RimWorld modlist

Author: Liandri
Mod count: 69

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: 6.1.3

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.

[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.

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 1.0.13]

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)
Marcos Villar: Portuguese (Brazilian) translation (update)
This is version 4.14.589, for RimWorld 1.0.2282.

ResearchPal by notfood

Smooth painless research


All the work by Fluffy
Some optimizations by NotFood
Previous updates by NotFood and Skyarkangel
Templarr, Russian translation
Suh, Junmin: Korean translation
rw-chaos, German translation
53N4, Spanish translation

Snap Out! by Weilbyte

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

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

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.

Glitter Tech by Sam

Version 1.45 - GlitterTech adds a ton of shiny new and futuristic items found on the richer developed Glitter worlds. But, this expensive and illegal tech attracts attention of Glitter world Commandos.

Prison Labor by Avius

Version 0.9.11
This mod force prisoners to work. To enable this feature prisoners must have "Force to work" option checked ("Prisoner" tab). Prison labor needs management that consist:
- Motivation - prisoners need to be motivated by presence of colonists. Wardens have new job - supervising prisoners. Low motivation can lead to revolts.
- Work assignment - prisoners that have option "Force to work" are added to "Work" tab.
- Time restrictions - prisoners that have option "Force to work" are added to "Restrict" tab.
- Prison area - prisoners in order to work need to reach target. You can check "Hold open" option on doors. Be aware, they will try to run if they see opportunity.
- "Prisoners only" tools - You can mark orders and bills by tools that exclude colonist from work.
This is beta version. Some ascpects of mod still need to be balanced (like motivation). There can be still some bugs.

[1.0] RPG Style Inventory by Sandy

[V3.2] RPG style representation of the pawn's Gear Tab.
New features: Support for Jewelry mod.

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

Colonist Bar KF 1.0 by Killface

More options for the Colonist Bar, including new status icons and a mood bar.
Allows custom scaling and sorting functionality.
All options available with Right Mouse Button click on any colonist portrait.
FollowMe™ functionality via Middle Mouse Button click.
Includes icon stats based on 'Pawn State Icons™' by Dan Sadler
Includes 'FollowMe™' functionality by Fluffy with updated code by alexschrod
(Needed for more mouse button options. Please deactivate Fluffy's original version in case of any conflicts.)
Includes 'ZoomToMouse™' functionality by Fluffy (cause I like it and it wasn't updated a few RW alphas back)
Chinese translation (simplified & traditional) by duduluu
French translation by Gorgious
English translation by me
Russian translation by dragomano
Spanish translation by Ninnetyer
Updated for RW 1.0 by azelion

Better Workbench Management by Falconne
Simple Stockpile Presets by Lanilor

Simple Stockpile Presets
A mod that adds various presets for stockpile settings in a comfortable float menu. You can use them to easily set often used storage configurations, both generic ones (like freezer stuff) and specific ones (like food, drugs, weapons or clean apparel).
This is a QOL mod, no content added or changed. To use it, just make a stockpile and select a preset.

MT - Silent Doors by Mittsies

[Mittsies' Tweaks - Silent Doors]
Removes the sound effect from doors.

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

[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

Recipe icons by AUTOMATIC

Adds icons for the "Add bill" menu and for the plant choice menu. Supports other mods out of the box.
Safe to add and remove from save games.

[RF] Realistic Planets [1.0] by Rainbeau Flambe

(Last update: 12/05/2018)
Have you ever noticed that RimWorld's planets all seem sort of the same? Or maybe you think they have too much land and not enough ocean? Or perhaps you've been bothered by the odd placement of certain biomes?
Well, your worries are over!
"Realistic Planets" allows you to create a wider variety of planets, and also "cleans up" the game's biome placement so that the planets you play on look more... realistic.

- Rainbeau Flambe (dburgdorf)

What It Does:
(1) Planet Creation.
The "Create World" page has been altered.
First, you can now select "coverage" anywhere from 5% to 100%, in 5% increments, instead of having to choose between just 30%, 50% and 100%.
Second, there's a new "sea level" slider, which determines the amount of ocean coverage your world will have. You can create anything from watery worlds with only a few small continents to barren rocks with no surface water at all.
The "rainfall" slider is now a relative rather than an absolute setting, as a planet's overall rainfall is influenced by its sea level. A "high" rainfall level on an arid planet, after all, will for obvious reasons be rather less than even a "low" rainfall level on a planet with extensive oceans.
Additionally, the "temperature" settings have been "stretched," so that cold planets are colder than in vanilla, and hot planets are hotter, by up to about 15 degrees C at the ends of the scale.
There's also now an "axial tilt" setting. Planets with higher axial tilts will have more extreme seasonal temperature shifts. (However, at least for now, changes to axial tilt do not alter the game's base day/night cycle.)
The mod also adds a set of "world type" options from which you can select. These are simply shortcuts to sets of slider settings intended to allow you to quickly and easily create planets predominantly characterized by particular biomes.
Finally, the "reset" button at the bottom of the screen has been replaced with a "random planet" button, which will immediately generate a world with randomly-selected sea level, rainfall and temperature settings. (It will not, however, alter your selected coverage setting, as that can impact game performance.)
(2) Biomes.
"Realistic Planets" fixes a few oddities in biome placement, mostly involving arid shrublands and deserts. Arid shrublands are described as semi-arid regions that surround deserts, yet in vanilla, they're placed in areas that are warm enough, but not rainy enough, to be rainforests. And deserts... well, in the vanilla game, any tile that's not rainy enough to be forest and not cold enough to be tundra, becomes desert.
The mod limits deserts to areas where the combination of temperature and rainfall makes deserts likely to actually exist, and moves arid shrublands to regions of the globe surrounding those newly-limited deserts.
To fill in the gaps created by those changes, as well as to add a bit more variety, "Realistic Planets" adds several new biomes:
- Grasslands, as the name suggests, are areas where the vegetation is dominated by grasses and shrubs. The soil is fertile, but there is little protection from the elements.
- Steppes are high-altitude grassland regions. A steppe may be semi-desert or covered with grass or shrubs or both, depending on the season and latitude.
- Savannas are mixed woodland/grassland ecosystems typically found between rainforests and deserts. Though savannas are more forested than grasslands, their trees are still spaced widely enough that sufficient light reaches the ground to support an unbroken layer of grasses. Despite the abundance of plants, the soil is mostly dry, and a wide variety of animals roam the area searching for food and water.
- Temperate deserts are cooler but often even drier than subtropical deserts. Vegetation is sparse, and the ground is typically more rocky than sandy.
- Oases are vibrant, isolated bits of life and color. In even the harshest of deserts, after all, groundwater occasionally manages to make it to the surface, and where it does, life blooms. Plants grow around small ponds, and animals gather in search of water and shade.
- Permafrost exists on the border between tundra and ice sheets. The ground is permanently frozen, and much of it is covered in ice, but the ice is at most a few meters, rather than kilometers, thick. There is little vegetation beyond scrub brush, and few animals. (Yes, this is the same as the biome from my "Permafrost" mod. "Realistic Planets" doesn't include that mod's water freezing mechanic, but the mods can be used together, if you want your lakes and rivers to freeze in cold weather.)
If you're interested in the nitpicky details of how biomes are placed, the "Biome Grids" files in the mod's "About" folder provide graphs showing biome placement by overall temperature and rainfall for both the vanilla game and the modded game.
(3) Faction Settlements.

The mod also allows you to have the placement of faction settlements take racial temperature preferences into consideration and/or to have each faction's settlements "grouped" to simulate actual nations. (These options will be automatically disabled if you're also using "Faction Control," in order to avoid conflicts.)

"Realistic Planets" can safely be added to a game in progress, but trying to remove it from a game will likely make the game unplayable. (Adding the mod to a game in progress will not, of course, alter any existing planet maps.)
I've tried to make sure that this mod works with other mods that also alter planet generation. I have specifically confirmed that "Realistic Planets" is compatible with "More Random Seeds," "My Little Planet" and "Prepare Landing," though you'll want to turn off the latter's "precise world generation percentage" option to avoid meaningless but annoying error messages.
"Realistic Planets" should also be compatible with other mods that add new biomes. If you happen to notice that a biome added by another mod seems a bit "out of place" as a side effect of the changes this mod makes to vanilla biome placements, let me know, and I'll be happy to see about adding a patch to deal with the problem. On a related note, if you're using "Terra Core" or "Advanced Biomes," both of which add a savanna biome, or "Nature's Pretty Sweet," which adds both a grassland and a savanna biome, you'll find that the biomes from those mods replace the similar ones from this mod. This is deliberate, as those mods' versions of the biomes add features that this mod doesn't make available.

Finally, plants and animals added by other mods will have a chance to show up in this mod's new biomes. However, since all I've done is specify that if modded animals or plants are defined to show up in vanilla biome "X," they should also have a chance to show up in new biome "Y," there may be oddities. So again, if you notice things that seem a bit out of place -- specific modded animals or plants showing up in biomes where they don't logically belong, or not showing up in biomes where they ought to be found -- let me know, and I'll see about fixing the issue.

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

The basic idea for the mod came from Steam user "Captain Lurmey," who was complaining to me one night about how he felt that RimWorld planets didn't look much like real planets.


If you're a modpack maker and want to include "Realistic Planets" 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!

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. I also need a log. You create it by pressing Ctrl-F12 after you get an error or the problem first occurs. You'll get a link that you can post with your description.
Hospitality requires the HugsLib mod to be loaded first. Hospitality should be loaded as late as possible in the load order.

[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

Numbers by Mehni

Adds a customizable general overview tab, allowing you to see any stats on all your colonists or prisoners in a single window. Original by koisama. Updated, expanded and maintained by Mehni.

Progress Renderer by Lanilor

Progress Renderer (scheduled map renderings)
Automatically create scheduled renderings of the full map or only a chosen part of it. There are many options to configure the mod in the settings.
You can choose an interval from once a quadrum to hourly. Rendered images will be saved in a chosen directory. For example you can use them to create an animated gif or video of your current run.
Place special corner marker designators to limit the area of what should be rendered. You can limit this to your base and even just simply extend it later if you base grows larger than planned.
Based on the idea of Map Renderer by WIT (https://github.com/AaronCRobinson/MapRenderer)
(Everything coded from scratch to work scheduled and with B19/1.0, which has the nice side effect of now being more performant and flexible.)

SimplyMoreFloors by LinaFromSweden

Adds 20 new floors that goes nicely with the vanilla Rimworld textures.
It's a lightweight mod that avoids GUI cluttering by mainly adding the new floors to dropdown selections.
- 6 new luxurius floors
- 6 new colored carpets
- 5 new tinted metal tiles
- 3 new wooden floors
Change log
-Balanced luxurious floors (increased beauty and decreased the amount of work needed)
-Various small fixes
-Initial release
Rimworld mod "[T] MoreFloors" - For inspiration and some of the textures.
Mod version 1.1

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.

Realistic Rooms by Crlsniper

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

QualityBuilder by Hatti
Replace Stuff by Uuugggg

Replace the stuff that a thing is made from, e.g. replace a wall's materials.
This mod does NOT deconstruct and reconstruct. It preserves the existing building and replaces materials in-place.
Also, blueprints are allowed over rock and fog.
A new button in the Architect/Structure menu to replace any building's materials.
Regular buildings that are ordered to be built on top of a copy are replaced instead of reconstructed.
It doesn't break down the existing building, which means:
Replacing walls doesn't break the room, and keeps freezers cold.
Replacing workbenches doesn't delete bills.
Check Steam page for any updated info.

Simple Slavery[1.0] by Thirite, Ziehn

Allows the player to take captured prisoners as slaves.

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

BioReactor by NukaFrog

Take everything. And make them Living Batteries.

Dubs Mint Minimap by Dubwise

Adds a minimap, with some options, doesn't hurt fps, ping tool for multiplayer v1.1.109
Multiplayer ready

Shock Weapons (Less Lethal) by Yume

Includes a few firearms that attempt to non-lethally disable their target.
Pistol: Low fire rate, short range, high stopping power/stagger. At normal quality, 2 hits will incapacitate most unarmored targets. Ineffective against armored targets.
PDW: The PDW has a good chance of hitting with its high volume of fire, but has very low armor penetration. At normal quality, 5 hits will incapacitate most targets.
Rifle: The rifle has very high armor penetration and good range. Capable of penetrating through the body and potentially destroying small digits such as fingers. 2 hits will incapacitate most unarmored targets, or an armored target that is successfully penetrated
NOTE: Rimworld overrides lethality when attacking non-colony characters; you may wish to install a mod that disables death randomness to get the full value from these weapons.

Jabbamonkey's Graphic Overhaul by Jabbamonkey

Graphic replacements for many items in RimWorld. Items include (but are not limited to) ...
-- Meals
-- Steel, Plasteel, Gold, Silver
-- Cloth, Leather and Devilstrand
-- Farmed crops (i.e. corn)
-- Drugs and Medicine
-- Workbenches (i.e. butcher table)
-- Sculptures
-- User Interface buttons
-- Texture replacements for other mods, including: VGP More Veggies, VGP Garden Fabrics, VGP Garden Medicine, VGP Vegetable Garden, VGP Garden Gourmet, Expanded Prosthetics and Organ Engineering
Installtion Instruction: Just install the mod. If you are using any of the other mods mentioned above, then load this mod AFTER all the other mods (place it at the end of the list).
Thanks to kwang4 who helped with alot of the xpathing. If you find any problems, please contact me on the Rimworld forums under the username Jabbamonkey: https://ludeon.com/forums/index.php?action=profile;u=2137

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:

Raids For Me by aRandomKiwi

What ?
Is your colony too peaceful ? Need more challenge ?
You can now be very rude with other factions and get raided when you dirty talk to them !
You want a raid ? just insult enemies factions !
Fully customizable !
> Insulted enemies factions will raid you
> Goodwill of allied or neutral insulted factions will decrease (by default randomly between 1 and 15)
> Set minimum/maximum time before being raided (by default between 1h and 8h)
> Customize chance to be raided after insulting an enemy faction (by default 100%)
> Small chance to get an instant drop pod raid (by default enabled, can be disabled)
1.0.2c for Rimworld 1.0.2059
Tehoata/Sylvanor : English,French translations
亚里沙desu : Simplified Chinese
Proxyer : Japanese
GoogleTranslate : German and Korean
Developer: aRandomKiwi

RimCities by CeilingYoda

Procedurally generated city settlements. Compatible with existing save files.

Blueprints by Fluffy

Blueprints allow the quick construction of repetitive rooms/areas.
Create blueprint
Use the ‘Create’ designator to drag over an area with existing constructions. Floors, walls and furniture will all be designated, and included in the blueprint. once created, a popup will appear with a default name, giving you the option to set a more meaningful name.
NOTE: Only constructions owned by you will be included, use the ‘Claim’ order if necessary.
Place blueprint
Once you’ve created a blueprint, you can use the new button to place copies of that blueprint. Blueprints can be rotated as normal. With a blueprint selected, you’ll see an outline of what will be build on the main view, and a list of items and total cost in the lower left info panel. In this panel, you can click on furniture and walls made of stuff to change what stuff should be used in their construction.
NOTE: You can shift-click with a designator selected to use the planning mode. In this case, any walls in the blueprint will be used to create a plan for your future rooms. This might be useful for mining out the required space.
Rename, import & export blueprints
Once you’ve created a blueprint, you can right click the blueprint button to rename, remove or export the blueprint. Exported blueprints will be saved in the same location as RimWorlds save games and config files, in a directory called “Blueprints”. If a blueprint has been exported, an option to remove and delete the exported blueprint will also appear.
You can import previously exported blueprints by right clicking the ‘Create’ button, and selecting the blueprint from the list of available blueprints.
NOTE: While you can import/export blueprints between games, be careful with doing so when a blueprint contains (modded) items that are not available in the current game. If you import a blueprint containing items that are unavailable, an error will pop up, and the offending item will be deleted from the blueprint. I’ve tried to make sure the rest of the blueprint is still usable, but your results may vary.
Raccoon & Haplo: German translation
duduluu: Chinese translations
rgponce: Brazilian Portuguese translation
Bronytamin: Russian translation
Nils de Lumière: French translation
Butter-Knife: Japanese translation
53N4: Spanish translations
Seo. Junmin: Korean translation
Proxyer: Update Japanese translation
This is version 2.7.102, for RimWorld 1.0.2282.

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
Szymon Socha: Polish translation
enescaglayan: Turkish translation
Jorge Martínez: Spanish translations
This is version 2.9.83, for RimWorld 1.0.2282.

Vanilla Furniture Expanded - Security by Oskar Potocki, Trunken, XeoNovaDan

Vanilla Furniture Expanded - Security module is a result of hours upon hours of hard work. It has been a long time since we began working on this mod, and with a team of brilliant programmers, I am not honored to present to you a Vanilla Expanded approach to base defenses. Every word and every stat in this mod have been carefully prepared to be as balanced and as “vanilla” as possible.
This module introduces 27 new defense structures, all neatly filling up the Security tab in the Architect menu. With research technologies spread out across all stages of the game, this mod itself is enough to provide you with hours of entertainment.

Quest Tab by Shaun McFall

A tab for quests. Idea by Hunor. Additional programming by Cabbage.

RuntimeGC by user19990313

RuntimeGC In-Game Cleaner
(See in-game GUI for target version)
+(New) A dynamic Memory Monitor - Fully costomizable!
+(New) 3 new Auto-cleanup items!
+(New) Show Debug Log without enabling Dev Mode!
+(New) Remove snow!
+(New) Useful hacks - close all letters, unlock speed limit, etc.
+(New) RuntimeGC now has a mod setting page!
+(New) Integrated MuteGC and MuteCL mods!
+All cleaning tools are always available - and dev mode grants you more tester-oriented OP cleanings!
How could you salvage your over-sized savegame?
How could you make your game running smoothly as it used to be?
Well,you're lucky because you're using this mod!
You can:
-Remove unnecessary World Pawns to alleviate burden of GameSystem
-Clear AvoidGrids to reduce the size of your savegame
-Remove useless members(dead or of other factions) in an animal family
-Remove filth in HomeArea, and snow
-Remove corpses in current map
-Remove BattleLog entries
-Fix some faction relationships error(Those caused by mod conflicts are not included!)
-Re-generate faction leaders to fix some CommTable issues.
-Reclaim Memory used by GameSystem to boost up game performance
1.Activate this mod(after Core mod)
2.Load your savegame
3.Find a tab called "RuntimeGC" at the bottom of your screen
4.Click,and do some cleaning with the GUI
PS. The longer you played(year-in-game),the more effective this cleaning will be.
PS2. Sometimes errors occur like "Tried to remove xxx from RimWorld.WorldPawns,but it's not here."They're unavoidable as I should thouroughly de-register every pawn(to avoid further bugs).But,they're harmless,so just ignore them.
PS3. Post any errors or bugs on my forum page.Your effort contributes to a better mod.Thanks!
PS4. (Too expensive to buy)
Special Thanks to A16 testers:
Thanks for your splendid work in Close-Alpha tests!
RuntimeGC 存档清理修复工具
+(新) 全新的动态内存监视器——完全自定义!
+(新) 3项全新的自动清理!
+(新) 不开启开发者模式也能访问开发者日志!
+(新) 扫雪技能Get!
+(新) 添加小功能——一键关闭所有信封,取消速度限制
+(新) RuntimeGC有设置页面了!
+(新) 集成MuteGC和MuteCL!
PS. 存档游戏时间(游戏年)越长,清理效果越好
PS2. 清理时可能会产生红字"Tried to remove xxx from RimWorld.WorldPawns,but it's not here."这条红字无害,并且为了保证清理彻底我并没有试图屏蔽它,所以忽视这条红字即可。
PS3. 请将任何此mod导致的bug或冲突贴到贴吧发布页上(或者Ludeon论坛),这将使mod更加完善。谢谢!
PS4. (太贵了,买不起)

Tilled Soil by Sam

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

Increased Stack by Taveron
More Trade Ships by PinoChemicali

Increases the rate at which orbital trade ships appear.
Versions of this mod for use with older versions of Rimworld can be downloaded from Nexusmods.

Doors Expanded by Jecrell (06-03-2019)
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.
* Gates
-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 (06-03-2019)

Fixes explosion slowdowns that occur while playing the CE mod coupled with Doors Expanded. The fix was engineered by JonnyNova. (06-02-2019)

Remote doors can be secured and locked properly. Also pathing fixes. (04-11-2019)

Adds research for remote buttons and doors as well. Updates Japanese translation. (04-09-2019)

Adds remote doors, buttons, and levers to Doors Expanded. (04-07-2019)

Added remote doors, buttons, and levers (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

Rimsenal - Rimhair by rooki1

Adds more hair styles.

Rimsenal - Enhanced Vanilla Pack by rooki1

The Rimsenal - Enhanced Vanilla Pack is designed for reinforced vanilla rimworld gaming experience. This mod adds variety of gears, extension of existing items.

Repair Workbench by Acruid

Adds the Repair Workbench to the game so you can repair the durability of items.

[SYR] Set Up Camp by Syrchalis

Set up camp, once again! For all your caravan managing needs, you can now set up camp anywhere. You can customize the possible size of the map, the duration you are allowed to stay, the time the tile is blocked after abandoning a camp and turn events on the camp map on/off.
It is recommended to use settings close to the default and not turn the map timer or the tile blocking off, as this makes the mod severely game-breaking in terms of balance. However, what you do is your choice - the option to turn these settings off is there for a reason.
Originally by Nandonalt
Re-coded and improved by Syrchalis
Assistance provided by spd, potatoclip

RimQuest by Jecrell (12-09-2018)
Adds quest givers to trader groups and caravans. This mod exists for those of us who feel that RimWorld could use a little more direction from time to time, and a good quest is just what we need!
When a trader or caravan arrives, simply right click the character with a green exclamation mark above their head to see what quests are available.
After accepting a quest, it will be available to you on the world map. This version contains vanilla events from RimWorld, but more quests are planned to be added in the future.
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 (12-09-2018)

Adds extensions by Mehni for incidents to flag them as non-RimQuest incidents (10-18-2018)

1.0 Initial Release

1.0.3 (10-09-2018)

Added Korean translation by ㅇㄷ

Real Ruins by telewre

"Everyone is dead or gone. This story is over.
Perhaps someone else will find a use for the ruins of this place."

Have you ever wondered who is that person which will find a use for those ruins?
With this mod it might be any other RimWord player, and you will find ruins of other players' bases as well.
This mod periodically uploads your base to the server database, and when a new map is generated, this database provides pieces of those stored bases as templates for abandoned ruins.
Probably you'll find just empty dirty shelter with badly damaged wooden bed and a pair of chairs. Probably you'll be lucky enough to find someone's silver vault before scavengers from the nearest settlement arrive.
This mod can be added anytime, it won't break your saves and will take effect when you enter into a new map, either starting a new game or with a caravan.

[FSF] Always Rearm Turrets by FrozenSnowFox

Turrets will be rearmed even if they are 99% full of ammo.

Buyable Quest Rewards by Adara Firecaster

V1.0 Adds items normally only available through quests to appropriate trader inventories
I make no claims that this is balanced in any way, shape, or form,
save that antigrain warheads have been limited to 2 at most per trader, rather than 50.
I made this mod due to being unable to locate something similar for 1.0.
And having to buy them feels less cheaty than making high tech artifacts out of spare parts lying around the base.

Cargo Pod Transport[1.0] by AKreedz

A Simple Cargo Pod Transport MOD.

Wandering Caravans [v2.4.1] by general223

Adds the off-chance of wandering caravans that have been seperated from their trade caravan appearing near your colony, with potentially valuable inventories!

Bulk Carrier by Vaniat

This mod adjusted the mass capacity of vanilla.
The adjusted mass capacity is depend on pawn's carrying capacity.
If a pawn in caravan, it will carry (35*bodySize)kg in vanilla game.
When you active this mod, the pawn will carry (carrying capacity * 0.5)kg in caravan.(e.g. a human will carry 37.5kg in caravan.)
Other way, if some negative health reduce the carrying capacity under the base carrying capacity, the adjusted mass capacity will be (base carrying capacity * 0.5)kg.

Craftable Glitter Tech Weapons and Apparels by Ai

Adds new weapon and apparel recipes to Robotic Assembler.

HolyWasher by sma342, Blacharnia

Holy Washer that removes worn by corpse effect from apparel
C# Code - Blacharnia
XML Code and Artwork - sma342

Faction Discovery by Orion

Added a new faction mod and have to start a new game? Not anymore!
Faction Discovery will make sure you have the recommended amount of bases for your new faction on the world map when you load your game the next time.

Vanilla Factions Expanded - Core by Oskar Potocki, XeoNovaDan

Vanilla Factions Expanded - Core incorporates several key functionalities that may be shared across all Vanilla Factions Expanded modules. Examples of shared functionality include custom base generation, customisable sieges, faction-based pack animal textures, scenario-dependent faction relations, and shields.

Tenants by LimeTreeSnake

Dev version of Tenants. Current build - 2019-09-08
You may use this code as however you want. However, do notify me as I'd love to hear if people find use of my code! :)

RimSaves by aRandomKiwi

Save menu improvements.
Organize your saves into folders, no more autosave overwriting between colonies in different folders, saves previews, search, quicksaves, rename/duplicate saves, mass saves removing...
Version 2019 R2 rev2 for Rimworld.

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.

Caravan Auto-Bedroll by AndHobbes

Automatically picks up enough bedrolls before caravans depart

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.

Harvest Organs Post Mortem by Smuffle

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