Rimworld Dev Tracker

This is a follow-on update to last week's major content additions with some refinements and fixes.
This update should be fully compatible with all savegames and mods. If you want to continue on an old version for any reason, they're available using Steam's betas feature.
Since Royalty content is less mature (3 months vs 6 years), most of these refinements are focused on it, but there are things for the base game as well.
Thanks to everyone who helped test!
Improvements - You can now configure a desired psyfocus level on your psycasters and they will meditate enough to maintain it, without needing to use the schedule.
- Reworked how destroyed buildings generate slag so small buildings don't generate giant slag blooms; they'll leave steel behind instead.
- Implemented toggle for anima trees that toggles whether building ghosts are showing connections to meditation foci or not.
- All Empire pawns have at least the title of Freeholder.
- Player-created names update.
Training and feedback - Implem... Read more
We've released the May 2020 update for RimWorld!
This update is still on version 1.1, because it should be compatible with savegames and mods. If for any reason you have trouble, you can set your Steam beta branch to 'version-1.1.2624' to keep playing on the previous version.
This update has improvements affecting the base game and the Royalty expansion, though since Royalty is much less mature (3 months vs 6 years), it's what got major focus on the content side. This update is the add-on we promised back on March 2.
The big theme of this update was opening up new play paths so you can take on the game's world in whatever way you like, and the game will respond in a way that's sensible. This means you can be tribal, outlander, pro-Empire, anti-Empire, neutral Empire, use psycasters or not, use drugs or not, use ranching or not, and so on. See below for the writeup on major changes, and the change log.
Beyond this, there's more stuff in progress, and I'm looking forward to letting you all... Read more
This is a refinements and fixes update with improvements for the base game and Royalty expansion. It should be compatible with all savegames and mods. This biggest changes will be tunings designed to move deep drilling from the lategame towards the midgame and make them more viable for marginal drilling projects. As always, everything is on the table for further adjustment as we go forward.
If you have a mod compatibility problem, you can use the Steam beta branch called 'previous' to go back to the previous build until issues get worked out. It would be great if you could tell us or the mod developer about the issue as well!
We're also working on some deeper gameplay improvements and content additions - look forward to those! However, for stability reasons those are being held back for now.
Thanks to all those who helped test on the official testing Discord server[discord.gg]. Come join to test future releases!
Tuning
- Defeating a mech cluster now gives a mood boost to all player pawns on... Read more
This is a relatively minor update focused on fixes and balance. The major content we're working on is still being held back for release as the content add-on later.
This update should be compatible with all savegames and mods. If for any reason you want to play the previous version, please use the Steam beta branch called 'previous'.
Thanks to everyone who has given feedback at the unstable testing Discord server[discord.gg]. Come join to test future releases!
Improvements
- Monuments can now be sastisfied with any floor type instead of requiring specific floor types.
- Monument generation has been adjusted to make monuments more dense and consistent.
- Reworked how quests decide whether to appear based on player progress to solve an issue that would cause quests not to appear for a long time at lower populations on certain difficulty settings.
- "Choose rewards" window renamed to "Reward preferences". Added explanation at the top of the window. Increased height of reward prefs window.
- Man i... Read more
In addition to a ton of general improvements for the base game and Royalty, this update focuses on tightening quest generation and making nobles more flexible. Full change log is below.
If for any reason you want to play the previous version, please use the Steam beta branch called 'previous'.
RimWorld is a very flexible game with many different game states, and our quest generation system uses some pretty complex scripting to generate quests appropriate at different difficulties, diplomatic configurations, and colony sizes. Since releasing 1.1, we've been seeing some cases where quests would generate that weren't rewarded appropriately or had the wrong difficulty and complexity level for the stage of the game they were appearing in. All this should be a lot tighter in this build, and there are further plans for refining and enriching quest content in the future. All the feedback we've gotten about this has been invaluable - thank you!
This update also works on making nobles more flexible... Read more
This update covers a lot of different ground including a large number of refinements and smaller fixes. It improves both the base game and Royalty expansion content.
EDIT April 14: I've just pushed micro-update 1.1.2604. It does nothing but fix a tiny text bug with apostrophes.
The most obvious feature is that you can now choose whether you want to recieve faction goodwill rewards from each faction, the same way you can choose to accept or reject royal favor. I'd like to reach a nice balance between creating varying experiences through randomized quest rewards, while also avoiding offering players rewards they're not interested in at all. So I'll be watching to see how this works and considering how to improve reward generation even more.
This update should be compatible with savegames and mods. If any further issues come up please let us know on the unstable testing Discord channel[discord.gg].
Big thanks to everyone who helped test this update! Changelist below.
If for any reason you want... Read more
The main feature of this update is the ship landing beacon. Placing four of these on the corners of an open rectangle forms a shuttle landing pad. When shuttles land at the colony, they will land here if they can. In addition, Imperial guests (including the High Stellarch) now land using the shuttle.
This update should be compatible with savegames and mods (except ModSwitch, see below). We did extensive testing for mod compatibility, but if any further issues come up please let us know on the unstable testing Discord channel here[discord.gg].
Big thanks to everyone who helped test this update! Changelist below.
Note: The shuttle will only be used for newly-generated quests, so if you have a royal endgame quest on your savegame already, expect the stellarch to arrive in a drop pod as in the previous version.
Improvements - Add ship landing beacon, which can be used to create landing pad for shuttles. Shuttles will land there if possible for dropoff and pickup of characters during quests. I... Read more
Here's another polishing update for RimWorld!
The most notable change is in how titles interact with work types. Now, only certain characters will actually not do worktypes disallowed by their titles. Royals from the Empire, as well as colonists with the greedy or jealous traits will refuse to do any formally-prohibited work type, while others will take the titles less seriously and continue to work as normal, ignore formal restrictions on food, and not issue decrees.
We're still looking at different ways of adjusting the royal system to allow for nobles to be powerful without destroying challenges or constraining storytelling.
This update should be compatible with all savegames and mods.
Thanks to everyone who gave feedback on the unstable version in the unstable test Discord server[discord.gg]
Improvements - Added conceited titles system. Titles can be conceited or not. NPC titles are usually conceited, player-earned titles usually not. Non-conceited titles don't incur work restrictions ... Read more
This update includes various new features, adjustments and bug fixes.
EDIT: It's been released to everyone!
Thanks to everyone who has been contributing unstable build feedback in official unstable build testing Discord server[discord.gg]
Change list:
- Implemented renounce title button on pawn bio tab. You can now have your royal colonists renounce their title if you wish.
- Implement mech shield generator charge cycle. Shields now go down for a random day every 10 days, if you're willing to wait.
- Mech cluster condition causers and mortars now sometimes take several days to initiate threatening the colony. This gives more time to prepare and attack the cluster.
- We now generate random rewards only up to 5500$, the rest will go into market value fillers like gold, plasteel, and uranium. This avoids absurd rewards with large numbers of unique quest items in modded or ultra late-game scenarios.
- Added bulk recipes for pemmican and drugs.
- Restricted hunting decrees from targeting colony anim... Read more
Balance updates and bugfixes today!
If you're willing to help test the unstable build in future, please join us here: https://discord.gg/EV2PNt7
Feedback is welcome all around. The most direct place to offer it is the Discord channel above, but I'm watching forums, Reddit, and everywhere else I can collect feedback. Thanks in advance to those who contribute thoughts, and to all those who have offered feedback so far.
Changes:
- Baron can now do Animals work.
- Count can now do commoner work. Count is now only unable to do same as Baron, plus Animals.
- Balanced down ultratech and bladelink melee weapons a bit. Reduced illegal bladelink usage detection chance 5% to 3%.
- Psychic entropy base recovery rate reduced from 5 to 4.
- Improve psychic entropy recovery rate on pawns without psychic amplifiers from 4 to 8.
- Psycasts rebalance:
---- Painblock duration 30 to 120.
---- Burden duration 30 to 20.
---- Blinding pulse radius 5 to 4, range 25 to 20.
---- Entropy link duration 60 to 120.
---- Beckon r... Read more
This is a continuation of yesterday's unstable testing with some updates.
If you're willing to help test the unstable build for compatibility in future, please join us here: https://discord.gg/4YMfu6
Changelog:
- Player-created content update.
- Fix: Nuclear Stomach not having zero food poisoning chance
- Fix: Escaping prisoners being able to equip bladelinked/biocoded weapons.
- Refactored mech cluster position finder to be more robust and flexible.
- Fix: Room requirements debuff for royals in caravan. Only apply debuffs on player home maps.
- Fix: Some mechanoids showing up as "dormant" after awakening.
- Fix: No mech wake-up sound on LordJob_SleepThenAssaultColony.
- Fix: Link plasmasword and zeushammer having no detection chance.
- HaulAIUtility now checks whether the worktable is spawned when deciding if hauling unfinished thing is allowed. Read more
This update is available on Steam's unstable branch fo testing.
We're testing to ensure full save and mod compatibility. If you're willing to help test the unstable build for compatibility, please join us here: https://discord.gg/FYBsdNX
Change list:
- Increased mini-turret range 25->29.
- We no longer generate big mech clusters if there's no space for them to spawn anyway (we keep the points, they're just more compact).
- We no longer generate quests to build monuments bigger than possible (e.g. due to bad terrain).
- Quests are now consistently sorted by date in the quests tab.
- Low-tech weapons are no longer biocodable.
- Psychic animal pulser no longer affects player faction animals.
- Adjust tuning of chemical desire traits.
- Add tip about changing storyteller and difficulty through the options menu.
- Columns and urns are now marked as inert for AI purposes.
- Pawns can no longer haul away unfinished things that have a bound bill, are located on the worktable or touch the worktable.
- Expan... Read more
Just a small balancing update this weekend.
Balancing will continue as we collect more feedback from across the Internet.
- Increase tribute collector rewards to 4 favor per prisoner and 1 favor per 50 gold.
- Inferno turret now has longer cooldown and lower accuracy.
- Charge blaster turret now has lower rate of fire, smaller burst size, and worse long-range accuracy. Renamed to charge turret.
- Mech turrets health changed from 280 to 250.
- Random mech clusters no longer come as as raid strategy but as their own incident.
- Increase faction relations rewards for quests.
- Fix incorrect black line on the Royalty main menu background.
- Adjusted donkey and caribou body size (donkey is no longer bigger than a yak).
- Added some loading tips. Read more
This update brings bugfixes and other adjustments.
If you're willing to help test the unstable branch, please join this Discord server: https://discord.gg/FYBsdNX
Change log:
- Shorten the royal endgame quest defense duration 15 days->12 days. This does not affect quests that were already generated.
- Significantly reduced the frequency of random mech clusters (unconnected to quests).
- Mech large turrets now have minimum ranges. Mech mortars initial warmup increased 60->120 seconds. Mech mortars cooldown increased 44->80 seconds.
- Reclassified mech mortar as problem causer instead of combat threat, so clusters will now only spawn one of these. Charge blaster turret burst shots reduced 24->16. Mech heavy turrets health 380->280.
- Hosting quest worst case raids timing is no longer as severe.
- Giving a speech from the throne now trains social skill.
- Fix: Banished pawns still send letters about forgetting decrees.
- Fix: Bad image for info card on some walls.
- Fixed Scenario editor breaking wh... Read more
This update brings bugfixes and other adjustments.
If you're willing to help test the unstable branch in future, please join this Discord server: https://discord.gg/FYBsdNX
Change log:
- Fix: Endless cycle of the prisoner getting out of bed, and the doctor putting the prisoner in the bed
- Fix: Tortured artist gets inspiration after being hit by berserk psycast.
- Most traders now buy musical instruments.
- A mitigation for: Pawn allocated several times to Bed or Throne. Until the root cause is known.
- Fix: Cloth sandbags not displaying as 1.0 color.
- Fix: A count was used as a caravan guard for the empire
- Show detection chance for illegal psycasts attached to the mouse.
- All weapons are now biocodable. All lodgers now arrive with their weapons biocoded. Lodgers can now drop non biocoded weapons via UI (e.g. if the player made him equip it).
- Fix: some mech cluster building can be deconstructed but won't drop anything. Fix mech capsule not being deconstructible.
- Use SketchThing.OccupiedRec... Read more
This update contains balance changes and bugfixes.
If you're willing to help test, please join the testing Discord server: https://discord.gg/ryKTFr
Thanks!
Changes:
- Mech turret balance: Charge blaster turret cooldown 3.5->4.5 seconds. Inferno cannon turret cooldown 8.5->11.5 seconds Inferno cannon miss radius 3.5->3.9.
- Update player-created content: 172 names added.
- Languages updated.
- Ground-penetrating scanner rebalance. Random find time 4 work days->3 work days. Guaranteed find time 8 work days -> 6 work days.
- Ground-penetrating scanner now displays feedback about the current user's scanning speed, the random scan interval for this user, and the progress to a guaranteed find.
- Fixed a bug that could cause deep ores to generate outside the buildable area.
- Hunting decrees are now cancelled if there are not enough animals of the asked type left on the map.
- Monument markers, when canceled, can now be reinstalled again instead of disappearing.
- Mech clusters are now a lot less likely... Read more
Just a quick update with some miscellaneous fixes. RimWorld is now at 1.1.2563.
This update is on the unstable branch. EDIT: Released to main branch now.
- Shuttles now avoid landing on crops.
- Using a resurrection serum now removes royal titles, to prevent duplicating them.
- For modders, fixed and issue where BaseGen and SketchGen SetCustom and GetCustom methods don't work
- Fixed a bug that allowed stacking toughskin, armorskin, and stoneskin implants.
- Fixed a bug that would cause the royal ascent quest to fail if the high stellarch died of old age.
- Fixed a bug that caused traders to restock every day.
- Fixed a bug where nobles would get stuck if the throne room became unreachable after they decide to go reign.
- Fixed a bug that caused bladelink weapons lose reference to bonded pawn after the pawn died or leaves the map when saving the game.
- Long mod names will no longer clip out of the box on the loading screen.
- Fixed a bug that interfered with title inheritance if a pawn died in a... Read more
EDIT: This has been released to the default Steam branch.
Today's updated build is up for testing on the unstable branch. The build is 1.1.2562. We'll set it live soon after we confirm it doesn't break anything. It should be save and mod compatible.
Anyone who is willing - please try the unstable branch with as many mods and as crazy a savegame as possible! I'd love to hear if anything breaks, or if it doesn't. Thanks in advance.
Changes:
- Silver and gold tile are now considered fine floor. Fine floor have an info card entry stating that they are fine.
- Fixed a bug that caused backstory translation data to be ignored if the translation was compressed.
- Fixed a bug that caused the camera to jump occasionally.
- Fixed a bug that made it impossible to form a caravan if two map sides were blocked.
- Adjusted mech cluster drop rules to avoid dropping too close to colony or colonists.
- Changed psychic animal pulser to only affect non-player animals.
- Fixed a bug that caused manhunting animals to ... Read more
The release of RimWorld - Royalty has been a great success! Thanks to everyone who's bought it so far, the testers and translators, modders, streamers and video makers.
I thought it would be a good idea to write a bit about what to expect next. In the past I've rarely written about the future because release dates and game designs often change unexpectedly during development. I can't tell you how many times in the past I had a firm expectation of some development outcome that was totally wrong in the end. Not talking about the future avoided the risk that something would change and people would get angry because they perceive some promise to have been broken. Talking less also allowed me to focus on making the game great instead of spending time managing public expectations.
Now, though, I think it's time to give a bit more info of what to expect to to help people in the community make their own decisions and to help modders be ready for what's coming next.
Hotfixes We had some great tes... Read more
Another day, another hotfix! This is build 1.1.2560.
Side note: There were some recent major changes in a few key mods, so there are still some mods with compatibility problems with each other. More info on this in the last hotfix update and a writeup from the author of the Harmony mod. Let's give them a few days to get things settled!
This hotfix is small. Its primary purpose is to fix a bug that would cause mechanoid clusters to never be defeated if you saved and reloaded the game after the associated quest arrived but before accepting it. I just wanted to get this out quickly since while this bug is rare, it is quite annoying when it occurs.
If this bug affected your savegame, you can defeat any existing broken mech clusters like so:
  1. Turn on development mode in the options menu
  2. Look in the quests menu at the quest that won't end
  3. Turn on the checkbox "Dev: Debug" under the quest description.
  4. Scroll down.
  5. To the right of the 'send signal' box, click the '...' button. Select the entry similar ...
Read more