Genre: Real Time Strategy (RTS), Simulator, Strategy, Indie
RimWorld
Minor update #5 to unstable build (1.1.2552)
Another update with some fixes!
- Fix: Material memory leak in DrawFieldEdges and possibly other places - Updated translations and player created names.
Minor update #4 to unstable build (1.1.2551)
Another small update with some fixes today.
- Fix RebuildModList being called prmaturely during initialization. - Fix nested RebuildModList calls messing up active mod list in some cases. - Convert all tabs to spaces in ModUpdating.xml - When a kidnapped pawn dies, we now remove the "lost" thoughts because we add "died" thoughts anyway. - Workaround for text overflowing a single character with UI scaling. Also, reset label width cache when changing scaling. - Drafted colonists again automatically shoot fleeing enemies. Raiders and drafted colonists again automatically shoot all insects. - Replace string.GetHashCode with GenText.StableStringHash for mod packageId.
Minor update #3 to 1.1 unstable (1.1.2550)
Another minor update to 1.1 unstable. There are a few more final fixes to do. Thanks to everyone who reported a bug on the bugs forum!
- Fix: Selecting different kinds of zones displays first selected label in inspect pane. - Fix: Minor graphical issue with IED antigrain warhead trap transparency - Fix: inspect pane displays name of first selected pawn if several are selected. - Fix: Multi-selecting minified things selects all minified things in view. - Fix: Barricades are never flammable, even if made of wood. - Fix: Mouse scrolling is inverted on Linux
This is version 1.1.2550.
Compatibility fix 1.0.2549 released
I've just pushed version 1.0.2549. This is an update to version 1.0.
The only change is that the game will no longer log errors when processing mod metadata (About.xml) from a multi-version mod that supports 1.0 and 1.1. It's purely a small compatibility fix.
Minor update #2 to 1.1 unstable
A new version of 1.1 unstable has just been posted.
- Improved the code that auto-generates packageIds for old mods. It should generate somewhat meaningful packageIds where possible, and use some hashed data to avoid collisions. - Medieval weapons can no longer be biocoded since it made no sense. - Fixed an issue that caused spurious error happens if a mod defines no defs, but still has patches. - Fixed mod sorting tool using packageId with postfix. - Removed warnings on duplicate mods present but only one of them active - Fixed typos and outdated references in ModUpdating.xml. - Re-labeled some animal trainables to better match what they actually mean. "Obedience" is now called "Guard", and "Release" is now called "Attack". - Removed some guard and attack trainability from a few animals where it didn't make sense and broke gameplay roles.
Regarding the last entry above, the goal is to move towards a situation where animals have identifiable purposes distinct from each other. There should be some distinction between combat animals, utility animals, economic animals, and multi-role animals, as opposed to every random chinchilla, cow, rabbit, and wolf in the colony following colonists into combat in an incoherent gaggle. This is a small step in that direction.
As always, I'm very thankful for all ongoing feedback. It's exciting to finally be in contact with the wider player base after having been working in private for so long.
Minor fixes to 1.1 unstable
A new build of 1.1 unstable is up! Just some minor fixes.
The changes are:
- Fixed a bug that caused mods to not load if they added defs using patches (which is useful if you want to add a def based on some condition). - In About.xml, we changed back to for consistency. Modders can remove now. - We rewrote part of ModUpdating to reflect the fact that 1.0 can load some content from a folder named "1.0", and removed corresponding warnings from code. See ModUpdating.txt for full details.
Thanks for the ongoing feedback everyone! And to our excellent volunteer testers and modders for giving such useful feedback. It's really down to them that this release has gone smoothly.
RimWorld 1.1 available on unstable Steam branch
RimWorld version 1.1, a major update from version 1.0, is now available for public testing and modding on Steam’s unstable beta branch. That’s right everyone – RimWorld is done, but that doesn’t mean we’re done with it!
You can find a full change log for this update at the bottom of this post. This update will be released to the default branch soon; we’ve placed it on the unstable branch now to get in some final testing and to smooth out the transition for mods.
If you want to help test, right-click RimWorld in your Steam library list, click Properties, then select the ‘betas’ tab. Select ‘unstable’ from the drop-down list. Note that this version is unstable and might break.
We will be carefully watching for critical bugs and fixing them! If you find anything, please post about it on the Ludeon bugs forum.
About compatibility:
For modders: We did a lot of work before 1.0 and in this version to make updating as painless as possible. There’s a guide to updating mods to 1.1 included in the game files, called ModUpdating.txt. The excellent modder Brrainz has also written a separate online guide here – thanks to him! You can also get live help with modding on the RimWorld Discord server.
The game now includes a system for handling multi-version mods, so there is no need to make multiple Workshop items or break old mod uploads by updating them in-place. (Mods which gain support for 1.1 will log an error message in version 1.0, but this error is harmless.)
Big thanks to Oskar Potocki for donating his Vanilla Animals mod to become part of the core game.
New features
Adjustments
Fixes
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.