Mods Gone Wild? Taming RimWorld's Add-Ons & Tools

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Quick Start: Modding RimWorld in 5 Minutes

Just want the basics? Here's a quick step-by-step to get mods up and running:

  1. Get Mods (Steam or Manual)

    Steam: Go to RimWorld's Workshop page and Subscribe to mods you want – they'll download automatically when you launch the game.

    GOG/Epic: Download mods from trusted sources like GitHub releases or the Ludeon forum, then place them in your RimWorld Mods folder – usually in RimWorld/Mods or the %appdata%\Locallow\Ludeon Studios\RimWorld directory.

    Steam Workshop Interface

  2. Enable Mods in Game

    Launch RimWorld and click Mods from the main menu. You'll see all subscribed/installed mods. Enable the ones you want by clicking the checkbox. RimWorld will auto-restart if any core library mods (like Harmony) were added – that's normal.

  3. Order Matters (Sometimes)

    Generally, put core framework mods (Harmony, Core Library mods) at the top of the load order, content mods in the middle, and patches at the bottom. The game's mod menu lets you drag mods up/down. If unsure, don't panic – try using the Auto-sort button (RimWorld 1.4+ has a built-in sort function) or get RimPy (a community mod manager) to sort for you.

  4. Check for Dependencies

    Read each mod's description on Workshop. If a mod needs another mod (common for big expansions or libraries), make sure you have those installed and loaded. Missing dependency = mod not working!

  5. Start a New Game (or Load Save)

    It's wise to start a fresh colony after adding a bunch of mods, just to ensure everything works. But if you're adding small QoL mods, loading an existing save is usually fine (removing mods is trickier – see Troubleshooting section). Enjoy your modded game – your pawns will thank you for that electric dishwasher mod soon.

TL;DR:

Subscribe, enable, sort, check dependencies, and play!

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Why Mod RimWorld?

Modding RimWorld unlocks infinite replayability. This colony sim is already rich, but maybe you'd love new animals, weapons, or factions? Mods have you covered. Want to streamline the interface or automate tedious tasks? Mods do that too (looking at you, Allow Tool and Pick Up and Haul). In short, mods let you tailor the storytelling experience – from hardcore survival challenges to whimsical additions (yes, you can have pet dragons or make it rain chocolate).

This guide focuses on two things: mods (the content packages themselves) and tools (utilities or techniques to manage and customize mods). We'll approach it gamer-to-gamer – I'll share not just what to use, but how and why, backed by community wisdom and a few cautionary tales. New to RimWorld? Start with our beginner's survival guide before diving into mods. Grab your survival meals and let's dig in.

If you're already a modding pro, feel free to skip ahead to Advanced Tweaks or Tools sections using the Table of Contents. Looking for other guides? Check out our base building guide for optimal colony layouts or our research optimization guide for tech progression strategies.

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Common Modding Pain Points (And Solutions)

Even seasoned RimWorld players run into headaches when modding. Let's address the big pain points one by one, so you can spend more time playing and less time troubleshooting.

Mod Installation & Version Compatibility

"Help, my mod isn't working!" – One of the first issues is often installing mods from the wrong place or using outdated versions. Here's the lowdown:

🎮 Steam Workshop (Auto Updates)

Subscribing on Steam is easiest – it ensures you always get the latest version of a mod compatible with the current RimWorld version (1.4, 1.5, etc.).

If a Workshop mod hasn't updated to 1.5, it might still work but could show as "outdated" in mod list. Check the mod description or comments; often, minor version bumps (1.4 to 1.5) work fine without official update.

📦 Manual Install (Non-Steam)

Download the mod (usually a zip) and place its folder into Mods. Make sure the folder structure is correct: it should contain an About folder with a Manifest.

Tip: Many Steam mods have direct download links (GitHub or Ludeon forum) posted by authors for GOG users. Use those rather than random sites.

⚙️ Game Version Mismatch

RimWorld won't load a mod that targets a newer version. Older version mods might run on a newer game but with issues.

When RimWorld 1.5 dropped, it changed some code such that certain 1.4 mods needed true updates (e.g. storage mods like Deep Storage had broken functionality until updated).

🔄 Managing Different Versions

If you plan to stay on an older RimWorld version (say you have a 1.4 playthrough with mods that haven't updated), use Steam's beta branch feature to stick to 1.4, or manually keep a copy of the 1.4 Mods folder.

Fluffy's Mod Manager can save profiles of mod sets per version, which is handy.

Quick tip:

On game startup, RimWorld's console will list if any mods were built for a different version ("mod XYZ is built for 1.4, you are running 1.5"). These are warnings, not always errors. Test in-game functionality – if things break (e.g. a Deep Storage container not storing items in 1.5) then you know the mod truly isn't compatible.

Load Order and Mod Conflicts

Perhaps the #1 headache in modding: "What order do I load my mods in?" A poor load order can lead to crashes, or subtle bugs, so it's worth getting right.

The Basics

RimWorld loads mods in the order they're listed. If two mods modify the same thing, the one loaded last usually wins (or worst case, they conflict and cause errors). Key guidelines:

  • Core first: The game's Core (and DLCs) load first automatically. Next, any library mods or frameworks. For example, Harmony (the C# patching library virtually all mods use) must be at the very top (immediately after Core). If you use HugsLib, that should come early too.
  • Then big mods and content packs: Major overhauls (like Combat Extended, RimWorld of Magic, or total conversions) often recommend being placed after libraries but before smaller mods.
  • Patches last: Any mod that says "Patch" or "Compatibility fix for X and Y" should be after both X and Y in load order. Same for language packs or add-ons.

🔧 Use Automated Tools

Frankly, manual sorting is tedious. The community created RimPy Mod Manager – a stand-alone tool that can sort your mods based on a master database.

It knows, for example, that "Humanoid Alien Races" mod should load before any species mods, etc. RimPy will highlight issues like dependency errors or known conflicts.

Alternative: A newer open-source tool RimSort does similar automatic sorting with a community-driven ruleset.

RimPy Mod Manager interface with auto-sort functionality

Pro tip:

Use color tags or categories in Fluffy's Mod Manager to group mods by type (UI tweaks, weapons, factions, etc.). This doesn't affect load order directly but helps you conceptualize and follow recommended ordering (like all "framework" mods up top, all "vanilla tweaks" mods later).

When Mods Cause Performance Issues

RimWorld can slow down with too many mods, especially content-heavy ones or those that add complex AI (e.g. pathfinding for zombies, etc.). There are two aspects: startup time and in-game lag.

Long Loading Times

It's not your imagination – a heavily modded RimWorld can take several minutes to launch. A user shared that with a "full list of mods the game took 10-12 minutes to turn on"!

Tools that help:

  • Startup Impact: Measures exactly how long each mod takes to load.
  • RIMMSLoadUp: Can drastically cut load times by optimizing how defs load.
  • Trim the fat: Remove unused mods, especially big ones.

📉 Frame Rate and TPS (Ticks per Second)

Late-game RimWorld naturally slows down due to many pawns and calculations. Mods can exacerbate this.

Solutions:

  • RocketMan: Increases tick rate by optimizing certain operations.
  • Dub's Performance Analyzer: Shows which systems/mods consume the most time per tick.
  • RuntimeGC: Remove unused items and pawns from memory mid-game.
  • Reduce map size or pawn count: Not a mod tip, but helps performance.

Keep in mind, a modded RimWorld will likely never be as snappy as vanilla, but with the right tools you can keep it playable. And if you're running a monstrous 300-mod load, a bit of lag is the price of glory 🍌

Troubleshooting Crashes & Bugs

It's all fun and games until a red error message pops up or your game crashes to desktop. Let's go over a quick triage:

1

Enable Dev Mode

In RimWorld's Options > Gameplay, tick "Development mode". This will allow the debug log to pop up automatically on errors, and provide additional info.

2

Read the Error Log

The first red error is key. It often names a function or def that's broken. Sometimes you'll literally see a mod name in the stack trace.

3

Binary Search for Culprit

Disable half your mods, see if problem persists. Rinse, repeat. Yes, it's time-consuming, but effective if you truly have no idea which mod is causing a specific in-game glitch.

4

Check Mod-Specific Forums

Steam Workshop comments and Reddit are lifesavers. Searching the error message or mod name often brings up others with the same issue. Often a fix or workaround is posted.

5

Keep Backups of Saves

If you add a mod mid-game and it corrupts something, having a vanilla (or less-modded) save to roll back to is helpful.

Common crash causes:

Using outdated versions of Harmony or HugsLib can crash the game – always use latest. Another one is mod conflicts that cause infinite loop errors; if the game hangs on "Initializing" for 10+ minutes, force close it – likely two mods are in conflict. Remove suspicious mods one by one.

Safe Modding Practices

Before we move on to recommended mods, here are a few best practices in modding RimWorld:

  • Add mods one or few at a time and test, rather than enabling 50 new mods at once.
  • Keep track of your mod list. Use the Mod Manager mod or even a text list.
  • Read mod descriptions fully. Mod authors often explain compatibility or known bugs.
  • Support your modders! Rate the mods you love, maybe donate on their Patreon/Ko-fi if you can.
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Must-Have Mods and Mod Categories

Everyone's RimWorld experience is different, but some mods have become community favorites because they address common gripes or add amazing content. This section is like walking through a mod market – from Quality of Life improvements to big content expansions. Think of it as a buffet; take what sounds tasty to you.

Quality of Life Mods (Fixing the Little Things)

These mods don't radically change gameplay – they polish it. After you use these, you'll wonder how you lived without them in vanilla. Here are the VIPs:

Allow Tool

Adds convenient tools for selecting and forbidding items. Ever had 100 dropped items after a raid and had to unforbid each? Allow Tool gives one-click options: "Unforbid all items", "Select all similar things on screen", etc.

Quality of Life Essential

Pick Up and Haul

Pawns in vanilla haul one thing at a time. This mod lets them pick up a bunch of items in their inventory and haul them in one trip. It's a huge time saver – pawns will clean up stockpiles much faster instead of 20 trips back and forth.

Quality of Life Essential

RimHUD

A HUD enhancement that shows pawn details in a compact UI on the main screen. Instead of clicking each pawn to see needs or gear, RimHUD gives an overlay with all that info nicely formatted.

Quality of Life UI

👉 Community Picks: In a Reddit "must have mods" discussion for 2024, a user listed their non-negotiable QoL mods:

"Dubs Mint Menus, Allow Tool, RimHUD, Pick Up and Haul, Smarter Construction"

Game-Changing Content Mods

Now onto mods that add content or overhaul mechanics. These can dramatically alter your play experience, often for the better! Here we highlight some big ones making waves in 2024-2025:

Combat Extended (CE)

A legendary mod that overhauls the combat system to be more realistic and tactical. Introduces ballistic trajectories, ammo types and magazines, armor penetration mechanics, and a host of other changes.

Combat Overhaul

RimWorld of Magic

Adds fantasy classes and abilities for your pawns (and enemies). Mages, warriors, necromancers, etc., each with unique spells or skills that can level up. It almost turns RimWorld into a fantasy RPG/colony sim hybrid.

Fantasy Overhaul

Save Our Ship 2

An extremely ambitious mod where you can build a spacecraft and actually leave the planet and continue playing in space. You construct a starship in orbit, manage ship heat, radiation, etc., encounter other ships, and can even land on new worlds.

Endgame Space

Specialized Mods

There are hundreds of specialized mods catering to specific gameplay styles or interests. Here are a few notable examples:

Hardcore SK Modpack

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Zombie Apocalypse Mods

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Expanded Prosthetics and Organ Engineering (EPOE)

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Realistic Rooms

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Compatibility note:

Many of these content mods can be mixed and matched. However, be mindful of overlap: e.g., if you use Combat Extended, ensure any weapon mod you add has a CE patch or you might get odd results. If you use a big modpack like Hardcore SK, you generally don't add other mods on top of it (it's designed as a closed ecosystem).

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Advanced Modding Tweaks (For the Brave)

This section is for players who want to go beyond just downloading mods – maybe you want to tweak mods yourself or use developer tools to further customize your RimWorld. Proceed only if you're comfortable editing files or using dev mode; these are entirely optional but can greatly enhance control.

📝 Editing XML Defs

Most RimWorld mods are based on XML defs. If you have a basic text editor, you can open the mod's files (in the Mods/<ModName>/Defs/ folder) and change values.

For example, you think the "Incendiary Launcher" added by a mod does too much damage? Find its ThingDef and adjust the damage value. Or change a recipe cost, etc.

<ThingDef ParentName="BaseWeapon">
  <defName>Gun_IncendiaryLauncher</defName>
  <label>incendiary launcher</label>
  <description>A modified grenade launcher. Launches incendiary grenades.</description>
  <statBases>
    <MarketValue>1500</MarketValue>
    <Mass>7</Mass>
    <AccuracyTouch>0.75</AccuracyTouch>
    <RangedWeapon_Cooldown>2.5</RangedWeapon_Cooldown>
  </statBases>
</ThingDef>

🔄 Creating Simple Patch Mods

Instead of editing a mod directly, you can create a separate mod that loads after and patches values using XML PatchOperations (XPath).

The RimWorld Wiki's modding section has tutorials on how to do this. If you find yourself wanting to carry personal tweaks across playthroughs, making a "MyTweaks" mod might be worth learning.

<Patch>
  <Operation Class="PatchOperationReplace">
    <xpath>/Defs/ThingDef[defName="Gun_IncendiaryLauncher"]/statBases/RangedWeapon_Cooldown</xpath>
    <value>2.0</value>
  </Operation>
</Patch>

🔬 Using Development Mode

We discussed using it for troubleshooting, but dev mode also allows creative tools:

  • Spawn any item or pawn via the debug menu
  • Trigger events (force a raid, make a weather event happen)
  • Change pawn relations or backstories
  • God Mode in the architect menu lets you build instantly

Remember to turn off dev mode after use to avoid accidental clicks that could spoil gameplay.

💻 GitHub and Source Code

Many RimWorld mods have their source on GitHub. If you have some coding ability (C#), you could even fork and modify a mod's code.

Examples: The Multiplayer mod is open-source, the RimHUD mod code is available, etc. You might do this to add a feature or fix a bug for yourself if the mod isn't updated.

This definitely enters "programmer territory", but it's an option – RimWorld modding is basically C# and Unity framework under the hood.

Community support:

Embrace the community. Advanced modders often hang out on the official Ludeon forums in the Modding section, or the RimWorld Discord's #mod-development channel. If you run into a wall trying to tweak something, asking there might get you the answer or pointers you need. RimWorld's modding scene is one of the friendliest – after all, it's a single-player sandbox, so the ethos is very much "make the game as fun as you want it to be".

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Essential Tools for the Modded RimWorld Player

Modding isn't just about the mods – it's also about the tools that help you manage those mods and enhance your gameplay. We've referenced a few of these above, but here we'll list the key tools and utilities explicitly, so you know what's available in your toolbox:

Mod Management Tools

RimPy Mod Manager

A stand-alone Windows/Linux application to organize your mods outside the game. RimPy's killer feature is its auto-sort: it downloads a community-maintained database of mods and their suggested order, then sorts your mod list with one click.

Get RimPy

Fluffy's Mod Manager

An in-game mod that overhauls the default Mods dialog. It provides profiles (save named mod lists), search and filter, drag-and-drop ordering, and shows mod versions. Many players use Fluffy's manager for day-to-day enabling/disabling.

Get Mod Manager

RimSort

A newcomer (open source on GitHub) aiming to replicate RimPy functionality. It's still in development but already functional. The advantage is community ownership and cross-platform from the get-go.

GitHub Repository

In-Game Utility Mods

These are mods that act like tools or provide information, rather than adding content per se:

Performance Tools

  • RocketMan: Increases tick performance, good for late-game large colonies.
  • Dub's Performance Analyzer: Identifies mod or script slowdowns.
  • RuntimeGC: Cleanup to reduce save bloat and memory usage.

📚 Utility Mods & Libraries

  • Harmony: Required by most mods – allows game code patching.
  • HugsLib: Provides enhanced modding library and debug log publisher.
  • JecsTools: Legacy library for certain mods like Rimworld of Magic.

👤 Character Editor

A fan-favorite tool mod for customizing pawns. It allows you to open an interface anytime (in scenario setup or mid-game via a gizmo) and edit pawns' appearance, traits, skills, backstory, etc. It's like Prepare Carefully on steroids and works mid-game too.

+ Show More Tools Numbers, Pharmacist, Work Tab, Progress Renderer, and more

Community Resources

One more thing under tools: the community itself. Websites like the RimWorld Wiki (especially the Modding section), forums, and the RimWorld Discord (with channels for help and mod development) are invaluable. The collective knowledge out there is part of your toolbox – never hesitate to use it!

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Conclusion: Mod Your RimWorld, Your Way

Modding RimWorld is like being a kid in a candy store – so many treats, and you might overstuff your basket at first. And that's okay! Part of the joy is experimenting: one day you're managing a gritty save with hardcore combat and permadeath, the next you're herding fluffy Pokémon (yes, there's a mod for that too). The key is to have fun and tailor the experience to your taste.

Think of mods and tools as the instruments in a rich orchestra. At first, you might just want the lead violin (a couple of QoL mods). Over time, you add the drums and brass (big content mods). Eventually, you're conducting a complex symphony of 200 mods – and with the right tools, it's harmonious. Sure, there might be the occasional sour note (error) to troubleshoot, but with this guide and the community resources, you'll know how to resolve it and get back to the story unfolding in your colony.

A quick personal analogy: Modding, to me, is like cooking. At first, you follow a simple recipe (vanilla game). Then you add a few spices (QoL mods). Then you think, "hmm, what if I fusion this with another cuisine?" (sci-fi weapons in a medieval game?). Soon, your kitchen is messy, you've got 10 pots on the stove (load order madness), but you learn to clean as you go (mod managers!) and refine the dish. Finally, you plate up a meal that's uniquely yours – maybe it's not to everyone's taste, but it's exactly what you craved. And that satisfaction is immense.

As you venture forth, remember: every RimWorld colony tells a story. Mods are there to give you more stories, more control, or more chaos as you see fit. Maybe your next run will be a zombie-infested hellscape with elite SWAT pawns (mods can do that), or a peaceful farming village with expanded agriculture and brewing (mods can do that too). The choice is yours.

One last recap: We've covered how to install and manage mods, the top QoL improvements, the major content packs (with Vanilla Expanded and others taking the spotlight), performance tips, troubleshooting, and advanced tweaking. With these tools and knowledge, you are well-equipped to mod RimWorld in 2025 and beyond. So get out there and make your colonists' lives both better and more interesting with your new mods & tools!

Happy modding, and may your storyteller always give you just the right amount of challenge.

Now, time to load up RimWorld and get modding – the rim is your oyster! 🏹🚀🤖

RimWorld Version Reference Table (Click to Expand)
Version Release Date Impact on Mods/Tools
1.4.3704 20 Apr 2023 Post-Biotech update, minor fixes. No major mod breakages; mods for 1.4 continued to work.
1.4.3901 3 Nov 2023 Final 1.4 patch. Primarily bug fixes and polish before 1.5 rollout.
1.5.4066 16 Apr 2024 First public 1.5 unstable build. Introduced code changes that would affect mod compatibility.
1.5.4101 21 May 2024 1.5 released on main branch. Many mods updated on Workshop to officially support 1.5.
1.5.4409 25 Mar 2025 Latest patch (as of Mar 2025). Fixes GOG uploading issue. Marked as a stable release.