r/RimWorld • • 4d ago

Ludeon Official Announcing the Waylith Engine and Update 1.7

10.1k Upvotes

Hey everyone, big news today!

We’re announcing update 1.7, which moves RimWorld from Unity to the Waylith Engine, our own in-house engine built by Ludeon Studios. The game looks and plays exactly the same, but in our tests performance is improved by 2-4x.

You can try 1.7 right now on the unstable beta branch - see “Testing update 1.7” at the bottom of my post for details.

You can also read the same announcement on Steam here: https://store.steampowered.com/news/app/294100/view/672882362547178633

Performance improvements

Compared to 1.6, 1.7 on the Waylith engine has faster startup time, game load time with big mod lists, map generation, world generation, general ticks-per-second, and just about everything else. Your colony of 40 colonists, 200 ducks, and 100+ mods will run much smoother.

We stress-tested a late game colony and saw 2.2x better performance on 1.7 compared to 1.6. A modpack with 1500 mods (!) went from 14 minutes to 6 minutes to load. (These are just our results; individual performance improvements may vary due to your specific PC or mods.)

Savegames, mods, and compatibility

You don’t need to do anything when switching to 1.7.

  • Savegames: Your 1.6 savegames will load on 1.7, and 1.7 saves also work if you go back to 1.6.
  • Mods: The vast majority of mods work on 1.7 without any changes from the authors. Some may show up in yellow as “potentially unsupported” - this is only because the version number changed.
  • Older PCs: If your PC is more than 10 years old, 1.7 may not run on it. If this happens, please let us know on the official RimWorld development Discord - we may be able to make some changes to help.

For modders

Your mods shouldn’t need any changes to work on 1.7. However, once you’ve tested your mod, please publish a version marked as 1.7-compatible so the yellow warning goes away for players. If something doesn’t work the same way it did in 1.6, you can reach out for help on the development Discord.

Waylith also gives modders more to work with:

  • You can use the latest C# language features.
  • It’s easier to write complex mods without negatively impacting the game’s performance.
  • Big visual changes and complex custom effects are more accessible.

Also, a big thank you to the over two dozen modders who helped prep RimWorld for Waylith’s debut by testing and sharing their feedback.

Testing update 1.7

Update 1.7 is available right now on the unstable Steam branch if you’d like to check it out and help us test.

To get access, go to your Steam library, right-click RimWorld and select “Properties”, then select the Betas tab and choose branch “unstable”. Restart Steam if your game does not automatically update. If prompted by Steam, choose “Play 1.7 Unstable”.

(Note that the main branch that most people play on is unaffected and still on version 1.6 for now.)

If you find a bug or want to report an issue, please share it with us on the official RimWorld development Discord.

One more thing...

RimWorld isn’t the only game on Waylith. We’re working on something new! It may be a little while before we can share more details, but we couldn’t resist telling you.

In the meantime, enjoy the extra frames with Waylith. Thank you for being an awesome community, and thanks to RocketWerkz, whose Brutal framework helped make Waylith possible.

- Tia & Ludeon Studios


r/RimWorld • • 4d ago

Discussion 1.7 Incompatible mods

444 Upvotes

Anyone want to throw in what mods were incompatible for the new 1.7 list to make it easier to troubleshoot? So far all I have is Pre-patcher but I have a small/large list depending on how insane your modlists are.

Edits: Pre-patcher

Save our Ship 2

Vanilla Psycast Expanded (Updated)

Generally Performance mods (Some have been updated or still work)

toggleable Readouts (UI wont load)

Graphics Settings+

Faster Game Loading - Continued

Simply more FPS

Vanilla Races Expanded - Pigskin

WorldEdit 2.0

Random's Gene Assistant

Replace Stuff

Dynamic Trade Interface

Random's Gene Assistant

As Above So Below 2

A lot of mods since this post was made have been updated within a day making some of the things listed within this post incorrect. I suggest you re-check your own mods to see if they have been updated and if you have a particularly large mod list and don't want the hassle of checking mods individually and are using Rimsort there is an easy method to check all mods at once.

I personally turn all steam mods into local mods so I can choose when to update my mods manually but either way make sure to backup your mods. In the Rimsort active list left click the first mod then go to the bottom of the list and shift + right click the last mod go to workshop mod options and resubscribe this will update all mods that have been updated to 1.7. If you have a larger mod pack this may take a while and you will get "Unknown folder" just give let Rimsort cook and when its no longer downloading in steam you're good to go. If you have manual mods the same can be done in Rimsort but instead it will say Re-download with SteamCMD instead of Re-subscribe.


r/RimWorld • • 3h ago

Art its rimworld dawg its lit NSFW

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1.0k Upvotes

r/RimWorld • • 4h ago

Discussion Thank you, Ludeon

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555 Upvotes

I've been trying to play with Progression Modpack in September, couldn't even load it on my outdated PC. Now on unstable version it is working fine and loading time is just under 12 minutes. I am so happy right now. Thank you to everyone who worked on this update


r/RimWorld • • 4h ago

Misc There has to be a less unhinged picture to be used for the wiki

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396 Upvotes

r/RimWorld • • 19h ago

Comic Dodge master...? | Rimtober day #16

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4.7k Upvotes

r/RimWorld • • 7h ago

#ColonistLife Never felt bad for them, but he has been there for a while already

371 Upvotes

r/RimWorld • • 7h ago

Discussion What can I use this for?

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279 Upvotes

Heat vent landmark from Odyssey. I've sealed it in stone so it's not doing much right now. I smell great potential.


r/RimWorld • • 12h ago

Mod Release [1.6-1.7] Toxin Warcasket

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322 Upvotes

Go all in on chemical warfare, with the all-new impressively-unethical feat of engineering, the Toxin Warcasket.

Flood a position with gas, storm it unharmed, then reclaim a portion of the gas after. Can also clear smoke, rotstink and deadlife dust.

Steam workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=3821100591

Special thanks to IcingWithCheese for their amazing art, and the Vanilla Expanded team for everything this builds off!

Requires both Biotech and Vanilla Factions Expanded - Pirates.


r/RimWorld • • 17h ago

Mod Release RimStack - A mod manager written in Rust that's fast and improves mod sorting

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775 Upvotes

Hi everyone,

I wanted to showcase a new mod manager that I've been working on called RimStack.

Why RimStack when we already have RimPy/RimSort and all?

As an enthusiast of very big mod list, I was a bit frustrated with the way current mod managers are behaving. Not throwing any shade at anyone as I've used it for years but for instance, loading a big mod list would be slow, buggy with some of the popup panels at launch. I recently converted some friends to RimWorld with the new update and some were also frustrated with the interface of some.

So I built a new one as a fun project using Rust and Qt, as a pure native app. This is NOT a vibecoded project, I'm an actual professional software engineer and I've used AI as I would have at work, as an assistant not as a guide. Source code is available too so feel free to poke around

What's different?

Quite a lot actually! Here's a short list of new features compared to RimSort:

  • It's extremely fast, on my install (1,853 mods) the mod list is on screen in about 0.2 s. RimSort 1.15.0 took about 7 s on the same machine, averaged over three runs.
  • Live with no need of a refresh button nor refreshing the whole UI after any action.
  • Sorts by what is inside the mods. Most managers only follow the load order rules mod authors wrote down, and plenty of mods never wrote any. RimStack reads the actual patched methods with Harmony without running them in case of malicious intent, along with XML patches and sort with that in mind (configurable)
  • History of every action made during a specific run
  • Auto categorizing: Loaders / Games and DLC / Libraries / Content / Patches / Textures / Interface / Performance & Tweaks / Loads last - with the ability to do sub categories directly
  • Search bar with different tags! Coming back from a long session where you did not play the game but subscribed to many mods? Find all of them easily with is:new
  • Texture conflicts and texture comparison. Want to see which would be the "winner" akin to Mod Organizer? Now you can and keep the one you actually want
  • Check directly the change notes from your active (or all) your mods in one tab
  • Integrated with Loading Progress, RimSaves, Save File Compression
  • Log panel explains which mod actually error out
  • Ability to easily have different lists when playing the game
  • View all your Save Games along with your stats (Seed, scenario ... ) and mods used
  • Can convert to DDS too, even though 1.7 has something in the line already
  • Tested with RimWorld 1.6 and 1.7 with some basic translation for Deutsch, Español, Français, Italiano, Polski and Português.
  • Compatible with Windows/Linux/macOS

Download: https://github.com/TheForgotten69/RimStack/releases/tag/v1.0.1

Guide, with pictures of every panel and more details: https://theforgotten69.github.io/RimStack

Source and issues: https://github.com/TheForgotten69/RimStack

Note

I have tested it mostly on my and some friends setup but I'm sure it will have shortcomings and bugs. Feel free to report them either on GitHub, here or in my discord (https://discord.gg/3c8C2CNVvV) where I post about other mods and work I do.

Thanks!


r/RimWorld • • 7h ago

Mod Showcase Axen presents: Performance Plus

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105 Upvotes

Now, don't get me wrong, the new 1.7 Waylith engine is CRAZY fast. But, who doesn't want more performance? Performance, performance, PERFORMANCE

This humble little mod adds a few improvements to both performance and memory usage in RimWorld 1.7.

I'd made most of these for 1.6, but 1.7 released as I was finishing (HOLY CRAP btw it's amazing) so I've decided to focus on 1.7 instead.

Take note that 1.7 is constantly being updated by the goated devs, so any one of these optimizations could become obsolete at any point.

I'll continue to improve this mod as more 1.7 updates are released.

P.S. I'm close to finishing my execution mod I posted about a few months ago so keep your eyes peeled for that!

Edit: Okay, let's clear a few things up.

This mod was NOT created by AI and downvoting me or giving bad mod ratings just because you think it's AI is unnecessary.

There's 6 (sort of 7 but the pawn tick delay is hard to figure out correctly so don't use it atm) techniques I developed to improve performance so here's them in detail for those who care:

- The game reserves large buffers upfront for path results upfront so I modified it to start the buffers much smaller and grow when needed. This isn't an improvement for TPS but rather memory, in testing it reduced the memory usage of some path buffers by 99.8%. (this is likely the first optimization to be done by the game devs if that ever happens)

- When there's just a few cells containing gas on the map RimWorld will run expensive gas calculations for empty cells so the mod basically just keeps track of which cells have gas and which don't and only runs calculations on ones containing gas.

- I also did something similar to the world map tick slowdown from the mod "Slower Pawn Tick Rate" while still preserving the original vanilla settlement schedule so that settlements who still need updates every tick will receive those updates. (this method technically conflicts with that mod so which one takes hold depends on your load order)

- As the name implies, reservation indexing speeds up reservation checks by first checking reservations relevant to the target rather than searching through EVERY reservation on the ma

- Normally when the game refreshes a pawn's melee attack choice it has to recalculate the exact same attack weights so I made it simply reuse the previous weights to avoid more calculations

- This one's Royalty-specific, but neural heat would repeat multiple of the same calculations for just one evaluation so I had it only happen once.


r/RimWorld • • 18h ago

Art Maidtober #16 (Gangly)

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780 Upvotes

r/RimWorld • • 21m ago

Discussion Can we have a non AI rimworld sub?

• Upvotes

Half the new post here are vibecoded mods. I won't install a mod on my PC if the dev doesn't even know how it functions, but asking if a mod is AI gets you heavily downvoted and attacked by mods. Is there an alternative, or can somebody create one?


r/RimWorld • • 1h ago

Discussion What can i do for my crafter to make better quality gear?

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• Upvotes

I want to finaly get my colony some charge riffles, but i dont have advanced components to waste on non excellent gear.


r/RimWorld • • 1h ago

Story kid joined my colony, picked up elephant, inspired people to join religion

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• Upvotes

A random kid wondered into my colony and asked to join. Even joined my religion.

He must have grew some muscles because I had him hauling rocks all week from my mine to my workshop.

When my hunter killed an elephant, this little powerlifter picked up an elephant and carried it to my freezer.

On his way to the freezer he passed by a lady (who has refused to join my religion for months.) She was so inspired by this kid she joined!

(While the kid was walking to the freezer he talked to the lady and convinced her to join)

10/10 best pawn.


r/RimWorld • • 15h ago

Scenario Melee Colonist had a tantrum

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409 Upvotes

r/RimWorld • • 22h ago

Discussion Guys, I'm afraid we might have a problem

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1.4k Upvotes

While hunting for gold, I've found certain body. That either means we are being lied about new engine and game or Tynan had transcended mortal plane and became archotech and is updating game from the future.


r/RimWorld • • 4h ago

Art Rimtober: Gangly

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46 Upvotes

r/RimWorld • • 1h ago

Mod Showcase ProgressionLESS: ferny’s Progression mods with a much shorter research list

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• Upvotes

I love ferny's Progression mods. Every item lands in its proper tech era, and the attention to detail is incredible. I wanted to play with that progression but with fewer research projects to work through, so I made a set of forks.

ProgressionLESS keeps ferny's progression and streamlines the research. Everything still unlocks in the same era and at the same stage within that era. Related unlocks are grouped into themed projects such as Swords, Revolvers, Beds, Skill chips or Front-line mechs. Across all 13 forks, that's up to 1,392 research projects down to at most 338.

  • Covers Arsenal, Attire, Bionics, Drugs, Education, Factories, Furniture, Gravship, Hives, Kitchen, Production, Robotics and Storage.
  • Supports both 1.6 and 1.7.
  • Keeps all of the originals' mod support.
  • Works alongside ferny's other Progression mods, and the research is laid out with no overlapping cards.
  • Each fork replaces its original, so don't run both.

Collection: https://steamcommunity.com/sharedfiles/filedetails/?id=3809921502

I'd really like to hear what you think. Do the groupings make sense? Is anything in the wrong place? Are there other Progression mods you'd like to see get the same treatment? I'm open to suggestions, and bug reports are welcome here or on the Workshop pages.

Huge thanks to ferny for the original mods. None of this would exist without their work.


r/RimWorld • • 21h ago

Explicit WHAT THE HELL IS THIS TITLE?? NSFW

872 Upvotes
WHAT

I usually never check artwork's detail but, WHAT THE HELL IS THIS TITLE??

DAMIAN'S A GUY!!! {he literally doesn't have a vagina, he has a pp (I play with rjw)}


r/RimWorld • • 9h ago

Mod Release [1.6 (for now)] Mounted Weapons

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98 Upvotes

For a long time I've wanted a way to let my pawns use VWE Coilguns for base defense without letting them carry them all the time. If you've ever had them shoot at something inside your base, you know why. I used to just keep them in racks near the defenses, but I've been learning about Rimworld modding lately and decided to give it a go.

This mod adds constructable weapon mounts, either manned or automated, where you can mount existing weapons you have. It's great for destructive weapons like coilguns or grenade launchers, or heavy weapons that you don't want taking up pawn weight allowances, but you can put anything you want on it, including warcasket and mech weaponry too heavy for your pawns to carry. Mounts give minor bonuses to aiming time, accuracy, and range, with those bonuses increasing with better mounts.

This is my first mod, so if I've missed something, please let me know. Give it a try and see what you think!

Mod link: https://steamcommunity.com/sharedfiles/filedetails/?id=3821152493


r/RimWorld • • 9h ago

Guide (Mod) Is there a mod that adds the outfit the ideology mascot wears?

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66 Upvotes

r/RimWorld • • 14h ago

Mod Release Workshop Walker - A now even "better" way to find new mods!

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171 Upvotes

After a year away, Workshop Walker is back: a better way to find RimWorld mods

Heya folks! If you haven't seen it before, Workshop Walker is an alternative front end for the Steam Workshop. I got sick of trying to work out which mods depended on what, so I threw a prototype together in a week. Now you can see that Vehicle Framework has 360 mods that depend on it.

It's been over a year since my last update (and since I had real time to work on it), so there's a fair bit to show.

New UI

The whole site has been redesigned. It now mostly looks like someone with design skills made it. It's easier on the eyes, more accessible, and puts the useful stuff up front.

Better Search

I've done a lot here, but to just cover off the highlights:

  • Title search is now full text, so you don't need an exact match any more. Typing "dead man" finds The Dead Man's Switch.
  • Date ranges & Time Periods for Last Updated.
  • Created time filtering, including the same date ranges and time periods.
  • Ordering options:
    • Popularity (weighing age vs subscriptions)
    • Trending over the Week (through to year)
    • Last Updated
    • Ratings
    • Dependents
    • Subscriptions
  • Search presets:
    • Most Popular
    • Most Subscribed
    • Trending
    • Last Updated
    • New
    • Best This Week
    • Most Depended On This Year
  • Properties (kind like steam tags)

Properties

Properties are like Steam tags, except you can submit them. They come in four groups:

  • Type: overhaul, bugfix, patch, optimization, AI generated, and more
  • Feature: things like "new scenario" or "new clothes"
  • Theme: mecha, medieval, and so on
  • Genre: cyberpunk, fantasy, and so on

You can filter on all of them. Want every optimization mod? Pick "Type: Optimization" and Bob's your uncle. Sick of medieval mods? Click the theme to exclude it and they won't show up.

If something's missing, you can suggest a property from a mod's card or from its page.

Properties are subjective, so I don't moderate them for "correctness". Submissions get approved to stop abuse, and after that it's up to you. You can vote on every property, and if its score drops too low it stops counting in searches.

Automatic properties

Properties (technically) aren't new, but hardly anyone used them. So I've put a stochastic parrot (an LLM) to work filling them in.

The catch is scale. There are hundreds of thousands of items, and running the model over all of them on CPU would tie up the server for about six months. So it only runs when there's user activity on an item, or when an item's description changes.

More languages

German, French, Portuguese and Spanish are now supported.


Keen to check it out? Head to https://workshop-walker.disconsented.com/ and let me know what you think.


r/RimWorld • • 21h ago

Art RimTober Oct.16: Gangly

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613 Upvotes

Did anyone think I'd draw anything else for this prompt? Hah


r/RimWorld • • 8h ago

Art Surgery in the dark

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48 Upvotes

A friend of mine made some art from the Multiplayer game we have

Credits : u/tommythedwarfz