Essential Rimworld Mods22 Apr 2019 7
Over five years ago I backed an interesting looking colony sim called Rimworld. When I started playing for the first time 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.
Banished is another great survival/strategy sim, and it also has a great mod scene worth checking out.
Two years ago, I decided to dive into it again after coming across an old sendowl code in an abandoned hotmail inbox. Today, I'm over 200 hours in on the Steam version alone, and I just can’t stop.
After an incredible development journey, Rimworld is finally out of Early Access. The dev’s work has brought this Firefly-esque survival sim along in leaps and bounds, but I can say without a doubt that it’s thanks to the plethora of mods available that players keep falling deep into the rabbit hole. From full overhauls like Medieval Times to quality of life changes like Research Pal, mods are what allows Rimworld's full potential to shine.
So, if you want to celebrate Version 1.0 with some mods to spice up your gameplay, here's a collection of mods we 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 use 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.
At the time of writing, all mods are compatible with Version 1.0, check your version before installing!
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 sort of been addressed now) 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.
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 now, 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.
Quality of Life Mods
Colour Coded Moods by PorqueNoLosDos
While Tynan, blessed is 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.
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.
Mods that add Cool Stuff
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, it was initially abandoned buy another modder stepped in to revive it for 1.0. With the end goal of Rimworld seeing you build a ship and escaping the planet, it’s very easy to get disheartened. The colonists you’ve watched grow so much over the past few hundred hours will escape, and the game will end. Job done...
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
I played a lot of The Sims when I was younger and I bought a lot of DLC, so anyone who knows me 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. The link leads to the main collection where all of the individual elements can be found:
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 have 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 3 new storytellers that are designed around the Rimsenal lore.
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!