Fix: Incorrect memory thought when refugee arrested or violated and incorrect letter text when violated in refugee hospitality quest.
– Fix: Join letter in hospitality refugee quest remains (with disabled accept) if pawn leaves map before quest has ended.
– Fix: Rare exception when changing the “Allowed area” restriction of a colonist in the Schedule tab, while the colonist is performing certain multi-step actions (such as being in the middle of reloading a mortar).
– Fix: Gloomlight would prevent a Sun lamp from producing “brightly lit” cells within the radius of the Gloomlight. Due to: the glowColor of the Gloomlight not having an explicit alpha of zero. We now correctly ignore the alpha from the xml.
– Fix: Bestower quest has a rootSelectionWeight of 1.
– Fix: Quest helper went wild man, now wandering around on map, can’t arrest or empire becomes hostile.
– Fix: Drug scheduling for inventory does not function when set to 1.
– Fix: Stellarch and other non-rewardable title holding pawns don’t get any permits.
– Fix: Logging null leader error for factions which don’t need a leader.
– Fix: Meditation preventing pawn from attending a gathering or giving speech.
– Fix: Using explanation text meant for anima tree (after letting letting it being enhanced with shrines) on other focus objects.
– Fix: Condition causer can be spawned ontop of power conduits (wiping them).
– Fix: lastPsylinkAvailable is reset whenever a game is loaded, causing fewer neuroformer quest rewards.
– Fix: Finding throne room spot for bestowing ceremony does not work if throne is blocked in front and back.
– Fix: In custom-difficulty settings, the minimum value of “Turret rearm cost” was set to 1%.
– Fix: Bestowing ceremony doesn’t update permit points.
– Fix: Extra newlines in quest descriptions.
– Fix: If the “Insect spawning rate” custom difficulty setting was set to zero, it caused insect/mech hives to spawn every tick once they reached their next spawn time.
– Fix: Calling a shuttle to a caravan always costs favor instead of initiating cooldown.
– Fix: Resources with null stuffProps can be accepted as “Stony” resources in monuments.
– Fix: NRE when trying to get all pawns with specific mental state in quest part.
– Fix: Shuttle auto-load does not properly work on shuttle assault quest return.
– Fix: Bestowing ceremony escorte can be used as a fighting force. There will now be negative effects if they are killed.
– Fix: Bestower goes to wrong room for ceremony (added fallbacks when no spot in thronerome can be found).
– Fix: Animals refusing to eat reachable food when restricted to an area.
– Fix: Exception during reward-giving Quests when custom-difficulty setting “Quest Rewards” is set to 0%.
– Fix: Pawns don’t face table when eating.
– Fix: Healer mech serum heals love
– Fix: Player blueprints prevent mech clusters from dropping.
– Fix: Attacking a settlement with a shuttle causes the map to be smaller compared to caravans and transport pods.
– Fix: Some single-use utility items could be used multiple times via shift-clicking.
– Fix: GenStep_MechCluster spawns mech that are awake, but marked as dormant.
– Fix: Pawn keeps meditating with a focus object that has 0 focus offset.
– Fix: “Clear prioritised work” command can interrupt neuroquake cast.
– Fix: Can’t rescue invisible colonists.
– Fix: Lack of back-compatibility for mods that use old style of defining offsets in FocusStrengthOffset_BuildingDefs.
– Fix: Caravan food auto selection gives rotting food higher weight.
– Fix: Sick pawns falling out of bed because of trying to do meditation for joy.
– Fix: Errors on viewing bestowing quest while target pawn is not spawned.
– Fix: Uncapitalized first letters in some paragraphs.
– Fix: Arrested Refugee Leader can not be sold, leaves to unusual behavior.
– Fix: The mouse-attachment that indicates what resource is contained in areas found by ground-penetrating radars should show even when the area is fogged (such as under a mountain).
– Fix: Setting the butchering or mining yield to a high value in the custom difficulty settings may not result in actual increased yields.
– Fix: Mission shuttles cannot auto loot.
– Fix: Taking wake-up to inventory same wording as taking wake-up.
– Fix: Non-heat psycasts can be spammed when it shouldn’t be possible.
– Fix: GetBuildingDefsForCluster_NewTemp() creates an infinite loop.
– Fix: Teetotalers can use drugs normally by using the new gizmos.
– Fix: JobGiver_OptimizeApparel.ApparelScoreRaw() reads an uninitialized variable which can lead to some weird behavior especially if there are modded races.
– Fix: You can use farskip on the caravan you’re in.
– Fix: Received spelt recieved in mood and notification letter for titles.
– Fix: SoundDefOf.MeditationGainPsyfocus plays on loop after done meditating.
– Fix: Prisoner refugee leaves when refugee quest ends normally.
– Fix: Arrested refugees will join the player colony if arrest job is interupted before placing refugee in cell.
– Fix: Permit prerequisites are removed even when you don’t have the permit.
– Fix: Can banish quest lodgers through character card UI.
– Fix: Game breaks if quest lodgers have RunWild mental break.
– Fix: Various typos.

Update1.2 adds new quests, psycasts, gear, and more

Posted August 10th, 2020 by Tynan Sylvester

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.

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

New stuff: Base game

– Custom playstyle system: You can now select a new custom playstyle setting. This opens up a new menu that allows you to customize a large number of different settings exactly as you prefer. For example, you can make a game with lots of enemies, but high yields from crops and mining. The settings are:
— Storyteller ignore wealth, and instead replace it with a factor from time alone. This can make the game fall off the rails easily, but is appropriate for someone who wants a pure challenge.
— Player friendly fire chances.
— Colonist instakill chance. This setting allows you to apply a damage filter that prevents colonists being killed by a single shot, because that can feel arbitrary. Colonists can still be downed by one shot and bleed out soon after, or take permanent injuries in one shot.
— Overall threat scale
— Major threats toggle
— Quests threats toggle
— Intro threats toggle
— Predators hunt humans toggle
— Extreme weather toggle
— Harvest, mining, and butchering yield
— Quest rewards
— Raid loot
— Trade prices
— Turret rearm cost
— Scaria rot chance
— Enemy death on downed chance
— Colonist mood
— Food poison chance
— Animal revenge chance
— Infection chance
— Disease frequency
— Hive insect spawn rate
— Deep drill infestation chance
— Ancient structure threats toggle
— Passive hives at map generation toggle
— Toggles to allow/disallow player building traps, turrets, and mortars
— Damage adaptation growth rate: Adaptation means the storyteller makes the game more challenging over time as long as you are not taking losses. This is separate from the story effects of wealth and population. This adjusts the rate of that challenge growth.
— Damage adaptation effect: Adaptation means the storyteller makes the game more challenging over time as long as you are not taking losses. This is separate from the story effects of wealth and population. This adjusts the effect of that adaptation value on actual threats.

– Raid loot generation: Previously raids would just drop whatever rewards were associated with the characters in that raid. Now, each raid generates a single core reward like a stack of drugs, medicine, jade, or plasteel. The reward is chosen semi-randomly according to the raider faction, and placed in the inventory of a few of the raiders. This allows us and users to accurately tune raid rewards, and solves issues where higher difficulties got bigger rewards.

– Utility gear system: Wearable belts have been expanded into a system of wearable utility items. One person can wear one utility item. Utility items can be passive like a shield belt, but most give an ability the player can trigger. Most have a certain number of charges before they run out. Some can be reloaded, while others are consumed by use.
— Utility item: Smokepop belt. Previously, this was triggered automatically by the wearer taking damage, and disappeared on use. Now it can be triggered at any time, and it can be used several times, and can be reloaded with chemfuel. The AI knows how to use this to obscure turret shots.
— Utility item: Shield belt. Same as before.
— Utility item: Psychic insanity lance. Previously, this could only be used directly, and once. Now it’s a utility item that can be carried and used twice before exhaustion.
— Utility item: Psychic shock lance. Same as the psychic insanity lance, this was changed from a one-use item to a two-use utility item.

– Automatic caravan setup: The caravan setup screen now automatically loads enough food and medicine for the journey. This can be overridden if desired. This interface was also restructured to ask for the route first, and to clean up placement of some UI elements. Overall, caravan forming takes less effort and fewer clicks.

– ‘Smash mechanoid’ bill: This allows tribals to break down mechanoid corpses without a machining table, albeit at a slower rate.

– New system for handling time limits on caravan encounter maps. Previously on encounter maps, the player caravan was just automatically reformed after a certain amount of time. Now, the colonists will be detected by enemies after some time. Later, enemy reinforcements will begin arriving to attack. The player can choose when to leave, and this scenario can play out even on maps where other enemies remain (e.g. If player is executing a siege).

– Direct button to use drugs from inventory: This makes combat drugs more usable.

– New visual effects:
— Building destruction. Screen shake, dust, and so on.
— Improvements to orbital bombardments. You can see and hear incoming projectiles and other details are improved.
— EMP state on mechs or turrets, with electrical arcs and sparks.

– New sound effects:
— Many types of building destructions of various sizes and materials
— EMP blast and EMP state
— Windmill, watermill, wood generator, chemfuel generator ambience
— Quest accepted, succeeded, concluded, failed
— Mech serum used
— Toxic buildup gained
— Melee dodge
— Power claw hit/miss
— Human bite hit/miss

New stuff: Royalty expansion

– Major quest – Shuttle defense: An Imperial shuttle has been damaged and needs a place to land. They’re being hunted by raiders! If you accept the quest, the shuttle crash-lands on your colony map. Some civilians, plus a some Imperial soldiers, will get out and defend themselves at the shuttle as a raid comes after them. You have to help defend them until a rescue shuttle arrives to pick them up. Get to tha shuttle! Go!

– Major quest – Bandit camp mission: The quest giver wants troops to help assault a bandit camp. He will provide a shuttle to bring you to and from the camp. A specific number of people must be provided. This creates a self-contained combat challenge without the fiddliness and time commitment of full travel.

– Major quest – Refugee hospitality: A ragged group of travelers arrives. They ask to stay at your colony for a while. They have no rewards to offer, but there are other reasons to take them in. They will work for you during their time at the colony. If you keep their mood high, some of them may offer to join you permanently. After they leave, there is a chance they will pay you back later. One new aspect of this quest is that the travelers aren’t part of any major faction, which means you can choose to capture them, harvest them, or sell them – though they may rebel or flee if you try. There is also chance they will betray and attack you, and a chance that some other party will contact you and offer a reward to betray and kill the travelers. Overall, this quest is designed to break out of the predictable challenge/reward structure of traditional quests and create more of a fluid, unpredictable situation with many options and outcomes.

– Bestower: Titles are no longer given instantly when enough honor has been acquired, and psylink neuroformers are no longer sent to you by drop pods. Instead, a colonist with enough honor for a new title can invoke the bestower, a ceremonial priest-like figure who arrives by shuttle with a retinue of guards. He goes to the colonist’s throne room, confirming that it satisfies the title requirements, and does the bestowing ceremony there. The ceremony itself gives the psylink upgrade and title. You can also betray the bestower to steal psylink neuroformers if you wish.

– Hood apparel: A simple hood used by the bestower.

– Permit selection system: When a colonist gains a royal title, you can now choose which royal permits you want to come with that title. There are more permits to choose from than before. Some permits require minimum titles before they can be chosen. This lets you customize your nobles somewhat.
— New permit: Transport shuttle. This permit calls a transport shuttle. You can load whatever you like in it and send it on a one-way trip across the world map. This can be used for attacking sites, extracting fighters from combat, simple travel, sending gifts, and so on.
— New permits: Call laborer team and call laborer gang. These permits call a group of laborers to work for you. They are the civilian equivalent of calling military aid.
— New permits: Call orbital strike and call orbital salvo. The Empire will use their ships to bombard targets that you designate.

– Psycasts can now have psyfocus costs: This lets us create psycasts that are useful over the long term instead of just in combat. The player can use them any time, but must restore psyfocus somehow.

– Psycast – Solar Pinhole: Generate a microscopic skipgate linked to the core of a nearby star. Solar material leaks through the pinprick in spacetime, illuminating and warming the surrounding area until it closes.

– Psycast – Word of Trust: Speak to the prisoner while using psychic suggestion to reduce his resistance to recruitment. This psycast can only reduce a prisoner’s resistance, but cannot recruit him.

– Psycast – Word of Joy: Speak happy, calming words to someone while using psychic suggestion to implant a joyfuzz loop in his mind. The joyfuzz will suppress uncomfortable thoughts and sensations in the target to improve mood. This has the side-effect of dulling sensation and decision-making, which reduces consciousness.

– Psycast – Word of Love: Speak about someone’s romantic virtues while using psychic suggestion to implant romantic desire in the listener. For days afterward, the listener will feel psychically-induced romantic attraction towards the other person. This greatly increases opinion and makes them much more likely to attempt romantic advances and marriage proposals if they get the chance. This psycast can be used to connect two other peopl, induce love for the caster, or force oneself to love another.

– Psycast – Word of Serenity: Use calming words and psychic suggestion to end a mental break on a person or animal. The target will fall into a short psychic sleep. The psyfocus cost depends on the intensity of the target’s mental break.

– Psycast – Word of Inspiration: Speak words encouraging creativity while psychically hypercharging the target’s mind with new ideas. The target will experience a random inspiration appropriate to them.

– Psycast – Chunk skip: Skip the 5 chunks of rock or slag to scatter them near the target point. This is useful for producing cover during offensive operations.

– Psycast – Farskip: Skip the caster, along with anyone standing near him, to an ally at a distant location. This can send people far across the planet, but only works if there is a willing ally on the other side to use as a navigation beacon. The skipped people will always appear near a random ally on the target map.

– Psycast – Neuroquake: Find a discontinuity in the psychic field and unfold it, releasing a massive amount of psychic energy. Every creature on the map outside of a safe circle near the caster will be driven violently insane. Casting this takes three hours of meditation, and afterwards, the caster will go into a three-day psychic coma. The disturbing neuroquake echoes will inflict pain on everyone for many kilometers around, causing diplomatic consequences with all factions.

– Gear:
— Broadshield pack: A single-use man-portable bullet shield projector. Deployed on the ground, it generates a circular shield that allows bullets out but not in. The unit is designed to last only a short time before burning out. These can be crafted, but doing so requires a special broadshield unit that can be harvested from mechanoid shields.
— Jump pack: A single-person burst rocket for short-ranged flight. The jump pack allows anyone to leap long distances at high speed, even over obstacles. It must be recharged after several uses.
— Locust armor: Recon armor with a built-in jump pack.
— Grenadier armor: Marine armor with a built-in grenade launcher.
— Phoenix armor: Cataphract armor with a built-in flame launcher and extreme heat resistance.

– Persona weapon traits: Now persona weapons have individual traits to reflect their individual personalities. Each weapon will have one or two traits. Some traits are good, some are bad, some are just different. Traits affect the weapon’s market value, so a weapon with a negative trait will be cheaper. The traits are:
— Psychic hypersensitizer: Psychic sensitivity +40% when wielded.
— Psychic sensitizer: Psychic sensitivity +20% when wielded.
— Psychic quiet: Psychic sensitivity -15% when wielded.
— Psychic fog: Psychic sensitivity -30% when wielded.
— Kind thoughts: Thought while bonded “[weaponName]’s kind thoughts +6”
— Calm thoughts: Thought while bonded “[weaponName]’s calm thoughts +3”
— Mad muttering: Thought while bonded “[weaponName]’s muttering -3”.
— Mad wailing: Thought while bonded “[weaponName]’s wailing -6”.
— Kill-focused: A pawn who kills someone with the weapon gains 20% psyfocus instantly.
— Kill-happy: A pawn who kills someone with the weapon gains a “weaponname’s kill happiness +6” thought for 3 days. It stacks but the effect falls off fast.
— Kill-sorrow: A pawn who kills someone with the weapon gains a “weaponname’s kill sorrow -3” thought lasting 3 days. It stacks but the effect falls off fast.
— Painless: Pain locked to zero while wielded due to a psychic brain hediff.
— Fast mover: Move faster while equipped due to a psychic brain hediff.
— Hunger pangs: Hunger +50% while bonded due to a psychic brain hediff.
— Neural cooling: Neural heat fall rate improved by 0.15 per second.
— Psy-meditative: Wielder psyfocus gains from meditation increased by 10% (like increasing focus effectiveness by 10%).
— Freewielder: The weapon does not bond. Anyone can grab it and use it.
— Jealous: If you use another weapon while bonded, get a memory thought “weaponname’s jealous rage -15” for 1 day.
— Kill thirst: If weapon has not killed anyone in 20 days, bonded pawn has a “[weaponName]’s kill thirst -4” thought.

– Meditation enhancers: Meditation focus objects can now be enhanced by other objects placed nearby. This gives a reason to construct more integrated and expansive meditation temples instead of just a single object.
— Anima tree and animus stone are enhanced by nearby animus stones.
— Sculptures are enhanced by nearby sculptures.
— Grave is enhanced by nearby graves.

– Flame meditation focus: This is usable by pyromaniacs. They can focus on torches, campfires, or braziers. These are enhanced by nearby torches, campfires, or braziers.

– Gloomlight mechanoid building: This building has two purposes. First, it emits a sickly light, so adds some visual interest to mech clusters, especially at night. Second, it can be reinstalled as a light or deconstructed for valuable resources. However, it is quite fragile so probably won’t survive indiscriminate bombardment of a mech cluster. Similar to the unstable power cell, it’s a reward which can be claimed only if the cluster is approached a certain way.

– Bandits set up problem causer incident: This is a new way hostiles can threaten you besides raiding you. Now, sometimes they will set up a camp near your colony from which they will harass you using some kind of problem causer device, like a weather controller or smoke spewer. You have to attack the camp and eliminate it.

– Shuttle pad for Empire bases: When you attack an Empire base it will have a shuttle pad, often with a shuttle on the pad about to take off. This just distinguishes these bases from other factions better.
– Throne rooms in Empire bases:

– Speech inspirations: When your noble gives an inspiring speech, each listener has a 5% chance of getting an inspiration in addition to the mood bonus.

– Abasia disease incident: This random incident makes someone in the colony get paralytic abasia, which paralyzes them for a while.

– Blood rot disease incident: This random incident makes someone in the colony get blood rot, which requires regular medical treatment for a while.

– Abasia joiner incident: In this random incident, someone joins you, but they have paralytic abasia, so they must recover from that before they can work. It’s your choice whether you want to heal them and let them join, or handle them another way.

– Visual effects redone for all skip psycasts. It now has a resemblance to a charged black hole or a spherical cut in spacetime. The new effect is more science-themed and avoids magic-like elements to focus on the hard sci-fi RimWorld feel.

– Visual effect redone for invisibility psycast. It now looks like light distortion, instead of a transparent glowing person. The new effect is more science-themed and avoids magic-like elements to focus on the hard sci-fi RimWorld feel.

– Added visual effect for wallraise rocks expiring.

– New sound effects:
— Skip psycasts
— Mech cluster defeated
— Shuttle entry, exit, and ambience
— Mechanoid assembled
— Techprint applied
— Meditation gain psyfocus
— Mech building ambience: Sun blocker, smoke spewer, weather affecter, psychic harmer, EMI dynamo
— Bionic slash hit/miss
— Drill arm hit/miss
— Field hand hit/miss
— Mech turret small and large ambient calls
— Bullet shield and mortar shield ambience
— Proximity activator and countdown activator ambience

Improvements and adjustments

– Renamed royal favor to honor.
– Underground resources readout now shows what resource is in each underground cell and how many there are.
– Desired psyfocus UI controls are more robust.
– Refined room stats readout.
– Storyteller now ignores HP for purposes of wealth calculation.
– Monument placing feedback is improved. When you try to place a monument, now the specific reason it can’t be placed is highlighted on the map and noted in a message.
– Map generator doesn’t generate little inaccessible islands any more (since they break various aspects of gameplay).
– Anima tree will no longer be destroyed by meteors, crashed ship parts, or shuttles.
– Empire soldiers now have more distinctive haircuts.
– Pawns can now only bond one persona weapon at a time (otherwise trait effects can stack in broken ways).
– Anima trees now reduce their anima grass progress rate after they’re heavily used within a single day. This still permits power-leveling the anima grass with many meditators, but at reduced effectiveness.
– Empire is no longer enemy with civil NPC factions. We added a warning to inform players if they call Empire military aid when there are enemies on the map that the aid won’t fight (this is a rare scenario).
– Display meat icon in butchery recipe float menu option.
– Removed naming animals through nuzzling. Animals only get names by bonding, or if given names by the player (so you can implicitly tell which animals are bonded by seeing which have names).
– Speech duration reduced from 5 hours to 4 hours.
– Plasmasword damage increased from 19 to 20. Extra flame damage chance increased from 30% to 50%. Flame damage amount increased from 8 to 10. Persona plasmasword damage increased from 20 to 22. Persona plasmasword extra flame damage chance increased from 50% to 70%. Monosword damage reduced from 27 to 25. Persona monosword damage reduced from 29 to 27.
– Stele and nature shrine now have terrain affordances appropriate for their sizes.
– Certain sounds now change speed if game speed changes, so they stay in sync with on-screen motion.
– Eltex gear’s psychic sensitivity effect now scales with quality. Added feedback for this.
– All anima tree psylink levels now take 20 anima grass (instead of 18 or 22).
– On the research tab, we now draw icons for techprint faction and research bench requirements (the latter as hyperlinks).
– Quest helpers no longer spawn with the greedy trait.
– Relabel skill neurotrainers to “skilltrainer” and give them their own category similar to psytrainers.
– Removed special letter icon for choice letters.
– Sort transporter contents list so humans are unloaded first, followed by animals, then by items.
– Optimized UI gizmo drawing by skipping the layout phase.
– Pawns of the same home faction (i.e. quest lodgers) will no longer arrest each other.
– Soften anima tree glow. Remove anima grass glow.
– Orbital mech cluster targeter will no longer spawn a cluster with condition causer.
– Re-label ruffle shirt to formal shirt, royal vest to formal vest, royal robe to prestige robe (since these apparel may have other uses beside royalty).
– Change threat text color to a lighter red for better readability. Applied it to more text where it makes sense.
– Gear tab now expands if it needs space and there is space, before using scroll bar.
– Added labelMale and labelFemale to traits.
– Updated Korean language worker.
– You can now navigate debug menus with keyboard alone.
– All textures now use trilinear filtering instead of bilinear filtering for better sharpness at some zoom levels.
– All textures now use kaiser filtered mipmaps instead of box filtered for better sharpness at some zoom levels.
– Many, many other smaller improvements.


– Added temporary factions system. These are used in the refugee quest, but can be used in other places as well.
– Refactored quest generation to run the generation script in C# instead of in XML data. This was done for all the new quests and will make quest coding easier in future.
– PatchOperationInsert: Only apply node normalization for text nodes, just in case.


– Fix: Log files can get extremely big. We now handle direct log messages as well (e.g. internal Unity messages or mods using Debug.Log directly) when handling max message count.
– Fix: Anima tree doesn’t heal properly.
– Fix: Joy meditation can cause pawns to fall out of bed.
– Fix: Condition causer destroyed message sent whenever it was despawned instead of just when it was actually destroyed.
– Fix: Text rounding issue with re-enter cooldown text.
– Fix: Pawn bio tab -> double empty lines in tooltips just before the line that says when a backstory unlocks a psyfocus type.
– Fix: Haircuts don’t display their partly-transparent sections. This mostly made the shaved haircut invisible.
– Fix: Many neural heat gizmos shown if many psycasters are selected.
– Fix: Situational thoughts with reason don’t give access to PAWN symbol.
– Fix: Pawns interrupting their throne meditation for other jobs.
– Fix: Curing scaria doesn’t remove manhunting.
– Fix: Not saving drawAimPie field in Stance_Warmup.
– Fix: Insect glowpods affect anima meditation.
– Fix: Uncapitalized tagged content in some circumstances.
– Fix: Uncolored names in some letters. Added a color tag for quest threats.
– Fix: LOS calcs for purpose of royal aid don’t match LOS for guns.
– Fix: Humans with 0% hearing get thoughts from listening to instruments.
– Fix: Sounds with tempoAffectedByGameSpeed stop playing forever when the game is paused.
– Fix: Pawn can get random inspiration while not capable of being conscious.
– Fix: Bug where items from <costList> would never be returned from deconstructing a building if the stackCount of that item was exactly 1.
– Fix: Peace talks can generate for factions with goodwill rewards disabled.
– Fix: Inconsistent stat report for stuff, not reporting all stat factors/offsets if you open it via hyperlink.
– Fix: Thoughts about not being master of a bonded animal appear even if pawn is too low-skilled to be master of their bonded animal.
– Fix: Banishing quest lodgers causes “banished” thoughts.
– Fix: Downed refugee icon on the quest info has permanent red tint from DamageFlasher.
– Fix: The call to InnerThing.GetStatValue ignores the null check.
– Fix: Siege buildings retain their faction after siege ended.
– Fix: Manhunter animal quest and incedent don’t cap out at 100 animals.
– Fix: “Considered: Fine” stat appears on floors with royalty not active.
– Fix: Psylink counts as an artificial part for a transhumanist.
– Fix: Pawns not gaining comfort from throne while meditating.
– Fix: Royalty-only stats appear in scenario editor with Royalty.
– Fix: Colonists can lose their psylink entirely when being resurrected.
– Fix: Pawns can spawn with missing heads.
– Fix: References to Braziers in core.
– Fix: While paused, musical instruments constantly loop, this also occurs while in the trade menu.
– Fix: Pawn in cryptosleep requires bedroom.
– Fix: Some raid pawn kind defs allow Brawler trait while having ranged weapons.
– Fix: It’s possible to use doors as electricity-less coolers.
– Fix: Exception when selecting brazier construction ghost.
– Fix: Undignified throne room alert causes FPS drop for a throne that is outdoors.
– Fix: Just claimed artificial structures don’t affect nature focus objects.
– Fix: Throwing grenades only 1 cell away makes the graphic distorted
– Fix: Pawns meditate in bed without being sick. They should go for a better meditation spot.
– Fix: Mechanoids not waking up if you skip them.
– Fix: Mechanoid capacity tooltip displays hidden capacity impactors.
– Fix: “Created at” stat has duplicates for things with bulk and normal recipes.
– Fix: Non-royal colonists will not wear royal apparel even if outfit requires it.
– Fix: Empire is hostile to neutral ancients by default.
– Fix: Several world feature names not being used.
– Fix: Can’t right click directly on pawn to prioritize hunting.
– Fix: Psychic drone level increased letter doesn’t mention affected gender.
– Fix: RadialDistinctThingsAround doesn’t work correctly for 1:X size things.
– Fix: Text that says research speed will be multiplied by eg. 200% because of tech level is incorrect.
– Fix: “s” on the end of “colonists” isn’t colored in quest text.
– Fix: Quest lodgers show up on history graph.
– Fix: Incorrect calculation for packaged survival meal bulk recipe.
– Fix: Wild men who are incapable of violence can hunt animals for food.
– Fix: Shuttles sometimes land on natural roofs.
– Fix: Some enemies spawn with smoke launchers who shouldn’t.
– Many more small fixes.

RimWorld released on the Epic Games Store

Posted June 9th, 2020 by Tynan Sylvester

For all you Epic fans, RimWorld is out on the Epic Games Store! Check it out here.