RimWorld is back on Steam in Australia

Posted April 20th, 2022 by Tia Young

Hello everyone! We have great news for our Australian players – RimWorld is once again available for purchase on Steam in Australia. This means Australians have access to the RimWorld Steam store page and can gift and receive Steam keys for the game. (It also means you can read this news update. 😉) Everything should be back to normal!

For context: Back in February, the Australian Classification Board classified RimWorld as “Refused Classification (RC)” which banned the game from sale in Australia. This news was sudden and a surprise to everyone.

We appealed to the Classification Review Board and they agreed to review the game’s rating on April 20. We assembled a lot of useful evidence and had a great legal team to help us. Our community was also amazing and helped us by providing examples of games on Steam that had similar cases to us, like Disco Elysium and Fallout. The review concluded with a happy ending – RimWorld’s classification changed from “Refused Classification (RC)” to “R 18+ (Restricted)”, and now we’re back on Steam!

So a big thanks to everyone for your support, that was a wild couple of months!

– Tia

RimWorld EULA Updated

Posted April 8th, 2022 by Tia Young

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

That’s it, have a great weekend!

– Tia

Update 1.3.3326 brings full support for Steam Deck

Posted April 6th, 2022 by Tia Young

Hello everyone!

It’s Tia – I’m back with update 1.3.3326 which brings full support for RimWorld on Steam Deck!

Before I get into the update, I wanted to share that our developer who was living in Ukraine is now safe in Germany. He’s staying with one of our former team members and we’re doing what we can to help him get set up there. Thank you for all the kind comments and for thinking of our team. 💛

Today’s update makes the Deck controls more intuitive, refines the touchscreen interface, improves the UI and keyboard, and adds an easy way to access the Deck’s controller config options.

The Steam Deck requires that we use a new version of the Steamworks API which breaks compatibility with a few mods. To prevent breakages, three weeks ago, we released a public beta to give modders time to update, and we personally reached out to dozens of modders to help prevent mods from breaking. The known incompatibilities should be solved now – thanks to all modders who responded!

If you don’t want this update for any reason: right-click RimWorld in your Steam library list, click Properties, then select the ‘betas’ tab. Select ‘version-1.3.3287 – Previous 1.3 version’ from the drop-down list. This will keep you on the previous version. Your game should auto-update – if it doesn’t, restart Steam.

Modders: Your mod can now be marked as compatible with major and minor versions. For example, you can mark a mod as compatible with 1.3.3287, but not 1.3.3326. More info in the #mod-updates channel.

The full changelog is below for you to peruse! Thanks to everyone who helped us test the beta. If you experience any bugs with update 1.3.3326, or want to help us test in the future, please join the Official RimWorld Development Discord.

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

– Tia

Ideology Improvements

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

Controls

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

Misc Improvements

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

Technical

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

Fixes

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

Steam Deck support in mod compatibility testing

Posted March 16th, 2022 by Tia Young

Hi everyone, it’s Tia. We’ve released our Steam Deck update 1.3.3300 as a beta branch on Steam.
This update has full support for Steam Deck!

However, for that to work it has to use a new version of the Steamworks API, which will break mods that access Steamworks.

If you’re working on a mod that accesses Steamworks, please prepare to update to its new version to prevent breaking the game.

We are planning to release this version to everyone on Wednesday April 6 at around 5pm EST.

Players who want to use Steam Deck should also use this branch for now. Everything except a few mods should work.

To play this beta on Deck or PC: right-click RimWorld in your Steam library list, click Properties, then select the ‘betas’ tab. Select ‘steam_deck – Steam Deck update’ from the drop-down list. Your game should auto-update – if it doesn’t, restart Steam.

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

Tia

Steam Deck Changes

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

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

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

The full changelog is below.

Ideology Improvements

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

Controls

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

Misc Improvements

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

Fixes

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

Hello everyone,

Unfortunately, we’ve just been informed that RimWorld has just been made unavailable for new purchases by Australian customers on Steam.

This does not seem to affect existing owners – it only prevents new purchases. Anyone who already owns the game is still be able to play, receive updates and access community features like the forums and workshop. The Ideology and Royalty expansions are also not affected.

We don’t have a ton of information about this since it just happened within the last few hours, it’s Friday evening, and most people we could ask are not at work.

From the info we have, this happened because a few days ago, the Australian Classification Board classified a potential console version of RimWorld as “Refused Classification (RC)”, meaning it can’t be sold in Australia.

We did not expect this to affect the Steam version because in previous similar cases, as with Disco Elysium for example, an RC rating on a console version did not affect the availability of the PC version on Steam. We’re not sure why this decision was made in RimWorld’s case.

I’m sorry this news was so sudden and for anyone who is frustrated by this. We are working to resolve this situation and make RimWorld available to everyone again as soon as possible, but we don’t yet know what that might require or how long it may take.

Thanks for your understanding everyone.

– Ty

Update 1.3.3287 makes ideoligions smoother to play

Posted February 26th, 2022 by Tia Young

Hey everyone, it’s time for another update!

This update fixes a variety of bugs and includes a number of changes that should make the ideoligions system less restrictive and more flexible.

Key among those is a new way to play with Ideology content active, but without actually running the ideology system. The ideology system is great for players who want to do something different, but it could be overwhelming for someone on their first game or who just wants to relax. This new option allows running the game without the complexity of the ideologion system, but with almost all the Ideology content active, including the biosculpters, ancient complex quests, Gauranlen trees, public executions, and more. (Some buildings like skullspikes and loudspeakers are still buildable despite not doing much without ideoligions active – they make nice visual flair if you want them.)

We’ve also reworked how a few pieces of Ideology work to make common ideoligions reduce micromanagement and annoying situations, especially when you’re hosting guests from NPC-generated ideoligions.

There are also a variety of bug fixes and other improvements – see the changelog below.

This update should be compatible with all saves and mods.

Thanks to everyone who helped test on the official dev Discord! And as always, please don’t hesitate to review Ideology on its Steam page!

Cheers,
Ty

New feature

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

UI improvements

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

Tuning – General

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

Tuning – Ideoligions

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

Misc

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

Fixes

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

Steam Deck support improvements are coming, but delayed

Posted February 24th, 2022 by Tia Young

Hey everyone, just a quick note about the Steam Deck release and RimWorld.

RimWorld works on Steam Deck as it is now, but there are a number of UI issues and some general jankiness we intend to solve with an update.

Our developer who was working on this lives in Ukraine. After delays getting the Deck to him, the current situation there means he won’t be making progress any time soon.

Our tech lead Piotr Walczak is taking over Steam Deck integration efforts. However, we probably won’t have an integration patch out until after the Deck is released.

To those of you excited to play RW on the Deck – We are excited too! Please look forward to updates that should solve issues you might find. If you can, consider waiting for the update before you dive in. We want the experience to be as great as possible and we’re working to make that happen.

We also welcome reports of any issues on the official dev Discord here. Knowing the problems helps us solve them!

Thanks to everyone for your understanding.
– Ty

Hey everyone – here’s a new update for RimWorld for all of you!

This wide-ranging update makes a variety of improvements – see the full changelog below.

One critical adjustment is in the proportion of different raid strategies. Previously, mechanoids were using breach raids far too often. I’ve been seeing feedback about this for a while, so in previous updates we did make some analysis tools and I tried to adjust things to solve it. Unfortunately, I missed the true issue and the problem persisted. After some recent feedback from Reddit, we made some more analysis tools to figure out what’s going on, I was shocked to discover how out of whack the numbers were. I’m not sure how I missed this before, but the game wasn’t acting anything like I intended. Please accept my apology for missing this before.

With this update, breach raids are now present but uncommon, with normal raids forming the main threat. I also tweaked the numbers for human factions so the mix of raid strategies should be healthily varied through the whole game. The game will now also reduce the likelihood of getting two raids from the same faction in a row.

Related to that, players’ turrets have been buffed gently. Since we have raids that can handle turrets more intelligently now, we can make the turrets stronger against the attacks against which they are effective. All this is subject to ongoing adjustment, of course.

We also did a bunch of work to improve your ability to handle vegetarian, carnivore, and eat-anything colonists together. Previously, you didn’t have the management tools needed to identify and separate these peoples’ foods properly; now you do.

Biosculpters also have better feedback to help players anticipate the duration of the biosculpting cycles, since these durations change depending on who goes into the pod.

This update should be compatible with all saves and mods.

Many thanks to Nick Barrash for work on extremely fiddly meal-related AI and visualization, Matt Ritchie for helping investigate breacher issues, and Alex Mulford for helping balance player defense tools. Also thanks to TiaPixel for marketing help and to everyone who offered test feedback for the unstable build on the public RimWorld test Discord server.

As always, please don’t hesitate to review Ideology on its Steam page!

Until next time,
Ty

Combat – Turrets

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

Combat – Enemies

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

Food handling

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

Misc improvements

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

Fixes

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

Hello everyone! I’m happy to announce a new update for RimWorld and all expansions.

The biosculpters got a focused redesign. Colonists can now automatically do their own age reversal, and initiating a biosculpting cycle takes 1 step instead of 3. There’s also less incentive to do weird things like deconstruct and reconstruct the biosculpter. Overall the micromanagement burden should be much lower, especially for large colonies.

We also reworked caravan formation to make it faster and more fluid. The archonexus restart sequence got some love so it’s clearer and better-tuned. Finally, there’s also a bunch of smaller improvements – see the change list below.

This update was tested as compatible with all savegames and mods.

Thanks to everyone who helped test on the Official dev Discord server, to Matt Ritchie for running the unstable build update cycle, Nick Barrash for the biosculpter rework, and all our other devs for their contributions, and everyone who gave such rich feedback on Discord and on the RimWorld subreddit.

As always, don’t hesitate to review Ideology on its Steam page!

Enjoy!
-Tynan

Biosculpter changes

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

Caravan improvements

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

Archonexus improvements

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

Misc improvements

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

Fixes

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

EDIT 3: The build is now live for everyone. Thanks to the mod authors of Doors Expanded for updating quickly!

Hey everyone! RimWorld update 1.3.3117 is now out. This one comes with a long list of new stuff and improvements. Full changelist is below.

Multi-ideo viability: One key thing I wanted to do with this update was make it more rewarding to have a colony with diverse beliefs. While it should certainly be possible to run your colony as an ideological monoculture, I always wanted it to be possible to claim the benefits of multiple belief systems at the cost of needing to take a wider diversity of needs into account. This would also make recruiting easier, since it wouldn’t be necessary to convert everyone during the recruiting process.

We made several changes to achieve this goal.

Now, colonists can participate in rituals of other ideoligions, strengthen those rituals by their presence, and gain mood and other benefits from them. Bigoted colonists will get a negative thought from participating in other beliefs, but the benefit from the ritual can outweigh their inner conflict. Since rituals can have quite specific effects, it can be very useful to have a wide toolbox of rituals available.

Previously, colonists would be very unhappy if their beliefs were violated by others, and would hate everyone who acted against their beliefs. Now they don’t mind as much if something they disagree with is happening elsewhere in the colony, and don’t so intensely hate anyone who does something they wouldn’t. They will still care as before about their own actions.

Previously, in order to celebrate a ritual, it needed to be obligated by having three believers in the colony. This is no longer the case – just one believer is now enough to initiate a ritual, while obligations to do the ritual still start at three believers.

I’ll continue to monitor how this plays out and make adjustments as needed to maximize the number of viable play paths you can choose from.

Compatibility: This update should be compatible with all savegames and mods.

As always, don’t hesitate to review Ideology on its Steam page!

Multi-ideo colony viability

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

New stuff

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

Improvements

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

Technical

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

Fixes

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