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1.4 content update in testing with cross-expansion integration

Hi everyone - Ty here.

So behind the daily bug fixes, we’ve been working on a 1.4 content update with more substantial improvements and more stuff to play with.

This content update comes with cross-expansion integration between Biotech and Ideology, improvements to gene modding and gene inheritance, changes to pollution management strategies, and extra polish for various gameplay elements and UI.

It’s nearly done and is now up for testing on Steam’s unstable beta branch. Everyone’s invited to test it, and we’d love it if you could share any bugs or issues you find on the official RimWorld Development Discord!

To get access to the unstable branch, go to your Steam library, right-click RimWorld and select "Properties", then select the BETAS tab and choose branch unstable. Restart Steam if your game does not automatically update.

It should be compatible with all savegames and (generally) with mods. But being the unstable branch, there will still be bugs and missing pieces (which is of course why we’re testing it).

Everything in the update is listed in the changelog at the bottom of this post, but let’s take a look at some key elements.

[h2]Cross-expansion integration[/h2]
We’ve been following feedback across the community (Reddit, Steam comments, Twitch, YouTube, and our insightful testers on Discord) to try to make sure all the details are covered. It’s a very complex game at this point, so there are quite a few details - having feedback from tens of thousands of people is frankly invaluable from a design perspective.

One theme that’s come up is the desire for integration between expansion packs. Originally, I was a bit hesitant to put this in because I worried it would feel like locking one expansion’s content behind another expansion. However feedback seems to indicate that people want it, and narrative-wise, it would make a ton of sense if the ideoligions from the Ideology expansion had beliefs about xenohumans, sanguophages, children, and so on. So I decided to work on this.

I’ve found over the years that the wrong way to design Ideology precepts is to just think of something that seems fictionally reasonable and implement it blindly. You end up with mechanics that “make sense” but aren’t actually storyful or fun. Instead, we decided to take a “goal experience” approach to the design: We wrote down a list of the specific play paths and role-play stories that players might want to explore, and which would also be fun. Then we created precepts that specifically open up those play paths:

Belief issue - Bloodfeeders: The vampire lord with human worshipers is a classic idea. So are the vampire hunters. This precept changes peoples’ attitudes towards people with the bloodfeeder gene (which in Biotech means only sanguophages, though you can of course create your own bloodfeeder xenotypes).

Those who revere bloodfeeders will want them around, love them, and be fine with being fed upon. Those who revile bloodfeeders will hate having them around, despise them, love killing them, refuse to become them, and hate themselves if they are one. Bring on Dracula’s thralls.

Belief issue - Child labor: We always had the idea of players being able to choose to invest more or less in children - to decide between using them as workers or fighters, or trying to strengthen their development with a rich and free childhood. Now ideoligions can have opinions on how this ought to be done.

Those who encourage child labor will have children who work faster and not like assigning children to recreation. Those who disapprove of child labor will have children who learn faster, but adults won’t be happy if children are assigned to work.

Belief issue - Mechanoid labor: Machine worshippers need to be able to live off the labor of their electrically-powered buddies. When an ideoligion has mechanoid labor enhanced, mechanoids controlled by its mechanitors will work faster, but colonists will work slower (because why should a human have to do a machine’s job?)

Belief issue - Growth vats: Ideology has technology worshippers and technology haters, and they need to be able to interact with growth vats as well as biosculpter pods.

Those who see growth vats as essential will grow quicker in the vats, but be unhappy with (yuck) natural reproduction. Luddites who see growth vats as prohibited refuse to build them and will be unhappy having them around, and especially having kids inside.

Belief issue - Preferred xenotypes: Whether it’s a baseliner purity cult or a fur-only yttakin tribe, some beliefs may place a certain xenotypes over others. An ideoligion can have up to three preferred xenotypes. If there are no preferred xenotypes, there is no effect, just like in older versions. However, if any xenotypes are preferred, believers will be happier with a colony of their preferred xenotypes and have a higher opinion of them, but a lower opinion of others. They’ll also try to refuse becoming a non-preferred xenotype and be quite bothered if they end up as one.

More generally, we linked xenogene implantation to the existing body-modding precepts, so those who love or hate body mods will appropriately love or hate having xenogenes as well (note this doesn’t affect germline genes, so you can still have e.g. a body purist impid ideology).

Those with beliefs about autonomous weapons will extend those beliefs to the use of mechanoids as well.

[h2]Other notable features[/h2]
Xenotypes breed true: Previously, there were sometimes broken-looking cases where parents with germline genes would have a child that lacked many of them. We removed some metabolism limits for baby gene generation and made the algorithm that generates baby genes from parent genes more flexible. This means that your gene-modded humans will pass down their genes completely and reliably.

Loosening the economy around gene-modding: Previously, making custom xenotypes during game setup worked well, but it was quite hard to actually do genetic modification during the game. Getting your hands on the genes and building all the infrastructure was quite costly and sometimes hard to justify from a game advantage perspective.

We’ve tuned some systems to make gene-modding more viable. Now, quest rewards come with a lot more genepack options and they’re available earlier in the game. We’ve reduced the xenogerm shock from extracting genepacks which will speed up your extraction efforts. We’ve also changed how certain genes apply traits so that you can stack effects together and create more diverse xenotypes. This is an ongoing tuning effort and we’ll be watching and dialing in the numbers to try to make gene-modding useful, moderately costly, and narratively-interesting.

Polux tree seeds: These new special seeds can be acquired in a few special ways. They’re rare to find, but with them you can plant a polux tree at a place of your choosing. Collecting polux trees is a new alternative way to suppress and remove pollution (besides the atomizer) in the late game (after it builds up in the early/midgame).

Pollution dumping diplomatic responses: There are a variety of ways to deal with pollution - freeze it, erase it in the atomizer, let polux trees neutralize it, just make less of it - or export it. We’ve added more depth and sensibility to diplomatic responses from other factions when you dump pollution off-map. Whether you’re dropping pods of pollution straight onto their homes, or dumping them off of a caravan, or launching toxic packs into the ocean, other factions will notice and respond more consistently and interestingly. At the most basic level, this means goodwill impacts. However, there is also a small chance of new faction retaliation in response to you dumping pollution in the world - they might send punitive attacks, or even drop some pollution back onto you. Together with the polux tree seeds, we hope that this will balance the choice between different pollution management methods and make that decision more interesting, while also de-emphasizing micromanagement-heavy strategies. It also adds a bit of narrative flair to have other factions respond directly to your actions.

Player-made xenotypes spawn in the world: Player-made xenotypes will now spawn in the world! Your customized pig/cat/dog hybrid no longer needs to be alone. Basically, in various random spawn situations like crash pod survivors or refugees, there is now a chance that the arriving person will spawn as any xenotype in the world. That includes modded xenotypes, as well as xenotypes created by the player. (Note: Not every player-created xenotype file is considered - only those if the xenotype is referred to in an ideoligion or the player used it for a starting colonist).

And the changelog below lists a pile of other smaller changes and fixes - go read it!

Here’s hoping that the unstable branch isn’t too unstable and we can release it to everyone pretty soon. We’ll be testing for mod compatibility and watching for gameplay feedback. Everyone’s invited to test and I’m very thankful for all feedback we can get. If you’re like to help out, please join the RimWorld official development discord.

Please join the discussion on Reddit as well.

The creative story continues - We’ve learned a ton from feedback so far and I hope we can learn more going forward. And don't hesitate to leave a review on Biotech!

Thanks all,

Ty

[h2]Unstable build changelog[/h2]
Note: Some items may not be fully functioning in the unstable test, but below is the target changelog for the full release.

Recent patches to the unstable build:
- Unstable build update 1.4.3548

[h3]Big new stuff[/h3]
Added precepts related to bloodfeeders:
  • Revered: “Bloodfeeders should be worshipped.” Positive mood effects for having bloodfeeders in the colony. Negative thoughts from bloodfeeder deaths. Positive opinion towards bloodfeeders. Not bothered by being fed on.
  • Reviled: “Anyone who drinks blood to survive is a monster.” Negative mood effects for having bloodfeeders in the colony. Positive thoughts from bloodfeeder deaths. Negative opinion towards bloodfeeders. Will not absorb or implant bloodfeeder genes from xenogerms.

Added Ideology precepts related to child labor:
  • Encouraged: “Children build character through work. It’s important for everyone to contribute.” +20% child global work speed. Negative mood offset for adults while a child has recreation assigned.
  • Disapproved: “Childhood is sacred. We should let kids play like kids.” +20% child learn rate factor. Negative mood offset for adults while a child has work assigned.

Added mechanoid labor Ideology precept:
  • Enhanced: “Why should we work when we have machines?” +20% mechanoid work speed. -8% colonist work speed.

Added Ideology precepts related to growth vats:
  • Essential: “We have the technology for safer childbirth and faster childhoods.” 30% quicker growth speed in growth vats. Negative mood when naturally pregnant or with a child outside of a growth vat.
  • Prohibited: “Growth vats rob children of their childhood.” Unable to build growth vats. Negative mood when growth vats are in the colony or children are in growth vats.

Added a new category of precept: Preferred xenotypes.
  • Up to 3 can be chosen at any time. This includes player-created xenotypes. When chosen, believers will be happy to be and be around preferred xenotypes. Believers will be unhappy when they or others are of other xenotypes. Believers will not accept becoming a non-preferred xenotype via reimplant ability or xenogerms. Single-xenotype NPC factions have a chance to generate with this belief about themselves.

Other:
  • Xenogenes count as artificial enhancements for body modders/prosthophobes.
  • Autonomous weapons include colony-controlled mechanoids for precepts.

[h3]Smaller new stuff[/h3]
  • Added child tribalwear.
  • Added an auto load toggle for genepacks. When off, the genepack will not be taken to a gene bank.
  • Added an option for selecting “no trait” on growth letters some of the time if there are more than two trait choices.
  • Added a UI button for absorbing xenogerms of appropriate targets, to help players understand that this option exists.
  • Added social thoughts for giving a lesson to a child and the child receiving a lesson.
  • If a child is unarmed and hasn’t participated in combat at all, raiders will treat them similarly to harmless livestock. This means the raiders will deprioritize them as targets and not hunt them down. It makes unexpected combat more survivable for kids, opens up those “porkchop hiding in the shed” stories and might create some rimworldy strategies.
  • Melee raiders now ignore non-combatants that aren't in LOS when choosing new targets (previously only ranged-attack raiders did).
  • Factionless pawns can spawn with any defined xenotype including those from mods and those which are player-created. Player-created xenotypes must be referred to in an ideoligion, or used as a player starting colonist, to spawn.
  • Added more varieties of yttakin pawn kinds. This means more variety of yttakin raiders and traders.
  • Display recipe ingredient counts on recipe float menu option tooltip.
  • Gases can travel through vents.

[h3]Miscellaneous[/h3]
  • Reduced the power needed for the wastepack atomizer to 400 W.
  • Reduced the work needed for the extract hemogen operation to 500 (from 1500).
  • Adjusted bandwidth costs for scorcher to 1 and lancer to 3.
  • Increased the health of the mechanitor's remote shielder ability to 75/150/225.
  • For the purposes of precepts, autonomous weapons include colony-controlled mechanoids.
  • Increased the availability of gene packs from various traders.
  • Increased frequency of genepacks in quest rewards.
  • Xenogenes count as artificial enhancements for body modders/prosthophobes.
  • Increase the apocriton's health, armor, and damage
  • Apocriton can now cast resurrect without line of sight. This should make him less cheesable in narrow hallway contexts and a bit more scary overall.
  • Yttakin factions no longer get desired apparel precepts, because they’re uncomfortable in all clothes.
  • Buffed furry tail minimum comfy temperature offset to -10 (from -5).
  • We now allow the kind trait to apply in addition to other violence-related genes.
  • Cribs no longer require any research, so tribal colonies can use them in the early game.
  • We now display market value on colony mechs’ inspect pane.
  • Pawn apparel generation takes into account min and max temperature stats per individual pawn rather than per xenotype. This means that yttakin will be less likely to spawn with parkas (they generally don’t need them) and so will look cooler.
  • When a bloodfeeder feeds on a person, the hemogen they gain is now related to how much blood was left in the target. This solves some logical incoherencies, and an exploit that involved keeping a deathless blood-farm and bloodfeeding on them over and over.
  • Reduced the impact and duration of gene loss shock from the gene extractor.
  • As people grow up, their aging rate now smooth scales from child age rate to adult age rate over several years. This prevents the problem of having a lot of 13-year-olds in the colony after raising children.
  • Renamed "child raiders" storyteller setting to "child enemies" to be more accurate.
  • If child enemies are disabled in the storyteller settings, refugees with children will not betray and attack (because that makes children your enemy). We reduced the chance of children spawning in refugee hospitality quests to mitigate balance impact of this.
  • Allow modifying the “child aging rate” and “babies are healthy” storyteller settings even if children are disabled, in case there are already children in the game.
  • Display recipe ingredient counts on recipe float menu option tooltip.
  • Added a "(disliked food)" parenthetical warning on the right-click menu when telling colonists to feed themselves or a patient a food that the eater would dislike. This helps players predict what will happen.
  • A caregiver feeding a patient will now feed them ideologically-venerated food sources if there are no non-venerated food sources.
  • Improved formatting of the research project content source line in the research UI.
  • When a deathless pawn takes damage that would have been lethal and falls into a deathrest coma instead, as an additional consequence they lose 3-6% of XP in a random skill. This should make non-death less trivial for these characters and preserve the sense of risk and danger. We’ll tuned this ongoing as needed.
  • Super-mechanoids cannot be called when there is already another super-mechanoid on the way.
  • Player is given the choice to set mechs to escort when a mechanitor leaves a map.
  • Hemogen UI gizmo no longer displays when multi-selecting pawns, to reduce clutter.
  • Ability UI buttons can now shrink like psycasts if there are too many, to avoid covering the screen.
  • Update the wording of the stillbirth letter to be a bit clearer about the choice of naming the baby, and allow the player to decide not to name the baby.
  • Fathers now get a negative thought if their child is stillborn.
  • If a baby is stillborn from a surrogate mother, the gene-mother gets a negative thought.
  • Updated the apocriton's description to note that it has a jump launcher.
  • If player sends a pregnant colonist on a “pawn lending” quest in a shuttle, and she gives birth during the quest, the baby will be returned with her instead of being kept by the questgiver.
  • Psychic bond now gives a small amount of psychic sensitivity so that it makes more sense, and as an interesting extra bonus.
  • Psychic bonds can now be created during lovin' instead of just on romance attempts. This means that two people who were in a relationship when the gene was implanted can now form a psychic bond after one gets the psychic bonding gene.
  • Psychic lances can't be used on mech bosses (because they trivialize the fight).
  • Added a thing category for mechanitor body parts (used on stockpile config etc.)
  • Updated textures for all super-mechanoid chips to look more appropriately ultratech than archotech.
  • Added a toggle for the glower color picker to disable the darklight-related UI elements for modders that want to re-use the dialog for other things.
  • Pawns away on a PawnLend quest won't have their lactating condition expire if there are any babies with them that can feed.
  • Show birth letter for babies born from lent colonists in a PawnLend quest.
  • Babies born during a pawn lend quest: If a baby is stillborn they are sent to the colony immediately for burial.
  • Display conditional stat affecters from ideoligions in stats page.
  • Optimization: Improved performance of AnyMechsInPlayerFaction and CompOverseerSubject.
  • Add dev tool to add ideology development points.
  • In the 'Completed scan' message sent when subcore scan is cancelled, changed 'cancel load' to 'cancel scan'.
  • Subcore scanners: Added confirmation dialog when cancelling a scan that can kill the occupant.
  • Added description to "force xenogerm implantation" command.
  • Shuffle inherited genes before adding them. Added a debug tool to spawn a baby given two parents.
  • Bringing babies to a safe temperature jobs can now be interrupted.
  • Kid tribalwear no longer lists skin layer twice.
  • Added an alert which displays deathresting pawns who can be safely woken.
  • Gene extractors will cancel extraction and eject the victim if they are without power for a cumulative 24 hours.
  • Update the lactating hediff's description to mention that it reduces fertility.
  • Lactating no longer prevents pregnancy but just applies a 5% fertility factor to the pawn.
  • Update the fertility stat to read back any hediffs that are modifying fertility.
  • Mood related genes no longer force traits. They apply a separate mood offset.
  • Learning genes offset global learning factor of a pawn instead of forcing traits.
  • Beauty-related genes offset pawn beauty directly instead of forcing traits.
  • Speed-related genes offset pawn speed directly instead of forcing speed traits.
  • Added a toggle to the hemogen gizmo which allows configuration of whether or not a pawn can ingest hemogen packs to desired hemogen level.

[h3]Fixes[/h3]
  • Fix: Tribal children who grow up in a colony don't get the 'natural' meditation focus type.
  • Fix: Lamps unconnected to a power grid do not properly have reduced power consumption once advanced lights is researched until you reload.
  • Fix: Ripscanning doesn't kill pawns if colonist instant death in difficulty settings is 0%.
  • Fix: Pilgrims coming to venerate a relic cause charity believers to get unhappy regardless of outcome.
  • Fix: Unwaveringly loyal inspect pane text not appearing for slaves.
  • Fix: Kills with body part weapons like knee spike and power claw don't satisfy kill satiety.
  • Fix: Custom xenotypes show up with relationships that make no genetic sense.
  • Fix: Hair color genes have a chance to not be passed on.
  • Fix: NullReferenceException when beginning role change in extreme temperatures.
  • Fix: Xenotype icon selection scrollview not working correctly.
  • Fix: Some broken word replacement in the grammar code run on labelNounPretty.
  • Fix: Gaining growth points with letter pending.
  • Fix: Grand altar draws rotated.
  • Fix: Bloodfeed can be used on pawns in mental states.
  • Fix: Wastepack cocoon infestation storyteller setting appearing in the wrong spot.
  • Fix: Apocriton appears in mech clusters.
  • Fix: Destroyed pawns can cause issues with deathrest building inspect strings.
  • Fix: Genes requiring other genes can be skipped for child genes generation.
  • Fix: Atomizer looks like it's rotated wrong by default.
  • Fix: Pawns ignore allow zones when hauling to transport pods.
  • Fix: HypothermiaRevealed tale displays death by cold even if the subject did not die from hypothermia.
  • Fix: 'No colonists can do this surgery' message appears even when there is a colony paramedic mech.
  • Fix: Farskipping a pawn into a range of an expired proximity sensor will trigger it again.
  • Fix: You can start as a psychically deaf mechanitor.
  • Fix: Second funeral is offered if corpse is destroyed after burial.
  • Don't maintain labor progress bar effecters if the pawn is not on the map anymore.
  • Don't maintain effecters for non-suspended world pawns.

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