r/RimWorld • • 20h ago

Mod Release RimWorld modding in the Rust programming language is right now possible for RimWorld 1.7

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0 Upvotes

After 3 years, I would like to present you a tool to write mods for RimWorld in Rust. This tool took a long way, and the most progress was made in the agentic era of coding, but the final outcome is as I expected at the beginning.

Due to the very specific way of distributing the tool, it's only possible to use it by building it from the source code. There might still be some errors, but I tried to cover everything as much as possible.

Here's a link to the Github Repository

The repository contains a skill for AI agents to let them know how to interact with this tool. I'm also recommending to install REA skills and MCPs

Have fun with modding 🦀


r/RimWorld • • 5h ago

Misc oh man. just...thank you so much....for all the choices here....yeah here is some really neat choices. mhm.

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0 Upvotes

r/RimWorld • • 1h ago

Misc You are stamping your feet like children

• Upvotes

Ludeon has not explicitly stated any support for generative AI, yet a portion of the community is deciding to assume as much purely because you can't aim your misdirected rage at the mod devs that you mistakenly interpret as depending on generative AI.

Mods have had to shut down discussions because the vitriol and witch hunts are getting to be too much. As a result, people are spewing even more rage and assumptions, which have now branched into fabrications that 1.7 was built with generative AI, pushing it with no proof.

You people should be ashamed of yourselves.


r/RimWorld • • 14h ago

Suggestion Your opinion on raid AI mods.

0 Upvotes

Hey, so when I've been playing rimworld couple of years ago I used "careful raids" mod that basically made enemy avoid deathboxes and tower-defense corridors. Then for a long time it was unavailable for 1.6.

Recently a continued version appeared with sketchy AI-cover art. Didn't try it yet.

I don't build deathboxes and unnatural trap corridors anyway but I'd still prefer enemy raids to act more reasonable. So my question is, anybody out there using some raid ai mods that they like and can recommend? Would be interesting to hear your opinion on that aspect.


r/RimWorld • • 4h ago

Discussion been looking for a rim world like game to play came across Kenshi

4 Upvotes

dont know for world of me why i haven't heard of it before might be the generic japanese name that might have , looks kinda awesome, anyone here played it?


r/RimWorld • • 14h ago

AI GEN I made a Christian faith mod: build a church, hold Sunday services, and send a colonist to play 28 real hymns on the pipe organ.

0 Upvotes

Hi all! Soli Deo Gloria is a Christian faith expansion for RimWorld 1.6 and 1.7, and it’s now on the Workshop.

  • A Church architect tab: pulpit, pews, the Lord’s Table, baptismal font, stained glass, a church bell, a printing press for Bibles and hymnals, and more
  • 7 services: Sunday worship at the hour you choose, the Lord’s Supper, baptism, prayer meetings, Christmas, Easter and memorials. Every sermon comes from a real Bible passage (146 in all)
  • With Royalty, a pipe organ with 28 public-domain hymns in four-part harmony. Pick a hymn or shuffle, and right-click to send a colonist to play
  • The whole Bible (World English Bible) in a new Faith tab, with search
  • Prayer, forgiveness, prisoner ministry, 30 backstories and a peaceful missionary faction
  • Ideology: a ready-made Protestant Christianity ideoligion with memes, precepts, and Pastor and Deacon roles

Faith is never forced: colonists hear, seek and believe in their own time. Every DLC is supported and none is required. It’s safe to add to an existing save, and it requires Harmony.

https://steamcommunity.com/sharedfiles/filedetails/?id=3822261726

I’m a Christian, and I made this to honour Jesus and to give anyone, whatever they believe, an honest look at the faith.

Feedback and bug reports are very welcome!


r/RimWorld • • 6h ago

PC Help/Bug (Mod) Short Modlist but I still can't figure out the problem.

29 Upvotes

I don't have very many mods (only 10), but one of them keeps changing things and I can't figure out which one. The problem I'm having is, every time I see anything that is anti-AI, a few hours later it's removed and a message from "RimWorld-ModTeam" says it violated low-effort rules.

But "RimWorld-ModTeam" isn't in my mod list!? I only have 10 mods installed:

TynanSylvester
AutoModerator
DasGanon
Mehni
OneTrueSneaks
ISuckAtChoosingNicks
giftedbyaliens
TaiPixel
MAGIC_EYE_BOT
AssistantBOT1

If anyone could help me figure out which one to uninstall to stop this glitch, please let me know.


r/RimWorld • • 21h ago

PC Help/Bug (Mod) I made 4 small QoL mods for 1.6 and 1.7: sort the colonist bar, auto-assign jobs, stop pawns cracking on psychite, and one-click field medics (repost) I think Darth Vader sent my post body to the void.

11 Upvotes

Long-time player, first time publishing mods. These fixed my biggest annoyances in big colonies (70–90+ pawns):

Colonist Bar, Sorted: double right-click the colonist bar to sort by any skill (best first), combat role (ranged, melee, unarmed, non-violent), name, or age. There’s an optional “keep sorted” toggle, and vanilla drag-reorder still works.
https://steamcommunity.com/sharedfiles/filedetails/?id=3822605263

Manual Work, Prioritized: adds a Job rules button to the Work tab. Rules read like sentences, e.g. “Make best 15 Construction colonists do Construction” or “Make worst 5 Growing colonists do Hauling, Cleaning.” It ticks the checkboxes for you, with per-rule Apply/Undo.
https://steamcommunity.com/sharedfiles/filedetails/?id=3822628872

Enforce Dependency Sobriety: one toggle that stops colonists from ever taking psychite, go-juice, or wake-up on their own, even chemical-fascination pawns. Addicts sweat it out in withdrawal. Manual orders still work, and luciferium is never touched.
https://steamcommunity.com/sharedfiles/filedetails/?id=3822642273

Field Tend, Optional Capture: a blue-cross Medics button on any drafted colonist sends your best doctors to every downed pawn, worst bleeders first. Enemies get tended, then optionally stripped and captured. Friendlies get tended and carried to bed. It can also undraft medics when they’re done. Built for larger colonies with doctors to spare.
https://steamcommunity.com/sharedfiles/filedetails/?id=3822658643

All four are lightweight, fully commented, safe to add or remove mid-save, and need Harmony. Feedback and bug reports are welcome.


r/RimWorld • • 7h ago

Solved! How to get better at the game?

2 Upvotes

So im really enjoying my playthrough right now, but ive gotten to a point where one colonist is nearly mental breaking and all my buildings look like shit (its all just undecorated square boxes) note that i also have a life so i cant spend hundereds of hours on this game, any tips? im playing on peaceful and really like the customizability of this game too
EDIT: Its been 15 minutes and lots of helpful people are already commenting, thanks guys :)


r/RimWorld • • 14h ago

AI GEN Mod Release: Better Attack Orders for Simple Sidearms is out now!

0 Upvotes

Steam | Github


This is a mod to slightly expand on the target scanning and weapon switching logic in Simple Sidearms.

Some pretext: in Simple Sidearms, an automatic weapon switch is (more or less) only triggered during the time that a pawn is aiming.

One of the consequences of this is that a pawn can never switch to a sidearm that has a longer range than the currently equipped gun, which can lead to more cases where a pawn has to be micromanaged to fire at, say, a fleeing raider.

This mod addresses that.

2 target identification processes will now also take into account the range of a pawn's sidearm:

  • Idle target scanning for a drafted pawn (can be turned off)
  • Right-click on-target direct "Attack" orders for a drafted pawn
  • Right-click context menu "Attack" orders for an undrafted pawn

FAQ:

Q: CE compatible?

A: Yup!

Q: Can I add or remove it mid-save?

A: Yep.

Q: AI?

A: Yes. An AI coding agent was used during the development of these mods. I have reviewed and revised all of the code in this mod. Much of it was written or re-written by hand by me.

Text and workshop images (not including badges) all done by hand.

Q: Vibe-coded?

A: Hell naw.

Slightly more detailed AI disclosure on the repo.


Thanks so much!


r/RimWorld • • 7h ago

#ColonistLife Uhh...I'm sorry, what. NSFW

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565 Upvotes

r/RimWorld • • 3h ago

Discussion So we're just muting people for talking about it?

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1.5k Upvotes

I know this'll likely be removed like the other two. But this is still related. Because it is a discussion of mods. Mods made for rimworld that were made either with AI assistance or AI Coded mods that are FOR rimworld. People want to talk about it. It is related to rimworld. Let them talk about it! Or ya gonna look like a bunch of tyrants!

While I am mostly against ai. I will say I am one of the peeps who views it as a "in moderation" tool. So while I am semi ok with mods with code assisted by it. If a mod is entirely made with it front to back, there is no creativity or passion behind it.

Edit: I've seen some good things commented here and there. What if there was a separate subreddit for mods? What if there was an AI flair? What if there was a less heavy handed approach? (My own suggestion? An announcement to address things and how it'll be handled! Clear communication)

Also. Since this has blown up far beyond what I thought it would. I'm probably gonna cease replying to some of the things here. I like to be involved with what ive started and boy oh boy. It got big. Too big for me to handle '

So! To ensure clarity

My views of ai? Well it's complicated. If you just make a prompt as simple as "oh make me a mod to destroy any faction I wish" and leave it at that. That's where passion is out the window. More creative uses are when it takes advantage of what it is or helps someone without the experience or funds to make it.

I also feel that this post has also partially evolved. Some have even discussed how they had their rimworld journey deleted, or their artworks removed from the platform. That is also pretty bad when it kind of discourages people from interacting with the fandom.


r/RimWorld • • 21h ago

PC Help/Bug (Mod) Bit of Update to Earlier Post, I have Fixed A Lot of the Issues, But am Stuck with One New Issue. The Waylith Engine Itself... (Ignore EDF, I know how to fix that)(First image is bug report, rest are mod list ((note that all of the textures and the RimThunder mods are gone))

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0 Upvotes

I have removed any texture mods I have but am still being hit with this.


r/RimWorld • • 3h ago

#ColonistLife Brother, help

1 Upvotes

So I had a caravan of 1 person make a trip, they got an infection so I made a camp and tried to send somebody else to help them. The person at camp died. My other person made it to that tile, but I can't figure out how to enter the tile to try and get the stuff she had. Would appreciate if somebody can explain how to do this if it's possible. (On my first playthrough)


r/RimWorld • • 2h ago

PC Help/Bug (Mod) A very weird combination

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0 Upvotes

EN: Soo... i thinked about the mods and... i haved the question. Does somebody did combine the S.T.A.L.K.E.R. and EFT (Escape From Tarkov). If nobody did I having the weird combination like... putting the Urban Ancient ruins plus CE and for the last one by adding the S.T.A.L.K.E.R it's The Zone (Anomaly, Artifacts and Emissions). If somebody didn't do this you can ask or say about what you thinking

RU: Иии так.. я тут смотрел на моды и подумал на одну идею. Кто нибудь создавал комбинацию Сталкера и Таркова. Если кто то не делал то... у меня было, какой-то странная комбинация.. просто... поставил мод Urban Ancient Ruins плюс Комбат экстендед и ещё из похожего на сталкер это The Zone (Аномалии, Артефакты и ещё Выброс). Если кто то не делал вы можете спрашивать или написать как вы подумали на это.

(EN: In the photo this is Me who did this to my solo colonist. And in the Second it's his reaction.)
(RU: Моё ебало когда я это всё сделал и реакция моего соло колониста)


r/RimWorld • • 3h ago

PC Help/Bug (Mod) What is the top research in the alien mod?

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3 Upvotes

I've been playing with this xenomoprh mod for a while but honest to god I have no idea what actions contribute to research or what these research options even give. Does anyone have the answer?


r/RimWorld • • 6h ago

Discussion Any good ways to help me improve my warcrimes?

2 Upvotes

I would like people recommend me some mods to make killboxes, also to torture my prissioners, with so many mods and with the 1.7 i wanted to come back but i enjoy having fun to make suffer raiders trying to come to my colony, theres people to know some good mods to know what i need please?

also with or without mod would be nice to get some ideas too to explore and to do myself too :D


r/RimWorld • • 5h ago

Discussion Is there a way to down raiders instead of killing them?

8 Upvotes

I want their skills, and i want their guts, and death is not gonna stop me from profiting off their stupidity. Their gonna serve the fucking colony, if not in life, then in death. Get in the cell or get in the dark orange square on the ground.


r/RimWorld • • 9h ago

PC Help/Bug (Vanilla) Extreme fps drops when restricting units to an area?

0 Upvotes

I'm on 1.7, but have been experiencing this since 1.6. My game drops from around 90 fps to around 20-30 when I set anyone to a zone that isn't "unrestricted." I haven't worked out if this is a mod's doing yet, but I thought I'd ask to find out if this is a common or well known problem, whether in vanilla or with a particular mod. Will keep testing on my end and will update with any results I find if anyone wants


r/RimWorld • • 3h ago

Discussion I'm getting back into rim world after giving up last time i played in 2018. i am discouraged again. help

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19 Upvotes

I'm like 10 hours of play time into this new save. It's a lot of fun to manage my colony and problem solve. I did my first successful caravan which felt good, but one thing thats really bothering me is the raiders. They go from like 2 guys with a spear, when i have 2 villagers, to just now, after i finally have 6 civilians, (one being non combative) to 5 raiders with automatic firearms and a dude with a mace. i had 4 people to fight, only 1 with a gun. I get im not prepared, no guns, no turrets yet, due to research, but it feels like everytime i am starting to progress with my population, i just get raided or something catastrophic happens, forcing me to spend days healing people, or just losing them entirely.

The raiders kidnapped 2 people so im back down to 3 and 1 prisoner. WHEN DO I GET TO HAVE MORE THAN 3 PAWNS. every single time i get more than 3 some shit happens and they all go away. it feels a bit dumb that i spend all this time convincing these savages to join the colony, only for them to die a week or two later. im only playing on adventure without save loading but it feels so punishing. wth do i do.

edit: thanks for the tips, i might make a new world. it seems i ballooned my economy too much, i was just hoarding everything and not really using it. i'll focus on research early too.


r/RimWorld • • 2h ago

Discussion What are your favorite mods?

10 Upvotes

I've started to really mod the game, but all I keep adding is furniture lol.

Anything you all recommend?


r/RimWorld • • 22h ago

Colony Showcase orbital base

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11 Upvotes

I'm diverting resources from the planet to build an orbital base. Can anyone give me some advice?


r/RimWorld • • 2h ago

Misc Huh, where have I seen this before?

1 Upvotes

(Lancer theme plays)


r/RimWorld • • 10h ago

Discussion How do you manage clothing system?

21 Upvotes

Im 200h in game, kinda lost x)

My pawns refuse to swap clothes when i ask for it, im getting raided? I press the soldier clothing, and they do not put the armors

should i keep them all day with the vest and helmet and just dont swap stuff? or how can i force them to remove they jackets to get the damn chests

Btw 5º colony lost in a week x) now because i discover death can revive and attack me for 3 whole days


r/RimWorld • • 23h ago

Discussion Possible 1.7 hints for the next DLC

366 Upvotes

Since 1.7 basically rebuilt the game engine for performance, my theory is that this was specifically meant to make the game run smoothly with multiple colonies and detailed simulations across the factions and their settlements.

Greater detail like historical and ongoing events, conflict between the factions, and encouraging the player to claim more territory if they choose to.

The factions may have settlements that change over time as well, changing size and being more interesting to visit in an actually loaded map for reasons other than destroying them (and destroying them may be far more rewarding in the DLC).

Edit: I didn’t say the next DLC would be in 2026.