Rimworld Dev Tracker

EDIT 2: It appears there's a lot of incompatibility between mods at the moment. Mainly this derives from a recent change in how the Harmony mod worked, which was itself compelled by a change in Unity/.NET. This broke compatibility with many other mods. Here is a full article about Harmony from its author explaining what happened.
The recommended fix for now is:
  1. Disable the Replace Stuff mod.
  2. Place the mods HubsLib and Harmony directly after Core/Royalty in the mod load order.
That should address most issues, but a some mods may still need to be updated over the next days.
I'm talking to modders more so we can pass along info about this kind of thing more clearly in the future.
I originally reverted the hotfix after getting these crash reports, but I've released it again since we haven't found any crashes from the hotfix itself.
ORIGINAL POST FOLLOWS:
A new hotfix for 1.1 has been released. It should be compatible with all mods and saves. The version is 1.1.2559.
Note that some recent changes wi... Read more
We've just released another hotfix of version 1.1. It should be compatible with all mods and saves.
Change list:
- Updated translations
- Add feedback on trying to deconstruct walls of a mech cluster before defeating it.
- Give 1 psychic amplifier as inheritance reward. Make title rewards a separate message that can handle more than 1 item.
- Cancelling monument markers for quests sends a copy via drop pod.
- Adjust smelt apparel description.
- Fix: Mod descriptions are cut off if they use tags.
- Fix: Royal ascent quest doesn't end properly when the stellarch dies before arriving
- Fix: Unfeasible farming decrees during winter.
- Fix: Royal prisoners try to swap pants continuously.
- Fix: Explosion in null map error in SmokepopBelt for unspawned pawns
- Fix: Designators not appearing with old custom scenarios where rules is null.
- Fix: Fertility grid doesn't update when edifices are removed.
- Fix: Can trade with outpost without required title.
- Fix: Transhumanists aren't satisfied with certain i...
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We've been hard at work on a hotfix for some important bugs discovered in 1.1. The hotfix build is now released. The build number is 1.1.2257.
Saves and mods should be 100% compatible.
Please let us know if you have any trouble with it!
We're still working and there will be more hotfix builds with language updates and more fixes.
Fixes:
- Fixed not being able to uninstall/reinstall unstable power cells after defeating mech cluster.
- Made smoothed stone count as floor for royal room requirements.
- Fixed a bug where the mechanoid cluster quest never completes.
- Mech clusters can no longer drop indoors.
- Fixed a bug where injured pawns would never do recreation.
- Added info on new features to ModUpdating.
- Fixed a bug where turrets have a red cross overlay after loading a 1.0 savegame.
- Fixed a bug where a "colonist died" thought would appear when a quest helper died.
- Mood caused mental breaks are now disabled for the wimp from the noble wimp quest.
- Change string.Replace to Substring for fin... Read more
Two big pieces of news today!
Free update to version 1.1 RimWorld's free 1.1 update is now live for all players! This update has been on the unstable branch for a week to smooth the transition for mods, and now it's the standard branch for everyone.
To see the full change log for this update, see the end of this post.
RimWorld - Royalty released RimWorld's new expansion RimWorld - Royalty is available!
See the trailer and full description on the RimWorld - Royalty Steam page here.

See the trailer and full description on the RimWorld - Royalty Steam page here.
The expansion includes a new system for nobles and titles, psychic powers, mechanoid combat structures, quests and rituals, luxurious palaces, Imperial technology, and new music from Alistair Lindsay.
Here's some of the things that have been important to us recently:
Supporting modders: I was a modder for 5+ years, back in the days of Unreal Tournament. So mod support, and supporting the mod community has been critical to us for a lon... Read more
Another update with some fixes!
- Fix: Material memory leak in DrawFieldEdges and possibly other places
- Updated translations and player created names.
Another small update with some fixes today.
- Fix RebuildModList being called prmaturely during initialization.
- Fix nested RebuildModList calls messing up active mod list in some cases.
- Convert all tabs to spaces in ModUpdating.xml
- When a kidnapped pawn dies, we now remove the "lost" thoughts because we add "died" thoughts anyway.
- Workaround for text overflowing a single character with UI scaling. Also, reset label width cache when changing scaling.
- Drafted colonists again automatically shoot fleeing enemies. Raiders and drafted colonists again automatically shoot all insects.
- Replace string.GetHashCode with GenText.StableStringHash for mod packageId. Read more
Another minor update to 1.1 unstable. There are a few more final fixes to do. Thanks to everyone who reported a bug on the bugs forum[ludeon.com]!
- Fix: Selecting different kinds of zones displays first selected label in inspect pane.
- Fix: Minor graphical issue with IED antigrain warhead trap transparency
- Fix: inspect pane displays name of first selected pawn if several are selected.
- Fix: Multi-selecting minified things selects all minified things in view.
- Fix: Barricades are never flammable, even if made of wood.
- Fix: Mouse scrolling is inverted on Linux
This is version 1.1.2550. Read more
I've just pushed version 1.0.2549. This is an update to version 1.0.
The only change is that the game will no longer log errors when processing mod metadata (About.xml) from a multi-version mod that supports 1.0 and 1.1. It's purely a small compatibility fix.
A new version of 1.1 unstable has just been posted.
- Improved the code that auto-generates packageIds for old mods. It should generate somewhat meaningful packageIds where possible, and use some hashed data to avoid collisions.
- Medieval weapons can no longer be biocoded since it made no sense.
- Fixed an issue that caused spurious error happens if a mod defines no defs, but still has patches.
- Fixed mod sorting tool using packageId with postfix.
- Removed warnings on duplicate mods present but only one of them active
- Fixed typos and outdated references in ModUpdating.xml.
- Re-labeled some animal trainables to better match what they actually mean. "Obedience" is now called "Guard", and "Release" is now called "Attack".
- Removed some guard and attack trainability from a few animals where it didn't make sense and broke gameplay roles.
Regarding the last entry above, the goal is to move towards a situation where animals have identifiable purposes distinct from each other. There should be so... Read more
I've just pushed a compatibility update to RimWorld version 1.0 (not version 1.1 unstable).
It removes the spurious errors that 1.0 creates when reading mod metadata (About.xml) written for 1.1.
The new version is 1.0.2548.
A new build of 1.1 unstable is up! Just some minor fixes.
The changes are:
- Fixed a bug that caused mods to not load if they added defs using patches (which is useful if you want to add a def based on some condition).
- In About.xml, we changed back to for consistency. Modders can remove now.
- We rewrote part of ModUpdating to reflect the fact that 1.0 can load some content from a folder named "1.0", and removed corresponding warnings from code. See ModUpdating.txt for full details.
Thanks for the ongoing feedback everyone! And to our excellent volunteer testers and modders for giving such useful feedback. It's really down to them that this release has gone smoothly.
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RimWorld version 1.1, a major update from version 1.0, is now available for public testing and modding on Steam’s unstable beta branch. That’s right everyone – RimWorld is done, but that doesn’t mean we’re done with it!
You can find a full change log for this update at the bottom of this post. This update will be released to the default branch soon; we’ve placed it on the unstable branch now to get in some final testing and to smooth out the transition for mods.
If you want to help test, right-click RimWorld in your Steam library list, click Properties, then select the ‘betas’ tab. Select ‘unstable’ from the drop-down list. Note that this version is unstable and might break.
We will be carefully watching for critical bugs and fixing them! If you find anything, please post about it on the Ludeon bugs forum[ludeon.com].
About compatibility:
  • If you’re playing without mods: You’ll be able to update and continue playing on the new version without interruption.
  • If you’re playing with mods: Simple ...
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I've just pushed a regular player content and localizations update, to version 1.0.2408.
This update doesn't change any code or core content in the game, it only updates player-created names and characters, and translations data.
All save games and mods should be compatible.
I've just pushed an update to build 1.0.2282.
Changes:
  • Game loading has been optimized, especially with mods. You should see significantly faster loading.
  • Player-created content updated.
  • Localizations updated.
This update should be compatible with existing savegames and mods.
EDIT: Compatibility issue with Zetrith's Multiplayer mod has been fixed by some very responsive modders!
EDIT: This was updated to 1.0.2282. It should now be compatible with pretty much everything except the ModCheck mod. Please let us know about any problems in the comments! Reading carefully.
Original post below:
On the unstable beta branch, you'll find version 1.0.2271. This version is almost the same as the previous version, with the following changes:
  • A potential fix for a bug that can cause very slow loading of mods in some cases.
  • Updated language data to latest version.
  • Updated player-created names with all approved content.
Mostly we're looking to test the first of the above. It would be awesome if any player who had trouble with slow loading of mods (anything over a minute or two) would give the unstable branch a try and let us know if anything changes.
Thanks in advance to anyone who can give feedback on this in the comments here or in the Ludeon forums[ludeon.com]!
The new version should be compatible with all saves and mods, except possibly a few mods that directly interact with ho... Read more
The RimWorld soundtrack is up for sale on Steam! 31 tracks of space western tunes from Alistair Lindsay (Twitter).
Here's the Steam page.
If you like Al's music you can get more from him at his Bandcamp page[allindsay.bandcamp.com].
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I’ve just released a technical update to version 1.0 of RimWorld. It should be 100% compatible with all existing savegames and mods. The new version is 1.0.2150.
Steam will auto-update. If you’re playing the DRM-free version of the game you can go download it now from your permanent personal download link which was emailed to you.
Aside from updating translations and player content, and fixing a handful critical bugs, the new version’s main purpose is to add support for multi-version mods. Previously one entry in Steam workshop could only work with one version of RimWorld. This causes problems when we release a new version: Players can’t continue on the old version since some mods are updated, but can’t continue on the new version since not all mods are updated.
Now, mods will be able to support multiple versions simply by putting version-specific files in directories named for the target game version. Other files from the mod’s base directory are used in all versions, as before.
For modde... Read more
It's finally here! I just hit the button to release RimWorld 1.0. Thank you to everyone! I have many people to be grateful to (many of whom I mentioned in the last update).
There's a juicy new trailer you can watch here:
https://www.youtube.com/watch?v=3tDrxOASUog
Some logistical details (I also mentioned last time):
If you're playing an unmodded game, just keep playing. Version 1.0 will be compatible with un-modded savegames from Beta 19 and Beta 18.
If you're playing a modded game, you should follow these two steps now:
1. In Steam Library, right-click on RimWorld, select Properties, go to the Betas tab and select the "beta19" beta.
2. Back up your mod files.
----2a. Copy all the files in C:\Program Files (x86)\Steam\steamapps\workshop\content\294100
----2b. Paste them all in C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Mods
I'm recommending modders don't update in-place to prevent the above problem, but can't guarantee everyone will get the message.
1.0 is mostly the same as Beta 19,... Read more
RimWorld 1.0 will be released on Wednesday, October 17!
After five and a half years of development we're coming to the close of this chapter of RimWorld. Thanks to everyone who got involved on the forums[ludeon.com], posting bugs[ludeon.com], chatted on Reddit, offered mods on Workshop and the forums[ludeon.com], to those who are doing translations,[ludeon.com] to everyone who contributed to the RimWorld Wiki[rimworldwiki.com], and to Piotr Walczak, Ben Rog-Wilhelm, Alistair Lindsay, Rhopunzel, and others who collaborated with me on making the game. Thank you everyone.
If you're playing an unmodded game, just keep playing. Version 1.0 will be compatible with un-modded savegames from Beta 19 and Beta 18.
If you're playing a modded game, you should follow these two steps now:
  • In Steam Library, right-click on RimWorld, select Properties, go to the Betas tab and select the "beta19" beta.
  • Back up your mod files.
    • Copy all the files in C:\Program Files (x86)\Steam\steamapps\workshop\content\2...
Read more
A new build is up on the unstable branch.
If you are playing with mods but were on the unstable branch from an earlier testing phase, change back to default branch now. The code for this update should be 99% mod-compatible, but the mods won't work until they're recompiled because the binary API for the translation system changed.
The game content is exactly the same as Beta 19. There are some bugfixes, but the most important thing is the new localization system. It'll help translators more accurately translate the game into non-English languages, with issues like grammatical gender (e.g. le/la in French) respected and better automatic handling of grammar for a variety of languages.
Below is a forum post from Piotr Walczak, who implemented the latest improvements, explaining what translators can do to take advantage of the new functionality.
Forum post: New keyed translations format[ludeon.com]
For anyone interested in helping translate, now would be a great time! The game content is stable,... Read more