Sistermoon
This name isn't in the database - you probably want to check the status of it on rimworldgame.com/creative
You can also email [[email protected]](mailto:[email protected])
Note that as a matter of policy we don't allow people to put Internet handles into the game since it's too distracting. The guidelines on the site above have more info.
We also added the ability to play the game with an ideology matching classic RimWorld. This is a good idea for the player's first few games as they get used to the game systems.

This update also significantly improves video memory usage, especially in heavily-modded games.
It is compatible with all saves and mods.
Thanks to everyone on the official dev Discord[discord.gg] who helped us test this update! Anyone else who wants to help test is very welcome to come join[discord.gg].
- Add a new ideoligion setup interface which allows playing like classic RimWorld, using presets, or fully customizing.
- Improvements to texture atlas video memory usage.
- Change harmful aging thought minimum age from 20 to 25
- Added temperature precept icon.
- Rebelling slaves now drop s... Read more
That muffalo has a lot of heart.
Sorry about that - we'll address this.
Thank you Kiwi Rampage.
It should be compatible with all saves and mods.
- Added temperature tough issue and precept. This makes some believers mind extreme temperatures less.
- Added Alert for likely slave rebellion.
- Mining yield now caps at 125%.
- Clarified in description that the medical specialist won't do violence.
- Clarified spacedrone self-destruct delay info in quest description.
- Gauranlen tree pruning is dictated by a new stat, affected slightly by plants skill. Tree connection pawns have a 25% boost to pruning speed.
- Increase berrymaker dryad production from 32 to 40 berries per batch. Increase medicinemaker dryad production from 3 to 4 herbal meds per batch.
- Archonexus quest now warns players beforehand that research will reset
- Tuned down apostate memory thoughts and adjusted labels.
- Rebalance tree connector thoughts.
- Inspect pane now automatically resizes when tabs are added or ... Read more
Thanks for the feedback! Could I ask you a few more things?
I'm interested in tuning the wealth thresholds for quest arriving/completion.
- Did it seem like the quest arrives early/late?
- Did it feel like the final wealth requirement was too low/high? Did you feel like you were marking time to the end, or was play still interesting?
- How much research did you finish before the end?
Thanks for all who played it and are willing to answer.
I haven’t gotten to this point in 1.3 yet, but I’d have to say that starting from zero research is probably going too far (if that is how it works), considering that in every scenario you at least start out with something. Maybe keep some randomly selected low tier research, or let the player choose a few to carry over. Just as long as it’s a reset to the equivalent of a new colony, not a reset to being even farther behind than tribals.
You're right. I am planning to have research go back to more or less something like a classic crashlanded start. Zero is a bit much.
I find that the charitable quests ? marks don't appear until the people are already leaving the map which makes it impossible for my colonists to catch up and give them the goods. You should be able to give them the items as soon as they appear on the map.
This was addressed in today's build - should be solved now.
I remember when DLC was called expansion packs, and you actually got a healthy extension to your game with new content. Nowadays all you get are small little packs of items or a handful of quests for half the cost of what an actual expansion would do. I think it was elder scrolls oblivion that had a few expansion packs that actually added new areas to explore, a bunch of quests and items, maybe a new class or race, etc. MMOs still kind of follow this rule with their expansions.
It's just sad that in nearly every aspect of your life, you are being nickel and dimed. You can't just buy something, you have to sign up for a service...
This is why we always call our expansion packs expansion packs!
It kind of annoys me that Steam forcibly labels them "DLC". This isn't a weapon skin.
Thanks!
I have always gone by the principle that the expansions shouldn't interfere with the core game in the slighest. Nothing should ever be visible but locked off, or unbalanced without expansion content, or even refer to expansion content.
We even use expansion-specific text patches to remove references to expansion mechanics in vanilla content. E.g. The description for the 'kind' trait is different with Ideology.