RimWorld modlist

RimWorld modlist

Author: guthron
Mod count: 143

HugsLib by UnlimitedHugs

Important: This mod should be loaded right after Core to work properly.
HugsLib is a library that provides shared functionality to other mods.
Version: 6.1.1

JecsTools by jecrell (12-14-2018)
Adds modding components to RimWorld: vehicles, spell casting, weapon slots, oversized weapons, and more!
Note to players: This mod will not change your game, but rather it lets modders do more, so you can have an even more amazing RimWorld experience.
Note to modders: This mod is filled with lots of tools that allow you to do many new and different things in RimWorld. Check out RoxxPloxx's guide for more info here: https://github.com/roxxploxx/RimWorldModGuide/wiki
Partial list of components:
- Adds spell/ability casting to humanlikes.
- Adds an activation graphic for weapons (e.g. lightsaber beam).
- Allows the ability to knock projectiles to melee weapons.
- Allows extra melee sounds to weapons.
- Makes a staggered walking animation. (e.g. ATST walking effect)
- Allows weapons with graphic sizes that can be bigger than RimWorld's limits.
- Adds slots to objects that can be filled to have effects. (e.g. different ammo types for guns, crystals for lightsabers)
CompToggleDef (by Roxxploxx)
- Allows for something to despawn, change its def, and respawn.
CompVehicle (Experimental)
- Allows for a pawn to be treated as a vehicle that can be loaded with pilots, gunners, crew, and passengers.
CompInstalledPart (WIP)
- Allows installation and uninstallation of things onto other things. This is particularly useful for weapons on vehicles.
- Allows modders to use xpath code to check if a mod is loaded before patching code.
Additions by ChJees
Additions by roxxploxx
Additions by Swenzi
Additions and transpilers by Erdelf
Extensive hours of testing, debugging, and fixes by Xen.
"Hey, should we make this into a public toolset for people to take advantage of all this cool stuff?" - Jecrell
"Hell yes - this is awesome stuff - people will love it!" - Xen
Thank you to my Patrons for supporting me in my efforts. Without you, none of this would be possible.
These are the most excellent rim dwellers who support me:

Maaxar, Shibby Says, TheJagermeister, Cory Bonifay, Kiya Nicoll, Matt Harris, Paul Fenwick, Grendalloffen, Martin K. Bonde, Bentley Alsup, Eric Idema, MasterScootie, GoSu, Josh McCabe, spook, Clifford Campbell, J, CrankyPeanut, E_T, Finwej, Jan Koutsky, Audrin Navarro, Михаил Юрченко, John Kanady, Luis Figueroa, Midgeman, Nate Haug, Nemuri Hime, Richard Paul, SilentWeirdo, Calum, Calhoun Cattell, Keith Thoma, Tim Stillson, Dick Jones, Patrick, Nathan Getman, Populous25, Sharp Spook, Steven James, Marcus Sireanu, Mark, Emily Shaw, Drachken, Zalson, Baron Xot, Nicholas Bateman, Christopher, Justin Andres, Luis Salvatierra, TinyFloatingTurtle, George Chong Chuang Ming, John Boehr, Oliver White, roxxploxx, Robin Hager, Brachiaraidos, That Guy, Toc Anastar, Karol Rybak, Allic, Austin Harbert, Yewty, Evan Hwang, Ryan Brock, Jonathan Holzinger, MC, Alexander, Kevin Reagan, Alex Mederer, Toss Antilles, Chelsea Archambeau, Aron Glasser, Dan Winn, Fredric Sundberg, Sarah Banks, ted stevens

Changelog (12-14-2018)

Removes apparel detour and replaces it with a harmony patch (thanks to Mehni) (11-18-2018)

Added AlienRace BackstoryDef functionality into the JecsTools namespace (11-18-2018)

Added erdelfs BackstoryDef functionality from AlienRaces to JecsTools. (11-03-2018)

Removed unneeded assemblies from source. Properly includes ThinkNode.dll in the correct location for public usage. (11-03-2018)

Adds ThinkNodeConditionalWorkTypeDefs, ThinkNodes.JobGiverCapture, JobGiverGoToClosestThingDef, ThinkNodeConditionalHediff, ThinkNodes.ThinkNodeConditionalHunter, ThinkNodeConditionalDelay, ThinkNode_ConditionalMissingHuntingWeapon by AliceCecil (10-29-2018)

CompProperties_AnimatedOver added by AliceCecil to draw on top of existing ThingDefs. (10-28-2018)

AliceCecil has adjusted the CompAnimated code to support buildings and other objects (ThingWithComps). (10-19-2018)

Added a try and catch to the ProjectileExtension Harmony patch for CanHitCellFromCellIgnoringRange. This should allow for proper ability casting again. (10-18-2018)

Changed very few issues to allow for the update for RimWorld 1.0. (10-02-2018)

The wall placeworker now also allows other types of walls. (09-30-2018)

Adds new BuildingExtension class to allow for bypasses to SpawningWipes. Perfect for adding furniture on top of existing tables.

TwitchToolkit by hodlhodl

Twitch integration for RimWorld.
==Storyteller Voting==
This mod adds 3 new storytellers based on vanilla storytellers. They will take incidents they would normally create in game but give those options to the chat to vote on. This also supports incidents created by other mods. I haven't tested this with all mods but the few I have it worked fine.
==Coin Store==
Your viewers earn coins every 2 minutes that can be spent on items/events ingame. For example, the command "!buyevent skillincrease" will give one of your pawns a random skill increase.
==Karma System==
As much as we'd all love to send 50 raids to our favorite twitch streamers, we need to balance things out. To do this a karma system is in use that rewards users for good events and items while punishing users for bad events. Your karma rate will decide how many coins you earn per interval up to 300% the base rate. You can change coins per interval in settings.
Special thanks to:
-stream testers
and the viewers of their streams
-base mod

Subsurface Conduit by Murmur

Adds a power conduit that is placed underground, negating the beauty loss of a regular conduit and keeping it safe from damage, but requirng more steel and a lot more work to build.

Training Console 1.0 by BrokenValkyrie

This is an update on http://steamcommunity.com/sharedfiles/filedetails/?id=933234677 created by JAWS
The original is at http://steamcommunity.com/sharedfiles/filedetails/?id=799371823 created by Captain Juicy
This version is save compatible. Thanks to the new bill management system. There no longer a need for training job.
Recipe has been changed to account for the component recipe.

Wallponic by Tixuanago

Adds a hydroponic tool

Ceiling Light [1.0] by BeansOfJelly

Simply adds a ceiling light.

Simply Bulk Crafting by Luwenstein

Adds useful bulk crafting recipes for some items in Rimworld while still trying to be balanced but not punishing.
Currently added bulk recipes:
• Simple meals
• Fine meals
• Lavish meals
• Packaged survival meals
• Pemmican
• Kibble
• Wort
• Flake
• Go-Juice
• Penoxycyline
• Psychite tea
• Yayo
• Smokeleaf joint
• Wake-Up
• Medicine
• Burn apparel
• Burn drugs
• Stone blocks
• Smelt metal from slag
• Smelt weapons (surprisingly useful)
• Destroy weapons
• Chemfuel from wood
• Chemfuel from organics
• Components
• High-explosive shells
• Incendiary shells
• EMP shells
• Advanced Components
• Patch leather
Currently added new recipes:
• Make chemfuel from cropses

If you have any balance suggestions or suggestions for new recipes, leave a comment and if you enjoyed the mod give it a thumbs up

Sun Lights [1.0] by Thom Blair III

A bright sun lamp designed to be mounted on a wall. Only consumes 10W, so it's probably full-spectrum LED. Perfect for growing crops indoors year-round.
Fully save compatible. Please report any errors.
Based on "Wall Light" by Murmur:

LWM's Deep Storage by Little White Mouse

This is a functional version of Deep Storage Units that will likely be [WIP] for a while yet.
LWM presents yet another way to deal with your storage needs: Deep Storage units!
Currently available are multiple buildings that can store more than one object at a time. Inspired by Skullywag's Extended Storage, this mod takes a different approach - storage buildings that pawns can simply carry multiple items to. An approach that got a lot harder with 1.0, BTW, but I like the results so far.
This mod will be updating as I tweak items and fix bugs, but I wanted to make it available now that it's mostly working.
Pallets, clothing racks, food storage trays, etc. You can also write your own s if you don't like what I've done.
HugsLib (load it first, as usual) https://steamcommunity.com/sharedfiles/filedetails/?id=818773962 or on github, etc
Deep Storage Units
Big Shelf - a shelf with enough space to store two items per cell
Medicine Cabinet - what it says on the box
Meal Tray Racks - efficient storage for meals. Or desserts.
Food Baskets - store raw food, some plant matter, or pile in drugs
Meat Hooks - I think you can figure out what these are for
Weapon Lockers - currently requires Machining? Efficiently store weapons!
Clothing Rack - currently stores both civilian and military clothing - subject to change
Pallet - for piling so many things onto!
Pallet with Wrapping - can store loose matter, too!
Skips - Are you American? Did you know "Dumpster" is a registered TM? Rock chunks, heavy resournces
Using Deep Storage - bonus tip: If you have selected an item in DeepStorage, if you right-click, you jump the storage unit!
Known Bugs
If something destroys a DSU (or a player moves it while items are in it), items may become invisible. Saving and re-loading will solve this problem.
If, for whatever reason, more items end up in Deep Storage than a DSU can hold, pawns will not notice and will leave them there. Yes, it's obscure.
Planned/Likely Changes
Possibly limit by mass.
Possibly limit by total mass.
Possible options
Possible changes to how much/what kinds of stuff is allowed in various units
Possible more units
Wooden Weapon Cabinets for pre-industrial eras.
Compatibility (load Deep Storage after these)
Combat Extended - Weapon Lockers can store a maximum total Bulk (Sumghai)
RimWorld Search Agency (Hauling Hysteresis): hysteresis disabled for DSUs
Uncompatibility - or - Strange Bugs?
Likely uncompatible with other storage solutions that pile lots of things in one place (extended storage, RT_Shelves, ???)
I fed with the Selector and some mesh Drawing. It's possible, altho unlikely, this may cause an incompatibility
The code can be found online at: https://github.com/lilwhitemouse/RimWorld-LWM.DeepStorage
On Steam: https://steamcommunity.com/id/littlewhitemouse/myworkshopfiles/?appid=294100
In the Ludeon Forum: https://ludeon.com/forums/index.php?topic=47707.0
Most images used with permission from Skullywag. (Thanks!)
Weapons Cabinets and Lockers are sumghai's. (Also thanks!)
Meat Hooks are (c) LWM.
Almost all code (c) LWM.
Also (currently) includes some code from Ratysz, allowing right-click to select actions on items, which Sumghai had permission to use (also GPL). Thanks!
Released under GPL 3.0.
All of LWM's code (and sumghai's additions) are also released under LGPL, because I think that the LGPL is the license we should actually be using for mods. Not that anyone is likely to complain, but altho we have a stupid copyright system, we should still use it correctly.
All of LWM's code (and sumghai's) are also available to Ludeon Studios, should they be incorporated into the base RimWorld game.
Thanks to Marnador for the RimWorld font. Thanks to Pardeike for Harmony. Awesome.

Electric Stonecutting Table by Thyme (Updated: Cocaine™)

An electrically powered version of the stonecutting table that works at 175% of normal vanilla speed.
Power shortages will knock your stonecutting speed down below the unpowered bench.

Draggable Corners by Sparr

Designate conduits, sandbags, etc in L shapes. Designate walls and other impassable buildings in hollow rectangles.

Pick Up And Haul by Mehni

"Greatest hauling mod ever" - Chicken Plucker
Colonists will gather stuff in their inventory, then haul it all to a stockpile.
This hauling mod will greatly increase hauling efficiency, because pawns can now carry more than one gun or t-shirt. Those smart and intelligent colonists can use their inventory!
Works well in combination with Combat Extended, AllowTool's Haul Urgently, etc. No known conflicts.
Safe to add to existing games.
Credits and thanks:
- AlexTD, for his direct contributions
- erdelf, Zorba, Whyisthat and Dingo for code and advice (yet again!)
- Chicken Plucker, for the preview image
- Brrainz, for the amazing Harmony library
Ludeon: https://ludeon.com/forums/index.php?topic=35832
Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=1279012058
GitHub: https://github.com/Mehni/PickUpAndHaul/releases

Evil Tactician's RimWorld Tweaks by Evil Tactician

A set of tweaks and additions which enhance the vanilla experience.
Evil Tactician's RimWorld Tweaks
Medicine Production
- Adds research projects for Neutroamine, Luciferium and Ultratech Medicine crafting.
- Neutroamine combining 10 Psychoid leaves and 1 herbal medicine. (Req. 10 Medical skill)
- Luciferium combining 30 Psychoid leaves and 3 Neutramine. (Req. 12 Medical skill)
- Ultratech Medicine combining 3 Neutroamine, 1 Luciferium and 1 Medicine. (Req. 14 Medical skill)
Industrial Tweaks
- Smelting steel slags now gives 50 steel. (up from 20)
- Refine 10 Plasteel from 50 Steel and 15 Chemfuel at a smelter.
Bulk Production Recipes
- Craft Meals, Pemmican and Kibble in stacks of 5.
- Slightly more efficient in terms of cooking time. (4x longer than making 1 meal)
- Standard ingredient cost (500%) and only works on stoves, not campfires.
- Increased skill requirements for cooking stacks of 5 to represent complexity.
- Craft Smokeleaf, Yayo, Flake and Psychite Tea in stacks of 5.
- Craft Luciferium and Neutroamine in stacks of 5.
Power Usage Tweaks
- Standard Lamp from 30 to 15.
- Autodoor from 50 to 25.
- Sun Lamp from 2900 to 1100. You can now power 1 Sunlamp with 1 Water Mill Generator.
- Vanometric Cell from 1000 to 1500.
Room Size Tweaks
- Room sizes slightly more realistic across the board. Slight reductions but less so vs. other mods.
- 16 cell interior is now considered average. (4x4 Bedrooms are neutral in size)
- 6 cell interior is now considered rather tight. (Viable for prison cells)
- 5 cells interior or less is now cramped. (2x2, for example)
Cannibal Tweaks
- Cannibals no longer mind if prisoners have their organs harvested or are killed for food.
- Other colonists still mind, though: this is not a removal of this feature like in other mods.
Tribal Apparel
- Added Fur Coat, Fur Hat, Desert Robe and Desert Head Wrap for Tribals in harsh conditions.
- Textures (with permission) from spoonshortage's FashionRIMsta mod.
- Compatible with FashionRIMsta if you want to use the full set, just load my mod after hers.
- Added Wolf Hood, Deer Hood, Megascarab Hood, Megaspider Hood and Spelopede Helm.
- Each have subtle bonuses for specific roles within the tribe to add some variety early game.
- Textures (with permission) from Diana Kitty's Tribal Hoods mod.
Coloured Mood Bars
- Color code each pawn's mood bar within the colonist bar based on their current mood.
- Red, Orange and Yellow based on Mental Break Treshold of each pawn. (Extreme, Major, Minor)
- Code fixed and cleaned for B19 by semTex. Available as a stand-alone mod.
What is this all about?
This mod was created to suit my personal preferences. There are other mods which do similar things for many of the listed tweaks. Most of them either didn't quite do it the way I would prefer, and luckily RimWorld let's you change pretty much anything you want.
Whilst this mod should be compatible with most other mods, there is no point having two mods which modify the exact same thing.
In fact, this mod potentially eliminates the need for several other mods in your list - be sensible and you will be fine.
Of course, if you do prefer the tweaks in another mod - simply place that mod below this one (or vice versa). The lowest mod in your load order 'wins' and overwrites the other for those specific changes only.
semTex - Very experienced developer, wrote and fixed all C# for this mod.
spoonshortage - Very talented graphics artist, for her awesome textures.
PorqueNoLosDos - For the original Coloured Mood Bars
PostRobcore - For Feed The Colonists, which my Meal Creation Tweaks are based on.
Diana (Kitty) - Tribal Hoods Textures.
Nuying - For indulging my obsessions (my wife).
See Change Notes for full list of changes
21-10-2018: 1.0 Compatible Release
20-10-2018: Tweaked some head gear to cover the full head.
24-09-2018: Added Bulk Recipes for Luciferium and Neutroamine.
08-09-2018: Numerous additions. (see change notes)
07-09-2018: Updated Coloured Mood Bars
04-09-2018: Hotfix + Balance Changes
03-09-2018: Added Coloured Mood Bars
02-09-2018: Added Tribal Apparel

[KV] RimFridge - 1.0 by Kiame Vivacity

Adds refrigerated racks to keep food and other perishables cold. Ideal for use in dining rooms, freeing up labour from feeding prisoners, or keeping food on hand for cooks.
Comes in 1x1, 1x2, and 2x2 versions.
Thanks to everyone who's helped translate this mod!
Dragomano & qeqwrqweqweter - Russian
53N4 - Spanish
duduluu & Schr0d - Chinese
phmalu - Portuguese
Breakyt - French
Ɲơɴɑɱɛ - German
KondenEinenShizainoLaw - Japanese
silverjoy & Orange_Mushroom - Korean
drerp - Hungarian
WebsterBolek - Polish
Firty - Portuguese
Thanks to everyone who's added/edited code!
towhead - Made the fridges hide the uglyness of food
Original Author: Vendan

InventoryTab by SirKota

Adds a new tab to view all of the colonies stockpiles at once! With options to see all visible items on the map and the inventories of colonist, prisoners and the dead!

Work Tab by Fluffy

Provides a vastly more customizable work tab.
Work Tab completely takes over job priorities from the vanilla game. In order to support core functionalities and other mods, it intercepts calls to get/set priorities. However, when it is told to set priorities by other modded or vanilla code, that code is not aware of the time schedule, and the priority will be set for the whole day. As such, this mod is currently incompatible with mods that dynamically change priorities (e.g. Force Pawn to do a Job).
Various usability extentions to the ‘vanilla’ work tab;
Work types can be expanded (by Ctrl+clicking the column header) to allow you to set priorities for the individual tasks within each work type.
Time scheduler to set priorities for a given time slot only - allowing you to designate a cleaning hour, or have your cook prepare meals right before dinner, etc. etc.
Up to 9 priority levels (configurable in mod options)
Various small UX tweaks; scrolling to increase/decrease/toggle priorities, increase/decrease priorities for whole columns/rows (by holding shift and clicking/scrolling while hovering over the column header/pawn name respectively).
All functions are detailed in the tooltips, take a moment to hover over and read them!
Known Issues
With UI scaling turned on, vertical labels are drawn in the wrong position. I’ve been working on this problem for a while, but have been unable to come up with a solution. Workarounds are to not use UI scaling, or to turn vertical labels off in the mod options. See the issue for more details.
With great power comes great responsibility. The default priorities of tasks within a job is set for a good reason; it’s (usually) a sensible default. Changing these can lead to deadlock situations, so change the priorities of individual jobs at your own risk!
Finally, there will never be an ‘autolabour’ mode where a mod sets priorities for you. Due to the way the AI is handled (e.g. pawns actively look for work, instead of there being a ‘bulletin board’ of jobs that need doing), it’s not feasible to get the complete list of work that needs doing that would be needed to make this a reality, without extreme overhead and loads of special exception coding.
Powered by Harmony
Bronytamin: Russian translation
Duduluu: Chinese translation
Eric Swanson: Help with time-dependent tooltips
DoctorVanGogh: Help with typos in build script
MrClon: Russian translation
mercutiodesign: Optional scrollwheel usage setting
Bugo: Russian translation (update)
Arex-rus: Russian translation (fixes)
mora145: Spanish translation
Alex TD: Various tweaks and suggestions
Suh. Junmin: Korean translation
rw-chaos: German translation
Mehni: Compatibility with Numbers mod
This is version 3.9.285, for RimWorld 1.0.2150.

ResearchPal by notfood

Smooth painless research


  • automatically generated to maximize readability.
  • shows research projects, buildings, plants and recipes unlocked by each research project.
  • projects can be queued, and colonists will automatically start the next project when the current research project completes.
  • search functionality to quickly find research projects.
  • helptab integration, right click the researches for extra information.


All the work by Fluffy
Some optimizations by NotFood
Previous updates by NotFood and Skyarkangel

CrustyTextiles - 1.0 by Crustypeanut

Version 1.2. A quick and simple mod that adds material reclamation from old, tainted, and/or unwanted clothing into reusable fabric and changes the name of patchleather to patchwork leather.

RimHUD by Jaxe

Mod Version: 1.3.2
RimHUD is a UI mod that displays a detailed information about a selected character or creature. The HUD display is integrated into the inspect pane which can be resized to fit the additional information. Alternatively the HUD can a separate floating window and docked to any position on the screen.
Visual warnings will appear if a pawn has any life threatening conditions, has wounds that need tending or is close to a mental breakdown.

Master of Cooking by leafzxg

Supported Languages:
Russian (русский)
Korean (한국)
ChineseSimplified (简体中文)
ChineseTraditional (繁體中文)
[Mod version: 1.0.0]
Allowed to make 5/10/20/50 simple/fine/lavish/survival meals in bulk
Allowed to make 10/20 pemmican/wort/kibble in bulk
Bulk production requires extra material.
The more copies you make, the more mates you need per copy.(For example,make 20 meals in bulk requires 5% more extra material than the original.)
The more copies you make, the less time you spend on per copy.

Master of Crafting by leafzxg

Supported Languages:
Russian (русский)
Korean (한국)
ChineseSimplified (简体中文)
ChineseTraditional (繁體中文)
[Mod version: 1.0.0]
Allowed to make 5/10/20 Drugs(Medicine,Penoxycyline,Flake,Yayo,WakeUp,GoJuice,SmokeleafJoint,PsychoidPekoe) in bulk
Allowed to make 10 Shells(HighExplosive,Incendiary,EMP,Firefoam)/Components(Component,AdvancedComponent)/Chemfuel in bulk
Bulk production requires extra material.
The more copies you make, the more mates you need per copy.(For example,make 20 drugs in bulk requires 5% more extra material than the original.)
The more copies you make, the less time you spend on per copy.
Shells,Components,Chemfuel NOT applicable to the above rules,per copy' time and material is sames as the original.

More Steel from Slag by SheiFoxy and Rainbeau Flambe

More steel from slag

Night Light [1.0] by Jibbles

Version: 1.0
Light that turns on only at night.
This mod shouldn't conflict with other mods. Can add to saved games.

[FSF] Better Spike Traps by FrozenSnowFox

Does various changes to make spike traps more useful.

Roads of the Rim by Loconeko

This is still BETA - use at your own risk
Caravans can now create road construction sites to build roads between two neighbouring tiles on the world map. By using the "Work" action, caravans provide work and resources to the site until completion.
Building costs are based on the type of road to be built & the terrain of both tiles. Roads cost wood, stones, steel & chemfuel. If deemed too high, base costs can be reduced in the settings (but that's definitely OP).
Roads of the Rim changes the movement multipliers for existing roads as indicated in the "Terrain" tab under Movement difficulty. This can be switched off in the settings as well.
Feedback welcome on Steam and in the Forum thread : https://ludeon.com/forums/index.php?topic=47205.0
2019-01-05 : Added conditional patching of Caravan comp for other mod compatibility (thanks Mehni for the tip)

Harvest Sync by ChippedChap

A mod that lets you set certain zones to only be harvested when all plants in the zone has fully grown.
A version that works with hydroponics will be coming soon!
Also lets you disable harvesting in zones completely.
You can set zones to be harvested in 'sync' or to be never harvested by clicking the "Harvest: " button. The checkmark on the button indicates if the zone can currently be harvested.
If you want to ignore a number of ungrown plants, you can set a zone to ignore a certain number of plants by clicking on the appropriate button (not shown on preview image) when inspecting your zone and manipulating the slider.
After all plants in a zone fully grow, the zone stays fully harvestable until all mature plants have been harvested. This allows colonists to continue harvesting zones as they plant new crops.
The number of plants ignored is set to a certain percentage of the number of cells in a zone. Changing a zone will also change the number of plants ignored. This is so that you don't have to change the ignores every time you change a zone.
If something makes a plant instantaneously come to maturity or die, there may be some delay in the zone being harvestable or not because of the relatively low frequency of checks for harvestability.
Please report any problems you find with this mod.

More Harvest Designators! by NavySeal

Adds an more plant oriented designators to the game!

Colony Manager by Fluffy

Colony Manager allows you to make colonists do the more tedious parts of managing a colony, making sure you’re never out of vital resources again.
Requires a new save game.
Adds a worktype, which is stored in the world, which means you need to start a new game after adding/removing this mod.
This is the first release on B18, and there were a lot of changes. The Production and Import & Export tabs are still disabled due to a lack of time.
Hunting jobs
Set a target for meat, and never worry about designating hunting manually again!
Set an area to clear of all predators - keep your home area safe!
Forestry jobs
Set a target for wood, and never worry about designating lumber manually again!
Automatically clear wind turbine catchment areas to ensure they’re working at maximum efficiency.
Set an area to clear of all vegetation - make sure there’s no possible cover or retreat for any hostiles that dare attack you.
Livestock jobs
Set a target for animals (for four separate age/sex combinations), and pawns will auto-butcher and/or tame to manage your herd.
Restrict animals to specific areas (for example to separate male/female animals and prevent breeding).
Auto-butcher, tame and train according to your specifications.
Clear overview of all jobs
Show stock and designated levels for the last day, month and year
Show pawns capable of a job, and set work status
Prioritize jobs, the manager will handle prioritizing jobs on worktables (however standard priority ordering across worktables still applies).
Import & Export
== coming back soon(tm) ==
How does it work?
You can manually set jobs in the new Manager tab on the bottom of the screen. Once set, a colonist with the manager skill and worktype enabled will go to a manager station to figure out the best way to assign designations.
Periodically, the manager will check if the assigned designations are still up-to-date, and make changes or delete designations where required. The manager will not touch designations that are set manually, nor will managers create jobs. You’re still the overlord.
In theory there is no real limit to the number of manager jobs that can be created.
Requires a new save. Adds a worktype, which in my tests gave errors on old savegames. If you also have my Work Tab mod, you should be able to add this mod in an ongoing save.
KapTaiN KaVerN: Minifiable research benches
Moumix3: Research tweaks
duduluu: Chinese translation
MossieuLeBlanc: French translation
Lauri7x3: German translation
Well-sp: Russian translation (update)
Alex TD: Bugfix in forestry jobs, implement suspend button
Firty: Portuguese (Brazilian) translation
Suh. Junmin: Korean translation
harrisongarya: Research tab
rw-chaos: German translation (update)
This is version 4.6.435, for RimWorld 1.0.2150.

Ranch Fence by Impyre

Version: .01
This mod adds a cheap fence to the game for ranch building purposes. It provides very little cover, but is sturdy for its cost. It's main purpose is to keep predators out without costing you 1000 wood. Credit for the fence image goes to ItchyFlea, as I "borrowed" it from his mod.

Storage Solutions by cucumpear

A number of basic shelves and crates for storing items. When building general-purpose shelving please remember to enable the items you want to store.
Also includes a nesting box for eggs. It will hold both fertilized and unfertilized eggs, with a default of fetilized at critical importance. If you place it next to a table people might even sit on the eggs.

Efficient batteries by LazyRed

V 1.6 V1.0 compatibility update.

MendAndRecycle by NotFood

Repair the durability of items or just recycle them.
Thank You
-Wastelander (original mod)
-Skyarkhangel, (A12 update)
-topp2000 (A13 update)
-NotFood (A14, A15, A16, A17, B18, B19 updates)
-KiameV (support)
-Syrchalis for the great mending table and mending kit textures!

Dinosauria by Spincrus

Version: 1.4
What if we were to finally discover dinosaur DNA sequences, despite being incomplete, and fill the blanks with various genome sequences spliced from left and right, with a little bit of imagination to help guide us?
Wonder no more! A group of Glitterworld scientists, having long abandoned the ideals to terraform the rimworlds with a purpose, went out of their ways to answer just that. With the mechanoids long having gone haywire with their terraforming projects, the dinosaurs created in labs were slowly introduced into fauna that should otherwise have resembled a 21st Century Earth, with little to no care as to their compatibility with existing wildlife and the forsaken rimworld colonists, the latter of which nobody seems to care about anyway.
32 new species of dinosaurs are introduced through this mod, all of which spawn in various different biomes:
- Ankylosaurus,
- Brachiosaurus,
- Brontosaurus,
- Utahraptor,
- Gallimimus,
- Iguanodon,
- Pachycephalosaurus,
- Parasaur,
- Spinosaurus,
- Stegosaurus,
- Triceratops,
- Tyrannosaurus Rex,
- Velociraptor,
- Carnotaurus,
- Protoceratops,
- Yutyrannus,
- Corythosaurus,
- Diplodocus,
- Dryosaurus,
- Baryonyx,
- Dilophosaurus,
- Compsognathus,
- Therizinosaurus,
- Minmi,
- Gigantoraptor,
- Dakotaraptor,
- Deinocheirus,
- Pteranodon,
- Stygimoloch,
- Quetzalcoatlus,
- Magyarosaurus,
- Allosaurus.
- Dinosaurs are meant to be rare. Overall, they spawn less frequently than vanilla animals.
- Theropods are harder to tame than Thrumbos!
- Following are pack animals with amazing carrying capacities: stegosaurus, triceratops, magyarosaurus, ankylosaurus.
- Ever wanted a pet Velociraptor? Some dinosaurs have advanced intellect.
- All dinosaurs lay eggs of various sizes. Two species lay unfertilized eggs for farming.
- All spawn naturally in various different biomes. Some species favor specific bimoes more than others (modded biomes require patches)/
- Only the Triceratops horns and the Tyrannosaurus Rex skull drop as exotic items. New items are planned.
- Full sexual dimorphism.
a. Native Support (no patch needed, load after Dinosauria):
- A Dog Said
b. Official Patches:
- Animal Armour (can be found on Steam)
- GeneticRim. (can be found on Steam)
Credits and Thanks

I'd like to thank Spino for his inspiration with the amazing Megafauna mod. Also many thanks to Spartyon7 on Twitch for her extensive playtesting, and the guys over at the RimWorld Discord Server for commenting on my art or giving me useful advice (erdelf, Mehni). Finally, thanks to jecrell for allowing me to use some pre-written code snippets in my mod (which are not yet implemented in this mod and are pretty much a work in progress).

- Scientific accuracy was intended, but not always fully followed (ie. featherless utahraptor). A lot of artistic license has been used in some colorings.
- Well aware that some dinosaurs need to be covered in feathers. The lore of this mod explains why some dinosaurs came out bald.
- Well aware that Pterosaurs are not dinosaurs, but were really important members of the Jurassic and Cretaceous fauna.
- No dinosaur is currently shearable.
- As of b0.19, all assets for dessicated animals became unique. However, since creating art requires time, currently the mod runs placeholders.
- May fix bugs here and there, unannounced.

- Support will only be given to the latest release.

Have a comment on balance, on the sprites, or have a bug to report? Make sure to deliver your request nicely, and you shall be heard. Don't forget that nobody is entitled to anything, and us modders do these for the community and we enjoy giving. If you wish to use any part of this mod and make your work public, please just drop me a line out of courtesy. So, just be nice, play nice.
Happy colonizing!

VGP Garden Canning by dismarzero

VGP Garden Canning (Requires Vegetable Garden, loaded first)
Garden Canning addes two ways of canning food. With reserach.
A canning stove that pawns can food at. It is powered by steel.
And a canning factory, which pawns will load with food and will automatically can the food after an amount of time.
Worktables and recipe :
Canning Table
-Canned meals
-Canned vegetables
-Canned meats
-Canned fruits

VGP Vegetable Garden by dismarzero

Vegetable Garden
Hello! And welcome to the new vegetable garden!
Smaller pieces, easier to drop things you don't like, and enjoy more the things you like!
Vegetable Garden:
The main piece of my new project! Will have smaller bits of other mods built in. But tried keep the size down and still keep the spirit of the garden when used alone.
Tier Crop Growth:
Starter Crops
-potatoes - grows well anywhere
-corn - long growing with high yields
-rice - fast growing
-barley - immune to blight and used to make ale in the drinks mod.
Tier 1 research "special property plants"
-snow beats - grows well anywhere, does not die from cold snaps
-lentils - meat substitute
-beans - many uses in the gourmet garden
-Olives - does not destroy plant when harvest, yield after first is faster
Tier 2 research fruits
-watermelon, grapes, blueberries, strawberries, agave
Tier 3 research fruit trees
-Apples, Bananas, Oranges, Peaches
Wild plants:
-Apples, Cherries, Bananas, Coconuts, Dates, Figs, Pineapple, Cloudberries, Gooseberries.
-Mushrooms are grown in the wild and in hydropnics Can be used as a meat substitute.
Ingredients Plants:
-Coffee and Tea
-Bamboo fast growing wood
-ironwood very beautiful but not for fuel
Other Features:
-Growable Grass
-Silage Animal Feed
-Bulk Meals: Makes 4x Simple, Fine, Lavish, Kibble, and Pemmican.
-Stir-Fry and Stew Recipes with added meal effects.
-New Categories for stockpiles.
-Coffee, Tea, and Fruit Drinks
-Bio-Fuel: fuel for fueled tables.
-New art work for items by Spoon.
-New Flower: Plumeria
-New Tree: Ironwood
-Hydroponic hay grass, ambrosia, and baby agarilux (cave mushroom).
-New Floors for bamboo, ironwood.
-Convert Bamboo to Wood at the stonecutting table.
Patches for the following mods:
Animal Feed Trough adds silage to the Trough.
Vanilla patches my bamboo and bio-fuel into work tables. And

Invisible Conduits 1.0 by Lance Hardwood

Gives you the option to build hidden conduits.

RimThemes pack Nature by aRandomKiwi

Nature themes pack.
Version 1.2.1 for RimThemes.

Better Workbench Management by Falconne
  • Improves the 'Do until you have X' job target by letting you set quality, hitpoint and material limits for counted items, as well as options to ignore corpse worn apparel and count equipped clothes.
  • Copy and paste bills within and between workshops, optionally linking bills to mirror changes between them.
  • Restrict bills to a particular pawn.
  • Numerous convenience features such as automatically opening Bills tab when a workbench is selected, rename bills, navigate bills, level adjustment buttons and more.
Mod Manager by Fluffy

Managing mods should be easy!
A cleaner, better Mod management screen.
separate lists for available and active mods
create and delete local copies of steam mods
create and load mod list backups
load mod list from save games
(mass) subscribe to steam mods
proper search filtering
drag and drop activation and reordering
keyboard navigation
mod and mod list colouring
discover other mods by your favourite author(s)
And, if supported by the mod author;
version checking
dependency checks
incompatibility checks
load order hints
For Modders
Allows modders to create a Manifest.xml file, enabling a bunch of features that should have been in vanilla;
version checking
dependency checking
incompatibility checking
load order hints
See the documentation for details on how to implement this. It’s easy!
local mod copiesYou can make a local copy of any steam mods (or all active steam mods at once) by clicking the corresponding button underneath the mod details (or active mods list). Doing this will make sure any updates to the steam version will not break your game in progress. Local mods are created in the RimWorld/Mods folder, and can be manually deleted, or deleted by clicking the corresponding button underneath the mod details.
Note: You may want to occasionally delete obsolete local copies, as having many mods in the mod folder will make RimWorld take longer to start, and the Mod Manager window take longer to open.
mod list backupsYou can create mod lists by clicking the mod list button underneath your active mods, and selecting ‘save current list’. You will have to choose a unique name, and the mod list will be stored in a folder next to your save games.
To load a modlist, click the mod list button, then select the save game or mod list you want to load mods from. Any mods that couldn’t be matched to your current list of mods will be greyed out.
To delete a mod list (only the list, not the actual mods), click the mod list button, select the list to be deleted, and then choose the delete option.
steam subscribing
If a loaded modlist contains mods you do not have installed, but are available on the workshop, you can quickly install the mod by clicking the button in the mod details. You can also click the ‘subscribe to all’ button underneath the active mods list to subscribe to all missing mods.
mod and mod list colours
You can set colours for individual mods by clicking the palette icon underneath the mod details. To change the colour for all mods in a mod list, click the mod list icon underneat the active mod list, select the list, then ‘change colour’.
keyboard navigationSometimes, it’s easier to navigate large lists with the keyboard.
Tab: cycles focus between search inputs and lists of mods.
Up/Down: selects the previous/next mod in the list.
Page Up/Down: selects the top/bottom mod in the list.
Left/Right: switch focus between active and available lists.
You can also manipulate the lists;
Enter: activates/deactivates a mod, and selects the next mod in the list.
Shift+left: deactivates a mod, keeping it selected, and switching focus to the available list.
Shift+right: activates a mod, keeping it selected, and switching focus to the active list.
Shift+up/Shift+down: move an active mod up/down in the load order.
Shift+Page Up/Down: move an active mod to the top/bottom of the load order.
mod promotions
When a Steam Workshop mod is selected (or a local copy of a steam workshop mod), Mod Manager will automatically look for other mods by the same author, and show you a promotion for any mods you don’t already have. These promotions let you easily discover other (new) mods by your favourite author(s), and even quickly subscribe to them!
This function can be turned off in Mod Managers’ settings
erdelf: invaluable help with Harmony transpilers
Brrainz: multi-version targetting, inspiration for mod promotions
b606: French translation
Proxyer: Japanese translation
奔跑的梅洛斯: Simplified Chinese translation
This is version 1.16.756, for RimWorld 1.0.2150.

RimThemes by aRandomKiwi

A UI themes manager.
Version 2019 R3 rev2 for Rimworld.
Make RimWorld look as you are or as you want.

More Furniture [1.0] by Anonemous2

More Furniture, does what you'd expect, it adds more furniture. Was originally created so I'd have stuff to put inside my colonist's rooms, but It now includes several items for other uses. There may be occasional updates adding new items into the mod. More Furniture is old save compatible and does not require any other mods to work. Contains:
New End tables/with or without lamps
A new Dresser
New Chairs, and a modular couch
A tiny table
Counter tops
New plant pots/some with art
A filling cabinet
Four new carpet to match beds
You can find these new items under the Furniture+ when placing blueprints.

Let's Trade! [1.0] by EarthyTurtle

For Rimworld Version [1.0] | Mod Version [1.7.1]
'Let's Trade!' adds more variety to rimworld traders. A total of 25 new traders are added that use vanilla categories and trader tags that provide additional trade support for modded content.
- Placeable anywhere in your mod list below core.
- 'Let's Trade!' plays nice with existing save files, there should be no issues installing. Uninstall at your own risk, recommended you remove all traces of 'Let's Trade!' from your save before uninstalling.
- This is compatible with most known mods, but does have reported issues with; Rim of Madness and Combat Extended.
'Let's Trade!' is under the creative commons license. Cite, learn and use aspects from this mod, credit optional but appreciated ;). Please do not outright copy this mod and/or re-upload without my consent.

Medical Training by ItchyFlea

Lets you train your doctors by dissecting the corpses of your friends and enemies.
Updated for 1.0


ItchyFlea: Mod Creator
Kylie "Shadowtajun" Halley: Texture Artist

More Linkables by 4loris4

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

[WD] More Ruins 1.0 by Wemd

Increases the number of ruins and walls on the map for 2 times.

Doors Expanded by Jecrell (02-10-2019)
Adds new types and sizes of doors to RimWorld.
Currently included:
Doors (1x2) - Double sized doors.
Doors (1x3) - Triple sized doors.
Curtains (Tribal)
-Fragile, flammable, and made of fabric, these curtains provide fast movement through buildings.
Jail Door
-Stronger door to keep prisoners inside.
-Stylized doors perfect for meeting pre-industrial needs.
Blast Doors
-Incredibly large and secure doors used to keep greater threats at bay.
Commissioned by CMDR Toss Antilles.
Thank you to my Patrons for supporting me in my efforts. Without you, none of this would be possible.
These are the most excellent rim dwellers who support me:

Maaxar, Shibby Says, TheJagermeister, Cory Bonifay, Kiya Nicoll, Matt Harris, Paul Fenwick, Grendalloffen, Martin K. Bonde, Bentley Alsup, Eric Idema, MasterScootie, GoSu, Josh McCabe, spook, Clifford Campbell, J, CrankyPeanut, E_T, Finwej, Jan Koutsky, Audrin Navarro, Михаил Юрченко, John Kanady, Luis Figueroa, Midgeman, Nate Haug, Nemuri Hime, Richard Paul, SilentWeirdo, Calum, Calhoun Cattell, Keith Thoma, Tim Stillson, Dick Jones, Patrick, Nathan Getman, Populous25, Sharp Spook, Steven James, Marcus Sireanu, Mark, Emily Shaw, Drachken, Zalson, Baron Xot, Nicholas Bateman, Christopher, Justin Andres, Luis Salvatierra, TinyFloatingTurtle, George Chong Chuang Ming, John Boehr, Oliver White, roxxploxx, Robin Hager, Brachiaraidos, That Guy, Toc Anastar, Karol Rybak, Allic, Austin Harbert, Yewty, Evan Hwang, Ryan Brock, Jonathan Holzinger, MC, Alexander, Kevin Reagan, Alex Mederer, Toss Antilles, Chelsea Archambeau, Aron Glasser, Dan Winn, Fredric Sundberg, Sarah Banks, ted stevens

Changelog (02-10-2019)

Crossing through blast doors should be faster now. (10-27-2018)

This should fix the issue where animals do not want to walk through the doors for whatever reason. (10-18-2018)

Initial release for RimWorld 1.0

RimWriter - Books, Scrolls, Tablets, and Libraries by Jecrell (01-04-2019)
Add tablets, books, scrolls and more to your RimWorld playthroughs.
RimWriter is a mod that adds a lot of content focused on writing to supplement the standard vanilla RimWorld playthrough such as:
Stone Tablets
Leather Scrolls
Handwritten Books
Typed Books and Journals
Skillbooks for improving skills
Stone shelves for tablets
Scrollcases, tall and short
Bookcases, tall and short
Writer's tables
A typewriter
Customized text generation for tablets, books, and journals.
Compatiblity with Lord of the Rims and Call of Cthulhu mods.
- Writing reduces sanity loss over time.
- Future compatability with storing Grimoires and Wizard textbooks inside bookcases/scrollcases.
Why create this mod?
I wanted to make a framework sort of mod that I could add to or use later in my current and future projects. I feel that tablets, scrolls, and books all have a clear place in RimWorld and future mods.
Thank you to my Patrons for supporting me in my efforts. Without you, none of this would be possible.
These are the most excellent rim dwellers who support me:

Maaxar, Shibby Says, TheJagermeister, Cory Bonifay, Kiya Nicoll, Matt Harris, Paul Fenwick, Grendalloffen, Martin K. Bonde, Bentley Alsup, Eric Idema, MasterScootie, GoSu, Josh McCabe, spook, Clifford Campbell, J, CrankyPeanut, E_T, Finwej, Jan Koutsky, Audrin Navarro, Михаил Юрченко, John Kanady, Luis Figueroa, Midgeman, Nate Haug, Nemuri Hime, Richard Paul, SilentWeirdo, Calum, Calhoun Cattell, Keith Thoma, Tim Stillson, Dick Jones, Patrick, Nathan Getman, Populous25, Sharp Spook, Steven James, Marcus Sireanu, Mark, Emily Shaw, Drachken, Zalson, Baron Xot, Nicholas Bateman, Christopher, Justin Andres, Luis Salvatierra, TinyFloatingTurtle, George Chong Chuang Ming, John Boehr, Oliver White, roxxploxx, Robin Hager, Brachiaraidos, That Guy, Toc Anastar, Karol Rybak, Allic, Austin Harbert, Yewty, Evan Hwang, Ryan Brock, Jonathan Holzinger, MC, Alexander, Kevin Reagan, Alex Mederer, Toss Antilles, Chelsea Archambeau, Aron Glasser, Dan Winn, Fredric Sundberg, Sarah Banks, ted stevens

Changelog (01-04-2019)

Skillbooks now properly display graphics and authors (10-30-2018)

Fixes for potential XML errors from inheritence from other mods. (10-26-2018)

Available now for RimWorld 1.0.

[FSF] Simply Soil by FrozenSnowFox

Adds regular and rich soil as buildable floors that can be placed on any terrain

Soil Enhancement [1.0] by EarthyTurtle

For Rimworld Version [1.0] | Version 1.6.3
A small, simple mod that allows you to both defile the dead, and feed your plants. This mod gives you the ability to break rocks down into various soil types. Starting with gravel, and working through to rich soil. Unlike other soil mods this mod does not add new soil types, but rather gives you access to build existing soil types.
- Placeable anywhere in your mod list below core.
- 'Soil Enhancement' plays nice with existing save files, there should be no issues installing.
- Uninstall at your own risk, recommended you remove all traces of 'Soil Enhancement' from your save before uninstalling. Will almost certainly break your save if you do. :D
'Soil Enhancement' is under the creative commons license. Cite, learn and use aspects from this mod, credit optional but appreciated ;). Please do not outright copy this mod and/or re-upload without my consent.

Tilled Soil by Sam

A simple mod that adds tilled soil, the constructable version of rich soil.

VGP Garden Drinks by dismarzero

Garden Drinks (Requires Vegetable Garden loaded first)
Heavily uses Cupro's and Kubouch barrel system of fermenting alcohols. Like the vanilla system of beer.
New Plant:
Adds the following new alcohols:
Precursor's made at the Brewery
-Apple cider made from Cider Must.
-Rum made from Cane Mash.
-Wine made from Wine Must.
-Spoon's Berry Wine made from Grape Must.
-WHIZ Sake made from Rice Mash.
-Syntria Vodka made from Vodka Precursor.
-Kitty's Tequila made from Agave Must.
-Quil's Whiskey made from Corn Wort.
-Barkey's Brown Ale made from brown malt.
-Fruitshine made from fruit mash.
-Vegetable Kvass
-Fruit Kvass
Soda Garden!
New Soda Table adding to make the following recipes:
-Apple Soda
-Banana Soda
-Blueberry Soda
-Cherry Soda
-Cloudberry Soda
-Coconut Soda
-Date Soda
-Gooseberry Soda
-Grape Soda
-Orange Soda
-Peach Soda
-Pinneapple Soda
-Watermelon Soda
If you have Haplo's Misc. Bees 'n' Honey mod loaded. Mead can be made using the alcohol barrel system.

VGP Garden Fabrics by dismarzero

Garden Fabrics (Does not require Vegetable Garden)
Reworks the games cloth production.
Cotton and devilstrand plants produce fibers that can be processed into cloths at the loom.
-Unpowered loom and an electric loom.
-Adds Flax plant and linen Cloth.
-Adds plasteel thread. Used to make high-end cloths.
-Adds recipes for synthread and hyperthread cloths.
-Adds hemp cloth made from smokeleaf.
-Adds salvage apparel allowing you to destroy unwanted apperels.
-Adds blended wool. Combine wools to make a simple wool.
-Adds blending down high end cloths into simple cloth.

VGP Garden Gourmet by dismarzero

VGP Garden Gourmet (Requires Vegetable Garden, loaded first)
Garden Gourmet adds a bunch of new worktables, recipes, food based joy items, and meal items into the game. Along with new ways to preserve them.
Plants :
Worktables and recipe :
Fueled Food Prep Table / Electric Food Prep Table
-Make Tofu (bulk)
-Make Polenta (bulk)
-Grind Sugar, corn meal,flour (simple)
-Make milk
-Make Cheese
-Pickle Vegetables
-Salt Meats
-Make Vegan eggs
New Cooking stove recipes
-Grilled Cheese Sandwhiches
-Maki Rolls
Oven / Electric Oven
-Sweet Rolls
-Bake Polenta
-Corn bread
-Dry Fruits
Campfire Recipes:
-Meat Pies
-Grilled Steak
-Grilled Vegetables
Fueled Candy Table / Electric Candy table
-Hard Candies
-Ice Cream
Grinding Stone
-Bulk sugar
-Bulk cornmeal
-Bulk flour
And a Cooking tools table to boost the work speed of the other tables.

VGP Garden Medicine by dismarzero

Garden Medicine (Does not require Vegetable Garden)
Adds new Medicines and Drugs.
-Flu Ez a drug for blocking flu.
-Ibuprofen a drug for reducing pain.
-Antibiotics for reducing the amount of time for being sick.
Make Neutroamine. Grow Neutro-Flowers to refine neutroamine from at the drug lab.
Hydroponic Ambrosia. Used in glitterworld medicine.
Make ultratech medicine.
Make Bandage kits. Used in make medicines.
Grow Tobacco and make Cigarillos.
Research Bulk recipes:
-Medicine kits
-Garden Medicines: Flu Ez, Ibuprofen, and Antibiotics.
-Penoxycyline, go-juice, flake, yayo, wake-up, and smokeleaf joints.

VGP Garden Resources by dismarzero

Garden Resources (Does not require Vegetable Garden)
Research Resource Plants:
-Steel Shrooms
-Plasteel Bulb Chunks
-Gold Fern Leaves
-Silver Flower Petals
-Uranium Root Bulbs
-Adds new recipes added to the Electric Smelter to smelt plants.
Grow Resources:
- Grow plants, which soak up minerals from the ground.
- Extract the minerals into ores at the Electric Smelter.
- Requires high growing and crafting skills.

VGP Garden Tools by dismarzero

Garden Tools (Does not require Vegetable Garden)
Adds Many Tool into the Garden Tool category.
-Adds 3 sizes of efficient sun-lamps that turn off at night.
-Adds 3 sizes of researched heated sun lamps that run all the time and provide enough heat to keep the growing area warm.
-Adds 3 sizes of sun lamps that run all the time.
-Adds Planter boxes low fertile grow zone needs no power.
-Adds a 1x1 hydroponics basin can be built any size or shape.
-Adds an advanced hydroponic basin makes its own light.
-Adds Fertilizer that can be made from the Butcher table, burning corpses, or in a compost bin.
-Adds Compost Starter made at the butchers table and put into the compost bin.
-Adds a dirt digging spot to get dirt from.
-Adds Soil Reclamation researches.
Which allows you to:
Tier 1
-Place soil on Rough Stone
Tier II
-Reclaim soil allows you to place soil on any non water tiles
-Reclaim Water and Marsh allows you to place soil on any shallow water tiles.
-Use Fertilizer to create Plowed Soil, a rich soil tile.

VGP More Veggies by dismarzero

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 :

VGP Xtra Trees and Flowers by dismarzero

Xtra Trees and Flowers (Does not require Vegetable Garden)
Adds EVEN MORE flowers and trees! From the Xtra Plants mod from Igabod long ago! Art work from the great Spoonshortage.
Adds New Flowers:
-allium giganteum
Adds new Trees:
-japanese maple
-cherry blossom

VGP_CoffeeTeaDrugs by dismar

-Drinks will be added into the drug policies.
-Have no addiction.
-Teetotaler will not drink them.
If you Load Vegetable Garden:
-Fruit Drinks
If you load Garden Drinks
-All the sodas will be added
Does not require a new save. But you will have to create a new drug Policy in game for them to show up.
Can be loaded anywhere on your mod list.

Herd Migration Revival by CrunchyDuck

Returns the Herd Migration event back to all biomes.
Still works on 0.19.0 even though it is listed for 1.0.0

Colony Leadership by Nandonalt (Updated to 1.0 by McKay)

v.1.4 - Colony Leadership Mod! Elect specialized leaders with increased stats and capacity to teach others.

Architect Icons by marcin212

This mod adds icons to architect tab.
Icons designed by Good Ware, Freepik, Smashicons, Nikita Golubev from Flaticon (www.flaticon.com)

Harvest Organs Post Mortem - 4.1 [1.0] by Smuffle

This mod allow organ harvest on dead bodies. This a new version which allows the player to harvest pawn-spesific organs.

IPGTwitch - Dev Build by TheUbie

A Twitch Bot integration for RimWorld. This is a base mod to allow easy Twitch integration for modders. It includes a Pawn Naming plugin.

More Steel by @Neceros

I found the lack of steel derailed quite a lot of my games. This helps.
- Compact steel deposits increased by up to 2.5x vanilla
- Mining compact steel gives up to 75 of the resource, depending on skill

More Components by @Neceros

Seriously, you only get 2 components per compacted machinery?
Increase the amount of components from 2 to 10 when mining compacted machinery in the world.

Fertile Planet by Makaru

Increases map fertility (vegetation and trees) moderately, and increases vegetation graphical size. Inspired by Helpful Bot's 'Increased Forest Density - Base Version' (https://steamcommunity.com/sharedfiles/filedetails/?id=751887749)'

[RF] Fertile Fields [1.0] by Rainbeau Flambe

(Last update: 12/05/2018)
"Fertile Fields" is a terraforming mod that lets you fertilize and plow your soil, create farmland on solid rock so you can grow crops in inhospitable environs or inside of mountains, and eventually even restructure the landscape.
Create raw compost with food waste at a butcher's table, then put it in a compost bin or barrel so in time it can become fertilizer. Fertilizer can be used to convert any soil to rich soil. Further improve your farm's fertility by researching farming and plowing your soil. Or learn the fine art of terraforming, and redesign your environment to your heart's content.

- Rainbeau Flambe (dburgdorf)

New Research and Terrain Improvement Options:
Without researching anything, "Fertile Fields" allows you to do basic terrain modification, essentially just digging up dirt from one spot and moving it to another. You can also create raw compost and turn it into fertilizer, which can be used to upgrade your soil, even turning regular soil into rich soil.
Researching "Farming" opens up the ability to plow soil, which lets you further increase the fertility of rich soil. As well, it allows you to lay topsoil over smooth stone. Create a garden inside a mountain if you're so inclined. Topsoil can be further improved by fertilizing it, but can't be plowed.

Finally, "Terraforming" represents an understanding of advanced irrigation and drainage techniques, and opens up a wide variety of terrain-altering options. It allows you to turn marsh, mud, sand or shallow water tiles into farmable soil, or to turn fertile land into sand or marsh. It lets you create shallow water tiles from marsh, so you can create decorative (or defensive) moats. It opens up the ability to dump dirt into deep water to create shallow water, or to remove dirt from shallow water to produce deep water. It also allows you to break solid rock into rough gravel, which can be further improved into regular soil, letting you create mountain farms that can actually be plowed for maximum fertility. Conversely, you can turn rough gravel back into rough stone.

Using the Mod:
Most of what's added by "Fertile Fields" can be found on the new "Terraform" and "Farming" tabs of the Architect menu.
A few things, however, are less obvious.
Fertilizer is made from compost in either a compost bin or a compost barrel. Compost can be created at a butcher's table from vegetable matter and meat. It can also be obtained by burning corpses.
Dirt can be created by mixing sand, clay and fertilizer at a crafting spot. Conversely, piles of dirt can be separated at crafting spots into sand and clay. Clay can be "fired" at a smithy to create bricks.
Initially, if you need dirt, sand, clay or crushed rocks, you'll need to obtain them by digging up terrain somewhere on the map or by purchasing them from traders. Once you've built a rock mill, though, stone chunks can be turned to crushed rocks, which can be further ground into sand and then into clay. Sand and clay, as already noted, can be used to create dirt.
Sandbags, by the way, are now made from sand, cloth and steel instead of just from steel, and the mod also introduces "heavy sandbags," made from sand, leather and steel.

For a more detailed overview of everything the mod has to offer, you can consult the "Getting Started with Fertile Fields" text file located in the mod's "About" folder.

"Fertile Fields" is not, at this time, compatible with Lanilor's "Terra Core" mod. That mod makes extensive changes to map and terrain generation, and adds far more terrain types than even exist in the vanilla game. To properly handle transformations between all of those new terrains would be a very extensive undertaking.
"Fertile Fields" should be compatible with most any other mods, though. If you run into specific issues, please let me know.
New terrains added by a number of mods are automatically recognized by "Fertile Fields." Night soil from Dub's "Hygiene" mod can be terraformed with any conversion that works from marshy soil. (Note that that mod has its own compost and fertilizer system, which is not consistent with what's provided by this one. There may be odd overlaps or misbehaviors if they're used together.) Wasteland from the "Crashlanding" mod can be terraformed as sand. Reclaimed soil from CuproPanda's "Quarry" mod can be terraformed as if it was gravel. Hot and cold springs from "Nature's Pretty Sweet" can be transformed as if they were shallow water tiles, and that mod's various "wet" sand and soil terrains can be transformed using terraforming jobs that work on comparable vanilla sand and soil terrains. The various rocky soils to be found on "Biomes!" cavern maps can be terraformed with any conversion that works on rocky dirt. And decrystallized sand and soil from "Tiberium Rim" can be terraformed as vanilla sand and gravel, respectively. (Note, though, that the various tiberium terrains introduced by that mod cannot be altered by anything in "Fertile Fields." To get rid of tiberium, you'll still need to utilize the mechanisms actually provided by "Tiberium Rim.")
"Fertile Fields" is compatible with "Seeds Please!" However, if you're using that mod, the soil degradation feature of this mod won't be functional, and you won't get plant scraps from cutting plants. I'll see about resolving those issues in the near future.
If this mod is used together with either "Glass+Lights" or "Dub's Skylights," then creation of the glass from those mods will require the sand from this mod.
You should be able to add "Fertile Fields" to an existing saved game without trouble, but removing the mod from a game in progress will, of course, likely cause problems or even make the game unplayable.

Special note regarding "Vegetable Garden": I've tried to ensure that "Fertile Fields" and "Vegetable Garden" are compatible with each other. Most elements of the "Vegetable Garden Project" are unchanged. However, if you're using "VGP Garden Tools," you'll notice that its fertilizing and terraforming options are missing, as they duplicate existing "Fertile Fields" functionality, and that its various new planter boxes, sunlamps and hydroponics basins are located in this mod's "Farming" tab along with their vanilla counterparts. Finally, be aware that if you try to add "Fertile Fields" to a game in which you've already been using "VGP Garden Tools," you may encounter problems.

German language translation files were generously provided by Ryder32x. Korean language translation files were provided by Ludeon forums user NEPH. French language translation files were provided by Steam user Redstylt. Russian files were provided by Steam user fox_kirya.
The C# code related to compost bins derives from Dismarzero's "Vegetable Garden." Other aspects of the mod's code have benefited in no small measure from NotFood's suggestions and contributions.

The mod utilizes Pardeike's "Harmony Patch Library." (No additional download is required, as the library is included with the mod.)


If you're a modpack maker and want to include "Fertile Fields" in your pack, or if you're a modder and want to use "Fertile Fields" as the basis of a derivative mod, please feel free to do so. I ask only that you let me know about it.

If you have any (helpful) suggestions for improvement, please let me know!

Dubs Bad Hygiene by Dubwise

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!. v2.4.707
Multiplayer ready

[KV] More Trait Slots - 1.0 by Rainbeau Flambe (original) & Kiame Vivacity

"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 to seven (or up to nine with a smaller font) traits can actually be seen.

- Rainbeau Flambe (dburgdorf)

"More Trait Slots" can safely be added to or deleted from a game in progress, and shouldn't conflict with any other mods.

If you're using "EdB Prepare Carefully," you might see a warning message if you assign more traits to a pawn than the vanilla character tab would be able to display, but you can safely ignore that message. And you should have no other issues when using the two mods together.

- Maculator - German
- Proxyer - Japanese
- 53N4 - Spanish
- fodnjs0811 - Korean

The mod utilizes Pardeike's "Harmony Patch Library." (No additional download is required, as the library is included with the mod.)


If you're a modpack maker and want to include "More Trait Slots" in your pack, or if you're a modder and want to use it as the basis of a derivative mod, please feel free to do so. I ask only that you let me know about it.

If you have any (helpful) suggestions for improvement, please let me know!

A Dog Said... Animal Prosthetics by spoonshortage

Adds prosthetics/bionics and surgeries for animals
Following parts are added to the game:
A Dog Said Research Tab: Simple Animal Prosthetics, Animal Bionics, Animal Healing
animal brain stimulator
bionic animal eyes
bionic animal heart
bionic animal lung
bionic animal kidney
bionic animal liver
bionic animal stomach
simple/bionic animal ears
simple/bionic animal jaw
simple/bionic animal spine
simple/bionic animal arms
simple/bionic animal legs
simple prosthetic tail
simple prosthetic nose
power claws as leg replacements
All parts can be obtained from traders, except peglegs.
All parts can be crafted at the animal prosthetics bench, after research of electricity and simple animal prosthetics
All parts need medicine skill and 1 medicine to be installed.
Animal Healing of old wounds requires research, min med skill of 10 and 5 normal medicine. (make sure animals are set to receive it, applies to all animal categories)
Animals and what part they can receive have been divided into 3 categories as follows:
Category 1: can receive peglegs, simple jaws, noses and tails (where applicable)
Hare Snow
Category 2: can receive all category 1 + simple prosthetics, ears/eyes/organs
Fox Fennec
Fox Arctic
Fox Red
Wild Boar
Category 3: can receive all categories 1+2 + bionics, powerclaws
Bear Grizzly
Bear Polar
Wolf Arctic
Wolf Timber

Achtung! by Andreas Pardeike

Command your colonists like a boss!
The Achtung! mod enhances how you control RimWorld. You will get more control on how to position your colonists and how they take job orders.
In a nutshell you can:
- position your drafted colonists along a line
- move them in formation
- give orders to multiple colonists at once
- force jobs so they get uninterrupted attention
- haul and repair outside allowed areas
() Save time by issuing a command with more than one colonist selected. For example: select three brawlers and right click an enemy, then choose "melee". Done.
) In combat, position colonists equally spaced in door openings. Select multiple drafted colonists and with the right mouse button drag a line. Achtung! will move your colonists to equally spaced positions in real time. 10 colonists into 10 doors? No problem!
() Fall back a few steps with a group of colonists? Easy. Select them and hold the configured key to move them relative to their current formation. You can even rotate the formation with the standard rotation keys.
) Make sure that wall and the sandbags are build before the raid arrives. No cloudwatching or eating allowed! Use the [Force] button that Achtung! adds to all "Prioritize..." menus and you can be sure that all assigned work will be done.
() Want one colonist harvest and another sow these three fields? Force them to their tasks and queue up non-adjacted fields by simply adding forced work on them (like ordinary jobs but without the shift key).
) Treat all injured colonists in their beds? Select a doctor, choose "Prioritize tending... [Force]" and increase the search range so nearby patients will be included (you will see a small "!" on all forced job). Then focus on other important stuff because you can be sure it's done.
The original three Achtung! commands "Clean Room", "Fight Fire" or "Sow Zone/Room" still exist because they do stuff a bit smarter than the build in prioritized work commands.
Achtung uses the default way to access mod settings. There, you find switches to turn certain features on/off and you can change the default keys to your liking.
Achtung can be added to any existing game. It usually does not modify save state for saved games to avoid a dependency on it. However, a side effect of the provided custom jobs is that when save the game and your colonists are actively running an Achtung job this will be saved too thus creating a dependency to Achtung. Workaround: open the saved game with Achtung, cancel all Achtung jobs and save it again. This will "clean" the save and remove the dependency.
Please send me feedback and rate and recommend my mod whenever possible. The three main places to do so are
Ludeon Forums:
Steam Workshop:
Free. As in free beer. Copy, learn and be respectful.
Powered by Harmony Patch Library
Andreas Pardeike
Email: andreas@pardeike.net
Steam: pardeike
Twitter: @pardeike

advanced powergeneration v1 by sisco

orginal mod creator sulusdacor
ive just updated the mod for v1 hope he doesnt mind
Adds advanced windturbine, advanced solar panels, advanced geothermal and advanced nuclear power plants. All must be researched before they can be build. Research is dependend on vanilla research (electricity/solar/geothermal). placement restrictions for wind/geothermal still apply.
power output:
- advanced windturbine: max 6k (double normal windturbine)
- advanced solar: max 3,4k (double normal solar)
- advanced geothermal: 7,5k
- nuclear power: 20k
- all are tech level spacer and need a higtech research bench and the multianalyzer
research "tree":
electricity research -> advanced winturbine research
solar research -> advanced solar panels
geothermal research -> advanced geothermal research -> advanced nuclear power research

Allow Tool by UnlimitedHugs

Version: 3.6.1
A set of tools to make your life on the Rim a bit easier.
Easily forbid and unforbid items, select similar things, have things hauled urgently and affect the entire map with powerful new tool extensions.
All tools are found in the Architect > Orders menu. Right-click tools with the small mouse icon to access their whole-map function.
Pressing the Context Action key ("Equals" by default) will activate the whole-map function of the tool you are holding.
All tools are accessible from anywhere by pressing their shortcut key without opening the menu. See the Keyboard configuration panel in the options menu to customize the hotkeys.

Animal Variety Coats by cucumpear, Azrael

Ever wondered if animals really should all have the same shades?
I sure did, so I utilized the assembly from Animal Collab Project to give vanilla animals a bit of variation. The assembly was created by thirite and has been updated by Xen.
Now in collaboration with Azrael!
Note that this will conflict with any mod that overrides these animals' textures.

Animals Logic by Oblitus

[] Tags trained animals in caravan and trade interfaces.
] Egg-layers will try to find a bed (or any other type of animal sleeping spots) in their allowed area to lay an egg. Unforbids eggs laid outside the home area.
[] Improved task change responsiveness for animals.
] Animals can own beds.
[] Animal beds can be medical.
] (Optional) Medical emergency alerts for animals.
[] (Optional) Configurable animal hauling efficiency.
] (Optional) Configurable tameness decay threshold.
[] (Optional) Configurable training decay speed.
] (Optional) Converts any ruined eggs into unfertilized chicken eggs.
[] (Optional, default off) Converts any generic meat into chicken meat upon butchering.
] (Optional) Predators hunting your pawns (human-like or animals) will be considered hostile by all your pawns and turrets.
] (Optional) Prevents animals from eating random stuff.

Annoyance Remover v0.05 by Jebo

Removes annoying events:
-Solar Flares
-Short Circuits
-[NEW!] Deep Core drilling infestations.
Nothing more , nothing less. Compatible with all your mods and doesn't require you to start a new colony. Enjoy a colony without annoyances, save your time for real challenging events.

Better Pawn Control by VouLT

Bulk assignment of colonists and animals to outfits, areas, drugs, food, work in one single action. Setup different policies and switch at will.
Annoyed by manually having to set animals to safe areas when raided? This mod can help you!
You wish to have different outfits policies by season or by events like raid or psychic wave? This mod can help you!
Enjoy :-)
Official forum thread:

Blighted Alert by Vaniat

Add an alert while blighted plants are existed on map.
The alert will target all the plants was blighted, You should cut them out as soon as you could to prevent the blighted spread to more plants.

Bulk Components by Devdisigdu

Adds recipes for bulk component crafting.

Camera+ by Andreas Pardeike

You want more zoom and different paning?
Powered by Harmony Patch Library
Andreas Pardeike
Email: andreas@pardeike.net
Steam: pardeike
Twitter: @pardeike

Chickens Efficient Light by chicken305

Lowers power consumption of standing lamps from 30 to 20.
Also changed the radius of the Lamp by 1 Field and lowered the consumption of the Sunlamp by roughly 30% from 2900 to 2000.
Sunlamps also do not short circuit in the rain anymore.
Mod Version 1.0.1
This Mod is based on the Mod from Rimfire since he did not want to continue his mod anymore.

Color Coded Mood Bar by semTex.

Color code each pawn's mood bar within the colonist bar based on their current mood.
Red: extreme mental break threshold
Orange: major mental break threshold
Yellow: minor mental break threshold
Gray: neutral mood
Light Blue: content
Green: happy
24-9-2017: Removed unnecessary error log messages.
18-11-2017: Updated for RimWord version 0.18.1722, and added content and happy mood colors.
09-02-2018: Compatibility with 0.19
09-03-2018: Removed unnecessary dependencies. Cleanup.
09-05-2018: Resized colonist bar images slightly to improve mood visibility.
09-07-2018: Fixed offmap transparency. More B19 adjustments.
Original Mod: https://steamcommunity.com/sharedfiles/filedetails/?id=1136819681

[KV] Consolidated Traits - 1.0 by Rainbeau Flambe (original) & Kiame Vivacity

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 don't necessarily work very well together due to conceptual overlaps or conflicts; and some of them are buggy in one way or another.
So I decided to deal with the problem by... releasing yet another trait collection mod. Shrug What can I say? This one, at least, has the traits I like, all the traits I like, and nothing but the traits I like. And I'm reasonably certain it's bug-free.
"Consolidated Traits" adds 45 traits to the game, almost doubling the number of traits available for pawns. The new traits are:
- "Aesthete": Pawns with this trait love beautiful things, and care a lot about the beauty of their environment.
- "Animal Hater": Some pawns just aren't "animal people."
- "Animal Lover": Pawns with this trait, as you'd expect, are especially good at dealing with animals.
- "Bipolar": Pawns with this trait will have more extreme mood swings than other pawns.
- "Builder": Pawns with this trait are good at constructing things, at least if they have instructions.
- "Butcher": Pawns with this trait are much faster when butchering animal corpses.
- "Claustrophobic": Pawns who don't like confined spaces make poor miners.
- "Cold Lover": Pawns with this trait will complain less when it's cold, but will whine more when it's hot.
- "Coordinated": This one provides a slight boost to global work speed and to most skilled labor.
- "Deadshot": This provides a boost to both shooting speed and accuracy.
- "Deep Sleeper": Pawns with this trait won't be disturbed by others while sleeping.
- "Dunce": Pawns with this trait will learn at a slower rate.
- "Glutton": Pawns with this trait eat very quickly.
- "Gourmet": Pawns with this trait prepare excellent food, but take their time in doing so.
- "Heat Lover": This is the counterpoint to "Cold Lover."
- "Inept": This trait is the counterpoint to "Coordinated."
- "Inventor": Pawns with this trait are great researchers, but tend to be easily distracted.
- "Ironman"/"Tough"/"Low Pain Tolerance": These traits affect a pawn's pain tolerance.
- "Near-Sighted"/"Eagle-Eyed": These traits affect primarily a pawn's shooting accuracy.
- "Neat Freak": Pawns with this trait appreciate the importance of a dirt-free environment.
- "Nibbler": Pawns with this trait eat very slowly, picking at their food.
- "Nyctophobe"/"Nyctophile": These traits make pawns either more or less afraid of the dark than usual.
- "Perfectionist": Pawns with this trait try to make sure their work is done right, no matter how long it takes.
- "Poor Medic"/"Skilled Medic"/"Master Medic": These traits provide penalties or buffs to medical skills.
- "Quick Learner": This trait is the counterpart to "Dunce."
- "Rockhound": Pawns with this trait excel at mining and stonecutting, but are a bit slow at other tasks.
- "Savant": Pawns with this trait are creative geniuses, but terribly slow workers.
- "Sluggish"/"Swift Reflexes": These traits affect a pawn's ability to dodge attacks.
- "Sucker"/"Haggler"/"Master Trader": These traits affect prices when a pawn is trading.
- "Uncouth"/"Diplomat"/"Master Diplomat": These traits affect the success of a pawn's diplomatic efforts.
- "Weak Constitution"/"Strong Constitution": These traits affect a pawn's resistance to pathogens and diseases.

- Rainbeau Flambe (dburgdorf)

"Consolidated Traits" should be compatible with most other mods. Even if those mods add similar traits, there shouldn't be any conflicts, as the traits are unlikely to have the same defNames. However, if you're using more than one mod that adds traits, you might end up seeing pawns with traits that don't really work well together, since the game won't have any way of knowing that trait X from mod Y duplicates or just isn't compatible with trait A from mod B.
I'd recommend using my "More Trait Slots" mod. Combining a larger pool of traits with a larger set of traits per pawn can add some very interesting and uniquely individual personalities to your game.

You should be able to add "Consolidated Traits" to an existing saved game without trouble, but removing the mod from a game in progress might cause problems if any pawns in the world have any of the mod's traits, which is of course very likely.

Some of the traits added by this mod are original. But most of them are based on traits found in "Additional Traits," "Extended Traits," "L-Traits," and/or the base version of "Pawns Are Capable!"

ZombieReincarnation - Chinese


If you're a modpack maker and want to include "Consolidated Traits" in your pack, or if you're a modder and want to use it as the basis of a derivative mod, please feel free to do so. I ask only that you let me know about it.

If you have any (helpful) suggestions for improvement, please let me know!

[1.0] DE Surgeries by Proxyer

Adds new surgeries to Rimworld.
- 2 cosmetic surgeries:
Ear and Nose.
- 9 chronic surgeries:
Bad back, Frail, Cataract, Hearing loss, Dementia, Alzheimers, Asthma, Cirrhosis and Heart artery blockage.
- 12 injury surgeries:
Burn, Crush, Crack, Cut, Surgical cut, Scratch, Bite, Stab, Gunshot, Shredded, Bruise, Frostbite.
- 2 Parasite surgeries :
Muscle Parasite, Gut Worms
- 12 bone/limb surgeries:
Finger, Toe, Mandible, Pelvis, Clavicles, Sternum, Ribcage, Radius, Humerus, Femur, Tibia and Spine.
- 5 Treatment of infection : ( New: add 4 Human infection )
infection, Flu, Plague, Malaria, Sleeping sickness
- 2 Treatment of animal infection : ( New: 2 Animal infection )
Animal Flu, Animal Plague
Description :
The more the surgery difficulty increase, the more the Quality/Cleanliness of the hospital bed/room and the Medical skill value will impact chances of success.
To treat animals, not only medical skills but also animal skills are necessary. The skill level required depends on the degree of difficulty of surgery.
Easy surgeries:
You can choose to quickly treat those injuries instead of waiting for them to slowly heal (and maybe cause infections), but it will cost you more medical resources.
Subject of surgery:
Burn, Crush, Crack, Cut, Surgical cut, Scratch, Bite, Stab, Gunshot, Shredded, Bruise and Frostbite.
Work Amount : 2,000.
Medicine Requires : 2 units of medicine (herbal medicine can be used).
Skill Requires : level 5 or higher in Medical.
Normal surgeries:
Subject of surgery:
Mandible, Finger, Toe, Clavicles, Ear, Nose and Hearing loss, Flu, Animal Flu.
Work Amount : 3,000.
Medicine Requires : 2 units of medicine (herbal medicine cannot be used).
Skill Requires : level 8 or higher in Medical. Need with level 3 or higher in Animal skills to treat animals.
Resource Stuff Requires :
Mandible and clavicles surgeries requires 10 Plasteel.
Cure flu requires 5 units of medicine (herbal medicine can be used)
Hard surgeries:
On failure there is 10% chance to kill the patient.
You can try to heal Muscle Parasites and Gut Worms in one operation (instead of waiting for the 5 treatments in Vanilla) but it will cost you 5 units of medicine in one time. Also be aware of the risk of lethal failures (if the operation fail then there is a 10% chance of killing the patient)
Subject of surgery:
Asthma, Heart artery blockage, Cataract, Ribcage, Sternum, Radius, Humerus, Femur, Tibia, Muscle Parasites and Gut Worms, infection, Plague, Animal Plague, Malaria.
Work Amount : 4,500.
Medicine Requires : 3 units of medicine (herbal medicine cannot be used).
Skill Requires : level 10 or higher in Medical. Need with level 4 or higher in Animal skills to treat animals.
Resource Stuff Requires :
Sternum repair also requires 24 Plasteel.
Ribcage repair also requires 8 Plasteel.
Muscle Parasites and Gut Worms treatment requires 5 units of medicine.
Cure wound infection requires 5 units of Penoxycyline.
Cure plague and Cure malaria requires 5 Penoxycyline and 2 glitterworld medicine.
VeryHard surgeries:
On failure there is 20% chance to kill the patient.
Also be aware of the risk of lethal failures (if the operation fail then there is a 20% chance of killing the patient). Colonist who succeed in this difficulty surgery are called honorary doctors or legendary healers (tribes).
Subject of surgery:
Spine, Pelvis, Dementia, Alzheimers, Bad Back, Frail, Cirrhosis, Sleeping sickness.
Work Amount : 6,000.
Medicine Requires : 3 units of medicine (herbal medicine cannot be used).
Skill Requires : level 15 or higher in Medical.
Resource Stuff Requires :
Spine and Pelvis repair also requires 80 Plasteel.
Cure Dementia and Cure Alzheimers also requires 3 glitterworld medicine.
Cure/repair Bad Back requires also requires 80 Plasteel and 3 medicine.
Cure Frail requires also requires 120 Plasteel and 3 medicine.
Cure Cirrhosis requires also requires 3 glitterworld medicine.
Cure sleeping sickness requires 5 Penoxycyline and 3 glitterworld medicine.
Introduced to existing game save:
Since this Mod only adds a surgical recipe, it can be introduced into saved data in the middle of the game without any problem.
Shamelessly updated through B19 and 1.0 without permission by Proxyer, A14 to A18 update by KapTaiNKaVerN, Originally by DarknessEyes.
Thanks to our Translators !
- RU : by Man232 and Desert Rain, Proxyer (update for 1.0)
- ZH : by tlerbao, Proxyer (update for 1.0)
- FR : By Jozay, Proxyer (update for 1.0)
- JP : By Proxyer
- KR : By Doctor

Defensive Positions by UnlimitedHugs

Version: 1.7.0
Allows your colonists to remember their position during base defense. You can send off your colonists to their positions with a single click.
How to use
Set defensive positions for colonists
1) Draft your defenders and place them where you want them.
2) With your defenders selected, hold the Shift key and click the Defensive position button (or press T).
Done. The selected colonists will remember their held positions.
Send colonists to saved positions
1) Select your defenders.
2) Click the Defensive position button (or press T).
Your defenders will be drafted and will run to their saved positions.
Advanced mode
Hold the Alt key and click the Defensive position button to switch between basic and advanced mode.
Advanced mode works exactly like Basic, but you have 4 positions to work with. Shift+click a slot to save a position, just click to send the selected pawns to the position they have been assigned under that number.
Pressing T is the same as clicking the first slot.
Squad hotkeys
Colonists can be assigned to squads for easier selection. To assign, hold the Ctrl key and press 1-9 on the numeric keypad to assign the squad to that key. Press the numeric key of a squad to select the pawns, press again to focus on the squad location.
Utility hotkeys
There are three other keys on the keypad for quick colonist management: press period to select all colonists on the map, undraft everyone by pressing divide, and press zero to send all colonists to their assigned defensive position.

Dinosauria - Patch for A Dog Said... by Spincrus

Version: 1.3
This is a patch to make the Dinosauria mod compatible with A Dog Said... mod by spoonshortage.
Intended to work with Dinosauria v1.4.
The following load order is a must:
- A Dog Said...
- Dinosauria
- Dinosauria - Patch for A Dog Said...
If you wish to use this mod in unison with Megafauna, the following mod order is recommended:
- A Dog Said...
- Megafauna
- Dinosauria
- Megafauna - A Dog Said Patch
- Dinosauria - Patch for A Dog Said...
- Does NOT work with the Lite version.

[SYR] Doormats by Syrchalis

Alternative version of the doormat mod. The original version works by making pawns drop a single filth stack regularly if they are on a doormat. This version makes them drop a single stack too, but clears any other filth they might still have on them, so no matter how much filth they have on them it will be condensed into a single stack.
The result is that the doormats are far more powerful in keeping your base clean. Note that this is not necessarily balanced.
Original author: Latta
Original page: https://steamcommunity.com/sharedfiles/filedetails/?id=727309536

Double Population by TheBird956

If you want to focus on the management side of RimWorld, then this mod will help.
This mod simply duplicate the vanilla storytellers with modifications to the populations cap. This does not make the game easier for you since the threats that are thrown to you will be more important.
The new storytellers should be compatible with already existing game even with the warning you get the first time you load your save. To enable it in an already existing save, load your saved game and then go to the options. You will have the option to change your storyteller.
- Compatibility update for 1.0.2059
- Compatibility update for 0.19.2009
- Compatibility update for 0.18.1722
- Fixed an error where randy did not have the correct values
- Compatibility update for 0.17.1557
- Made population increase/decrease smoother
- Compatibility update for 0.16.1393
- Divided the delay between trade ships by two
- Compatibility update for 0.15.1280.
- Previous savegames will not work due to some modifiations in the settings.
- Mirrored changes made to storytellers in update 14d
- Reverted last update since it causes crash when loading saves from previous version
- Starting to think I should test more than just reading logs.
- If you want to be a tester just contact me on steam (TheBird956)
- Fixed some warnings in development mode
- Mirrored changes made to storytellers in update 14c
- Initial Release

Dubs Mint Menus by Dubwise

This mod adds new list boxes for adding bills, health bills, selecting plants for growing zones and building, making it easier to find things when lots of mods are running, and you can also view the info tab with just a mouse over.
Multiplayer ready

Dubs Mint Minimap by Dubwise

Adds a minimap, with some options, doesn't hurt fps, ping tool for multiplayer v1.0.8
Multiplayer ready

Dub's Paint Shop by Dubwise

Adds painting tools to change the colour of stuffed or colourable buildings, apparel, and terrain 1.0.66
Multiplayer Ready

Dubs Rimkit by Dubwise

Set of accessories with abilities and stat boosts.
Medkit accessory with buttons allowing the colonist to bandage their own wounds or others on the spot.
Repair kit accessory which allows constructors to salvage broken components while repairing buildings, these can then be fixed at a machining table.
Multiplayer ready

Dubs Skylights by Dubwise

Simple window for allowing sunlight to pass through constructed roofs. Powered by Harmony

Dye Vat by Sam

Adds a Dye Vat and the recipes to dye cloth.

EdB Prepare Carefully by EdB

Customize your colonists, choose your gear and prepare carefully for your crash landing!
If you get a set of starting colonists that you like, save them as a preset so that you can start your game the same way next time.
[Version 1.0.10]

ED-Embrasures by Jaxxa

Discussion, Non Steam Downloads of this mod is available at: https://ludeon.com/forums/index.php?topic=42179
Adds embrasures for that can be shot through, while blocking passage, giving your colonists an advantage in combat.
Enemies will still be able to fire back but your troops will be in cover similar to sandbags and can’t be rushed by melee forces.
The holes in the wall allow temperature to equalise through the gaps.
Setting have been added to allow you to customise the cost and protection given.
Art by: Syrchalis
Korean translation by Steam user "Coldmoon"
ChineseSimplified Translation by Github user "WishingLaws"

Expanded Prosthetics and Organ Engineering by Ykara

Adds the ability to craft tons of prostheses and artificial organs in various forms and shapes. Version 2.24

Expanded Roofing by Whyisthat

Will work with 0.19.0 as well as 1.0.0
Adds customizable roofing, with transparent greenhouse roofing and photovoltaic solar roofing. Reworked from Vendan's original idea.

Facial Stuff 1.0 by Killface

This mod aims to provide more visual individuality for your colonists
- hands and feet, animated (also for animals, unfinished)
- smooth weapon animations and changed offsets
- 30+ different beards for males, some of them combinable
- edited vanilla hair styles with 10 steps of hair loss
- new eyes and brows for both sexes
- animated eye & mouth textures
- alternate eye and jaw textures for pawns with implants or removed parts
- 10 newly defined skin colors instead of the vanilla 6
- hair genetics according to real life (including the effects of eumelanin & pheomelanin)
- includes selected trending hair colors of 5501
- possibility to show hair under hats (hair cut textures can be cached on disk, deactivated by default)
- multiple visibility options for head gear on map
- multiple visibility options for apparel layers in rooms/private rooms
- adds the ability to change the head and body type for all Humans (needs activation in the mod options)
- fully compatible with Children & Pregnancy, Vampires, Werewolves and Prepare Carefully
- all features can be disabled in the mod options menu
For modders:
- Walk cycle editor. Check out the develop mode in the mod options
- A tab for positioning the hands on weapons, also activated with the dev mode; can export directly to xml.
+ hair textures with beards from the 'Spoonshortage's Rimworld Hairstyles 1.2' and 'Nackblad Inc Rimhair 1.1' mods are replaced by shaved versions
This mod contains no hair packs itself any more. Please subscribe to the hair mods of your liking.
Patches the PawnRenderer via Harmony and returns 'false' thus being incompatible to mods doing the same.
Look out for the FS "Alien Faces" addon if you're using erdelf's Humanoid Alien Framework.
Unfortunately no hands on lightsabers, as the OversizedWeapons prefixes the required method.
Thanks and Credits:
Portuguese Brazilian translation by PredatorianBR
Spanish translation by 53N4
Initial Face Editor code adapted from "Clutter" by mrofa (available at the Ludeon forums)
Hands based on "Clutter Weapon Hands" by mrofa.
Body, gender and head changer code adapted from Change Dresser by Kiame Vivacity
Prepare Carefully saving / loading code adapted from Psychology by {WOBBLY} The Word-Mule
Inspiration for the new renderer and all of its benefits by {WOBBLY} The Word-Mule and ChJees
Special thanks to DoctorVanGogh and erdelf for help with transpilers, NotFood for the new Dresser patch
and Brrainz for Harmony and help with transpilers

Fast regen 1.0 by Daniledman

In A16 health regeneration speed was lowered, resulting in colonists that end up spending more than 2-3 days in beds to fully heal. It makes hardcore scenarios extremely hard, if not impossible to play. Wounded colonists constantly get mental breaks then fight with other colonists and end up becoming even more wounded and angry and so on..
This significantly reduces the game's dynamics. I've decided to fix it.
The Fast Regen mod adds to the game 3 special medical beds for colonists (2 for animals) for 3 different tech levels.
These beds provide a regeneration boost much stronger than common hospital beds.
Thanks: Hrosts and Greeceball (Stel.io)

Мод Fast Regen добавляет в игру 3 специальные лечебные кровати для колонистов(+ 2 кровати для животных) разной стоимости для разных уровней развития.
На этих кроватях раны колонистов заживают быстрее, чем на обычных медицинских кроватях.
Мод совместим с EPOE и RBSE и не требует новой игры.
Lite версия мода убирает затраты протезов на строительство продвинутых кроватей и отключает требование топлива у простых кроватей.
Благодарности: Hrosts and Greeceball (Stel.io)

Higher Power by leion247

Adds leveled up power sources for power hog bases.

Hospitality by Orion

Allows you to recruit visitors. At a price, of course.
You can also improve your relationship with visiting factions and sell items to visiting guests. Guests will buy and use things inside of their allowed area.
Errors and bugs: If you get errors, most likely Hospitality is clashing with another mod you're using.
So to help me fix bugs, please describe clearly what happened. Also please upload the output_log.txt file from Rimworld's data folder or enable the developer console and upload a screenshot of the first error you're getting. If you think it might be conflicting with another mod, please list the mods you're using in the order they get loaded.
Hospitality requires the HugsLib mod to be loaded first.

Hunt for Me by aRandomKiwi

What ?
New V3 with massive improvements of hunting engine and features !
One RimThemes theme included !
Add hunting training to tamed animals.
Cats can bring gifts (when they want) and are no longer unfairly useless.
Fully customizable !
A remastered concept of "Hunt for Me".
3.3.0 for Rimworld 1.0.2150
> Predators can hunt solo, sometimes they will pack and hunt a bigger animal and haul the corpse to the closest stockpile
> Predators can hunt only designated targets (with supervised mode enabled in animals tab)
> Optionnaly all animals can hunt
> Predators will use ranged attacks if possible (moded animals)
> You are notified when animals hunt
> You can disable or enable revenge when animals are hunting
> Cats can bring 'gift' ( weaker preys ) to the closest stockpile and be sought to do it ( only if kitty want >=3 )
> Predators can be manually forced to hunt, every X hours ( customizable ), or forced to stop hunting
> You are notified when manually forced predator can now hunt
> Preys marked as (to tame) are not targeted by your predators
> You can toggle hunting and 'supervised hunting mode' (predators only attack preys marked set as hunt) on the animal tab
> Most of the time they’ll focus on smaller animals to avoid getting hurt (with safe hunting mode enabled on the animal tab)
> Predators can attack bigger targets if the 'safe hunting mode is disabled' (they will only attack preys if it can pack with another predator and are stronger than the prey)
> Fully customizable ( max number of hunters in the pack, list of preys to avoid, list of forced to melee attacks animals... )
> Work with existing saves
> Can safely be enabled/disabled in ongoing saves (if disabled, some errors messages can be seen on logs (not critical))
> If predator dont haul prey's corpse when killed it's because other pawn is currently doing it (or will do).
Tehoata/Sylvanor : English,French translations
Pear/Whostolemacar : Polish translation
btx7812 : Traditional and simplified Chinese translations
Aramati, the llama : Portuguese translation
GoogleTranslate : German,Spanish,Russian,Korean and Turkish
Note : Dont hesitate to contribute and send me better/missing translations files.
Developer: Full rewrite and improvement by aRandomKiwi
Original mod idea by: Nandonalt


Interaction Bubbles by Jaxe

Mod Version: 1.5
Shows bubbles when pawns perform a social interaction with the text that would normally only be found in the log.
Bubbles will fade away after a short time but they are linked to the game time so pausing the game will halt the bubble from fading. Hovering over a bubble will make it nearly transparent and they can be clicked through to objects underneath. There is a toggle button in the play settings area to disable bubbles from being shown.

LesserToxicFallout by Fiard

This mod makes toxic fallouts to be less frequent and about 2~3 times shorter on average.
Version 0.1.0

Medical Tab by Fluffy

Adds a comprehensive medical overview tab, showing your colonists’ health at a glance.
Does not require a new save game
Can safely be enabled/disabled in ongoing saves.
Shows vital medical statistics for Colonists, Animals, Prisoners, Visitors and Hostiles.
Medical care designation, including mass and default assignments
Overview of bleeding rates, pain and infection/disease/immunity progress
See efficiency on all capabilities
Schedule new operations and see planned operations
Sort by everything
: The hostile tab will by default only show downed hostiles, as I consider showing all hostiles cheating. There’s a toggle in the mod options to show all hostiles instead.
Powered by Harmony
Racoon: German translation
duduluu: Chinese translation
MossieuLeBlanc: French translation
kPherox: A16 update
WNJStudio: Updated chinese translation
Arex-rus: Russian translation
Alex TD: Tweaks to disease progress icon
Rodolfo Andrade: Brazilian Portuguese translation
Seo. Junmin: Korean translation
chrisi51: German translation
This is version 2.4.69, for RimWorld 1.0.2150.

Metal Doesn't Burn by Crlsniper

Seriously can't think of a reason why steel and other metal would catch fire without some extreme nonsense going on.

Misc. Bees'n'Honey by Haplo

This mod adds the option to build beehives where you can harvest your very own honey.
You need to research 'beekeeping'. Once done you can look out for wild beehives where you can find queen bees waiting to be transferred to your own beehive.
With your beehives you can grow new queens to expand your hives. They will also produce honey for you to eat or sell.
- You can find queen bees in dead trees or maybe with exotic good traders.
- Make sure you have enough flowers near your beehive or it'll reduce the honey production.
- The honey production is also reduced in fall and completely disabled in winter.
- Honey will be harvested when it is full.
- Mead (honey-wine) can be produced at the brewery
(Version: 1.0.3)
Special Thanks to thedee05 for some graphics
Languages: English, German, Chinese, Russian
Thanks to duduluu and Biscuit now with a translation for Chinese (both)
Thanks to AlexDeluxe now also with a translation for Russian

Misc. Weapon Repair by Haplo

Are your best weapons always in an awful condition, with no way to repair them?
Do you have multiple less quality weapons of the same kind just laying around, doing nothing for you?
Rejoice, now you can use spare parts from your low quality weapons of the same kind to repair your legendaries!
--- Needed machining table and skills not included ---
(Version: 1.0.0)
Language: English, German, Chinese
Thanks to duduluu and Biscuit now with a translation for Chinese (both)

[1.0] Modlist by apkd

Exports the list of enabled mods (and the download links) to modlist.txt (modlist.html) in the RimWorld directory. Can be transparently added or removed without making anything explode.
Now also generates mod lists in HTML format.
You can use this mod to share the list of your active mods with your friends.

More Trade Ships - Double Population by AAAAA

Increases the rate at which orbital trade ships appear for the Double Population storytellers. Modifiation from PinoChemicali's original mod

[T] MoreFloors by Telkir

Adds a wide selection of new flooring to decorate your colony with.
● Six new styles of wooden flooring (plus straw floors for that barn feel)
● Five new styles of stone flooring in all five stone colours (for a total of 25 new stone floors)
● Eight styles of chequered stone floor in various combinations
● Six new cloth carpet colours - orange, yellow, turquoise, purple, black, and white
● New checkered carpet style in all colours
● New wool carpet style in all colours using wool cloth, woven at the added loom workbench
● Two new late-game floors made using plasteel and jade
Note: The new types of stone flooring only become available to build once the Stonecutting research project has been completed.
Special mentions and thanks to folks who have contributed:
● Candacis - German translation
● Latta - Korean translation

MT - Everyone Hauls by Mittsies

[Mittsies' Tweaks - Everyone Hauls]
Allows any and all colonists to perform Hauling, Cleaning, and Plantcutting jobs even if their backstory disables "Dumb Labor".
Pawns are already technically capable of hauling: builders haul the resources to the site, cooks haul the ingredients to the stove, doctors haul body-parts to the operating table, and so on. Disabling hauling just creates really weird situations where a cook will travel 50 tiles over and over again to go pick up 10 pieces of rice instead of just bringing a full stack of 75 to the kitchen. Pawns are already technically capable of plantcutting as well: simply designate them to build an object where a tree is, and they will cut it down without an issue. Clearing snow uses the same job as Cleaning, and it can be extremely annoying to have pawns that won't do that for some reason. Also sometimes you just have a pawn who's bad at everything else and you just set him to clean your base in the meantime.

Nackblad Inc Rimhair by Nackblad

More hair.

New Joy Source: Play Music by Morbleue

Finally, music for the soul for b19 and v1!
This humble mod adds three music joys to the game while training social or artistic.
1 -Humming is done in a private room. Even by a patient in his own bed.
2- Playing the piano while sitting next to the instrument.
3- Singing tunes on the karaoke machine. Needs power supply.
There are small XP gain in Artistic for humming and playing the piano while karaoke trains social. The xp gains are in line with similar items in the vanilla version (ex horseshoe, billiard). Also, the karaoke machine is attached to the "Tube Television" tech. Karaoke machine is unsuitable for an hospital.
The joy is of meditative (humming), social (piano) and passive (karaoke) types. I did not create a custom joy source as I felt it could create compatibility issues and was not needed.
In my mind this a very balanced addition to the game. This mod will make your recreation room more cozy and the "Tube Television" tech more desireable to unlock.
Currently works on beta 19, should work on v1. I did not make a big playtest on b19. If any bug please submit an issue with screenshots. And steps to reproduce.
I am currently not actively on Steam and not playing much. But I still maintain for the community, ie for you guys!!
Thanks! Enjoy!

[1.0] No Infestation by Mingji Lim aka WalkingProblem

Remove infestation event from your game.
Unless you spawn them with dev mode...
... the infestation event should never ever appear ever forever ever again ever like never before really no joke.

[KIR]No Turret Barrels Replacing[1.0] by Kirby23590

Want to turtle or go back making your... sigh killboxes without wasting steel or uranium on refueling by changing their barrels your turrets?
This mod removes replacing the barrel of your turrets and turtle away!
This mod author is not a fan of making killboxes...

Permanent Cold Snap and Heat Wave by Jebus

Enables permanent cold snap and heat wave when seting up a custom scenario.

Pharmacist by Fluffy

Not all injuries are equal; pharmacist prescribes the right medicine for the job.
Does not require a new save game
Can safely be enabled in an ongoing save-game, disabling will cause a one-time error message upon loading the save again for the first time. The error message is mostly harmless.
Pharmacist allows you to set the maximum level of medicine that may be used for certain treatments. Doctors will use the best medicine that is available, and that is at most the level of the targets’ medical care setting and the pharmacists’ advice. Four levels of injuries are distinguished;
Minor (bruises, non-lethal diseases, small cuts)
Major (larger cuts, potentially lethal diseases)
Life-Threathening (extreme bleeding, heart attacks, etc.)
Operations (all implants, harvesting, etc.)
The Pharmacists’ advice for each of these can be set for Colonists, Guests, Prisoners and Animals separately with the ‘Pharmacist’ button on the main bar.
Doctors out on the rim treat wounds in batches, and use the same medicine for each treatment in a batch. I did not want to confuse them too much, so I’ve left that behaviour intact. That means that the worst injury determines what medicine is used for the whole batch, and doctors may still use Glitterworld medicine for treating a bruise if they were treating a heart attack at the same time.
As far as I know, the mod should be compatible with everything. Mods that directly alter the available number of medical care options may cause issues, and I think I’ve seen such a mod at one point, but I’ve been unable to find it again. If you find any incompatibilities, please let me know!
I’m not quite happy with the UI yet, but for now it’s functional. If you have suggestions, I’m always willing to listen.
Some injuries might be diagnosed wrong, and receive medicine that is either not good enough or too good. If the treatment is too good, make sure that it wasn’t part of a batch treatment (see above). If the treatment is not good enough, that’s a bigger problem, and I’d like to know about what injuries are diagnosed badly.
Powered by Harmony
Dango998: Simplified Chinese translation
SteamJay: Swedish translation
FAIL! chapi: German translation
Vokania: Korean translation
53N4: Spanish translation
MrCaka: Brazilean Portuguese translation
chrisxlite: Update Simplified Chinese translation
A Steam User: Russian translation
This is version 2.4.135, for RimWorld 1.0.2150.

Please Haul Perishables by MarvinKosh

Adds new WorkGivers for hauling, which prioritise hauling perishables or food over non-perishables. Items will be considered perishable if they would rot in less than a year or deteriorate to zero hitpoints in ten days or less.
Rain and water, which both cause higher deterioration rates, will be taken into account.
Perishable items will only be given priority for hauling if they are outside.
A check is made to see if the perishable has a large enough stack size. Things which have a maximum stack size of 1 (weapons and apparel for example) pass automatically. Other perishables must have a high enough stack count for that kind of item. The exact threshold depends on the hauler's current carrying capacity and the ideal carrying capacity for their race, but it only goes as high as 40. The perishable can still pass the check if there are other perishables of the same type nearby, or if it would deteriorate to zero hitpoints in ten days or less.
Food will also be hauled if it needs to go from low to high priority storage.
A new general hauling routine prefers valuable items like silver or big stacks of items for hauling, regardless of whether they are perishable or not. It will look at a square grid and a plus-shaped grid of cells to see if a big stack of the same type of item could be made. The normal general hauling routine picks up any leftovers.
New in this version, if Pick Up and Haul is active, the mod will use its hauling routine instead, but the order in which things will be hauled will still be decided by this mod.
Also, to improve performance, the lists of things to be hauled will be cached in memory and only updated when a certain number of in-game ticks have passed.
A debug mode exists and will give feedback when you right-click a haulable, so if it is not considered perishable or food or a big stack, that will show as a reason for not doing the job, in addition to still allowing you to manually prioritise hauling.
[Version 1.5.2]

Predator Hunt Alert by 民火

Alert when the colonists or pets are targeted by carnivorous beasts.
This MOD is powered by Harmony Patch Library.
このMODはHarmony Patch Libraryを使用しています。
- MIT License
Copyright 2017 TammyBee

Prepare Landing by neitsa

Prepare your landing by picking the right tile on the world map!
You can also change tile characteristics to your liking.

Psychology by Linq

Doesn't break saves!
Mod options available!
"This is the absolute best mod for Rimworld. It adds innumerable layers of depth other mods could never hope to achieve. Well done."
"I can't play rimworld without this beautiful mod!"
"This is truly a masterpiece of a mod and I hope the developers see that and include it in the core game :)"
"This mod is so fundamental to the way I have come to play Rimworld that I will not start a single B19 game without it."
"This is the mod in my opinion that TRUELY makes Rimworld one of the best games on Steam."
"This mod really enriches the gameplay of Rimworld. I am much less likely to play without it."
"This is the first comment I've made in ages for any mod I absolutely love this mod and can't believe you did it solo."
"I can't really tell what it's doing, but it's so critically acclaimed that it's gotta do something right?"
This is a total overhaul of Rimworld's psychological and social systems. Your colonists, and the stories you can tell about them, are what make Rimworld such a fun game. Unfortunately, besides what they can contribute to the colony, colonists are pretty much interchangeable. Now, everyone you encounter will have a unique and recognizable character archetype, giving them massively increased depth and charm. Their personality traits will affect absolutely every facet of their interactions with other people, which have also been expanded to allow your colonists more ways to get to know each other and express their individuality.
Every person on the rimworld now has their own attitude and personality as part of the new psyche system, entirely separate from traits. You can view a rundown of their personality traits in the Psyche tab. A colonist's psyche has a real and noticeable effect on their social interactions and self-expression. Colonists' relationships with each other are now far more realistic, varied, and driven by their persistent identity.
Colonists (and non-colonists) hold conversations with each other about a multitude of topics in order to form opinions on them. Two colonists might briefly remark on something as they pass each other in the hallway, or have a long discussion while working on crafting tables in the same room. Instead of being arbitrarily assigned a compatibility with each other, they will naturally gravitate towards like-minded people and away from those they have strong disagreements with. Colonists will even set aside their differences when the colony is small enough that they have to tolerate each other.
Some colonists may not have an opportunity to get to know each other very well, because they simply don't spend enough time in the same vicinity and never get an opportunity to chat. Parties are a great place for your colonists to get together and make new friends (or enemies). However, they will also now invite each other to hang out when they have free time, and spend a few hours relaxing and talking. Good friends will also hang out to keep their relationship strong, and empathetic colonists might even try to hang out with people they don't like to see if they misjudged them.
If there are relationships in your colony, they will make plans to go on dates when they don't have to work. Unless their schedule changes, they will meet at the scheduled date and time and spend time together to keep their relationship alive. Of course, if they're not meant for each other, a date may also reveal an incompatibility between them.
Sexuality and Romance
Instead of being arbitrarily assigned a slot-hogging Gay trait, everyone's sexuality is now graded on the Kinsey scale, from zero to six. The overwhelming majority of colonists will be straight, but their sexual orientations can have much more variety and their romantic interest in each other will be adjusted accordingly. Everyone also has both a sexual and romantic drive, influencing their interest in that part of a relationship. Depending on their personality, colonists may be more likely to have multiple "flings" rather than a single lover, and how they treat breakups is affected accordingly.
After a settlement's first year, elections will be held at some point every fall. A slate of colonists will announce their candidacy for mayor, and will present a platform to run on that is chosen based on their personality. A few days later, a polling place will be chosen and colonists will go there to cast their votes. They will vote for the candidate whose positions best align with their personality, and their opinion of the candidates may also affect their vote.
The candidate with the plurality of votes becomes the mayor until the next election. They will receive visits from constituents in their office or bedroom unless their schedule is set to Work during that period, particularly by people who are very unhappy or very content. Complaining colonists can find relief in venting to the mayor, and the mayor of a happy, well-functioning colony will be pleased by the words of support they receive.
Mental Illness and Treatment
The number of mental breaks has been vastly improved, and colonists will break differently depending on their traits. Inhabitants of the rimworld can also develop anxiety (usually in their teenage years), or acquire it after suffering PTSD from a stressful mental break. They will require occasional treatment (and good medicine, if it can be spared) to keep their anxiety in check, but once managed, it won't affect their day-to-day life. Some traits that can make colonists undesirable, like chemical interest and pyromania, can also now be treated to mitigate their effects at the cost of medical upkeep.
Additionally, the drug methadone is now available to help treat addiction. Instead of removing legs or trapping colonists in walled-up rooms, you can put them on a methadone regimen to eliminate the severe mood penalty, though they will still suffer all the physical effects of addiction. Methadone itself is mildly addictive, so be careful!
Mental breaks have been rebalanced and tweaked, and new ones have been added. Some of the new vanilla mental breaks are replaced by better versions that were in Psychology already.
I do not accept any form of financial support. If you want to support this mod, then please subscribe to it, rate it, and tell everyone about it. If you absolutely must spend money on something, then gift Rimworld to someone who hasn't yet experienced it to support Tynan and the incredible work that he does. This mod would not be possible without the great game he created, and the strenuous effort he has put into supporting mod creators.
Thanks to HugsLib and Harmony, this mod should be compatible with practically everything. You can disable many features from the mod's options if you don't want to play with them, and also adjust your play experience. Mods which make changes to the code but do not use Harmony are quite likely to be incompatible with Psychology.
({x}) Disarray: Idea for passionate work mood bonus.
twoski: Ideas for many of the new mental breaks.
Wellech: Name of the new Socialite trait.

QualityBuilder by Hatti
Realistic Rooms by Crlsniper

Lowers the required room sizes to better match realistic sizes for house. This mod was sugested by Gwazi Magnum.

RimFace for Facial Stuff 1.0 by Психодозер

RimFace adds completely new high quality faces in Rimworld. Give each colonist an individual appearance!
Load after Facial Stuff.
Load after Spoons Hair [If you have this mod]
Use only with Camera+, without zoom you will not see the difference.
More than a hundred new eyes, brown, blue, green and purple flowers.
Completely redrawn mouths, eyebrows, wrinkles and added bionic parts.
Heads were redrawn and modified, noses are added for the side view.
Some beards are now displayed along with the mouths.
This mod is save-friendly (adding and removing).
No gameplay mechanics are touched, only the visuals are changed.
Special thanks:
Killface for Facial Stuff
Pardeike for Camera+
Toyder for help with update

RT's Weapon Pack 1.0 - visibility patch by Madman666

A small visibility patch for a great weapon collection mod by rhtstm. Adds a little black outline to all weapons, replaces original projectiles with vanilla ones (with white trails) and slows projectile speed of some weapon types by 10-20%. Made for people who love to watch as bullets fly!
Needs to be loaded anywhere after RT's Weapon Pack to work correctly.
Intended for 1.0 ver. of Rimworld. This version does use def patching feature of RW so you can use it with other mods that change RT's Weapon Pack like Deadly Vanilla Tweaks. Should be compatible with CE if there is a patch for RT's Pack and CE.
Can be used with any kind of ports of RT's Weapon Pack - reloaded, rebalanced and etc., shouldn't cause any errors, unless some weapons were removed by porting authors.

RT's Weapon Pack Reloaded (1.0) by ColOddball27

RT's Weapon Pack Reloaded and Rebalanced for Version 1.0
This mod adds a ton of new weapons for colonists to craft, trade, and fight with.
✔New weapons are well balanced to fit with the default weapons as best as they can.

Weapon Art and Original Code made by RT.

Skilled Stonecutting by PinoChemicali

Makes stonecutting give crafting skill increases (again). Also makes more skilled crafters create blocks more quickly.

Smart Speed by Sarg

Allows the use of ultra speed and change event speed multiplier.
- Enable ultra fast speed without devmMode
- Add ultra speed icon
- Set Event speed multiplier
Event Speed Mode
- Right click on speed control UI
- Slow : x0.5 speed (half of normal speed)
- Normal : x1 speed (default setting)
- Fast : x2 speed (as same as fast speed)
- Half : Half of current game speed
- Ignore : Ignore force event speed
Original mod created by AlcoholV. Maintained in B18 by Kartel'.
Released under MIT license, https://opensource.org/licenses/MIT

Smokeleaf Industry by larSyn

For all your medicinal, recreational and industrial smokeleaf needs. Smokeleaf Industry adds various new drugs, foods, medicines, and more. All derived from smokeleaf and based on actual real world uses of "smokeleaf".

Snap Out! by Dusty

Gives your pawns the ability to try calm down a pawn in a mental break.

Spoons Hair Mod by Spoonshortage

Spoonshortage's additional Rimworld Hairstyles

Therapy by Orion

This mod allows you to let colonists do a "therapist" job. Build a therapy couch and a chair to create a therapy room.
If you use Colony Manager, you need to start a new colony if you want to use this mod. It required HugsLib.

Toxic Fallout Protection Suit by Chaia

Adds a protection suit against toxic fallout.

[KV] Trading Spot - 1.0 by Kiame Vivacity

A designated spot for traders to stop at.
Thank you to the translators!
-Ɲơɴɑɱɛ for German
-MossieuLeblanc for French
-Proxyer for Japanese
-Arex for Russian
-Fodnjs0811/Orange_Mushroom for Korean
-53N4 - Spanish
-adam0310 - Polish
Original Author: TheUbie

Wall Light by Murmur

Adds a light that is placed directly on walls. By default the light uses less power but also provides less light than the standard standing lamp.

Wealthy Traders 1.0 by TRP

Wealthy Traders. More silver and more stuff.
I changed the silver the traders carry a minimum of 4k and a max 120k. Besides that, with all the money you now have, i've changed the inventory on a lot of items.
Live a healthy, bionic, lavish and/or luxury life.
To keep it a 'bit' realistic, this big change only applies to the orbital traders and outposts. The 'walk-in' merchants and visitors can only carry so much, thus they are less wealthy.
Added: Orbital tradertype The Liquidator, buys it all, but only offers gold to buy.
Added: Craftable speed skin suit and fibreskin suit

Added: Textile Trader
speedskin suit and fibreskin suit are part of the Glitter Tech mod. This mod just expands on that and made it craftable.
Textile trader is part of the OPOE mod.
Wealthy traders needs HugsLib to work properly

Xeva's Rimhair by Orion

Adds more hair styles.
Also works for previous versions.

BetterVents by Latta, Skullywag, Spdskatr, Antaios

Adds vents that sit inside walls.

OgreStack by Ogre

Mod for customizing stack sizes. As well as the ability to target specific items.
Improvements for v1.0:
- Stack changes now do NOT require a game reload, if a stack is modified
below a set stack size the stack is split up into smaller stacks.
Should still save your game after every stack size adjustment; because
if you adjust stacks, dont save, then reload a game, you could lose items.
- Custom in game menu lets you pick between different modes ( scalar / fixed )
+ scalar : multiplies the base count by the number specified
+ fixed : simply sets the stack size to the number
- Removed HugsLib dep since the hugs settings is no longer used.
- Attempted to make it more clear how to set individual overrides
via the Overrides.xml file.
Load Order:
- It hopefully won't matter. The stack modification code attempts to run after
initial processing is complete. But if you have problems. Try moving
OgreStack to last place.
- Small Volume Resources : x30 - ( gold, uranium, ... )
- Resources : 1000 ( steel, wood, plasteel, ... )
- Raw Food : 1000 ( corn, rice, ... )
- Raw Meat : 1000 ( meat, eggs, ... )
- Raw Plants : 2000 ( smokeleaf leaves, ... )
- Meals : 150 ( fine meal, lavish meal, ... )
- Animal Food : 2000 ( kibble, hay, ... )
- Foods : 1000 ( pemmican, chocolate, ... )
- Items : 20 ( horns, mech serums, ... )
- Body Parts & Implants : 5 ( arms, bionics, ... )
- Textiles : 1000 ( cloth, wool, ... )
- Leather : 1000 ( leather )
- Stone Blocks : 2500 ( granite, marble, ... )
- Manufactured : x10.0 ( components, wort, chemfuel, ... )
- Medicine : 75 ( herbal, glitter, ... )
- Drugs : 4000 ( smokeleaf joints, yayo, ... )
- Mortar Shells : 25 ( antigrain, high explosive, ... )
- Artifacts : 10 ( psychic lances, ... )
- Other Stackables : x10 ( other items that stack but do not use vanilla game categories )
(Advanced - Individual ItemDefs)
- AIPersonaCore : 1
- TechprofSubpersonaCore : 1
GitHub: https://github.com/cmdprompt/OgreStack
B18: https://steamcommunity.com/sharedfiles/filedetails/?id=1212016985