Update 1.1.2610 improves quest generation and more

Posted April 19th, 2020 by Tynan Sylvester

In addition to a ton of general improvements for the base game and Royalty, this update focuses on tightening quest generation and making nobles more flexible. Full change log is below.

For DRM-free players, just re-download from your original download link to get the updated version(s). Your download link never changes.

If for any reason you want to play the previous version on Steam, please use the Steam beta branch called ‘previous’.

RimWorld is a very flexible game with many different game states, and our quest generation system uses some pretty complex scripting to generate quests appropriate at different difficulties, diplomatic configurations, and colony sizes. Since releasing 1.1, we’ve been seeing some cases where quests would generate that weren’t rewarded appropriately or had the wrong difficulty and complexity level for the stage of the game they were appearing in. All this should be a lot tighter in this build, and there are further plans for refining and enriching quest content in the future. All the feedback we’ve gotten about this has been invaluable – thank you!

This update also works on making nobles more flexible. Players have indicated that they want to use royal colonists in more different ways, and it’s always been a goal with RimWorld to support players choosing their own path as much as possible, exploring different strategies and role-playing different stories. The original nobility design focused on advancing a single character up the noble ranks, but if players want to have 6 knights and they’re willing to do the quests to earn that royal favor, the game should reward that gracefully. Shared throne rooms and controllable speeches are a step in that direction. As always, we’ll be watching how this plays and seeking more ways to enable players’ goals.

This update should be compatible with all vanilla savegames. We also tested with a wide variety of mods and found it compatible (though it’s hard to guarantee this since mods can change any time and do anything). We’ll be watching carefully and working to fix anything that comes up. Whether you’re a modder or a player who has discovered a problem, please don’t hesitate to come chat with us about technical issues on the public testing Discord server!

The content add-on discussed some weeks ago is still coming. These updates represent the more urgent and straightforward improvements I want to get out quickly, while we work on the deeper changes separately. I’m excited to show you what’s coming but, as always, it’s better to keep it under wraps because the design is still changing as we iterate on it.

Thanks again to everyone who is playing and offering feedback.

-Ty

EDIT: We’ve discovered an incompatibility with the Startup Impact mod. This shouldn’t affect play at all, but the mod’s special loading screen won’t work until it’s updated.

Improvements

– Multiple thrones can now share one throneroom.
– Allow non-noble pawns to play music. High culture recreation type is re-labeled to music recreation. Allow non-conceited nobles use dexterity play.
– Make speech from the throne an ability player can control. High-level royals gain the ability to do a speech from the throne. It has a cooldown (so the speaker can think of ideas for the next speech). The feedback for throne speeches now tells the player the chances of different outcomes, along with the relevant social stat.
– Removed minimum expectations for non-conceited titles (that is, titles of pawns who were not born royalty and are not greedy or jealous).
– Implemented category-based melee verb selection. Previously, pawns would select which melee verb to use simply by a weighted random selection according to the power of their different verbs. However, this created an incoherency where adding, for example, a knee spike to a pawn with a longsword would actually make him worse, since the knee spike is less powerful than the longsword but now he is more likely to choose a verb besides the longsword. The new verb category system places each verb in one of three categories – best, mid, and worst. It then chooses randomly between best (75% of the time) and mid (25% of the time). So adding a knee spike to a longsword wielder will not make him use the longsword less often; rather it will replace his fists as the mid-tier verb and improve his damage per second.
– Colonists can now be set as master to any animal they are bonded with regardless of skill. This prevents situations where starting animals begin bonded to colonists who cannot become their master, leading to a permanent negative thought for the colonist not being master of the bonded animal.
– “New quest” letters now link directly to the relevant quest instead of requiring an extra click.
– Shuttles that don’t land on landing pads will now avoid crushing buildings, items, and trees.

Tuning

– Redesigned how hosting quests generate threats. Instead of always generating points-based threats on a 24-hour cycle with the same timing in all cases, the system now chooses from a designed menu of different duration ranges, threat counts, and threat intensities. Each challenge rating (star level) has a different menu of threats. These are all modified by the possibility of adding helpers, different guests with different conditions, and so on.
– Quests’ reward value is now always at least 250 silver, no matter how small the quest.
– Quest guests can now only be downed or sick if quest points are over 300.
– Non-royal guests can now have mood threshold set only if quest points are over 400.
– Helpers can no longer generate for 1-star hospitality quests (since these quests have no violent threats).
– Reworked how the guest count for quests is generated, taking points into account better, and adjusted the rate to have fewer guests at really low points levels.
– Hosting quests can only use 2 or 3 challenge stars above specific points thresholds.
– Random quests no longer generate at all under 100 points, and lerp to generating as normal at 200 points.
– Tune random quest selection weights for more variation.
– You can no longer get quests about fighting mech clusters at unreasonably low points levels.
– You can no longer get infestation quests at unreasonably low points levels. Change the code that determines the hive count to round normally without randomness, for greater accuracy.
– Increase monument protection times from 10~30 days to 20~50 days, and increased reward factor to match.
– We no longer generate as many cheap items at high reward values, in order to focus on a few big juicy rewards.
– Adjusted the rewards for various game conditions in condition-for-pay quests (this means quests where e.g. you get a toxic fallout but also get a reward). Also linked specific conditions to specific star ratings.
– Balance down the reward you get just for keeping a hospitality guest without threats (since often this can even be advantageous).
– Deny choosing Empire as asker for a hospitality joiners quest if points are under 240, to avoid sending nobles when a colony can’t realistically support them and they wouldn’t want to visit.
– Adjust how hospitality quests determine the royal title of royal guests so early-mid-game guests don’t have unsupportably high titles.
– Tune the default relationship between quest points and reward value to make it scale better lower and higher points levels.
– Slightly increase chance of population-gaining quests.
– Quest threat sites will no longer generate with ‘possibly unknown threats’ all the time, and especially not at lower challenge levels.
– Quest threat sites will now limit the number of threats at the site according to the quest points.
– Extended hive spawning delay the 14 seconds to 28 seconds.
– Reduced luciferium market value from 120 to 70.
– Increased joywire consciousness impact from 20% to 30%.
– Increased spike trap build cost from 35 to 45.
– Reduced wood sharp damage multiplier from 0.45 to 0.40.
– Colored lights research project no longer requires high tech research bench.
– Difficulty settings now modify butcher yield similarly to crop yield.
– Moisture pumps now leave resources behind when destroyed.
– Fine floors now give 75% of resources back upon deconstruction, similar to other floors.
– Changed research prerequisite for ship landing beacon from microelectronics to electricity.
– Greatbow can now be made at crafting spot.
– Health conditions can now have negative pawn price offsets. Mindscrew now has a negative price offset.

Technical

– Improve grammar resolution trace format by putting the trace first, then variables, then custom rules.
– Make mech capsules avoid placing multiple mechs on the same cell.
– Suppress “dependency needs to have downloadUrl” warning for dependencies on official content.
– Moved ‘Copy debug to clipboard’ button to above debug text. Made the signal text box button narrower and changed the ‘…’ button label to ‘Send defined signal’.
– Shuttles can now take off when under roofs to prevent breaking quests if it moves under a thick roof after landing.
– Added a new quest node for creating multiple incident quest parts periodically or randomly.
– Moved quest part debug window contents to a virtual method. Added a debug button to complete Pawn Lend return shuttle delay.
– Improve ‘write storyteller’ debug output.
– Special thing filters are now always shown based on the root category of the filter listing.
– ThingFilter now resolves the display root category lazily.

Text

– Adjust description of ArrestSuccessChance stat.
– Replace obsolete loading tip about noble foods.
– Removed some nouns that don’t pluralize well by adding “s” to the end.
– Name generator now always uses GenText.CapitalizeAsTitle.
– Bladelink weapons now report the minimum title required to legally use them in their info card.
– Re-arranged some parts of “title gained” letter to put important stuff near the top.
– Adjust feedback for when protected monument is destroyed.
– Adjust some repetitive text in game condition quest descriptions.
– Refine description text for the infestation/joiner quest generation script.
– “Caused by title” trait tooltip text is now white to match other “caused by” text.
– Display quest info on monument marker inspect pane. Don’t show “Complete”
– Add tooltip about allies sending random traders and military aid.
– Recreation type stat report now describes what it is and lists all recreation types.
– Removed some redundant text from animal hospitality quests.
– Display quest info on monument marker inspect pane. Don’t show “Complete”
– Recreation type stat report now describes what it is and lists all recreation types.
– Changed the “royal incapable of social” warning dialog to prompt the user to confirm before accepting the quest, instead of simply closing and requring the user to accept the quest again.
– Updated player-created backstories and names.
– Fix: Typo in duck description.
– Fix: Trap hit letter label for friendly pawns not capitalized.
– Fix: Incorrect tooltip about surgically upgrading psychic amplifier (it doesn’t actually require surgery).
– Fix: Quest guests not being unhealthy even though quest description says they are.
– Fix: Pawn lend quest specifies how colonists will be returned, when it could be either shuttle or drop pods depending on asking faction.
– Fix: World inspect pane showing always the label of the first selected object instead of ‘(various)’.
– Fix: Incorrect capitalization in plant attributes.
– Fix: Site threat quests sometimes mention a faction which is not even used for the site threats.

Fixes

– Fix: Error spam if a herd of boomalopes explodes.
– Fix: If a shuttle drops off downed pawns, they’re dropped on top of each other.
– fix: On dismissing a quest, a seemingly-random one is selected.
– Fix: Can get pyromaniac trait for medical assistant backstory where it doesn’t make any sense.
– Fix: Pawns being carried don’t show up on the social tab.
– Fix: Debug text overlapping with hyperlinks.
– Fix: Old methods not calling _NewTemp versions.
– Fix: Recreating cantTakeReasons List<string> recreated every time in Selector. Resurrection utility now checks for artificial body parts using hediffSet.PartOrAnyAncestorHasDirectlyAddedParts.
– Fix: Exception in pawn creation panel.
– Fix: Resurrection blindness affecting unnatural body parts.
– Fix: Ordering more than 1 drafted pawn to move somewhere they cannot go does not show a ‘no path’ hint.
– Fix: Listing_TreeThingFilter.Visible having new parameter but no _NewTemp appended. Old method with same signature now always returns true and is not called anywhere.
– Fix: Armor prevents damage from surgery failures.
– Fix: Mech cluster lord not receiving wake up signal if there are no spawned mechs initially.
– Fix: Threat response icon color doesn’t match icons beside it.
– Fix: Wild decree mental break can happen to prisoners.
– Fix: Modded factions that have no color set for their icon break the ‘choose rewards’ window.
– Fix: Wick not being rendered on defoliator when it’s about to explode.
– Fix: Attacking infestation hives causes nearby ancient danger hives to aggro.
– Fix: Replacement body parts not affecting pawn price. HediffDef priceImpact now defaults to false, and we explicitly state which hediffs have price impact.
– Fix: Architect tab looks darker than other tabs in bright snow.
– Fix: Some shelves have ‘Allow fresh’ whereas others do not. Display root category in ThingFilter is now updated properly.
– Fix: ListsEqualIgnoreOrder is incorrect.
– Fix: Asymmetric faction relations caused by permanentEnemyToEveryoneExceptPlayer FactionDef flag.
– Fix: Piano uses stuffed unfinished thing.
– Fix: Wild men/women suffer from naked moodlet.
– Fix: Affordance grid doesn’t update when edifices are built or removed.
– Fix: ‘Choose rewards’ button is cut off at the bottom.
– Fix: Loading an old scenario file can break the UI if it references a stuff that isn’t in the game any more.
– Fix: Hediff combatLogEntry is referenced but not deep-saved.
– Fix: Selecting a minified ship landing beacon causes errors.
– Fix: QuestNode_GetRandomPawnKindForFaction sometimes makes the quest description unresolvable (fallback is a string).
– Fix: Outlander combat suppliers don’t buy drugs.
– Fix: Errors with melee verbs when drafting pawns carrying ranged weapons.
– Fix: Ship landing area alert text displays improper dimensions.
– Fix: ‘Prisoner released’ thoughts remain after recapturing the pawn.
– Fix: Psychopath has a negative social opinion after another colonist sells slaves.
– Fix: Language worker not capitalizing words in quotes properly.
– Fix: Name generator capitalizing letters after apostrophes.
– Fix: White fringes on harpsichord art. Note that harpsichord also needs HQ tex compression because of the dark low-contrast gradients.
– Fix: Text uncapitalized after colon.
– Fix: Error on using quest script defs debug table.
– Fix: Capacities aren’t updated when equipping gear that affects stats.
– Fix: Stats show all gear if any one piece affects it.
– Fix: Red interface button has no right border.
– Fix: Noble given a speech walks to a throne really slowly.
– Fix: TranslateWithBackup didn’t work.
– Fix: Missing ‘shuttle arrived’ signal that disables hospitality threats after shuttle delay.
– Fix: Thought reporting incorrect start / finish expiration date.
– Fix: GetPawn not filtering by excluded factions on existing pawns.
– Fix: Stone blocks (and other recipe products without hitpoints) not counted properly by recipe.
– Fix: Tribute collector arriving when there’s another caravan hostile to empire on the map.
– Fix: Dismiss quest icon is asymmetrical.
– Fix: Incorrectly rotated monument marker thing not detected properly as part of monument.
– Fix: “Sequence contains no matching element” in BuildDifferenceExplanationText for some mods.
– Fix: Secondary guests don’t use faction name rulepacks.
– Fix: SketchThing detecting incorrect things as part of the monument.

Update 1.1.2598 adds configurable quest rewards and more

Posted April 9th, 2020 by Tynan Sylvester

This update covers a lot of different ground including a large number of refinements and smaller fixes. It improves both the base game and Royalty expansion content.

The most obvious feature is that you can now choose whether you want to receive faction goodwill rewards from each faction, the same way you can choose to accept or reject royal favor. I’d like to reach a nice balance between creating varying experiences through randomized quest rewards, while also avoiding offering players rewards they’re not interested in at all. So I’ll be watching to see how this works and considering how to improve reward generation even more.

To update a DRM-free game, just re-download from your personal download link and install a fresh copy. Your download link never changes.

This update should be compatible with savegames and mods. If any further issues come up please let us know on the unstable testing Discord channel.

Big thanks to everyone who helped test this update! Changelist below.

If for any reason you want to continue on the previous version 1.1.2589, you can access it using the Steam beta branch called ‘previous’.

Improvements
– Expand reward selection config to include options for opting out of goodwill rewards.
– Shuttles now try to find a landing spot near the colony no shuttle landing areas are free, instead of landing in random places.
– Colonists lent to the empire now return in a drop-off shuttle.
– Crashed ship parts now only disallow punching through natural roofs.
– Skip intro wimp quest if the player has a Yeoman or above.
– Royalty intro quests won’t trigger on extreme biomes because it made no sense.
– Standardize red text to a more readable color.
– Reduce the chance of selecting decrees that have recently happened.
– Hosting quests now pick lodgers Pawnkinds relevant to their original faction, so royals’ court allies will make more sense.
– Rewrite chemical interest thoughs to not mismatch situations where drugs were consumed, but in insufficient quantities.
– Make speech attendees prioritize position in front of the throne, if available.
– Sleeping prisoners show “Not while asleep” for their prison break interval, if asleep.
– Empire is permanent enemy to every faction except player, to solve issues where your royal aid doesn’t fight your enemies.

Tuning
– Buff toughskin gland, armorskin gland, and stoneskin gland.
– Rebalance knee spike, hand talon, elbow blade, venom fangs, and venom talon power and price (mostly increased). Increased the toxicity gain per venom attack (also applies to cobra bite).
– Power claw does more damage, but slows down the user like a field hand/drill arm.
– Endgame quest raids (royal ascent and escape ship) raids now also always have at least 500 threat points so they can’t be trivialized.
– Reduce flesh pawn flammability 100% -> 75%. This makes them extinguish easier, fire grows slower, and rain puts them out now.
– Destroying the arrival shuttle now gives a -50 relations penalty.
– Royalty intro quest now starts on day 8 instead of day 3.
– Intro quest timer now does not start until the player has at least 3 colonists.
– Manhunter pack now always consists of at least 2 animals.
– Manhunters will now leave after 1-2 days like the letter says.

Technical
– Added def info to biocoded string so translators can use the weapon’s gender.
– Merged StorytellerComp_IntroRoyaltyQuest into StorytellerComp_SingleOnceFixed. Changed allowRoyaltyIntroQuests to isExtremeBiome.
– Added a fallback for QuestNode_GetRandomPawnKindForFaction
– Add default values with GetStatValueAbstract when requesting MeleeAverageDPS with ThingDef and stuff.
– Implemented missing Scribe call on ThreatsGeneratorParams for minThreatPoints.
– Implemented attach fire debug tool.
– Made CompDeepDrill.WorkPerPortionCurrentDifficulty obsolete and replaced usages. Moved hardcoded mining yield factor from StatWorker to StatPart_Difficulty_MiningYield.
– ThreatReward_MechPods_MiscReward: If helpers are generated, the quest ends a day after all mech buildings are destroyed.
– Cleaned up hospitality quests pawns lists.
– Improve duplicate quest name warning message, added more naming content to ThreatReward_Raid_MiscReward.
– Quest names now use GenText.CapitalizeAsTitle instead of ToTitleCaseSmart. This makes customizing capitalization behaviour easier to modify for individual languages.

Fixes
– Fix: Some implants don’t add to pawn market value.
– Fix: Hyperlink for “Human” displays on OpportunitySite_PrisonerWillingToJoin quest.
– Fix: 15 day wait period for monument decrees starts before monument has been completed.
– Fix: Empire pawns generate with implants and the body purist trait together.
– Fix: Helpers leaving letter arrived even if there were no alive helpers left.
– Fix: Quest lodgers arriving with carcinoma. This made it pretty darn hard to keep them alive sometimes.
– Fix: Product hyperlinks from recipe info cards omit several stats if product is stuffed.
– Fix: GetWidthCached calls TryGetValue for string before stripping tags, as a result caching doesn’t work for tagged strings.
– Fix: Bill config UI shows ingredient filter for recipes with all fixed ingredients; it was pointless.
– Fix: Nullref exception when trying to abandon colony with bonded animals left in it.
– Fix: Trade inspiration removed after accepting on trade window, even if nothing was traded.
– Fix: Psychic harmonizer thought not removed until out of range after having a harmonizer installed.
– Fix: Occasional duplicate items in quest rewards.
– Fix: Some possible cases where the starting items spawned in fogged areas.
– Fix: Crashed ship parts spawning partially inside of mountains, causing the roof to collapse and destroying them right after spawning.
– Fix: Friendly raids go starving even if they got food.
– Fix: “Expert fighter” pawns generating incapable of violence.
– Fix: Destroying the arriving shuttle displays incorrect Stellarch name.
– Fix: Shuttles can land through roofs if there is a pad.
– Fix: Skills bars visuals scaled incorrectly (maxed at level 19).
– Fix: Can’t return to main research tab if modded research tabs are added.
– Fix: Unconscious pawns force-dropping their guns after loading savegame.
– Fix: Hyperlinked info card melee DPS and melee AP readouts don’t seem to change if you select different materials.
– Fix: Quests incorrectly capitalize words inside curly brackets.
– Fix: Huge FPS drop when multiple explosions overlap.
– Fix: “Art Student” backstory typos.
– Fix: Some cases where the starting items may spawn in fogged areas.
– Fix: No faction name color on corpse inspect strings.
– Fix: Food poisoning resetting to initial when poisoned again.
– Fix: Using skip, some areas are painted as if you can teleport there, but there are walls.
– Fix: Can’t use skip psycast on top of power conduits.
– Fix: Cannibals don’t automatically choose to wear human leather apparel.
– Fix: Roof grid sometimes overlapping fertility grid.
– Fix: Flickering on overlapping CellBoolDrawers.
– Fix: World map doesn’t show names composed from non-Latin symbols.
– Fix: Unresolvable shuttle destruction letter with imperial helpers but no lodgers.
– Fix: Only return hyperlink if defsToExcludeFromHyperlinks is not empty.

Update 1.1.2589 adds shuttle pads and more

Posted March 29th, 2020 by Tynan Sylvester

Steam and GoG Galaxy will update automatically. For those who bought DRM-free on rimworldgame.com, you should re-download from your original download link; it always has the latest version. If you need it resent to you, please go to rimworldgame.com/getmygame

The main feature of this update is the ship landing beacon. Placing four of these on the corners of an open rectangle forms a shuttle landing pad. When shuttles land at the colony, they will land here if they can. In addition, Imperial guests (including the High Stellarch) now land using the shuttle.

This update should be compatible with savegames and mods. We did extensive testing for mod compatibility, but if any further issues come up please let us know on the unstable testing Discord channel here.

Big thanks to everyone who helped test this update!

Discuss this post on the Ludeon Forums.

Improvements
– Add ship landing beacon, which can be used to create landing pad for shuttles. Shuttles will land there if possible for dropoff and pickup of characters during quests.
– Historical quests can now be deleted.
– We now calculate the best UI scale when the game is first started.
– Reworked royal title inheritance rules so they will avoid designating unknown pawns as heirs.
– Add creepy sound to psychic droner and make it a bit quieter.
– Optimized research tab.
– We no longer show mood thought bubbles for unimportant pawn (e.g. spamming them on raiders during battles).
– FireFoam graphic improved.
– Hostility mode dropdown now displays icon.
– Add custom art and name for the light charge blaster used by mech turrets.
– “Select monument marker” now only selects the monument instead of moving the camera.
– Implemented QuestNode_AddRangeToList.
– Improve debug output for future incidents.
– Updated player-created names and backstories from those who bought Name in Game access.

Text
– Change label for downgrade psychic amplifier to extract psychic amplifier and clarify the description.
– Added decree expiry info to quest tab.
– Prisoner ITab displays prison break interval as “Never” if incapable of breaking out.
– Add a paragraph to pain focus tooltip, showing relation between pain level and current entropy recovery bonus.
– Mining yield difficulty factor factored into the readable stat. Added difficulty calculation explanation for stat description in info cars on mining and crop yield.
– Royal Title info tab now shows the list of title privileges.
– Fix: Miscapitalized symbol BodyPart in grammar system.
– Fix: Bad ‘worldtribal’ symbol in tribal faction name generator.
– Fix: Bio mentions “Squirrel Boy” even if the pawn is female.
– Improve debug and player-visible output when grammar system can’t resolve something.
– Added some missing translation symbols to BattleLogEntry_MeleeCombat.
– Misc other text fixes.

Tuning
– Monument quests now let the player choose which material to use for building the structures (Note: floor materials are still fixed).
– Adjusted the frequency of various misc incidents. Easy on the cargo pods.
– Make extracting psychic amplifiers more difficult.
– Increase chance random mech clusters a bit and reduce the min points.
– Inferno turret fires slower and costs more for the storyteller to use.
– Significantly reduce health of large mech turrets.
– Remove minRefireDays from ManhunterPack incident.
– Reduce explosive mortar radius from 3.5 to 2.9.
– Royal ascent quest now is sent after 35 days instead of 18, at the earliest.
– Royal aid soldiers now arrive with biocoded armor.
– Quest giving factions get annoyed if you destroy their monument within 15 days after building it.
– Build monument decree quest now causes a minor negative mood if the player if the monument is destroyed within 15 days.
– Increase health of mech problem causers.
– Firefoam filth cleaningWorkToReduceThickness increased to 100.

Fixes
– Fix: Steles generate over ancient danger walls, opening up the ancient danger.
– Fix: Allies punch through roof unnecessarily when arriving in drop pods.
– Fix: Decree unmet thought not disappearing after a monument was built.
– Fix: Dragging while scrolling doesn’t work in the mod menu. Remove remaining performance bottlenecks, should be substantially faster on large mod counts.
– Fix: Rat attacking door by biting fails resolving grammar.
– Fix: Scars getting a random painCategory on loading save if their existing value matched the random defaultValue.
– Fix: Pain focus/psychic entropy limit tooltips appearing above main entropy tracker tooltip.
– Fix: Mech clusters not waking up from grenades/melee in some cases.
– Fix: Erroneous warning on downgrading royal implants.
– Fix: Food poisoning ignoring pawn hediffs that modify food poisoning chance.
– Fix: Language worker not being passed correct gender information for _titleDef and _titleIndef pawn rules.
– Fix: Assemblies loading in reverse order, which makes dependency management awkward.
– Fix: Missing cataphract armor graphic.
– Fix: Mech clusters don’t attack wild men.
– Fix: Blocky shadow on countdown activator.
– Fix: WorkGiver_Merge not using CanStackWith, which makes pawns not merge some stacks of modded items.
– Fix: Bugs caused if a pawn’s apparel wore out to nothing.
– Fix: Alert_CannotBeUsedRoofed checking non-player buildings.
– Fix: Death letters are sent by change heir quest when title holder or heir died even after monument constructed.
– Fix: Pawn flee and attack motes showing in the corner of the map instead of on the pawn.
– Fix: Can place monument blueprints outside buildable area.
– Fix: Royal ascent quest did not fail when Empire became hostile and could actually be accepted in this state.
– Fix: Missing ambient sound from fallen psychic drone ship part.
– Fix: Fog is generated incorrectly on maps with condition causers
– Fix: Can’t use the Esc key to leave the mod screen.
– Fix: Pawns inheriting title having their heir sometimes set to a pawn that will die in the same tick.
– Fix: Incorrect description on foor poisoning chance factor for artificial stomachs.
– Fix: Recruitment chance shows values beyond 100%.
– Fix: Combat suppliers don’t buy or sell certain kinds of armor.
– Fix: Temporary faction members can’t equip their biocoded weapons if they have a weapon equipped.
– Fix: DrawMouseAttachments corrupts things of def list.
– Fix: Some quests can’t generate because of an error in QuestNode_GetFaction.
– Fix: Trade request quest is not ended when the faction becomes hostile.
– Fix: Title inheritance letter paragraphs not correctly capitalized.
– Fix: Psychic harmonizer doesn’t work in caravans.
– Fix: Able to load quest helpers onto drop pods.
– Fix: Downed refugee and prisoner willing to join quests don’t add description constants
– Fix: Sites with no map generated not included into ThoughtWorker_PsychicDrone check.
– Fix: Game is stuttering heavily with psychic ship event.
– Fix: Psychic droner ship part not affecting caravans nearby the player map.
– Fix: Factionless quest shuttles don’t show gizmos.
– Fix: Redressed pawns arrive starving or exhausted.
– Fix: Incorrect rounding when purchasing royal favor from tribute collector.
– Fix: ‘Could not find player faction’ random error.
– Fix: UI root exception on using rotate gesture on Mac touchpad.
– Fix: Downed pawns can start mental breaks initiated by traits.
– Fix: Factionless pawns with a harmonizer causes an error.
– Fix: One internal variable name in QuestNode_GetRandomPawnKindForFaction marked for translation.
– Fix: CameraJumper.TrySelect always moves the camera because TryHideWorld returns incorrect values.
– Fix: Colonist left unburied thought appears for quest lodgers and helpers.
– Fix: Mech cluster can wake up undiscovered hive.
– Fix: Monument quest description sometimes needlessly splits stuff into two entries, even though they’re the same but in a different order.
– Fix: Comms console keeps saying ‘already in progress’ forever when trying to change heir for pawn that already had its heir changed once.
– Fix: Change heir quest part not saving some data.
– Fix: Factionless leaving lodgers can be assigned hostile factions and they’ll fight each other
– Fix: Misalignment in recon armor north/south views.
– Fix: Quest helpers can make decrees.
– Fix: Female Imperial traders show up with wrongly gendered headgear.

What’s Next for RimWorld

Posted March 2nd, 2020 by Tynan Sylvester

The release of RimWorld – Royalty has been a great success! Thanks to everyone who’s bought it so far, the testers and translators, modders, streamers and video makers.

I thought it would be a good idea to write a bit about what to expect next. In the past I’ve rarely written about the future because release dates and game designs often change unexpectedly during development. I can’t tell you how many times in the past I had a firm expectation of some development outcome that was totally wrong in the end. Not talking about the future avoided the risk that something would change and people would get angry because they perceive some promise to have been broken. Talking less also allowed me to focus on making the game great instead of spending time managing public expectations.

Now, though, I think it’s time to give a bit more info of what to expect to to help people in the community make their own decisions and to help modders be ready for what’s coming next.

Hotfixes

We had some great testers play 1.1/Royalty in testing since September to help find issues, but with a game this complex, increasing the number of players by thousands will always reveal new issues. We’ve released a few hotfixes for issues that have cropped up, and we’re going to release more as needed. These should be compatible with savegames and mods.

We’ll hotfix as long as we need to to solve the noticeable bugs that are interfering with players’ enjoyment of the game, but I am hoping this phase will be done in a week or two

Royalty content add-on

We’re going to release a content add-on mostly focused on expanding Royalty content. It’ll be compatible with savegames and we’re going to try hard not to do anything to disturb mods either (which should be feasible if we stick to just adding new things).

With a huge amount of feedback available from the community, we’re in a better position than ever to find the best ways to improve the game, but the process is still iterative. So it’s not yet decided exactly what the content add-on will contain. Below is a list of things I’m considering, but I’ll emphasize that none of this is decided 100% so please don’t take any of these are promises. These are just concepts we’re looking at:

  • A way to renounce or otherwise get rid of a royal title you don’t want.
  • More bulk production recipes similar to cooking, for things like drugs.
  • Additional combat psycasts: I’ve got designs written for a few psycasts that seem like they could add a lot of interest. Testing will reveal how beneficial these actually are.
  • A new element or two for mech clusters. Specifically, I’m looking at ways to to make it sometimes optimal for players to *not* fight a mech cluster for a long period of time, and instead leave it sleeping. The dramatic tension of having a mech cluster present on the map, but not yet fighting it, seems valuable. So, if we can find more ways to have players intentionally keep clusters around it could add a lot of interest to play stories. This needs gameplay testing, of course.
  • Additional quest content: This one is definitely in the ‘maybe’ category, but quests are very expandable and it would be nice to have a few more variations.

We’ll be running public tests of this stuff as we work on it, on Steam’s ‘unstable’ development branch. Everyone is welcome to participate and feedback will be highly appreciated as always, but be aware that this branch is called ‘unstable’ for a reason and everything may break at any moment.

Later updates

We will be updating the game further after the content add-on. While the content add-on will stay on version 1.1 and generally not break mods, there will a version 1.2 some day, nd it will have more breaking changes. We’re going to try hard to avoid unnecessary code breakages and keep documents about changes for all future updates, and without such a big Unity update I hope mods in general will be easier or trivially easy to update than the 1.0 -> 1.1 shift. However, things will still inevitably need updating.

That’s it for now, thanks everyone for reading and for all the excellent feedback we’ve recieved!

-Ty

RimWorld coming to GoG

Posted February 26th, 2020 by Tynan Sylvester

I’m pleased to announce that RimWorld is finally coming to GoG.com! It’ll be available March 3, along with the Royalty expansion.

Here’s the page where you can wishlist it now.

RimWorld free update 1.1 and Royalty expansion released

Posted February 24th, 2020 by Tynan Sylvester

Two big pieces of news today!

Free update to version 1.1

RimWorld’s free 1.1 update is now live for all players! This update has been on the unstable branch for a week to smooth the transition for mods, and now it’s the standard branch for everyone.

To see the full change log for this update, look at the original 1.1 announcement here.

RimWorld – Royalty released

RimWorld’s new expansion RimWorld – Royalty is available!

See the full description and buy it at:

The expansion includes a new system for nobles and titles, psychic powers, mechanoid combat structures, quests and rituals, luxurious palaces, Imperial technology, and new music from Alistair Lindsay.

Through all of RimWorld development from 2013 to its release in 2018, our team size hovered between two and three developers. Since the game’s release, we’ve been scaling up. Now we’re at seven developers, which has allowed us to work on multiple projects in parallel. This is how we’ve been able to commit resources both to improving RimWorld’s core and adding new free content, as well as developing a rich expansion that opens up new kinds of gameplay.

Technical details

If you’re playing without mods: You’ll be able to update and continue playing on the new version without interruption.

If you’re using mods that haven’t added support for 1.1: You can continue playing version 1.0 as long as you like by using the version-1.0 beta branch. To access it, right-click RimWorld in your Steam library list, click Properties, then select the ‘betas’ tab. Select ‘version-1.0’ from the drop-down list. You’ll want to change this back to ‘default’ eventually.

For modders: We did a lot of work before 1.0 and in this version to make updating as painless as possible. There’s a guide to updating mods to 1.1 included in the game files, called ModUpdating.txt. The excellent modder Brrainz has also written a separate online guide here – thanks to him! You can also get live help with modding on the RimWorld Discord server.

The game now includes a system for handling multi-version mods, so there is no need to make multiple Workshop items or break old mod uploads by updating them in-place.

We will be carefully watching for critical bugs and fixing them! If you find anything, please post about it on the Ludeon bugs forum.

Thanks

Big thanks to the developers who worked on 1.1 and this expansion: Piotr Walczak, Kenneth Ellersdorfer, Igor Lebedev, and Matt Ritchie. Thanks to Oskar Potocki both for his new art made just for us, and for providing his animal art. And I have to thank the volunteer modders, testers, and translators who helped out: Haplo, Brrainz, Pheanox, Dubski, Jaxxa, alphaBeta, Diana Winters, XeoNovaDan, someonesneaky, Mehni, RawCode, and many others. Thank you.

RimWorld 1.1 available on unstable Steam branch

Posted February 17th, 2020 by Tynan Sylvester

RimWorld versions 1.1, a major update from version 1.0, is now available for public testing and modding on Steam’s unstable beta branch. That’s right everyone – RimWorld is done, but that doesn’t mean we’re done with it!

You can find a full change log for this update at the bottom of this post. This update will be released to the default branch soon. We’ve placed it on the unstable branch now to get in some final testing, and to smooth out the transition for mods.

If you want to help test, right-click RimWorld in your Steam library list, click Properties, then select the ‘betas’ tab. Select ‘unstable’ from the drop-down list. Note that this version is unstable and might break.

We will be carefully watching for critical bugs and fixing them! If you find anything, please post about it on the Bugs forum.

About compatibility:

  • If you’re playing without mods: You’ll be able to update and continue playing on the new version without interruption.
  • If you’re playing with mods: Simple data-only mods, like new hairstyles, will probably work on the new version without changes. Complex mods will break. If you’re using complex mods, I recommend that you set your Steam branch to version-1.0. Then, set it back to default after your mods have been updated in a few weeks. Anyone can keep playing on version 1.0 as long as they wish, using the version-1.0 branch.

For modders: We did a lot of work before 1.0 and in this version to make updating as painless as possible. There’s a guide to updating mods to 1.1 included in the game files, called ModUpdating.txt. Modder Brrainz has also written a separate online guide here – thanks to him! You can also get live help with modding on the RimWorld Discord server.

The game now includes a system for handling multi-version mods, so there is no need to make multiple Workshop items or break old mod uploads by updating them in-place. (Mods which gain support for 1.1 will create an error on the log in version 1.0, but this error is harmless. It’s just because there is some new XML data in the About.xml file which 1.0 can’t interpret.)

Big thanks to Oskar Potocki for donating his Vanilla Animals mod to become part of the core game.

Discuss this on the Ludeon forums.

Change summary

New features

  • UI now looks sharp at UI scales over 1.0. Great for 4K monitors.
  • New Quests tab provides information about available, active, and historical quests.
  • Added a new data-driven quests generation and management system. This should make it straightforward for modders and us to add or change quests without programming.
  • UI now uses colored text to highlight important words like character names, places, and rewards.
  • Improved the mod management interface and code.
  • Mods now have a global package ID which lets them refer to each other.
  • Mods can now define other mods they must be loaded after or before. Added a tool to automatically sort the mod list.
  • Mods can now define other mods that they depend on. Shortcuts allow the player to easily download required mods.
  • Mods can now define other mods that they are incompatible with. The interface will warn players about incompatibilities.
  • Added loading screen tips. These are short bits of text helping the player understand an obscure aspect of the game. They’re displayed during loading.
  • Loading screen now displays present and active expansions and mods.
  • Added room stats gizmo, which displays the stats of the room containing a selected building, at a glance.
  • Added recon armor, a lighter variant of marine armor.
  • Added EMP launcher weapon. It fires EMP grenades a long distance.
  • Added smoke launcher weapon. It fires smoke grenades a long distance.
  • Added smoke grenadier enemy.
  • Added a planet population slider to the planet generation parameters.
  • Added animals: Bison, donkey, duck, goat, goose, guinea pig, horse, sheep, yak.
  • Added ‘tortured artist’ trait. The character has a permanent mood debuff, but gets art inspirations from low mood.
  • Added a bunch of new backstories across multiple categories.
  • Added heatstroke alert for colonists and tame animals.
  • Added taming inspiration, which makes the next tame attempt very likely to succeed.
  • Added fertility overlay, which shows terrain fertility in an easy-to-see way.
  • Added terrain affordance overlay, which shows where you can build what in an easy-to-see way.
  • Added barricades, which are like sandbags, but can be constructed of metal, wood, or stone. Changed sandbags to be constructed of textile stuff instead of steel.
  • Added an option to choose which kinds of letters pause the game.
  • Added recipes to burn entire stacks of drugs at once.
  • Added wooden hand and wooden foot.
  • Added a variety of new tribal backstories.
  • Added a letter to the player when a colonist is kidnapped, noting that there will be chances to get them back.
  • Added asexual trait.
  • Bisexual trait is no longer hidden.
  • Context menu now shows icons next to each option depending on what’s being chosen. E.g. When choosing a building material, see icons for the material. When choosing a drug to administer, see icons for the drugs. And so on.
  • Info cards can now include hyperlinks to other info cards. This is used in various places. For example, the info card for animals (and people) links to the type of meat and leather you can get from them. Info card for plants links to what you harvest from them. Info card for surgeries links to each ingredient. Info card for buildings links to the building materials. And so on.
  • Info card now visually displays the object being inspected.
  • Added weapon biocoding, which makes a weapon only usable by one individual.
  • For modders, added ModUpdating.txt, a file included with each version from now on with notes on what they might need to update to keep their mod working.
  • Added Greek language localzation created by some wonderful volunteers.

Adjustments

  • The game now uses an incremental garbage collector, which should remove the periodic frame hitches that would appear when a lot of memory was allocated and released. However, note that there is still a cost to memory allocations, so modders should still try to reduce allocation wherever possible.
  • Optimizations to many systems. Performance should be significantly better, especially in complex game situations with many pawns.
  • Faction icons are now differentiated by shape as well as color, to help out colorblind players.
  • Redesigned how the underground mineral scanner works. Instead of showing all minerals on the map instantly, it can be worked at by a pawn, who will periodically find new mineral patches. This can go on forever, so minerals are never exhausted.
  • Split tribe into two factions, the gentle tribe (naturally neutral) and fierce tribe (naturally hostile).
  • Redesigned the system for generating ruined buildings on map start to make much more varied and interesting ruins.
  • Prisoner tab now shows slave price, recruitment chance, potential faction relation gain upon release, and information about the last recruiter and their impacting.
  • Added new body impact visual effects for when a creature gets hit by a projectile.
  • Added ‘pawn lost’ thought that happens when a pawn is kidnapped or abandoned by their caravan.
  • Downed pawns can now be loaded into transport pods like prisoners.
  • Added confirmation dialog before attacking friendly factions.
  • Added ‘allow refueling’ toggle to torch, campfire and passive cooler.
  • Pawns now really like the pawn who rescued them.
  • Added toggle refuel allow command to pod launcher, wood generator, chemfuel generator, fueled smithy and fueled stove.
  • Added an explanatory letter telling players how to get advanced components for the fabrication bench.
  • Added skill descriptions to combat log text.
  • Added an arrow that points at the UI during the tutorial.
  • Added scar pain feedback and reworked how scar pain works. Scars are now assigned an easy-to-understand pain category instead of an obscure number.
  • Added ‘freed from slavery’ mood-boosting thought for pawns bought from a trader.
  • Trade interface now shows the next restock time for settlements.
  • Added mood boost when prisoner released.
  • Open caskets now look different from closed ones.
  • Brawler trait disallows shooting passion.
  • Colonists attending a party gain recreation value.
  • Player can now inspect the contents of cryptosleep caskets on a new tab.
  • Stomach is no longer a vital organ.
  • Changed animal rescue radius from 30 to 75.
  • Info card for surgeries now shows the chance of death upon failure.
  • Info card shows max hit points factor for materials.
  • Interface now reports the chance of a successful arrest before you try to make it.
  • Insect hives slowly heal over the course of days.
  • Reworked how traits and work disables are laid out in the Bio tab for greater space efficiency.
  • Changed caravan reform to be allowed with sleeping hostiles on site.
  • Changed sites to stop and reset forced exit timer when enemies start a battle (for awakening mechanoids and hidden ambushes).
  • Reworked the world site system to allow easier combination of different site parts, and to feed things back to the player more flexibly.
  • Added the ability for world sites to have unknown parts.
  • Rebalanced sleeping sickness.
  • Rebalanced mechanoid bodypart coverages
  • Changed rare thrumbo incident to send from 2 to 6 thrumbos.
  • Adjusted a lot of text to use a colon instead of brackets, and to consistent use a capital after colon.
  • Ashes from burned plants and buildings now survive rain and disappear after 10-15 days. They’re also visually larger.
  • Trade price improvement from negotiator is now reported on the trade screen.
  • Tattered apparel and unhappy nudity alerts now shows how many are affected.
  • Changed and fixed some hotkeys.
  • Smelting, burning and destruction review. Plate armor is now smeltable, except for wooden plate armor which is burnable. Wooden club also is burnable now and the metallic variants are smeltable. Apparels from hyperweave or devilstrand can no longer be burnt, can destroy apparels now same as with weapons. Neolithic ranged weapons can now be burnt.
  • Placing turrets now shows min and max range, not just max range.
  • IEDs now explode when bullets hit them.
  • Pawns no longer engage in recreational acitivites when injured, unless the activity can be done in bed.
  • Bridges now only support light buildings.
  • The terrain requirements for building walls now depends on what they’re built from. This means stone walls can’t be built on bridges any more.
  • Pawns now sometimes take the family name of their partner upon marriage.
  • Dementia now causes slow skill losses.
  • Rework stock generation for all trader and settlement types.
  • Factions tab display changed for clarity; enemy relations are shown with icons.
  • Bio tab now displays faction icons.
  • History messages tab layout reworked – tooltip replaced with a pane on the right side that displays the letter.
  • Credits now list the memory of colonists who died.
  • Anasthetic now wears off slowly instead of all at once. The person will be drowsy for some time.
  • Nimble pawns are now better at avoiding traps.
  • Increased the selection limit up to 200.
  • Combined the stats ArtSpeed, TailoringSpeed and SmeltingSpeed into UnskilledLaborSpeed and renamed UnskilledLaborSpeed to GeneralLaborSpeed.
  • Renamed sculptor’s table to art bench since it’s not just for sculptures any more.
  • Localization data is now packed into a single file per language, which massively reduces the number of files in an install of the game and speeds up various file operations.
  • Many other balance changes, code improvements, optimizations, and adjustments.

Fixes

  • Fix: Explosions from missed projectiles landing in wall cells could hit things on the other side of the wall.
  • Fix: Enemy settlements could generate with floors on water.
  • Fix: Nutrition eaten per day readout when forming a caravan would be affected by the current hunger level.
  • Fix: Manhunting animals could attack doors without seeing anyone going through them.
  • Fix: Corpses wouldn’t create corpse bile.
  • Fix: Colonists could play horseshoes from a different room.
  • Fix: Prisoner’s food restrictions were ignored when the food came from the warden’s inventory.
  • Fix: Duplicate context menu options on campfire when producing psychite tea.
  • Fix: Can’t give a rescued addict their drug without angering their faction.
  • Fix: Goodwill change during siege does not end attack.
  • Fix: Blind guy won’t use recreation.
  • Fix: Jawless animals can still haul.
  • Fix: Prisoner gets mood debuff when colonist euthanized.
  • Fix: Wind turbines register no wind during windy storm.
  • Fix: Shelves have no path cost and description doesn’t state they hide beauty of things inside of them.
  • Fix: No mood penalty for giving bonded animal as a gift if sent by transport pod.
  • Fix: Pawns with one-arm and alcohol withdrawal are unable to manipulate anything at all.
  • Fix: Pawn with alcohol-induced brain damage are doomed to die.
  • Fix: Uninstalling a trap does not properly roll the chance to trigger the trap.
  • Fix: Wild animals spawn in sealed underground spaces.
  • Fix: Pregnant animal is also viewed as sick one (since pregnancy affects its capacities), so it sells for less than one with no health conditions.
  • Fix: No forced departure countdown for caravan if there are sleeping mechanoids.
  • Fix: Luciferium wont remove Frail. Now, lucifierum can remove all chronic health conditions.
  • Fix: Even if campfire runs out of fuel during cooking, cooking continues.
  • Fix: Raiders keep attacking walls forever after their group flees.
  • Fix: Crashed ship parts that land on bridges are instantly destroyed.
  • Fix: Duplicate context menu options when opening cryptosleep casket.
  • Fix: Butchering rotted animal yields fresh meat even if it rots during the job.
  • Fix: Lag spikes on animal birth in endgame.
  • Fix: Storyteller choice resets when you reopen the storyteller config page.
  • Fix: When placing a cooler, the system ignores blueprints and building frames.
  • Fix: The ‘restore default settings’ tool exits game without saving.
  • Fix: If your only colony is on an island, the endgame quest to journey to the ship never occurs.
  • Fix: Rain and Snow weather overlay textures replaced with blank rectangles in old colonies due to loss of floating-point precision.
  • Fix: Age displayed differently in trade screen and on colonist.
  • Fix: Animals that are wandering won’t follow area restrictions.
  • Fix: Hopper and vitals monitor rotate in the opposite direction from other buildings.
  • Fix: Can’t restrict ambrosia in food restrictions.
  • Fix: Administered beer does not provide nutrition.
  • Fix: Steadfast and iron-willed traits effects’ are clamped to a small effect.
  • Fix: When a colonist dies while being rescued, others get no negative thoughts.
  • Fix: For the ‘drag a character from left behind to selected’ tutorial instruction, it allows you to drag a character anywhere at all, even just within ‘left behind’. It should only accept dragging from left behind to selected.
  • Fix: It’s possible to land in any biome in the tutorial by selecting a landing site, going to the character creation screen, then going back to select a different landing site.
  • Fix: Insects can be tamed and hunted after their hives are destroyed.
  • Fix: Preferred character list not working correctly.
  • Fix: Power conduit graphic does not display properly on top of grave.
  • Fix: Change colonist schedule to ‘sleep’ instantly ends the food binge mental state.
  • Fix: Selecting several beds causes a major performance drop.
  • Fix: Manhunter pack incident not working on high wealth or difficulty.
  • Fix: Can see things in undiscovered cells if they peek around the edge of the fog.
  • Fix: Arrested wild man don’t use nutrient despenser and can’t receive food.
  • Fix: Military commissar backstory missing Social bonus.
  • Fix: Allies can sometimes push player pawns out of cover during combat.
  • Fix: ‘Run in background’ being disabled can make the game stop loading when in the background.
  • Fix: Player can start with pets his pawns can’t keep tame.
  • Fix: Escape ship letter mentions raiders even in peaceful difficulty, where they are not present.
  • Many other fixes.

Discuss this on the Ludeon forums.

RimWorld update 1.0.2282 released

Posted May 31st, 2019 by Tynan Sylvester

I’ve just pushed an update to build 1.0.2282.

Changes:

  • Game loading has been optimized, especially with mods. You should see significantly faster loading.
  • Player-created content updated.
  • Localizations updated.

This update should be compatible with existing savegames and mods.

RimWorld soundtrack available on Steam

Posted January 24th, 2019 by Tynan Sylvester

The RimWorld soundtrack is up for sale on Steam! 31 tracks of space western tunes from Alistair Lindsay (Twitter).

Here’s the Steam page.

If you like Al’s music you can get more from him at his Bandcamp page.

1.0 technical update brings multi-version mod support

Posted January 20th, 2019 by Tynan Sylvester

I’ve just released a technical update to version 1.0 of RimWorld. It should be 100% compatible with all existing savegames and mods. The new version is 1.0.2150.

Steam will auto-update. If you’re playing the DRM-free version of the game you can go download it now from your permanent personal download link which was emailed to you.

Aside from updating translations and player content, and fixing a handful critical bugs, the new version’s main purpose is to add support for multi-version mods. Previously one entry in Steam workshop could only work with one version of RimWorld. This causes problems when we release a new version: Players can’t continue on the old version since some mods are updated, but can’t continue on the new version since not all mods are updated.

Now, mods will be able to support multiple versions simply by putting version-specific files in directories named for the target game version. Other files from the mod’s base directory are used in all versions, as before.

For modders, here is how to set your mod up for multi-version support:

In the mod’s About.xml file, don’t use <targetVersion> any more. Instead, write a list of supported versions like this:

<supportedVersions>

        <li>1.0</li>

        <li>1.1</li>

</supportedVersions>

When you upload to the Steam Workshop, your mod will be properly tagged with all supported versions.

Version-specific content should go in a folder named after the version being targeted. For example, if you make a folder called “1.0/Defs”, version 1.0 of the game will load Defs only from that folder, while other versions of the game will load from “/Defs”. (Note that if you add a version-specific folder like “1.0/Defs”, the default “/Defs” folder will be ignored when playing on 1.0.)

You can do this with the “Defs”, “Assemblies”, and “Patches” folders. Other data types, like textures, are always shared between versions (for now).

If you do not need the multi-version content loading, you place the  “Defs”, “Assemblies” and “Patches” folders in the mod’s root folder, just like before.