Full notes
Full RimWorld update
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Repeated intro
Hey everyone, we’re back with a small update for RimWorld and the expansions today. Check out the changelog below.
What changed
- Balance
- Maps
- UI and audio
- Gameplay
- Performance
- Compatibility
This update should be compatible with all savegames and mods.
Have a bug to report? You can share it with us on the official RimWorld development Discord.
Cheers! Tia
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Changelog
Heavy bridges are now immune to explosion damage.
Embryos are now forbiddable.
Added ancient bridges and ancient heavy bridges which have a market value of 0. This prevents large wealth spikes when landing on maps that generate ruins over water.
Updated Royalty preview images.
Updated player creative content.
Fixes
Fix: Some ancient danger enemies were active before they were unfogged.
Fix: "Cloudwatching" sometimes appears when in space instead of "stargazing".
Fix: Pawns can infinitely desire a looks-change if their ideoligion and genes clash.
Fix: Deliver resources jobs issue causing pawns to not take any job.
Fix: Error with grow zones in pocket maps.
Fix: Incorrect parameters being used in AncientPodContents.
Fix: Creepjoiner body types.
Fix: Pawns passing friendly and enemy blockers.
Fix: Glower dialog can't be configured not to force a color value.
Fix: Construct cache not respecting forced orders.
Fix: Gravship jumps interrupt deathrest.
Fix: Holding platforms minified by infestations would delete their contents.
Fix: Cultists would get stuck after their ritual was interrupted.
Fix: macOS installations on non-Apple filesystems would try and load the generated ._ prefixed XML files.
Fix: Bloodrage hediff increasing/decreasing too slowly on pawns ticking at a lower rate.
Fix: Cube interest/withdrawal not behaving correctly on pawns ticking at a lower rate.
Fix: Mechanoids repairing too fast when ticking at a lower rate.
Fix: Wastepack atomizer west and east sprites were flipped.
Fix: Butcher yield storyteller setting affecting "make any stone blocks" bill yield.
Fix: Cancelling a wall blueprint that was replacing another wall would delete any wall attachments.
Fix: Volcanic debris lava can no longer spread to deep water.
Fix: Ghouls can no longer go on caravans alone.
Fix: Lodgers that are arrested and released are no longer recruited for free.
Fix: Ghouls now exit shuttles drafted like other colonists.
Fix: Explosions were not destroying regular bridges.
Fix: If your first home map is in space, pawns were occasionally spawning on other maps with vacsuits.
Fix: Gravship takeoff could leave floating roofs on the launch map.
Fix: Incorrect threat reaction radius for enemies defending a location.
Fix: Buildings could remain connected to power nets on the previous map after launch.
Fix: Beam weapons were creating VFX in the wrong location (only affects mods).
Fix: Shuttle crash rescue quest could generate with too few points to generate an enemy threat.
Fix: Possible for rescue shuttles to land on the crashed shuttle, destroying it.
Fix: Unnatural corpses could be permanently destroyed by turning them into nutrient paste.
Fix: Several issues with fleshmass heart and gravship jumps from maps with grav anchors.
Fix: Possible for strange signal quest to fail to find a place for the monolith on particularly full maps.
Fix: Possible for distress signal map to generate without a shard.
Fix: Possible for terminals to fail to spawn in ancient complex quests, instantly failing the quest on arrival.
- FixDesired styles were calculated incorrectly if Biotech was enabled, causing the styling station to show all styles, and "look change desired" thought to never occur.
Fix: "Inspired recruitment" pawns interacting incorrectly with prisoners with "Reduce will" setting.
Fix: Babies born during shuttle flight were deleted.
Fix: Babies born without a faction would occasionally have their xenotype randomized.
- FixIt was possible to have quest lodgers enter biosculpter pods via the gizmo when it was disabled via float menu.
Fix: Exception when hovering certain buildings near the map edge in god mode.
Fix: Rectangle drag designators displayed the total number of designated cells on screen rather than the actual number of cells in the dragged rectangle.
Fix: Slave terror incorrectly only checked the region that the slave was in.
Fix: Performance issue if the player had no home map, several non-home maps, and no gravship.
Fix: It was possible for pilgrim quests to target a map without a reliquary on it, causing the quest to break.
Fix: Pawns would attempt to remove their vacsuit in space if their policy didn't allow for it.
Fix: EMP rounds on unique weapons weren't breaking low-shields.
Fix: Birds could get stuck in a flying animation if they were transported on a gravship mid-flight.
Fix: Incorrect psilocap graphics.
Fix: Books in containers could have the same text content.
Fix: Having an endogene and an overriding xenogene with the same trait can cause the trait to never be applied at all.
Fix: Archean tree missing snowy overlay.
Fix: Siegers respecting player blueprints.
Fix: Performance issues with lots of unbuildable blueprints.
Fix: Possible enumeration error with joyous thought.
Fix: AI inconsistencies when trying to move around blocking pawns.
- FixRemoved some old back compatibility code that is causing issues with mods.
Fixed several typos.
Source
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