// Steam Workshop · by Monkey Magic

My Full Build [1.5]

Just a backup in case I somehow lose the mod-list in-game. Feel try to try it out if you are up for the challenge. Be sure to play on "Permadeath" for added fun.

Added and removed some things coz of mods not being updated, or made irelevant. Let the fun continue

Load order

199 mods
  1. Harmony
    Stale
    management

    Harmony

    Harmony is the shared patch library used by many RimWorld mods.

  2. Movable Biotech
    Stale
    management

    Movable Biotech

    (This mod requires Biotech DLC installed and activated) Makes biotech buildings reinstallable/uninstallable.

  3. HugsLib
    Stale
    management

    HugsLib

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

  4. [WYD] Terrain, Adjusted
    Stale
    management

    [WYD] Terrain, Adjusted

    Inspired by Syrchalis' Terrain mod, this replaces his plain gravel tile with an enhanced vanilla tile.

  5. RandomPlus
    Stale
    management

    RandomPlus

    Allow users to set a minimum specifications for pawn generation when using the randomize button.

  6. Geological Landforms
    management

    Geological Landforms

    Compatibility with the Odyssey DLC Content that overlaps with the Odyssey DLC is automatically disabled when the DLC is active.

  7. Biome Transitions
    Stale
    management

    Biome Transitions

    Compatibility with the Odyssey DLC If you have this mod active in addition to the Odyssey DLC, then the "Mixed Biome" feature from the DLC is disabled, and transitions from this mod will appear instead.

  8. Blood Animations
    Stale
    management

    Blood Animations

    Extreme Violence! Adds blood sprays, animated bleeding, ricochets, impact debris, and bullet casings! Directional Blood Sprays (Videos above) Triggered by direct damage, such as bullets, explosions, and damaging psycasts, and the blood amount scales based on the damage done. Bloo

  9. Faction Control (1.4-1.6)
    Stale
    management

    Faction Control (1.4-1.6)

    If you want to support me click here: "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.

  10. [WYD] Wild Arms Music
    Stale
    management

    [WYD] Wild Arms Music

    This mod adds the main, and character themes from Wild Arms as available background music.

  11. P-Music
    Stale
    management

    P-Music

    Adds 56 fan made music tracks made for RimWorld by me(Peppsen), ZumZum and SpacekatTommy.

  12. RimHUD
    Stale
    management

    RimHUD

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

  13. Camera+
    management

    Camera+

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

  14. Allow Tool
    Stale
    management

    Allow Tool

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

  15. Smart Farming
    No 1.6
    management

    Smart Farming

    This is a quality of life mod which provides a number of extra tools and information for your grow zones.

  16. [NL] Custom Portraits
    Stale
    management

    [NL] Custom Portraits

    Overview This MOD allows you to customize face sizes within colonist bars.

  17. Vanilla Achievements Expanded
    management

    Vanilla Achievements Expanded

    Vanilla Achievements Expanded is a unique, never before seen in RimWorld modding achievement mod, part of the Vanilla Expanded mod series and a framework for other modders.

  18. [WYD] Seperate Deconstruction
    Stale
    management

    [WYD] Seperate Deconstruction

    Important! Please unsub and resub for 1.6 latest update. This will clean out old files that will otherwise probably cause an issue. I was looking for a mod that does for Construction what Separate Tree Chopping does for Plants. Only I couldn't fond one...so I made one! D: This mo

  19. [WYD] Better Visitor Trades
    Stale
    management

    [WYD] Better Visitor Trades

    A simple mod that fixes the trade offers of visitors based on their cultural tech level, and has a chance of specific additional offers.

  20. Better Pawn Control
    Stale
    management

    Better Pawn Control

    A RimWorld mod that allows to set colonists and animals to outfits, areas, drugs, food in one single action.

  21. 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!

  22. Choose Your Medicine
    management

    Choose Your Medicine

    First things first: This mod is (heavily) inspired by Pharmacist by Fluffy and Smart Medicine by Uuugggg.

  23. Common Sense
    Stale
    management

    Common Sense

    Allows your pawns to act smarter.

  24. Compact Hediffs
    management

    Compact Hediffs

    Alters the health tab hediff listing to be slightly less ugly and slightly more customisable.

  25. Do Not Go There
    Stale
    management

    Do Not Go There

    Description This mod is an attempt to stop visitors wandering into dangerous or off limits areas.

  26. Door Clearance
    No 1.6
    management

    Door Clearance

    A lightweight mod which adds an extra validation rule when items are placed on the ground - they will now consider door/gate tiles as invalid.

  27. [WYD] ElectricityPatch
    Stale
    management

    [WYD] ElectricityPatch

    A simple patch to that gates Electricity behind Smithing, Complex Furniture and Passive Coolers.

  28. Just Ignore Me Passing
    No 1.6
    management

    Just Ignore Me Passing

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

  29. No Quests Without Comms
    Stale
    management

    No Quests Without Comms

    This is an unofficial update of eBae's to versions + some improvements and fixes Description: Prevents most of the quests from firing until your colony has a working comms console or its substitute.

  30. Not a Weapon
    Stale
    weapons

    Not a Weapon

    Removes all those "ineffective" weapons that seem to find their way into your pawns arsenal.

  31. Replace Stuff
    No 1.6
    management

    Replace Stuff

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

  32. Show Mod Updates
    Stale
    management

    Show Mod Updates

    This mod adds info about what mods have updated since you last saved your game.

  33. Smarter Construction
    ↑ Updated
    management

    Smarter Construction

    Stop your pawns from constantly building themselves into a wall or blocking something that hasn't been built yet.

  34. Smarter Visitors
    Stale
    management

    Smarter Visitors

    Since visitors decide when they want to leave, it may not always happen at the best time.

  35. Toggleable Readouts Continued
    Stale
    management

    Toggleable Readouts Continued

    Original Mod: Note: You must unsubscribe from the original mod, I use the same packageId to keep compatibility going!

  36. Toggleable Shields Continued
    Stale
    management

    Toggleable Shields Continued

    Original Mod: Note: You must unsubscribe from the original mod, I use the same packageId to keep compatibility going!

  37. Tradable Meals
    Stale
    management

    Tradable Meals

    Allows bulk goods trade ships to buy and sell meals again.

  38. Wildfire Prevention Service
    Stale
    management

    Wildfire Prevention Service

    Drastically reduces the spread of fires on your map and ensure your map remains free from out of control wildfires.

  39. Animal Tab
    No 1.6
    management

    Animal Tab

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

  40. Animal Tab Icons
    No 1.6
    management

    Animal Tab Icons

    Adds animal kind icons back to Fluffy's Animal Tab mod.

  41. [NL] Chibi Body
    No 1.6
    management

    [NL] Chibi Body

    WARNING: This MOD includes nudity textures, then not suitable for children!

  42. [NL] Facial Animation - Experimentals
    Stale
    management

    [NL] Facial Animation - Experimentals

    Required Mod: Facial Animation - WIP The best body textures for this mod Bug fixes and feature implementations will be done in "Facial Animation - WIP".

  43. Only modded hair and beards
    No 1.6
    management

    Only modded hair and beards

    Do you hate how much worse vanilla hair and beards look next to all the high quality modded ones?

  44. [1.6] Lovely Hair Style
    Stale
    management

    [1.6] Lovely Hair Style

    DISCLAIMER: This mod was not originally created by me and I have simply updated it to work for 1.

  45. Roppoi hair
    Stale
    management

    Roppoi hair

    This mod features a set of hairstyles from Ragnarok Online.

  46. All Memories Fade
    Stale
    management

    All Memories Fade

    Will force all memories fade out instead of just ending.

  47. Better Pyromania
    management

    Better Pyromania

    This is a small overhaul mod for Rimworld's Pyromaniac trait, inspired by multiple discussion threads on the r/Rimworld Subreddit.

  48. CCP's Mental Break Tweaks
    Stale
    management

    CCP's Mental Break Tweaks

    Only psychopaths can get the "slaughterer" mental break, and only pawns with the bloodlust trait will go into a "murderous rage.

  49. Clean Pathfinding 2 Continued
    No 1.6
    management

    Clean Pathfinding 2 Continued

    Original Mod: Note: You must unsubscribe from the original mod, I use the same packageId to keep compatibility going!

  50. 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

  51. Quarry [Adopted]
    Stale
    management

    Quarry [Adopted]

    Quarry for collecting rocks and resources in flat terrain.

  52. Prison Labor
    Stale
    management

    Prison Labor

    Description This mod force prisoners to work.

  53. Custom Prisoner Interactions
    management

    Custom Prisoner Interactions

    Adds various extra options to the prisoner Interactions for Converting and Releasing prisoners.

  54. Defensive Positions
    Stale
    management

    Defensive Positions

    Allows your colonists to remember their position during base defense.

  55. Graying Hair
    Stale
    management

    Graying Hair

    Graying hair or Greying hair to turn your pawn's hair gray or grey :) Pawns' hair will start graying out with age.

  56. Level Up!
    management

    Level Up!

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

  57. Nurse Job
    Stale
    management

    Nurse Job

    Description Creates a nursing job to handle doctor duties non-dependent on the medicine skill.

  58. PrisonerRansom
    Stale
    management

    PrisonerRansom

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

  59. Simple sidearms
    Stale
    weapons

    Simple sidearms

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

  60. [WYD] Bone
    management

    [WYD] Bone

    This mod adds long bones, and skulls that can be extracted from desiccated corpses at the stonecutting bench.

  61. [WYD] Neutro Animals
    Stale
    management

    [WYD] Neutro Animals

    This mod adds two new genetically engineering creatures to the game, the Neutrolope, and Neutrorat.

  62. Bodyparts Rot
    No 1.6
    management

    Bodyparts Rot

    Any natural bodyparts/organs left lying around will rot unless frozen, like meat.

  63. Butcher Rotten
    Stale
    management

    Butcher Rotten

    Description: This mod makes butchering rotting corpses possible, yielding adjustable/reduced amounts of leather, meat and other products, like elephant tusks and thrumbo horns, if desired.

  64. Grazing Lands
    Stale
    management

    Grazing Lands

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

  65. Moonlight Continued
    Stale
    management

    Moonlight Continued

    Original Mod: Note: You must unsubscribe from the original mod, I use the same packageId to keep compatibility going!

  66. Perspective: Buildings (Continued)
    Stale
    management

    Perspective: Buildings (Continued)

    Update of Owlchemists mod This mod adds a gizmo to most buildings which allows the player to adjust its position.

  67. Perspective: Doors
    No 1.6
    management

    Perspective: Doors

    This is a lightweight mod which simply retextures the east-west doors in such a way that their perspective makes more sense.

  68. Perspective: Ores Continued
    Stale
    management

    Perspective: Ores Continued

    Original Mod: Note: You must unsubscribe from the original mod, I use the same packageId to keep compatibility going!

  69. Perspective: Trees
    No 1.6
    management

    Perspective: Trees

    A micro-mod which simply alters the tree draw layer so items/chunks/pawns are not drawn in front of it.

  70. Simple FX: Smoke Continued
    Stale
    management

    Simple FX: Smoke Continued

    Original Mod: Note: You must unsubscribe from the original mod, I use the same packageId to keep compatibility going!

  71. Simple FX: Splashes Continued
    Stale
    management

    Simple FX: Splashes Continued

    Original Mod: Note: You must unsubscribe from the original mod, I use the same packageId to keep compatibility going!

  72. Simple FX: Vapor
    No 1.6
    management

    Simple FX: Vapor

    This is a small mod which will add a vapor effect to freezing cold rooms in order to give a visual cue of its frigid state.

  73. Scattered Flames Continued
    Stale
    management

    Scattered Flames Continued

    Original Mod: Note: You must unsubscribe from the original mod, I use the same packageId to keep compatibility going!

  74. VGP More Veggies
    management

    VGP More Veggies

    More Veggies! (Does not require Vegetable Garden) Adds even MORE vegetables into the game for those who just want some new plants, this is a perfect mod for you! Adds Veggies : -Squash -Tomato -Pumpkin -Carrot -Eggplant Special thanks to Hydromancerx for the art for the following

  75. Better Wool Production (Continued)
    No 1.6
    management

    Better Wool Production (Continued)

    1.4 continuation of Better Wool Production Original Description This mod is a hybrid of Slightly More Realistic Wool Production, and Shear Those Corpses. Also, I got tired of waiting for compatibility patches so I decided to make this for myself, figured I would put it on the wor

  76. [WYD] Loom Only
    Stale
    management

    [WYD] Loom Only

    Limits Better Wool Production's fleece processing to Cloth Production Expanded's Loom.

  77. Stonecutting Extended
    management

    Stonecutting Extended

    Description This mod basically combines the mods Skilled Stonecutting and Bulk Stonecutting.

  78. Thanks For All The Fish
    No 1.6
    management

    Thanks For All The Fish

    Thanks For All The Fish A simple fishing mod designed to provide a food supplement to colonies with access to water.

  79. [Og] Simple Gate
    Stale
    management

    [Og] Simple Gate

    Description: The 1.5 version adds a cool ornate door, however it cost 75 material and 50 gold to build, which is really expensive in early days. This mod adds a 1x2 gate that use the same mechanism as ornate door, but does not need gold and build faster. Notice: Require 1.5 (or n

  80. Food Poisoning Cures
    Stale
    management

    Food Poisoning Cures

    A commissioned mod adding two drugs to deal with food poisoning (if you are not a nutrient paste enjoyer.

  81. [WYD] Advanced Medicine
    Stale
    management

    [WYD] Advanced Medicine

    A mod that adds an Advanced Drug Lab, that works at a faster pace than the vanilla drug lab; and adds the ability to craft glitter medicine, in single and bunk recipes.

  82. [WYD] Biltong
    Stale
    management

    [WYD] Biltong

    This mod adds biltong as a dried meat travel ration to the game.

  83. [WYD] Laser Technology
    Stale
    weapons

    [WYD] Laser Technology

    There is a lot of turret mods in the Workshop, and most of them introduce a ton of different types, some of which have niche uses at best, and others are often upgraded versions of the vanilla turrets to some degree or another.

  84. [WYD] Primitive Firearms
    Stale
    management

    [WYD] Primitive Firearms

    Allows crafting of 4 primitive firearms, the flintlock pistol, the musket, the blunderbuss ans flintlock rifle.

  85. Artillery Gun
    Stale
    weapons

    Artillery Gun

    Have you ever had a mortar barrage fail to hit even a single target?

  86. Basic Medicine
    Stale
    management

    Basic Medicine

    Adds Basic Medicine as a weaker version of Industrial Medicine to serve as a middle ground between Herbal and Industrial Medicine.

  87. Camping Tent
    Stale
    management

    Camping Tent

    For some reason, everyone in rimworld just doesn't make a tent to live in, and now it's time to have a change.

  88. 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.

  89. Higher Power
    Stale
    management

    Higher Power

    Adds leveled up power sources for power hog bases.

  90. Mass Graves (Continued)
    No 1.6
    management

    Mass Graves (Continued)

    Mass Graves by NoImageAvailable (Continued) Adds mass graves to allow easier disposing of raider corpses.

  91. Movable Tech
    Stale
    management

    Movable Tech

    (This mod has no requirements) Renamed from "Movable Research" to "Movable Tech" because I added more stuff.

  92. RoofBomb (Continued)
    Stale
    management

    RoofBomb (Continued)

    Update of Skullywags mod Based on dariooo512's version - Will no longer leave resources when exploding - Research now has IEDs as requirement Adds an explosive device capable of removing roofs.

  93. RT Fuse
    Stale
    management

    RT Fuse

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

  94. RT Power Switch
    Stale
    management

    RT Power Switch

    A new researchable (RT Mods research tab) function for the power switch: when enabled, a new settings tab will become available on the power switch, allowing precise configuration of how should the switch react to changes in stored energy levels in an adjacent power network.

  95. RT Solar Flare Shield
    Stale
    combat

    RT Solar Flare Shield

    Researchable (RT Mods research tab) magnetic shield to protect colony electronics from EMI and solar flares.

  96. Sallet and Cuirass
    Stale
    management

    Sallet and Cuirass

    Adds the sallet and cuirass as pre-industrial armour alternatives.

  97. Scar Removal Plus
    Stale
    management

    Scar Removal Plus

    Syrchalis has stepped away from the RimWorld modding scene, as such I am adopting the mod and will be maintaining it going forward.

  98. Seed Vault
    No 1.6
    management

    Seed Vault

    Adds two new deep storage items specifically for seeds Seed Vault: Storage converted into use as a seed vault.

  99. Set Up Camp
    ↑ UpdatedNo 1.6
    management

    Set Up Camp

    Syrchalis has stepped away from the RimWorld modding scene, as such I am adopting the mod and will be maintaining it going forward.

  100. Simple Utilities: Fridge
    Stale
    storage

    Simple Utilities: Fridge

    Simple Utilities: Fridge A continuation of Simple Utilities: Fridge by Owlchemist.

  101. VGP Garden Canning
    Stale
    management

    VGP Garden Canning

    VGP Garden Canning (Does NOT Require Vegetable Garden) Garden Canning adds two ways of canning food.

  102. [WYD] Higher Power ReTextured
    Stale
    management

    [WYD] Higher Power ReTextured

    Add new textures for Higher Power - see original mod for details on the mod All I have done is update the textures for this mod.

  103. More Veggies Retextured
    Stale
    management

    More Veggies Retextured

    To work in tandem with Vegetable Garden Retextured, this mod replaces the new harvested vegetables, and item graphics with vanilla style versions.

  104. [WYD] Vegetable Garden Retextured
    Stale
    management

    [WYD] Vegetable Garden Retextured

    Following on from Argon's Vanilla style textures, this update includes all the harvested crop textures from that incarnation, and adds vanilla style texture for buildings, floor, items,etc.

  105. Cooler Psycasts
    management

    Cooler Psycasts

    43 cool psycasts to spice up your game, trying to stick to the mind-magic/teleportation theme of vanilla, level 10 psycasters, and Empire retaliation!

  106. Extra Psycasts (Continued)
    Stale
    management

    Extra Psycasts (Continued)

    Update of chromiumboys mod - Non-aggressive psycasts should now be castable while undrafted and by pawns incapable of violence Requires the Royalty Expansion for Rimworld.

  107. Sins Dryad Retexture
    No 1.6
    management

    Sins Dryad Retexture

    A retexture of the vanilla dryads, to make them look like real barky tree people!

  108. Party Hard - Psycast Rituals
    Stale
    management

    Party Hard - Psycast Rituals

    Adds a psylink ritual and an attachable ritual outcome so common rituals can grant psylink levels.

  109. [WYD] Worker Drones
    Stale
    management

    [WYD] Worker Drones

    This mod adds a handful of worker drone mechanoids that, unlike the fabricator, are dedicated to a single taskset.

  110. Agrihand Can Extract Trees
    Stale
    management

    Agrihand Can Extract Trees

    Updated for 1.6 Patches the ExtractTree and Replant work types to be able to be done by Agrihands. Yes, this isn't allowed for some reason. Safer to install on a new save. Do no uninstall mid-save. If you already had an Agrihand prior to installing this mod and it does not extrac

  111. Bots Charge When Idle
    Stale
    management

    Bots Charge When Idle

    Continued from Github link is Prevents friendly mechanoids from wandering around when idle - they instead go to any available charging stations or go dormant (mod respects max charge levels from mech groups) Only applies to bots set to "work" order from their mech group, escort b

  112. Furskin Fluff Retextured
    No 1.6
    management

    Furskin Fluff Retextured

    Add a new, fluffier texture for Furskin fluff, fixing the fivehead issue - see original mod for details on the mod.

  113. [1.4/1.5] Gendered Genes
    No 1.6
    management

    [1.4/1.5] Gendered Genes

    New version for 1.6 here: Features Adds some sexual dimorphism to xenotypes by making it possible to have a gene only apply to one gender, or leave it at the default vanilla way of applying the gene to everyone of that xenotype. If a gene (or another gene that has it as a prerequ

  114. Hunter Mechanoid
    Stale
    management

    Hunter Mechanoid

    Adds a new worker mechanoid capable of hunting, slaughtering, and taking animals to pens.

  115. Mutated Pawn
    Stale
    management

    Mutated Pawn

    Allow any pawn a chance to have random genes with the following configurations: 3 different chances to have mutations, each with its own max mutation number and chance.

  116. Surrogate Mechanoid
    Stale
    management

    Surrogate Mechanoid

    This mod introduces a new mechanoid that can feed and play with children, and in an emergency it can put out fires.

  117. BattIePatch: Ghoul Mood Bar Shows Their Hunger
    Stale
    management

    BattIePatch: Ghoul Mood Bar Shows Their Hunger

    V1.6 The mood bar being part of vanilla portraits is a massive improvement, however it is completely useless for the new type of pawn included in Anomaly: Ghouls. This mod simply makes Ghouls' mood bar display their hunger instead, as this is more useful and saves you the time of

  118. Hunter Ghoul
    Stale
    management

    Hunter Ghoul

    Hunter Ghoul The ghoul only hunts animals that have been marked for hunting, and will not pursue targets if its health is too low.