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Update 1.3.3101 adds ideoligion development during play, and more

Hello RimWorld players! I've just released RimWorld version 1.3.3101. This one comes with a long list of new stuff and improvements for the base game and both expansions. Full changelog is below.

Fluid ideoligions: The big feature in this update is fluid ideoligions.

You can start the game in a new mode where you define a simple, minimal ideoligion to begin with. Then, during play, you'll earn development points by completing rituals and taking actions that satisfy your beliefs.

With enough development points, you can reform your ideoligion to alter memes, styles, precepts, and everything else. You'll be able to build up the complexity and intensity of your belief system as the game progresses.

The original system with stable ideoligions also remains available, if you want to play a specific belief system from the start.

Compatibility: This update should be compatible with all savegames and mods.

Thanks: Thanks to everyone who helped us test this update on the official development Discord server, and to modders (Oskar and pals) who updated their mods to keep compatibility!

Don't hesitate to review Ideology on its Steam page!

EDIT: Build quickly updated to 1.3.3102 to fix an issue with the biosculpter pods not working right.

Changelog below.

[h2]New stuff[/h2]

- Add new fluid ideo system. This allows you to start the game with a "fluid" ideoligion that has only one meme. Over time, you gain development points on that ideoligion by completing rituals and other ideoligion-related actions. With enough development points, you can reform the ideoligion to alter memes or precepts, change styles, change structure, and more.
- Add darklight braziers.
- Predators no longer hunt animals on the other side of fences. Predators can still randomly wander into animal pens.
- Add an alert to thell the player when a predator has wandered into a pen in use.
- The game now shows the source of each piece of content on its stats card, so you know which expansion/mod something came from. It also shows which expansion/mod each research project came from.
- Players can now choose a few items to bring to new archonexus settlement. This is especially helpful for things you really need like luciferium.
- Add grace period where expectation levels are not increased for pawns with certain ideology roles after starting new archonexus settlement.
- Add tongue body part. Tongue is removable via surgery, if you'd prefer someone not speak. The tongue won't be damaged in combat.
- Add bionic tongue that replaces tongue.
- Add allow slave corpse toggle to various storage areas and buildings so you can separate slave corpses from colonist corpses.
- Added new ancient junk - additional mech parts for more visual variation, more ancient cars, wheels, etc.
- Added copy/paste gizmos for biosculpter nutrition settings.
- Added toggleable texture compression and atlas texture compression in the options menu.

[h2]Improvements[/h2]

- Update royal title room requirement grace period to include the first 10 days after a new archonexus settlement.
- Draw lines when placing blueprints displaying what would affect Gauranlen trees' connection strength. Display the artificial buildings connection strength loss radius when the tree is selected.
- We now remove ship to stars tile from map after new archonexus settlement, confirm the player is okay with this.
- On ritual config window, draw a highlight over pawns that can be assigned to a role you're currently hovering over.
- Extractable trees are no longer auto-minifiable in caravan forming dialog.
- We now hide quests that are ended by starting a new archonexus settlement
- Re-enabled random social interactions for bestowing ceremony and fixed it breaking down when pawns start social fighting.
- Starting with an ideoligion that dislikes animal bonding now causes all starting animals to be unbonded.
- Tweaked the archonexus "choose items to take to new colony" dialog formatting.
- The mood bonus for relics in the same room as ritual can be now increased by installing up to 3 relics. Adjusted mood impacts.
- Ideoligion buildings are now only demanded for the player's faction ideoligion and secondary ideoligions that have 3 colonist members or more.
- Destroying rocks with weapons now triggers a bad thought for ideoligions where mining is disapproved.
- Change ritual quality check graphics to look less like togglable ones for better UI clarity.
- Don't show anima linking command on every nature focus capable pawn anymore, to reduce UI spam. You can still start it via float command or from anima tree directly.
- Pawns now recover from berserk trance on being downed.
- Dryad healing pods now heal all negative hediffs including missing body parts. When return to healing pod is toggled on, dryads will return to healing pods if they have any missing parts.
- Skulls now keep track of the name of the pawn they originated from.
- Update descriptions of individualist and collectivist memes.
- Wind turbine, skullspike and neural supercharger can now be walked through like most other buildings.
- Biosculpters now list what will be cured and what can possibly be cured in the tooltip for the healing cycle if the biosculpter is tuned to a pawn.
- We now avoid using sun blocker as a threat if any colonist or prisoner has an ideo with darkness/tunneler, since it's kind of meaningless to them.
- Add note about work to deconstruct to 'work to build' stat description.
- Adjust some thought descriptions so that they still make sense for blind people.
- Timbershrooms can now grow wild in caves.
- Minified things now inherit their inner thing's flammability.
- Removed culture restrictions when choosing ideoligion
- More informative float menu options for not being able to enter a biosculpter.
- Split biosculpter healing cycle into two distinct cycles: Medic and bioregeneration. Added a new research project requiring multianalyzer and biosculpting that enables bioregeneration cycle. Medic cycle treats short-term wounds, while bioregeneration can heal permanent scars, age-related conditions, and some smaller missing limbs.
- Changed extract tree hotkey to be the same as uninstalling.
- Smoothed out tree cutting anger thought from the tree connection meme by adding more steps in between the stages.

[h2]Tuning[/h2]

- Dryad spawn days reduced from 8 to 6.
- Increase impact of 'lost role' thought from -5 to -15.
- Reduce production specialist crafting speed buff from +70% to +50%.
- Reduce intensity of 'ate meat' opinion maluses for vegetarians.
- Reduce biosculpter age reversal cycle duration from 10 to 8 days.
- Reduce nutrition requirements of healing and age reversal biosculpter cycles from 10 to 5.
- Woodmaker dryad output every 2 days increased from 25 wood to 32 wood.
- Reduced dryad transform delay from 6 days to 5 days.
- Adjust mood impact of relic-in-ritual-room thought.
- Barkskin dryad blunt armor increased from 30% to 40%, sharp armor increased from 60% to 70%.
- Gauranlen seeds now have a market value of $70 instead of $0.

[h2]Technical[/h2]

- Change IsPsychicallySensitive from >= to >.
- Turn psychic sensitivity checks into a property.
- Merged two translation keys regarding building precept alerts into one.
- Reworked chemical satisfaction in CompGiveHediffSeverity to be based on satisfaction per second.
- Add unused legacy AllThingsGlowing room requirement back in for back compat
- Refactor: Separate method for loading multiple comma separated MayRequire mods
- Use IsFormingCaravan extension method instead of explicitly looking at pawn's lord job.
- Performance improvements to animal slaughter dialog, debug tables and debug option screens.
- Removed unnecessary MayRequire attributes.
- Add missing gender constants for deity, foeLeader and founder.
- Ideo.Notity_GuestStatusChanged -> Notify_MemberGuestStatusChanged
- Implemented ideo thoughts debug output.
- Moved ThingWithSources to a comp.
- Change to ritual obligation trigger CopyTo based on feedback.
- Ensure CompHasSources does not start with a null list.
- Remove unused translation keys.
- Improved some translation keys.
- Added some new player-created names. Adjusted one name per request.

[h2]Fixes[/h2]

- Fix: Doctors tending to patients in bed use the medicine in their inventory even if it is worse than available medicine.
- Fix: If multiple types of medicine are in a doctor's inventory, they will select the medicine with the lowest medical potency.
- Fix: Skull extraction blood is labeled as being from the extractor.
- Fix: Skull extraction drops blood when corpse is already a skeleton
- Fix: Colonists receive the 'colonist lost' thought when a slave is kidnapped.
- Fix: Tree lovers don't care about harvesting / chopping down cocoa trees.
- Fix: If a slave rebels while carrying a person, they can kidnap the carried pawn with no feedback to player.
- Fix: Destroying Gauranlen tree while dryads are in healing pod or cocoon causes errors and keeps dryads inside.
- Fix: Psychically deaf pawns get anima linking alert and can start the ceremony.
- Fix: Worshipped terminal quest is failed if you deconstruct the terminal after hacking it.
- Fix: Opened ideology dialog is not interactable when opened in caravan forming screen via pawn's bio.
- Fix: Bionic / archotech eye is visible under the burka.
- Fix: Opening weapons with Graphic_Random have their icon cycled every frame on the info card.
- Fix: Colonists try to rope to pen an animal in a mental state, resulting in getting stuck.
- Fix: Ancient beds not showing sleeping pawn body.
- Fix: Wild person can be used in gladiator duels, causes manhunter revenge. Wild man prisoners are no longer allowed to be used as duelists.
- Fix regression: PawnRenderer.RenderCache renders pawns always with clothes enabled.
- Fix: PawnRenderer renders naked pawns by default.
- Fix: There are some duplicate ideoligion icons.
- Fix: Pawns can get stuck picking up and dropping medicine after returning on a caravan.
- Fix: Animal pen marker animal consumption assumes animals are always hungry, halving reported consumption.
- Fix regression: Bestower doesn't care about roof collapsing on top of him.
- Fix: Duelists can pick up weapons during the duel even if they have no manipulation capacity.
- Fix: Skeletons don't draw apparel.
- Fix: Bionic parts are drawn as wounds.
- Fix: If bestower enters a social fight the bestowing ceremony does not recover gracefully. Several other fixes to bestowing ceremony.
- Fix: It is possible to sell animals while forming a caravan.
- Fix: Players can bring more than 1 relic to new archonexus settlement if its an equipped weapon
- Fix: Mech breach raids can completely break down sometimes and just stop doing anything.
- Fix: Designator_Dropdown doesn't properly update to icon from wrapped Designator_Install.
- Fix: Missing translate() call on cancel button text for archonexus dialog.
- Fix/adjustments to reform ideo dialog.
- Fix: NRE when starting bestowing ceremony.
- Fix: Players can take items from passing trade ship inventory to next archonexus settlement
- Fix: Dryads with replaced parts don't have the "missing" part added back.
- Fix: Totemic boards and ideoligion rugs are not flammable.
- Fix: WorkGiver_Tend JobOnThing doesn't match fail conditions of JobDriver_TendPatient
- Fix: Incorrect 'wanderer joined' text when wanderer helped.
- Fix: Beggars quest sending 'charity fulfilled' history event even when quest failed.
- Fix: Scarification ritual now accepts prisoner targets again and doesn't break when target is a prisoner.
- Fix: Ideo reform dialog does not support more than 5 memes horizontally.
- Fix: Two-column credit entries have overlapping rows if left entry is taller than the right one.
- Fix: MinifiedTree error on debug MakeColony tool.
- Fix: SitePartWorker_SleepingMechanoids checks for wrong faction type in IsAvailable.
- Fix: You can start conversion ritual with a moral guide that can't speak.
- Fix: Human pawns in mental states sometimes bring up a disabled float menu option for roping.
- Fix: Cannibal ideo pawns do not prefer human leather apparel.
- Fix: Non-colonist can be chosen as scarification target.
- Fix: Wild dryads can wander in, only to leave right away.
- Fix: Error on beggars quest without fluid ideo.
- Fix: Errors on starting incidents with no colonists.
- Fix: Naked translation key.
- Fix: Typos.

RimWorld 1.3 helps you weave a tale of cattle drives and carnage




RimWorld has always felt like a farming sim to me. Maybe because I have a strong tendency to hunker down and refuse quests of any kind—I'm that one kid who only played the economics-based campaigns in Stronghold, and defeated my enemies in Age of Empires by building a wonder...
Read more.

Update 1.3.3087 adds tree replanting

Hey everyone! I've just released version 1.3.3087 of RimWorld with a variety of improvements for the base game and both expansions. Full changelog is below.

The main visible feature in this update is tree replanting. You can extract a tree and move it around as an item. You can then replant it where you like. It'll die after 7 days if not replanted. Anyone can do this, but it should be especially useful for colonies who believe it's immoral to kill trees since now they can move trees out of the way of building sites.

This update should be compatible with all savegames and mods.

Thanks to everyone who helped us test it on the official development Discord server, and to everyone who has submitted bugs and constructive feedback. We're happy to have all this great information to use while improving the game.

[h2]Change list[/h2]

[h3]New stuff[/h3]

- Added tree replanting. You can extract a tree and move it around as an item. You can then replant it where you like. It'll die after 7 days if not replanted. Anyone can use this, but it should be especially useful for colonies who believe it's immoral to kill trees since now they can move trees out of the way of building sites.
- Added a command for dryads that tells them to return to a healing pod. They will stay inside for three days, and emerge with their wounds healed.
- Player can now do drafted tending (with and without medicine) on downed hostile or neutral pawns.
- There is now a warning while setting up a caravan if most of your food does not suit one of your caravaneers diet.

[h3]Improvements[/h3]

- Classic ideo preset can now generate relics.
- Quest lodgers and pawns of non-player ideos are no longer upset if their ideo building is not present.
- Persona weapons are no longer included in "allow biocoded" thing filters.
- Upon new archonexus settlement, player now retains research up to classic start.
- We now reset incident grace periods when starting a new archonexus settlement to make for a smoother start.
- Colonists now get initial optimism thought after resettling in archonexus quest line
- Ensure clicking on social tab ideoligion opens ideoligion tab to correct ideoligion
- We no longer randomize classic ideo styles. Just use whatever is in the culture.
- Dryads now rest near their connected tree, not in beds or sleeping spots.
- Clicking on ideoligion certainty in social card now opens ideoligion tab
- Vegetarian meals now allow animal products as ingredients.
- Renounce title confirmation dialog explains that the pawn will lose all faction permits and permit points. Mention that psylinks and psycasts will stay with the pawn.
- Give starting survival meals some veggie ingredients for non-carnivore colonies instead of having no ingredients at all.
- Removed allowed area assignment UI for dryads since they ignore it anyway.
- Reword ideo preset categories' descriptions.
- Lower slave social fight chance by 50%.
- We now reset biosculpter timers after archonexus resettlement.
- We now reset prevent various events from happening too early after new archonexus settlement.
- Ancient tank trap and ancient macro-engine block are now non-deconstructible to match similar ancient junk.
- Pawns no longer smelt relics, to avoid accidental mishaps.
- Removed redundant message regarding manhunter chance on tame for insects. Warn player than insects will be hostile during taming attempts.
- Improvements to unsuitable caravan food warning based on feedback.
- Add a "drag to reorder" label on colonist creation screen for clarity.
- Remove second tick noise when reordering pawns on colonist creation screen.
- Updated player-created names.
- Colorize the Tree Connection ritual icon to match the Gauranlen color.

[h3]Technical[/h3]

- PawnRenderer weapon drawing now supports Graphic_Random.
- Removed redundant RulePackDef for tree connection ritual.
- Choosing ideo preset no longer continously calls SortStyleCategories but only once outside the loop.
- We now filter out null AutoSlaughterConfigs after loading a game.
- Fixes to GenerateGoodIngredients.
- Moved IsRelic() check to extension method in ReliquaryUtility.
- Limit awaking on clamor to ancient complex insects and mechs.
- Reset additional storyteller parameters after new archonexus settlement.
- Adjust the optimality score modifier from food that gives negative thoughs.
- Add a null check to prevent old bestowing ceremony quests that existed pre-fix from causing issues.

[h3]Fixes[/h3]

- Fix: Classic ideo preset can have tattoos for tribal player.
- Fix: Ideology loads before royalty when resetting mods config.
- Fix: Ideology about.xml file is missing to be loaded after core mod.
- Fix: MinifiedThing looks for atlas textures in wrong atlas group.
- Fix: Minified trees left behind on caravans do not count as died.
- Fix: Bills wont load if ideo apparel is from unloaded mod
- Fix: Error when forming caravan with a minified tree in inventory (Unknown TransferAsOne pair)
- Fix: Music doesnt play for about 2 minutes after loading a game
- Fix: Caravan auto-supply ignores negative thoughts from food when calculating the score.
- Fix: Dryads listed on bed assign dialog.
- Fix: Enabling disabled core mod after enabling a dlc orders the core mod to be loaded before the DLC.
- Fix: When enabling mods, they are just added to the list, not taking forceLoadXXX into account
- Fix: Cannot build floor coverings before having save/loaded at least once.
- Fix: Stacks of Gauranlen seeds can only designate a single planting cell.
- Fix: Killing a slave in a slave rebellion causes 'Witnessed ally's death' thought
- Fix: Potential mod breaking issue in Graphic (GetCopy method arguments).
- Fix: NullReferenceException when hovering over pawn with no ideoligion with conversion ability.
- Fix: Techprints retained on archonexus resettlement.
- Fix: Bloody dominators description typo
- Fix: Pruning hours per day readout doesn't take into account nearby player buildings.
- Fix: Outdated anima tree description.
- Fix: Ancient complex insects that heard a clamor are not fully awoken.
- Fix: IncidentWorker_RaidEnemy can potentially use a friendly faction if it was generated when they were still enemies.
- Fix: Hunters finishing off their prey counts as slaughtering an animal.
- Fix: Raids assaulting a thing (like a spacedrone) are broken without Royalty.
- Fix: You can bypass ability cooldown by using queue cast after casting it the first time.
- Fix: Scenarios from Steam workshop break scenario ui when run in non-Steam mode.
- Fix: Colonist bar group calculations can cause errors in rare circumstances.
- Fix: Gauranlen spawn cycle not correct after new archonexus settlement
- Fix: Imprisoning and releasing slave immediately can cause some slaves to immediately join the player faction.
- Fix: Savage Tribe shows what it will buy.
- Fix: Item style overrides information is not shown on ideo preset screen.
- Fix: Slaves opportunistically haul during rebellion while grouping up.
- Fix: Nutrient paste does not produce ate meat or ate non meat thoughts.
- Fix: Pawn ritual arrival tag is not set if they started on the exact position they needed to be.
- Fix: Animal products are considered when generating ate meat or ate non-meat history events and thoughts.
- Fix: Blood from animal sacrifice automatically cleans itself before ritual even completes.
- Fix: Players can load a caravan and bring disallowed items to new archonexus settlement.
- Fix: Relic destroyed notification sent when player starts new archonexus settlement if they can't bring it.
- Fix: Positive goodwill reward given when labourers miss shuttle and fixed scribe error trying to deep save a def.
- Fix: Mentally broken pawn appears as participant for anima linking ritual.
- Fix: Tribal members do not become hostile when arrested in terminal hack quest.
- Fix: Insect jelly is treated as a drug, causing exception to be thrown.
- Fix: Passive cave insects block bestowing ceremony.
- Fix: Using numCase causes errors in date colorization. Also, add support for colorizing all cases of numCase dates.
- Fix: Possible map junk wiping archonexus structure.
- Fix: Badly formatted relic name in relic hunt quest description.
- Fix: Some ancient junk is spawning overlapping chunks.

Update 1.3.3080 adds classic and preset ideoligion setup

Hey everyone! Today's update adds a new ideoligion setup screen with a variety of preset patterns for ideoligion generation. The idea is to avoid overwhelming the player with details if they just want to play.

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 who helped us test this update! Anyone else who wants to help test is very welcome to come join.

[h2]Change list[/h2]

[h3]Improvements[/h3]

- 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 shield belt if they have a ranged weapon
- Increase fade on oil smear art.
- Add more constraints to Empire faction ideo generation. They are no longer proselytizers. This makes it less annoying to host them. (This will only apply to new games.)
- Increased plant harvest yield stats' max values.
- Don't list "Cannot remove: Required" float menu option for precepts that have a default. All available options are already listed.
- Ideoligion text color now have a min brightness, for better visibility.

[h3]Technical[/h3]

- Simplify the CompareTooltipsByPriority call.
- Optimize shield belt apparel code in pickup opportunistic weapon
- Ensure consistent order for ideo preset tooltips. Use StableSort for tooltips in general.
- Make quest dialog close actions serializable.
- Adjust slave rebellion likely alert copy to make things a bit more friendly to translators.

[h3]Fixes[/h3]

- Fix: Pawns without eyes cannot wear blindfolds
- Fix: Immunity Drive doesn't work.
- Fix: NullReferenceException for wearing color thought if apparel does not have colorable (like apparel from mods)
- Fix: Pawns who prefer indoors do outdoor joy activities
- Fix: Very high video memory usage on startup with heavily modded games.
- Fix: Dryads can bond with pawns other than the connected one.
- Fix: Dye doesn't deteriorate.
- Fix: Reverse tooltip order after a recent commit.
- Fix: Deserter quest doesn't count as raiding.
- Fix: Biosculpters fail to eject their contents when uninstalled.
- Fix: Rusted car only appears in north orientation.
- Fix: Bestowing ceremony lands in shuttle without the bestower exiting, making all the escort pawns just leave the map.
- Fix: Generated ideo building def gets overriden to a random one during initialization.
- Fix: Exception when all slaves die while rebellion likely alert active (not hard crash).
- Fix: Slave count rebellion factor shown incorrectly to users in tooltips.
- Fix: Trying to convert humanlike pawn with no ideo (generated with PawnGenerationRequest(forceNoIdeo: true)) causes errors.
- Fix: Dryad and Gaumaker pods can spawn over graves.
- Fix: Drafted slaves which rebel dont opportunistically pick up weapons.
- Fix: Archonexus guitar sound clips play before you close the new archonexus colony start dialog, instead of after like the game start dialog.
- Fix: Trailing newline, null on abandon with no active maps for slave rebellion likely alert.
- Fix: Using obsolete methods.
- Fix: Typo in shooting specialist role description

Update 1.3.3076 released

Hey everyone, here's the next RimWorld update for the weekend! Thanks for the ongoing feedback.

It should be compatible with all saves and mods.

[h3]Improvements[/h3]

- 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.

[h3]Technical[/h3]

- Inspect pane now automatically resizes when tabs are added or removed.
- Changed JobGiver_DeliverPawnToBed to check for reservation before issuing job.
- Changed GenColor.InstinguishableFrom difference threshold to 0.005 and removed optional parameter.Removed the custom value from call sites.
- Error mitigation for districts not having their map index decremented correctly until problem is found.
- Added difference threshold parameter to method signator on GenColor.IndistinguishableFrom and replaced uses of GenColor.ApproximatelyEqual with calls to IndistinguishableFrom with custom threshold.

[h3]Fixes[/h3]

- Fix: Dryads are affected by disease incidents.
- Fix: Gauranlen pod seed yield is affected by difficulty.
- Fix: ArgumentOutOfRange exception on Precept_Role.
- Fix: Ancient junk remains can wipe important quest structures.
- Fix: Apostasy from any ideo triggers knowsmemorythoughts in ideos with apostasy.
- Fix: A case where bad mods can easily make a savefile unloadable (Building_TurretGun).
- Fix: Check order in ThoughtWorker_Precept_TreeDensity.
- Fix: In desert areas, Gaumaker dryads never form a gaumaker pod.
- Fix: Gauranlen seeds can be assigned to plant under a roof.
- Fix: Fungus darktorch description says it is refueled with wood. It is actually refueled with raw fungus.
- Fix: TreeDensityReduced thought stages are incorrectly calculated.
- Fix: IdeoRelic issue no longer has an iconPath assigned in XML.
- Fix: Prisoners lost during farskip.
- Fix: Ideoligion UI overlap.
- Fix: Drum circle is ignored by pawns if only Ideology is installed.
- Fix: Doctors administring drugs to a pawn that has just died of an OD throws exception.
- Fix: 'Scarification' is not translated.
- Fix: Weird ancient barrel shadow.
- Fix: Some ancient junk is rotatable but should not be.
- Fix: Portrait cache not dirtied on changing style item in styling station dialog.
- Fix: Default parameter added to GenColor.IndistinguishableFrom() instead of overload, causing mod errors.
- Fix: Tree connection meme doesn't require Gauranlen connection: Strong.
- Fix: Animals being lead by ropes can be stopped to have their wool/chemfuel/milk gathered.
- Fix: Gauranlen moss can spawn over anima grass and Gauranlen pods.
- Fix: High life meme ideos generate with a warning about conflicting apparel.
- Fix: Cancelling a biosculpter cycle before a pawn has started it will still consume nutrition.
- Fix: Ideo is left in broken state if player escapes without having selected any memes.