[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"mod-roads-of-the-rim":3,"mods-more-author-roads-of-the-rim":27,"mods-more-category-roads-of-the-rim":28,"mods-similar-roads-of-the-rim":87},{"id":4,"slug":5,"name":6,"shortDescription":7,"author":8,"workshopUrl":9,"imageKey":10,"thumbnailUrl":11,"packageId":12,"category":13,"tags":14,"downloadCount":18,"rating":19,"publishedAt":20,"updatedAt":21,"description":22,"ratingCount":23,"version":10,"gameVersion":10,"images":24,"videos":25,"kofiUrl":26,"patreonUrl":26},"c1a0786e-0c12-4984-b880-dcf929587a30","roads-of-the-rim","Roads of the Rim","Roads of the Rim RotR - A Rimworld mod allowing road construction on the world map Introduction I decided to reimplement Jecrell's amazing RimRoads mod since it had not been ported to Rimworld 1.","loconeko73","https:\u002F\u002Fsteamcommunity.com\u002Fsharedfiles\u002Ffiledetails\u002F?id=1613783924","","https:\u002F\u002Fimages.steamusercontent.com\u002Fugc\u002F941719098299518126\u002FC068DB139DBCD764F12DD45CF704D248C927B3B1\u002F","loconeko.roadsoftherim","management",[15,16,17],"mod","1.0","1.1",180916,4.9,"2019-01-04T04:20:32.0000000Z","2020-06-05T09:33:03.0000000Z","\u003Ch2>Roads of the Rim\u003C\u002Fh2>\r\n\r\n\u003Cstrong>RotR - A Rimworld mod allowing road construction on the world map\u003C\u002Fstrong>\r\n\r\n\u003Ch2>Introduction\u003C\u002Fh2>\r\n\r\nI decided to reimplement Jecrell's amazing RimRoads mod since it had not been ported to Rimworld 1.0.\r\n\r\n\u003Ch2>Features\u003C\u002Fh2>\r\n\u003Cul>\u003Cli>Create Road Construction Sites on the world map\u003C\u002Fli>\u003Cli>Send Caravans with skilled colonists, pack animals, and resources to build the road\u003C\u002Fli>\u003Cli>Enjoy faster movement than the base game on high tier roads, including for all already existing roads (can be switched off in the settings)\u003C\u002Fli>\u003Cli>Part or all of the biome, hills, swamps and season movement difficulty is also cancelled\u003C\u002Fli>\u003Cli>Higher tier roads can be built through impassable terrain\u003C\u002Fli>\u003Cli>Get your allies to help you build\u003C\u002Fli>\u003C\u002Ful>\r\n\r\n\u003Ch2>=====LATEST NEWS=====\u003C\u002Fh2>\r\n\u003Cstrong>HOTFIX  2020\u002F06\u002F05\u003C\u002Fstrong>\r\nCorrected Caravan text that said resting instead of building\r\nCorrected AISR2G technology text and position\r\n\u003Cstrong>UPDATE 2020\u002F05\u002F06\u003C\u002Fstrong>\r\n\u003Cul>\u003Cli>Both ISR2Gs are now craftable at a Machining table, cost less, and get their own \"Road Equipment\" category including when forming caravans\u003C\u002Fli>\u003Cli>ISR2Gs from previous versions of the mod should all be converted\u003C\u002Fli>\u003Cli>Glitter roads can be built on water\u003C\u002Fli>\u003Cli>Better messages for caravans and construction legs\u003C\u002Fli>\u003Cli>Cost in Uranium and Components are not increased by terrain any more\u003C\u002Fli>\u003C\u002Ful>\r\n\u003Cstrong>Please test and report any bugs here\u003C\u002Fstrong>\r\n\r\n\u003Ch2>Details\u003C\u002Fh2> \r\n\r\n\u003Cstrong>Construct\u003C\u002Fstrong>\r\nWith RotR, caravans can create a construction site on the world map, players can then select a type of road, click from neighbouring tile to neighbouring tile until they reach their desired goal. If you make a mistake, clicking on a planned section of road will remove it and all sections after it. Clicking on the Construction Site or right-clicking anywhere will finalise the construction.\r\n\r\n\u003Cstrong>Work\u003C\u002Fstrong>\r\nBy using resources and colonists with Construction skill, the current section (or leg) can be built. A progress bar is shown on the world map.  Once a leg is finished, the caravan automatically moves on to the next leg. \u003Cem>Note : Road legs must be built in the order they were placed on the world map. \u003C\u002Fem>\r\n\r\nHaving all colonists down, resting during night time, or a moving caravan will prevent work. Similarly, some roads require a certain percentage of the workforce to have a certain construction skill. If only a lower percentage is available, work will be reduced. If no colonist in the caravan has the required skill, work will be impossible. Prisoners don't work.\r\n\r\n\u003Cstrong>Cancel construction\u003C\u002Fstrong>\r\nA site can be removed by selecting it and clicking on the \"Cancel Construction\" button. A Caravan does not need to be there to do so. All resources spent so far will be lost.\r\n\r\n\u003Cstrong>Building costs modifiers\u003C\u002Fstrong>\r\nConstruction costs have two components : base costs that depend on the road and modifiers that depend on the terrain. Roads cost more at higher elevation, starting from 1000m. Hills & swamps also have an effect, which can be checked when clicking on a site. When ISR2G is not used, the total cost can be further reduced from 100% down to 10% in the settings. Anything lower than 100% is probably quite unrealistic, but feel free to use the option.\r\n\r\n\u003Cstrong>Important note\u003C\u002Fstrong>\r\nIt is not necessary to bring all resources at once in one caravan. A fraction is enough for a certain amount of work. However, it is necessary to bring each material with you.\r\n\u003Cem>As an example a tenth of the asphalt road: 360 Stone, 60 Steel, 30 Chemfuel is enough material for a tenth of the work (180 work.) \u003C\u002Fem>\r\n\r\n\u003Cstrong>Upgrade\u003C\u002Fstrong>\r\nWhen building a road over an existing one that is slower, 30% of the cost of the existing road will be deducted from the cost of the new road, as long as both roads use that same resource (\u003Cem>e.g. A dirt road will provide 120 work and 36 wood when upgrading to a Stone road\u003C\u002Fem>)\r\n\r\n\u003Cstrong> Allies help\u003C\u002Fstrong> \r\nAllied factions can help building roads\r\n\r\n\u003Cstrong>Impact on movement\u003C\u002Fstrong> \r\nThe roads of RotR do not only provide a customised movement cost multiplier compared to the base game, they also cancel some or all of the movement cost of the terrain.\r\n\r\nSee the summary below to see what percentage of a specific terrain feature is cancelled, depending on the road type. Note that these effects apply both to generated roads (from the base game) and built roads from RotR.\r\n\r\n\u003Ch2>Summary\u003C\u002Fh2> \r\n \r\n  \r\n    Road\r\n    Movement \r\n    Biome \r\n    Hills \r\n    Winter \r\n    Work \r\n    Wood \r\n    Stone \r\n    Steel \r\n    Chemfuel \r\n    Advanced \r\n  \r\n  \r\n    Dirt path\r\n    75%\r\n    0%\r\n    0%\r\n    0%\r\n    200\r\n    0\r\n    0\r\n    0\r\n    0\r\n    0\r\n  \r\n  \r\n    Dirt road\r\n    60%\r\n    25%\r\n    20%\r\n    0%\r\n    400\r\n    120\r\n    0\r\n    0\r\n    0\r\n    0\r\n  \r\n  \r\n    Stone road\r\n    50%\r\n    75%\r\n    40%\r\n    0%\r\n    1200\r\n    240\r\n    1800\r\n    300\r\n    0\r\n    0\r\n  \r\n  \r\n    Asphalt road\r\n    40%, can build through impassable\r\n    100%\r\n    60%\r\n    20%\r\n    1800\r\n    0\r\n    3600\r\n    600\r\n    300\r\n    0\r\n  \r\n  \r\n    Glitter road\r\n    25%, can build through impassable\r\n    100%\r\n    100%\r\n    100%\r\n    3600\r\n    0\r\n    3600\r\n    900\r\n    300\r\n    290 plasteel, 35 Uranium , 20 components, 10 adv. components\r\n  \r\n\r\n\r\n\u003Ch2>Following the project & reporting bugs\u003C\u002Fh2> \r\n       \r\nFeedback welcome on Steam and in the \u003Ca href=\"https:\u002F\u002Fludeon.com\u002Fforums\u002Findex.php?topic=47205.0\" target=\"_blank\" rel=\"noopener noreferrer\">Forum thread\u003C\u002Fa>\r\n\r\nYou can check the code on \u003Ca href=\"https:\u002F\u002Fgithub.com\u002FLocoNeko\u002FRoadsOfTheRim\" target=\"_blank\" rel=\"noopener noreferrer\">GitHub\u003C\u002Fa>, as well as the \u003Ca href=\"https:\u002F\u002Fgithub.com\u002FLocoNeko\u002FRoadsOfTheRim\u002Fissues\" target=\"_blank\" rel=\"noopener noreferrer\">roadmap & current bugs & issues\u003C\u002Fa>\r\n\r\n\u003Cstrong>Quick fix for Construction sites stuck after an update : https:\u002F\u002Fgithub.com\u002FLocoNeko\u002FRoadsOfTheRim\u002Fwiki\u002FHow-to-remove-construction-sites-stuck-after-mod-upgrade\u003C\u002Fstrong>\r\n\r\n\u003Cstrong>IMPORTANT NOTE BEFORE REPORTING A BUG\u003C\u002Fstrong>\r\nPlease make sure you have the latest version by verifying integrity as described in \u003Ca href=\"https:\u002F\u002Fsupport.steampowered.com\u002Fkb_article.php?ref=2037-QEUH-3335\" target=\"_blank\" rel=\"noopener noreferrer\">THIS POST\u003C\u002Fa>\r\n\r\nIt will save a lot of your time (and a little bit of mine ;-) )\r\n\r\n\u003Ca href=\"https:\u002F\u002Fko-fi.com\u002FF1F8Q45D\" target=\"_blank\" rel=\"noopener noreferrer\">\u003Cimg src=\"https:\u002F\u002Faz743702.vo.msecnd.net\u002Fcdn\u002Fuseruploads\u002Fpng_KoFi_fe85fb88-0c0d-47dc-956b-84de7cd7bb34Ko-fi_Blue_post.jpg\" alt=\"\" loading=\"lazy\">\u003C\u002Fa>",1634,[],[],null,[],[29,46,60,74],{"id":30,"slug":31,"name":32,"shortDescription":33,"author":34,"workshopUrl":35,"imageKey":10,"thumbnailUrl":36,"packageId":37,"category":13,"tags":38,"downloadCount":43,"rating":19,"publishedAt":44,"updatedAt":45},"972d5ddf-acf6-45b6-a8a8-4297ac2b5d21","qualitybuilder","QualityBuilder","With QualityBuilder all buildings that have quality (beds, tables etc) will only be build by the best builder to ensure the best outgoing quality.","Hatti","https:\u002F\u002Fsteamcommunity.com\u002Fsharedfiles\u002Ffiledetails\u002F?id=754637870","https:\u002F\u002Fimages.steamusercontent.com\u002Fugc\u002F950718995351294794\u002FAB13E9B6A6FB3E4A86D114FB5F20B1A17AD39715\u002F","hatti.qualitybuilder",[15,16,17,39,40,41,42],"1.2","1.5","1.4","1.3",1343473,"2016-08-29T22:37:15.0000000Z","2024-03-13T22:55:29.0000000Z",{"id":47,"slug":48,"name":49,"shortDescription":50,"author":51,"workshopUrl":52,"imageKey":10,"thumbnailUrl":53,"packageId":54,"category":13,"tags":55,"downloadCount":57,"rating":19,"publishedAt":58,"updatedAt":59},"88f5e80a-100a-4ccf-8466-c7ae57283cb2","vanilla-fishing-expanded","Vanilla Fishing Expanded","Vanilla Fishing Expanded is a first module in a brand new mod series “Vanilla Cuisine Expanded” from the Vanilla Expanded team.","Sarg Bjornson","https:\u002F\u002Fsteamcommunity.com\u002Fsharedfiles\u002Ffiledetails\u002F?id=1914064942","https:\u002F\u002Fimages.steamusercontent.com\u002Fugc\u002F11871394281737654254\u002FB9A50B582C76B8C281B16DC1C03EA9AAAA5D31AC\u002F","vanillaexpanded.vcef",[15,56,40,41],"1.6",1486392,"2019-11-16T13:40:27.0000000Z","2026-03-20T07:46:57.0000000Z",{"id":61,"slug":62,"name":63,"shortDescription":64,"author":65,"workshopUrl":66,"imageKey":10,"thumbnailUrl":67,"packageId":68,"category":13,"tags":69,"downloadCount":71,"rating":19,"publishedAt":72,"updatedAt":73},"93cefb4e-a79e-46a7-9ad4-d34a60c5b645","humanoid-alien-races","Humanoid Alien Races","A framework for the creation of new alien races in Rimworld If you ever thought that the racial diversity in rimworld is.","erdelf","https:\u002F\u002Fsteamcommunity.com\u002Fsharedfiles\u002Ffiledetails\u002F?id=839005762","https:\u002F\u002Fimages.steamusercontent.com\u002Fugc\u002F1824515621608894853\u002F5AE15295349EE9518F044869E3E60F4D4521D3BB\u002F","erdelf.humanoidalienraces",[15,56,40,41,42,39,17,16,70],"0.19",1846480,"2017-01-09T22:50:33.0000000Z","2026-07-16T01:25:06.0000000Z",{"id":75,"slug":76,"name":77,"shortDescription":78,"author":79,"workshopUrl":80,"imageKey":10,"thumbnailUrl":81,"packageId":82,"category":13,"tags":83,"downloadCount":84,"rating":19,"publishedAt":85,"updatedAt":86},"fb38cea7-cd5e-4e01-bb0d-7fe882249074","character-editor","Character Editor","last update: v1.6.3 build on 2025-07-21 for RimWorld v1.6.4523 Editor for humanlike pawns on map and for crashlanding (colonists, enemies, dead pawns) MOD FEATURES • editor for pawns on map and for crashlanding • editable: body, head, hair, skin color, apparel color, gender, name","VOID","https:\u002F\u002Fsteamcommunity.com\u002Fsharedfiles\u002Ffiledetails\u002F?id=1874644848","https:\u002F\u002Fimages.steamusercontent.com\u002Fugc\u002F773980614477157208\u002F2C5650A80F20FF219BE9616E055226061652B57D\u002F","void.charactereditor",[15,56,40,41,42,39,17,16],1593096,"2019-09-28T08:41:55.0000000Z","2025-07-21T15:51:40.0000000Z",[88,101,114,126],{"id":89,"slug":90,"name":91,"shortDescription":92,"author":93,"workshopUrl":94,"imageKey":10,"thumbnailUrl":95,"packageId":96,"category":13,"tags":97,"downloadCount":98,"rating":19,"publishedAt":99,"updatedAt":100},"46736a72-6b57-4718-b154-25eb5d59a0f8","replace-stuff","Replace Stuff","Place buildings anywhere, on top of existing things, and the game will handle it.","Uuugggg","https:\u002F\u002Fsteamcommunity.com\u002Fsharedfiles\u002Ffiledetails\u002F?id=1372003680","https:\u002F\u002Fimages.steamusercontent.com\u002Fugc\u002F921426876980662243\u002F50B18BF7A9132FB5B01AFD7A5AACA57DF1940771\u002F","uuugggg.replacestuff",[15,17,39,40,41,42],2059514,"2018-04-28T04:53:36.0000000Z","2024-12-31T18:41:04.0000000Z",{"id":102,"slug":103,"name":104,"shortDescription":105,"author":106,"workshopUrl":107,"imageKey":10,"thumbnailUrl":108,"packageId":109,"category":13,"tags":110,"downloadCount":111,"rating":19,"publishedAt":112,"updatedAt":113},"04c71f35-b945-42d2-840e-e6ae71bb8662","vanilla-hair-expanded","Vanilla Hair Expanded","1.2.0 (17\u002F05\u002F2020): Fixed label length issue. 1.1.1 (29\u002F02\u002F2020): Beards now work perfectly fine! Thanks for your patience. We have all been there, with a colony of a hundred pawns where everyone looks somewhat the same. Starting colonists with no character to their looks. This m","Oskar Potocki","https:\u002F\u002Fsteamcommunity.com\u002Fsharedfiles\u002Ffiledetails\u002F?id=1888705256","https:\u002F\u002Fimages.steamusercontent.com\u002Fugc\u002F11002257720121012749\u002F2BB54816F8F2C5E0087A767036530BD23ADC4F13\u002F","vanillaexpanded.vhe",[15,40,41,56],1278977,"2019-10-13T17:31:36.0000000Z","2025-06-29T16:44:27.0000000Z",{"id":115,"slug":116,"name":117,"shortDescription":118,"author":106,"workshopUrl":119,"imageKey":10,"thumbnailUrl":120,"packageId":121,"category":13,"tags":122,"downloadCount":123,"rating":19,"publishedAt":124,"updatedAt":125},"56cde3aa-2be0-46fc-93bf-286e487320f4","vanilla-apparel-expanded","Vanilla Apparel Expanded","1.2.1 (25\u002F02\u002F2020): Formal wear now counts as royal apparel. 1.2.0 (19\u002F02\u002F2020): This mod is now 1.1 compatible. After a hundred hours playing RimWorld you notice that every pawn wears somewhat the same things. The base game apparel is not really as interesting, unique and variou","https:\u002F\u002Fsteamcommunity.com\u002Fsharedfiles\u002Ffiledetails\u002F?id=1814987817","https:\u002F\u002Fimages.steamusercontent.com\u002Fugc\u002F17914054259451166663\u002F768658D3C5B5ADB2E14188F0B3E249AE7B0E8317\u002F","vanillaexpanded.vappe",[15,56,40,41],1467956,"2019-07-25T17:30:35.0000000Z","2026-01-17T20:36:32.0000000Z",{"id":127,"slug":128,"name":129,"shortDescription":130,"author":106,"workshopUrl":131,"imageKey":10,"thumbnailUrl":132,"packageId":133,"category":134,"tags":135,"downloadCount":136,"rating":19,"publishedAt":137,"updatedAt":138},"a79293eb-776d-403f-83bf-d3a4a4bb2350","vanilla-furniture-expanded-spacer-module","Vanilla Furniture Expanded - Spacer Module","Check change notes. Vanilla Furniture Expanded – Spacer 2 is a major overhaul of the original Spacer module, designed to bring your late-game colonies into the futuristic era with furniture that actually looks and feels futuristic. This update modernizes all visuals, rebalances g","https:\u002F\u002Fsteamcommunity.com\u002Fsharedfiles\u002Ffiledetails\u002F?id=2028381079","https:\u002F\u002Fimages.steamusercontent.com\u002Fugc\u002F18124616375212800877\u002F759A7C4C40E96D9A0548CFB819A377884F20D1EE\u002F","vanillaexpanded.vfespacer","furniture",[15,40,41,56],1305316,"2020-03-20T12:32:59.0000000Z","2025-12-18T13:00:50.0000000Z"]