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- Tia
Changelog
- Adjusted render node worker to support multiple graphics per node without dirtying/reaching the render tree.
- Thoughts for each genetic chemical dependency are tracked independently instead of lumped together into a single confusing thought.
- Remove deathless regeneration coma on resurrection.
- Tweak some Anomaly incident occurrence rates so that they're less prevalent in ambient mode.
- Clarify the label for "anomaly disabled" mode.
- Added labelNoParenthesis rule symbol to pawns and things.
- Updated Spanish LanguageWorker.
- Ghouls can now be ordered to rest in medical beds.
- Pawns will now satisfy genetic chemical dependencies when in caravans if their drug policy allows it.
- Harbinger trees now consume corpses part by part even if they have no nutrition.
- Adjusted distance ranges on some sounds.
- Replaced gender-specific words with symbols in schematic texts.
- Don't store virtual relationship records which can never imply another relationship.
- Changed fade shadows to not multiply together.
- Remove healer mech serums from animal operation options.
Fixes
- Fix: Minor grammar irregularity with addiction counsel.
- Fix: MechbandDish description typo.
- Fix: StaggerDurationFactor stat does not work without Biotech.
- Fix: Arresting beggars auto-fails.
- Fix: Genetic chemical dependency thought not properly nullified by mind numb serum.
- Fix: Remote repairer hediff can be duplicated.
- Fix: Autobongs making non-organic entities high.
- Fix: Creepjoiners have entity faction when enslaved
- Fix: Increased carried thing layer to resolve some apparel issues.
- Fix: Beam verbs and incinerator hitting cells without line of sight.
- Fix: Headgear not always rendering correctly when crawling.
- Fix: Preferred xenotypes not working correctly between prisoners and slaves.
- Fix: Incorrect label argument used in activity suppression tooltip.
- Fix: Various specific save/load errors with awoken corpses and hypnotized pawns.
- Fix: No “missing bed” feedback for “take to bed” warden order.
- Fix: Mech booster is rotatable.
- Fix: Apparel without CompColorable causes errors in styling station.
- Fix: High Mechtech can be selected in research without building a multi-analyzer.
- Fix: Message spam when capturing an enemy during a psychic ritual siege.
- Fix: Left behind pawns dying counts towards "colonists killed" stat if they die.
- Fix: Becoming a shambler incorrectly taints utility items.
- Fix: Feedback for sky-lantern participants who can't reach any wood, added better ritual feedback functions.
- Fix: Unnecessary loading warning appearing for transport pods without colonists.
- Fix: Creepjoiner letters not using gendered kind labels.
- Fix: Suspending lovin' causing errors.
- Fix: Ritual dialog tooltip slightly cutoff.
- Fix: Refugees can send leaving messages multiple times.
- Fix: Misleading extra warnings if complexes were previously activated before entering
- Fix: Some circumstances where temp factions wouldn't be properly hostile to anomaly entities or insects.
- Fix: Unable to place non downed pawns in a cryptosleep pod.
- Fix: Error when entity dies during bioferrite extraction.
- Fix: Error on inspect pane for ghouls without hunger needs.
- Fix: Herd animals trained to attack won't target shamblers.
- Fix: Psychic ritual failing when invoker gets psychic shock.
- Fix: Farskip not working on colony ghouls.
- Fix: Several scenarios where collapsed roofs can destroy pit gates.
- Fix: Hediff and mutant abilities not saving cooldown.
- Fix: Fleshmass stomach not preventing gut worms letter.
- Fix: Colony mechs and ghouls can't be selected in split caravan dialog.
- Fix: Modded violent work types disabling ghoul melee skill.
- Fix: HediffDef aptitudes displaying as active without Anomaly installed.
- Fix: Recluse thoughts not nullified properly by mind numb serum.
- Fix: Inhumanized not nullifying childbirth related memories.
- Fix: Biofuel refinery accepts dye as organic matter, but it doesn't have any nutritional value.
- Fix: Sunlamp light radius inaccurate.
- Fix: Error using "Damage until down" method on pawn with shield belt.
- Fix: More consistent handling of ActivitySuppressionToggleTooltipDesc and ActivitySuppressionTooltipDisabled translation keys.
- Fix: High activity alerts display HP percent.
- Fix: Activation inspect pane string has hardcoded "s".
- Fix: Inconsistent text 'Start' vs 'Begin' bestowing ceremony.
- Fix: Newborn babies can generate with parents' PawnKindDefs startingHediffs.
- Fixed some scenarios where skyfallers would drop through mountain roofs.
- Fixed some situational issues with creepjoiners leaving after being ghoulified.
- Fix: Genes and traits that increase skills on growth moment stack.
- Fix: Schematic generation error if only remaining projects are excluded.
- Fix: Activity suppression and studying not respecting allowed areas when selecting an interaction cell.
- Fix: Some undesired behavior with creepjoiner letters.
- Fix: Include common book symbols in book doer rule pack grammar requests.
- Fix: Relaxing socially not respecting standard seat reservations.
- Fix: Lay down driver sometimes causing errors on load.
- Fix: Having "give psylink" debug action on debug palette without royalty active causes errors.
- Fix: Deadlife shamblers opening doors.
- Fix: Unable to place non downed pawns in a cryptosleep pod.
- Fix: Error when entity dies during bioferrite extraction.
- Fix: Errors for ghouls without hunger needs.
- Fix: Sun/Edge shadows not always drawing if off-screen to the right.
- Fix: Tending pawns get medicine after using initial stack even if they have more.
- Fix: Security doors count as 2 doors for prisoners, reducing their prison break mtb by 50%. Added informative text explaining that having only security doors in a prison multiplies escape mtb by 110%.
- Fix: Error when turning pawn with ideoligion role into a ghoul.
- Fix: Harbinger tree provocation not working on ambient horror mode.
- Fix: Pawns leaving allowed area to rope animals.
- Fix: Luciferium addiction doesn't cause a medical emergency alert when a pawn is deathless.
- Fix: "BlockedByRoof" translation key in Royalty instead of Core.
- Fix: Scaria isn't removed on shambler resurrection.
- Fix: Colony mutants in buildings don't show on the colonist bar.
- Fix: Auto activate monolith scenario part doesn't have edit interface.
- Fix: Some music sequences ending harshly instead of fading out.
- Fix: Luciferium addiction remains on turned mutants.
- Fix: Turret packs can replace other turrets when throw misses.