r/RimWorld • u/Fonzawa • 18h ago
r/RimWorld • u/TiaPixel • 13h ago
Ludeon Official Announcing the Waylith Engine and Update 1.7
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. And thank you for being an awesome community.
- Tia & Ludeon Studios
r/RimWorld • u/TheTheDuhh • 21h ago
Misc Different Ways to Hunt a Thrumbo
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One gigantic spiky boy Vs Alcoholic Beverages
Mods used in the video:
- Draft Directions
- Tasty Armory - Fire and Steel
r/RimWorld • u/NoLimitRolling • 5h ago
Discussion 1.7 Unstable; 1477 Mods; Ferny's Progression 1.7; 6 Minute and 17 Seconds Load Time(Mod Sort to Home Screen)
Just wanna say how sick this is;
Fresh install, fresh modpack install, 1.7 Unstable, RTX 4070, Ryzen 7 7700x, 32Gb RAM, All OC'd, SSD, and it would still normally take AT LEAST 30 minutes from a fresh install mod sort to home screen. 3440x1440, 165hz RTX HDR, Ultrawide
Thanks Ludeon and thanks Ferny!
EDIT: I think this is the modpack they used for testing? They claimed a 1500 modlist and this is Ferny's 1477 !
r/RimWorld • u/AeolysScribbles • 16h ago
Art Horseshoe pin| Rimtober 2026 Day 12: Toss
galleryr/RimWorld • u/TACOTONY02 • 8h ago
PC Help/Bug (Vanilla) Why are they like this
Why do they hate gates so much, I already tried to follow in their desired path and all but they stay rebellious
r/RimWorld • u/GethKGelior • 13h ago
Comic RimTober Oct.12: Toss
galleryHere is archotech arm behaving like an actual piece of archotech.
r/RimWorld • u/FBI-Webcam-Operator • 22h ago
Art new artist here… check out what i made for inktober! (RIMTOBER DAY 9: “RAM”)
galleryCONTEXT: The mod that adds these green sheep is called “Biomes! Polluted Lands.” I bought a bunch of them in my hazmat ranch playthrough, snd they stood out to me because of how… green they were. 😅
r/RimWorld • u/Internal_Function_22 • 14h ago
Discussion Is there anyway to convince my friend to not start out as solo tribal and cuck himself?
r/RimWorld • u/ElatedStated221 • 10h ago
Discussion 1.7 Incompatible mods
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
Generally Performance mods
Adaptive Ideology Storage
toggleable Readouts (UI wont load)
Graphics Settings+
Faster Game Loading - Continued
Simply more FPS
Vanilla Races Expanded - Pigskin
Dubs Bad Series (Updates on the way)
Regrow 2
WorldEdit 2.0
Random's Gene Assistant
Replace Stuff
Dynamic Trade Interface
Random's Gene Assistant
Replace Stuff
The Dead Man's Switch
As Above So Below 2
r/RimWorld • u/piddlefaffle12 • 23h ago
Misc I wanted to fly my ships around
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r/RimWorld • u/Appropriate-Area8159 • 13h ago
Colony Showcase Used my entire brain to not make a box, still recovering.
r/RimWorld • u/Vegetable_Economy813 • 12h ago
Misc The new 1.7 font feels...weird. But hey, 33% less loading time!
r/RimWorld • u/Airoxima • 20h ago
Mod Release Frontline Workshop
galleryThis mod added 4 new customizable vehicles to satisfy your technical needs.
Requires Vehicle Framework to work.
https://steamcommunity.com/sharedfiles/filedetails/?id=3817025489
Vehicle List
Toyota Land Cruiser J70
A cargo transporter, the Land Cruiser J70 is an excellent vehicle for getting material from one location to another with combat capability. Good cargo capacity along with more than two crew capacity, best suited on flat roads but not natural environment. The Land Cruiser J70 has quite low-profile along with its high maneuverability and speed covers for its lack of raw fire power. Highly customizable.
Wiesel
A lightly armored fighting vehicle, the Wiesel is a light tank capable of reconnaisance. Small cargo capacity along with two crew capacity, all-terrain capability, the main downside is that it's not as potent as a general light tank in combat. The Wiesel has good fuel efficiency and is quite low-profile along with its high maneuverability and speed covers for its lack of raw fire power. Customizable.
T-55 Main Battle Tank
A main battle tank fighting vehicle, the T-55 is a tank with a lot of modification potential. Decent cargo capacity along with four crew capacity. All-around armor effective against high caliber rounds and close-blast shell fragments, armed with a 100mm D-10T cannon turret coupled with a top-mounted turret that both can fire either mobile or stationary. Customizable.
105mm Howitzer
A towed version of high caliber, relatively compact field artillery piece for indirect fire at extended ranges. Requires a single crew to shot, and two crew for movement (max 4 crew). Can be adjusted for indirect fire.
FAQ
Q1: "Is this Combat Extended Compatible?"
A1: "Funnily enough, this mod compatibility was reversed aka from Combat Extended port to Vanilla one."
Q2: "Are there more vehicles to come in the future?"
A2: "Depends on my development buddy, if the vehicle deemed 'technical' enough then sure!"
Q3: "Can I use your mod as reference to modify my Toyota at my garage?"
A3: "Feel free to do so, just make sure to run the vehicle in the rim or else you will get drafted."
r/RimWorld • u/starabey • 9h ago
Discussion TPS comparison between 1.6 and 1.7 beta
gallery
Nearly entirely vanilla, tested across the exact same save of a dev quicktest.
My system is quite mid range, 13400f, 3060 12gb, and 64gb of RAM.
I am quite honestly in awe at how this was done with only changing the engine, the games actual code outside of the engine is supposedly entirely unchanged.
~3400 TPS max on a desert dev quicktest.
~10600 on the same save, only updated to 1.7.
and >12000 with a single pawn on that same save, as that's the cap (and also entirely unplayable).
If you are unaware, higher TPS = faster game speed. Higher is better.
Incredibly excited to see where this goes next, and what the full release is going to look like :)
r/RimWorld • u/LordBird1 • 8h ago
Discussion New engine is based on Brutal (kitten space agency's core framework)
r/RimWorld • u/Visible-Camel4515 • 11h ago
Discussion What is your 1.7 tps compared to 1.6 tps?
Im currently in a somewhat new run, that runs around 650 tps in 1.6. In 1.7, im hitting 1700 tps
r/RimWorld • u/SaltyLouy • 3h ago
Misc 300~ neanderthals VS 5 mech clusters, on 1.7
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(sorry for the poor camera work)
Tested on the unstable Steam branch, version 1.7 with the new Waylith Engine. Near vanilla environment with no performance mods. The five mech clusters I placed next to each other are all 10000 points each, and so are the three groups of neanderthals.
I couldn't imagine doing this on 1.6 without lagging 60% of the time, especially the wider shots with the Camera+ mod.
Cheers to the people over at Ludeon!
r/RimWorld • u/KudereDev • 7h ago
PC Help/Bug (Mod) Rimpy is dead after new update 1.7
So rimpy is really old mod manager, but it still worked for me in 1.6 without issues. I changed to 1.7 and it currently is don't want to build current mod list due to core package not in game folder anymore. Or something like that.
If someone have same issue and found solution write me how you did it. As i kinda don't want to leave rimpy, but would be forced to if problem is unfixable
r/RimWorld • u/EliNoraOwO • 15h ago
Suggestion Someone should create a mod were Drugs can destory communities.
as the title says, If I'm exporting over 100 units of Yayo to the neighboring settlements, they should be addicted like hell, if their colonists come to visit, some should be addicts. maybe the more addicted a settlement is the more they are willing to pay for that sweet sweet Yayo.
r/RimWorld • u/infectedbunny • 11h ago
Discussion Does 1.7 pave the way for a more lively faction-based world map?
With the performance improvements in 1.7, do you think we're getting closer to a more lively, dynamic world map?
Imagine factions actively expanding, fighting over territory, forming alliances, trading, and building new settlements without everything feeling static. The world could feel like it's evolving on its own, even when you're not directly involved. Do you think the new engine could open the door to something like this in the future?
r/RimWorld • u/Interesting_Stop_484 • 17h ago
PC Help/Bug (Mod) ...why are they so small???
doubt i really need it fixed or something, but its just kinda funny
E: after i reloaded the game all animals became normal sized
