​Update 1.6.4850 released     ​

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!TiaWebsite | X | BlueSky | Reddit | FacebookChangelog 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

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