Essential Rimworld Mods31 May 2019 7
Nearly 5 years ago I backed an interesting looking colony sim called Rimworld. When I started playing a couple of months later I found it was… alright. Ugly, a bit clunky and prone to the same AI issues that most tycoon games run into. I let it be.
But two years ago, I decided to dive into it again after coming across an old sendowl code in an abandoned hotmail inbox. Now I’m 200 hours down on the Steam version alone, and I just can’t stop.
Last month I just put my latest colony to rest after we failed to stop an orc invasion and our food stores had been burnt down, leaving the crippled survivors to starve in the harsh winter. I could have tried to travel across the new world map and tried to raid a nearby ape tribe, maybe steal their food and settle again but it was no use. Better to let them die with dignity. The dying were frozen, hopefully to be saved by those more able than us.
While the developer’s work has brought Rimworld along in leaps and bounds, I can say without a doubt that it’s thanks to the plethora of mods that I’ve fallen this deep into the rabbit hole. From full overhauls like Medieval Times to quality of life changes like Research Pal, mods are what makes Rimworld so full of potential.
So if you’re late to the party and aren’t sure what mods you’ll need then you’re in luck, here are the mods I can’t play without.
First up, How To Mod:
Rimworld can be a bit strict on how it deals with mods and if it detects a nasty clash it’ll unload all of them so keep yourself right with these handy tips.
Some of these mods require HugsLib which is a community code library and any mod that serves as groundwork (HugsLib, JecsTools, Misc Core) should be at the top of your load order so dependent mods can read from it.
Any mod that reads from other mods should go low on the load order to make sure they can get all the information they need. Hospitality, for example, takes faction mods into account and should be low on the list to prevent clashes.
Thankfully Tynan has said that the way mods are handled will be changed in the upcoming 1.0 release.
The mods you Need:
EdB Prepare Carefully by edbmods
If you’re new to Rimworld, play at least one save without Prepare Carefully, just to get a feel of what the ineffable dev Tynan Sylvester intended. Then, after you’ve been suitably dragged through the mud, get this mod.
Prepare Carefully allows you to tweak everything about your colonists from their appearance to their names, stats, traits, and equipment before giving you a nicely laid out menu for you to pick your starting resources from. It removes the points limit the base game uses to ensure a fair loadout so have some sense in what you choose. A dozen max level colonists armed to the teeth with laser weapons can be fun but it gets old fast.
Colony Manager by Fluffy
Honestly, I’m surprised I haven’t recommended this before as it’s a huge improvement. With the manager you can take out the micromanagement of manually designating hunting and wood cutting jobs. All you need to do is designate how much wood and meat you want to have stored and your colonists will try to keep it as close to that as possible. The manager also helps with herds, letting you set up auto-butchering, designate areas to keep predators away, as well as taming and training to your specifications.
Seriously, this is an important one if you want a smoother colony. In fact, check out most of Fluffy’s work to make the micromanagement easier.
Hospitality by Orion
One of my biggest gripes with the base game - that has been addressed somewhat in alpha 18 - was that visitors had very little purpose. They would wander into your map, stay around for a little while (usually in front of the turrets or out in the rain) and then wander off home. Occasionally traders would come but they were few and far between.
Hospitality fixes this by giving you the ability to build guest rooms, to tell guests where they can and can’t go, to designate items in an area as buyable, and to improve (or damage) your relation with a faction by having someone dote upon them. It adds a lot of options like opening a hotel where you serve colony brewed beer or having a nice human trafficking ring going on.
Tech Advancing by GHXX
One of my biggest gripes with Rimworld is that for the life of me I can’t work out how to get my tech level to advance. Seems I’m not the only one either as modder GHXX has put together a handy little mod that advances your tech based on what you’ve researched.
Once one of the two Conditions(either A or B) is fulfilled:
Condition A: If you researched all projects of techlevel X and below, then the techlevel rises to X+1
Condition B: If you researched more than 50% of the projects with the techlevel Y, then the techlevel rises to Y
Nice and simple and strangely absent from the base game.
Dubs Bad Hygiene by Dubs
I like my tycoon games to feel realistic and while Rimworld goes in depth with moods and needs, it neglects one of the most basic needs: hygiene. I was more than unreasonably excited when Dubs Bad Hygiene released as it made my bases more believable.
Toilets, showers, sinks, baths, waste processing plants, sewage, and pipe systems are all added as well as the hygiene and bladder needs. And of course, the more opulent a bathroom, the happier your colonists will be.
Slightly less important in B19, RBSE has been a staple of the Rimworld modding community as it allows for the creation of prosthetics, bionics, and advanced bionics, synthetic organs, and brain implants.
It also changes how organ implants work, allows for bone repairing, and adds a whole slew of changes across the board. There are two versions available, LITE and Hardcore which both use different costs for the various craftables.
Do not use with expanded prosthetics and organ engineering.
Mod Manager by Fluffy
Modding can be a massive headache, doubly so if you don’t have the right tools. Thankfully Fluffy provides again with a mod manager that is reminiscent of the Nexus Mod Manager. It’s mostly painless and allows for much easier list organising, mod list saving, and (most importantly) allows you to store local copies of your mods. Less of an issue now that 1.0 is out, but still useful if you want to ensure the safety of your long playthroughs.
Some Quality of Life mods:
Colour Coded Moods by PorqueNoLosDos
While Tynan, blessed be he, has done a lot to improve the moods and how easy they are to tell, this little mod makes it just a little easier.
Normally your colonists have a bar behind them that will lower as their mood sours, this changes the colour of the bar depending on how low it goes. Green for happy, yellow for meh, red for sad. Simple.
Common Sense Mod by Avil
Y’know that frustrating moment in tycoon games where you design a beautifully laid out base/theme park/hospital only to watch the AI clumsily route itself through the gardens/fridge/minefield? Well, Common Sense aims to fix that by making your colonists just a bit smarter.
From cleaning their workstations and rooms before working or sleeping, getting their outdoors fix during recreation, and just generally handling a bunch of things better, this is definitely one for the bigger colonies.
Dubs Break Mod by Dubwise
A micromod that, for someone who sorta sucks at Rimworld, removes a painful niggle. Usually colonists will have extreme breaks if they’ve got a bunch of little problems (ate without a table, small room, tattered clothing) and haul off to go murder their friends and family. Not the most realistic thing in the world (though I’m sure a lot of us can sympathise) so Dub’s Break Mod necessitates at least one -20 mood thought to cause an extreme break.
Replace Stuff by uuugggg
Rimworld doesn’t have a replace or upgrade command by default which can make upgrading your perimeter wall a dangerous task. Either you break it down and replace it as you go, build it one block further out or closer in, or you stick with the wooden wall until it gets destroyed and your last colonist is cut into mince meat by a scyther.
Replace Stuff allows you to upgrade walls and items by placing objects of a different type over them. Then, much like placing a floor over a tree, your colonists will break them down and build over them. Handy.Realistic Rooms by Crisniper
The default Rimworld scenario has you control three colonists that crashland on a namesake rimworld, some distant wild planet. Then they have the cheek to get upset about not eating at a table and about having a small room and having to wear Kyle as a hat because we’re freezing to death and he was incapable of hauling. Snobs.
Realistic Rooms reduces the size requirements for bedrooms to something a bit more manageable which just makes things much nicer.
Research Pal by Charlotte
The research tab has always been a bit finicky, especially once you start adding research from mods to it. Sometimes certain mod research can cluster together on the vanilla tree, making it very difficult to follow.
Thankfully Research Pal clears the table up and takes some lessons from recent Civilisation games, allowing you to choose a research and automatically queuing the necessary steps.
While You’re Up by kevlou
It’s always frustrating to watch someone walk past something you want moved. Doubly so when they then have to track all the way back to pick it up, wasting even more time. Thankfully there’s a mod for that (which is a phrase I love). While You’re Up makes colonists check to see if they can haul anything while they’re heading to their current job. So a cook passing some crashed meals will pick them up and take them to the freezer first. Remember, time saved means lives saved.
Some mods that add Cool Stuff to the game:
Misc. Robots++ by Alæstor
While it is possible to train animals to haul and hunt, the common badger finds it very difficult to cook a decent meal and labradors make terrible surgeons. So what are we to do? Do it ourselves? Bah!
Misc Robots adds robotic helpers that come in different tiers (I - III) that specialise in certain skills and can really take the weight off your colonists. Cleaning robots are my particular favourite. A really fun mod if you prefer your game with more of a hard sci-fi flavour.
Requires Misc. Robots and Misc. Core in descending order: Core - Robots - Robots++
Save Our Ship [Reloaded] by pipakin (original by Kentington)
By far my favourite mod that had been sadly abandoned. With the final goal of Rimworld to be building a ship and escaping the planet, it’s very easy to get disheartened. The colonists you’ve seen grow so much over the past few hundred hours will escape but that’s the end of it.
Well not anymore! With Save Our Ship your next save can start with your previous colony and ship touching down on another Rimworld. The suffe-fun, the fun never ends!
You will need to build and launch a ship before you can use the mod.
Fashion Rimsta by Spoonshortage
As I said before, I played a lot of Sims when I was younger and I bought a lot of DLC so you probably saw this mod coming.
Fashion Rimsta (Fashionista, get it?) adds a bunch of new clothing options to the game, including uniforms that improve a colonist’s abilities in certain areas. Want your surgeons to look the part and work better? Scrubs. Better builders, hi-vis vests. I’d recommend mixing this with Apparello 2 for maximum customisation.
Dinosauria by spincrus
Adding in giant carnivorous reptiles and insects may not sound like the most sensible option for the already difficult task of surviving on a Rimworld but hear me out. You can tame dinosaurs.
With art that fits perfectly with vanilla Rimworld, Dinosauria is my personal favourite expansion, even if it does make the game much harder. It’s like 2D ARK: Survival Evolved, what’s not to love?
Just, don’t expect sauropods to go down easy…
Rimsenal Series by rooki12k
This is actually a collection of mods but they’re at their best when used together so:
Rimsenal Core adds new weapons and armours from 4 weapon companies that each focus on different strengths (sort of like the weapon companies in the Borderlands series).
You need Rimsenal Core to install the others.
Rimsenal - Federation adds new energy weapons alongside a new pirate faction born from the remnants of an interstellar empire. They had powerful heat weapons, new armour tech, their own custom mechanoids, and are generally a frightening sight to see dropping in from orbit.
Rimsenal - Ferals adds even more new weapons alongside a new pirate faction. The ferals are brutal psychopaths reminiscent of the Reavers from Firefly that field twisted mutants and junk weapons.
Rimsenal - Security adds new turrets based off of the 4 weapon companies from Rimsenal Core, as well as explosive barrels and dummies to distract enemies.
The mod author has also made a custom hair pack called Rimhair, a mod that expands on the vanilla weaponry called Rimsenal - Enhanced Vanilla Pack, and a Rimsenal - Storyteller Pack that includes three new storytellers that are designed around the Rimsenal lore.
The link leads to the collection where all of these mods can be found.
New Big Stuff
With Rimworld finally stable, modders have been able to spend more time building their big projects. From Save Our Ships getting more and more complex to a plethora of mods working on compatibility, Rimworld is evolving. The two biggest ones that I want to highlight are:
Twitch Toolkit by spare some ¢ence please
If you’re a fan of Twitch streamers then this one will really excite you. By some sort of coding magic viewers are now able to earn currency by watching the stream and spend it to trigger events. Hire mercenaries for or against the streamer, spawn traders, and more as the beta mod develops.
If you are a Twitch streamer, the mod also gives you various options when interacting with your fans like letting them buy colonists or gifting them lootboxes with a random amount of coins.
The mod is currently in beta and will get more stable and have more content as it develops.
Survive Together by Zetrith
This mod is currently only available on GitHub but has instructions for installing.
Finally, the moment we’ve all been waiting for! Multiplayer!
Survive Together allows you to play cooperatively with friends over LAN or online with direct joining or with your Steam friends. Most vanilla features are supported and you can play with mods as long as you both have the same mod list installed (though it is recommended to check the Tested Mods list to avoid any issues).
The possibilities with this one are incredible. As you can spread out into different maps and have consecutive colonies on the go (just like vanilla), you can build a proper empire with each colony headed by its own player.
All mods are compatible with 1.0, check your version before installing.
If you have any mods you think should have made the shortlist, leave them in the comments section below and maybe they’ll let me do another one of these!