RimWorld modlist

Author: PKPenguin
Mod count: 123

HugsLib by UnlimitedHugs

Important: This mod should be loaded right after Core to work properly.
HugsLib is a library that provides shared functionality to other mods.
Version: 6.1.1

JecsTools by jecrell

1.1.0.13 (11-03-2018)
Adds modding components to RimWorld: vehicles, spell casting, weapon slots, oversized weapons, and more!
Note to players: This mod will not change your game, but rather it lets modders do more, so you can have an even more amazing RimWorld experience.
Note to modders: This mod is filled with lots of tools that allow you to do many new and different things in RimWorld. Check out RoxxPloxx's guide for more info here: https://github.com/roxxploxx/RimWorldModGuide/wiki
Partial list of components:
CompAbilityUser
- Adds spell/ability casting to humanlikes.
CompActivatableEffect
- Adds an activation graphic for weapons (e.g. lightsaber beam).
CompDeflector
- Allows the ability to knock projectiles to melee weapons.
CompExtraSounds
- Allows extra melee sounds to weapons.
CompLumbering
- Makes a staggered walking animation. (e.g. ATST walking effect)
CompOversizedWeapon
- Allows weapons with graphic sizes that can be bigger than RimWorld's limits.
CompSlotLoadable
- Adds slots to objects that can be filled to have effects. (e.g. different ammo types for guns, crystals for lightsabers)
CompToggleDef (by Roxxploxx)
- Allows for something to despawn, change its def, and respawn.
CompVehicle (Experimental)
- Allows for a pawn to be treated as a vehicle that can be loaded with pilots, gunners, crew, and passengers.
CompInstalledPart (WIP)
- Allows installation and uninstallation of things onto other things. This is particularly useful for weapons on vehicles.
JecsTools.PatchOperationModLoaded
- Allows modders to use xpath code to check if a mod is loaded before patching code.
Additions by ChJees
Additions by roxxploxx
Additions by Swenzi
Additions and transpilers by Erdelf
Extensive hours of testing, debugging, and fixes by Xen.
"Hey, should we make this into a public toolset for people to take advantage of all this cool stuff?" - Jecrell
"Hell yes - this is awesome stuff - people will love it!" - Xen
Thank you to my Patrons for supporting me in my efforts. Without you, none of this would be possible.
These are the most excellent rim dwellers who support me:

Maaxar, Shibby Says, TheJagermeister, Cory Bonifay, Kiya Nicoll, Matt Harris, Paul Fenwick, Grendalloffen, Martin K. Bonde, Bentley Alsup, Eric Idema, MasterScootie, GoSu, Josh McCabe, spook, Clifford Campbell, J, CrankyPeanut, E_T, Finwej, Jan Koutsky, Audrin Navarro, Михаил Юрченко, John Kanady, Luis Figueroa, Midgeman, Nate Haug, Nemuri Hime, Richard Paul, SilentWeirdo, Calum, Calhoun Cattell, Keith Thoma, Tim Stillson, Dick Jones, Patrick, Nathan Getman, Populous25, Sharp Spook, Steven James, Marcus Sireanu, Mark, Emily Shaw, Drachken, Zalson, Baron Xot, Nicholas Bateman, Christopher, Justin Andres, Luis Salvatierra, TinyFloatingTurtle, George Chong Chuang Ming, John Boehr, Oliver White, roxxploxx, Robin Hager, Brachiaraidos, That Guy, Toc Anastar, Karol Rybak, Allic, Austin Harbert, Yewty, Evan Hwang, Ryan Brock, Jonathan Holzinger, MC, Alexander, Kevin Reagan, Alex Mederer, Toss Antilles, Chelsea Archambeau, Aron Glasser, Dan Winn, Fredric Sundberg, Sarah Banks, ted stevens

Changelog

1.1.0.13 (11-03-2018)

Removed unneeded assemblies from source. Properly includes ThinkNode.dll in the correct location for public usage.

1.1.0.12 (11-03-2018)

Adds ThinkNodeConditionalWorkTypeDefs, ThinkNodes.JobGiverCapture, JobGiverGoToClosestThingDef, ThinkNodeConditionalHediff, ThinkNodes.ThinkNodeConditionalHunter, ThinkNodeConditionalDelay, ThinkNode_ConditionalMissingHuntingWeapon by AliceCecil

1.1.0.11 (10-29-2018)

CompProperties_AnimatedOver added by AliceCecil to draw on top of existing ThingDefs.

1.1.0.10 (10-28-2018)

AliceCecil has adjusted the CompAnimated code to support buildings and other objects (ThingWithComps).

1.1.0.9 (10-19-2018)

Added a try and catch to the ProjectileExtension Harmony patch for CanHitCellFromCellIgnoringRange. This should allow for proper ability casting again.

1.1.0.8 (10-18-2018)

Changed very few issues to allow for the update for RimWorld 1.0.

1.1.0.7 (10-02-2018)

The wall placeworker now also allows other types of walls.

1.1.0.6 (09-30-2018)

Adds new BuildingExtension class to allow for bypasses to SpawningWipes. Perfect for adding furniture on top of existing tables.

Deconstruct Return Fix by dninemfive

Fixes a bug in the base game making it impossible for buildings to drop 1-cost items when deconstructed.

Psychology by Linq

Doesn't break saves!
Mod options available!
"This is the absolute best mod for Rimworld. It adds innumerable layers of depth other mods could never hope to achieve. Well done."
"I can't play rimworld without this beautiful mod!"
"This is truly a masterpiece of a mod and I hope the developers see that and include it in the core game :)"
"This mod is so fundamental to the way I have come to play Rimworld that I will not start a single B19 game without it."
"This is the mod in my opinion that TRUELY makes Rimworld one of the best games on Steam."
"This mod really enriches the gameplay of Rimworld. I am much less likely to play without it."
"This is the first comment I've made in ages for any mod I absolutely love this mod and can't believe you did it solo."
"I can't really tell what it's doing, but it's so critically acclaimed that it's gotta do something right?"
This is a total overhaul of Rimworld's psychological and social systems. Your colonists, and the stories you can tell about them, are what make Rimworld such a fun game. Unfortunately, besides what they can contribute to the colony, colonists are pretty much interchangeable. Now, everyone you encounter will have a unique and recognizable character archetype, giving them massively increased depth and charm. Their personality traits will affect absolutely every facet of their interactions with other people, which have also been expanded to allow your colonists more ways to get to know each other and express their individuality.
Psyche
Every person on the rimworld now has their own attitude and personality as part of the new psyche system, entirely separate from traits. You can view a rundown of their personality traits in the Psyche tab. A colonist's psyche has a real and noticeable effect on their social interactions and self-expression. Colonists' relationships with each other are now far more realistic, varied, and driven by their persistent identity.
Social
Colonists (and non-colonists) hold conversations with each other about a multitude of topics in order to form opinions on them. Two colonists might briefly remark on something as they pass each other in the hallway, or have a long discussion while working on crafting tables in the same room. Instead of being arbitrarily assigned a compatibility with each other, they will naturally gravitate towards like-minded people and away from those they have strong disagreements with. Colonists will even set aside their differences when the colony is small enough that they have to tolerate each other.
Some colonists may not have an opportunity to get to know each other very well, because they simply don't spend enough time in the same vicinity and never get an opportunity to chat. Parties are a great place for your colonists to get together and make new friends (or enemies). However, they will also now invite each other to hang out when they have free time, and spend a few hours relaxing and talking. Good friends will also hang out to keep their relationship strong, and empathetic colonists might even try to hang out with people they don't like to see if they misjudged them.
If there are relationships in your colony, they will make plans to go on dates when they don't have to work. Unless their schedule changes, they will meet at the scheduled date and time and spend time together to keep their relationship alive. Of course, if they're not meant for each other, a date may also reveal an incompatibility between them.
Sexuality and Romance
Instead of being arbitrarily assigned a slot-hogging Gay trait, everyone's sexuality is now graded on the Kinsey scale, from zero to six. The overwhelming majority of colonists will be straight, but their sexual orientations can have much more variety and their romantic interest in each other will be adjusted accordingly. Everyone also has both a sexual and romantic drive, influencing their interest in that part of a relationship. Depending on their personality, colonists may be more likely to have multiple "flings" rather than a single lover, and how they treat breakups is affected accordingly.
Mayorship
After a settlement's first year, elections will be held at some point every fall. A slate of colonists will announce their candidacy for mayor, and will present a platform to run on that is chosen based on their personality. A few days later, a polling place will be chosen and colonists will go there to cast their votes. They will vote for the candidate whose positions best align with their personality, and their opinion of the candidates may also affect their vote.
The candidate with the plurality of votes becomes the mayor until the next election. They will receive visits from constituents in their office or bedroom unless their schedule is set to Work during that period, particularly by people who are very unhappy or very content. Complaining colonists can find relief in venting to the mayor, and the mayor of a happy, well-functioning colony will be pleased by the words of support they receive.
Mental Illness and Treatment
The number of mental breaks has been vastly improved, and colonists will break differently depending on their traits. Inhabitants of the rimworld can also develop anxiety (usually in their teenage years), or acquire it after suffering PTSD from a stressful mental break. They will require occasional treatment (and good medicine, if it can be spared) to keep their anxiety in check, but once managed, it won't affect their day-to-day life. Some traits that can make colonists undesirable, like chemical interest and pyromania, can also now be treated to mitigate their effects at the cost of medical upkeep.
Additionally, the drug methadone is now available to help treat addiction. Instead of removing legs or trapping colonists in walled-up rooms, you can put them on a methadone regimen to eliminate the severe mood penalty, though they will still suffer all the physical effects of addiction. Methadone itself is mildly addictive, so be careful!
Mental breaks have been rebalanced and tweaked, and new ones have been added. Some of the new vanilla mental breaks are replaced by better versions that were in Psychology already.
Support
I do not accept any form of financial support. If you want to support this mod, then please subscribe to it, rate it, and tell everyone about it. If you absolutely must spend money on something, then gift Rimworld to someone who hasn't yet experienced it to support Tynan and the incredible work that he does. This mod would not be possible without the great game he created, and the strenuous effort he has put into supporting mod creators.
Compatibility
Thanks to HugsLib and Harmony, this mod should be compatible with practically everything. You can disable many features from the mod's options if you don't want to play with them, and also adjust your play experience. Mods which make changes to the code but do not use Harmony are quite likely to be incompatible with Psychology.
Credits
({x}) Disarray: Idea for passionate work mood bonus.
twoski: Ideas for many of the new mental breaks.
Wellech: Name of the new Socialite trait.

Children, school and learning by Dylan

Requires at least HugsLib 5.0.0
Version 1.1.2
Load order
// HugsLib
// Children

PublisherPlus by Jaxe

Provides extended options for publishing mods to the Steam Workshop.
This 'mod' has no effect on gameplay and should only be used by mod developers who intend to upload to the Steam platform.

Mod Manager by Fluffy

Managing mods should be easy!
Features
A cleaner, better Mod management screen.
separate lists for available and active mods
create and delete local copies of steam mods
create and load mod list backups
load mod list from save games
(mass) subscribe to steam mods
proper search filtering
drag and drop activation and reordering
keyboard navigation
mod and mod list colouring
discover other mods by your favourite author(s)
And, if supported by the mod author;
version checking
dependency checks
incompatibility checks
load order hints
For Modders
Allows modders to create a Manifest.xml file, enabling a bunch of features that should have been in vanilla;
version checking
dependency checking
incompatibility checking
load order hints
See the documentation for details on how to implement this. It’s easy!
Details
local mod copiesYou can make a local copy of any steam mods (or all active steam mods at once) by clicking the corresponding button underneath the mod details (or active mods list). Doing this will make sure any updates to the steam version will not break your game in progress. Local mods are created in the RimWorld/Mods folder, and can be manually deleted, or deleted by clicking the corresponding button underneath the mod details.
Note: You may want to occasionally delete obsolete local copies, as having many mods in the mod folder will make RimWorld take longer to start, and the Mod Manager window take longer to open.
mod list backupsYou can create mod lists by clicking the mod list button underneath your active mods, and selecting ‘save current list’. You will have to choose a unique name, and the mod list will be stored in a folder next to your save games.
To load a modlist, click the mod list button, then select the save game or mod list you want to load mods from. Any mods that couldn’t be matched to your current list of mods will be greyed out.
To delete a mod list (only the list, not the actual mods), click the mod list button, select the list to be deleted, and then choose the delete option.
steam subscribing
If a loaded modlist contains mods you do not have installed, but are available on the workshop, you can quickly install the mod by clicking the button in the mod details. You can also click the ‘subscribe to all’ button underneath the active mods list to subscribe to all missing mods.
mod and mod list colours
You can set colours for individual mods by clicking the palette icon underneath the mod details. To change the colour for all mods in a mod list, click the mod list icon underneat the active mod list, select the list, then ‘change colour’.
keyboard navigationSometimes, it’s easier to navigate large lists with the keyboard.
Tab: cycles focus between search inputs and lists of mods.
Up/Down: selects the previous/next mod in the list.
Page Up/Down: selects the top/bottom mod in the list.
Left/Right: switch focus between active and available lists.
You can also manipulate the lists;
Enter: activates/deactivates a mod, and selects the next mod in the list.
Shift+left: deactivates a mod, keeping it selected, and switching focus to the available list.
Shift+right: activates a mod, keeping it selected, and switching focus to the active list.
Shift+up/Shift+down: move an active mod up/down in the load order.
Shift+Page Up/Down: move an active mod to the top/bottom of the load order.
mod promotions
When a Steam Workshop mod is selected (or a local copy of a steam workshop mod), Mod Manager will automatically look for other mods by the same author, and show you a promotion for any mods you don’t already have. These promotions let you easily discover other (new) mods by your favourite author(s), and even quickly subscribe to them!
This function can be turned off in Mod Managers’ settings
Contributors
erdelf: invaluable help with Harmony transpilers
Brrainz: multi-version targetting, inspiration for mod promotions
b606: French translation
Proxyer: Japanese translation
Version
This is version 1.13.743, for RimWorld 1.0.2059.

Allow Tool by UnlimitedHugs

Version: 3.6.1
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.
All tools are found in the Architect > Orders menu. Right-click tools with the small mouse icon to access their whole-map function.
Pressing the Context Action key ("Equals" by default) will activate the whole-map function of the tool you are holding.
All tools are accessible from anywhere by pressing their shortcut key without opening the menu. See the Keyboard configuration panel in the options menu to customize the hotkeys.

Achtung! by Andreas Pardeike

Command your colonists like a boss!
The Achtung! mod enhances how you control RimWorld. You will get more control on how to position your colonists and how they take job orders.
In a nutshell you can:
- position your drafted colonists along a line
- move them in formation
- give orders to multiple colonists at once
- force jobs so they get uninterrupted attention
- haul and repair outside allowed areas
EXAMPLES
() Save time by issuing a command with more than one colonist selected. For example: select three brawlers and right click an enemy, then choose "melee". Done.
(
) In combat, position colonists equally spaced in door openings. Select multiple drafted colonists and with the right mouse button drag a line. Achtung! will move your colonists to equally spaced positions in real time. 10 colonists into 10 doors? No problem!
() Fall back a few steps with a group of colonists? Easy. Select them and hold the configured key to move them relative to their current formation. You can even rotate the formation with the standard rotation keys.
(
) Make sure that wall and the sandbags are build before the raid arrives. No cloudwatching or eating allowed! Use the [Force] button that Achtung! adds to all "Prioritize..." menus and you can be sure that all assigned work will be done.
() Want one colonist harvest and another sow these three fields? Force them to their tasks and queue up non-adjacted fields by simply adding forced work on them (like ordinary jobs but without the shift key).
(
) Treat all injured colonists in their beds? Select a doctor, choose "Prioritize tending... [Force]" and increase the search range so nearby patients will be included (you will see a small "!" on all forced job). Then focus on other important stuff because you can be sure it's done.
The original three Achtung! commands "Clean Room", "Fight Fire" or "Sow Zone/Room" still exist because they do stuff a bit smarter than the build in prioritized work commands.
SETTINGS
Achtung uses the default way to access mod settings. There, you find switches to turn certain features on/off and you can change the default keys to your liking.
ADDING AND REMOVING:
Achtung can be added to any existing game. It usually does not modify save state for saved games to avoid a dependency on it. However, a side effect of the provided custom jobs is that when save the game and your colonists are actively running an Achtung job this will be saved too thus creating a dependency to Achtung. Workaround: open the saved game with Achtung, cancel all Achtung jobs and save it again. This will "clean" the save and remove the dependency.
FEEDBACK
Please send me feedback and rate and recommend my mod whenever possible. The three main places to do so are
Ludeon Forums:
https://ludeon.com/forums/index.php?topic=22130.0
Steam Workshop:
http://steamcommunity.com/sharedfiles/filedetails/comments/730936602
GitHub:
https://github.com/pardeike/RimWorld-Achtung-Mod/releases
LICENSE
Free. As in free beer. Copy, learn and be respectful.
Powered by Harmony Patch Library
CONTACT
Andreas Pardeike
Email: andreas@pardeike.net
Steam: pardeike
Twitter: @pardeike

Advanced Biomes by Hey my team rules!

Adds many new biomes to Rimworld

Sun Lights [1.0] by Thom Blair III

A bright sun lamp designed to be mounted on a wall. Only consumes 10W, so it's probably full-spectrum LED. Perfect for growing crops indoors year-round.
Fully save compatible. Please report any errors.
Based on "Wall Light" by Murmur:
https://steamcommunity.com/sharedfiles/filedetails/?id=1205203781

Better Records Tab by Odie

Applies color to the list of records on the Records tab:
- Green text = selected colonist has the max in this record
- Yellow text = selected colonist does not have the max in this record
- White text = no colonist has achieved this record yet
This helps quickly see what your colonist is best at compared to the others

Better Workbench Management by Falconne
Blighted Alert by Vaniat

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.

Boots and Stuff[1.0] by Techmago

Simple mod that adds boots and gloves to rimworld.

Camera+ by Andreas Pardeike

You want more zoom and different paning?
Powered by Harmony Patch Library
Andreas Pardeike
Email: andreas@pardeike.net
Steam: pardeike
Twitter: @pardeike

Color Coded Mood Bar by semTex.

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
Updates:
24-9-2017: Removed unnecessary error log messages.
18-11-2017: Updated for RimWord version 0.18.1722, and added content and happy mood colors.
09-02-2018: Compatibility with 0.19
09-03-2018: Removed unnecessary dependencies. Cleanup.
09-05-2018: Resized colonist bar images slightly to improve mood visibility.
09-07-2018: Fixed offmap transparency. More B19 adjustments.
Original Mod: https://steamcommunity.com/sharedfiles/filedetails/?id=1136819681

Damage Indicators by Spdskatr

A simple QoL mod that shows the damage taken.

Deep Ore Identifier by Feffelicious, Dingo

When using the Ground Penetrating Scanner, mouse over highlighted ore veins to identify their type.
Mod originally made by Feffelicious, updated by Dingo.

Door Mat R1.0 by dracoix

ORIGINAL AUTHOR: Latta
ORIGINAL WORKSHOP URL: https://steamcommunity.com/sharedfiles/filedetails/?id=727309536
For your cleaning needs.
Ported to 1.0 by dracoix.

Doors Expanded by Jecrell

1.20.0.1 (10-27-2018)
Adds new types and sizes of doors to RimWorld.
Currently included:
* Doors (1x2) - Double sized doors.
* Doors (1x3) - Triple sized doors.
* Curtains (Tribal)
-Fragile, flammable, and made of fabric, these curtains provide fast movement through buildings.
* Jail Door
-Stronger door to keep prisoners inside.
* Gates
-Stylized doors perfect for meeting pre-industrial needs.
* Blast Doors
-Incredibly large and secure doors used to keep greater threats at bay.
Commissioned by CMDR Toss Antilles.
Thank you to my Patrons for supporting me in my efforts. Without you, none of this would be possible.
These are the most excellent rim dwellers who support me:

Maaxar, Shibby Says, TheJagermeister, Cory Bonifay, Kiya Nicoll, Matt Harris, Paul Fenwick, Grendalloffen, Martin K. Bonde, Bentley Alsup, Eric Idema, MasterScootie, GoSu, Josh McCabe, spook, Clifford Campbell, J, CrankyPeanut, E_T, Finwej, Jan Koutsky, Audrin Navarro, Михаил Юрченко, John Kanady, Luis Figueroa, Midgeman, Nate Haug, Nemuri Hime, Richard Paul, SilentWeirdo, Calum, Calhoun Cattell, Keith Thoma, Tim Stillson, Dick Jones, Patrick, Nathan Getman, Populous25, Sharp Spook, Steven James, Marcus Sireanu, Mark, Emily Shaw, Drachken, Zalson, Baron Xot, Nicholas Bateman, Christopher, Justin Andres, Luis Salvatierra, TinyFloatingTurtle, George Chong Chuang Ming, John Boehr, Oliver White, roxxploxx, Robin Hager, Brachiaraidos, That Guy, Toc Anastar, Karol Rybak, Allic, Austin Harbert, Yewty, Evan Hwang, Ryan Brock, Jonathan Holzinger, MC, Alexander, Kevin Reagan, Alex Mederer, Toss Antilles, Chelsea Archambeau, Aron Glasser, Dan Winn, Fredric Sundberg, Sarah Banks, ted stevens

Changelog

1.20.0.1 (10-27-2018)

This should fix the issue where animals do not want to walk through the doors for whatever reason.

1.20.0.0 (10-18-2018)

Initial release for RimWorld 1.0

Dubs Bad Hygiene by Dubwise

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!. v2.3.561

Dubs Mint Menus by Dubwise

This mod replaces the standard drop down menus for adding bills and for selecting the plants for growing zones, so its easier to find things when lots of mods are running, and you can also view the info tab with just a mouse over.
The search box also works with mod names, stuff type, apparel bodypart or tag
v1.0.106

EdB Prepare Carefully by EdB

Customize your colonists, choose your gear and prepare carefully for your crash landing!
If you get a set of starting colonists that you like, save them as a preset so that you can start your game the same way next time.
[Version 1.0.10]

ED-Embrasures by Jaxxa

Version: 1.0.0.0
Discussion, Non Steam Downloads of this mod is available at: https://ludeon.com/forums/index.php?topic=42179
Adds embrasures for that can be shot through, while blocking passage, giving your colonists an advantage in combat.
Enemies will still be able to fire back but your troops will be in cover similar to sandbags and can’t be rushed by melee forces.
The holes in the wall allow temperature to equalise through the gaps.
Setting have been added to allow you to customise the cost and protection given.
Art by: Syrchalis
Korean translation by Steam user "Coldmoon"
ChineseSimplified Translation by Github user "WishingLaws"

ED-Laser Drill by Jaxxa

Version: 1.0.0.0
Links to all my mods including non steam versions available at: https://github.com/jaxxa/JaxxaRimworldReleaseCollection/blob/master/README.md
Adds a Laser Drill that allows the creation of new steam vents, and a Laser Filler that allows you to remove unwanted steam vents.

Expanded Prosthetics and Organ Engineering by Ykara

Adds the ability to craft tons of prostheses and artificial organs in various forms and shapes. Version 2.24

A Dog Said... Animal Prosthetics by spoonshortage

Adds prosthetics/bionics and surgeries for animals
Following parts are added to the game:
A Dog Said Research Tab: Simple Animal Prosthetics, Animal Bionics, Animal Healing
* animal brain stimulator
* bionic animal eyes
* bionic animal heart
* bionic animal lung
* bionic animal kidney
* bionic animal liver
* bionic animal stomach
* simple/bionic animal ears
* simple/bionic animal jaw
* simple/bionic animal spine
* simple/bionic animal arms
* peglegs
* simple/bionic animal legs
* simple prosthetic tail
* simple prosthetic nose
* power claws as leg replacements
All parts can be obtained from traders, except peglegs.
All parts can be crafted at the animal prosthetics bench, after research of electricity and simple animal prosthetics
All parts need medicine skill and 1 medicine to be installed.
Animal Healing of old wounds requires research, min med skill of 10 and 5 normal medicine. (make sure animals are set to receive it, applies to all animal categories)
Animals and what part they can receive have been divided into 3 categories as follows:
Category 1: can receive peglegs, simple jaws, noses and tails (where applicable)
Alphabeaver
Boomrat
Capybara
Cassowary
Chicken
Chinchilla
Cobra
Deer
Emu
Gazelle
Hare
Hare Snow
Ibex
Iguana
Megascarab
Raccoon
Rat
Squirrel
Tortoise
Turkey
Category 2: can receive all category 1 + simple prosthetics, ears/eyes/organs
Boomalope
Caribou
Cat
Cow
Elk
Fox Fennec
Fox Arctic
Fox Red
Monkey
Ostrich
Pig
Spelopede
Wild Boar
Yorkie
Category 3: can receive all categories 1+2 + bionics, powerclaws
Bear Grizzly
Alpaca
Bear Polar
Cougar
Dromedary
Elphant
Husky
Labrador
Lynx
Megasloth
Megaspider
Muffalo
Panther
Rhino
Thrumbo
Warg
Wolf Arctic
Wolf Timber

Facial Stuff 1.0 by Killface

This mod aims to provide more visual individuality for your colonists
- hands and feet, animated (also for animals, unfinished)
- smooth weapon animations and changed offsets
- 30+ different beards for males, some of them combinable
- edited vanilla hair styles with 10 steps of hair loss
- new eyes and brows for both sexes
- animated eye & mouth textures
- alternate eye and jaw textures for pawns with implants or removed parts
- 10 newly defined skin colors instead of the vanilla 6
- hair genetics according to real life (including the effects of eumelanin & pheomelanin)
- includes selected trending hair colors of 5501
- possibility to show hair under hats (hair cut textures can be cached on disk, deactivated by default)
- multiple visibility options for head gear on map
- multiple visibility options for apparel layers in rooms/private rooms
- adds the ability to change the head and body type for all Humans (needs activation in the mod options)
- fully compatible with Children & Pregnancy, Vampires, Werewolves and Prepare Carefully
- all features can be disabled in the mod options menu
For modders:
- Walk cycle editor. Check out the develop mode in the mod options
- A tab for positioning the hands on weapons, also activated with the dev mode; can export directly to xml.
+ hair textures with beards from the 'Spoonshortage's Rimworld Hairstyles 1.2' and 'Nackblad Inc Rimhair 1.1' mods are replaced by shaved versions
This mod contains no hair packs itself any more. Please subscribe to the hair mods of your liking.
Patches the PawnRenderer via Harmony and returns 'false' thus being incompatible to mods doing the same.
Look out for the FS "Alien Faces" addon if you're using erdelf's Humanoid Alien Framework.
Unfortunately no hands on lightsabers, as the OversizedWeapons prefixes the required method.
Thanks and Credits:
Portuguese Brazilian translation by PredatorianBR
Initial Face Editor code adapted from "Clutter" by mrofa (available at the Ludeon forums)
Hands based on "Clutter Weapon Hands" by mrofa.
Body, gender and head changer code adapted from Change Dresser by Kiame Vivacity
Prepare Carefully saving / loading code adapted from Psychology by {WOBBLY} The Word-Mule
Inspiration for the new renderer and all of its benefits by {WOBBLY} The Word-Mule and ChJees
Special thanks to DoctorVanGogh and erdelf for help with transpilers, NotFood for the new Dresser patch
and Brrainz for Harmony and help with transpilers

[KV] Faction Control - 1.0 by Rainbeau Flambe (original) & Kiame Vivacity

"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.
You can define the total number of faction groups which should appear on your world map (anywhere from 0 to 30), as well as individually adjust the minimum number of groups from each faction which should be present, even removing some factions entirely if you prefer. So you could, for example, play on a planet without any tribal groups, or without any outlanders, or on a planet with no pirates, or perhaps on a planet on which the only faction groups are pirate bands.
The mod also gives you the same level of control over individual factions added by mods (up to 42 total) that it provides for vanilla factions. So, for example, if you're playing with a mod that adds several related factions, only some of which you actually want to have present on your world, well, you'll be able to tailor the planet accordingly. (This also gives you the ability to pick and choose which modded factions you want to use in any particular game without having to disable or uninstall the mods that add them.)
As you increase the total number of faction groups on your world, the number of groups which are hostile to you will scale upward, as well. So unlike most mods which increase faction counts, this one won't allow you to create a world with 30 faction groups of which only three are hostile.
You can also adjust your world map's faction base density, so you can create planets on which each faction group has only a few bases, or heavily populated planets with settlements everywhere.
The mod also gives you the option to organize bases geographically, with each faction group's bases in close proximity to each other, so that the planet looks like it's populated by actual nations, rather than just having bases scattered all over the map randomly.

- Rainbeau Flambe (dburgdorf)

Compatibility:

Since "Faction Control" does nothing but alter initial world generation, adding it to or removing it from a game in progress will have no impact. It should be compatible with any other mods, though it should (and most likely will) override any other mods that alter faction generation.

Credits:
The mod utilizes Pardeike's "Harmony Patch Library." (No additional download is required, as the library is included with the mod.)
Translators:
Proxyer - Japanese
53N4 - Spanish
WexMan & kr33man - Russian

RunningMelos - Chinese

License:

If you're a modpack maker and want to include "Faction Control" in your pack, or if you're a modder and want to use it as the basis of a derivative mod, please feel free to do so. I ask only that you let me know about it.

If you have any (helpful) suggestions for improvement, please let me know!

[B19] Farmable Neutroamine by nanonator102

Adds a plant called Neutroaleaf, Which can be refined into Neutroamine. Special thanks to Steam user Selfarion for providing a Russian translation for my mod!

Feed The Colonists by @postrobcore

v1.1.2 for Version 1.0!
Allows producing four simple, fine, lavish, or survival meals from any cook stove. Also allows making four stacks of pemmican or kibble. Skill requirement is the same, output is 4 x default, and the work requirement is 3.5 x default.

Follow Me by Fluffy

Gives the camera tracking capabilities.
Features
Press the ‘Home’ key (default, can be changed with in-game keybinding settings) while any colonist, enemy, animal or item is selected, and the camera will follow them (including furniture and plants - but they tend to not move much). Alternatively, you can click with the middle mouse button on colonists in the Colonist Bar on top of the screen to toggle following.
Does not require a new save game
Can safely be enabled/disabled in ongoing saves.
Contributors
SkullyWag: Help with/nagging about updates
Raccoon: German translation
AlexSchrod: Screen edge & Camera jump detection
duduluu: Chinese translations
Proxyer: Japanese Translation
Kroeze:
Oleksii Bespalov:
Version
This is version 3.2.47, for RimWorld 1.0.2059.

Food Alert by Mehni

v1.1.1
Shows a persistent readout with the amount of food you currently have in storage, and an estimate of how long stocks will last.

[XND] Genetically Engineered Plants by XeoNovaDan

Current Version: v1.3.3 (17th October 2018)
Adds some lore-friendly crops to the game, including the rocketree mentioned in the cryptosleep revival briefing.

Giddy-up! Core by Roolo

The core files for the Giddy-up! series.
Dependencies
This mod depends on Hugslib. Load order should be: Hugslib -> Giddy-up! Core.

Giddy-up! Ride and Roll by Roolo

Giddy-up! Let colonists Ride to their destination and Roll.
Dependencies
This mod depends on Hugslib and Giddy-up! Core. Load order should be: Hugslib -> Giddy-up! Core -> Giddy-up! Ride and Roll. Can safely be added to existing saves.
Banastra: "Hey Stein, can you go mine some steel? We're running out."
Stein: "But the only deposit is on the other side of the map! Why don't you do it?"
Banastra: "Well, I'm incapable of mining, you know that. Why don't you just take an animal and Ride and Roll?"
Stein: That's a thing now?
Yes it is. With Giddy-up! Ride and Roll, you'll save your colonists the pain of walking everywhere, as it allows them to use mounts whenever it makes sense.
When a colonist wants to go to a destination, he will walk to an animal, mount it, and ride to the destination, given that it would take him there faster (this all happens automatically).
Depending on the job the pawn wants to do on the destination, the pawn will either dismount before doing the job, or stay mounted.

Giddy-up! Caravan by Roolo

Let your colonists ride to far lands on elephants, muffalos, lamas or any other animal, modded or not!
Dependencies
This mod depends on Giddy-up! Core, and Hugslib. Load order should be: Hugslib -> Giddy-up! Core -> Giddy-up! Caravan. Also make sure Giddy-up! Core is up to date.

[FSF] Growable Ambrosia by FrozenSnowFox

Allows you to research and plant ambrosia in soil or hydroponics

Hand Me That Brick Lite by Dingo

Tweaks how Hand Me That Brick functionality is handled in RimWorld v1.0*
- Pawns perform construction-related hauling before general hauling tasks.
- Adds a toggle for construction-related hauling in the Work tab. Compatible with Fluffy's WorkTab mod.
- Fixes a bug where pawns will "deliver resources" to buildings that do not have a resource requirement (such as simple graves).
* Hand Me That Brick has been integrated into vanilla RimWorld. There is no need to download and install Hand Me That Brick to use this mod.

Harvest Organs Post Mortem - 4.1 [1.0] by Smuffle

This mod allow organ harvest on dead bodies. This a new version which allows the player to harvest pawn-spesific organs.

Haul to Stack by ItsComcastic

Version 1.0.0
This version also works with beta 19
Features
Haulers will check for an existing stack to add it's item to.
Haulers no longer reserve the haul-to tile meaning multiple pawns can haul to the same tile at once.
Issues
You may still see your pawns haul to different stacks, this will happen under the following conditions:
there are no existing stacks,
the existing stacks are full
Example: If you get a pod drop with new loot and two pawns pickup some before any is placed, they might pick different spots in the stockpile to haul to. I'm working on a system where they can share with eachother which tile they plan on placing new loot on which should fix that issue.
Conflicts
Mods that add special containers might conflict with this mod. If you have a problem, typically the 'standing' bug please remove the mod and try to provide information on the issue in the workshop thread.
This mod should be compatible with most other mods but let me know if you have any problems.
Thanks to @Trips on the rimworld discord server for the Haul to Stack preview picture.
Github
https://github.com/jkluch/HaulToStack

Heat Map by Falconne

Adds an overlay toggle button to show a temperature based colour gradient over indoor areas: green for the human comfort zone, getting bluer and redder for colder and hotter rooms respectively.

Herd Migration Revival by CrunchyDuck

Returns the Herd Migration event back to all biomes.
Still works on 0.19.0 even though it is listed for 1.0.0

Incident Person Stat by Vaniat

Incident Person Stat
Add more details of person's stats on the following incidents window:
wanderer join
chased refugee
incapacitated refugee quest
prisoner rescue quest
Credits:
Kiame Vivacity for the original code.
RicoFox233 for the preview tex.

InventoryTab by SirKota

Adds a new tab to view all of the colonies stockpiles at once! With options to see all visible items on the map and the inventories of colonist, prisoners and the dead!

Just Ignore Me Passing by Andreas Pardeike

Excuse me. I need to pass here where you work. Please keep going.
Powered by Harmony Patch Library
Andreas Pardeike
Email: andreas@pardeike.net
Steam: pardeike
Twitter: @pardeike

Less Rebuff by KapTaiN_KaVerN, Dingo

Reduces the stack limit of the following mood penalties relating to romance to x1:
- Failed to romance someone.
- Someone failed to romance me.
- Someone broke-up with me.
- Someone cheated on me.
- Someone divorced me.
- Someone rejected my marriage proposal.

[SYR] Light Radius by Syrchalis

Adds dynamic light radi to everything that emits light.

Locks by Avius

Version 2.3.0
This addon adds Lock command on every door.
- Left-click to lock toggle.
- Right click for more options
- Alternatively you can use "Lock" inspector tab
Note: Door lock must be flicked by colonist.

Locks (DoorsExpanded) by Avius

Version 2.2.1
This addon adds Lock command on DoorsExpanded doors.
Use with Locks mod to include vanilla doors.
- Left-click to lock toggle.
- Right click for more options
- Alternatively you can use "Lock" inspector tab
Note: Door lock must be flicked by colonist.

Mad Skills by Ratys

A collection of tweaks (found in Options -> Mod Settings -> Mad Skills) to change or turn off skill degradation and learning saturation.
Does not require a new colony to add, tune, or remove.
Preview image by Shinzy.
Available languages:
- Chinese (simplified) (by duduluu; slightly outdated)
- Chinese (traditional) (by duduluu; slightly outdated)
- English
- Japanese (by Proxyer)
- Russian
- Spanish (Castilian) (by 53N4; slightly outdated)
- Spanish (Latin America) (by 53N4; slightly outdated)
Refer to forum thread for additional information.

Meals On Wheels by Uuugggg

Colonists grab meals from animals or each other, if needed.
Check Steam page for any updated info.

Medical Tab by Fluffy

Adds a comprehensive medical overview tab, showing your colonists’ health at a glance.
Important
Does not require a new save game
Can safely be enabled/disabled in ongoing saves.
Features
Shows vital medical statistics for Colonists, Animals, Prisoners, Visitors and Hostiles*.
Medical care designation, including mass and default assignments
Overview of bleeding rates, pain and infection/disease/immunity progress
See efficiency on all capabilities
Schedule new operations and see planned operations
Sort by everything
*: The hostile tab will by default only show downed hostiles, as I consider showing all hostiles cheating. There’s a toggle in the mod options to show all hostiles instead.
Powered by Harmony
Contributors
Racoon: German translation
duduluu: Chinese translation
MossieuLeBlanc: French translation
kPherox: A16 update
Bronytamin:
WNJStudio: Updated chinese translation
Arex-rus: Russian translation
mora145:
Alex TD: Tweaks to disease progress icon
Rodolfo Andrade: Brazilian Portuguese translation
Seo. Junmin: Korean translation
chrisi51: German translation
Version
This is version 2.3.68, for RimWorld 1.0.2059.

[XND] Memorable Auroras by XeoNovaDan

Colonists (and raiders) will now remember the spectacle that is the aurora that they have witnessed during the previous night!

More Faction Interaction by Mehni

More Faction Interaction
Adds more interaction with and between factions, bringing the world to life.
Meaningful faction relations
- Build up trust and factions will reward you
- Cement relations by inter-faction marriages
- Help factions recover from different setbacks
- Factions may call upon you for labour
- Favours for favours
- Increased rate of world events
Trade improvements
- Specialised traders desperate for certain goods
- More frequent traders, if you treat them right
- Traders get richer as you build up trust
- Traders bring higher quality as relations increase
A living world
- Pirates spread out and grow outposts
- Pirates can demand tribute if they're close by - destroy their outposts!
Warring factions
- Unrest is brewing between two factions! Will you pick a side, stay neutral or profiteer?
TL;DR: More events
- Diplomatic marriages
- Reverse trade requests
- Bumper crops
- Hunter's Lodge
- Pirate extortion
- Mystical Shaman
- Faction WAR

More Linkables by 4loris4

This mod adds a variety of extra linkable facilities that help you boost your research, work and healing speed!

More Sculpture by [ROK]Bichang

조각상들의 텍스쳐를 각각 사이즈마다 54개씩 추가합니다.
소형,대형,초대형 합쳐서 텍스쳐가 180개가 됩니다.
Add 54 types of texture to each piece of the statue.
Combined with 20 existing textured screws, the total is 180 kinds of texture.

More Trade Ships by PinoChemicali

Increases the rate at which orbital trade ships appear.
Versions of this mod for use with older versions of Rimworld can be downloaded from Nexusmods.

More Vanilla Turrets [1.0] by Paradox [Maintained]

Version: 2.0
A little mod that adds eight carefully balanced turret variations, each unique in its own way while matching the vanilla art style.

No A Dog Said Rewards by Horcrux

Description
Makes A Dog Said's body parts inelegible for quest/item stash rewards
This is done by adding the AnimalPart thingSetMakerTag to BodyPartAnimalArtificialBase
Load after A Dog Said

No Debris B18 by Storm

Gets rids of Uncleanable Debris on stone floor.

No Forced Slowdown by Dingo

RimWorld automatically slows down gameplay and prevents time controls when certain events fire. With this mod you can take back control!
- Configurable mod options let you tweak the slowdown mechanic.
- Will completely disable slowdown by default.
Powered by the Harmony Patch Library.

Numbers by Mehni

Adds a customizable general overview tab, allowing you to see any stats on all your colonists or prisoners in a single window. Original by koisama. Updated, expanded and maintained by Mehni.

OgreStack by Ogre

Mod for customizing stack sizes. As well as the ability to target specific items.
Improvements for v1.0:
- Stack changes now do NOT require a game reload, if a stack is modified
below a set stack size the stack is split up into smaller stacks.
Should still save your game after every stack size adjustment; because
if you adjust stacks, dont save, then reload a game, you could lose items.
- Custom in game menu lets you pick between different modes ( scalar / fixed )
+ scalar : multiplies the base count by the number specified
+ fixed : simply sets the stack size to the number
- Removed HugsLib dep since the hugs settings is no longer used.
- Attempted to make it more clear how to set individual overrides
via the Overrides.xml file.
Load Order:
- It hopefully won't matter. The stack modification code attempts to run after
initial processing is complete. But if you have problems. Try moving
OgreStack to last place.
Defaults:
(Groups)
- Small Volume Resources : x30 - ( gold, uranium, ... )
- Resources : 1000 ( steel, wood, plasteel, ... )
- Raw Food : 1000 ( corn, rice, ... )
- Raw Meat : 1000 ( meat, eggs, ... )
- Raw Plants : 2000 ( smokeleaf leaves, ... )
- Meals : 150 ( fine meal, lavish meal, ... )
- Animal Food : 2000 ( kibble, hay, ... )
- Foods : 1000 ( pemmican, chocolate, ... )
- Items : 20 ( horns, mech serums, ... )
- Body Parts & Implants : 5 ( arms, bionics, ... )
- Textiles : 1000 ( cloth, wool, ... )
- Leather : 1000 ( leather )
- Stone Blocks : 2500 ( granite, marble, ... )
- Manufactured : x10.0 ( components, wort, chemfuel, ... )
- Medicine : 75 ( herbal, glitter, ... )
- Drugs : 4000 ( smokeleaf joints, yayo, ... )
- Mortar Shells : 25 ( antigrain, high explosive, ... )
- Artifacts : 10 ( psychic lances, ... )
- Other Stackables : x10 ( other items that stack but do not use vanilla game categories )
(Advanced - Individual ItemDefs)
- AIPersonaCore : 1
- TechprofSubpersonaCore : 1
GitHub: https://github.com/cmdprompt/OgreStack
B18: https://steamcommunity.com/sharedfiles/filedetails/?id=1212016985

Omni Core Drill by DoctorVanGogh, TheUbie & pointcache

A deep core driller capable of pulling out any material you want, given enough power and work by your pawns.
Supports any and all mod-added mineable materials out of the box.
Art by: pointcache
Original Version by: TheUbie

[1.0] Polyamory Beds (Vanilla Edition) by Meltup

More beds for your polyamorous pawns!
This mod is a spiritual successor of Polygamy Beds by Joseph with code being completely rewritten.
Features:
- Triple, quadra sleeping spots and bedrolls (avaliable from the start);
- Triple, quadra beds and royal beds (require 'Complex Furniture' to be researched, royal beds also require 8 skill in Construction - no more bed cheating for tribal start!);
- Penta royal bed (requires 'Complex Furniture' to be researched, 8 skill in Construction).
Stats are carefully balanced to be in line with Vanilla beds, graphics is updated.
Known issues
- Some other mods may interfere with game's miniaturisation mechanics thus making it possible to install/uninstall sleeping spots (and you may get also get messages about 'Outdoor penalty' when placing sleeping spots outside).
Solution: move this mod higher up in the loading order.
Please report any problems and/or inconsequences!

Prepare Landing by neitsa

Prepare your landing by picking the right tile on the world map!
You can also change tile characteristics to your liking.
[Version 0.9.4.0]

Prison Labor by Avius

Version 0.9.11
This mod force prisoners to work. To enable this feature prisoners must have "Force to work" option checked ("Prisoner" tab). Prison labor needs management that consist:
- Motivation - prisoners need to be motivated by presence of colonists. Wardens have new job - supervising prisoners. Low motivation can lead to revolts.
- Work assignment - prisoners that have option "Force to work" are added to "Work" tab.
- Time restrictions - prisoners that have option "Force to work" are added to "Restrict" tab.
- Prison area - prisoners in order to work need to reach target. You can check "Hold open" option on doors. Be aware, they will try to run if they see opportunity.
- "Prisoners only" tools - You can mark orders and bills by tools that exclude colonist from work.
This is beta version. Some ascpects of mod still need to be balanced (like motivation). There can be still some bugs.

[XND] Proper Shotguns by XeoNovaDan

Pump shotguns and chain shotguns will fire actual buckshots rather than single slug-like shots.

QualityBuilder by Hatti
[FSF] Rain Washes Away Filth by FrozenSnowFox

Changes filth so every type washes away with the rain

Real Ruins by telewre

"Everyone is dead or gone. This story is over.
Perhaps someone else will find a use for the ruins of this place."

Have you ever wondered who is that person which will find a use for those ruins?
With this mod it might be any other RimWord player, and you will find ruins of other players' bases as well.
This mod periodically uploads your base to the server database, and when a new map is generated, this database provides pieces of those stored bases as templates for abandoned ruins.
Probably you'll find just empty dirty shelter with badly damaged wooden bed and a pair of chairs. Probably you'll be lucky enough to find someone's silver vault before scavengers from the nearest settlement arrive.
This mod can be added anytime, it won't break your saves and will take effect when you enter into a new map, either starting a new game or with a caravan.

Repair Workbench by Acruid

Adds the Repair Workbench to the game so you can repair the durability of items.

Replace Stuff by Uuugggg

Replace the stuff that a thing is made from, e.g. replace a wall's materials.
This mod does NOT deconstruct and reconstruct. It preserves the existing building and replaces materials in-place.
Also, blueprints are allowed over rock and fog.
A new button in the Architect/Structure menu to replace any building's materials.
Regular buildings that are ordered to be built on top of a copy are replaced instead of reconstructed.
It doesn't break down the existing building, which means:
Replacing walls doesn't break the room, and keeps freezers cold.
Replacing workbenches doesn't delete bills.
Check Steam page for any updated info.

[1.0] RePower by Texel (updated to 1.0 by NubsPixel)

Important: This mod requires HubsLib to be loaded before it in the load order.
Rebalance power consumption based on when an object is in use.
Generally speaking, power consumers will use substantially reduced power when not in use, and substantively more power when in use. Power consumption will accordingly vary wildly based on usage, rather than the vanilla behaviour of simply how many worktables or doors you have.
Effected Buildings:
Electric Tailoring Bench (10W Idle, 500W Active)
Electric Smithy (10W Idle, 1000W Active)
Machining Table (10W Idle, 1400W Active)
Electric Stove (10W Idle, 1000W Active)
Electric Smelter (400W Idle, 4500W Active)
Biofuel Refinery (10W Idle, 1800W Active)
Fabrication Bench (10W Idle, 1800W Active)
Electric Crematorium (200W Idle, 750W Active)
Multi-Analyzer (10W Idle, 600W Active) (Active when an associated research table is in use)
Vitals Monitor (10W Idle, 1000W Active) (Active when the associated medical bed is in use)
HiTech Research Bench (100W Idle, 1000W Active)
AutoDoor (5W Idle, 500W Active) (Active when open, but not blocked or held)
Televisions (10W Idle, 400W Active) (Active when being watched)
Deep Drill (10W Idle, 500W Active)
This is an unofficial update

Research Tree by Fluffy

A better research tree.
Features
automatically generated to maximize readability*.
shows research projects, buildings, plants and recipes unlocked by each research project.
projects can be queued, and colonists will automatically start the next project when the current research project completes.
search functionality to quickly find research projects.
FAQ
Can I add/remove this from an existing save?
You can add it to existing saves without problems. Removing this mod will lead to some errors when loading, but these should not affect gameplay - and will go away after saving.
Why is research X in position Y?
Honestly, I have no idea. The placement of projects (nodes) is automated to minimize the number of crossings between dependancies (edges), and reduce the total length of these edges. There are many possible scenarios in which this can lead to placements that may appear non-optimal. Sometimes they really are non-optimal, sometimes they just appear to be so. See also the technical section below for more information.
Can I use this with mod X
Most likely, yes. Added researches and their requirements are automatically parsed and the tree layout will be updated accordingly. ResearchPal implements a lot of the same functionality as this mod, and the research queue will likely not work correctly if both mods are loaded.
This looks very similar to ResearchPal
Yep. ResearchPal is based on a legacy version of this mod that was kept up-to-date by SkyArkAngel in the HCSK modpack. I haven’t worked on this mod in a long time, but I recently had some spare time and decided to give it another go. Feel free to use whichever you like better (ResearchPal has an entirely different layout algorithm). You can run both mods side by side to check out the different tree layouts, but be aware that the research queue will not work correctly if both mods are loaded.
Known Issues
The vertical labels for tech levels are drawn in the wrong location when UI scale is not 1. This is a known problem for me, the same issue appears in my Work Tab mod. As soon as I have a working solution, I’ll go and fix it.
Layouts are not perfect, if you have experience with graph layouts - please do feel free to look at the source code, and/or implement a Sugiyama layout algorithm for me that runs in C# .NET 3.5 (Mono 2.0).
Technical
So how does this all work?
Creating an optimal layout is a known problem in the area of Graph Theory. There’s serious mathematicians who’ve spent years of their live trying to figure out this problem, and numerous solutions exist. The group of solutions most relevant to our research tree (a directed acyclic graph, or DAG) is that derived from Sugiyama’s work. Generally speaking, these algorithms have four steps;
layering (set the x coordinates of nodes, enforcing that follow-up research is always at a higher x position than any of its prerequisites, this is a fairly straightforward heuristic)
crossing reduction (set the y coordinates of nodes such that there is a minimal amount of intersections of connections between nodes)
edge length reduction (set the y coordinates of nodes such that the length of connections between nodes is minimal)
horizontal alignment (set the y coordinates of nodes such that the connections between nodes are straight as much as possible)
The final step is the hardest, but also the most important to create a visually pleasing tree. Sadly, I’ve been unable to implement two of the most well known algorithms for this purpose;
Brandes, U., & Köpf, B. (2001, September). Fast and simple horizontal coordinate assignment.
Eiglsperger M., Siebenhaller M., Kaufmann M. (2005) An Efficient Implementation of Sugiyama’s Algorithm for Layered Graph Drawing.
Luckily, the crossing reduction and edge length reduction steps partially achieve the goals of the final step. The final graph is not as pretty as it could be, but it’s still pretty good - in most scenarios.
Contributors
Templarr: Russian translation
Temp:
Suh. Junmin: Korean translation
rw-chaos: German translation
Version
This is version 3.3.491, for RimWorld 1.0.2059.

Rimatomics by Dubwise

Nuclear power | Energy weapons | Nuclear weapons 1.6.614

[KV] RimFridge - 1.0 by Kiame Vivacity

Adds refrigerated racks to keep food and other perishables cold. Ideal for use in dining rooms, freeing up labour from feeding prisoners, or keeping food on hand for cooks.
Comes in 1x1, 1x2, and 2x2 versions.
Thanks to everyone who's helped translate this mod!
Dragomano & qeqwrqweqweter - Russian
53N4 - Spanish
duduluu & Schr0d - Chinese
phmalu - Portuguese
Breakyt - French
Ɲơɴɑɱɛ - German
KondenEinenShizainoLaw - Japanese
silverjoy & Orange_Mushroom - Korean
drerp - Hungarian
WebsterBolek - Polish
Firty - Portuguese
Thanks to everyone who's added/edited code!
towhead - Made the fridges hide the uglyness of food
Original Author: Vendan

RimQuest by Jecrell

1.0.4.0 (10-18-2018)
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!
When a trader or caravan arrives, simply right click the character with a green exclamation mark above their head to see what quests are available.
After accepting a quest, it will be available to you on the world map. This version contains vanilla events from RimWorld, but more quests are planned to be added in the future.
Thank you to my Patrons for supporting me in my efforts. Without you, none of this would be possible.
These are the most excellent rim dwellers who support me:

Lumberjack, Shibby Says, TheJagermeister, Cory Bonifay, Kiya Nicoll, Matt Harris, Paul Fenwick, Grendalloffen, Martin K. Bonde, Bentley Alsup, Eric Idema, MasterScootie, GoSu, Josh McCabe, spook, Clifford Campbell, J, CrankyPeanut, E_T, Finwej, Jonathan, Audrin Navarro, Михаил Юрченко, John Kanady, Luis Figueroa, Midgeman, Nate Haug, Nemuri Hime, Richard Paul, SilentWeirdo, Calum, Calhoun Cattell, Keith Thoma, Tim Stillson, Dick Jones, Patrick, Nathan Getman, Populous25, Sharp Spook, Steven James, Marcus Sireanu, Mark, Emily Shaw, Drachken, Zalson, Baron Xot, Nicholas Bateman, Christopher, Justin Andres, Luis Salvatierra, TinyFloatingTurtle, George Chong Chuang Ming, John Boehr, Oliver White, roxxploxx, Robin Hager, Brachiaraidos, That Guy, Toc Anastar, Karol Rybak, Allic, Austin Harbert, Yewty, Evan Hwang, Ryan Brock, Jonathan Holzinger, MC, Alexander, Kevin Reagan, Alex Mederer, Toss Antilles, Chelsea Archambeau, Aron Glasser, Dan Winn, Fredric Sundberg, Sarah Banks, ted stevens

Changelog

1.0.4.0 (10-18-2018)

RimWorld 1.0 Release

1.0.3 (10-09-2018)

Added Korean translation by ㅇㄷ

Rimworld Search Agency by DoctorVanGogh, Killface, meonester

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 A17 by Killface.
Mod menu, rewrites for Harmony and massive improvements by
DoctorVanGogh
Includes Hauling Hysteresis by Vendan https://ludeon.com/forums/index.php?topic=26958.0

RimWriter - Books, Scrolls, Tablets, and Libraries by Jecrell

1.20.0.1 (10-30-2018)
Add tablets, books, scrolls and more to your RimWorld playthroughs.
RimWriter is a mod that adds a lot of content focused on writing to supplement the standard vanilla RimWorld playthrough such as:
-Items
* Stone Tablets
* Leather Scrolls
* Journals
* Handwritten Books
* Typed Books and Journals
* Skillbooks for improving skills
-Furniture
* Stone shelves for tablets
* Scrollcases, tall and short
* Bookcases, tall and short
* Writer's tables
* A typewriter
-Features
* Customized text generation for tablets, books, and journals.
* Compatiblity with Lord of the Rims and Call of Cthulhu mods.
- Writing reduces sanity loss over time.
- Future compatability with storing Grimoires and Wizard textbooks inside bookcases/scrollcases.
Why create this mod?
I wanted to make a framework sort of mod that I could add to or use later in my current and future projects. I feel that tablets, scrolls, and books all have a clear place in RimWorld and future mods.
Thank you to my Patrons for supporting me in my efforts. Without you, none of this would be possible.
These are the most excellent rim dwellers who support me:

Maaxar, Shibby Says, TheJagermeister, Cory Bonifay, Kiya Nicoll, Matt Harris, Paul Fenwick, Grendalloffen, Martin K. Bonde, Bentley Alsup, Eric Idema, MasterScootie, GoSu, Josh McCabe, spook, Clifford Campbell, J, CrankyPeanut, E_T, Finwej, Jan Koutsky, Audrin Navarro, Михаил Юрченко, John Kanady, Luis Figueroa, Midgeman, Nate Haug, Nemuri Hime, Richard Paul, SilentWeirdo, Calum, Calhoun Cattell, Keith Thoma, Tim Stillson, Dick Jones, Patrick, Nathan Getman, Populous25, Sharp Spook, Steven James, Marcus Sireanu, Mark, Emily Shaw, Drachken, Zalson, Baron Xot, Nicholas Bateman, Christopher, Justin Andres, Luis Salvatierra, TinyFloatingTurtle, George Chong Chuang Ming, John Boehr, Oliver White, roxxploxx, Robin Hager, Brachiaraidos, That Guy, Toc Anastar, Karol Rybak, Allic, Austin Harbert, Yewty, Evan Hwang, Ryan Brock, Jonathan Holzinger, MC, Alexander, Kevin Reagan, Alex Mederer, Toss Antilles, Chelsea Archambeau, Aron Glasser, Dan Winn, Fredric Sundberg, Sarah Banks, ted stevens

Changelog

1.20.0.1 (10-30-2018)

Fixes for potential XML errors from inheritence from other mods.

1.20.0.0 (10-26-2018)

Available now for RimWorld 1.0.

Room Sense by Falconne

Toggleable panels to show relevant room stats, such as beauty, cleanliness, etc, over appropriate rooms using graphical meters and optionally a coloured overlay.

Roppoi hair 1.0 by sakama

ROっぽい髪型セット。1.0版。
※ノービス装備は付属していません。

[SYR] Set Up Camp by Syrchalis

Set up camp, once again! For all your caravan managing needs, you can now set up camp anywhere. You can customize the possible size of the map, the duration you are allowed to stay, the time the tile is blocked after abandoning a camp and turn events on the camp map on/off.
It is recommended to use settings close to the default and not turn the map timer or the tile blocking off, as this makes the mod severely game-breaking in terms of balance. However, what you do is your choice - the option to turn these settings off is there for a reason.
Originally by Nandonalt
Re-coded and improved by Syrchalis
Assistance provided by spd, potatoclip

SF [v1.0] Priority Treatment by Shotgunfrenzy

All DoctorTend operations are set to Emergency so that Pawns will prioritise tending to wounds first (including infections/diseases)

It is reccomended that you set your best doctor to priority one (1) for this to function correctly

Original idea from User: Aristocat. But this mod uses patching instead of direct defs

Share The Load by Uuugggg

Multiple people can deliver resources to a blueprint.
Share The Load tracks what is needed and doesn't deliver too much.
Multiple people also clear things out of the way for construction as well.
An option to deliver even when there's not enough to finish the building.
Check Steam page for any updated info.

Shelf Renamer by Teellox

Rename shelves and other storage buildings.

[KV] Show Hair With Hats or Hide All Hats - 1.0 by Kiame Vivacity

Show hair for all hats or select which hats do hide hair in Mod Settings.
Hide all hats from Mod Settings.
AlienRaces is now supported.
Thanks to "YouAllJilao" for creating "Headgear Frame" and "Vaniat" for supporting it. That mod gave me the idea to do this mod.
Translators:
- Proxyer - Japanese

Simple sidearms by PeteTimesSix

With the invention of pockets comes the idea of bringing EVEN MORE WEAPONS. Because your snipers are getting really tired of getting shanked.
See forum thread for details.
https://ludeon.com/forums/index.php?topic=32497.0
HugsLib for 1.0 required. Get it here:
https://github.com/UnlimitedHugs/RimworldHugsLib/releases

Sloppy Chop by PKPenguin

V1.1
This mod adds a new bill to stonecutter tables, designed with the purpose of just removing stone chunks.

Smart Medicine by Uuugggg

Doctors will use medicine from their inventory. What a concept!
Doctors can also use medicine from the patient's inventory, or anyone else on the map, even pack animals brought on a caravan.
They can also keep their inventory stocked with medicine. The Gear Tab has Settings for each Colonist.
An option to use cheaper medicine, if it will do just as well ( due to doctor skill, bionics, medical bed, etc. ) Note this doesn't affect surgery.
An option to use minimal medicine for non-urgent wounds, or none at all.
An option to tend patients in the field - if there are no beds available, or just always.
Multiple doctors can reserve the same stack of medicine. The game actually supports multiple reservations, but the feature was just not used.
Now technically, inventory medicine is dropped and immediately picked back up - but what can you do.
Check Steam page for any updated info.

Smart Speed by Sarg

Allows the use of ultra speed and change event speed multiplier.
Features
- Enable ultra fast speed without devmMode
- Add ultra speed icon
- Set Event speed multiplier
Event Speed Mode
- Right click on speed control UI
- Slow : x0.5 speed (half of normal speed)
- Normal : x1 speed (default setting)
- Fast : x2 speed (as same as fast speed)
- Half : Half of current game speed
- Ignore : Ignore force event speed
Credit
Original mod created by AlcoholV. Maintained in B18 by Kartel'.
License
Released under MIT license, https://opensource.org/licenses/MIT

Snap Out! by Dusty

Gives your pawns the ability to try calm down a pawn in a mental break.

SS Researchable Stat Upgrades by Spdskatr

Adds stat upgrades that can be researched.

Tilled Soil by Sam

A simple mod that adds tilled soil, the constructable version of rich soil.

Toolboxifier by HMV

You know how when you select a production item, "Toolbox" shows up as a buildable thing?
Wouldn't it be nice if that same thing happened for - say - chairs when selecting tables, or wires when selecting objects that require or generate power?
Well now they do! And a lot of other things too!
If you have any requests just ask. I can't promise I'll add it (especially if it's for a mod) but it never hurts to ask.
Known bugs:
1) This doesn't work when you don't own the items. For example, selecting a wall in the terrain that you haven't "claimed" will not let you build a door. I consider this not really a problem so am not looking into it.

Tradable Stone Blocks by Meow

Simple mod that allows bulk trade ships to buy stone blocks again.

[KV] Trading Spot - 1.0 by Kiame Vivacity

A designated spot for traders to stop at.
Thank you to the translators!
-Ɲơɴɑɱɛ for German
-MossieuLeblanc for French
-Proxyer for Japanese
-Arex for Russian
-Fodnjs0811/Orange_Mushroom for Korean
-53N4 - Spanish
-adam0310 - Polish
Original Author: TheUbie

Wall Light by Murmur

Adds a light that is placed directly on walls. By default the light uses less power but also provides less light than the standard standing lamp.

Wall Vitals Monitor by zzz

Can install directly on wall.
Require Vitals Monitor research.

What Is My Purpose by Uuugggg

See your pawn's target, and click to look at it.
Also, your target shows who is targeting it: "I Am Whose Purpose"
Hold mouse down on target to track movement.
Check Steam page for any updated info.

Work Tab by Fluffy

Provides a vastly more customizable work tab.
Important
Work Tab completely takes over job priorities from the vanilla game. In order to support core functionalities and other mods, it intercepts calls to get/set priorities. However, when it is told to set priorities by other modded or vanilla code, that code is not aware of the time schedule, and the priority will be set for the whole day. As such, this mod is currently incompatible with mods that dynamically change priorities (e.g. Force Pawn to do a Job).
Features
Various usability extentions to the ‘vanilla’ work tab;
Work types can be expanded (by Ctrl+clicking the column header) to allow you to set priorities for the individual tasks within each work type.
Time scheduler to set priorities for a given time slot only - allowing you to designate a cleaning hour, or have your cook prepare meals right before dinner, etc. etc.
Up to 9 priority levels (configurable in mod options)
Various small UX tweaks; scrolling to increase/decrease/toggle priorities, increase/decrease priorities for whole columns/rows (by holding shift and clicking/scrolling while hovering over the column header/pawn name respectively).
All functions are detailed in the tooltips, take a moment to hover over and read them!
Known Issues
With UI scaling turned on, vertical labels are drawn in the wrong position. I’ve been working on this problem for a while, but have been unable to come up with a solution. Workarounds are to not use UI scaling, or to turn vertical labels off in the mod options. See the issue for more details.
Notes
With great power comes great responsibility. The default priorities of tasks within a job is set for a good reason; it’s (usually) a sensible default. Changing these can lead to deadlock situations, so change the priorities of individual jobs at your own risk!
Finally, there will never be an ‘autolabour’ mode where a mod sets priorities for you. Due to the way the AI is handled (e.g. pawns actively look for work, instead of there being a ‘bulletin board’ of jobs that need doing), it’s not feasible to get the complete list of work that needs doing that would be needed to make this a reality, without extreme overhead and loads of special exception coding.
Powered by Harmony
Contributors
Bronytamin: Russian translation
Duduluu: Chinese translation
Eric Swanson: Help with time-dependent tooltips
DoctorVanGogh: Help with typos in build script
MrClon: Russian translation
mercutiodesign: Optional scrollwheel usage setting
Bugo: Russian translation (update)
Arex-rus: Russian translation (fixes)
mora145: Spanish translation
Alex TD: Various tweaks and suggestions
Suh. Junmin: Korean translation
Version
This is version 3.4.185, for RimWorld 1.0.2059.

Xeva's Rimhair by Orion

Adds more hair styles.
Also works for previous versions.

Advanced Shield Belts by dninemfive

Adds three new shield belts: one which recharges more quickly, one which has a higher maximum charge and one which allows the wearer to use ranged weapons.

[RF] Advanced Bridges [1.0] by Rainbeau Flambe

(Last update: 10/14/2018)
"Advanced Bridges," as the name so subtly suggests, allows you to build bridges which are, well, a bit more advanced than those available in vanilla RimWorld. (Well, technically, you could also create piers or even a boardwalk. It's really up to you.) All you need is wood, stone or metal. And a bit of extra steel for reinforcement if you're building over deep water. (Yes, this mod allows you to build bridges over deep water as well as over shallow water.)
Light bridges (built from wood) require no special research, and support light construction, so you can, for example, use a light bridge to run a power conduit across a river. Heavy bridges (those built from stone or metal) do require research, but will support heavy construction, so you can actually place walls on them.
NOTE: "Advanced Bridges" does not disable construction of default vanilla bridges, so you can actually use both types of bridges on your maps if you so desire. But you won't be able to build vanilla bridges over deep river water, and won't be able to place walls over them. (In other words, they'll function just like the mod's light bridges.)

- Rainbeau Flambe (dburgdorf)

Compatibility:
"Advanced Bridges" can safely be added to a game in progress, but if you try to remove it from a game in which you've actually built any bridges, you will of course make the map unplayable.
The mod should be compatible with any mods that add additional water tiles to the game, so long as those mods have assigned the "bridgeable" affordance to those water tiles.
There seem to be some issues when using "Advanced Bridges" together with Jec's "Doors Expanded." I haven't tracked down the cause yet, but if a boardwalk or bridge is built under a large door or gate, the door will (not always, but sometimes) stop working properly. Doors seem to work fine if built on top of existing bridges or boardwalks, though, so if you must build a large door on top of a bridge or boardwalk, make sure to place the bridge or boardwalk first. But to be perfectly safe, try to avoid putting such doors on bridges or boardwalks at all.
If you want to be able to catch fish from your bridges, you'll need to utilize an additional mod to add that capability. Obviously, I'd recommend my own "Fishing," though it's not the only option.

IMPORTANT NOTE: If you remove bridge tiles with dev tools, or "minify" them to move them (which isn't possible in vanilla, but might be thanks to other mods), you will end up with problematic "pseudo" terrain tiles on your map where the bridges used to be. Please don't do this! If you need to remove a bridge tile, deconstruct it properly!

Credits:
The code in "Advanced Bridges" borrows a bit from Sulusdacor's "[sd] Bridges" mod. And obviously, the mods are very similar on a conceptual level.

The traditional Chinese language files were provided by Steam user Alane. The simplified Chinese language translation files were provided by Steam user kghostSATORI. The Japanese language files were provided by Proxyer.

License:

If you're a modpack maker and want to include "Advanced Bridges" in your pack, or if you're a modder and want to use it as the basis of a derivative mod, please feel free to do so. I ask only that you let me know about it.

If you have any (helpful) suggestions for improvement, please let me know!

Where is my weapon? by 民火

Human re-equip the weapon that equiped before downed when recovering from downed.
This MOD is powered by Harmony Patch Library.
気絶から回復した際、気絶前に持っていた武器を装備しなおそうとします。
このMODはHarmony Patch Libraryを使用しています。
[License]
- CC BY-NC-SA
- MIT License
Copyright 2017 TammyBee
Twitter:@tammybee_tmb

[1.0] Thanks For All The Fish by Pyrce

[h1][1.0] Thanks For All The Fish[/h1]
A simple fishing mod designed to provide a food supplement to colonies with access to water.
Adds a fishing sub-skill to Animal Handling which is used at FishingSpots (under the Production Tab) to fulfill fishing bills. Fish are like other animal corpses and can be butchered and cooked, though they do rot a little faster so freeze them within a day or so.
FishingSpots have a few basic restrictions. They must be placed in deep water. You can't place two within 10 squares of each other. And finally you need at least 5 squares of water (deep or shallow) to fish.
Fishing is sped up by the Animal Handling skill, and has a slow skill gain attached as a benefit for fishing all day.
[h1]Required Mods[/h1]
- [url=https://steamcommunity.com/sharedfiles/filedetails/?id=818773962]Hugs Lib[/url]
[h1]Mod [In]Compatability[/h1]
- Incompatible with [url=https://steamcommunity.com/sharedfiles/filedetails/?id=1539311991]Rainbeau's Fishing[/url], but it does a very similar thing so pick one :)
[h1]Current (Sometimes Crude) Translations[/h1]
- English
- French
- German
- Chinese (Simplified)
- Korean
- Japanese
- Polish
- Portuguese
- Russian
- Spanish
Link me translation fixes/additions and I'll add them in.
[h1]FAQ[/h1]
[b]Aren't there other fishing mods already? Why make this one?[/b]
I found other fishing mods (at the time this was origianlly made) to either make the game significantly easier or to add a ridiculous number of items, buildings, and food types. This mod aims to be a balanced addition to the game. If you're low on food, or your crops got blighted, or a tornado ruined your harvest – you can do some fishing for a quick fix of your food problem. Additionally high animal handling skill can be applied to utilize specialized pawns and make a more reliable source of food for your colony. And it makes a great past time for hats while your sewing machine processes the rest of your leather.
[b]Can I add this to an existing game?[/b]
Yes. But you might not be able to remove it once used in a save.
[b]Is this mod compatible with other mods?[/b]
Yes it should be. If you find a mod which manipulates water terrain in weird ways it might try to change the same definitions and be unhappy. But I have a few mods which do that installed and haven't seen any issues at all.
[b]Is this mod why my game is slow when I load 10000 raiders?[/b]
No. But it does lag if you also install Rainbeau's Fishing mod with this mod (uninstall one of the two to fix).
[b]Can I live off just fishing?[/b]
Many coastal tribes have proven successful in doing just this throughout history. Most of those also weren't known for their wealth. Jokes aside a zero skill worker can fish ~11 times in a normal day, which can feed 2-3 people for a day if cooked. A 20 skill worker can feed about 8 people a day. This is quite a bit less efficient per unit of time than other food sources. Try a fishing-only run for a challenge.
[b]What was that flying by my screen?[/b]
Translating... "Oh say, does that star-spangled banner yet wave. O'er the land of the free and the home of the brave?" ...

Small Comms Console [1.0] by Thom Blair III

A 1x1 Comms Console.
Fully save compatible. Please report any errors.

[1.0] Small Shelf by Proxyer

Small shelf: works like a normal shelf but has 1x1 size, holds anything
Art from CuproPanda's "CorePanda" mod.
Translation included:
English, Chinese (Simplified), Chinese (Traditional), Japanese, Korean, Turkish
Original Art author : CorePanda

Blueprint Totals Tooltip by ChippedChap

Version 1.1.5
Note: This mod requires HugsLib.
A UI mod that lets you seamlessly check how much your blueprints cost, even as you lay them down!
Many thanks to Proxyer for providing the Japanese translation for this mod!
The mod adds a tooltip that lists all the material costs and work left of blueprints visible on the screen. The visible blueprints are highlighted with a white transparent rectangle to help you see which blueprints are having their costs added up.
To enable the tooltip, check the icon that looks like a clipboard on the bottom right corner of the screen. The highlighting rectangle and the tooltip should appear. You can use and assign a key to toggle this setting quickly.
If you want to find the costs of a certain set of blueprints, just select them and the selected blueprints will be highlighted and a tooltip showing their costs will be displayed.
The tooltip by default will be positioned on the top right of the highlighting rectangle (as shown in the preview image). The position of the tooltip is configurable using the Mod Settings Menu and can be placed almost anywhere you like relative to the highlighting rectangle.
In addition, you can also change other things like the opacity of the highlighting rectangle, how far away from the edge of the screen a blueprint has to be to be considered visible, and how the tooltip decides if you have enough of a certain material.
A large percentage of development time was sunk into making the tracking of blueprints smooth and fast, but if your computer can't handle it, you can disable visibility tracking or change at what zoom visibility tracking stops.
Visibility tracking is optimized by updating visible blueprints only when it is necessary (when the camera moves or zooms, when new blueprints are added, ect.) If you find a special case where the tracked blueprints aren't updating right, please post exactly what you did on the workshop page or as a GitHub issue so that it can be fixed.

Quarry by The White Crayon

Adds a quarry for mining in flat terrain.

Reasonable Components V1 by SirMcKeon

Components that are much more reasonable to craft.

[RF] Pawns are Capable! [1.0] by Rainbeau Flambe

(Last update: 10/14/2018)
Tired of pawns who refuse to do certain types of work, even when their own lives and the survival of the colony depend on it? This mod changes the way in which the game handles "incapabilities." On the pawns' character tabs, you'll see that the "Incapable of" list has been replaced with a list of "Hated work types." These types of work are marked in amber on the work tab, and aren't assigned by default. But they can be assigned if necessary, as any pawn can be assigned to any type of work. Be aware, though, that if you assign a pawn to do hated work, there's a mood penalty (and eventually movement and even manipulation penalties) that will only grow worse the longer the assignment lasts. This mod is intended to allow you to assign pawns to work they hate in emergency situations. It is not intended to allow such assignments to be made on a long-term basis.
Note 1: Since "violent acts" aren't a specific work type, pawns who abhor violence are capable of violent acts -- combat, etc. -- if and only if they're carrying a weapon. But so long as they're armed, they will suffer mood debuffs just as if they were assigned to a work type they hate.
Note 2: As there are easy ways to "get around" restrictions on tasks like hauling, anyway, "incapable of dumb labor" is treated a bit differently than other incapabilities. Pawns who hate dumb labor are simply given an extra trait that reduces their carrying capacity and their unskilled labor work speed. They won't be assigned to hauling or cleaning by default, but can be assigned to those tasks indefinitely with only a minor mood penalty, which doesn't get worse over time. For similar reasons, pawns who hate plant work or skilled labor can still be assigned to plant cutting with only a minor static mood penalty.

- Rainbeau Flambe (dburgdorf)

Compatibility:

"Pawns are Capable!" can safely be added to a game in progress. It's probably also safe to remove from a game, but I'd recommend making sure before you remove it that none of your pawns are assigned to "hated" work types or have lingering mood debuffs from such assignments.

Credits:
Obviously, credit goes to RimRue for the idea and for allowing me to assist in the development of her original version of the mod.
The Korean language files were provided by sogo100. The Japanese language translation files were provided by Steam user Proxyer.

The mod utilizes Pardeike's "Harmony Patch Library." (No additional download is required, as the library is included with the mod.)

License:

If you're a modpack maker and want to include "Pawns are Capable!" in your pack, or if you're a modder and want to use it as the basis of a derivative mod, please feel free to do so. I ask only that you let me know about it.

If you have any (helpful) suggestions for improvement, please let me know!

Craftable Synthetics (no steels) 1.0 by Teneombre

Add a craft for synthetics without using steel.

Craftable Emanators by PKPenguin

V1.0
This mod adds craftable psychic emanators. They can be made a machining table.

I Clearly Have Enough! by ChippedChap

Version 1.1.0
A mini-mod that makes the resource readout when designating blueprints consider the amount of resources on the entire map, as opposed to stored resources only.
This is so that it won't complain to you when you can see you clearly have enough on the map.
The mod also changes the window on the architect tab that shows you how much each blueprint needs, so if you Clearly Have Enough, the text won't be red.
Note: This mod (from v1.0.0 and possibly onwards) uses a MapComponent to improve performance for low-end computers. MapComponents are saved along with your savegame, so uninstalling and loading a save where this mod is used will give you an error. However, this error is easily eliminated by overwriting your savefile without the mod loaded, which won't corrupt your savefile or do anything bad.
This mod now only counts all the resources on the map every 204 ticks (3.4 seconds on normal speed, same update rate as the vanilla resource counter.) If the counts don't look correct, just advance time faster and it should update sooner.

More Furniture [1.0] by Anonemous2

More Furniture, does what you'd expect, it adds more furniture. Was originally created so I'd have stuff to put inside my colonist's rooms, but It now includes several items for other uses. There may be occasional updates adding new items into the mod. More Furniture is old save compatible and does not require any other mods to work. Contains:
New End tables/with or without lamps
A new Dresser
New Chairs, and a modular couch
A tiny table
Counter tops
New plant pots/some with art
A filling cabinet
Four new carpet to match beds
You can find these new items under the Furniture+ when placing blueprints.
(1.0.1)

[T] MoreFloors by Telkir

Adds a wide selection of new flooring to decorate your colony with.
● Six new styles of wooden flooring (plus straw floors for that barn feel)
● Five new styles of stone flooring in all five stone colours (for a total of 25 new stone floors)
● Eight styles of chequered stone floor in various combinations
● Six new cloth carpet colours - orange, yellow, turquoise, purple, black, and white
● New checkered carpet style in all colours
● New wool carpet style in all colours using wool cloth, woven at the added loom workbench
● Two new late-game floors made using plasteel and jade
Note: The new types of stone flooring only become available to build once the Stonecutting research project has been completed.
Special mentions and thanks to folks who have contributed:
● Candacis - German translation
● Latta - Korean translation

Death Rattle by Linq

This mod makes it so that people will no longer instantly die when their vital capacities reach zero. If one of your colonists has their liver destroyed by a charge lance, for instance, they will become severely ill and you will have a short window to get them a new liver before they die.
The time scales in this mod are not entirely realistic, because Rimworld's time scale makes it effectively impossible for a colonist to receive life-saving care in a realistic amount of time. Colonists move too slowly, and days pass too quickly, so the numbers have been fudged to make it difficult, but possible, to save someone if you have a donor organ on hand.
Be warned: Just because they survive, doesn't mean they won't suffer permanent brain injury as a result of their near-death experience.
Don't ask me about compatibility. It should be compatible with everything. Just try it, and let me know if it doesn't work, so I can fix it.

Additional Joy Objects by cuproPanda, updated by dninemfive

Adds new objects and activities which bring joy to colonists.

Questionable Ethics by ChJees

Organ growing, organ extraction, animal and humanoid cloning and growing in vats. And all manner of ethically questionable stuff!
If you ever thought that making human leather hats were too mundane then this mod will spice things up.
*Grow organs in vats to replace or profit from it!
*Clone and grow animals and humanoids! They take on the traits of their "parent".
*Scan brains and apply it onto your clones! Could give your colonists a sort of immortality as long as you make frequent backups.
*Enslave your enemy (or friends) through nerve stapling!
*Install crude bionics and integrated weaponry that would make even the Strogg envious!
Supports Alien Races out of the box.
Credits:
ChJees - Concept, XML & C#
Shotgunfrenzy - Art, Vats and associated items
Shinzy - Art, Organs
Edmund - Art, Organ

[1.0] Modlist by apkd

Exports the list of enabled mods (and the download links) to modlist.txt (modlist.html) in the RimWorld directory. Can be transparently added or removed without making anything explode.
Now also generates mod lists in HTML format.
You can use this mod to share the list of your active mods with your friends.