best mods for RimWorld

Mods for RimWorld 1.1 that improve the gameplay and interface, adding new races, scenarios and more

RimWorld is a famous strategy game where the player needs to develop a colony on another planet and monitor the well-being of the settlers. RimWorld is launched every day by tens of thousands of players. The game owes its popularity not only to the developers, who continue to actively support it with patches after the release, but also to enthusiasts – mod authors who regularly release new content for the project. We will tell you about the best mods in this article.

Release trailer

How do I install mods in RimWorld?

Option 1 – Steam Workshop

You can download mods directly from Steam Workshop.

  1. Open the mod’s Steam Workshop page.
  2. Click on the “Subscribe” button. After that, as soon as you start the game, the modification will start to load automatically.
  3. Launch RimWorld and go to the mods section from the main menu. A new window will display all the custom addons you subscribed to in Steam Workshop. Here you can activate and deactivate them.

Option 2 – manual installation

Even if you are using the Steam version of the game, it is still possible to install modifications manually by downloading from a third-party (necessarily verified) resource. Here’s a quick guide:

  1. Download the modification.
  2. Most likely, this will be the archive file that you want to extract (using WinRar, WinZip or 7zip).
  3. Find the official mod folder in the game files. To do this, click the RMBon the exe-file RimWorld, select “Properties” and click on the “File Location”. This will be the Mods folder. For the Steam version, the address of this folder usually looks like this: \ Steam \ steamapps \ common \ RimWorld \ Mods .
  4. Move the unpacked mod folder to the above directory. Make sure your new mod files have a depth of 1: correct – / mods / mod_name / mod_files, incorrect – / mods / mod_name / mod_name / mod_files .
  5. Launch RimWorld, go to the same mods section from the main menu and see the mods added manually (and via Steam Workshop). Activate and deactivate them as you wish.

What to do if the game does not start after adding a mod

Sometimes it happens. In this case, you need to go to the address C: / users / username / AppData / LocalLow , after allowing the display of hidden folders. For Windows 10, with any folder open, look for the View tab at the top of the screen. On it you need to check the box next to the phrase “Hidden Elements”. The address above will be the Ludeon Studios folder. Open it, go deeper into RimWorld / Config and remove the mod that caused the problem from the modsConfig.xml file .

The order of mod activation is very important! There are mods that require other modifications to be installed to work correctly. Therefore, the former should always be lower on the list than the latter. In the description of each mod, requirements are usually indicated.

Mods for a new game

First, we will list a few modifications, for which you will have to start a new game, since they are not compatible with the current save.

Sparkling Worlds

The modification adds new ways to acquire advanced items from the Shining Worlds: weapons, various things and buildings. You can get these items as a reward for participating in various events or create them after researching the technologies of the Shining Worlds. The mod adds new events, materials and expands the possibilities of crafting.

  • You can download Sparkling Worlds here.

Rimhammer – The End Times

As you might guess from the name, the mod’s task is to add elements of the Warhammer world to RimWorld. This modification is the basis for a number of mods in the Rimhammer series.

Features:

  • New biome “Wasteland of Chaos” with a completely new event “Tempest of Chaos”.
  • Storm-related new survivor condition Corruption or Chaos Infestation. Earned by a Survivor who does not hide during a storm. The likelihood of going into a berserk state of mind increases. At the same time, a high level of corruption can lead to reincarnation into a deadly Spawn of Chaos (the player loses a survivor).
  • Animals from corruption can go crazy, but they will never turn into the Beast of Chaos.
  • The biome includes new thematic landscapes with dead trees and generally poor vegetation.
  • Everything that comes after the Middle Ages is removed from the game: electricity, weapons, bionics.
  • A forge appears, replacing the modern electric forge.
  • You can download the mod here.

Mods for the latest version (1.1)

RimWorld: Spartan Foundry

  • Fully compatible with Combat Extended.

The author of the mod, inspired by the Halo series, decided to rethink the RimWorld power armor. The Spartan Foundry Mod adds 9 new sets of more advanced power armor to the game, relevant for the endgame stage. For example, the Powered Assault Armor kit can be crafted at a very late stage as it requires both Ship Computer Core and AI Persona Core technologies. The remaining 8 sets cannot be crafted. They can be obtained as a reward for completing quests or successfully participating in raids. Each set has unique bonuses, but you can also combine parts of them to create something completely new. There are different colors.

  • You can download the mod here.

EdB Prepare Carefully

At first glance, an unremarkable modification will allow you to customize all colonists at your discretion before landing on the surface of the planet. You can set their characteristics, traits, edit skills, indicate age, name, appearance, profession and much more.

  • You can download the mod here.

Expanded Prosthetics and Organ Engineering

Provides the ability to create your own prostheses and artificial organs, including advanced bionics. You can even get a prosthetic brain! But first you have to do a lot of expensive research.

  • You can download the mod here.

Empire

Expands the economic component of the game. The leader of the colony will be able to collect taxes, choose what exactly the settlement will produce (goods and resources) and build buildings that give various bonuses to production.

  • You can download the mod here.

Color Coded Mood Bar

A small change for the interface, in order to quickly understand in what mood a particular colonist arrives. From the deepest depression to the maximum happiness, the color palette is as follows: red, orange, yellow, gray, blue, green.

  • You can download the mod here.

Humanoid Alien Races 2.0

A toolkit that will come in handy for creating new alien races. It all depends only on your creative idea: you can make elves, gnomes and orcs, sci-fi Asari from Mass Effect, Gungans and Klingons.

  • You can download the mod here.

[KV] RimFridge

This modification adds refrigerators to the game for storing food and other perishable items. Ideal equipment for public or prison canteens, as you don’t have to transport fresh food every time to feed the prisoners.

  • You can download the mod here.

Tilled soil

Mod that allows you to work the soil, increase its fertility in order to grow agricultural crops. You will get a new cover – arable soil. There will also be research related to the restoration of the terrain. You can build dirt on smooth rocks and other natural surfaces to create underground greenhouses.

  • You can download the mod here.

Wall light

In short, this mod adds a wall lamp to the game. The advantage is obvious: you can avoid the need to place conventional luminaires in rooms that take up internal space. Thus, free tiles can be allocated for other objects. These luminaires are wall mounted and rotatable.

  • You can download the mod here.

QualityBuilder

Ensures that only the best builders can create important structures – this guarantees the quality of the final result. Less skilled workers will still carry the materials needed to craft, but nothing more.

If the finished object does not meet your requirements, then it will be automatically disassembled and replaced with the same one, in the same place, but of a suitable quality.

  • You can download the mod here.

Increased Stack

It’s very simple: this mod will allow you to save storage space, as the capacity of one slot will be increased by 10 times.

  • You can download the mod here.

Realistic Rooms

Reduces minimum room size requirements to fit realistic home dimensions. Ideal for those who like to create small compact bases.

  • You can download the mod here.

RT Fuse

Allows you to investigate electrical fuses that will reduce the likelihood of short circuits. By installing one fuse in any electrical network, you can secure up to three batteries, reducing or preventing explosion. You will not need to add or remove a new colony.

  • You can download the mod here.

Replace Stuff

Place buildings anywhere, even on existing objects. Plus, you can replace the material from which the house is built. For example, instead of a wooden wall, install a slate wall. You can also update individual objects: instead of the usual ones, put automatic doors, use large beds, replace simple workbenches with electric ones.

  • You can download the mod here.

Misc. Training

Adds various learning functions. For example, you can improve your shooting with firearms or bows, as well as improve your martial arts skills.

  • You can download the mod here.

RimHUD

Mod that improves the game interface. It expands and provides more detailed information about the selected colonist or creature. You can change the size of the display built into the control panel. You can also turn it into a separate floating window and dock it anywhere on the screen. If the colonist is threatened, a warning screen will appear. For example, about wounds that require care, or a potentially unstable mental state.

  • You can download the mod here.

Tech Advancing

This mod will allow you to progress in a technological direction. Thus, if you start with a tribal colony, the tech level will develop as you progress through the research tree. In order to develop technologies, you will have to fulfill a number of requirements, including conditions that are configurable in the mod options.

By default, the technical level can be raised if one of two conditions is met:

  1. You have done all your research to a certain level. In this case, the technological level will rise by one level.
  2. You have researched over 50% of projects of a certain technological level.
  • You can download the mod here.

Simple sidearms

This modification will allow you to “expand the pockets” of the colonists and carry several types of firearms at once. Now people will be able to take pistols with them in addition to their main weapons. They will get them in the event that you have to fight at close range (for example, snipers will do it). At long range they will automatically use ranged weapons (the option can be disabled in the settings).

  • You can download the mod here.

Guards for me

Works with saves. A simple mod that allows you to use your colonists as guards patrolling certain areas. You can also create bodyguards and guards protecting the same area without leaving your post (and not patrolling). The guards can shoot all wild animals (you need to select the destruction mode in the mod settings). There are tons of other options too!

  • You can download the mod here.

Mods for version 1.0

The creators of the mods listed below have not yet managed to update them for version 1.1, but, most likely, they will do so soon. Plus, keep in mind that some still un-updated mods can still work on the new version of the game.

Prison labor

  • Recommended to use in conjunction with the Locks Mod from the same author. This will allow prisoners to leave their cells and go to work.

Prison Labor Mod allows prisoners to work for your benefit. To enable this feature, look for new options in the Forced Operation tab.

You will have to manage the work of the prisoners. First, you need to monitor your motivation. Guards can control prisoners, and low motivation will sooner or later lead to uprisings. Second, the prisoners to whom you have applied the Forced Labor option are added to the Work tab. Third, watch out for the time limit. Also, in order for the prisoners to get to the workplace, you will have to open the prison cells. If you leave the doors open, some of the captives may try to escape.

  • You can download the mod here.

Children, School and Learning

  • This mod requires the HugsLib Library. Make sure to install this library and it is above modification.

Children, School and Learning Mod empowers colonists to have children and send them to school so that they acquire the necessary skills and ultimately become productive members of society.

By default, babies are born at 15 years old. This can be changed in the mod’s settings. Pregnancy is similar to that of animals: the probability of fertilization with close contact of the colonists is 20% each time. Children inherit the skills of their parents but have occasional hobbies and traits. You can buy and make new contraceptives. Its use is associated with a specific schedule so as not to cause drug addiction. The duration of action of one tablet is 5 days. Babies are born after 45 days. In the first 15 days there are no obvious signs of pregnancy, in the next – as in the original.

  • You can download the mod here.

Colony Manager

Colony Manager simplifies the most tedious aspects of colony management. You will be able to set up automatic production chains, from the extraction of raw materials to the release of finished products. Just a kind of Factorio .

  • You can download the mod here.

Orion’s Hospitality

Ever wondered what is the point of visiting factions? This mod makes certain adjustments and answers this question. You can now convince visitors to join your faction (treat them well by offering food and shelter), increase your relationship with your faction, and sell items. If you saved someone, then now he can join you.

  • You can download the mod here.

Hardworking animals

As you may have noticed, the trained animals used to transport the cargo are quite lazy and only do it from time to time. This mod will make them more hardworking. In addition, for balancing the skill of transportation now requires not 7, but 9 levels. Thus, it will take more time to train the animals, but in the end it will pay off with the increased efficiency.

  • You can download the mod here.

[KV] Faction Control

Provides the ability to choose which factions (as well as their bases) and how many are displayed on the map. The total can range from “0” to “30”.

  • You can download the mod here.

[KV] Change Dresser

This mod adds a chest of drawers and a wall mirror to the game, which can be used to change the hairstyle, hair color, clothing and skin, body type, head, gender and age of the colonist. The chest of drawers can also store clothes and use it as a second storage for each colonist. A chest of drawers and a mirror are in the furniture section. A chest of drawers costs 40 units of wood, steel and stone, a mirror costs 20.

  • You can download the mod here.

Snap Out!

This modification will allow you to calm down the colonist if he is faced with any mental disorder. For example, if one of your people is simply tired of everyday life, fell to his knees and lost hope for a better future, other colonists can approach him and try to calm him down. In this case, the functionality is similar to the work of the overseer. The chance of success depends on the skill of the person and belief, and in the settings you can change the multiplier of these parameters. You can leave the option with one conviction if you are not interested in the other social skills of the colonists. You can also calm prisoners and traders!

  • You can download the mod here.

Pick up and haul

With this mod, colonists will collect absolutely everything that they can carry in their inventory, and then move the cargo to the warehouse. It will greatly increase the efficiency of the scavengers as people can now carry more than one weapon or T-shirt. They can now use their inventory!

  • You can download the mod here.

Death rattle

After installing this modification, your colonists who have reached a zero vitality mark will not die instantly. For example, if one of the people is injured in the liver due to a spear piercing him, he first becomes seriously ill. You will have a small window to get a new liver for him, or he will die.

  • You can download the mod here.

Advanced PowerGeneration

Light in every corner, an extra workbench, another stove … What is the use of precious electricity? Advanced PowerGeneration allows you to expand the capabilities of the equipment that generates electricity, which is very important at a later stage. You get four additional energy sources that do not require maintenance or refueling. Before creating them, you will have to do some research. Restrictions for wind turbines also apply (they will not work where there can be no wind).

These devices are:

  • Advanced wind turbine (4000 energy).
  • Advanced solar cell (3400).
  • Advanced Geothermal Generator (7500).
  • Nuclear reactor (20,000).
  • You can download the mod here.

Scripts

Call of Cthulhu – Elder Things

Adds a new playable race – the Ancients from Lovecraft’s Ridges of Madness. A scenario of the same name also appears, and the faction is limited only to frosty regions. The ancients, having escaped the uprising of the Shoggoths, set out to conquer space, fearing that their own creations would decide to finish them off. Despite the fact that they are smart and live very long, they require slaves to perform physical labor.

  • You can download the mod here.

Lord of the rims

There is a whole chain of mods, each of which adds a race from the “Lord of the Rings” universe to the game:

  • The Third Age Mod
  • Dwarves mod
  • Hobbits Mod
  • Elves mod

Mods remove all items, events and technologies that go beyond the Middle Ages. Balancing the remaining content to make it more interesting and exciting. Forges, iron and mithril appear.

  • You can download the mod here.

Crash Landing

This mod changes the beginning of the game. A new event is added, due to which parts of the spacecraft begin to fall from the sky onto the landing pad. Capsules with colonists, containers with resources, engines with fuel, and other useful, but sometimes dangerous things. The event is triggered at the very beginning, so landing on the planet will be similar to what you can see in modern cinema: explosions, fire, death and numerous injuries. It will be necessary to organize the rescue of the wounded colonists, collect supplies, extinguish fires. You will need to choose between people and resources. There are two scenarios – easy and hard.

  • You can download the mod here.

RimWorld Trading Company

Two business partners are trying to break into the difficult world of trading. With scarce starting resources, you must grow your small business by spreading your cartel across the planet. Recurring events will appear: Ransom Demand, Orbital Trader, Caravan Request.

  • You can download the mod here.

Let’s Cook – A Breaking Bad

Two chemists decided to use their knowledge for profit and got involved in the drug trade. They will have to grow and process the natural resources of the land, as well as equip the area for the preparation of the final product. Expanding the business will require hiring new people, negotiating sales and establishing distribution lines. It will not be easy, as thieves and robbers will stand in the way. Your faction is a two-person colony.

  • You can download the mod here.

The Survival Reality Show

A mod for those who want to turn RimWorld into a brutal reality show. In 46 days, a powerful weapon will strike the planet that will lead to the destruction of life. In the early days, you will need to build houses for the participants, then every 5 days you will need to gather all the colonists together to vote who will become the exile. This will continue until two people remain. On day 45, a colonist with the best mood will be rescued from the planet, and then weapons will incinerate this world to create conditions for the next season of the TV show.

 

by Abdullah Sam
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