Posts by Tynan

There's one new win condition and it involves hosting the High Stellarch (Empire faction leader).
Yes!
I expect almost all mods to not depend on Royalty, it's really up to the mod authors though.
The same mod can run with/without Royalty.
It should run beside mods just fine.
unstable is now equivalent to default branch
Yes, Royalty depends on features in 1.1.
They'll always be there as a faction in the world (the refugee Empire), but there is a designed path where you don't ally with them and instead work against them. You can get roughly the same rewards in different ways, and they add some variety to raids.
Right after the game released in 2018 I started work on a free update, and soon after that an expansion. Hired a bunch more people, head count is now more than double what it was during RW development, so we're able to develop two things at once. That's how we built the free 1.1 update and the expansion at the same time. I've worked on it directly the whole time.
If you look back to the RW release announcements, you'll note that I said the game is done but I'm not necessarily done with it. I've never been against expansions if they add meaningful new experiences without detracting from the base game. It's a great way to enrich a game after the base game has been stretched to completion (which it was after 5.5 years of development). And it comes alongside a free update with a bunch of new stuff because some improvements just didn't make sense not to give to everyone.
Also worth noting that RimWorld costs $35, not $50, and the expansion costs $20, not $30. Also worth noting that the ... 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.
Read more
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 ...
Read more
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.
Originally posted by Kulgan from Crydee: My sources say he’s working on a spin off called “Rumworld”:
RumWorld follows three♥♥♥♥♥♥heads from a drunken crashed space liner as they build a distillery on a frontier world at the rim of known space. Inspired by the violent Australian vibe of Bundaberg Rum, the deep spices of Admiral Nelson Spiced Rum, and the exoticness of Bacardi and 10 Cane.
Manage colonists' thirsts, violence, individual drinking preferences, and hangovers. Engage in small-team tactical drinking games. Fashion structures, weapons, and apparel from glasses, empty bottles, lampshades, vomit, or parts of your clothing. Fight bounces, dogs, girlfriends, boyfriends and each other. Torment and urinate on cute pets, push over farm animals, and try to talk to the opposite sex. Watch colonists lose relationships with family members, lovers, and spouses. Discover a new generated world each time you wake up, having forgotten the entire previous day. Build distilleries in the ...
Read more
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!