r/RimWorld • u/Teotaur • 9h ago
r/RimWorld • u/Confident_Road3825 • 6h ago
PC Help/Bug (Vanilla) How to creatively torture every non basliner xenotype in rimworld please give me your best idaes
In vanilla because im playing on mobile
r/RimWorld • u/Kurainuu • 6h ago
Mod Release Made a Twitch Chat Rimworld Mod with Emote Support
gallerySteam Workshoplink: Link
r/RimWorld • u/BigNick14567 • 4h ago
Discussion Why does my map look like this
galleryHow do I get my world to have grass like the first picture?
r/RimWorld • u/FaceOfTheMtDan • 6h ago
#ColonistLife Your colonists can give kids shoulder rides.
I had no idea. That's pretty cool, although doing it in the prison is a choice.
r/RimWorld • u/BarExisting7287 • 20h ago
PC Help/Bug (Mod) Why this shit dont want to go trough this gap in the wall (mod RimThunder)
r/RimWorld • u/ziraatbankasi69 • 13h ago
Colony Showcase How is my killbox?
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Yeah I know traps are missing but I'll put them later. What else is missing? I want to know you guys thoughts.
r/RimWorld • u/mmertner • 7h ago
AI GEN Mod release: EPrime's Implanner
First off: This was built with the help of Claude Code by an experienced developer.
This mod lets you plan, track and (optionally) automate bionic implants for your colony.

You create a plan by giving it a name and picking the implants you want:

The planner knows which implants are mutually exclusive. A plan can extend or override another plan, so you can tweak the target set without reselecting everything.
Selected bionics can then be organized into tiers, which automation can use to schedule rollout in smaller batches (everyone gets tier 5 first) rather than fully equipping a single colonist before moving on to the next.
On the overview tab you can enlist colonists to follow a plan and track their progress.

Automation is optional (but enabled by default). Production helps automate the production of bionics or parts needed to produce them, without starving the colony of materials or occupying your benches.

The surgery options control how implants are rolled out, with options to ensure that the mod doesn't add surgery bills when your colonists are injured.

There's also a Help tab with documentation on how everything works.
https://steamcommunity.com/sharedfiles/filedetails/?id=3793988932
Hopefully someone other than me will find this useful!
r/RimWorld • u/GokuKing922 • 7h ago
Guide (Mod) Any way for Colonists to Gain Magic?
I added RimWorld of Magic to a pack I started using the Isekai RPG Mod. The issue is that none of my colonists gained any Magic or Martial abilities off rip. Is there anything I can do to grant those to my colonists, perhaps through God Mode/Cheats?
r/RimWorld • u/YearMountain3773 • 6h ago
PC Help/Bug (Mod) Is there a mod for item pedestals like in ONI?
I just spent 10 minutes searching the workshop with no luck. I just want a special way to display important lore items without just putting them on shelves :c
r/RimWorld • u/Visible-Camel4515 • 10h ago
#ColonistLife Don't you love it when a siege lands on top of your base? I wanted to antigrain them
im in the center of the map and this is my 4th siege and this is the only one to do this
r/RimWorld • u/Luisa_Cross • 13h ago
Discussion How to make health more realistic?
Hi guys, I am new to this game and I am trying to play the game as life stimulator, but can someone explain me how to make diseases/heart attacks/tending more realistic? Thank you!
r/RimWorld • u/42_The_Answer • 22h ago
Misc Has anyone here applied to Ludeon Studios before?
Has anyone here applied to Ludeon Studios before?
I’m considering applying for a programmer role there at some point and was wondering if anyone has gone through their hiring process. I’m mostly curious what the interviews were like, whether there was a technical interview or coding task, how much they cared about personal projects or mods, and how the trial contract worked in practice.
I’m not looking for confidential details or exact interview questions, just a general idea of what the process is like and what they tend to look for in applicants.
r/RimWorld • u/Virtual-Patient-4230 • 12h ago
Solved! i just promiced myself to not give quver to guners
im plaing with both vanila apel expanded acesories, and vanila wepons expanded, apel expanded ads a quver and wepons ads a modernisic bow so i waned to hawe a quvier work at that, so i aded 'IndustrialRanged' tag to it and i promiced myself to not give quivers to guners
:) i basicly moded a mod
r/RimWorld • u/Angelofthe7thStation • 20h ago
PC Help/Bug (Mod) Turn off toxic waste?
I want my colonists to have kids, but I don't want toxic waste and I don't care about mechs. Is there a mod or something to turn these off? I can mostly ignore them but there is toxic waste on the map and it takes up quest slots, so I would like to disable it altogether.
r/RimWorld • u/Scurvyez • 4h ago
Mod Showcase Astralum, WIP mod, showcase #2
Another sneak peek at my WIP mod—a pretty trinary star system with a massive purple nebula (among many others the camera can't currently see. lol
From left to right, we have F, K, and M-class main-sequence stars.
(Deleted first post; posting again because Reddit is dumb and keeps messing up the pic)
r/RimWorld • u/Boarlock98 • 12h ago
Mod Release FoodTracker v1.3.0 is out
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Finally got this one across the finish line.
This update was a pretty big rewrite of how FoodTracker handles nutrition values. Stacked meals now keep track of each individual meal's nutrition, so splitting, merging, interrupted eating, etc.. should all stay accurate.
Also fixed a bunch of the annoying edge cases around meals getting dropped or destroyed during eating, and partial carvnivore and vegetarian meals now keep their same ingredients too.
I spent way too much time chasing bugs in the stack merging stuff on this one, but I think it's finally in a really good place lol.
Bug reports are always welcome!
v1.3.0: GitHub release - Nexus Mods
r/RimWorld • u/Any_Wedding5407 • 14h ago
PC Help/Bug (Vanilla) I can't force my pawns to wear anything anymore!
After I downloaded the "vanilla apparel expanded" i was unable to force my pawn's to wear armour, jackets, shirts.
They just started wearing whatever they want!
(I figured it out! I opened my last save and for some reason the problem stopped)
r/RimWorld • u/Dr_Ethan_Kaatz • 22h ago
PC Help/Bug (Mod) Hospitality + VE nutrient paste
So I'm using the aforementioned mods and having some trouble. The dispensers from VNE don't have the vending button that the vanilla nutrient paste dispenser has, so they won't take food from them but I hate how bulky the vanilla dispenser is
r/RimWorld • u/Adept-Travel5040 • 12h ago
Solved! Is there a mod that adds "perfect memory" without anomaly?
I want one of my colonists to have perfect memory. But I don't want to add anomaly for just that.
I also don't want to make everyone have perfect memory (like "Removes Skill Decay" or "Mad Skills" mods).
And I also don't want implants to make pawns with 0% skill decay rate (like "archotech expanded" mod).
Is there a mod that adds trait like perfect memory while keeping the game as vanilla as possible?
I've searched so many mods and the best I can find was implants mod.
r/RimWorld • u/Cultural_Ad_525 • 15h ago
Suggestion So i did it....
I have joined the rimworld communitie and brought the vanilla game.
Really enjoying it, but pkease advise what to add next. Thinking about adding a DLC and maybe mods.
What are your recommendations to add first. Biotech seems cool, no idea about must have mods.
Thanks everyone.
(Sorry for spellings fat thumbs)
r/RimWorld • u/max4097 • 9h ago
Suggestion Helping other places
Not sure if right flare
My next playthrough I'm thinking of trying a more peaceful playthrough, basically no aggressive bad events like raids on my home map and leaning into trade goods, a hospital, hotels and using mods like cuisine story to add depth. I was wondering if there was any other mods that fit that theme and specifically if there are mods to have my people go out and provide aid in some way to other settlements around me?




