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.
Wondering if something will arrive before Christmas? Each item on the website has shipping estimates under “Timeline”.
❄️ RimWorld Winter Collection
– 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
– 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.
– 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:
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
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!
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.
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.
Hi everyone, we just released a small update for RimWorld.
Have you reached Odyssey’s ending? There’s now a new epic song that plays! We also fixed an issue where quest shuttles attempted to land on water, which caused them to teleport into your buildings.
This update should be compatible with all savegames and mods.
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.
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.
Fixes
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.
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!
We’re celebrating Odyssey’s release with a sale on all past RimWorld products. Get 20% off RimWorld, 15% off Royalty and Ideology, and 10% off Biotech and Anomaly!
We’re celebrating Odyssey’s release with a sale on all past RimWorld products. Get 20% off RimWorld, 15% off Royalty and Ideology, and 10% off Biotech and Anomaly!
Update 1.6
RimWorld’s free update 1.6 is out now – you don’t need to own Odyssey to get it. This update brings massive performance improvements, reworked map generation, flying animals, and quality-of-life changes across caravans, plans, building, UI, and more. Read more about it here or check out the changelog here.
Compatibility FAQ
Unmodded savegames from 1.5 will load in 1.6.
If you want to keep playing on version 1.5, use Steam beta branch “version-1.5“. To do this, right-click RimWorld in the Steam library, go to properties, open the betas tab, and select the version from the dropdown.
Many mods have already been updated to version 1.6 – thank you to our modders! However, some mods have not yet been updated, and they will not work in 1.6.
Odyssey original soundtrack
You can also grab the RimWorld – Odyssey soundtrack on Steam. Created by RimWorld composer Alistair Lindsay, it features 10 thrilling, spacey tracks to accompany you during your orbital expeditions.
Odyssey merch collection
We’ve just launched our new, limited-edition Odyssey collection on our official merch site: https://rimworld.store/
The collection includes:
RimWorld bomber jacket and patches: A stylish colonist jacket with iron-on patches so you can proudly display your favorite expansions.
Centipede plush: For such a heavily-armored murder machine, it’s very plump.
Odyssey T-shirt: This gravship tee is perfect for launching into the stars, digging through ruins, or fighting off pirates.
Hive queen plush: All the terror of the insectoid matriarch, bloated with cuteness instead of larvae.
Odyssey
Odyssey enriches the world and expands your adventure beyond a single map. Build a gravship – your flying home – to travel across the planet. Settle in new biomes filled with diverse landforms and exotic wildlife. Go on quests to hunt the alpha thrumbo or raid ancient cryptosleep bunkers. Launch into orbit and scavenge tech from space stations and asteroids. But out in the void, an ancient machine mind stirs…
Tell us about your gravship adventures over on Reddit, X, and BlueSky.
Odyssey is available to play in: English, Chinese Simplified, Chinese Traditional, Russian, French, German, European Spanish, Latin Spanish, Brazilian Portuguese, Japanese, Korean, Polish, Turkish, Ukrainian, and Dutch.
We went over Odyssey’s content in our previews below, but you can also dive in blind!
Thank you very much for another awesome launch. RimWorld is nearly 12 years old, which is wild to say. What started as my alpha project and a Kickstarter now has this massive, thriving community of talented players, modders, testers, artists, translators, writers, creators, and developers. Couldn’t have done this without you guys.
I hope you have fun with Odyssey and I’m looking forward to the stories that come out of it. See you soon.
– Ty and Ludeon Studios