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Update 1.6.4535 released

Hello, we’re back with another update for RimWorld! If you need to report a bug, or you’re having a problem while playing, please join us on the official RimWorld development Discord.

Today’s update fixes several issues people were experiencing with Odyssey. This includes multiple corner problems where buildings through corners affected room roles, beds could become prisoner beds through corners, and enemies could set fire to your stuff through corners. It also fixes diagonal walls leaking room vacuum under certain circumstances, issues with player shuttles being lost to water, as well as gravship launches causing your electrical connections to scramble.

We’re also aware of a bug where quest shuttles incorrectly try to land on water, potentially causing them to warp into your buildings. We’re working on a solution - a fix for it is currently available on the Steam unstable beta branch!

This update should be compatible with all savegames and mods.

And if you’re enjoying Odyssey, consider leaving a review on Steam! Expansions don’t get a ton of reviews, and every one helps us out a lot.

https://store.steampowered.com/app/3022790/RimWorld__Odyssey/ Have a great week,
- Tia
Website | X | BlueSky | Reddit | Facebook

[h2]Changelog[/h2]
  • Made crater descriptions more generic.
  • Clarified the orbital scanner description.
  • Clarified the gravcore description.
  • Made ritual text more generic to fit more situations.
  • Added flooring to subroom prefabs on orbital platforms.
  • Reduced the chance of the gravship landing spot being over deep water.
  • Gravcores are no longer asked for in trade request quests.
  • Reduced psilocap catatonic breakdown chance from 4% to 1% and psilocap creative inspiration chance from 6% to 2%.
  • Made the breathless gene suppress the normal vacuum resistant gene, removing its metabolic impact.
  • Prevented hospitality quests from being acceptable in space due to it causing various bugs.
  • Removed unnecessary PawnRenderNode_Apparel cast in Apparel dynamic setup for modders
  • Prevented traps spawning next to exterior doors.
  • Prevented outfit stands from being uninstalled because they destroy their inventory if deconstructed while minified.
  • Updated some player names per request.
[h2]Fixes[/h2]
  • Fix: Corner punching turrets, buildings through corners affecting room roles, beds becoming prisoner beds through corners, and enemies setting fire to buildings through corners.
  • Fix: Flickables are reset to be powered on when gravship launches.
  • Fix: Power connections are scrambled on gravship launch.
  • Fix: Diagonal walls could incorrectly leak room vacuum.
  • Fix: Issues with shuttle crash quest after moving maps.
  • Fix: Player shuttles could be lost in water when landing.
  • Fix: Issues with nomadic precept not saving/loading properly (resetting to poor mood on load).
  • Fix: Mechanoid signal quest sometimes didn’t drop the grav engine.
  • Fix: Areas previously occupied by gravship weren’t being updated by the pathfinder, so pawns would appear to walk over empty space.
  • Fix: Cannot fill in Odyssey craters without Anomaly enabled.
  • Fix: Could place the gravship hull off of substructure.
  • Fix: Roof overlay not updated after gravship leaves grav anchored map.
  • Fix: Roof zones are left on map after gravships leave.
  • Fix: Lava emergence causing freezes in very specific circumstances.
  • Fix: Reduced the possibility of getting a double grav engine.
  • Fix: Draw styles were using area instead of selected cell number.
  • Fix: VTR issues with frenzy field and sleep suppression.
  • Fix: Gravship overlapping prison cell for "prisoner willing to join" quest.
  • Fix: Pawns standing on the same cell as another building (most commonly doors) can take friendly fire when within safe range.
  • Fix: Issues with age reversal demand time not being set correctly from chronophagy, and reset on save/load.
  • Fix: Wolverine wasn't configured to be a predator despite having prey size.
  • Fix: Orbit layer not using correct world size if loaded into an existing 1.6 save.
  • Fix: Strange signal quest disappearing if target map is destroyed.
  • Fix: Pawns won't fish if the closest water body to them has no fishable cells.
  • Fix: Error in PawnsAvailable quest part after switching maps.
  • Fix: Improve fallback for spawning shuttle on map from caravan.
  • Fix: Shuttles now properly apply peace talk outcomes on landing.
  • Fix: Issues with using gravship scenario ScenParts outside of odyssey scenario.
  • Fix: Cypress tree being destroyed by floodwater, unlike all other trees.
  • Fix: Archonexus reset does not reset grav engine inspected status (prevents the gravship quest from being obtained again, so no gravcores can be obtained).
  • Fix: Slow startup performance (InitializeShortHashDictionary) with lots of modded content.
  • Fix: Ancient mechanitor complex can fail to generate on a map where it should be able to fit.
  • Fix: Map gen exception and broken UI if ancient reactor fails to find a place to spawn, adjust order so they fail to find a place less often.
  • Fix: Training decay time not taking into account sentience-catalyst-adjusted wildness.
  • Fix: Alligator eggs hatching into sea turtles.
  • Fix: Quest pawn arrival could break in space.
  • Fix: UI cascade error when pawn targeted with skip dies.
  • Fix: Tended goodwill being reset if the pawn is downed again after being tended.
  • Fix: Gases on gravship never dissipate after landing.
  • Fix: Error when accepting bestower quest.
  • Fix: Incorrect index calculations in river flow code.
  • Fix: Loading non-Biotech save with Biotech enabled creates record-related errors.
  • Fix: Abandoning a map with an ancient exostrider on it doesn't count as abandoning your chance to get a mechanitor, so the complex never generates.
  • Fix: Player not considered to have a grav engine while gravship in flight.
  • Fix: Linux build didn’t inherit launch arguments configured in Steam.
  • Fix: Apparel setup was not passing parent tag def into render node.
  • Fix: Enemies in Odyssey structures will now respond better to colonists being unreachable.
  • Fix: Pawns with ranged weapons missing melee attack float menu option when in melee range.
  • Fix: Statue doesn't visually update until save/reload if you use transmute steel on it.
  • Fix: Error when slave rebellion tries to trigger while slave is in gene extractor.
  • Fix: Strange signal quest was acceptable in space.
  • Fix: Unnatural healing/healer serum removing sentience catalyst.
  • Fix: Sentience catalyst can target wild people.
  • Fix: Apocriton doesn't have parts for heavy shield apparel.
  • Fix: Incorrect message when trying to set prisoner as pilot.
  • Fix: Typo in plant grove description.
  • Fix: Typo in mechhive location description.
  • Fix: Typo in lava snail description.
  • Fix: Various typos.

Update 1.6.4528 released

Hello! It’s been almost 2 weeks since Odyssey came out, and we’ve been hard at work fixing bugs and incorporating your feedback. If you’d like to help us by reporting a bug, please join the official RimWorld development Discord.

Today’s update has improvements and fixes for RimWorld, Odyssey, and the other expansions. This includes things like removing the -3 soaking wet thought when swimming for recreation and reducing memory usage overall.

This update should be compatible with all savegames and mods.

P.S. Send us your gravships on X or BlueSky by mentioning the @LudeonStudios account!
- Tia
Website | X | BlueSky | Reddit | Facebook

[h2]Changelog[/h2]
  • When consumed, psilocaps now correctly have a small chance to inspire colonists or induce a catatonic state, matching their in-game description.
  • Vultures are more resistant to rot stink and other environmental toxins.
  • Reduced cover effectiveness of passenger shuttle
  • Animals specialist now increases fishing speed and fishing yield.
  • "Fungus preferred" precept is now compatible with the darkness meme, allowing more options in glowforest.
  • In the glowforest, reduced caravan movement difficulty and disease occurrence.
  • Removed HP from gravcores to prevent them from being accidentally destroyed.
  • Hermit crabs now hide in their shell when not moving.
  • Disabled gravship landing on worshipful village.
  • No longer possible to open the world map during the gravship cutscene.
  • Clarified the basic gravtech description.
  • Clarified how gravship substructure is removed.
  • Added “remove foundation” to the floor architect category.
  • Updated some player names per request.
[h2]Performance[/h2]
  • Performance improvements in the glowforest.
  • Improved load times on Mac.
  • Add debug checks to strip out several heavy profilerblocks.
  • Improvements to world pawn GC algorithm, and debug tools for logging world pawn information.
  • Fix: Significant performance drop when the world map is open.
  • Fix: Higher-than-necessary memory usage during texture atlas baking (causing memory issues with lots of mods).
  • Fix: Bad performance in royal title quest when throne room isn't enclosed.
  • Fix: Significant performance drop when the terrain tab on the world map is open.
[h2]Fixes[/h2]
  • Fix: Gaining soaking wet thought when swimming for recreation.
  • Fix: Rain sometimes appears pixelated.
  • Fix: Pawns left behind with a grav anchor lose their allowed areas.
  • Fix: Added fallback check to prevent obtaining multiple grav engines from mech signal quest.
  • Fix: Interior courtyard loot rooms could generate cutoff.
  • Fix: Typo in Odyssey AncientOrbitalCorridor def name.
  • Fix: Ancient garrison corridor spawning life support units.
  • Fix: Possible exception in quest info if player silent faction is null.
  • Fix: Rare pathfinding exception with missing faction.
  • Fix: "Type [name] does not have a method named LoadDataFromXmlCustom, but we are trying to create a parser for it using that method."
  • Fix: Mechhive assembler last raid tick not saved.
  • Fix: Bluebird eggs hatch into crows.
  • Fix: Issue with modded statues due to xenotype being set before kindDef.
  • Fix: Can't repair conduits through blocked corners.
  • Fix: Can't extinguish fires on walls that are only diagonally reachable.
  • Fix: Gravship rotation code not respecting default placing rotation of modded content.
  • Fix: Fire on full impassable edifices exposed to vacuum not decaying.
  • Fix: Error when trying to enter pocket map with no home map.
  • Fix: Shuttle mass doesn't update when using “unload all” gizmo.
  • Fix: Collection modified error on gravship launch.
  • Fix: Possible to have gravcore subquest fire while in flight.
  • Fix: Potential fix for trader stock getting cleared.
  • Fix: Quest breaks when mechanitor transponder is decrypted in pocket map.
  • Fix: Ancient mercenaries spawning outside building on cave maps.
  • Fix: Incorrect drop pods are used for pursuing mechanoids from scenario.
  • Fix: Bugged quest generation with refugee betrayal offer after changing maps.
  • Fix: Steam geysers can spawn too close to insect lair entrance, rendering them unusable.
  • Fix: Clean room float menu option is now visible in ancient stockpile.
  • Fix: Modded substructure variants not linking properly.
  • Fix: Flesh tentacle on statue no longer moves.
  • Fix: Prevent hostile minifiable things (hunter traps) from being taken when reforming caravan.
  • Fix: Archaen tree was able to be planted on floors.
  • Fix: Terrain blueprints showing up during gravship landing.
  • Fix: Can no longer switch between pawns during gravship cutscenes using hotkeys.
  • Fix: Fuel radius ring breaking when in space viewing fuel radius on the planet's surface.
  • Fix: Power grid not updating properly when gravship leaves map with grav anchor.
  • Fix: Translation issues in credits.
  • Fix: Splashes and watermills were not respecting river flow direction.
  • Fix: Ideo apparel no longer overrides vacsuits in pawn generation.
  • Fix: Several issues with fish changing and other water body logic.
  • Fix: Error when camping after merging shuttle caravans.
  • Fix: Outdated description on ancient mining charges and ancient explosives crate.
  • Fix: Throne room requirement error spam on gravship jump.
  • Fix: In the new gravship scenario, children now spawn with vacsuits and babies are no longer allowed.
  • Fix: Ancient and mech drop pod textures not consistent.
  • Fix: Prevent vacsuits from spawning on planetary pawns.
  • Fix: XML tags are now stripped out of search results.
  • Fix: Possible for pawns to fish through bridges/substructure.
  • Fix: Mechs can get grav nausea.
  • Fix: Typo in cerebrex node description.
  • Fix: Issue with baking atlases that are smaller than 512x512.
  • Fix: Possible manhunter quest generation error on polluted ice sheet.
  • Fix: Beam repeater not considered ultratech for ideology.
  • Fix: Mechanitor bandwidth not cleared when mechs are left behind on gravship.
  • Fix: Passenger shuttle skyfallers wrong size.
  • Fix: Clean up some cutscene vars causing error on load.
  • Fix: Dev hack gizmo not firing quest event signals.
  • Fix: Error while loading mech resurrection bills without a mech.
  • Fix: Prevent workarounds allowing removal of substructure beneath grav buildings.
  • Fix: Prevent archean trees from being planted on ice.
  • Fix: Gravship shield generator not blocking mortars.
  • Fix: Minified electric inhibitor produces error.
  • Fix: Pawn went catatonic during scarification ritual, leading to infinite stacking scars.
  • Fix: Dormant charging mechs aren't loaded into shuttles.
  • Fix: Birds don't fly out of the map when trapped and starving.
  • Fix: Added back-compat support for infestation quests loading with invalid maps.
  • Fix: New xml reader does not read the "Class" attribute on dictionary elements.
  • Fix: Some textures are invisible on Linux.
  • Fix: Potential fix for grav engines being destroyed due to landing under a mountain.

RimWorld peaks at 96k players


RimWorld has peaked at 96,040 concurrent players on 20 July 2025 which is 7 years after release.
View charts and more statistics on our website.