RimWorld

RimWorld

Hidden gem mods?
Looking for what you guys view as great mods that add a little (or a lot) of flavor to the game. Stuff that's a bit under the radar but still fantastic to have.

For example I just found/added a mod that adds salting meat, perfect for spending a lot of time as tribal. Nothing crazy but it comes with some cute aesthetics!

Please let me know any and all big and little hidden gem mods you guys have found!
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Showing 1-9 of 9 comments
XelNigma Jun 4, 2024 @ 8:34pm 
https://steamcommunity.com/sharedfiles/filedetails/?id=3223443793

This is a new mod, and I think it's probably hitting it big. Seems like Everytime I load the game it's added new implants. It's a great mod that I'll never be able to play with out.


https://steamcommunity.com/sharedfiles/filedetails/?id=2056706586

I love the way this mod does prosthetics. Not only does it fix the issue of a bionic arm removing your hands and arm but it also gives bionics mod slots so you can have both a bionic arm, and a hand spike as well as other upgrades. I just wish it was more popular so there was more mods that make things for the bionic mod slots.
Sadly the extra limbs part of the integrated implants mod isn't compatible with this mod, so integrated implants disabled the extra limbs part of you have this mod.
Last edited by XelNigma; Jun 4, 2024 @ 8:39pm
mr.j.j.borreli Jun 5, 2024 @ 7:47am 
Both look super cool! Thank you!
XelNigma Jun 5, 2024 @ 8:44am 
https://steamcommunity.com/sharedfiles/filedetails/?id=2636462610

If your like me and have an open base with out a city wall or want to have slaves help in combat this mod makes it so terror reduces and at 100% terror nulls the rebellion chance of having a path to the edge of the map and for being near weapons. It also makes terror linger for a few hours instead of instantly going away when away from the source.
Its a game changer for me and makes slave viable.

https://steamcommunity.com/sharedfiles/filedetails/?id=2868392160

This mod overhauls how research is done. No longer does the research just set at the bench and work all day. Instead they gather materals and studies them. chats with prisoners to learn what they know on the subject and other things.
You can also prototype the items and buildings the research unlocks before the research is done to gain research as well, its just that the item/building has a very high chance to fail, come out heavily damaged and be of poor quality.
And most impressive is it works for all mods as the research options are generated based off what the research unlocks and of previous researches.

Theres also an optional mod Stepping Stones that goes with this that seperates some researches into smaller steps. I recommend it also.

https://steamcommunity.com/sharedfiles/filedetails/?id=2722053051
I recently found this mod and I love how well it works. In the past iv had issues with mods that change jobs so I was hesitant to try this one out.
But the UI is very clean and straight forward, not confusing at all. Its customization is crazy. You can re-prioritize tasks in a job. such as making constructors repair before they build new stuff. a major petpeeve of mine.
And even create new jobs and move tasks to it, such as I made a new job I titled Surgery and I moved the operation/surgery tasks from doctor to it. This way only my best doctors will operate while any mid level doctor still tends people.
Last edited by XelNigma; Jun 5, 2024 @ 8:56am
SkunkPlaysGames Jun 5, 2024 @ 8:16pm 
https://steamcommunity.com/sharedfiles/filedetails/?id=2780971535

I always play neolithic starts so this mod really makes sense. It's a good logical mod that actually makes the game more difficult so balance is not an issue.

This is also a shameless self promotion but I have made a lot of RimWorld mods over the years so I definitely recommend checking out my Workshop page because I never play any games without my mods, I think they are wonderful, of course.
Last edited by SkunkPlaysGames; Jun 5, 2024 @ 8:22pm
fergis4 Jun 5, 2024 @ 9:58pm 
("Dubs bad hygiene") is solid it adds a new need for cleanliness and bathroom use but also new recreation items and saunas which reduce risk of heart attacks in pawns also you get mood boosts from pawns that are very clean because they feel fresh. I also I highly recommend ("romance on the rim") for a better romance system which is a big boost if you have biotech because they get to baby makin they also surprise each other with hugs and kisses and stuff complete with kissing animations and little dialogue windows that show how they flirted. Also dip your toes in the ("vanilla expanded") mod series there are some real gems there adding just about anything you could think of from new weapons to new animals to new furniture ect and all of it feels and looks like base game you can't even tell whats mod and whats base game sometimes they are that seamless.
Last edited by fergis4; Jun 5, 2024 @ 10:04pm
mr.j.j.borreli Jun 5, 2024 @ 10:11pm 
Originally posted by Tamm:
https://steamcommunity.com/sharedfiles/filedetails/?id=2651392585
Instantly added haha! Sounds like amazing qol! Thanks!
mr.j.j.borreli Jun 5, 2024 @ 10:17pm 
Originally posted by XelNigma:
https://steamcommunity.com/sharedfiles/filedetails/?id=2636462610

If your like me and have an open base with out a city wall or want to have slaves help in combat this mod makes it so terror reduces and at 100% terror nulls the rebellion chance of having a path to the edge of the map and for being near weapons. It also makes terror linger for a few hours instead of instantly going away when away from the source.
Its a game changer for me and makes slave viable.

https://steamcommunity.com/sharedfiles/filedetails/?id=2868392160

This mod overhauls how research is done. No longer does the research just set at the bench and work all day. Instead they gather materals and studies them. chats with prisoners to learn what they know on the subject and other things.
You can also prototype the items and buildings the research unlocks before the research is done to gain research as well, its just that the item/building has a very high chance to fail, come out heavily damaged and be of poor quality.
And most impressive is it works for all mods as the research options are generated based off what the research unlocks and of previous researches.

Theres also an optional mod Stepping Stones that goes with this that seperates some researches into smaller steps. I recommend it also.

https://steamcommunity.com/sharedfiles/filedetails/?id=2722053051
I recently found this mod and I love how well it works. In the past iv had issues with mods that change jobs so I was hesitant to try this one out.
But the UI is very clean and straight forward, not confusing at all. Its customization is crazy. You can re-prioritize tasks in a job. such as making constructors repair before they build new stuff. a major petpeeve of mine.
And even create new jobs and move tasks to it, such as I made a new job I titled Surgery and I moved the operation/surgery tasks from doctor to it. This way only my best doctors will operate while any mid level doctor still tends people.

I havn't used slaves much but the first mod definitely makes me interested in trying sometime!

Amd I tried research reinvented but wasn't sure how to use it properly. Is there a tutorial anywhere?
Hoki Jun 6, 2024 @ 2:29am 
tutorial?

#1 go into the mod options and select the preset for the way you want research to be.
#2 put down a craftingspot/tailor station and set research packs to always keep one in store (pawns will grab it automatically just like gloves and utility) in addition to the usual research lab.

the mod changes what options you have for research on the chosen presets. in vanilla research is purely theroretical having you go 0-100 just via the desk. the mod introduces other types of research (prototyping, reverse engineering, material research, etc) to allow others to chime in on the task. every single type of research is reliant on the preset you choose (or changes you make yourself in the settings) and are available for the range of research points you set (for example material research is usually the first one available besides theoretical as you have to know what materials are viable to make a prototype.

pawns will activly seek out all types of research when eligble to do research.

the mod can make research faster (theoretical 0-100 while also allowing other types) or make research very difficult (nothing goes all the way and you only have 1 type of research available at a time).
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Date Posted: Jun 4, 2024 @ 5:46pm
Posts: 9