RimWorld Update 1.4 Patch Notes – November 14, 2022

RimWorld update 1.4 details are now available for PC (Steam) players. According to the official RimWorld patch notes, the latest update added new features, fixes, and gameplay improvements. Apart from this, RimWorld patch 1.4 also includes performance fixes.

Previously, a major update added a new Pen system, animal sterilization, new floor type, egg box, and much more. A hotfix was also released. Unfortunately, players are still facing a number of issues with the game. Today’s RimWorld patch 1.4 will fix a few of these issues.

Read more details here.

RimWorld Patch 1.4 Notes – November 14, 2022

Big new stuff
Added precepts related to bloodfeeders:
  • Revered: “Bloodfeeders should be worshipped.” Positive mood effects for having bloodfeeders in the colony. Negative thoughts from bloodfeeder deaths. Positive opinion towards bloodfeeders. Not bothered by being fed on.
  • Reviled: “Anyone who drinks blood to survive is a monster.” Negative mood effects for having bloodfeeders in the colony. Positive thoughts from bloodfeeder deaths. Negative opinion towards bloodfeeders. Will not absorb or implant bloodfeeder genes from xenogerms.

Added Ideology precepts related to child labor:

  • Encouraged: “Children build character through work. It’s important for everyone to contribute.” +20% child global work speed. Negative mood offset for adults while a child has recreation assigned.
  • Disapproved: “Childhood is sacred. We should let kids play like kids.” +20% child learn rate factor. Negative mood offset for adults while a child has work assigned.

Added mechanoid labor Ideology precept:

  • Enhanced: “Why should we work when we have machines?” +20% mechanoid work speed. -8% colonist work speed.

Added Ideology precepts related to growth vats:

  • Essential: “We have the technology for safer childbirth and faster childhoods.” 30% quicker growth speed in growth vats. Negative mood when naturally pregnant or with a child outside of a growth vat.
  • Prohibited: “Growth vats rob children of their childhood.” Unable to build growth vats. Negative mood when growth vats are in the colony or children are in growth vats.

Added a new category of precept: Preferred xenotypes.

  • Up to 3 can be chosen at any time. This includes player-created xenotypes. When chosen, believers will be happy to be and be around preferred xenotypes. Believers will be unhappy when they or others are of other xenotypes. Believers will not accept becoming a non-preferred xenotype via reimplant ability or xenogerms. Single-xenotype NPC factions have a chance to generate with this belief about themselves.

Other:

  • Xenogenes count as artificial enhancements for body modders/prosthophobes.
  • Autonomous weapons include colony-controlled mechanoids for precepts.

 

Smaller new stuff
  • Added child tribalwear.
  • Added an auto load toggle for genepacks. When off, the genepack will not be taken to a gene bank.
  • Added an option for selecting “no trait” on growth letters some of the time if there are more than two trait choices.
  • Added a UI button for absorbing xenogerms of appropriate targets, to help players understand that this option exists.
  • Added social thoughts for giving a lesson to a child and the child receiving a lesson.
  • If a child is unarmed and hasn’t participated in combat at all, raiders will treat them similarly to harmless livestock. This means the raiders will deprioritize them as targets and not hunt them down. It makes unexpected combat more survivable for kids, opens up those “porkchop hiding in the shed” stories and might create some rimworldy strategies.
  • Melee raiders now ignore non-combatants that aren’t in LOS when choosing new targets (previously only ranged-attack raiders did).
  • Factionless pawns can spawn with any defined xenotype including those from mods and those which are player-created. Player-created xenotypes must be referred to in an ideoligion, or used as a player starting colonist, to spawn.
  • Added more varieties of yttakin pawn kinds. This means more variety of yttakin raiders and traders.
  • Display recipe ingredient counts on recipe float menu option tooltip.
  • Gases can travel through vents.

 

Miscellaneous
  • Reduced the power needed for the wastepack atomizer to 400 W.
  • Reduced the work needed for the extract hemogen operation to 500 (from 1500).
  • Adjusted bandwidth costs for scorcher to 1 and lancer to 3.
  • Increased the health of the mechanitor’s remote shielder ability to 75/150/225.
  • For the purposes of precepts, autonomous weapons include colony-controlled mechanoids.
  • Increased the availability of gene packs from various traders.
  • Increased frequency of genepacks in quest rewards.
  • Xenogenes count as artificial enhancements for body modders/prosthophobes.
  • Increase the apocriton’s health, armor, and damage
  • Apocriton can now cast resurrect without line of sight. This should make him less cheesable in narrow hallway contexts and a bit more scary overall.
  • Yttakin factions no longer get desired apparel precepts, because they’re uncomfortable in all clothes.
  • Buffed furry tail minimum comfy temperature offset to -10 (from -5).
  • We now allow the kind trait to apply in addition to other violence-related genes.
  • Cribs no longer require any research, so tribal colonies can use them in the early game.
  • We now display market value on colony mechs’ inspect pane.
  • Pawn apparel generation takes into account min and max temperature stats per individual pawn rather than per xenotype. This means that yttakin will be less likely to spawn with parkas (they generally don’t need them) and so will look cooler.
  • When a bloodfeeder feeds on a person, the hemogen they gain is now related to how much blood was left in the target. This solves some logical incoherencies, and an exploit that involved keeping a deathless blood-farm and bloodfeeding on them over and over.
  • Reduced the impact and duration of gene loss shock from the gene extractor.
  • As people grow up, their aging rate now smooth scales from child age rate to adult age rate over several years. This prevents the problem of having a lot of 13-year-olds in the colony after raising children.
  • Renamed “child raiders” storyteller setting to “child enemies” to be more accurate.
  • If child enemies are disabled in the storyteller settings, refugees with children will not betray and attack (because that makes children your enemy). We reduced the chance of children spawning in refugee hospitality quests to mitigate balance impact of this.
  • Allow modifying the “child aging rate” and “babies are healthy” storyteller settings even if children are disabled, in case there are already children in the game.
  • Display recipe ingredient counts on recipe float menu option tooltip.
  • Added a “(disliked food)” parenthetical warning on the right-click menu when telling colonists to feed themselves or a patient a food that the eater would dislike. This helps players predict what will happen.
  • A caregiver feeding a patient will now feed them ideologically-venerated food sources if there are no non-venerated food sources.
  • Improved formatting of the research project content source line in the research UI.
  • When a deathless pawn takes damage that would have been lethal and falls into a deathrest coma instead, as an additional consequence they lose 3-6% of XP in a random skill. This should make non-death less trivial for these characters and preserve the sense of risk and danger. We’ll tuned this ongoing as needed.
  • Super-mechanoids cannot be called when there is already another super-mechanoid on the way.
  • Player is given the choice to set mechs to escort when a mechanitor leaves a map.
  • Hemogen UI gizmo no longer displays when multi-selecting pawns, to reduce clutter.
  • Ability UI buttons can now shrink like psycasts if there are too many, to avoid covering the screen.
  • Update the wording of the stillbirth letter to be a bit clearer about the choice of naming the baby, and allow the player to decide not to name the baby.
  • Fathers now get a negative thought if their child is stillborn.
  • If a baby is stillborn from a surrogate mother, the gene-mother gets a negative thought.
  • Updated the apocriton’s description to note that it has a jump launcher.
  • If player sends a pregnant colonist on a “pawn lending” quest in a shuttle, and she gives birth during the quest, the baby will be returned with her instead of being kept by the questgiver.
  • Psychic bond now gives a small amount of psychic sensitivity so that it makes more sense, and as an interesting extra bonus.
  • Psychic bonds can now be created during lovin’ instead of just on romance attempts. This means that two people who were in a relationship when the gene was implanted can now form a psychic bond after one gets the psychic bonding gene.
  • Psychic lances can’t be used on mech bosses (because they trivialize the fight).
  • Added a thing category for mechanitor body parts (used on stockpile config etc.)
  • Updated textures for all super-mechanoid chips to look more appropriately ultratech than archotech.
  • Added a toggle for the glower color picker to disable the darklight-related UI elements for modders that want to re-use the dialog for other things.
  • Pawns away on a PawnLend quest won’t have their lactating condition expire if there are any babies with them that can feed.
  • Show birth letter for babies born from lent colonists in a PawnLend quest.
  • Babies born during a pawn lend quest: If a baby is stillborn they are sent to the colony immediately for burial.
  • Display conditional stat affecters from ideoligions in stats page.
  • Optimization: Improved performance of AnyMechsInPlayerFaction and CompOverseerSubject.
  • Add dev tool to add ideology development points.
  • In the ‘Completed scan’ message sent when subcore scan is cancelled, changed ‘cancel load’ to ‘cancel scan’.
  • Subcore scanners: Added confirmation dialog when cancelling a scan that can kill the occupant.
  • Added description to “force xenogerm implantation” command.
  • Shuffle inherited genes before adding them. Added a debug tool to spawn a baby given two parents.
  • Bringing babies to a safe temperature jobs can now be interrupted.
  • Kid tribalwear no longer lists skin layer twice.
  • Added an alert which displays deathresting pawns who can be safely woken.
  • Gene extractors will cancel extraction and eject the victim if they are without power for a cumulative 24 hours.
  • Update the lactating hediff’s description to mention that it reduces fertility.
  • Lactating no longer prevents pregnancy but just applies a 5% fertility factor to the pawn.
  • Update the fertility stat to read back any hediffs that are modifying fertility.
  • Mood related genes no longer force traits. They apply a separate mood offset.
  • Learning genes offset global learning factor of a pawn instead of forcing traits.
  • Beauty-related genes offset pawn beauty directly instead of forcing traits.
  • Speed-related genes offset pawn speed directly instead of forcing speed traits.
  • Added a toggle to the hemogen gizmo which allows configuration of whether or not a pawn can ingest hemogen packs to desired hemogen level.

 

Fixes
  • Fix: Tribal children who grow up in a colony don’t get the ‘natural’ meditation focus type.
  • Fix: Lamps unconnected to a power grid do not properly have reduced power consumption once advanced lights is researched until you reload.
  • Fix: Ripscanning doesn’t kill pawns if colonist instant death in difficulty settings is 0%.
  • Fix: Pilgrims coming to venerate a relic cause charity believers to get unhappy regardless of outcome.
  • Fix: Unwaveringly loyal inspect pane text not appearing for slaves.
  • Fix: Kills with body part weapons like knee spike and power claw don’t satisfy kill satiety.
  • Fix: Custom xenotypes show up with relationships that make no genetic sense.
  • Fix: Hair color genes have a chance to not be passed on.
  • Fix: NullReferenceException when beginning role change in extreme temperatures.
  • Fix: Xenotype icon selection scrollview not working correctly.
  • Fix: Some broken word replacement in the grammar code run on labelNounPretty.
  • Fix: Gaining growth points with letter pending.
  • Fix: Grand altar draws rotated.
  • Fix: Bloodfeed can be used on pawns in mental states.
  • Fix: Wastepack cocoon infestation storyteller setting appearing in the wrong spot.
  • Fix: Apocriton appears in mech clusters.
  • Fix: Destroyed pawns can cause issues with deathrest building inspect strings.
  • Fix: Genes requiring other genes can be skipped for child genes generation.
  • Fix: Atomizer looks like it’s rotated wrong by default.
  • Fix: Pawns ignore allow zones when hauling to transport pods.
  • Fix: HypothermiaRevealed tale displays death by cold even if the subject did not die from hypothermia.
  • Fix: ‘No colonists can do this surgery’ message appears even when there is a colony paramedic mech.
  • Fix: Farskipping a pawn into a range of an expired proximity sensor will trigger it again.
  • Fix: You can start as a psychically deaf mechanitor.
  • Fix: Second funeral is offered if corpse is destroyed after burial.
  • Don’t maintain labor progress bar effecters if the pawn is not on the map anymore.
  • Don’t maintain effecters for non-suspended world pawns.

Download free RimWorld update 1.4 on PC (Steam).

Jack Johnson
Jack Johnson
Jack Johnson mainly writes about game-related news and updates. He is a passionate gamer, music lover, and traveler.
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