// Steam Workshop · by Sirreal

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
  1. Startup impact
    No 1.6
    management

    Startup impact

    ABOUT Measures how long it takes for mods to load.

  2. Mod Manager
    No 1.6
    management

    Mod Manager

    Juggle your mods like a pro!

  3. HugsLib
    Stale
    management

    HugsLib

    This is a library that provides shared functionality for other mods.

  4. Children, school and learning
    Stale
    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

  5. Humanoid Alien Races
    management

    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.

  6. Alien Children Compatibility
    Stale
    management

    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

  7. Baby and Children
    Stale
    management

    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

  8. What the hack?!
    No 1.6
    management

    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?

  9. Facial Stuff 1.1
    Stale
    management

    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

  10. Map Reroll
    No 1.6
    management

    Map Reroll

    This mod allows you to quickly randomize your starting map and steam vents locations.

  11. Thrumbo Extension
    Stale
    management

    Thrumbo Extension

    Languages Interface Provider English 简体中文 繁體中文 You may also like this: : Alpha Thrumbo Extension Summary 1.

  12. [XND] Turret Extensions 1.1
    Stale
    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

  13. Giddy-up! Core
    No 1.6
    management

    Giddy-up! Core

    The core files for the Giddy-up!

  14. GlitterNet
    Stale
    management

    GlitterNet

    Feed the beast, get efficiency gains.

  15. CyberNet
    Stale
    management

    CyberNet

    Body parts that fail when the internet goes out!

  16. DeCore 1.6
    Stale
    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.

  17. Expanded Rims
    No 1.6
    management

    Expanded Rims

    Adds an entirely new tier of research, many new enemies, and a new storyline.

  18. Android tiers
    No 1.6
    management

    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

  19. [XND] Proper Shotguns
    Stale
    furniture

    [XND] Proper Shotguns

    Overview Pump shotguns and chain shotguns will fire 6 pellets simultaneously, rather than one single shot.

  20. [WH40K]Adeptus Mechanicus: Magos Xenobiologis
    Stale
    management

    [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

  21. [WH40K]Adetpus Xenobiologis: Tau, Kroot, Vespid
    Stale
    management

    [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

  22. [WH40K]Adeptus Xenobiologis: Orkoids
    Stale
    management

    [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

  23. [WH40K]Adeptus Xenobiologis: Aeldari
    Stale
    management

    [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

  24. Sparkling Worlds - Full Mod
    Stale
    management

    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

  25. LWM's Deep Storage
    No 1.6
    storage

    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.

  26. Cyber Fauna 1.6
    Stale
    management

    Cyber Fauna 1.6

    Cyber ​​Fauna - adds a lot of prostheses, improvements and operations for animals.

  27. GloomyFurniture
    furniture

    GloomyFurniture

    A mod pack that adds old-fashioned furniture and decorations.

  28. Dubs Bad Hygiene
    Stale
    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!

  29. Mechanoid Power Source
    Stale
    management

    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.

  30. Evolved Organs (DISCONTINUED)
    Stale
    management

    Evolved Organs (DISCONTINUED)

    =========================================== ====================================================================================== READ ME: IMPORTANT NOTE: DISCONTINUED: REVAMP HERE =========================================== =========================================== ==========

  31. Misc. MapGen FactionBase
    No 1.6
    management

    Misc. MapGen FactionBase

    Blueprint MapGenerator for Faction Bases This will sometimes create faction bases from the available blueprints.

  32. UltraMod
    Stale
    management

    UltraMod

    Work-in-progress, beware changes.

  33. [SYR] Naga
    No 1.6
    management

    [SYR] Naga

    Adds a playable naga race Naga are a technologically advanced race of snake-like individuals.

  34. Ni'Hal 1.0-1.4
    No 1.6
    management

    Ni'Hal 1.0-1.4

    Adds the xenophobic Ni'Hal, their equipment and faction, and their signature animal, the drake.

  35. Dubs Rimatomics
    Stale
    management

    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.

  36. Rimefeller
    Stale
    management

    Rimefeller

    Drill for oil, process into chemfuel, plastic, composites, napalm Works with existing saves.

  37. Transmution
    Stale
    management

    Transmution

    Transmution is an efficient, reasonable late game way easily acquire vital resources without it feeling like cheating.

  38. Power++
    Stale
    management

    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.

  39. [SYR] Blueberries
    No 1.6
    management

    [SYR] Blueberries

    Adds blueberries, blueberry wine and bluciferum Blueberry bushes are slow growing, sensitive to fertility and have a ramp up period.

  40. Replimat
    management

    Replimat

    Replimat adds a Star Trek-style distributed food replicator system, capable of efficiently feeding colonists with high quality meals.

  41. Leather Armor
    No 1.6
    combat

    Leather Armor

    This is a simple mod that adds leather armor into the game.

  42. Advanced Marine Armor
    Stale
    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

  43. Rah's Hardcore Armors
    No 1.6
    management

    Rah's Hardcore Armors

    Main forum thread: Ever wish you had access to something stronger and cooler looking than the default power armor?

  44. Rimworld: Spartan Foundry
    Stale
    management

    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.

  45. Advanced Parka
    No 1.6
    management

    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

  46. Animal Gear
    Stale
    management

    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)

  47. Animal Gear Horse
    Stale
    management

    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

  48. [KV] More Trait Slots
    No 1.6
    management

    [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

  49. [KV] Consolidated Traits
    No 1.6
    management

    [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

  50. Misc. Training
    ↑ Updated
    management

    Misc. Training

    This adds some training facilities: - Shooting Target Train up your shooting ability.

  51. Additional Traits (Heroes + Gods Optional)
    Stale
    management

    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

  52. Fallout Traits
    No 1.6
    management

    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, +

  53. Giddy-up! Ride and Roll
    No 1.6
    management

    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

  54. Simple Slavery[1.0]
    Stale
    management

    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.

  55. Galaxy Life
    No 1.6
    management

    Galaxy Life

    AFTER 10 YEARS OF MODDING, I HAVE NOW STOPPED, THIS (1.

  56. Megafauna
    Stale
    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

  57. Dinosauria
    Stale
    management

    Dinosauria

    ANNOUNCEMENT (19 September 2022) A brand new DINOSAUR mod has been released!

  58. Frilleus
    management

    Frilleus

    Aggression is low and food is low, but it is very weak in the heat.

  59. Spidercamp's Horses
    Stale
    management

    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

  60. Flommel
    Stale
    management

    Flommel

    I currently will redraw every flommel so I can add many new colors and variation!

  61. [XND] TE Turret Expansion
    Stale
    combat

    [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.

  62. Giddy-up! Battle Mounts
    No 1.6
    management

    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

  63. Contractors Arsenal
    No 1.6
    management

    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?

  64. Apex: Rimworld Legends
    Stale
    management

    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

  65. Project Itzal - Bonus Guns
    No 1.6
    weapons

    Project Itzal - Bonus Guns

    An addition to Project Itzal, this pack contains some extra weapons, due to the other pack being filled up.

  66. Halo UNSC Weapon Pack
    Stale
    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.

  67. Rimlaser
    Stale
    weapons

    Rimlaser

    Adds laser weapons to the game.

  68. Tech Raiding [1.0]
    Stale
    management

    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

  69. Giddy-up! Caravan
    No 1.6
    management

    Giddy-up! Caravan

    Let your colonists ride to far lands on elephants, muffalos, llamas or any other animal, modded or not!

  70. Raiderpedes
    Stale
    management

    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.

  71. [KIR]Return of the Minigun Centipedes
    No 1.6
    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

  72. Giddy-up! Mechanoids
    No 1.6
    management

    Giddy-up! Mechanoids

    If it's possible to hack mechanoids with the What the Hack!

  73. FashionRIMsta
    No 1.6
    management

    FashionRIMsta

    AFTER 10 YEARS OF MODDING, I HAVE NOW STOPPED, THIS (1.

  74. Dampening Belts
    No 1.6
    management

    Dampening Belts

    Add three tiers of Dampening Belts, energy-based belts that reduce incoming damage and can be used with ranged weapons.

  75. Vanya Shield
    Stale
    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

  76. Niche Tactical Weapons
    Stale
    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.

  77. Grenades Expanded
    Stale
    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

  78. MiningCo. PowerFist
    No 1.6
    management

    MiningCo. PowerFist

    This mod adds an advanced melee weapon: the power fist.

  79. BioReactor
    No 1.6
    management

    BioReactor

    Add Living Battery - BioReactor Feature - Produces electricity from Living Thing.

  80. Mechanoid Master Blaster
    Stale
    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).

  81. Pulsefire Turret
    Stale
    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

  82. Defensive Machine Gun Turret Pack
    Stale
    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.

  83. Sniper Turret
    Stale
    combat

    Sniper Turret

    Adds new security sniper turret to RimWorld.

  84. Remote Tech
    No 1.6
    management

    Remote Tech

    Remote Tech is a rich content mod focused on remotely detonated explosives.

  85. Gas Traps And Shells (OLD)
    Stale
    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

  86. Advanced Munitions
    No 1.6
    management

    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.

  87. Various Space Ship Chunk
    Stale
    management

    Various Space Ship Chunk

    It adds various kind of Ship Chunks Also, These are can show when ship chunk drop event!

  88. Spartan Foundry Warcraft
    Stale
    management

    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

  89. [sd] advanced powergeneration
    Stale
    management

    [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.

  90. Backup Generators
    Stale
    management

    Backup Generators

    Backup generators provide a stopgap to prevent black/brownouts when battery reserves are depleted.

  91. Razor Wire (With Damage)
    Stale
    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.

  92. Frontline - Additional Guns for Bunkers
    Stale
    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

  93. High Tech Laboratory Facilities (Continued)
    Stale
    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!

  94. RT Fuse
    Stale
    management

    RT Fuse

    Researchable (RT Mods research tab) electric fuses to mitigate short circuits.

  95. More Furniture [1.0]
    Stale
    furniture

    More Furniture [1.0]

    More Furniture is a small mod that adds about a dozen new items into Rimworld.

  96. Additional Joy Objects Lite
    Stale
    management

    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

  97. Quarry 1.0
    Stale
    management

    Quarry 1.0

    This mod adds a quarry for collecting rocks and resources in flat terrain.

  98. More Linkables
    Stale
    management

    More Linkables

    This mod adds a variety of extra linkable facilities that help you boost your research, work and healing speed!

  99. Furnace
    Stale
    management

    Furnace

    About A simple mod that adds a furnace building to heat up rooms to extreme temperatures.

  100. Fast regen 1.6
    Stale
    management

    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.

  101. [KV] RimFridge
    No 1.6
    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

  102. ED-Laser-Drill
    Stale
    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

  103. Narco
    Stale
    management

    Narco

    *Adds a Drug used to render the user helpless and unconscious* This drug is used to knock unconscious Colonists, Prisoners, and Animals.

  104. Wall Light
    No 1.6
    management

    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

  105. Simply More Bridges
    Stale
    management

    Simply More Bridges

    New bridges types for heavy structure support and building in deep water!

  106. SimplyMoreFloors
    No 1.6
    management

    SimplyMoreFloors

    Adds 20 new floorings that matches the original textures in Rimworld for all you perfectionists out there that can't stand mismatching.

  107. Dubs Skylights
    Stale
    management

    Dubs Skylights

    Simple skylight you can install into roofs to let in sunlight.

  108. Glass+Lights
    Stale
    management

    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.

  109. Statue of Colonist
    No 1.6
    management

    Statue of Colonist

    Add statue of colonist that can be created on sculptor's table.

  110. Cargo Pod Transport
    Stale
    management

    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

  111. Camping Stuff
    Stale
    management

    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

  112. Flashlights
    No 1.6
    management

    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

  113. Door Mat
    Stale
    management

    Door Mat

    ORIGINAL AUTHOR: Latta ORIGINAL WORKSHOP URL: For your cleaning needs.

  114. Loot Boxes
    Stale
    management

    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

  115. Chitin
    Stale
    management

    Chitin

    A small mod to add something that i fell missing.

  116. Carbon
    Stale
    management

    Carbon

    Adds three new carbon-based materials.

  117. Noku Mushrooms
    No 1.6
    management

    Noku Mushrooms

    AFTER 10 YEARS OF MODDING, I HAVE NOW STOPPED, THIS (1.

  118. Shield Generators by Frontier Developments
    Stale
    combat

    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

  119. Misc. Robots
    management

    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

  120. [Abandoned] Misc. Robots++
    No 1.6
    management

    [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.

  121. Misc. Endgame
    Stale
    management

    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.

  122. Logann Race
    Stale
    management

    Logann Race

    The Logann are a wolverine(Mustelid) humanoid species.

  123. Faction Blender
    No 1.6
    management

    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?

  124. 99 Percent
    Stale
    management

    99 Percent

    Typically, deconstructing a building or facility refunds roughly 75% of the raw materials that went into building it.

  125. Allow Tool
    Stale
    management

    Allow Tool

    A set of tools to make your life on the Rim a bit easier.

  126. Animal Tab
    No 1.6
    management

    Animal Tab

    Adds extra functionality to the Animals tab Does not require a new save game.

  127. Animals Logic
    Stale
    management

    Animals Logic

    Adds animal-related quality-of-life enhanсements.

  128. [XND] AutoOwl
    Stale
    management

    [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

  129. Beautiful Water
    Stale
    management

    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

  130. Beer is Alright
    No 1.6
    management

    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

  131. Better Infestations 1.4
    No 1.6
    management

    Better Infestations 1.4

    ***UNSUPPORTED*** This mod changes almost everything about infestations, the way they produce and insect behavior.

  132. Better Records Tab
    Stale
    management

    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

  133. [FSF] Better Spike Traps
    Stale
    management

    [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.

  134. Blighted Alert
    No 1.6
    management

    Blighted Alert

    Add an alert while blighted plants are existed on map.

  135. Build From Inventory
    No 1.6
    management

    Build From Inventory

    Construction will use things in your colonist or pack animal's inventory.

  136. Camera+
    management

    Camera+

    Camera+ gives RimWorld a better camera for both close detail and wide map control.

  137. Common Sense
    Stale
    management

    Common Sense

    Allows your pawns to act smarter.

  138. Crafting Quality Rebalanced
    ↑ Updated
    management

    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.

  139. Damage Indicators
    Stale
    management

    Damage Indicators

    A simple QoL mod that throws a mote of the damage taken.

  140. DE Surgeries for RBSE only
    Stale
    management

    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.

  141. DeadMansClothing
    Stale
    management

    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!

  142. Death Rattle
    Stale
    management

    Death Rattle

    This mod makes it so that people will no longer instantly die when their vital capacities reach zero.

  143. Dirt Paths [1.0]
    Stale
    management

    Dirt Paths [1.0]

    Adds dirt path to floors, used for making pathways inbetween your structures, nothing that special.

  144. Dismiss Trader
    Stale
    management

    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

  145. Don't Block Door
    No 1.6
    management

    Don't Block Door

    Overview this MOD fixes a pandemic that has plagued many a world on the Rim: doors being wedged open.

  146. Double Population
    No 1.6
    management

    Double Population

    If you want to focus on the management side of RimWorld, then this mod will help.

  147. Dual Wield
    No 1.6
    management

    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

  148. Dubs Break Mod
    Stale
    management

    Dubs Break Mod

    Changes how mental breaks are triggered, e.

  149. Dubs Mint Menus
    Stale
    management

    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.

  150. Everybody Gets One
    No 1.6
    management

    Everybody Gets One

    Set a bill to craft things until there's one for each member of the colony.

  151. Fertile Planet
    management

    Fertile Planet

    Increases map fertility (vegetation and trees) moderately, and increases vegetation graphical size.

  152. Fixable Mood Debuffs Alert
    No 1.6
    management

    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.

  153. Grazing Lands
    Stale
    management

    Grazing Lands

    Animals don't destroy grass and eat according to their size.

  154. Greenworld
    Stale
    management

    Greenworld

    Getting rid of the dull brown dirt and replacing it with something nicer to look at.

  155. [SYR] Harvest Yield
    No 1.6
    management

    [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.

  156. Helpful Monkeys
    No 1.6
    management

    Helpful Monkeys

    Monkeys are smart, self interested little buggers with Thumbs.

  157. Hospitality
    Stale
    management

    Hospitality

    No longer maintained Note that this mod is no longer maintained by Orion.

  158. Incident Person Stat
    No 1.6
    management

    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.

  159. Infinite Turrets
    No 1.6
    combat

    Infinite Turrets

    ======================================================================= Now SUPPORTS Combat Extended!

  160. Inspiration
    No 1.6
    management

    Inspiration

    Inspiration aims to make colonists skills level up a bit faster by giving the moments of inspiration.

  161. Interaction Bubbles
    Stale
    management

    Interaction Bubbles

    Wouldn't it be great if you could read character interactions?

  162. Just Ignore Me Passing
    No 1.6
    management

    Just Ignore Me Passing

    Just Ignore Me Passing fixes one small but annoying RimWorld behavior.

  163. Blueprints
    No 1.6
    management

    Blueprints

    Blueprints allow the quick construction of repetitive rooms/areas.

  164. Blueprint Totals Tooltip
    Stale
    management

    Blueprint Totals Tooltip

    A UI mod that lets you seamlessly check how much your blueprints cost, even as you lay down more.

  165. Large Prison Camp
    Stale
    management

    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.

  166. [SYR] Light Radius
    No 1.6
    management

    [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".

  167. Locks
    Stale
    management

    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

  168. Locks (DoorsExpanded)
    Stale
    management

    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

  169. Lost Rhino
    Stale
    management

    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.

  170. Meals On Wheels
    No 1.6
    management

    Meals On Wheels

    Colonists grab meals from animals, or each other, if needed - if there is nothing else available.

  171. Mortar Accuracy
    management

    Mortar Accuracy

    Q: How is this different from vanilla Rimworld mortar accuracy?

  172. UnLimitedArmor
    Stale
    combat

    UnLimitedArmor

    Mod Introduce This mod remove Armor rating limit( vanilla's limit is 200%p ) from Apparel.

  173. Numbers
    Stale
    management

    Numbers

    Adds a customizable general overview tab, allowing you to see any stats on all your colonists or prisoners in a single window.

  174. NutritiousKibble
    No 1.6
    management

    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

  175. Overcapped Accuracy
    No 1.6
    management

    Overcapped Accuracy

    Allows ranged weapons to have more than 100% accuracy, albeit with diminishing returns after 100%.

  176. [RF] Pawns are Capable! [1.0]
    Stale
    management

    [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?

  177. Pick Up And Haul
    Stale
    storage

    Pick Up And Haul

    "Greatest hauling mod ever" - Chicken Plucker Colonists will gather stuff in their inventory, then haul it all to a stockpile.

  178. Pharmacist
    No 1.6
    management

    Pharmacist

    Not all injuries are equal; pharmacist prescribes the right medicine for the job.

  179. SF [v1.0] Priority Treatment
    Stale
    medical

    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 ------------------------------------------------

  180. PrisonerRansom
    Stale
    management

    PrisonerRansom

    This mod allows you to demand ransom for imprisoned pawns for silver at the comms console.

  181. [XND] Profitable Weapons
    Stale
    weapons

    [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.

  182. Psychology Imprisonment Patch
    Stale
    management

    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.

  183. QualityBuilder
    No 1.6
    management

    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.

  184. Quality Cooldown
    No 1.6
    management

    Quality Cooldown

    Mod originally by XeoNovaDan, "updated" (read: version number changed and shoddy/superior curve points removed) by dninemfive.

  185. Range Finder
    Stale
    management

    Range Finder

    Range Finder makes weapon range easy to see.

  186. Realistic Smokeleaf
    No 1.6
    management

    Realistic Smokeleaf

    Lowers Smokeleaf consciousness penalty to 10%, makes physical addiction effectively impossible, and raises mood buff from 13 to 20.

  187. Relations Tab
    No 1.6
    management

    Relations Tab

    Replaces the faction tab with a relations tab.

  188. Release Animals into Wild
    Stale
    management

    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

  189. Reliable Armors
    No 1.6
    management

    Reliable Armors

    Changes damage calculations to make armor reduce damage a bit more reliably.

  190. RimCities
    management

    RimCities

    Overview RimCities is an attempt to create an interesting and unique end-game challenge for RimWorld players.

  191. Replace Stuff
    No 1.6
    management

    Replace Stuff

    Place buildings anywhere, on top of existing things, and the game will handle it.

  192. Reverse Commands
    Stale
    management

    Reverse Commands

    Reverse Commands changes the order of right-click commands.

  193. RPG Style Inventory
    management

    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'

  194. RunAndGun
    No 1.6
    weapons

    RunAndGun

    Your colonists can never be a true Rambo if they cannot gun while they are running.

  195. [KV] Save Storage, Outfit, Crafting, Drug, & Operation Settings
    No 1.6
    storage

    [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

  196. SF Grim Reality
    No 1.6
    management

    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

  197. Share The Load [Obsolete 1.5]
    No 1.6
    management

    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

  198. Simple Recycling
    Stale
    management

    Simple Recycling

    A simple mod that adds recycling of apparel in the same way weapons are smeltable in the core version.

  199. Simple sidearms
    Stale
    weapons

    Simple sidearms

    With the invention of pockets comes the idea of bringing EVEN MORE WEAPONS.

  200. Smart Medicine
    No 1.6
    management

    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

  201. Snap Out!
    Stale
    management

    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

  202. Stack XXL
    Stale
    management

    Stack XXL

    Stack XXL Increase the stack sizes however you wish!

  203. [KV] Supply and Demand
    No 1.6
    management

    [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

  204. [XND] Targeting Modes
    Stale
    management

    [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

  205. Transport Downed Pawns
    No 1.6
    management

    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

  206. Trap Disable
    Stale
    management

    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.

  207. Ugh You Got Me
    Stale
    management

    Ugh You Got Me

    Pawns will stop social fighting if they're badly hurt or in a lot of pain.

  208. Un-Limited (Discontinued)
    No 1.6
    management

    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.

  209. Use Bedrolls
    No 1.6
    management

    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.

  210. [XND] Watermill Tweaks
    Stale
    management

    [XND] Watermill Tweaks

    Direct download from GitHub (source) Compatibility Should be safely addable to existing savegames.

  211. Work Tab
    No 1.6
    management

    Work Tab

    Provides a vastly more customizable work tab.

  212. Draw a bead
    Stale
    management

    Draw a bead

    Scales aiming time with shooting skill, consciousness, sight and manipulation.

  213. Veinminer R1.1
    No 1.6
    management

    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.

  214. [1.0] RePower
    Stale
    management

    [1.0] RePower

    Important: This mod requires HubsLib to be loaded before it in the load order.

  215. RePower HighTech Laboratory Facilities Patch
    Stale
    management

    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:

  216. RePower Rimatomics Patch
    Stale
    management

    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

  217. RePower Rimefeller Patch
    Stale
    management

    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:

  218. RePower VGP Patch
    Stale
    management

    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

  219. Achtung!
    management

    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

  220. Kill For Me
    Stale
    management

    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

  221. [KV] Faction Control
    No 1.6
    management

    [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

  222. More Faction Interaction
    Stale
    management

    More Faction Interaction

    Adds more interaction with and between factions, bringing the world to life.

  223. Raids For Me
    Stale
    management

    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

  224. Dire Raids
    No 1.6
    management

    Dire Raids

    Dire Raids Creates a mid-to-late game event called a Dire Raid.

  225. No 1.6
    management

    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.

  226. Powerful Faction Bases
    No 1.6
    management

    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.

  227. Real Fog of War Extended
    Stale
    management

    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.

  228. Wandering Caravans [v2.4.2]
    Stale
    management

    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.

  229. CaravanOptions
    No 1.6
    management

    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

  230. Charged weapons for pirates
    Stale
    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.

  231. Enhanced Raiders 1.1
    Stale
    management

    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.

  232. Level Up!
    management

    Level Up!

    Get notified when colonists level up Usage You will automatically get notified whenever a colonist levels up.

  233. Tech Advancing
    Stale
    management

    Tech Advancing

    This mod advances the Tech-level of the colony once certain conditions are met.

  234. [KV] Trading Spot
    No 1.6
    management

    [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

  235. Thick Armor
    No 1.6
    combat

    Thick Armor

    Multi-layer armor applies its armor value for each layer it occupies.

  236. ResearchPal
    Stale
    management

    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

  237. RimHUD
    Stale
    management

    RimHUD

    RimHUD is a UI mod that displays detailed information about a selected character or creature.

  238. Big Bakas No Research
    No 1.6
    management

    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.

  239. DocWorld
    Stale
    management

    DocWorld

    Public Service Announcement Discord deleted my account / server because I posted a study about COVID-19 derived from the United Kingdom Government.

  240. EdB Prepare Carefully
    Stale
    management

    EdB Prepare Carefully

    Customize your RimWorld colonists, choose your gear and prepare carefully for your crash landing!

  241. Graphic Chair Overhaul
    Stale
    management

    Graphic Chair Overhaul

    Mod that makes your colonists look like they're actually sitting on the chairs!

  242. Architect Icons
    Stale
    furniture

    Architect Icons

    Architect Icons adds visual cues to the Arrchitect Tab.

  243. Bionic icons
    Stale
    medical

    Bionic icons

    ABOUT Changes the graphic for body part boxes and adds icons depending on what's inside.

  244. Noble Necromancer
    Stale
    management

    Noble Necromancer

    Description The greatest amongst us possesses the power of being a lich, Strong, Powerful, Individuals.

  245. Modlist
    No 1.6
    management

    Modlist

    Exports the list of enabled mods (and the download links) to modlist.