// Steam Workshop · by Sirreal

Rimconquista V3 - Medieval Fantasy Modpack

A collection of 350+ medieval & fantasy content/QOL mods. In correct load order, subscribe and go or use Mod Manager XML. No technology past medieval. Guns still exist, but mostly in the form of slow firing muskets. Features animals from myths and folklore, monsters, demons, ratmen, historically based factions & more. Research tree is stretched out in a few areas, ie, iron ore can be casted into steel.

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.

- "Balance"
- Eastern & Western Medieval Period Weapons
- Catapults, Ballista & many kinds of traps
- Magic
- Infused Gear
- Witcher Trials
- Fantasy Races
- Werewolves (Vampires too buggy as is)
- Shields
- Fog of War
- Religions & Cults
- Fire Breathing Dragons (enhanced by Yayo's Combat. You'll see.)
- Natural Disasters
- UI and usability improvements.
- Fairly well tested, stable and should perform fine.

UPDATES:
7/28/19: Added Facial Stuff patches, Faster Smoothing, Jurassic Rimworld: Dinosaurs Only, Mercers Backpacks. Reordered some mods for compatibiltiy. XML updated.
7/27/19: Added Vanilla Weapons/Armor/Apparel Expanded. Removed RT's Weapon Pack & Gasch's Guns. Updated XML, save friendly.
7/24/19: Big Update: Factions have been removed so it won't be compatible with the previous list. Big performance and load time improvements. Also fixed some incongruencies between the main list and the XML. This should be a much better version of this modpack.
!!!Enable New Research Menu under "Mint Menu's" mod options!!!
Added: Apothecary, AnimalCollabProj + Patch, Rimcraft Factions, Rimcraft pirates patch, Rimcraft Animals, Rimcities, Suppression, Non uno Pinata, Jernfalks Skeletal Legion, Vanilla Fences, Alternative Sapper AI, Common Ailments, Rimmassemble, Medieval: Picts & Norse Armor, Ushanka!
Removed: Elder Things, Drow Race, Apparello 2(meant to do this last time), less arbitrary surgery, Yokai Village, hand n footwear, fantasticworlds, ResearchPal, Enhanced Raiders, zwanimals, medical supplements, outdoor lighting, Rimworld: Medieval Edition (performance reasons), Medieval Vanilla, architect icons, td enhancment pack, Combat Shields

6/27/19: Added Smart Speed, Quest Tab, Deafness & Blindness, Grazing lands, Infectious creatures, Combat Shields, No shields(removes shield belts from game)
Removed: Apparello 2(has a lot of futuristic items tech), Flommel(fun but they fill up the spawn table), Concrete(already have concrete structures), EC:Shields(every faction basically has their own shield version, these basically just end up being a 2nd shield in everyone's inventory)
XML Updated, shouldn't break old saves.

Recommendations:
- 100% world with Half size planet or smaller at world creation.
- Everything in Combat Readiness Check mod options set to 100 for a challenge.
- Lengthen Caravan Camp Stays to max in Mehni's Misc Modifications.
- Supply and Demand - Default Scale is set to 1% for some reason. Raise it to 100%.
- Enable Mint Menu's Research Menu

Tips:
- Smokeleaf only buffs, no debuffs :). Keep it around for a productivity boost.
- Angry Dragons are potentially colony ending, especially a Red Dragon. If one appears, make sure it stays well fed until it leaves, or tame it. Unlikely that you can kill it without traps, magic and the best ranged weapons.

Issues:
- There will be red errors for references to items removed by the Medieval technology mods. There are a lot of these, apparently over 9000. These errors are harmless and only pop if you have dev mode enabled.
- Prepare Carefully failed for me once, and the game froze on world gen once out of dozens of times while testing. Shouldn't be a major issue, but if you get a fail or freeze, try again.
- Had to choose between Dual Wield or Shields. Chose shields, add Dual Wield if you don't mind your colonists wielding 2 weapons and a shield at the same time.

XML Mod List: http://s000.tinyupload.com/?file_id=09185577083907909548

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.

Load order

333 mods
  1. RIMMSAssemble
    No 1.6
    management

    RIMMSAssemble

    This mod allows other assembly mods to load referenced assemblies even if their version has changed.

  2. Startup impact
    No 1.6
    management

    Startup impact

    ABOUT Measures how long it takes for mods to load.

  3. HugsLib
    Stale
    management

    HugsLib

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

  4. Mod Manager
    No 1.6
    management

    Mod Manager

    Juggle your mods like a pro!

  5. 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.

  6. EdB Prepare Carefully
    Stale
    management

    EdB Prepare Carefully

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

  7. 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.

  8. 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

  9. 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.

  10. 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

  11. 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

  12. 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.

  13. Ancient Rim - core
    Stale
    management

    Ancient Rim - core

    Ancient Rim is a mod series which expands the cultural and technological timeline beyond the vanilla neolithic, industrial and space stages.

  14. Ancient Rim - SPQRim
    Stale
    management

    Ancient Rim - SPQRim

    Ancient Rim is a mod series that expands the cultural and technological timeline beyond the vanilla neolithic, industrial and spacer stages.

  15. Ancient Rim - Mediterran Factions
    Stale
    management

    Ancient Rim - Mediterran Factions

    Ancient Rim is a mod series that expands the cultural and technoligial timeline beyond the vanilla neolithic, industrial and spacer stages.

  16. Medieval Times
    Stale
    management

    Medieval Times

    Version 1.0.2059 -- Please (Rate Up) if you like this mod -- Medieval Times operates as a game expansion, filling out early game / Tribal era content as Medieval era items, weapons, armour and buildings. This mod also adds 2 new types of Medieval factions to the game. In addition

  17. 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.

  18. Map Reroll
    No 1.6
    management

    Map Reroll

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

  19. RimCities
    management

    RimCities

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

  20. Religions of Rimworld
    Stale
    management

    Religions of Rimworld

    Original thread on Ludeon Studious forum Making your own religions tutorial This mod requires a HugsLib Discord: Description: Mod adds a religion system in the game.

  21. 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

  22. Giddy-up! Core
    No 1.6
    management

    Giddy-up! Core

    The core files for the Giddy-up!

  23. Cyber Fauna 1.6
    Stale
    management

    Cyber Fauna 1.6

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

  24. ResourcePackCore
    No 1.6
    management

    ResourcePackCore

    Mod version:0.5 (Currently it is being tested. 現在試験運用中。) The main MODs that need this are as follows : このMODを前提としている主なMOD: WA series Zipangu series Lost Forest The sharable resource MOD for all modders. This mod itself does not make any changes to the game. ----------------------

  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. GloomyFurniture
    furniture

    GloomyFurniture

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

  27. 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!

  28. 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.

  29. [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.

  30. Ushanka! 1.0.0
    Stale
    management

    Ushanka! 1.0.0

    It's cold winter. You are standing in a middle of a snow desert. You can hear something in the wind... Rush B, bIyat!... Then you realize... It's the Ushanka speaking to you. Currently contains: - Ushanka - Tagelmust - Military winter coat - Peaked Cap - Gas Mask - Great Helm If

  31. Leather Armor
    No 1.6
    combat

    Leather Armor

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

  32. Balanced Leather Armor Patch
    Stale
    combat

    Balanced Leather Armor Patch

    Rebalances and modifies stuff from the Leather Armor mod to vanilla-like levels using Xpath patches.

  33. 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)

  34. 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

  35. [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

  36. [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

  37. Misc. Training
    ↑ Updated
    management

    Misc. Training

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

  38. 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

  39. 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

  40. 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.

  41. Jurassic Rimworld - Dinosaurs Only 1.1
    Stale
    management

    Jurassic Rimworld - Dinosaurs Only 1.1

    Life finds a way. This is an alternate version of Jurassic Rimworld which has had the following removed: - Amber and the ability to create dinosaurs. - Decorations, walls, floors and other buildings. - Research topics. - Music. This leaves this mod as-is currently a dinosaur only

  42. 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

  43. Dinosauria
    Stale
    management

    Dinosauria

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

  44. Red Dragon
    Stale
    management

    Red Dragon

    This mod Add to Very strong RedDragon, may be Over Power.

  45. Huri
    management

    Huri

    This mod Add to Mini white dragon.

  46. Frilleus
    management

    Frilleus

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

  47. 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

  48. Infectious Creatures
    No 1.6
    management

    Infectious Creatures

    If you have any ideas on how to balance the mod please leave a comment and let me know Tl;dr This mod adds venom to snakes and giant insects as well as adding in 2 more snakes.

  49. Galaxy Life
    No 1.6
    management

    Galaxy Life

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

  50. 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

  51. 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!

  52. FashionRIMsta
    No 1.6
    management

    FashionRIMsta

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

  53. Goblin Slayer
    Stale
    management

    Goblin Slayer

    This mod adds the armour from the manga/anime Goblin Slayer.

  54. Vanilla Apparel Expanded
    Stale
    management

    Vanilla Apparel Expanded

    1.2.1 (25/02/2020): Formal wear now counts as royal apparel. 1.2.0 (19/02/2020): This mod is now 1.1 compatible. After a hundred hours playing RimWorld you notice that every pawn wears somewhat the same things. The base game apparel is not really as interesting, unique and variou

  55. [1.0 | JAM] Brad's Plaid! (v1.0.2)
    Stale
    management

    [1.0 | JAM] Brad's Plaid! (v1.0.2)

    Updated to 1.4 by Zaljerem Plaid. A timeless fashion piece adored by punks, hipsters, and now your pawns! Brad's Plaid adds--uh--plaid shirts. Pretty much it. You make 'em with any fabric, so yes thrumbo fur flannel is possible. You're welcome. Should be compatible with everythin

  56. Plague Doctor's Suit - (1.0)
    Stale
    management

    Plague Doctor's Suit - (1.0)

    Brings the iconic plague doctor's suit into Rimworld The Suit: Gives a tiny bit of armour and adds better tending quality, tending speed, improves surgerory chance, improves surgerory speed, and makes the wearer gain immunity quicker.

  57. Vanilla Weapons Expanded
    weapons

    Vanilla Weapons Expanded

    We are not responsible for CE patch, nor are we responsible for CE balancing or in fact anything regarding CE.

  58. Arrow Please
    Stale
    management

    Arrow Please

    This mod adds several ranged weapons to Rimworld, including 4 neolithic weapons, 4 medieval weapons(all crossbows), and 4 siege engines, or , manned turrets.

  59. [1.0] Plasteel Great Bow
    Stale
    management

    [1.0] Plasteel Great Bow

    Add Great Bows. Steel, Plasteel, Uranium, Silver and another. Makeable at smithy ,machining table and fabrication bench. Need research Greatbow, Precision rifling and Pulse-charged munitions. Japanese translation. 日本語で使用できます。

  60. Weapons+
    No 1.6
    weapons

    Weapons+

    This has been updated for RimWorld 1.

  61. 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

  62. Boulder Trap Mod
    Stale
    management

    Boulder Trap Mod

    Kill all Raiders with this Cool primitive trap and defend your Holy ark.

  63. Remote Tech
    No 1.6
    management

    Remote Tech

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

  64. Quarry 1.0
    Stale
    management

    Quarry 1.0

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

  65. Misc. Bees'n'Honey
    Stale
    management

    Misc. Bees'n'Honey

    This mod adds the option to build beehives where you can harvest your very own honey.

  66. Vanilla Fences (Read Desc.)
    Stale
    management

    Vanilla Fences (Read Desc.)

    Overhaul is out! Subscribe to this instead: Architect Expanded - Fences LAST EDIT: I'm taking an indefinite hiatus as I'm getting more busier with life, especially college. You are free to modify and post the mod. Thank you for the support! I've always wanted a fence mod ever sin

  67. 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.

  68. Simply More Bridges
    Stale
    management

    Simply More Bridges

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

  69. 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.

  70. Dubs Skylights
    Stale
    management

    Dubs Skylights

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

  71. Statue of Colonist
    No 1.6
    management

    Statue of Colonist

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

  72. Vanilla Taxidermy
    Stale
    management

    Vanilla Taxidermy

    Version 1.1 Mount your animals! Or rather mount them on a wall after killing, butchering and performing taxidermy on them at the new Taxidermist Table. Increases beauty like art and in the same category. Adds obtaining an animal head when butchering to all mountable animals, thou

  73. Pawns Paint! Restored
    Stale
    management

    Pawns Paint! Restored

    I currently cannot continue working on this mod for health reasons, but luckily Mlie has an updated version here!

  74. Door Mat
    Stale
    management

    Door Mat

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

  75. 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

  76. Chitin
    Stale
    management

    Chitin

    A small mod to add something that i fell missing.

  77. Noku Mushrooms
    No 1.6
    management

    Noku Mushrooms

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

  78. Playable Feral Orkz
    No 1.6
    management

    Playable Feral Orkz

    V1.5 WAAAAAAAAAAAAAAAAAAAAGH! Requires new start or something akin to Orians Faction Disovery. Adds Warhammer Fantasy themed playable Feral Orks, neolithic/medieval weapons only. Inbuilt Combat Extended Compatibility Requires Humanoid Alien Races 2.0 Contents Races: Humanlikes -

  79. Warhammer: Gor
    No 1.6
    management

    Warhammer: Gor

    For Rimworld 1.3 1.2, 1.1 and 1.0 For more complexity and a more unique game here's the Rimhammer Beastmen: Adds the Gors, Ungors and the Bullgors of the Beastmen. This mod require Alien Framework. Load Humanoid Alien Races before this mod. The beastmen herd arrives at Rimworld.

  80. Warhammer: Skaven
    No 1.6
    management

    Warhammer: Skaven

    For Rimworld 1.3 1.2, 1.1 and 1.0 Add the skaven. This mod require Alien Framework. Load Humanoid Alien Races before this mod. 1.3b: -Warpmusket -Improved Ratling The ratkins of the under-empire comes to Rimworld. The vile and diabolical skaven will stage attacks against your col

  81. Warhammer: Deathjacks
    No 1.6
    management

    Warhammer: Deathjacks

    For Rimworld 1.3, 1.2, 1.1 and 1.0 Adds the Deathjacks of the Empire. This mod require Alien Framework. Load Humanoid Alien Races before this mod. The Deathjacks of the Stirland army has arrived at the Rimworld. Serving the Stirland army as renowned scouts and archers. Ambushing

  82. Warhammer: Zhthy'hl
    No 1.6
    management

    Warhammer: Zhthy'hl

    Adds Zhthy'hl from Warhammer This mod require Alien Framework.

  83. Warhammer"ish":Dryad
    No 1.6
    management

    Warhammer"ish":Dryad

    For Rimworld 1.3 1.2, 1.1 and 1.0 Adds dryads of the ancients with spite-revenants (fantasy x sigmar) This mod require Alien Framework. Load Humanoid Alien Races before this mod. 1.1 -added another dryad pawn -seed implants now spawn revenants or dryads upon death -implanted trib

  84. Oni of the Rim
    No 1.6
    management

    Oni of the Rim

    This is the old version of the Oni of the Rim race mod.

  85. [Ry]Rimcraft
    No 1.6
    management

    [Ry]Rimcraft

    This mod is very much a work in progress, with the intent to add more custom races, armor, weapons, and everything fitting within the Warcraft universe.

  86. [Ry]Rimcraft Factions
    No 1.6
    management

    [Ry]Rimcraft Factions

    Feature Overview - Custom factions for various different WoW-Lore friendly groups.

  87. [Ry]Rimcraft Pirate Patch
    No 1.6
    management

    [Ry]Rimcraft Pirate Patch

    This patch allows for all Rimcraft races to spawn in the pirate faction for Rimcraft by Ryflamer.

  88. [Ry]Rimcraft Animals
    No 1.6
    management

    [Ry]Rimcraft Animals

    Rimcraft Animals, a fantasy mod based upon the creatures of World of Warcraft This mod is a sub-mod for Rimcraft, and adds lore specific animals to Rimworld.

  89. Westerado
    Stale
    management

    Westerado

    Westerado is designed around vanilla-extension, specifically adding more mid-game weapons, apparel, items and functionality.

  90. [Syulipia]SlimeMOD
    No 1.6
    management

    [Syulipia]SlimeMOD

    内容の簡易まとめページ作りました(PC推奨) → _______________________________________________ 【Information】 2022/2/28 ・新MOD公開に伴う調整を行いました ・MODの読み込み順による不具合を解消しました ・食事制限タブで飲食の設定ができるようになりました _______________________________________________ SlimeMOD " I'm not a bad slime, you know!

  91. [Syulipia]OrientalDragonMOD
    No 1.6
    management

    [Syulipia]OrientalDragonMOD

    内容の簡易まとめページ作りました(PC推奨) → _______________________________________________ 【Information】 2022/2/28 ・新MOD公開に伴う調整を行いました ・MODの読み込み順による不具合を解消しました ・服装タブで装備品の着脱が設定できるようになりました _______________________________________________ Description Add a new creature Oriental Dragon "agate dragon" and

  92. RimHUD
    Stale
    management

    RimHUD

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

  93. 99 Percent
    Stale
    management

    99 Percent

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

  94. 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

  95. Allow Tool
    Stale
    management

    Allow Tool

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

  96. Animal Tab
    No 1.6
    management

    Animal Tab

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

  97. Animals Logic
    Stale
    management

    Animals Logic

    Adds animal-related quality-of-life enhanсements.

  98. [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

  99. 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

  100. 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

  101. 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.

  102. 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

  103. [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.

  104. 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.

  105. Blighted Alert
    No 1.6
    management

    Blighted Alert

    Add an alert while blighted plants are existed on map.

  106. Blueprints
    No 1.6
    management

    Blueprints

    Blueprints allow the quick construction of repetitive rooms/areas.

  107. 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.

  108. LOTR and Bones
    Stale
    management

    LOTR and Bones

    This mod is addon of 'Lord of the Rims - The Third Age' and 'Rim of Madness - Bones'.

  109. Medieval Bones
    Stale
    management

    Medieval Bones

    This mod is integrated into a forked Medieval Times going forward.

  110. Build From Inventory
    No 1.6
    management

    Build From Inventory

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

  111. Camera+
    management

    Camera+

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

  112. 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

  113. Common Sense
    Stale
    management

    Common Sense

    Allows your pawns to act smarter.

  114. 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.

  115. Damage Indicators
    Stale
    management

    Damage Indicators

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

  116. 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!

  117. Death Rattle
    Stale
    management

    Death Rattle

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

  118. 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.

  119. Disasters: Tornado
    No 1.6
    management

    Disasters: Tornado

    Disasters: Tornado Crop-ripping, geothermal-lifting, loot-destroying winds can soon visit your quaint fishing village.

  120. 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

  121. 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.

  122. Double Population
    No 1.6
    management

    Double Population

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

  123. Dubs Break Mod
    Stale
    management

    Dubs Break Mod

    Changes how mental breaks are triggered, e.

  124. 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.

  125. Faster Smoothing
    No 1.6
    management

    Faster Smoothing

    Adds a settings menu so you can set how quickly pawns can smooth floors and walls.

  126. Fertile Planet
    management

    Fertile Planet

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

  127. 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.

  128. Grazing Lands
    Stale
    management

    Grazing Lands

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

  129. Greenworld
    Stale
    management

    Greenworld

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

  130. [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.

  131. Helpful Monkeys
    No 1.6
    management

    Helpful Monkeys

    Monkeys are smart, self interested little buggers with Thumbs.

  132. Hospitality
    Stale
    management

    Hospitality

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

  133. 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.

  134. Infused
    No 1.6
    management

    Infused

    A unique way to make unique items for your special colonists: Randomly enchants equipment.

  135. Inspiration
    No 1.6
    management

    Inspiration

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

  136. Interaction Bubbles
    Stale
    management

    Interaction Bubbles

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

  137. Just Ignore Me Passing
    No 1.6
    management

    Just Ignore Me Passing

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

  138. 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.

  139. Level Up!
    management

    Level Up!

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

  140. [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".

  141. 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

  142. 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

  143. 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.

  144. 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.

  145. [XND] Memorable Auroras
    Stale
    management

    [XND] Memorable Auroras

    Translations Deutsch - Energistics русский - Ninja Kitten Overview Ever thought that it was strange that the +14 moodlet from seeing a beautiful aurora just instantly vanishes as soon as a colonist steps indoors; that the spectacular image of this phenomenon just leaves their min

  146. Meteors
    Stale
    management

    Meteors

    Adding: - meteor shower incident - short and intensive - meteor storm - longer and less intensive Meteors properties configurable in settings : - days between incidents - meteors size - meteors amount Settings based on refactored code from Progress Rendered from Lanilor:

  147. UnLimitedArmor
    Stale
    combat

    UnLimitedArmor

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

  148. 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

  149. Overcapped Accuracy
    No 1.6
    management

    Overcapped Accuracy

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

  150. [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?

  151. Pharmacist
    No 1.6
    management

    Pharmacist

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

  152. 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.

  153. PrisonerRansom
    Stale
    management

    PrisonerRansom

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

  154. [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.

  155. 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.

  156. 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.

  157. 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.

  158. Quest Tab
    Stale
    management

    Quest Tab

    This mod is for 1.0 only! Version 1.1 added this feature--and did a much better job! A tab for quests. Idea by Hunor. Can be added or removed anytime. Compatible with More Faction Interaction Compatible with RimCities (thanks to Cabbage!) Please let me know if there are events th

  159. Range Finder
    Stale
    management

    Range Finder

    Range Finder makes weapon range easy to see.

  160. 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.

  161. Relations Tab
    No 1.6
    management

    Relations Tab

    Replaces the faction tab with a relations tab.

  162. 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

  163. Reliable Armors
    No 1.6
    management

    Reliable Armors

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

  164. Replace Stuff
    No 1.6
    management

    Replace Stuff

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

  165. Respect the Scars
    Stale
    management

    Respect the Scars

    b19: Inspired by the now deleted "Scars Deserve Respect" mod by Speed Demon.

  166. Reverse Commands
    Stale
    management

    Reverse Commands

    Reverse Commands changes the order of right-click commands.

  167. 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'

  168. RunAndGun
    No 1.6
    weapons

    RunAndGun

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

  169. 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

  170. 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 ------------------------------------------------

  171. Simple sidearms
    Stale
    weapons

    Simple sidearms

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

  172. 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.

  173. 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

  174. 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

  175. Stack XXL
    Stale
    management

    Stack XXL

    Stack XXL Increase the stack sizes however you wish!

  176. Suppression (Old)
    Stale
    management

    Suppression (Old)

    For continuation please check out: For Rimworld version 1.

  177. [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

  178. [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

  179. Tech Advancing
    Stale
    management

    Tech Advancing

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

  180. Thick Armor
    No 1.6
    combat

    Thick Armor

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

  181. [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

  182. 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

  183. 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.

  184. 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.

  185. 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.

  186. 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.

  187. Draw a bead
    Stale
    management

    Draw a bead

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

  188. 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.

  189. We Had a Trader? (Continued)
    Stale
    management

    We Had a Trader? (Continued)

    Update of Electric_Knards mod - Added time left on orbital traders - Added support for Trader ships-mod - Added option to ignore visitors, this also includes guests from the Hospitality-mod - Chinese language by: ℕ𝖎𝙰𝖓𝕪🅸 Όſ⅁ - Spanish language by: Ferchu Creates an alert when

  190. [1.3] Wild Animal Sex + Behaviors V6.2
    No 1.6
    management

    [1.3] Wild Animal Sex + Behaviors V6.2

    LET THERE BE SEX!!! A mini-mod for those players who (like me), prefer the wild animals to behave normally - and actually mate in the wild. Have fun! 【 WARNING 】 IF YOU DONT WANT BOOMRATS TO OVERLOAD YOUR MAP YOU NEED ONE OF THESE MODS: If you want boomers to not be spawned at al

  191. Work Tab
    No 1.6
    management

    Work Tab

    Provides a vastly more customizable work tab.

  192. Lord of the Rims - Facial Stuff Patch
    Stale
    management

    Lord of the Rims - Facial Stuff Patch

    ABANDONED If anyone wants to update this mod you have my permission --- Introduction This patch adds Facial Stuff support for Dwarves, Hobbits, Elves and Half Elves from the Lord of the Rims mods.

  193. 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

  194. [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

  195. More Faction Interaction
    Stale
    management

    More Faction Interaction

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

  196. 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

  197. Dire Raids
    No 1.6
    management

    Dire Raids

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

  198. 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.

  199. 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.

  200. 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.

  201. Graphic Chair Overhaul
    Stale
    management

    Graphic Chair Overhaul

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

  202. Blood_n_Science patches
    Stale
    management

    Blood_n_Science patches

    Small collection of various patches for blood_n_science modpack (because some authors are too busy to patch their own mods) +-PhiClient |-- patch "Config error in server: description has trilling whitespace" | +-Tranquilizer guns |-- patch "Could not resolve cross-reference: No V

  203. 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.

  204. No Shields [Discontinued]
    No 1.6
    management

    No Shields [Discontinued]

    <!> Unsubscribe <!> Those Shields are purely sci-fi and I don't like them. So I removed every shield from the Rim! "This concept has become a staple of many science-fiction works, so much that authors frequently do not even bother to explain or justify them to their readers treat

  205. Modlist
    No 1.6
    management

    Modlist

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