We’re having a winter special sale on rimworldgame.com until Dec 8! ❄️
RimWorld is 15% off and Ideology and Royalty are 10% off. Play DRM-free or on Steam!
We’re having a winter special sale on rimworldgame.com until Dec 8! ❄️
RimWorld is 15% off and Ideology and Royalty are 10% off. Play DRM-free or on Steam!
Hi!
Fresh patch notes here. Today, we’ve got rebalanced quest rewards and some changes for genes and children, plus various bug fixes. The changelog is available below.
With the wide variety of items added over the past few expansions, it was time to revisit quest rewards. Our community’s feedback and discussions on Reddit were especially useful!
We wanted to make sure that quest rewards were varied and rewarding throughout all stages of the game. This update reduces the frequency of some rewards and removes others, like double beds and slab beds. You’ll now see a greater variety of cool and valuable quest rewards including infinite chemreactors, techprof subpersona cores, vanometric power cells, psychic emanators, and more!
We also adjusted ancient complexes to occasionally contain high-value loot. Ancient complexes should feel exciting and rewarding when you finally reach the treasure and make a daring escape, so it made sense to add a wider range of interesting items. You can also find Biotech-specific rewards like genepacks, archite capsules, or deathrest capacity serums scattered throughout a complex.
Big thank you to our testers and dedicated community for helping us with these updates and giving us feedback! Join us on the official RimWorld development discord if you’d like to help test in the future. 🙂
Please don’t hesitate to leave Biotech a review on Steam. (Expansions tend to not get many reviews!)
– Tia 💚
– Reduce the frequency at which gunlinks and eltex shirts appear in quest rewards, as they’re overrepresented at low colony wealth values.
– Update rewards for OpportunitySite_AncientComplex. Higher value rewards can now occasionally appear, along with genepacks, archite capsules, and deathrest capacity serums.
– Hospitality refugee uses the same system to determine refugee count as for beggars.
– Children now recalculate their life stage immediately when they become an adult instead of waiting for their next growth tick.
– Updated player creative content.
– Moved some SpecialThingFilterDefs to categories other than Root.
– Minor performance improvements for xenotype editor.
– Removed XenotypeSet config error warning if total weight exceeds 100% without “warnIfTotalAbove1” flag turned off.
– Round growth points down on UI for clarity.
– Fix: Infinite loop of hauling mech to charger outside the mech’s allowed area.
– Fix: No TKey for “Patrolling.”.
– Fix: Inconsistent psychic bond torn when one partner is in a suspendable building.
– Fix: Lover relationships can generate for pawns who have spent their entire life in the colony.
– Fix: Pawns with “dead calm” gene can get into fights over botched conversion attempts.
– Fix: Genes that remove all passions don’t save previous values, causing passions to reset on removal.
– Fix: Tox packs activate on stripping or butchering corpses wearing them.
– Fix: Pawns being carried by other pawns strains psychic bond.
– Fix: Hemogen wasted when refueling deathrest buildings.
– Fix: Gene processor has no path cost.
– Fix: Animals specialist role mentions boosting animal-related abilities of nearby allies, which is false.
– Fix: Children generated at tribal game start don’t have natural meditation focus.
– Fix: Food restrictions now respect eg “Allow vegetarian food” for instances of food and not just based on def.
– Fix: ThinkNodeConditional_UnderCombatPressure not returning correctly for minCloseTargets > 1.
– Fix: “Tend to self” emergency work giver appears below non-emergency work giver on UI.
– Fix: Text cut off in mod mismatch window.
– Fix: Sanguophages can take too many hemogen packs for maintaining hemogen levels in some circumstances.
– Fix: “Slept in cold” and “Slept in heat” memories don’t take into account gene-related comfortable temperature offsets.
– Fix: Drug synthesis speed stat drawer is now consistent with whether a pawn is actually going to be able to craft drugs or not.
– Tribal babies becoming children get natural meditation focus.
– Reworked how many beggars and refugees show up depending on colony population.
– Added a new “core” reward tag for common vanilla quest rewards to avoid having them diluted by future additions.
– Updated the reward frequency for various items. Add flatscreen TV, telescope, gladius, and recurve bow as quest rewards. Remove revolver, double bed, and slab bed.
– Increased the weights for for high and mid frequency quest rewards. Reduce the weighting for empire-specific category rewards.
– Fix: Planting JobDef located in Ideology instead of Core.
– Fix: Mechlink item not saved properly. Causes errors.
– Assign a fallback ideo to non-baby colonists during load that don’t have an ideo set.
– Colonists born in the colony no longer stay stuck in labor forever if the Ideology expansion was not active when they became a child.
– Dependency genes override other drug-related genes.
– Slow study gene applies a 50% factor to global learning instead of a -50% offset.
– Added missing Biotech check to seed planting work giver. This could cause issues if players didn’t own Ideology.
– Fix: Children get mood debuff for not having gauranlen connection, but cannot connect to tree.
– Fix typo: “yielding” -> “wielding”.
– Fix: “Child not in growth vat” thought appears for dead children.
– Fix: Countdown not correctly displaying time.
– Fix: Disabled “extract ovum for IVF” surgery option displays in some erroneous situations.
– Fix: Inactive genes affecting needs.
– Fix: 100% chance for tattoos if pawn has no ideoligion.
– Fix: Wastepack dump quests descriptions unresolved.
– Fix: Banishing colonists doesn’t recalculate faction ideoligions.
– Fix: SitePartWorker_MechCluster missing check to see if mechanoid faction exists.
– Fix: Skin or hair color xenogenes are able to be passed onto children in niche circumstances.
– Fix: Exception when attempting to feed arrested patient via right click menu when only food source is nutrient paste dispenser.
Hi there!
RimWorld’s 1.4 content update is now available! It adds cross-expansion integration with new Ideology precepts that link to Biotech, gene-modding and inheritance improvements, diplomatic reactions to pollution dumping, polux tree seeds, tribalwear for kids, and many other miscellaneous changes.
In a previous announcement, Ty covered the juicy details of this update. That same announcement has been shared below, as well as the changelog with our latest rounds of testing.
Thanks to everyone who helped us test this update. The community goes above and beyond with feedback and reports, and it genuinely helps us get these updates out so quickly. We’ve also tested the update for savegame and mod compatibility. If you’d like to help test our updates in the future, please join the official RimWorld Development Discord.
If you want to keep playing on the previous version of 1.4, you can use the Steam beta branch “version-1.4.3542”. To do this, r-click RimWorld in the Steam library, go to properties, open the betas tab, and select the version from the dropdown.
Join us on Reddit to discuss the update here.
Also, please don’t hesitate to review Biotech on Steam!
We’ve been following feedback across the community (Reddit, Steam comments, Twitch, YouTube, and our insightful testers on Discord) to try to make sure all the details are covered. It’s a very complex game at this point, so there are quite a few details – having feedback from tens of thousands of people is frankly invaluable from a design perspective.
One theme that’s come up is the desire for integration between expansion packs. Originally, I was a bit hesitant to put this in because I worried it would feel like locking one expansion’s content behind another expansion. However feedback seems to indicate that people want it, and narrative-wise, it would make a ton of sense if the ideoligions from the Ideology expansion had beliefs about xenohumans, sanguophages, children, and so on. So I decided to work on this.
I’ve found over the years that the wrong way to design Ideology precepts is to just think of something that seems fictionally reasonable and implement it blindly. You end up with mechanics that “make sense” but aren’t actually storyful or fun. Instead, we decided to take a “goal experience” approach to the design: We wrote down a list of the specific play paths and role-play stories that players might want to explore, and which would also be fun. Then we created precepts that specifically open up those play paths:
Belief issue – Bloodfeeders: The vampire lord with human worshipers is a classic idea. So are the vampire hunters. This precept changes peoples’ attitudes towards people with the bloodfeeder gene (which in Biotech means only sanguophages, though you can of course create your own bloodfeeder xenotypes).
Those who revere bloodfeeders will want them around, love them, and be fine with being fed upon. Those who revile bloodfeeders will hate having them around, despise them, love killing them, refuse to become them, and hate themselves if they are one. Bring on Dracula’s thralls.
Belief issue – Child labor: We always had the idea of players being able to choose to invest more or less in children – to decide between using them as workers or fighters, or trying to strengthen their development with a rich and free childhood. Now ideoligions can have opinions on how this ought to be done.
Those who encourage child labor will have children who work faster and not like assigning children to recreation. Those who disapprove of child labor will have children who learn faster, but adults won’t be happy if children are assigned to work.
Belief issue – Mechanoid labor: Machine worshippers need to be able to live off the labor of their electrically-powered buddies. When an ideoligion has mechanoid labor enhanced, mechanoids controlled by its mechanitors will work faster, but colonists will work slower (because why should a human have to do a machine’s job?)
Belief issue – Growth vats: Ideology has technology worshippers and technology haters, and they need to be able to interact with growth vats as well as biosculpter pods.
Those who see growth vats as essential will grow quicker in the vats, but be unhappy with (yuck) natural reproduction. Luddites who see growth vats as prohibited refuse to build them and will be unhappy having them around, and especially having kids inside.
Belief issue – Preferred xenotypes: Whether it’s a baseliner purity cult or a fur-only yttakin tribe, some beliefs may place a certain xenotypes over others. An ideoligion can have up to three preferred xenotypes. If there are no preferred xenotypes, there is no effect, just like in older versions. However, if any xenotypes are preferred, believers will be happier with a colony of their preferred xenotypes and have a higher opinion of them, but a lower opinion of others. They’ll also try to refuse becoming a non-preferred xenotype and be quite bothered if they end up as one.
More generally, we linked xenogene implantation to the existing body-modding precepts, so those who love or hate body mods will appropriately love or hate having xenogenes as well (note this doesn’t affect germline genes, so you can still have e.g. a body purist impid ideology).
Those with beliefs about autonomous weapons will extend those beliefs to the use of mechanoids as well.
Xenotypes breed true: Previously, there were sometimes broken-looking cases where parents with germline genes would have a child that lacked many of them. We removed some metabolism limits for baby gene generation and made the algorithm that generates baby genes from parent genes more flexible. This means that your gene-modded humans will pass down their genes completely and reliably.
Loosening the economy around gene-modding: Previously, making custom xenotypes during game setup worked well, but it was quite hard to actually do genetic modification during the game. Getting your hands on the genes and building all the infrastructure was quite costly and sometimes hard to justify from a game advantage perspective.
We’ve tuned some systems to make gene-modding more viable. Now, quest rewards come with a lot more genepack options and they’re available earlier in the game. We’ve reduced the xenogerm shock from extracting genepacks which will speed up your extraction efforts. We’ve also changed how certain genes apply traits so that you can stack effects together and create more diverse xenotypes. This is an ongoing tuning effort and we’ll be watching and dialing in the numbers to try to make gene-modding useful, moderately costly, and narratively-interesting.
Polux tree seeds: These new special seeds can be acquired in a few special ways. They’re rare to find, but with them you can plant a polux tree at a place of your choosing. Collecting polux trees is a new alternative way to suppress and remove pollution (besides the atomizer) in the late game (after it builds up in the early/midgame).
Pollution dumping diplomatic responses: There are a variety of ways to deal with pollution – freeze it, erase it in the atomizer, let polux trees neutralize it, just make less of it – or export it. We’ve added more depth and sensibility to diplomatic responses from other factions when you dump pollution off-map. Whether you’re dropping pods of pollution straight onto their homes, or dumping them off of a caravan, or launching toxic packs into the ocean, other factions will notice and respond more consistently and interestingly. At the most basic level, this means goodwill impacts. However, there is also a small chance of new faction retaliation in response to you dumping pollution in the world – they might send punitive attacks, or even drop some pollution back onto you. Together with the polux tree seeds, we hope that this will balance the choice between different pollution management methods and make that decision more interesting, while also de-emphasizing micromanagement-heavy strategies. It also adds a bit of narrative flair to have other factions respond directly to your actions.
Player-made xenotypes spawn in the world: Player-made xenotypes will now spawn in the world! Your customized pig/cat/dog hybrid no longer needs to be alone. Basically, in various random spawn situations like crash pod survivors or refugees, there is now a chance that the arriving person will spawn as any xenotype in the world. That includes modded xenotypes, as well as xenotypes created by the player. (Note: Not every player-created xenotype file is considered – only those if the xenotype is referred to in an ideoligion or the player used it for a starting colonist).
And the changelog below lists a pile of other smaller changes and fixes – go read it!
Thanks all,
Ty
Added precepts related to bloodfeeders:
Added Ideology precepts related to child labor:
Added mechanoid labor Ideology precept:
Added Ideology precepts related to growth vats:
Added a new category of precept: Preferred xenotypes.
Other:
Hi everyone, the unstable branch has just received a new patch. We’ve gotten some great feedback from the community on our 1.4 content update. Latest changelog below.
The 1.4 content update has cross-expansion integration, gene-modding changes, player-made xenotypes in the world, and lots of other improvements. Read about it here!
Are you interested in helping us test the 1.4 content update? We’d love it if you could share any bugs or issues you find in the official RimWorld Development Discord.
We’re trying to keep savegames compatible with mods, but it is the unstable branch so there may be things that break.
Thanks everyone!
– Tia
– Xenotype editor is available on the ideoligion creation page.
– Growth vat: Essential precept lists growth vat speed increase in tooltip.
– Clarify some Biotech ideo-related strings.
– Remove null genes from custom xenotypes on load.
– Added build commands for shelves on small shelves and vice versa.
– Legionaries spawn with needle launchers, a compact version of the needle gun.
– Tesseron beam grasers have 50% armor penetration.
– Tweaked mechs’ combatPower.
– Scale threat points generated by colony mechs by their combat power and a curve based on colony wealth.
– Children have a natural slave suppression offset. 50% at age 3 down to 0 at age 16.
– Ensure mechs on caravans are unaffected by plague dev gizmo.
– Fix: Bloodfeeders reviled precept “bloodfeeder among us” thought is always active.
– Fix: Foam turrets are considered threats.
– Fix: Rename “terrible / great memory” genes to “slow / quick study” to avoid sharing a name with the great memory trait.
– Fix: Tesseron weapon doesn’t assign pawn as instigator of damage.
– Fix: Pawns in gene extractors are suspended.
– Fix: Psychic bonds will strain when a pawn is doing a jump ability.
– Fix: Germline genes report “overridden by xenogene:” when no xenogenes are present.
– Fix: Constructoid description mentions removed weapon.
– Fix: Kid tribalwear requires complex clothing research.
– Fix: Newly gestated cleansweeper mechs using incorrect texture.
– Fix: Preferred xenotypes for ideoligions not working correctly in some circumstances.
– Fix: “Skill level” in the psychic power ability tooltip.
– Fix: Skill name in lesson giving/taking report string not translatable.
– Fix: Carrying thing offset for children.
– Fix: Manually added “s”-suffix to [soldiers0_kind] strings.
– Fix: Polux trees cannot be planted without Ideology installed.
– Fix: Body part group tags debug output not working.
– Fix: Duplicate genes displaying in extraction message.
– Fix: When shuffling parents genes into child, list is not cleared, making it always fail after the first attempt.
Hi everyone – Ty here.
So behind the daily bug fixes, we’ve been working on a 1.4 content update with more substantial improvements and more stuff to play with.
This content update comes with cross-expansion integration between Biotech and Ideology, improvements to gene modding and gene inheritance, changes to pollution management strategies, and extra polish for various gameplay elements and UI.
It’s nearly done and is now up for testing on Steam’s unstable beta branch. Everyone’s invited to test it, and we’d love it if you could share any bugs or issues you find on the official RimWorld Development Discord!
To get access to the unstable branch, go to your Steam library, right-click RimWorld and select “Properties”, then select the BETAS tab and choose branch unstable. Restart Steam if your game does not automatically update.
It should be compatible with all savegames and (generally) with mods. But being the unstable branch, there will still be bugs and missing pieces (which is of course why we’re testing it).
Everything in the update is listed in the changelog at the bottom of this post, but let’s take a look at some key elements.
We’ve been following feedback across the community (Reddit, Steam comments, Twitch, YouTube, and our insightful testers on Discord) to try to make sure all the details are covered. It’s a very complex game at this point, so there are quite a few details – having feedback from tens of thousands of people is frankly invaluable from a design perspective.
One theme that’s come up is the desire for integration between expansion packs. Originally, I was a bit hesitant to put this in because I worried it would feel like locking one expansion’s content behind another expansion. However feedback seems to indicate that people want it, and narrative-wise, it would make a ton of sense if the ideoligions from the Ideology expansion had beliefs about xenohumans, sanguophages, children, and so on. So I decided to work on this.
I’ve found over the years that the wrong way to design Ideology precepts is to just think of something that seems fictionally reasonable and implement it blindly. You end up with mechanics that “make sense” but aren’t actually storyful or fun. Instead, we decided to take a “goal experience” approach to the design: We wrote down a list of the specific play paths and role-play stories that players might want to explore, and which would also be fun. Then we created precepts that specifically open up those play paths:
Belief issue – Bloodfeeders: The vampire lord with human worshipers is a classic idea. So are the vampire hunters. This precept changes peoples’ attitudes towards people with the bloodfeeder gene (which in Biotech means only sanguophages, though you can of course create your own bloodfeeder xenotypes).
Those who revere bloodfeeders will want them around, love them, and be fine with being fed upon. Those who revile bloodfeeders will hate having them around, despise them, love killing them, refuse to become them, and hate themselves if they are one. Bring on Dracula’s thralls.
Belief issue – Child labor: We always had the idea of players being able to choose to invest more or less in children – to decide between using them as workers or fighters, or trying to strengthen their development with a rich and free childhood. Now ideoligions can have opinions on how this ought to be done.
Those who encourage child labor will have children who work faster and not like assigning children to recreation. Those who disapprove of child labor will have children who learn faster, but adults won’t be happy if children are assigned to work.
Belief issue – Mechanoid labor: Machine worshippers need to be able to live off the labor of their electrically-powered buddies. When an ideoligion has mechanoid labor enhanced, mechanoids controlled by its mechanitors will work faster, but colonists will work slower (because why should a human have to do a machine’s job?)
Belief issue – Growth vats: Ideology has technology worshippers and technology haters, and they need to be able to interact with growth vats as well as biosculpter pods.
Those who see growth vats as essential will grow quicker in the vats, but be unhappy with (yuck) natural reproduction. Luddites who see growth vats as prohibited refuse to build them and will be unhappy having them around, and especially having kids inside.
Belief issue – Preferred xenotypes: Whether it’s a baseliner purity cult or a fur-only yttakin tribe, some beliefs may place a certain xenotypes over others. An ideoligion can have up to three preferred xenotypes. If there are no preferred xenotypes, there is no effect, just like in older versions. However, if any xenotypes are preferred, believers will be happier with a colony of their preferred xenotypes and have a higher opinion of them, but a lower opinion of others. They’ll also try to refuse becoming a non-preferred xenotype and be quite bothered if they end up as one.
More generally, we linked xenogene implantation to the existing body-modding precepts, so those who love or hate body mods will appropriately love or hate having xenogenes as well (note this doesn’t affect germline genes, so you can still have e.g. a body purist impid ideology).
Those with beliefs about autonomous weapons will extend those beliefs to the use of mechanoids as well.
Xenotypes breed true: Previously, there were sometimes broken-looking cases where parents with germline genes would have a child that lacked many of them. We removed some metabolism limits for baby gene generation and made the algorithm that generates baby genes from parent genes more flexible. This means that your gene-modded humans will pass down their genes completely and reliably.
Loosening the economy around gene-modding: Previously, making custom xenotypes during game setup worked well, but it was quite hard to actually do genetic modification during the game. Getting your hands on the genes and building all the infrastructure was quite costly and sometimes hard to justify from a game advantage perspective.
We’ve tuned some systems to make gene-modding more viable. Now, quest rewards come with a lot more genepack options and they’re available earlier in the game. We’ve reduced the xenogerm shock from extracting genepacks which will speed up your extraction efforts. We’ve also changed how certain genes apply traits so that you can stack effects together and create more diverse xenotypes. This is an ongoing tuning effort and we’ll be watching and dialing in the numbers to try to make gene-modding useful, moderately costly, and narratively-interesting.
Polux tree seeds: These new special seeds can be acquired in a few special ways. They’re rare to find, but with them you can plant a polux tree at a place of your choosing. Collecting polux trees is a new alternative way to suppress and remove pollution (besides the atomizer) in the late game (after it builds up in the early/midgame).
Pollution dumping diplomatic responses: There are a variety of ways to deal with pollution – freeze it, erase it in the atomizer, let polux trees neutralize it, just make less of it – or export it. We’ve added more depth and sensibility to diplomatic responses from other factions when you dump pollution off-map. Whether you’re dropping pods of pollution straight onto their homes, or dumping them off of a caravan, or launching toxic packs into the ocean, other factions will notice and respond more consistently and interestingly. At the most basic level, this means goodwill impacts. However, there is also a small chance of new faction retaliation in response to you dumping pollution in the world – they might send punitive attacks, or even drop some pollution back onto you. Together with the polux tree seeds, we hope that this will balance the choice between different pollution management methods and make that decision more interesting, while also de-emphasizing micromanagement-heavy strategies. It also adds a bit of narrative flair to have other factions respond directly to your actions.
Player-made xenotypes spawn in the world: Player-made xenotypes will now spawn in the world! Your customized pig/cat/dog hybrid no longer needs to be alone. Basically, in various random spawn situations like crash pod survivors or refugees, there is now a chance that the arriving person will spawn as any xenotype in the world. That includes modded xenotypes, as well as xenotypes created by the player. (Note: Not every player-created xenotype file is considered – only those if the xenotype is referred to in an ideoligion or the player used it for a starting colonist).
And the changelog below lists a pile of other smaller changes and fixes – go read it!
Here’s hoping that the unstable branch isn’t too unstable and we can release it to everyone pretty soon. We’ll be testing for mod compatibility and watching for gameplay feedback. Everyone’s invited to test and I’m very thankful for all feedback we can get. If you’re like to help out, please join the RimWorld official development discord.
Please join the discussion on Reddit as well.
The creative story continues – We’ve learned a ton from feedback so far and I hope we can learn more going forward. And don’t hesitate to leave a review on Biotech!
Thanks all,
Ty
Added precepts related to bloodfeeders:
Added Ideology precepts related to child labor:
Added mechanoid labor Ideology precept:
Added Ideology precepts related to growth vats:
Added a new category of precept: Preferred xenotypes.
Other:
Hello, I’m back with the details of our last couple of patches for 1.4 and Biotech. Also, our 1.4 midterm patch is just around the corner!
You can view our previous patch note updates here:
If you’re experiencing any issues with 1.4, Biotech, or something else – let us know in the Official RimWorld Development Discord and we’ll look into it. 🙂 We’re always collecting feedback, thank you for helping us.
See you soon!
– Tia
– Don’t add genepacks to gene assembler dialog that are empty.
– Disallow baby food and hemogen packs for chemfuel creation recipes.
– Extracting hemogen no longer requires medicine and does not anesthetize the target.
– Adjusted power info text for deathrest buildings.
– Don’t allow pawns in the gene extractor if they don’t have any engineered genes.
– Fix: Paramedic mechs can’t carry pawns while jumping.
– Fix: Softcore scanner tooltip formating.
– Fix: Sites where the only player pawns are mechs inside drop pods will auto-remove.
– Fix: When the mechanoid faction is disabled, mech bosses will not attack pawns.
– Fix: Victims of bloodfeeder bites can gain hemogen from the interaction.
– Fix: Mech debris can spawn on the anima tree.
– Fix: Emancipated slaves that are drafted stay drafted.
– Fix: “No doctor” warning not appearing properly.
– Fix: Empty genepacks can be extracted.
– Fix: Fertilize command label is broken.
– Fix: Consume hemogen packs toggle tooltip displays hemogen in % form.
– Fix: Overactive temperature warning for baby moving.
– Fix: A colony mech that is abandoned at a tile will still consume bandwidth.
– Updated name-in-game content.
– Fix: Quest lodgers can do the “give up and exit” mental break.
– Fix: Missing ideology check when drawing dietary type stat.
– Fix: Certainty bar doesn’t display for games where Ideology has been enabled after the game was started.
– Fix: Coagulate can still be queued if hemogen is below casting cost.
– Fix: Can destroy wastepacks on temp tiles to avoid relationship penalty loss.
– Fix: Destroyed pawns can cause issues with deathrest building inspect strings.
– Fix: Mechs summoned from mech drop beacons don’t spawn in mech pods.
– Fix: Dialog_MessageBox doesn’t call Event.current.Use() in OnCancelKeyPressed() and OnAcceptKeyPressed().
– Fix: Unable to properly translate boss group apparel wave descriptions.
Hi everyone. Valve has recently released their new recommended currency conversions for Steam games and many game studios are beginning to implement these.
We are planning to follow Valve’s recommendations and update some of our non-USD price conversions. (Note that none of our base USD prices will change – this is only about updating currency conversion rates.)
In most cases our prices will remain lower than what Valve recommends. The major currencies will generally see increases of 2-10% – this includes Euros, Chinese yuan, British pounds, Canadian dollars, Australian dollars, Japanese yen, and Korean won. Biotech will change less than other products, since its prices are already more up-to-date.
Some currencies stand out since Valve is recommending larger changes. In Brazilian reals, Steam recommends 101.99 BRL for RimWorld; we are planning 79.99 BRL. In Polish zloty, Steam recommends 161.99 PLN; we are planning 149.99 PLN. In Russian rubles, Valve now recommends 1200 RUB; we’re planning on a price under 800 RUB. In Chinese yuan, Valve recommends 128 RMB; we are planning for 114 RMB.
The biggest changes will be in currencies which are currently selling at 90% off compared to the direct exchange rate. Unfortunately these huge price deltas have led to a large amount of cross-region arbitrage fraud. It is so extreme that the overwhelming majority of purchases in these regions are fraudulent. From our metrics it seems clear that we lose far more to fraud in these currencies than we gain in legitimate sales. This has been an issue across the industry which is why many games have already adjusted prices in these currencies, including Valve games, Dead Cells, Deep Rock Galactic, Factorio, Rust, Grounded, DayZ, Mount & Blade II, Euro Truck Simulator, etc.
Price updates will occur on November 17. You can of course buy RimWorld and its expansions at their current prices until then.
The world has changed a lot since we last set our prices back in 2018. While we’re not going as far as Valve and others already have, we do need our prices to make sense for the world as it is today. I appreciate your understanding and will be listening carefully to the conversation on this.
In other news, on top of the ongoing 1.4 refinement updates, we’ve got a chunky mid-term 1.4 update on the way with a variety of new cross-expansion integration content. We’ve been absorbing feedback voraciously and knocking down issues and concerns one by one. I’m looking forward to telling you more about that – hopefully next week.
-Ty
Hi everyone!
We’ve been pushing updates with hotfixes and improvements for 1.4 and Biotech over the last week. We tweaked fixes to make them more mod-friendly and have been collaborating with modders to make updates more seamless for everyone. I’ve added a cumulative changelog below for your enjoyment that covers aaaall of those updates.
Here are some highlights:
Have you found a bug or issue? Please report it on the RimWorld Official Development Discord. We really appreciate all the reports and we’re constantly checking our forums, Discord, and Reddit for issues that pop up. Thanks to everyone who has helped us squash those bugs! 🪲💚
Want your colony featured on the Ludeon Studios Twitter? Tweet us a screenshot @ludeonstudios!
– Tia
– Updated tutorial end message to point players to the correct place for changing storyteller settings.
– Flamebow now triggers “pyromaniac has incendiary weapon” thought.
– Growth moment flavor text no longer appears when a baby becomes a child.
– Ensure severityPerDay doesn’t become 0 between save/load cycles.
– Tox gas research requires machining instead of electricity.
– Reduced mechanitor ship combat points by half.
– Remove the option to close the birth letter if the player has not yet named the baby and it’s the last tick available to do so.
– Babies born outside the player faction are given a real name instead of just “Baby”. Players may still change the name if they adopt the NPC baby within a day of their birth.
– Add a new icon texture for the circle which shows the current color on the copy/paste/change color widget icons.
– Fix: Using reimplant ability doesn’t give the recipient the correct xenotype icon for custom xenotypes.
– Fix: Embryo implant float menu options missing pawn icon.
– Fix: AbilityOnCooldown key missing Resolve() call.
– Fix: If a downed enemy is teleported using farskip they will be drafted upon entering the destination map despite being downed.
– Fix: Never sleep xenohumans still rest when caravanning alone.
– Fix: Scenario text cut off if tiny text is disabled.
– Fix: Genetic metabolism doesn’t actually affect hunger rate.
– Fix: Double slab bed is not next to single slab bed in the architect menu.
– Fix: Abandoning colony pawns text doesn’t mention mechs.
– Fix: Control Sublink (high) can take up the lower 3 sublink levels preventing use of the normal sublinks.
– Fix: Can train shooting and melee on colony mechanoids.
– Fix: Abandoning a colony with mechs in it and making new a base will cause a mech control group error and show mechs are still active.
– Fix: Non-grouped control groups have their label pluralized.
– Fix: Hostile pawns try to path to destroyed structures.
– “My child is happy” and related thoughts can now trigger if a pawn is being carried.
– Fix: Charity-believing pawns will get negative thought from “rejecting” refugees when the quest hasn’t even been accepted yet.
– Fix: Letting a pawn die on the world map with wastepacks will not pollute terrain.
– Fix: Eye cut out graphics are misaligned.
– Fix: Ancient exostrider remains are failing to generate in swamp maps.
– Fix: Diabolus has two ‘first’ body rings.
– Fix: Mechs not entering transport pods.
– Fix: Lifters can try to haul themselves to a transport pod.
– Fix: Bossgroup drop pods don’t use mechanoid drop pods.
– Fix: Mech gestator draw size.
– Fix: Mech charger exceeding 100% full of waste if partially emptied.
– Fix: Do a better job of displaying hulk body types in the pawn portrait in the rename UI.
– Fix: Psychic drone now properly triggers for colonists being carried.
– Fix: Held babies/children will now have thoughts about how their parents are happy.
– Fix: NRE when right clicking on prisoner being carried.
– Fix: Mod requirements wrapping instead of truncating
– Fix: Save modlist saving the filtered mod list.
– Added missing fill percent for gene and mech buildings.
– Update go to bed float menu option if pawn is waiting for surgery and no doctors can do it.
– Fix: Comms console float menu options error.
– Fix exploit: Unwaveringly loyal can be bypassed by enslaving prisoners.
– Fix exploit: Capture>Enslave>Imprison>Release recruits pawns immediately.
– Fix: Some Biotech buildings can have unreachable fires in the center cell.
– Fix: Clicking drums without Royalty installed produces a missing Royalty message.
– Fix: Some mechs cannot load into a shuttle.
– Fix: Highmates can create bonds with quest visitors and vice versa.
– Fix: Error if clicking a mech booster blueprint.
– Fix: Hemogen extraction can get “stuck” on.
– Fix: Babies can carry items in caravans.
– Fix: Deathrest buildings use hemogen when not in use.
– Fix: Some randomly chosen genes not overridden properly.
– Fix: Growth tier gizmo displays incorrect percent value on bar.
– Fix: Giving a pawn xeno and germline hemogenic genes results in two hemogen gizmos.
– “Genes regrowing” hediff from gene extraction lasts 12-20 days. (Down from 25)
– Gene extractor takes 12 hours to extract genes. (Down from 24)
– Remove addictions when adding chemical dependency genes.
– Added a toggle to the hemogen gizmo which allows configuration of whether or not a pawn can ingest hemogen packs to satisfy the desired hemogen level.
– Reduce growth points of generated children by ~25%.
– Fertility stat is no longer capped at 100%.
– Deathrest buildings only drain hemogen while in use. A fully loaded deathrest building supplies 10 days of deathrest.
– Don’t display pick up options for drugs that the pawn will drop immediately anyways.
– Re-cache CachedTextures on ResetStaticData() calls.
– Minor adjustments to pigskin and impid pawn kinds. Force them to use faction xenotype set.
– Babies that have fallen asleep in someone’s arms no longer immediately wake up.
– Fix: With toxic fallout active, inspecting items from trade ships causes errors.
– Fix: Children gain growth points in cryptosleep.
– Fix: Errors if bossgroups are called with the mechanoid faction disabled.
– Fix: Comms console diabolus threat cannot be called by mechanitors if mech faction is disabled.
– Fix: Paramedic not counted as doctor in solo mechanitor run.
– Fix: Archonexus quest allows taking mechanoid weapons with you to a new colony.
– Fix: Psychically bonded pawns in the same caravan still get “psychic bond distance” mood malus in some circumstances.
– Fix: Removing passion-adding genes doesn’t revert the effect.
– Fix: Update steel tile description to match them having 0 beauty.
– Increase the tunneler’s armor stats.
– Allow children to wear shield belts.
– Increase the radius of the pollution pump by 1 so it can reach the edge of the map.
– Increase the effect of the temperature genes.
– Clarify that the implanted genes’ ability overwrites the target’s xenogenes in the tooltip.
– Update the comms console spawned message to give more info on mech bosses.
– Slightly reduce damage and increase ranged cooldown for militor’s mini-shotgun.
– Signal chips reduced to 0 flammability given how much fire the diabolus makes.
– Increased EMP resistance for mech bosses.
– Children can now do basic work at age 3.
– Added alert for incoming bossgroup.
– Adjust prevalence of nicknames among pigskins.
– Add null check to StyleForThingDef.
– Updated player name-in-game content.
– Fix: Some hemogenic abilities can be queued without enough hemogen.
– Fix: AI sanguophages can use longjump without any remaining hemogen.
– Fix: Atomizer is backwards by default.
– Fix: War urchins are not newborn when created by a war queen.
– Fix: Pawns won’t haul wastepacks to an atomizer unless there’s 10 wastepacks on the map.
– Fix: Bossgroup mechs do not attack if mechanoid faction is disabled.
– Mechlord armor satisfies royal title requirements.
– Added more allowed work types to lifter and fabricor mechs.
– Cleansweepers are now ‘basic’ mechs.
– Reduced volume and frequency of yttakin sounds.
– Added more feedback to subcore scanners.
– Added ‘humans only’ option for bills.
– Ensure GeneDefs don’t have null icons on incorrect iconPath.
– Fix: Working combat mechs will attack berserk colonists.
– Fix: Forced lowercase in prisoner tab.
– Fix: Abandoning home doesn’t unlink deathrest buildings.
– Fix: Deathrest buildings not unlinked on starting new colony for archonexus quest.
– Fix: Melanin genes can be extracted by gene extractor.
– Fix: Cannot build some things without ideoligions active (with Ideology installed)
– Fix: Diabolus’ fire burst shoots fuel through the walls.
– Fix: Deathrest bonuses are not removed if deathrest gene is removed.
– Fix: Mechanitor buildings are considered “natural” by natural meditation sources.
– Fix: Error on drafting pawn with hemogenic ability gene with no hemogen gene.
– Fix: Pawns will continue to create a xenogerm until they pass out.
– Fix: Yttakin settlements can have mortars manned by animals.
– Fix: Thrall reinforcements can be passive in certain circumstances.
– Fix: Same pawn listed twice as owner of bedroom if they have a deathrest casket and bed in the same room.
– Fix: Genes can be given to children who do not have prerequisite gene.
– Fix: Unwaveringly loyal sanguophages will offer to join your colony after the quest.
– Fix: Ranged enemies come into melee range consistently when shooting positions are available.
– Fix: Spacedrone hack quest can spawn a spacedrone with an interaction spot in an inaccessible spot.
– Adjusted gene set generation. The first gene added to a set is not restricted by metabolism limits.
– Potential fix for mod-created meat defs with no source causing errors on hemogenic pawns consuming it.
– Fix: Food poisoning chance is 100% for fabricors.
– Fix: Pawn capacities are still affected by overridden genes.
– Fix: Pawns get thoughts from overridden genes.
– Fix: Exception viewing info card of things in orbital trader inventory with noxious haze active.
– Fix: Lactation hediff explanation displays after gene factors on stats page.
– Fix: ‘Any mech’ bill config not copied when copying and pasting bills.
– Fix: Mechs sometimes not getting into transporters.
– Fix: Rain rate displays as deterioration reason even with a roof above.
– Potential fix: Modded terrain randomly has far more value than it should.
– Fix: Players can bypass metabolism limit of implanting xenogerms by implanting via surgery bill menu.
– Fix: Firefoam poppers can trigger wastepack dissolutions even though no damage is done to them.
– Fix: Fully formed combat mechs in a gestator have 10% energy fall per day.
– Fix: Mechs with human makeable weapons spawn with varying quality.
– Fix: Gestating mechs can be drafted from the mech table.
– Remove “Flesh purity” meme from waster pirate ideo choices.
– Send a message to the player if a pawn is taking a baby to a safe place.
– Mechs can be multi-selected from the mechanitor’s control group gizmo by shift-clicking.
– Added some missing [MustTranslate] and [NoTranslate] attributes to FactionDef.
– Send a message notifying when a subscore softscan has completed.
– Display “deathrest connection limit” and “deathrest effectiveness” stats for non-built deathrest buildings.
– “Fertilize” float menu option displays whose ovum it is.
– Reduced “got some lovin'” thought stacked effect multiplier from 0.75 -> 0.6.
– Updated player name-in-game content.
– Fix: Typo in “kind instict” gene description.
– Fix: Wind turbine auto-cut toggle not working.
– Fix: Multiple deathrest gizmos from having both inactive germline and active xenogene deathrest genes.
– Fix: Genes losing pawn references after death->save->load->resurrect.
– Fix: Players can create xenogerms missing prerequisite genes.
– Fix: Drafted colony mechs remain drafted after their mechanitor develops a mental state.
Hey all,
Response to the Biotech release has been amazing! Just here to let you know that we’ve put out two hotfix updates so far. Change logs are below.
We’re watching and gathering issue reports across forums, Discord, and reddit and will continue to fix critical issues as they’re discovered. Less-critical things will be left for slower updates later – it’s important to stick to essentials for hotfixes, because it’s easy to break one thing while fixing another and maintaining stability is our top priority now.
If you’re willing to help report or investigate issues, please join the RimWorld Official Development Discord server. Thanks to all those who took the time to report issues.
Cheers,
-Ty
– Fix: Mods list not dirtied before sorting on reset.
– Fix: Breach raids not spawning.
– Fix: Children getting adult body types from genes.
– Fix: Kid Romper has no alpha channel. This can cause it to render as a pink square.
– Potential fix for black screen when loading a game with multiple mods.
– Disable growth moment letter for quest lodgers.
– Fix: Temporary work restrictions affect growth moment passion choices.
– Fix: Errors preventing mechs from acting in very niche circumstances.
– Fix: Gene assembler artwork has incorrect import settings.
– Added some mech gestation null checks for safety.
– Fix: Clicking on the “carry pawn” checkbox in caravan screen opens health card.
– Fix: Bandolier and sash have incorrect unfinished thing.
– Fix: Shelves cause non-haulable things in the same cell to not affect beauty.
– Fix: Attempting to absorb a xenogerm of your own colonist displays a warning message saying you’ll anger your faction.
– Ignore package id suffix when checking for mod requirements
The RimWorld – Biotech expansion is out! This large-size expansion revolves around babies and child-raising, genetic modification, and the ability to control mechanoids.
Get it now on the Biotech Steam page!
To celebrate the release, RimWorld and the Royalty expansion are 10% off.
Here’s the trailer:
RimWorld update 1.4 is also released! We described the 1.4 changes in detail in this announcement. Or you can read the changelog here.
For rich details on Biotech’s features and a discussion of why we decided to make it, you can read the preview posts below:
If you want to get chatty, you can discuss this post on Reddit.
If you’re up or bug reporting, please join the Ludeon official development Discord server.
Huge thanks to all our developers, volunteer testers, support team members, and all the modders, translators, artists, and all the players in the community. I thank all of you very much, it’s been a journey so far and I hope to keep sharing it with all of you.
Best,
Ty