// Management · RimWorld Mod
Patchwork
Configurable quality-of-life patch collection.
Configurable quality-of-life patch collection. All options are disabled by default, applied only when the corresponding mod/DLC is loaded, and the mod is designed to load as late as possible.
Patch List
To minimize runtime patching, any changed setting requires a game restart to take effect.
All options are disabled by default; enable only what you need.
The mod checks loaded mods before applying patches, but does not check DLC content. Enabling a DLC-related option without that DLC loaded will cause patch errors.
Core
- Reject rescue join — Prevents rescued pawns from auto-joining the colony
- Improve psychoid fertility sensitivity — Raises psychoid plants' fertility sensitivity to 90%
- Remove indoor/outdoor need — Removes the indoor and outdoor need bars
- No sleep disturbed — Removes the mood debuff from disturbed sleep
- No skill decay — Prevents skills from decaying over time
- No surgery failure — Surgeries always succeed
- Turrets don't consume ammo — Player turrets no longer consume ammo
- No floor wealth — All floors contribute 0 to colony wealth
- Hide cryptosleep colonists — Colonists in cryptosleep caskets are hidden from the colonist bar
- Nutrient paste doesn't deteriorate — Prevents nutrient paste from deteriorating over time
- No plant rest / sun lamp no rest — Plants no longer rest at night; sun lamps stop their night scheduling
- Non-player faction doors default open — Non-player faction doors have "hold open" enabled by default
- No immediate rot on death — Prevents corpses from immediately rotting when pawns die from certain health conditions (toxicity, scaria)
Ideology
- Fast relic quests — Shortens relic clue quest interval by 6x
Biotech
- Fabricor work type: Art — Allows fabricor-capable mechs to perform art work
- Faster mech forming — Greatly increases mech forming speed and reduces gestation cycles to 1
- Faster boss summons — Bossgroups arrive in 2–3 in-game hours; their summon cooldown becomes a random 1–3 in-game hours
- Hauling mechs carry more — Raises hauling mechs' carry capacity to 800
- Self-shutdown mechs stay standing — Mechs remain standing and face forward while self-shutdown
- Tweak mech work — Applies configurable work speed and skill level to all mechs able to perform certain jobs
- Vat learning powerful — Children can still become geniuses after a childhood spent entirely in growth vats
- No custom xenotype spawning — Stops the game from generating factionless pawns that use your custom xenotypes
- Wastepack fast processing — 5x faster wastepack decomposition; also speeds Vanilla Recycle Expanded facilities if installed
- Child learning boost — Multiplies child learning rate, making the learning need fill faster and increasing skill XP from lessons and work-watching
Anomaly
- Fast anomaly cooldown — Reduces Void Provocation cooldown to 2 hours
Odyssey
- Gravship always heads north — If direction cannot be inferred from thrusters, forces the gravship to move north (helps with symmetrical designs and non-vanilla consoles)
- No fishing depletion — Fishing no longer reduces water body fish population; existing fish bodies are refilled once when maps load
- Small grav anchor (3x3) — Shrinks the grav anchor footprint
- Grav engine no path cost — Removes the path cost penalty for walking over grav engines
Facial Animation
- Extended facial animation update — (Unstable Function) When facial animation is enabled but "for all characters" is off, prisoners and slaves still get facial animations (slightly cheaper than enabling for everyone)
Vanilla Expanded
- Powerful artificial ecosystem — Raises VFEF artificial ecosystem growth speed to 800%
- Self-functioning AC controller — Makes the VTE AC controller no longer require a compressor
Misc
- Hauling/medical mechs can capture — Allows hauling or medical mechs to capture enemies (Capture Them)
- Hauling mechs can also urgent haul — Allows hauling mechs to perform urgent hauling
- Mech auto-blink — Allows mechs to blink via Auto Blink; player faction only; very overpowered
- ExGT Bio Mechanoid mech enhance — Adds work types to ExGT Bio Mechanoids mechs; more work types are available when used with More Mechanitor Mechs 2.0
- Cargo holds no substructure requirement — Removes the gravship substructure placement requirement from Cargo Holds buildings
QoL
- Show stop job gizmo — Adds a gizmo button to pawns that stops their current job when clicked