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RimWorld News

Update 1.0.2408 released

I've just pushed a regular player content and localizations update, to version 1.0.2408.

This update doesn't change any code or core content in the game, it only updates player-created names and characters, and translations data.

All save games and mods should be compatible.

Update 1.0.2282 released

I've just pushed an update to build 1.0.2282.

Changes:
  • Game loading has been optimized, especially with mods. You should see significantly faster loading.
  • Player-created content updated.
  • Localizations updated.

This update should be compatible with existing savegames and mods.

EDIT: Compatibility issue with Zetrith's Multiplayer mod has been fixed by some very responsive modders!

Unstable testing of minor update 1.0.2271

EDIT: This was updated to 1.0.2282. It should now be compatible with pretty much everything except the ModCheck mod. Please let us know about any problems in the comments! Reading carefully.

Original post below:

On the unstable beta branch, you'll find version 1.0.2271. This version is almost the same as the previous version, with the following changes:
  • A potential fix for a bug that can cause very slow loading of mods in some cases.
  • Updated language data to latest version.
  • Updated player-created names with all approved content.

Mostly we're looking to test the first of the above. It would be awesome if any player who had trouble with slow loading of mods (anything over a minute or two) would give the unstable branch a try and let us know if anything changes.

Thanks in advance to anyone who can give feedback on this in the comments here or in the Ludeon forums!

The new version should be compatible with all saves and mods, except possibly a few mods that directly interact with how mods are loaded.

RimWorld soundtrack available on Steam

The RimWorld soundtrack is up for sale on Steam! 31 tracks of space western tunes from Alistair Lindsay (Twitter).

Here's the Steam page.

If you like Al's music you can get more from him at his Bandcamp page.

1.0 technical update brings multi-version mod support


I’ve just released a technical update to version 1.0 of RimWorld. It should be 100% compatible with all existing savegames and mods. The new version is 1.0.2150.

Steam will auto-update. If you’re playing the DRM-free version of the game you can go download it now from your permanent personal download link which was emailed to you.

Aside from updating translations and player content, and fixing a handful critical bugs, the new version’s main purpose is to add support for multi-version mods. Previously one entry in Steam workshop could only work with one version of RimWorld. This causes problems when we release a new version: Players can’t continue on the old version since some mods are updated, but can’t continue on the new version since not all mods are updated.

Now, mods will be able to support multiple versions simply by putting version-specific files in directories named for the target game version. Other files from the mod’s base directory are used in all versions, as before.

For modders, here is how to set your mod up for multi-version support:

In the mod’s About.xml file, don’t use any more. Instead, write a list of supported versions like this:


  • 1.0

  • 1.1



  • When you upload to the Steam Workshop, your mod will be properly tagged with all supported versions.

    Version-specific content should go in a folder named after the version being targeted. For example, if you make a folder called “1.0/Defs”, version 1.0 of the game will load Defs only from that folder, while other versions of the game will load from “/Defs”. (Note that if you add a version-specific folder like “1.0/Defs”, the default “/Defs” folder will be ignored when playing on 1.0.)

    You can do this with the “Defs”, “Assemblies”, and “Patches” folders. Other data types, like textures, are always shared between versions (for now).

    If you do not need the multi-version content loading, you place the  “Defs”, “Assemblies” and “Patches” folders in the mod’s root folder, just like before.