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Patch NotesRimWorld1.6.4850

RimWorld 1.6.4850 released Patch Notes (8th June 2026)

Tynan's colony sim gets a solid maintenance patch with gameplay tweaks and critical fixes for quests, performance, and pawn behavior.

Nathan Lees6 min read
RimWorld colony management interface with pawns and buildings
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Update 1.6.4850 is a focused maintenance patch that squashes a lot of friction without overhauling the core experience. The headline changes are small but practical: heavy bridges are now immune to explosions, embryos can finally be forbidden (a quality-of-life win for breeding control), and ancient bridges now have zero market value to prevent those jarring wealth spikes when you land on water-covered ruins.

Beyond the surface tweaks, this patch tackles some annoying bugs that were affecting core systems. Pawns were getting stuck in infinite "looks-change" loops when ideology and genes clashed, deliver resource jobs were broken entirely, and quest lodgers could be recruited for free if arrested and released. There's also a fix for ghouls getting stranded on caravans alone, which is the kind of edge case that shouldn't happen but always does in a game this complex.

Performance gets attention too, with fixes for mechanoid repair speeds, lower-tick-rate pawn behavior, and a nasty issue where having no home map could tank performance. The full changelog below covers 40+ fixes across all the expansion content.

Full Patch Notes

Buff Nerf Fix Tweak

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!

Tia

Website | X | BlueSky | Reddit | Facebook

Changelog

  • 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.
  • Fix: Several issues with fleshmass heart and gravship jumps from maps with grav anchors.
  • Fix: Possible for strange signal quest to fail to find a place for the monolith on particularly full maps.
  • Fix: Possible for distress signal map to generate without a shard.
  • Fix: Possible for terminals to fail to spawn in ancient complex quests, instantly failing the quest on arrival.
  • Fix: Desired styles were calculated incorrectly if Biotech was enabled, causing the styling station to show all styles, and "look change desired" thought to never occur.
  • Fix: "Inspired recruitment" pawns interacting incorrectly with prisoners with "Reduce will" setting.
  • Fix: Babies born during shuttle flight were deleted.
  • Fix: Babies born without a faction would occasionally have their xenotype randomized.
  • Fix: It was possible to have quest lodgers enter biosculpter pods via the gizmo when it was disabled via float menu.
  • Fix: Exception when hovering certain buildings near the map edge in god mode.
  • Fix: Rectangle drag designators displayed the total number of designated cells on screen rather than the actual number of cells in the dragged rectangle.
  • Fix: Slave terror incorrectly only checked the region that the slave was in.
  • Fix: Performance issue if the player had no home map, several non-home maps, and no gravship.
  • Fix: It was possible for pilgrim quests to target a map without a reliquary on it, causing the quest to break.
  • Fix: Pawns would attempt to remove their vacsuit in space if their policy didn't allow for it.
  • Fix: EMP rounds on unique weapons weren't breaking low-shields.
  • Fix: Birds could get stuck in a flying animation if they were transported on a gravship mid-flight.
  • Fix: Incorrect psilocap graphics.
  • Fix: Books in containers could have the same text content.
  • Fix: Having an endogene and an overriding xenogene with the same trait can cause the trait to never be applied at all.
  • Fix: Archean tree missing snowy overlay.
  • Fix: Siegers respecting player blueprints.
  • Fix: Performance issues with lots of unbuildable blueprints.
  • Fix: Possible enumeration error with joyous thought.
  • Fix: AI inconsistencies when trying to move around blocking pawns.
  • Fix: Removed some old back compatibility code that is causing issues with mods.
  • Fixed several typos.
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Written by

Nathan Lees

Gaming journalist and founder of XP Gained. Covering patch notes, breaking news, and updates across 160+ games.

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