Rimworld Expanded 3.0
400 mods. Probably the largest and most stable collection of mods out there. In working load order, subscribe and go or use Mod Manager XML. Thoroughly tested, haven't had a crash yet. Still feels like Rimworld, just with the gameplay expanded in every area, deliberately future-tech. Full mod list loads in about 20 minutes. *** Your game may become unresponsive at times during the startup load, this is normal, don't close.***
This mod list is configured to be a hardcore experience. Prepare carefully when you plan caravan trips and be prepared to run from some encounters. Every new map will have a fog of war and require scouting/exploration. The selection of spacer tech is as broad as possible, with some very powerful factions out there both friendly and hostile.
UPDATE: 6/20/19
A few big changes, removed some mods and added a few others. Using the new XML if you've been using the old will ruin your save, factions have been removed.
Removed: RimWriter(unused/redundant), Cybernetic Storm(replaced with new mods), MassMuffect(slightly buggy), walkblem trading mod(doesn't do much), advanced animal frameworks, ryndren augmentations, industrialization, rimoprene, beyond the end of the world, flak fabrics, halo armors, concrete.
Rimhammer 40k/story framework: I may add this back when it's complete, as of today Astra Militarum + Adeptus Mechanicus does a better job adding fun challenges to the world. Plus the Armoury mod adds a ton of weapons.
Rimmunation Clothing: It's too good! Everyone is instantly decked out in full 21st century tactical gear with infinite carrying capacity. Throws the balance off imo.
Definitely more cannons: So many high-tech turret options already available. No need in this modlist.
Added: Rimsenal Factions, TiberiumRim, Rimcities, Astra Militarum/Adeptus Mechanicus mods, Xenohumans, Tilled Soil Rebalanced.
6/17/19
Readded Rimworld of Magic. Added Grazing Lands, Scale Sanity, Power++. Removed USCM & affiliated mods. XML Updated.
6/4/19
This should be the last major change to this mod list for a while, cleared all the previous changes because so many mods have been swapped. Seeing so many people actually using the list inspired me to put some serious effort into testing until the "campaign" was somewhat more of a more even experience and a decent progression curve. Removed Rimworld of Magic, Medieval Times, Witcher Trials and a few more things, mainly because spacer tech/implants in this list outperform most things available in those mods. I'm working on a Medieval only modlist that will include all of those and more.
Includes:
- "Balance".
- Huge weapon and armor variety. Tried to not include mods with over the top one shot weapons.
- Armor effectiveness is reworked, stacks by layers, and has uncapped % making it very effective at deflecting projectiles with low penetration. Also, energy shields.
- More turrets and defensive options than you'll ever need.
- Force powers.
- Beyond vanilla factions with their own unique technology.
- Lots of progression options at all stages of the game.
- Tons of AI, UI, usability and graphic improvements.
- Tested a bunch on different playthroughs. Full pack is stable if you follow the instructions below and shouldn't be laggy or pop any serious errors.
Options > Mod Settings Configuration:
- Simple Sidearms: Your preferences.
- Dual Wield: Your preferences.
- Supply and Demand - Default Scale is set to 1% for some reason. Raise it to 100%.
For a fair challenge:
- Randy Random on Rough or higher(other storytellers should be fine but I only play Randy)
- Everything in Combat Readiness Check mod options set to 100.
For inevitable ruin:
- Don't include Combat Readiness Check.
XML Mod List: http://s000.tinyupload.com/?file_id=84966210696377343865
XML Instructions:
1. Subscribe All
2. Download XML and save to C:\Users\Username\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\ModLists
3. Boot Rimworld
4. Click Mods, Enable "Mod Manager" by Fluffy
5. Restart Rimworld.
6. Click Mods, Load XML Mod List using Fluffy's Mod Manager.
7. Restart Again
8. Wait **** seconds for game to load.
Enjoy! Feel free to comment or ask questions.
Had enough of guns and spacer-tech mercs? Try my Medieval + Fantasy Modpack:
https://steamcommunity.com/sharedfiles/filedetails/?id=1760984791
Load order
398 mods- management
Children, school and learning
Version 1.7.8.0 Description: Requires HugsLib for 1.5 and below Load order // HugsLib // Children, school and learning // Birds&Bees (if used - has more fertility related stuff etc.) There is now a version of the mod with only the school and learning parts: Children are born 0 ye
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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.
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Alien Children Compatibility
Version 1.1.0a With the 1.2 update of the main mod and the old scaling option and the "new scaling mode" enabled (the new mode should be on by default) it should now show the AlienRaces children with their tails etc. in the right place (there are still some minor issues , but thi
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Baby and Children
Version 0.63 Adds Baby and children In game. This is Children & pregnancy fork version. (Original author Thirite) feature) - removed pregnancy from original (use another pregnancy mod (ex. Children, school and learning or Rimjobworld ) (This mod was created with the compatibility
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What the hack?!
What better way is there to take revenge on mechanoids than to hack them, and use them as your own combat slaves?
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Facial Stuff 1.1
FS 1.3 version status Aftrer initially updating the core components to 1.3, I've noticed that many good mods came out (while I was busy with other things), which make most functionality of FS obsolete. Thus I'm not working on FS any longer. Current status I've asked Mlie to use h
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RS Patch for RimFace (Facial Stuff Version)
ABANDONED If anyone wants to update this mod you have my permission --- Adds a white back to all RimFace eyes.
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Miscellaneous 'CORE'
*** This mod contains various core functions for other Miscellaneous parts.
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Map Reroll
This mod allows you to quickly randomize your starting map and steam vents locations.
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Thrumbo Extension
Languages Interface Provider English 简体中文 繁體中文 You may also like this: : Alpha Thrumbo Extension Summary 1.
- combat
[XND] Turret Extensions 1.1
RimWorld Version 1.2 The 1.2 version of Turret Extensions, Turret Extensions - Continuum, is now being maintained by Netrve, please find the workshop page here - Netrve's fork also has an optimised 1.1 version of this mod which doesn't suffer from the performance issues this rele
- furniture
DeCore 1.6
DeCore brings in a lot of changes in game mechanics, so the player have to think differently and use new colony development strtegy.
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Expanded Rims
Adds an entirely new tier of research, many new enemies, and a new storyline.
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Android tiers
DEPRECATED 1.3+ Discontinued beyond 1.3: See Killathon's Reintroduction for 1.3+ : HERE Or search: "Mechanical Humanlikes" REQUIRES HUMANOID ALIEN RACES & HARMONY Order: Harmony - Core - Humanoid alien races - Android Tiers This mod does work with old saves but will not spawn the
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Android tiers HellDrone-Extension
Content made by Helldrone/me and was put together by Atlas, without him this would not be possible.
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Avali Continued [1.1] DEPRECATED
NO LONGER SUPPORTED This mod is no longer supported and I have no plans to update it in the future.
- furniture
[XND] Proper Shotguns
Overview Pump shotguns and chain shotguns will fire 6 pellets simultaneously, rather than one single shot.
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[WH40K]Adeptus Mechanicus: Armoury
This mod adds weapons and apparel from the Warhammer 40k universe.
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[WH40K]Adeptus Mechanicus: Magos Xenobiologis
RimWorld 1.2, 1.3 This mod Adds factions from the Warhammer 40k universe to the game using weapons from my Armoury mod. Unless marked as Humanlike, races added by this mod are Not able to be captured/recruited/tamed (they are more like Mechanoids) Factions marked as Hidden do not
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[WH40K]Adetpus Xenobiologis: Tau, Kroot, Vespid
RimWorld 1.2, 1.3 Adds Warhammer 40k Tau, Kroot and Vespid as playable Humanoid Alien Races. Includes native support for Combat Extended. A Tau is Required to Build and Research Tau Technologies Contents Races: Tau - Humanlike Vespid- Humanlike Kroot - Humanlike Kroothound - Anim
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[WH40K]Adeptus Xenobiologis: Orkoids
RimWorld 1.2, 1.3 Adds Warhammer 40k Orkz and Grotz as playable Humanoid Alien Races Includes native support for Combat Extended. An Ork or Grot is Required to Build and research Ork Teknologies Contents Races: Orks - Humanlike Grots - Humanlike Snotlings - Advanced Animal Squigs
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[WH40K]Adeptus Xenobiologis: Aeldari
RimWorld 1.2, 1.3 Adds Warhammer 40k Eldar as playable Humanoid Alien Race. Includes native support for Combat Extended. An Eldar is Required to Build and Research Eldar Technologies Contents Races: Eldar - Humanlike Wraithguard - Animal/mechanoid Dark Eldar - Humanlike Talos Pai
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[1.0] Tiberium Rim: Factions - Standalone Version
IMPORTANT PLEASE READ: This is a standalone version of the Factions from TiberiumRim, that means, no Tiberium, no Tiberium processing and no Tiberium effects.
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Sparkling Worlds - Full Mod
Sparkling Worlds - Glittertech on the Rim The main features of this mod is to increase the ability to craft advanced Glittertech items and introduce some new advanced weapons, items and buildings from Glitterworlds without breaking the game or deviating to much from the vanilla v
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LWM's Deep Storage
Important note Little White Mouse's little baby continues healthy and if you have the toddler mod is now running around causing major terror to the cats.
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Cyber Fauna 1.6
Cyber Fauna - adds a lot of prostheses, improvements and operations for animals.
- medical
Dubs Bad Hygiene
Adds a sewage system, toilets, bathing, hygiene related needs and mood effects, central heating, water, irrigation, fertilizer, air conditioning, hot tubs, kitchen sinks, you name it!
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Mechanoid Power Source
Another self-sufficient supply for the energy hungry: The Mechanoid Power Source Adds a third option to the game with a nasty ship part falling from the skies, which has a 33% chance to go off on shipwreck incidents.
- medical
Rah's Bionics and Surgery Expansion
Rah's Bionics and Surgery Expansion Main forum thread: Hello fellow rimworlders !
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Evolved Organs (DISCONTINUED)
=========================================== ====================================================================================== READ ME: IMPORTANT NOTE: DISCONTINUED: REVAMP HERE =========================================== =========================================== ==========
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[B19/1.0] Xenite Industries
Xenite Industries: The "core" content for Xenite Industires v2.
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[B19/1.0] Xenite Industries: Mechanite District
Mechanite District: An optional content expansion for: "Xenite Industries" Have in mind that you need "Xenite Industries" active for the expansion to work.
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Mechanite Augmentation
Mechanical and Mechanite augmentations, for both subtle and invasive augmentation needs.
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Misc. MapGen FactionBase
Blueprint MapGenerator for Faction Bases This will sometimes create faction bases from the available blueprints.
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Anomlian Order Faction (1.1 update)
Brings a brand new faction into Rimworld called the Anomlian Order.
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Domian Conflict Pack (1.1 update)
This mod brings what I like to call the Domian Conflict into Rimworld.
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The Brotherhood Compendium (1.0 only)
This version is now discontinued and will not be updated.
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Rimsenal Faction Pack - Federation
Rimsenal: Federation Faction Pack Adds a new hostile faction: the Federation Peacekeeper Corps.
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Rimsenal Faction Pack - Feral
Rimsenal: Feral Faction Pack You have to give up a lot when you're pushed to the limit.
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Orassans (Obsolete)
EDIT: You can find an updated version here: Adds a race of bipedal felines.
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[SYR] Naga
Adds a playable naga race Naga are a technologically advanced race of snake-like individuals.
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Ni'Hal 1.0-1.4
Adds the xenophobic Ni'Hal, their equipment and faction, and their signature animal, the drake.
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Xenohumans - Gen-spliced Xenos on the Rim
This mod adds 4 new Xenohuman races to your game.
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Dubs Rimatomics
Nuclear power | Energy weapons | Nuclear weapons WORKS WITH SAVES WIKI Take me to the wiki Rimatomics adds nuclear power and energy weapons, and a custom research system guides you step by step through most of the features, with a few details being left for you to figure out.
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Rimefeller
Drill for oil, process into chemfuel, plastic, composites, napalm Works with existing saves.
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Transmution
Transmution is an efficient, reasonable late game way easily acquire vital resources without it feeling like cheating.
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Power++
WORKS WITH SAVES A wireless power mod : Trade power (buy and sell) with factions, share wirelessly power between your colonies and all other maps (caravan, quest, deeprim.
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[SYR] Blueberries
Adds blueberries, blueberry wine and bluciferum Blueberry bushes are slow growing, sensitive to fertility and have a ramp up period.
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Replimat
Replimat adds a Star Trek-style distributed food replicator system, capable of efficiently feeding colonists with high quality meals.
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[WD] Fast Moisture Pumps
Description: A small patch that makes Moisture Pumps faster for 4 times.
- combat
Advanced Marine Armor
Marine armor. The most effective late-game armor. Not anymore! Now you can sink your leftover resources into EVEN BETTER marine armor! Using a revolutionary alloy called modificarium, you can upgrade your boring marine armor to not-boring ADVANCED marine armor. But that is not al
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Rah's Hardcore Armors
Main forum thread: Ever wish you had access to something stronger and cooler looking than the default power armor?
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Rimworld: Spartan Foundry
1.4.0 (27/11/2020): Added support for achievements. Fixed certain armors and helmets being Medieval tech level lol. 1.3.0 (19/02/2020): This mod is now 1.1 compatible. 1.2.3 (02/09/2019): All the armours now cover hands and feet. 1.2.2 (10/05/2019): Minor bug fix. Thanks Trunken.
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[1.1/1.2] Star Ship Troopers Powersuits!
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Advanced Parka
21.10.2022 - Updated to 1.4 12.02.2021 - Description update - Rebalanced armor multplier of all parkas No known issues. Code work by me, Kikohi Graphics by BajtMe Japanese translation made by @SET_SET German translation made by @Trunken (CC BY-NC-SA 4.0) Compatible with: Combat E
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Animal Gear
Version 1.6.0.1 This mod is a framework to enable animals to have gear / equipment (like colonists) for the gear itself you should also subscribe to "Animal Equipment" OR "Animal Gear Basic" (only one of them, "Animal Equipment" is recommended as it is newer and has more content)
- combat
Animal Armor [DEPRECATED - see mod page for links to new version]
This mod is dead Long live the new mod!
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Animal Gear Horse
Version 0.9.2 Description: Requires at least HugsLib 5.0.0 Load order // HugsLib // Animal Gear ... // Horses or/and AnimalCollabProj // Animal Gear Horse A small mod that adds armor and a saddle for the mod "Horses" and "AnimalCollabProj". Horses AnimalCollabProj You might need
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[KV] More Trait Slots
1.4: "More Trait Slots" is a pretty simple mod. It doesn't add new traits to the game, but it will work well with mods that do, as it allows you to configure the minimum and maximum number of traits that pawns will start with. It also adjusts the character display tab so that up
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[KV] Consolidated Traits
1.4 - When I started looking for a mod to add more traits to the game, I quickly realized three things about the various trait collection mods that are available: they all have some traits I really like, but also some I dislike, and none of them had all the traits I wanted; they
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Misc. Training
This adds some training facilities: - Shooting Target Train up your shooting ability.
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Additional Traits (Heroes + Gods Optional)
v1.0 update of Gewen/Swenzi's Additional Traits (w/ Heroes + Gods) ________________________________________________________________________________ Description: Have you ever felt that there aren't enough traits to immersify your game-play? Well, I've got just the mod for you wit
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Fallout Traits
Adds 71 new perks to Rimworld based on the theme from fallout games Also available on GitHub Traits Strong Back: +50 carry capacity Very Strong Back: +75 carry capacity Charismatic: +2 social, +10% social impact/negotiation and +5% trade+drug prices Very Charismatic: +4 social, +
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Giddy-up! Ride and Roll
Giddy-up! Let colonists Ride to their destination and Roll. "Hey Stein, can you go mine some steel? We're running out." "But Banastra, the only deposit is on the other side of the map! Why don't you do it?" "Well, I'm incapable of mining, you know that. Why don't you just take Do
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Simple Slavery[1.0]
Status update: First off I'm really sorry for the long delay, been having a bad 2 years that seem to find something worse than the last.
- management
Megafauna
New in v1.5: Now includes options to prevent any specific animal from spawning, change the commonality multiplier of the spawns of Megafauna animals (make 'em rarer or much more common), and even the option to disable vanilla animals spawns altogether, if you're looking for a uni
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Spidercamp's Horses
1.1 - Amazing news! As of 1.1 horses are part of the vanilla game! The vanilla update doesn't have horses with varying stats, so I've updated this mod so that you can keep some diversity in your equine pals. This mod doesn't replace the in-game horses, but instead treats the vani
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[XND] TE Turret Expansion
Translations 日本語 - Proxyer Overview TE Turret Expansion is a vanilla-friendly turret mod that uses the extended turret framework from Turret Extensions, which gives each added turret various unique characteristics compared to other turret mods (e.
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Giddy-up! Battle Mounts
Giddy-up! Let your pawns charge into battle with mounts! Depends on Giddy-up Core and Hugslib This mod is part of the Giddy-up! Series. It focuses on mounting with the purpose of battling. Mounting can only be done with drafted pawns. Other mods in the series that I hope to relea
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Contractors Arsenal
"The Rim can be defined by death, starvation, pirates, mercenaries and contractors; so why not bring some specialised equipment from home out on the hunt?
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Apex: Rimworld Legends
1.3.0a (07/04/2019): Mod now compatible with Combat Extended using the patch in the following link. Thanks Andross for creating the patch. Link: 1.4.0 (19/02/2020): This mod is now 1.1 compatible. 1.3.0 (01/04/2019): New weapons: Smoke Grenades & Toxic Grenades. Gas your enemies
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Project Itzal - Main Pack
Here it is, the main pack of all of the weapons i have added so far.
- weapons
Project Itzal - Bonus Guns
An addition to Project Itzal, this pack contains some extra weapons, due to the other pack being filled up.
- weapons
Halo UNSC Weapon Pack
Help support the modding and make it easier to keep the mod updated //---------------------------------------------------------------------------------------------------\\ As of Sept 25th, 2025 Updated mod so it's compatible with 1.
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Tech Raiding [1.0]
1.0 Update! Now working with Rimworld release version 1.0! Be sure to report any bugs and definitely leave feedback on balance. Works fine with saves I recommend the mod RimQuest if you're having trouble coming across cores. They can be rare, especially if you have a lot of other
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Giddy-up! Caravan
Let your colonists ride to far lands on elephants, muffalos, llamas or any other animal, modded or not!
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Mechanoids Extraordinaire
---------------------------------------------------------------------------- Version: 1.
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Raiderpedes
The Raiderpedes "There were once the Mechanoids, which left nothing behind but scrap metal of their enemies weapons, but over time the communities around them built up defenses, most outposts were able to hold off a mechanoid attack after the year 4473.
- weapons
[KIR]Return of the Minigun Centipedes
Now for 1.3!! Returns the Minigun back to Mechanoid Centipedes as one of the possible weapons they can spawn with. Via by Patching... Many years ago during the Mechanoid War of 5000 in the Rims, The Centipedes used Three Weapons, The Dreaded Inferno Cannon, Heavy Charge Blaster a
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Evil Tactician's RimWorld Tweaks
A set of toggable tweaks which enhance the vanilla experience.
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Star Wars - Fully Functional Lightsabers [Deprecated]
***This mod is no longer being updated.
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Starship Troopers - Uniforms (B1.0)
FEDNET BROADCAST: People of the Federation are signing up in mass to fight the bug menace!
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Mercer's Backpacks + Nano Suit (1.0) (No longer supported)
A tiny mod made while one of BaRKy's streams.
- management
Dampening Belts
Add three tiers of Dampening Belts, energy-based belts that reduce incoming damage and can be used with ranged weapons.
- combat
Vanya Shield
Note! The clothes and hairs in the preview picture are display items. Introduction Vanya's shield belts A single-person energy shield device. It will attempt to stop any rapidly-moving projectile or energy attack that comes from a distance. It does nothing against melee attacks o
- weapons
Niche Tactical Weapons
(Requires and must be loaded after Jecstool) Adds (currently) 6 new niche weapons designed to not overlap any other gun mods you may already have installed: PDW pistol: An automatic, medium-short range, silenced pistol meant for personal defence.
- weapons
Grenades Expanded
Version 1.0: Release Version 1.1: Added 3 more Grenades Version 1.2: Added No Camera Shake on Explosions Version 1.3: Added 5 more Grenades with unique effects & sounds Version 1.4: Added Nuclear Bomb & Grenade Launcher Version 1.5: Added 5 more Grenades, Eyecandy, Secret Inciden
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BioReactor
Add Living Battery - BioReactor Feature - Produces electricity from Living Thing.
- management
Mechanoid Master Blaster
Project Map Available Turrets: Shockwave Coil | Nitro Laser | Salvo Blaster | Multi Burst | Devastator Sick Gun and/or Trap will be added in the future (theme).
- combat
Pulsefire Turret
Version 1.0: Release Version 1.1: Combat Extended & Turret Extensions support Version 1.2: Added another Turret (2 of 2) + Japanese Translation (Special Thx Proxyer) Adds 2 new maximum range security buildings to the game: The Pulsefire Turret & Twin Cannon Properties - High prec
- weapons
Defensive Machine Gun Turret Pack
An updated version of the original mod by Coalcat (aka Blackie), the Defensive Machine Gun Turret Pack adds a variety of manned and automated sentry machine guns to protect your colony from pesky tribals, raiders and the occasional manhunting Thrumbo.
- management
Gas Traps And Shells (OLD)
FYI! New updates will be found here: Adds gas traps and gas shells for mortars. Mortar gas clouds are slightly larger. Gas trap releases a cloud of gas when any pawn hostile to your faction walks too close. Severity builds up as long as a pawn is in the gas. Requires IEDBomb rese
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Advanced Munitions
Adds Air-burst, White Phosphorus, HEAT, Nerve Agent, Minelet, APDS, Tear gas, NARQ, Roid, Mechinoid, Glitterworld Riot and Napalm Shells/IEDs, grenades/launchers and cannons.
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Various Space Ship Chunk
It adds various kind of Ship Chunks Also, These are can show when ship chunk drop event!
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[1.0] Android Resurrection Kit - Unofficial Android Tiers addon
Repair androids via craftable kits.
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Spartan Foundry Warcraft
Makes all marine armors by Spartan Foundry craftable: List of Warcraft - Powered Assault Armor + Powered Assault Armor Helmet *present - Engineer Power Armor + Engineer Power Armor Helmet - Explorer Power Armor + Explorer Power Armor Helmet - Grenadier Power Armor + Grenadier Pow
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[sd] advanced powergeneration
not doing anymore updates for any rimworld mods, please feel free to update and upload the mods on steam, i dont mind.
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Backup Generators
Backup generators provide a stopgap to prevent black/brownouts when battery reserves are depleted.
- management
Razor Wire (With Damage)
An evolution of barbed wire, concertina wire, also called razor wire, is named for its helical shape and tendency to expand—resembling a musical instrument of the same name--was first developed during the First World War.
- weapons
Frontline - Additional Guns for Bunkers
=====Changelog V.3====== - Fixed Bug: Ammonition of the Mgs is now forbidable ====================== =====Changelog V.2===== - Bug Fix: Enemys won't spawn with MGs in Inventory during raid ===================== =====Changelog===== - adjusted volume of mgs - mgs now need ammo (mac
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Simple Shelter (from CP Srv Add)
Do you like pieces of CuproPanda's wonderful but abandoned Survivalist's Additions, but dislike how heavy it is?
- furniture
Simple Furniture (from CP Srv Add)
Do you like pieces of CuproPanda's wonderful but abandoned Survivalist's Additions, but dislike how heavy it is?
- management
High Tech Laboratory Facilities (Continued)
Update of Pravus mod - Added an option to hide the apparel added by the mod - Fixed the coloring of the benches added by the mod - For those who want the old color of the benches they will now have the old color when made of Plasteel - Russian translation added, thanks Dmitry6!
- management
Electric Stonecutting Table
This mod adds an electrically powered version of the stone cutting table that works at 175% of normal vanilla speed.
- furniture
More Furniture [1.0]
More Furniture is a small mod that adds about a dozen new items into Rimworld.
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Additional Joy Objects Lite
1.1 update available here! Mod originally by Cupro, updated to B19 1.0 by dninemfive with permission. This mod adds new objects and activities that bring joy to colonists: board games, arcades, paintings, medicine, and more! Compared to the original, this mod doesn't include book
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[FSF] Simply Soil (Legacy Version)
This version is discontinued please use the new version of Simply Soil available here.
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More Linkables
This mod adds a variety of extra linkable facilities that help you boost your research, work and healing speed!
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Furnace
About A simple mod that adds a furnace building to heat up rooms to extreme temperatures.
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Fast regen 1.6
In A16 health regeneration speed was lowered, resulting in colonists that end up spending more than 2-3 days in beds to fully heal.
- storage
[KV] RimFridge
1.5: Adds refrigerated racks to keep food and other perishables cold. Ideal for use in dining rooms, freeing up labor from feeding prisoners, or keeping food on hand for cooks. Floor based RimFridges come in 1x1, 2x1 and 2x2 versions Wall based RimFridges come in 1x1 and 2x1 vers
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[Abandoned] Quantum Cooling
Notice Of Abandonment This mod will not be receiving updates or fixes.
- weapons
ED-Laser-Drill
Version: 1.3.0.0 Links to all my mods including non steam versions available at: Adds a Drilling Laser Targeting system that allows the creation or removal of steam vents. After research and construction, you will power the building while it conducts a subsurface scan. After the
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Narco
*Adds a Drug used to render the user helpless and unconscious* This drug is used to knock unconscious Colonists, Prisoners, and Animals.
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Wall Light
As of update 1.5, Rimworld now contains wall lamps that serve the same purpose that this mod served for many, many years. So, what does this do now? Adds wall sun lamps. Lets you configure the vanilla wall lamps (and the added wall sun lamps) like you could with the old wall ligh
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Plant Growing Wall Light (LEGACY)
THIS MOD IS OBSOLETE Wall Light now contains these lights, with an option to disable the regular wall lights if you only want the plant growing ones.
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Simply More Bridges
New bridges types for heavy structure support and building in deep water!
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SimplyMoreFloors
Adds 20 new floorings that matches the original textures in Rimworld for all you perfectionists out there that can't stand mismatching.
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Glass+Lights
Description This mod introduces glass into the game and all the wonders that go with it including: glass walls of various strengths, and ceiling/wall lamps of varying colors.
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Cargo Pod Transport
Code: www.med iafire.com/file/hmu9 52kf79e641i/Helicopter.rar/file (I gave up updating, anyone can use my source code) (Old name is Helicopter MOD) Add Cargo Pod Transport to Rimworld Similar to transporterpod, but Cargo Pod Transport has more capacity and can fly anywhere on the
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Camping Stuff
Original mod by Nandonalt Do your colonists really just need a home away from home: like that time the trade caravan got ambushed by a surprisingly useful pirate/ tribute/ organ holder/ future arm chair, or that time that the offsite miners decided that the best way to deal with
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Flashlights
Version 1.6 One for your hand, as well as a tortoise shell mining helmet. Way before there was electricity on The Rim, there were flashlights. ;) Since we have no battery replacements in place, the lifespan of the flashlights is 2 weeks. Craft a new one when you need it they're c
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Loot Boxes
No joke/meme mod! Add loot boxes and Pandoras box to the game and gamble for the ultimate treasure and challenges! Buy loot boxes from traders or build a mysterious red chest and exchange gold and silver to buy different kinds of loot boxes with different items in them. Recent up
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[Abandoned] Science Never Stops
Notice Of Abandonment This mod is no longer maintained; it won't be receiving updates or fixes.
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Shield Generators by Frontier Developments
Version: 1.2.7.2753 SRTS and Imperial Shuttles can now safely pass through shields! Dubs Hygiene AC will now cool shields. Ludeon Forum Thread: 日本の説明: Bug report: Include as much info as possible, mod list, screenshots, console logs. Allows for the building shield generators. Shi
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Misc. Robots
This mod adds some robots to buy from traders: - Haulingbot A small drone to help you hauling stuff around - Cleaningbot A small robot to help keeping your home clean The source code for all Miscellaneous mods can be found on my GitHub: Hint for the load order: 1st: Try the defin
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[Abandoned] Misc. Robots++
Search for "robots++" and filter by game version to find up-to-date alternatives Thank you to the community and all those who have contributed; this mod has been kept on life support for many years, only being updated by community submissions.
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Misc. Endgame
And if thy survive the onslaught by a pair of moon, this will be your price ol' civic right in thee harvest soon.
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Faction Blender
About Are you annoyed that you downloaded all of these different races and animal mods, but they come with some boring homogeneous faction to show them off?
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Sparkling Worlds Extension - BMC Hardcore Patch
This an optional extension that patches and buffes the Blue Moon Corporation to be even more deadly.
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1.4 - Imprisonment On The Go! (Make Pawns Prisoners Without Beds) - NO LONGER UPDATED
As I have moved on to game development, I will no longer be supporting this mod for version 1.
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4M Mehni's Misc Modifications [1.2-1.3]
Adds various settings to customise your RimWorld experience.
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Elite Bionics Framework
A common framework to change body part max HP, along with a bit of something else.
- medical
unofficial patch - Elite Bionic Framework + Archotech Expanded Prosthetics
increases the maximum HP of all Archeotech prosthetics (vanilla + Archotech Expanded) by 50% (to the nearest multiple of 5, rounded up).
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99 Percent
Typically, deconstructing a building or facility refunds roughly 75% of the raw materials that went into building it.
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[XND] AutoOwl
1.1 Onwards As of RimWorld version 1.1, AutoOwl has now been made part of a new mod, Tiny Tweaks: 1.0 Note: This is an updated version of AutoOwl by Dazz Aephiex, additionally no longer needing HugsLib (now solely uses the Harmony Patch Library by Brrainz, included with this). Gi
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Balanced Eclipse and Solar Flare
Solar flares and Eclipses happen way too much in Rimworld, to the point where they become normalized.
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Beautiful Water
What does it do? Makes water tiles have a beauty value, as it should. Changes water tiles from their default 0 beauty value, to: * Shallow Water: 1 * Shallow Moving Water: 1 * Chest-Deep Moving Water: 5 or 15 †† * Shallow Ocean Water: 5 * Deep Ocean Water: 25† * Deep Water: 15† W
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Beer is Alright
Version 1.1 I was playing a game with tons of beer and set my colonists to have three a day to see the effect. In two months half my people had cirrosis. Kinda overkill I think. I decided to turn it down so three a day won't kill you by adjusting down dosage severity, and toleran
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Better Infestations 1.4
***UNSUPPORTED*** This mod changes almost everything about infestations, the way they produce and insect behavior.
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Better Records Tab
Applies color to the list of records on the Records tab: - Green text = selected colonist has the max in this record - Yellow text = selected colonist does not have the max in this record - White text = no colonist has achieved this record yet This helps quickly see what your col
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[FSF] Better Spike Traps
Description Spike traps have become less viable due to their high resource cost and their inability to be placed near each other.
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Better Workbench Management
NOTE: Most of what this mod did has now been integrated into vanilla.
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Build From Inventory
Construction will use things in your colonist or pack animal's inventory.
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Crafting Quality Rebalanced
Rebalances item crafting and building quality, for example a skill 20 crafter/builder will not have the chance to make an awful item anymore.
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DE Surgeries for RBSE only
Description : The more the surgery difficulty increase, the more the Quality/Cleanliness of the hospital bed/room and the Medical skill value will impact chances of success.
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DeadMansClothing
If you think its stupid that pawns in a rimworld cares about if they are wear cloths from dead persons and are tired of knocking out instead of killing your prey to gain wearable apparel, THIS is the mod for you!
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Death Rattle
This mod makes it so that people will no longer instantly die when their vital capacities reach zero.
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Dirt Paths [1.0]
Adds dirt path to floors, used for making pathways inbetween your structures, nothing that special.
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Dismiss Trader
Trader dismissal. Get rid of loitering traders that have overstayed their welcome with the click of a button. Send away traders to make them leave. Traders lagging your game? With this mod you can: - Dismiss traders - Send away traders - Make traders leave - Get rid of traders ea
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Don't Block Door
Overview this MOD fixes a pandemic that has plagued many a world on the Rim: doors being wedged open.
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Double Population
If you want to focus on the management side of RimWorld, then this mod will help.
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Dual Wield
Pistols are boring? Not when you dual wield them like Lara Croft! This mod allows your colonists to dual wield any weapon you allow in the mod options, including weapons added by other mods. Dual wielding does come with accuracy and firing rate penalties which are affected by the
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Dubs Mint Menus
Adds new list boxes for recipe bills, health bills, plant selection, architect menu, research menu, and a quick select menu for designators, making it easier to find things when lots of mods are running.
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[FSF] Encounter Map Resources
Description This mod changes the encounter map spawning settings to enable resources to spawn again.
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Everybody Gets One
Set a bill to craft things until there's one for each member of the colony.
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Fertile Planet
Increases map fertility (vegetation and trees) moderately, and increases vegetation graphical size.
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Fixable Mood Debuffs Alert
Fixable Mood Debuffs Alert Description: This mod alerts you whenever your colonists are getting easily fixable mood debuffs such as wanting to sleep together or wanting to master their bonded pets.
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Greenworld
Getting rid of the dull brown dirt and replacing it with something nicer to look at.
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Hardworking animals 1.6
As you may have noticed, animals trained to haul things are quite lazy and doing they work from time to time.
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Harvest Organs Post Mortem Continued
Harvest Organs Post Mortem (HOPM) is now available in 1.
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[SYR] Harvest Yield
Reworks plant harvest yield and animal gather yield Changes mechanics of plant harvest yield and animal gather yield to work similar to mining yield.
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Herd Migration Revival
Herd Migration Revival Returns Herd Migrations back to all base game biomes!
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Incident Person Stat
Add more details of person's stats on the following incidents window: wanderer join chased refugee incapacitated refugee quest prisoner rescue quest Languages: Spanish of Latin America by CANALETA Credits: Kiame Vivacity for the original code.
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Infinite Turrets
======================================================================= Now SUPPORTS Combat Extended!
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TC Turret No Barrel Replace
Optional expansion mod to set no barrel replacement on TC Gear turrets as applicable.
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Inspiration
Inspiration aims to make colonists skills level up a bit faster by giving the moments of inspiration.
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Just Ignore Me Passing
Just Ignore Me Passing fixes one small but annoying RimWorld behavior.
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Blueprint Totals Tooltip
A UI mod that lets you seamlessly check how much your blueprints cost, even as you lay down more.
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Large Prison Camp
Another world quest similar to prisoner camps: slaver forts are larger, with more prisoners, and you'll be rewarded for destroying them by friendly factions.
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[SYR] Light Radius
Adds dynamic light radii to light sources When selecting lights or when placing lights Light Radius shows an indicator which area will be considered "Lit".
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Locks
Version 2.6.2 Older versions Rimworld b19 version (0.19) Rimworld b18 version (0.18) Rimworld a17 version (0.17) Description This addon adds new locking door system. Doors can be unlocked to allow enemies and prisoners to pass by (only races that have inteligence "humanlike" or a
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Locks (DoorsExpanded)
Version 2.3.0 Older versions Rimworld b19 version (0.19) Rimworld b18 version (0.18) Locks mod This is copy of Locks mod for doors included in DoorsExpanded mod. For more information about this mod follow this link. IMPORTANT This mod need to be loaded AFTER original Locks mod (i
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Lost Rhino
This mod adds an event that will spawn a single rhino calf that will be easier to tame than normal, and won't attack pawns on failed tame attempts.
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Meals On Wheels
Colonists grab meals from animals, or each other, if needed - if there is nothing else available.
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More Components Light
OBSOLETE Use this instead: Ore Yields Seriously, you only get 2 components per compacted machinery?
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More Harvest Designators!
Adds 3 new designators regarding plant-management: Chop mature trees only.
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Nature is Beautiful [1.0]
TL;DR: Makes most things in nature have either positive or neutral beauty.
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UnLimitedArmor
Mod Introduce This mod remove Armor rating limit( vanilla's limit is 200%p ) from Apparel.
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Numbers
Adds a customizable general overview tab, allowing you to see any stats on all your colonists or prisoners in a single window.
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NutritiousKibble
v1.6 NutritiousKibble Increases the nutritial value of Kibble, keeping those critters from munching through all your stock instantly changelog: v1.0 first version v1.1 changed to work with version 0.19.2009 v1.2 changed targetversion to 1.0.0 v1.2.1 ammended tags to use supported
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Overcapped Accuracy
Allows ranged weapons to have more than 100% accuracy, albeit with diminishing returns after 100%.
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Partially-Passable Wind Turbines (Obsolete)
Attention: wind turbines are completely passable now, so this mod is useful for versions 1.
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[RF] Pawns are Capable! [1.0]
Tired of pawns who refuse to do certain types of work, even when their own lives and the survival of the colony depend on it?
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Pick Up And Haul
"Greatest hauling mod ever" - Chicken Plucker Colonists will gather stuff in their inventory, then haul it all to a stockpile.
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Pharmacist
Not all injuries are equal; pharmacist prescribes the right medicine for the job.
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Predator Hunt Alert[1.0-1.4]
Alert when the colonists or pets are targeted by carnivorous beasts.
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SF [v1.0] Priority Treatment
All DoctorTend operations are set to Emergency so that Pawns will prioritise tending to wounds first (including infections/diseases) It is reccomended that you set your best doctor to priority one (1) for this to function correctly ------------------------------------------------
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PrisonerRansom
This mod allows you to demand ransom for imprisoned pawns for silver at the comms console.
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[XND] Profitable Weapons
Overview In vanilla RimWorld, it's impossible to profit from producing weapons due to their pitiful 20% sell price multiplier; you're always better off selling their raw materials.
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Psychology Imprisonment Patch
Makes it so that newly-recruited pawns don't get the "faction imprisoned me" -40 penalty to everyone in the colony, which made it nearly impossible for new recruits to form positive relationships.
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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.
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Quality Cooldown
Mod originally by XeoNovaDan, "updated" (read: version number changed and shoddy/superior curve points removed) by dninemfive.
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[FSF] Filth Vanishes With Rain And Time
Description This mod patches all filth defs so they wash away with rain/snow.
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Realistic Darkness (Light)
Description: This is a lighter version of Realistic Darkness mod.
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Realistic Smokeleaf
Lowers Smokeleaf consciousness penalty to 10%, makes physical addiction effectively impossible, and raises mood buff from 13 to 20.
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Release Animals into Wild
v1.1 Mod is now updated to support 1.1 Requires Allow Tool Got too many animals? Can't stand to slaughter an innocent friendly squirrel for such a lousy quantity of meat? Release them back to the wild! This mod adds a new designator under Orders, that allows you to have your Anim
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Reliable Armors
Changes damage calculations to make armor reduce damage a bit more reliably.
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RimCities
Overview RimCities is an attempt to create an interesting and unique end-game challenge for RimWorld players.
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Replace Stuff
Place buildings anywhere, on top of existing things, and the game will handle it.
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RPG Style Inventory
READ THIS PLEASE: !!! I (Ashen) take no credit for this mod at all. The original author is Sandy, and I received permission from them to upload this mod to the workshop so more people could see it. So if you're planning on giving any steam point awards, please give them to Sandy'
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[KV] Save Storage, Outfit, Crafting, Drug, & Operation Settings
1.5: 1.4: Save and Load Dump/Stockpile and Outfit settings. Saved settings can be carried over from new games to old saves. Save, Load, and Append crafting bills from any worktable. Be aware that a work table can only have a max of 15 bills at any time. (unless using No Max Bills
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Search and Destroy
Tired of pawns lounging about during the heat of the battle after their first kill?
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SF Grim Reality
★·.·´¯`·.·★ What it does ★·.·´¯`·.·★ Rimworld is a rough, brutal game where a colony of people are doing whatever it takes to survive. Yeah it's rough, and sometimes it sucks, but at the end of the day, there are two kinds of people: Survivors, and hats. This mod completely overh
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Share The Load [Obsolete 1.5]
Obsolete in 1.5: Minor features will be found in the TD Enhancement Pack What 1.5 has that Share the Load did ☑️Share The Load tracks what is needed and doesn't deliver too much. ☑️Option to deliver even if there's not enough to finish the building What 1.5 doesn't do, but Share
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Simple Recycling
A simple mod that adds recycling of apparel in the same way weapons are smeltable in the core version.
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Smart Medicine
Some smart choices and options when using medicine --- "Alright, that raider base was tough, but we killed them all and we can recover here for a day" "I'm going to rest until healed" "I will patch up that wound for you" "Good thing we brought medicine on the caravan, because thi
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Snap Out!
19/10/22 - 1.4 update 5/8/21 - Simplified Chinese translation 10/7/21 - 1.3 update 9/1/21 - Italian translation; Remove hit counter; Remove Harmony dependency 1/10/20 - Update formula; Revamp settings (+fix default button); Temp. disable launch counter; 13/8/20 - 1.2 update 4/3/1
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[KV] Supply and Demand
Capitalism? On my Rimworld? It's more likely than you think! If you are like me, you have played colonies to their bitter end, and had a few amazing successes where your pawns have amassed riches to the envy of the Rim. But what do you do with all of that money? Traders, when the
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[XND] Targeting Modes
1.1 Version I am no longer maintaining this mod, though Odyssey Scorpio has kindly uploaded a maintained version of this mod, so be sure to check it out: Overview Targeting Modes sort of brings V.A.T.S from the Fallout universe to RimWorld, so you can now have your colonists and
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Transport Downed Pawns
IMPORTANT... This mod has been updated and maintained by another awesome Rim World player, it can be found on their workshop page... Allows unconscious and otherwise downed colonists and prisoners to be transported in a transport pod. I didn't create this mod, I only updated it t
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Trap Disable
入植者とペット、トレーダー、囚人に対して罠が作動しなくなります。 The trap will not work for your colonist and pets and trader and prisoner.
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Turn It On and Off v1.3 [1.0]
HugsLib is required This makes many electrical machines use minimum possible power (1 watt) when not in use.
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Un-Limited (Discontinued)
I don't really have the time or interest to continue developing this for now, as of right now I would suggest this continuation to replace this.
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Use Bedrolls
Bedrolls are used from the inventory (ie when on a caravan) When a pawn needs to rest but can't find a bed, he'll place a bedroll from his inventory (he can find an uninstalled bed on the ground, or in some other inventory) Bedrolls are picked back up after sleeping.
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[XND] Watermill Tweaks
Direct download from GitHub (source) Compatibility Should be safely addable to existing savegames.
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Veinminer R1.1
Toasteh's Veinminer mod, updated by Ogliss Github B19 Version HERE original mod HERE This mod lets you designate all connected minerals to be mined, even if you can't see them.
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[1.0] RePower
Important: This mod requires HubsLib to be loaded before it in the load order.
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RePower HighTech Laboratory Facilities Patch
Patches HighTech Laboratory Facilities workbenches for using the RePower system: Laboratory Station (10W Idle, 750W Active) Research Terminal (10W Idle, 750W Active) Or use the patch-pack instead, includes all RePower patches so far: Support-chat:
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RePower RBSE Patch
The patches works with both the RePower-mod and the new RePowerReborn-mod.
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RePower Rimatomics Patch
Patches Rimatomics utilities for using the RePower system: Rimatomics research bench (10W Idle, 600W Active) Rimatomics machining table (10W Idle, 800W Active) Reactor console (10W Idle, 400W Active) Weapons console (10W Idle, 400W Active) Or use the patch-pack instead, includes
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RePower Rimefeller Patch
Patches Rimefeller utilities for using the RePower system: Resource Console (10W Idle, 400W Active) Or use the patch-pack instead, includes all RePower patches so far: Support-chat:
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RePower VGP Patch
Patches Vegetable Garden workbenches for using the RePower system: Electric Oven (50W Idle, 1250W Active) Food Prep Table (10W Idle, 750W Active) Sweets Table (10W Idle, 400W Active) Electric Loom (10W Idle, 500W Active) Or use the patch-pack instead, includes all RePower patches
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Achtung!
Achtung! gives you tighter control over colonists when a normal right-click order is not enough. It is made for the busy moments: raids, fires, wounded pawns, half-built defenses, and work that must happen now instead of after a snack break. What it adds: - force work so pawns st
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Kill For Me
Teach your animals to kill enemies in packs Unlike vanilla release animal training, you do not risk life of colonists, get full controls over your packs movements (and therefore the ability to create attack strategies) and choosing targets to kill plus many other advantages and c
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[KV] Faction Control
1.6 - "Faction Control" provides you with a number of configuration options that you can use to tailor which and how many faction groups and faction bases show up on your map. Simply visit "Mod Settings" from the game's "Options" menu. Options: Disable Faction Limits Enabling thi
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More Faction Interaction
Adds more interaction with and between factions, bringing the world to life.
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Raids For Me
What ? Is your colony too peaceful ? Need more challenge ? Need to try your new Kill For Me packs with some raiders ? You can now be very rude with other factions and get raided when you dirty talk to them ! You want a raid ? just insult enemies factions ! A little mod fully cust
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MulitiRaid 联合袭击
This mod add a new incident:MulitiRaid It consisted of many(8-13) small raid(ImmediateAttack/Sappers/ImmediateAttackSmart/CenterDrop/RandomDrop/Siege) 添加了一种新的事件:联合袭击(总袭击强度2-3倍) 可能同时出现直接攻击、工兵、围攻、空投 若有两个与你敌对且互相不敌对的派系会出现多派系联合袭击(总袭击强度2-3倍) 该事件最早会在游戏开始一年后出现,出现几率大约为普通袭击的1/3 联合袭击会给4.
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Powerful Faction Bases
Proof-of-concept mod I made for fun, using the fact that attacking faction bases are not mandatory content of the game.
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Real Fog of War Extended
Adds a new LED camera, 3 new late-game cameras, two additional research, displays the camera radius when selecting&placing and entities no longer receive cover from standing behind a camera.
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Wandering Caravans [v2.4.2]
Wandering Caravans Overview Wandering Caravans adds the possibility for pack animals, that have been separated from the trade caravans of factions, to appear near a colony or be spotted by one of your trade caravans.
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CaravanOptions
1.1 Ever felt like it takes too long to walk across the road to a neighbor village to ask for a cup of sugar? This mod is for you! Caravan Options adds mod settings that adjust caravan rates applied on the world map: -Global movement speed multiplier -Separate movement reductions
- weapons
Charged weapons for pirates
This mod allows elite-tier pirate enemies (bosses, elite mercs) to use spacer weapons like charge rifle or charge lance.
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Enhanced Raiders 1.1
Increases the quality of gear available to raiders/all NPC pawns, about doubles the maximum money they can get to equip themselves, and makes sure they bring along plenty of food too.
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Level Up!
Get notified when colonists level up Usage You will automatically get notified whenever a colonist levels up.
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Tech Advancing
This mod advances the Tech-level of the colony once certain conditions are met.
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[KV] Trading Spot
1.5 Version: A designated spot for traders to stop at. Trading Spot marker is located in the Architecture menu under Misc This will work in current saves without a problem. To remove the mod, delete the Trading Spot, save, remove the mod, then load the save. This is compatible wi
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ResearchPal
1.3 UPDATE PLEASE USE THE FORK Smooth painless research This is a fork of ResearchTree by Fluffy. Main difference is when the tree is generated and the tree layout. The tree is generated when RimWorld is loading, you won't get interrupted by the tab. The denser layout helps with
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RimHUD
RimHUD is a UI mod that displays detailed information about a selected character or creature.
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Big Bakas No Research
Two new player factions with not a single research, one with industrial speed research and the second one with tribal speed.
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DocWorld
Public Service Announcement Discord deleted my account / server because I posted a study about COVID-19 derived from the United Kingdom Government.
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EdB Prepare Carefully
Customize your RimWorld colonists, choose your gear and prepare carefully for your crash landing!
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Graphic Chair Overhaul
Mod that makes your colonists look like they're actually sitting on the chairs!
- medical
Bionic icons
ABOUT Changes the graphic for body part boxes and adds icons depending on what's inside.
- weapons
Vanilla Weapons Retextured
Improves all vanilla weapons by giving them a more defined aesthetic.
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Noble Necromancer
Description The greatest amongst us possesses the power of being a lich, Strong, Powerful, Individuals.