As part of my collection
- Subscribe to the collection
- Drop all the XML files below into this folder:
%appdata%\..\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Config
- Alternatively if you don't want all the addon configs there is a ModManager clipboard import copy-pasta too.
- Required modder's libraries
- New game addons
- Quality of life
- Gameplay changes
- Combat addons
- Pawn diversity
- Furniture, production, miscellaneous
Addons that do nothing on their own.
- ModCheck: Usually not required, but avoids issues when addons use different versions of this.
- Startup Impact: See which addons are taking the longest to load. Useful if you are cherrypicking the collection.
- HugsLib: Used by many addons, provides tools for modders.
- Humanoid Alien Races: Support addon for adding new playable races.
- Giddy-up! Core: Support addon for creating mountable pets.
- Deconstruct Return Fix: Fixes issues around difficult items not being reclaimed during deconstruct.
- Animal Gear: Allows modders to add apparel to pets.
- RuntimeGC: Technically does something. Allows you to remove stuck debris from the map.
Things you will interact with before you even see the drop pods.
- Mod Manager: Allows easy management of loaded addons + load order.
- Rimsenal - Storyteller Pack: Adds 3 more options for the storyteller. Turtle vs steamroller.
- EdB Prepare Carefully: Stop rolling the dice and design the starting colonists yourself.
- Prepare Landing: Stop blindly clicking the world and filter for the tiles that match your criteria.
- [KV] Faction Control: Allows you to specify how many of each type of faction spawns (in mod options).
- Wayward LARPing Quest: A funny new starting scenario where your colonist's LARPing game becomes reality.
- Bodega: Fastest gun in the galaxy. Can one man take on the Rim World?
- Tiberium Rim Melody Through Power!: Dominate the Rim World to the beat of Hell's March.
Remove pet peevs of many RimWorld players.
- Animal/Medical/Relations/Work/Pharmacist Tab(s): Easier control over certain attributes of pawns.
- Blueprints: Copy-paste for structures.
- List Everything: Find anything on the map - searches pawn inventories too! Great for finding ammo.
- ResearchPal: Makes the research tab readable with this many mods. Allows for nice queueing too.
- Architect Icons: Makes it easier to find things in architect menu.
- Job Splitter: Makes the work tab more fine grained, but not too much.
- Better Pawn Control: Apply policies for all sorts of things on all the tabs.
- Growing Zone Priorities: Sometimes you just can't see them.
- Stockpile Ranking: Allow to specify a preference for certain items, rather than a binary yes/no.
- Everybody Gets One: Crafting quantities based on the number of colonists. Great for food + gear.
- Replace Stuff: Yep.
- [KV] Save Storage, Outfit, Crafting, Drug, & Operation Settings: What it says on the tin.
- [KV] ReColor Stockpile & Growing Zones - 1.0: Sometimes they are too hard to see.
- RimStory: Once upon a time there was a colony... *insert events here*.
- Dubs Mint Minimap: Really native looking minimap. You will wonder why it's not in the base game.
- Colony Manager: Lets the pawns do some micro management themselves (cut trees, shear animals, hunt).
- Heat Map: Colour coded overlay to see what parts of your base are hot.
- Level Up!: Little notification and effect when pawn's skills improve.
- Show Draftees Weapon: Shows pawn's weapon below their bar icon - makes for easier sniper/melee separations.
- Range Finder: See how far pawns can shoot (hold ctrl).
- ExtendedInspectData: See what is in pawn inventories, growth rates, etc.
- Predator Hunt Alert: Tells you when someone is about to be mauled. You have enough other problems.
- Defensive Positions: Squads and a way to save where you put pawns on enrollment.
- Gear Up and Go: Change outfit before going to fight.
- Allow Tool: Unforbid things in bulk, and a few other nice buttons.
- Quality Builder: Force pawns to rebuild something until it gets a certain quality.
- Quality Surgeon: Only let the best doctor perform surgery.
- Better Spots: Replaces the grey boxes with actually visible textures/items.
- Trading Spot: Specify where traders can camp out.
Adds or changes core gameplay elements.
- Combat Extended: Less RNG more maths. Real hit boxes, more fire control, better raid experience.
- Dubs Bad Hygeine: Washing and toilets. It's remarkably unintrusive early game! Also provides great A/C system.
- Hospitality: Interact with guests, improve faction relations, maybe even recruit them.
- Psychology: The mind is a complex thing.
- Therapy: Let pawns talk it out.
- Snap Out!: Let pawns try talking to other pawns when they have mental breaks.
- Less Rebuff: Don't be such a downer when pawns get dumped.
- Death Rattle: Only certain things should be an actual insta-kill. At least give pawns a chance to be saved!
- Animals Logic: Animals make sense now.
- Wild Animal Sex: Animals make animals now (without you telling them too).
- Release Animals into the Wild: Solve the puppy problem humanely.
- Set Up Camp: FINALLY create temporary settlements!
- Use Bedrolls: Useful with the above. Pulls bedrolls from their inventory.
- Giddy-up! Caravan: Ride pets in caravans, increasing movement speed.
- Giddy-up! Ride and Roll: Ride pets everywhere!
- Improved Load Transport Pods: Makes loading pods faster (multiple people can do it).
- Fuel Economy: Transport pod distance is based on weight.
- Share the Load: Makes delivering items to blueprints faster (multiple people can do it).
- Haul To Stack: Don't just drop it anywhere.
- While you're up: Haul whilst moving between places.
- Pick Up and Haul: Fill your inventory with stuff whilst hauling.
- Meals on Wheels: Search pawn/pet inventories for food.
- Cut plants before building: Allows actual plant cutters to cut trees.
- Meal Radius: Makes pawns try a bit harder to find a table.
- Priority Treatment: Don't go to bed doctor, patch that pawn up!
- Smart Medicine: Crazy idea, what if doctors *carried* medicine?!
- Just Ignore Me Passing: Don't stop building/crafting/cooking when pawns pass through each other.
- Efficient Utilities: Bulbs are not 75w in the future.
- Turn it On and Off: Things drain less power when unused.
- Opened Doors Don't Block Light: Looks cool. Also fixes dark room issues.
- Rain Washes Away Filth: Dirt is not water proof.
- RimQuest: Adds more missions.
- Wandering Caravans: New even, possible random herd of cattle with goods.
- Large Outposts: Adds a large outpost mission, much more difficult.
- Let's Trade!: 25 new traders of different varieties. Find the things you need.
- More Trade Ships: They are far too infrequent in a space universe by default.
- MiningCo. Spaceship: You're neighbourhood friendly capitalist utilitarians.
Things that specifically impact combat.
- Dual Wield: Allows pawns to equip two small weapons.
- Where is my weapon?: After recovering, pick up dropped equipment again.
- Run and Hide: Go to a safe spot when fleeing.
- Search and Destroy: Automatically shoot next target.
- Careful Raids: Pawns react smartly to threats. No more trap hallways.
- Quality Cooldown: Quality and condition of a weapon affects how long it takes to shoot/use.
- Mortar Accuracy: Pawns can use maths to calculate trajectories.
- Defensive Machine Gun Turret Pack: Mounted .50 cal's are great. Source: History.
- Barricades: Things you can shoot over.
- Shield Generators: If you can get pocket sized generators there must be large scale ones too.
- Combat Shields: Useful for dodging melee blows.
- Chemical Distilling for Combat Extended: Allows production of FSX without farming boomalopes for years.
- Combat Extended Guns: Moar guns.
- Vanilla Weapons Retextured: Pretty guns.
- Combat Extended Guns Retextured: Moar pretty guns.
- Combat Effects for Combat Extended: Bullet penetration, sparks, splatters, all the cool stuff!
- What the Hack?!: Capture mechanoids and do things to them.
- Miscellaneous CORE: Adds ability to group colonists and assign them a keyboard shortcut on keys 5-9
Add a bit more character to the characters.
- Animal Collab Project: More animals. Adds some much needed diversity.
- Spidercamp's Dog Pack: More doggos.
- Animal Armour Vanilla: Doggo armour.
- Rimmu-Nation Clothing: Militaristic gear.
- Gradient Hair: Rainbow hair.
- Nackblad Inc Rimhair: More hair.
- Rimsenal Rimhair: More hair.
- Spoons Hair Mod: ...More hair.
- [CP] Chicken Mitchell - Hairstyles: Idk why I got so many, it's a big part of the characters I guess.
- [KV] Show Hats With Hair: Necessary given the above :P
- Faction Blender: Diversity in factions.
- Twi'lek Race: Constant reminder that space travel is real.
- Racc Race: Everyone wants their own Rocket.
Adds some essential and non essential structure and items.
- Various Space Ship Chunk: More colour ship parts.
- Vegetable Garden: More plants and foods. Nerfed a bit by the Owlchemist patch.
- VGP Garden Tools: Always-On sun lamps and land tilling.
- VGP Garden Drinks: Some more drinks.
- VGP Garden Fabrics: Recipes for synthread + hyperthread + other things.
- VGP Garden Gourmet: TONS more food.
- RT Fuse: Stops zrrt draining all the power.
- Advanced Power Generation: A step up on geothermals in this futuristic world.
- Door Mat: Clean feet (a bit) before entering base.
- Additional Joy Objects: Arcades where pawns can play and also level up!
- More Furniture: Couches and things.
- RimFridge: Avoid the freezer, save energy and time.
- Soft Warm Beds: Your pawns spend 1/3rd their time in bed. Make a big deal of it.
- Outdoor Lighting: Stadium lights for lighting outdoor farms.
- Wall Light: Nice side mounted lights. Industrious look.
- Glass and Lights: WHY does this game not have glass?!
- Dubs Skylights: Great for indoor gardens.
- Roof Support: Better than brick walls.
- Storage Solutions: Places to put things other than the floor.
- Better Vanilla Masking: Textures look better.
- Animated Marshes: Makes the marshes wave, easier to recognise from dirt.
- Greenworld: Make the terrain less miserable.