The frontier returns July 31.

Posted July 24th, 2026 by Tia Young

The RimWorld Summer Collection arrives July 31! It brings frontier-inspired gear, colony equipment, and familiar creatures beyond the screen for a limited-time pre-order event.

From the Colony Issued Research Notebook to the Warg Plush and Man in Black T-Shirt, every item is designed to feel pulled directly from life on the rim.

Sign up for the drop: https://rimworld.store/

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RimWorld x Abiotic Factor bundle out now

Posted July 14th, 2026 by Tia Young

20% off the bundle or 20% off the game you don’t own!

Hey all, our scientists just finished researching a new bundle: RimWorld x Abiotic Factor!

It’s Abiotic Factor’s birthday and they’ve released their Anniversary update to celebrate. 🎉 It even features a fashionable Randy Random hairdo and RimWorld sheriff badge to show off.

You can grab the bundle for 20% off or 20% off the game you don’t already own right now: https://store.steampowered.com/bundle/79834/RimWorld_x_Abiotic_Factor/

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Abiotic Factor

Abiotic Factor is a survival crafting experience for 1-6 players set in the depths of an underground research facility. Caught between paranormal containment failure, a military crusade, and chaos from a dozen realms, the world’s greatest minds must survive against the universe’s biggest threats.

RimWorld

A sci-fi colony sim driven by an intelligent AI storyteller. Generates stories by simulating psychology, ecology, gunplay, melee combat, climate, biomes, diplomacy, interpersonal relationships, art, medicine, trade, and more.

Get out there and do some science.
– Tia

Website | X | BlueSky | Reddit | Facebook

Update 1.6.4850 released

Posted June 8th, 2026 by Tia Young

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Hey everyone, we’re back with a small update for RimWorld and the expansions today. Check out the changelog below.

This update should be compatible with all savegames and mods.

Have a bug to report? You can share it with us on the official RimWorld development Discord.

Cheers!
Tia

Website | X | BlueSky | Reddit | Facebook

Changelog

  • Heavy bridges are now immune to explosion damage.
  • Embryos are now forbiddable.
  • Added ancient bridges and ancient heavy bridges which have a market value of 0. This prevents large wealth spikes when landing on maps that generate ruins over water.
  • Updated Royalty preview images.
  • Updated player creative content.

Fixes

  • Fix: Some ancient danger enemies were active before they were unfogged.
  • Fix: “Cloudwatching” sometimes appears when in space instead of “stargazing”.
  • Fix: Pawns can infinitely desire a looks-change if their ideoligion and genes clash.
  • Fix: Deliver resources jobs issue causing pawns to not take any job.
  • Fix: Error with grow zones in pocket maps.
  • Fix: Incorrect parameters being used in AncientPodContents.
  • Fix: Creepjoiner body types.
  • Fix: Pawns passing friendly and enemy blockers.
  • Fix: Glower dialog can’t be configured not to force a color value.
  • Fix: Construct cache not respecting forced orders.
  • Fix: Gravship jumps interrupt deathrest.
  • Fix: Holding platforms minified by infestations would delete their contents.
  • Fix: Cultists would get stuck after their ritual was interrupted.
  • Fix: macOS installations on non-Apple filesystems would try and load the generated ._ prefixed XML files.
  • Fix: Bloodrage hediff increasing/decreasing too slowly on pawns ticking at a lower rate.
  • Fix: Cube interest/withdrawal not behaving correctly on pawns ticking at a lower rate.
  • Fix: Mechanoids repairing too fast when ticking at a lower rate.
  • Fix: Wastepack atomizer west and east sprites were flipped.
  • Fix: Butcher yield storyteller setting affecting “make any stone blocks” bill yield.
  • Fix: Cancelling a wall blueprint that was replacing another wall would delete any wall attachments.
  • Fix: Volcanic debris lava can no longer spread to deep water.
  • Fix: Ghouls can no longer go on caravans alone.
  • Fix: Lodgers that are arrested and released are no longer recruited for free.
  • Fix: Ghouls now exit shuttles drafted like other colonists.
  • Fix: Explosions were not destroying regular bridges.
  • Fix: If your first home map is in space, pawns were occasionally spawning on other maps with vacsuits.
  • Fix: Gravship takeoff could leave floating roofs on the launch map.
  • Fix: Incorrect threat reaction radius for enemies defending a location.
  • Fix: Buildings could remain connected to power nets on the previous map after launch.
  • Fix: Beam weapons were creating VFX in the wrong location (only affects mods).
  • Fix: Shuttle crash rescue quest could generate with too few points to generate an enemy threat.
  • Fix: Possible for rescue shuttles to land on the crashed shuttle, destroying it.
  • Fix: Unnatural corpses could be permanently destroyed by turning them into nutrient paste.
  • Fix: Several issues with fleshmass heart and gravship jumps from maps with grav anchors.
  • Fix: Possible for strange signal quest to fail to find a place for the monolith on particularly full maps.
  • Fix: Possible for distress signal map to generate without a shard.
  • Fix: Possible for terminals to fail to spawn in ancient complex quests, instantly failing the quest on arrival.
  • Fix: Desired styles were calculated incorrectly if Biotech was enabled, causing the styling station to show all styles, and “look change desired” thought to never occur.
  • Fix: “Inspired recruitment” pawns interacting incorrectly with prisoners with “Reduce will” setting.
  • Fix: Babies born during shuttle flight were deleted.
  • Fix: Babies born without a faction would occasionally have their xenotype randomized.
  • Fix: It was possible to have quest lodgers enter biosculpter pods via the gizmo when it was disabled via float menu.
  • Fix: Exception when hovering certain buildings near the map edge in god mode.
  • Fix: Rectangle drag designators displayed the total number of designated cells on screen rather than the actual number of cells in the dragged rectangle.
  • Fix: Slave terror incorrectly only checked the region that the slave was in.
  • Fix: Performance issue if the player had no home map, several non-home maps, and no gravship.
  • Fix: It was possible for pilgrim quests to target a map without a reliquary on it, causing the quest to break.
  • Fix: Pawns would attempt to remove their vacsuit in space if their policy didn’t allow for it.
  • Fix: EMP rounds on unique weapons weren’t breaking low-shields.
  • Fix: Birds could get stuck in a flying animation if they were transported on a gravship mid-flight.
  • Fix: Incorrect psilocap graphics.
  • Fix: Books in containers could have the same text content.
  • Fix: Having an endogene and an overriding xenogene with the same trait can cause the trait to never be applied at all.
  • Fix: Archean tree missing snowy overlay.
  • Fix: Siegers respecting player blueprints.
  • Fix: Performance issues with lots of unbuildable blueprints.
  • Fix: Possible enumeration error with joyous thought.
  • Fix: AI inconsistencies when trying to move around blocking pawns.
  • Fix: Removed some old back compatibility code that is causing issues with mods.
  • Fixed several typos.

Announcing RimWorld World

Posted April 1st, 2026 by Tia Young

Next week, RimWorld World opens to the public! Our brand new theme park has custom rides and attractions modeled after RimWorld gameplay that don’t exist ANYWHERE else.

➡️ Explore our park map in more detail here: rimworldgame.com/rimworldworld

Can’t wait to see you all there.

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The winter merch collection is here! ❄️

Posted November 27th, 2025 by Tia Young

Muffalo beanie, RimWorld ornaments, plushes, and returning favourites!

Hey everyone, a holiday trade caravan just arrived! 🎁

We’ve got a fresh RimWorld winter collection as well as beloved items from past drops, so this is your chance to grab something if you missed it last time. Stock is limited and the winter drop leaves the shop on Jan 11.

Explore the collection on the official RimWorld merch store: https://rimworld.store/

Wondering if something will arrive before Christmas? Each item on the website has shipping estimates under “Timeline”.

❄️ RimWorld Winter Collection

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– Muffalo Fur Beanie: A reversible hat to keep you warm, inspired by the muffalo.
– Scyther Ornament: All that danger contained in one cute decoration.
– Thrumbo Ornament: This noble beast deserves a place high up on your tree.
– Boomrat Plush: Handle with care – this tiny friend carries a big spark! And it glows in the dark.
– Thrumbo Plush: A rare, soft companion.

Returning from cryptosleep

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Bomber Jacket: Our favorite jacket (plus iron-on patches) is back for the season!
Odyssey Tee: Odyssey returns from the stars.
Centipede Plush: For such a heavily-armored murder machine, it’s very plump.
Hive Queen Plush: The Queen rises again.

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– Muffalo Plush: No colony is complete without a Muffalo. Comes with a saddlebag.
– Megasloth Plush: A cuddly beast and its bundle of wool.

Black Friday Sales

It’s Black Friday on Steam and we’re running a bunch of RimWorld sales until Dec 1:

20% off RimWorld
10% off Anomaly
10% off Biotech
15% off Ideology
15% off Royalty

That’s it for now. Hope you have a wonderful holiday season!
– Tia ☃️

Website | X | BlueSky | Reddit | Facebook

Holiday trade caravans are on their way!

Posted November 27th, 2025 by Tia Young

🎁Track the RimWorld winter collection, releasing Nov 27: https://rimworld.store/

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Update 1.6.4630 released

Posted October 31st, 2025 by Tia Young

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BOO! Happy Halloween! 🎃💀

On this spooky day, we’ve got a small RimWorld update loaded with fixes. They’re listed below in the changelog. 

This update should be compatible with all savegames and mods.

Have a bug to report? You can share it with us on the official RimWorld development Discord.

OoOoOoo, 

Tia 👻

Website | X | BlueSky | Reddit | Facebook

Fixes

  • Fix: Optimisation to JobGiver_BoardOrLeaveGravship.
  • Fix: Animals can’t fish on ocean water in some circumstances.
  • Fix: Shuttles arriving to pick up a pawn on a pocket map will now land on the parent map instead.
  • Fix: Grav engine floating orb graphic cut off at the top.
  • Fix: Void structures could end up with negative progress.
  • Fix: Shuttle leaving if all pawns on map enter a pocket map.
  • Fix: Pawns sometimes wandering to (0, 0), especially with fleshmass hearts.
  • Fix: Void provocation fails silently on maps which can’t support harbinger trees.
  • Fix: Void provocation wasn’t bypassing earliest day requirements for incidents.
  • Fix: Incorrect label on ghoul/shambler discovery.
  • Fix: Error in GameComponent_PawnDuplicator when running without Anomaly.
  • Fix: LanguageWorker_Italian missing a null check in WithIndefiniteArticle method.
  • Fix: Techprints in loot (e.g. ancient danger) don’t respect techprint commonality.
  • Fix: Possible error if a ritual spot is deleted while a ritual is in progress.
  • Fix: Gravship launch ritual not added retroactively to saves.
  • Fix: Ghouls couldn’t right-click-use serums, and mechs could erroneously use them via the gizmo.
  • Fix: Metalhorror fifth timer not respecting VTR, causing gray flesh to take much longer to spawn.
  • Fix: Error attempting to generate creepjoiner relations.
  • Fix: Z-Clipping with some world object textures.
  • Fix: Raided thought not getting applied in some quests.
  • Fix: Gravcore quest sites were not settleable (not retroactive).
  • Fix: Maps weren’t considered a player home if a gravship landed on it after it had already generated.
  • Fix: Several issues with transporting fleshmass hearts on gravships.
  • Fix: Infant illness doesn’t change phases due to an oversight.
  • Fix: Labyrinth teleporting targets to non-origin maps if origin Obelisk was destroyed.
  • Fix: Pawns getting stuck when running while on fire if blocked by an enemy.
  • Fix: Seeds not always being deterministic.
  • Fix: Pawn apparel using map biome vacuum flag rather than planet layer flag.
  • Fix: Removing world layers not removing connections or destroying world objects.
  • Fix: Shuttles sometimes landing out of bounds.
  • Fix: Wasp stuns no longer affect mechs or turrets.
  • Fix: Pawns could plant special seeds outside their allowed area.
  • Fix: Faction goodwill was not affected by killing pawn via psychic slaughter.
  • Fix: Performance issue when selecting a lot of beds on a late game map.
  • Fix: Prisoner and non prisoner beds can get mixed up when loading save if rooms are separated by paste dispensers.
  • Fix: Errored ship jobs now clean themselves up properly.
  • Fix: Turret top offset is (erroneously) rotated by turret angle.
  • Fix: Bills on launch map get set to drop on floor when gravship leaves.
  • Fix: Some explosive buildings explode twice when the wick ends.
  • Fix: Shuttles could disappear when landing if their contents were bugged.
  • Fix: Missing null check in DirectXmlCrossRefLoader.
  • Updated player creative content.

Bring home a thrumbo and boomalope!

Posted October 10th, 2025 by Tia Young

Hello everyone, our new RimWorld thrumbo figure and boomalope night light are now available on YouTooz: https://youtooz.com/collections/rimworld

It’s a limited edition campaign, so get yours before it ends.

  • Thrumbo figure: The regal thrumbo in a 4.9″ flocked form for your desk. No taming required.
  • Boomalope night light: Recharge beside this slumbering boomalope and let its gentle glow light your nights.

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We also have a Steam sale going on for RimWorld and several expansions until Oct 24 to celebrate the game’s upcoming 12th birthday! 🎉

Get 20% off RimWorld, 10% off Anomaly and Biotech and 15% off Ideology and Royalty.

Hope you’re having a great week!
– Tia and the Ludeon team

A thrumbo at your side and a boomalope to light up the night. 🤍🌙

Coming to YouTooz on October 10th.

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Update 1.6.4566 improves gravships, shuttles, and more

Posted August 28th, 2025 by Tia Young

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Quality-of-life changes for gravships and shuttles, new snowy art, and mechanoid bosses in spaaaaaace!

Hello everyone, we’ve got a content update for RimWorld today!

Gravships have received some quality-of-life changes.

  • The new gravship launch interface lets you get your colony’s animals and mechanoids onboard, and kicks visitors out. This makes takeoffs feel better and prevents accidental kidnappings.
  • The pilot console now has a “view range” tool that shows your gravship’s range without going through the whole launch process

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  • Shuttles can now safely land on items, and they no longer obliterate a ton of roof when landing inside buildings – only the necessary roof.
  • When you’re in orbit, colonists won’t automatically take off their life-saving, vacuum-resistant apparel if they’re in a dangerous vacuum.
  • Mechanitors can summon the mechanoid bosses… in spaaaace!
  • We added a new vacskin gland prosthetic from the Empire that protects your colonists against vacuum. (This cross-expansion content only appears for those with Odyssey and Royalty).
  • We rebalanced the starjack xenotype to make them more useful in space – they have a new low gravity adapted gene which makes them faster and better workers while in orbit.

Other improvements include a new category for fishing in the work tab, tree sowing research allows you to grow timbershrooms in the glowforest, and the sentience catalyst now stops farm animals from roaming away.

And just in time for the colder seasons, there are new snowy visuals for trees and some plants!

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We’ve also made several technical improvements to the game. We reduced the generation and loading times for worlds with 100% coverage, as well as added some tools to help our modders.

This update should be compatible with all savegames and mods. The full changelog is below to browse.

If you need to report a bug, or you’re having a problem while playing, please join us on the official RimWorld development Discord.

Have fun out there!
– Tia

Website | X | BlueSky | Reddit | Facebook

Changelog

  • Added new options to the gravship launch window to easily get colony animals and mechanoids onboard before launching, as well as to remove neutral pawns off the gravship.
  • Added a “view range” option to the pilot console which lets you quickly see the range of your gravship.
  • Added snowy visuals for trees and some plants when they’re in a sufficiently snowy area.
  • Added the vacskin gland prosthetic which protects against vacuum. Requires the Odyssey and Royalty expansion.
  • Added a “low gravity adapted” gene to the starjack xenotype, as well as rebalanced the starjacks genes. Requires Odyssey and Biotech expansion.
  • Bridges built in space now have unique art for their borders.

Improvements & Balance Changes

  • Fishing now has its own category in the work tab.
  • Pursuing mechanoids in the gravship scenario now arrive in two massive raids per gravship map and then stop.
  • The final mechhive raid will now be 50% stronger.
  • Improved rewards for destroying the mechhive. You now gain +50 reputation with all factions, and the colonist that destroyed the mechhive gains a larger and longer-lasting positive moodlet.
  • Mechanitors can now summon mechanoid bosses while in space.
  • Insect lair entrances are now collapsable.
  • Added the ability to sow timbershrooms in glowforests with tree sowing research.
  • Shuttles are no longer blocked from landing on items.
  • Passenger shuttles no longer destroy more roof than they need to when landing.
  • Allow quests to retarget themselves to suitable maps if they generate targeting an unsuitable one. In orbit, this allows you to accept quests that don’t work in space by flying down to the planet.
  • Gravships no longer clear pollution when landing.
  • Sentience catalyst now removes roaming and fence-blocked status from animals.
  • The gravship scenario now requires you to start with at least one colonist capable of intellectual work. This prevents you from becoming immediately stranded.
  • Worshipful village raids now occur every 24 hours and are smaller in size.
  • Gravships can once again land at worshipful villages.
  • Having a gravship on a temporary map will prevent the map from closing if all colonists are dead or gone.
  • Pawns won’t automatically remove their vacuum-resistant apparel if they’re in a dangerous vacuum.
  • Planning designator shows map boundary outline in space.
  • Increased perceived path cost of shallow lava to discourage dangerous pathing.
  • More pawns from the Royalty and Ideology expansions can now spawn as starjacks.
  • Hermit crabs no longer walk sideways. They also live considerably longer.
  • Raiders won’t try to ignite buildings when they are in a vacuum.
  • Bestowing ceremony can now be accepted in space.
  • Removed forced low-power mode for vac barriers when they’re not in space, allowing them to still function while on the planet.
  • Prevented meteors from landing directly on top of grav anchors.
  • Added info on the grav anchor to the gravship launch confirmation.
  • Improved credits layout to reduce the vertical size.
  • Archean trees now self-heal like other special trees.
  • Updated links in the main menu.
  • Added confirmation if reforming caravan would cause your gravship to be lost.
  • Landing a gravship on polluted terrain now slowly fades the pollution visuals in.
  • Updated creative content rewards.

Performance

  • Reduce time required to load a 100% world save file.
  • Reduce time to generate a 100% world by about 40%.
  • Added the ability for mods to load textures from DDS files, which should load significantly faster than PNG files and potentially at higher quality.
  • Added custom atlas packing implementation which should allow the game to start slightly faster, while using less memory.
  • Improve performance when hovering a world tile out of gravship range.

Technical & Modding

  • Unify all MayRequire and IfModActive checks to strip suffixes, trim, and lower-case package IDs
  • Improved the moddability of animal abilities. It is now easier for modders to add abilities to player animals without using the Special Trainables system. Additionally, adding multiple abilities through Special Trainables is now supported.
  • Increased max radius of GenRadial to 80 and optimize radius calculations.
  • We now run back-compat code if the active mod list has changed, so that when adding expansions, all needed data is added to objects.
  • Fix: plant.wildBiomes wasn’t checking for duplicate entries in biomes. (Only affects mods.)
  • Fix: Modded things with non-North default rotations not being placed correctly on gravships and prefabs

Fixes

  • Fix: Traders guild faction no longer mentions giving gifts in their hostility letter.
  • Fix: Outfit stands are once again minifiable and correctly drop their inventory contents when deconstructed while minified.
  • Fix: Can’t sell weapons held in outfit stands.
  • Fix: Pawns using the incorrect seat on couches when socially relaxing.
  • Fix: Properly fail strange signal quest if player loses their home map.
  • Fix: Animals not checking reservations on fishing cells.
  • Fix: Animals able to fish through foundations.
  • Fix: Unable to remove pawns from being the target on certain psychic rituals.
  • Fix: Freeze or crash on boot for players with specific AMD integrated GPUs.
  • Fix: Out of bounds error trying to determine shuttle landing position when few options are possible.
  • Fix: Combat log occasionally mentions flesh-related injuries for mechanoids.
  • Fix: Shuttle load list getting reset after launching.
  • Fix: Lava emergence could go through walls in specific situations.
  • Fix: Pawns not getting comfort from chairs while fishing.
  • Fix: Paralytic arrows weapon trait not working if Anomaly is not active.
  • Fix: Paramedics dropping their carried pawn when jumping.
  • Fix: Raiders pathing directly through doors to trash newly blocked things.
  • Fix: Loot on settlements spawning in inaccessible locations.
  • Fix: Vac barriers not exchanging temperatures properly when off.
  • Fix: Disabling mining via scenario not disabling vein mining.
  • Fix: Incorrect description on burst shot count stat.
  • Fix: Corpses spawning in some occupied settlement room types.
  • Fix: Metalhorror filth not spawning if previous map was abandoned with specific timing..
  • Fix: Update peafowl labels to distinguish between male peacocks and female peahens
  • Fix: Clarify attack target description.
  • Fix: Game not switching to appropriate map when gravship cutscene happens.
  • Fix: GenDraw.WorldRadiusRing issue with ShipJob_Wait.
  • Fix: Certain sites not receiving incidents when landed at via gravship.
  • Fix: Mining charges yielding only one mineable resource per tile.
  • Fix: Space world objects not showing the orbital ITab.
  • Fix: Basic gravtech appearing in schematics.
  • Fix: Out of bounds error when launching gravship.
  • Fix: Pursuing mechanoids scenario part now handles gravship anchors better.
  • Fix: Lag when imperial shuttle is on map with lots of haulables.
  • Fix: Bad temperatures preventing gravship launch.
  • Fix: Bestowing ceremony couldn’t be started if recipient has no free cells around them.
  • Fix: Error when baby being breastfed dies.
  • Fix: Autocut in pens sometimes including plants that are the same nutrition as grass.
  • Fix: Incorrect venerated animal message when no colonists capable of hunting.
  • Fix: Mechhive now spawns a border of platforms around buildings to prevent inaccessible areas.
  • Fix: Mech booster rendering behind other buildings.
  • Fix: Shuttle in hospitality quests not arriving on map of required pawns (fix not retroactive)
  • Fix: Some apparel being incorrectly set to medieval tech level.
  • Fix: Lectern north and south graphics were swapped.
  • Fix: Genes in gene bank not being repaired.
  • Fix: Pawns with no food type or need being able to be told to eat something from their inventory because it’s considered a drug.
  • Fix: Cloudwatching in space now always says stargazing.
  • Fix: Several quest sites that were previously not able to be settled are now settleable after clearing all active threats.
  • Fix: Labyrinths returning pawns to a different map than the one they were on.
  • Fix: Wall blueprints not getting removed when attached wall blueprint is removed.
  • Fix: 1 in 5000 chance for error when generating map during gameplay (e.g. ancient stockpile).
  • Fix: Error if cached throne becomes despawned.
  • Fix: Several issues with shuttle and transport pod range calculations.
  • Fix: Concurrent thread modification exception when accessing map pawns.
  • Fix: Confusing UI/messages when trying to use mortars in blind fog.
  • Fix: Unique sniper rifles with high range not showing range.
  • Fix: Error trying to move onto a layer with no valid settlement locations.
  • Fix: No fuel information given when targeting player settlements during gravship launch.
  • Fix: War queen resets to full steel when changing map.
  • Fix: Improve gravship placement logic on mechhives.
  • Fix: Incorrect apparel mentioned in thought for wearing ideo wanted apparel.
  • Fix: Error with bandit camp pawn lend quest with multiple maps.
  • Fix: Ideo buildings have incorrect names unless regenerated manually.
  • Fix: Adjust archean tree shadow.
  • Fix: Statues weren’t saving style of apparel (fix not retroactive).
  • Fix: UI icons for ores weren’t rendering correctly (e.g. in search).
  • Fix: Certain quests in saves converted from 1.5 were instantly expiring.
  • Fix: Space settlement cannon connections were replacing interior terrain.
  • Fix: Archonexus quests in space were using incorrect world object for new faction settlements.
  • Fix: Small differences in move speed weren’t being reflected accurately over long distances.
  • Fix: Drop pod raids were failing to execute in space with low threat point values.
  • Fix: Colony animals were choosing to nuzzle friendly shamblers & ghouls.
  • Fix: Collection modified error when starting gravship launch while animal is rescuing a colonist.
  • Fix: Things carried by lifters & animals are now counted for the purposes of bills.
  • Fix: Incorrect entries in empire town names.
  • Fix: Mechhive quest was taking a long time to refire after failing it.
  • Fix: Allow roof punching if pursuing mechanoids can’t find any non-roofed cells.
  • Fix: Duplicate gravship wreckages were able to fire if you wait long enough without a grav engine.
  • Fix: Biosculpter pods weren’t curing scaria infections.
  • Fix: Animals were attempting to fish at 0, 0 if every water cell on the map is frozen.
  • Fix: Was possible for shuttles to get lost in specific set ups when merging two caravans.
  • Fix: Was possible to toggle auto-refuel on refuelables that don’t allow it, via hotkey.
  • Fix: Gravships weren’t able to land on outposts.
  • Fix: Error generating trade request quests in space.
  • Fix: Smoke launcher, EMP launcher, and toxbomb launcher were incorrectly marked as incendiary weapons.
  • Fix: Animals with 0% wildness were requiring level 1 handling skill.
  • Fix: Incorrect plant weights on maps with limited fertile terrain.
  • Fix: Several gravtech and mechtech researches could still appear in schematics.
  • Fix: Quest lords were being added to incorrect maps in some circumstances
  • Fix: Typo in mastodon description.
  • Fix: Player shuttle could be lost if settling/camping on map with not much land.
  • Fix: Incorrect inspect string on thruster if it’s broken down.
  • Fix: Grav engine was rendering behind some buildings north of it.
  • Fix: Mech relay was rendering behind buildings north of it.
  • Fix: In some cases, mechs were trying to do all work types.
  • Fix: Error from bugged zones when landing ship.
  • Fix: “Vegetarian disliked” precepts descriptions are now more accurate.