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RimWorld News

Recent patches for 1.4

Hello, I’m back with the details of our last couple of patches for 1.4 and Biotech. Also, our 1.4 midterm patch is just around the corner!

You can view our previous patch note updates here:
If you're experiencing any issues with 1.4, Biotech, or something else - let us know in the Official RimWorld Development Discord and we'll look into it. :) We're always collecting feedback, thank you for helping us.

See you soon!
- Tia

[h2]1.4.3541, released Nov 7, 2022[/h2]
- Don't add genepacks to gene assembler dialog that are empty.
- Disallow baby food and hemogen packs for chemfuel creation recipes.
- Extracting hemogen no longer requires medicine and does not anesthetize the target.
- Adjusted power info text for deathrest buildings.
- Don't allow pawns in the gene extractor if they don’t have any engineered genes.
- Fix: Paramedic mechs can't carry pawns while jumping.
- Fix: Softcore scanner tooltip formating.
- Fix: Sites where the only player pawns are mechs inside drop pods will auto-remove.
- Fix: When the mechanoid faction is disabled, mech bosses will not attack pawns.
- Fix: Victims of bloodfeeder bites can gain hemogen from the interaction.
- Fix: Mech debris can spawn on the anima tree.
- Fix: Emancipated slaves that are drafted stay drafted.
- Fix: "No doctor" warning not appearing properly.
- Fix: Empty genepacks can be extracted.
- Fix: Fertilize command label is broken.
- Fix: Consume hemogen packs toggle tooltip displays hemogen in % form.
- Fix: Overactive temperature warning for baby moving.
- Fix: A colony mech that is abandoned at a tile will still consume bandwidth.

[h2]1.4.3542, released Nov 8, 2022[/h2]
- Updated name-in-game content.
- Fix: Quest lodgers can do the "give up and exit" mental break.
- Fix: Missing ideology check when drawing dietary type stat.
- Fix: Certainty bar doesn't display for games where Ideology has been enabled after the game was started.
- Fix: Coagulate can still be queued if hemogen is below casting cost.
- Fix: Can destroy wastepacks on temp tiles to avoid relationship penalty loss.
- Fix: Destroyed pawns can cause issues with deathrest building inspect strings.
- Fix: Mechs summoned from mech drop beacons don't spawn in mech pods.
- Fix: Dialog_MessageBox doesn't call Event.current.Use() in OnCancelKeyPressed() and OnAcceptKeyPressed().
- Fix: Unable to properly translate boss group apparel wave descriptions.

Currency conversion rates updating soon

Hi everyone. Valve has recently released their new recommended currency conversions for Steam games and many game studios are beginning to implement these.

We are planning to follow Valve’s recommendations and update some of our non-USD price conversions. (Note that none of our base USD prices will change - this is only about updating currency conversion rates.)

In most cases our prices will remain lower than what Valve recommends. The major currencies will generally see increases of 2-10% - this includes Euros, Chinese yuan, British pounds, Canadian dollars, Australian dollars, Japanese yen, and Korean won. Biotech will change less than other products, since its prices are already more up-to-date.

Some currencies stand out since Valve is recommending larger changes. In Brazilian reals, Steam recommends 101.99 BRL for RimWorld; we are planning 79.99 BRL. In Polish zloty, Steam recommends 161.99 PLN; we are planning 149.99 PLN. In Russian rubles, Valve now recommends 1200 RUB; we’re planning on a price under 800 RUB. In Chinese yuan, Valve recommends 128 RMB; we are planning for 113 RMB.

The biggest changes will be in currencies which are currently selling at 90% off compared to the direct exchange rate. Unfortunately these huge price deltas have led to a large amount of cross-region arbitrage. It is so extreme that the overwhelming majority of purchases in these regions are for use outside these regions. This has been an issue across the industry which is why many games have already adjusted prices in these currencies, including Valve games, Dead Cells, Deep Rock Galactic, Factorio, Rust, Grounded, DayZ, Mount & Blade II, Euro Truck Simulator, etc. [Edit: Since posting this there has been a huge spike in arbitrage purchases from a few regions. To prevent further cross-region arbitrage we are going to update prices in these regions earlier than others. -Ty] [Update later: Prices were updated in Turkey and Argentina, only on RimWorld base game. Expansions were not affected.]

Price updates will occur on November 17. You can of course buy RimWorld and its expansions at their current prices until then.

The world has changed a lot since we last set our prices back in 2018. While we’re not going as far as Valve and others already have, we do need our prices to make sense for the world as it is today. I appreciate your understanding and will be listening carefully to the conversation on this.

In other news, on top of the ongoing 1.4 refinement updates, we've got a chunky mid-term 1.4 update on the way with a variety of new cross-expansion integration content. We've been absorbing feedback voraciously and knocking down issues and concerns one by one. I'm looking forward to telling you more about that - hopefully next week.

-Ty

Multiple updates for 1.4 and Biotech

Hi everyone!

We’ve been pushing updates with hotfixes and improvements for 1.4 and Biotech over the last week. We tweaked fixes to make them more mod-friendly and have been collaborating with modders to make updates more seamless for everyone. I’ve added a cumulative changelog below for your enjoyment that covers aaaall of those updates.

Other recent changes for 1.4:

Here are some highlights:

- Mechanoids: Labor mechanoids have more work types, are more accessible, and tunnelers have more armor. Fabricors now know how to butcher and cook, and they’ll be serving up hot meals for your colonists in no time. You can also leave body disposal to your lifters who can work the crematorium themselves. Cleansweeper mechanoids are available through “basic mechtech” research instead of “standard mechtech”, and tunneler mechanoids are beefier to help with melee combat.

- Genes: The time required to extract genes and regrow genes was reduced - your mad scientist efforts should be a lot faster. Temperature genes were also adjusted to be more impactful, for example, heat tolerance was increased, but so was heat weakness.

- Royalty: Wearing mechlord armor from Biotech satisfies the Royalty royal title requirement. (King of fashion and robots.)

- Miscellaneous: We added more clarification and feedback to certain menus and alerts for things like xenogerms, buildings that summon mechanoid bosses, and subcore scanners. Lots of various fixes as well.

Have you found a bug or issue? Please report it on the RimWorld Official Development Discord. We really appreciate all the reports and we’re constantly checking our forums, Discord, and Reddit for issues that pop up. Thanks to everyone who has helped us squash those bugs! 🪲💚

Want your colony featured on the Ludeon Studios Twitter? Tweet us a screenshot @ludeonstudios!

- Tia

[h2]1.4.3527, released Oct 24, 2022[/h2]
- Updated tutorial end message to point players to the correct place for changing storyteller settings.
- Flamebow now triggers "pyromaniac has incendiary weapon" thought.
- Growth moment flavor text no longer appears when a baby becomes a child.
- Ensure severityPerDay doesn't become 0 between save/load cycles.
- Tox gas research requires machining instead of electricity.
- Reduced mechanitor ship combat points by half.
- Remove the option to close the birth letter if the player has not yet named the baby and it's the last tick available to do so.
- Babies born outside the player faction are given a real name instead of just "Baby". Players may still change the name if they adopt the NPC baby within a day of their birth.
- Add a new icon texture for the circle which shows the current color on the copy/paste/change color widget icons.
- Fix: Using reimplant ability doesn't give the recipient the correct xenotype icon for custom xenotypes.
- Fix: Embryo implant float menu options missing pawn icon.
- Fix: AbilityOnCooldown key missing Resolve() call.
- Fix: If a downed enemy is teleported using farskip they will be drafted upon entering the destination map despite being downed.
- Fix: Never sleep xenohumans still rest when caravanning alone.
- Fix: Scenario text cut off if tiny text is disabled.
- Fix: Genetic metabolism doesn't actually affect hunger rate.
- Fix: Double slab bed is not next to single slab bed in the architect menu.
- Fix: Abandoning colony pawns text doesn't mention mechs.
- Fix: Control Sublink (high) can take up the lower 3 sublink levels preventing use of the normal sublinks.
- Fix: Can train shooting and melee on colony mechanoids.
- Fix: Abandoning a colony with mechs in it and making new a base will cause a mech control group error and show mechs are still active.
- Fix: Non-grouped control groups have their label pluralized.
- Fix: Hostile pawns try to path to destroyed structures.

[h2]1.4.3528, released Oct 25, 2022[/h2]
- "My child is happy" and related thoughts can now trigger if a pawn is being carried.
- Fix: Charity-believing pawns will get negative thought from "rejecting" refugees when the quest hasn't even been accepted yet.
- Fix: Letting a pawn die on the world map with wastepacks will not pollute terrain.
- Fix: Eye cut out graphics are misaligned.
- Fix: Ancient exostrider remains are failing to generate in swamp maps.
- Fix: Diabolus has two 'first' body rings.
- Fix: Mechs not entering transport pods.
- Fix: Lifters can try to haul themselves to a transport pod.
- Fix: Bossgroup drop pods don't use mechanoid drop pods.
- Fix: Mech gestator draw size.
- Fix: Mech charger exceeding 100% full of waste if partially emptied.
- Fix: Do a better job of displaying hulk body types in the pawn portrait in the rename UI.
- Fix: Psychic drone now properly triggers for colonists being carried.
- Fix: Held babies/children will now have thoughts about how their parents are happy.
- Fix: NRE when right clicking on prisoner being carried.
- Fix: Mod requirements wrapping instead of truncating
- Fix: Save modlist saving the filtered mod list.

[h2]1.4.3529, released Oct 26, 2022[/h2]
- Added missing fill percent for gene and mech buildings.
- Update go to bed float menu option if pawn is waiting for surgery and no doctors can do it.
- Fix: Comms console float menu options error.
- Fix exploit: Unwaveringly loyal can be bypassed by enslaving prisoners.
- Fix exploit: Capture>Enslave>Imprison>Release recruits pawns immediately.
- Fix: Some Biotech buildings can have unreachable fires in the center cell.
- Fix: Clicking drums without Royalty installed produces a missing Royalty message.
- Fix: Some mechs cannot load into a shuttle.
- Fix: Highmates can create bonds with quest visitors and vice versa.
- Fix: Error if clicking a mech booster blueprint.
- Fix: Hemogen extraction can get "stuck" on.
- Fix: Babies can carry items in caravans.
- Fix: Deathrest buildings use hemogen when not in use.
- Fix: Some randomly chosen genes not overridden properly.
- Fix: Growth tier gizmo displays incorrect percent value on bar.
- Fix: Giving a pawn xeno and germline hemogenic genes results in two hemogen gizmos.

[h2]1.4.3530, released Oct 27, 2022[/h2]
- "Genes regrowing" hediff from gene extraction lasts 12-20 days. (Down from 25)
- Gene extractor takes 12 hours to extract genes. (Down from 24)
- Remove addictions when adding chemical dependency genes.
- Added a toggle to the hemogen gizmo which allows configuration of whether or not a pawn can ingest hemogen packs to satisfy the desired hemogen level.
- Reduce growth points of generated children by ~25%.
- Fertility stat is no longer capped at 100%.
- Deathrest buildings only drain hemogen while in use. A fully loaded deathrest building supplies 10 days of deathrest.
- Don't display pick up options for drugs that the pawn will drop immediately anyways.
- Re-cache CachedTextures on ResetStaticData() calls.
- Minor adjustments to pigskin and impid pawn kinds. Force them to use faction xenotype set.
- Babies that have fallen asleep in someone's arms no longer immediately wake up.
- Fix: With toxic fallout active, inspecting items from trade ships causes errors.
- Fix: Children gain growth points in cryptosleep.
- Fix: Errors if bossgroups are called with the mechanoid faction disabled.
- Fix: Comms console diabolus threat cannot be called by mechanitors if mech faction is disabled.
- Fix: Paramedic not counted as doctor in solo mechanitor run.
- Fix: Archonexus quest allows taking mechanoid weapons with you to a new colony.
- Fix: Psychically bonded pawns in the same caravan still get "psychic bond distance" mood malus in some circumstances.
- Fix: Removing passion-adding genes doesn't revert the effect.
- Fix: Update steel tile description to match them having 0 beauty.

[h2]1.4.3531, released Oct 28, 2022[/h2]
- Increase the tunneler's armor stats.
- Allow children to wear shield belts.
- Increase the radius of the pollution pump by 1 so it can reach the edge of the map.
- Increase the effect of the temperature genes.
- Clarify that the implanted genes’ ability overwrites the target's xenogenes in the tooltip.
- Update the comms console spawned message to give more info on mech bosses.
- Slightly reduce damage and increase ranged cooldown for militor's mini-shotgun.
- Signal chips reduced to 0 flammability given how much fire the diabolus makes.
- Increased EMP resistance for mech bosses.
- Children can now do basic work at age 3.
- Added alert for incoming bossgroup.
- Adjust prevalence of nicknames among pigskins.
- Add null check to StyleForThingDef.
- Updated player name-in-game content.
- Fix: Some hemogenic abilities can be queued without enough hemogen.
- Fix: AI sanguophages can use longjump without any remaining hemogen.
- Fix: Atomizer is backwards by default.
- Fix: War urchins are not newborn when created by a war queen.
- Fix: Pawns won't haul wastepacks to an atomizer unless there's 10 wastepacks on the map.
- Fix: Bossgroup mechs do not attack if mechanoid faction is disabled.

[h2]1.4.3534, released Oct 31, 2022[/h2]
- Mechlord armor satisfies royal title requirements.
- Added more allowed work types to lifter and fabricor mechs.
- Cleansweepers are now 'basic' mechs.
- Reduced volume and frequency of yttakin sounds.
- Added more feedback to subcore scanners.
- Added 'humans only' option for bills.
- Ensure GeneDefs don't have null icons on incorrect iconPath.
- Fix: Working combat mechs will attack berserk colonists.
- Fix: Forced lowercase in prisoner tab.
- Fix: Abandoning home doesn't unlink deathrest buildings.
- Fix: Deathrest buildings not unlinked on starting new colony for archonexus quest.
- Fix: Melanin genes can be extracted by gene extractor.
- Fix: Cannot build some things without ideoligions active (with Ideology installed)
- Fix: Diabolus' fire burst shoots fuel through the walls.
- Fix: Deathrest bonuses are not removed if deathrest gene is removed.
- Fix: Mechanitor buildings are considered "natural" by natural meditation sources.
- Fix: Error on drafting pawn with hemogenic ability gene with no hemogen gene.
- Fix: Pawns will continue to create a xenogerm until they pass out.
- Fix: Yttakin settlements can have mortars manned by animals.
- Fix: Thrall reinforcements can be passive in certain circumstances.
- Fix: Same pawn listed twice as owner of bedroom if they have a deathrest casket and bed in the same room.
- Fix: Genes can be given to children who do not have prerequisite gene.
- Fix: Unwaveringly loyal sanguophages will offer to join your colony after the quest.
- Fix: Ranged enemies come into melee range consistently when shooting positions are available.
- Fix: Spacedrone hack quest can spawn a spacedrone with an interaction spot in an inaccessible spot.

[h2]1.4.3535, released Nov 1, 2022[/h2]
- Adjusted gene set generation. The first gene added to a set is not restricted by metabolism limits.
- Potential fix for mod-created meat defs with no source causing errors on hemogenic pawns consuming it.
- Fix: Food poisoning chance is 100% for fabricors.
- Fix: Pawn capacities are still affected by overridden genes.
- Fix: Pawns get thoughts from overridden genes.
- Fix: Exception viewing info card of things in orbital trader inventory with noxious haze active.
- Fix: Lactation hediff explanation displays after gene factors on stats page.
- Fix: 'Any mech' bill config not copied when copying and pasting bills.
- Fix: Mechs sometimes not getting into transporters.
- Fix: Rain rate displays as deterioration reason even with a roof above.

[h2]1.4.3536, released Nov 2, 2022[/h2]
- Potential fix: Modded terrain randomly has far more value than it should.
- Fix: Players can bypass metabolism limit of implanting xenogerms by implanting via surgery bill menu.
- Fix: Firefoam poppers can trigger wastepack dissolutions even though no damage is done to them.
- Fix: Fully formed combat mechs in a gestator have 10% energy fall per day.
- Fix: Mechs with human makeable weapons spawn with varying quality.
- Fix: Gestating mechs can be drafted from the mech table.

[h2]1.4.3537, released Nov 3, 2022[/h2]
- Remove "Flesh purity" meme from waster pirate ideo choices.
- Send a message to the player if a pawn is taking a baby to a safe place.
- Mechs can be multi-selected from the mechanitor's control group gizmo by shift-clicking.
- Added some missing [MustTranslate] and [NoTranslate] attributes to FactionDef.
- Send a message notifying when a subscore softscan has completed.
- Display "deathrest connection limit" and "deathrest effectiveness" stats for non-built deathrest buildings.
- "Fertilize" float menu option displays whose ovum it is.
- Reduced "got some lovin'" thought stacked effect multiplier from 0.75 -> 0.6.
- Updated player name-in-game content.
- Fix: Typo in "kind instict" gene description.
- Fix: Wind turbine auto-cut toggle not working.
- Fix: Multiple deathrest gizmos from having both inactive germline and active xenogene deathrest genes.
- Fix: Genes losing pawn references after death->save->load->resurrect.
- Fix: Players can create xenogerms missing prerequisite genes.
- Fix: Drafted colony mechs remain drafted after their mechanitor develops a mental state.

Update 1.4.3525 hotfixes some issues

Hey all,

Response to the Biotech release has been amazing! Just here to let you know that we've put out two hotfix updates so far. Change logs are below.

We're watching and gathering issue reports across forums, Discord, and reddit and will continue to fix critical issues as they're discovered. Less-critical things will be left for slower updates later - it's important to stick to essentials for hotfixes, because it's easy to break one thing while fixing another and maintaining stability is our top priority now.

If you're willing to help report or investigate issues, please join the RimWorld Official Development Discord server. Thanks to all those who took the time to report issues.

Cheers,
-Ty

[h3]1.4.3524, released Oct 21, 2022[/h3]
- Fix: Mods list not dirtied before sorting on reset.
- Fix: Breach raids not spawning.
- Fix: Children getting adult body types from genes.
- Fix: Kid Romper has no alpha channel. This can cause it to render as a pink square.

[h3]1.4.3525, released Oct 22, 2022[/h3]
- Potential fix for black screen when loading a game with multiple mods.
- Disable growth moment letter for quest lodgers.
- Fix: Temporary work restrictions affect growth moment passion choices.
- Fix: Errors preventing mechs from acting in very niche circumstances.
- Fix: Gene assembler artwork has incorrect import settings.
- Added some mech gestation null checks for safety.
- Fix: Clicking on the "carry pawn" checkbox in caravan screen opens health card.
- Fix: Bandolier and sash have incorrect unfinished thing.
- Fix: Shelves cause non-haulable things in the same cell to not affect beauty.
- Fix: Attempting to absorb a xenogerm of your own colonist displays a warning message saying you'll anger your faction.
- Ignore package id suffix when checking for mod requirements

RimWorld - Biotech and the free 1.4 update out now

Ludeon Studios have just released a rather big expansion to the colony building sim RimWorld with Biotech, along with the free 1.4 update for all players.

Read the full article here: https://www.gamingonlinux.com/2022/10/rimworld-biotech-and-the-free-14-update-out-now