1. RimWorld
  2. News

RimWorld News

Update 1.3.3074 brings various fixes and improvements

Hey everyone, we're here with another update. Tons of great feedback has been coming in and we're working to translate that into high-value improvements as fast as possible.

It should be compatible with everything.

Thanks to those who helped test it on the Official Dev Discord. Come join us!

Improvements:

- Desired apparel now uses the same faction restrictions as role apparel does. Tribal-Only: War mask, Tribal Headdress. Non-tribal only: Slicecap, Beret. Removed visage mask restriction to non-tribal only.
- Slaves no longer slight or insult non-slaves
- Slaves never start social fights with non-slaves if insulted.
- Allowed saving all ideos and allowed saving ideos in-game.
- Allow non-ideo members to participate in leader speech.
- Melee-ing a slave now increases suppression.
- Rebellion chance per slave now relates inversely to the number of slaves on the map, so overall rebellion chance shouldn't climb so aggressively with higher slave counts.
- Adjust slave rebellion base MTB 50 days back to 45 days.
- Change animal products and processed food to not generate negative thoughts related to meat-eating precepts. Vegetarians and carnivores alike can now eat these without being bothered.
- Beggars can now be given items when they are traveling to their wait destination.
- Prevent thrumbos from eating Gauranlen trees in addition to anima trees.
- Ideo UI Role apparel requirements float menu now lists the incompatibility reason.
- Added confirmation dialogs in ideo config UI when precepts will change.
- Dryads of not the correct caste will return to the tree first when connection strength drops enough to be unable to support the current number of dryads.
- Integrate art for rough living issue and set it to medium importance.
- Gauranlen pod sprouts now happen much earlier for tree connector ideoligions.
- We are now more selective about which weapons increase rebellion chance (exclude wood, emp, smoke...)
- Allow black color to be selected for apparel coloring.
- Integrated new mod source and warning graphics for the mod menu.
- Integrated new meal graphics.
- Improvements to ideoligion save/load UI.
- Ensure Tunneler meme always has the MiningYield_High precept.

Technical:

- Optimized QuestNode_Root_WorkSite.
- Removed _NewTemp suffix from PreceptWorker methods and made optional parameter non-optional.
- Renamed def Nutrifungus to Plant_Nutrifungus per standard.
- Changed ThoughtWorker_Precept_IdeoDiversity to not iterate over spawned pawns list twice.
- Removed unused 'Notify_MemberSpawned' methods.
- hairColor -> hairOnly.
- Mark PlaceBlueprintForBuild as [Obsolete].
- Improvements to pawn blindness checks.

Fixes:

- Fix: ProblemCauser quest can fire with mech cluster even if mechanoids disabled.
- Fix: Incorrect requireOne usage for PainIsVirtue.
- Fix: Some bad requireOne usages.
- Fix: Diversity of thought calculates the percentage of pawns with another ideo by dividing against all spawned pawns of the faction including animals, slaves and prisoners.
- Fix 5218: Some ancient doodads are rotated when they shouldn't be.
- Fix: Lovers/Spouses sharing a bed in barracks get "sleeping alone" thought.
- Fix: Initial player ideo can be set multiple times on different ideos if the user revisits the configure ideo page before starting a game.
- Fix: Pawns under 18 can use age reversal.
- Fix: Starting leader speech from a ritual focus bypasses some checks, like being able to speak.
- Fix: Funerals are expected to be held for slaves if they have same ideo as colonists.
- Fix: Farskip with Relic gives debuff from losing the relic.
- Fix: Hermetic crate missing opening completed sound. Applied the same sound as security crate.
- Fix: Slaves and prisoners will not be carried to slave medical beds after a duel ended in which they got wounded.
- Fix: Ancient complex world objects remain on world map after archonexus cycles making it potentially hard to generate a new site as a ritual reward.
- Fix 5232: Wimpy Noble quest generated with generic tags rather than text.
- Fix: Apparel color buff is gone after save / load.
- Fix: NullRefException when abandoning royal title.
- Fix 5234: Pawns can build turrets when prohibited by precepts.
- Fix 5225: Undefined 'spritElement' text element.
- Fix: Ideo creation warning about incompatibility between apparel requirement and desired apparel even if both apparel are the same.
- Fix: Collapsed rocks have 'attack to destroy' inspect pane and disabled deconstruct message.
- Fix 5216: Minor text overlap issue in ideo config UI.
- Fix: Bestower pawns can engage in social fighting, breaking the ceremony.
- Fix: Misc small copy errors.

Update 1.3.3072 adds various improvements and fixes

Hey all, another update! This one hits a lot of various points game-wide. See change list below.

It should be compatible with everything. Please let us know on the official dev Discord if you have a problem and we'll get right on it!

We're continuing to collect feedback and improve everything we can. I much appreciate everyone who has helped out!

Change list:

- Having 1 or 2 colonists of a player's original ideoligion boosts conversion chance for that ideoligion and reduces it for conversions against that ideoligion. This is configurable in difficulty settings. This makes it easier to expand an ideoligion starting from just one person.
- When a pawn is connected to multiple gauranlen trees, they prioritize pruning the tree with the biggest difference between desired connection strength and current.
- Tune slave rebellion chances a bit lower, and reduce the effects of some factors. Slave weapon noticing distance reduced from 10 to 6.9.
- Burka now covers neck and shoulders.
- Gauranlen pod sprouts can happen even when no tree connector pawns are present. They will occur roughly every 60 days. Roughly every 30 days for tree connectors. Gauranlen pod sprouts can occur on desert or extreme desert biomes, but not ice sheet or sea ice.
- Auto-slaughter config allows you to control bonded animal slaughter specifically.
- Gauranlen trees heal slowly over time.
- Suspend dryads currently in cocoons.
- You can no longer change the color of lodgers' apparel if they refuse to change their apparel at all.
- Improvements to styling station dialog based on feedback.
- Added darker black hair color option. Moved hard-coded hair colors to ColorDefs.
- Use faster HasHead property instead of GetNotMissingParts().Any(x =>...)
- Fix: Women constantly using the styling station to get a beard that they are not allowed to have.
- Fix: Animals portraits blank on ritual setup dialog.
- Fix: Dryads prioritize rest over drafted follow.
- Fix: Potential NRE when ritual participants target a bed.
- Fix: Pawns can extract skulls from corpses that have lost their head since designation.
- Fix: Royal titles wanting personal bedrooms don't like love clusters. Bed room owners are now calculated by love cluster rather than pawn relationship pair.
- Fix: Missing reservation check.
- Fix: Potential error when ritual participants target a bed.
- Fix: Checking all beds instead of just humanlike ones for room owner.
- Fix: Checking reachability in ClosestThing_Global_Reachable.
- Fix: Members of a love cluster that have a single bed get "slept alone" thoughts.
- Fix: Couples made of a slave/colonist pair want to sleep together, despite not being able to share a bed.
- Fix: Missing translation key.
- Fix: Animals portraits blank on ritual setup dialog.
- Fix: Checking reachability in ClosestThing_Global_Reachable.
- Fix: Tattoos add transparency to pawn skin background.
- Fix: Iterating forwards through knownExpansions instead of backwards.
- Fix: Not using local map variable in Alert_IdeoBuildingDisrespected.
- Precept.PlayerWarning -> GetPlayerWarning.
- MayRequire="Ideology" -> MayRequire="Ludeon.RimWorld.Ideology" in a few places.

Update 1.3.3069b adds ideoligion save and load

EDIT: Saturday night/Sunday morning, I pushed a quick update to 1.3.3071. This fixes a single bug where pawns would get stuck at the styling station.
--------------------------

Hey all, another quick update before the weekend.

I've just released version 1.3.3069b to everyone. This is the same as 1.3.3069 from earlier today, with the addition of a feature that lets you save and load ideoligions within the ideoligion customization screen.

If you have a complicated ideoligion you want to use from now on, you can save it during creation and load it in future games.

You should be able to get the update by restarting Steam. It'll be compatible with everything.

Look forward to more updates soon!

-Ty
Twitter: @TynanSylvester

Update 1.3.3069 released

Hey all, just a quick update. This is yesterday's unstable test build with some fixes and stabiliztion.

Everything should be compatible.

Another bit of news - we have completed our first pass of the ideoligion save and load feature. EDIT: This feature is live on the 'unstable' Steam branch.

Thanks for the feedback everyone, and to our very diligent devs!

You can come help us test the unstable version or report any bugs you found on the official development Discord.

Changelog since last main version:

- Reduce nutrition required for biosculpting from 20 to 10 for healing and age reversal cycles.
- Adjust trees-related thoughts. Negatives for killing trees are reduced. Positives for seeing trees are amplified.
- Bug mitigation for null map in QuestPart_SubquestGenerator_RelicHunt.
- Fix: Pawns will attempt to harvest trees in growing zomes marked as no cutting.
- Imported new player creative content.
- Reversed meme order in UI. Low impact at top, high at bottom.
- Assign mapPawns.FreeColonistsAndPrisonersSpawned to a local variable in Alert_RitualObligation to avoid repeated expensive calls.
- Add caching to pen-related calcualtions related to WorkGiver_TakeToPen to address large performance spikes when having many animals in a pen.
- Chance of resentment on failed conversion attempt reduced from 36% to 20%. Chance of fight reduced from 4% to 2%.
- If a pawn has sight under 50%, he should gain a psychic sensitivity bonus of up to 50%.
- Assign mapPawns.FreeColonistsAndPrisonersSpawned to a local variable in Alert_RitualObligation to avoid repeated expensive calls.
- Add caching to pen-related calcualtions related to WorkGiver_TakeToPen to address large performance spikes when having many animals in a pen.
- Change back HomeFaction to Faction in JobDriver_TakeToBed, improve related comment.
- Changed all culture icon colors to full white.
- Changed implementation of delivering pawns to their bed after gladiator duel.
- Small optimization: Check a flag before calling a complex function when checking for repeating memes during ideo generation.
- Add short comments for couple recent fixes.
- Skulls are stackable.
- Clarified 'right-click' info in beggars quest.
- Removed duplicate blind check in ThoughtWorker_Dark.
- Connecting to a Gauranlen tree gives 25`45% connection strength to the connector depending on ritual quality.
- Psychically deaf pawns cannot connect with Gauranlen trees.
- Bonsai trees no longer are auto-harvested on reaching max growth
- Added debug tool to stop timed raids once started.
- Text fixes for certainty tooltip.
- Fix: Missing eye wound graphic and tattoos visible on beheaded pawn.
- Fix: 'The maximum number of (role) is xx' flickering on edit ritual dialog
- Fix: Dueling slaves without beds assigned results in errors
- Fix: Possible string concatenation issue.
- Fix: Failing to generate a new unique name for a precept can leave it with a null name.
- Fix: When a styled standing lamp is failed to build, a non-styled blueprint replaces it.
- Fix: Inverted desired connection strength check in alert.
- Fix: Slave ideo buildings lacking causes empty alert.
- Fix: Another quest node relating to animals could possibly use dryads.
- Fix: Dryads can show up as animals for hospitality quests.
- Fix: Cannibal tribes can sometimes generate without cannibal precept.
- Fix: Sterilized roosters can still fertilize eggs.
- Fix: Female pawns can infrequently gain beards on style change.
- Fix: Exception when selecting leader with building precept that has no requirements.
- Fix: Wrong zone checked for auto cut
- Fix: Duplicate building precepts from multiple ideos only shows first building in architect menu.
- Fix: Missing body parts constantly draw bandages on pawns. Now they go away once it has been tended to.
- Fix: Typos.

Update 1.3.3068 in testing on unstable branch

The release of Ideology and 1.3 have brought a massive surge of new players and new energy in the RimWorld community. It's awesome and slightly overwhelming. We've been hard at work translating feedback into fixes and improvements to try to make the best play experience possible, both in the short and long term.

To that end, there's currently a testing branch of the next update up on Steam's unstable beta branch. (Changelist below.)

We test these builds and take feedback directly on the official development Discord server. Anyone who is willing to help out should please join us there, try out the build and tell us what you find! Many thanks to all who have participated and all who join.

Thanks
-Ty

Change log since the last main version:
Current unstable build: 1.3.3068

- Chance of resentment on failed conversion attempt reduced from 36% to 20%. Chance of fight reduced from 4% to 2%.
- If a pawn has sight under 50%, he should gain a psychic sensitivity bonus of up to 50%.
- Assign mapPawns.FreeColonistsAndPrisonersSpawned to a local variable in Alert_RitualObligation to avoid repeated expensive calls.
- Add caching to pen-related calcualtions related to WorkGiver_TakeToPen to address large performance spikes when having many animals in a pen.
- Change back HomeFaction to Faction in JobDriver_TakeToBed, improve related comment.
- Changed all culture icon colors to full white.
- Changed implementation of delivering pawns to their bed after gladiator duel.
- Small optimization: Check a flag before calling a complex function when checking for repeating memes during ideo generation.
- Add short comments for couple recent fixes.
- Skulls are stackable.
- Clarified 'right-click' info in beggars quest.
- Removed duplicate blind check in ThoughtWorker_Dark.
- Connecting to a Gauranlen tree gives 25`45% connection strength to the connector depending on ritual quality.
- Psychically deaf pawns cannot connect with Gauranlen trees.
- Bonsai trees no longer are auto-harvested on reaching max growth
- Added debug tool to stop timed raids once started.
- Text fixes for certainty tooltip.
- Fix: Missing eye wound graphic and tattoos visible on beheaded pawn.
- Fix: 'The maximum number of (role) is xx' flickering on edit ritual dialog
- Fix: Dueling slaves without beds assigned results in errors
- Fix: Possible string concatenation issue.
- Fix: Failing to generate a new unique name for a precept can leave it with a null name.
- Fix: When a styled standing lamp is failed to build, a non-styled blueprint replaces it.
- Fix: Inverted desired connection strength check in alert.
- Fix: Slave ideo buildings lacking causes empty alert.
- Fix: Another quest node relating to animals could possibly use dryads.
- Fix: Dryads can show up as animals for hospitality quests.
- Fix: Cannibal tribes can sometimes generate without cannibal precept.
- Fix: Sterilized roosters can still fertilize eggs.
- Fix: Female pawns can infrequently gain beards on style change.
- Fix: Exception when selecting leader with building precept that has no requirements.
- Fix: Wrong zone checked for auto cut
- Fix: Duplicate building precepts from multiple ideos only shows first building in architect menu.
- Fix: Missing body parts constantly draw bandages on pawns. Now they go away once it has been tended to.
- Fix: Typos.