ΡΠΎΠΏ ΠΌΠΎΠ΄ΠΎΠ² Π΄Π»Ρ rimworld
ΠΠΎΠ΄Ρ Π΄Π»Ρ Rimworld Π²Π΅ΡΡΠΈΠΈ 1.0
Π’Π΅Ρ Π½ΠΈΡΠ΅ΡΠΊΠΈΠΉ ΠΌΠΎΠ΄, Π½Π΅ΠΎΠ±Ρ ΠΎΠ΄ΠΈΠΌΡΠΉ Π΄Π»Ρ ΡΠ°Π±ΠΎΡΡ Π½Π΅ΠΊΠΎΡΠΎΡΡΡ ΠΌΠΎΠ΄ΠΎΠ² Π°Π²ΡΠΎΡΠ° Oskar Potocki.
Β«HALO: Rimworld Psychic Pulse ArmoryΒ» Π΄ΠΎΠ±Π°Π²Π»ΡΠ΅Ρ Π² Rimworld Π² ΠΎΠ±ΡΠ΅ΠΉ ΡΠ»ΠΎΠΆΠ½ΠΎΡΡΠΈ 8 Π½ΠΎΠ²ΡΡ ΡΠ½ΠΈΠΊΠ°Π»ΡΠ½ΡΡ Π²ΠΈΠ΄ΠΎΠ² ΠΎΡΡΠΆΠΈΡ
ΠΠΎΠ±Π°Π²Π»ΡΠ΅Ρ 24 Π½ΠΎΠ²ΡΡ ΡΡΡΠ΅ΡΡΠ² Π² ΡΠ°Π·Π½ΠΎΠΎΠ±ΡΠ°Π·Π½ΡΠ΅ Π±ΠΈΠΎΠΌΡ Π²Π°ΡΠΈΡ ΠΠΎΠ»ΡΡΠ΅Π²ΡΡ ΠΌΠΈΡΠΎΠ², Π²ΡΠ΅ ΠΎΠ½ΠΈ ΠΎΡΠ½ΠΎΠ²Π°Π½Ρ Π½Π° ΠΌΠΈΡΠΎΠ»ΠΎΠ³ΠΈΡΠ΅ΡΠΊΠΈΡ ΠΈ ΠΌΠ°Π³ΠΈΡΠ΅ΡΠΊΠΈΡ
ΠΡΠΈΠ΄Π°Π΅Ρ Π²Π°Π½ΠΈΠ»ΡΠ½ΡΠΌ ΡΡΠ΅Π½Π°ΠΌ Π½ΠΎΠ²ΡΡ ΡΠ΅ΠΊΡΡΡΡΡ ΠΈ Π΄ΠΎΠ±Π°Π²Π»ΡΠ΅Ρ Π½Π΅ΡΠΊΠΎΠ»ΡΠΊΠΎ Π½ΠΎΠ²ΡΡ ΡΡΠ΅Π½, Π·Π°Π±ΠΎΡΠΎΠ² ΠΈ ΠΏΠΎΠ»ΠΎΠ².
ΠΠΎΠ΄ ΡΡΠ΅ΠΉΠΌΠ²ΠΎΡΠΊ, ΠΊΠΎΡΠΎΡΡΠΉ ΡΡΠ΅Π±ΡΠ΅ΡΡΡ Π΄Π»Ρ ΡΠ°Π±ΠΎΡΡ Π½Π΅ΠΊΠΎΡΠΎΡΡΡ ΠΌΠΎΠ΄ΠΎΠ² ΠΎΡ Π°Π²ΡΠΎΡΠ° Neronix17.
Π’ΠΎΠΏ ΠΌΠΎΠ΄ΠΎΠ² Π΄Π»Ρ rimworld
List of mods in load order that I use in 1.0.
This is a library that provides shared functionality for other mods.
For best results, make sure that HugsLib comes right after Core in your mod load order.
Also includes the Log Publisher: press Ctrl+F12 to upload your Rimworld logs and get a link.
*** This mod contains various core functions for other Miscellaneous parts. ***
*** It must be loaded before the other parts! ***
The following video shows all that Miscellaneous can add to your game:
Mi.
Adds modding components to RimWorld: vehicles, spell casting, weapon slots, oversized weapons, and more!
;;;;; PUT THIS MOD ABOVE OTHER DEPENDANT MODS ;;;;;
Example Mod Load Order
Core
HugsLib
JecsTools
Star Wars
Call of Cthulhu
For all your caravan managing needs, you can now set up camp anywhere. This let’s you travel to hunt, forage and mine without having to ‘settle’ every time.
«Configurable Maps» provides you with a number of configuration options that you can use to tailor the way your maps generate. Simply visit «Mod Settings» from the game’s «Options» menu. You’ll find three different sets of options for the mod.
Adds more interaction with and between factions, bringing the world to life.
«Faction Control» provides you with a number of configuration options that you can use to tailor which and how many faction groups and faction bases show up on your map. Simply visit «Mod Settings» from the game’s «Options» menu.
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!
Increases the rate at which orbital trade ships appear.
Can be added or removed without starting a new game.
If you are using an older version of Rimworld, you can get an older version of this mod from Nexusmods.
Adds multiple unique new animals to Rimworld.
Adds over fifty animals into the game for every biome and environment! From Ice Sheets to Extreme Deserts, bring your game to life with some more critters!
You can find us on Ludeon Forums and Steam with more information and fun extras!
Requires at least HugsLib 7.0.0
Load order
// HugsLib
// Children, school and learning
Adds a sewage system, toilets, bathing, hygiene related needs and mood effects, central heating, water, irrigation, fertilizer, air conditioning, hot tubs, kitchen sinks, you name it!. Includes Lite mode. Multiplayer ready
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!
Glitter tech adds a number of advanced buildings, items and resources to extend gameplay and difficulty beyond what the game already offers. It is recomended that you start a new world to play the full Glitter Tech experience.
Have you ever wondered why your pawns don’t talk about each other?
I DID NOT MAKE THIS MOD: All credit goes to Nandonalt.
**Updated for Rimworld 1.1**
Colony Leadership Mod! Elect specialized le.
IMPORTANT: Genetic Rim for 1.3 will take a while. We are preparing something amazing, so stay tuned for further news!
UPDATED 02/03/21: Extract DNA from animals and hy.
Human re-equip the weapon that equiped before downed when recovering from downed (or fully healing).
This Mod allows you to search by name in various filters:
+ Storage tab
+ Bill tab
+ Outfit tab
Original A12 version by meonester. Initial update for A13βA17 by Killface.
Mod menu, rewrites for Harmony and massive improvements by DoctorVan.
❗️ Command your colonists like a boss!
❗️ The Achtung! mod enhances how you control RimWorld. You will get more control on how to position your coloni.
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.
Allow Tool can be safely added to existing games.
Show roads more prominently on the world map.
Clearly delineate road types.
Easily identify the road hierarchy with thicker, brighter colors indicating more advanced roads.
Compatible with Alpha 17, Beta 18, Beta 19, 1.0, 1.1, 1.2, and 1.3
Updated 11/08/20: Allows the use of ultra speed and change event speed multiplier.
Tired of feeding your prisoners Lavish Meals?
Need your animal handlers to stop bonding with livestock?
Want a colonist to avoid getting a new lover?
Have a worker on construction duty but shouldn’t be building artistic furniture?
This mod was made to commemorate Gaoshi. ( Gaoshi is a character in the game, not a real person. )
compatibility: 1.0, 1.1, 1.3, Royalty, Ideology
«So long Bob, I’m heading back home for some food!»
«OK Jim. Hey, while you’re heading over there, mind hauling some of this wood we chopped?»
«Can’t do it Bob, I’m cooking now. More important than hauling.»
«But Jim, you’re literally walking.
Colonists will gather stuff in their inventory, then haul it all to a stockpile.
Safe to add or remove from existing saved games (as far as I know).
Adds new WorkGivers for hauling, which prioritise hauling perishables or food over non-perishables. Items will be considered perishable if they would rot in less than a year or deterior.
A RimWorld mod that allows to set colonists and animals to outfits, areas, drugs, food in one single action. Setup different policies and switch at will.
If you like my mod and feel like contri.
Allows you to set a limit on the total item stack per stockpile.
Mod compatibility notes:
— If you have Pick Up And Haul installed, make sure Stockpile Stack Limit is loaded afterwards.
v1.1.0 Changelog:
— Removed log spam.
— Fi.
Allows your colonists to remember their position during base defense. You can send off your colonists to their positions with a single click. Also provides keys to quickly create and select groups of colonists for easier control in battle.
Mod for customizing stack sizes. As well as the ability to target specific items.
This mod creates a new option in the «Architect» menu, called «Planning», with more options for planning.
«Designator Shapes» mod is a great addition
Lets you quickly and easily rename your faction & community/base names mid game.
You use it by clicking that button boye shown at the bottom right of your game (shown in 2nd screenshot).
Its compatible with everything (I th.
Wouldn’t it be great if you could read character interactions? Well you can, in the social log. or with
Adds a customizable general overview tab, allowing you to see any stats on all your colonists or prisoners in a single window. Quickly compare colonists to see who your best doctor is, or to assign gear optimally.
Adds extra functionality to the Animals tab
Does not require a new save game.
Can safely be enabled/disabled in ongoing saves.
Ever asked yourself,
«where did I put that orbital bombardment?»
«How many chunks are left on the map?»
«I wonder how many shirts the colony has left?»
«Who took the masterwork Thrumbo pants?»
With the Inventory tab mod, you will never misplace, m.
Provides a vastly more customizable work tab.
[img]https://banners.karel-kroeze.nl/title/Important.png[/img]Work Tab completely takes over job priorities from the vanilla game. In order to support core functionalities and other mods, it intercepts calls t.
Replaces the faction tab with a relations tab. The relations tab shows, in a very graphical way, relations between your colonists and with other factions.
Smooth painless research
If you think its stupid that pawns in a rimworld cares about if they are wear cloths from dead persons and are tired of knocking out instead of killing your prey to gain wearable apparel, THIS is the mod for you!
It removes the big «T» on apparel if you.
Reverses the context menu so you can select something to interact with, followed by an action and the colonist that should execute that action. No need to select colonists first and much less scrolling through the map.
Lowers the required room sizes to better match realistic sizes of a house. This is also for those who like smaller packed bases. This mod was sugested by Gwazi Magnum.
Note: For anyone curious it does work with the new Multiplayer Mod
Allows your pawns to act smarter. Look up mod settings to know more.
Adds animal-related quality-of-life enhanΡements.
Add an alert while blighted plants are existed on map.
The alert will target all the plants was blighted, You should cut them out as soon as you could to prevent the blighted spread to more plants.
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
.
Designate conduits, sandbags, etc in L shapes. Designate walls and other impassable buildings in hollow rectangles.
A designated spot for traders to stop at.
Trading Spot marker is located in the Architecture menu under Misc
This is a small XML only mod which adds colors to the original traits in the game based on their general quality.
Bionic honey badgers? Spirit wolves with power claws? Yes, please.
Adds ADS recipes for our absurd number of animals.
PLEASE report any issues, I can’t easily test every surgery on every animal. ^^
Place buildings anywhere, on top of existing things, and the game will handle it
— Replace the stuff that the building is made from ( replace a wooden wall with slate wall )
— Upgrade things: like doors to autodoors, beds to bigger beds, workben.
*** You must load Miscellaneous CORE first for this to work without errors! ***
— Artefact
Your colonist stumbles over an ancient artefact. What might happen if you activate it?
— Crashed escape capsule
An escape c.
This adds some training facilities:
— Shooting Target
Train up your shooting ability.
— Martial Arts Dummy
Train your martial arts ability.
— Archery Target
Your colonists like to shoot some arrows for joy.
Giddy-up! Let colonists Ride to their destination and Roll.
«Hey Stein, can you go mine some steel? We’re running out.»
«But Banastra, the only deposit is on the other side of the map! Why don’t you do it?»
«Well, I’m incapable of minin.
Giddy-up! Let your pawns charge into battle with mounts! Depends on Giddy-up Core and Hugslib
Let your colonists ride to far lands on elephants, muffalos, llamas or any other animal, modded or not!
Show hair for all hats.
Select which hats do hide hair from Mod Settings.
Hide All Hats from Mod Settings
Will work with mods that add new hats
Supports current saves and can be removed without breaking saves
This mod does not change how hai.
As of RimWorld version 1.1, AutoOwl has now been made part of a new mod, Tiny Tweaks: https://steamcommunity.com/sharedfiles/filedetails/?id=2017485672
This mod has been made compatible in CE!
Adds «supportive» pharmaceuticals and new food items.
Mod originally by Cupro, updated to B19 1.0 by dninemfive with permission.
This mod adds new objects and activities that br.
Toasteh’s Veinminer mod, updated by Ogliss
These lights go directly on your walls. If the wall they are on gets deconstructed/destroyed they too will be destroyed.
Draws the names of rooms, stockpiles and growing zones as labels on the floor, like Prison Architect does.
— Features
* Names are drawn on the floor, so they will not obscure items and furniture on top of them.
* Rooms can be renamed using a button o.
NEW! As of August 12th, 2020. Updated mod so it’s compatible with 1.2
As of.
*UPDATE 2* Please stop commenting about sensor panels being broken. Yes I know they don’t work. I’v.
Adds embrasures for that can be shot through, while blocking passage, giving your colonists a.
this mod contains buildable terrains any tile can be replaced and built over
all terrain tiles are now found under terraforming tab
all terains can be built currently only costs time to build never managed to get around to add abit more depth and addi.
Changes most of the games terrain to HD realistic textures. The textures are much more detailed but *technically* lower-res than before so you should notice a substantial increase in your FPS; nearly doubling it especially with larger colonies.
This mod adds several fish-related resources, buildings and activities. See the forum thread for content/changelog. https://ludeon.com/forums/index.php?topic=13172.msg133445#msg133445
This mod adds an advanced cooler which doesn’t emit heat.
You must research advanced coolers before you are able to construct them. A minimum of 8 construction skill is required.
.
Introduces a number of options for outdoor lighting.