The best mods out there {1.5}
( ̄o ̄) . z Z
Load oder:
(Above CORE) Harmony. (1), HugsLib, (2) Cherry Picker, (3) Vanilla Expanded Framework, (4) XML Extensions, should be under your DLC's. The rest of the mods can be be left at auto sort. Although it is important that "RocketMan - Performance Mod" is at the bottom of your modlist
Mods:
200 mods. The mods should work in practice even though they might be from 1.4, 1.3.
X Disable
= Set value at
[] My interpretation
() Open interpretations
//Text// Tab, name and or menu
Mod options:
AAAA Settings:
Always high sensitivity mode
Hats Display Selection:
Auto hide hats (indoors) X
Default
Replace Stuff:
Biosculpter Pod:
//Biosculpter Pod//
Age reversal 10
//Natrual Supercharger//
Recharge time (ticks; next recharge cycle) 2500
Pawn stat offsets Melee cooldown -0.5
Pawn stat offsets Aming time -0.5
//Sleep Accelerator//
Rest effectiveness 40%
Damage indicator:
Only show damage indicators for pawns
Caravan Options:
Caravan Speed Multiplier 2
Achtung!
(Enable everything X = ✔)
Better Infestations
//Difficulty//
Nightmare
Persistent Precepts
Persistent precepts
Quarry
Infinite
Place Anywhere
More Mod settings:
//Reinforced Walls (Continued)
Embrasure effective cover percentage = 80
Enable / Disable woody stuff as base construction material X
//Simple Texture Tweaks//
Remove Eye Bionic Textures
Cherry Picker:
//Vanilla Weapons Expanded//
Swarm missle launcher X
Handheld mortar X
Flash grenades X
Flintlock X
Musket X
Climate Cycle++
Winter is coming
Fluffy Breakdown
Maintenance threshold = 55%
Locks
Always pens door
Map Preview
//Toolbar//
Show map seed reroll button
Minify Everything
(Everything with the name "wall") X
Moody
Group pawns by map
Opacity = 40%
No Forced Slowdown
Unlock time controls = 10
OgreStack
Scaler = 4x
Quick Stockpike Creation
X
Simple Sidearms
Excessive
//Triggers//
Use best ranged weapon X
//Spawns//
Sidearms spawn chance = 0%
ReGrowth
(Make special trees replantable)
Stack Gap
Limit slider max value: = 2000, "If OgreStack Scalar = 4x"
Stockpile Ranking
(Enable)
Table Diner
Max table search distance = 45
Apply Changes
Toggleable Overlays
Hostiles
//Icon overlays//
Forbidden items
Forbidden buildings and blueprints
//Misc//
Blueprint tranceparancy = 0.15
Vanilla Shields Expanded
(Ranged Weapons) X
(melee Weapons)
Fire extinguisher
Grenades
Chemlight
Flare gun
Flare
QoL
//Main Buttons//
//C*M// //WTF// //Storyteller//
Visible X
//RocketMan// //Royalty//
Half size X
//Buildings//
//Palintone// Turret Warmup Min = 0.10, Turret Warmup Max = 0.10
//Weapons//
//monosword// //persona Monosword//
//handle//
Chance to Pick Factor = 0.05
Make Anything Buildable
//Autocannon Ammo Box// = 5 Steel
//Missile Ammo Box// = 65 Chemfuel
//Uranium Slug Ammo Box// = 25 Uranium
Ancient Chemfuel Powerd Generator ?
Ancient Point Defense Turret ?
Ancient Security Turret ?
Ancient Geothermal Plant ?
Ancient Hydroponic ?
Ancient Supply Slingshot ?
Ancient cryptosleep suspender ?
Ancient battery ?
Ancient solar generator ?
Stabilised Mucus Inducer ?
Pipeline junction ?
Ancient Heater ?
Ancient Cooler ?
Ancient Bed ?
Ancient Tank Trap ?
Ancient Vault Walls ?
Ancient Vault Door ?
Electric Mending Station ?
Graphics Setter
MipMap Bias = 0.8
//Memory//
Recalculate
Diffeculty:
//Custom Storyteller//
Insect spawning rate ~%
Deep drilling infestations ~%
Friendly fire ?
Colonist instant kills 0% (Helps with the mod DeathRattle)
Map generation nutural hives ?
Add unwavering prisoner ?
//Economy//
Tradedisadvantage ?
Turret rearm cost ?
Enemy death on downed ?
//Player tools//
Classic mortars ?
//Biotech//
Disable children ?
Child aging rate x600%
Wastepack cacoon infestations ~%
Dev Palette:
T: Kill
T: Destroy
Clear area (rect)
Edit roof (rect)
Set terrain (rect)
T: Set Quality...
Spawn thing...
Spawn full thing stack...
Execute raid with specifics...
T: Stop mental state
Set ideo role...
Spawn Pawn...
Inspiration...
Increment time...
Change weather...
Add Game Condition...
Remove Game Condition...
Explosion...
Add gas...
Game Options:
//General//
Run in background
//Graphics//
Texture Compression X
//Gameplay//
Pause on load
Pause on letter = Any Letter
Learner helper X
//Interface//
UI scale 1x
//Controls//
Screen-edge mouse scroll X
//Dev//
Enable test map sizes
Start game with dev palette on
Load order
197 mods- management
A Higher Society - Crashlanded
The maps are rich in resources and feel twice as big, enabled by the new movement speed and the modifier to the yield of minerals and animal product.
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A Higher Society - The Mechanitor
The maps are rich in resources and feel twice as big, enabled by the new movement speed and the modifier to the yield of minerals and animal product.
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A Higher Society - The Sanguophage
The maps are rich in resources and feel twice as big, enabled by the new movement speed and the modifier to the yield of minerals and animal product.
- management
Vanilla Expanded Framework
The Vanilla Expanded Framework (VEF) is a core modding library required by many of the Vanilla Expanded mods.
- management
Vanilla Ideology Expanded - Memes and Structures
Vanilla Ideology Expanded is a mini-series of mods aimed at expanding the content in ideology - be it memes, relics and symbols or icons alike.
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Malnutrition Reworked
Support on Ko-fi Malnutrition Reworked Starvation stops being a quick death and becomes a slow decline into weakness and collapse.
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[LC] Consolidated Traits
Update of this mod: Original description: 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 the
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TDS Bug Fixes
These are bugfixes, incomplete features or overlooked edge cases I found I needed for my mods.
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Custom Alerts
Set up alerts using custom filters so you know when something shows up on the map.
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Character Editor
last update: v1.6.3 build on 2025-07-21 for RimWorld v1.6.4523 Editor for humanlike pawns on map and for crashlanding (colonists, enemies, dead pawns) MOD FEATURES • editor for pawns on map and for crashlanding • editable: body, head, hair, skin color, apparel color, gender, name
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RandomPlus
Allow users to set a minimum specifications for pawn generation when using the randomize button.
- management
Scenario Searchbars [OUTDATED - SEE DESCRIPTION]
----2025 UPDATE---- I have finally updated to 1.
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Spawn Mod Content
I made this mostly for my own use but perhaps it can be of use for someone else as well.
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No Random Apparel on Ideology Edit
Commissioned RimWorld mod to optimize Ideology creation on large mod lists Generating required Ideology apparel for roles takes a lot of time on large modlists with high amount of new apparel items, which causes the game to freeze on each modification of the Ideology structure an
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Persistent Precepts
Persistent Precepts adds a simple toggle to the Ideology edit screen that prevents the re-randomization of Ideology precepts, rituals, buildings etc.
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Open Door Manually (Continued)
This is an update. You can find the original here: Original Mod : Open Door Manually B19 version This mod is compatible with additional doors in 1.5 patch and Anormaly DLC. Added New Language - ChineseSimplified and ChineseTraditional (by 摄魂狼) Language - English - Japanese - Poli
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Toggleable Shields Continued
Original Mod: Note: You must unsubscribe from the original mod, I use the same packageId to keep compatibility going!
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Clean Pathfinding 2 Continued
Original Mod: Note: You must unsubscribe from the original mod, I use the same packageId to keep compatibility going!
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Smart Farming Continued
Original Mod: Note: You must unsubscribe from the original mod, I use the same packageId to keep compatability going!
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Toggleable Overlays Continued
Original Mod: Note: You must unsubscribe from the original mod, I use the same packageId to keep compatibility going!
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Toggleable Readouts Continued
Original Mod: Note: You must unsubscribe from the original mod, I use the same packageId to keep compatibility going!
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[LTO] Colony Groups
-Pawn Displays (need bars, color mood bars , pawn box edit , show weapons , etc) -Pawn Grouping -Group Management (optional - work / priorities / preferences / dye colors) Game Startup Time Impact : None Create groups - simply select some pawns, click the create group button - Th
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Paintable Spots & Objects
Its my take on a mod that allows you to change transparency on spots between 100%, 50% and invisible.
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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
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SimpleCameraSetting
There are many good features in the camera+, but there are performance issues, so I made this mod.
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AI Upscaled Textures - Core
Upscaled textures through AI for all Core, Royalty, Ideology, Biotech and Anomaly assets.
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Vanilla Temperature Expanded
Check Change notes. Introducing "Vanilla Temperature Expanded," a mod that adds a detailed and controllable central heating system to your game. This mod brings in a new feature called Efficiency, which affects how well your heating system runs. It's all about giving you more con
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Vanilla Races Expanded - Highmate
See change notes Vanilla Races Expanded is a brand new series of mods to enhance Biotech features, add to the storytelling and the world-building of RimWorld, and to introduce new, cool types of xenohumans, complete with their own unique genes, behaviors, mechanics and items.
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Vanilla Factions Expanded - Empire
See change notes. One thing I always wanted to do but never could bring myself to do is overhaul the Empire faction in the Royalty DLC. For such a mysterious, powerful entity in the political sphere of RimWorld, there is surprisingly little content around them. When I wanted to m
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Vanilla Factions Expanded - Deserters
See change notes. After the release of Vanilla Factions Expanded - Empire, a lot of you have requested that we tell the other side of this marvelous story - the story of Deserters. So many of you have requested it that in fact we made it our priority to release the Deserters fact
- combat
Giant imperial turret
Content: Two giant Imperial turrets have been added, inspired by VFE deserters' Imperial turrets, which are larger and more powerful versions.
- management
Vanilla Factions Expanded - Ancients
The 1.6 version of this mod can be found here: Vanilla Quests Expanded - Ancients See change notes One faction we have never really tinkered with before is the Ancients. You might know them from popping out of the cryptosleep caskets in Ancient dangers, but what really is their s
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Vanilla Factions Expanded - Insectoids 2
See change notes or GitHub for detailed change lists.
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Vanilla Psycasts Expanded
Check change notes. Vanilla Psycasts Expanded is potentially our Magnum Opus, a greatest, most exquisite, complex and visually stunning mod up to date. As always, it started with us simply not being satisfied with how Psycasts ended up being in Royalty DLC. This resulted in us wa
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Vanilla Races Expanded - Sanguophage
See change notes Vanilla Races Expanded is a brand new series of mods to enhance Biotech features, add to the storytelling and the world-building of RimWorld, and to introduce new, cool types of xenohumans, complete with their own unique genes, behaviors, mechanics and items.
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Vanilla Psycasts Expanded - Hemosage
Check change notes. Vanilla Psycasts Expanded - Hemosage introduces a brand new Psycaster path that can be selected if Vanilla Psycasts Expanded is found - hemosage. A hemosage utilises the power of hemogen to control the battlefield, and the abilities are focused on magnifying t
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Vanilla Textures Expanded
1.6.0 (16/07/2020): Updated to 1.3. Honestly, we added so many textures (including almost a full retexture of Royalty) I'm not going to bother. 1.5.0 (11/10/2020): Added faction icons in HQ. 1.4.0 (04/09/2020): Added various new textures: Snowmen, Flatscreen TV, Unfinished appare
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Vanilla Chemfuel Expanded
Due to an extreme amount of rude comments, I need to remind the community that we will not take kindly to abuse.
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Vanilla Base Generation Expanded
See change notes This is a reuploaded Vanilla Base Generation Expanded that will work on versions 1.
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Vanilla Nutrient Paste Expanded
Check Change notes. Vanilla Nutrient Paste Expanded is a small mod created to showcase what the new Pipe network code is capable of in Vanilla Expanded framework. It adds a rather simple chain, unlocked with Nutrient Paste research project, allowing the player to store nutrient p
- furniture
Vanilla Furniture Expanded - Power
This module is a part of Vanilla Furniture Expanded which can be downloaded below.
- furniture
Vanilla Furniture Expanded - Production
1.1.0 (24/02/2020): We are now 1.1 compatible. 1.0.2 (05/10/2019): Now compatible with Dubs: Hygiene. Also, fixed the linkables not connecting to vanilla stoves. 1.0.1 (04/10/2019): Fixed the bills not being worked. 1.0.0 (04/10/2019): Release This module is a part of Vanilla Fur
- furniture
Vanilla Furniture Expanded - Props and Decor
2.0.0 (12/15/2023): Massive update changing how props are placed. Research projects have been removed. Props have been removed from the Architect menu. Instead, a new Props Pallette menu can be opened via the Build Props button in the Furniture tab. Props are placed instantly and
- furniture
Vanilla Furniture Expanded - Security
Check change notes. Vanilla Furniture Expanded - Security is a complete overhaul and rebalance of the original security module, addressing outdated balance and vastly expanding defensive options from early to late game. For the new players, this mod should be the ultimate thing y
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The Profaned
Adds a new xenotype with their own hostile faction, undead creatures, weapons, apparel, items, structures and more.
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Vanilla Ideology Expanded - Sophian Style
Check Change notes. Vanilla Ideology Expanded is a mini-series of mods aimed at expanding the content in ideology - be it memes, relics and symbols or icons alike. This mod introduces a brand new style, inspired by that of the Empire from Royalty DLC. Featuring numerous new textu
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Vanilla Ideology Expanded - Anima Theme
1.0 (28/11/2021): Release Vanilla Ideology Expanded is a mini-series of mods aimed at expanding the content in ideology - be it memes, relics and symbols or icons alike. A lot of players perhaps are not too keen on Gauranlen trees in Ideology DLC being yet another 'magical', unex
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SimpleStairs
Simple Stairs MOD It is a simple MOD that adds a staircase that looks like there is a difference in height.
- management
Comigo's Bridges and Platforms
Two new bridges/platforms — one is for medium buildings, and another one is for quick construction of walking surfaces.
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Roo's HD Royalty Hairstyles
I have risen once again out of the crust of the earth to put even more fancy hair onto your pawns heads.
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Vanilla Hair Retextured
Just a simple retexture of all vanilla hair, making them higher resolution for a cleaner result and making the style more consistent and in places just less fugly.
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Gloomy Hair mk2 FORKED
Forked version of Gloomy hair mk2 for Biotech Gene system Version 1.
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ATH's Retexture Female Apparel
There are practically no dresses in the base game, which I consider a big loss.
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Hats Display Selection
室内表示オプションを追加しました。室内で隠すオプションが有効でも、オプションが有効な帽子は室内で表示されます。 ゲーム途中でMODがアップデートされた場合は、一度MODのオプション画面を開くと、設定ファイルが自動で更新されます。 Added indoor display options.
- combat
[WD] White Power Armor
Description: A tiny mod that removes all Vanilla colors of power armor and make it white.
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[LC] Selectable Sculpture Graphic
Original: Original by: Tammybee Updated by: Luca Now supports changing Texture on Junk / Ancient Items Original Description: You can change sculpture graphic.
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Perspective: Eaves (Continued)
Update of Owlchemists mod A small mod to fix roof shadowing.
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Perspective: Buildings (Continued)
Update of Owlchemists mod This mod adds a gizmo to most buildings which allows the player to adjust its position.
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Invisible Walls and Doors
These invisible walls, fences and doors are made for niche utility purposes, primarily for map designers trying to manipulate path finding and raid spawn behavior.
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Map Wide Orbital Trade Beacon
Map Wide Trade Beacon Created by request, this mod makes a small change to trade ships, so that you can trade without the need to have trade beacons covering your entire base (possibly considered a cheat).
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Replace Stuff
Place buildings anywhere, on top of existing things, and the game will handle it.
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Ground Targeter
Description: For all weapons, items, or abilities that can target the ground, this mod allows you to preferentially target the ground over other targets by holding down Left Shift.
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Pawn Target Fix
Proximity vs. Accuracy Targeting Left: Proximity-first (vanilla style) — pawns shoot the nearest enemy, even if they’re in heavy cover. Right: Accuracy-first (new option) — pawns prefer enemies they’re more likely to hit, even if they’re further away. Switch instantly in Mod Sett
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[1.6] No Forced Slowdown
Tweaks the forced x1 speed multiplier which triggers on some events.
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Eccentric Extras - Flares
Adds a number of illumination devices to help light up areas when it gets dark!
- weapons
Vanilla Weapons Expanded
We are not responsible for CE patch, nor are we responsible for CE balancing or in fact anything regarding CE.
- 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.
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GroundClear
Have you ever had your colonists dig a nice path through the snow, only to leave a giant tree in the middle?
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Moody
LATEST UPDATE v2.6.5 RimWorld 1.6 support added Moody A better way to monitor your moods Ludeon forum release post: Moody is a floating dashboard that provides information about your colonists' moods at a glance at all times. There are five views available that you can switch bet
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Compact Hediffs
Alters the health tab hediff listing to be slightly less ugly and slightly more customisable.
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RimHUD
RimHUD is a UI mod that displays detailed information about a selected character or creature.
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Prioritize Meals over Preserved Foods
Overview "Prioritize Meals over Preserved Foods" is a managed mod that allows you to manage meal restrictions on preserved foods with just a few actions.
- storage
Stockpile Ranking
" "Makes stockpiles better" " - Mehni --- Stockpiles prefer certain items, but if none are available, allows others.
- management
Stack gap
Are you really sick of watching pawns carry stuff into not-so-important storages and fill them to brim?
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Cleaning Priority (Continued)
Update of ChippedChaps mod - Added Russian Translation, by Vladimir Saenko - Added correct reservation of filth so pawns dont clean the same filth - Pawns that is not allowed in a higher priority cleaning zone should now clean filth in lower priority zones instead of not cleaning
- storage
Quick Stockpile Creation
Quality of Life mod that allows you to quickly create a stockpile directly from an item, for just that item type, with a few other features.
- storage
Yet Another Stockpile Presets
This is a fork from Simple Stockpile Presets by Lanilors Quickly set presets Select your newly created stockpile, you will get a button to set a preset from various commonly used groups.
- management
AAAA(Allowed Area Automatic Adapter)
Overview AAAA is a managed mod that automatically issues evacuation orders to Colonists and Pets in response to the onset of a threat.
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Gear Up And Go
Adds a button to draft, swap gear, then go to the target location --- "A Raid!
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Achtung!
Achtung! gives you tighter control over colonists when a normal right-click order is not enough. It is made for the busy moments: raids, fires, wounded pawns, half-built defenses, and work that must happen now instead of after a snack break. What it adds: - force work so pawns st
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Raiders Never Retreat
Hostile humanlike raider units will never retreat from the map like Mechanoids (flee message still apeears but has no effect).
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Dire Raids (Continued)
Update of Pyrces mod - Removed the HugsLib dependency - Added option to ignore mechanoid raids Dire Raids Creates a mid-to-late game event called a Dire Raid.
- management
Visible Raid Points
Description Ever wondered just how many points the game used to generate a raid?
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Better Infestations (Continued)
Original mod by Machine If the original author requests it, I will remove this update.
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Draftable Animals
I cannot fix incompatibilities or add new features or functionality sadly.
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Release The Rats! (Trainable Rats)
This mod increases the rat's Trainable Intelligence from 'None' to 'Intermediate', allowing Rats to be trained to guard their master and attack enemies.
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Rim of Madness - Arachnophobia (Continued)
Update of Jecrells mod - This is an unofficial port - This will be removed when/if Jecrell comes back - Fixed a few errors connected to spwning webs and cocoons - Added support for Combat Extended - Spiders can now be selected as venerated animals in Ideology - Updated russian tr
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VFME - Caravan Packs!
Caravan Packs! is your simple solution to expanding your choice on what animals can be used in caravans! We added packs to every animal that made sense to us, from Core to over a dozen mods. Enjoy pack support for 23 animals* from the base game and 50+ more** from the mods below!
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CaravanOptions
1.1 Ever felt like it takes too long to walk across the road to a neighbor village to ask for a cup of sugar? This mod is for you! Caravan Options adds mod settings that adjust caravan rates applied on the world map: -Global movement speed multiplier -Separate movement reductions
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Directly Abandon Settlement
Have you found yourself with tons of “abandoned settlement” tiles?
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Better Map Sizes
Enables custom map sizes through the Advanced menu on the world map during map generation.
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Geological Landforms
Compatibility with the Odyssey DLC Content that overlaps with the Odyssey DLC is automatically disabled when the DLC is active.
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Prepare Landing (Continued)
Unofficial 1.5 and 1.6 update of the Prepare Landing mod by neitsa. The dependency on HugsLib has also been removed. To open the main window, press Ctrl + P on the world map screen. (The hotkey can be changed in the settings) Disclaimer I am not the original author, and this is a
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Climate Cycle++ (Continued)
Update of Mehnis mod A run away climate cycle, seeking EXTREEEEEME weather.
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Give up your building (Continued)
Update of LingLuos mod Give up your buildings so that enemies won't attack them.
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Locks
Version 2.6.2 Older versions Rimworld b19 version (0.19) Rimworld b18 version (0.18) Rimworld a17 version (0.17) Description This addon adds new locking door system. Doors can be unlocked to allow enemies and prisoners to pass by (only races that have inteligence "humanlike" or a
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War Crimes Expanded 2 Core (Updated)
This is a version of Crustypeanut's War Crimes Expanded 2 Core, and credit for the mod goes to him.
- combat
UnLimitedArmor
Mod Introduce This mod remove Armor rating limit( vanilla's limit is 200%p ) from Apparel.
- combat
Toxic Resistant Power Armour
FSF Tweaks covers more armour as does Gives vanilla power armour (and anything derived from their parents) toxic environment resistance.
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Narco
*Adds a Drug used to render the user helpless and unconscious* This drug is used to knock unconscious Colonists, Prisoners, and Animals.
- management
Plant Growth Sync (Continued)
Update of Neceros mod - Fixed the Invisible plants issue Synchronize your crop fields over time, so as to eventually force them to mature at the same time.
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Grass Is Still Hay
Mod update Grass Is Still Hay Cutting grass or bushes gives you resources: Grass and High grass - 2xHay Bushes - 2xWood At the request of the author, this mod will be removed.
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Choose Wild Animal Spawns
This mod is a successor to claustros mod Disable Wild Animal Spawns The major difference is that this version allows you to define the spawn-rate per biome per animal instead of the on/off selection.
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No Foreign Xenotype Join Events
Join events will only use xenotypes that currently exist in your colony.
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Configurable Room Stats (Continued)
Update of Squirting Elephants mod This allows you to change how room stats are calculated for space, wealth, beauty, impressiveness and cleanliness.
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RIMMSqol
-- content editor, modding, qol, pathfinding, storyteller, ai, bug fixes -- Adds over 1000 editable properties for game objects.
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Make Anything Craftable
Ever wanted to make something craftable but you know 0 of XML , or the mod author put that item behind some kind of event or RNG that only Tynan would think it was a nice idea?
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Make Anything Buildable
Due to popular demand its here You tired of not getting that sick building that you cant build because of rng jesus ?
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[FSF] Encounter Map Resources
Description This mod changes the encounter map spawning settings to enable resources to spawn again.
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ETRT: Medicine Production
Stand-alone Release of Medicine Production Part of: The above mod includes this one, as well as many others with in-game toggles to enable and disable them.
- management
ETRT: Industrial Tweaks
Stand-alone Release of Industrial Tweaks Part of: The above mod includes this one, as well as many others with in-game toggles to enable and disable them.
- management
Reasonable Components
This alters the recipe for making Components and Advance Components by reducing cost and work as well as adding new 5,10,25,50 and 100 bulk recipes for regular components and 5,10,25 bulk recipes for advanced components.
- management
Craftable Synthetics (no steels)
The original mod is there The modification was made on this conversation by тетеря, блин.
- management
Turn It On and Off - RePowered
Why not both? This mod is based on two other mods: Turn It On and Off and RePower Ive always used RePower since it made it possible to have more realistic power-consumption. The electric stove for example uses 350W but a real such stove uses between 2000-5000W. This is of course
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Oops All Gene Banks
Uncle Jack Hughes decided to be a hero, so the mod is officially updated to 1.
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Offspring Inherit Xenogenes (Continued)
Update of Seas mod In vanilla, endogenes ('natural genes') may be inherited by offspring while xenogenes ('artificial genes') may not.
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Gene Menu
Description: This mod allows you to customize biostats of any gene with precise control - set custom values for metabolism, complexity, and archite costs, or make genes completely free!
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Death Rattle - Biosculpter Patch
Description This mod will patch the Ideology Biosculpter Pod's Regen cycle to replace internal organs you need to live.
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Biosculpter Pod and Neural Supercharger Variations
Description Adds differently sized variations of the Biosculpter Pod and the Neural Supercharger to the game.
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Never Generate Relations
Forces the basechance for randomly generated relationships to be 0.
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Slave Rebellions Improved (Continued)
Update of busted_bunnys mod Brand new rebellion experience awaits.
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Injured Carry
Injured Carry - Rescue pawns who are not downed This mod allows you to control your pawn to rescue any injured pawns, even ones who are not downed.
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Transport Shuttle Standalone
With this mod you will be able to build and use a space transport shuttle.
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Logistics Mechanoid
This mod adds in a new gentle giant to whisk your carry weight issues away.
- management
Vanilla Animals Expanded — Waste Animals
Check change notes for details Embrace the toxic side of nature with the "Vanilla Animals Expanded - Waste Animals" mod!
- combat
Combat Training (Continued)
Update of Kriils mod - Added the QOL features from the unupdated Combat Training - Forked by Eltech - For a version without the training-weapon mechanic, please use Combat Training - Forked (Lite) by jastro - Fixed pawns trying to train ranged combat with shield-belt equipped Thi
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[Royalty] Unlock Working Emperor (Continued)
Update of YAYOs mod with permission - Replaced the vanilla overwrites with patches instead - Added support for Vanilla Factions Expanded - Empire Allow royalty to do all the work without any class restrictions.
- management
Mechanitor Psy-Sensitive Control Range
This mod makes the control range of Mechanitors scale based on their psychic sensitivity, up to the maximum range Rimworld is able to draw (~56 tiles with ~224% psychic sensitivity).
- management
Walls are solid
In Vanilla Rimworld, there's very little use for breaching weapons, as even bare fists are enough to drill through a mountain, let alone walls and doors.
- management
[WD] Materials For Vents
Description: Allows to build vents of any material to match walls better.
- management
ProgrammableVents
Older versions: Adds programmable vents which lets you set a target temperature.
- management
[1.6] Advanced Toxifier Generator
Generates five times the power, at only four times the pollution.
- management
Practical Pallets
Practical Pallets adds two new buildings to RimWorld, a regular ‘pallet and a ‘small pallet’.
- storage
Adaptive Storage Framework
Adaptive Storage Framework contains various features to allow modders to better shape the way they want to make and change their own storage mods.
- storage
Adaptive Ideology Storage
This mod patches re-implements objects in Ideology to use the Adaptive Storage Framework so you can use them as build able storage objects and includes spiffied up versions of their textures made by me in case dilapidated aint your vibe!
- storage
Adaptive Simple Storage
This mod is an independent port of Simple Storage by JangoDsoul from the LWM's Deep Storage to the Adaptive Storage Framework using the Simple Storage Retexture and restyle made by Phaneron.
- storage
Adaptive Primitive Storage
This mod is an independent port of Primitive Storage by Hydromancerx and velcroboy333 from the LWM's Deep Storage to the Adaptive Storage Framework using the Primitive Storage Retexture and restyle made by Phaneron.
- management
Doormats
Syrchalis has stepped away from the RimWorld modding scene, as such I am adopting the mod and will be maintaining it going forward.
- management
[FSF] Filth Vanishes With Rain And Time
Description This mod patches all filth defs so they wash away with rain/snow.
- management
RocketMan - Performance Mod
Error reporting to almost any mod requires alog these days Use to get said log Our lord and savior Zetrith has blessed us with the Prepatcher!