<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://rimworldwiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Regularity</id>
	<title>RimWorld Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://rimworldwiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Regularity"/>
	<link rel="alternate" type="text/html" href="https://rimworldwiki.com/wiki/Special:Contributions/Regularity"/>
	<updated>2026-04-28T18:06:18Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.8</generator>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Wdnay0287snvk58t&amp;topic_postId=wdw23ahbexli3udp&amp;topic_revId=wdw23ahbexli3udp&amp;action=single-view</id>
		<title>Topic:Wdnay0287snvk58t</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Wdnay0287snvk58t&amp;topic_postId=wdw23ahbexli3udp&amp;topic_revId=wdw23ahbexli3udp&amp;action=single-view"/>
		<updated>2021-08-02T15:53:40Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Regularity&quot; class=&quot;mw-userlink&quot; title=&quot;User:Regularity&quot;&gt;&lt;bdi&gt;Regularity&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Regularity&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Regularity&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Regularity&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Regularity&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Wdnay0287snvk58t&amp;amp;topic_showPostId=wdw23ahbexli3udp#flow-post-wdw23ahbexli3udp&quot;&gt;commented&lt;/a&gt; on &quot;Popular Mods&quot; (&lt;em&gt;I plan on doing a revision of the list once everything has updated to 1.3 and been debugged. Many of those recommended mods are currently...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Regularity</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:Regularity&amp;diff=88328</id>
		<title>User:Regularity</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:Regularity&amp;diff=88328"/>
		<updated>2021-07-29T17:20:24Z</updated>

		<summary type="html">&lt;p&gt;Regularity: /* 1005B Graphical Improvements, Pawn Body */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Can someone recommend me a [insert category here] mod?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you, too, are tired of answering this question, just send them to this pastebin.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''Table of Contents and explanation of each category''===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
* ''1001'' 	Colony Utility: Quality-of-life mods that directly increase the efficiency of pawns in their daily activities&lt;br /&gt;
&lt;br /&gt;
* ''1002'' 	Player Utility: Quality-of-life mods that do not directly affect the colony. Things like UI improvements, more detailed information, and automating repetitive player tasks.&lt;br /&gt;
&lt;br /&gt;
* ''1003'' 	Performance, Bug Fixes, and AI Improvements&lt;br /&gt;
&lt;br /&gt;
* ''1004'' 	Storage: Mods related to storing stuff&lt;br /&gt;
&lt;br /&gt;
* ''1005'' 	Graphical Improvements: these are purely cosmetic changes; graphical changes that improve readability or better convey information are under the Player Utility category&lt;br /&gt;
* ''1005A'' 	Graphical Improvements, General&lt;br /&gt;
* ''1005B''	Graphical Improvements, Pawn Body&lt;br /&gt;
* ''1005C''	Graphical Improvements, Detailed Hair: Higher resolution, detailed hair that looks very nice, but may clash with the vanilla Rimworld art style&lt;br /&gt;
* ''1005C''	Graphical Improvements, Simple Hair: Hair with relatively low gradients and shading, more closely matching the vanilla Rimworld art style&lt;br /&gt;
&lt;br /&gt;
* ''1006'' 	Content Expansion: Adds new content, but does not significantly change any core game mechanics or game balance&lt;br /&gt;
* ''1006A''	Content Expansion, Major&lt;br /&gt;
* ''1006B''	Content Expansion, Minor&lt;br /&gt;
* ''1006C''	Content Expansion, Wildlife and Enemies&lt;br /&gt;
&lt;br /&gt;
* ''1007'' 	Gameplay Mechanics Expansion: Adds new content with a significant impact on core game mechanics or game balance&lt;br /&gt;
* ''1007A''	Gameplay Mechanics Expansion, Major&lt;br /&gt;
* ''1007B''	Gameplay Mechanics Expansion, Minor&lt;br /&gt;
&lt;br /&gt;
* ''1008''	New Alien Races Content: Covers notable alien races and supporting mods. For the sake of keeping the list a reasonable length, most races that are functionally little more than a reskin with minor stat changes have been omitted. The list here tries to focus on the more novel or interesting races.&lt;br /&gt;
* ''1008A''	New Alien Races Content, Major&lt;br /&gt;
* ''1008B''	New Alien Races Content, Minor&lt;br /&gt;
&lt;br /&gt;
==''1001'' Colony Utility==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Power Logic&lt;br /&gt;
A powerful tool for automation. Allows the construction of condition sensors, signal broadcasters, and methods to make them interact with anything powered.&lt;br /&gt;
* [SYR] Doormats							&lt;br /&gt;
Prevents outdoor filth from being tracked indoors&lt;br /&gt;
* Programmable Vents						&lt;br /&gt;
Vents that shut off when rooms reach a certain temperature; allows you to passively heat rooms without overheating them during hotter days&lt;br /&gt;
* Meat Blend								&lt;br /&gt;
Allows mixing of all meat types into a single type for easier storage (you can opt out insect or humanoid meat to avoid mood penalties)&lt;br /&gt;
* Veggie Mix								&lt;br /&gt;
The above, but for plants&lt;br /&gt;
* DontBlockDoor							&lt;br /&gt;
Prevents random dropped items from holding the door open and allowing in invaders or prisoners&lt;br /&gt;
* Trading Spot							&lt;br /&gt;
Choose where trader caravans loiter&lt;br /&gt;
* [SYR] Set Up Camp						&lt;br /&gt;
Create a small, temporary local map to perform actions you can't on the world map.&lt;br /&gt;
* Roads of the Rim						&lt;br /&gt;
Build roads on the world map&lt;br /&gt;
* Locks2									&lt;br /&gt;
Doors can be set to allow/block visitors, pets, or specific pawns in your colony&lt;br /&gt;
* RT Solar Flare Shield					&lt;br /&gt;
Build a shield to protect against solar flares&lt;br /&gt;
* RT Fuses								&lt;br /&gt;
Build fuses to prevent BZZZZT events&lt;br /&gt;
* Share the Load							&lt;br /&gt;
Allows multiple pawns to haul resources to a construction site, instead of just one at a time&lt;br /&gt;
* Replace Stuff			&lt;br /&gt;
Don't like how vents create a massive weak spot in otherwise sturdy walls? Try these. Vents no longer replace walls, but are added onto them, leaving the wall behind even if the vent is destroyed&lt;br /&gt;
* Power++									&lt;br /&gt;
Adds the ability to transmit power wirelessly, both on-map or across the world to other sites&lt;br /&gt;
* No Random Relations						&lt;br /&gt;
Don't like the game randomly deciding a pawn has an uncle/sister/cousin? This is for you&lt;br /&gt;
* Royalty Tweaks							&lt;br /&gt;
Makes the more restrictive or annoying parts of royalty content optional&lt;br /&gt;
* Smart Medicine							&lt;br /&gt;
Allows pawns to carry medicine with them and use it in the field&lt;br /&gt;
* Xenobionic Patcher						&lt;br /&gt;
Have lots of races installed and worried about bionic compatibility? This makes every surgery compatible with every race&lt;br /&gt;
* No Burn Metal							&lt;br /&gt;
Removes flammability from steel and other metal&lt;br /&gt;
* Faction Blender							&lt;br /&gt;
Adds new factions which take pawns from all available races, as opposed to the norm where each faction is only composed of a single race&lt;br /&gt;
* Realistic Rooms							&lt;br /&gt;
Makes it so colonists merely want bedroom-sized bedrooms, and not apartment-sized ones&lt;br /&gt;
* Expanded Roofing						&lt;br /&gt;
Allows the creation and removal of overhead mountain, glass roofing, and even solar roofing.&lt;br /&gt;
* Imprisonment on the Go					&lt;br /&gt;
Allows the capturing of prisoners without an enclosed sleeping space. Very useful when attacking enemy sites.&lt;br /&gt;
* Simple Slavery							&lt;br /&gt;
(Obsolete in Rimworld 1.3+) Allows you to draft prisoners and put them to work&lt;br /&gt;
* Prison Labor							&lt;br /&gt;
A mod that is much larger and more sophisticated way to make use of prisoners than Simple Slavery, but has a reputation for being buggy. (WARNING: May cause an assortment of bugs relating to jobs)&lt;br /&gt;
* My Little Planet						&lt;br /&gt;
Allows you to change the planet's landmass, effectively controlling how vast or cramped the planet is&lt;br /&gt;
* Nanohive Regenerator&lt;br /&gt;
A structure that autonomously repairs not only nearby buildings and walls, but even pawns' equipment, and can extinguish fires. Useful for reducing the level of micromanagement needed to maintain base defenses.&lt;br /&gt;
&lt;br /&gt;
==''1002'' Player Utility==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* TD Enhancement Pack						&lt;br /&gt;
Improves a ton of small things in the user interface of the game&lt;br /&gt;
* Colony Groups							&lt;br /&gt;
A major overhaul and improvement of the colonist bar&lt;br /&gt;
* Interaction Bubbles						&lt;br /&gt;
Allows you to see conversations or interactions beteween pawns without digging through the game log&lt;br /&gt;
* Damage Indicators						&lt;br /&gt;
Adds floating numbers that display the damage taken by pawns or buildings&lt;br /&gt;
* Better Pawn Control						&lt;br /&gt;
Greatly increases the control you have over food, drug, and equipment policies&lt;br /&gt;
* Pawn Rules								&lt;br /&gt;
Allows restricting of bonding, romance, and artisan crafting&lt;br /&gt;
* Camera+									&lt;br /&gt;
Removes default restrictions of camera zoom levels&lt;br /&gt;
* RimHUD									&lt;br /&gt;
Makes the bottom-left info window completely customizable in color, font, size, tabs, etc.&lt;br /&gt;
* World Edit&lt;br /&gt;
Tired of rerolling for the perfect site at a river, coast, mountain, or whatever? Just edit the world.&lt;br /&gt;
* Character Editor						&lt;br /&gt;
Allows completely changing of every aspect of existing pawns. Even if cheating isn't your thing, it's good to have installed to easily fix bugs that may occur without manual save editing&lt;br /&gt;
* Map Reroll								&lt;br /&gt;
Reroll the local colony map if you don't like the exact layout of certain things&lt;br /&gt;
* Map Designer							&lt;br /&gt;
Allows creating maps using custom parameters, instead of them being dictated by the world map tile. Pairs very well with the above map reroll mod, allowing you to regenerate the same map multiple times.&lt;br /&gt;
* Whats that mod							&lt;br /&gt;
Adds text at the bottom of every item/pawn/thing's info window showing what mod it's from&lt;br /&gt;
* Change map edge limit					&lt;br /&gt;
Build up to the map edge if you so desire, to wall off access to raids or caravans from certain points of the map&lt;br /&gt;
* Work Tab, Animal Tab, Colony Manger		&lt;br /&gt;
More detailed control for these tabs&lt;br /&gt;
* Relations Tab							&lt;br /&gt;
See relations between all factions at a glance&lt;br /&gt;
* Allow Tool								&lt;br /&gt;
Allows map-wide forbidding, selection, or allowing. &lt;br /&gt;
* Toggle Harvest							&lt;br /&gt;
Allows control of whether growing areas should be planted or harvested&lt;br /&gt;
* Dub Mint Menus							&lt;br /&gt;
Consolidates the work tabs from every workbench and recipe you have access to, in one location&lt;br /&gt;
* Directly Abandon Settlement				&lt;br /&gt;
Allow you to abandon locations on the world map&lt;br /&gt;
* WikiRim									&lt;br /&gt;
Adds an in-game database of items and recipes you can search&lt;br /&gt;
* Heat Map								&lt;br /&gt;
Adds an overlay to see temperatures in all rooms at the same time&lt;br /&gt;
* Appearance Clothing	+ HAR addon			&lt;br /&gt;
Allows you to set appearance of pawns completely independent of whatever gear they're wearing. Vital for preventing incompatibilities or missing textures if you play with many races that have race-exclusive gear&lt;br /&gt;
* Better Roads							&lt;br /&gt;
Makes roads easier to see on the world map&lt;br /&gt;
* Dubs Mint Minimap						&lt;br /&gt;
Adds a minimap to the game, making tracking of threats far easier&lt;br /&gt;
* Recipe Icons							&lt;br /&gt;
Makes scrolling through recipe lists easier by attaching relevant product images&lt;br /&gt;
* Filth Vanishes with Rain				&lt;br /&gt;
What it says on the tin, rain can clean outdoor terrain of filth. Slightly improves performance by removing filth periodically&lt;br /&gt;
* Better Time Format						&lt;br /&gt;
Let's you see the exact in-game time instead of just a vague approximation&lt;br /&gt;
* Armored Floors							&lt;br /&gt;
For a great cost, allows you to prevent infestations in certain areas&lt;br /&gt;
* RPG Inventory OR Awesome Inventory&lt;br /&gt;
Adds a visual paper-doll like inventory, making it easy to see equipment at a glance&lt;br /&gt;
* Better Message Placement				&lt;br /&gt;
Prevents popup messages from blocking the colonist bar&lt;br /&gt;
* Drop All Inventory						&lt;br /&gt;
Allows you to rapidly unload cargo from your caravans without having to wait&lt;br /&gt;
* Defensive Positions						&lt;br /&gt;
Allows you to have pawns move to pre-selected locations and draft themselves with a single hotkey&lt;br /&gt;
* Keep Bed Ownership						&lt;br /&gt;
Prevents ownership of beds from being erased when they need to sleep using a bed on another map&lt;br /&gt;
* Research Pal Forked						&lt;br /&gt;
Greatly improves the research screen with a better UI and more detail&lt;br /&gt;
* Bionic Icons							&lt;br /&gt;
Allows you to determine which implant is which at a glance by adding pictures to them.&lt;br /&gt;
* Allow Tools								&lt;br /&gt;
Adds improved tools for allowing or disallow en masse&lt;br /&gt;
* More Harvest Designators				&lt;br /&gt;
Similar to above, but for designations concerning farming and wild planet harvesting &lt;br /&gt;
* Vein Miner OR Mine it all						&lt;br /&gt;
Similar to above, but for mining&lt;br /&gt;
* Rangefinder								&lt;br /&gt;
Allows you to toggle a big circle around a pawn constantly showing its maximum firing range.&lt;br /&gt;
* Loading in Progress						&lt;br /&gt;
Allows adds or removing of objects from drop pods without having to unload and then reload all pods' contents.&lt;br /&gt;
* Cut plants before building				&lt;br /&gt;
Lets you get the plant resources from plants under a building blueprint, instead of destroying them&lt;br /&gt;
&lt;br /&gt;
==''1003'' Performance, Bug Fixes, and AI Improvements==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Dubs Performance Analyzer				&lt;br /&gt;
Arguably the single most important tool for improving game performance. It allows you to see specifically which parts of the game are causing the most slowdown, allowing you to identify and solve bugs which don't normally report errors, or identify which of your mods is secretly causing game slowdown due to poor coding.&lt;br /&gt;
* Rocketman								&lt;br /&gt;
Essentially reduces the frequency at which the game checks low-importance things, to greatly improve game performance.&lt;br /&gt;
* PawnTargetFix							&lt;br /&gt;
Makes ranged attackers focus more on the nearest target rather than selecting one randomly&lt;br /&gt;
* Perfect Pathfinding						&lt;br /&gt;
Makes pawns travel in a straight line instead of moving almost entirely at diagonals with large detours&lt;br /&gt;
* Path Avoid								&lt;br /&gt;
A useful tool for fixing pathfinding quirks; allows you to paint pathfinding costs onto terrain, allowing you to override normal AI pathfinding. Good for forcing pawns to use roads and avoid traps or obstacles.&lt;br /&gt;
* Word of Freelove						&lt;br /&gt;
Removes the normal hetero-only restrictions on the Word of Love psycast in the Royalty DLC&lt;br /&gt;
* Kijin									&lt;br /&gt;
This race mod isn't really a &amp;quot;fix&amp;quot;, but has a research project to achieve double yields from animals, effectively allowing you to have half as many animals on the map without losing productivity. This in turn can save on game memory.&lt;br /&gt;
* More Trait Slots						&lt;br /&gt;
With a lot of mods adding (or sometimes even requiring) new traits, this mod allows you to increase the maximum number of traits allowed on a pawn, allowing you to fully make use of these mods&lt;br /&gt;
* Animal Logic							&lt;br /&gt;
Allows very precise tuning of animal behavior instead of being at the mercy of whatever values are vanilla&lt;br /&gt;
* Smarter Construction					&lt;br /&gt;
Improves construction reach, greatly reducing incidents of pawns trapping themselves&lt;br /&gt;
* Smarter Deconstruction and Mining		&lt;br /&gt;
Similar to the above, but for preventing roof cave-ins&lt;br /&gt;
* Mining Priority							&lt;br /&gt;
Prioritizes which metals to mine by value, instead of just by distance&lt;br /&gt;
* Pickup and Haul							&lt;br /&gt;
Allows colonists to use their inventory for hauling purposes, greatly increasing the amount of items they can move in one trip&lt;br /&gt;
* Haul to Stack							&lt;br /&gt;
Prioritizes hauling to drop off goods an an existing stack of that good, instead of creating multiple incomplete stacks which add clutter&lt;br /&gt;
* Rimthreaded								&lt;br /&gt;
Rimworld is normally limited to a single CPU core. This mod attempts to force it to use multiple cores. (WARNING: This mod has an incompatibility list a mile long, so read it before attempting to use this mod!)&lt;br /&gt;
&lt;br /&gt;
==''1004'' Storage==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Deep Storage							&lt;br /&gt;
Lets you store multiple stacks on one tile&lt;br /&gt;
* Netrve's DeepStorage UI					&lt;br /&gt;
Improves the interaction menu of deep storage building&lt;br /&gt;
* Rimfridge 								&lt;br /&gt;
Adds storage with build-in cooling&lt;br /&gt;
* [JD] Simply Storage						&lt;br /&gt;
Adds a much greater number of containers for Deep Storage&lt;br /&gt;
* [JD] Simply Storage - Refrigeration 	&lt;br /&gt;
Same but for rimfridge&lt;br /&gt;
* Stack XXL OR OgreStack					&lt;br /&gt;
Allows you to change how many individual items can be placed in a single stack of items, drastically effecting storage capacity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1005'' Graphical Improvements==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005A'' Graphical Improvements, General===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* World Beautification Project + addons	&lt;br /&gt;
Greatly improves the graphics of the world map&lt;br /&gt;
* Hats Display Selection OR Show Hair 	&lt;br /&gt;
Allows you to hide helmets, or have headgear that doesn't remove hair from the pawn&lt;br /&gt;
* Graphics Setter							&lt;br /&gt;
Improves sharpness and reduces blur of sprites&lt;br /&gt;
* High Quality Textures					&lt;br /&gt;
What it says on the tin&lt;br /&gt;
* Gloomy Deco	+ other Gloomy mods			&lt;br /&gt;
Technically a furniture mod, but adds a lot of decorative objects focused on cute or low-tech appearance&lt;br /&gt;
Vanilla Furniture Expanded Props		&lt;br /&gt;
Similar to above, but more modern and serious-looking&lt;br /&gt;
* RimThemes								&lt;br /&gt;
Change window/UI colors and transparency to whatever you desire&lt;br /&gt;
* Eccentric Tech - Cosmetic				&lt;br /&gt;
Adds a large number of purely cosmetic implants; animal ears, horns, tails, etc&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005B'' Graphical Improvements, Pawn Body===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
* HD Pawn Rendering&lt;br /&gt;
Reverts the 1.3 changes which greatly downgraded pawn graphical quality, allowing high resolution pawn textures once again.&lt;br /&gt;
* Beautiful Bodies						&lt;br /&gt;
Greatly increases body detail without changing body shape (therefore retaining full compatibility with every vanilla clothing mod)&lt;br /&gt;
* FemaleBB + bodytype add-on				&lt;br /&gt;
This adds a new type of female body shape and increases its, ahem, bust size, though the body itself remains pretty vanilla-like in that it lacks high detail and shading. What makes this mod noteworthy is that the author has manually re-created from scratch literally hundreds of pieces of armor and clothing from almost every major mod to make them similarly more revealing and skimpy (and to fit the new body shape). Mod settings allow you to decide which races this new body type will apply to, and which will remain vanilla. As long as your mother doesn't see this, you should be okay.&lt;br /&gt;
&lt;br /&gt;
===''1005C'' Graphical Improvements, Detailed Hair===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Replace Vanilla Hair 					&lt;br /&gt;
As the name suggests, overrides vanilla hairs with far more detailed and higher resolution versions.&lt;br /&gt;
* Roppoi Hair&lt;br /&gt;
* Vee Hairs&lt;br /&gt;
* Gommy Hair mk2&lt;br /&gt;
* Amerio anime hairs&lt;br /&gt;
* Eccentric Extras&lt;br /&gt;
* Gw hair mod&lt;br /&gt;
* Mokan Hair&lt;br /&gt;
* GW-HornHair&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005C'' Graphical Improvements, Simple Hair===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Vanilla Hair Expanded&lt;br /&gt;
* Won hair_women + hair_men&lt;br /&gt;
* [Ods] Hair&lt;br /&gt;
* [SS]Lovely Hair Style&lt;br /&gt;
* Rim Seraph Hair&lt;br /&gt;
* Extended Hair&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1006'' Content Expansion==&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
(Author's note: The &amp;quot;major&amp;quot; and &amp;quot;minor&amp;quot; categories below are purely a reflection of the mod's size and complexity. These categories are not a reflection of usefulness, quality, or gameplay impact.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1006A'' Content Expansion, Major===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* RBSE OR EPOE-Forked						&lt;br /&gt;
These two mods are the main competing frameworks for rimworld surgeries. A detailed comparison on them can be seen here ( https://docs.google.com/spreadsheets/d/1xZaHNbrRg_4vl6HeRlmTmvFfIB1cjUtCGhg8wjtXISk/ )&lt;br /&gt;
* UN-Colony&lt;br /&gt;
A large mod that contains an assortment of refineries, power plants, and functional furniture&lt;br /&gt;
* Glittertech								&lt;br /&gt;
Adds a large range of very late-game advanced technology. May be overpowered.&lt;br /&gt;
* PolarisBloc								&lt;br /&gt;
Similar to glittertech&lt;br /&gt;
* RimCuisine2 + addons					&lt;br /&gt;
One of the largest mods dedicated to farming, cooking, and food in general. Note that while not updated to 1.2, the 1.1 version seems to work without any bugs whatsoever, so should be safe to use.&lt;br /&gt;
* Zipangu									&lt;br /&gt;
Similar to the above, but wholely focused on Japanese-themed cuisine. Also has a large amount of Japanese furniture&lt;br /&gt;
* Alpha Animals							&lt;br /&gt;
Adds a huge number of non-earthlike creatures to the game&lt;br /&gt;
* More Practical Traits					&lt;br /&gt;
What it says on the tin&lt;br /&gt;
* Xeva + addons							&lt;br /&gt;
Adds five new factions and a wide array of weapons, armor, and enemies. (Combat Evolved compatibility not available, but patch is in progress)&lt;br /&gt;
&lt;br /&gt;
===''1006B'' Content Expansion, Minor===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* A Dog Said...							&lt;br /&gt;
The main framework for animal surgeries and bionics used by the community&lt;br /&gt;
* Alpha Biomes							&lt;br /&gt;
Adds several non-earthlike exotic biomes to the game&lt;br /&gt;
* Biomes Core + Biomes Islands			&lt;br /&gt;
Adds island maps and swimming to the game&lt;br /&gt;
* Rimsenal + assorted addons				&lt;br /&gt;
Adds a vast number of weapons and armor to the game&lt;br /&gt;
* Go Explore!								&lt;br /&gt;
Adds random events which cause ruined locations to appear on the map, ripe for plundering&lt;br /&gt;
* Vanilla Events Expanded					&lt;br /&gt;
Adds an assortment of vanilla-like events&lt;br /&gt;
* Utility Columns							&lt;br /&gt;
Adds columns that double as other furniture, such as lamps, freezers, orbital beacons, traps, or graves&lt;br /&gt;
* Vanilla Factions Expanded - Insectoids&lt;br /&gt;
Insectoid focused pack. Besides the usual, also adds a range of implants and genetically-engineered animals to perform various jobs&lt;br /&gt;
* Vanilla Weapons Expanded + addons		&lt;br /&gt;
Adds a wide range of new firearms&lt;br /&gt;
* Sparkling Worlds						&lt;br /&gt;
A large assorted mod. Adds new events, new glitter tech crafting recipes, a new faction, etc. &lt;br /&gt;
* Soft Warm Beds							&lt;br /&gt;
Makes beds a combination of a bed-frame and bed-sheet, rather than just a single item.&lt;br /&gt;
* Sometimes Raids Go Wrong				&lt;br /&gt;
Adds a small chance that hostile raids will crash their drop pods, arrive hungover, be chased by maddened animals, and so on.&lt;br /&gt;
* Apparello 2								&lt;br /&gt;
Adds a vast amount of new clothing types.&lt;br /&gt;
* More Vanilla Turrets 1.1				&lt;br /&gt;
Adds a large number of turrets for base defense		&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1006C'' Content Expansion, Wildlife and Enemies===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* Alpha Animals							&lt;br /&gt;
Already mentioned above&lt;br /&gt;
* Magical Mengerie						&lt;br /&gt;
Adds several mythical creatures to the game&lt;br /&gt;
* Orion's More Mechanoids					&lt;br /&gt;
What it says on the tin. Adds stronger mechs.&lt;br /&gt;
* Vanilla Factions Expanded - Mechanoids	&lt;br /&gt;
Ditto&lt;br /&gt;
* Super Mechneko							&lt;br /&gt;
Adds very tough, anime-style robots with giant titties&lt;br /&gt;
* Kemomimihouse + hardworking addon&lt;br /&gt;
		Adds cute pets that can be assigned job priorities, have skills, and do work exactly the same way as colonists&lt;br /&gt;
* 虫娘 Insect girls + hardworking addon	&lt;br /&gt;
Like the above, but insect-themed&lt;br /&gt;
&lt;br /&gt;
==''1007'' Gameplay Mechanics Expansion==&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
(Author's note: The &amp;quot;major&amp;quot; and &amp;quot;minor&amp;quot; categories below are purely a reflection of the mod's size and complexity. These categories are not a reflection of usefulness, quality, or gameplay impact.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1007A'' Gameplay Mechanics Expansion, Major===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* RimFactory + addons						&lt;br /&gt;
A massive mod that allows you to automate huge portions of colony, or automatically perform most tasks normally impossible to automate in Rimworld&lt;br /&gt;
* Rimworld of Magic						&lt;br /&gt;
Adds character classes to the game, along with associated spells and abilities, in a manner similar to D&amp;amp;D&lt;br /&gt;
* SOS2									&lt;br /&gt;
Adds starships, space combat, and interplanetary travel to the game&lt;br /&gt;
* Rimatomics								&lt;br /&gt;
Adds detailed nuclear power, along with very powerful turrets to the game&lt;br /&gt;
* Rimefeller								&lt;br /&gt;
Adds the oil industry to the game, allowing production a large number of normally unproducable materials from oil (plasteel, neutromine, etc)						&lt;br /&gt;
* Dubs Bad Hygiene							&lt;br /&gt;
Adds toilet, hygene, and thirst mechanics to the game. Also includes other useful utilities like central air conditioning, fire sprinklers, irrigation, etc.&lt;br /&gt;
* What the Hack							&lt;br /&gt;
Lets you capture, modify, and upgrade mechanoids for use as pets&lt;br /&gt;
* Gidduup + assorted addons&lt;br /&gt;
Allows animals to be ridden, both on the local map and world map. Add-ons allow for riding mechs, and for caravan use.&lt;br /&gt;
* Combat Evolved							&lt;br /&gt;
A major overhaul of fighting to make is much more deadly, unpredictable, and somewhat more realistic.&lt;br /&gt;
* Call of Cthulhu&lt;br /&gt;
Adds a cult mechanic, ritualistic spellcasting, and lovecraftian creatures&lt;br /&gt;
* RimJobWorld								&lt;br /&gt;
Oh boy, you found it. NSFW, 18+, etc. This is the ultimate sex mod for rimworld, with every type of content you care to name. Not found on steam for obvious reasons, but any competent google search should lead you to it. You pervert. And sorry for the weird censoring, stupid word filters on pastebin.&lt;br /&gt;
* Pawnmorpher								&lt;br /&gt;
Furries: The Mod. This allows you to mutate pawns to give them animal-like body parts, or even turn them into animals (who are still sentient so act like pawns). Unlike Genetic Rim, research requires a lot of experimentation (on actual pawns) and collecting of data.&lt;br /&gt;
* Psychology&lt;br /&gt;
Instead of relying on pure RNG to determine pawns compatibility with each other, adds a massive amount of personality sliders and sexuality sliders to determine how well pawns get along&lt;br /&gt;
* Questionable Ethics Enhanced&lt;br /&gt;
Medical Ethics Violations: The Mod. Grow human organs, clone people, install mind control devices, etc.&lt;br /&gt;
* TiberiumRim								&lt;br /&gt;
Adds the namesake highly infectious, but infinitely renewable resource, along with a full set of vehicles (functionally, mechs) and a large amount of accompanying equipment and structures.&lt;br /&gt;
* YokaiMura							&lt;br /&gt;
This is basically a catch-all mod from Japanese mythology; about 20 mythical creatures, plus an assortment of armor, traits, weapons, buildings, furniture, medicines, body parts, etc. The reason this is listed under gameplay mechanics expansion is that some weapons are &amp;quot;intelligent&amp;quot; in that they gain XP and level up through combat, which is a neat idea. Note that while most of the content has a translation, some parts do not.&lt;br /&gt;
&lt;br /&gt;
===''1007B'' Gameplay Mechanics Expansion, Minor===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* SRTS + addons							&lt;br /&gt;
Adds aircraft for rapid traversing of the planet.&lt;br /&gt;
* Genetic Rim								&lt;br /&gt;
Allows harvesting of genes to create implants or dozens of new animal species&lt;br /&gt;
* Genetic Rim Alpha Animals Patch			&lt;br /&gt;
Expands the above to include creatures from alpha animals&lt;br /&gt;
* Bondage Beds							&lt;br /&gt;
Allows players to control addict pawns without resorting to removing the legs or spine, by simply tying them to a bed&lt;br /&gt;
* Preemptive Strike						&lt;br /&gt;
Allows the construction of facilities to detect friendly traders and enemy raids before they arrive&lt;br /&gt;
* EbD Prepare Carefully					&lt;br /&gt;
Allows you to manually create starting cargo and pawns on game start instead of relying on RNG&lt;br /&gt;
* ED-Shields								&lt;br /&gt;
Unlike most shield mods which merely add shield generators, this mod allows precise customization of each shield's functions and abilities using modules&lt;br /&gt;
* Crash Landing							&lt;br /&gt;
Adds a starting scenario and random event involving ship sections crashing to the planet&lt;br /&gt;
* More Faction Interaction				&lt;br /&gt;
Overhauls traders, faction expansion, and other diplomatic things&lt;br /&gt;
* Infusion 2								&lt;br /&gt;
Adds &amp;quot;enchantments&amp;quot; to gear, so that the effectiveness of something is more than just its quality and material alone.&lt;br /&gt;
* PsiTech									&lt;br /&gt;
An alternative to the royalty psycast system for psionics&lt;br /&gt;
* Orion's Hospitality						&lt;br /&gt;
Allows you to effectively run a hotel. Charge guests for beds, feed them, and make them happy to improve faction relations and earn more rewards&lt;br /&gt;
* Orion's Gastronomy						&lt;br /&gt;
The above, but instead of a hotel, you can run a restaurant. &lt;br /&gt;
* RimCities&lt;br /&gt;
Adds unique settlement types (cities, duh) and assorted quests involving them (conquest, defense, assassination, etc)&lt;br /&gt;
* Social Interactions Expanded			&lt;br /&gt;
Gives social interactions more diversity, and allow traits to change due to events&lt;br /&gt;
* Backup Power							&lt;br /&gt;
Allows various power sources to autonomously turn themselves on or off based on power remaining in batteries.&lt;br /&gt;
* RimDeed									&lt;br /&gt;
Adds a sort of employment agency where, for a fee, a company will find new possible recruits for you.&lt;br /&gt;
* Guard For Me							&lt;br /&gt;
Allows the hiring of very powerful pawns on a temporary, salaried basis.&lt;br /&gt;
* Empire									&lt;br /&gt;
Adds a mini-game involving the creation of settlements and their taxation/defense. (WARNING: Will almost certainly break any semblance of a balanced game economy due to the exponential growth of wealth)&lt;br /&gt;
* RimWar									&lt;br /&gt;
Effectively allows conquest and war between factions. (WARNING: May cause significant game slowdown, to say nothing of balance issues caused by factions being removed from the game through destruction)&lt;br /&gt;
* Vanilla Factions Expanded - Mechanoids	&lt;br /&gt;
Mechanoid focused pack which not only adds the usual (new weapons, enemies, etc), but automated factories and supercomputers, and a &amp;quot;total war&amp;quot; mechanic tracking mechanoid progress on a global level&lt;br /&gt;
* Organ Harvest Post-Mortem				&lt;br /&gt;
Harvest organs and implants from dead pawns. (WARNING: This most destroys the game economy's balance due to each dead raider producing several times more wealth than normal, from harvested organs)&lt;br /&gt;
* Expanded Roofing						&lt;br /&gt;
Allows you to build or demolish overhead mountain, as well as other utility roofs (glass, solar, etc).&lt;br /&gt;
* Roads of the Rim						&lt;br /&gt;
Allows construction of new roads on the world map&lt;br /&gt;
* Remote Tech 							&lt;br /&gt;
Adds an assortment of traps that can be activated remotely without need for a pawn to trigger them.&lt;br /&gt;
* Animal Armor + addons					&lt;br /&gt;
What it says on the tin&lt;br /&gt;
* Death Rattle							&lt;br /&gt;
Normally pawns will instantly perish the moment a vital organ (such as the heart) fails. This mod instead gives you a small time window to perform surgery or hook the pawn up to life support before they actually perish, just like how it works in real life.&lt;br /&gt;
&lt;br /&gt;
==''1008'' New Alien Races Content, and Supporting Mods==&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
&lt;br /&gt;
(Authors Note: Races are divided here into major and minor. Major races are those that either have large anatomical differences from normal humanoid pawns, or they have a particularly extensive amount of secondary content (pets, buildings, weapons, armor, factions), or are otherwise novel in some way. Minor races are those that are just humanoid pawns and have little content outside of race-specific armor and weapons.)&lt;br /&gt;
&lt;br /&gt;
(Author's Note: Nearly all races support one of the two competing bionics mods, RBSE or EPOE. If you are unable to perform bionic surgeries on a race, it may be because you are missing whichever of these two the race supports. Alternatively, the mod Xenobiotic Patcher makes all surgeries cross-species, but occasionally causes some odd or nonsensical surgeries to be unlocked, though this isn't really a problem if you avoid using them them.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1008A'' New Alien Races Content, Major===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* Humanoid Alien Races 2.0				&lt;br /&gt;
Not a race mod, but an underlying framework required by nearly every race mod in existence. &lt;br /&gt;
* Xenobionic Patcher						&lt;br /&gt;
Have lots of races installed and worried about bionic compatibility? This makes every surgery compatible with every race&lt;br /&gt;
* AOC&lt;br /&gt;
Demonic species with an OCD compulsion for cleaning. The janitors of the universe.&lt;br /&gt;
* Androids								&lt;br /&gt;
Robots that can customize their bodies and traits upon assembly.&lt;br /&gt;
* Android Tiers++							&lt;br /&gt;
A far larger robot mod, albeit one that has earned a bad reptuation for hurting game performance. It has truly unique features things like mind-uploading, mind-copying, but also completely destroys game balance due to its overpoweredness.&lt;br /&gt;
* Anty the War Ant Race					&lt;br /&gt;
Quoting the author, &amp;quot;The problem child of the universe.&amp;quot; Lots of unique mechanics here: An anty can be transformed using pheromones, making them a queen to constantly produce new children, or alternatively you can turn them into a soldier, or an acid suicide bomb. They also recycle prisoners into meat computers, living generators, or human cattle that slowly waste away for new food. Their weapons are mostly acid-based, and they have grenades which can instantly deploy a sandbag cover. Lots of neat stuff. &lt;br /&gt;
* Avali									&lt;br /&gt;
Bird lizard people things? One of the single largest mods in terms of supporting content (buildings, armor, weapons). Spacer-tech&lt;br /&gt;
* Crystalloids								&lt;br /&gt;
Crystal people. The race itself pretty unremarkable and uses very old graphics, but they have extensive supporting content such as a unique type of raid, a large array of new psycasts, and a unique way to generate power.&lt;br /&gt;
* Dragonians								&lt;br /&gt;
Dragon girls. Have the advantages of being able to graze, be milked and sheared, but still a sentient pawn. Tribal-tech&lt;br /&gt;
* Epona&lt;br /&gt;
Centaurs. Assorted tech levels. Have their own custom space suits for SOS2 compatibility. &lt;br /&gt;
* Idhale									&lt;br /&gt;
Basically ghosts. Immune to conventional attack, but in turn are also unable to attack others.&lt;br /&gt;
* Kijin									&lt;br /&gt;
Japanese Oni (demons). Have a number of unique techs which improve the productivity of farm animals, and their own unique win condition. Japanese/medieval-tech.&lt;br /&gt;
* Kurin&lt;br /&gt;
Three-tailed foxgirls. One of the most popular race mods, so have a large number of add-ons mods or ports. Spacer-tech&lt;br /&gt;
* Luno&lt;br /&gt;
Living dolls made from the dead&lt;br /&gt;
* Mincho									&lt;br /&gt;
Ice cream slime girls. A living testament to the horrors (or brillaince) of genetic engineering. Extremely durable bodies; probably the only race listed that can literally survive their heads being blown off. And then grow it back.&lt;br /&gt;
* Moosesians&lt;br /&gt;
Very large moose people who are consequently much more durable than normal pawns. Napoleonic-era technology.&lt;br /&gt;
* Moyo									&lt;br /&gt;
Deep sea dwellers. Blood from this race can be harvested and turned into a wide range of drugs, from mech serums to cocaine. Spacer-tech&lt;br /&gt;
* Neclose									&lt;br /&gt;
Some sort of combination of huge-titty girls, jelly fish, and sea pickle. Unarmed attacks will paralyze and eventually cause comas. Can also create fleshbeasts to act as menial works.&lt;br /&gt;
* Oni										&lt;br /&gt;
Roughly based on oni from Japanese lore. Available as both an animal version and a sentient pawn.&lt;br /&gt;
* Orassan									&lt;br /&gt;
Anthro-cat people (though de-furry patches exist). Specializes in arctic survival; they can farm ice like soil, and can turn normal strone into an enhanced type of concrete. Spacer-tech&lt;br /&gt;
* Paniel the Automata&lt;br /&gt;
Dog-girl automatons that are powered by brains extracted from pawns and prisoners. They have an interesting mechanic where a constructed Paniel's base stats are dependent on the ability of its crafter (similar to equipment or furniture).&lt;br /&gt;
* Rabbies									&lt;br /&gt;
Rabbit people with a global addiction to a drug called Planetarium. Modern/Spacer-tech. &lt;br /&gt;
* Ratkin									&lt;br /&gt;
Cute rat people whose raids can burrow using drill machines, allowing them to appear inside your base similar to insectoid infestations. Steampunk-tech.&lt;br /&gt;
* Rakkle									&lt;br /&gt;
Naga-like snake people with a few unique mechanics. Firstly, most of their vital organs are actually in their snake half and not their human half (which is quite useful in Combat Evolved where cover protects the bottom half of a pawn first). And like snakes they can periodically shed their skin, or consume one giant meal and slowly digest it for an entire week instead of eating daily like most other species. &lt;br /&gt;
* Revia									&lt;br /&gt;
(Yes, more fox girls). A focus bloodlust and sacrifice; they can generate lost body parts or permanently improve stats by sacrificing prisoners. (WARNING: This mod may cause issues with traders no longer having inventories.)&lt;br /&gt;
* Nearmare								&lt;br /&gt;
Fairy-like race that can summon will o' wisps to aid them, and is very strong against mental/morale damage.&lt;br /&gt;
* Xenoorca&lt;br /&gt;
Killer whale mermaids. Like their namesake they're large, powerful and predatory. (Only appear as a pirate faction by default). Spacer-tech.&lt;br /&gt;
&lt;br /&gt;
===''1008B'' New Alien Races Content, Minor===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* Annelitrice								&lt;br /&gt;
Mimic shapeshifters which appear unremarkable, but are actually composed of hives of worms. They have special abilities to keep resurrecting themselves after death. Modern-tech.&lt;br /&gt;
* Arachne									&lt;br /&gt;
Spider people. Besides the eight-legs thing, are fairly vanilla. Spacer-tech&lt;br /&gt;
* Ancient Species							&lt;br /&gt;
Half-Elves. Assorted tech levels&lt;br /&gt;
* Astoriel 								&lt;br /&gt;
Elves&lt;br /&gt;
* Bun										&lt;br /&gt;
Bunny People. Tribal-to-Industrial-tech&lt;br /&gt;
* Ferian									&lt;br /&gt;
Anthro-Fox people, not much here beyond the race.&lt;br /&gt;
* Forsaken								&lt;br /&gt;
Coal-black skin, horns, and glowing eyes. I assume some sort of demons?  Glitter-tech, with very powerful equipment. Have their own unique biome in Alpha Biomes mod&lt;br /&gt;
* Garam									&lt;br /&gt;
Furry cat girl pseudo-pets. Highly detailed in-built animation, but the only race in this list that use their own unique framework (not HAR), causing a number of compatibility issues&lt;br /&gt;
* Giants									&lt;br /&gt;
What it says on the tin, really.&lt;br /&gt;
* Nyaron									&lt;br /&gt;
Mass produced cat girls. Every weeb's dream&lt;br /&gt;
* Silkiera								&lt;br /&gt;
Foxgirls with big tiddies. Medieval-tech.&lt;br /&gt;
* RimEffect Races							&lt;br /&gt;
Can't comment on these since I haven't tried this mod yet.&lt;/div&gt;</summary>
		<author><name>Regularity</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:Regularity&amp;diff=88310</id>
		<title>User:Regularity</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:Regularity&amp;diff=88310"/>
		<updated>2021-07-29T05:26:15Z</updated>

		<summary type="html">&lt;p&gt;Regularity: /* 1008A New Alien Races Content, Major */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Can someone recommend me a [insert category here] mod?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you, too, are tired of answering this question, just send them to this pastebin.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''Table of Contents and explanation of each category''===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
* ''1001'' 	Colony Utility: Quality-of-life mods that directly increase the efficiency of pawns in their daily activities&lt;br /&gt;
&lt;br /&gt;
* ''1002'' 	Player Utility: Quality-of-life mods that do not directly affect the colony. Things like UI improvements, more detailed information, and automating repetitive player tasks.&lt;br /&gt;
&lt;br /&gt;
* ''1003'' 	Performance, Bug Fixes, and AI Improvements&lt;br /&gt;
&lt;br /&gt;
* ''1004'' 	Storage: Mods related to storing stuff&lt;br /&gt;
&lt;br /&gt;
* ''1005'' 	Graphical Improvements: these are purely cosmetic changes; graphical changes that improve readability or better convey information are under the Player Utility category&lt;br /&gt;
* ''1005A'' 	Graphical Improvements, General&lt;br /&gt;
* ''1005B''	Graphical Improvements, Pawn Body&lt;br /&gt;
* ''1005C''	Graphical Improvements, Detailed Hair: Higher resolution, detailed hair that looks very nice, but may clash with the vanilla Rimworld art style&lt;br /&gt;
* ''1005C''	Graphical Improvements, Simple Hair: Hair with relatively low gradients and shading, more closely matching the vanilla Rimworld art style&lt;br /&gt;
&lt;br /&gt;
* ''1006'' 	Content Expansion: Adds new content, but does not significantly change any core game mechanics or game balance&lt;br /&gt;
* ''1006A''	Content Expansion, Major&lt;br /&gt;
* ''1006B''	Content Expansion, Minor&lt;br /&gt;
* ''1006C''	Content Expansion, Wildlife and Enemies&lt;br /&gt;
&lt;br /&gt;
* ''1007'' 	Gameplay Mechanics Expansion: Adds new content with a significant impact on core game mechanics or game balance&lt;br /&gt;
* ''1007A''	Gameplay Mechanics Expansion, Major&lt;br /&gt;
* ''1007B''	Gameplay Mechanics Expansion, Minor&lt;br /&gt;
&lt;br /&gt;
* ''1008''	New Alien Races Content: Covers notable alien races and supporting mods. For the sake of keeping the list a reasonable length, most races that are functionally little more than a reskin with minor stat changes have been omitted. The list here tries to focus on the more novel or interesting races.&lt;br /&gt;
* ''1008A''	New Alien Races Content, Major&lt;br /&gt;
* ''1008B''	New Alien Races Content, Minor&lt;br /&gt;
&lt;br /&gt;
==''1001'' Colony Utility==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Power Logic&lt;br /&gt;
A powerful tool for automation. Allows the construction of condition sensors, signal broadcasters, and methods to make them interact with anything powered.&lt;br /&gt;
* [SYR] Doormats							&lt;br /&gt;
Prevents outdoor filth from being tracked indoors&lt;br /&gt;
* Programmable Vents						&lt;br /&gt;
Vents that shut off when rooms reach a certain temperature; allows you to passively heat rooms without overheating them during hotter days&lt;br /&gt;
* Meat Blend								&lt;br /&gt;
Allows mixing of all meat types into a single type for easier storage (you can opt out insect or humanoid meat to avoid mood penalties)&lt;br /&gt;
* Veggie Mix								&lt;br /&gt;
The above, but for plants&lt;br /&gt;
* DontBlockDoor							&lt;br /&gt;
Prevents random dropped items from holding the door open and allowing in invaders or prisoners&lt;br /&gt;
* Trading Spot							&lt;br /&gt;
Choose where trader caravans loiter&lt;br /&gt;
* [SYR] Set Up Camp						&lt;br /&gt;
Create a small, temporary local map to perform actions you can't on the world map.&lt;br /&gt;
* Roads of the Rim						&lt;br /&gt;
Build roads on the world map&lt;br /&gt;
* Locks2									&lt;br /&gt;
Doors can be set to allow/block visitors, pets, or specific pawns in your colony&lt;br /&gt;
* RT Solar Flare Shield					&lt;br /&gt;
Build a shield to protect against solar flares&lt;br /&gt;
* RT Fuses								&lt;br /&gt;
Build fuses to prevent BZZZZT events&lt;br /&gt;
* Share the Load							&lt;br /&gt;
Allows multiple pawns to haul resources to a construction site, instead of just one at a time&lt;br /&gt;
* Replace Stuff			&lt;br /&gt;
Don't like how vents create a massive weak spot in otherwise sturdy walls? Try these. Vents no longer replace walls, but are added onto them, leaving the wall behind even if the vent is destroyed&lt;br /&gt;
* Power++									&lt;br /&gt;
Adds the ability to transmit power wirelessly, both on-map or across the world to other sites&lt;br /&gt;
* No Random Relations						&lt;br /&gt;
Don't like the game randomly deciding a pawn has an uncle/sister/cousin? This is for you&lt;br /&gt;
* Royalty Tweaks							&lt;br /&gt;
Makes the more restrictive or annoying parts of royalty content optional&lt;br /&gt;
* Smart Medicine							&lt;br /&gt;
Allows pawns to carry medicine with them and use it in the field&lt;br /&gt;
* Xenobionic Patcher						&lt;br /&gt;
Have lots of races installed and worried about bionic compatibility? This makes every surgery compatible with every race&lt;br /&gt;
* No Burn Metal							&lt;br /&gt;
Removes flammability from steel and other metal&lt;br /&gt;
* Faction Blender							&lt;br /&gt;
Adds new factions which take pawns from all available races, as opposed to the norm where each faction is only composed of a single race&lt;br /&gt;
* Realistic Rooms							&lt;br /&gt;
Makes it so colonists merely want bedroom-sized bedrooms, and not apartment-sized ones&lt;br /&gt;
* Expanded Roofing						&lt;br /&gt;
Allows the creation and removal of overhead mountain, glass roofing, and even solar roofing.&lt;br /&gt;
* Imprisonment on the Go					&lt;br /&gt;
Allows the capturing of prisoners without an enclosed sleeping space. Very useful when attacking enemy sites.&lt;br /&gt;
* Simple Slavery							&lt;br /&gt;
(Obsolete in Rimworld 1.3+) Allows you to draft prisoners and put them to work&lt;br /&gt;
* Prison Labor							&lt;br /&gt;
A mod that is much larger and more sophisticated way to make use of prisoners than Simple Slavery, but has a reputation for being buggy. (WARNING: May cause an assortment of bugs relating to jobs)&lt;br /&gt;
* My Little Planet						&lt;br /&gt;
Allows you to change the planet's landmass, effectively controlling how vast or cramped the planet is&lt;br /&gt;
* Nanohive Regenerator&lt;br /&gt;
A structure that autonomously repairs not only nearby buildings and walls, but even pawns' equipment, and can extinguish fires. Useful for reducing the level of micromanagement needed to maintain base defenses.&lt;br /&gt;
&lt;br /&gt;
==''1002'' Player Utility==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* TD Enhancement Pack						&lt;br /&gt;
Improves a ton of small things in the user interface of the game&lt;br /&gt;
* Colony Groups							&lt;br /&gt;
A major overhaul and improvement of the colonist bar&lt;br /&gt;
* Interaction Bubbles						&lt;br /&gt;
Allows you to see conversations or interactions beteween pawns without digging through the game log&lt;br /&gt;
* Damage Indicators						&lt;br /&gt;
Adds floating numbers that display the damage taken by pawns or buildings&lt;br /&gt;
* Better Pawn Control						&lt;br /&gt;
Greatly increases the control you have over food, drug, and equipment policies&lt;br /&gt;
* Pawn Rules								&lt;br /&gt;
Allows restricting of bonding, romance, and artisan crafting&lt;br /&gt;
* Camera+									&lt;br /&gt;
Removes default restrictions of camera zoom levels&lt;br /&gt;
* RimHUD									&lt;br /&gt;
Makes the bottom-left info window completely customizable in color, font, size, tabs, etc.&lt;br /&gt;
* World Edit&lt;br /&gt;
Tired of rerolling for the perfect site at a river, coast, mountain, or whatever? Just edit the world.&lt;br /&gt;
* Character Editor						&lt;br /&gt;
Allows completely changing of every aspect of existing pawns. Even if cheating isn't your thing, it's good to have installed to easily fix bugs that may occur without manual save editing&lt;br /&gt;
* Map Reroll								&lt;br /&gt;
Reroll the local colony map if you don't like the exact layout of certain things&lt;br /&gt;
* Map Designer							&lt;br /&gt;
Allows creating maps using custom parameters, instead of them being dictated by the world map tile. Pairs very well with the above map reroll mod, allowing you to regenerate the same map multiple times.&lt;br /&gt;
* Whats that mod							&lt;br /&gt;
Adds text at the bottom of every item/pawn/thing's info window showing what mod it's from&lt;br /&gt;
* Change map edge limit					&lt;br /&gt;
Build up to the map edge if you so desire, to wall off access to raids or caravans from certain points of the map&lt;br /&gt;
* Work Tab, Animal Tab, Colony Manger		&lt;br /&gt;
More detailed control for these tabs&lt;br /&gt;
* Relations Tab							&lt;br /&gt;
See relations between all factions at a glance&lt;br /&gt;
* Allow Tool								&lt;br /&gt;
Allows map-wide forbidding, selection, or allowing. &lt;br /&gt;
* Toggle Harvest							&lt;br /&gt;
Allows control of whether growing areas should be planted or harvested&lt;br /&gt;
* Dub Mint Menus							&lt;br /&gt;
Consolidates the work tabs from every workbench and recipe you have access to, in one location&lt;br /&gt;
* Directly Abandon Settlement				&lt;br /&gt;
Allow you to abandon locations on the world map&lt;br /&gt;
* WikiRim									&lt;br /&gt;
Adds an in-game database of items and recipes you can search&lt;br /&gt;
* Heat Map								&lt;br /&gt;
Adds an overlay to see temperatures in all rooms at the same time&lt;br /&gt;
* Appearance Clothing	+ HAR addon			&lt;br /&gt;
Allows you to set appearance of pawns completely independent of whatever gear they're wearing. Vital for preventing incompatibilities or missing textures if you play with many races that have race-exclusive gear&lt;br /&gt;
* Better Roads							&lt;br /&gt;
Makes roads easier to see on the world map&lt;br /&gt;
* Dubs Mint Minimap						&lt;br /&gt;
Adds a minimap to the game, making tracking of threats far easier&lt;br /&gt;
* Recipe Icons							&lt;br /&gt;
Makes scrolling through recipe lists easier by attaching relevant product images&lt;br /&gt;
* Filth Vanishes with Rain				&lt;br /&gt;
What it says on the tin, rain can clean outdoor terrain of filth. Slightly improves performance by removing filth periodically&lt;br /&gt;
* Better Time Format						&lt;br /&gt;
Let's you see the exact in-game time instead of just a vague approximation&lt;br /&gt;
* Armored Floors							&lt;br /&gt;
For a great cost, allows you to prevent infestations in certain areas&lt;br /&gt;
* RPG Inventory OR Awesome Inventory&lt;br /&gt;
Adds a visual paper-doll like inventory, making it easy to see equipment at a glance&lt;br /&gt;
* Better Message Placement				&lt;br /&gt;
Prevents popup messages from blocking the colonist bar&lt;br /&gt;
* Drop All Inventory						&lt;br /&gt;
Allows you to rapidly unload cargo from your caravans without having to wait&lt;br /&gt;
* Defensive Positions						&lt;br /&gt;
Allows you to have pawns move to pre-selected locations and draft themselves with a single hotkey&lt;br /&gt;
* Keep Bed Ownership						&lt;br /&gt;
Prevents ownership of beds from being erased when they need to sleep using a bed on another map&lt;br /&gt;
* Research Pal Forked						&lt;br /&gt;
Greatly improves the research screen with a better UI and more detail&lt;br /&gt;
* Bionic Icons							&lt;br /&gt;
Allows you to determine which implant is which at a glance by adding pictures to them.&lt;br /&gt;
* Allow Tools								&lt;br /&gt;
Adds improved tools for allowing or disallow en masse&lt;br /&gt;
* More Harvest Designators				&lt;br /&gt;
Similar to above, but for designations concerning farming and wild planet harvesting &lt;br /&gt;
* Vein Miner OR Mine it all						&lt;br /&gt;
Similar to above, but for mining&lt;br /&gt;
* Rangefinder								&lt;br /&gt;
Allows you to toggle a big circle around a pawn constantly showing its maximum firing range.&lt;br /&gt;
* Loading in Progress						&lt;br /&gt;
Allows adds or removing of objects from drop pods without having to unload and then reload all pods' contents.&lt;br /&gt;
* Cut plants before building				&lt;br /&gt;
Lets you get the plant resources from plants under a building blueprint, instead of destroying them&lt;br /&gt;
&lt;br /&gt;
==''1003'' Performance, Bug Fixes, and AI Improvements==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Dubs Performance Analyzer				&lt;br /&gt;
Arguably the single most important tool for improving game performance. It allows you to see specifically which parts of the game are causing the most slowdown, allowing you to identify and solve bugs which don't normally report errors, or identify which of your mods is secretly causing game slowdown due to poor coding.&lt;br /&gt;
* Rocketman								&lt;br /&gt;
Essentially reduces the frequency at which the game checks low-importance things, to greatly improve game performance.&lt;br /&gt;
* PawnTargetFix							&lt;br /&gt;
Makes ranged attackers focus more on the nearest target rather than selecting one randomly&lt;br /&gt;
* Perfect Pathfinding						&lt;br /&gt;
Makes pawns travel in a straight line instead of moving almost entirely at diagonals with large detours&lt;br /&gt;
* Path Avoid								&lt;br /&gt;
A useful tool for fixing pathfinding quirks; allows you to paint pathfinding costs onto terrain, allowing you to override normal AI pathfinding. Good for forcing pawns to use roads and avoid traps or obstacles.&lt;br /&gt;
* Word of Freelove						&lt;br /&gt;
Removes the normal hetero-only restrictions on the Word of Love psycast in the Royalty DLC&lt;br /&gt;
* Kijin									&lt;br /&gt;
This race mod isn't really a &amp;quot;fix&amp;quot;, but has a research project to achieve double yields from animals, effectively allowing you to have half as many animals on the map without losing productivity. This in turn can save on game memory.&lt;br /&gt;
* More Trait Slots						&lt;br /&gt;
With a lot of mods adding (or sometimes even requiring) new traits, this mod allows you to increase the maximum number of traits allowed on a pawn, allowing you to fully make use of these mods&lt;br /&gt;
* Animal Logic							&lt;br /&gt;
Allows very precise tuning of animal behavior instead of being at the mercy of whatever values are vanilla&lt;br /&gt;
* Smarter Construction					&lt;br /&gt;
Improves construction reach, greatly reducing incidents of pawns trapping themselves&lt;br /&gt;
* Smarter Deconstruction and Mining		&lt;br /&gt;
Similar to the above, but for preventing roof cave-ins&lt;br /&gt;
* Mining Priority							&lt;br /&gt;
Prioritizes which metals to mine by value, instead of just by distance&lt;br /&gt;
* Pickup and Haul							&lt;br /&gt;
Allows colonists to use their inventory for hauling purposes, greatly increasing the amount of items they can move in one trip&lt;br /&gt;
* Haul to Stack							&lt;br /&gt;
Prioritizes hauling to drop off goods an an existing stack of that good, instead of creating multiple incomplete stacks which add clutter&lt;br /&gt;
* Rimthreaded								&lt;br /&gt;
Rimworld is normally limited to a single CPU core. This mod attempts to force it to use multiple cores. (WARNING: This mod has an incompatibility list a mile long, so read it before attempting to use this mod!)&lt;br /&gt;
&lt;br /&gt;
==''1004'' Storage==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Deep Storage							&lt;br /&gt;
Lets you store multiple stacks on one tile&lt;br /&gt;
* Netrve's DeepStorage UI					&lt;br /&gt;
Improves the interaction menu of deep storage building&lt;br /&gt;
* Rimfridge 								&lt;br /&gt;
Adds storage with build-in cooling&lt;br /&gt;
* [JD] Simply Storage						&lt;br /&gt;
Adds a much greater number of containers for Deep Storage&lt;br /&gt;
* [JD] Simply Storage - Refrigeration 	&lt;br /&gt;
Same but for rimfridge&lt;br /&gt;
* Stack XXL OR OgreStack					&lt;br /&gt;
Allows you to change how many individual items can be placed in a single stack of items, drastically effecting storage capacity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1005'' Graphical Improvements==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005A'' Graphical Improvements, General===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* World Beautification Project + addons	&lt;br /&gt;
Greatly improves the graphics of the world map&lt;br /&gt;
* Hats Display Selection OR Show Hair 	&lt;br /&gt;
Allows you to hide helmets, or have headgear that doesn't remove hair from the pawn&lt;br /&gt;
* Graphics Setter							&lt;br /&gt;
Improves sharpness and reduces blur of sprites&lt;br /&gt;
* High Quality Textures					&lt;br /&gt;
What it says on the tin&lt;br /&gt;
* Gloomy Deco	+ other Gloomy mods			&lt;br /&gt;
Technically a furniture mod, but adds a lot of decorative objects focused on cute or low-tech appearance&lt;br /&gt;
Vanilla Furniture Expanded Props		&lt;br /&gt;
Similar to above, but more modern and serious-looking&lt;br /&gt;
* RimThemes								&lt;br /&gt;
Change window/UI colors and transparency to whatever you desire&lt;br /&gt;
* Eccentric Tech - Cosmetic				&lt;br /&gt;
Adds a large number of purely cosmetic implants; animal ears, horns, tails, etc&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005B'' Graphical Improvements, Pawn Body===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Beautiful Bodies						&lt;br /&gt;
Greatly increases body detail without changing body shape (therefore retaining full compatibility with every vanilla clothing mod)&lt;br /&gt;
* FemaleBB + bodytype add-on				&lt;br /&gt;
This adds a new type of female body shape and increases its, ahem, bust size, though the body itself remains pretty vanilla-like in that it lacks high detail and shading. What makes this mod noteworthy is that the author has manually re-created from scratch literally hundreds of pieces of armor and clothing from almost every major mod to make them similarly more revealing and skimpy (and to fit the new body shape). Mod settings allow you to decide which races this new body type will apply to, and which will remain vanilla. As long as your mother doesn't see this, you should be okay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005C'' Graphical Improvements, Detailed Hair===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Replace Vanilla Hair 					&lt;br /&gt;
As the name suggests, overrides vanilla hairs with far more detailed and higher resolution versions.&lt;br /&gt;
* Roppoi Hair&lt;br /&gt;
* Vee Hairs&lt;br /&gt;
* Gommy Hair mk2&lt;br /&gt;
* Amerio anime hairs&lt;br /&gt;
* Eccentric Extras&lt;br /&gt;
* Gw hair mod&lt;br /&gt;
* Mokan Hair&lt;br /&gt;
* GW-HornHair&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005C'' Graphical Improvements, Simple Hair===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Vanilla Hair Expanded&lt;br /&gt;
* Won hair_women + hair_men&lt;br /&gt;
* [Ods] Hair&lt;br /&gt;
* [SS]Lovely Hair Style&lt;br /&gt;
* Rim Seraph Hair&lt;br /&gt;
* Extended Hair&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1006'' Content Expansion==&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
(Author's note: The &amp;quot;major&amp;quot; and &amp;quot;minor&amp;quot; categories below are purely a reflection of the mod's size and complexity. These categories are not a reflection of usefulness, quality, or gameplay impact.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1006A'' Content Expansion, Major===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* RBSE OR EPOE-Forked						&lt;br /&gt;
These two mods are the main competing frameworks for rimworld surgeries. A detailed comparison on them can be seen here ( https://docs.google.com/spreadsheets/d/1xZaHNbrRg_4vl6HeRlmTmvFfIB1cjUtCGhg8wjtXISk/ )&lt;br /&gt;
* UN-Colony&lt;br /&gt;
A large mod that contains an assortment of refineries, power plants, and functional furniture&lt;br /&gt;
* Glittertech								&lt;br /&gt;
Adds a large range of very late-game advanced technology. May be overpowered.&lt;br /&gt;
* PolarisBloc								&lt;br /&gt;
Similar to glittertech&lt;br /&gt;
* RimCuisine2 + addons					&lt;br /&gt;
One of the largest mods dedicated to farming, cooking, and food in general. Note that while not updated to 1.2, the 1.1 version seems to work without any bugs whatsoever, so should be safe to use.&lt;br /&gt;
* Zipangu									&lt;br /&gt;
Similar to the above, but wholely focused on Japanese-themed cuisine. Also has a large amount of Japanese furniture&lt;br /&gt;
* Alpha Animals							&lt;br /&gt;
Adds a huge number of non-earthlike creatures to the game&lt;br /&gt;
* More Practical Traits					&lt;br /&gt;
What it says on the tin&lt;br /&gt;
* Xeva + addons							&lt;br /&gt;
Adds five new factions and a wide array of weapons, armor, and enemies. (Combat Evolved compatibility not available, but patch is in progress)&lt;br /&gt;
&lt;br /&gt;
===''1006B'' Content Expansion, Minor===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* A Dog Said...							&lt;br /&gt;
The main framework for animal surgeries and bionics used by the community&lt;br /&gt;
* Alpha Biomes							&lt;br /&gt;
Adds several non-earthlike exotic biomes to the game&lt;br /&gt;
* Biomes Core + Biomes Islands			&lt;br /&gt;
Adds island maps and swimming to the game&lt;br /&gt;
* Rimsenal + assorted addons				&lt;br /&gt;
Adds a vast number of weapons and armor to the game&lt;br /&gt;
* Go Explore!								&lt;br /&gt;
Adds random events which cause ruined locations to appear on the map, ripe for plundering&lt;br /&gt;
* Vanilla Events Expanded					&lt;br /&gt;
Adds an assortment of vanilla-like events&lt;br /&gt;
* Utility Columns							&lt;br /&gt;
Adds columns that double as other furniture, such as lamps, freezers, orbital beacons, traps, or graves&lt;br /&gt;
* Vanilla Factions Expanded - Insectoids&lt;br /&gt;
Insectoid focused pack. Besides the usual, also adds a range of implants and genetically-engineered animals to perform various jobs&lt;br /&gt;
* Vanilla Weapons Expanded + addons		&lt;br /&gt;
Adds a wide range of new firearms&lt;br /&gt;
* Sparkling Worlds						&lt;br /&gt;
A large assorted mod. Adds new events, new glitter tech crafting recipes, a new faction, etc. &lt;br /&gt;
* Soft Warm Beds							&lt;br /&gt;
Makes beds a combination of a bed-frame and bed-sheet, rather than just a single item.&lt;br /&gt;
* Sometimes Raids Go Wrong				&lt;br /&gt;
Adds a small chance that hostile raids will crash their drop pods, arrive hungover, be chased by maddened animals, and so on.&lt;br /&gt;
* Apparello 2								&lt;br /&gt;
Adds a vast amount of new clothing types.&lt;br /&gt;
* More Vanilla Turrets 1.1				&lt;br /&gt;
Adds a large number of turrets for base defense		&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1006C'' Content Expansion, Wildlife and Enemies===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* Alpha Animals							&lt;br /&gt;
Already mentioned above&lt;br /&gt;
* Magical Mengerie						&lt;br /&gt;
Adds several mythical creatures to the game&lt;br /&gt;
* Orion's More Mechanoids					&lt;br /&gt;
What it says on the tin. Adds stronger mechs.&lt;br /&gt;
* Vanilla Factions Expanded - Mechanoids	&lt;br /&gt;
Ditto&lt;br /&gt;
* Super Mechneko							&lt;br /&gt;
Adds very tough, anime-style robots with giant titties&lt;br /&gt;
* Kemomimihouse + hardworking addon&lt;br /&gt;
		Adds cute pets that can be assigned job priorities, have skills, and do work exactly the same way as colonists&lt;br /&gt;
* 虫娘 Insect girls + hardworking addon	&lt;br /&gt;
Like the above, but insect-themed&lt;br /&gt;
&lt;br /&gt;
==''1007'' Gameplay Mechanics Expansion==&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
(Author's note: The &amp;quot;major&amp;quot; and &amp;quot;minor&amp;quot; categories below are purely a reflection of the mod's size and complexity. These categories are not a reflection of usefulness, quality, or gameplay impact.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1007A'' Gameplay Mechanics Expansion, Major===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* RimFactory + addons						&lt;br /&gt;
A massive mod that allows you to automate huge portions of colony, or automatically perform most tasks normally impossible to automate in Rimworld&lt;br /&gt;
* Rimworld of Magic						&lt;br /&gt;
Adds character classes to the game, along with associated spells and abilities, in a manner similar to D&amp;amp;D&lt;br /&gt;
* SOS2									&lt;br /&gt;
Adds starships, space combat, and interplanetary travel to the game&lt;br /&gt;
* Rimatomics								&lt;br /&gt;
Adds detailed nuclear power, along with very powerful turrets to the game&lt;br /&gt;
* Rimefeller								&lt;br /&gt;
Adds the oil industry to the game, allowing production a large number of normally unproducable materials from oil (plasteel, neutromine, etc)						&lt;br /&gt;
* Dubs Bad Hygiene							&lt;br /&gt;
Adds toilet, hygene, and thirst mechanics to the game. Also includes other useful utilities like central air conditioning, fire sprinklers, irrigation, etc.&lt;br /&gt;
* What the Hack							&lt;br /&gt;
Lets you capture, modify, and upgrade mechanoids for use as pets&lt;br /&gt;
* Gidduup + assorted addons&lt;br /&gt;
Allows animals to be ridden, both on the local map and world map. Add-ons allow for riding mechs, and for caravan use.&lt;br /&gt;
* Combat Evolved							&lt;br /&gt;
A major overhaul of fighting to make is much more deadly, unpredictable, and somewhat more realistic.&lt;br /&gt;
* Call of Cthulhu&lt;br /&gt;
Adds a cult mechanic, ritualistic spellcasting, and lovecraftian creatures&lt;br /&gt;
* RimJobWorld								&lt;br /&gt;
Oh boy, you found it. NSFW, 18+, etc. This is the ultimate sex mod for rimworld, with every type of content you care to name. Not found on steam for obvious reasons, but any competent google search should lead you to it. You pervert. And sorry for the weird censoring, stupid word filters on pastebin.&lt;br /&gt;
* Pawnmorpher								&lt;br /&gt;
Furries: The Mod. This allows you to mutate pawns to give them animal-like body parts, or even turn them into animals (who are still sentient so act like pawns). Unlike Genetic Rim, research requires a lot of experimentation (on actual pawns) and collecting of data.&lt;br /&gt;
* Psychology&lt;br /&gt;
Instead of relying on pure RNG to determine pawns compatibility with each other, adds a massive amount of personality sliders and sexuality sliders to determine how well pawns get along&lt;br /&gt;
* Questionable Ethics Enhanced&lt;br /&gt;
Medical Ethics Violations: The Mod. Grow human organs, clone people, install mind control devices, etc.&lt;br /&gt;
* TiberiumRim								&lt;br /&gt;
Adds the namesake highly infectious, but infinitely renewable resource, along with a full set of vehicles (functionally, mechs) and a large amount of accompanying equipment and structures.&lt;br /&gt;
* YokaiMura							&lt;br /&gt;
This is basically a catch-all mod from Japanese mythology; about 20 mythical creatures, plus an assortment of armor, traits, weapons, buildings, furniture, medicines, body parts, etc. The reason this is listed under gameplay mechanics expansion is that some weapons are &amp;quot;intelligent&amp;quot; in that they gain XP and level up through combat, which is a neat idea. Note that while most of the content has a translation, some parts do not.&lt;br /&gt;
&lt;br /&gt;
===''1007B'' Gameplay Mechanics Expansion, Minor===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* SRTS + addons							&lt;br /&gt;
Adds aircraft for rapid traversing of the planet.&lt;br /&gt;
* Genetic Rim								&lt;br /&gt;
Allows harvesting of genes to create implants or dozens of new animal species&lt;br /&gt;
* Genetic Rim Alpha Animals Patch			&lt;br /&gt;
Expands the above to include creatures from alpha animals&lt;br /&gt;
* Bondage Beds							&lt;br /&gt;
Allows players to control addict pawns without resorting to removing the legs or spine, by simply tying them to a bed&lt;br /&gt;
* Preemptive Strike						&lt;br /&gt;
Allows the construction of facilities to detect friendly traders and enemy raids before they arrive&lt;br /&gt;
* EbD Prepare Carefully					&lt;br /&gt;
Allows you to manually create starting cargo and pawns on game start instead of relying on RNG&lt;br /&gt;
* ED-Shields								&lt;br /&gt;
Unlike most shield mods which merely add shield generators, this mod allows precise customization of each shield's functions and abilities using modules&lt;br /&gt;
* Crash Landing							&lt;br /&gt;
Adds a starting scenario and random event involving ship sections crashing to the planet&lt;br /&gt;
* More Faction Interaction				&lt;br /&gt;
Overhauls traders, faction expansion, and other diplomatic things&lt;br /&gt;
* Infusion 2								&lt;br /&gt;
Adds &amp;quot;enchantments&amp;quot; to gear, so that the effectiveness of something is more than just its quality and material alone.&lt;br /&gt;
* PsiTech									&lt;br /&gt;
An alternative to the royalty psycast system for psionics&lt;br /&gt;
* Orion's Hospitality						&lt;br /&gt;
Allows you to effectively run a hotel. Charge guests for beds, feed them, and make them happy to improve faction relations and earn more rewards&lt;br /&gt;
* Orion's Gastronomy						&lt;br /&gt;
The above, but instead of a hotel, you can run a restaurant. &lt;br /&gt;
* RimCities&lt;br /&gt;
Adds unique settlement types (cities, duh) and assorted quests involving them (conquest, defense, assassination, etc)&lt;br /&gt;
* Social Interactions Expanded			&lt;br /&gt;
Gives social interactions more diversity, and allow traits to change due to events&lt;br /&gt;
* Backup Power							&lt;br /&gt;
Allows various power sources to autonomously turn themselves on or off based on power remaining in batteries.&lt;br /&gt;
* RimDeed									&lt;br /&gt;
Adds a sort of employment agency where, for a fee, a company will find new possible recruits for you.&lt;br /&gt;
* Guard For Me							&lt;br /&gt;
Allows the hiring of very powerful pawns on a temporary, salaried basis.&lt;br /&gt;
* Empire									&lt;br /&gt;
Adds a mini-game involving the creation of settlements and their taxation/defense. (WARNING: Will almost certainly break any semblance of a balanced game economy due to the exponential growth of wealth)&lt;br /&gt;
* RimWar									&lt;br /&gt;
Effectively allows conquest and war between factions. (WARNING: May cause significant game slowdown, to say nothing of balance issues caused by factions being removed from the game through destruction)&lt;br /&gt;
* Vanilla Factions Expanded - Mechanoids	&lt;br /&gt;
Mechanoid focused pack which not only adds the usual (new weapons, enemies, etc), but automated factories and supercomputers, and a &amp;quot;total war&amp;quot; mechanic tracking mechanoid progress on a global level&lt;br /&gt;
* Organ Harvest Post-Mortem				&lt;br /&gt;
Harvest organs and implants from dead pawns. (WARNING: This most destroys the game economy's balance due to each dead raider producing several times more wealth than normal, from harvested organs)&lt;br /&gt;
* Expanded Roofing						&lt;br /&gt;
Allows you to build or demolish overhead mountain, as well as other utility roofs (glass, solar, etc).&lt;br /&gt;
* Roads of the Rim						&lt;br /&gt;
Allows construction of new roads on the world map&lt;br /&gt;
* Remote Tech 							&lt;br /&gt;
Adds an assortment of traps that can be activated remotely without need for a pawn to trigger them.&lt;br /&gt;
* Animal Armor + addons					&lt;br /&gt;
What it says on the tin&lt;br /&gt;
* Death Rattle							&lt;br /&gt;
Normally pawns will instantly perish the moment a vital organ (such as the heart) fails. This mod instead gives you a small time window to perform surgery or hook the pawn up to life support before they actually perish, just like how it works in real life.&lt;br /&gt;
&lt;br /&gt;
==''1008'' New Alien Races Content, and Supporting Mods==&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
&lt;br /&gt;
(Authors Note: Races are divided here into major and minor. Major races are those that either have large anatomical differences from normal humanoid pawns, or they have a particularly extensive amount of secondary content (pets, buildings, weapons, armor, factions), or are otherwise novel in some way. Minor races are those that are just humanoid pawns and have little content outside of race-specific armor and weapons.)&lt;br /&gt;
&lt;br /&gt;
(Author's Note: Nearly all races support one of the two competing bionics mods, RBSE or EPOE. If you are unable to perform bionic surgeries on a race, it may be because you are missing whichever of these two the race supports. Alternatively, the mod Xenobiotic Patcher makes all surgeries cross-species, but occasionally causes some odd or nonsensical surgeries to be unlocked, though this isn't really a problem if you avoid using them them.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1008A'' New Alien Races Content, Major===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* Humanoid Alien Races 2.0				&lt;br /&gt;
Not a race mod, but an underlying framework required by nearly every race mod in existence. &lt;br /&gt;
* Xenobionic Patcher						&lt;br /&gt;
Have lots of races installed and worried about bionic compatibility? This makes every surgery compatible with every race&lt;br /&gt;
* AOC&lt;br /&gt;
Demonic species with an OCD compulsion for cleaning. The janitors of the universe.&lt;br /&gt;
* Androids								&lt;br /&gt;
Robots that can customize their bodies and traits upon assembly.&lt;br /&gt;
* Android Tiers++							&lt;br /&gt;
A far larger robot mod, albeit one that has earned a bad reptuation for hurting game performance. It has truly unique features things like mind-uploading, mind-copying, but also completely destroys game balance due to its overpoweredness.&lt;br /&gt;
* Anty the War Ant Race					&lt;br /&gt;
Quoting the author, &amp;quot;The problem child of the universe.&amp;quot; Lots of unique mechanics here: An anty can be transformed using pheromones, making them a queen to constantly produce new children, or alternatively you can turn them into a soldier, or an acid suicide bomb. They also recycle prisoners into meat computers, living generators, or human cattle that slowly waste away for new food. Their weapons are mostly acid-based, and they have grenades which can instantly deploy a sandbag cover. Lots of neat stuff. &lt;br /&gt;
* Avali									&lt;br /&gt;
Bird lizard people things? One of the single largest mods in terms of supporting content (buildings, armor, weapons). Spacer-tech&lt;br /&gt;
* Crystalloids								&lt;br /&gt;
Crystal people. The race itself pretty unremarkable and uses very old graphics, but they have extensive supporting content such as a unique type of raid, a large array of new psycasts, and a unique way to generate power.&lt;br /&gt;
* Dragonians								&lt;br /&gt;
Dragon girls. Have the advantages of being able to graze, be milked and sheared, but still a sentient pawn. Tribal-tech&lt;br /&gt;
* Epona&lt;br /&gt;
Centaurs. Assorted tech levels. Have their own custom space suits for SOS2 compatibility. &lt;br /&gt;
* Idhale									&lt;br /&gt;
Basically ghosts. Immune to conventional attack, but in turn are also unable to attack others.&lt;br /&gt;
* Kijin									&lt;br /&gt;
Japanese Oni (demons). Have a number of unique techs which improve the productivity of farm animals, and their own unique win condition. Japanese/medieval-tech.&lt;br /&gt;
* Kurin&lt;br /&gt;
Three-tailed foxgirls. One of the most popular race mods, so have a large number of add-ons mods or ports. Spacer-tech&lt;br /&gt;
* Luno&lt;br /&gt;
Living dolls made from the dead&lt;br /&gt;
* Mincho									&lt;br /&gt;
Ice cream slime girls. A living testament to the horrors (or brillaince) of genetic engineering. Extremely durable bodies; probably the only race listed that can literally survive their heads being blown off. And then grow it back.&lt;br /&gt;
* Moosesians&lt;br /&gt;
Very large moose people who are consequently much more durable than normal pawns. Napoleonic-era technology.&lt;br /&gt;
* Moyo									&lt;br /&gt;
Deep sea dwellers. Blood from this race can be harvested and turned into a wide range of drugs, from mech serums to cocaine. Spacer-tech&lt;br /&gt;
* Neclose									&lt;br /&gt;
Some sort of combination of huge-titty girls, jelly fish, and sea pickle. Unarmed attacks will paralyze and eventually cause comas. Can also create fleshbeasts to act as menial works.&lt;br /&gt;
* Oni										&lt;br /&gt;
Roughly based on oni from Japanese lore. Available as both an animal version and a sentient pawn.&lt;br /&gt;
* Orassan									&lt;br /&gt;
Anthro-cat people (though de-furry patches exist). Specializes in arctic survival; they can farm ice like soil, and can turn normal strone into an enhanced type of concrete. Spacer-tech&lt;br /&gt;
* Paniel the Automata&lt;br /&gt;
Dog-girl automatons that are powered by brains extracted from pawns and prisoners. They have an interesting mechanic where a constructed Paniel's base stats are dependent on the ability of its crafter (similar to equipment or furniture).&lt;br /&gt;
* Rabbies									&lt;br /&gt;
Rabbit people with a global addiction to a drug called Planetarium. Modern/Spacer-tech. &lt;br /&gt;
* Ratkin									&lt;br /&gt;
Cute rat people whose raids can burrow using drill machines, allowing them to appear inside your base similar to insectoid infestations. Steampunk-tech.&lt;br /&gt;
* Rakkle									&lt;br /&gt;
Naga-like snake people with a few unique mechanics. Firstly, most of their vital organs are actually in their snake half and not their human half (which is quite useful in Combat Evolved where cover protects the bottom half of a pawn first). And like snakes they can periodically shed their skin, or consume one giant meal and slowly digest it for an entire week instead of eating daily like most other species. &lt;br /&gt;
* Revia									&lt;br /&gt;
(Yes, more fox girls). A focus bloodlust and sacrifice; they can generate lost body parts or permanently improve stats by sacrificing prisoners. (WARNING: This mod may cause issues with traders no longer having inventories.)&lt;br /&gt;
* Nearmare								&lt;br /&gt;
Fairy-like race that can summon will o' wisps to aid them, and is very strong against mental/morale damage.&lt;br /&gt;
* Xenoorca&lt;br /&gt;
Killer whale mermaids. Like their namesake they're large, powerful and predatory. (Only appear as a pirate faction by default). Spacer-tech.&lt;br /&gt;
&lt;br /&gt;
===''1008B'' New Alien Races Content, Minor===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* Annelitrice								&lt;br /&gt;
Mimic shapeshifters which appear unremarkable, but are actually composed of hives of worms. They have special abilities to keep resurrecting themselves after death. Modern-tech.&lt;br /&gt;
* Arachne									&lt;br /&gt;
Spider people. Besides the eight-legs thing, are fairly vanilla. Spacer-tech&lt;br /&gt;
* Ancient Species							&lt;br /&gt;
Half-Elves. Assorted tech levels&lt;br /&gt;
* Astoriel 								&lt;br /&gt;
Elves&lt;br /&gt;
* Bun										&lt;br /&gt;
Bunny People. Tribal-to-Industrial-tech&lt;br /&gt;
* Ferian									&lt;br /&gt;
Anthro-Fox people, not much here beyond the race.&lt;br /&gt;
* Forsaken								&lt;br /&gt;
Coal-black skin, horns, and glowing eyes. I assume some sort of demons?  Glitter-tech, with very powerful equipment. Have their own unique biome in Alpha Biomes mod&lt;br /&gt;
* Garam									&lt;br /&gt;
Furry cat girl pseudo-pets. Highly detailed in-built animation, but the only race in this list that use their own unique framework (not HAR), causing a number of compatibility issues&lt;br /&gt;
* Giants									&lt;br /&gt;
What it says on the tin, really.&lt;br /&gt;
* Nyaron									&lt;br /&gt;
Mass produced cat girls. Every weeb's dream&lt;br /&gt;
* Silkiera								&lt;br /&gt;
Foxgirls with big tiddies. Medieval-tech.&lt;br /&gt;
* RimEffect Races							&lt;br /&gt;
Can't comment on these since I haven't tried this mod yet.&lt;/div&gt;</summary>
		<author><name>Regularity</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:Regularity&amp;diff=88274</id>
		<title>User:Regularity</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:Regularity&amp;diff=88274"/>
		<updated>2021-07-28T16:40:56Z</updated>

		<summary type="html">&lt;p&gt;Regularity: /* 1008A New Alien Races Content, Major */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Can someone recommend me a [insert category here] mod?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you, too, are tired of answering this question, just send them to this pastebin.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''Table of Contents and explanation of each category''===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
* ''1001'' 	Colony Utility: Quality-of-life mods that directly increase the efficiency of pawns in their daily activities&lt;br /&gt;
&lt;br /&gt;
* ''1002'' 	Player Utility: Quality-of-life mods that do not directly affect the colony. Things like UI improvements, more detailed information, and automating repetitive player tasks.&lt;br /&gt;
&lt;br /&gt;
* ''1003'' 	Performance, Bug Fixes, and AI Improvements&lt;br /&gt;
&lt;br /&gt;
* ''1004'' 	Storage: Mods related to storing stuff&lt;br /&gt;
&lt;br /&gt;
* ''1005'' 	Graphical Improvements: these are purely cosmetic changes; graphical changes that improve readability or better convey information are under the Player Utility category&lt;br /&gt;
* ''1005A'' 	Graphical Improvements, General&lt;br /&gt;
* ''1005B''	Graphical Improvements, Pawn Body&lt;br /&gt;
* ''1005C''	Graphical Improvements, Detailed Hair: Higher resolution, detailed hair that looks very nice, but may clash with the vanilla Rimworld art style&lt;br /&gt;
* ''1005C''	Graphical Improvements, Simple Hair: Hair with relatively low gradients and shading, more closely matching the vanilla Rimworld art style&lt;br /&gt;
&lt;br /&gt;
* ''1006'' 	Content Expansion: Adds new content, but does not significantly change any core game mechanics or game balance&lt;br /&gt;
* ''1006A''	Content Expansion, Major&lt;br /&gt;
* ''1006B''	Content Expansion, Minor&lt;br /&gt;
* ''1006C''	Content Expansion, Wildlife and Enemies&lt;br /&gt;
&lt;br /&gt;
* ''1007'' 	Gameplay Mechanics Expansion: Adds new content with a significant impact on core game mechanics or game balance&lt;br /&gt;
* ''1007A''	Gameplay Mechanics Expansion, Major&lt;br /&gt;
* ''1007B''	Gameplay Mechanics Expansion, Minor&lt;br /&gt;
&lt;br /&gt;
* ''1008''	New Alien Races Content: Covers notable alien races and supporting mods. For the sake of keeping the list a reasonable length, most races that are functionally little more than a reskin with minor stat changes have been omitted. The list here tries to focus on the more novel or interesting races.&lt;br /&gt;
* ''1008A''	New Alien Races Content, Major&lt;br /&gt;
* ''1008B''	New Alien Races Content, Minor&lt;br /&gt;
&lt;br /&gt;
==''1001'' Colony Utility==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Power Logic&lt;br /&gt;
A powerful tool for automation. Allows the construction of condition sensors, signal broadcasters, and methods to make them interact with anything powered.&lt;br /&gt;
* [SYR] Doormats							&lt;br /&gt;
Prevents outdoor filth from being tracked indoors&lt;br /&gt;
* Programmable Vents						&lt;br /&gt;
Vents that shut off when rooms reach a certain temperature; allows you to passively heat rooms without overheating them during hotter days&lt;br /&gt;
* Meat Blend								&lt;br /&gt;
Allows mixing of all meat types into a single type for easier storage (you can opt out insect or humanoid meat to avoid mood penalties)&lt;br /&gt;
* Veggie Mix								&lt;br /&gt;
The above, but for plants&lt;br /&gt;
* DontBlockDoor							&lt;br /&gt;
Prevents random dropped items from holding the door open and allowing in invaders or prisoners&lt;br /&gt;
* Trading Spot							&lt;br /&gt;
Choose where trader caravans loiter&lt;br /&gt;
* [SYR] Set Up Camp						&lt;br /&gt;
Create a small, temporary local map to perform actions you can't on the world map.&lt;br /&gt;
* Roads of the Rim						&lt;br /&gt;
Build roads on the world map&lt;br /&gt;
* Locks2									&lt;br /&gt;
Doors can be set to allow/block visitors, pets, or specific pawns in your colony&lt;br /&gt;
* RT Solar Flare Shield					&lt;br /&gt;
Build a shield to protect against solar flares&lt;br /&gt;
* RT Fuses								&lt;br /&gt;
Build fuses to prevent BZZZZT events&lt;br /&gt;
* Share the Load							&lt;br /&gt;
Allows multiple pawns to haul resources to a construction site, instead of just one at a time&lt;br /&gt;
* Replace Stuff			&lt;br /&gt;
Don't like how vents create a massive weak spot in otherwise sturdy walls? Try these. Vents no longer replace walls, but are added onto them, leaving the wall behind even if the vent is destroyed&lt;br /&gt;
* Power++									&lt;br /&gt;
Adds the ability to transmit power wirelessly, both on-map or across the world to other sites&lt;br /&gt;
* No Random Relations						&lt;br /&gt;
Don't like the game randomly deciding a pawn has an uncle/sister/cousin? This is for you&lt;br /&gt;
* Royalty Tweaks							&lt;br /&gt;
Makes the more restrictive or annoying parts of royalty content optional&lt;br /&gt;
* Smart Medicine							&lt;br /&gt;
Allows pawns to carry medicine with them and use it in the field&lt;br /&gt;
* Xenobionic Patcher						&lt;br /&gt;
Have lots of races installed and worried about bionic compatibility? This makes every surgery compatible with every race&lt;br /&gt;
* No Burn Metal							&lt;br /&gt;
Removes flammability from steel and other metal&lt;br /&gt;
* Faction Blender							&lt;br /&gt;
Adds new factions which take pawns from all available races, as opposed to the norm where each faction is only composed of a single race&lt;br /&gt;
* Realistic Rooms							&lt;br /&gt;
Makes it so colonists merely want bedroom-sized bedrooms, and not apartment-sized ones&lt;br /&gt;
* Expanded Roofing						&lt;br /&gt;
Allows the creation and removal of overhead mountain, glass roofing, and even solar roofing.&lt;br /&gt;
* Imprisonment on the Go					&lt;br /&gt;
Allows the capturing of prisoners without an enclosed sleeping space. Very useful when attacking enemy sites.&lt;br /&gt;
* Simple Slavery							&lt;br /&gt;
(Obsolete in Rimworld 1.3+) Allows you to draft prisoners and put them to work&lt;br /&gt;
* Prison Labor							&lt;br /&gt;
A mod that is much larger and more sophisticated way to make use of prisoners than Simple Slavery, but has a reputation for being buggy. (WARNING: May cause an assortment of bugs relating to jobs)&lt;br /&gt;
* My Little Planet						&lt;br /&gt;
Allows you to change the planet's landmass, effectively controlling how vast or cramped the planet is&lt;br /&gt;
* Nanohive Regenerator&lt;br /&gt;
A structure that autonomously repairs not only nearby buildings and walls, but even pawns' equipment, and can extinguish fires. Useful for reducing the level of micromanagement needed to maintain base defenses.&lt;br /&gt;
&lt;br /&gt;
==''1002'' Player Utility==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* TD Enhancement Pack						&lt;br /&gt;
Improves a ton of small things in the user interface of the game&lt;br /&gt;
* Colony Groups							&lt;br /&gt;
A major overhaul and improvement of the colonist bar&lt;br /&gt;
* Interaction Bubbles						&lt;br /&gt;
Allows you to see conversations or interactions beteween pawns without digging through the game log&lt;br /&gt;
* Damage Indicators						&lt;br /&gt;
Adds floating numbers that display the damage taken by pawns or buildings&lt;br /&gt;
* Better Pawn Control						&lt;br /&gt;
Greatly increases the control you have over food, drug, and equipment policies&lt;br /&gt;
* Pawn Rules								&lt;br /&gt;
Allows restricting of bonding, romance, and artisan crafting&lt;br /&gt;
* Camera+									&lt;br /&gt;
Removes default restrictions of camera zoom levels&lt;br /&gt;
* RimHUD									&lt;br /&gt;
Makes the bottom-left info window completely customizable in color, font, size, tabs, etc.&lt;br /&gt;
* World Edit&lt;br /&gt;
Tired of rerolling for the perfect site at a river, coast, mountain, or whatever? Just edit the world.&lt;br /&gt;
* Character Editor						&lt;br /&gt;
Allows completely changing of every aspect of existing pawns. Even if cheating isn't your thing, it's good to have installed to easily fix bugs that may occur without manual save editing&lt;br /&gt;
* Map Reroll								&lt;br /&gt;
Reroll the local colony map if you don't like the exact layout of certain things&lt;br /&gt;
* Map Designer							&lt;br /&gt;
Allows creating maps using custom parameters, instead of them being dictated by the world map tile. Pairs very well with the above map reroll mod, allowing you to regenerate the same map multiple times.&lt;br /&gt;
* Whats that mod							&lt;br /&gt;
Adds text at the bottom of every item/pawn/thing's info window showing what mod it's from&lt;br /&gt;
* Change map edge limit					&lt;br /&gt;
Build up to the map edge if you so desire, to wall off access to raids or caravans from certain points of the map&lt;br /&gt;
* Work Tab, Animal Tab, Colony Manger		&lt;br /&gt;
More detailed control for these tabs&lt;br /&gt;
* Relations Tab							&lt;br /&gt;
See relations between all factions at a glance&lt;br /&gt;
* Allow Tool								&lt;br /&gt;
Allows map-wide forbidding, selection, or allowing. &lt;br /&gt;
* Toggle Harvest							&lt;br /&gt;
Allows control of whether growing areas should be planted or harvested&lt;br /&gt;
* Dub Mint Menus							&lt;br /&gt;
Consolidates the work tabs from every workbench and recipe you have access to, in one location&lt;br /&gt;
* Directly Abandon Settlement				&lt;br /&gt;
Allow you to abandon locations on the world map&lt;br /&gt;
* WikiRim									&lt;br /&gt;
Adds an in-game database of items and recipes you can search&lt;br /&gt;
* Heat Map								&lt;br /&gt;
Adds an overlay to see temperatures in all rooms at the same time&lt;br /&gt;
* Appearance Clothing	+ HAR addon			&lt;br /&gt;
Allows you to set appearance of pawns completely independent of whatever gear they're wearing. Vital for preventing incompatibilities or missing textures if you play with many races that have race-exclusive gear&lt;br /&gt;
* Better Roads							&lt;br /&gt;
Makes roads easier to see on the world map&lt;br /&gt;
* Dubs Mint Minimap						&lt;br /&gt;
Adds a minimap to the game, making tracking of threats far easier&lt;br /&gt;
* Recipe Icons							&lt;br /&gt;
Makes scrolling through recipe lists easier by attaching relevant product images&lt;br /&gt;
* Filth Vanishes with Rain				&lt;br /&gt;
What it says on the tin, rain can clean outdoor terrain of filth. Slightly improves performance by removing filth periodically&lt;br /&gt;
* Better Time Format						&lt;br /&gt;
Let's you see the exact in-game time instead of just a vague approximation&lt;br /&gt;
* Armored Floors							&lt;br /&gt;
For a great cost, allows you to prevent infestations in certain areas&lt;br /&gt;
* RPG Inventory OR Awesome Inventory&lt;br /&gt;
Adds a visual paper-doll like inventory, making it easy to see equipment at a glance&lt;br /&gt;
* Better Message Placement				&lt;br /&gt;
Prevents popup messages from blocking the colonist bar&lt;br /&gt;
* Drop All Inventory						&lt;br /&gt;
Allows you to rapidly unload cargo from your caravans without having to wait&lt;br /&gt;
* Defensive Positions						&lt;br /&gt;
Allows you to have pawns move to pre-selected locations and draft themselves with a single hotkey&lt;br /&gt;
* Keep Bed Ownership						&lt;br /&gt;
Prevents ownership of beds from being erased when they need to sleep using a bed on another map&lt;br /&gt;
* Research Pal Forked						&lt;br /&gt;
Greatly improves the research screen with a better UI and more detail&lt;br /&gt;
* Bionic Icons							&lt;br /&gt;
Allows you to determine which implant is which at a glance by adding pictures to them.&lt;br /&gt;
* Allow Tools								&lt;br /&gt;
Adds improved tools for allowing or disallow en masse&lt;br /&gt;
* More Harvest Designators				&lt;br /&gt;
Similar to above, but for designations concerning farming and wild planet harvesting &lt;br /&gt;
* Vein Miner OR Mine it all						&lt;br /&gt;
Similar to above, but for mining&lt;br /&gt;
* Rangefinder								&lt;br /&gt;
Allows you to toggle a big circle around a pawn constantly showing its maximum firing range.&lt;br /&gt;
* Loading in Progress						&lt;br /&gt;
Allows adds or removing of objects from drop pods without having to unload and then reload all pods' contents.&lt;br /&gt;
* Cut plants before building				&lt;br /&gt;
Lets you get the plant resources from plants under a building blueprint, instead of destroying them&lt;br /&gt;
&lt;br /&gt;
==''1003'' Performance, Bug Fixes, and AI Improvements==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Dubs Performance Analyzer				&lt;br /&gt;
Arguably the single most important tool for improving game performance. It allows you to see specifically which parts of the game are causing the most slowdown, allowing you to identify and solve bugs which don't normally report errors, or identify which of your mods is secretly causing game slowdown due to poor coding.&lt;br /&gt;
* Rocketman								&lt;br /&gt;
Essentially reduces the frequency at which the game checks low-importance things, to greatly improve game performance.&lt;br /&gt;
* PawnTargetFix							&lt;br /&gt;
Makes ranged attackers focus more on the nearest target rather than selecting one randomly&lt;br /&gt;
* Perfect Pathfinding						&lt;br /&gt;
Makes pawns travel in a straight line instead of moving almost entirely at diagonals with large detours&lt;br /&gt;
* Path Avoid								&lt;br /&gt;
A useful tool for fixing pathfinding quirks; allows you to paint pathfinding costs onto terrain, allowing you to override normal AI pathfinding. Good for forcing pawns to use roads and avoid traps or obstacles.&lt;br /&gt;
* Word of Freelove						&lt;br /&gt;
Removes the normal hetero-only restrictions on the Word of Love psycast in the Royalty DLC&lt;br /&gt;
* Kijin									&lt;br /&gt;
This race mod isn't really a &amp;quot;fix&amp;quot;, but has a research project to achieve double yields from animals, effectively allowing you to have half as many animals on the map without losing productivity. This in turn can save on game memory.&lt;br /&gt;
* More Trait Slots						&lt;br /&gt;
With a lot of mods adding (or sometimes even requiring) new traits, this mod allows you to increase the maximum number of traits allowed on a pawn, allowing you to fully make use of these mods&lt;br /&gt;
* Animal Logic							&lt;br /&gt;
Allows very precise tuning of animal behavior instead of being at the mercy of whatever values are vanilla&lt;br /&gt;
* Smarter Construction					&lt;br /&gt;
Improves construction reach, greatly reducing incidents of pawns trapping themselves&lt;br /&gt;
* Smarter Deconstruction and Mining		&lt;br /&gt;
Similar to the above, but for preventing roof cave-ins&lt;br /&gt;
* Mining Priority							&lt;br /&gt;
Prioritizes which metals to mine by value, instead of just by distance&lt;br /&gt;
* Pickup and Haul							&lt;br /&gt;
Allows colonists to use their inventory for hauling purposes, greatly increasing the amount of items they can move in one trip&lt;br /&gt;
* Haul to Stack							&lt;br /&gt;
Prioritizes hauling to drop off goods an an existing stack of that good, instead of creating multiple incomplete stacks which add clutter&lt;br /&gt;
* Rimthreaded								&lt;br /&gt;
Rimworld is normally limited to a single CPU core. This mod attempts to force it to use multiple cores. (WARNING: This mod has an incompatibility list a mile long, so read it before attempting to use this mod!)&lt;br /&gt;
&lt;br /&gt;
==''1004'' Storage==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Deep Storage							&lt;br /&gt;
Lets you store multiple stacks on one tile&lt;br /&gt;
* Netrve's DeepStorage UI					&lt;br /&gt;
Improves the interaction menu of deep storage building&lt;br /&gt;
* Rimfridge 								&lt;br /&gt;
Adds storage with build-in cooling&lt;br /&gt;
* [JD] Simply Storage						&lt;br /&gt;
Adds a much greater number of containers for Deep Storage&lt;br /&gt;
* [JD] Simply Storage - Refrigeration 	&lt;br /&gt;
Same but for rimfridge&lt;br /&gt;
* Stack XXL OR OgreStack					&lt;br /&gt;
Allows you to change how many individual items can be placed in a single stack of items, drastically effecting storage capacity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1005'' Graphical Improvements==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005A'' Graphical Improvements, General===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* World Beautification Project + addons	&lt;br /&gt;
Greatly improves the graphics of the world map&lt;br /&gt;
* Hats Display Selection OR Show Hair 	&lt;br /&gt;
Allows you to hide helmets, or have headgear that doesn't remove hair from the pawn&lt;br /&gt;
* Graphics Setter							&lt;br /&gt;
Improves sharpness and reduces blur of sprites&lt;br /&gt;
* High Quality Textures					&lt;br /&gt;
What it says on the tin&lt;br /&gt;
* Gloomy Deco	+ other Gloomy mods			&lt;br /&gt;
Technically a furniture mod, but adds a lot of decorative objects focused on cute or low-tech appearance&lt;br /&gt;
Vanilla Furniture Expanded Props		&lt;br /&gt;
Similar to above, but more modern and serious-looking&lt;br /&gt;
* RimThemes								&lt;br /&gt;
Change window/UI colors and transparency to whatever you desire&lt;br /&gt;
* Eccentric Tech - Cosmetic				&lt;br /&gt;
Adds a large number of purely cosmetic implants; animal ears, horns, tails, etc&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005B'' Graphical Improvements, Pawn Body===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Beautiful Bodies						&lt;br /&gt;
Greatly increases body detail without changing body shape (therefore retaining full compatibility with every vanilla clothing mod)&lt;br /&gt;
* FemaleBB + bodytype add-on				&lt;br /&gt;
This adds a new type of female body shape and increases its, ahem, bust size, though the body itself remains pretty vanilla-like in that it lacks high detail and shading. What makes this mod noteworthy is that the author has manually re-created from scratch literally hundreds of pieces of armor and clothing from almost every major mod to make them similarly more revealing and skimpy (and to fit the new body shape). Mod settings allow you to decide which races this new body type will apply to, and which will remain vanilla. As long as your mother doesn't see this, you should be okay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005C'' Graphical Improvements, Detailed Hair===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Replace Vanilla Hair 					&lt;br /&gt;
As the name suggests, overrides vanilla hairs with far more detailed and higher resolution versions.&lt;br /&gt;
* Roppoi Hair&lt;br /&gt;
* Vee Hairs&lt;br /&gt;
* Gommy Hair mk2&lt;br /&gt;
* Amerio anime hairs&lt;br /&gt;
* Eccentric Extras&lt;br /&gt;
* Gw hair mod&lt;br /&gt;
* Mokan Hair&lt;br /&gt;
* GW-HornHair&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005C'' Graphical Improvements, Simple Hair===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Vanilla Hair Expanded&lt;br /&gt;
* Won hair_women + hair_men&lt;br /&gt;
* [Ods] Hair&lt;br /&gt;
* [SS]Lovely Hair Style&lt;br /&gt;
* Rim Seraph Hair&lt;br /&gt;
* Extended Hair&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1006'' Content Expansion==&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
(Author's note: The &amp;quot;major&amp;quot; and &amp;quot;minor&amp;quot; categories below are purely a reflection of the mod's size and complexity. These categories are not a reflection of usefulness, quality, or gameplay impact.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1006A'' Content Expansion, Major===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* RBSE OR EPOE-Forked						&lt;br /&gt;
These two mods are the main competing frameworks for rimworld surgeries. A detailed comparison on them can be seen here ( https://docs.google.com/spreadsheets/d/1xZaHNbrRg_4vl6HeRlmTmvFfIB1cjUtCGhg8wjtXISk/ )&lt;br /&gt;
* UN-Colony&lt;br /&gt;
A large mod that contains an assortment of refineries, power plants, and functional furniture&lt;br /&gt;
* Glittertech								&lt;br /&gt;
Adds a large range of very late-game advanced technology. May be overpowered.&lt;br /&gt;
* PolarisBloc								&lt;br /&gt;
Similar to glittertech&lt;br /&gt;
* RimCuisine2 + addons					&lt;br /&gt;
One of the largest mods dedicated to farming, cooking, and food in general. Note that while not updated to 1.2, the 1.1 version seems to work without any bugs whatsoever, so should be safe to use.&lt;br /&gt;
* Zipangu									&lt;br /&gt;
Similar to the above, but wholely focused on Japanese-themed cuisine. Also has a large amount of Japanese furniture&lt;br /&gt;
* Alpha Animals							&lt;br /&gt;
Adds a huge number of non-earthlike creatures to the game&lt;br /&gt;
* More Practical Traits					&lt;br /&gt;
What it says on the tin&lt;br /&gt;
* Xeva + addons							&lt;br /&gt;
Adds five new factions and a wide array of weapons, armor, and enemies. (Combat Evolved compatibility not available, but patch is in progress)&lt;br /&gt;
&lt;br /&gt;
===''1006B'' Content Expansion, Minor===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* A Dog Said...							&lt;br /&gt;
The main framework for animal surgeries and bionics used by the community&lt;br /&gt;
* Alpha Biomes							&lt;br /&gt;
Adds several non-earthlike exotic biomes to the game&lt;br /&gt;
* Biomes Core + Biomes Islands			&lt;br /&gt;
Adds island maps and swimming to the game&lt;br /&gt;
* Rimsenal + assorted addons				&lt;br /&gt;
Adds a vast number of weapons and armor to the game&lt;br /&gt;
* Go Explore!								&lt;br /&gt;
Adds random events which cause ruined locations to appear on the map, ripe for plundering&lt;br /&gt;
* Vanilla Events Expanded					&lt;br /&gt;
Adds an assortment of vanilla-like events&lt;br /&gt;
* Utility Columns							&lt;br /&gt;
Adds columns that double as other furniture, such as lamps, freezers, orbital beacons, traps, or graves&lt;br /&gt;
* Vanilla Factions Expanded - Insectoids&lt;br /&gt;
Insectoid focused pack. Besides the usual, also adds a range of implants and genetically-engineered animals to perform various jobs&lt;br /&gt;
* Vanilla Weapons Expanded + addons		&lt;br /&gt;
Adds a wide range of new firearms&lt;br /&gt;
* Sparkling Worlds						&lt;br /&gt;
A large assorted mod. Adds new events, new glitter tech crafting recipes, a new faction, etc. &lt;br /&gt;
* Soft Warm Beds							&lt;br /&gt;
Makes beds a combination of a bed-frame and bed-sheet, rather than just a single item.&lt;br /&gt;
* Sometimes Raids Go Wrong				&lt;br /&gt;
Adds a small chance that hostile raids will crash their drop pods, arrive hungover, be chased by maddened animals, and so on.&lt;br /&gt;
* Apparello 2								&lt;br /&gt;
Adds a vast amount of new clothing types.&lt;br /&gt;
* More Vanilla Turrets 1.1				&lt;br /&gt;
Adds a large number of turrets for base defense		&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1006C'' Content Expansion, Wildlife and Enemies===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* Alpha Animals							&lt;br /&gt;
Already mentioned above&lt;br /&gt;
* Magical Mengerie						&lt;br /&gt;
Adds several mythical creatures to the game&lt;br /&gt;
* Orion's More Mechanoids					&lt;br /&gt;
What it says on the tin. Adds stronger mechs.&lt;br /&gt;
* Vanilla Factions Expanded - Mechanoids	&lt;br /&gt;
Ditto&lt;br /&gt;
* Super Mechneko							&lt;br /&gt;
Adds very tough, anime-style robots with giant titties&lt;br /&gt;
* Kemomimihouse + hardworking addon&lt;br /&gt;
		Adds cute pets that can be assigned job priorities, have skills, and do work exactly the same way as colonists&lt;br /&gt;
* 虫娘 Insect girls + hardworking addon	&lt;br /&gt;
Like the above, but insect-themed&lt;br /&gt;
&lt;br /&gt;
==''1007'' Gameplay Mechanics Expansion==&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
(Author's note: The &amp;quot;major&amp;quot; and &amp;quot;minor&amp;quot; categories below are purely a reflection of the mod's size and complexity. These categories are not a reflection of usefulness, quality, or gameplay impact.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1007A'' Gameplay Mechanics Expansion, Major===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* RimFactory + addons						&lt;br /&gt;
A massive mod that allows you to automate huge portions of colony, or automatically perform most tasks normally impossible to automate in Rimworld&lt;br /&gt;
* Rimworld of Magic						&lt;br /&gt;
Adds character classes to the game, along with associated spells and abilities, in a manner similar to D&amp;amp;D&lt;br /&gt;
* SOS2									&lt;br /&gt;
Adds starships, space combat, and interplanetary travel to the game&lt;br /&gt;
* Rimatomics								&lt;br /&gt;
Adds detailed nuclear power, along with very powerful turrets to the game&lt;br /&gt;
* Rimefeller								&lt;br /&gt;
Adds the oil industry to the game, allowing production a large number of normally unproducable materials from oil (plasteel, neutromine, etc)						&lt;br /&gt;
* Dubs Bad Hygiene							&lt;br /&gt;
Adds toilet, hygene, and thirst mechanics to the game. Also includes other useful utilities like central air conditioning, fire sprinklers, irrigation, etc.&lt;br /&gt;
* What the Hack							&lt;br /&gt;
Lets you capture, modify, and upgrade mechanoids for use as pets&lt;br /&gt;
* Gidduup + assorted addons&lt;br /&gt;
Allows animals to be ridden, both on the local map and world map. Add-ons allow for riding mechs, and for caravan use.&lt;br /&gt;
* Combat Evolved							&lt;br /&gt;
A major overhaul of fighting to make is much more deadly, unpredictable, and somewhat more realistic.&lt;br /&gt;
* Call of Cthulhu&lt;br /&gt;
Adds a cult mechanic, ritualistic spellcasting, and lovecraftian creatures&lt;br /&gt;
* RimJobWorld								&lt;br /&gt;
Oh boy, you found it. NSFW, 18+, etc. This is the ultimate sex mod for rimworld. Bestal1ty, r4pe, necr0philia, even pregnancies across species (and not just aliens, animals too). Not found on steam for obvious reasons, but any competent google search should lead you to it. You pervert. And sorry for the weird censoring, stupid word filters on pastebin.&lt;br /&gt;
* Pawnmorpher								&lt;br /&gt;
Furries: The Mod. This allows you to mutate pawns to give them animal-like body parts, or even turn them into animals (who are still sentient so act like pawns). Unlike Genetic Rim, research requires a lot of experimentation (on actual pawns) and collecting of data.&lt;br /&gt;
* Psychology&lt;br /&gt;
Instead of relying on pure RNG to determine pawns compatibility with each other, adds a massive amount of personality sliders and sexuality sliders to determine how well pawns get along&lt;br /&gt;
* Questionable Ethics Enhanced&lt;br /&gt;
Medical Ethics Violations: The Mod. Grow human organs, clone people, install mind control devices, etc.&lt;br /&gt;
* TiberiumRim								&lt;br /&gt;
Adds the namesake highly infectious, but infinitely renewable resource, along with a full set of vehicles (functionally, mechs) and a large amount of accompanying equipment and structures.&lt;br /&gt;
* YokaiMura							&lt;br /&gt;
This is basically a catch-all mod from Japanese mythology; about 20 mythical creatures, plus an assortment of armor, traits, weapons, buildings, furniture, medicines, body parts, etc. The reason this is listed under gameplay mechanics expansion is that some weapons are &amp;quot;intelligent&amp;quot; in that they gain XP and level up through combat, which is a neat idea. Note that while most of the content has a translation, some parts do not.&lt;br /&gt;
&lt;br /&gt;
===''1007B'' Gameplay Mechanics Expansion, Minor===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* SRTS + addons							&lt;br /&gt;
Adds aircraft for rapid traversing of the planet.&lt;br /&gt;
* Genetic Rim								&lt;br /&gt;
Allows harvesting of genes to create implants or dozens of new animal species&lt;br /&gt;
* Genetic Rim Alpha Animals Patch			&lt;br /&gt;
Expands the above to include creatures from alpha animals&lt;br /&gt;
* Bondage Beds							&lt;br /&gt;
Allows players to control addict pawns without resorting to removing the legs or spine, by simply tying them to a bed&lt;br /&gt;
* Preemptive Strike						&lt;br /&gt;
Allows the construction of facilities to detect friendly traders and enemy raids before they arrive&lt;br /&gt;
* EbD Prepare Carefully					&lt;br /&gt;
Allows you to manually create starting cargo and pawns on game start instead of relying on RNG&lt;br /&gt;
* ED-Shields								&lt;br /&gt;
Unlike most shield mods which merely add shield generators, this mod allows precise customization of each shield's functions and abilities using modules&lt;br /&gt;
* Crash Landing							&lt;br /&gt;
Adds a starting scenario and random event involving ship sections crashing to the planet&lt;br /&gt;
* More Faction Interaction				&lt;br /&gt;
Overhauls traders, faction expansion, and other diplomatic things&lt;br /&gt;
* Infusion 2								&lt;br /&gt;
Adds &amp;quot;enchantments&amp;quot; to gear, so that the effectiveness of something is more than just its quality and material alone.&lt;br /&gt;
* PsiTech									&lt;br /&gt;
An alternative to the royalty psycast system for psionics&lt;br /&gt;
* Orion's Hospitality						&lt;br /&gt;
Allows you to effectively run a hotel. Charge guests for beds, feed them, and make them happy to improve faction relations and earn more rewards&lt;br /&gt;
* Orion's Gastronomy						&lt;br /&gt;
The above, but instead of a hotel, you can run a restaurant. &lt;br /&gt;
* RimCities&lt;br /&gt;
Adds unique settlement types (cities, duh) and assorted quests involving them (conquest, defense, assassination, etc)&lt;br /&gt;
* Social Interactions Expanded			&lt;br /&gt;
Gives social interactions more diversity, and allow traits to change due to events&lt;br /&gt;
* Backup Power							&lt;br /&gt;
Allows various power sources to autonomously turn themselves on or off based on power remaining in batteries.&lt;br /&gt;
* RimDeed									&lt;br /&gt;
Adds a sort of employment agency where, for a fee, a company will find new possible recruits for you.&lt;br /&gt;
* Guard For Me							&lt;br /&gt;
Allows the hiring of very powerful pawns on a temporary, salaried basis.&lt;br /&gt;
* Empire									&lt;br /&gt;
Adds a mini-game involving the creation of settlements and their taxation/defense. (WARNING: Will almost certainly break any semblance of a balanced game economy due to the exponential growth of wealth)&lt;br /&gt;
* RimWar									&lt;br /&gt;
Effectively allows conquest and war between factions. (WARNING: May cause significant game slowdown, to say nothing of balance issues caused by factions being removed from the game through destruction)&lt;br /&gt;
* Vanilla Factions Expanded - Mechanoids	&lt;br /&gt;
Mechanoid focused pack which not only adds the usual (new weapons, enemies, etc), but automated factories and supercomputers, and a &amp;quot;total war&amp;quot; mechanic tracking mechanoid progress on a global level&lt;br /&gt;
* Organ Harvest Post-Mortem				&lt;br /&gt;
Harvest organs and implants from dead pawns. (WARNING: This most destroys the game economy's balance due to each dead raider producing several times more wealth than normal, from harvested organs)&lt;br /&gt;
* Expanded Roofing						&lt;br /&gt;
Allows you to build or demolish overhead mountain, as well as other utility roofs (glass, solar, etc).&lt;br /&gt;
* Roads of the Rim						&lt;br /&gt;
Allows construction of new roads on the world map&lt;br /&gt;
* Remote Tech 							&lt;br /&gt;
Adds an assortment of traps that can be activated remotely without need for a pawn to trigger them.&lt;br /&gt;
* Animal Armor + addons					&lt;br /&gt;
What it says on the tin&lt;br /&gt;
* Death Rattle							&lt;br /&gt;
Normally pawns will instantly perish the moment a vital organ (such as the heart) fails. This mod instead gives you a small time window to perform surgery or hook the pawn up to life support before they actually perish, just like how it works in real life.&lt;br /&gt;
&lt;br /&gt;
==''1008'' New Alien Races Content, and Supporting Mods==&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
&lt;br /&gt;
(Authors Note: Races are divided here into major and minor. Major races are those that either have large anatomical differences from normal humanoid pawns, or they have a particularly extensive amount of secondary content (pets, buildings, weapons, armor, factions), or are otherwise novel in some way. Minor races are those that are just humanoid pawns and have little content outside of race-specific armor and weapons.)&lt;br /&gt;
&lt;br /&gt;
(Author's Note: Nearly all races support one of the two competing bionics mods, RBSE or EPOE. If you are unable to perform bionic surgeries on a race, it may be because you are missing whichever of these two the race supports. Alternatively, the mod Xenobiotic Patcher makes all surgeries cross-species, but occasionally causes some odd or nonsensical surgeries to be unlocked, though this isn't really a problem if you avoid using them them.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1008A'' New Alien Races Content, Major===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* Humanoid Alien Races 2.0				&lt;br /&gt;
Not a race mod, but an underlying framework required by nearly every race mod in existence. &lt;br /&gt;
* Xenobionic Patcher						&lt;br /&gt;
Have lots of races installed and worried about bionic compatibility? This makes every surgery compatible with every race&lt;br /&gt;
* AOC&lt;br /&gt;
Demonic species with an OCD compulsion for cleaning. The janitors of the universe.&lt;br /&gt;
* Moos&lt;br /&gt;
* Androids								&lt;br /&gt;
Robots that can customize their bodies and traits upon assembly.&lt;br /&gt;
* Android Tiers++							&lt;br /&gt;
A far larger robot mod, albeit one that has earned a bad reptuation for hurting game performance. It has truly unique features things like mind-uploading, mind-copying, but also completely destroys game balance due to its overpoweredness.&lt;br /&gt;
* Anty the War Ant Race					&lt;br /&gt;
Quoting the author, &amp;quot;The problem child of the universe.&amp;quot; Lots of unique mechanics here: An anty can be transformed using pheromones, making them a queen to constantly produce new children, or alternatively you can turn them into a soldier, or an acid suicide bomb. They also recycle prisoners into meat computers, living generators, or human cattle that slowly waste away for new food. Their weapons are mostly acid-based, and they have grenades which can instantly deploy a sandbag cover. Lots of neat stuff. &lt;br /&gt;
* Avali									&lt;br /&gt;
Bird lizard people things? One of the single largest mods in terms of supporting content (buildings, armor, weapons). Spacer-tech&lt;br /&gt;
* Crystalloids								&lt;br /&gt;
Crystal people. The race itself pretty unremarkable and uses very old graphics, but they have extensive supporting content such as a unique type of raid, a large array of new psycasts, and a unique way to generate power.&lt;br /&gt;
* Dragonians								&lt;br /&gt;
Dragon girls. Have the advantages of being able to graze, be milked and sheared, but still a sentient pawn. Tribal-tech&lt;br /&gt;
* Epona&lt;br /&gt;
Centaurs. Assorted tech levels. Have their own custom space suits for SOS2 compatibility. &lt;br /&gt;
* Idhale									&lt;br /&gt;
Basically ghosts. Immune to conventional attack, but in turn are also unable to attack others.&lt;br /&gt;
* Kijin									&lt;br /&gt;
Japanese Oni (demons). Have a number of unique techs which improve the productivity of farm animals, and their own unique win condition. Japanese/medieval-tech.&lt;br /&gt;
* Kurin&lt;br /&gt;
Three-tailed foxgirls. One of the most popular race mods, so have a large number of add-ons mods or ports. Spacer-tech&lt;br /&gt;
* Luno&lt;br /&gt;
Living dolls made from the dead&lt;br /&gt;
* Mincho									&lt;br /&gt;
Ice cream slime girls. A living testament to the horrors (or brillaince) of genetic engineering. Extremely durable bodies; probably the only race listed that can literally survive their heads being blown off. And then grow it back.&lt;br /&gt;
* Moosesians&lt;br /&gt;
Very large moose people who are consequently much more durable than normal pawns. Napoleonic-era technology.&lt;br /&gt;
* Moyo									&lt;br /&gt;
Deep sea dwellers. Blood from this race can be harvested and turned into a wide range of drugs, from mech serums to cocaine. Spacer-tech&lt;br /&gt;
* Neclose									&lt;br /&gt;
Some sort of combination of huge-titty girls, jelly fish, and sea pickle. Unarmed attacks will paralyze and eventually cause comas. Can also create fleshbeasts to act as menial works.&lt;br /&gt;
* Oni										&lt;br /&gt;
Roughly based on oni from Japanese lore. Available as both an animal version and a sentient pawn.&lt;br /&gt;
* Orassan									&lt;br /&gt;
Anthro-cat people (though de-furry patches exist). Specializes in arctic survival; they can farm ice like soil, and can turn normal strone into an enhanced type of concrete. Spacer-tech&lt;br /&gt;
* Paniel the Automata&lt;br /&gt;
Dog-girl automatons that are powered by brains extracted from pawns and prisoners. They have an interesting mechanic where a constructed Paniel's base stats are dependent on the ability of its crafter (similar to equipment or furniture).&lt;br /&gt;
* Rabbies									&lt;br /&gt;
Rabbit people with a global addiction to a drug called Planetarium. Modern/Spacer-tech. &lt;br /&gt;
* Ratkin									&lt;br /&gt;
Cute rat people whose raids can burrow using drill machines, allowing them to appear inside your base similar to insectoid infestations. Steampunk-tech.&lt;br /&gt;
* Rakkle									&lt;br /&gt;
Naga-like snake people with a few unique mechanics. Firstly, most of their vital organs are actually in their snake half and not their human half (which is quite useful in Combat Evolved where cover protects the bottom half of a pawn first). And like snakes they can periodically shed their skin, or consume one giant meal and slowly digest it for an entire week instead of eating daily like most other species. &lt;br /&gt;
* Revia									&lt;br /&gt;
(Yes, more fox girls). A focus bloodlust and sacrifice; they can generate lost body parts or permanently improve stats by sacrificing prisoners. (WARNING: This mod may cause issues with traders no longer having inventories.)&lt;br /&gt;
* Nearmare								&lt;br /&gt;
Fairy-like race that can summon will o' wisps to aid them, and is very strong against mental/morale damage.&lt;br /&gt;
* Xenoorca&lt;br /&gt;
Killer whale mermaids. Like their namesake they're large, powerful and predatory. (Only appear as a pirate faction by default). Spacer-tech.&lt;br /&gt;
&lt;br /&gt;
===''1008B'' New Alien Races Content, Minor===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* Annelitrice								&lt;br /&gt;
Mimic shapeshifters which appear unremarkable, but are actually composed of hives of worms. They have special abilities to keep resurrecting themselves after death. Modern-tech.&lt;br /&gt;
* Arachne									&lt;br /&gt;
Spider people. Besides the eight-legs thing, are fairly vanilla. Spacer-tech&lt;br /&gt;
* Ancient Species							&lt;br /&gt;
Half-Elves. Assorted tech levels&lt;br /&gt;
* Astoriel 								&lt;br /&gt;
Elves&lt;br /&gt;
* Bun										&lt;br /&gt;
Bunny People. Tribal-to-Industrial-tech&lt;br /&gt;
* Ferian									&lt;br /&gt;
Anthro-Fox people, not much here beyond the race.&lt;br /&gt;
* Forsaken								&lt;br /&gt;
Coal-black skin, horns, and glowing eyes. I assume some sort of demons?  Glitter-tech, with very powerful equipment. Have their own unique biome in Alpha Biomes mod&lt;br /&gt;
* Garam									&lt;br /&gt;
Furry cat girl pseudo-pets. Highly detailed in-built animation, but the only race in this list that use their own unique framework (not HAR), causing a number of compatibility issues&lt;br /&gt;
* Giants									&lt;br /&gt;
What it says on the tin, really.&lt;br /&gt;
* Nyaron									&lt;br /&gt;
Mass produced cat girls. Every weeb's dream&lt;br /&gt;
* Silkiera								&lt;br /&gt;
Foxgirls with big tiddies. Medieval-tech.&lt;br /&gt;
* RimEffect Races							&lt;br /&gt;
Can't comment on these since I haven't tried this mod yet.&lt;/div&gt;</summary>
		<author><name>Regularity</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:Regularity&amp;diff=88272</id>
		<title>User:Regularity</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:Regularity&amp;diff=88272"/>
		<updated>2021-07-28T16:34:43Z</updated>

		<summary type="html">&lt;p&gt;Regularity: /* 1007A Gameplay Mechanics Expansion, Major */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Can someone recommend me a [insert category here] mod?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you, too, are tired of answering this question, just send them to this pastebin.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''Table of Contents and explanation of each category''===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
* ''1001'' 	Colony Utility: Quality-of-life mods that directly increase the efficiency of pawns in their daily activities&lt;br /&gt;
&lt;br /&gt;
* ''1002'' 	Player Utility: Quality-of-life mods that do not directly affect the colony. Things like UI improvements, more detailed information, and automating repetitive player tasks.&lt;br /&gt;
&lt;br /&gt;
* ''1003'' 	Performance, Bug Fixes, and AI Improvements&lt;br /&gt;
&lt;br /&gt;
* ''1004'' 	Storage: Mods related to storing stuff&lt;br /&gt;
&lt;br /&gt;
* ''1005'' 	Graphical Improvements: these are purely cosmetic changes; graphical changes that improve readability or better convey information are under the Player Utility category&lt;br /&gt;
* ''1005A'' 	Graphical Improvements, General&lt;br /&gt;
* ''1005B''	Graphical Improvements, Pawn Body&lt;br /&gt;
* ''1005C''	Graphical Improvements, Detailed Hair: Higher resolution, detailed hair that looks very nice, but may clash with the vanilla Rimworld art style&lt;br /&gt;
* ''1005C''	Graphical Improvements, Simple Hair: Hair with relatively low gradients and shading, more closely matching the vanilla Rimworld art style&lt;br /&gt;
&lt;br /&gt;
* ''1006'' 	Content Expansion: Adds new content, but does not significantly change any core game mechanics or game balance&lt;br /&gt;
* ''1006A''	Content Expansion, Major&lt;br /&gt;
* ''1006B''	Content Expansion, Minor&lt;br /&gt;
* ''1006C''	Content Expansion, Wildlife and Enemies&lt;br /&gt;
&lt;br /&gt;
* ''1007'' 	Gameplay Mechanics Expansion: Adds new content with a significant impact on core game mechanics or game balance&lt;br /&gt;
* ''1007A''	Gameplay Mechanics Expansion, Major&lt;br /&gt;
* ''1007B''	Gameplay Mechanics Expansion, Minor&lt;br /&gt;
&lt;br /&gt;
* ''1008''	New Alien Races Content: Covers notable alien races and supporting mods. For the sake of keeping the list a reasonable length, most races that are functionally little more than a reskin with minor stat changes have been omitted. The list here tries to focus on the more novel or interesting races.&lt;br /&gt;
* ''1008A''	New Alien Races Content, Major&lt;br /&gt;
* ''1008B''	New Alien Races Content, Minor&lt;br /&gt;
&lt;br /&gt;
==''1001'' Colony Utility==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Power Logic&lt;br /&gt;
A powerful tool for automation. Allows the construction of condition sensors, signal broadcasters, and methods to make them interact with anything powered.&lt;br /&gt;
* [SYR] Doormats							&lt;br /&gt;
Prevents outdoor filth from being tracked indoors&lt;br /&gt;
* Programmable Vents						&lt;br /&gt;
Vents that shut off when rooms reach a certain temperature; allows you to passively heat rooms without overheating them during hotter days&lt;br /&gt;
* Meat Blend								&lt;br /&gt;
Allows mixing of all meat types into a single type for easier storage (you can opt out insect or humanoid meat to avoid mood penalties)&lt;br /&gt;
* Veggie Mix								&lt;br /&gt;
The above, but for plants&lt;br /&gt;
* DontBlockDoor							&lt;br /&gt;
Prevents random dropped items from holding the door open and allowing in invaders or prisoners&lt;br /&gt;
* Trading Spot							&lt;br /&gt;
Choose where trader caravans loiter&lt;br /&gt;
* [SYR] Set Up Camp						&lt;br /&gt;
Create a small, temporary local map to perform actions you can't on the world map.&lt;br /&gt;
* Roads of the Rim						&lt;br /&gt;
Build roads on the world map&lt;br /&gt;
* Locks2									&lt;br /&gt;
Doors can be set to allow/block visitors, pets, or specific pawns in your colony&lt;br /&gt;
* RT Solar Flare Shield					&lt;br /&gt;
Build a shield to protect against solar flares&lt;br /&gt;
* RT Fuses								&lt;br /&gt;
Build fuses to prevent BZZZZT events&lt;br /&gt;
* Share the Load							&lt;br /&gt;
Allows multiple pawns to haul resources to a construction site, instead of just one at a time&lt;br /&gt;
* Replace Stuff			&lt;br /&gt;
Don't like how vents create a massive weak spot in otherwise sturdy walls? Try these. Vents no longer replace walls, but are added onto them, leaving the wall behind even if the vent is destroyed&lt;br /&gt;
* Power++									&lt;br /&gt;
Adds the ability to transmit power wirelessly, both on-map or across the world to other sites&lt;br /&gt;
* No Random Relations						&lt;br /&gt;
Don't like the game randomly deciding a pawn has an uncle/sister/cousin? This is for you&lt;br /&gt;
* Royalty Tweaks							&lt;br /&gt;
Makes the more restrictive or annoying parts of royalty content optional&lt;br /&gt;
* Smart Medicine							&lt;br /&gt;
Allows pawns to carry medicine with them and use it in the field&lt;br /&gt;
* Xenobionic Patcher						&lt;br /&gt;
Have lots of races installed and worried about bionic compatibility? This makes every surgery compatible with every race&lt;br /&gt;
* No Burn Metal							&lt;br /&gt;
Removes flammability from steel and other metal&lt;br /&gt;
* Faction Blender							&lt;br /&gt;
Adds new factions which take pawns from all available races, as opposed to the norm where each faction is only composed of a single race&lt;br /&gt;
* Realistic Rooms							&lt;br /&gt;
Makes it so colonists merely want bedroom-sized bedrooms, and not apartment-sized ones&lt;br /&gt;
* Expanded Roofing						&lt;br /&gt;
Allows the creation and removal of overhead mountain, glass roofing, and even solar roofing.&lt;br /&gt;
* Imprisonment on the Go					&lt;br /&gt;
Allows the capturing of prisoners without an enclosed sleeping space. Very useful when attacking enemy sites.&lt;br /&gt;
* Simple Slavery							&lt;br /&gt;
(Obsolete in Rimworld 1.3+) Allows you to draft prisoners and put them to work&lt;br /&gt;
* Prison Labor							&lt;br /&gt;
A mod that is much larger and more sophisticated way to make use of prisoners than Simple Slavery, but has a reputation for being buggy. (WARNING: May cause an assortment of bugs relating to jobs)&lt;br /&gt;
* My Little Planet						&lt;br /&gt;
Allows you to change the planet's landmass, effectively controlling how vast or cramped the planet is&lt;br /&gt;
* Nanohive Regenerator&lt;br /&gt;
A structure that autonomously repairs not only nearby buildings and walls, but even pawns' equipment, and can extinguish fires. Useful for reducing the level of micromanagement needed to maintain base defenses.&lt;br /&gt;
&lt;br /&gt;
==''1002'' Player Utility==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* TD Enhancement Pack						&lt;br /&gt;
Improves a ton of small things in the user interface of the game&lt;br /&gt;
* Colony Groups							&lt;br /&gt;
A major overhaul and improvement of the colonist bar&lt;br /&gt;
* Interaction Bubbles						&lt;br /&gt;
Allows you to see conversations or interactions beteween pawns without digging through the game log&lt;br /&gt;
* Damage Indicators						&lt;br /&gt;
Adds floating numbers that display the damage taken by pawns or buildings&lt;br /&gt;
* Better Pawn Control						&lt;br /&gt;
Greatly increases the control you have over food, drug, and equipment policies&lt;br /&gt;
* Pawn Rules								&lt;br /&gt;
Allows restricting of bonding, romance, and artisan crafting&lt;br /&gt;
* Camera+									&lt;br /&gt;
Removes default restrictions of camera zoom levels&lt;br /&gt;
* RimHUD									&lt;br /&gt;
Makes the bottom-left info window completely customizable in color, font, size, tabs, etc.&lt;br /&gt;
* World Edit&lt;br /&gt;
Tired of rerolling for the perfect site at a river, coast, mountain, or whatever? Just edit the world.&lt;br /&gt;
* Character Editor						&lt;br /&gt;
Allows completely changing of every aspect of existing pawns. Even if cheating isn't your thing, it's good to have installed to easily fix bugs that may occur without manual save editing&lt;br /&gt;
* Map Reroll								&lt;br /&gt;
Reroll the local colony map if you don't like the exact layout of certain things&lt;br /&gt;
* Map Designer							&lt;br /&gt;
Allows creating maps using custom parameters, instead of them being dictated by the world map tile. Pairs very well with the above map reroll mod, allowing you to regenerate the same map multiple times.&lt;br /&gt;
* Whats that mod							&lt;br /&gt;
Adds text at the bottom of every item/pawn/thing's info window showing what mod it's from&lt;br /&gt;
* Change map edge limit					&lt;br /&gt;
Build up to the map edge if you so desire, to wall off access to raids or caravans from certain points of the map&lt;br /&gt;
* Work Tab, Animal Tab, Colony Manger		&lt;br /&gt;
More detailed control for these tabs&lt;br /&gt;
* Relations Tab							&lt;br /&gt;
See relations between all factions at a glance&lt;br /&gt;
* Allow Tool								&lt;br /&gt;
Allows map-wide forbidding, selection, or allowing. &lt;br /&gt;
* Toggle Harvest							&lt;br /&gt;
Allows control of whether growing areas should be planted or harvested&lt;br /&gt;
* Dub Mint Menus							&lt;br /&gt;
Consolidates the work tabs from every workbench and recipe you have access to, in one location&lt;br /&gt;
* Directly Abandon Settlement				&lt;br /&gt;
Allow you to abandon locations on the world map&lt;br /&gt;
* WikiRim									&lt;br /&gt;
Adds an in-game database of items and recipes you can search&lt;br /&gt;
* Heat Map								&lt;br /&gt;
Adds an overlay to see temperatures in all rooms at the same time&lt;br /&gt;
* Appearance Clothing	+ HAR addon			&lt;br /&gt;
Allows you to set appearance of pawns completely independent of whatever gear they're wearing. Vital for preventing incompatibilities or missing textures if you play with many races that have race-exclusive gear&lt;br /&gt;
* Better Roads							&lt;br /&gt;
Makes roads easier to see on the world map&lt;br /&gt;
* Dubs Mint Minimap						&lt;br /&gt;
Adds a minimap to the game, making tracking of threats far easier&lt;br /&gt;
* Recipe Icons							&lt;br /&gt;
Makes scrolling through recipe lists easier by attaching relevant product images&lt;br /&gt;
* Filth Vanishes with Rain				&lt;br /&gt;
What it says on the tin, rain can clean outdoor terrain of filth. Slightly improves performance by removing filth periodically&lt;br /&gt;
* Better Time Format						&lt;br /&gt;
Let's you see the exact in-game time instead of just a vague approximation&lt;br /&gt;
* Armored Floors							&lt;br /&gt;
For a great cost, allows you to prevent infestations in certain areas&lt;br /&gt;
* RPG Inventory OR Awesome Inventory&lt;br /&gt;
Adds a visual paper-doll like inventory, making it easy to see equipment at a glance&lt;br /&gt;
* Better Message Placement				&lt;br /&gt;
Prevents popup messages from blocking the colonist bar&lt;br /&gt;
* Drop All Inventory						&lt;br /&gt;
Allows you to rapidly unload cargo from your caravans without having to wait&lt;br /&gt;
* Defensive Positions						&lt;br /&gt;
Allows you to have pawns move to pre-selected locations and draft themselves with a single hotkey&lt;br /&gt;
* Keep Bed Ownership						&lt;br /&gt;
Prevents ownership of beds from being erased when they need to sleep using a bed on another map&lt;br /&gt;
* Research Pal Forked						&lt;br /&gt;
Greatly improves the research screen with a better UI and more detail&lt;br /&gt;
* Bionic Icons							&lt;br /&gt;
Allows you to determine which implant is which at a glance by adding pictures to them.&lt;br /&gt;
* Allow Tools								&lt;br /&gt;
Adds improved tools for allowing or disallow en masse&lt;br /&gt;
* More Harvest Designators				&lt;br /&gt;
Similar to above, but for designations concerning farming and wild planet harvesting &lt;br /&gt;
* Vein Miner OR Mine it all						&lt;br /&gt;
Similar to above, but for mining&lt;br /&gt;
* Rangefinder								&lt;br /&gt;
Allows you to toggle a big circle around a pawn constantly showing its maximum firing range.&lt;br /&gt;
* Loading in Progress						&lt;br /&gt;
Allows adds or removing of objects from drop pods without having to unload and then reload all pods' contents.&lt;br /&gt;
* Cut plants before building				&lt;br /&gt;
Lets you get the plant resources from plants under a building blueprint, instead of destroying them&lt;br /&gt;
&lt;br /&gt;
==''1003'' Performance, Bug Fixes, and AI Improvements==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Dubs Performance Analyzer				&lt;br /&gt;
Arguably the single most important tool for improving game performance. It allows you to see specifically which parts of the game are causing the most slowdown, allowing you to identify and solve bugs which don't normally report errors, or identify which of your mods is secretly causing game slowdown due to poor coding.&lt;br /&gt;
* Rocketman								&lt;br /&gt;
Essentially reduces the frequency at which the game checks low-importance things, to greatly improve game performance.&lt;br /&gt;
* PawnTargetFix							&lt;br /&gt;
Makes ranged attackers focus more on the nearest target rather than selecting one randomly&lt;br /&gt;
* Perfect Pathfinding						&lt;br /&gt;
Makes pawns travel in a straight line instead of moving almost entirely at diagonals with large detours&lt;br /&gt;
* Path Avoid								&lt;br /&gt;
A useful tool for fixing pathfinding quirks; allows you to paint pathfinding costs onto terrain, allowing you to override normal AI pathfinding. Good for forcing pawns to use roads and avoid traps or obstacles.&lt;br /&gt;
* Word of Freelove						&lt;br /&gt;
Removes the normal hetero-only restrictions on the Word of Love psycast in the Royalty DLC&lt;br /&gt;
* Kijin									&lt;br /&gt;
This race mod isn't really a &amp;quot;fix&amp;quot;, but has a research project to achieve double yields from animals, effectively allowing you to have half as many animals on the map without losing productivity. This in turn can save on game memory.&lt;br /&gt;
* More Trait Slots						&lt;br /&gt;
With a lot of mods adding (or sometimes even requiring) new traits, this mod allows you to increase the maximum number of traits allowed on a pawn, allowing you to fully make use of these mods&lt;br /&gt;
* Animal Logic							&lt;br /&gt;
Allows very precise tuning of animal behavior instead of being at the mercy of whatever values are vanilla&lt;br /&gt;
* Smarter Construction					&lt;br /&gt;
Improves construction reach, greatly reducing incidents of pawns trapping themselves&lt;br /&gt;
* Smarter Deconstruction and Mining		&lt;br /&gt;
Similar to the above, but for preventing roof cave-ins&lt;br /&gt;
* Mining Priority							&lt;br /&gt;
Prioritizes which metals to mine by value, instead of just by distance&lt;br /&gt;
* Pickup and Haul							&lt;br /&gt;
Allows colonists to use their inventory for hauling purposes, greatly increasing the amount of items they can move in one trip&lt;br /&gt;
* Haul to Stack							&lt;br /&gt;
Prioritizes hauling to drop off goods an an existing stack of that good, instead of creating multiple incomplete stacks which add clutter&lt;br /&gt;
* Rimthreaded								&lt;br /&gt;
Rimworld is normally limited to a single CPU core. This mod attempts to force it to use multiple cores. (WARNING: This mod has an incompatibility list a mile long, so read it before attempting to use this mod!)&lt;br /&gt;
&lt;br /&gt;
==''1004'' Storage==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Deep Storage							&lt;br /&gt;
Lets you store multiple stacks on one tile&lt;br /&gt;
* Netrve's DeepStorage UI					&lt;br /&gt;
Improves the interaction menu of deep storage building&lt;br /&gt;
* Rimfridge 								&lt;br /&gt;
Adds storage with build-in cooling&lt;br /&gt;
* [JD] Simply Storage						&lt;br /&gt;
Adds a much greater number of containers for Deep Storage&lt;br /&gt;
* [JD] Simply Storage - Refrigeration 	&lt;br /&gt;
Same but for rimfridge&lt;br /&gt;
* Stack XXL OR OgreStack					&lt;br /&gt;
Allows you to change how many individual items can be placed in a single stack of items, drastically effecting storage capacity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1005'' Graphical Improvements==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005A'' Graphical Improvements, General===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* World Beautification Project + addons	&lt;br /&gt;
Greatly improves the graphics of the world map&lt;br /&gt;
* Hats Display Selection OR Show Hair 	&lt;br /&gt;
Allows you to hide helmets, or have headgear that doesn't remove hair from the pawn&lt;br /&gt;
* Graphics Setter							&lt;br /&gt;
Improves sharpness and reduces blur of sprites&lt;br /&gt;
* High Quality Textures					&lt;br /&gt;
What it says on the tin&lt;br /&gt;
* Gloomy Deco	+ other Gloomy mods			&lt;br /&gt;
Technically a furniture mod, but adds a lot of decorative objects focused on cute or low-tech appearance&lt;br /&gt;
Vanilla Furniture Expanded Props		&lt;br /&gt;
Similar to above, but more modern and serious-looking&lt;br /&gt;
* RimThemes								&lt;br /&gt;
Change window/UI colors and transparency to whatever you desire&lt;br /&gt;
* Eccentric Tech - Cosmetic				&lt;br /&gt;
Adds a large number of purely cosmetic implants; animal ears, horns, tails, etc&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005B'' Graphical Improvements, Pawn Body===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Beautiful Bodies						&lt;br /&gt;
Greatly increases body detail without changing body shape (therefore retaining full compatibility with every vanilla clothing mod)&lt;br /&gt;
* FemaleBB + bodytype add-on				&lt;br /&gt;
This adds a new type of female body shape and increases its, ahem, bust size, though the body itself remains pretty vanilla-like in that it lacks high detail and shading. What makes this mod noteworthy is that the author has manually re-created from scratch literally hundreds of pieces of armor and clothing from almost every major mod to make them similarly more revealing and skimpy (and to fit the new body shape). Mod settings allow you to decide which races this new body type will apply to, and which will remain vanilla. As long as your mother doesn't see this, you should be okay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005C'' Graphical Improvements, Detailed Hair===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Replace Vanilla Hair 					&lt;br /&gt;
As the name suggests, overrides vanilla hairs with far more detailed and higher resolution versions.&lt;br /&gt;
* Roppoi Hair&lt;br /&gt;
* Vee Hairs&lt;br /&gt;
* Gommy Hair mk2&lt;br /&gt;
* Amerio anime hairs&lt;br /&gt;
* Eccentric Extras&lt;br /&gt;
* Gw hair mod&lt;br /&gt;
* Mokan Hair&lt;br /&gt;
* GW-HornHair&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005C'' Graphical Improvements, Simple Hair===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Vanilla Hair Expanded&lt;br /&gt;
* Won hair_women + hair_men&lt;br /&gt;
* [Ods] Hair&lt;br /&gt;
* [SS]Lovely Hair Style&lt;br /&gt;
* Rim Seraph Hair&lt;br /&gt;
* Extended Hair&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1006'' Content Expansion==&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
(Author's note: The &amp;quot;major&amp;quot; and &amp;quot;minor&amp;quot; categories below are purely a reflection of the mod's size and complexity. These categories are not a reflection of usefulness, quality, or gameplay impact.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1006A'' Content Expansion, Major===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* RBSE OR EPOE-Forked						&lt;br /&gt;
These two mods are the main competing frameworks for rimworld surgeries. A detailed comparison on them can be seen here ( https://docs.google.com/spreadsheets/d/1xZaHNbrRg_4vl6HeRlmTmvFfIB1cjUtCGhg8wjtXISk/ )&lt;br /&gt;
* UN-Colony&lt;br /&gt;
A large mod that contains an assortment of refineries, power plants, and functional furniture&lt;br /&gt;
* Glittertech								&lt;br /&gt;
Adds a large range of very late-game advanced technology. May be overpowered.&lt;br /&gt;
* PolarisBloc								&lt;br /&gt;
Similar to glittertech&lt;br /&gt;
* RimCuisine2 + addons					&lt;br /&gt;
One of the largest mods dedicated to farming, cooking, and food in general. Note that while not updated to 1.2, the 1.1 version seems to work without any bugs whatsoever, so should be safe to use.&lt;br /&gt;
* Zipangu									&lt;br /&gt;
Similar to the above, but wholely focused on Japanese-themed cuisine. Also has a large amount of Japanese furniture&lt;br /&gt;
* Alpha Animals							&lt;br /&gt;
Adds a huge number of non-earthlike creatures to the game&lt;br /&gt;
* More Practical Traits					&lt;br /&gt;
What it says on the tin&lt;br /&gt;
* Xeva + addons							&lt;br /&gt;
Adds five new factions and a wide array of weapons, armor, and enemies. (Combat Evolved compatibility not available, but patch is in progress)&lt;br /&gt;
&lt;br /&gt;
===''1006B'' Content Expansion, Minor===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* A Dog Said...							&lt;br /&gt;
The main framework for animal surgeries and bionics used by the community&lt;br /&gt;
* Alpha Biomes							&lt;br /&gt;
Adds several non-earthlike exotic biomes to the game&lt;br /&gt;
* Biomes Core + Biomes Islands			&lt;br /&gt;
Adds island maps and swimming to the game&lt;br /&gt;
* Rimsenal + assorted addons				&lt;br /&gt;
Adds a vast number of weapons and armor to the game&lt;br /&gt;
* Go Explore!								&lt;br /&gt;
Adds random events which cause ruined locations to appear on the map, ripe for plundering&lt;br /&gt;
* Vanilla Events Expanded					&lt;br /&gt;
Adds an assortment of vanilla-like events&lt;br /&gt;
* Utility Columns							&lt;br /&gt;
Adds columns that double as other furniture, such as lamps, freezers, orbital beacons, traps, or graves&lt;br /&gt;
* Vanilla Factions Expanded - Insectoids&lt;br /&gt;
Insectoid focused pack. Besides the usual, also adds a range of implants and genetically-engineered animals to perform various jobs&lt;br /&gt;
* Vanilla Weapons Expanded + addons		&lt;br /&gt;
Adds a wide range of new firearms&lt;br /&gt;
* Sparkling Worlds						&lt;br /&gt;
A large assorted mod. Adds new events, new glitter tech crafting recipes, a new faction, etc. &lt;br /&gt;
* Soft Warm Beds							&lt;br /&gt;
Makes beds a combination of a bed-frame and bed-sheet, rather than just a single item.&lt;br /&gt;
* Sometimes Raids Go Wrong				&lt;br /&gt;
Adds a small chance that hostile raids will crash their drop pods, arrive hungover, be chased by maddened animals, and so on.&lt;br /&gt;
* Apparello 2								&lt;br /&gt;
Adds a vast amount of new clothing types.&lt;br /&gt;
* More Vanilla Turrets 1.1				&lt;br /&gt;
Adds a large number of turrets for base defense		&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1006C'' Content Expansion, Wildlife and Enemies===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* Alpha Animals							&lt;br /&gt;
Already mentioned above&lt;br /&gt;
* Magical Mengerie						&lt;br /&gt;
Adds several mythical creatures to the game&lt;br /&gt;
* Orion's More Mechanoids					&lt;br /&gt;
What it says on the tin. Adds stronger mechs.&lt;br /&gt;
* Vanilla Factions Expanded - Mechanoids	&lt;br /&gt;
Ditto&lt;br /&gt;
* Super Mechneko							&lt;br /&gt;
Adds very tough, anime-style robots with giant titties&lt;br /&gt;
* Kemomimihouse + hardworking addon&lt;br /&gt;
		Adds cute pets that can be assigned job priorities, have skills, and do work exactly the same way as colonists&lt;br /&gt;
* 虫娘 Insect girls + hardworking addon	&lt;br /&gt;
Like the above, but insect-themed&lt;br /&gt;
&lt;br /&gt;
==''1007'' Gameplay Mechanics Expansion==&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
(Author's note: The &amp;quot;major&amp;quot; and &amp;quot;minor&amp;quot; categories below are purely a reflection of the mod's size and complexity. These categories are not a reflection of usefulness, quality, or gameplay impact.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1007A'' Gameplay Mechanics Expansion, Major===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* RimFactory + addons						&lt;br /&gt;
A massive mod that allows you to automate huge portions of colony, or automatically perform most tasks normally impossible to automate in Rimworld&lt;br /&gt;
* Rimworld of Magic						&lt;br /&gt;
Adds character classes to the game, along with associated spells and abilities, in a manner similar to D&amp;amp;D&lt;br /&gt;
* SOS2									&lt;br /&gt;
Adds starships, space combat, and interplanetary travel to the game&lt;br /&gt;
* Rimatomics								&lt;br /&gt;
Adds detailed nuclear power, along with very powerful turrets to the game&lt;br /&gt;
* Rimefeller								&lt;br /&gt;
Adds the oil industry to the game, allowing production a large number of normally unproducable materials from oil (plasteel, neutromine, etc)						&lt;br /&gt;
* Dubs Bad Hygiene							&lt;br /&gt;
Adds toilet, hygene, and thirst mechanics to the game. Also includes other useful utilities like central air conditioning, fire sprinklers, irrigation, etc.&lt;br /&gt;
* What the Hack							&lt;br /&gt;
Lets you capture, modify, and upgrade mechanoids for use as pets&lt;br /&gt;
* Gidduup + assorted addons&lt;br /&gt;
Allows animals to be ridden, both on the local map and world map. Add-ons allow for riding mechs, and for caravan use.&lt;br /&gt;
* Combat Evolved							&lt;br /&gt;
A major overhaul of fighting to make is much more deadly, unpredictable, and somewhat more realistic.&lt;br /&gt;
* Call of Cthulhu&lt;br /&gt;
Adds a cult mechanic, ritualistic spellcasting, and lovecraftian creatures&lt;br /&gt;
* RimJobWorld								&lt;br /&gt;
Oh boy, you found it. NSFW, 18+, etc. This is the ultimate sex mod for rimworld. Bestal1ty, r4pe, necr0philia, even pregnancies across species (and not just aliens, animals too). Not found on steam for obvious reasons, but any competent google search should lead you to it. You pervert. And sorry for the weird censoring, stupid word filters on pastebin.&lt;br /&gt;
* Pawnmorpher								&lt;br /&gt;
Furries: The Mod. This allows you to mutate pawns to give them animal-like body parts, or even turn them into animals (who are still sentient so act like pawns). Unlike Genetic Rim, research requires a lot of experimentation (on actual pawns) and collecting of data.&lt;br /&gt;
* Psychology&lt;br /&gt;
Instead of relying on pure RNG to determine pawns compatibility with each other, adds a massive amount of personality sliders and sexuality sliders to determine how well pawns get along&lt;br /&gt;
* Questionable Ethics Enhanced&lt;br /&gt;
Medical Ethics Violations: The Mod. Grow human organs, clone people, install mind control devices, etc.&lt;br /&gt;
* TiberiumRim								&lt;br /&gt;
Adds the namesake highly infectious, but infinitely renewable resource, along with a full set of vehicles (functionally, mechs) and a large amount of accompanying equipment and structures.&lt;br /&gt;
* YokaiMura							&lt;br /&gt;
This is basically a catch-all mod from Japanese mythology; about 20 mythical creatures, plus an assortment of armor, traits, weapons, buildings, furniture, medicines, body parts, etc. The reason this is listed under gameplay mechanics expansion is that some weapons are &amp;quot;intelligent&amp;quot; in that they gain XP and level up through combat, which is a neat idea. Note that while most of the content has a translation, some parts do not.&lt;br /&gt;
&lt;br /&gt;
===''1007B'' Gameplay Mechanics Expansion, Minor===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* SRTS + addons							&lt;br /&gt;
Adds aircraft for rapid traversing of the planet.&lt;br /&gt;
* Genetic Rim								&lt;br /&gt;
Allows harvesting of genes to create implants or dozens of new animal species&lt;br /&gt;
* Genetic Rim Alpha Animals Patch			&lt;br /&gt;
Expands the above to include creatures from alpha animals&lt;br /&gt;
* Bondage Beds							&lt;br /&gt;
Allows players to control addict pawns without resorting to removing the legs or spine, by simply tying them to a bed&lt;br /&gt;
* Preemptive Strike						&lt;br /&gt;
Allows the construction of facilities to detect friendly traders and enemy raids before they arrive&lt;br /&gt;
* EbD Prepare Carefully					&lt;br /&gt;
Allows you to manually create starting cargo and pawns on game start instead of relying on RNG&lt;br /&gt;
* ED-Shields								&lt;br /&gt;
Unlike most shield mods which merely add shield generators, this mod allows precise customization of each shield's functions and abilities using modules&lt;br /&gt;
* Crash Landing							&lt;br /&gt;
Adds a starting scenario and random event involving ship sections crashing to the planet&lt;br /&gt;
* More Faction Interaction				&lt;br /&gt;
Overhauls traders, faction expansion, and other diplomatic things&lt;br /&gt;
* Infusion 2								&lt;br /&gt;
Adds &amp;quot;enchantments&amp;quot; to gear, so that the effectiveness of something is more than just its quality and material alone.&lt;br /&gt;
* PsiTech									&lt;br /&gt;
An alternative to the royalty psycast system for psionics&lt;br /&gt;
* Orion's Hospitality						&lt;br /&gt;
Allows you to effectively run a hotel. Charge guests for beds, feed them, and make them happy to improve faction relations and earn more rewards&lt;br /&gt;
* Orion's Gastronomy						&lt;br /&gt;
The above, but instead of a hotel, you can run a restaurant. &lt;br /&gt;
* RimCities&lt;br /&gt;
Adds unique settlement types (cities, duh) and assorted quests involving them (conquest, defense, assassination, etc)&lt;br /&gt;
* Social Interactions Expanded			&lt;br /&gt;
Gives social interactions more diversity, and allow traits to change due to events&lt;br /&gt;
* Backup Power							&lt;br /&gt;
Allows various power sources to autonomously turn themselves on or off based on power remaining in batteries.&lt;br /&gt;
* RimDeed									&lt;br /&gt;
Adds a sort of employment agency where, for a fee, a company will find new possible recruits for you.&lt;br /&gt;
* Guard For Me							&lt;br /&gt;
Allows the hiring of very powerful pawns on a temporary, salaried basis.&lt;br /&gt;
* Empire									&lt;br /&gt;
Adds a mini-game involving the creation of settlements and their taxation/defense. (WARNING: Will almost certainly break any semblance of a balanced game economy due to the exponential growth of wealth)&lt;br /&gt;
* RimWar									&lt;br /&gt;
Effectively allows conquest and war between factions. (WARNING: May cause significant game slowdown, to say nothing of balance issues caused by factions being removed from the game through destruction)&lt;br /&gt;
* Vanilla Factions Expanded - Mechanoids	&lt;br /&gt;
Mechanoid focused pack which not only adds the usual (new weapons, enemies, etc), but automated factories and supercomputers, and a &amp;quot;total war&amp;quot; mechanic tracking mechanoid progress on a global level&lt;br /&gt;
* Organ Harvest Post-Mortem				&lt;br /&gt;
Harvest organs and implants from dead pawns. (WARNING: This most destroys the game economy's balance due to each dead raider producing several times more wealth than normal, from harvested organs)&lt;br /&gt;
* Expanded Roofing						&lt;br /&gt;
Allows you to build or demolish overhead mountain, as well as other utility roofs (glass, solar, etc).&lt;br /&gt;
* Roads of the Rim						&lt;br /&gt;
Allows construction of new roads on the world map&lt;br /&gt;
* Remote Tech 							&lt;br /&gt;
Adds an assortment of traps that can be activated remotely without need for a pawn to trigger them.&lt;br /&gt;
* Animal Armor + addons					&lt;br /&gt;
What it says on the tin&lt;br /&gt;
* Death Rattle							&lt;br /&gt;
Normally pawns will instantly perish the moment a vital organ (such as the heart) fails. This mod instead gives you a small time window to perform surgery or hook the pawn up to life support before they actually perish, just like how it works in real life.&lt;br /&gt;
&lt;br /&gt;
==''1008'' New Alien Races Content, and Supporting Mods==&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
&lt;br /&gt;
(Authors Note: Races are divided here into major and minor. Major races are those that either have large anatomical differences from normal humanoid pawns, or they have a particularly extensive amount of secondary content (pets, buildings, weapons, armor, factions), or are otherwise novel in some way. Minor races are those that are just humanoid pawns and have little content outside of race-specific armor and weapons.)&lt;br /&gt;
&lt;br /&gt;
(Author's Note: Nearly all races support one of the two competing bionics mods, RBSE or EPOE. If you are unable to perform bionic surgeries on a race, it may be because you are missing whichever of these two the race supports. Alternatively, the mod Xenobiotic Patcher makes all surgeries cross-species, but occasionally causes some odd or nonsensical surgeries to be unlocked, though this isn't really a problem if you avoid using them them.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1008A'' New Alien Races Content, Major===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* Humanoid Alien Races 2.0				&lt;br /&gt;
Not a race mod, but an underlying framework required by nearly every race mod in existence. &lt;br /&gt;
* Xenobionic Patcher						&lt;br /&gt;
Have lots of races installed and worried about bionic compatibility? This makes every surgery compatible with every race&lt;br /&gt;
* Androids								&lt;br /&gt;
Robots that can customize their bodies and traits upon assembly.&lt;br /&gt;
* Android Tiers++							&lt;br /&gt;
A far larger robot mod, albeit one that has earned a bad reptuation for hurting game performance. It has truly unique features things like mind-uploading, mind-copying, but also completely destroys game balance due to its overpoweredness.&lt;br /&gt;
* Anty the War Ant Race					&lt;br /&gt;
Quoting the author, &amp;quot;The problem child of the universe.&amp;quot; Lots of unique mechanics here: An anty can be transformed using pheromones, making them a queen to constantly produce new children, or alternatively you can turn them into a soldier, or an acid suicide bomb. They also recycle prisoners into meat computers, living generators, or human cattle that slowly waste away for new food. Their weapons are mostly acid-based, and they have grenades which can instantly deploy a sandbag cover. Lots of neat stuff. &lt;br /&gt;
* Avali									&lt;br /&gt;
Bird lizard people things? One of the single largest mods in terms of supporting content (buildings, armor, weapons). Spacer-tech&lt;br /&gt;
* Crystalloids								&lt;br /&gt;
Crystal people. The race itself pretty unremarkable and uses very old graphics, but they have extensive supporting content such as a unique type of raid, a large array of new psycasts, and a unique way to generate power.&lt;br /&gt;
* Dragonians								&lt;br /&gt;
Dragon girls. Have the advantages of being able to graze, be milked and sheared, but still a sentient pawn. Tribal-tech&lt;br /&gt;
* Epona&lt;br /&gt;
Centaurs. Assorted tech levels. Have their own custom space suits for SOS2 compatibility. &lt;br /&gt;
* Idhale									&lt;br /&gt;
Basically ghosts. Immune to conventional attack, but in turn are also unable to attack others.&lt;br /&gt;
* Kijin									&lt;br /&gt;
Japanese Oni (demons). Have a number of unique techs which improve the productivity of farm animals, and their own unique win condition. Japanese/medieval-tech.&lt;br /&gt;
* Kurin&lt;br /&gt;
Three-tailed foxgirls. One of the most popular race mods, so have a large number of add-ons mods or ports. Spacer-tech&lt;br /&gt;
* Mincho									&lt;br /&gt;
Ice cream slime girls. A living testament to the horrors (or brillaince) of genetic engineering. Extremely durable bodies; probably the only race listed that can literally survive their heads being blown off. And then grow it back.&lt;br /&gt;
* Moyo									&lt;br /&gt;
Deep sea dwellers. Blood from this race can be harvested and turned into a wide range of drugs, from mech serums to cocaine. Spacer-tech&lt;br /&gt;
* Neclose									&lt;br /&gt;
Some sort of combination of huge-titty girls, jelly fish, and sea pickle. Unarmed attacks will paralyze and eventually cause comas. Can also create fleshbeasts to act as menial works.&lt;br /&gt;
* Oni										&lt;br /&gt;
Roughly based on oni from Japanese lore. Available as both an animal version and a sentient pawn.&lt;br /&gt;
* Orassan									&lt;br /&gt;
Anthro-cat people (though de-furry patches exist). Specializes in arctic survival; they can farm ice like soil, and can turn normal strone into an enhanced type of concrete. Spacer-tech&lt;br /&gt;
* Rabbies									&lt;br /&gt;
Rabbit people with a global addiction to a drug called Planetarium. Modern/Spacer-tech. &lt;br /&gt;
* Ratkin									&lt;br /&gt;
Cute rat people whose raids can burrow using drill machines, allowing them to appear inside your base similar to insectoid infestations. Steampunk-tech.&lt;br /&gt;
* Rakkle									&lt;br /&gt;
Naga-like snake people with a few unique mechanics. Firstly, most of their vital organs are actually in their snake half and not their human half (which is quite useful in Combat Evolved where cover protects the bottom half of a pawn first). And like snakes they can periodically shed their skin, or consume one giant meal and slowly digest it for an entire week instead of eating daily like most other species. &lt;br /&gt;
* Revia									&lt;br /&gt;
(Yes, more fox girls). A focus bloodlust and sacrifice; they can generate lost body parts or permanently improve stats by sacrificing prisoners. (WARNING: This mod may cause issues with traders no longer having inventories.)&lt;br /&gt;
* Nearmare								&lt;br /&gt;
Fairy-like race that can summon will o' wisps to aid them, and is very strong against mental/morale damage.&lt;br /&gt;
* Xenoorca&lt;br /&gt;
Killer whale mermaids. Like their namesake they're large, powerful and predatory. (Only appear as a pirate faction by default). Spacer-tech.&lt;br /&gt;
&lt;br /&gt;
===''1008B'' New Alien Races Content, Minor===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* Annelitrice								&lt;br /&gt;
Mimic shapeshifters which appear unremarkable, but are actually composed of hives of worms. They have special abilities to keep resurrecting themselves after death. Modern-tech.&lt;br /&gt;
* Arachne									&lt;br /&gt;
Spider people. Besides the eight-legs thing, are fairly vanilla. Spacer-tech&lt;br /&gt;
* Ancient Species							&lt;br /&gt;
Half-Elves. Assorted tech levels&lt;br /&gt;
* Astoriel 								&lt;br /&gt;
Elves&lt;br /&gt;
* Bun										&lt;br /&gt;
Bunny People. Tribal-to-Industrial-tech&lt;br /&gt;
* Ferian									&lt;br /&gt;
Anthro-Fox people, not much here beyond the race.&lt;br /&gt;
* Forsaken								&lt;br /&gt;
Coal-black skin, horns, and glowing eyes. I assume some sort of demons?  Glitter-tech, with very powerful equipment. Have their own unique biome in Alpha Biomes mod&lt;br /&gt;
* Garam									&lt;br /&gt;
Furry cat girl pseudo-pets. Highly detailed in-built animation, but the only race in this list that use their own unique framework (not HAR), causing a number of compatibility issues&lt;br /&gt;
* Giants									&lt;br /&gt;
What it says on the tin, really.&lt;br /&gt;
* Nyaron									&lt;br /&gt;
Mass produced cat girls. Every weeb's dream&lt;br /&gt;
* Silkiera								&lt;br /&gt;
Foxgirls with big tiddies. Medieval-tech.&lt;br /&gt;
* RimEffect Races							&lt;br /&gt;
Can't comment on these since I haven't tried this mod yet.&lt;/div&gt;</summary>
		<author><name>Regularity</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:Regularity&amp;diff=88271</id>
		<title>User:Regularity</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:Regularity&amp;diff=88271"/>
		<updated>2021-07-28T16:29:44Z</updated>

		<summary type="html">&lt;p&gt;Regularity: /* 1001 Colony Utility */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Can someone recommend me a [insert category here] mod?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you, too, are tired of answering this question, just send them to this pastebin.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''Table of Contents and explanation of each category''===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
* ''1001'' 	Colony Utility: Quality-of-life mods that directly increase the efficiency of pawns in their daily activities&lt;br /&gt;
&lt;br /&gt;
* ''1002'' 	Player Utility: Quality-of-life mods that do not directly affect the colony. Things like UI improvements, more detailed information, and automating repetitive player tasks.&lt;br /&gt;
&lt;br /&gt;
* ''1003'' 	Performance, Bug Fixes, and AI Improvements&lt;br /&gt;
&lt;br /&gt;
* ''1004'' 	Storage: Mods related to storing stuff&lt;br /&gt;
&lt;br /&gt;
* ''1005'' 	Graphical Improvements: these are purely cosmetic changes; graphical changes that improve readability or better convey information are under the Player Utility category&lt;br /&gt;
* ''1005A'' 	Graphical Improvements, General&lt;br /&gt;
* ''1005B''	Graphical Improvements, Pawn Body&lt;br /&gt;
* ''1005C''	Graphical Improvements, Detailed Hair: Higher resolution, detailed hair that looks very nice, but may clash with the vanilla Rimworld art style&lt;br /&gt;
* ''1005C''	Graphical Improvements, Simple Hair: Hair with relatively low gradients and shading, more closely matching the vanilla Rimworld art style&lt;br /&gt;
&lt;br /&gt;
* ''1006'' 	Content Expansion: Adds new content, but does not significantly change any core game mechanics or game balance&lt;br /&gt;
* ''1006A''	Content Expansion, Major&lt;br /&gt;
* ''1006B''	Content Expansion, Minor&lt;br /&gt;
* ''1006C''	Content Expansion, Wildlife and Enemies&lt;br /&gt;
&lt;br /&gt;
* ''1007'' 	Gameplay Mechanics Expansion: Adds new content with a significant impact on core game mechanics or game balance&lt;br /&gt;
* ''1007A''	Gameplay Mechanics Expansion, Major&lt;br /&gt;
* ''1007B''	Gameplay Mechanics Expansion, Minor&lt;br /&gt;
&lt;br /&gt;
* ''1008''	New Alien Races Content: Covers notable alien races and supporting mods. For the sake of keeping the list a reasonable length, most races that are functionally little more than a reskin with minor stat changes have been omitted. The list here tries to focus on the more novel or interesting races.&lt;br /&gt;
* ''1008A''	New Alien Races Content, Major&lt;br /&gt;
* ''1008B''	New Alien Races Content, Minor&lt;br /&gt;
&lt;br /&gt;
==''1001'' Colony Utility==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Power Logic&lt;br /&gt;
A powerful tool for automation. Allows the construction of condition sensors, signal broadcasters, and methods to make them interact with anything powered.&lt;br /&gt;
* [SYR] Doormats							&lt;br /&gt;
Prevents outdoor filth from being tracked indoors&lt;br /&gt;
* Programmable Vents						&lt;br /&gt;
Vents that shut off when rooms reach a certain temperature; allows you to passively heat rooms without overheating them during hotter days&lt;br /&gt;
* Meat Blend								&lt;br /&gt;
Allows mixing of all meat types into a single type for easier storage (you can opt out insect or humanoid meat to avoid mood penalties)&lt;br /&gt;
* Veggie Mix								&lt;br /&gt;
The above, but for plants&lt;br /&gt;
* DontBlockDoor							&lt;br /&gt;
Prevents random dropped items from holding the door open and allowing in invaders or prisoners&lt;br /&gt;
* Trading Spot							&lt;br /&gt;
Choose where trader caravans loiter&lt;br /&gt;
* [SYR] Set Up Camp						&lt;br /&gt;
Create a small, temporary local map to perform actions you can't on the world map.&lt;br /&gt;
* Roads of the Rim						&lt;br /&gt;
Build roads on the world map&lt;br /&gt;
* Locks2									&lt;br /&gt;
Doors can be set to allow/block visitors, pets, or specific pawns in your colony&lt;br /&gt;
* RT Solar Flare Shield					&lt;br /&gt;
Build a shield to protect against solar flares&lt;br /&gt;
* RT Fuses								&lt;br /&gt;
Build fuses to prevent BZZZZT events&lt;br /&gt;
* Share the Load							&lt;br /&gt;
Allows multiple pawns to haul resources to a construction site, instead of just one at a time&lt;br /&gt;
* Replace Stuff			&lt;br /&gt;
Don't like how vents create a massive weak spot in otherwise sturdy walls? Try these. Vents no longer replace walls, but are added onto them, leaving the wall behind even if the vent is destroyed&lt;br /&gt;
* Power++									&lt;br /&gt;
Adds the ability to transmit power wirelessly, both on-map or across the world to other sites&lt;br /&gt;
* No Random Relations						&lt;br /&gt;
Don't like the game randomly deciding a pawn has an uncle/sister/cousin? This is for you&lt;br /&gt;
* Royalty Tweaks							&lt;br /&gt;
Makes the more restrictive or annoying parts of royalty content optional&lt;br /&gt;
* Smart Medicine							&lt;br /&gt;
Allows pawns to carry medicine with them and use it in the field&lt;br /&gt;
* Xenobionic Patcher						&lt;br /&gt;
Have lots of races installed and worried about bionic compatibility? This makes every surgery compatible with every race&lt;br /&gt;
* No Burn Metal							&lt;br /&gt;
Removes flammability from steel and other metal&lt;br /&gt;
* Faction Blender							&lt;br /&gt;
Adds new factions which take pawns from all available races, as opposed to the norm where each faction is only composed of a single race&lt;br /&gt;
* Realistic Rooms							&lt;br /&gt;
Makes it so colonists merely want bedroom-sized bedrooms, and not apartment-sized ones&lt;br /&gt;
* Expanded Roofing						&lt;br /&gt;
Allows the creation and removal of overhead mountain, glass roofing, and even solar roofing.&lt;br /&gt;
* Imprisonment on the Go					&lt;br /&gt;
Allows the capturing of prisoners without an enclosed sleeping space. Very useful when attacking enemy sites.&lt;br /&gt;
* Simple Slavery							&lt;br /&gt;
(Obsolete in Rimworld 1.3+) Allows you to draft prisoners and put them to work&lt;br /&gt;
* Prison Labor							&lt;br /&gt;
A mod that is much larger and more sophisticated way to make use of prisoners than Simple Slavery, but has a reputation for being buggy. (WARNING: May cause an assortment of bugs relating to jobs)&lt;br /&gt;
* My Little Planet						&lt;br /&gt;
Allows you to change the planet's landmass, effectively controlling how vast or cramped the planet is&lt;br /&gt;
* Nanohive Regenerator&lt;br /&gt;
A structure that autonomously repairs not only nearby buildings and walls, but even pawns' equipment, and can extinguish fires. Useful for reducing the level of micromanagement needed to maintain base defenses.&lt;br /&gt;
&lt;br /&gt;
==''1002'' Player Utility==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* TD Enhancement Pack						&lt;br /&gt;
Improves a ton of small things in the user interface of the game&lt;br /&gt;
* Colony Groups							&lt;br /&gt;
A major overhaul and improvement of the colonist bar&lt;br /&gt;
* Interaction Bubbles						&lt;br /&gt;
Allows you to see conversations or interactions beteween pawns without digging through the game log&lt;br /&gt;
* Damage Indicators						&lt;br /&gt;
Adds floating numbers that display the damage taken by pawns or buildings&lt;br /&gt;
* Better Pawn Control						&lt;br /&gt;
Greatly increases the control you have over food, drug, and equipment policies&lt;br /&gt;
* Pawn Rules								&lt;br /&gt;
Allows restricting of bonding, romance, and artisan crafting&lt;br /&gt;
* Camera+									&lt;br /&gt;
Removes default restrictions of camera zoom levels&lt;br /&gt;
* RimHUD									&lt;br /&gt;
Makes the bottom-left info window completely customizable in color, font, size, tabs, etc.&lt;br /&gt;
* World Edit&lt;br /&gt;
Tired of rerolling for the perfect site at a river, coast, mountain, or whatever? Just edit the world.&lt;br /&gt;
* Character Editor						&lt;br /&gt;
Allows completely changing of every aspect of existing pawns. Even if cheating isn't your thing, it's good to have installed to easily fix bugs that may occur without manual save editing&lt;br /&gt;
* Map Reroll								&lt;br /&gt;
Reroll the local colony map if you don't like the exact layout of certain things&lt;br /&gt;
* Map Designer							&lt;br /&gt;
Allows creating maps using custom parameters, instead of them being dictated by the world map tile. Pairs very well with the above map reroll mod, allowing you to regenerate the same map multiple times.&lt;br /&gt;
* Whats that mod							&lt;br /&gt;
Adds text at the bottom of every item/pawn/thing's info window showing what mod it's from&lt;br /&gt;
* Change map edge limit					&lt;br /&gt;
Build up to the map edge if you so desire, to wall off access to raids or caravans from certain points of the map&lt;br /&gt;
* Work Tab, Animal Tab, Colony Manger		&lt;br /&gt;
More detailed control for these tabs&lt;br /&gt;
* Relations Tab							&lt;br /&gt;
See relations between all factions at a glance&lt;br /&gt;
* Allow Tool								&lt;br /&gt;
Allows map-wide forbidding, selection, or allowing. &lt;br /&gt;
* Toggle Harvest							&lt;br /&gt;
Allows control of whether growing areas should be planted or harvested&lt;br /&gt;
* Dub Mint Menus							&lt;br /&gt;
Consolidates the work tabs from every workbench and recipe you have access to, in one location&lt;br /&gt;
* Directly Abandon Settlement				&lt;br /&gt;
Allow you to abandon locations on the world map&lt;br /&gt;
* WikiRim									&lt;br /&gt;
Adds an in-game database of items and recipes you can search&lt;br /&gt;
* Heat Map								&lt;br /&gt;
Adds an overlay to see temperatures in all rooms at the same time&lt;br /&gt;
* Appearance Clothing	+ HAR addon			&lt;br /&gt;
Allows you to set appearance of pawns completely independent of whatever gear they're wearing. Vital for preventing incompatibilities or missing textures if you play with many races that have race-exclusive gear&lt;br /&gt;
* Better Roads							&lt;br /&gt;
Makes roads easier to see on the world map&lt;br /&gt;
* Dubs Mint Minimap						&lt;br /&gt;
Adds a minimap to the game, making tracking of threats far easier&lt;br /&gt;
* Recipe Icons							&lt;br /&gt;
Makes scrolling through recipe lists easier by attaching relevant product images&lt;br /&gt;
* Filth Vanishes with Rain				&lt;br /&gt;
What it says on the tin, rain can clean outdoor terrain of filth. Slightly improves performance by removing filth periodically&lt;br /&gt;
* Better Time Format						&lt;br /&gt;
Let's you see the exact in-game time instead of just a vague approximation&lt;br /&gt;
* Armored Floors							&lt;br /&gt;
For a great cost, allows you to prevent infestations in certain areas&lt;br /&gt;
* RPG Inventory OR Awesome Inventory&lt;br /&gt;
Adds a visual paper-doll like inventory, making it easy to see equipment at a glance&lt;br /&gt;
* Better Message Placement				&lt;br /&gt;
Prevents popup messages from blocking the colonist bar&lt;br /&gt;
* Drop All Inventory						&lt;br /&gt;
Allows you to rapidly unload cargo from your caravans without having to wait&lt;br /&gt;
* Defensive Positions						&lt;br /&gt;
Allows you to have pawns move to pre-selected locations and draft themselves with a single hotkey&lt;br /&gt;
* Keep Bed Ownership						&lt;br /&gt;
Prevents ownership of beds from being erased when they need to sleep using a bed on another map&lt;br /&gt;
* Research Pal Forked						&lt;br /&gt;
Greatly improves the research screen with a better UI and more detail&lt;br /&gt;
* Bionic Icons							&lt;br /&gt;
Allows you to determine which implant is which at a glance by adding pictures to them.&lt;br /&gt;
* Allow Tools								&lt;br /&gt;
Adds improved tools for allowing or disallow en masse&lt;br /&gt;
* More Harvest Designators				&lt;br /&gt;
Similar to above, but for designations concerning farming and wild planet harvesting &lt;br /&gt;
* Vein Miner OR Mine it all						&lt;br /&gt;
Similar to above, but for mining&lt;br /&gt;
* Rangefinder								&lt;br /&gt;
Allows you to toggle a big circle around a pawn constantly showing its maximum firing range.&lt;br /&gt;
* Loading in Progress						&lt;br /&gt;
Allows adds or removing of objects from drop pods without having to unload and then reload all pods' contents.&lt;br /&gt;
* Cut plants before building				&lt;br /&gt;
Lets you get the plant resources from plants under a building blueprint, instead of destroying them&lt;br /&gt;
&lt;br /&gt;
==''1003'' Performance, Bug Fixes, and AI Improvements==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Dubs Performance Analyzer				&lt;br /&gt;
Arguably the single most important tool for improving game performance. It allows you to see specifically which parts of the game are causing the most slowdown, allowing you to identify and solve bugs which don't normally report errors, or identify which of your mods is secretly causing game slowdown due to poor coding.&lt;br /&gt;
* Rocketman								&lt;br /&gt;
Essentially reduces the frequency at which the game checks low-importance things, to greatly improve game performance.&lt;br /&gt;
* PawnTargetFix							&lt;br /&gt;
Makes ranged attackers focus more on the nearest target rather than selecting one randomly&lt;br /&gt;
* Perfect Pathfinding						&lt;br /&gt;
Makes pawns travel in a straight line instead of moving almost entirely at diagonals with large detours&lt;br /&gt;
* Path Avoid								&lt;br /&gt;
A useful tool for fixing pathfinding quirks; allows you to paint pathfinding costs onto terrain, allowing you to override normal AI pathfinding. Good for forcing pawns to use roads and avoid traps or obstacles.&lt;br /&gt;
* Word of Freelove						&lt;br /&gt;
Removes the normal hetero-only restrictions on the Word of Love psycast in the Royalty DLC&lt;br /&gt;
* Kijin									&lt;br /&gt;
This race mod isn't really a &amp;quot;fix&amp;quot;, but has a research project to achieve double yields from animals, effectively allowing you to have half as many animals on the map without losing productivity. This in turn can save on game memory.&lt;br /&gt;
* More Trait Slots						&lt;br /&gt;
With a lot of mods adding (or sometimes even requiring) new traits, this mod allows you to increase the maximum number of traits allowed on a pawn, allowing you to fully make use of these mods&lt;br /&gt;
* Animal Logic							&lt;br /&gt;
Allows very precise tuning of animal behavior instead of being at the mercy of whatever values are vanilla&lt;br /&gt;
* Smarter Construction					&lt;br /&gt;
Improves construction reach, greatly reducing incidents of pawns trapping themselves&lt;br /&gt;
* Smarter Deconstruction and Mining		&lt;br /&gt;
Similar to the above, but for preventing roof cave-ins&lt;br /&gt;
* Mining Priority							&lt;br /&gt;
Prioritizes which metals to mine by value, instead of just by distance&lt;br /&gt;
* Pickup and Haul							&lt;br /&gt;
Allows colonists to use their inventory for hauling purposes, greatly increasing the amount of items they can move in one trip&lt;br /&gt;
* Haul to Stack							&lt;br /&gt;
Prioritizes hauling to drop off goods an an existing stack of that good, instead of creating multiple incomplete stacks which add clutter&lt;br /&gt;
* Rimthreaded								&lt;br /&gt;
Rimworld is normally limited to a single CPU core. This mod attempts to force it to use multiple cores. (WARNING: This mod has an incompatibility list a mile long, so read it before attempting to use this mod!)&lt;br /&gt;
&lt;br /&gt;
==''1004'' Storage==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Deep Storage							&lt;br /&gt;
Lets you store multiple stacks on one tile&lt;br /&gt;
* Netrve's DeepStorage UI					&lt;br /&gt;
Improves the interaction menu of deep storage building&lt;br /&gt;
* Rimfridge 								&lt;br /&gt;
Adds storage with build-in cooling&lt;br /&gt;
* [JD] Simply Storage						&lt;br /&gt;
Adds a much greater number of containers for Deep Storage&lt;br /&gt;
* [JD] Simply Storage - Refrigeration 	&lt;br /&gt;
Same but for rimfridge&lt;br /&gt;
* Stack XXL OR OgreStack					&lt;br /&gt;
Allows you to change how many individual items can be placed in a single stack of items, drastically effecting storage capacity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1005'' Graphical Improvements==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005A'' Graphical Improvements, General===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* World Beautification Project + addons	&lt;br /&gt;
Greatly improves the graphics of the world map&lt;br /&gt;
* Hats Display Selection OR Show Hair 	&lt;br /&gt;
Allows you to hide helmets, or have headgear that doesn't remove hair from the pawn&lt;br /&gt;
* Graphics Setter							&lt;br /&gt;
Improves sharpness and reduces blur of sprites&lt;br /&gt;
* High Quality Textures					&lt;br /&gt;
What it says on the tin&lt;br /&gt;
* Gloomy Deco	+ other Gloomy mods			&lt;br /&gt;
Technically a furniture mod, but adds a lot of decorative objects focused on cute or low-tech appearance&lt;br /&gt;
Vanilla Furniture Expanded Props		&lt;br /&gt;
Similar to above, but more modern and serious-looking&lt;br /&gt;
* RimThemes								&lt;br /&gt;
Change window/UI colors and transparency to whatever you desire&lt;br /&gt;
* Eccentric Tech - Cosmetic				&lt;br /&gt;
Adds a large number of purely cosmetic implants; animal ears, horns, tails, etc&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005B'' Graphical Improvements, Pawn Body===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Beautiful Bodies						&lt;br /&gt;
Greatly increases body detail without changing body shape (therefore retaining full compatibility with every vanilla clothing mod)&lt;br /&gt;
* FemaleBB + bodytype add-on				&lt;br /&gt;
This adds a new type of female body shape and increases its, ahem, bust size, though the body itself remains pretty vanilla-like in that it lacks high detail and shading. What makes this mod noteworthy is that the author has manually re-created from scratch literally hundreds of pieces of armor and clothing from almost every major mod to make them similarly more revealing and skimpy (and to fit the new body shape). Mod settings allow you to decide which races this new body type will apply to, and which will remain vanilla. As long as your mother doesn't see this, you should be okay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005C'' Graphical Improvements, Detailed Hair===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Replace Vanilla Hair 					&lt;br /&gt;
As the name suggests, overrides vanilla hairs with far more detailed and higher resolution versions.&lt;br /&gt;
* Roppoi Hair&lt;br /&gt;
* Vee Hairs&lt;br /&gt;
* Gommy Hair mk2&lt;br /&gt;
* Amerio anime hairs&lt;br /&gt;
* Eccentric Extras&lt;br /&gt;
* Gw hair mod&lt;br /&gt;
* Mokan Hair&lt;br /&gt;
* GW-HornHair&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005C'' Graphical Improvements, Simple Hair===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Vanilla Hair Expanded&lt;br /&gt;
* Won hair_women + hair_men&lt;br /&gt;
* [Ods] Hair&lt;br /&gt;
* [SS]Lovely Hair Style&lt;br /&gt;
* Rim Seraph Hair&lt;br /&gt;
* Extended Hair&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1006'' Content Expansion==&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
(Author's note: The &amp;quot;major&amp;quot; and &amp;quot;minor&amp;quot; categories below are purely a reflection of the mod's size and complexity. These categories are not a reflection of usefulness, quality, or gameplay impact.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1006A'' Content Expansion, Major===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* RBSE OR EPOE-Forked						&lt;br /&gt;
These two mods are the main competing frameworks for rimworld surgeries. A detailed comparison on them can be seen here ( https://docs.google.com/spreadsheets/d/1xZaHNbrRg_4vl6HeRlmTmvFfIB1cjUtCGhg8wjtXISk/ )&lt;br /&gt;
* UN-Colony&lt;br /&gt;
A large mod that contains an assortment of refineries, power plants, and functional furniture&lt;br /&gt;
* Glittertech								&lt;br /&gt;
Adds a large range of very late-game advanced technology. May be overpowered.&lt;br /&gt;
* PolarisBloc								&lt;br /&gt;
Similar to glittertech&lt;br /&gt;
* RimCuisine2 + addons					&lt;br /&gt;
One of the largest mods dedicated to farming, cooking, and food in general. Note that while not updated to 1.2, the 1.1 version seems to work without any bugs whatsoever, so should be safe to use.&lt;br /&gt;
* Zipangu									&lt;br /&gt;
Similar to the above, but wholely focused on Japanese-themed cuisine. Also has a large amount of Japanese furniture&lt;br /&gt;
* Alpha Animals							&lt;br /&gt;
Adds a huge number of non-earthlike creatures to the game&lt;br /&gt;
* More Practical Traits					&lt;br /&gt;
What it says on the tin&lt;br /&gt;
* Xeva + addons							&lt;br /&gt;
Adds five new factions and a wide array of weapons, armor, and enemies. (Combat Evolved compatibility not available, but patch is in progress)&lt;br /&gt;
&lt;br /&gt;
===''1006B'' Content Expansion, Minor===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* A Dog Said...							&lt;br /&gt;
The main framework for animal surgeries and bionics used by the community&lt;br /&gt;
* Alpha Biomes							&lt;br /&gt;
Adds several non-earthlike exotic biomes to the game&lt;br /&gt;
* Biomes Core + Biomes Islands			&lt;br /&gt;
Adds island maps and swimming to the game&lt;br /&gt;
* Rimsenal + assorted addons				&lt;br /&gt;
Adds a vast number of weapons and armor to the game&lt;br /&gt;
* Go Explore!								&lt;br /&gt;
Adds random events which cause ruined locations to appear on the map, ripe for plundering&lt;br /&gt;
* Vanilla Events Expanded					&lt;br /&gt;
Adds an assortment of vanilla-like events&lt;br /&gt;
* Utility Columns							&lt;br /&gt;
Adds columns that double as other furniture, such as lamps, freezers, orbital beacons, traps, or graves&lt;br /&gt;
* Vanilla Factions Expanded - Insectoids&lt;br /&gt;
Insectoid focused pack. Besides the usual, also adds a range of implants and genetically-engineered animals to perform various jobs&lt;br /&gt;
* Vanilla Weapons Expanded + addons		&lt;br /&gt;
Adds a wide range of new firearms&lt;br /&gt;
* Sparkling Worlds						&lt;br /&gt;
A large assorted mod. Adds new events, new glitter tech crafting recipes, a new faction, etc. &lt;br /&gt;
* Soft Warm Beds							&lt;br /&gt;
Makes beds a combination of a bed-frame and bed-sheet, rather than just a single item.&lt;br /&gt;
* Sometimes Raids Go Wrong				&lt;br /&gt;
Adds a small chance that hostile raids will crash their drop pods, arrive hungover, be chased by maddened animals, and so on.&lt;br /&gt;
* Apparello 2								&lt;br /&gt;
Adds a vast amount of new clothing types.&lt;br /&gt;
* More Vanilla Turrets 1.1				&lt;br /&gt;
Adds a large number of turrets for base defense		&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1006C'' Content Expansion, Wildlife and Enemies===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* Alpha Animals							&lt;br /&gt;
Already mentioned above&lt;br /&gt;
* Magical Mengerie						&lt;br /&gt;
Adds several mythical creatures to the game&lt;br /&gt;
* Orion's More Mechanoids					&lt;br /&gt;
What it says on the tin. Adds stronger mechs.&lt;br /&gt;
* Vanilla Factions Expanded - Mechanoids	&lt;br /&gt;
Ditto&lt;br /&gt;
* Super Mechneko							&lt;br /&gt;
Adds very tough, anime-style robots with giant titties&lt;br /&gt;
* Kemomimihouse + hardworking addon&lt;br /&gt;
		Adds cute pets that can be assigned job priorities, have skills, and do work exactly the same way as colonists&lt;br /&gt;
* 虫娘 Insect girls + hardworking addon	&lt;br /&gt;
Like the above, but insect-themed&lt;br /&gt;
&lt;br /&gt;
==''1007'' Gameplay Mechanics Expansion==&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
(Author's note: The &amp;quot;major&amp;quot; and &amp;quot;minor&amp;quot; categories below are purely a reflection of the mod's size and complexity. These categories are not a reflection of usefulness, quality, or gameplay impact.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1007A'' Gameplay Mechanics Expansion, Major===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* RimFactory + addons						&lt;br /&gt;
A massive mod that allows you to automate huge portions of colony, or automatically perform most tasks normally impossible to automate in Rimworld&lt;br /&gt;
* Rimworld of Magic						&lt;br /&gt;
Adds character classes to the game, along with associated spells and abilities, in a manner similar to D&amp;amp;D&lt;br /&gt;
* SOS2									&lt;br /&gt;
Adds starships, space combat, and interplanetary travel to the game&lt;br /&gt;
* Rimatomics								&lt;br /&gt;
Adds detailed nuclear power, along with very powerful turrets to the game&lt;br /&gt;
* Rimefeller								&lt;br /&gt;
Adds the oil industry to the game, allowing production a large number of normally unproducable materials from oil (plasteel, neutromine, etc)						&lt;br /&gt;
* Dubs Bad Hygiene							&lt;br /&gt;
Adds toilet, hygene, and thirst mechanics to the game. Also includes other useful utilities like central air conditioning, fire sprinklers, irrigation, etc.&lt;br /&gt;
* What the Hack							&lt;br /&gt;
Lets you capture, modify, and upgrade mechanoids for use as pets&lt;br /&gt;
* Gidduup + assorted addons&lt;br /&gt;
Allows animals to be ridden, both on the local map and world map. Add-ons allow for riding mechs, and for caravan use.&lt;br /&gt;
* Combat Evolved							&lt;br /&gt;
A major overhaul of fighting to make is much more deadly, unpredictable, and somewhat more realistic.&lt;br /&gt;
* Call of Cthulhu&lt;br /&gt;
Adds a cult mechanic, ritualistic spellcasting, and lovecraftian creatures&lt;br /&gt;
* RimJobWorld								&lt;br /&gt;
Oh boy, you found it. NSFW, 18+, etc. This is the ultimate sex mod for rimworld. Bestal1ty, r4pe, necr0philia, even pregnancies across species (and not just aliens, animals too). Not found on steam for obvious reasons, but any competent google search should lead you to it. You pervert. And sorry for the weird censoring, stupid word filters on pastebin.&lt;br /&gt;
* Pawnmorpher								&lt;br /&gt;
Furries: The Mod. This allows you to mutate pawns to give them animal-like body parts, or even turn them into animals (who are still sentient so act like pawns). Unlike Genetic Rim, research requires a lot of experimentation (on actual pawns) and collecting of data.&lt;br /&gt;
* Psychology&lt;br /&gt;
Instead of relying on pure RNG to determine pawns compatibility with each other, adds a massive amount of personality sliders and sexuality sliders to determine how well pawns get along&lt;br /&gt;
* Questionable Ethics Enhanced&lt;br /&gt;
Medical Ethics Violations: The Mod. Grow human organs, clone people, install mind control devices, etc.&lt;br /&gt;
* TiberiumRim								&lt;br /&gt;
Adds the namesake highly infectious, but infinitely renewable resource, along with a full set of vehicles (functionally, mechs) and a large amount of accompanying equipment and structures.&lt;br /&gt;
* 妖怪村1.32								&lt;br /&gt;
I don't know what the name says, either. This is basically a catch-all mod from Japanese mythology; about 20 mythical creatures, plus an assortment of armor, traits, weapons, buildings, furniture, medicines, body parts, etc. The reason this is listed under gameplay mechanics expansion is that some weapons are &amp;quot;intelligent&amp;quot; in that they gain XP and level up through combat, which is a neat idea. Note that while most of the content has a translation, some parts do not.&lt;br /&gt;
&lt;br /&gt;
===''1007B'' Gameplay Mechanics Expansion, Minor===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* SRTS + addons							&lt;br /&gt;
Adds aircraft for rapid traversing of the planet.&lt;br /&gt;
* Genetic Rim								&lt;br /&gt;
Allows harvesting of genes to create implants or dozens of new animal species&lt;br /&gt;
* Genetic Rim Alpha Animals Patch			&lt;br /&gt;
Expands the above to include creatures from alpha animals&lt;br /&gt;
* Bondage Beds							&lt;br /&gt;
Allows players to control addict pawns without resorting to removing the legs or spine, by simply tying them to a bed&lt;br /&gt;
* Preemptive Strike						&lt;br /&gt;
Allows the construction of facilities to detect friendly traders and enemy raids before they arrive&lt;br /&gt;
* EbD Prepare Carefully					&lt;br /&gt;
Allows you to manually create starting cargo and pawns on game start instead of relying on RNG&lt;br /&gt;
* ED-Shields								&lt;br /&gt;
Unlike most shield mods which merely add shield generators, this mod allows precise customization of each shield's functions and abilities using modules&lt;br /&gt;
* Crash Landing							&lt;br /&gt;
Adds a starting scenario and random event involving ship sections crashing to the planet&lt;br /&gt;
* More Faction Interaction				&lt;br /&gt;
Overhauls traders, faction expansion, and other diplomatic things&lt;br /&gt;
* Infusion 2								&lt;br /&gt;
Adds &amp;quot;enchantments&amp;quot; to gear, so that the effectiveness of something is more than just its quality and material alone.&lt;br /&gt;
* PsiTech									&lt;br /&gt;
An alternative to the royalty psycast system for psionics&lt;br /&gt;
* Orion's Hospitality						&lt;br /&gt;
Allows you to effectively run a hotel. Charge guests for beds, feed them, and make them happy to improve faction relations and earn more rewards&lt;br /&gt;
* Orion's Gastronomy						&lt;br /&gt;
The above, but instead of a hotel, you can run a restaurant. &lt;br /&gt;
* RimCities&lt;br /&gt;
Adds unique settlement types (cities, duh) and assorted quests involving them (conquest, defense, assassination, etc)&lt;br /&gt;
* Social Interactions Expanded			&lt;br /&gt;
Gives social interactions more diversity, and allow traits to change due to events&lt;br /&gt;
* Backup Power							&lt;br /&gt;
Allows various power sources to autonomously turn themselves on or off based on power remaining in batteries.&lt;br /&gt;
* RimDeed									&lt;br /&gt;
Adds a sort of employment agency where, for a fee, a company will find new possible recruits for you.&lt;br /&gt;
* Guard For Me							&lt;br /&gt;
Allows the hiring of very powerful pawns on a temporary, salaried basis.&lt;br /&gt;
* Empire									&lt;br /&gt;
Adds a mini-game involving the creation of settlements and their taxation/defense. (WARNING: Will almost certainly break any semblance of a balanced game economy due to the exponential growth of wealth)&lt;br /&gt;
* RimWar									&lt;br /&gt;
Effectively allows conquest and war between factions. (WARNING: May cause significant game slowdown, to say nothing of balance issues caused by factions being removed from the game through destruction)&lt;br /&gt;
* Vanilla Factions Expanded - Mechanoids	&lt;br /&gt;
Mechanoid focused pack which not only adds the usual (new weapons, enemies, etc), but automated factories and supercomputers, and a &amp;quot;total war&amp;quot; mechanic tracking mechanoid progress on a global level&lt;br /&gt;
* Organ Harvest Post-Mortem				&lt;br /&gt;
Harvest organs and implants from dead pawns. (WARNING: This most destroys the game economy's balance due to each dead raider producing several times more wealth than normal, from harvested organs)&lt;br /&gt;
* Expanded Roofing						&lt;br /&gt;
Allows you to build or demolish overhead mountain, as well as other utility roofs (glass, solar, etc).&lt;br /&gt;
* Roads of the Rim						&lt;br /&gt;
Allows construction of new roads on the world map&lt;br /&gt;
* Remote Tech 							&lt;br /&gt;
Adds an assortment of traps that can be activated remotely without need for a pawn to trigger them.&lt;br /&gt;
* Animal Armor + addons					&lt;br /&gt;
What it says on the tin&lt;br /&gt;
* Death Rattle							&lt;br /&gt;
Normally pawns will instantly perish the moment a vital organ (such as the heart) fails. This mod instead gives you a small time window to perform surgery or hook the pawn up to life support before they actually perish, just like how it works in real life.&lt;br /&gt;
&lt;br /&gt;
==''1008'' New Alien Races Content, and Supporting Mods==&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
&lt;br /&gt;
(Authors Note: Races are divided here into major and minor. Major races are those that either have large anatomical differences from normal humanoid pawns, or they have a particularly extensive amount of secondary content (pets, buildings, weapons, armor, factions), or are otherwise novel in some way. Minor races are those that are just humanoid pawns and have little content outside of race-specific armor and weapons.)&lt;br /&gt;
&lt;br /&gt;
(Author's Note: Nearly all races support one of the two competing bionics mods, RBSE or EPOE. If you are unable to perform bionic surgeries on a race, it may be because you are missing whichever of these two the race supports. Alternatively, the mod Xenobiotic Patcher makes all surgeries cross-species, but occasionally causes some odd or nonsensical surgeries to be unlocked, though this isn't really a problem if you avoid using them them.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1008A'' New Alien Races Content, Major===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* Humanoid Alien Races 2.0				&lt;br /&gt;
Not a race mod, but an underlying framework required by nearly every race mod in existence. &lt;br /&gt;
* Xenobionic Patcher						&lt;br /&gt;
Have lots of races installed and worried about bionic compatibility? This makes every surgery compatible with every race&lt;br /&gt;
* Androids								&lt;br /&gt;
Robots that can customize their bodies and traits upon assembly.&lt;br /&gt;
* Android Tiers++							&lt;br /&gt;
A far larger robot mod, albeit one that has earned a bad reptuation for hurting game performance. It has truly unique features things like mind-uploading, mind-copying, but also completely destroys game balance due to its overpoweredness.&lt;br /&gt;
* Anty the War Ant Race					&lt;br /&gt;
Quoting the author, &amp;quot;The problem child of the universe.&amp;quot; Lots of unique mechanics here: An anty can be transformed using pheromones, making them a queen to constantly produce new children, or alternatively you can turn them into a soldier, or an acid suicide bomb. They also recycle prisoners into meat computers, living generators, or human cattle that slowly waste away for new food. Their weapons are mostly acid-based, and they have grenades which can instantly deploy a sandbag cover. Lots of neat stuff. &lt;br /&gt;
* Avali									&lt;br /&gt;
Bird lizard people things? One of the single largest mods in terms of supporting content (buildings, armor, weapons). Spacer-tech&lt;br /&gt;
* Crystalloids								&lt;br /&gt;
Crystal people. The race itself pretty unremarkable and uses very old graphics, but they have extensive supporting content such as a unique type of raid, a large array of new psycasts, and a unique way to generate power.&lt;br /&gt;
* Dragonians								&lt;br /&gt;
Dragon girls. Have the advantages of being able to graze, be milked and sheared, but still a sentient pawn. Tribal-tech&lt;br /&gt;
* Epona&lt;br /&gt;
Centaurs. Assorted tech levels. Have their own custom space suits for SOS2 compatibility. &lt;br /&gt;
* Idhale									&lt;br /&gt;
Basically ghosts. Immune to conventional attack, but in turn are also unable to attack others.&lt;br /&gt;
* Kijin									&lt;br /&gt;
Japanese Oni (demons). Have a number of unique techs which improve the productivity of farm animals, and their own unique win condition. Japanese/medieval-tech.&lt;br /&gt;
* Kurin&lt;br /&gt;
Three-tailed foxgirls. One of the most popular race mods, so have a large number of add-ons mods or ports. Spacer-tech&lt;br /&gt;
* Mincho									&lt;br /&gt;
Ice cream slime girls. A living testament to the horrors (or brillaince) of genetic engineering. Extremely durable bodies; probably the only race listed that can literally survive their heads being blown off. And then grow it back.&lt;br /&gt;
* Moyo									&lt;br /&gt;
Deep sea dwellers. Blood from this race can be harvested and turned into a wide range of drugs, from mech serums to cocaine. Spacer-tech&lt;br /&gt;
* Neclose									&lt;br /&gt;
Some sort of combination of huge-titty girls, jelly fish, and sea pickle. Unarmed attacks will paralyze and eventually cause comas. Can also create fleshbeasts to act as menial works.&lt;br /&gt;
* Oni										&lt;br /&gt;
Roughly based on oni from Japanese lore. Available as both an animal version and a sentient pawn.&lt;br /&gt;
* Orassan									&lt;br /&gt;
Anthro-cat people (though de-furry patches exist). Specializes in arctic survival; they can farm ice like soil, and can turn normal strone into an enhanced type of concrete. Spacer-tech&lt;br /&gt;
* Rabbies									&lt;br /&gt;
Rabbit people with a global addiction to a drug called Planetarium. Modern/Spacer-tech. &lt;br /&gt;
* Ratkin									&lt;br /&gt;
Cute rat people whose raids can burrow using drill machines, allowing them to appear inside your base similar to insectoid infestations. Steampunk-tech.&lt;br /&gt;
* Rakkle									&lt;br /&gt;
Naga-like snake people with a few unique mechanics. Firstly, most of their vital organs are actually in their snake half and not their human half (which is quite useful in Combat Evolved where cover protects the bottom half of a pawn first). And like snakes they can periodically shed their skin, or consume one giant meal and slowly digest it for an entire week instead of eating daily like most other species. &lt;br /&gt;
* Revia									&lt;br /&gt;
(Yes, more fox girls). A focus bloodlust and sacrifice; they can generate lost body parts or permanently improve stats by sacrificing prisoners. (WARNING: This mod may cause issues with traders no longer having inventories.)&lt;br /&gt;
* Nearmare								&lt;br /&gt;
Fairy-like race that can summon will o' wisps to aid them, and is very strong against mental/morale damage.&lt;br /&gt;
* Xenoorca&lt;br /&gt;
Killer whale mermaids. Like their namesake they're large, powerful and predatory. (Only appear as a pirate faction by default). Spacer-tech.&lt;br /&gt;
&lt;br /&gt;
===''1008B'' New Alien Races Content, Minor===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* Annelitrice								&lt;br /&gt;
Mimic shapeshifters which appear unremarkable, but are actually composed of hives of worms. They have special abilities to keep resurrecting themselves after death. Modern-tech.&lt;br /&gt;
* Arachne									&lt;br /&gt;
Spider people. Besides the eight-legs thing, are fairly vanilla. Spacer-tech&lt;br /&gt;
* Ancient Species							&lt;br /&gt;
Half-Elves. Assorted tech levels&lt;br /&gt;
* Astoriel 								&lt;br /&gt;
Elves&lt;br /&gt;
* Bun										&lt;br /&gt;
Bunny People. Tribal-to-Industrial-tech&lt;br /&gt;
* Ferian									&lt;br /&gt;
Anthro-Fox people, not much here beyond the race.&lt;br /&gt;
* Forsaken								&lt;br /&gt;
Coal-black skin, horns, and glowing eyes. I assume some sort of demons?  Glitter-tech, with very powerful equipment. Have their own unique biome in Alpha Biomes mod&lt;br /&gt;
* Garam									&lt;br /&gt;
Furry cat girl pseudo-pets. Highly detailed in-built animation, but the only race in this list that use their own unique framework (not HAR), causing a number of compatibility issues&lt;br /&gt;
* Giants									&lt;br /&gt;
What it says on the tin, really.&lt;br /&gt;
* Nyaron									&lt;br /&gt;
Mass produced cat girls. Every weeb's dream&lt;br /&gt;
* Silkiera								&lt;br /&gt;
Foxgirls with big tiddies. Medieval-tech.&lt;br /&gt;
* RimEffect Races							&lt;br /&gt;
Can't comment on these since I haven't tried this mod yet.&lt;/div&gt;</summary>
		<author><name>Regularity</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:Regularity&amp;diff=87090</id>
		<title>User:Regularity</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:Regularity&amp;diff=87090"/>
		<updated>2021-07-06T05:56:15Z</updated>

		<summary type="html">&lt;p&gt;Regularity: /* 1001 Colony Utility */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Can someone recommend me a [insert category here] mod?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you, too, are tired of answering this question, just send them to this pastebin.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''Table of Contents and explanation of each category''===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
* ''1001'' 	Colony Utility: Quality-of-life mods that directly increase the efficiency of pawns in their daily activities&lt;br /&gt;
&lt;br /&gt;
* ''1002'' 	Player Utility: Quality-of-life mods that do not directly affect the colony. Things like UI improvements, more detailed information, and automating repetitive player tasks.&lt;br /&gt;
&lt;br /&gt;
* ''1003'' 	Performance, Bug Fixes, and AI Improvements&lt;br /&gt;
&lt;br /&gt;
* ''1004'' 	Storage: Mods related to storing stuff&lt;br /&gt;
&lt;br /&gt;
* ''1005'' 	Graphical Improvements: these are purely cosmetic changes; graphical changes that improve readability or better convey information are under the Player Utility category&lt;br /&gt;
* ''1005A'' 	Graphical Improvements, General&lt;br /&gt;
* ''1005B''	Graphical Improvements, Pawn Body&lt;br /&gt;
* ''1005C''	Graphical Improvements, Detailed Hair: Higher resolution, detailed hair that looks very nice, but may clash with the vanilla Rimworld art style&lt;br /&gt;
* ''1005C''	Graphical Improvements, Simple Hair: Hair with relatively low gradients and shading, more closely matching the vanilla Rimworld art style&lt;br /&gt;
&lt;br /&gt;
* ''1006'' 	Content Expansion: Adds new content, but does not significantly change any core game mechanics or game balance&lt;br /&gt;
* ''1006A''	Content Expansion, Major&lt;br /&gt;
* ''1006B''	Content Expansion, Minor&lt;br /&gt;
* ''1006C''	Content Expansion, Wildlife and Enemies&lt;br /&gt;
&lt;br /&gt;
* ''1007'' 	Gameplay Mechanics Expansion: Adds new content with a significant impact on core game mechanics or game balance&lt;br /&gt;
* ''1007A''	Gameplay Mechanics Expansion, Major&lt;br /&gt;
* ''1007B''	Gameplay Mechanics Expansion, Minor&lt;br /&gt;
&lt;br /&gt;
* ''1008''	New Alien Races Content: Covers notable alien races and supporting mods. For the sake of keeping the list a reasonable length, most races that are functionally little more than a reskin with minor stat changes have been omitted. The list here tries to focus on the more novel or interesting races.&lt;br /&gt;
* ''1008A''	New Alien Races Content, Major&lt;br /&gt;
* ''1008B''	New Alien Races Content, Minor&lt;br /&gt;
&lt;br /&gt;
==''1001'' Colony Utility==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Power Logic&lt;br /&gt;
A powerful tool for automation. Allows the construction of condition sensors, signal broadcasters, and methods to make them interact with anything powered.&lt;br /&gt;
* [SYR] Doormats							&lt;br /&gt;
Prevents outdoor filth from being tracked indoors&lt;br /&gt;
* Programmable Vents						&lt;br /&gt;
Vents that shut off when rooms reach a certain temperature; allows you to passively heat rooms without overheating them during hotter days&lt;br /&gt;
* Meat Blend								&lt;br /&gt;
Allows mixing of all meat types into a single type for easier storage (you can opt out insect or humanoid meat to avoid mood penalties)&lt;br /&gt;
* Veggie Mix								&lt;br /&gt;
The above, but for plants&lt;br /&gt;
* DontBlockDoor							&lt;br /&gt;
Prevents random dropped items from holding the door open and allowing in invaders or prisoners&lt;br /&gt;
* Trading Spot							&lt;br /&gt;
Choose where trader caravans loiter&lt;br /&gt;
* [SYR] Set Up Camp						&lt;br /&gt;
Create a small, temporary local map to perform actions you can't on the world map.&lt;br /&gt;
* Roads of the Rim						&lt;br /&gt;
Build roads on the world map&lt;br /&gt;
* Locks2									&lt;br /&gt;
Doors can be set to allow/block visitors, pets, or specific pawns in your colony&lt;br /&gt;
* RT Solar Flare Shield					&lt;br /&gt;
Build a shield to protect against solar flares&lt;br /&gt;
* RT Fuses								&lt;br /&gt;
Build fuses to prevent BZZZZT events&lt;br /&gt;
* Share the Load							&lt;br /&gt;
Allows multiple pawns to haul resources to a construction site, instead of just one at a time&lt;br /&gt;
* Replace Stuff			&lt;br /&gt;
Don't like how vents create a massive weak spot in otherwise sturdy walls? Try these. Vents no longer replace walls, but are added onto them, leaving the wall behind even if the vent is destroyed&lt;br /&gt;
* Power++									&lt;br /&gt;
Adds the ability to transmit power wirelessly, both on-map or across the world to other sites&lt;br /&gt;
* No Random Relations						&lt;br /&gt;
Don't like the game randomly deciding a pawn has an uncle/sister/cousin? This is for you&lt;br /&gt;
* Royalty Tweaks							&lt;br /&gt;
Makes the more restrictive or annoying parts of royalty content optional&lt;br /&gt;
* Smart Medicine							&lt;br /&gt;
Allows pawns to carry medicine with them and use it in the field&lt;br /&gt;
* Xenobionic Patcher						&lt;br /&gt;
Have lots of races installed and worried about bionic compatibility? This makes every surgery compatible with every race&lt;br /&gt;
* No Burn Metal							&lt;br /&gt;
Removes flammability from steel and other metal&lt;br /&gt;
* Faction Blender							&lt;br /&gt;
Adds new factions which take pawns from all available races, as opposed to the norm where each faction is only composed of a single race&lt;br /&gt;
* Realistic Rooms							&lt;br /&gt;
Makes it so colonists merely want bedroom-sized bedrooms, and not apartment-sized ones&lt;br /&gt;
* Expanded Roofing						&lt;br /&gt;
Allows the creation and removal of overhead mountain, glass roofing, and even solar roofing.&lt;br /&gt;
* Imprisonment on the Go					&lt;br /&gt;
Allows the capturing of prisoners without an enclosed sleeping space. Very useful when attacking enemy sites.&lt;br /&gt;
* Simple Slavery							&lt;br /&gt;
Allows you to draft prisoners and put them to work&lt;br /&gt;
* Prison Labor							&lt;br /&gt;
A mod that is much larger and more sophisticated way to make use of prisoners than Simple Slavery, but has a reputation for being buggy. (WARNING: May cause an assortment of bugs relating to jobs)&lt;br /&gt;
* My Little Planet						&lt;br /&gt;
Allows you to change the planet's landmass, effectively controlling how vast or cramped the planet is&lt;br /&gt;
* Nanohive Regenerator&lt;br /&gt;
A structure that autonomously repairs not only nearby buildings and walls, but even pawns' equipment, and can extinguish fires. Useful for reducing the level of micromanagement needed to maintain base defenses.&lt;br /&gt;
&lt;br /&gt;
==''1002'' Player Utility==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* TD Enhancement Pack						&lt;br /&gt;
Improves a ton of small things in the user interface of the game&lt;br /&gt;
* Colony Groups							&lt;br /&gt;
A major overhaul and improvement of the colonist bar&lt;br /&gt;
* Interaction Bubbles						&lt;br /&gt;
Allows you to see conversations or interactions beteween pawns without digging through the game log&lt;br /&gt;
* Damage Indicators						&lt;br /&gt;
Adds floating numbers that display the damage taken by pawns or buildings&lt;br /&gt;
* Better Pawn Control						&lt;br /&gt;
Greatly increases the control you have over food, drug, and equipment policies&lt;br /&gt;
* Pawn Rules								&lt;br /&gt;
Allows restricting of bonding, romance, and artisan crafting&lt;br /&gt;
* Camera+									&lt;br /&gt;
Removes default restrictions of camera zoom levels&lt;br /&gt;
* RimHUD									&lt;br /&gt;
Makes the bottom-left info window completely customizable in color, font, size, tabs, etc.&lt;br /&gt;
* World Edit&lt;br /&gt;
Tired of rerolling for the perfect site at a river, coast, mountain, or whatever? Just edit the world.&lt;br /&gt;
* Character Editor						&lt;br /&gt;
Allows completely changing of every aspect of existing pawns. Even if cheating isn't your thing, it's good to have installed to easily fix bugs that may occur without manual save editing&lt;br /&gt;
* Map Reroll								&lt;br /&gt;
Reroll the local colony map if you don't like the exact layout of certain things&lt;br /&gt;
* Map Designer							&lt;br /&gt;
Allows creating maps using custom parameters, instead of them being dictated by the world map tile. Pairs very well with the above map reroll mod, allowing you to regenerate the same map multiple times.&lt;br /&gt;
* Whats that mod							&lt;br /&gt;
Adds text at the bottom of every item/pawn/thing's info window showing what mod it's from&lt;br /&gt;
* Change map edge limit					&lt;br /&gt;
Build up to the map edge if you so desire, to wall off access to raids or caravans from certain points of the map&lt;br /&gt;
* Work Tab, Animal Tab, Colony Manger		&lt;br /&gt;
More detailed control for these tabs&lt;br /&gt;
* Relations Tab							&lt;br /&gt;
See relations between all factions at a glance&lt;br /&gt;
* Allow Tool								&lt;br /&gt;
Allows map-wide forbidding, selection, or allowing. &lt;br /&gt;
* Toggle Harvest							&lt;br /&gt;
Allows control of whether growing areas should be planted or harvested&lt;br /&gt;
* Dub Mint Menus							&lt;br /&gt;
Consolidates the work tabs from every workbench and recipe you have access to, in one location&lt;br /&gt;
* Directly Abandon Settlement				&lt;br /&gt;
Allow you to abandon locations on the world map&lt;br /&gt;
* WikiRim									&lt;br /&gt;
Adds an in-game database of items and recipes you can search&lt;br /&gt;
* Heat Map								&lt;br /&gt;
Adds an overlay to see temperatures in all rooms at the same time&lt;br /&gt;
* Appearance Clothing	+ HAR addon			&lt;br /&gt;
Allows you to set appearance of pawns completely independent of whatever gear they're wearing. Vital for preventing incompatibilities or missing textures if you play with many races that have race-exclusive gear&lt;br /&gt;
* Better Roads							&lt;br /&gt;
Makes roads easier to see on the world map&lt;br /&gt;
* Dubs Mint Minimap						&lt;br /&gt;
Adds a minimap to the game, making tracking of threats far easier&lt;br /&gt;
* Recipe Icons							&lt;br /&gt;
Makes scrolling through recipe lists easier by attaching relevant product images&lt;br /&gt;
* Filth Vanishes with Rain				&lt;br /&gt;
What it says on the tin, rain can clean outdoor terrain of filth. Slightly improves performance by removing filth periodically&lt;br /&gt;
* Better Time Format						&lt;br /&gt;
Let's you see the exact in-game time instead of just a vague approximation&lt;br /&gt;
* Armored Floors							&lt;br /&gt;
For a great cost, allows you to prevent infestations in certain areas&lt;br /&gt;
* RPG Inventory OR Awesome Inventory&lt;br /&gt;
Adds a visual paper-doll like inventory, making it easy to see equipment at a glance&lt;br /&gt;
* Better Message Placement				&lt;br /&gt;
Prevents popup messages from blocking the colonist bar&lt;br /&gt;
* Drop All Inventory						&lt;br /&gt;
Allows you to rapidly unload cargo from your caravans without having to wait&lt;br /&gt;
* Defensive Positions						&lt;br /&gt;
Allows you to have pawns move to pre-selected locations and draft themselves with a single hotkey&lt;br /&gt;
* Keep Bed Ownership						&lt;br /&gt;
Prevents ownership of beds from being erased when they need to sleep using a bed on another map&lt;br /&gt;
* Research Pal Forked						&lt;br /&gt;
Greatly improves the research screen with a better UI and more detail&lt;br /&gt;
* Bionic Icons							&lt;br /&gt;
Allows you to determine which implant is which at a glance by adding pictures to them.&lt;br /&gt;
* Allow Tools								&lt;br /&gt;
Adds improved tools for allowing or disallow en masse&lt;br /&gt;
* More Harvest Designators				&lt;br /&gt;
Similar to above, but for designations concerning farming and wild planet harvesting &lt;br /&gt;
* Vein Miner OR Mine it all						&lt;br /&gt;
Similar to above, but for mining&lt;br /&gt;
* Rangefinder								&lt;br /&gt;
Allows you to toggle a big circle around a pawn constantly showing its maximum firing range.&lt;br /&gt;
* Loading in Progress						&lt;br /&gt;
Allows adds or removing of objects from drop pods without having to unload and then reload all pods' contents.&lt;br /&gt;
* Cut plants before building				&lt;br /&gt;
Lets you get the plant resources from plants under a building blueprint, instead of destroying them&lt;br /&gt;
&lt;br /&gt;
==''1003'' Performance, Bug Fixes, and AI Improvements==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Dubs Performance Analyzer				&lt;br /&gt;
Arguably the single most important tool for improving game performance. It allows you to see specifically which parts of the game are causing the most slowdown, allowing you to identify and solve bugs which don't normally report errors, or identify which of your mods is secretly causing game slowdown due to poor coding.&lt;br /&gt;
* Rocketman								&lt;br /&gt;
Essentially reduces the frequency at which the game checks low-importance things, to greatly improve game performance.&lt;br /&gt;
* PawnTargetFix							&lt;br /&gt;
Makes ranged attackers focus more on the nearest target rather than selecting one randomly&lt;br /&gt;
* Perfect Pathfinding						&lt;br /&gt;
Makes pawns travel in a straight line instead of moving almost entirely at diagonals with large detours&lt;br /&gt;
* Path Avoid								&lt;br /&gt;
A useful tool for fixing pathfinding quirks; allows you to paint pathfinding costs onto terrain, allowing you to override normal AI pathfinding. Good for forcing pawns to use roads and avoid traps or obstacles.&lt;br /&gt;
* Word of Freelove						&lt;br /&gt;
Removes the normal hetero-only restrictions on the Word of Love psycast in the Royalty DLC&lt;br /&gt;
* Kijin									&lt;br /&gt;
This race mod isn't really a &amp;quot;fix&amp;quot;, but has a research project to achieve double yields from animals, effectively allowing you to have half as many animals on the map without losing productivity. This in turn can save on game memory.&lt;br /&gt;
* More Trait Slots						&lt;br /&gt;
With a lot of mods adding (or sometimes even requiring) new traits, this mod allows you to increase the maximum number of traits allowed on a pawn, allowing you to fully make use of these mods&lt;br /&gt;
* Animal Logic							&lt;br /&gt;
Allows very precise tuning of animal behavior instead of being at the mercy of whatever values are vanilla&lt;br /&gt;
* Smarter Construction					&lt;br /&gt;
Improves construction reach, greatly reducing incidents of pawns trapping themselves&lt;br /&gt;
* Smarter Deconstruction and Mining		&lt;br /&gt;
Similar to the above, but for preventing roof cave-ins&lt;br /&gt;
* Mining Priority							&lt;br /&gt;
Prioritizes which metals to mine by value, instead of just by distance&lt;br /&gt;
* Pickup and Haul							&lt;br /&gt;
Allows colonists to use their inventory for hauling purposes, greatly increasing the amount of items they can move in one trip&lt;br /&gt;
* Haul to Stack							&lt;br /&gt;
Prioritizes hauling to drop off goods an an existing stack of that good, instead of creating multiple incomplete stacks which add clutter&lt;br /&gt;
* Rimthreaded								&lt;br /&gt;
Rimworld is normally limited to a single CPU core. This mod attempts to force it to use multiple cores. (WARNING: This mod has an incompatibility list a mile long, so read it before attempting to use this mod!)&lt;br /&gt;
&lt;br /&gt;
==''1004'' Storage==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Deep Storage							&lt;br /&gt;
Lets you store multiple stacks on one tile&lt;br /&gt;
* Netrve's DeepStorage UI					&lt;br /&gt;
Improves the interaction menu of deep storage building&lt;br /&gt;
* Rimfridge 								&lt;br /&gt;
Adds storage with build-in cooling&lt;br /&gt;
* [JD] Simply Storage						&lt;br /&gt;
Adds a much greater number of containers for Deep Storage&lt;br /&gt;
* [JD] Simply Storage - Refrigeration 	&lt;br /&gt;
Same but for rimfridge&lt;br /&gt;
* Stack XXL OR OgreStack					&lt;br /&gt;
Allows you to change how many individual items can be placed in a single stack of items, drastically effecting storage capacity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1005'' Graphical Improvements==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005A'' Graphical Improvements, General===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* World Beautification Project + addons	&lt;br /&gt;
Greatly improves the graphics of the world map&lt;br /&gt;
* Hats Display Selection OR Show Hair 	&lt;br /&gt;
Allows you to hide helmets, or have headgear that doesn't remove hair from the pawn&lt;br /&gt;
* Graphics Setter							&lt;br /&gt;
Improves sharpness and reduces blur of sprites&lt;br /&gt;
* High Quality Textures					&lt;br /&gt;
What it says on the tin&lt;br /&gt;
* Gloomy Deco	+ other Gloomy mods			&lt;br /&gt;
Technically a furniture mod, but adds a lot of decorative objects focused on cute or low-tech appearance&lt;br /&gt;
Vanilla Furniture Expanded Props		&lt;br /&gt;
Similar to above, but more modern and serious-looking&lt;br /&gt;
* RimThemes								&lt;br /&gt;
Change window/UI colors and transparency to whatever you desire&lt;br /&gt;
* Eccentric Tech - Cosmetic				&lt;br /&gt;
Adds a large number of purely cosmetic implants; animal ears, horns, tails, etc&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005B'' Graphical Improvements, Pawn Body===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Beautiful Bodies						&lt;br /&gt;
Greatly increases body detail without changing body shape (therefore retaining full compatibility with every vanilla clothing mod)&lt;br /&gt;
* FemaleBB + bodytype add-on				&lt;br /&gt;
This adds a new type of female body shape and increases its, ahem, bust size, though the body itself remains pretty vanilla-like in that it lacks high detail and shading. What makes this mod noteworthy is that the author has manually re-created from scratch literally hundreds of pieces of armor and clothing from almost every major mod to make them similarly more revealing and skimpy (and to fit the new body shape). Mod settings allow you to decide which races this new body type will apply to, and which will remain vanilla. As long as your mother doesn't see this, you should be okay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005C'' Graphical Improvements, Detailed Hair===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Replace Vanilla Hair 					&lt;br /&gt;
As the name suggests, overrides vanilla hairs with far more detailed and higher resolution versions.&lt;br /&gt;
* Roppoi Hair&lt;br /&gt;
* Vee Hairs&lt;br /&gt;
* Gommy Hair mk2&lt;br /&gt;
* Amerio anime hairs&lt;br /&gt;
* Eccentric Extras&lt;br /&gt;
* Gw hair mod&lt;br /&gt;
* Mokan Hair&lt;br /&gt;
* GW-HornHair&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005C'' Graphical Improvements, Simple Hair===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Vanilla Hair Expanded&lt;br /&gt;
* Won hair_women + hair_men&lt;br /&gt;
* [Ods] Hair&lt;br /&gt;
* [SS]Lovely Hair Style&lt;br /&gt;
* Rim Seraph Hair&lt;br /&gt;
* Extended Hair&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1006'' Content Expansion==&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
(Author's note: The &amp;quot;major&amp;quot; and &amp;quot;minor&amp;quot; categories below are purely a reflection of the mod's size and complexity. These categories are not a reflection of usefulness, quality, or gameplay impact.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1006A'' Content Expansion, Major===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* RBSE OR EPOE-Forked						&lt;br /&gt;
These two mods are the main competing frameworks for rimworld surgeries. A detailed comparison on them can be seen here ( https://docs.google.com/spreadsheets/d/1xZaHNbrRg_4vl6HeRlmTmvFfIB1cjUtCGhg8wjtXISk/ )&lt;br /&gt;
* UN-Colony&lt;br /&gt;
A large mod that contains an assortment of refineries, power plants, and functional furniture&lt;br /&gt;
* Glittertech								&lt;br /&gt;
Adds a large range of very late-game advanced technology. May be overpowered.&lt;br /&gt;
* PolarisBloc								&lt;br /&gt;
Similar to glittertech&lt;br /&gt;
* RimCuisine2 + addons					&lt;br /&gt;
One of the largest mods dedicated to farming, cooking, and food in general. Note that while not updated to 1.2, the 1.1 version seems to work without any bugs whatsoever, so should be safe to use.&lt;br /&gt;
* Zipangu									&lt;br /&gt;
Similar to the above, but wholely focused on Japanese-themed cuisine. Also has a large amount of Japanese furniture&lt;br /&gt;
* Alpha Animals							&lt;br /&gt;
Adds a huge number of non-earthlike creatures to the game&lt;br /&gt;
* More Practical Traits					&lt;br /&gt;
What it says on the tin&lt;br /&gt;
* Xeva + addons							&lt;br /&gt;
Adds five new factions and a wide array of weapons, armor, and enemies. (Combat Evolved compatibility not available, but patch is in progress)&lt;br /&gt;
&lt;br /&gt;
===''1006B'' Content Expansion, Minor===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* A Dog Said...							&lt;br /&gt;
The main framework for animal surgeries and bionics used by the community&lt;br /&gt;
* Alpha Biomes							&lt;br /&gt;
Adds several non-earthlike exotic biomes to the game&lt;br /&gt;
* Biomes Core + Biomes Islands			&lt;br /&gt;
Adds island maps and swimming to the game&lt;br /&gt;
* Rimsenal + assorted addons				&lt;br /&gt;
Adds a vast number of weapons and armor to the game&lt;br /&gt;
* Go Explore!								&lt;br /&gt;
Adds random events which cause ruined locations to appear on the map, ripe for plundering&lt;br /&gt;
* Vanilla Events Expanded					&lt;br /&gt;
Adds an assortment of vanilla-like events&lt;br /&gt;
* Utility Columns							&lt;br /&gt;
Adds columns that double as other furniture, such as lamps, freezers, orbital beacons, traps, or graves&lt;br /&gt;
* Vanilla Factions Expanded - Insectoids&lt;br /&gt;
Insectoid focused pack. Besides the usual, also adds a range of implants and genetically-engineered animals to perform various jobs&lt;br /&gt;
* Vanilla Weapons Expanded + addons		&lt;br /&gt;
Adds a wide range of new firearms&lt;br /&gt;
* Sparkling Worlds						&lt;br /&gt;
A large assorted mod. Adds new events, new glitter tech crafting recipes, a new faction, etc. &lt;br /&gt;
* Soft Warm Beds							&lt;br /&gt;
Makes beds a combination of a bed-frame and bed-sheet, rather than just a single item.&lt;br /&gt;
* Sometimes Raids Go Wrong				&lt;br /&gt;
Adds a small chance that hostile raids will crash their drop pods, arrive hungover, be chased by maddened animals, and so on.&lt;br /&gt;
* Apparello 2								&lt;br /&gt;
Adds a vast amount of new clothing types.&lt;br /&gt;
* More Vanilla Turrets 1.1				&lt;br /&gt;
Adds a large number of turrets for base defense		&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1006C'' Content Expansion, Wildlife and Enemies===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* Alpha Animals							&lt;br /&gt;
Already mentioned above&lt;br /&gt;
* Magical Mengerie						&lt;br /&gt;
Adds several mythical creatures to the game&lt;br /&gt;
* Orion's More Mechanoids					&lt;br /&gt;
What it says on the tin. Adds stronger mechs.&lt;br /&gt;
* Vanilla Factions Expanded - Mechanoids	&lt;br /&gt;
Ditto&lt;br /&gt;
* Super Mechneko							&lt;br /&gt;
Adds very tough, anime-style robots with giant titties&lt;br /&gt;
* Kemomimihouse + hardworking addon&lt;br /&gt;
		Adds cute pets that can be assigned job priorities, have skills, and do work exactly the same way as colonists&lt;br /&gt;
* 虫娘 Insect girls + hardworking addon	&lt;br /&gt;
Like the above, but insect-themed&lt;br /&gt;
&lt;br /&gt;
==''1007'' Gameplay Mechanics Expansion==&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
(Author's note: The &amp;quot;major&amp;quot; and &amp;quot;minor&amp;quot; categories below are purely a reflection of the mod's size and complexity. These categories are not a reflection of usefulness, quality, or gameplay impact.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1007A'' Gameplay Mechanics Expansion, Major===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* RimFactory + addons						&lt;br /&gt;
A massive mod that allows you to automate huge portions of colony, or automatically perform most tasks normally impossible to automate in Rimworld&lt;br /&gt;
* Rimworld of Magic						&lt;br /&gt;
Adds character classes to the game, along with associated spells and abilities, in a manner similar to D&amp;amp;D&lt;br /&gt;
* SOS2									&lt;br /&gt;
Adds starships, space combat, and interplanetary travel to the game&lt;br /&gt;
* Rimatomics								&lt;br /&gt;
Adds detailed nuclear power, along with very powerful turrets to the game&lt;br /&gt;
* Rimefeller								&lt;br /&gt;
Adds the oil industry to the game, allowing production a large number of normally unproducable materials from oil (plasteel, neutromine, etc)						&lt;br /&gt;
* Dubs Bad Hygiene							&lt;br /&gt;
Adds toilet, hygene, and thirst mechanics to the game. Also includes other useful utilities like central air conditioning, fire sprinklers, irrigation, etc.&lt;br /&gt;
* What the Hack							&lt;br /&gt;
Lets you capture, modify, and upgrade mechanoids for use as pets&lt;br /&gt;
* Gidduup + assorted addons&lt;br /&gt;
Allows animals to be ridden, both on the local map and world map. Add-ons allow for riding mechs, and for caravan use.&lt;br /&gt;
* Combat Evolved							&lt;br /&gt;
A major overhaul of fighting to make is much more deadly, unpredictable, and somewhat more realistic.&lt;br /&gt;
* Call of Cthulhu&lt;br /&gt;
Adds a cult mechanic, ritualistic spellcasting, and lovecraftian creatures&lt;br /&gt;
* RimJobWorld								&lt;br /&gt;
Oh boy, you found it. NSFW, 18+, etc. This is the ultimate sex mod for rimworld. Bestal1ty, r4pe, necr0philia, even pregnancies across species (and not just aliens, animals too). Not found on steam for obvious reasons, but any competent google search should lead you to it. You pervert. And sorry for the weird censoring, stupid word filters on pastebin.&lt;br /&gt;
* Pawnmorpher								&lt;br /&gt;
Furries: The Mod. This allows you to mutate pawns to give them animal-like body parts, or even turn them into animals (who are still sentient so act like pawns). Unlike Genetic Rim, research requires a lot of experimentation (on actual pawns) and collecting of data.&lt;br /&gt;
* Psychology&lt;br /&gt;
Instead of relying on pure RNG to determine pawns compatibility with each other, adds a massive amount of personality sliders and sexuality sliders to determine how well pawns get along&lt;br /&gt;
* Questionable Ethics Enhanced&lt;br /&gt;
Medical Ethics Violations: The Mod. Grow human organs, clone people, install mind control devices, etc.&lt;br /&gt;
* TiberiumRim								&lt;br /&gt;
Adds the namesake highly infectious, but infinitely renewable resource, along with a full set of vehicles (functionally, mechs) and a large amount of accompanying equipment and structures.&lt;br /&gt;
* 妖怪村1.32								&lt;br /&gt;
I don't know what the name says, either. This is basically a catch-all mod from Japanese mythology; about 20 mythical creatures, plus an assortment of armor, traits, weapons, buildings, furniture, medicines, body parts, etc. The reason this is listed under gameplay mechanics expansion is that some weapons are &amp;quot;intelligent&amp;quot; in that they gain XP and level up through combat, which is a neat idea. Note that while most of the content has a translation, some parts do not.&lt;br /&gt;
&lt;br /&gt;
===''1007B'' Gameplay Mechanics Expansion, Minor===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* SRTS + addons							&lt;br /&gt;
Adds aircraft for rapid traversing of the planet.&lt;br /&gt;
* Genetic Rim								&lt;br /&gt;
Allows harvesting of genes to create implants or dozens of new animal species&lt;br /&gt;
* Genetic Rim Alpha Animals Patch			&lt;br /&gt;
Expands the above to include creatures from alpha animals&lt;br /&gt;
* Bondage Beds							&lt;br /&gt;
Allows players to control addict pawns without resorting to removing the legs or spine, by simply tying them to a bed&lt;br /&gt;
* Preemptive Strike						&lt;br /&gt;
Allows the construction of facilities to detect friendly traders and enemy raids before they arrive&lt;br /&gt;
* EbD Prepare Carefully					&lt;br /&gt;
Allows you to manually create starting cargo and pawns on game start instead of relying on RNG&lt;br /&gt;
* ED-Shields								&lt;br /&gt;
Unlike most shield mods which merely add shield generators, this mod allows precise customization of each shield's functions and abilities using modules&lt;br /&gt;
* Crash Landing							&lt;br /&gt;
Adds a starting scenario and random event involving ship sections crashing to the planet&lt;br /&gt;
* More Faction Interaction				&lt;br /&gt;
Overhauls traders, faction expansion, and other diplomatic things&lt;br /&gt;
* Infusion 2								&lt;br /&gt;
Adds &amp;quot;enchantments&amp;quot; to gear, so that the effectiveness of something is more than just its quality and material alone.&lt;br /&gt;
* PsiTech									&lt;br /&gt;
An alternative to the royalty psycast system for psionics&lt;br /&gt;
* Orion's Hospitality						&lt;br /&gt;
Allows you to effectively run a hotel. Charge guests for beds, feed them, and make them happy to improve faction relations and earn more rewards&lt;br /&gt;
* Orion's Gastronomy						&lt;br /&gt;
The above, but instead of a hotel, you can run a restaurant. &lt;br /&gt;
* RimCities&lt;br /&gt;
Adds unique settlement types (cities, duh) and assorted quests involving them (conquest, defense, assassination, etc)&lt;br /&gt;
* Social Interactions Expanded			&lt;br /&gt;
Gives social interactions more diversity, and allow traits to change due to events&lt;br /&gt;
* Backup Power							&lt;br /&gt;
Allows various power sources to autonomously turn themselves on or off based on power remaining in batteries.&lt;br /&gt;
* RimDeed									&lt;br /&gt;
Adds a sort of employment agency where, for a fee, a company will find new possible recruits for you.&lt;br /&gt;
* Guard For Me							&lt;br /&gt;
Allows the hiring of very powerful pawns on a temporary, salaried basis.&lt;br /&gt;
* Empire									&lt;br /&gt;
Adds a mini-game involving the creation of settlements and their taxation/defense. (WARNING: Will almost certainly break any semblance of a balanced game economy due to the exponential growth of wealth)&lt;br /&gt;
* RimWar									&lt;br /&gt;
Effectively allows conquest and war between factions. (WARNING: May cause significant game slowdown, to say nothing of balance issues caused by factions being removed from the game through destruction)&lt;br /&gt;
* Vanilla Factions Expanded - Mechanoids	&lt;br /&gt;
Mechanoid focused pack which not only adds the usual (new weapons, enemies, etc), but automated factories and supercomputers, and a &amp;quot;total war&amp;quot; mechanic tracking mechanoid progress on a global level&lt;br /&gt;
* Organ Harvest Post-Mortem				&lt;br /&gt;
Harvest organs and implants from dead pawns. (WARNING: This most destroys the game economy's balance due to each dead raider producing several times more wealth than normal, from harvested organs)&lt;br /&gt;
* Expanded Roofing						&lt;br /&gt;
Allows you to build or demolish overhead mountain, as well as other utility roofs (glass, solar, etc).&lt;br /&gt;
* Roads of the Rim						&lt;br /&gt;
Allows construction of new roads on the world map&lt;br /&gt;
* Remote Tech 							&lt;br /&gt;
Adds an assortment of traps that can be activated remotely without need for a pawn to trigger them.&lt;br /&gt;
* Animal Armor + addons					&lt;br /&gt;
What it says on the tin&lt;br /&gt;
* Death Rattle							&lt;br /&gt;
Normally pawns will instantly perish the moment a vital organ (such as the heart) fails. This mod instead gives you a small time window to perform surgery or hook the pawn up to life support before they actually perish, just like how it works in real life.&lt;br /&gt;
&lt;br /&gt;
==''1008'' New Alien Races Content, and Supporting Mods==&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
&lt;br /&gt;
(Authors Note: Races are divided here into major and minor. Major races are those that either have large anatomical differences from normal humanoid pawns, or they have a particularly extensive amount of secondary content (pets, buildings, weapons, armor, factions), or are otherwise novel in some way. Minor races are those that are just humanoid pawns and have little content outside of race-specific armor and weapons.)&lt;br /&gt;
&lt;br /&gt;
(Author's Note: Nearly all races support one of the two competing bionics mods, RBSE or EPOE. If you are unable to perform bionic surgeries on a race, it may be because you are missing whichever of these two the race supports. Alternatively, the mod Xenobiotic Patcher makes all surgeries cross-species, but occasionally causes some odd or nonsensical surgeries to be unlocked, though this isn't really a problem if you avoid using them them.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1008A'' New Alien Races Content, Major===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* Humanoid Alien Races 2.0				&lt;br /&gt;
Not a race mod, but an underlying framework required by nearly every race mod in existence. &lt;br /&gt;
* Xenobionic Patcher						&lt;br /&gt;
Have lots of races installed and worried about bionic compatibility? This makes every surgery compatible with every race&lt;br /&gt;
* Androids								&lt;br /&gt;
Robots that can customize their bodies and traits upon assembly.&lt;br /&gt;
* Android Tiers++							&lt;br /&gt;
A far larger robot mod, albeit one that has earned a bad reptuation for hurting game performance. It has truly unique features things like mind-uploading, mind-copying, but also completely destroys game balance due to its overpoweredness.&lt;br /&gt;
* Anty the War Ant Race					&lt;br /&gt;
Quoting the author, &amp;quot;The problem child of the universe.&amp;quot; Lots of unique mechanics here: An anty can be transformed using pheromones, making them a queen to constantly produce new children, or alternatively you can turn them into a soldier, or an acid suicide bomb. They also recycle prisoners into meat computers, living generators, or human cattle that slowly waste away for new food. Their weapons are mostly acid-based, and they have grenades which can instantly deploy a sandbag cover. Lots of neat stuff. &lt;br /&gt;
* Avali									&lt;br /&gt;
Bird lizard people things? One of the single largest mods in terms of supporting content (buildings, armor, weapons). Spacer-tech&lt;br /&gt;
* Crystalloids								&lt;br /&gt;
Crystal people. The race itself pretty unremarkable and uses very old graphics, but they have extensive supporting content such as a unique type of raid, a large array of new psycasts, and a unique way to generate power.&lt;br /&gt;
* Dragonians								&lt;br /&gt;
Dragon girls. Have the advantages of being able to graze, be milked and sheared, but still a sentient pawn. Tribal-tech&lt;br /&gt;
* Epona&lt;br /&gt;
Centaurs. Assorted tech levels. Have their own custom space suits for SOS2 compatibility. &lt;br /&gt;
* Idhale									&lt;br /&gt;
Basically ghosts. Immune to conventional attack, but in turn are also unable to attack others.&lt;br /&gt;
* Kijin									&lt;br /&gt;
Japanese Oni (demons). Have a number of unique techs which improve the productivity of farm animals, and their own unique win condition. Japanese/medieval-tech.&lt;br /&gt;
* Kurin&lt;br /&gt;
Three-tailed foxgirls. One of the most popular race mods, so have a large number of add-ons mods or ports. Spacer-tech&lt;br /&gt;
* Mincho									&lt;br /&gt;
Ice cream slime girls. A living testament to the horrors (or brillaince) of genetic engineering. Extremely durable bodies; probably the only race listed that can literally survive their heads being blown off. And then grow it back.&lt;br /&gt;
* Moyo									&lt;br /&gt;
Deep sea dwellers. Blood from this race can be harvested and turned into a wide range of drugs, from mech serums to cocaine. Spacer-tech&lt;br /&gt;
* Neclose									&lt;br /&gt;
Some sort of combination of huge-titty girls, jelly fish, and sea pickle. Unarmed attacks will paralyze and eventually cause comas. Can also create fleshbeasts to act as menial works.&lt;br /&gt;
* Oni										&lt;br /&gt;
Roughly based on oni from Japanese lore. Available as both an animal version and a sentient pawn.&lt;br /&gt;
* Orassan									&lt;br /&gt;
Anthro-cat people (though de-furry patches exist). Specializes in arctic survival; they can farm ice like soil, and can turn normal strone into an enhanced type of concrete. Spacer-tech&lt;br /&gt;
* Rabbies									&lt;br /&gt;
Rabbit people with a global addiction to a drug called Planetarium. Modern/Spacer-tech. &lt;br /&gt;
* Ratkin									&lt;br /&gt;
Cute rat people whose raids can burrow using drill machines, allowing them to appear inside your base similar to insectoid infestations. Steampunk-tech.&lt;br /&gt;
* Rakkle									&lt;br /&gt;
Naga-like snake people with a few unique mechanics. Firstly, most of their vital organs are actually in their snake half and not their human half (which is quite useful in Combat Evolved where cover protects the bottom half of a pawn first). And like snakes they can periodically shed their skin, or consume one giant meal and slowly digest it for an entire week instead of eating daily like most other species. &lt;br /&gt;
* Revia									&lt;br /&gt;
(Yes, more fox girls). A focus bloodlust and sacrifice; they can generate lost body parts or permanently improve stats by sacrificing prisoners. (WARNING: This mod may cause issues with traders no longer having inventories.)&lt;br /&gt;
* Nearmare								&lt;br /&gt;
Fairy-like race that can summon will o' wisps to aid them, and is very strong against mental/morale damage.&lt;br /&gt;
* Xenoorca&lt;br /&gt;
Killer whale mermaids. Like their namesake they're large, powerful and predatory. (Only appear as a pirate faction by default). Spacer-tech.&lt;br /&gt;
&lt;br /&gt;
===''1008B'' New Alien Races Content, Minor===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* Annelitrice								&lt;br /&gt;
Mimic shapeshifters which appear unremarkable, but are actually composed of hives of worms. They have special abilities to keep resurrecting themselves after death. Modern-tech.&lt;br /&gt;
* Arachne									&lt;br /&gt;
Spider people. Besides the eight-legs thing, are fairly vanilla. Spacer-tech&lt;br /&gt;
* Ancient Species							&lt;br /&gt;
Half-Elves. Assorted tech levels&lt;br /&gt;
* Astoriel 								&lt;br /&gt;
Elves&lt;br /&gt;
* Bun										&lt;br /&gt;
Bunny People. Tribal-to-Industrial-tech&lt;br /&gt;
* Ferian									&lt;br /&gt;
Anthro-Fox people, not much here beyond the race.&lt;br /&gt;
* Forsaken								&lt;br /&gt;
Coal-black skin, horns, and glowing eyes. I assume some sort of demons?  Glitter-tech, with very powerful equipment. Have their own unique biome in Alpha Biomes mod&lt;br /&gt;
* Garam									&lt;br /&gt;
Furry cat girl pseudo-pets. Highly detailed in-built animation, but the only race in this list that use their own unique framework (not HAR), causing a number of compatibility issues&lt;br /&gt;
* Giants									&lt;br /&gt;
What it says on the tin, really.&lt;br /&gt;
* Nyaron									&lt;br /&gt;
Mass produced cat girls. Every weeb's dream&lt;br /&gt;
* Silkiera								&lt;br /&gt;
Foxgirls with big tiddies. Medieval-tech.&lt;br /&gt;
* RimEffect Races							&lt;br /&gt;
Can't comment on these since I haven't tried this mod yet.&lt;/div&gt;</summary>
		<author><name>Regularity</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:Regularity&amp;diff=87058</id>
		<title>User:Regularity</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:Regularity&amp;diff=87058"/>
		<updated>2021-07-04T19:04:21Z</updated>

		<summary type="html">&lt;p&gt;Regularity: /* 1003 Performance, Bug Fixes, and AI Improvements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Can someone recommend me a [insert category here] mod?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you, too, are tired of answering this question, just send them to this pastebin.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''Table of Contents and explanation of each category''===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
* ''1001'' 	Colony Utility: Quality-of-life mods that directly increase the efficiency of pawns in their daily activities&lt;br /&gt;
&lt;br /&gt;
* ''1002'' 	Player Utility: Quality-of-life mods that do not directly affect the colony. Things like UI improvements, more detailed information, and automating repetitive player tasks.&lt;br /&gt;
&lt;br /&gt;
* ''1003'' 	Performance, Bug Fixes, and AI Improvements&lt;br /&gt;
&lt;br /&gt;
* ''1004'' 	Storage: Mods related to storing stuff&lt;br /&gt;
&lt;br /&gt;
* ''1005'' 	Graphical Improvements: these are purely cosmetic changes; graphical changes that improve readability or better convey information are under the Player Utility category&lt;br /&gt;
* ''1005A'' 	Graphical Improvements, General&lt;br /&gt;
* ''1005B''	Graphical Improvements, Pawn Body&lt;br /&gt;
* ''1005C''	Graphical Improvements, Detailed Hair: Higher resolution, detailed hair that looks very nice, but may clash with the vanilla Rimworld art style&lt;br /&gt;
* ''1005C''	Graphical Improvements, Simple Hair: Hair with relatively low gradients and shading, more closely matching the vanilla Rimworld art style&lt;br /&gt;
&lt;br /&gt;
* ''1006'' 	Content Expansion: Adds new content, but does not significantly change any core game mechanics or game balance&lt;br /&gt;
* ''1006A''	Content Expansion, Major&lt;br /&gt;
* ''1006B''	Content Expansion, Minor&lt;br /&gt;
* ''1006C''	Content Expansion, Wildlife and Enemies&lt;br /&gt;
&lt;br /&gt;
* ''1007'' 	Gameplay Mechanics Expansion: Adds new content with a significant impact on core game mechanics or game balance&lt;br /&gt;
* ''1007A''	Gameplay Mechanics Expansion, Major&lt;br /&gt;
* ''1007B''	Gameplay Mechanics Expansion, Minor&lt;br /&gt;
&lt;br /&gt;
* ''1008''	New Alien Races Content: Covers notable alien races and supporting mods. For the sake of keeping the list a reasonable length, most races that are functionally little more than a reskin with minor stat changes have been omitted. The list here tries to focus on the more novel or interesting races.&lt;br /&gt;
* ''1008A''	New Alien Races Content, Major&lt;br /&gt;
* ''1008B''	New Alien Races Content, Minor&lt;br /&gt;
&lt;br /&gt;
==''1001'' Colony Utility==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Power Logic&lt;br /&gt;
A powerful tool for automation. Allows the construction of condition sensors, signal broadcasters, and methods to make them interact with anything powered.&lt;br /&gt;
* [SYR] Doormats							&lt;br /&gt;
Prevents outdoor filth from being tracked indoors&lt;br /&gt;
* Programmable Vents						&lt;br /&gt;
Vents that shut off when rooms reach a certain temperature; allows you to passively heat rooms without overheating them during hotter days&lt;br /&gt;
* Meat Blend								&lt;br /&gt;
Allows mixing of all meat types into a single type for easier storage (you can opt out insect or humanoid meat to avoid mood penalties)&lt;br /&gt;
* Veggie Mix								&lt;br /&gt;
The above, but for plants&lt;br /&gt;
* DontBlockDoor							&lt;br /&gt;
Prevents random dropped items from holding the door open and allowing in invaders or prisoners&lt;br /&gt;
* Trading Spot							&lt;br /&gt;
Choose where trader caravans loiter&lt;br /&gt;
* [SYR] Set Up Camp						&lt;br /&gt;
Create a small, temporary local map to perform actions you can't on the world map.&lt;br /&gt;
* Roads of the Rim						&lt;br /&gt;
Build roads on the world map&lt;br /&gt;
* Locks2									&lt;br /&gt;
Doors can be set to allow/block visitors, pets, or specific pawns in your colony&lt;br /&gt;
* RT Solar Flare Shield					&lt;br /&gt;
Build a shield to protect against solar flares&lt;br /&gt;
* RT Fuses								&lt;br /&gt;
Build fuses to prevent BZZZZT events&lt;br /&gt;
* Share the Load							&lt;br /&gt;
Allows multiple pawns to haul resources to a construction site, instead of just one at a time&lt;br /&gt;
* Replace Stuff			&lt;br /&gt;
Don't like how vents create a massive weak spot in otherwise sturdy walls? Try these. Vents no longer replace walls, but are added onto them, leaving the wall behind even if the vent is destroyed&lt;br /&gt;
* Power++									&lt;br /&gt;
Adds the ability to transmit power wirelessly, both on-map or across the world to other sites&lt;br /&gt;
* No Random Relations						&lt;br /&gt;
Don't like the game randomly deciding a pawn has an uncle/sister/cousin? This is for you&lt;br /&gt;
* Royalty Tweaks							&lt;br /&gt;
Makes the more restrictive or annoying parts of royalty content optional&lt;br /&gt;
* Smart Medicine							&lt;br /&gt;
Allows pawns to carry medicine with them and use it in the field&lt;br /&gt;
* Xenobionic Patcher						&lt;br /&gt;
Have lots of races installed and worried about bionic compatibility? This makes every surgery compatible with every race&lt;br /&gt;
* No Burn Metal							&lt;br /&gt;
Removes flammability from steel and other metal&lt;br /&gt;
* Faction Blender							&lt;br /&gt;
Adds new factions which take pawns from all available races, as opposed to the norm where each faction is only composed of a single race&lt;br /&gt;
* Realistic Rooms							&lt;br /&gt;
Makes it so colonists merely want bedroom-sized bedrooms, and not apartment-sized ones&lt;br /&gt;
* Expanded Roofing						&lt;br /&gt;
Allows the creation and removal of overhead mountain, glass roofing, and even solar roofing.&lt;br /&gt;
* Imprisonment on the Go					&lt;br /&gt;
Allows the capturing of prisoners without an enclosed sleeping space. Very useful when attacking enemy sites.&lt;br /&gt;
* Simple Slavery							&lt;br /&gt;
Allows you to draft prisoners and put them to work&lt;br /&gt;
* Prison Labor							&lt;br /&gt;
A mod that is much larger and more sophisticated way to make use of prisoners than Simple Slavery, but has a reputation for being buggy. (WARNING: May cause an assortment of bugs relating to jobs)&lt;br /&gt;
* Power Logic								&lt;br /&gt;
Adds power buildings that allow creation of logic gates, sensors, and so on.&lt;br /&gt;
* My Little Planet						&lt;br /&gt;
Allows you to change the planet's landmass, effectively controlling how vast or cramped the planet is&lt;br /&gt;
* Nanohive Regenerator&lt;br /&gt;
A structure that autonomously repairs not only nearby buildings and walls, but even pawns' equipment, and can extinguish fires. Useful for reducing the level of micromanagement needed to maintain base defenses.&lt;br /&gt;
&lt;br /&gt;
==''1002'' Player Utility==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* TD Enhancement Pack						&lt;br /&gt;
Improves a ton of small things in the user interface of the game&lt;br /&gt;
* Colony Groups							&lt;br /&gt;
A major overhaul and improvement of the colonist bar&lt;br /&gt;
* Interaction Bubbles						&lt;br /&gt;
Allows you to see conversations or interactions beteween pawns without digging through the game log&lt;br /&gt;
* Damage Indicators						&lt;br /&gt;
Adds floating numbers that display the damage taken by pawns or buildings&lt;br /&gt;
* Better Pawn Control						&lt;br /&gt;
Greatly increases the control you have over food, drug, and equipment policies&lt;br /&gt;
* Pawn Rules								&lt;br /&gt;
Allows restricting of bonding, romance, and artisan crafting&lt;br /&gt;
* Camera+									&lt;br /&gt;
Removes default restrictions of camera zoom levels&lt;br /&gt;
* RimHUD									&lt;br /&gt;
Makes the bottom-left info window completely customizable in color, font, size, tabs, etc.&lt;br /&gt;
* World Edit&lt;br /&gt;
Tired of rerolling for the perfect site at a river, coast, mountain, or whatever? Just edit the world.&lt;br /&gt;
* Character Editor						&lt;br /&gt;
Allows completely changing of every aspect of existing pawns. Even if cheating isn't your thing, it's good to have installed to easily fix bugs that may occur without manual save editing&lt;br /&gt;
* Map Reroll								&lt;br /&gt;
Reroll the local colony map if you don't like the exact layout of certain things&lt;br /&gt;
* Map Designer							&lt;br /&gt;
Allows creating maps using custom parameters, instead of them being dictated by the world map tile. Pairs very well with the above map reroll mod, allowing you to regenerate the same map multiple times.&lt;br /&gt;
* Whats that mod							&lt;br /&gt;
Adds text at the bottom of every item/pawn/thing's info window showing what mod it's from&lt;br /&gt;
* Change map edge limit					&lt;br /&gt;
Build up to the map edge if you so desire, to wall off access to raids or caravans from certain points of the map&lt;br /&gt;
* Work Tab, Animal Tab, Colony Manger		&lt;br /&gt;
More detailed control for these tabs&lt;br /&gt;
* Relations Tab							&lt;br /&gt;
See relations between all factions at a glance&lt;br /&gt;
* Allow Tool								&lt;br /&gt;
Allows map-wide forbidding, selection, or allowing. &lt;br /&gt;
* Toggle Harvest							&lt;br /&gt;
Allows control of whether growing areas should be planted or harvested&lt;br /&gt;
* Dub Mint Menus							&lt;br /&gt;
Consolidates the work tabs from every workbench and recipe you have access to, in one location&lt;br /&gt;
* Directly Abandon Settlement				&lt;br /&gt;
Allow you to abandon locations on the world map&lt;br /&gt;
* WikiRim									&lt;br /&gt;
Adds an in-game database of items and recipes you can search&lt;br /&gt;
* Heat Map								&lt;br /&gt;
Adds an overlay to see temperatures in all rooms at the same time&lt;br /&gt;
* Appearance Clothing	+ HAR addon			&lt;br /&gt;
Allows you to set appearance of pawns completely independent of whatever gear they're wearing. Vital for preventing incompatibilities or missing textures if you play with many races that have race-exclusive gear&lt;br /&gt;
* Better Roads							&lt;br /&gt;
Makes roads easier to see on the world map&lt;br /&gt;
* Dubs Mint Minimap						&lt;br /&gt;
Adds a minimap to the game, making tracking of threats far easier&lt;br /&gt;
* Recipe Icons							&lt;br /&gt;
Makes scrolling through recipe lists easier by attaching relevant product images&lt;br /&gt;
* Filth Vanishes with Rain				&lt;br /&gt;
What it says on the tin, rain can clean outdoor terrain of filth. Slightly improves performance by removing filth periodically&lt;br /&gt;
* Better Time Format						&lt;br /&gt;
Let's you see the exact in-game time instead of just a vague approximation&lt;br /&gt;
* Armored Floors							&lt;br /&gt;
For a great cost, allows you to prevent infestations in certain areas&lt;br /&gt;
* RPG Inventory OR Awesome Inventory&lt;br /&gt;
Adds a visual paper-doll like inventory, making it easy to see equipment at a glance&lt;br /&gt;
* Better Message Placement				&lt;br /&gt;
Prevents popup messages from blocking the colonist bar&lt;br /&gt;
* Drop All Inventory						&lt;br /&gt;
Allows you to rapidly unload cargo from your caravans without having to wait&lt;br /&gt;
* Defensive Positions						&lt;br /&gt;
Allows you to have pawns move to pre-selected locations and draft themselves with a single hotkey&lt;br /&gt;
* Keep Bed Ownership						&lt;br /&gt;
Prevents ownership of beds from being erased when they need to sleep using a bed on another map&lt;br /&gt;
* Research Pal Forked						&lt;br /&gt;
Greatly improves the research screen with a better UI and more detail&lt;br /&gt;
* Bionic Icons							&lt;br /&gt;
Allows you to determine which implant is which at a glance by adding pictures to them.&lt;br /&gt;
* Allow Tools								&lt;br /&gt;
Adds improved tools for allowing or disallow en masse&lt;br /&gt;
* More Harvest Designators				&lt;br /&gt;
Similar to above, but for designations concerning farming and wild planet harvesting &lt;br /&gt;
* Vein Miner OR Mine it all						&lt;br /&gt;
Similar to above, but for mining&lt;br /&gt;
* Rangefinder								&lt;br /&gt;
Allows you to toggle a big circle around a pawn constantly showing its maximum firing range.&lt;br /&gt;
* Loading in Progress						&lt;br /&gt;
Allows adds or removing of objects from drop pods without having to unload and then reload all pods' contents.&lt;br /&gt;
* Cut plants before building				&lt;br /&gt;
Lets you get the plant resources from plants under a building blueprint, instead of destroying them&lt;br /&gt;
&lt;br /&gt;
==''1003'' Performance, Bug Fixes, and AI Improvements==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Dubs Performance Analyzer				&lt;br /&gt;
Arguably the single most important tool for improving game performance. It allows you to see specifically which parts of the game are causing the most slowdown, allowing you to identify and solve bugs which don't normally report errors, or identify which of your mods is secretly causing game slowdown due to poor coding.&lt;br /&gt;
* Rocketman								&lt;br /&gt;
Essentially reduces the frequency at which the game checks low-importance things, to greatly improve game performance.&lt;br /&gt;
* PawnTargetFix							&lt;br /&gt;
Makes ranged attackers focus more on the nearest target rather than selecting one randomly&lt;br /&gt;
* Perfect Pathfinding						&lt;br /&gt;
Makes pawns travel in a straight line instead of moving almost entirely at diagonals with large detours&lt;br /&gt;
* Path Avoid								&lt;br /&gt;
A useful tool for fixing pathfinding quirks; allows you to paint pathfinding costs onto terrain, allowing you to override normal AI pathfinding. Good for forcing pawns to use roads and avoid traps or obstacles.&lt;br /&gt;
* Word of Freelove						&lt;br /&gt;
Removes the normal hetero-only restrictions on the Word of Love psycast in the Royalty DLC&lt;br /&gt;
* Kijin									&lt;br /&gt;
This race mod isn't really a &amp;quot;fix&amp;quot;, but has a research project to achieve double yields from animals, effectively allowing you to have half as many animals on the map without losing productivity. This in turn can save on game memory.&lt;br /&gt;
* More Trait Slots						&lt;br /&gt;
With a lot of mods adding (or sometimes even requiring) new traits, this mod allows you to increase the maximum number of traits allowed on a pawn, allowing you to fully make use of these mods&lt;br /&gt;
* Animal Logic							&lt;br /&gt;
Allows very precise tuning of animal behavior instead of being at the mercy of whatever values are vanilla&lt;br /&gt;
* Smarter Construction					&lt;br /&gt;
Improves construction reach, greatly reducing incidents of pawns trapping themselves&lt;br /&gt;
* Smarter Deconstruction and Mining		&lt;br /&gt;
Similar to the above, but for preventing roof cave-ins&lt;br /&gt;
* Mining Priority							&lt;br /&gt;
Prioritizes which metals to mine by value, instead of just by distance&lt;br /&gt;
* Pickup and Haul							&lt;br /&gt;
Allows colonists to use their inventory for hauling purposes, greatly increasing the amount of items they can move in one trip&lt;br /&gt;
* Haul to Stack							&lt;br /&gt;
Prioritizes hauling to drop off goods an an existing stack of that good, instead of creating multiple incomplete stacks which add clutter&lt;br /&gt;
* Rimthreaded								&lt;br /&gt;
Rimworld is normally limited to a single CPU core. This mod attempts to force it to use multiple cores. (WARNING: This mod has an incompatibility list a mile long, so read it before attempting to use this mod!)&lt;br /&gt;
&lt;br /&gt;
==''1004'' Storage==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Deep Storage							&lt;br /&gt;
Lets you store multiple stacks on one tile&lt;br /&gt;
* Netrve's DeepStorage UI					&lt;br /&gt;
Improves the interaction menu of deep storage building&lt;br /&gt;
* Rimfridge 								&lt;br /&gt;
Adds storage with build-in cooling&lt;br /&gt;
* [JD] Simply Storage						&lt;br /&gt;
Adds a much greater number of containers for Deep Storage&lt;br /&gt;
* [JD] Simply Storage - Refrigeration 	&lt;br /&gt;
Same but for rimfridge&lt;br /&gt;
* Stack XXL OR OgreStack					&lt;br /&gt;
Allows you to change how many individual items can be placed in a single stack of items, drastically effecting storage capacity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1005'' Graphical Improvements==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005A'' Graphical Improvements, General===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* World Beautification Project + addons	&lt;br /&gt;
Greatly improves the graphics of the world map&lt;br /&gt;
* Hats Display Selection OR Show Hair 	&lt;br /&gt;
Allows you to hide helmets, or have headgear that doesn't remove hair from the pawn&lt;br /&gt;
* Graphics Setter							&lt;br /&gt;
Improves sharpness and reduces blur of sprites&lt;br /&gt;
* High Quality Textures					&lt;br /&gt;
What it says on the tin&lt;br /&gt;
* Gloomy Deco	+ other Gloomy mods			&lt;br /&gt;
Technically a furniture mod, but adds a lot of decorative objects focused on cute or low-tech appearance&lt;br /&gt;
Vanilla Furniture Expanded Props		&lt;br /&gt;
Similar to above, but more modern and serious-looking&lt;br /&gt;
* RimThemes								&lt;br /&gt;
Change window/UI colors and transparency to whatever you desire&lt;br /&gt;
* Eccentric Tech - Cosmetic				&lt;br /&gt;
Adds a large number of purely cosmetic implants; animal ears, horns, tails, etc&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005B'' Graphical Improvements, Pawn Body===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Beautiful Bodies						&lt;br /&gt;
Greatly increases body detail without changing body shape (therefore retaining full compatibility with every vanilla clothing mod)&lt;br /&gt;
* FemaleBB + bodytype add-on				&lt;br /&gt;
This adds a new type of female body shape and increases its, ahem, bust size, though the body itself remains pretty vanilla-like in that it lacks high detail and shading. What makes this mod noteworthy is that the author has manually re-created from scratch literally hundreds of pieces of armor and clothing from almost every major mod to make them similarly more revealing and skimpy (and to fit the new body shape). Mod settings allow you to decide which races this new body type will apply to, and which will remain vanilla. As long as your mother doesn't see this, you should be okay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005C'' Graphical Improvements, Detailed Hair===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Replace Vanilla Hair 					&lt;br /&gt;
As the name suggests, overrides vanilla hairs with far more detailed and higher resolution versions.&lt;br /&gt;
* Roppoi Hair&lt;br /&gt;
* Vee Hairs&lt;br /&gt;
* Gommy Hair mk2&lt;br /&gt;
* Amerio anime hairs&lt;br /&gt;
* Eccentric Extras&lt;br /&gt;
* Gw hair mod&lt;br /&gt;
* Mokan Hair&lt;br /&gt;
* GW-HornHair&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005C'' Graphical Improvements, Simple Hair===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Vanilla Hair Expanded&lt;br /&gt;
* Won hair_women + hair_men&lt;br /&gt;
* [Ods] Hair&lt;br /&gt;
* [SS]Lovely Hair Style&lt;br /&gt;
* Rim Seraph Hair&lt;br /&gt;
* Extended Hair&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1006'' Content Expansion==&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
(Author's note: The &amp;quot;major&amp;quot; and &amp;quot;minor&amp;quot; categories below are purely a reflection of the mod's size and complexity. These categories are not a reflection of usefulness, quality, or gameplay impact.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1006A'' Content Expansion, Major===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* RBSE OR EPOE-Forked						&lt;br /&gt;
These two mods are the main competing frameworks for rimworld surgeries. A detailed comparison on them can be seen here ( https://docs.google.com/spreadsheets/d/1xZaHNbrRg_4vl6HeRlmTmvFfIB1cjUtCGhg8wjtXISk/ )&lt;br /&gt;
* UN-Colony&lt;br /&gt;
A large mod that contains an assortment of refineries, power plants, and functional furniture&lt;br /&gt;
* Glittertech								&lt;br /&gt;
Adds a large range of very late-game advanced technology. May be overpowered.&lt;br /&gt;
* PolarisBloc								&lt;br /&gt;
Similar to glittertech&lt;br /&gt;
* RimCuisine2 + addons					&lt;br /&gt;
One of the largest mods dedicated to farming, cooking, and food in general. Note that while not updated to 1.2, the 1.1 version seems to work without any bugs whatsoever, so should be safe to use.&lt;br /&gt;
* Zipangu									&lt;br /&gt;
Similar to the above, but wholely focused on Japanese-themed cuisine. Also has a large amount of Japanese furniture&lt;br /&gt;
* Alpha Animals							&lt;br /&gt;
Adds a huge number of non-earthlike creatures to the game&lt;br /&gt;
* More Practical Traits					&lt;br /&gt;
What it says on the tin&lt;br /&gt;
* Xeva + addons							&lt;br /&gt;
Adds five new factions and a wide array of weapons, armor, and enemies. (Combat Evolved compatibility not available, but patch is in progress)&lt;br /&gt;
&lt;br /&gt;
===''1006B'' Content Expansion, Minor===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* A Dog Said...							&lt;br /&gt;
The main framework for animal surgeries and bionics used by the community&lt;br /&gt;
* Alpha Biomes							&lt;br /&gt;
Adds several non-earthlike exotic biomes to the game&lt;br /&gt;
* Biomes Core + Biomes Islands			&lt;br /&gt;
Adds island maps and swimming to the game&lt;br /&gt;
* Rimsenal + assorted addons				&lt;br /&gt;
Adds a vast number of weapons and armor to the game&lt;br /&gt;
* Go Explore!								&lt;br /&gt;
Adds random events which cause ruined locations to appear on the map, ripe for plundering&lt;br /&gt;
* Vanilla Events Expanded					&lt;br /&gt;
Adds an assortment of vanilla-like events&lt;br /&gt;
* Utility Columns							&lt;br /&gt;
Adds columns that double as other furniture, such as lamps, freezers, orbital beacons, traps, or graves&lt;br /&gt;
* Vanilla Factions Expanded - Insectoids&lt;br /&gt;
Insectoid focused pack. Besides the usual, also adds a range of implants and genetically-engineered animals to perform various jobs&lt;br /&gt;
* Vanilla Weapons Expanded + addons		&lt;br /&gt;
Adds a wide range of new firearms&lt;br /&gt;
* Sparkling Worlds						&lt;br /&gt;
A large assorted mod. Adds new events, new glitter tech crafting recipes, a new faction, etc. &lt;br /&gt;
* Soft Warm Beds							&lt;br /&gt;
Makes beds a combination of a bed-frame and bed-sheet, rather than just a single item.&lt;br /&gt;
* Sometimes Raids Go Wrong				&lt;br /&gt;
Adds a small chance that hostile raids will crash their drop pods, arrive hungover, be chased by maddened animals, and so on.&lt;br /&gt;
* Apparello 2								&lt;br /&gt;
Adds a vast amount of new clothing types.&lt;br /&gt;
* More Vanilla Turrets 1.1				&lt;br /&gt;
Adds a large number of turrets for base defense		&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1006C'' Content Expansion, Wildlife and Enemies===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* Alpha Animals							&lt;br /&gt;
Already mentioned above&lt;br /&gt;
* Magical Mengerie						&lt;br /&gt;
Adds several mythical creatures to the game&lt;br /&gt;
* Orion's More Mechanoids					&lt;br /&gt;
What it says on the tin. Adds stronger mechs.&lt;br /&gt;
* Vanilla Factions Expanded - Mechanoids	&lt;br /&gt;
Ditto&lt;br /&gt;
* Super Mechneko							&lt;br /&gt;
Adds very tough, anime-style robots with giant titties&lt;br /&gt;
* Kemomimihouse + hardworking addon&lt;br /&gt;
		Adds cute pets that can be assigned job priorities, have skills, and do work exactly the same way as colonists&lt;br /&gt;
* 虫娘 Insect girls + hardworking addon	&lt;br /&gt;
Like the above, but insect-themed&lt;br /&gt;
&lt;br /&gt;
==''1007'' Gameplay Mechanics Expansion==&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
(Author's note: The &amp;quot;major&amp;quot; and &amp;quot;minor&amp;quot; categories below are purely a reflection of the mod's size and complexity. These categories are not a reflection of usefulness, quality, or gameplay impact.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1007A'' Gameplay Mechanics Expansion, Major===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* RimFactory + addons						&lt;br /&gt;
A massive mod that allows you to automate huge portions of colony, or automatically perform most tasks normally impossible to automate in Rimworld&lt;br /&gt;
* Rimworld of Magic						&lt;br /&gt;
Adds character classes to the game, along with associated spells and abilities, in a manner similar to D&amp;amp;D&lt;br /&gt;
* SOS2									&lt;br /&gt;
Adds starships, space combat, and interplanetary travel to the game&lt;br /&gt;
* Rimatomics								&lt;br /&gt;
Adds detailed nuclear power, along with very powerful turrets to the game&lt;br /&gt;
* Rimefeller								&lt;br /&gt;
Adds the oil industry to the game, allowing production a large number of normally unproducable materials from oil (plasteel, neutromine, etc)						&lt;br /&gt;
* Dubs Bad Hygiene							&lt;br /&gt;
Adds toilet, hygene, and thirst mechanics to the game. Also includes other useful utilities like central air conditioning, fire sprinklers, irrigation, etc.&lt;br /&gt;
* What the Hack							&lt;br /&gt;
Lets you capture, modify, and upgrade mechanoids for use as pets&lt;br /&gt;
* Gidduup + assorted addons&lt;br /&gt;
Allows animals to be ridden, both on the local map and world map. Add-ons allow for riding mechs, and for caravan use.&lt;br /&gt;
* Combat Evolved							&lt;br /&gt;
A major overhaul of fighting to make is much more deadly, unpredictable, and somewhat more realistic.&lt;br /&gt;
* Call of Cthulhu&lt;br /&gt;
Adds a cult mechanic, ritualistic spellcasting, and lovecraftian creatures&lt;br /&gt;
* RimJobWorld								&lt;br /&gt;
Oh boy, you found it. NSFW, 18+, etc. This is the ultimate sex mod for rimworld. Bestal1ty, r4pe, necr0philia, even pregnancies across species (and not just aliens, animals too). Not found on steam for obvious reasons, but any competent google search should lead you to it. You pervert. And sorry for the weird censoring, stupid word filters on pastebin.&lt;br /&gt;
* Pawnmorpher								&lt;br /&gt;
Furries: The Mod. This allows you to mutate pawns to give them animal-like body parts, or even turn them into animals (who are still sentient so act like pawns). Unlike Genetic Rim, research requires a lot of experimentation (on actual pawns) and collecting of data.&lt;br /&gt;
* Psychology&lt;br /&gt;
Instead of relying on pure RNG to determine pawns compatibility with each other, adds a massive amount of personality sliders and sexuality sliders to determine how well pawns get along&lt;br /&gt;
* Questionable Ethics Enhanced&lt;br /&gt;
Medical Ethics Violations: The Mod. Grow human organs, clone people, install mind control devices, etc.&lt;br /&gt;
* TiberiumRim								&lt;br /&gt;
Adds the namesake highly infectious, but infinitely renewable resource, along with a full set of vehicles (functionally, mechs) and a large amount of accompanying equipment and structures.&lt;br /&gt;
* 妖怪村1.32								&lt;br /&gt;
I don't know what the name says, either. This is basically a catch-all mod from Japanese mythology; about 20 mythical creatures, plus an assortment of armor, traits, weapons, buildings, furniture, medicines, body parts, etc. The reason this is listed under gameplay mechanics expansion is that some weapons are &amp;quot;intelligent&amp;quot; in that they gain XP and level up through combat, which is a neat idea. Note that while most of the content has a translation, some parts do not.&lt;br /&gt;
&lt;br /&gt;
===''1007B'' Gameplay Mechanics Expansion, Minor===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* SRTS + addons							&lt;br /&gt;
Adds aircraft for rapid traversing of the planet.&lt;br /&gt;
* Genetic Rim								&lt;br /&gt;
Allows harvesting of genes to create implants or dozens of new animal species&lt;br /&gt;
* Genetic Rim Alpha Animals Patch			&lt;br /&gt;
Expands the above to include creatures from alpha animals&lt;br /&gt;
* Bondage Beds							&lt;br /&gt;
Allows players to control addict pawns without resorting to removing the legs or spine, by simply tying them to a bed&lt;br /&gt;
* Preemptive Strike						&lt;br /&gt;
Allows the construction of facilities to detect friendly traders and enemy raids before they arrive&lt;br /&gt;
* EbD Prepare Carefully					&lt;br /&gt;
Allows you to manually create starting cargo and pawns on game start instead of relying on RNG&lt;br /&gt;
* ED-Shields								&lt;br /&gt;
Unlike most shield mods which merely add shield generators, this mod allows precise customization of each shield's functions and abilities using modules&lt;br /&gt;
* Crash Landing							&lt;br /&gt;
Adds a starting scenario and random event involving ship sections crashing to the planet&lt;br /&gt;
* More Faction Interaction				&lt;br /&gt;
Overhauls traders, faction expansion, and other diplomatic things&lt;br /&gt;
* Infusion 2								&lt;br /&gt;
Adds &amp;quot;enchantments&amp;quot; to gear, so that the effectiveness of something is more than just its quality and material alone.&lt;br /&gt;
* PsiTech									&lt;br /&gt;
An alternative to the royalty psycast system for psionics&lt;br /&gt;
* Orion's Hospitality						&lt;br /&gt;
Allows you to effectively run a hotel. Charge guests for beds, feed them, and make them happy to improve faction relations and earn more rewards&lt;br /&gt;
* Orion's Gastronomy						&lt;br /&gt;
The above, but instead of a hotel, you can run a restaurant. &lt;br /&gt;
* RimCities&lt;br /&gt;
Adds unique settlement types (cities, duh) and assorted quests involving them (conquest, defense, assassination, etc)&lt;br /&gt;
* Social Interactions Expanded			&lt;br /&gt;
Gives social interactions more diversity, and allow traits to change due to events&lt;br /&gt;
* Backup Power							&lt;br /&gt;
Allows various power sources to autonomously turn themselves on or off based on power remaining in batteries.&lt;br /&gt;
* RimDeed									&lt;br /&gt;
Adds a sort of employment agency where, for a fee, a company will find new possible recruits for you.&lt;br /&gt;
* Guard For Me							&lt;br /&gt;
Allows the hiring of very powerful pawns on a temporary, salaried basis.&lt;br /&gt;
* Empire									&lt;br /&gt;
Adds a mini-game involving the creation of settlements and their taxation/defense. (WARNING: Will almost certainly break any semblance of a balanced game economy due to the exponential growth of wealth)&lt;br /&gt;
* RimWar									&lt;br /&gt;
Effectively allows conquest and war between factions. (WARNING: May cause significant game slowdown, to say nothing of balance issues caused by factions being removed from the game through destruction)&lt;br /&gt;
* Vanilla Factions Expanded - Mechanoids	&lt;br /&gt;
Mechanoid focused pack which not only adds the usual (new weapons, enemies, etc), but automated factories and supercomputers, and a &amp;quot;total war&amp;quot; mechanic tracking mechanoid progress on a global level&lt;br /&gt;
* Organ Harvest Post-Mortem				&lt;br /&gt;
Harvest organs and implants from dead pawns. (WARNING: This most destroys the game economy's balance due to each dead raider producing several times more wealth than normal, from harvested organs)&lt;br /&gt;
* Expanded Roofing						&lt;br /&gt;
Allows you to build or demolish overhead mountain, as well as other utility roofs (glass, solar, etc).&lt;br /&gt;
* Roads of the Rim						&lt;br /&gt;
Allows construction of new roads on the world map&lt;br /&gt;
* Remote Tech 							&lt;br /&gt;
Adds an assortment of traps that can be activated remotely without need for a pawn to trigger them.&lt;br /&gt;
* Animal Armor + addons					&lt;br /&gt;
What it says on the tin&lt;br /&gt;
* Death Rattle							&lt;br /&gt;
Normally pawns will instantly perish the moment a vital organ (such as the heart) fails. This mod instead gives you a small time window to perform surgery or hook the pawn up to life support before they actually perish, just like how it works in real life.&lt;br /&gt;
&lt;br /&gt;
==''1008'' New Alien Races Content, and Supporting Mods==&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
&lt;br /&gt;
(Authors Note: Races are divided here into major and minor. Major races are those that either have large anatomical differences from normal humanoid pawns, or they have a particularly extensive amount of secondary content (pets, buildings, weapons, armor, factions), or are otherwise novel in some way. Minor races are those that are just humanoid pawns and have little content outside of race-specific armor and weapons.)&lt;br /&gt;
&lt;br /&gt;
(Author's Note: Nearly all races support one of the two competing bionics mods, RBSE or EPOE. If you are unable to perform bionic surgeries on a race, it may be because you are missing whichever of these two the race supports. Alternatively, the mod Xenobiotic Patcher makes all surgeries cross-species, but occasionally causes some odd or nonsensical surgeries to be unlocked, though this isn't really a problem if you avoid using them them.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1008A'' New Alien Races Content, Major===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* Humanoid Alien Races 2.0				&lt;br /&gt;
Not a race mod, but an underlying framework required by nearly every race mod in existence. &lt;br /&gt;
* Xenobionic Patcher						&lt;br /&gt;
Have lots of races installed and worried about bionic compatibility? This makes every surgery compatible with every race&lt;br /&gt;
* Androids								&lt;br /&gt;
Robots that can customize their bodies and traits upon assembly.&lt;br /&gt;
* Android Tiers++							&lt;br /&gt;
A far larger robot mod, albeit one that has earned a bad reptuation for hurting game performance. It has truly unique features things like mind-uploading, mind-copying, but also completely destroys game balance due to its overpoweredness.&lt;br /&gt;
* Anty the War Ant Race					&lt;br /&gt;
Quoting the author, &amp;quot;The problem child of the universe.&amp;quot; Lots of unique mechanics here: An anty can be transformed using pheromones, making them a queen to constantly produce new children, or alternatively you can turn them into a soldier, or an acid suicide bomb. They also recycle prisoners into meat computers, living generators, or human cattle that slowly waste away for new food. Their weapons are mostly acid-based, and they have grenades which can instantly deploy a sandbag cover. Lots of neat stuff. &lt;br /&gt;
* Avali									&lt;br /&gt;
Bird lizard people things? One of the single largest mods in terms of supporting content (buildings, armor, weapons). Spacer-tech&lt;br /&gt;
* Crystalloids								&lt;br /&gt;
Crystal people. The race itself pretty unremarkable and uses very old graphics, but they have extensive supporting content such as a unique type of raid, a large array of new psycasts, and a unique way to generate power.&lt;br /&gt;
* Dragonians								&lt;br /&gt;
Dragon girls. Have the advantages of being able to graze, be milked and sheared, but still a sentient pawn. Tribal-tech&lt;br /&gt;
* Epona&lt;br /&gt;
Centaurs. Assorted tech levels. Have their own custom space suits for SOS2 compatibility. &lt;br /&gt;
* Idhale									&lt;br /&gt;
Basically ghosts. Immune to conventional attack, but in turn are also unable to attack others.&lt;br /&gt;
* Kijin									&lt;br /&gt;
Japanese Oni (demons). Have a number of unique techs which improve the productivity of farm animals, and their own unique win condition. Japanese/medieval-tech.&lt;br /&gt;
* Kurin&lt;br /&gt;
Three-tailed foxgirls. One of the most popular race mods, so have a large number of add-ons mods or ports. Spacer-tech&lt;br /&gt;
* Mincho									&lt;br /&gt;
Ice cream slime girls. A living testament to the horrors (or brillaince) of genetic engineering. Extremely durable bodies; probably the only race listed that can literally survive their heads being blown off. And then grow it back.&lt;br /&gt;
* Moyo									&lt;br /&gt;
Deep sea dwellers. Blood from this race can be harvested and turned into a wide range of drugs, from mech serums to cocaine. Spacer-tech&lt;br /&gt;
* Neclose									&lt;br /&gt;
Some sort of combination of huge-titty girls, jelly fish, and sea pickle. Unarmed attacks will paralyze and eventually cause comas. Can also create fleshbeasts to act as menial works.&lt;br /&gt;
* Oni										&lt;br /&gt;
Roughly based on oni from Japanese lore. Available as both an animal version and a sentient pawn.&lt;br /&gt;
* Orassan									&lt;br /&gt;
Anthro-cat people (though de-furry patches exist). Specializes in arctic survival; they can farm ice like soil, and can turn normal strone into an enhanced type of concrete. Spacer-tech&lt;br /&gt;
* Rabbies									&lt;br /&gt;
Rabbit people with a global addiction to a drug called Planetarium. Modern/Spacer-tech. &lt;br /&gt;
* Ratkin									&lt;br /&gt;
Cute rat people whose raids can burrow using drill machines, allowing them to appear inside your base similar to insectoid infestations. Steampunk-tech.&lt;br /&gt;
* Rakkle									&lt;br /&gt;
Naga-like snake people with a few unique mechanics. Firstly, most of their vital organs are actually in their snake half and not their human half (which is quite useful in Combat Evolved where cover protects the bottom half of a pawn first). And like snakes they can periodically shed their skin, or consume one giant meal and slowly digest it for an entire week instead of eating daily like most other species. &lt;br /&gt;
* Revia									&lt;br /&gt;
(Yes, more fox girls). A focus bloodlust and sacrifice; they can generate lost body parts or permanently improve stats by sacrificing prisoners. (WARNING: This mod may cause issues with traders no longer having inventories.)&lt;br /&gt;
* Nearmare								&lt;br /&gt;
Fairy-like race that can summon will o' wisps to aid them, and is very strong against mental/morale damage.&lt;br /&gt;
* Xenoorca&lt;br /&gt;
Killer whale mermaids. Like their namesake they're large, powerful and predatory. (Only appear as a pirate faction by default). Spacer-tech.&lt;br /&gt;
&lt;br /&gt;
===''1008B'' New Alien Races Content, Minor===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* Annelitrice								&lt;br /&gt;
Mimic shapeshifters which appear unremarkable, but are actually composed of hives of worms. They have special abilities to keep resurrecting themselves after death. Modern-tech.&lt;br /&gt;
* Arachne									&lt;br /&gt;
Spider people. Besides the eight-legs thing, are fairly vanilla. Spacer-tech&lt;br /&gt;
* Ancient Species							&lt;br /&gt;
Half-Elves. Assorted tech levels&lt;br /&gt;
* Astoriel 								&lt;br /&gt;
Elves&lt;br /&gt;
* Bun										&lt;br /&gt;
Bunny People. Tribal-to-Industrial-tech&lt;br /&gt;
* Ferian									&lt;br /&gt;
Anthro-Fox people, not much here beyond the race.&lt;br /&gt;
* Forsaken								&lt;br /&gt;
Coal-black skin, horns, and glowing eyes. I assume some sort of demons?  Glitter-tech, with very powerful equipment. Have their own unique biome in Alpha Biomes mod&lt;br /&gt;
* Garam									&lt;br /&gt;
Furry cat girl pseudo-pets. Highly detailed in-built animation, but the only race in this list that use their own unique framework (not HAR), causing a number of compatibility issues&lt;br /&gt;
* Giants									&lt;br /&gt;
What it says on the tin, really.&lt;br /&gt;
* Nyaron									&lt;br /&gt;
Mass produced cat girls. Every weeb's dream&lt;br /&gt;
* Silkiera								&lt;br /&gt;
Foxgirls with big tiddies. Medieval-tech.&lt;br /&gt;
* RimEffect Races							&lt;br /&gt;
Can't comment on these since I haven't tried this mod yet.&lt;/div&gt;</summary>
		<author><name>Regularity</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:Regularity&amp;diff=87050</id>
		<title>User:Regularity</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:Regularity&amp;diff=87050"/>
		<updated>2021-06-30T16:04:49Z</updated>

		<summary type="html">&lt;p&gt;Regularity: /* 1007A Gameplay Mechanics Expansion, Major */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Can someone recommend me a [insert category here] mod?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you, too, are tired of answering this question, just send them to this pastebin.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''Table of Contents and explanation of each category''===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
* ''1001'' 	Colony Utility: Quality-of-life mods that directly increase the efficiency of pawns in their daily activities&lt;br /&gt;
&lt;br /&gt;
* ''1002'' 	Player Utility: Quality-of-life mods that do not directly affect the colony. Things like UI improvements, more detailed information, and automating repetitive player tasks.&lt;br /&gt;
&lt;br /&gt;
* ''1003'' 	Performance, Bug Fixes, and AI Improvements&lt;br /&gt;
&lt;br /&gt;
* ''1004'' 	Storage: Mods related to storing stuff&lt;br /&gt;
&lt;br /&gt;
* ''1005'' 	Graphical Improvements: these are purely cosmetic changes; graphical changes that improve readability or better convey information are under the Player Utility category&lt;br /&gt;
* ''1005A'' 	Graphical Improvements, General&lt;br /&gt;
* ''1005B''	Graphical Improvements, Pawn Body&lt;br /&gt;
* ''1005C''	Graphical Improvements, Detailed Hair: Higher resolution, detailed hair that looks very nice, but may clash with the vanilla Rimworld art style&lt;br /&gt;
* ''1005C''	Graphical Improvements, Simple Hair: Hair with relatively low gradients and shading, more closely matching the vanilla Rimworld art style&lt;br /&gt;
&lt;br /&gt;
* ''1006'' 	Content Expansion: Adds new content, but does not significantly change any core game mechanics or game balance&lt;br /&gt;
* ''1006A''	Content Expansion, Major&lt;br /&gt;
* ''1006B''	Content Expansion, Minor&lt;br /&gt;
* ''1006C''	Content Expansion, Wildlife and Enemies&lt;br /&gt;
&lt;br /&gt;
* ''1007'' 	Gameplay Mechanics Expansion: Adds new content with a significant impact on core game mechanics or game balance&lt;br /&gt;
* ''1007A''	Gameplay Mechanics Expansion, Major&lt;br /&gt;
* ''1007B''	Gameplay Mechanics Expansion, Minor&lt;br /&gt;
&lt;br /&gt;
* ''1008''	New Alien Races Content: Covers notable alien races and supporting mods. For the sake of keeping the list a reasonable length, most races that are functionally little more than a reskin with minor stat changes have been omitted. The list here tries to focus on the more novel or interesting races.&lt;br /&gt;
* ''1008A''	New Alien Races Content, Major&lt;br /&gt;
* ''1008B''	New Alien Races Content, Minor&lt;br /&gt;
&lt;br /&gt;
==''1001'' Colony Utility==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Power Logic&lt;br /&gt;
A powerful tool for automation. Allows the construction of condition sensors, signal broadcasters, and methods to make them interact with anything powered.&lt;br /&gt;
* [SYR] Doormats							&lt;br /&gt;
Prevents outdoor filth from being tracked indoors&lt;br /&gt;
* Programmable Vents						&lt;br /&gt;
Vents that shut off when rooms reach a certain temperature; allows you to passively heat rooms without overheating them during hotter days&lt;br /&gt;
* Meat Blend								&lt;br /&gt;
Allows mixing of all meat types into a single type for easier storage (you can opt out insect or humanoid meat to avoid mood penalties)&lt;br /&gt;
* Veggie Mix								&lt;br /&gt;
The above, but for plants&lt;br /&gt;
* DontBlockDoor							&lt;br /&gt;
Prevents random dropped items from holding the door open and allowing in invaders or prisoners&lt;br /&gt;
* Trading Spot							&lt;br /&gt;
Choose where trader caravans loiter&lt;br /&gt;
* [SYR] Set Up Camp						&lt;br /&gt;
Create a small, temporary local map to perform actions you can't on the world map.&lt;br /&gt;
* Roads of the Rim						&lt;br /&gt;
Build roads on the world map&lt;br /&gt;
* Locks2									&lt;br /&gt;
Doors can be set to allow/block visitors, pets, or specific pawns in your colony&lt;br /&gt;
* RT Solar Flare Shield					&lt;br /&gt;
Build a shield to protect against solar flares&lt;br /&gt;
* RT Fuses								&lt;br /&gt;
Build fuses to prevent BZZZZT events&lt;br /&gt;
* Share the Load							&lt;br /&gt;
Allows multiple pawns to haul resources to a construction site, instead of just one at a time&lt;br /&gt;
* Replace Stuff			&lt;br /&gt;
Don't like how vents create a massive weak spot in otherwise sturdy walls? Try these. Vents no longer replace walls, but are added onto them, leaving the wall behind even if the vent is destroyed&lt;br /&gt;
* Power++									&lt;br /&gt;
Adds the ability to transmit power wirelessly, both on-map or across the world to other sites&lt;br /&gt;
* No Random Relations						&lt;br /&gt;
Don't like the game randomly deciding a pawn has an uncle/sister/cousin? This is for you&lt;br /&gt;
* Royalty Tweaks							&lt;br /&gt;
Makes the more restrictive or annoying parts of royalty content optional&lt;br /&gt;
* Smart Medicine							&lt;br /&gt;
Allows pawns to carry medicine with them and use it in the field&lt;br /&gt;
* Xenobionic Patcher						&lt;br /&gt;
Have lots of races installed and worried about bionic compatibility? This makes every surgery compatible with every race&lt;br /&gt;
* No Burn Metal							&lt;br /&gt;
Removes flammability from steel and other metal&lt;br /&gt;
* Faction Blender							&lt;br /&gt;
Adds new factions which take pawns from all available races, as opposed to the norm where each faction is only composed of a single race&lt;br /&gt;
* Realistic Rooms							&lt;br /&gt;
Makes it so colonists merely want bedroom-sized bedrooms, and not apartment-sized ones&lt;br /&gt;
* Expanded Roofing						&lt;br /&gt;
Allows the creation and removal of overhead mountain, glass roofing, and even solar roofing.&lt;br /&gt;
* Imprisonment on the Go					&lt;br /&gt;
Allows the capturing of prisoners without an enclosed sleeping space. Very useful when attacking enemy sites.&lt;br /&gt;
* Simple Slavery							&lt;br /&gt;
Allows you to draft prisoners and put them to work&lt;br /&gt;
* Prison Labor							&lt;br /&gt;
A mod that is much larger and more sophisticated way to make use of prisoners than Simple Slavery, but has a reputation for being buggy. (WARNING: May cause an assortment of bugs relating to jobs)&lt;br /&gt;
* Power Logic								&lt;br /&gt;
Adds power buildings that allow creation of logic gates, sensors, and so on.&lt;br /&gt;
* My Little Planet						&lt;br /&gt;
Allows you to change the planet's landmass, effectively controlling how vast or cramped the planet is&lt;br /&gt;
* Nanohive Regenerator&lt;br /&gt;
A structure that autonomously repairs not only nearby buildings and walls, but even pawns' equipment, and can extinguish fires. Useful for reducing the level of micromanagement needed to maintain base defenses.&lt;br /&gt;
&lt;br /&gt;
==''1002'' Player Utility==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* TD Enhancement Pack						&lt;br /&gt;
Improves a ton of small things in the user interface of the game&lt;br /&gt;
* Colony Groups							&lt;br /&gt;
A major overhaul and improvement of the colonist bar&lt;br /&gt;
* Interaction Bubbles						&lt;br /&gt;
Allows you to see conversations or interactions beteween pawns without digging through the game log&lt;br /&gt;
* Damage Indicators						&lt;br /&gt;
Adds floating numbers that display the damage taken by pawns or buildings&lt;br /&gt;
* Better Pawn Control						&lt;br /&gt;
Greatly increases the control you have over food, drug, and equipment policies&lt;br /&gt;
* Pawn Rules								&lt;br /&gt;
Allows restricting of bonding, romance, and artisan crafting&lt;br /&gt;
* Camera+									&lt;br /&gt;
Removes default restrictions of camera zoom levels&lt;br /&gt;
* RimHUD									&lt;br /&gt;
Makes the bottom-left info window completely customizable in color, font, size, tabs, etc.&lt;br /&gt;
* World Edit&lt;br /&gt;
Tired of rerolling for the perfect site at a river, coast, mountain, or whatever? Just edit the world.&lt;br /&gt;
* Character Editor						&lt;br /&gt;
Allows completely changing of every aspect of existing pawns. Even if cheating isn't your thing, it's good to have installed to easily fix bugs that may occur without manual save editing&lt;br /&gt;
* Map Reroll								&lt;br /&gt;
Reroll the local colony map if you don't like the exact layout of certain things&lt;br /&gt;
* Map Designer							&lt;br /&gt;
Allows creating maps using custom parameters, instead of them being dictated by the world map tile. Pairs very well with the above map reroll mod, allowing you to regenerate the same map multiple times.&lt;br /&gt;
* Whats that mod							&lt;br /&gt;
Adds text at the bottom of every item/pawn/thing's info window showing what mod it's from&lt;br /&gt;
* Change map edge limit					&lt;br /&gt;
Build up to the map edge if you so desire, to wall off access to raids or caravans from certain points of the map&lt;br /&gt;
* Work Tab, Animal Tab, Colony Manger		&lt;br /&gt;
More detailed control for these tabs&lt;br /&gt;
* Relations Tab							&lt;br /&gt;
See relations between all factions at a glance&lt;br /&gt;
* Allow Tool								&lt;br /&gt;
Allows map-wide forbidding, selection, or allowing. &lt;br /&gt;
* Toggle Harvest							&lt;br /&gt;
Allows control of whether growing areas should be planted or harvested&lt;br /&gt;
* Dub Mint Menus							&lt;br /&gt;
Consolidates the work tabs from every workbench and recipe you have access to, in one location&lt;br /&gt;
* Directly Abandon Settlement				&lt;br /&gt;
Allow you to abandon locations on the world map&lt;br /&gt;
* WikiRim									&lt;br /&gt;
Adds an in-game database of items and recipes you can search&lt;br /&gt;
* Heat Map								&lt;br /&gt;
Adds an overlay to see temperatures in all rooms at the same time&lt;br /&gt;
* Appearance Clothing	+ HAR addon			&lt;br /&gt;
Allows you to set appearance of pawns completely independent of whatever gear they're wearing. Vital for preventing incompatibilities or missing textures if you play with many races that have race-exclusive gear&lt;br /&gt;
* Better Roads							&lt;br /&gt;
Makes roads easier to see on the world map&lt;br /&gt;
* Dubs Mint Minimap						&lt;br /&gt;
Adds a minimap to the game, making tracking of threats far easier&lt;br /&gt;
* Recipe Icons							&lt;br /&gt;
Makes scrolling through recipe lists easier by attaching relevant product images&lt;br /&gt;
* Filth Vanishes with Rain				&lt;br /&gt;
What it says on the tin, rain can clean outdoor terrain of filth. Slightly improves performance by removing filth periodically&lt;br /&gt;
* Better Time Format						&lt;br /&gt;
Let's you see the exact in-game time instead of just a vague approximation&lt;br /&gt;
* Armored Floors							&lt;br /&gt;
For a great cost, allows you to prevent infestations in certain areas&lt;br /&gt;
* RPG Inventory OR Awesome Inventory&lt;br /&gt;
Adds a visual paper-doll like inventory, making it easy to see equipment at a glance&lt;br /&gt;
* Better Message Placement				&lt;br /&gt;
Prevents popup messages from blocking the colonist bar&lt;br /&gt;
* Drop All Inventory						&lt;br /&gt;
Allows you to rapidly unload cargo from your caravans without having to wait&lt;br /&gt;
* Defensive Positions						&lt;br /&gt;
Allows you to have pawns move to pre-selected locations and draft themselves with a single hotkey&lt;br /&gt;
* Keep Bed Ownership						&lt;br /&gt;
Prevents ownership of beds from being erased when they need to sleep using a bed on another map&lt;br /&gt;
* Research Pal Forked						&lt;br /&gt;
Greatly improves the research screen with a better UI and more detail&lt;br /&gt;
* Bionic Icons							&lt;br /&gt;
Allows you to determine which implant is which at a glance by adding pictures to them.&lt;br /&gt;
* Allow Tools								&lt;br /&gt;
Adds improved tools for allowing or disallow en masse&lt;br /&gt;
* More Harvest Designators				&lt;br /&gt;
Similar to above, but for designations concerning farming and wild planet harvesting &lt;br /&gt;
* Vein Miner OR Mine it all						&lt;br /&gt;
Similar to above, but for mining&lt;br /&gt;
* Rangefinder								&lt;br /&gt;
Allows you to toggle a big circle around a pawn constantly showing its maximum firing range.&lt;br /&gt;
* Loading in Progress						&lt;br /&gt;
Allows adds or removing of objects from drop pods without having to unload and then reload all pods' contents.&lt;br /&gt;
* Cut plants before building				&lt;br /&gt;
Lets you get the plant resources from plants under a building blueprint, instead of destroying them&lt;br /&gt;
&lt;br /&gt;
==''1003'' Performance, Bug Fixes, and AI Improvements==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
Dubs Performance Analyzer				&lt;br /&gt;
Arguably the single most important tool for improving game performance. It allows you to see specifically which parts of the game are causing the most slowdown, allowing you to identify and solve bugs which don't normally report errors, or identify which of your mods is secretly causing game slowdown due to poor coding.&lt;br /&gt;
* Rocketman								&lt;br /&gt;
Essentially reduces the frequency at which the game checks low-importance things, to greatly improve game performance.&lt;br /&gt;
* PawnTargetFix							&lt;br /&gt;
Makes ranged attackers focus more on the nearest target rather than selecting one randomly&lt;br /&gt;
* Perfect Pathfinding						&lt;br /&gt;
Makes pawns travel in a straight line instead of moving almost entirely at diagonals with large detours&lt;br /&gt;
* Path Avoid								&lt;br /&gt;
A useful tool for fixing pathfinding quirks; allows you to paint pathfinding costs onto terrain, allowing you to override normal AI pathfinding. Good for forcing pawns to use roads and avoid traps or obstacles.&lt;br /&gt;
* Word of Freelove						&lt;br /&gt;
Removes the normal hetero-only restrictions on the Word of Love psycast in the Royalty DLC&lt;br /&gt;
* Kijin									&lt;br /&gt;
This race mod isn't really a &amp;quot;fix&amp;quot;, but has a research project to achieve double yields from animals, effectively allowing you to have half as many animals on the map without losing productivity. This in turn can save on game memory.&lt;br /&gt;
* More Trait Slots						&lt;br /&gt;
With a lot of mods adding (or sometimes even requiring) new traits, this mod allows you to increase the maximum number of traits allowed on a pawn, allowing you to fully make use of these mods&lt;br /&gt;
* Animal Logic							&lt;br /&gt;
Allows very precise tuning of animal behavior instead of being at the mercy of whatever values are vanilla&lt;br /&gt;
* Smarter Construction					&lt;br /&gt;
Improves construction reach, greatly reducing incidents of pawns trapping themselves&lt;br /&gt;
* Smarter Deconstruction and Mining		&lt;br /&gt;
Similar to the above, but for preventing roof cave-ins&lt;br /&gt;
* Mining Priority							&lt;br /&gt;
Prioritizes which metals to mine by value, instead of just by distance&lt;br /&gt;
* Pickup and Haul							&lt;br /&gt;
Allows colonists to use their inventory for hauling purposes, greatly increasing the amount of items they can move in one trip&lt;br /&gt;
* Haul to Stack							&lt;br /&gt;
Prioritizes hauling to drop off goods an an existing stack of that good, instead of creating multiple incomplete stacks which add clutter&lt;br /&gt;
* Rimthreaded								&lt;br /&gt;
Rimworld is normally limited to a single CPU core. This mod attempts to force it to use multiple cores. (WARNING: This mod has an incompatibility list a mile long, so read it before attempting to use this mod!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1004'' Storage==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Deep Storage							&lt;br /&gt;
Lets you store multiple stacks on one tile&lt;br /&gt;
* Netrve's DeepStorage UI					&lt;br /&gt;
Improves the interaction menu of deep storage building&lt;br /&gt;
* Rimfridge 								&lt;br /&gt;
Adds storage with build-in cooling&lt;br /&gt;
* [JD] Simply Storage						&lt;br /&gt;
Adds a much greater number of containers for Deep Storage&lt;br /&gt;
* [JD] Simply Storage - Refrigeration 	&lt;br /&gt;
Same but for rimfridge&lt;br /&gt;
* Stack XXL OR OgreStack					&lt;br /&gt;
Allows you to change how many individual items can be placed in a single stack of items, drastically effecting storage capacity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1005'' Graphical Improvements==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005A'' Graphical Improvements, General===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* World Beautification Project + addons	&lt;br /&gt;
Greatly improves the graphics of the world map&lt;br /&gt;
* Hats Display Selection OR Show Hair 	&lt;br /&gt;
Allows you to hide helmets, or have headgear that doesn't remove hair from the pawn&lt;br /&gt;
* Graphics Setter							&lt;br /&gt;
Improves sharpness and reduces blur of sprites&lt;br /&gt;
* High Quality Textures					&lt;br /&gt;
What it says on the tin&lt;br /&gt;
* Gloomy Deco	+ other Gloomy mods			&lt;br /&gt;
Technically a furniture mod, but adds a lot of decorative objects focused on cute or low-tech appearance&lt;br /&gt;
Vanilla Furniture Expanded Props		&lt;br /&gt;
Similar to above, but more modern and serious-looking&lt;br /&gt;
* RimThemes								&lt;br /&gt;
Change window/UI colors and transparency to whatever you desire&lt;br /&gt;
* Eccentric Tech - Cosmetic				&lt;br /&gt;
Adds a large number of purely cosmetic implants; animal ears, horns, tails, etc&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005B'' Graphical Improvements, Pawn Body===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Beautiful Bodies						&lt;br /&gt;
Greatly increases body detail without changing body shape (therefore retaining full compatibility with every vanilla clothing mod)&lt;br /&gt;
* FemaleBB + bodytype add-on				&lt;br /&gt;
This adds a new type of female body shape and increases its, ahem, bust size, though the body itself remains pretty vanilla-like in that it lacks high detail and shading. What makes this mod noteworthy is that the author has manually re-created from scratch literally hundreds of pieces of armor and clothing from almost every major mod to make them similarly more revealing and skimpy (and to fit the new body shape). Mod settings allow you to decide which races this new body type will apply to, and which will remain vanilla. As long as your mother doesn't see this, you should be okay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005C'' Graphical Improvements, Detailed Hair===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Replace Vanilla Hair 					&lt;br /&gt;
As the name suggests, overrides vanilla hairs with far more detailed and higher resolution versions.&lt;br /&gt;
* Roppoi Hair&lt;br /&gt;
* Vee Hairs&lt;br /&gt;
* Gommy Hair mk2&lt;br /&gt;
* Amerio anime hairs&lt;br /&gt;
* Eccentric Extras&lt;br /&gt;
* Gw hair mod&lt;br /&gt;
* Mokan Hair&lt;br /&gt;
* GW-HornHair&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005C'' Graphical Improvements, Simple Hair===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Vanilla Hair Expanded&lt;br /&gt;
* Won hair_women + hair_men&lt;br /&gt;
* [Ods] Hair&lt;br /&gt;
* [SS]Lovely Hair Style&lt;br /&gt;
* Rim Seraph Hair&lt;br /&gt;
* Extended Hair&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1006'' Content Expansion==&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
(Author's note: The &amp;quot;major&amp;quot; and &amp;quot;minor&amp;quot; categories below are purely a reflection of the mod's size and complexity. These categories are not a reflection of usefulness, quality, or gameplay impact.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1006A'' Content Expansion, Major===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* RBSE OR EPOE-Forked						&lt;br /&gt;
These two mods are the main competing frameworks for rimworld surgeries. A detailed comparison on them can be seen here ( https://docs.google.com/spreadsheets/d/1xZaHNbrRg_4vl6HeRlmTmvFfIB1cjUtCGhg8wjtXISk/ )&lt;br /&gt;
* UN-Colony&lt;br /&gt;
A large mod that contains an assortment of refineries, power plants, and functional furniture&lt;br /&gt;
* Glittertech								&lt;br /&gt;
Adds a large range of very late-game advanced technology. May be overpowered.&lt;br /&gt;
* PolarisBloc								&lt;br /&gt;
Similar to glittertech&lt;br /&gt;
* RimCuisine2 + addons					&lt;br /&gt;
One of the largest mods dedicated to farming, cooking, and food in general. Note that while not updated to 1.2, the 1.1 version seems to work without any bugs whatsoever, so should be safe to use.&lt;br /&gt;
* Zipangu									&lt;br /&gt;
Similar to the above, but wholely focused on Japanese-themed cuisine. Also has a large amount of Japanese furniture&lt;br /&gt;
* Alpha Animals							&lt;br /&gt;
Adds a huge number of non-earthlike creatures to the game&lt;br /&gt;
* More Practical Traits					&lt;br /&gt;
What it says on the tin&lt;br /&gt;
* Xeva + addons							&lt;br /&gt;
Adds five new factions and a wide array of weapons, armor, and enemies. (Combat Evolved compatibility not available, but patch is in progress)&lt;br /&gt;
&lt;br /&gt;
===''1006B'' Content Expansion, Minor===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* A Dog Said...							&lt;br /&gt;
The main framework for animal surgeries and bionics used by the community&lt;br /&gt;
* Alpha Biomes							&lt;br /&gt;
Adds several non-earthlike exotic biomes to the game&lt;br /&gt;
* Biomes Core + Biomes Islands			&lt;br /&gt;
Adds island maps and swimming to the game&lt;br /&gt;
* Rimsenal + assorted addons				&lt;br /&gt;
Adds a vast number of weapons and armor to the game&lt;br /&gt;
* Go Explore!								&lt;br /&gt;
Adds random events which cause ruined locations to appear on the map, ripe for plundering&lt;br /&gt;
* Vanilla Events Expanded					&lt;br /&gt;
Adds an assortment of vanilla-like events&lt;br /&gt;
* Utility Columns							&lt;br /&gt;
Adds columns that double as other furniture, such as lamps, freezers, orbital beacons, traps, or graves&lt;br /&gt;
* Vanilla Factions Expanded - Insectoids&lt;br /&gt;
Insectoid focused pack. Besides the usual, also adds a range of implants and genetically-engineered animals to perform various jobs&lt;br /&gt;
* Vanilla Weapons Expanded + addons		&lt;br /&gt;
Adds a wide range of new firearms&lt;br /&gt;
* Sparkling Worlds						&lt;br /&gt;
A large assorted mod. Adds new events, new glitter tech crafting recipes, a new faction, etc. &lt;br /&gt;
* Soft Warm Beds							&lt;br /&gt;
Makes beds a combination of a bed-frame and bed-sheet, rather than just a single item.&lt;br /&gt;
* Sometimes Raids Go Wrong				&lt;br /&gt;
Adds a small chance that hostile raids will crash their drop pods, arrive hungover, be chased by maddened animals, and so on.&lt;br /&gt;
* Apparello 2								&lt;br /&gt;
Adds a vast amount of new clothing types.&lt;br /&gt;
* More Vanilla Turrets 1.1				&lt;br /&gt;
Adds a large number of turrets for base defense		&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1006C'' Content Expansion, Wildlife and Enemies===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* Alpha Animals							&lt;br /&gt;
Already mentioned above&lt;br /&gt;
* Magical Mengerie						&lt;br /&gt;
Adds several mythical creatures to the game&lt;br /&gt;
* Orion's More Mechanoids					&lt;br /&gt;
What it says on the tin. Adds stronger mechs.&lt;br /&gt;
* Vanilla Factions Expanded - Mechanoids	&lt;br /&gt;
Ditto&lt;br /&gt;
* Super Mechneko							&lt;br /&gt;
Adds very tough, anime-style robots with giant titties&lt;br /&gt;
* Kemomimihouse + hardworking addon&lt;br /&gt;
		Adds cute pets that can be assigned job priorities, have skills, and do work exactly the same way as colonists&lt;br /&gt;
* 虫娘 Insect girls + hardworking addon	&lt;br /&gt;
Like the above, but insect-themed&lt;br /&gt;
&lt;br /&gt;
==''1007'' Gameplay Mechanics Expansion==&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
(Author's note: The &amp;quot;major&amp;quot; and &amp;quot;minor&amp;quot; categories below are purely a reflection of the mod's size and complexity. These categories are not a reflection of usefulness, quality, or gameplay impact.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1007A'' Gameplay Mechanics Expansion, Major===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* RimFactory + addons						&lt;br /&gt;
A massive mod that allows you to automate huge portions of colony, or automatically perform most tasks normally impossible to automate in Rimworld&lt;br /&gt;
* Rimworld of Magic						&lt;br /&gt;
Adds character classes to the game, along with associated spells and abilities, in a manner similar to D&amp;amp;D&lt;br /&gt;
* SOS2									&lt;br /&gt;
Adds starships, space combat, and interplanetary travel to the game&lt;br /&gt;
* Rimatomics								&lt;br /&gt;
Adds detailed nuclear power, along with very powerful turrets to the game&lt;br /&gt;
* Rimefeller								&lt;br /&gt;
Adds the oil industry to the game, allowing production a large number of normally unproducable materials from oil (plasteel, neutromine, etc)						&lt;br /&gt;
* Dubs Bad Hygiene							&lt;br /&gt;
Adds toilet, hygene, and thirst mechanics to the game. Also includes other useful utilities like central air conditioning, fire sprinklers, irrigation, etc.&lt;br /&gt;
* What the Hack							&lt;br /&gt;
Lets you capture, modify, and upgrade mechanoids for use as pets&lt;br /&gt;
* Gidduup + assorted addons&lt;br /&gt;
Allows animals to be ridden, both on the local map and world map. Add-ons allow for riding mechs, and for caravan use.&lt;br /&gt;
* Combat Evolved							&lt;br /&gt;
A major overhaul of fighting to make is much more deadly, unpredictable, and somewhat more realistic.&lt;br /&gt;
* Call of Cthulhu&lt;br /&gt;
Adds a cult mechanic, ritualistic spellcasting, and lovecraftian creatures&lt;br /&gt;
* RimJobWorld								&lt;br /&gt;
Oh boy, you found it. NSFW, 18+, etc. This is the ultimate sex mod for rimworld. Bestal1ty, r4pe, necr0philia, even pregnancies across species (and not just aliens, animals too). Not found on steam for obvious reasons, but any competent google search should lead you to it. You pervert. And sorry for the weird censoring, stupid word filters on pastebin.&lt;br /&gt;
* Pawnmorpher								&lt;br /&gt;
Furries: The Mod. This allows you to mutate pawns to give them animal-like body parts, or even turn them into animals (who are still sentient so act like pawns). Unlike Genetic Rim, research requires a lot of experimentation (on actual pawns) and collecting of data.&lt;br /&gt;
* Psychology&lt;br /&gt;
Instead of relying on pure RNG to determine pawns compatibility with each other, adds a massive amount of personality sliders and sexuality sliders to determine how well pawns get along&lt;br /&gt;
* Questionable Ethics Enhanced&lt;br /&gt;
Medical Ethics Violations: The Mod. Grow human organs, clone people, install mind control devices, etc.&lt;br /&gt;
* TiberiumRim								&lt;br /&gt;
Adds the namesake highly infectious, but infinitely renewable resource, along with a full set of vehicles (functionally, mechs) and a large amount of accompanying equipment and structures.&lt;br /&gt;
* 妖怪村1.32								&lt;br /&gt;
I don't know what the name says, either. This is basically a catch-all mod from Japanese mythology; about 20 mythical creatures, plus an assortment of armor, traits, weapons, buildings, furniture, medicines, body parts, etc. The reason this is listed under gameplay mechanics expansion is that some weapons are &amp;quot;intelligent&amp;quot; in that they gain XP and level up through combat, which is a neat idea. Note that while most of the content has a translation, some parts do not.&lt;br /&gt;
&lt;br /&gt;
===''1007B'' Gameplay Mechanics Expansion, Minor===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* SRTS + addons							&lt;br /&gt;
Adds aircraft for rapid traversing of the planet.&lt;br /&gt;
* Genetic Rim								&lt;br /&gt;
Allows harvesting of genes to create implants or dozens of new animal species&lt;br /&gt;
* Genetic Rim Alpha Animals Patch			&lt;br /&gt;
Expands the above to include creatures from alpha animals&lt;br /&gt;
* Bondage Beds							&lt;br /&gt;
Allows players to control addict pawns without resorting to removing the legs or spine, by simply tying them to a bed&lt;br /&gt;
* Preemptive Strike						&lt;br /&gt;
Allows the construction of facilities to detect friendly traders and enemy raids before they arrive&lt;br /&gt;
* EbD Prepare Carefully					&lt;br /&gt;
Allows you to manually create starting cargo and pawns on game start instead of relying on RNG&lt;br /&gt;
* ED-Shields								&lt;br /&gt;
Unlike most shield mods which merely add shield generators, this mod allows precise customization of each shield's functions and abilities using modules&lt;br /&gt;
* Crash Landing							&lt;br /&gt;
Adds a starting scenario and random event involving ship sections crashing to the planet&lt;br /&gt;
* More Faction Interaction				&lt;br /&gt;
Overhauls traders, faction expansion, and other diplomatic things&lt;br /&gt;
* Infusion 2								&lt;br /&gt;
Adds &amp;quot;enchantments&amp;quot; to gear, so that the effectiveness of something is more than just its quality and material alone.&lt;br /&gt;
* PsiTech									&lt;br /&gt;
An alternative to the royalty psycast system for psionics&lt;br /&gt;
* Orion's Hospitality						&lt;br /&gt;
Allows you to effectively run a hotel. Charge guests for beds, feed them, and make them happy to improve faction relations and earn more rewards&lt;br /&gt;
* Orion's Gastronomy						&lt;br /&gt;
The above, but instead of a hotel, you can run a restaurant. &lt;br /&gt;
* RimCities&lt;br /&gt;
Adds unique settlement types (cities, duh) and assorted quests involving them (conquest, defense, assassination, etc)&lt;br /&gt;
* Social Interactions Expanded			&lt;br /&gt;
Gives social interactions more diversity, and allow traits to change due to events&lt;br /&gt;
* Backup Power							&lt;br /&gt;
Allows various power sources to autonomously turn themselves on or off based on power remaining in batteries.&lt;br /&gt;
* RimDeed									&lt;br /&gt;
Adds a sort of employment agency where, for a fee, a company will find new possible recruits for you.&lt;br /&gt;
* Guard For Me							&lt;br /&gt;
Allows the hiring of very powerful pawns on a temporary, salaried basis.&lt;br /&gt;
* Empire									&lt;br /&gt;
Adds a mini-game involving the creation of settlements and their taxation/defense. (WARNING: Will almost certainly break any semblance of a balanced game economy due to the exponential growth of wealth)&lt;br /&gt;
* RimWar									&lt;br /&gt;
Effectively allows conquest and war between factions. (WARNING: May cause significant game slowdown, to say nothing of balance issues caused by factions being removed from the game through destruction)&lt;br /&gt;
* Vanilla Factions Expanded - Mechanoids	&lt;br /&gt;
Mechanoid focused pack which not only adds the usual (new weapons, enemies, etc), but automated factories and supercomputers, and a &amp;quot;total war&amp;quot; mechanic tracking mechanoid progress on a global level&lt;br /&gt;
* Organ Harvest Post-Mortem				&lt;br /&gt;
Harvest organs and implants from dead pawns. (WARNING: This most destroys the game economy's balance due to each dead raider producing several times more wealth than normal, from harvested organs)&lt;br /&gt;
* Expanded Roofing						&lt;br /&gt;
Allows you to build or demolish overhead mountain, as well as other utility roofs (glass, solar, etc).&lt;br /&gt;
* Roads of the Rim						&lt;br /&gt;
Allows construction of new roads on the world map&lt;br /&gt;
* Remote Tech 							&lt;br /&gt;
Adds an assortment of traps that can be activated remotely without need for a pawn to trigger them.&lt;br /&gt;
* Animal Armor + addons					&lt;br /&gt;
What it says on the tin&lt;br /&gt;
* Death Rattle							&lt;br /&gt;
Normally pawns will instantly perish the moment a vital organ (such as the heart) fails. This mod instead gives you a small time window to perform surgery or hook the pawn up to life support before they actually perish, just like how it works in real life.&lt;br /&gt;
&lt;br /&gt;
==''1008'' New Alien Races Content, and Supporting Mods==&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
&lt;br /&gt;
(Authors Note: Races are divided here into major and minor. Major races are those that either have large anatomical differences from normal humanoid pawns, or they have a particularly extensive amount of secondary content (pets, buildings, weapons, armor, factions), or are otherwise novel in some way. Minor races are those that are just humanoid pawns and have little content outside of race-specific armor and weapons.)&lt;br /&gt;
&lt;br /&gt;
(Author's Note: Nearly all races support one of the two competing bionics mods, RBSE or EPOE. If you are unable to perform bionic surgeries on a race, it may be because you are missing whichever of these two the race supports. Alternatively, the mod Xenobiotic Patcher makes all surgeries cross-species, but occasionally causes some odd or nonsensical surgeries to be unlocked, though this isn't really a problem if you avoid using them them.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1008A'' New Alien Races Content, Major===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* Humanoid Alien Races 2.0				&lt;br /&gt;
Not a race mod, but an underlying framework required by nearly every race mod in existence. &lt;br /&gt;
* Xenobionic Patcher						&lt;br /&gt;
Have lots of races installed and worried about bionic compatibility? This makes every surgery compatible with every race&lt;br /&gt;
* Androids								&lt;br /&gt;
Robots that can customize their bodies and traits upon assembly.&lt;br /&gt;
* Android Tiers++							&lt;br /&gt;
A far larger robot mod, albeit one that has earned a bad reptuation for hurting game performance. It has truly unique features things like mind-uploading, mind-copying, but also completely destroys game balance due to its overpoweredness.&lt;br /&gt;
* Anty the War Ant Race					&lt;br /&gt;
Quoting the author, &amp;quot;The problem child of the universe.&amp;quot; Lots of unique mechanics here: An anty can be transformed using pheromones, making them a queen to constantly produce new children, or alternatively you can turn them into a soldier, or an acid suicide bomb. They also recycle prisoners into meat computers, living generators, or human cattle that slowly waste away for new food. Their weapons are mostly acid-based, and they have grenades which can instantly deploy a sandbag cover. Lots of neat stuff. &lt;br /&gt;
* Avali									&lt;br /&gt;
Bird lizard people things? One of the single largest mods in terms of supporting content (buildings, armor, weapons). Spacer-tech&lt;br /&gt;
* Crystalloids								&lt;br /&gt;
Crystal people. The race itself pretty unremarkable and uses very old graphics, but they have extensive supporting content such as a unique type of raid, a large array of new psycasts, and a unique way to generate power.&lt;br /&gt;
* Dragonians								&lt;br /&gt;
Dragon girls. Have the advantages of being able to graze, be milked and sheared, but still a sentient pawn. Tribal-tech&lt;br /&gt;
* Epona&lt;br /&gt;
Centaurs. Assorted tech levels. Have their own custom space suits for SOS2 compatibility. &lt;br /&gt;
* Idhale									&lt;br /&gt;
Basically ghosts. Immune to conventional attack, but in turn are also unable to attack others.&lt;br /&gt;
* Kijin									&lt;br /&gt;
Japanese Oni (demons). Have a number of unique techs which improve the productivity of farm animals, and their own unique win condition. Japanese/medieval-tech.&lt;br /&gt;
* Kurin&lt;br /&gt;
Three-tailed foxgirls. One of the most popular race mods, so have a large number of add-ons mods or ports. Spacer-tech&lt;br /&gt;
* Mincho									&lt;br /&gt;
Ice cream slime girls. A living testament to the horrors (or brillaince) of genetic engineering. Extremely durable bodies; probably the only race listed that can literally survive their heads being blown off. And then grow it back.&lt;br /&gt;
* Moyo									&lt;br /&gt;
Deep sea dwellers. Blood from this race can be harvested and turned into a wide range of drugs, from mech serums to cocaine. Spacer-tech&lt;br /&gt;
* Neclose									&lt;br /&gt;
Some sort of combination of huge-titty girls, jelly fish, and sea pickle. Unarmed attacks will paralyze and eventually cause comas. Can also create fleshbeasts to act as menial works.&lt;br /&gt;
* Oni										&lt;br /&gt;
Roughly based on oni from Japanese lore. Available as both an animal version and a sentient pawn.&lt;br /&gt;
* Orassan									&lt;br /&gt;
Anthro-cat people (though de-furry patches exist). Specializes in arctic survival; they can farm ice like soil, and can turn normal strone into an enhanced type of concrete. Spacer-tech&lt;br /&gt;
* Rabbies									&lt;br /&gt;
Rabbit people with a global addiction to a drug called Planetarium. Modern/Spacer-tech. &lt;br /&gt;
* Ratkin									&lt;br /&gt;
Cute rat people whose raids can burrow using drill machines, allowing them to appear inside your base similar to insectoid infestations. Steampunk-tech.&lt;br /&gt;
* Rakkle									&lt;br /&gt;
Naga-like snake people with a few unique mechanics. Firstly, most of their vital organs are actually in their snake half and not their human half (which is quite useful in Combat Evolved where cover protects the bottom half of a pawn first). And like snakes they can periodically shed their skin, or consume one giant meal and slowly digest it for an entire week instead of eating daily like most other species. &lt;br /&gt;
* Revia									&lt;br /&gt;
(Yes, more fox girls). A focus bloodlust and sacrifice; they can generate lost body parts or permanently improve stats by sacrificing prisoners. (WARNING: This mod may cause issues with traders no longer having inventories.)&lt;br /&gt;
* Nearmare								&lt;br /&gt;
Fairy-like race that can summon will o' wisps to aid them, and is very strong against mental/morale damage.&lt;br /&gt;
* Xenoorca&lt;br /&gt;
Killer whale mermaids. Like their namesake they're large, powerful and predatory. (Only appear as a pirate faction by default). Spacer-tech.&lt;br /&gt;
&lt;br /&gt;
===''1008B'' New Alien Races Content, Minor===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* Annelitrice								&lt;br /&gt;
Mimic shapeshifters which appear unremarkable, but are actually composed of hives of worms. They have special abilities to keep resurrecting themselves after death. Modern-tech.&lt;br /&gt;
* Arachne									&lt;br /&gt;
Spider people. Besides the eight-legs thing, are fairly vanilla. Spacer-tech&lt;br /&gt;
* Ancient Species							&lt;br /&gt;
Half-Elves. Assorted tech levels&lt;br /&gt;
* Astoriel 								&lt;br /&gt;
Elves&lt;br /&gt;
* Bun										&lt;br /&gt;
Bunny People. Tribal-to-Industrial-tech&lt;br /&gt;
* Ferian									&lt;br /&gt;
Anthro-Fox people, not much here beyond the race.&lt;br /&gt;
* Forsaken								&lt;br /&gt;
Coal-black skin, horns, and glowing eyes. I assume some sort of demons?  Glitter-tech, with very powerful equipment. Have their own unique biome in Alpha Biomes mod&lt;br /&gt;
* Garam									&lt;br /&gt;
Furry cat girl pseudo-pets. Highly detailed in-built animation, but the only race in this list that use their own unique framework (not HAR), causing a number of compatibility issues&lt;br /&gt;
* Giants									&lt;br /&gt;
What it says on the tin, really.&lt;br /&gt;
* Nyaron									&lt;br /&gt;
Mass produced cat girls. Every weeb's dream&lt;br /&gt;
* Silkiera								&lt;br /&gt;
Foxgirls with big tiddies. Medieval-tech.&lt;br /&gt;
* RimEffect Races							&lt;br /&gt;
Can't comment on these since I haven't tried this mod yet.&lt;/div&gt;</summary>
		<author><name>Regularity</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:Regularity&amp;diff=87040</id>
		<title>User:Regularity</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:Regularity&amp;diff=87040"/>
		<updated>2021-06-28T19:28:14Z</updated>

		<summary type="html">&lt;p&gt;Regularity: /* 1001 Colony Utility */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Can someone recommend me a [insert category here] mod?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you, too, are tired of answering this question, just send them to this pastebin.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''Table of Contents and explanation of each category''===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
* ''1001'' 	Colony Utility: Quality-of-life mods that directly increase the efficiency of pawns in their daily activities&lt;br /&gt;
&lt;br /&gt;
* ''1002'' 	Player Utility: Quality-of-life mods that do not directly affect the colony. Things like UI improvements, more detailed information, and automating repetitive player tasks.&lt;br /&gt;
&lt;br /&gt;
* ''1003'' 	Performance, Bug Fixes, and AI Improvements&lt;br /&gt;
&lt;br /&gt;
* ''1004'' 	Storage: Mods related to storing stuff&lt;br /&gt;
&lt;br /&gt;
* ''1005'' 	Graphical Improvements: these are purely cosmetic changes; graphical changes that improve readability or better convey information are under the Player Utility category&lt;br /&gt;
* ''1005A'' 	Graphical Improvements, General&lt;br /&gt;
* ''1005B''	Graphical Improvements, Pawn Body&lt;br /&gt;
* ''1005C''	Graphical Improvements, Detailed Hair: Higher resolution, detailed hair that looks very nice, but may clash with the vanilla Rimworld art style&lt;br /&gt;
* ''1005C''	Graphical Improvements, Simple Hair: Hair with relatively low gradients and shading, more closely matching the vanilla Rimworld art style&lt;br /&gt;
&lt;br /&gt;
* ''1006'' 	Content Expansion: Adds new content, but does not significantly change any core game mechanics or game balance&lt;br /&gt;
* ''1006A''	Content Expansion, Major&lt;br /&gt;
* ''1006B''	Content Expansion, Minor&lt;br /&gt;
* ''1006C''	Content Expansion, Wildlife and Enemies&lt;br /&gt;
&lt;br /&gt;
* ''1007'' 	Gameplay Mechanics Expansion: Adds new content with a significant impact on core game mechanics or game balance&lt;br /&gt;
* ''1007A''	Gameplay Mechanics Expansion, Major&lt;br /&gt;
* ''1007B''	Gameplay Mechanics Expansion, Minor&lt;br /&gt;
&lt;br /&gt;
* ''1008''	New Alien Races Content: Covers notable alien races and supporting mods. For the sake of keeping the list a reasonable length, most races that are functionally little more than a reskin with minor stat changes have been omitted. The list here tries to focus on the more novel or interesting races.&lt;br /&gt;
* ''1008A''	New Alien Races Content, Major&lt;br /&gt;
* ''1008B''	New Alien Races Content, Minor&lt;br /&gt;
&lt;br /&gt;
==''1001'' Colony Utility==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Power Logic&lt;br /&gt;
A powerful tool for automation. Allows the construction of condition sensors, signal broadcasters, and methods to make them interact with anything powered.&lt;br /&gt;
* [SYR] Doormats							&lt;br /&gt;
Prevents outdoor filth from being tracked indoors&lt;br /&gt;
* Programmable Vents						&lt;br /&gt;
Vents that shut off when rooms reach a certain temperature; allows you to passively heat rooms without overheating them during hotter days&lt;br /&gt;
* Meat Blend								&lt;br /&gt;
Allows mixing of all meat types into a single type for easier storage (you can opt out insect or humanoid meat to avoid mood penalties)&lt;br /&gt;
* Veggie Mix								&lt;br /&gt;
The above, but for plants&lt;br /&gt;
* DontBlockDoor							&lt;br /&gt;
Prevents random dropped items from holding the door open and allowing in invaders or prisoners&lt;br /&gt;
* Trading Spot							&lt;br /&gt;
Choose where trader caravans loiter&lt;br /&gt;
* [SYR] Set Up Camp						&lt;br /&gt;
Create a small, temporary local map to perform actions you can't on the world map.&lt;br /&gt;
* Roads of the Rim						&lt;br /&gt;
Build roads on the world map&lt;br /&gt;
* Locks2									&lt;br /&gt;
Doors can be set to allow/block visitors, pets, or specific pawns in your colony&lt;br /&gt;
* RT Solar Flare Shield					&lt;br /&gt;
Build a shield to protect against solar flares&lt;br /&gt;
* RT Fuses								&lt;br /&gt;
Build fuses to prevent BZZZZT events&lt;br /&gt;
* Share the Load							&lt;br /&gt;
Allows multiple pawns to haul resources to a construction site, instead of just one at a time&lt;br /&gt;
* Replace Stuff			&lt;br /&gt;
Don't like how vents create a massive weak spot in otherwise sturdy walls? Try these. Vents no longer replace walls, but are added onto them, leaving the wall behind even if the vent is destroyed&lt;br /&gt;
* Power++									&lt;br /&gt;
Adds the ability to transmit power wirelessly, both on-map or across the world to other sites&lt;br /&gt;
* No Random Relations						&lt;br /&gt;
Don't like the game randomly deciding a pawn has an uncle/sister/cousin? This is for you&lt;br /&gt;
* Royalty Tweaks							&lt;br /&gt;
Makes the more restrictive or annoying parts of royalty content optional&lt;br /&gt;
* Smart Medicine							&lt;br /&gt;
Allows pawns to carry medicine with them and use it in the field&lt;br /&gt;
* Xenobionic Patcher						&lt;br /&gt;
Have lots of races installed and worried about bionic compatibility? This makes every surgery compatible with every race&lt;br /&gt;
* No Burn Metal							&lt;br /&gt;
Removes flammability from steel and other metal&lt;br /&gt;
* Faction Blender							&lt;br /&gt;
Adds new factions which take pawns from all available races, as opposed to the norm where each faction is only composed of a single race&lt;br /&gt;
* Realistic Rooms							&lt;br /&gt;
Makes it so colonists merely want bedroom-sized bedrooms, and not apartment-sized ones&lt;br /&gt;
* Expanded Roofing						&lt;br /&gt;
Allows the creation and removal of overhead mountain, glass roofing, and even solar roofing.&lt;br /&gt;
* Imprisonment on the Go					&lt;br /&gt;
Allows the capturing of prisoners without an enclosed sleeping space. Very useful when attacking enemy sites.&lt;br /&gt;
* Simple Slavery							&lt;br /&gt;
Allows you to draft prisoners and put them to work&lt;br /&gt;
* Prison Labor							&lt;br /&gt;
A mod that is much larger and more sophisticated way to make use of prisoners than Simple Slavery, but has a reputation for being buggy. (WARNING: May cause an assortment of bugs relating to jobs)&lt;br /&gt;
* Power Logic								&lt;br /&gt;
Adds power buildings that allow creation of logic gates, sensors, and so on.&lt;br /&gt;
* My Little Planet						&lt;br /&gt;
Allows you to change the planet's landmass, effectively controlling how vast or cramped the planet is&lt;br /&gt;
* Nanohive Regenerator&lt;br /&gt;
A structure that autonomously repairs not only nearby buildings and walls, but even pawns' equipment, and can extinguish fires. Useful for reducing the level of micromanagement needed to maintain base defenses.&lt;br /&gt;
&lt;br /&gt;
==''1002'' Player Utility==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* TD Enhancement Pack						&lt;br /&gt;
Improves a ton of small things in the user interface of the game&lt;br /&gt;
* Colony Groups							&lt;br /&gt;
A major overhaul and improvement of the colonist bar&lt;br /&gt;
* Interaction Bubbles						&lt;br /&gt;
Allows you to see conversations or interactions beteween pawns without digging through the game log&lt;br /&gt;
* Damage Indicators						&lt;br /&gt;
Adds floating numbers that display the damage taken by pawns or buildings&lt;br /&gt;
* Better Pawn Control						&lt;br /&gt;
Greatly increases the control you have over food, drug, and equipment policies&lt;br /&gt;
* Pawn Rules								&lt;br /&gt;
Allows restricting of bonding, romance, and artisan crafting&lt;br /&gt;
* Camera+									&lt;br /&gt;
Removes default restrictions of camera zoom levels&lt;br /&gt;
* RimHUD									&lt;br /&gt;
Makes the bottom-left info window completely customizable in color, font, size, tabs, etc.&lt;br /&gt;
* World Edit&lt;br /&gt;
Tired of rerolling for the perfect site at a river, coast, mountain, or whatever? Just edit the world.&lt;br /&gt;
* Character Editor						&lt;br /&gt;
Allows completely changing of every aspect of existing pawns. Even if cheating isn't your thing, it's good to have installed to easily fix bugs that may occur without manual save editing&lt;br /&gt;
* Map Reroll								&lt;br /&gt;
Reroll the local colony map if you don't like the exact layout of certain things&lt;br /&gt;
* Map Designer							&lt;br /&gt;
Allows creating maps using custom parameters, instead of them being dictated by the world map tile. Pairs very well with the above map reroll mod, allowing you to regenerate the same map multiple times.&lt;br /&gt;
* Whats that mod							&lt;br /&gt;
Adds text at the bottom of every item/pawn/thing's info window showing what mod it's from&lt;br /&gt;
* Change map edge limit					&lt;br /&gt;
Build up to the map edge if you so desire, to wall off access to raids or caravans from certain points of the map&lt;br /&gt;
* Work Tab, Animal Tab, Colony Manger		&lt;br /&gt;
More detailed control for these tabs&lt;br /&gt;
* Relations Tab							&lt;br /&gt;
See relations between all factions at a glance&lt;br /&gt;
* Allow Tool								&lt;br /&gt;
Allows map-wide forbidding, selection, or allowing. &lt;br /&gt;
* Toggle Harvest							&lt;br /&gt;
Allows control of whether growing areas should be planted or harvested&lt;br /&gt;
* Dub Mint Menus							&lt;br /&gt;
Consolidates the work tabs from every workbench and recipe you have access to, in one location&lt;br /&gt;
* Directly Abandon Settlement				&lt;br /&gt;
Allow you to abandon locations on the world map&lt;br /&gt;
* WikiRim									&lt;br /&gt;
Adds an in-game database of items and recipes you can search&lt;br /&gt;
* Heat Map								&lt;br /&gt;
Adds an overlay to see temperatures in all rooms at the same time&lt;br /&gt;
* Appearance Clothing	+ HAR addon			&lt;br /&gt;
Allows you to set appearance of pawns completely independent of whatever gear they're wearing. Vital for preventing incompatibilities or missing textures if you play with many races that have race-exclusive gear&lt;br /&gt;
* Better Roads							&lt;br /&gt;
Makes roads easier to see on the world map&lt;br /&gt;
* Dubs Mint Minimap						&lt;br /&gt;
Adds a minimap to the game, making tracking of threats far easier&lt;br /&gt;
* Recipe Icons							&lt;br /&gt;
Makes scrolling through recipe lists easier by attaching relevant product images&lt;br /&gt;
* Filth Vanishes with Rain				&lt;br /&gt;
What it says on the tin, rain can clean outdoor terrain of filth. Slightly improves performance by removing filth periodically&lt;br /&gt;
* Better Time Format						&lt;br /&gt;
Let's you see the exact in-game time instead of just a vague approximation&lt;br /&gt;
* Armored Floors							&lt;br /&gt;
For a great cost, allows you to prevent infestations in certain areas&lt;br /&gt;
* RPG Inventory OR Awesome Inventory&lt;br /&gt;
Adds a visual paper-doll like inventory, making it easy to see equipment at a glance&lt;br /&gt;
* Better Message Placement				&lt;br /&gt;
Prevents popup messages from blocking the colonist bar&lt;br /&gt;
* Drop All Inventory						&lt;br /&gt;
Allows you to rapidly unload cargo from your caravans without having to wait&lt;br /&gt;
* Defensive Positions						&lt;br /&gt;
Allows you to have pawns move to pre-selected locations and draft themselves with a single hotkey&lt;br /&gt;
* Keep Bed Ownership						&lt;br /&gt;
Prevents ownership of beds from being erased when they need to sleep using a bed on another map&lt;br /&gt;
* Research Pal Forked						&lt;br /&gt;
Greatly improves the research screen with a better UI and more detail&lt;br /&gt;
* Bionic Icons							&lt;br /&gt;
Allows you to determine which implant is which at a glance by adding pictures to them.&lt;br /&gt;
* Allow Tools								&lt;br /&gt;
Adds improved tools for allowing or disallow en masse&lt;br /&gt;
* More Harvest Designators				&lt;br /&gt;
Similar to above, but for designations concerning farming and wild planet harvesting &lt;br /&gt;
* Vein Miner OR Mine it all						&lt;br /&gt;
Similar to above, but for mining&lt;br /&gt;
* Rangefinder								&lt;br /&gt;
Allows you to toggle a big circle around a pawn constantly showing its maximum firing range.&lt;br /&gt;
* Loading in Progress						&lt;br /&gt;
Allows adds or removing of objects from drop pods without having to unload and then reload all pods' contents.&lt;br /&gt;
* Cut plants before building				&lt;br /&gt;
Lets you get the plant resources from plants under a building blueprint, instead of destroying them&lt;br /&gt;
&lt;br /&gt;
==''1003'' Performance, Bug Fixes, and AI Improvements==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
Dubs Performance Analyzer				&lt;br /&gt;
Arguably the single most important tool for improving game performance. It allows you to see specifically which parts of the game are causing the most slowdown, allowing you to identify and solve bugs which don't normally report errors, or identify which of your mods is secretly causing game slowdown due to poor coding.&lt;br /&gt;
* Rocketman								&lt;br /&gt;
Essentially reduces the frequency at which the game checks low-importance things, to greatly improve game performance.&lt;br /&gt;
* PawnTargetFix							&lt;br /&gt;
Makes ranged attackers focus more on the nearest target rather than selecting one randomly&lt;br /&gt;
* Perfect Pathfinding						&lt;br /&gt;
Makes pawns travel in a straight line instead of moving almost entirely at diagonals with large detours&lt;br /&gt;
* Path Avoid								&lt;br /&gt;
A useful tool for fixing pathfinding quirks; allows you to paint pathfinding costs onto terrain, allowing you to override normal AI pathfinding. Good for forcing pawns to use roads and avoid traps or obstacles.&lt;br /&gt;
* Word of Freelove						&lt;br /&gt;
Removes the normal hetero-only restrictions on the Word of Love psycast in the Royalty DLC&lt;br /&gt;
* Kijin									&lt;br /&gt;
This race mod isn't really a &amp;quot;fix&amp;quot;, but has a research project to achieve double yields from animals, effectively allowing you to have half as many animals on the map without losing productivity. This in turn can save on game memory.&lt;br /&gt;
* More Trait Slots						&lt;br /&gt;
With a lot of mods adding (or sometimes even requiring) new traits, this mod allows you to increase the maximum number of traits allowed on a pawn, allowing you to fully make use of these mods&lt;br /&gt;
* Animal Logic							&lt;br /&gt;
Allows very precise tuning of animal behavior instead of being at the mercy of whatever values are vanilla&lt;br /&gt;
* Smarter Construction					&lt;br /&gt;
Improves construction reach, greatly reducing incidents of pawns trapping themselves&lt;br /&gt;
* Smarter Deconstruction and Mining		&lt;br /&gt;
Similar to the above, but for preventing roof cave-ins&lt;br /&gt;
* Mining Priority							&lt;br /&gt;
Prioritizes which metals to mine by value, instead of just by distance&lt;br /&gt;
* Pickup and Haul							&lt;br /&gt;
Allows colonists to use their inventory for hauling purposes, greatly increasing the amount of items they can move in one trip&lt;br /&gt;
* Haul to Stack							&lt;br /&gt;
Prioritizes hauling to drop off goods an an existing stack of that good, instead of creating multiple incomplete stacks which add clutter&lt;br /&gt;
* Rimthreaded								&lt;br /&gt;
Rimworld is normally limited to a single CPU core. This mod attempts to force it to use multiple cores. (WARNING: This mod has an incompatibility list a mile long, so read it before attempting to use this mod!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1004'' Storage==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Deep Storage							&lt;br /&gt;
Lets you store multiple stacks on one tile&lt;br /&gt;
* Netrve's DeepStorage UI					&lt;br /&gt;
Improves the interaction menu of deep storage building&lt;br /&gt;
* Rimfridge 								&lt;br /&gt;
Adds storage with build-in cooling&lt;br /&gt;
* [JD] Simply Storage						&lt;br /&gt;
Adds a much greater number of containers for Deep Storage&lt;br /&gt;
* [JD] Simply Storage - Refrigeration 	&lt;br /&gt;
Same but for rimfridge&lt;br /&gt;
* Stack XXL OR OgreStack					&lt;br /&gt;
Allows you to change how many individual items can be placed in a single stack of items, drastically effecting storage capacity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1005'' Graphical Improvements==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005A'' Graphical Improvements, General===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* World Beautification Project + addons	&lt;br /&gt;
Greatly improves the graphics of the world map&lt;br /&gt;
* Hats Display Selection OR Show Hair 	&lt;br /&gt;
Allows you to hide helmets, or have headgear that doesn't remove hair from the pawn&lt;br /&gt;
* Graphics Setter							&lt;br /&gt;
Improves sharpness and reduces blur of sprites&lt;br /&gt;
* High Quality Textures					&lt;br /&gt;
What it says on the tin&lt;br /&gt;
* Gloomy Deco	+ other Gloomy mods			&lt;br /&gt;
Technically a furniture mod, but adds a lot of decorative objects focused on cute or low-tech appearance&lt;br /&gt;
Vanilla Furniture Expanded Props		&lt;br /&gt;
Similar to above, but more modern and serious-looking&lt;br /&gt;
* RimThemes								&lt;br /&gt;
Change window/UI colors and transparency to whatever you desire&lt;br /&gt;
* Eccentric Tech - Cosmetic				&lt;br /&gt;
Adds a large number of purely cosmetic implants; animal ears, horns, tails, etc&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005B'' Graphical Improvements, Pawn Body===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Beautiful Bodies						&lt;br /&gt;
Greatly increases body detail without changing body shape (therefore retaining full compatibility with every vanilla clothing mod)&lt;br /&gt;
* FemaleBB + bodytype add-on				&lt;br /&gt;
This adds a new type of female body shape and increases its, ahem, bust size, though the body itself remains pretty vanilla-like in that it lacks high detail and shading. What makes this mod noteworthy is that the author has manually re-created from scratch literally hundreds of pieces of armor and clothing from almost every major mod to make them similarly more revealing and skimpy (and to fit the new body shape). Mod settings allow you to decide which races this new body type will apply to, and which will remain vanilla. As long as your mother doesn't see this, you should be okay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005C'' Graphical Improvements, Detailed Hair===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Replace Vanilla Hair 					&lt;br /&gt;
As the name suggests, overrides vanilla hairs with far more detailed and higher resolution versions.&lt;br /&gt;
* Roppoi Hair&lt;br /&gt;
* Vee Hairs&lt;br /&gt;
* Gommy Hair mk2&lt;br /&gt;
* Amerio anime hairs&lt;br /&gt;
* Eccentric Extras&lt;br /&gt;
* Gw hair mod&lt;br /&gt;
* Mokan Hair&lt;br /&gt;
* GW-HornHair&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005C'' Graphical Improvements, Simple Hair===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Vanilla Hair Expanded&lt;br /&gt;
* Won hair_women + hair_men&lt;br /&gt;
* [Ods] Hair&lt;br /&gt;
* [SS]Lovely Hair Style&lt;br /&gt;
* Rim Seraph Hair&lt;br /&gt;
* Extended Hair&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1006'' Content Expansion==&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
(Author's note: The &amp;quot;major&amp;quot; and &amp;quot;minor&amp;quot; categories below are purely a reflection of the mod's size and complexity. These categories are not a reflection of usefulness, quality, or gameplay impact.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1006A'' Content Expansion, Major===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* RBSE OR EPOE-Forked						&lt;br /&gt;
These two mods are the main competing frameworks for rimworld surgeries. A detailed comparison on them can be seen here ( https://docs.google.com/spreadsheets/d/1xZaHNbrRg_4vl6HeRlmTmvFfIB1cjUtCGhg8wjtXISk/ )&lt;br /&gt;
* UN-Colony&lt;br /&gt;
A large mod that contains an assortment of refineries, power plants, and functional furniture&lt;br /&gt;
* Glittertech								&lt;br /&gt;
Adds a large range of very late-game advanced technology. May be overpowered.&lt;br /&gt;
* PolarisBloc								&lt;br /&gt;
Similar to glittertech&lt;br /&gt;
* RimCuisine2 + addons					&lt;br /&gt;
One of the largest mods dedicated to farming, cooking, and food in general. Note that while not updated to 1.2, the 1.1 version seems to work without any bugs whatsoever, so should be safe to use.&lt;br /&gt;
* Zipangu									&lt;br /&gt;
Similar to the above, but wholely focused on Japanese-themed cuisine. Also has a large amount of Japanese furniture&lt;br /&gt;
* Alpha Animals							&lt;br /&gt;
Adds a huge number of non-earthlike creatures to the game&lt;br /&gt;
* More Practical Traits					&lt;br /&gt;
What it says on the tin&lt;br /&gt;
* Xeva + addons							&lt;br /&gt;
Adds five new factions and a wide array of weapons, armor, and enemies. (Combat Evolved compatibility not available, but patch is in progress)&lt;br /&gt;
&lt;br /&gt;
===''1006B'' Content Expansion, Minor===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* A Dog Said...							&lt;br /&gt;
The main framework for animal surgeries and bionics used by the community&lt;br /&gt;
* Alpha Biomes							&lt;br /&gt;
Adds several non-earthlike exotic biomes to the game&lt;br /&gt;
* Biomes Core + Biomes Islands			&lt;br /&gt;
Adds island maps and swimming to the game&lt;br /&gt;
* Rimsenal + assorted addons				&lt;br /&gt;
Adds a vast number of weapons and armor to the game&lt;br /&gt;
* Go Explore!								&lt;br /&gt;
Adds random events which cause ruined locations to appear on the map, ripe for plundering&lt;br /&gt;
* Vanilla Events Expanded					&lt;br /&gt;
Adds an assortment of vanilla-like events&lt;br /&gt;
* Utility Columns							&lt;br /&gt;
Adds columns that double as other furniture, such as lamps, freezers, orbital beacons, traps, or graves&lt;br /&gt;
* Vanilla Factions Expanded - Insectoids&lt;br /&gt;
Insectoid focused pack. Besides the usual, also adds a range of implants and genetically-engineered animals to perform various jobs&lt;br /&gt;
* Vanilla Weapons Expanded + addons		&lt;br /&gt;
Adds a wide range of new firearms&lt;br /&gt;
* Sparkling Worlds						&lt;br /&gt;
A large assorted mod. Adds new events, new glitter tech crafting recipes, a new faction, etc. &lt;br /&gt;
* Soft Warm Beds							&lt;br /&gt;
Makes beds a combination of a bed-frame and bed-sheet, rather than just a single item.&lt;br /&gt;
* Sometimes Raids Go Wrong				&lt;br /&gt;
Adds a small chance that hostile raids will crash their drop pods, arrive hungover, be chased by maddened animals, and so on.&lt;br /&gt;
* Apparello 2								&lt;br /&gt;
Adds a vast amount of new clothing types.&lt;br /&gt;
* More Vanilla Turrets 1.1				&lt;br /&gt;
Adds a large number of turrets for base defense		&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1006C'' Content Expansion, Wildlife and Enemies===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* Alpha Animals							&lt;br /&gt;
Already mentioned above&lt;br /&gt;
* Magical Mengerie						&lt;br /&gt;
Adds several mythical creatures to the game&lt;br /&gt;
* Orion's More Mechanoids					&lt;br /&gt;
What it says on the tin. Adds stronger mechs.&lt;br /&gt;
* Vanilla Factions Expanded - Mechanoids	&lt;br /&gt;
Ditto&lt;br /&gt;
* Super Mechneko							&lt;br /&gt;
Adds very tough, anime-style robots with giant titties&lt;br /&gt;
* Kemomimihouse + hardworking addon&lt;br /&gt;
		Adds cute pets that can be assigned job priorities, have skills, and do work exactly the same way as colonists&lt;br /&gt;
* 虫娘 Insect girls + hardworking addon	&lt;br /&gt;
Like the above, but insect-themed&lt;br /&gt;
&lt;br /&gt;
==''1007'' Gameplay Mechanics Expansion==&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
(Author's note: The &amp;quot;major&amp;quot; and &amp;quot;minor&amp;quot; categories below are purely a reflection of the mod's size and complexity. These categories are not a reflection of usefulness, quality, or gameplay impact.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1007A'' Gameplay Mechanics Expansion, Major===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* RimFactory + addons						&lt;br /&gt;
A massive mod that allows you to automate huge portions of colony, or automatically perform most tasks normally impossible to automate in Rimworld&lt;br /&gt;
* Rimworld of Magic						&lt;br /&gt;
Adds character classes to the game, along with associated spells and abilities, in a manner similar to D&amp;amp;D&lt;br /&gt;
* SOS2									&lt;br /&gt;
Adds starships, space combat, and interplanetary travel to the game&lt;br /&gt;
* Rimatomics								&lt;br /&gt;
Adds detailed nuclear power, along with very powerful turrets to the game&lt;br /&gt;
* Rimefeller								&lt;br /&gt;
Adds the oil industry to the game, allowing production a large number of normally unproducable materials from oil (plasteel, neutromine, etc)						&lt;br /&gt;
* Dubs Bad Hygiene							&lt;br /&gt;
Adds toilet, hygene, and thirst mechanics to the game. Also includes other useful utilities like central air conditioning, fire sprinklers, irrigation, etc.&lt;br /&gt;
* What the Hack							&lt;br /&gt;
Lets you capture, modify, and upgrade mechanoids for use as pets&lt;br /&gt;
* Gidduup + assorted addons&lt;br /&gt;
Allows animals to be ridden, both on the local map and world map. Add-ons allow for riding mechs, and for caravan use.&lt;br /&gt;
* Combat Evolved							&lt;br /&gt;
A major overhaul of fighting to make is much more deadly, unpredictable, and somewhat more realistic.&lt;br /&gt;
* RimJobWorld								&lt;br /&gt;
Oh boy, you found it. NSFW, 18+, etc. This is the ultimate sex mod for rimworld. Bestal1ty, r4pe, necr0philia, even pregnancies across species (and not just aliens, animals too). Not found on steam for obvious reasons, but any competent google search should lead you to it. You pervert. And sorry for the weird censoring, stupid word filters on pastebin.&lt;br /&gt;
* Pawnmorpher								&lt;br /&gt;
Furries: The Mod. This allows you to mutate pawns to give them animal-like body parts, or even turn them into animals (who are still sentient so act like pawns). Unlike Genetic Rim, research requires a lot of experimentation (on actual pawns) and collecting of data.&lt;br /&gt;
* Psychology&lt;br /&gt;
Instead of relying on pure RNG to determine pawns compatibility with each other, adds a massive amount of personality sliders and sexuality sliders to determine how well pawns get along&lt;br /&gt;
* Questionable Ethics Enhanced&lt;br /&gt;
Medical Ethics Violations: The Mod. Grow human organs, clone people, install mind control devices, etc.&lt;br /&gt;
* TiberiumRim								&lt;br /&gt;
Adds the namesake highly infectious, but infinitely renewable resource, along with a full set of vehicles (functionally, mechs) and a large amount of accompanying equipment and structures.&lt;br /&gt;
* 妖怪村1.32								&lt;br /&gt;
I don't know what the name says, either. This is basically a catch-all mod from Japanese mythology; about 20 mythical creatures, plus an assortment of armor, traits, weapons, buildings, furniture, medicines, body parts, etc. The reason this is listed under gameplay mechanics expansion is that some weapons are &amp;quot;intelligent&amp;quot; in that they gain XP and level up through combat, which is a neat idea. Note that while most of the content has a translation, some parts do not.&lt;br /&gt;
&lt;br /&gt;
===''1007B'' Gameplay Mechanics Expansion, Minor===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* SRTS + addons							&lt;br /&gt;
Adds aircraft for rapid traversing of the planet.&lt;br /&gt;
* Genetic Rim								&lt;br /&gt;
Allows harvesting of genes to create implants or dozens of new animal species&lt;br /&gt;
* Genetic Rim Alpha Animals Patch			&lt;br /&gt;
Expands the above to include creatures from alpha animals&lt;br /&gt;
* Bondage Beds							&lt;br /&gt;
Allows players to control addict pawns without resorting to removing the legs or spine, by simply tying them to a bed&lt;br /&gt;
* Preemptive Strike						&lt;br /&gt;
Allows the construction of facilities to detect friendly traders and enemy raids before they arrive&lt;br /&gt;
* EbD Prepare Carefully					&lt;br /&gt;
Allows you to manually create starting cargo and pawns on game start instead of relying on RNG&lt;br /&gt;
* ED-Shields								&lt;br /&gt;
Unlike most shield mods which merely add shield generators, this mod allows precise customization of each shield's functions and abilities using modules&lt;br /&gt;
* Crash Landing							&lt;br /&gt;
Adds a starting scenario and random event involving ship sections crashing to the planet&lt;br /&gt;
* More Faction Interaction				&lt;br /&gt;
Overhauls traders, faction expansion, and other diplomatic things&lt;br /&gt;
* Infusion 2								&lt;br /&gt;
Adds &amp;quot;enchantments&amp;quot; to gear, so that the effectiveness of something is more than just its quality and material alone.&lt;br /&gt;
* PsiTech									&lt;br /&gt;
An alternative to the royalty psycast system for psionics&lt;br /&gt;
* Orion's Hospitality						&lt;br /&gt;
Allows you to effectively run a hotel. Charge guests for beds, feed them, and make them happy to improve faction relations and earn more rewards&lt;br /&gt;
* Orion's Gastronomy						&lt;br /&gt;
The above, but instead of a hotel, you can run a restaurant. &lt;br /&gt;
* RimCities&lt;br /&gt;
Adds unique settlement types (cities, duh) and assorted quests involving them (conquest, defense, assassination, etc)&lt;br /&gt;
* Social Interactions Expanded			&lt;br /&gt;
Gives social interactions more diversity, and allow traits to change due to events&lt;br /&gt;
* Backup Power							&lt;br /&gt;
Allows various power sources to autonomously turn themselves on or off based on power remaining in batteries.&lt;br /&gt;
* RimDeed									&lt;br /&gt;
Adds a sort of employment agency where, for a fee, a company will find new possible recruits for you.&lt;br /&gt;
* Guard For Me							&lt;br /&gt;
Allows the hiring of very powerful pawns on a temporary, salaried basis.&lt;br /&gt;
* Empire									&lt;br /&gt;
Adds a mini-game involving the creation of settlements and their taxation/defense. (WARNING: Will almost certainly break any semblance of a balanced game economy due to the exponential growth of wealth)&lt;br /&gt;
* RimWar									&lt;br /&gt;
Effectively allows conquest and war between factions. (WARNING: May cause significant game slowdown, to say nothing of balance issues caused by factions being removed from the game through destruction)&lt;br /&gt;
* Vanilla Factions Expanded - Mechanoids	&lt;br /&gt;
Mechanoid focused pack which not only adds the usual (new weapons, enemies, etc), but automated factories and supercomputers, and a &amp;quot;total war&amp;quot; mechanic tracking mechanoid progress on a global level&lt;br /&gt;
* Organ Harvest Post-Mortem				&lt;br /&gt;
Harvest organs and implants from dead pawns. (WARNING: This most destroys the game economy's balance due to each dead raider producing several times more wealth than normal, from harvested organs)&lt;br /&gt;
* Expanded Roofing						&lt;br /&gt;
Allows you to build or demolish overhead mountain, as well as other utility roofs (glass, solar, etc).&lt;br /&gt;
* Roads of the Rim						&lt;br /&gt;
Allows construction of new roads on the world map&lt;br /&gt;
* Remote Tech 							&lt;br /&gt;
Adds an assortment of traps that can be activated remotely without need for a pawn to trigger them.&lt;br /&gt;
* Animal Armor + addons					&lt;br /&gt;
What it says on the tin&lt;br /&gt;
* Death Rattle							&lt;br /&gt;
Normally pawns will instantly perish the moment a vital organ (such as the heart) fails. This mod instead gives you a small time window to perform surgery or hook the pawn up to life support before they actually perish, just like how it works in real life.&lt;br /&gt;
&lt;br /&gt;
==''1008'' New Alien Races Content, and Supporting Mods==&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
&lt;br /&gt;
(Authors Note: Races are divided here into major and minor. Major races are those that either have large anatomical differences from normal humanoid pawns, or they have a particularly extensive amount of secondary content (pets, buildings, weapons, armor, factions), or are otherwise novel in some way. Minor races are those that are just humanoid pawns and have little content outside of race-specific armor and weapons.)&lt;br /&gt;
&lt;br /&gt;
(Author's Note: Nearly all races support one of the two competing bionics mods, RBSE or EPOE. If you are unable to perform bionic surgeries on a race, it may be because you are missing whichever of these two the race supports. Alternatively, the mod Xenobiotic Patcher makes all surgeries cross-species, but occasionally causes some odd or nonsensical surgeries to be unlocked, though this isn't really a problem if you avoid using them them.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1008A'' New Alien Races Content, Major===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* Humanoid Alien Races 2.0				&lt;br /&gt;
Not a race mod, but an underlying framework required by nearly every race mod in existence. &lt;br /&gt;
* Xenobionic Patcher						&lt;br /&gt;
Have lots of races installed and worried about bionic compatibility? This makes every surgery compatible with every race&lt;br /&gt;
* Androids								&lt;br /&gt;
Robots that can customize their bodies and traits upon assembly.&lt;br /&gt;
* Android Tiers++							&lt;br /&gt;
A far larger robot mod, albeit one that has earned a bad reptuation for hurting game performance. It has truly unique features things like mind-uploading, mind-copying, but also completely destroys game balance due to its overpoweredness.&lt;br /&gt;
* Anty the War Ant Race					&lt;br /&gt;
Quoting the author, &amp;quot;The problem child of the universe.&amp;quot; Lots of unique mechanics here: An anty can be transformed using pheromones, making them a queen to constantly produce new children, or alternatively you can turn them into a soldier, or an acid suicide bomb. They also recycle prisoners into meat computers, living generators, or human cattle that slowly waste away for new food. Their weapons are mostly acid-based, and they have grenades which can instantly deploy a sandbag cover. Lots of neat stuff. &lt;br /&gt;
* Avali									&lt;br /&gt;
Bird lizard people things? One of the single largest mods in terms of supporting content (buildings, armor, weapons). Spacer-tech&lt;br /&gt;
* Crystalloids								&lt;br /&gt;
Crystal people. The race itself pretty unremarkable and uses very old graphics, but they have extensive supporting content such as a unique type of raid, a large array of new psycasts, and a unique way to generate power.&lt;br /&gt;
* Dragonians								&lt;br /&gt;
Dragon girls. Have the advantages of being able to graze, be milked and sheared, but still a sentient pawn. Tribal-tech&lt;br /&gt;
* Epona&lt;br /&gt;
Centaurs. Assorted tech levels. Have their own custom space suits for SOS2 compatibility. &lt;br /&gt;
* Idhale									&lt;br /&gt;
Basically ghosts. Immune to conventional attack, but in turn are also unable to attack others.&lt;br /&gt;
* Kijin									&lt;br /&gt;
Japanese Oni (demons). Have a number of unique techs which improve the productivity of farm animals, and their own unique win condition. Japanese/medieval-tech.&lt;br /&gt;
* Kurin&lt;br /&gt;
Three-tailed foxgirls. One of the most popular race mods, so have a large number of add-ons mods or ports. Spacer-tech&lt;br /&gt;
* Mincho									&lt;br /&gt;
Ice cream slime girls. A living testament to the horrors (or brillaince) of genetic engineering. Extremely durable bodies; probably the only race listed that can literally survive their heads being blown off. And then grow it back.&lt;br /&gt;
* Moyo									&lt;br /&gt;
Deep sea dwellers. Blood from this race can be harvested and turned into a wide range of drugs, from mech serums to cocaine. Spacer-tech&lt;br /&gt;
* Neclose									&lt;br /&gt;
Some sort of combination of huge-titty girls, jelly fish, and sea pickle. Unarmed attacks will paralyze and eventually cause comas. Can also create fleshbeasts to act as menial works.&lt;br /&gt;
* Oni										&lt;br /&gt;
Roughly based on oni from Japanese lore. Available as both an animal version and a sentient pawn.&lt;br /&gt;
* Orassan									&lt;br /&gt;
Anthro-cat people (though de-furry patches exist). Specializes in arctic survival; they can farm ice like soil, and can turn normal strone into an enhanced type of concrete. Spacer-tech&lt;br /&gt;
* Rabbies									&lt;br /&gt;
Rabbit people with a global addiction to a drug called Planetarium. Modern/Spacer-tech. &lt;br /&gt;
* Ratkin									&lt;br /&gt;
Cute rat people whose raids can burrow using drill machines, allowing them to appear inside your base similar to insectoid infestations. Steampunk-tech.&lt;br /&gt;
* Rakkle									&lt;br /&gt;
Naga-like snake people with a few unique mechanics. Firstly, most of their vital organs are actually in their snake half and not their human half (which is quite useful in Combat Evolved where cover protects the bottom half of a pawn first). And like snakes they can periodically shed their skin, or consume one giant meal and slowly digest it for an entire week instead of eating daily like most other species. &lt;br /&gt;
* Revia									&lt;br /&gt;
(Yes, more fox girls). A focus bloodlust and sacrifice; they can generate lost body parts or permanently improve stats by sacrificing prisoners. (WARNING: This mod may cause issues with traders no longer having inventories.)&lt;br /&gt;
* Nearmare								&lt;br /&gt;
Fairy-like race that can summon will o' wisps to aid them, and is very strong against mental/morale damage.&lt;br /&gt;
* Xenoorca&lt;br /&gt;
Killer whale mermaids. Like their namesake they're large, powerful and predatory. (Only appear as a pirate faction by default). Spacer-tech.&lt;br /&gt;
&lt;br /&gt;
===''1008B'' New Alien Races Content, Minor===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* Annelitrice								&lt;br /&gt;
Mimic shapeshifters which appear unremarkable, but are actually composed of hives of worms. They have special abilities to keep resurrecting themselves after death. Modern-tech.&lt;br /&gt;
* Arachne									&lt;br /&gt;
Spider people. Besides the eight-legs thing, are fairly vanilla. Spacer-tech&lt;br /&gt;
* Ancient Species							&lt;br /&gt;
Half-Elves. Assorted tech levels&lt;br /&gt;
* Astoriel 								&lt;br /&gt;
Elves&lt;br /&gt;
* Bun										&lt;br /&gt;
Bunny People. Tribal-to-Industrial-tech&lt;br /&gt;
* Ferian									&lt;br /&gt;
Anthro-Fox people, not much here beyond the race.&lt;br /&gt;
* Forsaken								&lt;br /&gt;
Coal-black skin, horns, and glowing eyes. I assume some sort of demons?  Glitter-tech, with very powerful equipment. Have their own unique biome in Alpha Biomes mod&lt;br /&gt;
* Garam									&lt;br /&gt;
Furry cat girl pseudo-pets. Highly detailed in-built animation, but the only race in this list that use their own unique framework (not HAR), causing a number of compatibility issues&lt;br /&gt;
* Giants									&lt;br /&gt;
What it says on the tin, really.&lt;br /&gt;
* Nyaron									&lt;br /&gt;
Mass produced cat girls. Every weeb's dream&lt;br /&gt;
* Silkiera								&lt;br /&gt;
Foxgirls with big tiddies. Medieval-tech.&lt;br /&gt;
* RimEffect Races							&lt;br /&gt;
Can't comment on these since I haven't tried this mod yet.&lt;/div&gt;</summary>
		<author><name>Regularity</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:Regularity&amp;diff=87039</id>
		<title>User:Regularity</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:Regularity&amp;diff=87039"/>
		<updated>2021-06-28T19:25:44Z</updated>

		<summary type="html">&lt;p&gt;Regularity: /* Table of Contents */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Can someone recommend me a [insert category here] mod?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you, too, are tired of answering this question, just send them to this pastebin.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''Table of Contents and explanation of each category''===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
* ''1001'' 	Colony Utility: Quality-of-life mods that directly increase the efficiency of pawns in their daily activities&lt;br /&gt;
&lt;br /&gt;
* ''1002'' 	Player Utility: Quality-of-life mods that do not directly affect the colony. Things like UI improvements, more detailed information, and automating repetitive player tasks.&lt;br /&gt;
&lt;br /&gt;
* ''1003'' 	Performance, Bug Fixes, and AI Improvements&lt;br /&gt;
&lt;br /&gt;
* ''1004'' 	Storage: Mods related to storing stuff&lt;br /&gt;
&lt;br /&gt;
* ''1005'' 	Graphical Improvements: these are purely cosmetic changes; graphical changes that improve readability or better convey information are under the Player Utility category&lt;br /&gt;
* ''1005A'' 	Graphical Improvements, General&lt;br /&gt;
* ''1005B''	Graphical Improvements, Pawn Body&lt;br /&gt;
* ''1005C''	Graphical Improvements, Detailed Hair: Higher resolution, detailed hair that looks very nice, but may clash with the vanilla Rimworld art style&lt;br /&gt;
* ''1005C''	Graphical Improvements, Simple Hair: Hair with relatively low gradients and shading, more closely matching the vanilla Rimworld art style&lt;br /&gt;
&lt;br /&gt;
* ''1006'' 	Content Expansion: Adds new content, but does not significantly change any core game mechanics or game balance&lt;br /&gt;
* ''1006A''	Content Expansion, Major&lt;br /&gt;
* ''1006B''	Content Expansion, Minor&lt;br /&gt;
* ''1006C''	Content Expansion, Wildlife and Enemies&lt;br /&gt;
&lt;br /&gt;
* ''1007'' 	Gameplay Mechanics Expansion: Adds new content with a significant impact on core game mechanics or game balance&lt;br /&gt;
* ''1007A''	Gameplay Mechanics Expansion, Major&lt;br /&gt;
* ''1007B''	Gameplay Mechanics Expansion, Minor&lt;br /&gt;
&lt;br /&gt;
* ''1008''	New Alien Races Content: Covers notable alien races and supporting mods. For the sake of keeping the list a reasonable length, most races that are functionally little more than a reskin with minor stat changes have been omitted. The list here tries to focus on the more novel or interesting races.&lt;br /&gt;
* ''1008A''	New Alien Races Content, Major&lt;br /&gt;
* ''1008B''	New Alien Races Content, Minor&lt;br /&gt;
&lt;br /&gt;
==''1001'' Colony Utility==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* [SYR] Doormats							&lt;br /&gt;
Prevents outdoor filth from being tracked indoors&lt;br /&gt;
* Programmable Vents						&lt;br /&gt;
Vents that shut off when rooms reach a certain temperature; allows you to passively heat rooms without overheating them during hotter days&lt;br /&gt;
* Meat Blend								&lt;br /&gt;
Allows mixing of all meat types into a single type for easier storage (you can opt out insect or humanoid meat to avoid mood penalties)&lt;br /&gt;
* Veggie Mix								&lt;br /&gt;
The above, but for plants&lt;br /&gt;
* DontBlockDoor							&lt;br /&gt;
Prevents random dropped items from holding the door open and allowing in invaders or prisoners&lt;br /&gt;
* Trading Spot							&lt;br /&gt;
Choose where trader caravans loiter&lt;br /&gt;
* [SYR] Set Up Camp						&lt;br /&gt;
Create a small, temporary local map to perform actions you can't on the world map.&lt;br /&gt;
* Roads of the Rim						&lt;br /&gt;
Build roads on the world map&lt;br /&gt;
* Locks2									&lt;br /&gt;
Doors can be set to allow/block visitors, pets, or specific pawns in your colony&lt;br /&gt;
* RT Solar Flare Shield					&lt;br /&gt;
Build a shield to protect against solar flares&lt;br /&gt;
* RT Fuses								&lt;br /&gt;
Build fuses to prevent BZZZZT events&lt;br /&gt;
* Share the Load							&lt;br /&gt;
Allows multiple pawns to haul resources to a construction site, instead of just one at a time&lt;br /&gt;
* Replace Stuff			&lt;br /&gt;
Don't like how vents create a massive weak spot in otherwise sturdy walls? Try these. Vents no longer replace walls, but are added onto them, leaving the wall behind even if the vent is destroyed&lt;br /&gt;
* Power++									&lt;br /&gt;
Adds the ability to transmit power wirelessly, both on-map or across the world to other sites&lt;br /&gt;
* No Random Relations						&lt;br /&gt;
Don't like the game randomly deciding a pawn has an uncle/sister/cousin? This is for you&lt;br /&gt;
* Royalty Tweaks							&lt;br /&gt;
Makes the more restrictive or annoying parts of royalty content optional&lt;br /&gt;
* Smart Medicine							&lt;br /&gt;
Allows pawns to carry medicine with them and use it in the field&lt;br /&gt;
* Xenobionic Patcher						&lt;br /&gt;
Have lots of races installed and worried about bionic compatibility? This makes every surgery compatible with every race&lt;br /&gt;
* No Burn Metal							&lt;br /&gt;
Removes flammability from steel and other metal&lt;br /&gt;
* Faction Blender							&lt;br /&gt;
Adds new factions which take pawns from all available races, as opposed to the norm where each faction is only composed of a single race&lt;br /&gt;
* Realistic Rooms							&lt;br /&gt;
Makes it so colonists merely want bedroom-sized bedrooms, and not apartment-sized ones&lt;br /&gt;
* Expanded Roofing						&lt;br /&gt;
Allows the creation and removal of overhead mountain, glass roofing, and even solar roofing.&lt;br /&gt;
* Imprisonment on the Go					&lt;br /&gt;
Allows the capturing of prisoners without an enclosed sleeping space. Very useful when attacking enemy sites.&lt;br /&gt;
* Simple Slavery							&lt;br /&gt;
Allows you to draft prisoners and put them to work&lt;br /&gt;
* Prison Labor							&lt;br /&gt;
A mod that is much larger and more sophisticated way to make use of prisoners than Simple Slavery, but has a reputation for being buggy. (WARNING: May cause an assortment of bugs relating to jobs)&lt;br /&gt;
* Power Logic								&lt;br /&gt;
Adds power buildings that allow creation of logic gates, sensors, and so on.&lt;br /&gt;
* My Little Planet						&lt;br /&gt;
Allows you to change the planet's landmass, effectively controlling how vast or cramped the planet is&lt;br /&gt;
* Nanohive Regenerator&lt;br /&gt;
A structure that autonomously repairs not only nearby buildings and walls, but even pawns' equipment, and can extinguish fires. Useful for reducing the level of micromanagement needed to maintain base defenses.&lt;br /&gt;
&lt;br /&gt;
==''1002'' Player Utility==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* TD Enhancement Pack						&lt;br /&gt;
Improves a ton of small things in the user interface of the game&lt;br /&gt;
* Colony Groups							&lt;br /&gt;
A major overhaul and improvement of the colonist bar&lt;br /&gt;
* Interaction Bubbles						&lt;br /&gt;
Allows you to see conversations or interactions beteween pawns without digging through the game log&lt;br /&gt;
* Damage Indicators						&lt;br /&gt;
Adds floating numbers that display the damage taken by pawns or buildings&lt;br /&gt;
* Better Pawn Control						&lt;br /&gt;
Greatly increases the control you have over food, drug, and equipment policies&lt;br /&gt;
* Pawn Rules								&lt;br /&gt;
Allows restricting of bonding, romance, and artisan crafting&lt;br /&gt;
* Camera+									&lt;br /&gt;
Removes default restrictions of camera zoom levels&lt;br /&gt;
* RimHUD									&lt;br /&gt;
Makes the bottom-left info window completely customizable in color, font, size, tabs, etc.&lt;br /&gt;
* World Edit&lt;br /&gt;
Tired of rerolling for the perfect site at a river, coast, mountain, or whatever? Just edit the world.&lt;br /&gt;
* Character Editor						&lt;br /&gt;
Allows completely changing of every aspect of existing pawns. Even if cheating isn't your thing, it's good to have installed to easily fix bugs that may occur without manual save editing&lt;br /&gt;
* Map Reroll								&lt;br /&gt;
Reroll the local colony map if you don't like the exact layout of certain things&lt;br /&gt;
* Map Designer							&lt;br /&gt;
Allows creating maps using custom parameters, instead of them being dictated by the world map tile. Pairs very well with the above map reroll mod, allowing you to regenerate the same map multiple times.&lt;br /&gt;
* Whats that mod							&lt;br /&gt;
Adds text at the bottom of every item/pawn/thing's info window showing what mod it's from&lt;br /&gt;
* Change map edge limit					&lt;br /&gt;
Build up to the map edge if you so desire, to wall off access to raids or caravans from certain points of the map&lt;br /&gt;
* Work Tab, Animal Tab, Colony Manger		&lt;br /&gt;
More detailed control for these tabs&lt;br /&gt;
* Relations Tab							&lt;br /&gt;
See relations between all factions at a glance&lt;br /&gt;
* Allow Tool								&lt;br /&gt;
Allows map-wide forbidding, selection, or allowing. &lt;br /&gt;
* Toggle Harvest							&lt;br /&gt;
Allows control of whether growing areas should be planted or harvested&lt;br /&gt;
* Dub Mint Menus							&lt;br /&gt;
Consolidates the work tabs from every workbench and recipe you have access to, in one location&lt;br /&gt;
* Directly Abandon Settlement				&lt;br /&gt;
Allow you to abandon locations on the world map&lt;br /&gt;
* WikiRim									&lt;br /&gt;
Adds an in-game database of items and recipes you can search&lt;br /&gt;
* Heat Map								&lt;br /&gt;
Adds an overlay to see temperatures in all rooms at the same time&lt;br /&gt;
* Appearance Clothing	+ HAR addon			&lt;br /&gt;
Allows you to set appearance of pawns completely independent of whatever gear they're wearing. Vital for preventing incompatibilities or missing textures if you play with many races that have race-exclusive gear&lt;br /&gt;
* Better Roads							&lt;br /&gt;
Makes roads easier to see on the world map&lt;br /&gt;
* Dubs Mint Minimap						&lt;br /&gt;
Adds a minimap to the game, making tracking of threats far easier&lt;br /&gt;
* Recipe Icons							&lt;br /&gt;
Makes scrolling through recipe lists easier by attaching relevant product images&lt;br /&gt;
* Filth Vanishes with Rain				&lt;br /&gt;
What it says on the tin, rain can clean outdoor terrain of filth. Slightly improves performance by removing filth periodically&lt;br /&gt;
* Better Time Format						&lt;br /&gt;
Let's you see the exact in-game time instead of just a vague approximation&lt;br /&gt;
* Armored Floors							&lt;br /&gt;
For a great cost, allows you to prevent infestations in certain areas&lt;br /&gt;
* RPG Inventory OR Awesome Inventory&lt;br /&gt;
Adds a visual paper-doll like inventory, making it easy to see equipment at a glance&lt;br /&gt;
* Better Message Placement				&lt;br /&gt;
Prevents popup messages from blocking the colonist bar&lt;br /&gt;
* Drop All Inventory						&lt;br /&gt;
Allows you to rapidly unload cargo from your caravans without having to wait&lt;br /&gt;
* Defensive Positions						&lt;br /&gt;
Allows you to have pawns move to pre-selected locations and draft themselves with a single hotkey&lt;br /&gt;
* Keep Bed Ownership						&lt;br /&gt;
Prevents ownership of beds from being erased when they need to sleep using a bed on another map&lt;br /&gt;
* Research Pal Forked						&lt;br /&gt;
Greatly improves the research screen with a better UI and more detail&lt;br /&gt;
* Bionic Icons							&lt;br /&gt;
Allows you to determine which implant is which at a glance by adding pictures to them.&lt;br /&gt;
* Allow Tools								&lt;br /&gt;
Adds improved tools for allowing or disallow en masse&lt;br /&gt;
* More Harvest Designators				&lt;br /&gt;
Similar to above, but for designations concerning farming and wild planet harvesting &lt;br /&gt;
* Vein Miner OR Mine it all						&lt;br /&gt;
Similar to above, but for mining&lt;br /&gt;
* Rangefinder								&lt;br /&gt;
Allows you to toggle a big circle around a pawn constantly showing its maximum firing range.&lt;br /&gt;
* Loading in Progress						&lt;br /&gt;
Allows adds or removing of objects from drop pods without having to unload and then reload all pods' contents.&lt;br /&gt;
* Cut plants before building				&lt;br /&gt;
Lets you get the plant resources from plants under a building blueprint, instead of destroying them&lt;br /&gt;
&lt;br /&gt;
==''1003'' Performance, Bug Fixes, and AI Improvements==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
Dubs Performance Analyzer				&lt;br /&gt;
Arguably the single most important tool for improving game performance. It allows you to see specifically which parts of the game are causing the most slowdown, allowing you to identify and solve bugs which don't normally report errors, or identify which of your mods is secretly causing game slowdown due to poor coding.&lt;br /&gt;
* Rocketman								&lt;br /&gt;
Essentially reduces the frequency at which the game checks low-importance things, to greatly improve game performance.&lt;br /&gt;
* PawnTargetFix							&lt;br /&gt;
Makes ranged attackers focus more on the nearest target rather than selecting one randomly&lt;br /&gt;
* Perfect Pathfinding						&lt;br /&gt;
Makes pawns travel in a straight line instead of moving almost entirely at diagonals with large detours&lt;br /&gt;
* Path Avoid								&lt;br /&gt;
A useful tool for fixing pathfinding quirks; allows you to paint pathfinding costs onto terrain, allowing you to override normal AI pathfinding. Good for forcing pawns to use roads and avoid traps or obstacles.&lt;br /&gt;
* Word of Freelove						&lt;br /&gt;
Removes the normal hetero-only restrictions on the Word of Love psycast in the Royalty DLC&lt;br /&gt;
* Kijin									&lt;br /&gt;
This race mod isn't really a &amp;quot;fix&amp;quot;, but has a research project to achieve double yields from animals, effectively allowing you to have half as many animals on the map without losing productivity. This in turn can save on game memory.&lt;br /&gt;
* More Trait Slots						&lt;br /&gt;
With a lot of mods adding (or sometimes even requiring) new traits, this mod allows you to increase the maximum number of traits allowed on a pawn, allowing you to fully make use of these mods&lt;br /&gt;
* Animal Logic							&lt;br /&gt;
Allows very precise tuning of animal behavior instead of being at the mercy of whatever values are vanilla&lt;br /&gt;
* Smarter Construction					&lt;br /&gt;
Improves construction reach, greatly reducing incidents of pawns trapping themselves&lt;br /&gt;
* Smarter Deconstruction and Mining		&lt;br /&gt;
Similar to the above, but for preventing roof cave-ins&lt;br /&gt;
* Mining Priority							&lt;br /&gt;
Prioritizes which metals to mine by value, instead of just by distance&lt;br /&gt;
* Pickup and Haul							&lt;br /&gt;
Allows colonists to use their inventory for hauling purposes, greatly increasing the amount of items they can move in one trip&lt;br /&gt;
* Haul to Stack							&lt;br /&gt;
Prioritizes hauling to drop off goods an an existing stack of that good, instead of creating multiple incomplete stacks which add clutter&lt;br /&gt;
* Rimthreaded								&lt;br /&gt;
Rimworld is normally limited to a single CPU core. This mod attempts to force it to use multiple cores. (WARNING: This mod has an incompatibility list a mile long, so read it before attempting to use this mod!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1004'' Storage==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Deep Storage							&lt;br /&gt;
Lets you store multiple stacks on one tile&lt;br /&gt;
* Netrve's DeepStorage UI					&lt;br /&gt;
Improves the interaction menu of deep storage building&lt;br /&gt;
* Rimfridge 								&lt;br /&gt;
Adds storage with build-in cooling&lt;br /&gt;
* [JD] Simply Storage						&lt;br /&gt;
Adds a much greater number of containers for Deep Storage&lt;br /&gt;
* [JD] Simply Storage - Refrigeration 	&lt;br /&gt;
Same but for rimfridge&lt;br /&gt;
* Stack XXL OR OgreStack					&lt;br /&gt;
Allows you to change how many individual items can be placed in a single stack of items, drastically effecting storage capacity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1005'' Graphical Improvements==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005A'' Graphical Improvements, General===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* World Beautification Project + addons	&lt;br /&gt;
Greatly improves the graphics of the world map&lt;br /&gt;
* Hats Display Selection OR Show Hair 	&lt;br /&gt;
Allows you to hide helmets, or have headgear that doesn't remove hair from the pawn&lt;br /&gt;
* Graphics Setter							&lt;br /&gt;
Improves sharpness and reduces blur of sprites&lt;br /&gt;
* High Quality Textures					&lt;br /&gt;
What it says on the tin&lt;br /&gt;
* Gloomy Deco	+ other Gloomy mods			&lt;br /&gt;
Technically a furniture mod, but adds a lot of decorative objects focused on cute or low-tech appearance&lt;br /&gt;
Vanilla Furniture Expanded Props		&lt;br /&gt;
Similar to above, but more modern and serious-looking&lt;br /&gt;
* RimThemes								&lt;br /&gt;
Change window/UI colors and transparency to whatever you desire&lt;br /&gt;
* Eccentric Tech - Cosmetic				&lt;br /&gt;
Adds a large number of purely cosmetic implants; animal ears, horns, tails, etc&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005B'' Graphical Improvements, Pawn Body===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Beautiful Bodies						&lt;br /&gt;
Greatly increases body detail without changing body shape (therefore retaining full compatibility with every vanilla clothing mod)&lt;br /&gt;
* FemaleBB + bodytype add-on				&lt;br /&gt;
This adds a new type of female body shape and increases its, ahem, bust size, though the body itself remains pretty vanilla-like in that it lacks high detail and shading. What makes this mod noteworthy is that the author has manually re-created from scratch literally hundreds of pieces of armor and clothing from almost every major mod to make them similarly more revealing and skimpy (and to fit the new body shape). Mod settings allow you to decide which races this new body type will apply to, and which will remain vanilla. As long as your mother doesn't see this, you should be okay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005C'' Graphical Improvements, Detailed Hair===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Replace Vanilla Hair 					&lt;br /&gt;
As the name suggests, overrides vanilla hairs with far more detailed and higher resolution versions.&lt;br /&gt;
* Roppoi Hair&lt;br /&gt;
* Vee Hairs&lt;br /&gt;
* Gommy Hair mk2&lt;br /&gt;
* Amerio anime hairs&lt;br /&gt;
* Eccentric Extras&lt;br /&gt;
* Gw hair mod&lt;br /&gt;
* Mokan Hair&lt;br /&gt;
* GW-HornHair&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005C'' Graphical Improvements, Simple Hair===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Vanilla Hair Expanded&lt;br /&gt;
* Won hair_women + hair_men&lt;br /&gt;
* [Ods] Hair&lt;br /&gt;
* [SS]Lovely Hair Style&lt;br /&gt;
* Rim Seraph Hair&lt;br /&gt;
* Extended Hair&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1006'' Content Expansion==&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
(Author's note: The &amp;quot;major&amp;quot; and &amp;quot;minor&amp;quot; categories below are purely a reflection of the mod's size and complexity. These categories are not a reflection of usefulness, quality, or gameplay impact.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1006A'' Content Expansion, Major===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* RBSE OR EPOE-Forked						&lt;br /&gt;
These two mods are the main competing frameworks for rimworld surgeries. A detailed comparison on them can be seen here ( https://docs.google.com/spreadsheets/d/1xZaHNbrRg_4vl6HeRlmTmvFfIB1cjUtCGhg8wjtXISk/ )&lt;br /&gt;
* UN-Colony&lt;br /&gt;
A large mod that contains an assortment of refineries, power plants, and functional furniture&lt;br /&gt;
* Glittertech								&lt;br /&gt;
Adds a large range of very late-game advanced technology. May be overpowered.&lt;br /&gt;
* PolarisBloc								&lt;br /&gt;
Similar to glittertech&lt;br /&gt;
* RimCuisine2 + addons					&lt;br /&gt;
One of the largest mods dedicated to farming, cooking, and food in general. Note that while not updated to 1.2, the 1.1 version seems to work without any bugs whatsoever, so should be safe to use.&lt;br /&gt;
* Zipangu									&lt;br /&gt;
Similar to the above, but wholely focused on Japanese-themed cuisine. Also has a large amount of Japanese furniture&lt;br /&gt;
* Alpha Animals							&lt;br /&gt;
Adds a huge number of non-earthlike creatures to the game&lt;br /&gt;
* More Practical Traits					&lt;br /&gt;
What it says on the tin&lt;br /&gt;
* Xeva + addons							&lt;br /&gt;
Adds five new factions and a wide array of weapons, armor, and enemies. (Combat Evolved compatibility not available, but patch is in progress)&lt;br /&gt;
&lt;br /&gt;
===''1006B'' Content Expansion, Minor===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* A Dog Said...							&lt;br /&gt;
The main framework for animal surgeries and bionics used by the community&lt;br /&gt;
* Alpha Biomes							&lt;br /&gt;
Adds several non-earthlike exotic biomes to the game&lt;br /&gt;
* Biomes Core + Biomes Islands			&lt;br /&gt;
Adds island maps and swimming to the game&lt;br /&gt;
* Rimsenal + assorted addons				&lt;br /&gt;
Adds a vast number of weapons and armor to the game&lt;br /&gt;
* Go Explore!								&lt;br /&gt;
Adds random events which cause ruined locations to appear on the map, ripe for plundering&lt;br /&gt;
* Vanilla Events Expanded					&lt;br /&gt;
Adds an assortment of vanilla-like events&lt;br /&gt;
* Utility Columns							&lt;br /&gt;
Adds columns that double as other furniture, such as lamps, freezers, orbital beacons, traps, or graves&lt;br /&gt;
* Vanilla Factions Expanded - Insectoids&lt;br /&gt;
Insectoid focused pack. Besides the usual, also adds a range of implants and genetically-engineered animals to perform various jobs&lt;br /&gt;
* Vanilla Weapons Expanded + addons		&lt;br /&gt;
Adds a wide range of new firearms&lt;br /&gt;
* Sparkling Worlds						&lt;br /&gt;
A large assorted mod. Adds new events, new glitter tech crafting recipes, a new faction, etc. &lt;br /&gt;
* Soft Warm Beds							&lt;br /&gt;
Makes beds a combination of a bed-frame and bed-sheet, rather than just a single item.&lt;br /&gt;
* Sometimes Raids Go Wrong				&lt;br /&gt;
Adds a small chance that hostile raids will crash their drop pods, arrive hungover, be chased by maddened animals, and so on.&lt;br /&gt;
* Apparello 2								&lt;br /&gt;
Adds a vast amount of new clothing types.&lt;br /&gt;
* More Vanilla Turrets 1.1				&lt;br /&gt;
Adds a large number of turrets for base defense		&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1006C'' Content Expansion, Wildlife and Enemies===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* Alpha Animals							&lt;br /&gt;
Already mentioned above&lt;br /&gt;
* Magical Mengerie						&lt;br /&gt;
Adds several mythical creatures to the game&lt;br /&gt;
* Orion's More Mechanoids					&lt;br /&gt;
What it says on the tin. Adds stronger mechs.&lt;br /&gt;
* Vanilla Factions Expanded - Mechanoids	&lt;br /&gt;
Ditto&lt;br /&gt;
* Super Mechneko							&lt;br /&gt;
Adds very tough, anime-style robots with giant titties&lt;br /&gt;
* Kemomimihouse + hardworking addon&lt;br /&gt;
		Adds cute pets that can be assigned job priorities, have skills, and do work exactly the same way as colonists&lt;br /&gt;
* 虫娘 Insect girls + hardworking addon	&lt;br /&gt;
Like the above, but insect-themed&lt;br /&gt;
&lt;br /&gt;
==''1007'' Gameplay Mechanics Expansion==&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
(Author's note: The &amp;quot;major&amp;quot; and &amp;quot;minor&amp;quot; categories below are purely a reflection of the mod's size and complexity. These categories are not a reflection of usefulness, quality, or gameplay impact.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1007A'' Gameplay Mechanics Expansion, Major===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* RimFactory + addons						&lt;br /&gt;
A massive mod that allows you to automate huge portions of colony, or automatically perform most tasks normally impossible to automate in Rimworld&lt;br /&gt;
* Rimworld of Magic						&lt;br /&gt;
Adds character classes to the game, along with associated spells and abilities, in a manner similar to D&amp;amp;D&lt;br /&gt;
* SOS2									&lt;br /&gt;
Adds starships, space combat, and interplanetary travel to the game&lt;br /&gt;
* Rimatomics								&lt;br /&gt;
Adds detailed nuclear power, along with very powerful turrets to the game&lt;br /&gt;
* Rimefeller								&lt;br /&gt;
Adds the oil industry to the game, allowing production a large number of normally unproducable materials from oil (plasteel, neutromine, etc)						&lt;br /&gt;
* Dubs Bad Hygiene							&lt;br /&gt;
Adds toilet, hygene, and thirst mechanics to the game. Also includes other useful utilities like central air conditioning, fire sprinklers, irrigation, etc.&lt;br /&gt;
* What the Hack							&lt;br /&gt;
Lets you capture, modify, and upgrade mechanoids for use as pets&lt;br /&gt;
* Gidduup + assorted addons&lt;br /&gt;
Allows animals to be ridden, both on the local map and world map. Add-ons allow for riding mechs, and for caravan use.&lt;br /&gt;
* Combat Evolved							&lt;br /&gt;
A major overhaul of fighting to make is much more deadly, unpredictable, and somewhat more realistic.&lt;br /&gt;
* RimJobWorld								&lt;br /&gt;
Oh boy, you found it. NSFW, 18+, etc. This is the ultimate sex mod for rimworld. Bestal1ty, r4pe, necr0philia, even pregnancies across species (and not just aliens, animals too). Not found on steam for obvious reasons, but any competent google search should lead you to it. You pervert. And sorry for the weird censoring, stupid word filters on pastebin.&lt;br /&gt;
* Pawnmorpher								&lt;br /&gt;
Furries: The Mod. This allows you to mutate pawns to give them animal-like body parts, or even turn them into animals (who are still sentient so act like pawns). Unlike Genetic Rim, research requires a lot of experimentation (on actual pawns) and collecting of data.&lt;br /&gt;
* Psychology&lt;br /&gt;
Instead of relying on pure RNG to determine pawns compatibility with each other, adds a massive amount of personality sliders and sexuality sliders to determine how well pawns get along&lt;br /&gt;
* Questionable Ethics Enhanced&lt;br /&gt;
Medical Ethics Violations: The Mod. Grow human organs, clone people, install mind control devices, etc.&lt;br /&gt;
* TiberiumRim								&lt;br /&gt;
Adds the namesake highly infectious, but infinitely renewable resource, along with a full set of vehicles (functionally, mechs) and a large amount of accompanying equipment and structures.&lt;br /&gt;
* 妖怪村1.32								&lt;br /&gt;
I don't know what the name says, either. This is basically a catch-all mod from Japanese mythology; about 20 mythical creatures, plus an assortment of armor, traits, weapons, buildings, furniture, medicines, body parts, etc. The reason this is listed under gameplay mechanics expansion is that some weapons are &amp;quot;intelligent&amp;quot; in that they gain XP and level up through combat, which is a neat idea. Note that while most of the content has a translation, some parts do not.&lt;br /&gt;
&lt;br /&gt;
===''1007B'' Gameplay Mechanics Expansion, Minor===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* SRTS + addons							&lt;br /&gt;
Adds aircraft for rapid traversing of the planet.&lt;br /&gt;
* Genetic Rim								&lt;br /&gt;
Allows harvesting of genes to create implants or dozens of new animal species&lt;br /&gt;
* Genetic Rim Alpha Animals Patch			&lt;br /&gt;
Expands the above to include creatures from alpha animals&lt;br /&gt;
* Bondage Beds							&lt;br /&gt;
Allows players to control addict pawns without resorting to removing the legs or spine, by simply tying them to a bed&lt;br /&gt;
* Preemptive Strike						&lt;br /&gt;
Allows the construction of facilities to detect friendly traders and enemy raids before they arrive&lt;br /&gt;
* EbD Prepare Carefully					&lt;br /&gt;
Allows you to manually create starting cargo and pawns on game start instead of relying on RNG&lt;br /&gt;
* ED-Shields								&lt;br /&gt;
Unlike most shield mods which merely add shield generators, this mod allows precise customization of each shield's functions and abilities using modules&lt;br /&gt;
* Crash Landing							&lt;br /&gt;
Adds a starting scenario and random event involving ship sections crashing to the planet&lt;br /&gt;
* More Faction Interaction				&lt;br /&gt;
Overhauls traders, faction expansion, and other diplomatic things&lt;br /&gt;
* Infusion 2								&lt;br /&gt;
Adds &amp;quot;enchantments&amp;quot; to gear, so that the effectiveness of something is more than just its quality and material alone.&lt;br /&gt;
* PsiTech									&lt;br /&gt;
An alternative to the royalty psycast system for psionics&lt;br /&gt;
* Orion's Hospitality						&lt;br /&gt;
Allows you to effectively run a hotel. Charge guests for beds, feed them, and make them happy to improve faction relations and earn more rewards&lt;br /&gt;
* Orion's Gastronomy						&lt;br /&gt;
The above, but instead of a hotel, you can run a restaurant. &lt;br /&gt;
* RimCities&lt;br /&gt;
Adds unique settlement types (cities, duh) and assorted quests involving them (conquest, defense, assassination, etc)&lt;br /&gt;
* Social Interactions Expanded			&lt;br /&gt;
Gives social interactions more diversity, and allow traits to change due to events&lt;br /&gt;
* Backup Power							&lt;br /&gt;
Allows various power sources to autonomously turn themselves on or off based on power remaining in batteries.&lt;br /&gt;
* RimDeed									&lt;br /&gt;
Adds a sort of employment agency where, for a fee, a company will find new possible recruits for you.&lt;br /&gt;
* Guard For Me							&lt;br /&gt;
Allows the hiring of very powerful pawns on a temporary, salaried basis.&lt;br /&gt;
* Empire									&lt;br /&gt;
Adds a mini-game involving the creation of settlements and their taxation/defense. (WARNING: Will almost certainly break any semblance of a balanced game economy due to the exponential growth of wealth)&lt;br /&gt;
* RimWar									&lt;br /&gt;
Effectively allows conquest and war between factions. (WARNING: May cause significant game slowdown, to say nothing of balance issues caused by factions being removed from the game through destruction)&lt;br /&gt;
* Vanilla Factions Expanded - Mechanoids	&lt;br /&gt;
Mechanoid focused pack which not only adds the usual (new weapons, enemies, etc), but automated factories and supercomputers, and a &amp;quot;total war&amp;quot; mechanic tracking mechanoid progress on a global level&lt;br /&gt;
* Organ Harvest Post-Mortem				&lt;br /&gt;
Harvest organs and implants from dead pawns. (WARNING: This most destroys the game economy's balance due to each dead raider producing several times more wealth than normal, from harvested organs)&lt;br /&gt;
* Expanded Roofing						&lt;br /&gt;
Allows you to build or demolish overhead mountain, as well as other utility roofs (glass, solar, etc).&lt;br /&gt;
* Roads of the Rim						&lt;br /&gt;
Allows construction of new roads on the world map&lt;br /&gt;
* Remote Tech 							&lt;br /&gt;
Adds an assortment of traps that can be activated remotely without need for a pawn to trigger them.&lt;br /&gt;
* Animal Armor + addons					&lt;br /&gt;
What it says on the tin&lt;br /&gt;
* Death Rattle							&lt;br /&gt;
Normally pawns will instantly perish the moment a vital organ (such as the heart) fails. This mod instead gives you a small time window to perform surgery or hook the pawn up to life support before they actually perish, just like how it works in real life.&lt;br /&gt;
&lt;br /&gt;
==''1008'' New Alien Races Content, and Supporting Mods==&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
&lt;br /&gt;
(Authors Note: Races are divided here into major and minor. Major races are those that either have large anatomical differences from normal humanoid pawns, or they have a particularly extensive amount of secondary content (pets, buildings, weapons, armor, factions), or are otherwise novel in some way. Minor races are those that are just humanoid pawns and have little content outside of race-specific armor and weapons.)&lt;br /&gt;
&lt;br /&gt;
(Author's Note: Nearly all races support one of the two competing bionics mods, RBSE or EPOE. If you are unable to perform bionic surgeries on a race, it may be because you are missing whichever of these two the race supports. Alternatively, the mod Xenobiotic Patcher makes all surgeries cross-species, but occasionally causes some odd or nonsensical surgeries to be unlocked, though this isn't really a problem if you avoid using them them.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1008A'' New Alien Races Content, Major===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* Humanoid Alien Races 2.0				&lt;br /&gt;
Not a race mod, but an underlying framework required by nearly every race mod in existence. &lt;br /&gt;
* Xenobionic Patcher						&lt;br /&gt;
Have lots of races installed and worried about bionic compatibility? This makes every surgery compatible with every race&lt;br /&gt;
* Androids								&lt;br /&gt;
Robots that can customize their bodies and traits upon assembly.&lt;br /&gt;
* Android Tiers++							&lt;br /&gt;
A far larger robot mod, albeit one that has earned a bad reptuation for hurting game performance. It has truly unique features things like mind-uploading, mind-copying, but also completely destroys game balance due to its overpoweredness.&lt;br /&gt;
* Anty the War Ant Race					&lt;br /&gt;
Quoting the author, &amp;quot;The problem child of the universe.&amp;quot; Lots of unique mechanics here: An anty can be transformed using pheromones, making them a queen to constantly produce new children, or alternatively you can turn them into a soldier, or an acid suicide bomb. They also recycle prisoners into meat computers, living generators, or human cattle that slowly waste away for new food. Their weapons are mostly acid-based, and they have grenades which can instantly deploy a sandbag cover. Lots of neat stuff. &lt;br /&gt;
* Avali									&lt;br /&gt;
Bird lizard people things? One of the single largest mods in terms of supporting content (buildings, armor, weapons). Spacer-tech&lt;br /&gt;
* Crystalloids								&lt;br /&gt;
Crystal people. The race itself pretty unremarkable and uses very old graphics, but they have extensive supporting content such as a unique type of raid, a large array of new psycasts, and a unique way to generate power.&lt;br /&gt;
* Dragonians								&lt;br /&gt;
Dragon girls. Have the advantages of being able to graze, be milked and sheared, but still a sentient pawn. Tribal-tech&lt;br /&gt;
* Epona&lt;br /&gt;
Centaurs. Assorted tech levels. Have their own custom space suits for SOS2 compatibility. &lt;br /&gt;
* Idhale									&lt;br /&gt;
Basically ghosts. Immune to conventional attack, but in turn are also unable to attack others.&lt;br /&gt;
* Kijin									&lt;br /&gt;
Japanese Oni (demons). Have a number of unique techs which improve the productivity of farm animals, and their own unique win condition. Japanese/medieval-tech.&lt;br /&gt;
* Kurin&lt;br /&gt;
Three-tailed foxgirls. One of the most popular race mods, so have a large number of add-ons mods or ports. Spacer-tech&lt;br /&gt;
* Mincho									&lt;br /&gt;
Ice cream slime girls. A living testament to the horrors (or brillaince) of genetic engineering. Extremely durable bodies; probably the only race listed that can literally survive their heads being blown off. And then grow it back.&lt;br /&gt;
* Moyo									&lt;br /&gt;
Deep sea dwellers. Blood from this race can be harvested and turned into a wide range of drugs, from mech serums to cocaine. Spacer-tech&lt;br /&gt;
* Neclose									&lt;br /&gt;
Some sort of combination of huge-titty girls, jelly fish, and sea pickle. Unarmed attacks will paralyze and eventually cause comas. Can also create fleshbeasts to act as menial works.&lt;br /&gt;
* Oni										&lt;br /&gt;
Roughly based on oni from Japanese lore. Available as both an animal version and a sentient pawn.&lt;br /&gt;
* Orassan									&lt;br /&gt;
Anthro-cat people (though de-furry patches exist). Specializes in arctic survival; they can farm ice like soil, and can turn normal strone into an enhanced type of concrete. Spacer-tech&lt;br /&gt;
* Rabbies									&lt;br /&gt;
Rabbit people with a global addiction to a drug called Planetarium. Modern/Spacer-tech. &lt;br /&gt;
* Ratkin									&lt;br /&gt;
Cute rat people whose raids can burrow using drill machines, allowing them to appear inside your base similar to insectoid infestations. Steampunk-tech.&lt;br /&gt;
* Rakkle									&lt;br /&gt;
Naga-like snake people with a few unique mechanics. Firstly, most of their vital organs are actually in their snake half and not their human half (which is quite useful in Combat Evolved where cover protects the bottom half of a pawn first). And like snakes they can periodically shed their skin, or consume one giant meal and slowly digest it for an entire week instead of eating daily like most other species. &lt;br /&gt;
* Revia									&lt;br /&gt;
(Yes, more fox girls). A focus bloodlust and sacrifice; they can generate lost body parts or permanently improve stats by sacrificing prisoners. (WARNING: This mod may cause issues with traders no longer having inventories.)&lt;br /&gt;
* Nearmare								&lt;br /&gt;
Fairy-like race that can summon will o' wisps to aid them, and is very strong against mental/morale damage.&lt;br /&gt;
* Xenoorca&lt;br /&gt;
Killer whale mermaids. Like their namesake they're large, powerful and predatory. (Only appear as a pirate faction by default). Spacer-tech.&lt;br /&gt;
&lt;br /&gt;
===''1008B'' New Alien Races Content, Minor===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* Annelitrice								&lt;br /&gt;
Mimic shapeshifters which appear unremarkable, but are actually composed of hives of worms. They have special abilities to keep resurrecting themselves after death. Modern-tech.&lt;br /&gt;
* Arachne									&lt;br /&gt;
Spider people. Besides the eight-legs thing, are fairly vanilla. Spacer-tech&lt;br /&gt;
* Ancient Species							&lt;br /&gt;
Half-Elves. Assorted tech levels&lt;br /&gt;
* Astoriel 								&lt;br /&gt;
Elves&lt;br /&gt;
* Bun										&lt;br /&gt;
Bunny People. Tribal-to-Industrial-tech&lt;br /&gt;
* Ferian									&lt;br /&gt;
Anthro-Fox people, not much here beyond the race.&lt;br /&gt;
* Forsaken								&lt;br /&gt;
Coal-black skin, horns, and glowing eyes. I assume some sort of demons?  Glitter-tech, with very powerful equipment. Have their own unique biome in Alpha Biomes mod&lt;br /&gt;
* Garam									&lt;br /&gt;
Furry cat girl pseudo-pets. Highly detailed in-built animation, but the only race in this list that use their own unique framework (not HAR), causing a number of compatibility issues&lt;br /&gt;
* Giants									&lt;br /&gt;
What it says on the tin, really.&lt;br /&gt;
* Nyaron									&lt;br /&gt;
Mass produced cat girls. Every weeb's dream&lt;br /&gt;
* Silkiera								&lt;br /&gt;
Foxgirls with big tiddies. Medieval-tech.&lt;br /&gt;
* RimEffect Races							&lt;br /&gt;
Can't comment on these since I haven't tried this mod yet.&lt;/div&gt;</summary>
		<author><name>Regularity</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:Regularity&amp;diff=87032</id>
		<title>User:Regularity</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:Regularity&amp;diff=87032"/>
		<updated>2021-06-27T04:44:17Z</updated>

		<summary type="html">&lt;p&gt;Regularity: /* 1006A Content Expansion, Major */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Can someone recommend me a [insert category here] mod?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you, too, are tired of answering this question, just send them to this pastebin.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''Table of Contents''===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
* ''1001'' 	Colony Utility: Quality-of-life mods that directly increase the efficiency of pawns in their daily activities&lt;br /&gt;
&lt;br /&gt;
* ''1002'' 	Player Utility: Quality-of-life mods that do not directly affect the colony. Things like UI improvements, more detailed information, and automating repetitive player tasks.&lt;br /&gt;
&lt;br /&gt;
* ''1003'' 	Performance, Bug Fixes, and AI Improvements&lt;br /&gt;
&lt;br /&gt;
* ''1004'' 	Storage: Mods related to storing stuff&lt;br /&gt;
&lt;br /&gt;
* ''1005'' 	Graphical Improvements: these are purely cosmetic changes; graphical changes that improve readability or better convey information are under the Player Utility category&lt;br /&gt;
* ''1005A'' 	Graphical Improvements, General&lt;br /&gt;
* ''1005B''	Graphical Improvements, Pawn Body&lt;br /&gt;
* ''1005C''	Graphical Improvements, Detailed Hair: Higher resolution, detailed hair that looks very nice, but may clash with the vanilla Rimworld art style&lt;br /&gt;
* ''1005C''	Graphical Improvements, Simple Hair: Hair with relatively low gradients and shading, more closely matching the vanilla Rimworld art style&lt;br /&gt;
&lt;br /&gt;
* ''1006'' 	Content Expansion: Adds new content, but does not significantly change any core game mechanics or game balance&lt;br /&gt;
* ''1006A''	Content Expansion, Major&lt;br /&gt;
* ''1006B''	Content Expansion, Minor&lt;br /&gt;
* ''1006C''	Content Expansion, Wildlife and Enemies&lt;br /&gt;
&lt;br /&gt;
* ''1007'' 	Gameplay Mechanics Expansion: Adds new content with a significant impact on core game mechanics or game balance&lt;br /&gt;
* ''1007A''	Gameplay Mechanics Expansion, Major&lt;br /&gt;
* ''1007B''	Gameplay Mechanics Expansion, Minor&lt;br /&gt;
&lt;br /&gt;
* ''1008''	New Alien Races Content: Covers notable alien races and supporting mods. For the sake of keeping the list a reasonable length, most races that are functionally little more than a reskin with minor stat changes have been omitted. The list here tries to focus on the more novel or interesting races.&lt;br /&gt;
* ''1008A''	New Alien Races Content, Major&lt;br /&gt;
* ''1008B''	New Alien Races Content, Minor&lt;br /&gt;
&lt;br /&gt;
==''1001'' Colony Utility==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* [SYR] Doormats							&lt;br /&gt;
Prevents outdoor filth from being tracked indoors&lt;br /&gt;
* Programmable Vents						&lt;br /&gt;
Vents that shut off when rooms reach a certain temperature; allows you to passively heat rooms without overheating them during hotter days&lt;br /&gt;
* Meat Blend								&lt;br /&gt;
Allows mixing of all meat types into a single type for easier storage (you can opt out insect or humanoid meat to avoid mood penalties)&lt;br /&gt;
* Veggie Mix								&lt;br /&gt;
The above, but for plants&lt;br /&gt;
* DontBlockDoor							&lt;br /&gt;
Prevents random dropped items from holding the door open and allowing in invaders or prisoners&lt;br /&gt;
* Trading Spot							&lt;br /&gt;
Choose where trader caravans loiter&lt;br /&gt;
* [SYR] Set Up Camp						&lt;br /&gt;
Create a small, temporary local map to perform actions you can't on the world map.&lt;br /&gt;
* Roads of the Rim						&lt;br /&gt;
Build roads on the world map&lt;br /&gt;
* Locks2									&lt;br /&gt;
Doors can be set to allow/block visitors, pets, or specific pawns in your colony&lt;br /&gt;
* RT Solar Flare Shield					&lt;br /&gt;
Build a shield to protect against solar flares&lt;br /&gt;
* RT Fuses								&lt;br /&gt;
Build fuses to prevent BZZZZT events&lt;br /&gt;
* Share the Load							&lt;br /&gt;
Allows multiple pawns to haul resources to a construction site, instead of just one at a time&lt;br /&gt;
* Replace Stuff			&lt;br /&gt;
Don't like how vents create a massive weak spot in otherwise sturdy walls? Try these. Vents no longer replace walls, but are added onto them, leaving the wall behind even if the vent is destroyed&lt;br /&gt;
* Power++									&lt;br /&gt;
Adds the ability to transmit power wirelessly, both on-map or across the world to other sites&lt;br /&gt;
* No Random Relations						&lt;br /&gt;
Don't like the game randomly deciding a pawn has an uncle/sister/cousin? This is for you&lt;br /&gt;
* Royalty Tweaks							&lt;br /&gt;
Makes the more restrictive or annoying parts of royalty content optional&lt;br /&gt;
* Smart Medicine							&lt;br /&gt;
Allows pawns to carry medicine with them and use it in the field&lt;br /&gt;
* Xenobionic Patcher						&lt;br /&gt;
Have lots of races installed and worried about bionic compatibility? This makes every surgery compatible with every race&lt;br /&gt;
* No Burn Metal							&lt;br /&gt;
Removes flammability from steel and other metal&lt;br /&gt;
* Faction Blender							&lt;br /&gt;
Adds new factions which take pawns from all available races, as opposed to the norm where each faction is only composed of a single race&lt;br /&gt;
* Realistic Rooms							&lt;br /&gt;
Makes it so colonists merely want bedroom-sized bedrooms, and not apartment-sized ones&lt;br /&gt;
* Expanded Roofing						&lt;br /&gt;
Allows the creation and removal of overhead mountain, glass roofing, and even solar roofing.&lt;br /&gt;
* Imprisonment on the Go					&lt;br /&gt;
Allows the capturing of prisoners without an enclosed sleeping space. Very useful when attacking enemy sites.&lt;br /&gt;
* Simple Slavery							&lt;br /&gt;
Allows you to draft prisoners and put them to work&lt;br /&gt;
* Prison Labor							&lt;br /&gt;
A mod that is much larger and more sophisticated way to make use of prisoners than Simple Slavery, but has a reputation for being buggy. (WARNING: May cause an assortment of bugs relating to jobs)&lt;br /&gt;
* Power Logic								&lt;br /&gt;
Adds power buildings that allow creation of logic gates, sensors, and so on.&lt;br /&gt;
* My Little Planet						&lt;br /&gt;
Allows you to change the planet's landmass, effectively controlling how vast or cramped the planet is&lt;br /&gt;
* Nanohive Regenerator&lt;br /&gt;
A structure that autonomously repairs not only nearby buildings and walls, but even pawns' equipment, and can extinguish fires. Useful for reducing the level of micromanagement needed to maintain base defenses.&lt;br /&gt;
&lt;br /&gt;
==''1002'' Player Utility==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* TD Enhancement Pack						&lt;br /&gt;
Improves a ton of small things in the user interface of the game&lt;br /&gt;
* Colony Groups							&lt;br /&gt;
A major overhaul and improvement of the colonist bar&lt;br /&gt;
* Interaction Bubbles						&lt;br /&gt;
Allows you to see conversations or interactions beteween pawns without digging through the game log&lt;br /&gt;
* Damage Indicators						&lt;br /&gt;
Adds floating numbers that display the damage taken by pawns or buildings&lt;br /&gt;
* Better Pawn Control						&lt;br /&gt;
Greatly increases the control you have over food, drug, and equipment policies&lt;br /&gt;
* Pawn Rules								&lt;br /&gt;
Allows restricting of bonding, romance, and artisan crafting&lt;br /&gt;
* Camera+									&lt;br /&gt;
Removes default restrictions of camera zoom levels&lt;br /&gt;
* RimHUD									&lt;br /&gt;
Makes the bottom-left info window completely customizable in color, font, size, tabs, etc.&lt;br /&gt;
* World Edit&lt;br /&gt;
Tired of rerolling for the perfect site at a river, coast, mountain, or whatever? Just edit the world.&lt;br /&gt;
* Character Editor						&lt;br /&gt;
Allows completely changing of every aspect of existing pawns. Even if cheating isn't your thing, it's good to have installed to easily fix bugs that may occur without manual save editing&lt;br /&gt;
* Map Reroll								&lt;br /&gt;
Reroll the local colony map if you don't like the exact layout of certain things&lt;br /&gt;
* Map Designer							&lt;br /&gt;
Allows creating maps using custom parameters, instead of them being dictated by the world map tile. Pairs very well with the above map reroll mod, allowing you to regenerate the same map multiple times.&lt;br /&gt;
* Whats that mod							&lt;br /&gt;
Adds text at the bottom of every item/pawn/thing's info window showing what mod it's from&lt;br /&gt;
* Change map edge limit					&lt;br /&gt;
Build up to the map edge if you so desire, to wall off access to raids or caravans from certain points of the map&lt;br /&gt;
* Work Tab, Animal Tab, Colony Manger		&lt;br /&gt;
More detailed control for these tabs&lt;br /&gt;
* Relations Tab							&lt;br /&gt;
See relations between all factions at a glance&lt;br /&gt;
* Allow Tool								&lt;br /&gt;
Allows map-wide forbidding, selection, or allowing. &lt;br /&gt;
* Toggle Harvest							&lt;br /&gt;
Allows control of whether growing areas should be planted or harvested&lt;br /&gt;
* Dub Mint Menus							&lt;br /&gt;
Consolidates the work tabs from every workbench and recipe you have access to, in one location&lt;br /&gt;
* Directly Abandon Settlement				&lt;br /&gt;
Allow you to abandon locations on the world map&lt;br /&gt;
* WikiRim									&lt;br /&gt;
Adds an in-game database of items and recipes you can search&lt;br /&gt;
* Heat Map								&lt;br /&gt;
Adds an overlay to see temperatures in all rooms at the same time&lt;br /&gt;
* Appearance Clothing	+ HAR addon			&lt;br /&gt;
Allows you to set appearance of pawns completely independent of whatever gear they're wearing. Vital for preventing incompatibilities or missing textures if you play with many races that have race-exclusive gear&lt;br /&gt;
* Better Roads							&lt;br /&gt;
Makes roads easier to see on the world map&lt;br /&gt;
* Dubs Mint Minimap						&lt;br /&gt;
Adds a minimap to the game, making tracking of threats far easier&lt;br /&gt;
* Recipe Icons							&lt;br /&gt;
Makes scrolling through recipe lists easier by attaching relevant product images&lt;br /&gt;
* Filth Vanishes with Rain				&lt;br /&gt;
What it says on the tin, rain can clean outdoor terrain of filth. Slightly improves performance by removing filth periodically&lt;br /&gt;
* Better Time Format						&lt;br /&gt;
Let's you see the exact in-game time instead of just a vague approximation&lt;br /&gt;
* Armored Floors							&lt;br /&gt;
For a great cost, allows you to prevent infestations in certain areas&lt;br /&gt;
* RPG Inventory OR Awesome Inventory&lt;br /&gt;
Adds a visual paper-doll like inventory, making it easy to see equipment at a glance&lt;br /&gt;
* Better Message Placement				&lt;br /&gt;
Prevents popup messages from blocking the colonist bar&lt;br /&gt;
* Drop All Inventory						&lt;br /&gt;
Allows you to rapidly unload cargo from your caravans without having to wait&lt;br /&gt;
* Defensive Positions						&lt;br /&gt;
Allows you to have pawns move to pre-selected locations and draft themselves with a single hotkey&lt;br /&gt;
* Keep Bed Ownership						&lt;br /&gt;
Prevents ownership of beds from being erased when they need to sleep using a bed on another map&lt;br /&gt;
* Research Pal Forked						&lt;br /&gt;
Greatly improves the research screen with a better UI and more detail&lt;br /&gt;
* Bionic Icons							&lt;br /&gt;
Allows you to determine which implant is which at a glance by adding pictures to them.&lt;br /&gt;
* Allow Tools								&lt;br /&gt;
Adds improved tools for allowing or disallow en masse&lt;br /&gt;
* More Harvest Designators				&lt;br /&gt;
Similar to above, but for designations concerning farming and wild planet harvesting &lt;br /&gt;
* Vein Miner OR Mine it all						&lt;br /&gt;
Similar to above, but for mining&lt;br /&gt;
* Rangefinder								&lt;br /&gt;
Allows you to toggle a big circle around a pawn constantly showing its maximum firing range.&lt;br /&gt;
* Loading in Progress						&lt;br /&gt;
Allows adds or removing of objects from drop pods without having to unload and then reload all pods' contents.&lt;br /&gt;
* Cut plants before building				&lt;br /&gt;
Lets you get the plant resources from plants under a building blueprint, instead of destroying them&lt;br /&gt;
&lt;br /&gt;
==''1003'' Performance, Bug Fixes, and AI Improvements==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
Dubs Performance Analyzer				&lt;br /&gt;
Arguably the single most important tool for improving game performance. It allows you to see specifically which parts of the game are causing the most slowdown, allowing you to identify and solve bugs which don't normally report errors, or identify which of your mods is secretly causing game slowdown due to poor coding.&lt;br /&gt;
* Rocketman								&lt;br /&gt;
Essentially reduces the frequency at which the game checks low-importance things, to greatly improve game performance.&lt;br /&gt;
* PawnTargetFix							&lt;br /&gt;
Makes ranged attackers focus more on the nearest target rather than selecting one randomly&lt;br /&gt;
* Perfect Pathfinding						&lt;br /&gt;
Makes pawns travel in a straight line instead of moving almost entirely at diagonals with large detours&lt;br /&gt;
* Path Avoid								&lt;br /&gt;
A useful tool for fixing pathfinding quirks; allows you to paint pathfinding costs onto terrain, allowing you to override normal AI pathfinding. Good for forcing pawns to use roads and avoid traps or obstacles.&lt;br /&gt;
* Word of Freelove						&lt;br /&gt;
Removes the normal hetero-only restrictions on the Word of Love psycast in the Royalty DLC&lt;br /&gt;
* Kijin									&lt;br /&gt;
This race mod isn't really a &amp;quot;fix&amp;quot;, but has a research project to achieve double yields from animals, effectively allowing you to have half as many animals on the map without losing productivity. This in turn can save on game memory.&lt;br /&gt;
* More Trait Slots						&lt;br /&gt;
With a lot of mods adding (or sometimes even requiring) new traits, this mod allows you to increase the maximum number of traits allowed on a pawn, allowing you to fully make use of these mods&lt;br /&gt;
* Animal Logic							&lt;br /&gt;
Allows very precise tuning of animal behavior instead of being at the mercy of whatever values are vanilla&lt;br /&gt;
* Smarter Construction					&lt;br /&gt;
Improves construction reach, greatly reducing incidents of pawns trapping themselves&lt;br /&gt;
* Smarter Deconstruction and Mining		&lt;br /&gt;
Similar to the above, but for preventing roof cave-ins&lt;br /&gt;
* Mining Priority							&lt;br /&gt;
Prioritizes which metals to mine by value, instead of just by distance&lt;br /&gt;
* Pickup and Haul							&lt;br /&gt;
Allows colonists to use their inventory for hauling purposes, greatly increasing the amount of items they can move in one trip&lt;br /&gt;
* Haul to Stack							&lt;br /&gt;
Prioritizes hauling to drop off goods an an existing stack of that good, instead of creating multiple incomplete stacks which add clutter&lt;br /&gt;
* Rimthreaded								&lt;br /&gt;
Rimworld is normally limited to a single CPU core. This mod attempts to force it to use multiple cores. (WARNING: This mod has an incompatibility list a mile long, so read it before attempting to use this mod!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1004'' Storage==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Deep Storage							&lt;br /&gt;
Lets you store multiple stacks on one tile&lt;br /&gt;
* Netrve's DeepStorage UI					&lt;br /&gt;
Improves the interaction menu of deep storage building&lt;br /&gt;
* Rimfridge 								&lt;br /&gt;
Adds storage with build-in cooling&lt;br /&gt;
* [JD] Simply Storage						&lt;br /&gt;
Adds a much greater number of containers for Deep Storage&lt;br /&gt;
* [JD] Simply Storage - Refrigeration 	&lt;br /&gt;
Same but for rimfridge&lt;br /&gt;
* Stack XXL OR OgreStack					&lt;br /&gt;
Allows you to change how many individual items can be placed in a single stack of items, drastically effecting storage capacity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1005'' Graphical Improvements==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005A'' Graphical Improvements, General===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* World Beautification Project + addons	&lt;br /&gt;
Greatly improves the graphics of the world map&lt;br /&gt;
* Hats Display Selection OR Show Hair 	&lt;br /&gt;
Allows you to hide helmets, or have headgear that doesn't remove hair from the pawn&lt;br /&gt;
* Graphics Setter							&lt;br /&gt;
Improves sharpness and reduces blur of sprites&lt;br /&gt;
* High Quality Textures					&lt;br /&gt;
What it says on the tin&lt;br /&gt;
* Gloomy Deco	+ other Gloomy mods			&lt;br /&gt;
Technically a furniture mod, but adds a lot of decorative objects focused on cute or low-tech appearance&lt;br /&gt;
Vanilla Furniture Expanded Props		&lt;br /&gt;
Similar to above, but more modern and serious-looking&lt;br /&gt;
* RimThemes								&lt;br /&gt;
Change window/UI colors and transparency to whatever you desire&lt;br /&gt;
* Eccentric Tech - Cosmetic				&lt;br /&gt;
Adds a large number of purely cosmetic implants; animal ears, horns, tails, etc&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005B'' Graphical Improvements, Pawn Body===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Beautiful Bodies						&lt;br /&gt;
Greatly increases body detail without changing body shape (therefore retaining full compatibility with every vanilla clothing mod)&lt;br /&gt;
* FemaleBB + bodytype add-on				&lt;br /&gt;
This adds a new type of female body shape and increases its, ahem, bust size, though the body itself remains pretty vanilla-like in that it lacks high detail and shading. What makes this mod noteworthy is that the author has manually re-created from scratch literally hundreds of pieces of armor and clothing from almost every major mod to make them similarly more revealing and skimpy (and to fit the new body shape). Mod settings allow you to decide which races this new body type will apply to, and which will remain vanilla. As long as your mother doesn't see this, you should be okay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005C'' Graphical Improvements, Detailed Hair===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Replace Vanilla Hair 					&lt;br /&gt;
As the name suggests, overrides vanilla hairs with far more detailed and higher resolution versions.&lt;br /&gt;
* Roppoi Hair&lt;br /&gt;
* Vee Hairs&lt;br /&gt;
* Gommy Hair mk2&lt;br /&gt;
* Amerio anime hairs&lt;br /&gt;
* Eccentric Extras&lt;br /&gt;
* Gw hair mod&lt;br /&gt;
* Mokan Hair&lt;br /&gt;
* GW-HornHair&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005C'' Graphical Improvements, Simple Hair===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Vanilla Hair Expanded&lt;br /&gt;
* Won hair_women + hair_men&lt;br /&gt;
* [Ods] Hair&lt;br /&gt;
* [SS]Lovely Hair Style&lt;br /&gt;
* Rim Seraph Hair&lt;br /&gt;
* Extended Hair&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1006'' Content Expansion==&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
(Author's note: The &amp;quot;major&amp;quot; and &amp;quot;minor&amp;quot; categories below are purely a reflection of the mod's size and complexity. These categories are not a reflection of usefulness, quality, or gameplay impact.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1006A'' Content Expansion, Major===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* RBSE OR EPOE-Forked						&lt;br /&gt;
These two mods are the main competing frameworks for rimworld surgeries. A detailed comparison on them can be seen here ( https://docs.google.com/spreadsheets/d/1xZaHNbrRg_4vl6HeRlmTmvFfIB1cjUtCGhg8wjtXISk/ )&lt;br /&gt;
* UN-Colony&lt;br /&gt;
A large mod that contains an assortment of refineries, power plants, and functional furniture&lt;br /&gt;
* Glittertech								&lt;br /&gt;
Adds a large range of very late-game advanced technology. May be overpowered.&lt;br /&gt;
* PolarisBloc								&lt;br /&gt;
Similar to glittertech&lt;br /&gt;
* RimCuisine2 + addons					&lt;br /&gt;
One of the largest mods dedicated to farming, cooking, and food in general. Note that while not updated to 1.2, the 1.1 version seems to work without any bugs whatsoever, so should be safe to use.&lt;br /&gt;
* Zipangu									&lt;br /&gt;
Similar to the above, but wholely focused on Japanese-themed cuisine. Also has a large amount of Japanese furniture&lt;br /&gt;
* Alpha Animals							&lt;br /&gt;
Adds a huge number of non-earthlike creatures to the game&lt;br /&gt;
* More Practical Traits					&lt;br /&gt;
What it says on the tin&lt;br /&gt;
* Xeva + addons							&lt;br /&gt;
Adds five new factions and a wide array of weapons, armor, and enemies. (Combat Evolved compatibility not available, but patch is in progress)&lt;br /&gt;
&lt;br /&gt;
===''1006B'' Content Expansion, Minor===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* A Dog Said...							&lt;br /&gt;
The main framework for animal surgeries and bionics used by the community&lt;br /&gt;
* Alpha Biomes							&lt;br /&gt;
Adds several non-earthlike exotic biomes to the game&lt;br /&gt;
* Biomes Core + Biomes Islands			&lt;br /&gt;
Adds island maps and swimming to the game&lt;br /&gt;
* Rimsenal + assorted addons				&lt;br /&gt;
Adds a vast number of weapons and armor to the game&lt;br /&gt;
* Go Explore!								&lt;br /&gt;
Adds random events which cause ruined locations to appear on the map, ripe for plundering&lt;br /&gt;
* Vanilla Events Expanded					&lt;br /&gt;
Adds an assortment of vanilla-like events&lt;br /&gt;
* Utility Columns							&lt;br /&gt;
Adds columns that double as other furniture, such as lamps, freezers, orbital beacons, traps, or graves&lt;br /&gt;
* Vanilla Factions Expanded - Insectoids&lt;br /&gt;
Insectoid focused pack. Besides the usual, also adds a range of implants and genetically-engineered animals to perform various jobs&lt;br /&gt;
* Vanilla Weapons Expanded + addons		&lt;br /&gt;
Adds a wide range of new firearms&lt;br /&gt;
* Sparkling Worlds						&lt;br /&gt;
A large assorted mod. Adds new events, new glitter tech crafting recipes, a new faction, etc. &lt;br /&gt;
* Soft Warm Beds							&lt;br /&gt;
Makes beds a combination of a bed-frame and bed-sheet, rather than just a single item.&lt;br /&gt;
* Sometimes Raids Go Wrong				&lt;br /&gt;
Adds a small chance that hostile raids will crash their drop pods, arrive hungover, be chased by maddened animals, and so on.&lt;br /&gt;
* Apparello 2								&lt;br /&gt;
Adds a vast amount of new clothing types.&lt;br /&gt;
* More Vanilla Turrets 1.1				&lt;br /&gt;
Adds a large number of turrets for base defense		&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1006C'' Content Expansion, Wildlife and Enemies===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* Alpha Animals							&lt;br /&gt;
Already mentioned above&lt;br /&gt;
* Magical Mengerie						&lt;br /&gt;
Adds several mythical creatures to the game&lt;br /&gt;
* Orion's More Mechanoids					&lt;br /&gt;
What it says on the tin. Adds stronger mechs.&lt;br /&gt;
* Vanilla Factions Expanded - Mechanoids	&lt;br /&gt;
Ditto&lt;br /&gt;
* Super Mechneko							&lt;br /&gt;
Adds very tough, anime-style robots with giant titties&lt;br /&gt;
* Kemomimihouse + hardworking addon&lt;br /&gt;
		Adds cute pets that can be assigned job priorities, have skills, and do work exactly the same way as colonists&lt;br /&gt;
* 虫娘 Insect girls + hardworking addon	&lt;br /&gt;
Like the above, but insect-themed&lt;br /&gt;
&lt;br /&gt;
==''1007'' Gameplay Mechanics Expansion==&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
(Author's note: The &amp;quot;major&amp;quot; and &amp;quot;minor&amp;quot; categories below are purely a reflection of the mod's size and complexity. These categories are not a reflection of usefulness, quality, or gameplay impact.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1007A'' Gameplay Mechanics Expansion, Major===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* RimFactory + addons						&lt;br /&gt;
A massive mod that allows you to automate huge portions of colony, or automatically perform most tasks normally impossible to automate in Rimworld&lt;br /&gt;
* Rimworld of Magic						&lt;br /&gt;
Adds character classes to the game, along with associated spells and abilities, in a manner similar to D&amp;amp;D&lt;br /&gt;
* SOS2									&lt;br /&gt;
Adds starships, space combat, and interplanetary travel to the game&lt;br /&gt;
* Rimatomics								&lt;br /&gt;
Adds detailed nuclear power, along with very powerful turrets to the game&lt;br /&gt;
* Rimefeller								&lt;br /&gt;
Adds the oil industry to the game, allowing production a large number of normally unproducable materials from oil (plasteel, neutromine, etc)						&lt;br /&gt;
* Dubs Bad Hygiene							&lt;br /&gt;
Adds toilet, hygene, and thirst mechanics to the game. Also includes other useful utilities like central air conditioning, fire sprinklers, irrigation, etc.&lt;br /&gt;
* What the Hack							&lt;br /&gt;
Lets you capture, modify, and upgrade mechanoids for use as pets&lt;br /&gt;
* Gidduup + assorted addons&lt;br /&gt;
Allows animals to be ridden, both on the local map and world map. Add-ons allow for riding mechs, and for caravan use.&lt;br /&gt;
* Combat Evolved							&lt;br /&gt;
A major overhaul of fighting to make is much more deadly, unpredictable, and somewhat more realistic.&lt;br /&gt;
* RimJobWorld								&lt;br /&gt;
Oh boy, you found it. NSFW, 18+, etc. This is the ultimate sex mod for rimworld. Bestal1ty, r4pe, necr0philia, even pregnancies across species (and not just aliens, animals too). Not found on steam for obvious reasons, but any competent google search should lead you to it. You pervert. And sorry for the weird censoring, stupid word filters on pastebin.&lt;br /&gt;
* Pawnmorpher								&lt;br /&gt;
Furries: The Mod. This allows you to mutate pawns to give them animal-like body parts, or even turn them into animals (who are still sentient so act like pawns). Unlike Genetic Rim, research requires a lot of experimentation (on actual pawns) and collecting of data.&lt;br /&gt;
* Psychology&lt;br /&gt;
Instead of relying on pure RNG to determine pawns compatibility with each other, adds a massive amount of personality sliders and sexuality sliders to determine how well pawns get along&lt;br /&gt;
* Questionable Ethics Enhanced&lt;br /&gt;
Medical Ethics Violations: The Mod. Grow human organs, clone people, install mind control devices, etc.&lt;br /&gt;
* TiberiumRim								&lt;br /&gt;
Adds the namesake highly infectious, but infinitely renewable resource, along with a full set of vehicles (functionally, mechs) and a large amount of accompanying equipment and structures.&lt;br /&gt;
* 妖怪村1.32								&lt;br /&gt;
I don't know what the name says, either. This is basically a catch-all mod from Japanese mythology; about 20 mythical creatures, plus an assortment of armor, traits, weapons, buildings, furniture, medicines, body parts, etc. The reason this is listed under gameplay mechanics expansion is that some weapons are &amp;quot;intelligent&amp;quot; in that they gain XP and level up through combat, which is a neat idea. Note that while most of the content has a translation, some parts do not.&lt;br /&gt;
&lt;br /&gt;
===''1007B'' Gameplay Mechanics Expansion, Minor===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* SRTS + addons							&lt;br /&gt;
Adds aircraft for rapid traversing of the planet.&lt;br /&gt;
* Genetic Rim								&lt;br /&gt;
Allows harvesting of genes to create implants or dozens of new animal species&lt;br /&gt;
* Genetic Rim Alpha Animals Patch			&lt;br /&gt;
Expands the above to include creatures from alpha animals&lt;br /&gt;
* Bondage Beds							&lt;br /&gt;
Allows players to control addict pawns without resorting to removing the legs or spine, by simply tying them to a bed&lt;br /&gt;
* Preemptive Strike						&lt;br /&gt;
Allows the construction of facilities to detect friendly traders and enemy raids before they arrive&lt;br /&gt;
* EbD Prepare Carefully					&lt;br /&gt;
Allows you to manually create starting cargo and pawns on game start instead of relying on RNG&lt;br /&gt;
* ED-Shields								&lt;br /&gt;
Unlike most shield mods which merely add shield generators, this mod allows precise customization of each shield's functions and abilities using modules&lt;br /&gt;
* Crash Landing							&lt;br /&gt;
Adds a starting scenario and random event involving ship sections crashing to the planet&lt;br /&gt;
* More Faction Interaction				&lt;br /&gt;
Overhauls traders, faction expansion, and other diplomatic things&lt;br /&gt;
* Infusion 2								&lt;br /&gt;
Adds &amp;quot;enchantments&amp;quot; to gear, so that the effectiveness of something is more than just its quality and material alone.&lt;br /&gt;
* PsiTech									&lt;br /&gt;
An alternative to the royalty psycast system for psionics&lt;br /&gt;
* Orion's Hospitality						&lt;br /&gt;
Allows you to effectively run a hotel. Charge guests for beds, feed them, and make them happy to improve faction relations and earn more rewards&lt;br /&gt;
* Orion's Gastronomy						&lt;br /&gt;
The above, but instead of a hotel, you can run a restaurant. &lt;br /&gt;
* RimCities&lt;br /&gt;
Adds unique settlement types (cities, duh) and assorted quests involving them (conquest, defense, assassination, etc)&lt;br /&gt;
* Social Interactions Expanded			&lt;br /&gt;
Gives social interactions more diversity, and allow traits to change due to events&lt;br /&gt;
* Backup Power							&lt;br /&gt;
Allows various power sources to autonomously turn themselves on or off based on power remaining in batteries.&lt;br /&gt;
* RimDeed									&lt;br /&gt;
Adds a sort of employment agency where, for a fee, a company will find new possible recruits for you.&lt;br /&gt;
* Guard For Me							&lt;br /&gt;
Allows the hiring of very powerful pawns on a temporary, salaried basis.&lt;br /&gt;
* Empire									&lt;br /&gt;
Adds a mini-game involving the creation of settlements and their taxation/defense. (WARNING: Will almost certainly break any semblance of a balanced game economy due to the exponential growth of wealth)&lt;br /&gt;
* RimWar									&lt;br /&gt;
Effectively allows conquest and war between factions. (WARNING: May cause significant game slowdown, to say nothing of balance issues caused by factions being removed from the game through destruction)&lt;br /&gt;
* Vanilla Factions Expanded - Mechanoids	&lt;br /&gt;
Mechanoid focused pack which not only adds the usual (new weapons, enemies, etc), but automated factories and supercomputers, and a &amp;quot;total war&amp;quot; mechanic tracking mechanoid progress on a global level&lt;br /&gt;
* Organ Harvest Post-Mortem				&lt;br /&gt;
Harvest organs and implants from dead pawns. (WARNING: This most destroys the game economy's balance due to each dead raider producing several times more wealth than normal, from harvested organs)&lt;br /&gt;
* Expanded Roofing						&lt;br /&gt;
Allows you to build or demolish overhead mountain, as well as other utility roofs (glass, solar, etc).&lt;br /&gt;
* Roads of the Rim						&lt;br /&gt;
Allows construction of new roads on the world map&lt;br /&gt;
* Remote Tech 							&lt;br /&gt;
Adds an assortment of traps that can be activated remotely without need for a pawn to trigger them.&lt;br /&gt;
* Animal Armor + addons					&lt;br /&gt;
What it says on the tin&lt;br /&gt;
* Death Rattle							&lt;br /&gt;
Normally pawns will instantly perish the moment a vital organ (such as the heart) fails. This mod instead gives you a small time window to perform surgery or hook the pawn up to life support before they actually perish, just like how it works in real life.&lt;br /&gt;
&lt;br /&gt;
==''1008'' New Alien Races Content, and Supporting Mods==&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
&lt;br /&gt;
(Authors Note: Races are divided here into major and minor. Major races are those that either have large anatomical differences from normal humanoid pawns, or they have a particularly extensive amount of secondary content (pets, buildings, weapons, armor, factions), or are otherwise novel in some way. Minor races are those that are just humanoid pawns and have little content outside of race-specific armor and weapons.)&lt;br /&gt;
&lt;br /&gt;
(Author's Note: Nearly all races support one of the two competing bionics mods, RBSE or EPOE. If you are unable to perform bionic surgeries on a race, it may be because you are missing whichever of these two the race supports. Alternatively, the mod Xenobiotic Patcher makes all surgeries cross-species, but occasionally causes some odd or nonsensical surgeries to be unlocked, though this isn't really a problem if you avoid using them them.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1008A'' New Alien Races Content, Major===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* Humanoid Alien Races 2.0				&lt;br /&gt;
Not a race mod, but an underlying framework required by nearly every race mod in existence. &lt;br /&gt;
* Xenobionic Patcher						&lt;br /&gt;
Have lots of races installed and worried about bionic compatibility? This makes every surgery compatible with every race&lt;br /&gt;
* Androids								&lt;br /&gt;
Robots that can customize their bodies and traits upon assembly.&lt;br /&gt;
* Android Tiers++							&lt;br /&gt;
A far larger robot mod, albeit one that has earned a bad reptuation for hurting game performance. It has truly unique features things like mind-uploading, mind-copying, but also completely destroys game balance due to its overpoweredness.&lt;br /&gt;
* Anty the War Ant Race					&lt;br /&gt;
Quoting the author, &amp;quot;The problem child of the universe.&amp;quot; Lots of unique mechanics here: An anty can be transformed using pheromones, making them a queen to constantly produce new children, or alternatively you can turn them into a soldier, or an acid suicide bomb. They also recycle prisoners into meat computers, living generators, or human cattle that slowly waste away for new food. Their weapons are mostly acid-based, and they have grenades which can instantly deploy a sandbag cover. Lots of neat stuff. &lt;br /&gt;
* Avali									&lt;br /&gt;
Bird lizard people things? One of the single largest mods in terms of supporting content (buildings, armor, weapons). Spacer-tech&lt;br /&gt;
* Crystalloids								&lt;br /&gt;
Crystal people. The race itself pretty unremarkable and uses very old graphics, but they have extensive supporting content such as a unique type of raid, a large array of new psycasts, and a unique way to generate power.&lt;br /&gt;
* Dragonians								&lt;br /&gt;
Dragon girls. Have the advantages of being able to graze, be milked and sheared, but still a sentient pawn. Tribal-tech&lt;br /&gt;
* Epona&lt;br /&gt;
Centaurs. Assorted tech levels. Have their own custom space suits for SOS2 compatibility. &lt;br /&gt;
* Idhale									&lt;br /&gt;
Basically ghosts. Immune to conventional attack, but in turn are also unable to attack others.&lt;br /&gt;
* Kijin									&lt;br /&gt;
Japanese Oni (demons). Have a number of unique techs which improve the productivity of farm animals, and their own unique win condition. Japanese/medieval-tech.&lt;br /&gt;
* Kurin&lt;br /&gt;
Three-tailed foxgirls. One of the most popular race mods, so have a large number of add-ons mods or ports. Spacer-tech&lt;br /&gt;
* Mincho									&lt;br /&gt;
Ice cream slime girls. A living testament to the horrors (or brillaince) of genetic engineering. Extremely durable bodies; probably the only race listed that can literally survive their heads being blown off. And then grow it back.&lt;br /&gt;
* Moyo									&lt;br /&gt;
Deep sea dwellers. Blood from this race can be harvested and turned into a wide range of drugs, from mech serums to cocaine. Spacer-tech&lt;br /&gt;
* Neclose									&lt;br /&gt;
Some sort of combination of huge-titty girls, jelly fish, and sea pickle. Unarmed attacks will paralyze and eventually cause comas. Can also create fleshbeasts to act as menial works.&lt;br /&gt;
* Oni										&lt;br /&gt;
Roughly based on oni from Japanese lore. Available as both an animal version and a sentient pawn.&lt;br /&gt;
* Orassan									&lt;br /&gt;
Anthro-cat people (though de-furry patches exist). Specializes in arctic survival; they can farm ice like soil, and can turn normal strone into an enhanced type of concrete. Spacer-tech&lt;br /&gt;
* Rabbies									&lt;br /&gt;
Rabbit people with a global addiction to a drug called Planetarium. Modern/Spacer-tech. &lt;br /&gt;
* Ratkin									&lt;br /&gt;
Cute rat people whose raids can burrow using drill machines, allowing them to appear inside your base similar to insectoid infestations. Steampunk-tech.&lt;br /&gt;
* Rakkle									&lt;br /&gt;
Naga-like snake people with a few unique mechanics. Firstly, most of their vital organs are actually in their snake half and not their human half (which is quite useful in Combat Evolved where cover protects the bottom half of a pawn first). And like snakes they can periodically shed their skin, or consume one giant meal and slowly digest it for an entire week instead of eating daily like most other species. &lt;br /&gt;
* Revia									&lt;br /&gt;
(Yes, more fox girls). A focus bloodlust and sacrifice; they can generate lost body parts or permanently improve stats by sacrificing prisoners. (WARNING: This mod may cause issues with traders no longer having inventories.)&lt;br /&gt;
* Nearmare								&lt;br /&gt;
Fairy-like race that can summon will o' wisps to aid them, and is very strong against mental/morale damage.&lt;br /&gt;
* Xenoorca&lt;br /&gt;
Killer whale mermaids. Like their namesake they're large, powerful and predatory. (Only appear as a pirate faction by default). Spacer-tech.&lt;br /&gt;
&lt;br /&gt;
===''1008B'' New Alien Races Content, Minor===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* Annelitrice								&lt;br /&gt;
Mimic shapeshifters which appear unremarkable, but are actually composed of hives of worms. They have special abilities to keep resurrecting themselves after death. Modern-tech.&lt;br /&gt;
* Arachne									&lt;br /&gt;
Spider people. Besides the eight-legs thing, are fairly vanilla. Spacer-tech&lt;br /&gt;
* Ancient Species							&lt;br /&gt;
Half-Elves. Assorted tech levels&lt;br /&gt;
* Astoriel 								&lt;br /&gt;
Elves&lt;br /&gt;
* Bun										&lt;br /&gt;
Bunny People. Tribal-to-Industrial-tech&lt;br /&gt;
* Ferian									&lt;br /&gt;
Anthro-Fox people, not much here beyond the race.&lt;br /&gt;
* Forsaken								&lt;br /&gt;
Coal-black skin, horns, and glowing eyes. I assume some sort of demons?  Glitter-tech, with very powerful equipment. Have their own unique biome in Alpha Biomes mod&lt;br /&gt;
* Garam									&lt;br /&gt;
Furry cat girl pseudo-pets. Highly detailed in-built animation, but the only race in this list that use their own unique framework (not HAR), causing a number of compatibility issues&lt;br /&gt;
* Giants									&lt;br /&gt;
What it says on the tin, really.&lt;br /&gt;
* Nyaron									&lt;br /&gt;
Mass produced cat girls. Every weeb's dream&lt;br /&gt;
* Silkiera								&lt;br /&gt;
Foxgirls with big tiddies. Medieval-tech.&lt;br /&gt;
* RimEffect Races							&lt;br /&gt;
Can't comment on these since I haven't tried this mod yet.&lt;/div&gt;</summary>
		<author><name>Regularity</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:Regularity&amp;diff=86982</id>
		<title>User:Regularity</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:Regularity&amp;diff=86982"/>
		<updated>2021-06-24T16:40:11Z</updated>

		<summary type="html">&lt;p&gt;Regularity: /* 1008A New Alien Races Content, Major */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Can someone recommend me a [insert category here] mod?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you, too, are tired of answering this question, just send them to this pastebin.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''Table of Contents''===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
* ''1001'' 	Colony Utility: Quality-of-life mods that directly increase the efficiency of pawns in their daily activities&lt;br /&gt;
&lt;br /&gt;
* ''1002'' 	Player Utility: Quality-of-life mods that do not directly affect the colony. Things like UI improvements, more detailed information, and automating repetitive player tasks.&lt;br /&gt;
&lt;br /&gt;
* ''1003'' 	Performance, Bug Fixes, and AI Improvements&lt;br /&gt;
&lt;br /&gt;
* ''1004'' 	Storage: Mods related to storing stuff&lt;br /&gt;
&lt;br /&gt;
* ''1005'' 	Graphical Improvements: these are purely cosmetic changes; graphical changes that improve readability or better convey information are under the Player Utility category&lt;br /&gt;
* ''1005A'' 	Graphical Improvements, General&lt;br /&gt;
* ''1005B''	Graphical Improvements, Pawn Body&lt;br /&gt;
* ''1005C''	Graphical Improvements, Detailed Hair: Higher resolution, detailed hair that looks very nice, but may clash with the vanilla Rimworld art style&lt;br /&gt;
* ''1005C''	Graphical Improvements, Simple Hair: Hair with relatively low gradients and shading, more closely matching the vanilla Rimworld art style&lt;br /&gt;
&lt;br /&gt;
* ''1006'' 	Content Expansion: Adds new content, but does not significantly change any core game mechanics or game balance&lt;br /&gt;
* ''1006A''	Content Expansion, Major&lt;br /&gt;
* ''1006B''	Content Expansion, Minor&lt;br /&gt;
* ''1006C''	Content Expansion, Wildlife and Enemies&lt;br /&gt;
&lt;br /&gt;
* ''1007'' 	Gameplay Mechanics Expansion: Adds new content with a significant impact on core game mechanics or game balance&lt;br /&gt;
* ''1007A''	Gameplay Mechanics Expansion, Major&lt;br /&gt;
* ''1007B''	Gameplay Mechanics Expansion, Minor&lt;br /&gt;
&lt;br /&gt;
* ''1008''	New Alien Races Content: Covers notable alien races and supporting mods. For the sake of keeping the list a reasonable length, most races that are functionally little more than a reskin with minor stat changes have been omitted. The list here tries to focus on the more novel or interesting races.&lt;br /&gt;
* ''1008A''	New Alien Races Content, Major&lt;br /&gt;
* ''1008B''	New Alien Races Content, Minor&lt;br /&gt;
&lt;br /&gt;
==''1001'' Colony Utility==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* [SYR] Doormats							&lt;br /&gt;
Prevents outdoor filth from being tracked indoors&lt;br /&gt;
* Programmable Vents						&lt;br /&gt;
Vents that shut off when rooms reach a certain temperature; allows you to passively heat rooms without overheating them during hotter days&lt;br /&gt;
* Meat Blend								&lt;br /&gt;
Allows mixing of all meat types into a single type for easier storage (you can opt out insect or humanoid meat to avoid mood penalties)&lt;br /&gt;
* Veggie Mix								&lt;br /&gt;
The above, but for plants&lt;br /&gt;
* DontBlockDoor							&lt;br /&gt;
Prevents random dropped items from holding the door open and allowing in invaders or prisoners&lt;br /&gt;
* Trading Spot							&lt;br /&gt;
Choose where trader caravans loiter&lt;br /&gt;
* [SYR] Set Up Camp						&lt;br /&gt;
Create a small, temporary local map to perform actions you can't on the world map.&lt;br /&gt;
* Roads of the Rim						&lt;br /&gt;
Build roads on the world map&lt;br /&gt;
* Locks2									&lt;br /&gt;
Doors can be set to allow/block visitors, pets, or specific pawns in your colony&lt;br /&gt;
* RT Solar Flare Shield					&lt;br /&gt;
Build a shield to protect against solar flares&lt;br /&gt;
* RT Fuses								&lt;br /&gt;
Build fuses to prevent BZZZZT events&lt;br /&gt;
* Share the Load							&lt;br /&gt;
Allows multiple pawns to haul resources to a construction site, instead of just one at a time&lt;br /&gt;
* Replace Stuff			&lt;br /&gt;
Don't like how vents create a massive weak spot in otherwise sturdy walls? Try these. Vents no longer replace walls, but are added onto them, leaving the wall behind even if the vent is destroyed&lt;br /&gt;
* Power++									&lt;br /&gt;
Adds the ability to transmit power wirelessly, both on-map or across the world to other sites&lt;br /&gt;
* No Random Relations						&lt;br /&gt;
Don't like the game randomly deciding a pawn has an uncle/sister/cousin? This is for you&lt;br /&gt;
* Royalty Tweaks							&lt;br /&gt;
Makes the more restrictive or annoying parts of royalty content optional&lt;br /&gt;
* Smart Medicine							&lt;br /&gt;
Allows pawns to carry medicine with them and use it in the field&lt;br /&gt;
* Xenobionic Patcher						&lt;br /&gt;
Have lots of races installed and worried about bionic compatibility? This makes every surgery compatible with every race&lt;br /&gt;
* No Burn Metal							&lt;br /&gt;
Removes flammability from steel and other metal&lt;br /&gt;
* Faction Blender							&lt;br /&gt;
Adds new factions which take pawns from all available races, as opposed to the norm where each faction is only composed of a single race&lt;br /&gt;
* Realistic Rooms							&lt;br /&gt;
Makes it so colonists merely want bedroom-sized bedrooms, and not apartment-sized ones&lt;br /&gt;
* Expanded Roofing						&lt;br /&gt;
Allows the creation and removal of overhead mountain, glass roofing, and even solar roofing.&lt;br /&gt;
* Imprisonment on the Go					&lt;br /&gt;
Allows the capturing of prisoners without an enclosed sleeping space. Very useful when attacking enemy sites.&lt;br /&gt;
* Simple Slavery							&lt;br /&gt;
Allows you to draft prisoners and put them to work&lt;br /&gt;
* Prison Labor							&lt;br /&gt;
A mod that is much larger and more sophisticated way to make use of prisoners than Simple Slavery, but has a reputation for being buggy. (WARNING: May cause an assortment of bugs relating to jobs)&lt;br /&gt;
* Power Logic								&lt;br /&gt;
Adds power buildings that allow creation of logic gates, sensors, and so on.&lt;br /&gt;
* My Little Planet						&lt;br /&gt;
Allows you to change the planet's landmass, effectively controlling how vast or cramped the planet is&lt;br /&gt;
* Nanohive Regenerator&lt;br /&gt;
A structure that autonomously repairs not only nearby buildings and walls, but even pawns' equipment, and can extinguish fires. Useful for reducing the level of micromanagement needed to maintain base defenses.&lt;br /&gt;
&lt;br /&gt;
==''1002'' Player Utility==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* TD Enhancement Pack						&lt;br /&gt;
Improves a ton of small things in the user interface of the game&lt;br /&gt;
* Colony Groups							&lt;br /&gt;
A major overhaul and improvement of the colonist bar&lt;br /&gt;
* Interaction Bubbles						&lt;br /&gt;
Allows you to see conversations or interactions beteween pawns without digging through the game log&lt;br /&gt;
* Damage Indicators						&lt;br /&gt;
Adds floating numbers that display the damage taken by pawns or buildings&lt;br /&gt;
* Better Pawn Control						&lt;br /&gt;
Greatly increases the control you have over food, drug, and equipment policies&lt;br /&gt;
* Pawn Rules								&lt;br /&gt;
Allows restricting of bonding, romance, and artisan crafting&lt;br /&gt;
* Camera+									&lt;br /&gt;
Removes default restrictions of camera zoom levels&lt;br /&gt;
* RimHUD									&lt;br /&gt;
Makes the bottom-left info window completely customizable in color, font, size, tabs, etc.&lt;br /&gt;
* World Edit&lt;br /&gt;
Tired of rerolling for the perfect site at a river, coast, mountain, or whatever? Just edit the world.&lt;br /&gt;
* Character Editor						&lt;br /&gt;
Allows completely changing of every aspect of existing pawns. Even if cheating isn't your thing, it's good to have installed to easily fix bugs that may occur without manual save editing&lt;br /&gt;
* Map Reroll								&lt;br /&gt;
Reroll the local colony map if you don't like the exact layout of certain things&lt;br /&gt;
* Map Designer							&lt;br /&gt;
Allows creating maps using custom parameters, instead of them being dictated by the world map tile. Pairs very well with the above map reroll mod, allowing you to regenerate the same map multiple times.&lt;br /&gt;
* Whats that mod							&lt;br /&gt;
Adds text at the bottom of every item/pawn/thing's info window showing what mod it's from&lt;br /&gt;
* Change map edge limit					&lt;br /&gt;
Build up to the map edge if you so desire, to wall off access to raids or caravans from certain points of the map&lt;br /&gt;
* Work Tab, Animal Tab, Colony Manger		&lt;br /&gt;
More detailed control for these tabs&lt;br /&gt;
* Relations Tab							&lt;br /&gt;
See relations between all factions at a glance&lt;br /&gt;
* Allow Tool								&lt;br /&gt;
Allows map-wide forbidding, selection, or allowing. &lt;br /&gt;
* Toggle Harvest							&lt;br /&gt;
Allows control of whether growing areas should be planted or harvested&lt;br /&gt;
* Dub Mint Menus							&lt;br /&gt;
Consolidates the work tabs from every workbench and recipe you have access to, in one location&lt;br /&gt;
* Directly Abandon Settlement				&lt;br /&gt;
Allow you to abandon locations on the world map&lt;br /&gt;
* WikiRim									&lt;br /&gt;
Adds an in-game database of items and recipes you can search&lt;br /&gt;
* Heat Map								&lt;br /&gt;
Adds an overlay to see temperatures in all rooms at the same time&lt;br /&gt;
* Appearance Clothing	+ HAR addon			&lt;br /&gt;
Allows you to set appearance of pawns completely independent of whatever gear they're wearing. Vital for preventing incompatibilities or missing textures if you play with many races that have race-exclusive gear&lt;br /&gt;
* Better Roads							&lt;br /&gt;
Makes roads easier to see on the world map&lt;br /&gt;
* Dubs Mint Minimap						&lt;br /&gt;
Adds a minimap to the game, making tracking of threats far easier&lt;br /&gt;
* Recipe Icons							&lt;br /&gt;
Makes scrolling through recipe lists easier by attaching relevant product images&lt;br /&gt;
* Filth Vanishes with Rain				&lt;br /&gt;
What it says on the tin, rain can clean outdoor terrain of filth. Slightly improves performance by removing filth periodically&lt;br /&gt;
* Better Time Format						&lt;br /&gt;
Let's you see the exact in-game time instead of just a vague approximation&lt;br /&gt;
* Armored Floors							&lt;br /&gt;
For a great cost, allows you to prevent infestations in certain areas&lt;br /&gt;
* RPG Inventory OR Awesome Inventory&lt;br /&gt;
Adds a visual paper-doll like inventory, making it easy to see equipment at a glance&lt;br /&gt;
* Better Message Placement				&lt;br /&gt;
Prevents popup messages from blocking the colonist bar&lt;br /&gt;
* Drop All Inventory						&lt;br /&gt;
Allows you to rapidly unload cargo from your caravans without having to wait&lt;br /&gt;
* Defensive Positions						&lt;br /&gt;
Allows you to have pawns move to pre-selected locations and draft themselves with a single hotkey&lt;br /&gt;
* Keep Bed Ownership						&lt;br /&gt;
Prevents ownership of beds from being erased when they need to sleep using a bed on another map&lt;br /&gt;
* Research Pal Forked						&lt;br /&gt;
Greatly improves the research screen with a better UI and more detail&lt;br /&gt;
* Bionic Icons							&lt;br /&gt;
Allows you to determine which implant is which at a glance by adding pictures to them.&lt;br /&gt;
* Allow Tools								&lt;br /&gt;
Adds improved tools for allowing or disallow en masse&lt;br /&gt;
* More Harvest Designators				&lt;br /&gt;
Similar to above, but for designations concerning farming and wild planet harvesting &lt;br /&gt;
* Vein Miner OR Mine it all						&lt;br /&gt;
Similar to above, but for mining&lt;br /&gt;
* Rangefinder								&lt;br /&gt;
Allows you to toggle a big circle around a pawn constantly showing its maximum firing range.&lt;br /&gt;
* Loading in Progress						&lt;br /&gt;
Allows adds or removing of objects from drop pods without having to unload and then reload all pods' contents.&lt;br /&gt;
* Cut plants before building				&lt;br /&gt;
Lets you get the plant resources from plants under a building blueprint, instead of destroying them&lt;br /&gt;
&lt;br /&gt;
==''1003'' Performance, Bug Fixes, and AI Improvements==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
Dubs Performance Analyzer				&lt;br /&gt;
Arguably the single most important tool for improving game performance. It allows you to see specifically which parts of the game are causing the most slowdown, allowing you to identify and solve bugs which don't normally report errors, or identify which of your mods is secretly causing game slowdown due to poor coding.&lt;br /&gt;
* Rocketman								&lt;br /&gt;
Essentially reduces the frequency at which the game checks low-importance things, to greatly improve game performance.&lt;br /&gt;
* PawnTargetFix							&lt;br /&gt;
Makes ranged attackers focus more on the nearest target rather than selecting one randomly&lt;br /&gt;
* Perfect Pathfinding						&lt;br /&gt;
Makes pawns travel in a straight line instead of moving almost entirely at diagonals with large detours&lt;br /&gt;
* Path Avoid								&lt;br /&gt;
A useful tool for fixing pathfinding quirks; allows you to paint pathfinding costs onto terrain, allowing you to override normal AI pathfinding. Good for forcing pawns to use roads and avoid traps or obstacles.&lt;br /&gt;
* Word of Freelove						&lt;br /&gt;
Removes the normal hetero-only restrictions on the Word of Love psycast in the Royalty DLC&lt;br /&gt;
* Kijin									&lt;br /&gt;
This race mod isn't really a &amp;quot;fix&amp;quot;, but has a research project to achieve double yields from animals, effectively allowing you to have half as many animals on the map without losing productivity. This in turn can save on game memory.&lt;br /&gt;
* More Trait Slots						&lt;br /&gt;
With a lot of mods adding (or sometimes even requiring) new traits, this mod allows you to increase the maximum number of traits allowed on a pawn, allowing you to fully make use of these mods&lt;br /&gt;
* Animal Logic							&lt;br /&gt;
Allows very precise tuning of animal behavior instead of being at the mercy of whatever values are vanilla&lt;br /&gt;
* Smarter Construction					&lt;br /&gt;
Improves construction reach, greatly reducing incidents of pawns trapping themselves&lt;br /&gt;
* Smarter Deconstruction and Mining		&lt;br /&gt;
Similar to the above, but for preventing roof cave-ins&lt;br /&gt;
* Mining Priority							&lt;br /&gt;
Prioritizes which metals to mine by value, instead of just by distance&lt;br /&gt;
* Pickup and Haul							&lt;br /&gt;
Allows colonists to use their inventory for hauling purposes, greatly increasing the amount of items they can move in one trip&lt;br /&gt;
* Haul to Stack							&lt;br /&gt;
Prioritizes hauling to drop off goods an an existing stack of that good, instead of creating multiple incomplete stacks which add clutter&lt;br /&gt;
* Rimthreaded								&lt;br /&gt;
Rimworld is normally limited to a single CPU core. This mod attempts to force it to use multiple cores. (WARNING: This mod has an incompatibility list a mile long, so read it before attempting to use this mod!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1004'' Storage==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Deep Storage							&lt;br /&gt;
Lets you store multiple stacks on one tile&lt;br /&gt;
* Netrve's DeepStorage UI					&lt;br /&gt;
Improves the interaction menu of deep storage building&lt;br /&gt;
* Rimfridge 								&lt;br /&gt;
Adds storage with build-in cooling&lt;br /&gt;
* [JD] Simply Storage						&lt;br /&gt;
Adds a much greater number of containers for Deep Storage&lt;br /&gt;
* [JD] Simply Storage - Refrigeration 	&lt;br /&gt;
Same but for rimfridge&lt;br /&gt;
* Stack XXL OR OgreStack					&lt;br /&gt;
Allows you to change how many individual items can be placed in a single stack of items, drastically effecting storage capacity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1005'' Graphical Improvements==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005A'' Graphical Improvements, General===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* World Beautification Project + addons	&lt;br /&gt;
Greatly improves the graphics of the world map&lt;br /&gt;
* Hats Display Selection OR Show Hair 	&lt;br /&gt;
Allows you to hide helmets, or have headgear that doesn't remove hair from the pawn&lt;br /&gt;
* Graphics Setter							&lt;br /&gt;
Improves sharpness and reduces blur of sprites&lt;br /&gt;
* High Quality Textures					&lt;br /&gt;
What it says on the tin&lt;br /&gt;
* Gloomy Deco	+ other Gloomy mods			&lt;br /&gt;
Technically a furniture mod, but adds a lot of decorative objects focused on cute or low-tech appearance&lt;br /&gt;
Vanilla Furniture Expanded Props		&lt;br /&gt;
Similar to above, but more modern and serious-looking&lt;br /&gt;
* RimThemes								&lt;br /&gt;
Change window/UI colors and transparency to whatever you desire&lt;br /&gt;
* Eccentric Tech - Cosmetic				&lt;br /&gt;
Adds a large number of purely cosmetic implants; animal ears, horns, tails, etc&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005B'' Graphical Improvements, Pawn Body===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Beautiful Bodies						&lt;br /&gt;
Greatly increases body detail without changing body shape (therefore retaining full compatibility with every vanilla clothing mod)&lt;br /&gt;
* FemaleBB + bodytype add-on				&lt;br /&gt;
This adds a new type of female body shape and increases its, ahem, bust size, though the body itself remains pretty vanilla-like in that it lacks high detail and shading. What makes this mod noteworthy is that the author has manually re-created from scratch literally hundreds of pieces of armor and clothing from almost every major mod to make them similarly more revealing and skimpy (and to fit the new body shape). Mod settings allow you to decide which races this new body type will apply to, and which will remain vanilla. As long as your mother doesn't see this, you should be okay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005C'' Graphical Improvements, Detailed Hair===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Replace Vanilla Hair 					&lt;br /&gt;
As the name suggests, overrides vanilla hairs with far more detailed and higher resolution versions.&lt;br /&gt;
* Roppoi Hair&lt;br /&gt;
* Vee Hairs&lt;br /&gt;
* Gommy Hair mk2&lt;br /&gt;
* Amerio anime hairs&lt;br /&gt;
* Eccentric Extras&lt;br /&gt;
* Gw hair mod&lt;br /&gt;
* Mokan Hair&lt;br /&gt;
* GW-HornHair&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005C'' Graphical Improvements, Simple Hair===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Vanilla Hair Expanded&lt;br /&gt;
* Won hair_women + hair_men&lt;br /&gt;
* [Ods] Hair&lt;br /&gt;
* [SS]Lovely Hair Style&lt;br /&gt;
* Rim Seraph Hair&lt;br /&gt;
* Extended Hair&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1006'' Content Expansion==&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
(Author's note: The &amp;quot;major&amp;quot; and &amp;quot;minor&amp;quot; categories below are purely a reflection of the mod's size and complexity. These categories are not a reflection of usefulness, quality, or gameplay impact.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1006A'' Content Expansion, Major===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* RBSE OR EPOE-Forked						&lt;br /&gt;
These two mods are the main competing frameworks for rimworld surgeries. A detailed comparison on them can be seen here ( https://docs.google.com/spreadsheets/d/1xZaHNbrRg_4vl6HeRlmTmvFfIB1cjUtCGhg8wjtXISk/ )&lt;br /&gt;
* Glittertech								&lt;br /&gt;
Adds a large range of very late-game advanced technology. May be overpowered.&lt;br /&gt;
* PolarisBloc								&lt;br /&gt;
Similar to glittertech&lt;br /&gt;
* RimCuisine2 + addons					&lt;br /&gt;
One of the largest mods dedicated to farming, cooking, and food in general. Note that while not updated to 1.2, the 1.1 version seems to work without any bugs whatsoever, so should be safe to use.&lt;br /&gt;
* Zipangu									&lt;br /&gt;
Similar to the above, but wholely focused on Japanese-themed cuisine. Also has a large amount of Japanese furniture&lt;br /&gt;
* Alpha Animals							&lt;br /&gt;
Adds a huge number of non-earthlike creatures to the game&lt;br /&gt;
* More Practical Traits					&lt;br /&gt;
What it says on the tin&lt;br /&gt;
* Xeva + addons							&lt;br /&gt;
Adds five new factions and a wide array of weapons, armor, and enemies. (Combat Evolved compatibility not available, but patch is in progress)&lt;br /&gt;
&lt;br /&gt;
===''1006B'' Content Expansion, Minor===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* A Dog Said...							&lt;br /&gt;
The main framework for animal surgeries and bionics used by the community&lt;br /&gt;
* Alpha Biomes							&lt;br /&gt;
Adds several non-earthlike exotic biomes to the game&lt;br /&gt;
* Biomes Core + Biomes Islands			&lt;br /&gt;
Adds island maps and swimming to the game&lt;br /&gt;
* Rimsenal + assorted addons				&lt;br /&gt;
Adds a vast number of weapons and armor to the game&lt;br /&gt;
* Go Explore!								&lt;br /&gt;
Adds random events which cause ruined locations to appear on the map, ripe for plundering&lt;br /&gt;
* Vanilla Events Expanded					&lt;br /&gt;
Adds an assortment of vanilla-like events&lt;br /&gt;
* Utility Columns							&lt;br /&gt;
Adds columns that double as other furniture, such as lamps, freezers, orbital beacons, traps, or graves&lt;br /&gt;
* Vanilla Factions Expanded - Insectoids&lt;br /&gt;
Insectoid focused pack. Besides the usual, also adds a range of implants and genetically-engineered animals to perform various jobs&lt;br /&gt;
* Vanilla Weapons Expanded + addons		&lt;br /&gt;
Adds a wide range of new firearms&lt;br /&gt;
* Sparkling Worlds						&lt;br /&gt;
A large assorted mod. Adds new events, new glitter tech crafting recipes, a new faction, etc. &lt;br /&gt;
* Soft Warm Beds							&lt;br /&gt;
Makes beds a combination of a bed-frame and bed-sheet, rather than just a single item.&lt;br /&gt;
* Sometimes Raids Go Wrong				&lt;br /&gt;
Adds a small chance that hostile raids will crash their drop pods, arrive hungover, be chased by maddened animals, and so on.&lt;br /&gt;
* Apparello 2								&lt;br /&gt;
Adds a vast amount of new clothing types.&lt;br /&gt;
* More Vanilla Turrets 1.1				&lt;br /&gt;
Adds a large number of turrets for base defense		&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1006C'' Content Expansion, Wildlife and Enemies===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* Alpha Animals							&lt;br /&gt;
Already mentioned above&lt;br /&gt;
* Magical Mengerie						&lt;br /&gt;
Adds several mythical creatures to the game&lt;br /&gt;
* Orion's More Mechanoids					&lt;br /&gt;
What it says on the tin. Adds stronger mechs.&lt;br /&gt;
* Vanilla Factions Expanded - Mechanoids	&lt;br /&gt;
Ditto&lt;br /&gt;
* Super Mechneko							&lt;br /&gt;
Adds very tough, anime-style robots with giant titties&lt;br /&gt;
* Kemomimihouse + hardworking addon&lt;br /&gt;
		Adds cute pets that can be assigned job priorities, have skills, and do work exactly the same way as colonists&lt;br /&gt;
* 虫娘 Insect girls + hardworking addon	&lt;br /&gt;
Like the above, but insect-themed&lt;br /&gt;
&lt;br /&gt;
==''1007'' Gameplay Mechanics Expansion==&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
(Author's note: The &amp;quot;major&amp;quot; and &amp;quot;minor&amp;quot; categories below are purely a reflection of the mod's size and complexity. These categories are not a reflection of usefulness, quality, or gameplay impact.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1007A'' Gameplay Mechanics Expansion, Major===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* RimFactory + addons						&lt;br /&gt;
A massive mod that allows you to automate huge portions of colony, or automatically perform most tasks normally impossible to automate in Rimworld&lt;br /&gt;
* Rimworld of Magic						&lt;br /&gt;
Adds character classes to the game, along with associated spells and abilities, in a manner similar to D&amp;amp;D&lt;br /&gt;
* SOS2									&lt;br /&gt;
Adds starships, space combat, and interplanetary travel to the game&lt;br /&gt;
* Rimatomics								&lt;br /&gt;
Adds detailed nuclear power, along with very powerful turrets to the game&lt;br /&gt;
* Rimefeller								&lt;br /&gt;
Adds the oil industry to the game, allowing production a large number of normally unproducable materials from oil (plasteel, neutromine, etc)						&lt;br /&gt;
* Dubs Bad Hygiene							&lt;br /&gt;
Adds toilet, hygene, and thirst mechanics to the game. Also includes other useful utilities like central air conditioning, fire sprinklers, irrigation, etc.&lt;br /&gt;
* What the Hack							&lt;br /&gt;
Lets you capture, modify, and upgrade mechanoids for use as pets&lt;br /&gt;
* Gidduup + assorted addons&lt;br /&gt;
Allows animals to be ridden, both on the local map and world map. Add-ons allow for riding mechs, and for caravan use.&lt;br /&gt;
* Combat Evolved							&lt;br /&gt;
A major overhaul of fighting to make is much more deadly, unpredictable, and somewhat more realistic.&lt;br /&gt;
* RimJobWorld								&lt;br /&gt;
Oh boy, you found it. NSFW, 18+, etc. This is the ultimate sex mod for rimworld. Bestal1ty, r4pe, necr0philia, even pregnancies across species (and not just aliens, animals too). Not found on steam for obvious reasons, but any competent google search should lead you to it. You pervert. And sorry for the weird censoring, stupid word filters on pastebin.&lt;br /&gt;
* Pawnmorpher								&lt;br /&gt;
Furries: The Mod. This allows you to mutate pawns to give them animal-like body parts, or even turn them into animals (who are still sentient so act like pawns). Unlike Genetic Rim, research requires a lot of experimentation (on actual pawns) and collecting of data.&lt;br /&gt;
* Psychology&lt;br /&gt;
Instead of relying on pure RNG to determine pawns compatibility with each other, adds a massive amount of personality sliders and sexuality sliders to determine how well pawns get along&lt;br /&gt;
* Questionable Ethics Enhanced&lt;br /&gt;
Medical Ethics Violations: The Mod. Grow human organs, clone people, install mind control devices, etc.&lt;br /&gt;
* TiberiumRim								&lt;br /&gt;
Adds the namesake highly infectious, but infinitely renewable resource, along with a full set of vehicles (functionally, mechs) and a large amount of accompanying equipment and structures.&lt;br /&gt;
* 妖怪村1.32								&lt;br /&gt;
I don't know what the name says, either. This is basically a catch-all mod from Japanese mythology; about 20 mythical creatures, plus an assortment of armor, traits, weapons, buildings, furniture, medicines, body parts, etc. The reason this is listed under gameplay mechanics expansion is that some weapons are &amp;quot;intelligent&amp;quot; in that they gain XP and level up through combat, which is a neat idea. Note that while most of the content has a translation, some parts do not.&lt;br /&gt;
&lt;br /&gt;
===''1007B'' Gameplay Mechanics Expansion, Minor===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* SRTS + addons							&lt;br /&gt;
Adds aircraft for rapid traversing of the planet.&lt;br /&gt;
* Genetic Rim								&lt;br /&gt;
Allows harvesting of genes to create implants or dozens of new animal species&lt;br /&gt;
* Genetic Rim Alpha Animals Patch			&lt;br /&gt;
Expands the above to include creatures from alpha animals&lt;br /&gt;
* Bondage Beds							&lt;br /&gt;
Allows players to control addict pawns without resorting to removing the legs or spine, by simply tying them to a bed&lt;br /&gt;
* Preemptive Strike						&lt;br /&gt;
Allows the construction of facilities to detect friendly traders and enemy raids before they arrive&lt;br /&gt;
* EbD Prepare Carefully					&lt;br /&gt;
Allows you to manually create starting cargo and pawns on game start instead of relying on RNG&lt;br /&gt;
* ED-Shields								&lt;br /&gt;
Unlike most shield mods which merely add shield generators, this mod allows precise customization of each shield's functions and abilities using modules&lt;br /&gt;
* Crash Landing							&lt;br /&gt;
Adds a starting scenario and random event involving ship sections crashing to the planet&lt;br /&gt;
* More Faction Interaction				&lt;br /&gt;
Overhauls traders, faction expansion, and other diplomatic things&lt;br /&gt;
* Infusion 2								&lt;br /&gt;
Adds &amp;quot;enchantments&amp;quot; to gear, so that the effectiveness of something is more than just its quality and material alone.&lt;br /&gt;
* PsiTech									&lt;br /&gt;
An alternative to the royalty psycast system for psionics&lt;br /&gt;
* Orion's Hospitality						&lt;br /&gt;
Allows you to effectively run a hotel. Charge guests for beds, feed them, and make them happy to improve faction relations and earn more rewards&lt;br /&gt;
* Orion's Gastronomy						&lt;br /&gt;
The above, but instead of a hotel, you can run a restaurant. &lt;br /&gt;
* RimCities&lt;br /&gt;
Adds unique settlement types (cities, duh) and assorted quests involving them (conquest, defense, assassination, etc)&lt;br /&gt;
* Social Interactions Expanded			&lt;br /&gt;
Gives social interactions more diversity, and allow traits to change due to events&lt;br /&gt;
* Backup Power							&lt;br /&gt;
Allows various power sources to autonomously turn themselves on or off based on power remaining in batteries.&lt;br /&gt;
* RimDeed									&lt;br /&gt;
Adds a sort of employment agency where, for a fee, a company will find new possible recruits for you.&lt;br /&gt;
* Guard For Me							&lt;br /&gt;
Allows the hiring of very powerful pawns on a temporary, salaried basis.&lt;br /&gt;
* Empire									&lt;br /&gt;
Adds a mini-game involving the creation of settlements and their taxation/defense. (WARNING: Will almost certainly break any semblance of a balanced game economy due to the exponential growth of wealth)&lt;br /&gt;
* RimWar									&lt;br /&gt;
Effectively allows conquest and war between factions. (WARNING: May cause significant game slowdown, to say nothing of balance issues caused by factions being removed from the game through destruction)&lt;br /&gt;
* Vanilla Factions Expanded - Mechanoids	&lt;br /&gt;
Mechanoid focused pack which not only adds the usual (new weapons, enemies, etc), but automated factories and supercomputers, and a &amp;quot;total war&amp;quot; mechanic tracking mechanoid progress on a global level&lt;br /&gt;
* Organ Harvest Post-Mortem				&lt;br /&gt;
Harvest organs and implants from dead pawns. (WARNING: This most destroys the game economy's balance due to each dead raider producing several times more wealth than normal, from harvested organs)&lt;br /&gt;
* Expanded Roofing						&lt;br /&gt;
Allows you to build or demolish overhead mountain, as well as other utility roofs (glass, solar, etc).&lt;br /&gt;
* Roads of the Rim						&lt;br /&gt;
Allows construction of new roads on the world map&lt;br /&gt;
* Remote Tech 							&lt;br /&gt;
Adds an assortment of traps that can be activated remotely without need for a pawn to trigger them.&lt;br /&gt;
* Animal Armor + addons					&lt;br /&gt;
What it says on the tin&lt;br /&gt;
* Death Rattle							&lt;br /&gt;
Normally pawns will instantly perish the moment a vital organ (such as the heart) fails. This mod instead gives you a small time window to perform surgery or hook the pawn up to life support before they actually perish, just like how it works in real life.&lt;br /&gt;
&lt;br /&gt;
==''1008'' New Alien Races Content, and Supporting Mods==&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
&lt;br /&gt;
(Authors Note: Races are divided here into major and minor. Major races are those that either have large anatomical differences from normal humanoid pawns, or they have a particularly extensive amount of secondary content (pets, buildings, weapons, armor, factions), or are otherwise novel in some way. Minor races are those that are just humanoid pawns and have little content outside of race-specific armor and weapons.)&lt;br /&gt;
&lt;br /&gt;
(Author's Note: Nearly all races support one of the two competing bionics mods, RBSE or EPOE. If you are unable to perform bionic surgeries on a race, it may be because you are missing whichever of these two the race supports. Alternatively, the mod Xenobiotic Patcher makes all surgeries cross-species, but occasionally causes some odd or nonsensical surgeries to be unlocked, though this isn't really a problem if you avoid using them them.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1008A'' New Alien Races Content, Major===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* Humanoid Alien Races 2.0				&lt;br /&gt;
Not a race mod, but an underlying framework required by nearly every race mod in existence. &lt;br /&gt;
* Xenobionic Patcher						&lt;br /&gt;
Have lots of races installed and worried about bionic compatibility? This makes every surgery compatible with every race&lt;br /&gt;
* Androids								&lt;br /&gt;
Robots that can customize their bodies and traits upon assembly.&lt;br /&gt;
* Android Tiers++							&lt;br /&gt;
A far larger robot mod, albeit one that has earned a bad reptuation for hurting game performance. It has truly unique features things like mind-uploading, mind-copying, but also completely destroys game balance due to its overpoweredness.&lt;br /&gt;
* Anty the War Ant Race					&lt;br /&gt;
Quoting the author, &amp;quot;The problem child of the universe.&amp;quot; Lots of unique mechanics here: An anty can be transformed using pheromones, making them a queen to constantly produce new children, or alternatively you can turn them into a soldier, or an acid suicide bomb. They also recycle prisoners into meat computers, living generators, or human cattle that slowly waste away for new food. Their weapons are mostly acid-based, and they have grenades which can instantly deploy a sandbag cover. Lots of neat stuff. &lt;br /&gt;
* Avali									&lt;br /&gt;
Bird lizard people things? One of the single largest mods in terms of supporting content (buildings, armor, weapons). Spacer-tech&lt;br /&gt;
* Crystalloids								&lt;br /&gt;
Crystal people. The race itself pretty unremarkable and uses very old graphics, but they have extensive supporting content such as a unique type of raid, a large array of new psycasts, and a unique way to generate power.&lt;br /&gt;
* Dragonians								&lt;br /&gt;
Dragon girls. Have the advantages of being able to graze, be milked and sheared, but still a sentient pawn. Tribal-tech&lt;br /&gt;
* Epona&lt;br /&gt;
Centaurs. Assorted tech levels. Have their own custom space suits for SOS2 compatibility. &lt;br /&gt;
* Idhale									&lt;br /&gt;
Basically ghosts. Immune to conventional attack, but in turn are also unable to attack others.&lt;br /&gt;
* Kijin									&lt;br /&gt;
Japanese Oni (demons). Have a number of unique techs which improve the productivity of farm animals, and their own unique win condition. Japanese/medieval-tech.&lt;br /&gt;
* Kurin&lt;br /&gt;
Three-tailed foxgirls. One of the most popular race mods, so have a large number of add-ons mods or ports. Spacer-tech&lt;br /&gt;
* Mincho									&lt;br /&gt;
Ice cream slime girls. A living testament to the horrors (or brillaince) of genetic engineering. Extremely durable bodies; probably the only race listed that can literally survive their heads being blown off. And then grow it back.&lt;br /&gt;
* Moyo									&lt;br /&gt;
Deep sea dwellers. Blood from this race can be harvested and turned into a wide range of drugs, from mech serums to cocaine. Spacer-tech&lt;br /&gt;
* Neclose									&lt;br /&gt;
Some sort of combination of huge-titty girls, jelly fish, and sea pickle. Unarmed attacks will paralyze and eventually cause comas. Can also create fleshbeasts to act as menial works.&lt;br /&gt;
* Oni										&lt;br /&gt;
Roughly based on oni from Japanese lore. Available as both an animal version and a sentient pawn.&lt;br /&gt;
* Orassan									&lt;br /&gt;
Anthro-cat people (though de-furry patches exist). Specializes in arctic survival; they can farm ice like soil, and can turn normal strone into an enhanced type of concrete. Spacer-tech&lt;br /&gt;
* Rabbies									&lt;br /&gt;
Rabbit people with a global addiction to a drug called Planetarium. Modern/Spacer-tech. &lt;br /&gt;
* Ratkin									&lt;br /&gt;
Cute rat people whose raids can burrow using drill machines, allowing them to appear inside your base similar to insectoid infestations. Steampunk-tech.&lt;br /&gt;
* Rakkle									&lt;br /&gt;
Naga-like snake people with a few unique mechanics. Firstly, most of their vital organs are actually in their snake half and not their human half (which is quite useful in Combat Evolved where cover protects the bottom half of a pawn first). And like snakes they can periodically shed their skin, or consume one giant meal and slowly digest it for an entire week instead of eating daily like most other species. &lt;br /&gt;
* Revia									&lt;br /&gt;
(Yes, more fox girls). A focus bloodlust and sacrifice; they can generate lost body parts or permanently improve stats by sacrificing prisoners. (WARNING: This mod may cause issues with traders no longer having inventories.)&lt;br /&gt;
* Nearmare								&lt;br /&gt;
Fairy-like race that can summon will o' wisps to aid them, and is very strong against mental/morale damage.&lt;br /&gt;
* Xenoorca&lt;br /&gt;
Killer whale mermaids. Like their namesake they're large, powerful and predatory. (Only appear as a pirate faction by default). Spacer-tech.&lt;br /&gt;
&lt;br /&gt;
===''1008B'' New Alien Races Content, Minor===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* Annelitrice								&lt;br /&gt;
Mimic shapeshifters which appear unremarkable, but are actually composed of hives of worms. They have special abilities to keep resurrecting themselves after death. Modern-tech.&lt;br /&gt;
* Arachne									&lt;br /&gt;
Spider people. Besides the eight-legs thing, are fairly vanilla. Spacer-tech&lt;br /&gt;
* Ancient Species							&lt;br /&gt;
Half-Elves. Assorted tech levels&lt;br /&gt;
* Astoriel 								&lt;br /&gt;
Elves&lt;br /&gt;
* Bun										&lt;br /&gt;
Bunny People. Tribal-to-Industrial-tech&lt;br /&gt;
* Ferian									&lt;br /&gt;
Anthro-Fox people, not much here beyond the race.&lt;br /&gt;
* Forsaken								&lt;br /&gt;
Coal-black skin, horns, and glowing eyes. I assume some sort of demons?  Glitter-tech, with very powerful equipment. Have their own unique biome in Alpha Biomes mod&lt;br /&gt;
* Garam									&lt;br /&gt;
Furry cat girl pseudo-pets. Highly detailed in-built animation, but the only race in this list that use their own unique framework (not HAR), causing a number of compatibility issues&lt;br /&gt;
* Giants									&lt;br /&gt;
What it says on the tin, really.&lt;br /&gt;
* Nyaron									&lt;br /&gt;
Mass produced cat girls. Every weeb's dream&lt;br /&gt;
* Silkiera								&lt;br /&gt;
Foxgirls with big tiddies. Medieval-tech.&lt;br /&gt;
* RimEffect Races							&lt;br /&gt;
Can't comment on these since I haven't tried this mod yet.&lt;/div&gt;</summary>
		<author><name>Regularity</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:Regularity&amp;diff=86977</id>
		<title>User:Regularity</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:Regularity&amp;diff=86977"/>
		<updated>2021-06-23T17:10:44Z</updated>

		<summary type="html">&lt;p&gt;Regularity: /* 1002 Player Utility */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Can someone recommend me a [insert category here] mod?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you, too, are tired of answering this question, just send them to this pastebin.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''Table of Contents''===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
* ''1001'' 	Colony Utility: Quality-of-life mods that directly increase the efficiency of pawns in their daily activities&lt;br /&gt;
&lt;br /&gt;
* ''1002'' 	Player Utility: Quality-of-life mods that do not directly affect the colony. Things like UI improvements, more detailed information, and automating repetitive player tasks.&lt;br /&gt;
&lt;br /&gt;
* ''1003'' 	Performance, Bug Fixes, and AI Improvements&lt;br /&gt;
&lt;br /&gt;
* ''1004'' 	Storage: Mods related to storing stuff&lt;br /&gt;
&lt;br /&gt;
* ''1005'' 	Graphical Improvements: these are purely cosmetic changes; graphical changes that improve readability or better convey information are under the Player Utility category&lt;br /&gt;
* ''1005A'' 	Graphical Improvements, General&lt;br /&gt;
* ''1005B''	Graphical Improvements, Pawn Body&lt;br /&gt;
* ''1005C''	Graphical Improvements, Detailed Hair: Higher resolution, detailed hair that looks very nice, but may clash with the vanilla Rimworld art style&lt;br /&gt;
* ''1005C''	Graphical Improvements, Simple Hair: Hair with relatively low gradients and shading, more closely matching the vanilla Rimworld art style&lt;br /&gt;
&lt;br /&gt;
* ''1006'' 	Content Expansion: Adds new content, but does not significantly change any core game mechanics or game balance&lt;br /&gt;
* ''1006A''	Content Expansion, Major&lt;br /&gt;
* ''1006B''	Content Expansion, Minor&lt;br /&gt;
* ''1006C''	Content Expansion, Wildlife and Enemies&lt;br /&gt;
&lt;br /&gt;
* ''1007'' 	Gameplay Mechanics Expansion: Adds new content with a significant impact on core game mechanics or game balance&lt;br /&gt;
* ''1007A''	Gameplay Mechanics Expansion, Major&lt;br /&gt;
* ''1007B''	Gameplay Mechanics Expansion, Minor&lt;br /&gt;
&lt;br /&gt;
* ''1008''	New Alien Races Content: Covers notable alien races and supporting mods. For the sake of keeping the list a reasonable length, most races that are functionally little more than a reskin with minor stat changes have been omitted. The list here tries to focus on the more novel or interesting races.&lt;br /&gt;
* ''1008A''	New Alien Races Content, Major&lt;br /&gt;
* ''1008B''	New Alien Races Content, Minor&lt;br /&gt;
&lt;br /&gt;
==''1001'' Colony Utility==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* [SYR] Doormats							&lt;br /&gt;
Prevents outdoor filth from being tracked indoors&lt;br /&gt;
* Programmable Vents						&lt;br /&gt;
Vents that shut off when rooms reach a certain temperature; allows you to passively heat rooms without overheating them during hotter days&lt;br /&gt;
* Meat Blend								&lt;br /&gt;
Allows mixing of all meat types into a single type for easier storage (you can opt out insect or humanoid meat to avoid mood penalties)&lt;br /&gt;
* Veggie Mix								&lt;br /&gt;
The above, but for plants&lt;br /&gt;
* DontBlockDoor							&lt;br /&gt;
Prevents random dropped items from holding the door open and allowing in invaders or prisoners&lt;br /&gt;
* Trading Spot							&lt;br /&gt;
Choose where trader caravans loiter&lt;br /&gt;
* [SYR] Set Up Camp						&lt;br /&gt;
Create a small, temporary local map to perform actions you can't on the world map.&lt;br /&gt;
* Roads of the Rim						&lt;br /&gt;
Build roads on the world map&lt;br /&gt;
* Locks2									&lt;br /&gt;
Doors can be set to allow/block visitors, pets, or specific pawns in your colony&lt;br /&gt;
* RT Solar Flare Shield					&lt;br /&gt;
Build a shield to protect against solar flares&lt;br /&gt;
* RT Fuses								&lt;br /&gt;
Build fuses to prevent BZZZZT events&lt;br /&gt;
* Share the Load							&lt;br /&gt;
Allows multiple pawns to haul resources to a construction site, instead of just one at a time&lt;br /&gt;
* Replace Stuff			&lt;br /&gt;
Don't like how vents create a massive weak spot in otherwise sturdy walls? Try these. Vents no longer replace walls, but are added onto them, leaving the wall behind even if the vent is destroyed&lt;br /&gt;
* Power++									&lt;br /&gt;
Adds the ability to transmit power wirelessly, both on-map or across the world to other sites&lt;br /&gt;
* No Random Relations						&lt;br /&gt;
Don't like the game randomly deciding a pawn has an uncle/sister/cousin? This is for you&lt;br /&gt;
* Royalty Tweaks							&lt;br /&gt;
Makes the more restrictive or annoying parts of royalty content optional&lt;br /&gt;
* Smart Medicine							&lt;br /&gt;
Allows pawns to carry medicine with them and use it in the field&lt;br /&gt;
* Xenobionic Patcher						&lt;br /&gt;
Have lots of races installed and worried about bionic compatibility? This makes every surgery compatible with every race&lt;br /&gt;
* No Burn Metal							&lt;br /&gt;
Removes flammability from steel and other metal&lt;br /&gt;
* Faction Blender							&lt;br /&gt;
Adds new factions which take pawns from all available races, as opposed to the norm where each faction is only composed of a single race&lt;br /&gt;
* Realistic Rooms							&lt;br /&gt;
Makes it so colonists merely want bedroom-sized bedrooms, and not apartment-sized ones&lt;br /&gt;
* Expanded Roofing						&lt;br /&gt;
Allows the creation and removal of overhead mountain, glass roofing, and even solar roofing.&lt;br /&gt;
* Imprisonment on the Go					&lt;br /&gt;
Allows the capturing of prisoners without an enclosed sleeping space. Very useful when attacking enemy sites.&lt;br /&gt;
* Simple Slavery							&lt;br /&gt;
Allows you to draft prisoners and put them to work&lt;br /&gt;
* Prison Labor							&lt;br /&gt;
A mod that is much larger and more sophisticated way to make use of prisoners than Simple Slavery, but has a reputation for being buggy. (WARNING: May cause an assortment of bugs relating to jobs)&lt;br /&gt;
* Power Logic								&lt;br /&gt;
Adds power buildings that allow creation of logic gates, sensors, and so on.&lt;br /&gt;
* My Little Planet						&lt;br /&gt;
Allows you to change the planet's landmass, effectively controlling how vast or cramped the planet is&lt;br /&gt;
* Nanohive Regenerator&lt;br /&gt;
A structure that autonomously repairs not only nearby buildings and walls, but even pawns' equipment, and can extinguish fires. Useful for reducing the level of micromanagement needed to maintain base defenses.&lt;br /&gt;
&lt;br /&gt;
==''1002'' Player Utility==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* TD Enhancement Pack						&lt;br /&gt;
Improves a ton of small things in the user interface of the game&lt;br /&gt;
* Colony Groups							&lt;br /&gt;
A major overhaul and improvement of the colonist bar&lt;br /&gt;
* Interaction Bubbles						&lt;br /&gt;
Allows you to see conversations or interactions beteween pawns without digging through the game log&lt;br /&gt;
* Damage Indicators						&lt;br /&gt;
Adds floating numbers that display the damage taken by pawns or buildings&lt;br /&gt;
* Better Pawn Control						&lt;br /&gt;
Greatly increases the control you have over food, drug, and equipment policies&lt;br /&gt;
* Pawn Rules								&lt;br /&gt;
Allows restricting of bonding, romance, and artisan crafting&lt;br /&gt;
* Camera+									&lt;br /&gt;
Removes default restrictions of camera zoom levels&lt;br /&gt;
* RimHUD									&lt;br /&gt;
Makes the bottom-left info window completely customizable in color, font, size, tabs, etc.&lt;br /&gt;
* World Edit&lt;br /&gt;
Tired of rerolling for the perfect site at a river, coast, mountain, or whatever? Just edit the world.&lt;br /&gt;
* Character Editor						&lt;br /&gt;
Allows completely changing of every aspect of existing pawns. Even if cheating isn't your thing, it's good to have installed to easily fix bugs that may occur without manual save editing&lt;br /&gt;
* Map Reroll								&lt;br /&gt;
Reroll the local colony map if you don't like the exact layout of certain things&lt;br /&gt;
* Map Designer							&lt;br /&gt;
Allows creating maps using custom parameters, instead of them being dictated by the world map tile. Pairs very well with the above map reroll mod, allowing you to regenerate the same map multiple times.&lt;br /&gt;
* Whats that mod							&lt;br /&gt;
Adds text at the bottom of every item/pawn/thing's info window showing what mod it's from&lt;br /&gt;
* Change map edge limit					&lt;br /&gt;
Build up to the map edge if you so desire, to wall off access to raids or caravans from certain points of the map&lt;br /&gt;
* Work Tab, Animal Tab, Colony Manger		&lt;br /&gt;
More detailed control for these tabs&lt;br /&gt;
* Relations Tab							&lt;br /&gt;
See relations between all factions at a glance&lt;br /&gt;
* Allow Tool								&lt;br /&gt;
Allows map-wide forbidding, selection, or allowing. &lt;br /&gt;
* Toggle Harvest							&lt;br /&gt;
Allows control of whether growing areas should be planted or harvested&lt;br /&gt;
* Dub Mint Menus							&lt;br /&gt;
Consolidates the work tabs from every workbench and recipe you have access to, in one location&lt;br /&gt;
* Directly Abandon Settlement				&lt;br /&gt;
Allow you to abandon locations on the world map&lt;br /&gt;
* WikiRim									&lt;br /&gt;
Adds an in-game database of items and recipes you can search&lt;br /&gt;
* Heat Map								&lt;br /&gt;
Adds an overlay to see temperatures in all rooms at the same time&lt;br /&gt;
* Appearance Clothing	+ HAR addon			&lt;br /&gt;
Allows you to set appearance of pawns completely independent of whatever gear they're wearing. Vital for preventing incompatibilities or missing textures if you play with many races that have race-exclusive gear&lt;br /&gt;
* Better Roads							&lt;br /&gt;
Makes roads easier to see on the world map&lt;br /&gt;
* Dubs Mint Minimap						&lt;br /&gt;
Adds a minimap to the game, making tracking of threats far easier&lt;br /&gt;
* Recipe Icons							&lt;br /&gt;
Makes scrolling through recipe lists easier by attaching relevant product images&lt;br /&gt;
* Filth Vanishes with Rain				&lt;br /&gt;
What it says on the tin, rain can clean outdoor terrain of filth. Slightly improves performance by removing filth periodically&lt;br /&gt;
* Better Time Format						&lt;br /&gt;
Let's you see the exact in-game time instead of just a vague approximation&lt;br /&gt;
* Armored Floors							&lt;br /&gt;
For a great cost, allows you to prevent infestations in certain areas&lt;br /&gt;
* RPG Inventory OR Awesome Inventory&lt;br /&gt;
Adds a visual paper-doll like inventory, making it easy to see equipment at a glance&lt;br /&gt;
* Better Message Placement				&lt;br /&gt;
Prevents popup messages from blocking the colonist bar&lt;br /&gt;
* Drop All Inventory						&lt;br /&gt;
Allows you to rapidly unload cargo from your caravans without having to wait&lt;br /&gt;
* Defensive Positions						&lt;br /&gt;
Allows you to have pawns move to pre-selected locations and draft themselves with a single hotkey&lt;br /&gt;
* Keep Bed Ownership						&lt;br /&gt;
Prevents ownership of beds from being erased when they need to sleep using a bed on another map&lt;br /&gt;
* Research Pal Forked						&lt;br /&gt;
Greatly improves the research screen with a better UI and more detail&lt;br /&gt;
* Bionic Icons							&lt;br /&gt;
Allows you to determine which implant is which at a glance by adding pictures to them.&lt;br /&gt;
* Allow Tools								&lt;br /&gt;
Adds improved tools for allowing or disallow en masse&lt;br /&gt;
* More Harvest Designators				&lt;br /&gt;
Similar to above, but for designations concerning farming and wild planet harvesting &lt;br /&gt;
* Vein Miner OR Mine it all						&lt;br /&gt;
Similar to above, but for mining&lt;br /&gt;
* Rangefinder								&lt;br /&gt;
Allows you to toggle a big circle around a pawn constantly showing its maximum firing range.&lt;br /&gt;
* Loading in Progress						&lt;br /&gt;
Allows adds or removing of objects from drop pods without having to unload and then reload all pods' contents.&lt;br /&gt;
* Cut plants before building				&lt;br /&gt;
Lets you get the plant resources from plants under a building blueprint, instead of destroying them&lt;br /&gt;
&lt;br /&gt;
==''1003'' Performance, Bug Fixes, and AI Improvements==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
Dubs Performance Analyzer				&lt;br /&gt;
Arguably the single most important tool for improving game performance. It allows you to see specifically which parts of the game are causing the most slowdown, allowing you to identify and solve bugs which don't normally report errors, or identify which of your mods is secretly causing game slowdown due to poor coding.&lt;br /&gt;
* Rocketman								&lt;br /&gt;
Essentially reduces the frequency at which the game checks low-importance things, to greatly improve game performance.&lt;br /&gt;
* PawnTargetFix							&lt;br /&gt;
Makes ranged attackers focus more on the nearest target rather than selecting one randomly&lt;br /&gt;
* Perfect Pathfinding						&lt;br /&gt;
Makes pawns travel in a straight line instead of moving almost entirely at diagonals with large detours&lt;br /&gt;
* Path Avoid								&lt;br /&gt;
A useful tool for fixing pathfinding quirks; allows you to paint pathfinding costs onto terrain, allowing you to override normal AI pathfinding. Good for forcing pawns to use roads and avoid traps or obstacles.&lt;br /&gt;
* Word of Freelove						&lt;br /&gt;
Removes the normal hetero-only restrictions on the Word of Love psycast in the Royalty DLC&lt;br /&gt;
* Kijin									&lt;br /&gt;
This race mod isn't really a &amp;quot;fix&amp;quot;, but has a research project to achieve double yields from animals, effectively allowing you to have half as many animals on the map without losing productivity. This in turn can save on game memory.&lt;br /&gt;
* More Trait Slots						&lt;br /&gt;
With a lot of mods adding (or sometimes even requiring) new traits, this mod allows you to increase the maximum number of traits allowed on a pawn, allowing you to fully make use of these mods&lt;br /&gt;
* Animal Logic							&lt;br /&gt;
Allows very precise tuning of animal behavior instead of being at the mercy of whatever values are vanilla&lt;br /&gt;
* Smarter Construction					&lt;br /&gt;
Improves construction reach, greatly reducing incidents of pawns trapping themselves&lt;br /&gt;
* Smarter Deconstruction and Mining		&lt;br /&gt;
Similar to the above, but for preventing roof cave-ins&lt;br /&gt;
* Mining Priority							&lt;br /&gt;
Prioritizes which metals to mine by value, instead of just by distance&lt;br /&gt;
* Pickup and Haul							&lt;br /&gt;
Allows colonists to use their inventory for hauling purposes, greatly increasing the amount of items they can move in one trip&lt;br /&gt;
* Haul to Stack							&lt;br /&gt;
Prioritizes hauling to drop off goods an an existing stack of that good, instead of creating multiple incomplete stacks which add clutter&lt;br /&gt;
* Rimthreaded								&lt;br /&gt;
Rimworld is normally limited to a single CPU core. This mod attempts to force it to use multiple cores. (WARNING: This mod has an incompatibility list a mile long, so read it before attempting to use this mod!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1004'' Storage==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Deep Storage							&lt;br /&gt;
Lets you store multiple stacks on one tile&lt;br /&gt;
* Netrve's DeepStorage UI					&lt;br /&gt;
Improves the interaction menu of deep storage building&lt;br /&gt;
* Rimfridge 								&lt;br /&gt;
Adds storage with build-in cooling&lt;br /&gt;
* [JD] Simply Storage						&lt;br /&gt;
Adds a much greater number of containers for Deep Storage&lt;br /&gt;
* [JD] Simply Storage - Refrigeration 	&lt;br /&gt;
Same but for rimfridge&lt;br /&gt;
* Stack XXL OR OgreStack					&lt;br /&gt;
Allows you to change how many individual items can be placed in a single stack of items, drastically effecting storage capacity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1005'' Graphical Improvements==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005A'' Graphical Improvements, General===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* World Beautification Project + addons	&lt;br /&gt;
Greatly improves the graphics of the world map&lt;br /&gt;
* Hats Display Selection OR Show Hair 	&lt;br /&gt;
Allows you to hide helmets, or have headgear that doesn't remove hair from the pawn&lt;br /&gt;
* Graphics Setter							&lt;br /&gt;
Improves sharpness and reduces blur of sprites&lt;br /&gt;
* High Quality Textures					&lt;br /&gt;
What it says on the tin&lt;br /&gt;
* Gloomy Deco	+ other Gloomy mods			&lt;br /&gt;
Technically a furniture mod, but adds a lot of decorative objects focused on cute or low-tech appearance&lt;br /&gt;
Vanilla Furniture Expanded Props		&lt;br /&gt;
Similar to above, but more modern and serious-looking&lt;br /&gt;
* RimThemes								&lt;br /&gt;
Change window/UI colors and transparency to whatever you desire&lt;br /&gt;
* Eccentric Tech - Cosmetic				&lt;br /&gt;
Adds a large number of purely cosmetic implants; animal ears, horns, tails, etc&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005B'' Graphical Improvements, Pawn Body===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Beautiful Bodies						&lt;br /&gt;
Greatly increases body detail without changing body shape (therefore retaining full compatibility with every vanilla clothing mod)&lt;br /&gt;
* FemaleBB + bodytype add-on				&lt;br /&gt;
This adds a new type of female body shape and increases its, ahem, bust size, though the body itself remains pretty vanilla-like in that it lacks high detail and shading. What makes this mod noteworthy is that the author has manually re-created from scratch literally hundreds of pieces of armor and clothing from almost every major mod to make them similarly more revealing and skimpy (and to fit the new body shape). Mod settings allow you to decide which races this new body type will apply to, and which will remain vanilla. As long as your mother doesn't see this, you should be okay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005C'' Graphical Improvements, Detailed Hair===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Replace Vanilla Hair 					&lt;br /&gt;
As the name suggests, overrides vanilla hairs with far more detailed and higher resolution versions.&lt;br /&gt;
* Roppoi Hair&lt;br /&gt;
* Vee Hairs&lt;br /&gt;
* Gommy Hair mk2&lt;br /&gt;
* Amerio anime hairs&lt;br /&gt;
* Eccentric Extras&lt;br /&gt;
* Gw hair mod&lt;br /&gt;
* Mokan Hair&lt;br /&gt;
* GW-HornHair&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005C'' Graphical Improvements, Simple Hair===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Vanilla Hair Expanded&lt;br /&gt;
* Won hair_women + hair_men&lt;br /&gt;
* [Ods] Hair&lt;br /&gt;
* [SS]Lovely Hair Style&lt;br /&gt;
* Rim Seraph Hair&lt;br /&gt;
* Extended Hair&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1006'' Content Expansion==&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
(Author's note: The &amp;quot;major&amp;quot; and &amp;quot;minor&amp;quot; categories below are purely a reflection of the mod's size and complexity. These categories are not a reflection of usefulness, quality, or gameplay impact.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1006A'' Content Expansion, Major===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* RBSE OR EPOE-Forked						&lt;br /&gt;
These two mods are the main competing frameworks for rimworld surgeries. A detailed comparison on them can be seen here ( https://docs.google.com/spreadsheets/d/1xZaHNbrRg_4vl6HeRlmTmvFfIB1cjUtCGhg8wjtXISk/ )&lt;br /&gt;
* Glittertech								&lt;br /&gt;
Adds a large range of very late-game advanced technology. May be overpowered.&lt;br /&gt;
* PolarisBloc								&lt;br /&gt;
Similar to glittertech&lt;br /&gt;
* RimCuisine2 + addons					&lt;br /&gt;
One of the largest mods dedicated to farming, cooking, and food in general. Note that while not updated to 1.2, the 1.1 version seems to work without any bugs whatsoever, so should be safe to use.&lt;br /&gt;
* Zipangu									&lt;br /&gt;
Similar to the above, but wholely focused on Japanese-themed cuisine. Also has a large amount of Japanese furniture&lt;br /&gt;
* Alpha Animals							&lt;br /&gt;
Adds a huge number of non-earthlike creatures to the game&lt;br /&gt;
* More Practical Traits					&lt;br /&gt;
What it says on the tin&lt;br /&gt;
* Xeva + addons							&lt;br /&gt;
Adds five new factions and a wide array of weapons, armor, and enemies. (Combat Evolved compatibility not available, but patch is in progress)&lt;br /&gt;
&lt;br /&gt;
===''1006B'' Content Expansion, Minor===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* A Dog Said...							&lt;br /&gt;
The main framework for animal surgeries and bionics used by the community&lt;br /&gt;
* Alpha Biomes							&lt;br /&gt;
Adds several non-earthlike exotic biomes to the game&lt;br /&gt;
* Biomes Core + Biomes Islands			&lt;br /&gt;
Adds island maps and swimming to the game&lt;br /&gt;
* Rimsenal + assorted addons				&lt;br /&gt;
Adds a vast number of weapons and armor to the game&lt;br /&gt;
* Go Explore!								&lt;br /&gt;
Adds random events which cause ruined locations to appear on the map, ripe for plundering&lt;br /&gt;
* Vanilla Events Expanded					&lt;br /&gt;
Adds an assortment of vanilla-like events&lt;br /&gt;
* Utility Columns							&lt;br /&gt;
Adds columns that double as other furniture, such as lamps, freezers, orbital beacons, traps, or graves&lt;br /&gt;
* Vanilla Factions Expanded - Insectoids&lt;br /&gt;
Insectoid focused pack. Besides the usual, also adds a range of implants and genetically-engineered animals to perform various jobs&lt;br /&gt;
* Vanilla Weapons Expanded + addons		&lt;br /&gt;
Adds a wide range of new firearms&lt;br /&gt;
* Sparkling Worlds						&lt;br /&gt;
A large assorted mod. Adds new events, new glitter tech crafting recipes, a new faction, etc. &lt;br /&gt;
* Soft Warm Beds							&lt;br /&gt;
Makes beds a combination of a bed-frame and bed-sheet, rather than just a single item.&lt;br /&gt;
* Sometimes Raids Go Wrong				&lt;br /&gt;
Adds a small chance that hostile raids will crash their drop pods, arrive hungover, be chased by maddened animals, and so on.&lt;br /&gt;
* Apparello 2								&lt;br /&gt;
Adds a vast amount of new clothing types.&lt;br /&gt;
* More Vanilla Turrets 1.1				&lt;br /&gt;
Adds a large number of turrets for base defense		&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1006C'' Content Expansion, Wildlife and Enemies===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* Alpha Animals							&lt;br /&gt;
Already mentioned above&lt;br /&gt;
* Magical Mengerie						&lt;br /&gt;
Adds several mythical creatures to the game&lt;br /&gt;
* Orion's More Mechanoids					&lt;br /&gt;
What it says on the tin. Adds stronger mechs.&lt;br /&gt;
* Vanilla Factions Expanded - Mechanoids	&lt;br /&gt;
Ditto&lt;br /&gt;
* Super Mechneko							&lt;br /&gt;
Adds very tough, anime-style robots with giant titties&lt;br /&gt;
* Kemomimihouse + hardworking addon&lt;br /&gt;
		Adds cute pets that can be assigned job priorities, have skills, and do work exactly the same way as colonists&lt;br /&gt;
* 虫娘 Insect girls + hardworking addon	&lt;br /&gt;
Like the above, but insect-themed&lt;br /&gt;
&lt;br /&gt;
==''1007'' Gameplay Mechanics Expansion==&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
(Author's note: The &amp;quot;major&amp;quot; and &amp;quot;minor&amp;quot; categories below are purely a reflection of the mod's size and complexity. These categories are not a reflection of usefulness, quality, or gameplay impact.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1007A'' Gameplay Mechanics Expansion, Major===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* RimFactory + addons						&lt;br /&gt;
A massive mod that allows you to automate huge portions of colony, or automatically perform most tasks normally impossible to automate in Rimworld&lt;br /&gt;
* Rimworld of Magic						&lt;br /&gt;
Adds character classes to the game, along with associated spells and abilities, in a manner similar to D&amp;amp;D&lt;br /&gt;
* SOS2									&lt;br /&gt;
Adds starships, space combat, and interplanetary travel to the game&lt;br /&gt;
* Rimatomics								&lt;br /&gt;
Adds detailed nuclear power, along with very powerful turrets to the game&lt;br /&gt;
* Rimefeller								&lt;br /&gt;
Adds the oil industry to the game, allowing production a large number of normally unproducable materials from oil (plasteel, neutromine, etc)						&lt;br /&gt;
* Dubs Bad Hygiene							&lt;br /&gt;
Adds toilet, hygene, and thirst mechanics to the game. Also includes other useful utilities like central air conditioning, fire sprinklers, irrigation, etc.&lt;br /&gt;
* What the Hack							&lt;br /&gt;
Lets you capture, modify, and upgrade mechanoids for use as pets&lt;br /&gt;
* Gidduup + assorted addons&lt;br /&gt;
Allows animals to be ridden, both on the local map and world map. Add-ons allow for riding mechs, and for caravan use.&lt;br /&gt;
* Combat Evolved							&lt;br /&gt;
A major overhaul of fighting to make is much more deadly, unpredictable, and somewhat more realistic.&lt;br /&gt;
* RimJobWorld								&lt;br /&gt;
Oh boy, you found it. NSFW, 18+, etc. This is the ultimate sex mod for rimworld. Bestal1ty, r4pe, necr0philia, even pregnancies across species (and not just aliens, animals too). Not found on steam for obvious reasons, but any competent google search should lead you to it. You pervert. And sorry for the weird censoring, stupid word filters on pastebin.&lt;br /&gt;
* Pawnmorpher								&lt;br /&gt;
Furries: The Mod. This allows you to mutate pawns to give them animal-like body parts, or even turn them into animals (who are still sentient so act like pawns). Unlike Genetic Rim, research requires a lot of experimentation (on actual pawns) and collecting of data.&lt;br /&gt;
* Psychology&lt;br /&gt;
Instead of relying on pure RNG to determine pawns compatibility with each other, adds a massive amount of personality sliders and sexuality sliders to determine how well pawns get along&lt;br /&gt;
* Questionable Ethics Enhanced&lt;br /&gt;
Medical Ethics Violations: The Mod. Grow human organs, clone people, install mind control devices, etc.&lt;br /&gt;
* TiberiumRim								&lt;br /&gt;
Adds the namesake highly infectious, but infinitely renewable resource, along with a full set of vehicles (functionally, mechs) and a large amount of accompanying equipment and structures.&lt;br /&gt;
* 妖怪村1.32								&lt;br /&gt;
I don't know what the name says, either. This is basically a catch-all mod from Japanese mythology; about 20 mythical creatures, plus an assortment of armor, traits, weapons, buildings, furniture, medicines, body parts, etc. The reason this is listed under gameplay mechanics expansion is that some weapons are &amp;quot;intelligent&amp;quot; in that they gain XP and level up through combat, which is a neat idea. Note that while most of the content has a translation, some parts do not.&lt;br /&gt;
&lt;br /&gt;
===''1007B'' Gameplay Mechanics Expansion, Minor===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* SRTS + addons							&lt;br /&gt;
Adds aircraft for rapid traversing of the planet.&lt;br /&gt;
* Genetic Rim								&lt;br /&gt;
Allows harvesting of genes to create implants or dozens of new animal species&lt;br /&gt;
* Genetic Rim Alpha Animals Patch			&lt;br /&gt;
Expands the above to include creatures from alpha animals&lt;br /&gt;
* Bondage Beds							&lt;br /&gt;
Allows players to control addict pawns without resorting to removing the legs or spine, by simply tying them to a bed&lt;br /&gt;
* Preemptive Strike						&lt;br /&gt;
Allows the construction of facilities to detect friendly traders and enemy raids before they arrive&lt;br /&gt;
* EbD Prepare Carefully					&lt;br /&gt;
Allows you to manually create starting cargo and pawns on game start instead of relying on RNG&lt;br /&gt;
* ED-Shields								&lt;br /&gt;
Unlike most shield mods which merely add shield generators, this mod allows precise customization of each shield's functions and abilities using modules&lt;br /&gt;
* Crash Landing							&lt;br /&gt;
Adds a starting scenario and random event involving ship sections crashing to the planet&lt;br /&gt;
* More Faction Interaction				&lt;br /&gt;
Overhauls traders, faction expansion, and other diplomatic things&lt;br /&gt;
* Infusion 2								&lt;br /&gt;
Adds &amp;quot;enchantments&amp;quot; to gear, so that the effectiveness of something is more than just its quality and material alone.&lt;br /&gt;
* PsiTech									&lt;br /&gt;
An alternative to the royalty psycast system for psionics&lt;br /&gt;
* Orion's Hospitality						&lt;br /&gt;
Allows you to effectively run a hotel. Charge guests for beds, feed them, and make them happy to improve faction relations and earn more rewards&lt;br /&gt;
* Orion's Gastronomy						&lt;br /&gt;
The above, but instead of a hotel, you can run a restaurant. &lt;br /&gt;
* RimCities&lt;br /&gt;
Adds unique settlement types (cities, duh) and assorted quests involving them (conquest, defense, assassination, etc)&lt;br /&gt;
* Social Interactions Expanded			&lt;br /&gt;
Gives social interactions more diversity, and allow traits to change due to events&lt;br /&gt;
* Backup Power							&lt;br /&gt;
Allows various power sources to autonomously turn themselves on or off based on power remaining in batteries.&lt;br /&gt;
* RimDeed									&lt;br /&gt;
Adds a sort of employment agency where, for a fee, a company will find new possible recruits for you.&lt;br /&gt;
* Guard For Me							&lt;br /&gt;
Allows the hiring of very powerful pawns on a temporary, salaried basis.&lt;br /&gt;
* Empire									&lt;br /&gt;
Adds a mini-game involving the creation of settlements and their taxation/defense. (WARNING: Will almost certainly break any semblance of a balanced game economy due to the exponential growth of wealth)&lt;br /&gt;
* RimWar									&lt;br /&gt;
Effectively allows conquest and war between factions. (WARNING: May cause significant game slowdown, to say nothing of balance issues caused by factions being removed from the game through destruction)&lt;br /&gt;
* Vanilla Factions Expanded - Mechanoids	&lt;br /&gt;
Mechanoid focused pack which not only adds the usual (new weapons, enemies, etc), but automated factories and supercomputers, and a &amp;quot;total war&amp;quot; mechanic tracking mechanoid progress on a global level&lt;br /&gt;
* Organ Harvest Post-Mortem				&lt;br /&gt;
Harvest organs and implants from dead pawns. (WARNING: This most destroys the game economy's balance due to each dead raider producing several times more wealth than normal, from harvested organs)&lt;br /&gt;
* Expanded Roofing						&lt;br /&gt;
Allows you to build or demolish overhead mountain, as well as other utility roofs (glass, solar, etc).&lt;br /&gt;
* Roads of the Rim						&lt;br /&gt;
Allows construction of new roads on the world map&lt;br /&gt;
* Remote Tech 							&lt;br /&gt;
Adds an assortment of traps that can be activated remotely without need for a pawn to trigger them.&lt;br /&gt;
* Animal Armor + addons					&lt;br /&gt;
What it says on the tin&lt;br /&gt;
* Death Rattle							&lt;br /&gt;
Normally pawns will instantly perish the moment a vital organ (such as the heart) fails. This mod instead gives you a small time window to perform surgery or hook the pawn up to life support before they actually perish, just like how it works in real life.&lt;br /&gt;
&lt;br /&gt;
==''1008'' New Alien Races Content, and Supporting Mods==&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
&lt;br /&gt;
(Authors Note: Races are divided here into major and minor. Major races are those that either have large anatomical differences from normal humanoid pawns, or they have a particularly extensive amount of secondary content (pets, buildings, weapons, armor, factions), or are otherwise novel in some way. Minor races are those that are just humanoid pawns and have little content outside of race-specific armor and weapons.)&lt;br /&gt;
&lt;br /&gt;
(Author's Note: Nearly all races support one of the two competing bionics mods, RBSE or EPOE. If you are unable to perform bionic surgeries on a race, it may be because you are missing whichever of these two the race supports. Alternatively, the mod Xenobiotic Patcher makes all surgeries cross-species, but occasionally causes some odd or nonsensical surgeries to be unlocked, though this isn't really a problem if you avoid using them them.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1008A'' New Alien Races Content, Major===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* Humanoid Alien Races 2.0				&lt;br /&gt;
Not a race mod, but an underlying framework required by nearly every race mod in existence. &lt;br /&gt;
* Xenobionic Patcher						&lt;br /&gt;
Have lots of races installed and worried about bionic compatibility? This makes every surgery compatible with every race&lt;br /&gt;
* Androids								&lt;br /&gt;
Robots that can customize their bodies and traits upon assembly.&lt;br /&gt;
* Android Tiers++							&lt;br /&gt;
A far larger robot mod, albeit one that has earned a bad reptuation for hurting game performance. It has truly unique features things like mind-uploading, mind-copying, but also completely destroys game balance due to its overpoweredness.&lt;br /&gt;
* Anty the War Ant Race					&lt;br /&gt;
Quoting the author, &amp;quot;The problem child of the universe.&amp;quot; Lots of unique mechanics here: An anty can be transformed using pheromones, making them a queen to constantly produce new children, or alternatively you can turn them into a soldier, or an acid suicide bomb. They also recycle prisoners into meat computers, living generators, or human cattle that slowly waste away for new food. Their weapons are mostly acid-based, and they have grenades which can instantly deploy a sandbag cover. Lots of neat stuff. &lt;br /&gt;
* Avali									&lt;br /&gt;
Bird lizard people things? One of the single largest mods in terms of supporting content (buildings, armor, weapons). Spacer-tech&lt;br /&gt;
* Crystalloids								&lt;br /&gt;
Crystal people. The race itself pretty unremarkable and uses very old graphics, but they have extensive supporting content such as a unique type of raid, a large array of new psycasts, and a unique way to generate power.&lt;br /&gt;
* Dragonians								&lt;br /&gt;
Dragon girls. Have the advantages of being able to graze, be milked and sheared, but still a sentient pawn. Tribal-tech&lt;br /&gt;
* Epona&lt;br /&gt;
Centaurs. Assorted tech levels. Have their own custom space suits for SOS2 compatibility. &lt;br /&gt;
* Idhale									&lt;br /&gt;
Basically ghosts. Immune to conventional attack, but in turn are also unable to attack others.&lt;br /&gt;
* Kijin									&lt;br /&gt;
Japanese Oni (demons). Have a number of unique techs which improve the productivity of farm animals, and their own unique win condition. Japanese/medieval-tech.&lt;br /&gt;
* Kurin&lt;br /&gt;
Three-tailed foxgirls. One of the most popular race mods, so have a large number of add-ons mods or ports. Spacer-tech&lt;br /&gt;
* Mincho									&lt;br /&gt;
Ice cream slime girls. A living testament to the horrors (or brillaince) of genetic engineering. Extremely durable bodies; probably the only race listed that can literally survive their heads being blown off. And then grow it back.&lt;br /&gt;
* Moyo									&lt;br /&gt;
Deep sea dwellers. Blood from this race can be harvested and turned into a wide range of drugs, from mech serums to cocaine. Spacer-tech&lt;br /&gt;
* Neclose									&lt;br /&gt;
Some sort of combination of huge-titty girls, jelly fish, and sea pickle. Unarmed attacks will paralyze and eventually cause comas. Can also create fleshbeasts to act as menial works.&lt;br /&gt;
* Oni										&lt;br /&gt;
Roughly based on oni from Japanese lore. Available as both an animal version and a sentient pawn.&lt;br /&gt;
* Orassan									&lt;br /&gt;
Anthro-cat people (though de-furry patches exist). Specializes in arctic survival; they can farm ice like soil, and can turn normal strone into an enhanced type of concrete. Spacer-tech&lt;br /&gt;
* Rabbies									&lt;br /&gt;
Rabbit people with a global addiction to a drug called Planetarium. Modern/Spacer-tech. &lt;br /&gt;
* Ratkin									&lt;br /&gt;
Cute rat people whose raids can burrow using drill machines, allowing them to appear inside your base similar to insectoid infestations. Steampunk-tech.&lt;br /&gt;
* Rakkle									&lt;br /&gt;
Naga-like snake people with a few unique mechanics. Firstly, most of their vital organs are actually in their snake half and not their human half (which is quite useful in Combat Evolved where cover protects the bottom half of a pawn first). And like snakes they can periodically shed their skin, or consume one giant meal and slowly digest it for an entire week instead of eating daily like most other species. &lt;br /&gt;
* Revia									&lt;br /&gt;
(Yes, more fox girls). A focus bloodlust and sacrifice; they can generate lost body parts or permanently improve stats by sacrificing prisoners. (WARNING: This mod has been known to cause a few serious issues, such as traders not having any inventories, ever)&lt;br /&gt;
* Nearmare								&lt;br /&gt;
Fairy-like race that can summon will o' wisps to aid them, and is very strong against mental/morale damage.&lt;br /&gt;
* Xenoorca&lt;br /&gt;
Killer whale mermaids. Like their namesake they're large, powerful and predatory. (Only appear as a pirate faction by default). Spacer-tech.&lt;br /&gt;
&lt;br /&gt;
===''1008B'' New Alien Races Content, Minor===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* Annelitrice								&lt;br /&gt;
Mimic shapeshifters which appear unremarkable, but are actually composed of hives of worms. They have special abilities to keep resurrecting themselves after death. Modern-tech.&lt;br /&gt;
* Arachne									&lt;br /&gt;
Spider people. Besides the eight-legs thing, are fairly vanilla. Spacer-tech&lt;br /&gt;
* Ancient Species							&lt;br /&gt;
Half-Elves. Assorted tech levels&lt;br /&gt;
* Astoriel 								&lt;br /&gt;
Elves&lt;br /&gt;
* Bun										&lt;br /&gt;
Bunny People. Tribal-to-Industrial-tech&lt;br /&gt;
* Ferian									&lt;br /&gt;
Anthro-Fox people, not much here beyond the race.&lt;br /&gt;
* Forsaken								&lt;br /&gt;
Coal-black skin, horns, and glowing eyes. I assume some sort of demons?  Glitter-tech, with very powerful equipment. Have their own unique biome in Alpha Biomes mod&lt;br /&gt;
* Garam									&lt;br /&gt;
Furry cat girl pseudo-pets. Highly detailed in-built animation, but the only race in this list that use their own unique framework (not HAR), causing a number of compatibility issues&lt;br /&gt;
* Giants									&lt;br /&gt;
What it says on the tin, really.&lt;br /&gt;
* Nyaron									&lt;br /&gt;
Mass produced cat girls. Every weeb's dream&lt;br /&gt;
* Silkiera								&lt;br /&gt;
Foxgirls with big tiddies. Medieval-tech.&lt;br /&gt;
* RimEffect Races							&lt;br /&gt;
Can't comment on these since I haven't tried this mod yet.&lt;/div&gt;</summary>
		<author><name>Regularity</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:Regularity&amp;diff=86976</id>
		<title>User:Regularity</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:Regularity&amp;diff=86976"/>
		<updated>2021-06-23T17:09:26Z</updated>

		<summary type="html">&lt;p&gt;Regularity: /* 1001 Colony Utility */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Can someone recommend me a [insert category here] mod?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you, too, are tired of answering this question, just send them to this pastebin.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''Table of Contents''===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
* ''1001'' 	Colony Utility: Quality-of-life mods that directly increase the efficiency of pawns in their daily activities&lt;br /&gt;
&lt;br /&gt;
* ''1002'' 	Player Utility: Quality-of-life mods that do not directly affect the colony. Things like UI improvements, more detailed information, and automating repetitive player tasks.&lt;br /&gt;
&lt;br /&gt;
* ''1003'' 	Performance, Bug Fixes, and AI Improvements&lt;br /&gt;
&lt;br /&gt;
* ''1004'' 	Storage: Mods related to storing stuff&lt;br /&gt;
&lt;br /&gt;
* ''1005'' 	Graphical Improvements: these are purely cosmetic changes; graphical changes that improve readability or better convey information are under the Player Utility category&lt;br /&gt;
* ''1005A'' 	Graphical Improvements, General&lt;br /&gt;
* ''1005B''	Graphical Improvements, Pawn Body&lt;br /&gt;
* ''1005C''	Graphical Improvements, Detailed Hair: Higher resolution, detailed hair that looks very nice, but may clash with the vanilla Rimworld art style&lt;br /&gt;
* ''1005C''	Graphical Improvements, Simple Hair: Hair with relatively low gradients and shading, more closely matching the vanilla Rimworld art style&lt;br /&gt;
&lt;br /&gt;
* ''1006'' 	Content Expansion: Adds new content, but does not significantly change any core game mechanics or game balance&lt;br /&gt;
* ''1006A''	Content Expansion, Major&lt;br /&gt;
* ''1006B''	Content Expansion, Minor&lt;br /&gt;
* ''1006C''	Content Expansion, Wildlife and Enemies&lt;br /&gt;
&lt;br /&gt;
* ''1007'' 	Gameplay Mechanics Expansion: Adds new content with a significant impact on core game mechanics or game balance&lt;br /&gt;
* ''1007A''	Gameplay Mechanics Expansion, Major&lt;br /&gt;
* ''1007B''	Gameplay Mechanics Expansion, Minor&lt;br /&gt;
&lt;br /&gt;
* ''1008''	New Alien Races Content: Covers notable alien races and supporting mods. For the sake of keeping the list a reasonable length, most races that are functionally little more than a reskin with minor stat changes have been omitted. The list here tries to focus on the more novel or interesting races.&lt;br /&gt;
* ''1008A''	New Alien Races Content, Major&lt;br /&gt;
* ''1008B''	New Alien Races Content, Minor&lt;br /&gt;
&lt;br /&gt;
==''1001'' Colony Utility==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* [SYR] Doormats							&lt;br /&gt;
Prevents outdoor filth from being tracked indoors&lt;br /&gt;
* Programmable Vents						&lt;br /&gt;
Vents that shut off when rooms reach a certain temperature; allows you to passively heat rooms without overheating them during hotter days&lt;br /&gt;
* Meat Blend								&lt;br /&gt;
Allows mixing of all meat types into a single type for easier storage (you can opt out insect or humanoid meat to avoid mood penalties)&lt;br /&gt;
* Veggie Mix								&lt;br /&gt;
The above, but for plants&lt;br /&gt;
* DontBlockDoor							&lt;br /&gt;
Prevents random dropped items from holding the door open and allowing in invaders or prisoners&lt;br /&gt;
* Trading Spot							&lt;br /&gt;
Choose where trader caravans loiter&lt;br /&gt;
* [SYR] Set Up Camp						&lt;br /&gt;
Create a small, temporary local map to perform actions you can't on the world map.&lt;br /&gt;
* Roads of the Rim						&lt;br /&gt;
Build roads on the world map&lt;br /&gt;
* Locks2									&lt;br /&gt;
Doors can be set to allow/block visitors, pets, or specific pawns in your colony&lt;br /&gt;
* RT Solar Flare Shield					&lt;br /&gt;
Build a shield to protect against solar flares&lt;br /&gt;
* RT Fuses								&lt;br /&gt;
Build fuses to prevent BZZZZT events&lt;br /&gt;
* Share the Load							&lt;br /&gt;
Allows multiple pawns to haul resources to a construction site, instead of just one at a time&lt;br /&gt;
* Replace Stuff			&lt;br /&gt;
Don't like how vents create a massive weak spot in otherwise sturdy walls? Try these. Vents no longer replace walls, but are added onto them, leaving the wall behind even if the vent is destroyed&lt;br /&gt;
* Power++									&lt;br /&gt;
Adds the ability to transmit power wirelessly, both on-map or across the world to other sites&lt;br /&gt;
* No Random Relations						&lt;br /&gt;
Don't like the game randomly deciding a pawn has an uncle/sister/cousin? This is for you&lt;br /&gt;
* Royalty Tweaks							&lt;br /&gt;
Makes the more restrictive or annoying parts of royalty content optional&lt;br /&gt;
* Smart Medicine							&lt;br /&gt;
Allows pawns to carry medicine with them and use it in the field&lt;br /&gt;
* Xenobionic Patcher						&lt;br /&gt;
Have lots of races installed and worried about bionic compatibility? This makes every surgery compatible with every race&lt;br /&gt;
* No Burn Metal							&lt;br /&gt;
Removes flammability from steel and other metal&lt;br /&gt;
* Faction Blender							&lt;br /&gt;
Adds new factions which take pawns from all available races, as opposed to the norm where each faction is only composed of a single race&lt;br /&gt;
* Realistic Rooms							&lt;br /&gt;
Makes it so colonists merely want bedroom-sized bedrooms, and not apartment-sized ones&lt;br /&gt;
* Expanded Roofing						&lt;br /&gt;
Allows the creation and removal of overhead mountain, glass roofing, and even solar roofing.&lt;br /&gt;
* Imprisonment on the Go					&lt;br /&gt;
Allows the capturing of prisoners without an enclosed sleeping space. Very useful when attacking enemy sites.&lt;br /&gt;
* Simple Slavery							&lt;br /&gt;
Allows you to draft prisoners and put them to work&lt;br /&gt;
* Prison Labor							&lt;br /&gt;
A mod that is much larger and more sophisticated way to make use of prisoners than Simple Slavery, but has a reputation for being buggy. (WARNING: May cause an assortment of bugs relating to jobs)&lt;br /&gt;
* Power Logic								&lt;br /&gt;
Adds power buildings that allow creation of logic gates, sensors, and so on.&lt;br /&gt;
* My Little Planet						&lt;br /&gt;
Allows you to change the planet's landmass, effectively controlling how vast or cramped the planet is&lt;br /&gt;
* Nanohive Regenerator&lt;br /&gt;
A structure that autonomously repairs not only nearby buildings and walls, but even pawns' equipment, and can extinguish fires. Useful for reducing the level of micromanagement needed to maintain base defenses.&lt;br /&gt;
&lt;br /&gt;
==''1002'' Player Utility==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* TD Enhancement Pack						&lt;br /&gt;
Improves a ton of small things in the user interface of the game&lt;br /&gt;
* Colony Groups							&lt;br /&gt;
A major overhaul and improvement of the colonist bar&lt;br /&gt;
* Interaction Bubbles						&lt;br /&gt;
Allows you to see conversations or interactions beteween pawns without digging through the game log&lt;br /&gt;
* Damage Indicators						&lt;br /&gt;
Adds floating numbers that display the damage taken by pawns or buildings&lt;br /&gt;
* Better Pawn Control						&lt;br /&gt;
Greatly increases the control you have over food, drug, and equipment policies&lt;br /&gt;
* Pawn Rules								&lt;br /&gt;
Allows restricting of bonding, romance, and artisan crafting&lt;br /&gt;
* Camera+									&lt;br /&gt;
Removes default restrictions of camera zoom levels&lt;br /&gt;
* RimHUD									&lt;br /&gt;
Makes the bottom-left info window completely customizable in color, font, size, tabs, etc.&lt;br /&gt;
* World Edit&lt;br /&gt;
Tired of rerolling for the perfect site at a river, coast, mountain, or whatever? Just edit the world.&lt;br /&gt;
* Character Editor						&lt;br /&gt;
Allows completely changing of every aspect of existing pawns. Even if cheating isn't your thing, it's good to have installed to easily fix bugs that may occur without manual save editing&lt;br /&gt;
* Map Reroll								&lt;br /&gt;
Reroll the local colony map if you don't like the exact layout of certain things&lt;br /&gt;
* Map Designer							&lt;br /&gt;
Allows creating maps using custom parameters, instead of them being dictated by the world map tile.&lt;br /&gt;
* Whats that mod							&lt;br /&gt;
Adds text at the bottom of every item/pawn/thing's info window showing what mod it's from&lt;br /&gt;
* Change map edge limit					&lt;br /&gt;
Build up to the map edge if you so desire, to wall off access to raids or caravans from certain points of the map&lt;br /&gt;
* Work Tab, Animal Tab, Colony Manger		&lt;br /&gt;
More detailed control for these tabs&lt;br /&gt;
* Relations Tab							&lt;br /&gt;
See relations between all factions at a glance&lt;br /&gt;
* Allow Tool								&lt;br /&gt;
Allows map-wide forbidding, selection, or allowing. &lt;br /&gt;
* Toggle Harvest							&lt;br /&gt;
Allows control of whether growing areas should be planted or harvested&lt;br /&gt;
* Dub Mint Menus							&lt;br /&gt;
Consolidates the work tabs from every workbench and recipe you have access to, in one location&lt;br /&gt;
* Directly Abandon Settlement				&lt;br /&gt;
Allow you to abandon locations on the world map&lt;br /&gt;
* WikiRim									&lt;br /&gt;
Adds an in-game database of items and recipes you can search&lt;br /&gt;
* Heat Map								&lt;br /&gt;
Adds an overlay to see temperatures in all rooms at the same time&lt;br /&gt;
* Appearance Clothing	+ HAR addon			&lt;br /&gt;
Allows you to set appearance of pawns completely independent of whatever gear they're wearing. Vital for preventing incompatibilities or missing textures if you play with many races that have race-exclusive gear&lt;br /&gt;
* Better Roads							&lt;br /&gt;
Makes roads easier to see on the world map&lt;br /&gt;
* Dubs Mint Minimap						&lt;br /&gt;
Adds a minimap to the game, making tracking of threats far easier&lt;br /&gt;
* Recipe Icons							&lt;br /&gt;
Makes scrolling through recipe lists easier by attaching relevant product images&lt;br /&gt;
* Filth Vanishes with Rain				&lt;br /&gt;
What it says on the tin, rain can clean outdoor terrain of filth. Slightly improves performance by removing filth periodically&lt;br /&gt;
* Better Time Format						&lt;br /&gt;
Let's you see the exact in-game time instead of just a vague approximation&lt;br /&gt;
* Armored Floors							&lt;br /&gt;
For a great cost, allows you to prevent infestations in certain areas&lt;br /&gt;
* RPG Inventory OR Awesome Inventory&lt;br /&gt;
Adds a visual paper-doll like inventory, making it easy to see equipment at a glance&lt;br /&gt;
* Better Message Placement				&lt;br /&gt;
Prevents popup messages from blocking the colonist bar&lt;br /&gt;
* Drop All Inventory						&lt;br /&gt;
Allows you to rapidly unload cargo from your caravans without having to wait&lt;br /&gt;
* Defensive Positions						&lt;br /&gt;
Allows you to have pawns move to pre-selected locations and draft themselves with a single hotkey&lt;br /&gt;
* Keep Bed Ownership						&lt;br /&gt;
Prevents ownership of beds from being erased when they need to sleep using a bed on another map&lt;br /&gt;
* Research Pal Forked						&lt;br /&gt;
Greatly improves the research screen with a better UI and more detail&lt;br /&gt;
* Bionic Icons							&lt;br /&gt;
Allows you to determine which implant is which at a glance by adding pictures to them.&lt;br /&gt;
* Allow Tools								&lt;br /&gt;
Adds improved tools for allowing or disallow en masse&lt;br /&gt;
* More Harvest Designators				&lt;br /&gt;
Similar to above, but for designations concerning farming and wild planet harvesting &lt;br /&gt;
* Vein Miner OR Mine it all						&lt;br /&gt;
Similar to above, but for mining&lt;br /&gt;
* Rangefinder								&lt;br /&gt;
Allows you to toggle a big circle around a pawn constantly showing its maximum firing range.&lt;br /&gt;
* Loading in Progress						&lt;br /&gt;
Allows adds or removing of objects from drop pods without having to unload and then reload all pods' contents.&lt;br /&gt;
* Cut plants before building				&lt;br /&gt;
Lets you get the plant resources from plants under a building blueprint, instead of destroying them&lt;br /&gt;
&lt;br /&gt;
==''1003'' Performance, Bug Fixes, and AI Improvements==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
Dubs Performance Analyzer				&lt;br /&gt;
Arguably the single most important tool for improving game performance. It allows you to see specifically which parts of the game are causing the most slowdown, allowing you to identify and solve bugs which don't normally report errors, or identify which of your mods is secretly causing game slowdown due to poor coding.&lt;br /&gt;
* Rocketman								&lt;br /&gt;
Essentially reduces the frequency at which the game checks low-importance things, to greatly improve game performance.&lt;br /&gt;
* PawnTargetFix							&lt;br /&gt;
Makes ranged attackers focus more on the nearest target rather than selecting one randomly&lt;br /&gt;
* Perfect Pathfinding						&lt;br /&gt;
Makes pawns travel in a straight line instead of moving almost entirely at diagonals with large detours&lt;br /&gt;
* Path Avoid								&lt;br /&gt;
A useful tool for fixing pathfinding quirks; allows you to paint pathfinding costs onto terrain, allowing you to override normal AI pathfinding. Good for forcing pawns to use roads and avoid traps or obstacles.&lt;br /&gt;
* Word of Freelove						&lt;br /&gt;
Removes the normal hetero-only restrictions on the Word of Love psycast in the Royalty DLC&lt;br /&gt;
* Kijin									&lt;br /&gt;
This race mod isn't really a &amp;quot;fix&amp;quot;, but has a research project to achieve double yields from animals, effectively allowing you to have half as many animals on the map without losing productivity. This in turn can save on game memory.&lt;br /&gt;
* More Trait Slots						&lt;br /&gt;
With a lot of mods adding (or sometimes even requiring) new traits, this mod allows you to increase the maximum number of traits allowed on a pawn, allowing you to fully make use of these mods&lt;br /&gt;
* Animal Logic							&lt;br /&gt;
Allows very precise tuning of animal behavior instead of being at the mercy of whatever values are vanilla&lt;br /&gt;
* Smarter Construction					&lt;br /&gt;
Improves construction reach, greatly reducing incidents of pawns trapping themselves&lt;br /&gt;
* Smarter Deconstruction and Mining		&lt;br /&gt;
Similar to the above, but for preventing roof cave-ins&lt;br /&gt;
* Mining Priority							&lt;br /&gt;
Prioritizes which metals to mine by value, instead of just by distance&lt;br /&gt;
* Pickup and Haul							&lt;br /&gt;
Allows colonists to use their inventory for hauling purposes, greatly increasing the amount of items they can move in one trip&lt;br /&gt;
* Haul to Stack							&lt;br /&gt;
Prioritizes hauling to drop off goods an an existing stack of that good, instead of creating multiple incomplete stacks which add clutter&lt;br /&gt;
* Rimthreaded								&lt;br /&gt;
Rimworld is normally limited to a single CPU core. This mod attempts to force it to use multiple cores. (WARNING: This mod has an incompatibility list a mile long, so read it before attempting to use this mod!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1004'' Storage==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Deep Storage							&lt;br /&gt;
Lets you store multiple stacks on one tile&lt;br /&gt;
* Netrve's DeepStorage UI					&lt;br /&gt;
Improves the interaction menu of deep storage building&lt;br /&gt;
* Rimfridge 								&lt;br /&gt;
Adds storage with build-in cooling&lt;br /&gt;
* [JD] Simply Storage						&lt;br /&gt;
Adds a much greater number of containers for Deep Storage&lt;br /&gt;
* [JD] Simply Storage - Refrigeration 	&lt;br /&gt;
Same but for rimfridge&lt;br /&gt;
* Stack XXL OR OgreStack					&lt;br /&gt;
Allows you to change how many individual items can be placed in a single stack of items, drastically effecting storage capacity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1005'' Graphical Improvements==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005A'' Graphical Improvements, General===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* World Beautification Project + addons	&lt;br /&gt;
Greatly improves the graphics of the world map&lt;br /&gt;
* Hats Display Selection OR Show Hair 	&lt;br /&gt;
Allows you to hide helmets, or have headgear that doesn't remove hair from the pawn&lt;br /&gt;
* Graphics Setter							&lt;br /&gt;
Improves sharpness and reduces blur of sprites&lt;br /&gt;
* High Quality Textures					&lt;br /&gt;
What it says on the tin&lt;br /&gt;
* Gloomy Deco	+ other Gloomy mods			&lt;br /&gt;
Technically a furniture mod, but adds a lot of decorative objects focused on cute or low-tech appearance&lt;br /&gt;
Vanilla Furniture Expanded Props		&lt;br /&gt;
Similar to above, but more modern and serious-looking&lt;br /&gt;
* RimThemes								&lt;br /&gt;
Change window/UI colors and transparency to whatever you desire&lt;br /&gt;
* Eccentric Tech - Cosmetic				&lt;br /&gt;
Adds a large number of purely cosmetic implants; animal ears, horns, tails, etc&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005B'' Graphical Improvements, Pawn Body===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Beautiful Bodies						&lt;br /&gt;
Greatly increases body detail without changing body shape (therefore retaining full compatibility with every vanilla clothing mod)&lt;br /&gt;
* FemaleBB + bodytype add-on				&lt;br /&gt;
This adds a new type of female body shape and increases its, ahem, bust size, though the body itself remains pretty vanilla-like in that it lacks high detail and shading. What makes this mod noteworthy is that the author has manually re-created from scratch literally hundreds of pieces of armor and clothing from almost every major mod to make them similarly more revealing and skimpy (and to fit the new body shape). Mod settings allow you to decide which races this new body type will apply to, and which will remain vanilla. As long as your mother doesn't see this, you should be okay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005C'' Graphical Improvements, Detailed Hair===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Replace Vanilla Hair 					&lt;br /&gt;
As the name suggests, overrides vanilla hairs with far more detailed and higher resolution versions.&lt;br /&gt;
* Roppoi Hair&lt;br /&gt;
* Vee Hairs&lt;br /&gt;
* Gommy Hair mk2&lt;br /&gt;
* Amerio anime hairs&lt;br /&gt;
* Eccentric Extras&lt;br /&gt;
* Gw hair mod&lt;br /&gt;
* Mokan Hair&lt;br /&gt;
* GW-HornHair&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005C'' Graphical Improvements, Simple Hair===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Vanilla Hair Expanded&lt;br /&gt;
* Won hair_women + hair_men&lt;br /&gt;
* [Ods] Hair&lt;br /&gt;
* [SS]Lovely Hair Style&lt;br /&gt;
* Rim Seraph Hair&lt;br /&gt;
* Extended Hair&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1006'' Content Expansion==&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
(Author's note: The &amp;quot;major&amp;quot; and &amp;quot;minor&amp;quot; categories below are purely a reflection of the mod's size and complexity. These categories are not a reflection of usefulness, quality, or gameplay impact.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1006A'' Content Expansion, Major===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* RBSE OR EPOE-Forked						&lt;br /&gt;
These two mods are the main competing frameworks for rimworld surgeries. A detailed comparison on them can be seen here ( https://docs.google.com/spreadsheets/d/1xZaHNbrRg_4vl6HeRlmTmvFfIB1cjUtCGhg8wjtXISk/ )&lt;br /&gt;
* Glittertech								&lt;br /&gt;
Adds a large range of very late-game advanced technology. May be overpowered.&lt;br /&gt;
* PolarisBloc								&lt;br /&gt;
Similar to glittertech&lt;br /&gt;
* RimCuisine2 + addons					&lt;br /&gt;
One of the largest mods dedicated to farming, cooking, and food in general. Note that while not updated to 1.2, the 1.1 version seems to work without any bugs whatsoever, so should be safe to use.&lt;br /&gt;
* Zipangu									&lt;br /&gt;
Similar to the above, but wholely focused on Japanese-themed cuisine. Also has a large amount of Japanese furniture&lt;br /&gt;
* Alpha Animals							&lt;br /&gt;
Adds a huge number of non-earthlike creatures to the game&lt;br /&gt;
* More Practical Traits					&lt;br /&gt;
What it says on the tin&lt;br /&gt;
* Xeva + addons							&lt;br /&gt;
Adds five new factions and a wide array of weapons, armor, and enemies. (Combat Evolved compatibility not available, but patch is in progress)&lt;br /&gt;
&lt;br /&gt;
===''1006B'' Content Expansion, Minor===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* A Dog Said...							&lt;br /&gt;
The main framework for animal surgeries and bionics used by the community&lt;br /&gt;
* Alpha Biomes							&lt;br /&gt;
Adds several non-earthlike exotic biomes to the game&lt;br /&gt;
* Biomes Core + Biomes Islands			&lt;br /&gt;
Adds island maps and swimming to the game&lt;br /&gt;
* Rimsenal + assorted addons				&lt;br /&gt;
Adds a vast number of weapons and armor to the game&lt;br /&gt;
* Go Explore!								&lt;br /&gt;
Adds random events which cause ruined locations to appear on the map, ripe for plundering&lt;br /&gt;
* Vanilla Events Expanded					&lt;br /&gt;
Adds an assortment of vanilla-like events&lt;br /&gt;
* Utility Columns							&lt;br /&gt;
Adds columns that double as other furniture, such as lamps, freezers, orbital beacons, traps, or graves&lt;br /&gt;
* Vanilla Factions Expanded - Insectoids&lt;br /&gt;
Insectoid focused pack. Besides the usual, also adds a range of implants and genetically-engineered animals to perform various jobs&lt;br /&gt;
* Vanilla Weapons Expanded + addons		&lt;br /&gt;
Adds a wide range of new firearms&lt;br /&gt;
* Sparkling Worlds						&lt;br /&gt;
A large assorted mod. Adds new events, new glitter tech crafting recipes, a new faction, etc. &lt;br /&gt;
* Soft Warm Beds							&lt;br /&gt;
Makes beds a combination of a bed-frame and bed-sheet, rather than just a single item.&lt;br /&gt;
* Sometimes Raids Go Wrong				&lt;br /&gt;
Adds a small chance that hostile raids will crash their drop pods, arrive hungover, be chased by maddened animals, and so on.&lt;br /&gt;
* Apparello 2								&lt;br /&gt;
Adds a vast amount of new clothing types.&lt;br /&gt;
* More Vanilla Turrets 1.1				&lt;br /&gt;
Adds a large number of turrets for base defense		&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1006C'' Content Expansion, Wildlife and Enemies===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* Alpha Animals							&lt;br /&gt;
Already mentioned above&lt;br /&gt;
* Magical Mengerie						&lt;br /&gt;
Adds several mythical creatures to the game&lt;br /&gt;
* Orion's More Mechanoids					&lt;br /&gt;
What it says on the tin. Adds stronger mechs.&lt;br /&gt;
* Vanilla Factions Expanded - Mechanoids	&lt;br /&gt;
Ditto&lt;br /&gt;
* Super Mechneko							&lt;br /&gt;
Adds very tough, anime-style robots with giant titties&lt;br /&gt;
* Kemomimihouse + hardworking addon&lt;br /&gt;
		Adds cute pets that can be assigned job priorities, have skills, and do work exactly the same way as colonists&lt;br /&gt;
* 虫娘 Insect girls + hardworking addon	&lt;br /&gt;
Like the above, but insect-themed&lt;br /&gt;
&lt;br /&gt;
==''1007'' Gameplay Mechanics Expansion==&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
(Author's note: The &amp;quot;major&amp;quot; and &amp;quot;minor&amp;quot; categories below are purely a reflection of the mod's size and complexity. These categories are not a reflection of usefulness, quality, or gameplay impact.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1007A'' Gameplay Mechanics Expansion, Major===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* RimFactory + addons						&lt;br /&gt;
A massive mod that allows you to automate huge portions of colony, or automatically perform most tasks normally impossible to automate in Rimworld&lt;br /&gt;
* Rimworld of Magic						&lt;br /&gt;
Adds character classes to the game, along with associated spells and abilities, in a manner similar to D&amp;amp;D&lt;br /&gt;
* SOS2									&lt;br /&gt;
Adds starships, space combat, and interplanetary travel to the game&lt;br /&gt;
* Rimatomics								&lt;br /&gt;
Adds detailed nuclear power, along with very powerful turrets to the game&lt;br /&gt;
* Rimefeller								&lt;br /&gt;
Adds the oil industry to the game, allowing production a large number of normally unproducable materials from oil (plasteel, neutromine, etc)						&lt;br /&gt;
* Dubs Bad Hygiene							&lt;br /&gt;
Adds toilet, hygene, and thirst mechanics to the game. Also includes other useful utilities like central air conditioning, fire sprinklers, irrigation, etc.&lt;br /&gt;
* What the Hack							&lt;br /&gt;
Lets you capture, modify, and upgrade mechanoids for use as pets&lt;br /&gt;
* Gidduup + assorted addons&lt;br /&gt;
Allows animals to be ridden, both on the local map and world map. Add-ons allow for riding mechs, and for caravan use.&lt;br /&gt;
* Combat Evolved							&lt;br /&gt;
A major overhaul of fighting to make is much more deadly, unpredictable, and somewhat more realistic.&lt;br /&gt;
* RimJobWorld								&lt;br /&gt;
Oh boy, you found it. NSFW, 18+, etc. This is the ultimate sex mod for rimworld. Bestal1ty, r4pe, necr0philia, even pregnancies across species (and not just aliens, animals too). Not found on steam for obvious reasons, but any competent google search should lead you to it. You pervert. And sorry for the weird censoring, stupid word filters on pastebin.&lt;br /&gt;
* Pawnmorpher								&lt;br /&gt;
Furries: The Mod. This allows you to mutate pawns to give them animal-like body parts, or even turn them into animals (who are still sentient so act like pawns). Unlike Genetic Rim, research requires a lot of experimentation (on actual pawns) and collecting of data.&lt;br /&gt;
* Psychology&lt;br /&gt;
Instead of relying on pure RNG to determine pawns compatibility with each other, adds a massive amount of personality sliders and sexuality sliders to determine how well pawns get along&lt;br /&gt;
* Questionable Ethics Enhanced&lt;br /&gt;
Medical Ethics Violations: The Mod. Grow human organs, clone people, install mind control devices, etc.&lt;br /&gt;
* TiberiumRim								&lt;br /&gt;
Adds the namesake highly infectious, but infinitely renewable resource, along with a full set of vehicles (functionally, mechs) and a large amount of accompanying equipment and structures.&lt;br /&gt;
* 妖怪村1.32								&lt;br /&gt;
I don't know what the name says, either. This is basically a catch-all mod from Japanese mythology; about 20 mythical creatures, plus an assortment of armor, traits, weapons, buildings, furniture, medicines, body parts, etc. The reason this is listed under gameplay mechanics expansion is that some weapons are &amp;quot;intelligent&amp;quot; in that they gain XP and level up through combat, which is a neat idea. Note that while most of the content has a translation, some parts do not.&lt;br /&gt;
&lt;br /&gt;
===''1007B'' Gameplay Mechanics Expansion, Minor===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* SRTS + addons							&lt;br /&gt;
Adds aircraft for rapid traversing of the planet.&lt;br /&gt;
* Genetic Rim								&lt;br /&gt;
Allows harvesting of genes to create implants or dozens of new animal species&lt;br /&gt;
* Genetic Rim Alpha Animals Patch			&lt;br /&gt;
Expands the above to include creatures from alpha animals&lt;br /&gt;
* Bondage Beds							&lt;br /&gt;
Allows players to control addict pawns without resorting to removing the legs or spine, by simply tying them to a bed&lt;br /&gt;
* Preemptive Strike						&lt;br /&gt;
Allows the construction of facilities to detect friendly traders and enemy raids before they arrive&lt;br /&gt;
* EbD Prepare Carefully					&lt;br /&gt;
Allows you to manually create starting cargo and pawns on game start instead of relying on RNG&lt;br /&gt;
* ED-Shields								&lt;br /&gt;
Unlike most shield mods which merely add shield generators, this mod allows precise customization of each shield's functions and abilities using modules&lt;br /&gt;
* Crash Landing							&lt;br /&gt;
Adds a starting scenario and random event involving ship sections crashing to the planet&lt;br /&gt;
* More Faction Interaction				&lt;br /&gt;
Overhauls traders, faction expansion, and other diplomatic things&lt;br /&gt;
* Infusion 2								&lt;br /&gt;
Adds &amp;quot;enchantments&amp;quot; to gear, so that the effectiveness of something is more than just its quality and material alone.&lt;br /&gt;
* PsiTech									&lt;br /&gt;
An alternative to the royalty psycast system for psionics&lt;br /&gt;
* Orion's Hospitality						&lt;br /&gt;
Allows you to effectively run a hotel. Charge guests for beds, feed them, and make them happy to improve faction relations and earn more rewards&lt;br /&gt;
* Orion's Gastronomy						&lt;br /&gt;
The above, but instead of a hotel, you can run a restaurant. &lt;br /&gt;
* RimCities&lt;br /&gt;
Adds unique settlement types (cities, duh) and assorted quests involving them (conquest, defense, assassination, etc)&lt;br /&gt;
* Social Interactions Expanded			&lt;br /&gt;
Gives social interactions more diversity, and allow traits to change due to events&lt;br /&gt;
* Backup Power							&lt;br /&gt;
Allows various power sources to autonomously turn themselves on or off based on power remaining in batteries.&lt;br /&gt;
* RimDeed									&lt;br /&gt;
Adds a sort of employment agency where, for a fee, a company will find new possible recruits for you.&lt;br /&gt;
* Guard For Me							&lt;br /&gt;
Allows the hiring of very powerful pawns on a temporary, salaried basis.&lt;br /&gt;
* Empire									&lt;br /&gt;
Adds a mini-game involving the creation of settlements and their taxation/defense. (WARNING: Will almost certainly break any semblance of a balanced game economy due to the exponential growth of wealth)&lt;br /&gt;
* RimWar									&lt;br /&gt;
Effectively allows conquest and war between factions. (WARNING: May cause significant game slowdown, to say nothing of balance issues caused by factions being removed from the game through destruction)&lt;br /&gt;
* Vanilla Factions Expanded - Mechanoids	&lt;br /&gt;
Mechanoid focused pack which not only adds the usual (new weapons, enemies, etc), but automated factories and supercomputers, and a &amp;quot;total war&amp;quot; mechanic tracking mechanoid progress on a global level&lt;br /&gt;
* Organ Harvest Post-Mortem				&lt;br /&gt;
Harvest organs and implants from dead pawns. (WARNING: This most destroys the game economy's balance due to each dead raider producing several times more wealth than normal, from harvested organs)&lt;br /&gt;
* Expanded Roofing						&lt;br /&gt;
Allows you to build or demolish overhead mountain, as well as other utility roofs (glass, solar, etc).&lt;br /&gt;
* Roads of the Rim						&lt;br /&gt;
Allows construction of new roads on the world map&lt;br /&gt;
* Remote Tech 							&lt;br /&gt;
Adds an assortment of traps that can be activated remotely without need for a pawn to trigger them.&lt;br /&gt;
* Animal Armor + addons					&lt;br /&gt;
What it says on the tin&lt;br /&gt;
* Death Rattle							&lt;br /&gt;
Normally pawns will instantly perish the moment a vital organ (such as the heart) fails. This mod instead gives you a small time window to perform surgery or hook the pawn up to life support before they actually perish, just like how it works in real life.&lt;br /&gt;
&lt;br /&gt;
==''1008'' New Alien Races Content, and Supporting Mods==&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
&lt;br /&gt;
(Authors Note: Races are divided here into major and minor. Major races are those that either have large anatomical differences from normal humanoid pawns, or they have a particularly extensive amount of secondary content (pets, buildings, weapons, armor, factions), or are otherwise novel in some way. Minor races are those that are just humanoid pawns and have little content outside of race-specific armor and weapons.)&lt;br /&gt;
&lt;br /&gt;
(Author's Note: Nearly all races support one of the two competing bionics mods, RBSE or EPOE. If you are unable to perform bionic surgeries on a race, it may be because you are missing whichever of these two the race supports. Alternatively, the mod Xenobiotic Patcher makes all surgeries cross-species, but occasionally causes some odd or nonsensical surgeries to be unlocked, though this isn't really a problem if you avoid using them them.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1008A'' New Alien Races Content, Major===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* Humanoid Alien Races 2.0				&lt;br /&gt;
Not a race mod, but an underlying framework required by nearly every race mod in existence. &lt;br /&gt;
* Xenobionic Patcher						&lt;br /&gt;
Have lots of races installed and worried about bionic compatibility? This makes every surgery compatible with every race&lt;br /&gt;
* Androids								&lt;br /&gt;
Robots that can customize their bodies and traits upon assembly.&lt;br /&gt;
* Android Tiers++							&lt;br /&gt;
A far larger robot mod, albeit one that has earned a bad reptuation for hurting game performance. It has truly unique features things like mind-uploading, mind-copying, but also completely destroys game balance due to its overpoweredness.&lt;br /&gt;
* Anty the War Ant Race					&lt;br /&gt;
Quoting the author, &amp;quot;The problem child of the universe.&amp;quot; Lots of unique mechanics here: An anty can be transformed using pheromones, making them a queen to constantly produce new children, or alternatively you can turn them into a soldier, or an acid suicide bomb. They also recycle prisoners into meat computers, living generators, or human cattle that slowly waste away for new food. Their weapons are mostly acid-based, and they have grenades which can instantly deploy a sandbag cover. Lots of neat stuff. &lt;br /&gt;
* Avali									&lt;br /&gt;
Bird lizard people things? One of the single largest mods in terms of supporting content (buildings, armor, weapons). Spacer-tech&lt;br /&gt;
* Crystalloids								&lt;br /&gt;
Crystal people. The race itself pretty unremarkable and uses very old graphics, but they have extensive supporting content such as a unique type of raid, a large array of new psycasts, and a unique way to generate power.&lt;br /&gt;
* Dragonians								&lt;br /&gt;
Dragon girls. Have the advantages of being able to graze, be milked and sheared, but still a sentient pawn. Tribal-tech&lt;br /&gt;
* Epona&lt;br /&gt;
Centaurs. Assorted tech levels. Have their own custom space suits for SOS2 compatibility. &lt;br /&gt;
* Idhale									&lt;br /&gt;
Basically ghosts. Immune to conventional attack, but in turn are also unable to attack others.&lt;br /&gt;
* Kijin									&lt;br /&gt;
Japanese Oni (demons). Have a number of unique techs which improve the productivity of farm animals, and their own unique win condition. Japanese/medieval-tech.&lt;br /&gt;
* Kurin&lt;br /&gt;
Three-tailed foxgirls. One of the most popular race mods, so have a large number of add-ons mods or ports. Spacer-tech&lt;br /&gt;
* Mincho									&lt;br /&gt;
Ice cream slime girls. A living testament to the horrors (or brillaince) of genetic engineering. Extremely durable bodies; probably the only race listed that can literally survive their heads being blown off. And then grow it back.&lt;br /&gt;
* Moyo									&lt;br /&gt;
Deep sea dwellers. Blood from this race can be harvested and turned into a wide range of drugs, from mech serums to cocaine. Spacer-tech&lt;br /&gt;
* Neclose									&lt;br /&gt;
Some sort of combination of huge-titty girls, jelly fish, and sea pickle. Unarmed attacks will paralyze and eventually cause comas. Can also create fleshbeasts to act as menial works.&lt;br /&gt;
* Oni										&lt;br /&gt;
Roughly based on oni from Japanese lore. Available as both an animal version and a sentient pawn.&lt;br /&gt;
* Orassan									&lt;br /&gt;
Anthro-cat people (though de-furry patches exist). Specializes in arctic survival; they can farm ice like soil, and can turn normal strone into an enhanced type of concrete. Spacer-tech&lt;br /&gt;
* Rabbies									&lt;br /&gt;
Rabbit people with a global addiction to a drug called Planetarium. Modern/Spacer-tech. &lt;br /&gt;
* Ratkin									&lt;br /&gt;
Cute rat people whose raids can burrow using drill machines, allowing them to appear inside your base similar to insectoid infestations. Steampunk-tech.&lt;br /&gt;
* Rakkle									&lt;br /&gt;
Naga-like snake people with a few unique mechanics. Firstly, most of their vital organs are actually in their snake half and not their human half (which is quite useful in Combat Evolved where cover protects the bottom half of a pawn first). And like snakes they can periodically shed their skin, or consume one giant meal and slowly digest it for an entire week instead of eating daily like most other species. &lt;br /&gt;
* Revia									&lt;br /&gt;
(Yes, more fox girls). A focus bloodlust and sacrifice; they can generate lost body parts or permanently improve stats by sacrificing prisoners. (WARNING: This mod has been known to cause a few serious issues, such as traders not having any inventories, ever)&lt;br /&gt;
* Nearmare								&lt;br /&gt;
Fairy-like race that can summon will o' wisps to aid them, and is very strong against mental/morale damage.&lt;br /&gt;
* Xenoorca&lt;br /&gt;
Killer whale mermaids. Like their namesake they're large, powerful and predatory. (Only appear as a pirate faction by default). Spacer-tech.&lt;br /&gt;
&lt;br /&gt;
===''1008B'' New Alien Races Content, Minor===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* Annelitrice								&lt;br /&gt;
Mimic shapeshifters which appear unremarkable, but are actually composed of hives of worms. They have special abilities to keep resurrecting themselves after death. Modern-tech.&lt;br /&gt;
* Arachne									&lt;br /&gt;
Spider people. Besides the eight-legs thing, are fairly vanilla. Spacer-tech&lt;br /&gt;
* Ancient Species							&lt;br /&gt;
Half-Elves. Assorted tech levels&lt;br /&gt;
* Astoriel 								&lt;br /&gt;
Elves&lt;br /&gt;
* Bun										&lt;br /&gt;
Bunny People. Tribal-to-Industrial-tech&lt;br /&gt;
* Ferian									&lt;br /&gt;
Anthro-Fox people, not much here beyond the race.&lt;br /&gt;
* Forsaken								&lt;br /&gt;
Coal-black skin, horns, and glowing eyes. I assume some sort of demons?  Glitter-tech, with very powerful equipment. Have their own unique biome in Alpha Biomes mod&lt;br /&gt;
* Garam									&lt;br /&gt;
Furry cat girl pseudo-pets. Highly detailed in-built animation, but the only race in this list that use their own unique framework (not HAR), causing a number of compatibility issues&lt;br /&gt;
* Giants									&lt;br /&gt;
What it says on the tin, really.&lt;br /&gt;
* Nyaron									&lt;br /&gt;
Mass produced cat girls. Every weeb's dream&lt;br /&gt;
* Silkiera								&lt;br /&gt;
Foxgirls with big tiddies. Medieval-tech.&lt;br /&gt;
* RimEffect Races							&lt;br /&gt;
Can't comment on these since I haven't tried this mod yet.&lt;/div&gt;</summary>
		<author><name>Regularity</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:Regularity&amp;diff=86975</id>
		<title>User:Regularity</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:Regularity&amp;diff=86975"/>
		<updated>2021-06-23T17:06:24Z</updated>

		<summary type="html">&lt;p&gt;Regularity: /* 1008A New Alien Races Content, Major */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Can someone recommend me a [insert category here] mod?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you, too, are tired of answering this question, just send them to this pastebin.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''Table of Contents''===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
* ''1001'' 	Colony Utility: Quality-of-life mods that directly increase the efficiency of pawns in their daily activities&lt;br /&gt;
&lt;br /&gt;
* ''1002'' 	Player Utility: Quality-of-life mods that do not directly affect the colony. Things like UI improvements, more detailed information, and automating repetitive player tasks.&lt;br /&gt;
&lt;br /&gt;
* ''1003'' 	Performance, Bug Fixes, and AI Improvements&lt;br /&gt;
&lt;br /&gt;
* ''1004'' 	Storage: Mods related to storing stuff&lt;br /&gt;
&lt;br /&gt;
* ''1005'' 	Graphical Improvements: these are purely cosmetic changes; graphical changes that improve readability or better convey information are under the Player Utility category&lt;br /&gt;
* ''1005A'' 	Graphical Improvements, General&lt;br /&gt;
* ''1005B''	Graphical Improvements, Pawn Body&lt;br /&gt;
* ''1005C''	Graphical Improvements, Detailed Hair: Higher resolution, detailed hair that looks very nice, but may clash with the vanilla Rimworld art style&lt;br /&gt;
* ''1005C''	Graphical Improvements, Simple Hair: Hair with relatively low gradients and shading, more closely matching the vanilla Rimworld art style&lt;br /&gt;
&lt;br /&gt;
* ''1006'' 	Content Expansion: Adds new content, but does not significantly change any core game mechanics or game balance&lt;br /&gt;
* ''1006A''	Content Expansion, Major&lt;br /&gt;
* ''1006B''	Content Expansion, Minor&lt;br /&gt;
* ''1006C''	Content Expansion, Wildlife and Enemies&lt;br /&gt;
&lt;br /&gt;
* ''1007'' 	Gameplay Mechanics Expansion: Adds new content with a significant impact on core game mechanics or game balance&lt;br /&gt;
* ''1007A''	Gameplay Mechanics Expansion, Major&lt;br /&gt;
* ''1007B''	Gameplay Mechanics Expansion, Minor&lt;br /&gt;
&lt;br /&gt;
* ''1008''	New Alien Races Content: Covers notable alien races and supporting mods. For the sake of keeping the list a reasonable length, most races that are functionally little more than a reskin with minor stat changes have been omitted. The list here tries to focus on the more novel or interesting races.&lt;br /&gt;
* ''1008A''	New Alien Races Content, Major&lt;br /&gt;
* ''1008B''	New Alien Races Content, Minor&lt;br /&gt;
&lt;br /&gt;
==''1001'' Colony Utility==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* [SYR] Doormats							&lt;br /&gt;
Prevents outdoor filth from being tracked indoors&lt;br /&gt;
* Programmable Vents						&lt;br /&gt;
Vents that shut off when rooms reach a certain temperature; allows you to passively heat rooms without overheating them during hotter days&lt;br /&gt;
* Meat Blend								&lt;br /&gt;
Allows mixing of all meat types into a single type for easier storage (you can opt out insect or humanoid meat to avoid mood penalties)&lt;br /&gt;
* Veggie Mix								&lt;br /&gt;
The above, but for plants&lt;br /&gt;
* DontBlockDoor							&lt;br /&gt;
Prevents random dropped items from holding the door open and allowing in invaders or prisoners&lt;br /&gt;
* Trading Spot							&lt;br /&gt;
Choose where trader caravans loiter&lt;br /&gt;
* [SYR] Set Up Camp						&lt;br /&gt;
Create a small, temporary local map to perform actions you can't on the world map.&lt;br /&gt;
* Roads of the Rim						&lt;br /&gt;
Build roads on the world map&lt;br /&gt;
* Locks2									&lt;br /&gt;
Doors can be set to allow/block visitors, pets, or specific pawns in your colony&lt;br /&gt;
* RT Solar Flare Shield					&lt;br /&gt;
Build a shield to protect against solar flares&lt;br /&gt;
* RT Fuses								&lt;br /&gt;
Build fuses to prevent BZZZZT events&lt;br /&gt;
* Share the Load							&lt;br /&gt;
Allows multiple pawns to haul resources to a construction site, instead of just one at a time&lt;br /&gt;
* Replace Stuff			&lt;br /&gt;
Don't like how vents create a massive weak spot in otherwise sturdy walls? Try these. Vents no longer replace walls, but are added onto them, leaving the wall behind even if the vent is destroyed&lt;br /&gt;
* Power++									&lt;br /&gt;
Adds the ability to transmit power wirelessly, both on-map or across the world to other sites&lt;br /&gt;
* No Random Relations						&lt;br /&gt;
Don't like the game randomly deciding a pawn has an uncle/sister/cousin? This is for you&lt;br /&gt;
* Royalty Tweaks							&lt;br /&gt;
Makes the more restrictive or annoying parts of royalty content optional&lt;br /&gt;
* Smart Medicine							&lt;br /&gt;
Allows pawns to carry medicine with them and use it in the field&lt;br /&gt;
* Xenobionic Patcher						&lt;br /&gt;
Have lots of races installed and worried about bionic compatibility? This makes every surgery compatible with every race&lt;br /&gt;
* No Burn Metal							&lt;br /&gt;
Removes flammability from steel and other metal&lt;br /&gt;
* Faction Blender							&lt;br /&gt;
Adds new factions which take pawns from all available races, as opposed to the norm where each faction is only composed of a single race&lt;br /&gt;
* Realistic Rooms							&lt;br /&gt;
Makes it so colonists merely want bedroom-sized bedrooms, and not apartment-sized ones&lt;br /&gt;
* Expanded Roofing						&lt;br /&gt;
Allows the creation and removal of overhead mountain, glass roofing, and even solar roofing.&lt;br /&gt;
* Imprisonment on the Go					&lt;br /&gt;
Allows the capturing of prisoners without an enclosed sleeping space. Very useful when attacking enemy sites.&lt;br /&gt;
* Simple Slavery							&lt;br /&gt;
Allows you to draft prisoners and put them to work&lt;br /&gt;
* Prison Labor							&lt;br /&gt;
A mod that is much larger and more sophisticated way to make use of prisoners than Simple Slavery, but has a reputation for being buggy. (WARNING: May cause an assortment of bugs relating to jobs)&lt;br /&gt;
* Power Logic								&lt;br /&gt;
Adds power buildings that allow creation of logic gates, sensors, and so on.&lt;br /&gt;
* My Little Planet						&lt;br /&gt;
Allows you to change the planet's landmass, effectively controlling how vast or cramped the planet is&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1002'' Player Utility==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* TD Enhancement Pack						&lt;br /&gt;
Improves a ton of small things in the user interface of the game&lt;br /&gt;
* Colony Groups							&lt;br /&gt;
A major overhaul and improvement of the colonist bar&lt;br /&gt;
* Interaction Bubbles						&lt;br /&gt;
Allows you to see conversations or interactions beteween pawns without digging through the game log&lt;br /&gt;
* Damage Indicators						&lt;br /&gt;
Adds floating numbers that display the damage taken by pawns or buildings&lt;br /&gt;
* Better Pawn Control						&lt;br /&gt;
Greatly increases the control you have over food, drug, and equipment policies&lt;br /&gt;
* Pawn Rules								&lt;br /&gt;
Allows restricting of bonding, romance, and artisan crafting&lt;br /&gt;
* Camera+									&lt;br /&gt;
Removes default restrictions of camera zoom levels&lt;br /&gt;
* RimHUD									&lt;br /&gt;
Makes the bottom-left info window completely customizable in color, font, size, tabs, etc.&lt;br /&gt;
* World Edit&lt;br /&gt;
Tired of rerolling for the perfect site at a river, coast, mountain, or whatever? Just edit the world.&lt;br /&gt;
* Character Editor						&lt;br /&gt;
Allows completely changing of every aspect of existing pawns. Even if cheating isn't your thing, it's good to have installed to easily fix bugs that may occur without manual save editing&lt;br /&gt;
* Map Reroll								&lt;br /&gt;
Reroll the local colony map if you don't like the exact layout of certain things&lt;br /&gt;
* Map Designer							&lt;br /&gt;
Allows creating maps using custom parameters, instead of them being dictated by the world map tile.&lt;br /&gt;
* Whats that mod							&lt;br /&gt;
Adds text at the bottom of every item/pawn/thing's info window showing what mod it's from&lt;br /&gt;
* Change map edge limit					&lt;br /&gt;
Build up to the map edge if you so desire, to wall off access to raids or caravans from certain points of the map&lt;br /&gt;
* Work Tab, Animal Tab, Colony Manger		&lt;br /&gt;
More detailed control for these tabs&lt;br /&gt;
* Relations Tab							&lt;br /&gt;
See relations between all factions at a glance&lt;br /&gt;
* Allow Tool								&lt;br /&gt;
Allows map-wide forbidding, selection, or allowing. &lt;br /&gt;
* Toggle Harvest							&lt;br /&gt;
Allows control of whether growing areas should be planted or harvested&lt;br /&gt;
* Dub Mint Menus							&lt;br /&gt;
Consolidates the work tabs from every workbench and recipe you have access to, in one location&lt;br /&gt;
* Directly Abandon Settlement				&lt;br /&gt;
Allow you to abandon locations on the world map&lt;br /&gt;
* WikiRim									&lt;br /&gt;
Adds an in-game database of items and recipes you can search&lt;br /&gt;
* Heat Map								&lt;br /&gt;
Adds an overlay to see temperatures in all rooms at the same time&lt;br /&gt;
* Appearance Clothing	+ HAR addon			&lt;br /&gt;
Allows you to set appearance of pawns completely independent of whatever gear they're wearing. Vital for preventing incompatibilities or missing textures if you play with many races that have race-exclusive gear&lt;br /&gt;
* Better Roads							&lt;br /&gt;
Makes roads easier to see on the world map&lt;br /&gt;
* Dubs Mint Minimap						&lt;br /&gt;
Adds a minimap to the game, making tracking of threats far easier&lt;br /&gt;
* Recipe Icons							&lt;br /&gt;
Makes scrolling through recipe lists easier by attaching relevant product images&lt;br /&gt;
* Filth Vanishes with Rain				&lt;br /&gt;
What it says on the tin, rain can clean outdoor terrain of filth. Slightly improves performance by removing filth periodically&lt;br /&gt;
* Better Time Format						&lt;br /&gt;
Let's you see the exact in-game time instead of just a vague approximation&lt;br /&gt;
* Armored Floors							&lt;br /&gt;
For a great cost, allows you to prevent infestations in certain areas&lt;br /&gt;
* RPG Inventory OR Awesome Inventory&lt;br /&gt;
Adds a visual paper-doll like inventory, making it easy to see equipment at a glance&lt;br /&gt;
* Better Message Placement				&lt;br /&gt;
Prevents popup messages from blocking the colonist bar&lt;br /&gt;
* Drop All Inventory						&lt;br /&gt;
Allows you to rapidly unload cargo from your caravans without having to wait&lt;br /&gt;
* Defensive Positions						&lt;br /&gt;
Allows you to have pawns move to pre-selected locations and draft themselves with a single hotkey&lt;br /&gt;
* Keep Bed Ownership						&lt;br /&gt;
Prevents ownership of beds from being erased when they need to sleep using a bed on another map&lt;br /&gt;
* Research Pal Forked						&lt;br /&gt;
Greatly improves the research screen with a better UI and more detail&lt;br /&gt;
* Bionic Icons							&lt;br /&gt;
Allows you to determine which implant is which at a glance by adding pictures to them.&lt;br /&gt;
* Allow Tools								&lt;br /&gt;
Adds improved tools for allowing or disallow en masse&lt;br /&gt;
* More Harvest Designators				&lt;br /&gt;
Similar to above, but for designations concerning farming and wild planet harvesting &lt;br /&gt;
* Vein Miner OR Mine it all						&lt;br /&gt;
Similar to above, but for mining&lt;br /&gt;
* Rangefinder								&lt;br /&gt;
Allows you to toggle a big circle around a pawn constantly showing its maximum firing range.&lt;br /&gt;
* Loading in Progress						&lt;br /&gt;
Allows adds or removing of objects from drop pods without having to unload and then reload all pods' contents.&lt;br /&gt;
* Cut plants before building				&lt;br /&gt;
Lets you get the plant resources from plants under a building blueprint, instead of destroying them&lt;br /&gt;
&lt;br /&gt;
==''1003'' Performance, Bug Fixes, and AI Improvements==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
Dubs Performance Analyzer				&lt;br /&gt;
Arguably the single most important tool for improving game performance. It allows you to see specifically which parts of the game are causing the most slowdown, allowing you to identify and solve bugs which don't normally report errors, or identify which of your mods is secretly causing game slowdown due to poor coding.&lt;br /&gt;
* Rocketman								&lt;br /&gt;
Essentially reduces the frequency at which the game checks low-importance things, to greatly improve game performance.&lt;br /&gt;
* PawnTargetFix							&lt;br /&gt;
Makes ranged attackers focus more on the nearest target rather than selecting one randomly&lt;br /&gt;
* Perfect Pathfinding						&lt;br /&gt;
Makes pawns travel in a straight line instead of moving almost entirely at diagonals with large detours&lt;br /&gt;
* Path Avoid								&lt;br /&gt;
A useful tool for fixing pathfinding quirks; allows you to paint pathfinding costs onto terrain, allowing you to override normal AI pathfinding. Good for forcing pawns to use roads and avoid traps or obstacles.&lt;br /&gt;
* Word of Freelove						&lt;br /&gt;
Removes the normal hetero-only restrictions on the Word of Love psycast in the Royalty DLC&lt;br /&gt;
* Kijin									&lt;br /&gt;
This race mod isn't really a &amp;quot;fix&amp;quot;, but has a research project to achieve double yields from animals, effectively allowing you to have half as many animals on the map without losing productivity. This in turn can save on game memory.&lt;br /&gt;
* More Trait Slots						&lt;br /&gt;
With a lot of mods adding (or sometimes even requiring) new traits, this mod allows you to increase the maximum number of traits allowed on a pawn, allowing you to fully make use of these mods&lt;br /&gt;
* Animal Logic							&lt;br /&gt;
Allows very precise tuning of animal behavior instead of being at the mercy of whatever values are vanilla&lt;br /&gt;
* Smarter Construction					&lt;br /&gt;
Improves construction reach, greatly reducing incidents of pawns trapping themselves&lt;br /&gt;
* Smarter Deconstruction and Mining		&lt;br /&gt;
Similar to the above, but for preventing roof cave-ins&lt;br /&gt;
* Mining Priority							&lt;br /&gt;
Prioritizes which metals to mine by value, instead of just by distance&lt;br /&gt;
* Pickup and Haul							&lt;br /&gt;
Allows colonists to use their inventory for hauling purposes, greatly increasing the amount of items they can move in one trip&lt;br /&gt;
* Haul to Stack							&lt;br /&gt;
Prioritizes hauling to drop off goods an an existing stack of that good, instead of creating multiple incomplete stacks which add clutter&lt;br /&gt;
* Rimthreaded								&lt;br /&gt;
Rimworld is normally limited to a single CPU core. This mod attempts to force it to use multiple cores. (WARNING: This mod has an incompatibility list a mile long, so read it before attempting to use this mod!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1004'' Storage==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Deep Storage							&lt;br /&gt;
Lets you store multiple stacks on one tile&lt;br /&gt;
* Netrve's DeepStorage UI					&lt;br /&gt;
Improves the interaction menu of deep storage building&lt;br /&gt;
* Rimfridge 								&lt;br /&gt;
Adds storage with build-in cooling&lt;br /&gt;
* [JD] Simply Storage						&lt;br /&gt;
Adds a much greater number of containers for Deep Storage&lt;br /&gt;
* [JD] Simply Storage - Refrigeration 	&lt;br /&gt;
Same but for rimfridge&lt;br /&gt;
* Stack XXL OR OgreStack					&lt;br /&gt;
Allows you to change how many individual items can be placed in a single stack of items, drastically effecting storage capacity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1005'' Graphical Improvements==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005A'' Graphical Improvements, General===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* World Beautification Project + addons	&lt;br /&gt;
Greatly improves the graphics of the world map&lt;br /&gt;
* Hats Display Selection OR Show Hair 	&lt;br /&gt;
Allows you to hide helmets, or have headgear that doesn't remove hair from the pawn&lt;br /&gt;
* Graphics Setter							&lt;br /&gt;
Improves sharpness and reduces blur of sprites&lt;br /&gt;
* High Quality Textures					&lt;br /&gt;
What it says on the tin&lt;br /&gt;
* Gloomy Deco	+ other Gloomy mods			&lt;br /&gt;
Technically a furniture mod, but adds a lot of decorative objects focused on cute or low-tech appearance&lt;br /&gt;
Vanilla Furniture Expanded Props		&lt;br /&gt;
Similar to above, but more modern and serious-looking&lt;br /&gt;
* RimThemes								&lt;br /&gt;
Change window/UI colors and transparency to whatever you desire&lt;br /&gt;
* Eccentric Tech - Cosmetic				&lt;br /&gt;
Adds a large number of purely cosmetic implants; animal ears, horns, tails, etc&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005B'' Graphical Improvements, Pawn Body===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Beautiful Bodies						&lt;br /&gt;
Greatly increases body detail without changing body shape (therefore retaining full compatibility with every vanilla clothing mod)&lt;br /&gt;
* FemaleBB + bodytype add-on				&lt;br /&gt;
This adds a new type of female body shape and increases its, ahem, bust size, though the body itself remains pretty vanilla-like in that it lacks high detail and shading. What makes this mod noteworthy is that the author has manually re-created from scratch literally hundreds of pieces of armor and clothing from almost every major mod to make them similarly more revealing and skimpy (and to fit the new body shape). Mod settings allow you to decide which races this new body type will apply to, and which will remain vanilla. As long as your mother doesn't see this, you should be okay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005C'' Graphical Improvements, Detailed Hair===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Replace Vanilla Hair 					&lt;br /&gt;
As the name suggests, overrides vanilla hairs with far more detailed and higher resolution versions.&lt;br /&gt;
* Roppoi Hair&lt;br /&gt;
* Vee Hairs&lt;br /&gt;
* Gommy Hair mk2&lt;br /&gt;
* Amerio anime hairs&lt;br /&gt;
* Eccentric Extras&lt;br /&gt;
* Gw hair mod&lt;br /&gt;
* Mokan Hair&lt;br /&gt;
* GW-HornHair&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005C'' Graphical Improvements, Simple Hair===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Vanilla Hair Expanded&lt;br /&gt;
* Won hair_women + hair_men&lt;br /&gt;
* [Ods] Hair&lt;br /&gt;
* [SS]Lovely Hair Style&lt;br /&gt;
* Rim Seraph Hair&lt;br /&gt;
* Extended Hair&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1006'' Content Expansion==&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
(Author's note: The &amp;quot;major&amp;quot; and &amp;quot;minor&amp;quot; categories below are purely a reflection of the mod's size and complexity. These categories are not a reflection of usefulness, quality, or gameplay impact.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1006A'' Content Expansion, Major===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* RBSE OR EPOE-Forked						&lt;br /&gt;
These two mods are the main competing frameworks for rimworld surgeries. A detailed comparison on them can be seen here ( https://docs.google.com/spreadsheets/d/1xZaHNbrRg_4vl6HeRlmTmvFfIB1cjUtCGhg8wjtXISk/ )&lt;br /&gt;
* Glittertech								&lt;br /&gt;
Adds a large range of very late-game advanced technology. May be overpowered.&lt;br /&gt;
* PolarisBloc								&lt;br /&gt;
Similar to glittertech&lt;br /&gt;
* RimCuisine2 + addons					&lt;br /&gt;
One of the largest mods dedicated to farming, cooking, and food in general. Note that while not updated to 1.2, the 1.1 version seems to work without any bugs whatsoever, so should be safe to use.&lt;br /&gt;
* Zipangu									&lt;br /&gt;
Similar to the above, but wholely focused on Japanese-themed cuisine. Also has a large amount of Japanese furniture&lt;br /&gt;
* Alpha Animals							&lt;br /&gt;
Adds a huge number of non-earthlike creatures to the game&lt;br /&gt;
* More Practical Traits					&lt;br /&gt;
What it says on the tin&lt;br /&gt;
* Xeva + addons							&lt;br /&gt;
Adds five new factions and a wide array of weapons, armor, and enemies. (Combat Evolved compatibility not available, but patch is in progress)&lt;br /&gt;
&lt;br /&gt;
===''1006B'' Content Expansion, Minor===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* A Dog Said...							&lt;br /&gt;
The main framework for animal surgeries and bionics used by the community&lt;br /&gt;
* Alpha Biomes							&lt;br /&gt;
Adds several non-earthlike exotic biomes to the game&lt;br /&gt;
* Biomes Core + Biomes Islands			&lt;br /&gt;
Adds island maps and swimming to the game&lt;br /&gt;
* Rimsenal + assorted addons				&lt;br /&gt;
Adds a vast number of weapons and armor to the game&lt;br /&gt;
* Go Explore!								&lt;br /&gt;
Adds random events which cause ruined locations to appear on the map, ripe for plundering&lt;br /&gt;
* Vanilla Events Expanded					&lt;br /&gt;
Adds an assortment of vanilla-like events&lt;br /&gt;
* Utility Columns							&lt;br /&gt;
Adds columns that double as other furniture, such as lamps, freezers, orbital beacons, traps, or graves&lt;br /&gt;
* Vanilla Factions Expanded - Insectoids&lt;br /&gt;
Insectoid focused pack. Besides the usual, also adds a range of implants and genetically-engineered animals to perform various jobs&lt;br /&gt;
* Vanilla Weapons Expanded + addons		&lt;br /&gt;
Adds a wide range of new firearms&lt;br /&gt;
* Sparkling Worlds						&lt;br /&gt;
A large assorted mod. Adds new events, new glitter tech crafting recipes, a new faction, etc. &lt;br /&gt;
* Soft Warm Beds							&lt;br /&gt;
Makes beds a combination of a bed-frame and bed-sheet, rather than just a single item.&lt;br /&gt;
* Sometimes Raids Go Wrong				&lt;br /&gt;
Adds a small chance that hostile raids will crash their drop pods, arrive hungover, be chased by maddened animals, and so on.&lt;br /&gt;
* Apparello 2								&lt;br /&gt;
Adds a vast amount of new clothing types.&lt;br /&gt;
* More Vanilla Turrets 1.1				&lt;br /&gt;
Adds a large number of turrets for base defense		&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1006C'' Content Expansion, Wildlife and Enemies===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* Alpha Animals							&lt;br /&gt;
Already mentioned above&lt;br /&gt;
* Magical Mengerie						&lt;br /&gt;
Adds several mythical creatures to the game&lt;br /&gt;
* Orion's More Mechanoids					&lt;br /&gt;
What it says on the tin. Adds stronger mechs.&lt;br /&gt;
* Vanilla Factions Expanded - Mechanoids	&lt;br /&gt;
Ditto&lt;br /&gt;
* Super Mechneko							&lt;br /&gt;
Adds very tough, anime-style robots with giant titties&lt;br /&gt;
* Kemomimihouse + hardworking addon&lt;br /&gt;
		Adds cute pets that can be assigned job priorities, have skills, and do work exactly the same way as colonists&lt;br /&gt;
* 虫娘 Insect girls + hardworking addon	&lt;br /&gt;
Like the above, but insect-themed&lt;br /&gt;
&lt;br /&gt;
==''1007'' Gameplay Mechanics Expansion==&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
(Author's note: The &amp;quot;major&amp;quot; and &amp;quot;minor&amp;quot; categories below are purely a reflection of the mod's size and complexity. These categories are not a reflection of usefulness, quality, or gameplay impact.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1007A'' Gameplay Mechanics Expansion, Major===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* RimFactory + addons						&lt;br /&gt;
A massive mod that allows you to automate huge portions of colony, or automatically perform most tasks normally impossible to automate in Rimworld&lt;br /&gt;
* Rimworld of Magic						&lt;br /&gt;
Adds character classes to the game, along with associated spells and abilities, in a manner similar to D&amp;amp;D&lt;br /&gt;
* SOS2									&lt;br /&gt;
Adds starships, space combat, and interplanetary travel to the game&lt;br /&gt;
* Rimatomics								&lt;br /&gt;
Adds detailed nuclear power, along with very powerful turrets to the game&lt;br /&gt;
* Rimefeller								&lt;br /&gt;
Adds the oil industry to the game, allowing production a large number of normally unproducable materials from oil (plasteel, neutromine, etc)						&lt;br /&gt;
* Dubs Bad Hygiene							&lt;br /&gt;
Adds toilet, hygene, and thirst mechanics to the game. Also includes other useful utilities like central air conditioning, fire sprinklers, irrigation, etc.&lt;br /&gt;
* What the Hack							&lt;br /&gt;
Lets you capture, modify, and upgrade mechanoids for use as pets&lt;br /&gt;
* Gidduup + assorted addons&lt;br /&gt;
Allows animals to be ridden, both on the local map and world map. Add-ons allow for riding mechs, and for caravan use.&lt;br /&gt;
* Combat Evolved							&lt;br /&gt;
A major overhaul of fighting to make is much more deadly, unpredictable, and somewhat more realistic.&lt;br /&gt;
* RimJobWorld								&lt;br /&gt;
Oh boy, you found it. NSFW, 18+, etc. This is the ultimate sex mod for rimworld. Bestal1ty, r4pe, necr0philia, even pregnancies across species (and not just aliens, animals too). Not found on steam for obvious reasons, but any competent google search should lead you to it. You pervert. And sorry for the weird censoring, stupid word filters on pastebin.&lt;br /&gt;
* Pawnmorpher								&lt;br /&gt;
Furries: The Mod. This allows you to mutate pawns to give them animal-like body parts, or even turn them into animals (who are still sentient so act like pawns). Unlike Genetic Rim, research requires a lot of experimentation (on actual pawns) and collecting of data.&lt;br /&gt;
* Psychology&lt;br /&gt;
Instead of relying on pure RNG to determine pawns compatibility with each other, adds a massive amount of personality sliders and sexuality sliders to determine how well pawns get along&lt;br /&gt;
* Questionable Ethics Enhanced&lt;br /&gt;
Medical Ethics Violations: The Mod. Grow human organs, clone people, install mind control devices, etc.&lt;br /&gt;
* TiberiumRim								&lt;br /&gt;
Adds the namesake highly infectious, but infinitely renewable resource, along with a full set of vehicles (functionally, mechs) and a large amount of accompanying equipment and structures.&lt;br /&gt;
* 妖怪村1.32								&lt;br /&gt;
I don't know what the name says, either. This is basically a catch-all mod from Japanese mythology; about 20 mythical creatures, plus an assortment of armor, traits, weapons, buildings, furniture, medicines, body parts, etc. The reason this is listed under gameplay mechanics expansion is that some weapons are &amp;quot;intelligent&amp;quot; in that they gain XP and level up through combat, which is a neat idea. Note that while most of the content has a translation, some parts do not.&lt;br /&gt;
&lt;br /&gt;
===''1007B'' Gameplay Mechanics Expansion, Minor===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* SRTS + addons							&lt;br /&gt;
Adds aircraft for rapid traversing of the planet.&lt;br /&gt;
* Genetic Rim								&lt;br /&gt;
Allows harvesting of genes to create implants or dozens of new animal species&lt;br /&gt;
* Genetic Rim Alpha Animals Patch			&lt;br /&gt;
Expands the above to include creatures from alpha animals&lt;br /&gt;
* Bondage Beds							&lt;br /&gt;
Allows players to control addict pawns without resorting to removing the legs or spine, by simply tying them to a bed&lt;br /&gt;
* Preemptive Strike						&lt;br /&gt;
Allows the construction of facilities to detect friendly traders and enemy raids before they arrive&lt;br /&gt;
* EbD Prepare Carefully					&lt;br /&gt;
Allows you to manually create starting cargo and pawns on game start instead of relying on RNG&lt;br /&gt;
* ED-Shields								&lt;br /&gt;
Unlike most shield mods which merely add shield generators, this mod allows precise customization of each shield's functions and abilities using modules&lt;br /&gt;
* Crash Landing							&lt;br /&gt;
Adds a starting scenario and random event involving ship sections crashing to the planet&lt;br /&gt;
* More Faction Interaction				&lt;br /&gt;
Overhauls traders, faction expansion, and other diplomatic things&lt;br /&gt;
* Infusion 2								&lt;br /&gt;
Adds &amp;quot;enchantments&amp;quot; to gear, so that the effectiveness of something is more than just its quality and material alone.&lt;br /&gt;
* PsiTech									&lt;br /&gt;
An alternative to the royalty psycast system for psionics&lt;br /&gt;
* Orion's Hospitality						&lt;br /&gt;
Allows you to effectively run a hotel. Charge guests for beds, feed them, and make them happy to improve faction relations and earn more rewards&lt;br /&gt;
* Orion's Gastronomy						&lt;br /&gt;
The above, but instead of a hotel, you can run a restaurant. &lt;br /&gt;
* RimCities&lt;br /&gt;
Adds unique settlement types (cities, duh) and assorted quests involving them (conquest, defense, assassination, etc)&lt;br /&gt;
* Social Interactions Expanded			&lt;br /&gt;
Gives social interactions more diversity, and allow traits to change due to events&lt;br /&gt;
* Backup Power							&lt;br /&gt;
Allows various power sources to autonomously turn themselves on or off based on power remaining in batteries.&lt;br /&gt;
* RimDeed									&lt;br /&gt;
Adds a sort of employment agency where, for a fee, a company will find new possible recruits for you.&lt;br /&gt;
* Guard For Me							&lt;br /&gt;
Allows the hiring of very powerful pawns on a temporary, salaried basis.&lt;br /&gt;
* Empire									&lt;br /&gt;
Adds a mini-game involving the creation of settlements and their taxation/defense. (WARNING: Will almost certainly break any semblance of a balanced game economy due to the exponential growth of wealth)&lt;br /&gt;
* RimWar									&lt;br /&gt;
Effectively allows conquest and war between factions. (WARNING: May cause significant game slowdown, to say nothing of balance issues caused by factions being removed from the game through destruction)&lt;br /&gt;
* Vanilla Factions Expanded - Mechanoids	&lt;br /&gt;
Mechanoid focused pack which not only adds the usual (new weapons, enemies, etc), but automated factories and supercomputers, and a &amp;quot;total war&amp;quot; mechanic tracking mechanoid progress on a global level&lt;br /&gt;
* Organ Harvest Post-Mortem				&lt;br /&gt;
Harvest organs and implants from dead pawns. (WARNING: This most destroys the game economy's balance due to each dead raider producing several times more wealth than normal, from harvested organs)&lt;br /&gt;
* Expanded Roofing						&lt;br /&gt;
Allows you to build or demolish overhead mountain, as well as other utility roofs (glass, solar, etc).&lt;br /&gt;
* Roads of the Rim						&lt;br /&gt;
Allows construction of new roads on the world map&lt;br /&gt;
* Remote Tech 							&lt;br /&gt;
Adds an assortment of traps that can be activated remotely without need for a pawn to trigger them.&lt;br /&gt;
* Animal Armor + addons					&lt;br /&gt;
What it says on the tin&lt;br /&gt;
* Death Rattle							&lt;br /&gt;
Normally pawns will instantly perish the moment a vital organ (such as the heart) fails. This mod instead gives you a small time window to perform surgery or hook the pawn up to life support before they actually perish, just like how it works in real life.&lt;br /&gt;
&lt;br /&gt;
==''1008'' New Alien Races Content, and Supporting Mods==&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
&lt;br /&gt;
(Authors Note: Races are divided here into major and minor. Major races are those that either have large anatomical differences from normal humanoid pawns, or they have a particularly extensive amount of secondary content (pets, buildings, weapons, armor, factions), or are otherwise novel in some way. Minor races are those that are just humanoid pawns and have little content outside of race-specific armor and weapons.)&lt;br /&gt;
&lt;br /&gt;
(Author's Note: Nearly all races support one of the two competing bionics mods, RBSE or EPOE. If you are unable to perform bionic surgeries on a race, it may be because you are missing whichever of these two the race supports. Alternatively, the mod Xenobiotic Patcher makes all surgeries cross-species, but occasionally causes some odd or nonsensical surgeries to be unlocked, though this isn't really a problem if you avoid using them them.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1008A'' New Alien Races Content, Major===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* Humanoid Alien Races 2.0				&lt;br /&gt;
Not a race mod, but an underlying framework required by nearly every race mod in existence. &lt;br /&gt;
* Xenobionic Patcher						&lt;br /&gt;
Have lots of races installed and worried about bionic compatibility? This makes every surgery compatible with every race&lt;br /&gt;
* Androids								&lt;br /&gt;
Robots that can customize their bodies and traits upon assembly.&lt;br /&gt;
* Android Tiers++							&lt;br /&gt;
A far larger robot mod, albeit one that has earned a bad reptuation for hurting game performance. It has truly unique features things like mind-uploading, mind-copying, but also completely destroys game balance due to its overpoweredness.&lt;br /&gt;
* Anty the War Ant Race					&lt;br /&gt;
Quoting the author, &amp;quot;The problem child of the universe.&amp;quot; Lots of unique mechanics here: An anty can be transformed using pheromones, making them a queen to constantly produce new children, or alternatively you can turn them into a soldier, or an acid suicide bomb. They also recycle prisoners into meat computers, living generators, or human cattle that slowly waste away for new food. Their weapons are mostly acid-based, and they have grenades which can instantly deploy a sandbag cover. Lots of neat stuff. &lt;br /&gt;
* Avali									&lt;br /&gt;
Bird lizard people things? One of the single largest mods in terms of supporting content (buildings, armor, weapons). Spacer-tech&lt;br /&gt;
* Crystalloids								&lt;br /&gt;
Crystal people. The race itself pretty unremarkable and uses very old graphics, but they have extensive supporting content such as a unique type of raid, a large array of new psycasts, and a unique way to generate power.&lt;br /&gt;
* Dragonians								&lt;br /&gt;
Dragon girls. Have the advantages of being able to graze, be milked and sheared, but still a sentient pawn. Tribal-tech&lt;br /&gt;
* Epona&lt;br /&gt;
Centaurs. Assorted tech levels. Have their own custom space suits for SOS2 compatibility. &lt;br /&gt;
* Idhale									&lt;br /&gt;
Basically ghosts. Immune to conventional attack, but in turn are also unable to attack others.&lt;br /&gt;
* Kijin									&lt;br /&gt;
Japanese Oni (demons). Have a number of unique techs which improve the productivity of farm animals, and their own unique win condition. Japanese/medieval-tech.&lt;br /&gt;
* Kurin&lt;br /&gt;
Three-tailed foxgirls. One of the most popular race mods, so have a large number of add-ons mods or ports. Spacer-tech&lt;br /&gt;
* Mincho									&lt;br /&gt;
Ice cream slime girls. A living testament to the horrors (or brillaince) of genetic engineering. Extremely durable bodies; probably the only race listed that can literally survive their heads being blown off. And then grow it back.&lt;br /&gt;
* Moyo									&lt;br /&gt;
Deep sea dwellers. Blood from this race can be harvested and turned into a wide range of drugs, from mech serums to cocaine. Spacer-tech&lt;br /&gt;
* Neclose									&lt;br /&gt;
Some sort of combination of huge-titty girls, jelly fish, and sea pickle. Unarmed attacks will paralyze and eventually cause comas. Can also create fleshbeasts to act as menial works.&lt;br /&gt;
* Oni										&lt;br /&gt;
Roughly based on oni from Japanese lore. Available as both an animal version and a sentient pawn.&lt;br /&gt;
* Orassan									&lt;br /&gt;
Anthro-cat people (though de-furry patches exist). Specializes in arctic survival; they can farm ice like soil, and can turn normal strone into an enhanced type of concrete. Spacer-tech&lt;br /&gt;
* Rabbies									&lt;br /&gt;
Rabbit people with a global addiction to a drug called Planetarium. Modern/Spacer-tech. &lt;br /&gt;
* Ratkin									&lt;br /&gt;
Cute rat people whose raids can burrow using drill machines, allowing them to appear inside your base similar to insectoid infestations. Steampunk-tech.&lt;br /&gt;
* Rakkle									&lt;br /&gt;
Naga-like snake people with a few unique mechanics. Firstly, most of their vital organs are actually in their snake half and not their human half (which is quite useful in Combat Evolved where cover protects the bottom half of a pawn first). And like snakes they can periodically shed their skin, or consume one giant meal and slowly digest it for an entire week instead of eating daily like most other species. &lt;br /&gt;
* Revia									&lt;br /&gt;
(Yes, more fox girls). A focus bloodlust and sacrifice; they can generate lost body parts or permanently improve stats by sacrificing prisoners. (WARNING: This mod has been known to cause a few serious issues, such as traders not having any inventories, ever)&lt;br /&gt;
* Nearmare								&lt;br /&gt;
Fairy-like race that can summon will o' wisps to aid them, and is very strong against mental/morale damage.&lt;br /&gt;
* Xenoorca&lt;br /&gt;
Killer whale mermaids. Like their namesake they're large, powerful and predatory. (Only appear as a pirate faction by default). Spacer-tech.&lt;br /&gt;
&lt;br /&gt;
===''1008B'' New Alien Races Content, Minor===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* Annelitrice								&lt;br /&gt;
Mimic shapeshifters which appear unremarkable, but are actually composed of hives of worms. They have special abilities to keep resurrecting themselves after death. Modern-tech.&lt;br /&gt;
* Arachne									&lt;br /&gt;
Spider people. Besides the eight-legs thing, are fairly vanilla. Spacer-tech&lt;br /&gt;
* Ancient Species							&lt;br /&gt;
Half-Elves. Assorted tech levels&lt;br /&gt;
* Astoriel 								&lt;br /&gt;
Elves&lt;br /&gt;
* Bun										&lt;br /&gt;
Bunny People. Tribal-to-Industrial-tech&lt;br /&gt;
* Ferian									&lt;br /&gt;
Anthro-Fox people, not much here beyond the race.&lt;br /&gt;
* Forsaken								&lt;br /&gt;
Coal-black skin, horns, and glowing eyes. I assume some sort of demons?  Glitter-tech, with very powerful equipment. Have their own unique biome in Alpha Biomes mod&lt;br /&gt;
* Garam									&lt;br /&gt;
Furry cat girl pseudo-pets. Highly detailed in-built animation, but the only race in this list that use their own unique framework (not HAR), causing a number of compatibility issues&lt;br /&gt;
* Giants									&lt;br /&gt;
What it says on the tin, really.&lt;br /&gt;
* Nyaron									&lt;br /&gt;
Mass produced cat girls. Every weeb's dream&lt;br /&gt;
* Silkiera								&lt;br /&gt;
Foxgirls with big tiddies. Medieval-tech.&lt;br /&gt;
* RimEffect Races							&lt;br /&gt;
Can't comment on these since I haven't tried this mod yet.&lt;/div&gt;</summary>
		<author><name>Regularity</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:Regularity&amp;diff=86974</id>
		<title>User:Regularity</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:Regularity&amp;diff=86974"/>
		<updated>2021-06-23T16:52:33Z</updated>

		<summary type="html">&lt;p&gt;Regularity: /* 1006A Content Expansion, Major */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Can someone recommend me a [insert category here] mod?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you, too, are tired of answering this question, just send them to this pastebin.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''Table of Contents''===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
* ''1001'' 	Colony Utility: Quality-of-life mods that directly increase the efficiency of pawns in their daily activities&lt;br /&gt;
&lt;br /&gt;
* ''1002'' 	Player Utility: Quality-of-life mods that do not directly affect the colony. Things like UI improvements, more detailed information, and automating repetitive player tasks.&lt;br /&gt;
&lt;br /&gt;
* ''1003'' 	Performance, Bug Fixes, and AI Improvements&lt;br /&gt;
&lt;br /&gt;
* ''1004'' 	Storage: Mods related to storing stuff&lt;br /&gt;
&lt;br /&gt;
* ''1005'' 	Graphical Improvements: these are purely cosmetic changes; graphical changes that improve readability or better convey information are under the Player Utility category&lt;br /&gt;
* ''1005A'' 	Graphical Improvements, General&lt;br /&gt;
* ''1005B''	Graphical Improvements, Pawn Body&lt;br /&gt;
* ''1005C''	Graphical Improvements, Detailed Hair: Higher resolution, detailed hair that looks very nice, but may clash with the vanilla Rimworld art style&lt;br /&gt;
* ''1005C''	Graphical Improvements, Simple Hair: Hair with relatively low gradients and shading, more closely matching the vanilla Rimworld art style&lt;br /&gt;
&lt;br /&gt;
* ''1006'' 	Content Expansion: Adds new content, but does not significantly change any core game mechanics or game balance&lt;br /&gt;
* ''1006A''	Content Expansion, Major&lt;br /&gt;
* ''1006B''	Content Expansion, Minor&lt;br /&gt;
* ''1006C''	Content Expansion, Wildlife and Enemies&lt;br /&gt;
&lt;br /&gt;
* ''1007'' 	Gameplay Mechanics Expansion: Adds new content with a significant impact on core game mechanics or game balance&lt;br /&gt;
* ''1007A''	Gameplay Mechanics Expansion, Major&lt;br /&gt;
* ''1007B''	Gameplay Mechanics Expansion, Minor&lt;br /&gt;
&lt;br /&gt;
* ''1008''	New Alien Races Content: Covers notable alien races and supporting mods. For the sake of keeping the list a reasonable length, most races that are functionally little more than a reskin with minor stat changes have been omitted. The list here tries to focus on the more novel or interesting races.&lt;br /&gt;
* ''1008A''	New Alien Races Content, Major&lt;br /&gt;
* ''1008B''	New Alien Races Content, Minor&lt;br /&gt;
&lt;br /&gt;
==''1001'' Colony Utility==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* [SYR] Doormats							&lt;br /&gt;
Prevents outdoor filth from being tracked indoors&lt;br /&gt;
* Programmable Vents						&lt;br /&gt;
Vents that shut off when rooms reach a certain temperature; allows you to passively heat rooms without overheating them during hotter days&lt;br /&gt;
* Meat Blend								&lt;br /&gt;
Allows mixing of all meat types into a single type for easier storage (you can opt out insect or humanoid meat to avoid mood penalties)&lt;br /&gt;
* Veggie Mix								&lt;br /&gt;
The above, but for plants&lt;br /&gt;
* DontBlockDoor							&lt;br /&gt;
Prevents random dropped items from holding the door open and allowing in invaders or prisoners&lt;br /&gt;
* Trading Spot							&lt;br /&gt;
Choose where trader caravans loiter&lt;br /&gt;
* [SYR] Set Up Camp						&lt;br /&gt;
Create a small, temporary local map to perform actions you can't on the world map.&lt;br /&gt;
* Roads of the Rim						&lt;br /&gt;
Build roads on the world map&lt;br /&gt;
* Locks2									&lt;br /&gt;
Doors can be set to allow/block visitors, pets, or specific pawns in your colony&lt;br /&gt;
* RT Solar Flare Shield					&lt;br /&gt;
Build a shield to protect against solar flares&lt;br /&gt;
* RT Fuses								&lt;br /&gt;
Build fuses to prevent BZZZZT events&lt;br /&gt;
* Share the Load							&lt;br /&gt;
Allows multiple pawns to haul resources to a construction site, instead of just one at a time&lt;br /&gt;
* Replace Stuff			&lt;br /&gt;
Don't like how vents create a massive weak spot in otherwise sturdy walls? Try these. Vents no longer replace walls, but are added onto them, leaving the wall behind even if the vent is destroyed&lt;br /&gt;
* Power++									&lt;br /&gt;
Adds the ability to transmit power wirelessly, both on-map or across the world to other sites&lt;br /&gt;
* No Random Relations						&lt;br /&gt;
Don't like the game randomly deciding a pawn has an uncle/sister/cousin? This is for you&lt;br /&gt;
* Royalty Tweaks							&lt;br /&gt;
Makes the more restrictive or annoying parts of royalty content optional&lt;br /&gt;
* Smart Medicine							&lt;br /&gt;
Allows pawns to carry medicine with them and use it in the field&lt;br /&gt;
* Xenobionic Patcher						&lt;br /&gt;
Have lots of races installed and worried about bionic compatibility? This makes every surgery compatible with every race&lt;br /&gt;
* No Burn Metal							&lt;br /&gt;
Removes flammability from steel and other metal&lt;br /&gt;
* Faction Blender							&lt;br /&gt;
Adds new factions which take pawns from all available races, as opposed to the norm where each faction is only composed of a single race&lt;br /&gt;
* Realistic Rooms							&lt;br /&gt;
Makes it so colonists merely want bedroom-sized bedrooms, and not apartment-sized ones&lt;br /&gt;
* Expanded Roofing						&lt;br /&gt;
Allows the creation and removal of overhead mountain, glass roofing, and even solar roofing.&lt;br /&gt;
* Imprisonment on the Go					&lt;br /&gt;
Allows the capturing of prisoners without an enclosed sleeping space. Very useful when attacking enemy sites.&lt;br /&gt;
* Simple Slavery							&lt;br /&gt;
Allows you to draft prisoners and put them to work&lt;br /&gt;
* Prison Labor							&lt;br /&gt;
A mod that is much larger and more sophisticated way to make use of prisoners than Simple Slavery, but has a reputation for being buggy. (WARNING: May cause an assortment of bugs relating to jobs)&lt;br /&gt;
* Power Logic								&lt;br /&gt;
Adds power buildings that allow creation of logic gates, sensors, and so on.&lt;br /&gt;
* My Little Planet						&lt;br /&gt;
Allows you to change the planet's landmass, effectively controlling how vast or cramped the planet is&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1002'' Player Utility==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* TD Enhancement Pack						&lt;br /&gt;
Improves a ton of small things in the user interface of the game&lt;br /&gt;
* Colony Groups							&lt;br /&gt;
A major overhaul and improvement of the colonist bar&lt;br /&gt;
* Interaction Bubbles						&lt;br /&gt;
Allows you to see conversations or interactions beteween pawns without digging through the game log&lt;br /&gt;
* Damage Indicators						&lt;br /&gt;
Adds floating numbers that display the damage taken by pawns or buildings&lt;br /&gt;
* Better Pawn Control						&lt;br /&gt;
Greatly increases the control you have over food, drug, and equipment policies&lt;br /&gt;
* Pawn Rules								&lt;br /&gt;
Allows restricting of bonding, romance, and artisan crafting&lt;br /&gt;
* Camera+									&lt;br /&gt;
Removes default restrictions of camera zoom levels&lt;br /&gt;
* RimHUD									&lt;br /&gt;
Makes the bottom-left info window completely customizable in color, font, size, tabs, etc.&lt;br /&gt;
* World Edit&lt;br /&gt;
Tired of rerolling for the perfect site at a river, coast, mountain, or whatever? Just edit the world.&lt;br /&gt;
* Character Editor						&lt;br /&gt;
Allows completely changing of every aspect of existing pawns. Even if cheating isn't your thing, it's good to have installed to easily fix bugs that may occur without manual save editing&lt;br /&gt;
* Map Reroll								&lt;br /&gt;
Reroll the local colony map if you don't like the exact layout of certain things&lt;br /&gt;
* Map Designer							&lt;br /&gt;
Allows creating maps using custom parameters, instead of them being dictated by the world map tile.&lt;br /&gt;
* Whats that mod							&lt;br /&gt;
Adds text at the bottom of every item/pawn/thing's info window showing what mod it's from&lt;br /&gt;
* Change map edge limit					&lt;br /&gt;
Build up to the map edge if you so desire, to wall off access to raids or caravans from certain points of the map&lt;br /&gt;
* Work Tab, Animal Tab, Colony Manger		&lt;br /&gt;
More detailed control for these tabs&lt;br /&gt;
* Relations Tab							&lt;br /&gt;
See relations between all factions at a glance&lt;br /&gt;
* Allow Tool								&lt;br /&gt;
Allows map-wide forbidding, selection, or allowing. &lt;br /&gt;
* Toggle Harvest							&lt;br /&gt;
Allows control of whether growing areas should be planted or harvested&lt;br /&gt;
* Dub Mint Menus							&lt;br /&gt;
Consolidates the work tabs from every workbench and recipe you have access to, in one location&lt;br /&gt;
* Directly Abandon Settlement				&lt;br /&gt;
Allow you to abandon locations on the world map&lt;br /&gt;
* WikiRim									&lt;br /&gt;
Adds an in-game database of items and recipes you can search&lt;br /&gt;
* Heat Map								&lt;br /&gt;
Adds an overlay to see temperatures in all rooms at the same time&lt;br /&gt;
* Appearance Clothing	+ HAR addon			&lt;br /&gt;
Allows you to set appearance of pawns completely independent of whatever gear they're wearing. Vital for preventing incompatibilities or missing textures if you play with many races that have race-exclusive gear&lt;br /&gt;
* Better Roads							&lt;br /&gt;
Makes roads easier to see on the world map&lt;br /&gt;
* Dubs Mint Minimap						&lt;br /&gt;
Adds a minimap to the game, making tracking of threats far easier&lt;br /&gt;
* Recipe Icons							&lt;br /&gt;
Makes scrolling through recipe lists easier by attaching relevant product images&lt;br /&gt;
* Filth Vanishes with Rain				&lt;br /&gt;
What it says on the tin, rain can clean outdoor terrain of filth. Slightly improves performance by removing filth periodically&lt;br /&gt;
* Better Time Format						&lt;br /&gt;
Let's you see the exact in-game time instead of just a vague approximation&lt;br /&gt;
* Armored Floors							&lt;br /&gt;
For a great cost, allows you to prevent infestations in certain areas&lt;br /&gt;
* RPG Inventory OR Awesome Inventory&lt;br /&gt;
Adds a visual paper-doll like inventory, making it easy to see equipment at a glance&lt;br /&gt;
* Better Message Placement				&lt;br /&gt;
Prevents popup messages from blocking the colonist bar&lt;br /&gt;
* Drop All Inventory						&lt;br /&gt;
Allows you to rapidly unload cargo from your caravans without having to wait&lt;br /&gt;
* Defensive Positions						&lt;br /&gt;
Allows you to have pawns move to pre-selected locations and draft themselves with a single hotkey&lt;br /&gt;
* Keep Bed Ownership						&lt;br /&gt;
Prevents ownership of beds from being erased when they need to sleep using a bed on another map&lt;br /&gt;
* Research Pal Forked						&lt;br /&gt;
Greatly improves the research screen with a better UI and more detail&lt;br /&gt;
* Bionic Icons							&lt;br /&gt;
Allows you to determine which implant is which at a glance by adding pictures to them.&lt;br /&gt;
* Allow Tools								&lt;br /&gt;
Adds improved tools for allowing or disallow en masse&lt;br /&gt;
* More Harvest Designators				&lt;br /&gt;
Similar to above, but for designations concerning farming and wild planet harvesting &lt;br /&gt;
* Vein Miner OR Mine it all						&lt;br /&gt;
Similar to above, but for mining&lt;br /&gt;
* Rangefinder								&lt;br /&gt;
Allows you to toggle a big circle around a pawn constantly showing its maximum firing range.&lt;br /&gt;
* Loading in Progress						&lt;br /&gt;
Allows adds or removing of objects from drop pods without having to unload and then reload all pods' contents.&lt;br /&gt;
* Cut plants before building				&lt;br /&gt;
Lets you get the plant resources from plants under a building blueprint, instead of destroying them&lt;br /&gt;
&lt;br /&gt;
==''1003'' Performance, Bug Fixes, and AI Improvements==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
Dubs Performance Analyzer				&lt;br /&gt;
Arguably the single most important tool for improving game performance. It allows you to see specifically which parts of the game are causing the most slowdown, allowing you to identify and solve bugs which don't normally report errors, or identify which of your mods is secretly causing game slowdown due to poor coding.&lt;br /&gt;
* Rocketman								&lt;br /&gt;
Essentially reduces the frequency at which the game checks low-importance things, to greatly improve game performance.&lt;br /&gt;
* PawnTargetFix							&lt;br /&gt;
Makes ranged attackers focus more on the nearest target rather than selecting one randomly&lt;br /&gt;
* Perfect Pathfinding						&lt;br /&gt;
Makes pawns travel in a straight line instead of moving almost entirely at diagonals with large detours&lt;br /&gt;
* Path Avoid								&lt;br /&gt;
A useful tool for fixing pathfinding quirks; allows you to paint pathfinding costs onto terrain, allowing you to override normal AI pathfinding. Good for forcing pawns to use roads and avoid traps or obstacles.&lt;br /&gt;
* Word of Freelove						&lt;br /&gt;
Removes the normal hetero-only restrictions on the Word of Love psycast in the Royalty DLC&lt;br /&gt;
* Kijin									&lt;br /&gt;
This race mod isn't really a &amp;quot;fix&amp;quot;, but has a research project to achieve double yields from animals, effectively allowing you to have half as many animals on the map without losing productivity. This in turn can save on game memory.&lt;br /&gt;
* More Trait Slots						&lt;br /&gt;
With a lot of mods adding (or sometimes even requiring) new traits, this mod allows you to increase the maximum number of traits allowed on a pawn, allowing you to fully make use of these mods&lt;br /&gt;
* Animal Logic							&lt;br /&gt;
Allows very precise tuning of animal behavior instead of being at the mercy of whatever values are vanilla&lt;br /&gt;
* Smarter Construction					&lt;br /&gt;
Improves construction reach, greatly reducing incidents of pawns trapping themselves&lt;br /&gt;
* Smarter Deconstruction and Mining		&lt;br /&gt;
Similar to the above, but for preventing roof cave-ins&lt;br /&gt;
* Mining Priority							&lt;br /&gt;
Prioritizes which metals to mine by value, instead of just by distance&lt;br /&gt;
* Pickup and Haul							&lt;br /&gt;
Allows colonists to use their inventory for hauling purposes, greatly increasing the amount of items they can move in one trip&lt;br /&gt;
* Haul to Stack							&lt;br /&gt;
Prioritizes hauling to drop off goods an an existing stack of that good, instead of creating multiple incomplete stacks which add clutter&lt;br /&gt;
* Rimthreaded								&lt;br /&gt;
Rimworld is normally limited to a single CPU core. This mod attempts to force it to use multiple cores. (WARNING: This mod has an incompatibility list a mile long, so read it before attempting to use this mod!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1004'' Storage==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Deep Storage							&lt;br /&gt;
Lets you store multiple stacks on one tile&lt;br /&gt;
* Netrve's DeepStorage UI					&lt;br /&gt;
Improves the interaction menu of deep storage building&lt;br /&gt;
* Rimfridge 								&lt;br /&gt;
Adds storage with build-in cooling&lt;br /&gt;
* [JD] Simply Storage						&lt;br /&gt;
Adds a much greater number of containers for Deep Storage&lt;br /&gt;
* [JD] Simply Storage - Refrigeration 	&lt;br /&gt;
Same but for rimfridge&lt;br /&gt;
* Stack XXL OR OgreStack					&lt;br /&gt;
Allows you to change how many individual items can be placed in a single stack of items, drastically effecting storage capacity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1005'' Graphical Improvements==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005A'' Graphical Improvements, General===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* World Beautification Project + addons	&lt;br /&gt;
Greatly improves the graphics of the world map&lt;br /&gt;
* Hats Display Selection OR Show Hair 	&lt;br /&gt;
Allows you to hide helmets, or have headgear that doesn't remove hair from the pawn&lt;br /&gt;
* Graphics Setter							&lt;br /&gt;
Improves sharpness and reduces blur of sprites&lt;br /&gt;
* High Quality Textures					&lt;br /&gt;
What it says on the tin&lt;br /&gt;
* Gloomy Deco	+ other Gloomy mods			&lt;br /&gt;
Technically a furniture mod, but adds a lot of decorative objects focused on cute or low-tech appearance&lt;br /&gt;
Vanilla Furniture Expanded Props		&lt;br /&gt;
Similar to above, but more modern and serious-looking&lt;br /&gt;
* RimThemes								&lt;br /&gt;
Change window/UI colors and transparency to whatever you desire&lt;br /&gt;
* Eccentric Tech - Cosmetic				&lt;br /&gt;
Adds a large number of purely cosmetic implants; animal ears, horns, tails, etc&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005B'' Graphical Improvements, Pawn Body===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Beautiful Bodies						&lt;br /&gt;
Greatly increases body detail without changing body shape (therefore retaining full compatibility with every vanilla clothing mod)&lt;br /&gt;
* FemaleBB + bodytype add-on				&lt;br /&gt;
This adds a new type of female body shape and increases its, ahem, bust size, though the body itself remains pretty vanilla-like in that it lacks high detail and shading. What makes this mod noteworthy is that the author has manually re-created from scratch literally hundreds of pieces of armor and clothing from almost every major mod to make them similarly more revealing and skimpy (and to fit the new body shape). Mod settings allow you to decide which races this new body type will apply to, and which will remain vanilla. As long as your mother doesn't see this, you should be okay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005C'' Graphical Improvements, Detailed Hair===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Replace Vanilla Hair 					&lt;br /&gt;
As the name suggests, overrides vanilla hairs with far more detailed and higher resolution versions.&lt;br /&gt;
* Roppoi Hair&lt;br /&gt;
* Vee Hairs&lt;br /&gt;
* Gommy Hair mk2&lt;br /&gt;
* Amerio anime hairs&lt;br /&gt;
* Eccentric Extras&lt;br /&gt;
* Gw hair mod&lt;br /&gt;
* Mokan Hair&lt;br /&gt;
* GW-HornHair&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005C'' Graphical Improvements, Simple Hair===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Vanilla Hair Expanded&lt;br /&gt;
* Won hair_women + hair_men&lt;br /&gt;
* [Ods] Hair&lt;br /&gt;
* [SS]Lovely Hair Style&lt;br /&gt;
* Rim Seraph Hair&lt;br /&gt;
* Extended Hair&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1006'' Content Expansion==&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
(Author's note: The &amp;quot;major&amp;quot; and &amp;quot;minor&amp;quot; categories below are purely a reflection of the mod's size and complexity. These categories are not a reflection of usefulness, quality, or gameplay impact.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1006A'' Content Expansion, Major===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* RBSE OR EPOE-Forked						&lt;br /&gt;
These two mods are the main competing frameworks for rimworld surgeries. A detailed comparison on them can be seen here ( https://docs.google.com/spreadsheets/d/1xZaHNbrRg_4vl6HeRlmTmvFfIB1cjUtCGhg8wjtXISk/ )&lt;br /&gt;
* Glittertech								&lt;br /&gt;
Adds a large range of very late-game advanced technology. May be overpowered.&lt;br /&gt;
* PolarisBloc								&lt;br /&gt;
Similar to glittertech&lt;br /&gt;
* RimCuisine2 + addons					&lt;br /&gt;
One of the largest mods dedicated to farming, cooking, and food in general. Note that while not updated to 1.2, the 1.1 version seems to work without any bugs whatsoever, so should be safe to use.&lt;br /&gt;
* Zipangu									&lt;br /&gt;
Similar to the above, but wholely focused on Japanese-themed cuisine. Also has a large amount of Japanese furniture&lt;br /&gt;
* Alpha Animals							&lt;br /&gt;
Adds a huge number of non-earthlike creatures to the game&lt;br /&gt;
* More Practical Traits					&lt;br /&gt;
What it says on the tin&lt;br /&gt;
* Xeva + addons							&lt;br /&gt;
Adds five new factions and a wide array of weapons, armor, and enemies. (Combat Evolved compatibility not available, but patch is in progress)&lt;br /&gt;
&lt;br /&gt;
===''1006B'' Content Expansion, Minor===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* A Dog Said...							&lt;br /&gt;
The main framework for animal surgeries and bionics used by the community&lt;br /&gt;
* Alpha Biomes							&lt;br /&gt;
Adds several non-earthlike exotic biomes to the game&lt;br /&gt;
* Biomes Core + Biomes Islands			&lt;br /&gt;
Adds island maps and swimming to the game&lt;br /&gt;
* Rimsenal + assorted addons				&lt;br /&gt;
Adds a vast number of weapons and armor to the game&lt;br /&gt;
* Go Explore!								&lt;br /&gt;
Adds random events which cause ruined locations to appear on the map, ripe for plundering&lt;br /&gt;
* Vanilla Events Expanded					&lt;br /&gt;
Adds an assortment of vanilla-like events&lt;br /&gt;
* Utility Columns							&lt;br /&gt;
Adds columns that double as other furniture, such as lamps, freezers, orbital beacons, traps, or graves&lt;br /&gt;
* Vanilla Factions Expanded - Insectoids&lt;br /&gt;
Insectoid focused pack. Besides the usual, also adds a range of implants and genetically-engineered animals to perform various jobs&lt;br /&gt;
* Vanilla Weapons Expanded + addons		&lt;br /&gt;
Adds a wide range of new firearms&lt;br /&gt;
* Sparkling Worlds						&lt;br /&gt;
A large assorted mod. Adds new events, new glitter tech crafting recipes, a new faction, etc. &lt;br /&gt;
* Soft Warm Beds							&lt;br /&gt;
Makes beds a combination of a bed-frame and bed-sheet, rather than just a single item.&lt;br /&gt;
* Sometimes Raids Go Wrong				&lt;br /&gt;
Adds a small chance that hostile raids will crash their drop pods, arrive hungover, be chased by maddened animals, and so on.&lt;br /&gt;
* Apparello 2								&lt;br /&gt;
Adds a vast amount of new clothing types.&lt;br /&gt;
* More Vanilla Turrets 1.1				&lt;br /&gt;
Adds a large number of turrets for base defense		&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1006C'' Content Expansion, Wildlife and Enemies===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* Alpha Animals							&lt;br /&gt;
Already mentioned above&lt;br /&gt;
* Magical Mengerie						&lt;br /&gt;
Adds several mythical creatures to the game&lt;br /&gt;
* Orion's More Mechanoids					&lt;br /&gt;
What it says on the tin. Adds stronger mechs.&lt;br /&gt;
* Vanilla Factions Expanded - Mechanoids	&lt;br /&gt;
Ditto&lt;br /&gt;
* Super Mechneko							&lt;br /&gt;
Adds very tough, anime-style robots with giant titties&lt;br /&gt;
* Kemomimihouse + hardworking addon&lt;br /&gt;
		Adds cute pets that can be assigned job priorities, have skills, and do work exactly the same way as colonists&lt;br /&gt;
* 虫娘 Insect girls + hardworking addon	&lt;br /&gt;
Like the above, but insect-themed&lt;br /&gt;
&lt;br /&gt;
==''1007'' Gameplay Mechanics Expansion==&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
(Author's note: The &amp;quot;major&amp;quot; and &amp;quot;minor&amp;quot; categories below are purely a reflection of the mod's size and complexity. These categories are not a reflection of usefulness, quality, or gameplay impact.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1007A'' Gameplay Mechanics Expansion, Major===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* RimFactory + addons						&lt;br /&gt;
A massive mod that allows you to automate huge portions of colony, or automatically perform most tasks normally impossible to automate in Rimworld&lt;br /&gt;
* Rimworld of Magic						&lt;br /&gt;
Adds character classes to the game, along with associated spells and abilities, in a manner similar to D&amp;amp;D&lt;br /&gt;
* SOS2									&lt;br /&gt;
Adds starships, space combat, and interplanetary travel to the game&lt;br /&gt;
* Rimatomics								&lt;br /&gt;
Adds detailed nuclear power, along with very powerful turrets to the game&lt;br /&gt;
* Rimefeller								&lt;br /&gt;
Adds the oil industry to the game, allowing production a large number of normally unproducable materials from oil (plasteel, neutromine, etc)						&lt;br /&gt;
* Dubs Bad Hygiene							&lt;br /&gt;
Adds toilet, hygene, and thirst mechanics to the game. Also includes other useful utilities like central air conditioning, fire sprinklers, irrigation, etc.&lt;br /&gt;
* What the Hack							&lt;br /&gt;
Lets you capture, modify, and upgrade mechanoids for use as pets&lt;br /&gt;
* Gidduup + assorted addons&lt;br /&gt;
Allows animals to be ridden, both on the local map and world map. Add-ons allow for riding mechs, and for caravan use.&lt;br /&gt;
* Combat Evolved							&lt;br /&gt;
A major overhaul of fighting to make is much more deadly, unpredictable, and somewhat more realistic.&lt;br /&gt;
* RimJobWorld								&lt;br /&gt;
Oh boy, you found it. NSFW, 18+, etc. This is the ultimate sex mod for rimworld. Bestal1ty, r4pe, necr0philia, even pregnancies across species (and not just aliens, animals too). Not found on steam for obvious reasons, but any competent google search should lead you to it. You pervert. And sorry for the weird censoring, stupid word filters on pastebin.&lt;br /&gt;
* Pawnmorpher								&lt;br /&gt;
Furries: The Mod. This allows you to mutate pawns to give them animal-like body parts, or even turn them into animals (who are still sentient so act like pawns). Unlike Genetic Rim, research requires a lot of experimentation (on actual pawns) and collecting of data.&lt;br /&gt;
* Psychology&lt;br /&gt;
Instead of relying on pure RNG to determine pawns compatibility with each other, adds a massive amount of personality sliders and sexuality sliders to determine how well pawns get along&lt;br /&gt;
* Questionable Ethics Enhanced&lt;br /&gt;
Medical Ethics Violations: The Mod. Grow human organs, clone people, install mind control devices, etc.&lt;br /&gt;
* TiberiumRim								&lt;br /&gt;
Adds the namesake highly infectious, but infinitely renewable resource, along with a full set of vehicles (functionally, mechs) and a large amount of accompanying equipment and structures.&lt;br /&gt;
* 妖怪村1.32								&lt;br /&gt;
I don't know what the name says, either. This is basically a catch-all mod from Japanese mythology; about 20 mythical creatures, plus an assortment of armor, traits, weapons, buildings, furniture, medicines, body parts, etc. The reason this is listed under gameplay mechanics expansion is that some weapons are &amp;quot;intelligent&amp;quot; in that they gain XP and level up through combat, which is a neat idea. Note that while most of the content has a translation, some parts do not.&lt;br /&gt;
&lt;br /&gt;
===''1007B'' Gameplay Mechanics Expansion, Minor===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* SRTS + addons							&lt;br /&gt;
Adds aircraft for rapid traversing of the planet.&lt;br /&gt;
* Genetic Rim								&lt;br /&gt;
Allows harvesting of genes to create implants or dozens of new animal species&lt;br /&gt;
* Genetic Rim Alpha Animals Patch			&lt;br /&gt;
Expands the above to include creatures from alpha animals&lt;br /&gt;
* Bondage Beds							&lt;br /&gt;
Allows players to control addict pawns without resorting to removing the legs or spine, by simply tying them to a bed&lt;br /&gt;
* Preemptive Strike						&lt;br /&gt;
Allows the construction of facilities to detect friendly traders and enemy raids before they arrive&lt;br /&gt;
* EbD Prepare Carefully					&lt;br /&gt;
Allows you to manually create starting cargo and pawns on game start instead of relying on RNG&lt;br /&gt;
* ED-Shields								&lt;br /&gt;
Unlike most shield mods which merely add shield generators, this mod allows precise customization of each shield's functions and abilities using modules&lt;br /&gt;
* Crash Landing							&lt;br /&gt;
Adds a starting scenario and random event involving ship sections crashing to the planet&lt;br /&gt;
* More Faction Interaction				&lt;br /&gt;
Overhauls traders, faction expansion, and other diplomatic things&lt;br /&gt;
* Infusion 2								&lt;br /&gt;
Adds &amp;quot;enchantments&amp;quot; to gear, so that the effectiveness of something is more than just its quality and material alone.&lt;br /&gt;
* PsiTech									&lt;br /&gt;
An alternative to the royalty psycast system for psionics&lt;br /&gt;
* Orion's Hospitality						&lt;br /&gt;
Allows you to effectively run a hotel. Charge guests for beds, feed them, and make them happy to improve faction relations and earn more rewards&lt;br /&gt;
* Orion's Gastronomy						&lt;br /&gt;
The above, but instead of a hotel, you can run a restaurant. &lt;br /&gt;
* RimCities&lt;br /&gt;
Adds unique settlement types (cities, duh) and assorted quests involving them (conquest, defense, assassination, etc)&lt;br /&gt;
* Social Interactions Expanded			&lt;br /&gt;
Gives social interactions more diversity, and allow traits to change due to events&lt;br /&gt;
* Backup Power							&lt;br /&gt;
Allows various power sources to autonomously turn themselves on or off based on power remaining in batteries.&lt;br /&gt;
* RimDeed									&lt;br /&gt;
Adds a sort of employment agency where, for a fee, a company will find new possible recruits for you.&lt;br /&gt;
* Guard For Me							&lt;br /&gt;
Allows the hiring of very powerful pawns on a temporary, salaried basis.&lt;br /&gt;
* Empire									&lt;br /&gt;
Adds a mini-game involving the creation of settlements and their taxation/defense. (WARNING: Will almost certainly break any semblance of a balanced game economy due to the exponential growth of wealth)&lt;br /&gt;
* RimWar									&lt;br /&gt;
Effectively allows conquest and war between factions. (WARNING: May cause significant game slowdown, to say nothing of balance issues caused by factions being removed from the game through destruction)&lt;br /&gt;
* Vanilla Factions Expanded - Mechanoids	&lt;br /&gt;
Mechanoid focused pack which not only adds the usual (new weapons, enemies, etc), but automated factories and supercomputers, and a &amp;quot;total war&amp;quot; mechanic tracking mechanoid progress on a global level&lt;br /&gt;
* Organ Harvest Post-Mortem				&lt;br /&gt;
Harvest organs and implants from dead pawns. (WARNING: This most destroys the game economy's balance due to each dead raider producing several times more wealth than normal, from harvested organs)&lt;br /&gt;
* Expanded Roofing						&lt;br /&gt;
Allows you to build or demolish overhead mountain, as well as other utility roofs (glass, solar, etc).&lt;br /&gt;
* Roads of the Rim						&lt;br /&gt;
Allows construction of new roads on the world map&lt;br /&gt;
* Remote Tech 							&lt;br /&gt;
Adds an assortment of traps that can be activated remotely without need for a pawn to trigger them.&lt;br /&gt;
* Animal Armor + addons					&lt;br /&gt;
What it says on the tin&lt;br /&gt;
* Death Rattle							&lt;br /&gt;
Normally pawns will instantly perish the moment a vital organ (such as the heart) fails. This mod instead gives you a small time window to perform surgery or hook the pawn up to life support before they actually perish, just like how it works in real life.&lt;br /&gt;
&lt;br /&gt;
==''1008'' New Alien Races Content, and Supporting Mods==&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
&lt;br /&gt;
(Authors Note: Races are divided here into major and minor. Major races are those that either have large anatomical differences from normal humanoid pawns, or they have a particularly extensive amount of secondary content (pets, buildings, weapons, armor, factions), or are otherwise novel in some way. Minor races are those that are just humanoid pawns and have little content outside of race-specific armor and weapons.)&lt;br /&gt;
&lt;br /&gt;
(Author's Note: Nearly all races support one of the two competing bionics mods, RBSE or EPOE. If you are unable to perform bionic surgeries on a race, it may be because you are missing whichever of these two the race supports. Alternatively, the mod Xenobiotic Patcher makes all surgeries cross-species, but occasionally causes some odd or nonsensical surgeries to be unlocked, though this isn't really a problem if you avoid using them them.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1008A'' New Alien Races Content, Major===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* Humanoid Alien Races 2.0				&lt;br /&gt;
Not a race mod, but an underlying framework required by nearly every race mod in existence. &lt;br /&gt;
* Xenobionic Patcher						&lt;br /&gt;
Have lots of races installed and worried about bionic compatibility? This makes every surgery compatible with every race&lt;br /&gt;
* Androids								&lt;br /&gt;
Robots that can customize their bodies and traits upon assembly.&lt;br /&gt;
* Android Tiers++							&lt;br /&gt;
A far larger robot mod, albeit one that has earned a bad reptuation for hurting game performance. It has truly unique features things like mind-uploading, mind-copying, but also completely destroys game balance due to its overpoweredness.&lt;br /&gt;
* Anty the War Ant Race					&lt;br /&gt;
Quoting the author, &amp;quot;The problem child of the universe.&amp;quot; Lots of unique mechanics here: An anty can be transformed using pheromones, making them a queen to constantly produce new children, or alternatively you can turn them into a soldier, or an acid suicide bomb. They also recycle prisoners into meat computers, living generators, or human cattle that slowly waste away for new food. Their weapons are mostly acid-based, and they have grenades which can instantly deploy a sandbag cover. Lots of neat stuff. &lt;br /&gt;
* Avali									&lt;br /&gt;
Bird lizard people things? One of the single largest mods in terms of supporting content (buildings, armor, weapons). Spacer-tech&lt;br /&gt;
* Crystallods								&lt;br /&gt;
Crystal people. The race itself pretty unremarkable and uses very old graphics, but they have extensive supporting content such as a unique type of raid, a large array of new psycasts, and a unique way to generate power.&lt;br /&gt;
* Dragonians								&lt;br /&gt;
Dragon girls. Have the advantages of being able to graze, be milked and sheared, but still a sentient pawn. Tribal-tech&lt;br /&gt;
* Epona&lt;br /&gt;
Centaurs. Assorted tech levels. Have their own custom space suits for SOS2 compatibility. &lt;br /&gt;
* Idhale									&lt;br /&gt;
Basically ghosts. Immune to conventional attack, but in turn are also unable to attack others.&lt;br /&gt;
* Kijin									&lt;br /&gt;
Japanese Oni (demons). Have a number of unique techs which improve the productivity of farm animals, and their own unique win condition. Japanese/medieval-tech.&lt;br /&gt;
* Kurin&lt;br /&gt;
Three-tailed foxgirls. One of the most popular race mods, so have a large number of add-ons mods or ports. Spacer-tech&lt;br /&gt;
* Mincho									&lt;br /&gt;
Ice cream slime girls. A living testament to the horrors (or brillaince) of genetic engineering. Extremely durable bodies; probably the only race listed that can literally survive their heads being blown off. And then grow it back.&lt;br /&gt;
* Moyo									&lt;br /&gt;
Deep sea dwellers. Blood from this race can be harvested and turned into a wide range of drugs, from mech serums to cocaine. Spacer-tech&lt;br /&gt;
* Neclose									&lt;br /&gt;
Some sort of combination of huge-titty girls, jelly fish, and sea pickle. Unarmed attacks will paralyze and eventually cause comas. Can also create fleshbeasts to act as menial works.&lt;br /&gt;
* Oni										&lt;br /&gt;
Roughly based on oni from Japanese lore. Available as both an animal version and a sentient pawn.&lt;br /&gt;
* Orassan									&lt;br /&gt;
Anthro-cat people (though de-furry patches exist). Specializes in arctic survival; they can farm ice like soil, and can turn normal strone into an enhanced type of concrete. Spacer-tech&lt;br /&gt;
* Rabbies									&lt;br /&gt;
Rabbit people with a global addiction to a drug called Planetarium. Modern/Spacer-tech. &lt;br /&gt;
* Ratkin									&lt;br /&gt;
Cute rat people whose raids can burrow using drill machines, allowing them to appear inside your base similar to insectoid infestations. Steampunk-tech.&lt;br /&gt;
* Rakkle									&lt;br /&gt;
Naga-like snake people with a few unique mechanics. Firstly, most of their vital organs are actually in their snake half and not their human half (which is quite useful in Combat Evolved where cover protects the bottom half of a pawn first). And like snakes they can periodically shed their skin, or consume one giant meal and slowly digest it for an entire week instead of eating daily like most other species. &lt;br /&gt;
* Revia									&lt;br /&gt;
(Yes, more fox girls). A focus bloodlust and sacrifice; they can generate lost body parts or permanently improve stats by sacrificing prisoners. (WARNING: This mod has been known to cause a few serious issues, such as traders not having any inventories, ever)&lt;br /&gt;
* Nearmare								&lt;br /&gt;
Fairy-like race that can summon will o' wisps to aid them, and is very strong against mental/morale damage.&lt;br /&gt;
* Xenoorca&lt;br /&gt;
Killer whale mermaids. Like their namesake they're large, powerful and predatory. (Only appear as a pirate faction by default). Spacer-tech.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1008B'' New Alien Races Content, Minor===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* Annelitrice								&lt;br /&gt;
Mimic shapeshifters which appear unremarkable, but are actually composed of hives of worms. They have special abilities to keep resurrecting themselves after death. Modern-tech.&lt;br /&gt;
* Arachne									&lt;br /&gt;
Spider people. Besides the eight-legs thing, are fairly vanilla. Spacer-tech&lt;br /&gt;
* Ancient Species							&lt;br /&gt;
Half-Elves. Assorted tech levels&lt;br /&gt;
* Astoriel 								&lt;br /&gt;
Elves&lt;br /&gt;
* Bun										&lt;br /&gt;
Bunny People. Tribal-to-Industrial-tech&lt;br /&gt;
* Ferian									&lt;br /&gt;
Anthro-Fox people, not much here beyond the race.&lt;br /&gt;
* Forsaken								&lt;br /&gt;
Coal-black skin, horns, and glowing eyes. I assume some sort of demons?  Glitter-tech, with very powerful equipment. Have their own unique biome in Alpha Biomes mod&lt;br /&gt;
* Garam									&lt;br /&gt;
Furry cat girl pseudo-pets. Highly detailed in-built animation, but the only race in this list that use their own unique framework (not HAR), causing a number of compatibility issues&lt;br /&gt;
* Giants									&lt;br /&gt;
What it says on the tin, really.&lt;br /&gt;
* Nyaron									&lt;br /&gt;
Mass produced cat girls. Every weeb's dream&lt;br /&gt;
* Silkiera								&lt;br /&gt;
Foxgirls with big tiddies. Medieval-tech.&lt;br /&gt;
* RimEffect Races							&lt;br /&gt;
Can't comment on these since I haven't tried this mod yet.&lt;/div&gt;</summary>
		<author><name>Regularity</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:Regularity&amp;diff=86954</id>
		<title>User:Regularity</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:Regularity&amp;diff=86954"/>
		<updated>2021-06-18T13:15:54Z</updated>

		<summary type="html">&lt;p&gt;Regularity: /* 1008B New Alien Races Content, Minor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Can someone recommend me a [insert category here] mod?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you, too, are tired of answering this question, just send them to this pastebin.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''Table of Contents''===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
* ''1001'' 	Colony Utility: Quality-of-life mods that directly increase the efficiency of pawns in their daily activities&lt;br /&gt;
&lt;br /&gt;
* ''1002'' 	Player Utility: Quality-of-life mods that do not directly affect the colony. Things like UI improvements, more detailed information, and automating repetitive player tasks.&lt;br /&gt;
&lt;br /&gt;
* ''1003'' 	Performance, Bug Fixes, and AI Improvements&lt;br /&gt;
&lt;br /&gt;
* ''1004'' 	Storage: Mods related to storing stuff&lt;br /&gt;
&lt;br /&gt;
* ''1005'' 	Graphical Improvements: these are purely cosmetic changes; graphical changes that improve readability or better convey information are under the Player Utility category&lt;br /&gt;
* ''1005A'' 	Graphical Improvements, General&lt;br /&gt;
* ''1005B''	Graphical Improvements, Pawn Body&lt;br /&gt;
* ''1005C''	Graphical Improvements, Detailed Hair: Higher resolution, detailed hair that looks very nice, but may clash with the vanilla Rimworld art style&lt;br /&gt;
* ''1005C''	Graphical Improvements, Simple Hair: Hair with relatively low gradients and shading, more closely matching the vanilla Rimworld art style&lt;br /&gt;
&lt;br /&gt;
* ''1006'' 	Content Expansion: Adds new content, but does not significantly change any core game mechanics or game balance&lt;br /&gt;
* ''1006A''	Content Expansion, Major&lt;br /&gt;
* ''1006B''	Content Expansion, Minor&lt;br /&gt;
* ''1006C''	Content Expansion, Wildlife and Enemies&lt;br /&gt;
&lt;br /&gt;
* ''1007'' 	Gameplay Mechanics Expansion: Adds new content with a significant impact on core game mechanics or game balance&lt;br /&gt;
* ''1007A''	Gameplay Mechanics Expansion, Major&lt;br /&gt;
* ''1007B''	Gameplay Mechanics Expansion, Minor&lt;br /&gt;
&lt;br /&gt;
* ''1008''	New Alien Races Content: Covers notable alien races and supporting mods. For the sake of keeping the list a reasonable length, most races that are functionally little more than a reskin with minor stat changes have been omitted. The list here tries to focus on the more novel or interesting races.&lt;br /&gt;
* ''1008A''	New Alien Races Content, Major&lt;br /&gt;
* ''1008B''	New Alien Races Content, Minor&lt;br /&gt;
&lt;br /&gt;
==''1001'' Colony Utility==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* [SYR] Doormats							&lt;br /&gt;
Prevents outdoor filth from being tracked indoors&lt;br /&gt;
* Programmable Vents						&lt;br /&gt;
Vents that shut off when rooms reach a certain temperature; allows you to passively heat rooms without overheating them during hotter days&lt;br /&gt;
* Meat Blend								&lt;br /&gt;
Allows mixing of all meat types into a single type for easier storage (you can opt out insect or humanoid meat to avoid mood penalties)&lt;br /&gt;
* Veggie Mix								&lt;br /&gt;
The above, but for plants&lt;br /&gt;
* DontBlockDoor							&lt;br /&gt;
Prevents random dropped items from holding the door open and allowing in invaders or prisoners&lt;br /&gt;
* Trading Spot							&lt;br /&gt;
Choose where trader caravans loiter&lt;br /&gt;
* [SYR] Set Up Camp						&lt;br /&gt;
Create a small, temporary local map to perform actions you can't on the world map.&lt;br /&gt;
* Roads of the Rim						&lt;br /&gt;
Build roads on the world map&lt;br /&gt;
* Locks2									&lt;br /&gt;
Doors can be set to allow/block visitors, pets, or specific pawns in your colony&lt;br /&gt;
* RT Solar Flare Shield					&lt;br /&gt;
Build a shield to protect against solar flares&lt;br /&gt;
* RT Fuses								&lt;br /&gt;
Build fuses to prevent BZZZZT events&lt;br /&gt;
* Share the Load							&lt;br /&gt;
Allows multiple pawns to haul resources to a construction site, instead of just one at a time&lt;br /&gt;
* Replace Stuff			&lt;br /&gt;
Don't like how vents create a massive weak spot in otherwise sturdy walls? Try these. Vents no longer replace walls, but are added onto them, leaving the wall behind even if the vent is destroyed&lt;br /&gt;
* Power++									&lt;br /&gt;
Adds the ability to transmit power wirelessly, both on-map or across the world to other sites&lt;br /&gt;
* No Random Relations						&lt;br /&gt;
Don't like the game randomly deciding a pawn has an uncle/sister/cousin? This is for you&lt;br /&gt;
* Royalty Tweaks							&lt;br /&gt;
Makes the more restrictive or annoying parts of royalty content optional&lt;br /&gt;
* Smart Medicine							&lt;br /&gt;
Allows pawns to carry medicine with them and use it in the field&lt;br /&gt;
* Xenobionic Patcher						&lt;br /&gt;
Have lots of races installed and worried about bionic compatibility? This makes every surgery compatible with every race&lt;br /&gt;
* No Burn Metal							&lt;br /&gt;
Removes flammability from steel and other metal&lt;br /&gt;
* Faction Blender							&lt;br /&gt;
Adds new factions which take pawns from all available races, as opposed to the norm where each faction is only composed of a single race&lt;br /&gt;
* Realistic Rooms							&lt;br /&gt;
Makes it so colonists merely want bedroom-sized bedrooms, and not apartment-sized ones&lt;br /&gt;
* Expanded Roofing						&lt;br /&gt;
Allows the creation and removal of overhead mountain, glass roofing, and even solar roofing.&lt;br /&gt;
* Imprisonment on the Go					&lt;br /&gt;
Allows the capturing of prisoners without an enclosed sleeping space. Very useful when attacking enemy sites.&lt;br /&gt;
* Simple Slavery							&lt;br /&gt;
Allows you to draft prisoners and put them to work&lt;br /&gt;
* Prison Labor							&lt;br /&gt;
A mod that is much larger and more sophisticated way to make use of prisoners than Simple Slavery, but has a reputation for being buggy. (WARNING: May cause an assortment of bugs relating to jobs)&lt;br /&gt;
* Power Logic								&lt;br /&gt;
Adds power buildings that allow creation of logic gates, sensors, and so on.&lt;br /&gt;
* My Little Planet						&lt;br /&gt;
Allows you to change the planet's landmass, effectively controlling how vast or cramped the planet is&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1002'' Player Utility==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* TD Enhancement Pack						&lt;br /&gt;
Improves a ton of small things in the user interface of the game&lt;br /&gt;
* Colony Groups							&lt;br /&gt;
A major overhaul and improvement of the colonist bar&lt;br /&gt;
* Interaction Bubbles						&lt;br /&gt;
Allows you to see conversations or interactions beteween pawns without digging through the game log&lt;br /&gt;
* Damage Indicators						&lt;br /&gt;
Adds floating numbers that display the damage taken by pawns or buildings&lt;br /&gt;
* Better Pawn Control						&lt;br /&gt;
Greatly increases the control you have over food, drug, and equipment policies&lt;br /&gt;
* Pawn Rules								&lt;br /&gt;
Allows restricting of bonding, romance, and artisan crafting&lt;br /&gt;
* Camera+									&lt;br /&gt;
Removes default restrictions of camera zoom levels&lt;br /&gt;
* RimHUD									&lt;br /&gt;
Makes the bottom-left info window completely customizable in color, font, size, tabs, etc.&lt;br /&gt;
* World Edit&lt;br /&gt;
Tired of rerolling for the perfect site at a river, coast, mountain, or whatever? Just edit the world.&lt;br /&gt;
* Character Editor						&lt;br /&gt;
Allows completely changing of every aspect of existing pawns. Even if cheating isn't your thing, it's good to have installed to easily fix bugs that may occur without manual save editing&lt;br /&gt;
* Map Reroll								&lt;br /&gt;
Reroll the local colony map if you don't like the exact layout of certain things&lt;br /&gt;
* Map Designer							&lt;br /&gt;
Allows creating maps using custom parameters, instead of them being dictated by the world map tile.&lt;br /&gt;
* Whats that mod							&lt;br /&gt;
Adds text at the bottom of every item/pawn/thing's info window showing what mod it's from&lt;br /&gt;
* Change map edge limit					&lt;br /&gt;
Build up to the map edge if you so desire, to wall off access to raids or caravans from certain points of the map&lt;br /&gt;
* Work Tab, Animal Tab, Colony Manger		&lt;br /&gt;
More detailed control for these tabs&lt;br /&gt;
* Relations Tab							&lt;br /&gt;
See relations between all factions at a glance&lt;br /&gt;
* Allow Tool								&lt;br /&gt;
Allows map-wide forbidding, selection, or allowing. &lt;br /&gt;
* Toggle Harvest							&lt;br /&gt;
Allows control of whether growing areas should be planted or harvested&lt;br /&gt;
* Dub Mint Menus							&lt;br /&gt;
Consolidates the work tabs from every workbench and recipe you have access to, in one location&lt;br /&gt;
* Directly Abandon Settlement				&lt;br /&gt;
Allow you to abandon locations on the world map&lt;br /&gt;
* WikiRim									&lt;br /&gt;
Adds an in-game database of items and recipes you can search&lt;br /&gt;
* Heat Map								&lt;br /&gt;
Adds an overlay to see temperatures in all rooms at the same time&lt;br /&gt;
* Appearance Clothing	+ HAR addon			&lt;br /&gt;
Allows you to set appearance of pawns completely independent of whatever gear they're wearing. Vital for preventing incompatibilities or missing textures if you play with many races that have race-exclusive gear&lt;br /&gt;
* Better Roads							&lt;br /&gt;
Makes roads easier to see on the world map&lt;br /&gt;
* Dubs Mint Minimap						&lt;br /&gt;
Adds a minimap to the game, making tracking of threats far easier&lt;br /&gt;
* Recipe Icons							&lt;br /&gt;
Makes scrolling through recipe lists easier by attaching relevant product images&lt;br /&gt;
* Filth Vanishes with Rain				&lt;br /&gt;
What it says on the tin, rain can clean outdoor terrain of filth. Slightly improves performance by removing filth periodically&lt;br /&gt;
* Better Time Format						&lt;br /&gt;
Let's you see the exact in-game time instead of just a vague approximation&lt;br /&gt;
* Armored Floors							&lt;br /&gt;
For a great cost, allows you to prevent infestations in certain areas&lt;br /&gt;
* RPG Inventory OR Awesome Inventory&lt;br /&gt;
Adds a visual paper-doll like inventory, making it easy to see equipment at a glance&lt;br /&gt;
* Better Message Placement				&lt;br /&gt;
Prevents popup messages from blocking the colonist bar&lt;br /&gt;
* Drop All Inventory						&lt;br /&gt;
Allows you to rapidly unload cargo from your caravans without having to wait&lt;br /&gt;
* Defensive Positions						&lt;br /&gt;
Allows you to have pawns move to pre-selected locations and draft themselves with a single hotkey&lt;br /&gt;
* Keep Bed Ownership						&lt;br /&gt;
Prevents ownership of beds from being erased when they need to sleep using a bed on another map&lt;br /&gt;
* Research Pal Forked						&lt;br /&gt;
Greatly improves the research screen with a better UI and more detail&lt;br /&gt;
* Bionic Icons							&lt;br /&gt;
Allows you to determine which implant is which at a glance by adding pictures to them.&lt;br /&gt;
* Allow Tools								&lt;br /&gt;
Adds improved tools for allowing or disallow en masse&lt;br /&gt;
* More Harvest Designators				&lt;br /&gt;
Similar to above, but for designations concerning farming and wild planet harvesting &lt;br /&gt;
* Vein Miner OR Mine it all						&lt;br /&gt;
Similar to above, but for mining&lt;br /&gt;
* Rangefinder								&lt;br /&gt;
Allows you to toggle a big circle around a pawn constantly showing its maximum firing range.&lt;br /&gt;
* Loading in Progress						&lt;br /&gt;
Allows adds or removing of objects from drop pods without having to unload and then reload all pods' contents.&lt;br /&gt;
* Cut plants before building				&lt;br /&gt;
Lets you get the plant resources from plants under a building blueprint, instead of destroying them&lt;br /&gt;
&lt;br /&gt;
==''1003'' Performance, Bug Fixes, and AI Improvements==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
Dubs Performance Analyzer				&lt;br /&gt;
Arguably the single most important tool for improving game performance. It allows you to see specifically which parts of the game are causing the most slowdown, allowing you to identify and solve bugs which don't normally report errors, or identify which of your mods is secretly causing game slowdown due to poor coding.&lt;br /&gt;
* Rocketman								&lt;br /&gt;
Essentially reduces the frequency at which the game checks low-importance things, to greatly improve game performance.&lt;br /&gt;
* PawnTargetFix							&lt;br /&gt;
Makes ranged attackers focus more on the nearest target rather than selecting one randomly&lt;br /&gt;
* Perfect Pathfinding						&lt;br /&gt;
Makes pawns travel in a straight line instead of moving almost entirely at diagonals with large detours&lt;br /&gt;
* Path Avoid								&lt;br /&gt;
A useful tool for fixing pathfinding quirks; allows you to paint pathfinding costs onto terrain, allowing you to override normal AI pathfinding. Good for forcing pawns to use roads and avoid traps or obstacles.&lt;br /&gt;
* Word of Freelove						&lt;br /&gt;
Removes the normal hetero-only restrictions on the Word of Love psycast in the Royalty DLC&lt;br /&gt;
* Kijin									&lt;br /&gt;
This race mod isn't really a &amp;quot;fix&amp;quot;, but has a research project to achieve double yields from animals, effectively allowing you to have half as many animals on the map without losing productivity. This in turn can save on game memory.&lt;br /&gt;
* More Trait Slots						&lt;br /&gt;
With a lot of mods adding (or sometimes even requiring) new traits, this mod allows you to increase the maximum number of traits allowed on a pawn, allowing you to fully make use of these mods&lt;br /&gt;
* Animal Logic							&lt;br /&gt;
Allows very precise tuning of animal behavior instead of being at the mercy of whatever values are vanilla&lt;br /&gt;
* Smarter Construction					&lt;br /&gt;
Improves construction reach, greatly reducing incidents of pawns trapping themselves&lt;br /&gt;
* Smarter Deconstruction and Mining		&lt;br /&gt;
Similar to the above, but for preventing roof cave-ins&lt;br /&gt;
* Mining Priority							&lt;br /&gt;
Prioritizes which metals to mine by value, instead of just by distance&lt;br /&gt;
* Pickup and Haul							&lt;br /&gt;
Allows colonists to use their inventory for hauling purposes, greatly increasing the amount of items they can move in one trip&lt;br /&gt;
* Haul to Stack							&lt;br /&gt;
Prioritizes hauling to drop off goods an an existing stack of that good, instead of creating multiple incomplete stacks which add clutter&lt;br /&gt;
* Rimthreaded								&lt;br /&gt;
Rimworld is normally limited to a single CPU core. This mod attempts to force it to use multiple cores. (WARNING: This mod has an incompatibility list a mile long, so read it before attempting to use this mod!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1004'' Storage==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Deep Storage							&lt;br /&gt;
Lets you store multiple stacks on one tile&lt;br /&gt;
* Netrve's DeepStorage UI					&lt;br /&gt;
Improves the interaction menu of deep storage building&lt;br /&gt;
* Rimfridge 								&lt;br /&gt;
Adds storage with build-in cooling&lt;br /&gt;
* [JD] Simply Storage						&lt;br /&gt;
Adds a much greater number of containers for Deep Storage&lt;br /&gt;
* [JD] Simply Storage - Refrigeration 	&lt;br /&gt;
Same but for rimfridge&lt;br /&gt;
* Stack XXL OR OgreStack					&lt;br /&gt;
Allows you to change how many individual items can be placed in a single stack of items, drastically effecting storage capacity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1005'' Graphical Improvements==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005A'' Graphical Improvements, General===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* World Beautification Project + addons	&lt;br /&gt;
Greatly improves the graphics of the world map&lt;br /&gt;
* Hats Display Selection OR Show Hair 	&lt;br /&gt;
Allows you to hide helmets, or have headgear that doesn't remove hair from the pawn&lt;br /&gt;
* Graphics Setter							&lt;br /&gt;
Improves sharpness and reduces blur of sprites&lt;br /&gt;
* High Quality Textures					&lt;br /&gt;
What it says on the tin&lt;br /&gt;
* Gloomy Deco	+ other Gloomy mods			&lt;br /&gt;
Technically a furniture mod, but adds a lot of decorative objects focused on cute or low-tech appearance&lt;br /&gt;
Vanilla Furniture Expanded Props		&lt;br /&gt;
Similar to above, but more modern and serious-looking&lt;br /&gt;
* RimThemes								&lt;br /&gt;
Change window/UI colors and transparency to whatever you desire&lt;br /&gt;
* Eccentric Tech - Cosmetic				&lt;br /&gt;
Adds a large number of purely cosmetic implants; animal ears, horns, tails, etc&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005B'' Graphical Improvements, Pawn Body===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Beautiful Bodies						&lt;br /&gt;
Greatly increases body detail without changing body shape (therefore retaining full compatibility with every vanilla clothing mod)&lt;br /&gt;
* FemaleBB + bodytype add-on				&lt;br /&gt;
This adds a new type of female body shape and increases its, ahem, bust size, though the body itself remains pretty vanilla-like in that it lacks high detail and shading. What makes this mod noteworthy is that the author has manually re-created from scratch literally hundreds of pieces of armor and clothing from almost every major mod to make them similarly more revealing and skimpy (and to fit the new body shape). Mod settings allow you to decide which races this new body type will apply to, and which will remain vanilla. As long as your mother doesn't see this, you should be okay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005C'' Graphical Improvements, Detailed Hair===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Replace Vanilla Hair 					&lt;br /&gt;
As the name suggests, overrides vanilla hairs with far more detailed and higher resolution versions.&lt;br /&gt;
* Roppoi Hair&lt;br /&gt;
* Vee Hairs&lt;br /&gt;
* Gommy Hair mk2&lt;br /&gt;
* Amerio anime hairs&lt;br /&gt;
* Eccentric Extras&lt;br /&gt;
* Gw hair mod&lt;br /&gt;
* Mokan Hair&lt;br /&gt;
* GW-HornHair&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005C'' Graphical Improvements, Simple Hair===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Vanilla Hair Expanded&lt;br /&gt;
* Won hair_women + hair_men&lt;br /&gt;
* [Ods] Hair&lt;br /&gt;
* [SS]Lovely Hair Style&lt;br /&gt;
* Rim Seraph Hair&lt;br /&gt;
* Extended Hair&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1006'' Content Expansion==&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
(Author's note: The &amp;quot;major&amp;quot; and &amp;quot;minor&amp;quot; categories below are purely a reflection of the mod's size and complexity. These categories are not a reflection of usefulness, quality, or gameplay impact.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1006A'' Content Expansion, Major===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* RBSE OR EPOE-Forked						&lt;br /&gt;
These two mods are the main competing frameworks for rimworld surgeries. A detailed comparison on them can be seen here ( https://docs.google.com/spreadsheets/d/1xZaHNbrRg_4vl6HeRlmTmvFfIB1cjUtCGhg8wjtXISk/ )&lt;br /&gt;
* Glittertech								&lt;br /&gt;
Adds a large range of very late-game advanced technology. May be overpowered.&lt;br /&gt;
* PolarisBloc								&lt;br /&gt;
Similar to glittertech&lt;br /&gt;
* RimCuisine2 + addons					&lt;br /&gt;
One of the largest mods dedicated to farming, cooking, and food in general&lt;br /&gt;
* Zipangu									&lt;br /&gt;
Similar to the above, but wholely focused on Japanese-themed cuisine. Also has a large amount of Japanese furniture&lt;br /&gt;
* Alpha Animals							&lt;br /&gt;
Adds a huge number of non-earthlike creatures to the game&lt;br /&gt;
* More Practical Traits					&lt;br /&gt;
What it says on the tin&lt;br /&gt;
* Xeva + addons							&lt;br /&gt;
Adds five new factions and a wide array of weapons, armor, and enemies. (Combat Evolved compatibility not available, but patch is in progress)&lt;br /&gt;
&lt;br /&gt;
===''1006B'' Content Expansion, Minor===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* A Dog Said...							&lt;br /&gt;
The main framework for animal surgeries and bionics used by the community&lt;br /&gt;
* Alpha Biomes							&lt;br /&gt;
Adds several non-earthlike exotic biomes to the game&lt;br /&gt;
* Biomes Core + Biomes Islands			&lt;br /&gt;
Adds island maps and swimming to the game&lt;br /&gt;
* Rimsenal + assorted addons				&lt;br /&gt;
Adds a vast number of weapons and armor to the game&lt;br /&gt;
* Go Explore!								&lt;br /&gt;
Adds random events which cause ruined locations to appear on the map, ripe for plundering&lt;br /&gt;
* Vanilla Events Expanded					&lt;br /&gt;
Adds an assortment of vanilla-like events&lt;br /&gt;
* Utility Columns							&lt;br /&gt;
Adds columns that double as other furniture, such as lamps, freezers, orbital beacons, traps, or graves&lt;br /&gt;
* Vanilla Factions Expanded - Insectoids&lt;br /&gt;
Insectoid focused pack. Besides the usual, also adds a range of implants and genetically-engineered animals to perform various jobs&lt;br /&gt;
* Vanilla Weapons Expanded + addons		&lt;br /&gt;
Adds a wide range of new firearms&lt;br /&gt;
* Sparkling Worlds						&lt;br /&gt;
A large assorted mod. Adds new events, new glitter tech crafting recipes, a new faction, etc. &lt;br /&gt;
* Soft Warm Beds							&lt;br /&gt;
Makes beds a combination of a bed-frame and bed-sheet, rather than just a single item.&lt;br /&gt;
* Sometimes Raids Go Wrong				&lt;br /&gt;
Adds a small chance that hostile raids will crash their drop pods, arrive hungover, be chased by maddened animals, and so on.&lt;br /&gt;
* Apparello 2								&lt;br /&gt;
Adds a vast amount of new clothing types.&lt;br /&gt;
* More Vanilla Turrets 1.1				&lt;br /&gt;
Adds a large number of turrets for base defense		&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1006C'' Content Expansion, Wildlife and Enemies===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* Alpha Animals							&lt;br /&gt;
Already mentioned above&lt;br /&gt;
* Magical Mengerie						&lt;br /&gt;
Adds several mythical creatures to the game&lt;br /&gt;
* Orion's More Mechanoids					&lt;br /&gt;
What it says on the tin. Adds stronger mechs.&lt;br /&gt;
* Vanilla Factions Expanded - Mechanoids	&lt;br /&gt;
Ditto&lt;br /&gt;
* Super Mechneko							&lt;br /&gt;
Adds very tough, anime-style robots with giant titties&lt;br /&gt;
* Kemomimihouse + hardworking addon&lt;br /&gt;
		Adds cute pets that can be assigned job priorities, have skills, and do work exactly the same way as colonists&lt;br /&gt;
* 虫娘 Insect girls + hardworking addon	&lt;br /&gt;
Like the above, but insect-themed&lt;br /&gt;
&lt;br /&gt;
==''1007'' Gameplay Mechanics Expansion==&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
(Author's note: The &amp;quot;major&amp;quot; and &amp;quot;minor&amp;quot; categories below are purely a reflection of the mod's size and complexity. These categories are not a reflection of usefulness, quality, or gameplay impact.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1007A'' Gameplay Mechanics Expansion, Major===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* RimFactory + addons						&lt;br /&gt;
A massive mod that allows you to automate huge portions of colony, or automatically perform most tasks normally impossible to automate in Rimworld&lt;br /&gt;
* Rimworld of Magic						&lt;br /&gt;
Adds character classes to the game, along with associated spells and abilities, in a manner similar to D&amp;amp;D&lt;br /&gt;
* SOS2									&lt;br /&gt;
Adds starships, space combat, and interplanetary travel to the game&lt;br /&gt;
* Rimatomics								&lt;br /&gt;
Adds detailed nuclear power, along with very powerful turrets to the game&lt;br /&gt;
* Rimefeller								&lt;br /&gt;
Adds the oil industry to the game, allowing production a large number of normally unproducable materials from oil (plasteel, neutromine, etc)						&lt;br /&gt;
* Dubs Bad Hygiene							&lt;br /&gt;
Adds toilet, hygene, and thirst mechanics to the game. Also includes other useful utilities like central air conditioning, fire sprinklers, irrigation, etc.&lt;br /&gt;
* What the Hack							&lt;br /&gt;
Lets you capture, modify, and upgrade mechanoids for use as pets&lt;br /&gt;
* Gidduup + assorted addons&lt;br /&gt;
Allows animals to be ridden, both on the local map and world map. Add-ons allow for riding mechs, and for caravan use.&lt;br /&gt;
* Combat Evolved							&lt;br /&gt;
A major overhaul of fighting to make is much more deadly, unpredictable, and somewhat more realistic.&lt;br /&gt;
* RimJobWorld								&lt;br /&gt;
Oh boy, you found it. NSFW, 18+, etc. This is the ultimate sex mod for rimworld. Bestal1ty, r4pe, necr0philia, even pregnancies across species (and not just aliens, animals too). Not found on steam for obvious reasons, but any competent google search should lead you to it. You pervert. And sorry for the weird censoring, stupid word filters on pastebin.&lt;br /&gt;
* Pawnmorpher								&lt;br /&gt;
Furries: The Mod. This allows you to mutate pawns to give them animal-like body parts, or even turn them into animals (who are still sentient so act like pawns). Unlike Genetic Rim, research requires a lot of experimentation (on actual pawns) and collecting of data.&lt;br /&gt;
* Psychology&lt;br /&gt;
Instead of relying on pure RNG to determine pawns compatibility with each other, adds a massive amount of personality sliders and sexuality sliders to determine how well pawns get along&lt;br /&gt;
* Questionable Ethics Enhanced&lt;br /&gt;
Medical Ethics Violations: The Mod. Grow human organs, clone people, install mind control devices, etc.&lt;br /&gt;
* TiberiumRim								&lt;br /&gt;
Adds the namesake highly infectious, but infinitely renewable resource, along with a full set of vehicles (functionally, mechs) and a large amount of accompanying equipment and structures.&lt;br /&gt;
* 妖怪村1.32								&lt;br /&gt;
I don't know what the name says, either. This is basically a catch-all mod from Japanese mythology; about 20 mythical creatures, plus an assortment of armor, traits, weapons, buildings, furniture, medicines, body parts, etc. The reason this is listed under gameplay mechanics expansion is that some weapons are &amp;quot;intelligent&amp;quot; in that they gain XP and level up through combat, which is a neat idea. Note that while most of the content has a translation, some parts do not.&lt;br /&gt;
&lt;br /&gt;
===''1007B'' Gameplay Mechanics Expansion, Minor===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* SRTS + addons							&lt;br /&gt;
Adds aircraft for rapid traversing of the planet.&lt;br /&gt;
* Genetic Rim								&lt;br /&gt;
Allows harvesting of genes to create implants or dozens of new animal species&lt;br /&gt;
* Genetic Rim Alpha Animals Patch			&lt;br /&gt;
Expands the above to include creatures from alpha animals&lt;br /&gt;
* Bondage Beds							&lt;br /&gt;
Allows players to control addict pawns without resorting to removing the legs or spine, by simply tying them to a bed&lt;br /&gt;
* Preemptive Strike						&lt;br /&gt;
Allows the construction of facilities to detect friendly traders and enemy raids before they arrive&lt;br /&gt;
* EbD Prepare Carefully					&lt;br /&gt;
Allows you to manually create starting cargo and pawns on game start instead of relying on RNG&lt;br /&gt;
* ED-Shields								&lt;br /&gt;
Unlike most shield mods which merely add shield generators, this mod allows precise customization of each shield's functions and abilities using modules&lt;br /&gt;
* Crash Landing							&lt;br /&gt;
Adds a starting scenario and random event involving ship sections crashing to the planet&lt;br /&gt;
* More Faction Interaction				&lt;br /&gt;
Overhauls traders, faction expansion, and other diplomatic things&lt;br /&gt;
* Infusion 2								&lt;br /&gt;
Adds &amp;quot;enchantments&amp;quot; to gear, so that the effectiveness of something is more than just its quality and material alone.&lt;br /&gt;
* PsiTech									&lt;br /&gt;
An alternative to the royalty psycast system for psionics&lt;br /&gt;
* Orion's Hospitality						&lt;br /&gt;
Allows you to effectively run a hotel. Charge guests for beds, feed them, and make them happy to improve faction relations and earn more rewards&lt;br /&gt;
* Orion's Gastronomy						&lt;br /&gt;
The above, but instead of a hotel, you can run a restaurant. &lt;br /&gt;
* RimCities&lt;br /&gt;
Adds unique settlement types (cities, duh) and assorted quests involving them (conquest, defense, assassination, etc)&lt;br /&gt;
* Social Interactions Expanded			&lt;br /&gt;
Gives social interactions more diversity, and allow traits to change due to events&lt;br /&gt;
* Backup Power							&lt;br /&gt;
Allows various power sources to autonomously turn themselves on or off based on power remaining in batteries.&lt;br /&gt;
* RimDeed									&lt;br /&gt;
Adds a sort of employment agency where, for a fee, a company will find new possible recruits for you.&lt;br /&gt;
* Guard For Me							&lt;br /&gt;
Allows the hiring of very powerful pawns on a temporary, salaried basis.&lt;br /&gt;
* Empire									&lt;br /&gt;
Adds a mini-game involving the creation of settlements and their taxation/defense. (WARNING: Will almost certainly break any semblance of a balanced game economy due to the exponential growth of wealth)&lt;br /&gt;
* RimWar									&lt;br /&gt;
Effectively allows conquest and war between factions. (WARNING: May cause significant game slowdown, to say nothing of balance issues caused by factions being removed from the game through destruction)&lt;br /&gt;
* Vanilla Factions Expanded - Mechanoids	&lt;br /&gt;
Mechanoid focused pack which not only adds the usual (new weapons, enemies, etc), but automated factories and supercomputers, and a &amp;quot;total war&amp;quot; mechanic tracking mechanoid progress on a global level&lt;br /&gt;
* Organ Harvest Post-Mortem				&lt;br /&gt;
Harvest organs and implants from dead pawns. (WARNING: This most destroys the game economy's balance due to each dead raider producing several times more wealth than normal, from harvested organs)&lt;br /&gt;
* Expanded Roofing						&lt;br /&gt;
Allows you to build or demolish overhead mountain, as well as other utility roofs (glass, solar, etc).&lt;br /&gt;
* Roads of the Rim						&lt;br /&gt;
Allows construction of new roads on the world map&lt;br /&gt;
* Remote Tech 							&lt;br /&gt;
Adds an assortment of traps that can be activated remotely without need for a pawn to trigger them.&lt;br /&gt;
* Animal Armor + addons					&lt;br /&gt;
What it says on the tin&lt;br /&gt;
* Death Rattle							&lt;br /&gt;
Normally pawns will instantly perish the moment a vital organ (such as the heart) fails. This mod instead gives you a small time window to perform surgery or hook the pawn up to life support before they actually perish, just like how it works in real life.&lt;br /&gt;
&lt;br /&gt;
==''1008'' New Alien Races Content, and Supporting Mods==&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
&lt;br /&gt;
(Authors Note: Races are divided here into major and minor. Major races are those that either have large anatomical differences from normal humanoid pawns, or they have a particularly extensive amount of secondary content (pets, buildings, weapons, armor, factions), or are otherwise novel in some way. Minor races are those that are just humanoid pawns and have little content outside of race-specific armor and weapons.)&lt;br /&gt;
&lt;br /&gt;
(Author's Note: Nearly all races support one of the two competing bionics mods, RBSE or EPOE. If you are unable to perform bionic surgeries on a race, it may be because you are missing whichever of these two the race supports. Alternatively, the mod Xenobiotic Patcher makes all surgeries cross-species, but occasionally causes some odd or nonsensical surgeries to be unlocked, though this isn't really a problem if you avoid using them them.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1008A'' New Alien Races Content, Major===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* Humanoid Alien Races 2.0				&lt;br /&gt;
Not a race mod, but an underlying framework required by nearly every race mod in existence. &lt;br /&gt;
* Xenobionic Patcher						&lt;br /&gt;
Have lots of races installed and worried about bionic compatibility? This makes every surgery compatible with every race&lt;br /&gt;
* Androids								&lt;br /&gt;
Robots that can customize their bodies and traits upon assembly.&lt;br /&gt;
* Android Tiers++							&lt;br /&gt;
A far larger robot mod, albeit one that has earned a bad reptuation for hurting game performance. It has truly unique features things like mind-uploading, mind-copying, but also completely destroys game balance due to its overpoweredness.&lt;br /&gt;
* Anty the War Ant Race					&lt;br /&gt;
Quoting the author, &amp;quot;The problem child of the universe.&amp;quot; Lots of unique mechanics here: An anty can be transformed using pheromones, making them a queen to constantly produce new children, or alternatively you can turn them into a soldier, or an acid suicide bomb. They also recycle prisoners into meat computers, living generators, or human cattle that slowly waste away for new food. Their weapons are mostly acid-based, and they have grenades which can instantly deploy a sandbag cover. Lots of neat stuff. &lt;br /&gt;
* Avali									&lt;br /&gt;
Bird lizard people things? One of the single largest mods in terms of supporting content (buildings, armor, weapons). Spacer-tech&lt;br /&gt;
* Crystallods								&lt;br /&gt;
Crystal people. The race itself pretty unremarkable and uses very old graphics, but they have extensive supporting content such as a unique type of raid, a large array of new psycasts, and a unique way to generate power.&lt;br /&gt;
* Dragonians								&lt;br /&gt;
Dragon girls. Have the advantages of being able to graze, be milked and sheared, but still a sentient pawn. Tribal-tech&lt;br /&gt;
* Epona&lt;br /&gt;
Centaurs. Assorted tech levels. Have their own custom space suits for SOS2 compatibility. &lt;br /&gt;
* Idhale									&lt;br /&gt;
Basically ghosts. Immune to conventional attack, but in turn are also unable to attack others.&lt;br /&gt;
* Kijin									&lt;br /&gt;
Japanese Oni (demons). Have a number of unique techs which improve the productivity of farm animals, and their own unique win condition. Japanese/medieval-tech.&lt;br /&gt;
* Kurin&lt;br /&gt;
Three-tailed foxgirls. One of the most popular race mods, so have a large number of add-ons mods or ports. Spacer-tech&lt;br /&gt;
* Mincho									&lt;br /&gt;
Ice cream slime girls. A living testament to the horrors (or brillaince) of genetic engineering. Extremely durable bodies; probably the only race listed that can literally survive their heads being blown off. And then grow it back.&lt;br /&gt;
* Moyo									&lt;br /&gt;
Deep sea dwellers. Blood from this race can be harvested and turned into a wide range of drugs, from mech serums to cocaine. Spacer-tech&lt;br /&gt;
* Neclose									&lt;br /&gt;
Some sort of combination of huge-titty girls, jelly fish, and sea pickle. Unarmed attacks will paralyze and eventually cause comas. Can also create fleshbeasts to act as menial works.&lt;br /&gt;
* Oni										&lt;br /&gt;
Roughly based on oni from Japanese lore. Available as both an animal version and a sentient pawn.&lt;br /&gt;
* Orassan									&lt;br /&gt;
Anthro-cat people (though de-furry patches exist). Specializes in arctic survival; they can farm ice like soil, and can turn normal strone into an enhanced type of concrete. Spacer-tech&lt;br /&gt;
* Rabbies									&lt;br /&gt;
Rabbit people with a global addiction to a drug called Planetarium. Modern/Spacer-tech. &lt;br /&gt;
* Ratkin									&lt;br /&gt;
Cute rat people whose raids can burrow using drill machines, allowing them to appear inside your base similar to insectoid infestations. Steampunk-tech.&lt;br /&gt;
* Rakkle									&lt;br /&gt;
Naga-like snake people with a few unique mechanics. Firstly, most of their vital organs are actually in their snake half and not their human half (which is quite useful in Combat Evolved where cover protects the bottom half of a pawn first). And like snakes they can periodically shed their skin, or consume one giant meal and slowly digest it for an entire week instead of eating daily like most other species. &lt;br /&gt;
* Revia									&lt;br /&gt;
(Yes, more fox girls). A focus bloodlust and sacrifice; they can generate lost body parts or permanently improve stats by sacrificing prisoners. (WARNING: This mod has been known to cause a few serious issues, such as traders not having any inventories, ever)&lt;br /&gt;
* Nearmare								&lt;br /&gt;
Fairy-like race that can summon will o' wisps to aid them, and is very strong against mental/morale damage.&lt;br /&gt;
* Xenoorca&lt;br /&gt;
Killer whale mermaids. Like their namesake they're large, powerful and predatory. (Only appear as a pirate faction by default). Spacer-tech.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1008B'' New Alien Races Content, Minor===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* Annelitrice								&lt;br /&gt;
Mimic shapeshifters which appear unremarkable, but are actually composed of hives of worms. They have special abilities to keep resurrecting themselves after death. Modern-tech.&lt;br /&gt;
* Arachne									&lt;br /&gt;
Spider people. Besides the eight-legs thing, are fairly vanilla. Spacer-tech&lt;br /&gt;
* Ancient Species							&lt;br /&gt;
Half-Elves. Assorted tech levels&lt;br /&gt;
* Astoriel 								&lt;br /&gt;
Elves&lt;br /&gt;
* Bun										&lt;br /&gt;
Bunny People. Tribal-to-Industrial-tech&lt;br /&gt;
* Ferian									&lt;br /&gt;
Anthro-Fox people, not much here beyond the race.&lt;br /&gt;
* Forsaken								&lt;br /&gt;
Coal-black skin, horns, and glowing eyes. I assume some sort of demons?  Glitter-tech, with very powerful equipment. Have their own unique biome in Alpha Biomes mod&lt;br /&gt;
* Garam									&lt;br /&gt;
Furry cat girl pseudo-pets. Highly detailed in-built animation, but the only race in this list that use their own unique framework (not HAR), causing a number of compatibility issues&lt;br /&gt;
* Giants									&lt;br /&gt;
What it says on the tin, really.&lt;br /&gt;
* Nyaron									&lt;br /&gt;
Mass produced cat girls. Every weeb's dream&lt;br /&gt;
* Silkiera								&lt;br /&gt;
Foxgirls with big tiddies. Medieval-tech.&lt;br /&gt;
* RimEffect Races							&lt;br /&gt;
Can't comment on these since I haven't tried this mod yet.&lt;/div&gt;</summary>
		<author><name>Regularity</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:Regularity&amp;diff=86953</id>
		<title>User:Regularity</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:Regularity&amp;diff=86953"/>
		<updated>2021-06-18T07:17:25Z</updated>

		<summary type="html">&lt;p&gt;Regularity: /* 1002 Player Utility */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Can someone recommend me a [insert category here] mod?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you, too, are tired of answering this question, just send them to this pastebin.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''Table of Contents''===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
* ''1001'' 	Colony Utility: Quality-of-life mods that directly increase the efficiency of pawns in their daily activities&lt;br /&gt;
&lt;br /&gt;
* ''1002'' 	Player Utility: Quality-of-life mods that do not directly affect the colony. Things like UI improvements, more detailed information, and automating repetitive player tasks.&lt;br /&gt;
&lt;br /&gt;
* ''1003'' 	Performance, Bug Fixes, and AI Improvements&lt;br /&gt;
&lt;br /&gt;
* ''1004'' 	Storage: Mods related to storing stuff&lt;br /&gt;
&lt;br /&gt;
* ''1005'' 	Graphical Improvements: these are purely cosmetic changes; graphical changes that improve readability or better convey information are under the Player Utility category&lt;br /&gt;
* ''1005A'' 	Graphical Improvements, General&lt;br /&gt;
* ''1005B''	Graphical Improvements, Pawn Body&lt;br /&gt;
* ''1005C''	Graphical Improvements, Detailed Hair: Higher resolution, detailed hair that looks very nice, but may clash with the vanilla Rimworld art style&lt;br /&gt;
* ''1005C''	Graphical Improvements, Simple Hair: Hair with relatively low gradients and shading, more closely matching the vanilla Rimworld art style&lt;br /&gt;
&lt;br /&gt;
* ''1006'' 	Content Expansion: Adds new content, but does not significantly change any core game mechanics or game balance&lt;br /&gt;
* ''1006A''	Content Expansion, Major&lt;br /&gt;
* ''1006B''	Content Expansion, Minor&lt;br /&gt;
* ''1006C''	Content Expansion, Wildlife and Enemies&lt;br /&gt;
&lt;br /&gt;
* ''1007'' 	Gameplay Mechanics Expansion: Adds new content with a significant impact on core game mechanics or game balance&lt;br /&gt;
* ''1007A''	Gameplay Mechanics Expansion, Major&lt;br /&gt;
* ''1007B''	Gameplay Mechanics Expansion, Minor&lt;br /&gt;
&lt;br /&gt;
* ''1008''	New Alien Races Content: Covers notable alien races and supporting mods. For the sake of keeping the list a reasonable length, most races that are functionally little more than a reskin with minor stat changes have been omitted. The list here tries to focus on the more novel or interesting races.&lt;br /&gt;
* ''1008A''	New Alien Races Content, Major&lt;br /&gt;
* ''1008B''	New Alien Races Content, Minor&lt;br /&gt;
&lt;br /&gt;
==''1001'' Colony Utility==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* [SYR] Doormats							&lt;br /&gt;
Prevents outdoor filth from being tracked indoors&lt;br /&gt;
* Programmable Vents						&lt;br /&gt;
Vents that shut off when rooms reach a certain temperature; allows you to passively heat rooms without overheating them during hotter days&lt;br /&gt;
* Meat Blend								&lt;br /&gt;
Allows mixing of all meat types into a single type for easier storage (you can opt out insect or humanoid meat to avoid mood penalties)&lt;br /&gt;
* Veggie Mix								&lt;br /&gt;
The above, but for plants&lt;br /&gt;
* DontBlockDoor							&lt;br /&gt;
Prevents random dropped items from holding the door open and allowing in invaders or prisoners&lt;br /&gt;
* Trading Spot							&lt;br /&gt;
Choose where trader caravans loiter&lt;br /&gt;
* [SYR] Set Up Camp						&lt;br /&gt;
Create a small, temporary local map to perform actions you can't on the world map.&lt;br /&gt;
* Roads of the Rim						&lt;br /&gt;
Build roads on the world map&lt;br /&gt;
* Locks2									&lt;br /&gt;
Doors can be set to allow/block visitors, pets, or specific pawns in your colony&lt;br /&gt;
* RT Solar Flare Shield					&lt;br /&gt;
Build a shield to protect against solar flares&lt;br /&gt;
* RT Fuses								&lt;br /&gt;
Build fuses to prevent BZZZZT events&lt;br /&gt;
* Share the Load							&lt;br /&gt;
Allows multiple pawns to haul resources to a construction site, instead of just one at a time&lt;br /&gt;
* Replace Stuff			&lt;br /&gt;
Don't like how vents create a massive weak spot in otherwise sturdy walls? Try these. Vents no longer replace walls, but are added onto them, leaving the wall behind even if the vent is destroyed&lt;br /&gt;
* Power++									&lt;br /&gt;
Adds the ability to transmit power wirelessly, both on-map or across the world to other sites&lt;br /&gt;
* No Random Relations						&lt;br /&gt;
Don't like the game randomly deciding a pawn has an uncle/sister/cousin? This is for you&lt;br /&gt;
* Royalty Tweaks							&lt;br /&gt;
Makes the more restrictive or annoying parts of royalty content optional&lt;br /&gt;
* Smart Medicine							&lt;br /&gt;
Allows pawns to carry medicine with them and use it in the field&lt;br /&gt;
* Xenobionic Patcher						&lt;br /&gt;
Have lots of races installed and worried about bionic compatibility? This makes every surgery compatible with every race&lt;br /&gt;
* No Burn Metal							&lt;br /&gt;
Removes flammability from steel and other metal&lt;br /&gt;
* Faction Blender							&lt;br /&gt;
Adds new factions which take pawns from all available races, as opposed to the norm where each faction is only composed of a single race&lt;br /&gt;
* Realistic Rooms							&lt;br /&gt;
Makes it so colonists merely want bedroom-sized bedrooms, and not apartment-sized ones&lt;br /&gt;
* Expanded Roofing						&lt;br /&gt;
Allows the creation and removal of overhead mountain, glass roofing, and even solar roofing.&lt;br /&gt;
* Imprisonment on the Go					&lt;br /&gt;
Allows the capturing of prisoners without an enclosed sleeping space. Very useful when attacking enemy sites.&lt;br /&gt;
* Simple Slavery							&lt;br /&gt;
Allows you to draft prisoners and put them to work&lt;br /&gt;
* Prison Labor							&lt;br /&gt;
A mod that is much larger and more sophisticated way to make use of prisoners than Simple Slavery, but has a reputation for being buggy. (WARNING: May cause an assortment of bugs relating to jobs)&lt;br /&gt;
* Power Logic								&lt;br /&gt;
Adds power buildings that allow creation of logic gates, sensors, and so on.&lt;br /&gt;
* My Little Planet						&lt;br /&gt;
Allows you to change the planet's landmass, effectively controlling how vast or cramped the planet is&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1002'' Player Utility==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* TD Enhancement Pack						&lt;br /&gt;
Improves a ton of small things in the user interface of the game&lt;br /&gt;
* Colony Groups							&lt;br /&gt;
A major overhaul and improvement of the colonist bar&lt;br /&gt;
* Interaction Bubbles						&lt;br /&gt;
Allows you to see conversations or interactions beteween pawns without digging through the game log&lt;br /&gt;
* Damage Indicators						&lt;br /&gt;
Adds floating numbers that display the damage taken by pawns or buildings&lt;br /&gt;
* Better Pawn Control						&lt;br /&gt;
Greatly increases the control you have over food, drug, and equipment policies&lt;br /&gt;
* Pawn Rules								&lt;br /&gt;
Allows restricting of bonding, romance, and artisan crafting&lt;br /&gt;
* Camera+									&lt;br /&gt;
Removes default restrictions of camera zoom levels&lt;br /&gt;
* RimHUD									&lt;br /&gt;
Makes the bottom-left info window completely customizable in color, font, size, tabs, etc.&lt;br /&gt;
* World Edit&lt;br /&gt;
Tired of rerolling for the perfect site at a river, coast, mountain, or whatever? Just edit the world.&lt;br /&gt;
* Character Editor						&lt;br /&gt;
Allows completely changing of every aspect of existing pawns. Even if cheating isn't your thing, it's good to have installed to easily fix bugs that may occur without manual save editing&lt;br /&gt;
* Map Reroll								&lt;br /&gt;
Reroll the local colony map if you don't like the exact layout of certain things&lt;br /&gt;
* Map Designer							&lt;br /&gt;
Allows creating maps using custom parameters, instead of them being dictated by the world map tile.&lt;br /&gt;
* Whats that mod							&lt;br /&gt;
Adds text at the bottom of every item/pawn/thing's info window showing what mod it's from&lt;br /&gt;
* Change map edge limit					&lt;br /&gt;
Build up to the map edge if you so desire, to wall off access to raids or caravans from certain points of the map&lt;br /&gt;
* Work Tab, Animal Tab, Colony Manger		&lt;br /&gt;
More detailed control for these tabs&lt;br /&gt;
* Relations Tab							&lt;br /&gt;
See relations between all factions at a glance&lt;br /&gt;
* Allow Tool								&lt;br /&gt;
Allows map-wide forbidding, selection, or allowing. &lt;br /&gt;
* Toggle Harvest							&lt;br /&gt;
Allows control of whether growing areas should be planted or harvested&lt;br /&gt;
* Dub Mint Menus							&lt;br /&gt;
Consolidates the work tabs from every workbench and recipe you have access to, in one location&lt;br /&gt;
* Directly Abandon Settlement				&lt;br /&gt;
Allow you to abandon locations on the world map&lt;br /&gt;
* WikiRim									&lt;br /&gt;
Adds an in-game database of items and recipes you can search&lt;br /&gt;
* Heat Map								&lt;br /&gt;
Adds an overlay to see temperatures in all rooms at the same time&lt;br /&gt;
* Appearance Clothing	+ HAR addon			&lt;br /&gt;
Allows you to set appearance of pawns completely independent of whatever gear they're wearing. Vital for preventing incompatibilities or missing textures if you play with many races that have race-exclusive gear&lt;br /&gt;
* Better Roads							&lt;br /&gt;
Makes roads easier to see on the world map&lt;br /&gt;
* Dubs Mint Minimap						&lt;br /&gt;
Adds a minimap to the game, making tracking of threats far easier&lt;br /&gt;
* Recipe Icons							&lt;br /&gt;
Makes scrolling through recipe lists easier by attaching relevant product images&lt;br /&gt;
* Filth Vanishes with Rain				&lt;br /&gt;
What it says on the tin, rain can clean outdoor terrain of filth. Slightly improves performance by removing filth periodically&lt;br /&gt;
* Better Time Format						&lt;br /&gt;
Let's you see the exact in-game time instead of just a vague approximation&lt;br /&gt;
* Armored Floors							&lt;br /&gt;
For a great cost, allows you to prevent infestations in certain areas&lt;br /&gt;
* RPG Inventory OR Awesome Inventory&lt;br /&gt;
Adds a visual paper-doll like inventory, making it easy to see equipment at a glance&lt;br /&gt;
* Better Message Placement				&lt;br /&gt;
Prevents popup messages from blocking the colonist bar&lt;br /&gt;
* Drop All Inventory						&lt;br /&gt;
Allows you to rapidly unload cargo from your caravans without having to wait&lt;br /&gt;
* Defensive Positions						&lt;br /&gt;
Allows you to have pawns move to pre-selected locations and draft themselves with a single hotkey&lt;br /&gt;
* Keep Bed Ownership						&lt;br /&gt;
Prevents ownership of beds from being erased when they need to sleep using a bed on another map&lt;br /&gt;
* Research Pal Forked						&lt;br /&gt;
Greatly improves the research screen with a better UI and more detail&lt;br /&gt;
* Bionic Icons							&lt;br /&gt;
Allows you to determine which implant is which at a glance by adding pictures to them.&lt;br /&gt;
* Allow Tools								&lt;br /&gt;
Adds improved tools for allowing or disallow en masse&lt;br /&gt;
* More Harvest Designators				&lt;br /&gt;
Similar to above, but for designations concerning farming and wild planet harvesting &lt;br /&gt;
* Vein Miner OR Mine it all						&lt;br /&gt;
Similar to above, but for mining&lt;br /&gt;
* Rangefinder								&lt;br /&gt;
Allows you to toggle a big circle around a pawn constantly showing its maximum firing range.&lt;br /&gt;
* Loading in Progress						&lt;br /&gt;
Allows adds or removing of objects from drop pods without having to unload and then reload all pods' contents.&lt;br /&gt;
* Cut plants before building				&lt;br /&gt;
Lets you get the plant resources from plants under a building blueprint, instead of destroying them&lt;br /&gt;
&lt;br /&gt;
==''1003'' Performance, Bug Fixes, and AI Improvements==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
Dubs Performance Analyzer				&lt;br /&gt;
Arguably the single most important tool for improving game performance. It allows you to see specifically which parts of the game are causing the most slowdown, allowing you to identify and solve bugs which don't normally report errors, or identify which of your mods is secretly causing game slowdown due to poor coding.&lt;br /&gt;
* Rocketman								&lt;br /&gt;
Essentially reduces the frequency at which the game checks low-importance things, to greatly improve game performance.&lt;br /&gt;
* PawnTargetFix							&lt;br /&gt;
Makes ranged attackers focus more on the nearest target rather than selecting one randomly&lt;br /&gt;
* Perfect Pathfinding						&lt;br /&gt;
Makes pawns travel in a straight line instead of moving almost entirely at diagonals with large detours&lt;br /&gt;
* Path Avoid								&lt;br /&gt;
A useful tool for fixing pathfinding quirks; allows you to paint pathfinding costs onto terrain, allowing you to override normal AI pathfinding. Good for forcing pawns to use roads and avoid traps or obstacles.&lt;br /&gt;
* Word of Freelove						&lt;br /&gt;
Removes the normal hetero-only restrictions on the Word of Love psycast in the Royalty DLC&lt;br /&gt;
* Kijin									&lt;br /&gt;
This race mod isn't really a &amp;quot;fix&amp;quot;, but has a research project to achieve double yields from animals, effectively allowing you to have half as many animals on the map without losing productivity. This in turn can save on game memory.&lt;br /&gt;
* More Trait Slots						&lt;br /&gt;
With a lot of mods adding (or sometimes even requiring) new traits, this mod allows you to increase the maximum number of traits allowed on a pawn, allowing you to fully make use of these mods&lt;br /&gt;
* Animal Logic							&lt;br /&gt;
Allows very precise tuning of animal behavior instead of being at the mercy of whatever values are vanilla&lt;br /&gt;
* Smarter Construction					&lt;br /&gt;
Improves construction reach, greatly reducing incidents of pawns trapping themselves&lt;br /&gt;
* Smarter Deconstruction and Mining		&lt;br /&gt;
Similar to the above, but for preventing roof cave-ins&lt;br /&gt;
* Mining Priority							&lt;br /&gt;
Prioritizes which metals to mine by value, instead of just by distance&lt;br /&gt;
* Pickup and Haul							&lt;br /&gt;
Allows colonists to use their inventory for hauling purposes, greatly increasing the amount of items they can move in one trip&lt;br /&gt;
* Haul to Stack							&lt;br /&gt;
Prioritizes hauling to drop off goods an an existing stack of that good, instead of creating multiple incomplete stacks which add clutter&lt;br /&gt;
* Rimthreaded								&lt;br /&gt;
Rimworld is normally limited to a single CPU core. This mod attempts to force it to use multiple cores. (WARNING: This mod has an incompatibility list a mile long, so read it before attempting to use this mod!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1004'' Storage==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Deep Storage							&lt;br /&gt;
Lets you store multiple stacks on one tile&lt;br /&gt;
* Netrve's DeepStorage UI					&lt;br /&gt;
Improves the interaction menu of deep storage building&lt;br /&gt;
* Rimfridge 								&lt;br /&gt;
Adds storage with build-in cooling&lt;br /&gt;
* [JD] Simply Storage						&lt;br /&gt;
Adds a much greater number of containers for Deep Storage&lt;br /&gt;
* [JD] Simply Storage - Refrigeration 	&lt;br /&gt;
Same but for rimfridge&lt;br /&gt;
* Stack XXL OR OgreStack					&lt;br /&gt;
Allows you to change how many individual items can be placed in a single stack of items, drastically effecting storage capacity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1005'' Graphical Improvements==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005A'' Graphical Improvements, General===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* World Beautification Project + addons	&lt;br /&gt;
Greatly improves the graphics of the world map&lt;br /&gt;
* Hats Display Selection OR Show Hair 	&lt;br /&gt;
Allows you to hide helmets, or have headgear that doesn't remove hair from the pawn&lt;br /&gt;
* Graphics Setter							&lt;br /&gt;
Improves sharpness and reduces blur of sprites&lt;br /&gt;
* High Quality Textures					&lt;br /&gt;
What it says on the tin&lt;br /&gt;
* Gloomy Deco	+ other Gloomy mods			&lt;br /&gt;
Technically a furniture mod, but adds a lot of decorative objects focused on cute or low-tech appearance&lt;br /&gt;
Vanilla Furniture Expanded Props		&lt;br /&gt;
Similar to above, but more modern and serious-looking&lt;br /&gt;
* RimThemes								&lt;br /&gt;
Change window/UI colors and transparency to whatever you desire&lt;br /&gt;
* Eccentric Tech - Cosmetic				&lt;br /&gt;
Adds a large number of purely cosmetic implants; animal ears, horns, tails, etc&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005B'' Graphical Improvements, Pawn Body===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Beautiful Bodies						&lt;br /&gt;
Greatly increases body detail without changing body shape (therefore retaining full compatibility with every vanilla clothing mod)&lt;br /&gt;
* FemaleBB + bodytype add-on				&lt;br /&gt;
This adds a new type of female body shape and increases its, ahem, bust size, though the body itself remains pretty vanilla-like in that it lacks high detail and shading. What makes this mod noteworthy is that the author has manually re-created from scratch literally hundreds of pieces of armor and clothing from almost every major mod to make them similarly more revealing and skimpy (and to fit the new body shape). Mod settings allow you to decide which races this new body type will apply to, and which will remain vanilla. As long as your mother doesn't see this, you should be okay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005C'' Graphical Improvements, Detailed Hair===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Replace Vanilla Hair 					&lt;br /&gt;
As the name suggests, overrides vanilla hairs with far more detailed and higher resolution versions.&lt;br /&gt;
* Roppoi Hair&lt;br /&gt;
* Vee Hairs&lt;br /&gt;
* Gommy Hair mk2&lt;br /&gt;
* Amerio anime hairs&lt;br /&gt;
* Eccentric Extras&lt;br /&gt;
* Gw hair mod&lt;br /&gt;
* Mokan Hair&lt;br /&gt;
* GW-HornHair&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005C'' Graphical Improvements, Simple Hair===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Vanilla Hair Expanded&lt;br /&gt;
* Won hair_women + hair_men&lt;br /&gt;
* [Ods] Hair&lt;br /&gt;
* [SS]Lovely Hair Style&lt;br /&gt;
* Rim Seraph Hair&lt;br /&gt;
* Extended Hair&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1006'' Content Expansion==&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
(Author's note: The &amp;quot;major&amp;quot; and &amp;quot;minor&amp;quot; categories below are purely a reflection of the mod's size and complexity. These categories are not a reflection of usefulness, quality, or gameplay impact.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1006A'' Content Expansion, Major===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* RBSE OR EPOE-Forked						&lt;br /&gt;
These two mods are the main competing frameworks for rimworld surgeries. A detailed comparison on them can be seen here ( https://docs.google.com/spreadsheets/d/1xZaHNbrRg_4vl6HeRlmTmvFfIB1cjUtCGhg8wjtXISk/ )&lt;br /&gt;
* Glittertech								&lt;br /&gt;
Adds a large range of very late-game advanced technology. May be overpowered.&lt;br /&gt;
* PolarisBloc								&lt;br /&gt;
Similar to glittertech&lt;br /&gt;
* RimCuisine2 + addons					&lt;br /&gt;
One of the largest mods dedicated to farming, cooking, and food in general&lt;br /&gt;
* Zipangu									&lt;br /&gt;
Similar to the above, but wholely focused on Japanese-themed cuisine. Also has a large amount of Japanese furniture&lt;br /&gt;
* Alpha Animals							&lt;br /&gt;
Adds a huge number of non-earthlike creatures to the game&lt;br /&gt;
* More Practical Traits					&lt;br /&gt;
What it says on the tin&lt;br /&gt;
* Xeva + addons							&lt;br /&gt;
Adds five new factions and a wide array of weapons, armor, and enemies. (Combat Evolved compatibility not available, but patch is in progress)&lt;br /&gt;
&lt;br /&gt;
===''1006B'' Content Expansion, Minor===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* A Dog Said...							&lt;br /&gt;
The main framework for animal surgeries and bionics used by the community&lt;br /&gt;
* Alpha Biomes							&lt;br /&gt;
Adds several non-earthlike exotic biomes to the game&lt;br /&gt;
* Biomes Core + Biomes Islands			&lt;br /&gt;
Adds island maps and swimming to the game&lt;br /&gt;
* Rimsenal + assorted addons				&lt;br /&gt;
Adds a vast number of weapons and armor to the game&lt;br /&gt;
* Go Explore!								&lt;br /&gt;
Adds random events which cause ruined locations to appear on the map, ripe for plundering&lt;br /&gt;
* Vanilla Events Expanded					&lt;br /&gt;
Adds an assortment of vanilla-like events&lt;br /&gt;
* Utility Columns							&lt;br /&gt;
Adds columns that double as other furniture, such as lamps, freezers, orbital beacons, traps, or graves&lt;br /&gt;
* Vanilla Factions Expanded - Insectoids&lt;br /&gt;
Insectoid focused pack. Besides the usual, also adds a range of implants and genetically-engineered animals to perform various jobs&lt;br /&gt;
* Vanilla Weapons Expanded + addons		&lt;br /&gt;
Adds a wide range of new firearms&lt;br /&gt;
* Sparkling Worlds						&lt;br /&gt;
A large assorted mod. Adds new events, new glitter tech crafting recipes, a new faction, etc. &lt;br /&gt;
* Soft Warm Beds							&lt;br /&gt;
Makes beds a combination of a bed-frame and bed-sheet, rather than just a single item.&lt;br /&gt;
* Sometimes Raids Go Wrong				&lt;br /&gt;
Adds a small chance that hostile raids will crash their drop pods, arrive hungover, be chased by maddened animals, and so on.&lt;br /&gt;
* Apparello 2								&lt;br /&gt;
Adds a vast amount of new clothing types.&lt;br /&gt;
* More Vanilla Turrets 1.1				&lt;br /&gt;
Adds a large number of turrets for base defense		&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1006C'' Content Expansion, Wildlife and Enemies===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* Alpha Animals							&lt;br /&gt;
Already mentioned above&lt;br /&gt;
* Magical Mengerie						&lt;br /&gt;
Adds several mythical creatures to the game&lt;br /&gt;
* Orion's More Mechanoids					&lt;br /&gt;
What it says on the tin. Adds stronger mechs.&lt;br /&gt;
* Vanilla Factions Expanded - Mechanoids	&lt;br /&gt;
Ditto&lt;br /&gt;
* Super Mechneko							&lt;br /&gt;
Adds very tough, anime-style robots with giant titties&lt;br /&gt;
* Kemomimihouse + hardworking addon&lt;br /&gt;
		Adds cute pets that can be assigned job priorities, have skills, and do work exactly the same way as colonists&lt;br /&gt;
* 虫娘 Insect girls + hardworking addon	&lt;br /&gt;
Like the above, but insect-themed&lt;br /&gt;
&lt;br /&gt;
==''1007'' Gameplay Mechanics Expansion==&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
(Author's note: The &amp;quot;major&amp;quot; and &amp;quot;minor&amp;quot; categories below are purely a reflection of the mod's size and complexity. These categories are not a reflection of usefulness, quality, or gameplay impact.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1007A'' Gameplay Mechanics Expansion, Major===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* RimFactory + addons						&lt;br /&gt;
A massive mod that allows you to automate huge portions of colony, or automatically perform most tasks normally impossible to automate in Rimworld&lt;br /&gt;
* Rimworld of Magic						&lt;br /&gt;
Adds character classes to the game, along with associated spells and abilities, in a manner similar to D&amp;amp;D&lt;br /&gt;
* SOS2									&lt;br /&gt;
Adds starships, space combat, and interplanetary travel to the game&lt;br /&gt;
* Rimatomics								&lt;br /&gt;
Adds detailed nuclear power, along with very powerful turrets to the game&lt;br /&gt;
* Rimefeller								&lt;br /&gt;
Adds the oil industry to the game, allowing production a large number of normally unproducable materials from oil (plasteel, neutromine, etc)						&lt;br /&gt;
* Dubs Bad Hygiene							&lt;br /&gt;
Adds toilet, hygene, and thirst mechanics to the game. Also includes other useful utilities like central air conditioning, fire sprinklers, irrigation, etc.&lt;br /&gt;
* What the Hack							&lt;br /&gt;
Lets you capture, modify, and upgrade mechanoids for use as pets&lt;br /&gt;
* Gidduup + assorted addons&lt;br /&gt;
Allows animals to be ridden, both on the local map and world map. Add-ons allow for riding mechs, and for caravan use.&lt;br /&gt;
* Combat Evolved							&lt;br /&gt;
A major overhaul of fighting to make is much more deadly, unpredictable, and somewhat more realistic.&lt;br /&gt;
* RimJobWorld								&lt;br /&gt;
Oh boy, you found it. NSFW, 18+, etc. This is the ultimate sex mod for rimworld. Bestal1ty, r4pe, necr0philia, even pregnancies across species (and not just aliens, animals too). Not found on steam for obvious reasons, but any competent google search should lead you to it. You pervert. And sorry for the weird censoring, stupid word filters on pastebin.&lt;br /&gt;
* Pawnmorpher								&lt;br /&gt;
Furries: The Mod. This allows you to mutate pawns to give them animal-like body parts, or even turn them into animals (who are still sentient so act like pawns). Unlike Genetic Rim, research requires a lot of experimentation (on actual pawns) and collecting of data.&lt;br /&gt;
* Psychology&lt;br /&gt;
Instead of relying on pure RNG to determine pawns compatibility with each other, adds a massive amount of personality sliders and sexuality sliders to determine how well pawns get along&lt;br /&gt;
* Questionable Ethics Enhanced&lt;br /&gt;
Medical Ethics Violations: The Mod. Grow human organs, clone people, install mind control devices, etc.&lt;br /&gt;
* TiberiumRim								&lt;br /&gt;
Adds the namesake highly infectious, but infinitely renewable resource, along with a full set of vehicles (functionally, mechs) and a large amount of accompanying equipment and structures.&lt;br /&gt;
* 妖怪村1.32								&lt;br /&gt;
I don't know what the name says, either. This is basically a catch-all mod from Japanese mythology; about 20 mythical creatures, plus an assortment of armor, traits, weapons, buildings, furniture, medicines, body parts, etc. The reason this is listed under gameplay mechanics expansion is that some weapons are &amp;quot;intelligent&amp;quot; in that they gain XP and level up through combat, which is a neat idea. Note that while most of the content has a translation, some parts do not.&lt;br /&gt;
&lt;br /&gt;
===''1007B'' Gameplay Mechanics Expansion, Minor===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* SRTS + addons							&lt;br /&gt;
Adds aircraft for rapid traversing of the planet.&lt;br /&gt;
* Genetic Rim								&lt;br /&gt;
Allows harvesting of genes to create implants or dozens of new animal species&lt;br /&gt;
* Genetic Rim Alpha Animals Patch			&lt;br /&gt;
Expands the above to include creatures from alpha animals&lt;br /&gt;
* Bondage Beds							&lt;br /&gt;
Allows players to control addict pawns without resorting to removing the legs or spine, by simply tying them to a bed&lt;br /&gt;
* Preemptive Strike						&lt;br /&gt;
Allows the construction of facilities to detect friendly traders and enemy raids before they arrive&lt;br /&gt;
* EbD Prepare Carefully					&lt;br /&gt;
Allows you to manually create starting cargo and pawns on game start instead of relying on RNG&lt;br /&gt;
* ED-Shields								&lt;br /&gt;
Unlike most shield mods which merely add shield generators, this mod allows precise customization of each shield's functions and abilities using modules&lt;br /&gt;
* Crash Landing							&lt;br /&gt;
Adds a starting scenario and random event involving ship sections crashing to the planet&lt;br /&gt;
* More Faction Interaction				&lt;br /&gt;
Overhauls traders, faction expansion, and other diplomatic things&lt;br /&gt;
* Infusion 2								&lt;br /&gt;
Adds &amp;quot;enchantments&amp;quot; to gear, so that the effectiveness of something is more than just its quality and material alone.&lt;br /&gt;
* PsiTech									&lt;br /&gt;
An alternative to the royalty psycast system for psionics&lt;br /&gt;
* Orion's Hospitality						&lt;br /&gt;
Allows you to effectively run a hotel. Charge guests for beds, feed them, and make them happy to improve faction relations and earn more rewards&lt;br /&gt;
* Orion's Gastronomy						&lt;br /&gt;
The above, but instead of a hotel, you can run a restaurant. &lt;br /&gt;
* RimCities&lt;br /&gt;
Adds unique settlement types (cities, duh) and assorted quests involving them (conquest, defense, assassination, etc)&lt;br /&gt;
* Social Interactions Expanded			&lt;br /&gt;
Gives social interactions more diversity, and allow traits to change due to events&lt;br /&gt;
* Backup Power							&lt;br /&gt;
Allows various power sources to autonomously turn themselves on or off based on power remaining in batteries.&lt;br /&gt;
* RimDeed									&lt;br /&gt;
Adds a sort of employment agency where, for a fee, a company will find new possible recruits for you.&lt;br /&gt;
* Guard For Me							&lt;br /&gt;
Allows the hiring of very powerful pawns on a temporary, salaried basis.&lt;br /&gt;
* Empire									&lt;br /&gt;
Adds a mini-game involving the creation of settlements and their taxation/defense. (WARNING: Will almost certainly break any semblance of a balanced game economy due to the exponential growth of wealth)&lt;br /&gt;
* RimWar									&lt;br /&gt;
Effectively allows conquest and war between factions. (WARNING: May cause significant game slowdown, to say nothing of balance issues caused by factions being removed from the game through destruction)&lt;br /&gt;
* Vanilla Factions Expanded - Mechanoids	&lt;br /&gt;
Mechanoid focused pack which not only adds the usual (new weapons, enemies, etc), but automated factories and supercomputers, and a &amp;quot;total war&amp;quot; mechanic tracking mechanoid progress on a global level&lt;br /&gt;
* Organ Harvest Post-Mortem				&lt;br /&gt;
Harvest organs and implants from dead pawns. (WARNING: This most destroys the game economy's balance due to each dead raider producing several times more wealth than normal, from harvested organs)&lt;br /&gt;
* Expanded Roofing						&lt;br /&gt;
Allows you to build or demolish overhead mountain, as well as other utility roofs (glass, solar, etc).&lt;br /&gt;
* Roads of the Rim						&lt;br /&gt;
Allows construction of new roads on the world map&lt;br /&gt;
* Remote Tech 							&lt;br /&gt;
Adds an assortment of traps that can be activated remotely without need for a pawn to trigger them.&lt;br /&gt;
* Animal Armor + addons					&lt;br /&gt;
What it says on the tin&lt;br /&gt;
* Death Rattle							&lt;br /&gt;
Normally pawns will instantly perish the moment a vital organ (such as the heart) fails. This mod instead gives you a small time window to perform surgery or hook the pawn up to life support before they actually perish, just like how it works in real life.&lt;br /&gt;
&lt;br /&gt;
==''1008'' New Alien Races Content, and Supporting Mods==&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
&lt;br /&gt;
(Authors Note: Races are divided here into major and minor. Major races are those that either have large anatomical differences from normal humanoid pawns, or they have a particularly extensive amount of secondary content (pets, buildings, weapons, armor, factions), or are otherwise novel in some way. Minor races are those that are just humanoid pawns and have little content outside of race-specific armor and weapons.)&lt;br /&gt;
&lt;br /&gt;
(Author's Note: Nearly all races support one of the two competing bionics mods, RBSE or EPOE. If you are unable to perform bionic surgeries on a race, it may be because you are missing whichever of these two the race supports. Alternatively, the mod Xenobiotic Patcher makes all surgeries cross-species, but occasionally causes some odd or nonsensical surgeries to be unlocked, though this isn't really a problem if you avoid using them them.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1008A'' New Alien Races Content, Major===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* Humanoid Alien Races 2.0				&lt;br /&gt;
Not a race mod, but an underlying framework required by nearly every race mod in existence. &lt;br /&gt;
* Xenobionic Patcher						&lt;br /&gt;
Have lots of races installed and worried about bionic compatibility? This makes every surgery compatible with every race&lt;br /&gt;
* Androids								&lt;br /&gt;
Robots that can customize their bodies and traits upon assembly.&lt;br /&gt;
* Android Tiers++							&lt;br /&gt;
A far larger robot mod, albeit one that has earned a bad reptuation for hurting game performance. It has truly unique features things like mind-uploading, mind-copying, but also completely destroys game balance due to its overpoweredness.&lt;br /&gt;
* Anty the War Ant Race					&lt;br /&gt;
Quoting the author, &amp;quot;The problem child of the universe.&amp;quot; Lots of unique mechanics here: An anty can be transformed using pheromones, making them a queen to constantly produce new children, or alternatively you can turn them into a soldier, or an acid suicide bomb. They also recycle prisoners into meat computers, living generators, or human cattle that slowly waste away for new food. Their weapons are mostly acid-based, and they have grenades which can instantly deploy a sandbag cover. Lots of neat stuff. &lt;br /&gt;
* Avali									&lt;br /&gt;
Bird lizard people things? One of the single largest mods in terms of supporting content (buildings, armor, weapons). Spacer-tech&lt;br /&gt;
* Crystallods								&lt;br /&gt;
Crystal people. The race itself pretty unremarkable and uses very old graphics, but they have extensive supporting content such as a unique type of raid, a large array of new psycasts, and a unique way to generate power.&lt;br /&gt;
* Dragonians								&lt;br /&gt;
Dragon girls. Have the advantages of being able to graze, be milked and sheared, but still a sentient pawn. Tribal-tech&lt;br /&gt;
* Epona&lt;br /&gt;
Centaurs. Assorted tech levels. Have their own custom space suits for SOS2 compatibility. &lt;br /&gt;
* Idhale									&lt;br /&gt;
Basically ghosts. Immune to conventional attack, but in turn are also unable to attack others.&lt;br /&gt;
* Kijin									&lt;br /&gt;
Japanese Oni (demons). Have a number of unique techs which improve the productivity of farm animals, and their own unique win condition. Japanese/medieval-tech.&lt;br /&gt;
* Kurin&lt;br /&gt;
Three-tailed foxgirls. One of the most popular race mods, so have a large number of add-ons mods or ports. Spacer-tech&lt;br /&gt;
* Mincho									&lt;br /&gt;
Ice cream slime girls. A living testament to the horrors (or brillaince) of genetic engineering. Extremely durable bodies; probably the only race listed that can literally survive their heads being blown off. And then grow it back.&lt;br /&gt;
* Moyo									&lt;br /&gt;
Deep sea dwellers. Blood from this race can be harvested and turned into a wide range of drugs, from mech serums to cocaine. Spacer-tech&lt;br /&gt;
* Neclose									&lt;br /&gt;
Some sort of combination of huge-titty girls, jelly fish, and sea pickle. Unarmed attacks will paralyze and eventually cause comas. Can also create fleshbeasts to act as menial works.&lt;br /&gt;
* Oni										&lt;br /&gt;
Roughly based on oni from Japanese lore. Available as both an animal version and a sentient pawn.&lt;br /&gt;
* Orassan									&lt;br /&gt;
Anthro-cat people (though de-furry patches exist). Specializes in arctic survival; they can farm ice like soil, and can turn normal strone into an enhanced type of concrete. Spacer-tech&lt;br /&gt;
* Rabbies									&lt;br /&gt;
Rabbit people with a global addiction to a drug called Planetarium. Modern/Spacer-tech. &lt;br /&gt;
* Ratkin									&lt;br /&gt;
Cute rat people whose raids can burrow using drill machines, allowing them to appear inside your base similar to insectoid infestations. Steampunk-tech.&lt;br /&gt;
* Rakkle									&lt;br /&gt;
Naga-like snake people with a few unique mechanics. Firstly, most of their vital organs are actually in their snake half and not their human half (which is quite useful in Combat Evolved where cover protects the bottom half of a pawn first). And like snakes they can periodically shed their skin, or consume one giant meal and slowly digest it for an entire week instead of eating daily like most other species. &lt;br /&gt;
* Revia									&lt;br /&gt;
(Yes, more fox girls). A focus bloodlust and sacrifice; they can generate lost body parts or permanently improve stats by sacrificing prisoners. (WARNING: This mod has been known to cause a few serious issues, such as traders not having any inventories, ever)&lt;br /&gt;
* Nearmare								&lt;br /&gt;
Fairy-like race that can summon will o' wisps to aid them, and is very strong against mental/morale damage.&lt;br /&gt;
* Xenoorca&lt;br /&gt;
Killer whale mermaids. Like their namesake they're large, powerful and predatory. (Only appear as a pirate faction by default). Spacer-tech.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1008B'' New Alien Races Content, Minor===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* Annelitrice								&lt;br /&gt;
Mimic shapeshifters which appear unremarkable, but are actually composed of hives of worms. They have special abilities to keep resurrecting themselves after death. Modern-tech.&lt;br /&gt;
* Arachne									&lt;br /&gt;
Spider people. Besides the eight-legs thing, are fairly vanilla. Spacer-tech&lt;br /&gt;
* Ancient Species							&lt;br /&gt;
Half-Elves. Assorted tech levels&lt;br /&gt;
* Astoriel 								&lt;br /&gt;
Elves&lt;br /&gt;
* Bun										&lt;br /&gt;
Bunny People. Tribal-to-Industrial-tech&lt;br /&gt;
* Ferian									&lt;br /&gt;
Anthro-Fox people, not much here beyond the race.&lt;br /&gt;
* Forsaken								&lt;br /&gt;
Coal-black skin, horns, and glowing eyes. I assume some sort of demons?  Glitter-tech, with very powerful equipment. Have their own unique biome in Alpha Biomes mod&lt;br /&gt;
* Garam									&lt;br /&gt;
Furry cat girl pseudo-pets. Highly detailed in-built animation, but the only race in this list that use their own unique framework (not HAR), causing a number of compatibility issues&lt;br /&gt;
* Giants									&lt;br /&gt;
What it says on the tin, really.&lt;br /&gt;
* Nyaron									&lt;br /&gt;
Mass produced cat girls. Every weeb's dream&lt;br /&gt;
* Silkiera								&lt;br /&gt;
Foxgirls with big tiddies. Medieval-tech.&lt;br /&gt;
* RimEffect Races							Can't comment on these since I haven't tried this mod yet.&lt;/div&gt;</summary>
		<author><name>Regularity</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:Regularity&amp;diff=86929</id>
		<title>User:Regularity</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:Regularity&amp;diff=86929"/>
		<updated>2021-06-17T16:42:21Z</updated>

		<summary type="html">&lt;p&gt;Regularity: /* 1002 Player Utility */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Can someone recommend me a [insert category here] mod?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you, too, are tired of answering this question, just send them to this pastebin.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''Table of Contents''===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
* ''1001'' 	Colony Utility: Quality-of-life mods that directly increase the efficiency of pawns in their daily activities&lt;br /&gt;
&lt;br /&gt;
* ''1002'' 	Player Utility: Quality-of-life mods that do not directly affect the colony. Things like UI improvements, more detailed information, and automating repetitive player tasks.&lt;br /&gt;
&lt;br /&gt;
* ''1003'' 	Performance, Bug Fixes, and AI Improvements&lt;br /&gt;
&lt;br /&gt;
* ''1004'' 	Storage: Mods related to storing stuff&lt;br /&gt;
&lt;br /&gt;
* ''1005'' 	Graphical Improvements: these are purely cosmetic changes; graphical changes that improve readability or better convey information are under the Player Utility category&lt;br /&gt;
* ''1005A'' 	Graphical Improvements, General&lt;br /&gt;
* ''1005B''	Graphical Improvements, Pawn Body&lt;br /&gt;
* ''1005C''	Graphical Improvements, Detailed Hair: Higher resolution, detailed hair that looks very nice, but may clash with the vanilla Rimworld art style&lt;br /&gt;
* ''1005C''	Graphical Improvements, Simple Hair: Hair with relatively low gradients and shading, more closely matching the vanilla Rimworld art style&lt;br /&gt;
&lt;br /&gt;
* ''1006'' 	Content Expansion: Adds new content, but does not significantly change any core game mechanics or game balance&lt;br /&gt;
* ''1006A''	Content Expansion, Major&lt;br /&gt;
* ''1006B''	Content Expansion, Minor&lt;br /&gt;
* ''1006C''	Content Expansion, Wildlife and Enemies&lt;br /&gt;
&lt;br /&gt;
* ''1007'' 	Gameplay Mechanics Expansion: Adds new content with a significant impact on core game mechanics or game balance&lt;br /&gt;
* ''1007A''	Gameplay Mechanics Expansion, Major&lt;br /&gt;
* ''1007B''	Gameplay Mechanics Expansion, Minor&lt;br /&gt;
&lt;br /&gt;
* ''1008''	New Alien Races Content: Covers notable alien races and supporting mods. For the sake of keeping the list a reasonable length, most races that are functionally little more than a reskin with minor stat changes have been omitted. The list here tries to focus on the more novel or interesting races.&lt;br /&gt;
* ''1008A''	New Alien Races Content, Major&lt;br /&gt;
* ''1008B''	New Alien Races Content, Minor&lt;br /&gt;
&lt;br /&gt;
==''1001'' Colony Utility==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* [SYR] Doormats							&lt;br /&gt;
Prevents outdoor filth from being tracked indoors&lt;br /&gt;
* Programmable Vents						&lt;br /&gt;
Vents that shut off when rooms reach a certain temperature; allows you to passively heat rooms without overheating them during hotter days&lt;br /&gt;
* Meat Blend								&lt;br /&gt;
Allows mixing of all meat types into a single type for easier storage (you can opt out insect or humanoid meat to avoid mood penalties)&lt;br /&gt;
* Veggie Mix								&lt;br /&gt;
The above, but for plants&lt;br /&gt;
* DontBlockDoor							&lt;br /&gt;
Prevents random dropped items from holding the door open and allowing in invaders or prisoners&lt;br /&gt;
* Trading Spot							&lt;br /&gt;
Choose where trader caravans loiter&lt;br /&gt;
* [SYR] Set Up Camp						&lt;br /&gt;
Create a small, temporary local map to perform actions you can't on the world map.&lt;br /&gt;
* Roads of the Rim						&lt;br /&gt;
Build roads on the world map&lt;br /&gt;
* Locks2									&lt;br /&gt;
Doors can be set to allow/block visitors, pets, or specific pawns in your colony&lt;br /&gt;
* RT Solar Flare Shield					&lt;br /&gt;
Build a shield to protect against solar flares&lt;br /&gt;
* RT Fuses								&lt;br /&gt;
Build fuses to prevent BZZZZT events&lt;br /&gt;
* Share the Load							&lt;br /&gt;
Allows multiple pawns to haul resources to a construction site, instead of just one at a time&lt;br /&gt;
* Replace Stuff			&lt;br /&gt;
Don't like how vents create a massive weak spot in otherwise sturdy walls? Try these. Vents no longer replace walls, but are added onto them, leaving the wall behind even if the vent is destroyed&lt;br /&gt;
* Power++									&lt;br /&gt;
Adds the ability to transmit power wirelessly, both on-map or across the world to other sites&lt;br /&gt;
* No Random Relations						&lt;br /&gt;
Don't like the game randomly deciding a pawn has an uncle/sister/cousin? This is for you&lt;br /&gt;
* Royalty Tweaks							&lt;br /&gt;
Makes the more restrictive or annoying parts of royalty content optional&lt;br /&gt;
* Smart Medicine							&lt;br /&gt;
Allows pawns to carry medicine with them and use it in the field&lt;br /&gt;
* Xenobionic Patcher						&lt;br /&gt;
Have lots of races installed and worried about bionic compatibility? This makes every surgery compatible with every race&lt;br /&gt;
* No Burn Metal							&lt;br /&gt;
Removes flammability from steel and other metal&lt;br /&gt;
* Faction Blender							&lt;br /&gt;
Adds new factions which take pawns from all available races, as opposed to the norm where each faction is only composed of a single race&lt;br /&gt;
* Realistic Rooms							&lt;br /&gt;
Makes it so colonists merely want bedroom-sized bedrooms, and not apartment-sized ones&lt;br /&gt;
* Expanded Roofing						&lt;br /&gt;
Allows the creation and removal of overhead mountain, glass roofing, and even solar roofing.&lt;br /&gt;
* Imprisonment on the Go					&lt;br /&gt;
Allows the capturing of prisoners without an enclosed sleeping space. Very useful when attacking enemy sites.&lt;br /&gt;
* Simple Slavery							&lt;br /&gt;
Allows you to draft prisoners and put them to work&lt;br /&gt;
* Prison Labor							&lt;br /&gt;
A mod that is much larger and more sophisticated way to make use of prisoners than Simple Slavery, but has a reputation for being buggy. (WARNING: May cause an assortment of bugs relating to jobs)&lt;br /&gt;
* Power Logic								&lt;br /&gt;
Adds power buildings that allow creation of logic gates, sensors, and so on.&lt;br /&gt;
* My Little Planet						&lt;br /&gt;
Allows you to change the planet's landmass, effectively controlling how vast or cramped the planet is&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1002'' Player Utility==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* TD Enhancement Pack						&lt;br /&gt;
Improves a ton of small things in the user interface of the game&lt;br /&gt;
* Colony Groups							&lt;br /&gt;
A major overhaul and improvement of the colonist bar&lt;br /&gt;
* Interaction Bubbles						&lt;br /&gt;
Allows you to see conversations or interactions beteween pawns without digging through the game log&lt;br /&gt;
* Damage Indicators						&lt;br /&gt;
Adds floating numbers that display the damage taken by pawns or buildings&lt;br /&gt;
* Better Pawn Control						&lt;br /&gt;
Greatly increases the control you have over food, drug, and equipment policies&lt;br /&gt;
* Pawn Rules								&lt;br /&gt;
Allows restricting of bonding, romance, and artisan crafting&lt;br /&gt;
* Camera+									&lt;br /&gt;
Removes default restrictions of camera zoom levels&lt;br /&gt;
* RimHUD									&lt;br /&gt;
Makes the bottom-left info window completely customizable in color, font, size, tabs, etc.&lt;br /&gt;
* World Edit&lt;br /&gt;
Tired of rerolling for the perfect site at a river, coast, mountain, or whatever? Just edit the world.&lt;br /&gt;
* Character Editor						&lt;br /&gt;
Allows completely changing of every aspect of existing pawns. Even if cheating isn't your thing, it's good to have installed to easily fix bugs that may occur without manual save editing&lt;br /&gt;
* Map Reroll								&lt;br /&gt;
Reroll the local colony map if you don't like the exact layout of certain things&lt;br /&gt;
* Map Designer							&lt;br /&gt;
Allows creating maps using custom parameters, instead of them being dictated by the world map tile.&lt;br /&gt;
* Whats that mod							&lt;br /&gt;
Adds text at the bottom of every item/pawn/thing's info window showing what mod it's from&lt;br /&gt;
* Change map edge limit					&lt;br /&gt;
Build up to the map edge if you so desire, to wall off access to raids or caravans from certain points of the map&lt;br /&gt;
* Work Tab, Animal Tab, Colony Manger		&lt;br /&gt;
More detailed control for these tabs&lt;br /&gt;
* Relations Tab							&lt;br /&gt;
See relations between all factions at a glance&lt;br /&gt;
* Allow Tool								&lt;br /&gt;
Allows map-wide forbidding, selection, or allowing. &lt;br /&gt;
* Toggle Harvest							&lt;br /&gt;
Allows control of whether growing areas should be planted or harvested&lt;br /&gt;
* Dub Mint Menus							&lt;br /&gt;
Consolidates the work tabs from every workbench and recipe you have access to, in one location&lt;br /&gt;
* Directly Abandon Settlement				&lt;br /&gt;
Allow you to abandon locations on the world map&lt;br /&gt;
* WikiRim									&lt;br /&gt;
Adds an in-game database of items and recipes you can search&lt;br /&gt;
* Heat Map								&lt;br /&gt;
Adds an overlay to see temperatures in all rooms at the same time&lt;br /&gt;
* Appearance Clothing	+ HAR addon			&lt;br /&gt;
Allows you to set appearance of pawns completely independent of whatever gear they're wearing. Vital for preventing incompatibilities or missing textures if you play with many races that have race-exclusive gear&lt;br /&gt;
* Better Roads							&lt;br /&gt;
Makes roads easier to see on the world map&lt;br /&gt;
* Dubs Mint Minimap						&lt;br /&gt;
Adds a minimap to the game, making tracking of threats far easier&lt;br /&gt;
* Recipe Icons							&lt;br /&gt;
Makes scrolling through recipe lists easier by attaching relevant product images&lt;br /&gt;
* Filth Vanishes with Rain				&lt;br /&gt;
What it says on the tin, rain can clean outdoor terrain of filth. Slightly improves performance by removing filth periodically&lt;br /&gt;
* Better Time Format						&lt;br /&gt;
Let's you see the exact in-game time instead of just a vague approximation&lt;br /&gt;
* Armored Floors							&lt;br /&gt;
For a great cost, allows you to prevent infestations in certain areas&lt;br /&gt;
* RPG Inventory OR Awesome Inventory		Adds a visual paper-doll like inventory, making it easy to see equipment at a glance&lt;br /&gt;
* Better Message Placement				&lt;br /&gt;
Prevents popup messages from blocking the colonist bar&lt;br /&gt;
* Drop All Inventory						&lt;br /&gt;
Allows you to rapidly unload cargo from your caravans without having to wait&lt;br /&gt;
* Defensive Positions						&lt;br /&gt;
Allows you to have pawns move to pre-selected locations and draft themselves with a single hotkey&lt;br /&gt;
* Keep Bed Ownership						&lt;br /&gt;
Prevents ownership of beds from being erased when they need to sleep using a bed on another map&lt;br /&gt;
* Research Pal Forked						&lt;br /&gt;
Greatly improves the research screen with a better UI and more detail&lt;br /&gt;
* Bionic Icons							&lt;br /&gt;
Allows you to determine which implant is which at a glance by adding pictures to them.&lt;br /&gt;
* Allow Tools								&lt;br /&gt;
Adds improved tools for allowing or disallow en masse&lt;br /&gt;
* More Harvest Designators				&lt;br /&gt;
Similar to above, but for designations concerning farming and wild planet harvesting &lt;br /&gt;
* Vein Miner OR Mine it all						&lt;br /&gt;
Similar to above, but for mining&lt;br /&gt;
* Rangefinder								&lt;br /&gt;
Allows you to toggle a big circle around a pawn constantly showing its maximum firing range.&lt;br /&gt;
* Loading in Progress						&lt;br /&gt;
Allows adds or removing of objects from drop pods without having to unload and then reload all pods' contents.&lt;br /&gt;
* Cut plants before building				&lt;br /&gt;
Lets you get the plant resources from plants under a building blueprint, instead of destroying them&lt;br /&gt;
&lt;br /&gt;
==''1003'' Performance, Bug Fixes, and AI Improvements==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
Dubs Performance Analyzer				&lt;br /&gt;
Arguably the single most important tool for improving game performance. It allows you to see specifically which parts of the game are causing the most slowdown, allowing you to identify and solve bugs which don't normally report errors, or identify which of your mods is secretly causing game slowdown due to poor coding.&lt;br /&gt;
* Rocketman								&lt;br /&gt;
Essentially reduces the frequency at which the game checks low-importance things, to greatly improve game performance.&lt;br /&gt;
* PawnTargetFix							&lt;br /&gt;
Makes ranged attackers focus more on the nearest target rather than selecting one randomly&lt;br /&gt;
* Perfect Pathfinding						&lt;br /&gt;
Makes pawns travel in a straight line instead of moving almost entirely at diagonals with large detours&lt;br /&gt;
* Path Avoid								&lt;br /&gt;
A useful tool for fixing pathfinding quirks; allows you to paint pathfinding costs onto terrain, allowing you to override normal AI pathfinding. Good for forcing pawns to use roads and avoid traps or obstacles.&lt;br /&gt;
* Word of Freelove						&lt;br /&gt;
Removes the normal hetero-only restrictions on the Word of Love psycast in the Royalty DLC&lt;br /&gt;
* Kijin									&lt;br /&gt;
This race mod isn't really a &amp;quot;fix&amp;quot;, but has a research project to achieve double yields from animals, effectively allowing you to have half as many animals on the map without losing productivity. This in turn can save on game memory.&lt;br /&gt;
* More Trait Slots						&lt;br /&gt;
With a lot of mods adding (or sometimes even requiring) new traits, this mod allows you to increase the maximum number of traits allowed on a pawn, allowing you to fully make use of these mods&lt;br /&gt;
* Animal Logic							&lt;br /&gt;
Allows very precise tuning of animal behavior instead of being at the mercy of whatever values are vanilla&lt;br /&gt;
* Smarter Construction					&lt;br /&gt;
Improves construction reach, greatly reducing incidents of pawns trapping themselves&lt;br /&gt;
* Smarter Deconstruction and Mining		&lt;br /&gt;
Similar to the above, but for preventing roof cave-ins&lt;br /&gt;
* Mining Priority							&lt;br /&gt;
Prioritizes which metals to mine by value, instead of just by distance&lt;br /&gt;
* Pickup and Haul							&lt;br /&gt;
Allows colonists to use their inventory for hauling purposes, greatly increasing the amount of items they can move in one trip&lt;br /&gt;
* Haul to Stack							&lt;br /&gt;
Prioritizes hauling to drop off goods an an existing stack of that good, instead of creating multiple incomplete stacks which add clutter&lt;br /&gt;
* Rimthreaded								&lt;br /&gt;
Rimworld is normally limited to a single CPU core. This mod attempts to force it to use multiple cores. (WARNING: This mod has an incompatibility list a mile long, so read it before attempting to use this mod!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1004'' Storage==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Deep Storage							&lt;br /&gt;
Lets you store multiple stacks on one tile&lt;br /&gt;
* Netrve's DeepStorage UI					&lt;br /&gt;
Improves the interaction menu of deep storage building&lt;br /&gt;
* Rimfridge 								&lt;br /&gt;
Adds storage with build-in cooling&lt;br /&gt;
* [JD] Simply Storage						&lt;br /&gt;
Adds a much greater number of containers for Deep Storage&lt;br /&gt;
* [JD] Simply Storage - Refrigeration 	&lt;br /&gt;
Same but for rimfridge&lt;br /&gt;
* Stack XXL OR OgreStack					&lt;br /&gt;
Allows you to change how many individual items can be placed in a single stack of items, drastically effecting storage capacity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1005'' Graphical Improvements==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005A'' Graphical Improvements, General===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* World Beautification Project + addons	&lt;br /&gt;
Greatly improves the graphics of the world map&lt;br /&gt;
* Hats Display Selection OR Show Hair 	&lt;br /&gt;
Allows you to hide helmets, or have headgear that doesn't remove hair from the pawn&lt;br /&gt;
* Graphics Setter							&lt;br /&gt;
Improves sharpness and reduces blur of sprites&lt;br /&gt;
* High Quality Textures					&lt;br /&gt;
What it says on the tin&lt;br /&gt;
* Gloomy Deco	+ other Gloomy mods			&lt;br /&gt;
Technically a furniture mod, but adds a lot of decorative objects focused on cute or low-tech appearance&lt;br /&gt;
Vanilla Furniture Expanded Props		&lt;br /&gt;
Similar to above, but more modern and serious-looking&lt;br /&gt;
* RimThemes								&lt;br /&gt;
Change window/UI colors and transparency to whatever you desire&lt;br /&gt;
* Eccentric Tech - Cosmetic				&lt;br /&gt;
Adds a large number of purely cosmetic implants; animal ears, horns, tails, etc&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005B'' Graphical Improvements, Pawn Body===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Beautiful Bodies						&lt;br /&gt;
Greatly increases body detail without changing body shape (therefore retaining full compatibility with every vanilla clothing mod)&lt;br /&gt;
* FemaleBB + bodytype add-on				&lt;br /&gt;
This adds a new type of female body shape and increases its, ahem, bust size, though the body itself remains pretty vanilla-like in that it lacks high detail and shading. What makes this mod noteworthy is that the author has manually re-created from scratch literally hundreds of pieces of armor and clothing from almost every major mod to make them similarly more revealing and skimpy (and to fit the new body shape). Mod settings allow you to decide which races this new body type will apply to, and which will remain vanilla. As long as your mother doesn't see this, you should be okay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005C'' Graphical Improvements, Detailed Hair===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Replace Vanilla Hair 					&lt;br /&gt;
As the name suggests, overrides vanilla hairs with far more detailed and higher resolution versions.&lt;br /&gt;
* Roppoi Hair&lt;br /&gt;
* Vee Hairs&lt;br /&gt;
* Gommy Hair mk2&lt;br /&gt;
* Amerio anime hairs&lt;br /&gt;
* Eccentric Extras&lt;br /&gt;
* Gw hair mod&lt;br /&gt;
* Mokan Hair&lt;br /&gt;
* GW-HornHair&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005C'' Graphical Improvements, Simple Hair===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Vanilla Hair Expanded&lt;br /&gt;
* Won hair_women + hair_men&lt;br /&gt;
* [Ods] Hair&lt;br /&gt;
* [SS]Lovely Hair Style&lt;br /&gt;
* Rim Seraph Hair&lt;br /&gt;
* Extended Hair&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1006'' Content Expansion==&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
(Author's note: The &amp;quot;major&amp;quot; and &amp;quot;minor&amp;quot; categories below are purely a reflection of the mod's size and complexity. These categories are not a reflection of usefulness, quality, or gameplay impact.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1006A'' Content Expansion, Major===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* RBSE OR EPOE-Forked						&lt;br /&gt;
These two mods are the main competing frameworks for rimworld surgeries. A detailed comparison on them can be seen here ( https://docs.google.com/spreadsheets/d/1xZaHNbrRg_4vl6HeRlmTmvFfIB1cjUtCGhg8wjtXISk/ )&lt;br /&gt;
* Glittertech								&lt;br /&gt;
Adds a large range of very late-game advanced technology. May be overpowered.&lt;br /&gt;
* PolarisBloc								&lt;br /&gt;
Similar to glittertech&lt;br /&gt;
* RimCuisine2 + addons					&lt;br /&gt;
One of the largest mods dedicated to farming, cooking, and food in general&lt;br /&gt;
* Zipangu									&lt;br /&gt;
Similar to the above, but wholely focused on Japanese-themed cuisine. Also has a large amount of Japanese furniture&lt;br /&gt;
* Alpha Animals							&lt;br /&gt;
Adds a huge number of non-earthlike creatures to the game&lt;br /&gt;
* More Practical Traits					&lt;br /&gt;
What it says on the tin&lt;br /&gt;
* Xeva + addons							&lt;br /&gt;
Adds five new factions and a wide array of weapons, armor, and enemies. (Combat Evolved compatibility not available, but patch is in progress)&lt;br /&gt;
&lt;br /&gt;
===''1006B'' Content Expansion, Minor===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* A Dog Said...							&lt;br /&gt;
The main framework for animal surgeries and bionics used by the community&lt;br /&gt;
* Alpha Biomes							&lt;br /&gt;
Adds several non-earthlike exotic biomes to the game&lt;br /&gt;
* Biomes Core + Biomes Islands			&lt;br /&gt;
Adds island maps and swimming to the game&lt;br /&gt;
* Rimsenal + assorted addons				&lt;br /&gt;
Adds a vast number of weapons and armor to the game&lt;br /&gt;
* Go Explore!								&lt;br /&gt;
Adds random events which cause ruined locations to appear on the map, ripe for plundering&lt;br /&gt;
* Vanilla Events Expanded					&lt;br /&gt;
Adds an assortment of vanilla-like events&lt;br /&gt;
* Utility Columns							&lt;br /&gt;
Adds columns that double as other furniture, such as lamps, freezers, orbital beacons, traps, or graves&lt;br /&gt;
* Vanilla Factions Expanded - Insectoids&lt;br /&gt;
Insectoid focused pack. Besides the usual, also adds a range of implants and genetically-engineered animals to perform various jobs&lt;br /&gt;
* Vanilla Weapons Expanded + addons		&lt;br /&gt;
Adds a wide range of new firearms&lt;br /&gt;
* Sparkling Worlds						&lt;br /&gt;
A large assorted mod. Adds new events, new glitter tech crafting recipes, a new faction, etc. &lt;br /&gt;
* Soft Warm Beds							&lt;br /&gt;
Makes beds a combination of a bed-frame and bed-sheet, rather than just a single item.&lt;br /&gt;
* Sometimes Raids Go Wrong				&lt;br /&gt;
Adds a small chance that hostile raids will crash their drop pods, arrive hungover, be chased by maddened animals, and so on.&lt;br /&gt;
* Apparello 2								&lt;br /&gt;
Adds a vast amount of new clothing types.&lt;br /&gt;
* More Vanilla Turrets 1.1				&lt;br /&gt;
Adds a large number of turrets for base defense		&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1006C'' Content Expansion, Wildlife and Enemies===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* Alpha Animals							&lt;br /&gt;
Already mentioned above&lt;br /&gt;
* Magical Mengerie						&lt;br /&gt;
Adds several mythical creatures to the game&lt;br /&gt;
* Orion's More Mechanoids					&lt;br /&gt;
What it says on the tin. Adds stronger mechs.&lt;br /&gt;
* Vanilla Factions Expanded - Mechanoids	&lt;br /&gt;
Ditto&lt;br /&gt;
* Super Mechneko							&lt;br /&gt;
Adds very tough, anime-style robots with giant titties&lt;br /&gt;
* Kemomimihouse + hardworking addon&lt;br /&gt;
		Adds cute pets that can be assigned job priorities, have skills, and do work exactly the same way as colonists&lt;br /&gt;
* 虫娘 Insect girls + hardworking addon	&lt;br /&gt;
Like the above, but insect-themed&lt;br /&gt;
&lt;br /&gt;
==''1007'' Gameplay Mechanics Expansion==&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
(Author's note: The &amp;quot;major&amp;quot; and &amp;quot;minor&amp;quot; categories below are purely a reflection of the mod's size and complexity. These categories are not a reflection of usefulness, quality, or gameplay impact.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1007A'' Gameplay Mechanics Expansion, Major===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* RimFactory + addons						&lt;br /&gt;
A massive mod that allows you to automate huge portions of colony, or automatically perform most tasks normally impossible to automate in Rimworld&lt;br /&gt;
* Rimworld of Magic						&lt;br /&gt;
Adds character classes to the game, along with associated spells and abilities, in a manner similar to D&amp;amp;D&lt;br /&gt;
* SOS2									&lt;br /&gt;
Adds starships, space combat, and interplanetary travel to the game&lt;br /&gt;
* Rimatomics								&lt;br /&gt;
Adds detailed nuclear power, along with very powerful turrets to the game&lt;br /&gt;
* Rimefeller								&lt;br /&gt;
Adds the oil industry to the game, allowing production a large number of normally unproducable materials from oil (plasteel, neutromine, etc)						&lt;br /&gt;
* Dubs Bad Hygiene							&lt;br /&gt;
Adds toilet, hygene, and thirst mechanics to the game. Also includes other useful utilities like central air conditioning, fire sprinklers, irrigation, etc.&lt;br /&gt;
* What the Hack							&lt;br /&gt;
Lets you capture, modify, and upgrade mechanoids for use as pets&lt;br /&gt;
* Gidduup + assorted addons&lt;br /&gt;
Allows animals to be ridden, both on the local map and world map. Add-ons allow for riding mechs, and for caravan use.&lt;br /&gt;
* Combat Evolved							&lt;br /&gt;
A major overhaul of fighting to make is much more deadly, unpredictable, and somewhat more realistic.&lt;br /&gt;
* RimJobWorld								&lt;br /&gt;
Oh boy, you found it. NSFW, 18+, etc. This is the ultimate sex mod for rimworld. Bestal1ty, r4pe, necr0philia, even pregnancies across species (and not just aliens, animals too). Not found on steam for obvious reasons, but any competent google search should lead you to it. You pervert. And sorry for the weird censoring, stupid word filters on pastebin.&lt;br /&gt;
* Pawnmorpher								&lt;br /&gt;
Furries: The Mod. This allows you to mutate pawns to give them animal-like body parts, or even turn them into animals (who are still sentient so act like pawns). Unlike Genetic Rim, research requires a lot of experimentation (on actual pawns) and collecting of data.&lt;br /&gt;
* Psychology&lt;br /&gt;
Instead of relying on pure RNG to determine pawns compatibility with each other, adds a massive amount of personality sliders and sexuality sliders to determine how well pawns get along&lt;br /&gt;
* Questionable Ethics Enhanced&lt;br /&gt;
Medical Ethics Violations: The Mod. Grow human organs, clone people, install mind control devices, etc.&lt;br /&gt;
* TiberiumRim								&lt;br /&gt;
Adds the namesake highly infectious, but infinitely renewable resource, along with a full set of vehicles (functionally, mechs) and a large amount of accompanying equipment and structures.&lt;br /&gt;
* 妖怪村1.32								&lt;br /&gt;
I don't know what the name says, either. This is basically a catch-all mod from Japanese mythology; about 20 mythical creatures, plus an assortment of armor, traits, weapons, buildings, furniture, medicines, body parts, etc. The reason this is listed under gameplay mechanics expansion is that some weapons are &amp;quot;intelligent&amp;quot; in that they gain XP and level up through combat, which is a neat idea. Note that while most of the content has a translation, some parts do not.&lt;br /&gt;
&lt;br /&gt;
===''1007B'' Gameplay Mechanics Expansion, Minor===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* SRTS + addons							&lt;br /&gt;
Adds aircraft for rapid traversing of the planet.&lt;br /&gt;
* Genetic Rim								&lt;br /&gt;
Allows harvesting of genes to create implants or dozens of new animal species&lt;br /&gt;
* Genetic Rim Alpha Animals Patch			&lt;br /&gt;
Expands the above to include creatures from alpha animals&lt;br /&gt;
* Bondage Beds							&lt;br /&gt;
Allows players to control addict pawns without resorting to removing the legs or spine, by simply tying them to a bed&lt;br /&gt;
* Preemptive Strike						&lt;br /&gt;
Allows the construction of facilities to detect friendly traders and enemy raids before they arrive&lt;br /&gt;
* EbD Prepare Carefully					&lt;br /&gt;
Allows you to manually create starting cargo and pawns on game start instead of relying on RNG&lt;br /&gt;
* ED-Shields								&lt;br /&gt;
Unlike most shield mods which merely add shield generators, this mod allows precise customization of each shield's functions and abilities using modules&lt;br /&gt;
* Crash Landing							&lt;br /&gt;
Adds a starting scenario and random event involving ship sections crashing to the planet&lt;br /&gt;
* More Faction Interaction				&lt;br /&gt;
Overhauls traders, faction expansion, and other diplomatic things&lt;br /&gt;
* Infusion 2								&lt;br /&gt;
Adds &amp;quot;enchantments&amp;quot; to gear, so that the effectiveness of something is more than just its quality and material alone.&lt;br /&gt;
* PsiTech									&lt;br /&gt;
An alternative to the royalty psycast system for psionics&lt;br /&gt;
* Orion's Hospitality						&lt;br /&gt;
Allows you to effectively run a hotel. Charge guests for beds, feed them, and make them happy to improve faction relations and earn more rewards&lt;br /&gt;
* Orion's Gastronomy						&lt;br /&gt;
The above, but instead of a hotel, you can run a restaurant. &lt;br /&gt;
* RimCities&lt;br /&gt;
Adds unique settlement types (cities, duh) and assorted quests involving them (conquest, defense, assassination, etc)&lt;br /&gt;
* Social Interactions Expanded			&lt;br /&gt;
Gives social interactions more diversity, and allow traits to change due to events&lt;br /&gt;
* Backup Power							&lt;br /&gt;
Allows various power sources to autonomously turn themselves on or off based on power remaining in batteries.&lt;br /&gt;
* RimDeed									&lt;br /&gt;
Adds a sort of employment agency where, for a fee, a company will find new possible recruits for you.&lt;br /&gt;
* Guard For Me							&lt;br /&gt;
Allows the hiring of very powerful pawns on a temporary, salaried basis.&lt;br /&gt;
* Empire									&lt;br /&gt;
Adds a mini-game involving the creation of settlements and their taxation/defense. (WARNING: Will almost certainly break any semblance of a balanced game economy due to the exponential growth of wealth)&lt;br /&gt;
* RimWar									&lt;br /&gt;
Effectively allows conquest and war between factions. (WARNING: May cause significant game slowdown, to say nothing of balance issues caused by factions being removed from the game through destruction)&lt;br /&gt;
* Vanilla Factions Expanded - Mechanoids	&lt;br /&gt;
Mechanoid focused pack which not only adds the usual (new weapons, enemies, etc), but automated factories and supercomputers, and a &amp;quot;total war&amp;quot; mechanic tracking mechanoid progress on a global level&lt;br /&gt;
* Organ Harvest Post-Mortem				&lt;br /&gt;
Harvest organs and implants from dead pawns. (WARNING: This most destroys the game economy's balance due to each dead raider producing several times more wealth than normal, from harvested organs)&lt;br /&gt;
* Expanded Roofing						&lt;br /&gt;
Allows you to build or demolish overhead mountain, as well as other utility roofs (glass, solar, etc).&lt;br /&gt;
* Roads of the Rim						&lt;br /&gt;
Allows construction of new roads on the world map&lt;br /&gt;
* Remote Tech 							&lt;br /&gt;
Adds an assortment of traps that can be activated remotely without need for a pawn to trigger them.&lt;br /&gt;
* Animal Armor + addons					&lt;br /&gt;
What it says on the tin&lt;br /&gt;
* Death Rattle							&lt;br /&gt;
Normally pawns will instantly perish the moment a vital organ (such as the heart) fails. This mod instead gives you a small time window to perform surgery or hook the pawn up to life support before they actually perish, just like how it works in real life.&lt;br /&gt;
&lt;br /&gt;
==''1008'' New Alien Races Content, and Supporting Mods==&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
&lt;br /&gt;
(Authors Note: Races are divided here into major and minor. Major races are those that either have large anatomical differences from normal humanoid pawns, or they have a particularly extensive amount of secondary content (pets, buildings, weapons, armor, factions), or are otherwise novel in some way. Minor races are those that are just humanoid pawns and have little content outside of race-specific armor and weapons.)&lt;br /&gt;
&lt;br /&gt;
(Author's Note: Nearly all races support one of the two competing bionics mods, RBSE or EPOE. If you are unable to perform bionic surgeries on a race, it may be because you are missing whichever of these two the race supports. Alternatively, the mod Xenobiotic Patcher makes all surgeries cross-species, but occasionally causes some odd or nonsensical surgeries to be unlocked, though this isn't really a problem if you avoid using them them.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1008A'' New Alien Races Content, Major===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* Humanoid Alien Races 2.0				&lt;br /&gt;
Not a race mod, but an underlying framework required by nearly every race mod in existence. &lt;br /&gt;
* Xenobionic Patcher						&lt;br /&gt;
Have lots of races installed and worried about bionic compatibility? This makes every surgery compatible with every race&lt;br /&gt;
* Androids								&lt;br /&gt;
Robots that can customize their bodies and traits upon assembly.&lt;br /&gt;
* Android Tiers++							&lt;br /&gt;
A far larger robot mod, albeit one that has earned a bad reptuation for hurting game performance. It has truly unique features things like mind-uploading, mind-copying, but also completely destroys game balance due to its overpoweredness.&lt;br /&gt;
* Anty the War Ant Race					&lt;br /&gt;
Quoting the author, &amp;quot;The problem child of the universe.&amp;quot; Lots of unique mechanics here: An anty can be transformed using pheromones, making them a queen to constantly produce new children, or alternatively you can turn them into a soldier, or an acid suicide bomb. They also recycle prisoners into meat computers, living generators, or human cattle that slowly waste away for new food. Their weapons are mostly acid-based, and they have grenades which can instantly deploy a sandbag cover. Lots of neat stuff. &lt;br /&gt;
* Avali									&lt;br /&gt;
Bird lizard people things? One of the single largest mods in terms of supporting content (buildings, armor, weapons). Spacer-tech&lt;br /&gt;
* Crystallods								&lt;br /&gt;
Crystal people. The race itself pretty unremarkable and uses very old graphics, but they have extensive supporting content such as a unique type of raid, a large array of new psycasts, and a unique way to generate power.&lt;br /&gt;
* Dragonians								&lt;br /&gt;
Dragon girls. Have the advantages of being able to graze, be milked and sheared, but still a sentient pawn. Tribal-tech&lt;br /&gt;
* Epona&lt;br /&gt;
Centaurs. Assorted tech levels. Have their own custom space suits for SOS2 compatibility. &lt;br /&gt;
* Idhale									&lt;br /&gt;
Basically ghosts. Immune to conventional attack, but in turn are also unable to attack others.&lt;br /&gt;
* Kijin									&lt;br /&gt;
Japanese Oni (demons). Have a number of unique techs which improve the productivity of farm animals, and their own unique win condition. Japanese/medieval-tech.&lt;br /&gt;
* Kurin&lt;br /&gt;
Three-tailed foxgirls. One of the most popular race mods, so have a large number of add-ons mods or ports. Spacer-tech&lt;br /&gt;
* Mincho									&lt;br /&gt;
Ice cream slime girls. A living testament to the horrors (or brillaince) of genetic engineering. Extremely durable bodies; probably the only race listed that can literally survive their heads being blown off. And then grow it back.&lt;br /&gt;
* Moyo									&lt;br /&gt;
Deep sea dwellers. Blood from this race can be harvested and turned into a wide range of drugs, from mech serums to cocaine. Spacer-tech&lt;br /&gt;
* Neclose									&lt;br /&gt;
Some sort of combination of huge-titty girls, jelly fish, and sea pickle. Unarmed attacks will paralyze and eventually cause comas. Can also create fleshbeasts to act as menial works.&lt;br /&gt;
* Oni										&lt;br /&gt;
Roughly based on oni from Japanese lore. Available as both an animal version and a sentient pawn.&lt;br /&gt;
* Orassan									&lt;br /&gt;
Anthro-cat people (though de-furry patches exist). Specializes in arctic survival; they can farm ice like soil, and can turn normal strone into an enhanced type of concrete. Spacer-tech&lt;br /&gt;
* Rabbies									&lt;br /&gt;
Rabbit people with a global addiction to a drug called Planetarium. Modern/Spacer-tech. &lt;br /&gt;
* Ratkin									&lt;br /&gt;
Cute rat people whose raids can burrow using drill machines, allowing them to appear inside your base similar to insectoid infestations. Steampunk-tech.&lt;br /&gt;
* Rakkle									&lt;br /&gt;
Naga-like snake people with a few unique mechanics. Firstly, most of their vital organs are actually in their snake half and not their human half (which is quite useful in Combat Evolved where cover protects the bottom half of a pawn first). And like snakes they can periodically shed their skin, or consume one giant meal and slowly digest it for an entire week instead of eating daily like most other species. &lt;br /&gt;
* Revia									&lt;br /&gt;
(Yes, more fox girls). A focus bloodlust and sacrifice; they can generate lost body parts or permanently improve stats by sacrificing prisoners. (WARNING: This mod has been known to cause a few serious issues, such as traders not having any inventories, ever)&lt;br /&gt;
* Nearmare								&lt;br /&gt;
Fairy-like race that can summon will o' wisps to aid them, and is very strong against mental/morale damage.&lt;br /&gt;
* Xenoorca&lt;br /&gt;
Killer whale mermaids. Like their namesake they're large, powerful and predatory. (Only appear as a pirate faction by default). Spacer-tech.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1008B'' New Alien Races Content, Minor===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* Annelitrice								&lt;br /&gt;
Mimic shapeshifters which appear unremarkable, but are actually composed of hives of worms. They have special abilities to keep resurrecting themselves after death. Modern-tech.&lt;br /&gt;
* Arachne									&lt;br /&gt;
Spider people. Besides the eight-legs thing, are fairly vanilla. Spacer-tech&lt;br /&gt;
* Ancient Species							&lt;br /&gt;
Half-Elves. Assorted tech levels&lt;br /&gt;
* Astoriel 								&lt;br /&gt;
Elves&lt;br /&gt;
* Bun										&lt;br /&gt;
Bunny People. Tribal-to-Industrial-tech&lt;br /&gt;
* Ferian									&lt;br /&gt;
Anthro-Fox people, not much here beyond the race.&lt;br /&gt;
* Forsaken								&lt;br /&gt;
Coal-black skin, horns, and glowing eyes. I assume some sort of demons?  Glitter-tech, with very powerful equipment. Have their own unique biome in Alpha Biomes mod&lt;br /&gt;
* Garam									&lt;br /&gt;
Furry cat girl pseudo-pets. Highly detailed in-built animation, but the only race in this list that use their own unique framework (not HAR), causing a number of compatibility issues&lt;br /&gt;
* Giants									&lt;br /&gt;
What it says on the tin, really.&lt;br /&gt;
* Nyaron									&lt;br /&gt;
Mass produced cat girls. Every weeb's dream&lt;br /&gt;
* Silkiera								&lt;br /&gt;
Foxgirls with big tiddies. Medieval-tech.&lt;br /&gt;
* RimEffect Races							Can't comment on these since I haven't tried this mod yet.&lt;/div&gt;</summary>
		<author><name>Regularity</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:Regularity&amp;diff=86928</id>
		<title>User:Regularity</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:Regularity&amp;diff=86928"/>
		<updated>2021-06-17T16:41:41Z</updated>

		<summary type="html">&lt;p&gt;Regularity: /* 1002 Player Utility */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Can someone recommend me a [insert category here] mod?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you, too, are tired of answering this question, just send them to this pastebin.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''Table of Contents''===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
* ''1001'' 	Colony Utility: Quality-of-life mods that directly increase the efficiency of pawns in their daily activities&lt;br /&gt;
&lt;br /&gt;
* ''1002'' 	Player Utility: Quality-of-life mods that do not directly affect the colony. Things like UI improvements, more detailed information, and automating repetitive player tasks.&lt;br /&gt;
&lt;br /&gt;
* ''1003'' 	Performance, Bug Fixes, and AI Improvements&lt;br /&gt;
&lt;br /&gt;
* ''1004'' 	Storage: Mods related to storing stuff&lt;br /&gt;
&lt;br /&gt;
* ''1005'' 	Graphical Improvements: these are purely cosmetic changes; graphical changes that improve readability or better convey information are under the Player Utility category&lt;br /&gt;
* ''1005A'' 	Graphical Improvements, General&lt;br /&gt;
* ''1005B''	Graphical Improvements, Pawn Body&lt;br /&gt;
* ''1005C''	Graphical Improvements, Detailed Hair: Higher resolution, detailed hair that looks very nice, but may clash with the vanilla Rimworld art style&lt;br /&gt;
* ''1005C''	Graphical Improvements, Simple Hair: Hair with relatively low gradients and shading, more closely matching the vanilla Rimworld art style&lt;br /&gt;
&lt;br /&gt;
* ''1006'' 	Content Expansion: Adds new content, but does not significantly change any core game mechanics or game balance&lt;br /&gt;
* ''1006A''	Content Expansion, Major&lt;br /&gt;
* ''1006B''	Content Expansion, Minor&lt;br /&gt;
* ''1006C''	Content Expansion, Wildlife and Enemies&lt;br /&gt;
&lt;br /&gt;
* ''1007'' 	Gameplay Mechanics Expansion: Adds new content with a significant impact on core game mechanics or game balance&lt;br /&gt;
* ''1007A''	Gameplay Mechanics Expansion, Major&lt;br /&gt;
* ''1007B''	Gameplay Mechanics Expansion, Minor&lt;br /&gt;
&lt;br /&gt;
* ''1008''	New Alien Races Content: Covers notable alien races and supporting mods. For the sake of keeping the list a reasonable length, most races that are functionally little more than a reskin with minor stat changes have been omitted. The list here tries to focus on the more novel or interesting races.&lt;br /&gt;
* ''1008A''	New Alien Races Content, Major&lt;br /&gt;
* ''1008B''	New Alien Races Content, Minor&lt;br /&gt;
&lt;br /&gt;
==''1001'' Colony Utility==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* [SYR] Doormats							&lt;br /&gt;
Prevents outdoor filth from being tracked indoors&lt;br /&gt;
* Programmable Vents						&lt;br /&gt;
Vents that shut off when rooms reach a certain temperature; allows you to passively heat rooms without overheating them during hotter days&lt;br /&gt;
* Meat Blend								&lt;br /&gt;
Allows mixing of all meat types into a single type for easier storage (you can opt out insect or humanoid meat to avoid mood penalties)&lt;br /&gt;
* Veggie Mix								&lt;br /&gt;
The above, but for plants&lt;br /&gt;
* DontBlockDoor							&lt;br /&gt;
Prevents random dropped items from holding the door open and allowing in invaders or prisoners&lt;br /&gt;
* Trading Spot							&lt;br /&gt;
Choose where trader caravans loiter&lt;br /&gt;
* [SYR] Set Up Camp						&lt;br /&gt;
Create a small, temporary local map to perform actions you can't on the world map.&lt;br /&gt;
* Roads of the Rim						&lt;br /&gt;
Build roads on the world map&lt;br /&gt;
* Locks2									&lt;br /&gt;
Doors can be set to allow/block visitors, pets, or specific pawns in your colony&lt;br /&gt;
* RT Solar Flare Shield					&lt;br /&gt;
Build a shield to protect against solar flares&lt;br /&gt;
* RT Fuses								&lt;br /&gt;
Build fuses to prevent BZZZZT events&lt;br /&gt;
* Share the Load							&lt;br /&gt;
Allows multiple pawns to haul resources to a construction site, instead of just one at a time&lt;br /&gt;
* Replace Stuff			&lt;br /&gt;
Don't like how vents create a massive weak spot in otherwise sturdy walls? Try these. Vents no longer replace walls, but are added onto them, leaving the wall behind even if the vent is destroyed&lt;br /&gt;
* Power++									&lt;br /&gt;
Adds the ability to transmit power wirelessly, both on-map or across the world to other sites&lt;br /&gt;
* No Random Relations						&lt;br /&gt;
Don't like the game randomly deciding a pawn has an uncle/sister/cousin? This is for you&lt;br /&gt;
* Royalty Tweaks							&lt;br /&gt;
Makes the more restrictive or annoying parts of royalty content optional&lt;br /&gt;
* Smart Medicine							&lt;br /&gt;
Allows pawns to carry medicine with them and use it in the field&lt;br /&gt;
* Xenobionic Patcher						&lt;br /&gt;
Have lots of races installed and worried about bionic compatibility? This makes every surgery compatible with every race&lt;br /&gt;
* No Burn Metal							&lt;br /&gt;
Removes flammability from steel and other metal&lt;br /&gt;
* Faction Blender							&lt;br /&gt;
Adds new factions which take pawns from all available races, as opposed to the norm where each faction is only composed of a single race&lt;br /&gt;
* Realistic Rooms							&lt;br /&gt;
Makes it so colonists merely want bedroom-sized bedrooms, and not apartment-sized ones&lt;br /&gt;
* Expanded Roofing						&lt;br /&gt;
Allows the creation and removal of overhead mountain, glass roofing, and even solar roofing.&lt;br /&gt;
* Imprisonment on the Go					&lt;br /&gt;
Allows the capturing of prisoners without an enclosed sleeping space. Very useful when attacking enemy sites.&lt;br /&gt;
* Simple Slavery							&lt;br /&gt;
Allows you to draft prisoners and put them to work&lt;br /&gt;
* Prison Labor							&lt;br /&gt;
A mod that is much larger and more sophisticated way to make use of prisoners than Simple Slavery, but has a reputation for being buggy. (WARNING: May cause an assortment of bugs relating to jobs)&lt;br /&gt;
* Power Logic								&lt;br /&gt;
Adds power buildings that allow creation of logic gates, sensors, and so on.&lt;br /&gt;
* My Little Planet						&lt;br /&gt;
Allows you to change the planet's landmass, effectively controlling how vast or cramped the planet is&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1002'' Player Utility==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* TD Enhancement Pack						&lt;br /&gt;
Improves a ton of small things in the user interface of the game&lt;br /&gt;
* Colony Groups							&lt;br /&gt;
A major overhaul and improvement of the colonist bar&lt;br /&gt;
* Interaction Bubbles						&lt;br /&gt;
Allows you to see conversations or interactions beteween pawns without digging through the game log&lt;br /&gt;
* Damage Indicators						&lt;br /&gt;
Adds floating numbers that display the damage taken by pawns or buildings&lt;br /&gt;
* Better Pawn Control						&lt;br /&gt;
Greatly increases the control you have over food, drug, and equipment policies&lt;br /&gt;
* Pawn Rules								&lt;br /&gt;
Allows restricting of bonding, romance, and artisan crafting&lt;br /&gt;
* Camera+									&lt;br /&gt;
Removes default restrictions of camera zoom levels&lt;br /&gt;
* RimHUD									&lt;br /&gt;
Makes the bottom-left info window completely customizable in color, font, size, tabs, etc.&lt;br /&gt;
* World Edit&lt;br /&gt;
Tired of rerolling for the perfect site at a river, coast, mountain, or whatever? Just edit the world.&lt;br /&gt;
* Character Editor						&lt;br /&gt;
Allows completely changing of every aspect of existing pawns. Even if cheating isn't your thing, it's good to have installed to easily fix bugs that may occur without manual save editing&lt;br /&gt;
* Map Reroll								&lt;br /&gt;
Reroll the local colony map if you don't like the exact layout of certain things&lt;br /&gt;
* Map Designer							&lt;br /&gt;
Allows creating maps using custom parameters, instead of them being dictated by the world map tile.&lt;br /&gt;
* Whats that mod							&lt;br /&gt;
Adds text at the bottom of every item/pawn/thing's info window showing what mod it's from&lt;br /&gt;
* Change map edge limit					&lt;br /&gt;
Build up to the map edge if you so desire, to wall off access to raids/carvans from certain points of the map&lt;br /&gt;
* Work Tab, Animal Tab, Colony Manger		&lt;br /&gt;
More detailed control for these tabs&lt;br /&gt;
* Relations Tab							&lt;br /&gt;
See relations between all factions at a glance&lt;br /&gt;
* Allow Tool								&lt;br /&gt;
Allows map-wide forbidding, selection, or allowing. &lt;br /&gt;
* Toggle Harvest							&lt;br /&gt;
Allows control of whether growing areas should be planted or harvested&lt;br /&gt;
* Dub Mint Menus							&lt;br /&gt;
Consolidates the work tabs from every workbench and recipe you have access to, in one location&lt;br /&gt;
* Directly Abandon Settlement				&lt;br /&gt;
Allow you to abandon locations on the world map&lt;br /&gt;
* WikiRim									&lt;br /&gt;
Adds an in-game database of items and recipes you can search&lt;br /&gt;
* Heat Map								&lt;br /&gt;
Adds an overlay to see temperatures in all rooms at the same time&lt;br /&gt;
* Appearance Clothing	+ HAR addon			&lt;br /&gt;
Allows you to set appearance of pawns completely independent of whatever gear they're wearing. Vital for preventing incompatibilities or missing textures if you play with many races that have race-exclusive gear&lt;br /&gt;
* Better Roads							&lt;br /&gt;
Makes roads easier to see on the world map&lt;br /&gt;
* Dubs Mint Minimap						&lt;br /&gt;
Adds a minimap to the game, making tracking of threats far easier&lt;br /&gt;
* Recipe Icons							&lt;br /&gt;
Makes scrolling through recipe lists easier by attaching relevant product images&lt;br /&gt;
* Filth Vanishes with Rain				&lt;br /&gt;
What it says on the tin, rain can clean outdoor terrain of filth. Slightly improves performance by removing filth periodically&lt;br /&gt;
* Better Time Format						&lt;br /&gt;
Let's you see the exact in-game time instead of just a vague approximation&lt;br /&gt;
* Armored Floors							&lt;br /&gt;
For a great cost, allows you to prevent infestations in certain areas&lt;br /&gt;
* RPG Inventory OR Awesome Inventory		Adds a visual paper-doll like inventory, making it easy to see equipment at a glance&lt;br /&gt;
* Better Message Placement				&lt;br /&gt;
Prevents popup messages from blocking the colonist bar&lt;br /&gt;
* Drop All Inventory						&lt;br /&gt;
Allows you to rapidly unload cargo from your caravans without having to wait&lt;br /&gt;
* Defensive Positions						&lt;br /&gt;
Allows you to have pawns move to pre-selected locations and draft themselves with a single hotkey&lt;br /&gt;
* Keep Bed Ownership						&lt;br /&gt;
Prevents ownership of beds from being erased when they need to sleep using a bed on another map&lt;br /&gt;
* Research Pal Forked						&lt;br /&gt;
Greatly improves the research screen with a better UI and more detail&lt;br /&gt;
* Bionic Icons							&lt;br /&gt;
Allows you to determine which implant is which at a glance by adding pictures to them.&lt;br /&gt;
* Allow Tools								&lt;br /&gt;
Adds improved tools for allowing or disallow en masse&lt;br /&gt;
* More Harvest Designators				&lt;br /&gt;
Similar to above, but for designations concerning farming and wild planet harvesting &lt;br /&gt;
* Vein Miner OR Mine it all						&lt;br /&gt;
Similar to above, but for mining&lt;br /&gt;
* Rangefinder								&lt;br /&gt;
Allows you to toggle a big circle around a pawn constantly showing its maximum firing range.&lt;br /&gt;
* Loading in Progress						&lt;br /&gt;
Allows adds or removing of objects from drop pods without having to unload and then reload all pods' contents.&lt;br /&gt;
* Cut plants before building				&lt;br /&gt;
Lets you get the plant resources from plants under a building blueprint, instead of destroying them&lt;br /&gt;
&lt;br /&gt;
==''1003'' Performance, Bug Fixes, and AI Improvements==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
Dubs Performance Analyzer				&lt;br /&gt;
Arguably the single most important tool for improving game performance. It allows you to see specifically which parts of the game are causing the most slowdown, allowing you to identify and solve bugs which don't normally report errors, or identify which of your mods is secretly causing game slowdown due to poor coding.&lt;br /&gt;
* Rocketman								&lt;br /&gt;
Essentially reduces the frequency at which the game checks low-importance things, to greatly improve game performance.&lt;br /&gt;
* PawnTargetFix							&lt;br /&gt;
Makes ranged attackers focus more on the nearest target rather than selecting one randomly&lt;br /&gt;
* Perfect Pathfinding						&lt;br /&gt;
Makes pawns travel in a straight line instead of moving almost entirely at diagonals with large detours&lt;br /&gt;
* Path Avoid								&lt;br /&gt;
A useful tool for fixing pathfinding quirks; allows you to paint pathfinding costs onto terrain, allowing you to override normal AI pathfinding. Good for forcing pawns to use roads and avoid traps or obstacles.&lt;br /&gt;
* Word of Freelove						&lt;br /&gt;
Removes the normal hetero-only restrictions on the Word of Love psycast in the Royalty DLC&lt;br /&gt;
* Kijin									&lt;br /&gt;
This race mod isn't really a &amp;quot;fix&amp;quot;, but has a research project to achieve double yields from animals, effectively allowing you to have half as many animals on the map without losing productivity. This in turn can save on game memory.&lt;br /&gt;
* More Trait Slots						&lt;br /&gt;
With a lot of mods adding (or sometimes even requiring) new traits, this mod allows you to increase the maximum number of traits allowed on a pawn, allowing you to fully make use of these mods&lt;br /&gt;
* Animal Logic							&lt;br /&gt;
Allows very precise tuning of animal behavior instead of being at the mercy of whatever values are vanilla&lt;br /&gt;
* Smarter Construction					&lt;br /&gt;
Improves construction reach, greatly reducing incidents of pawns trapping themselves&lt;br /&gt;
* Smarter Deconstruction and Mining		&lt;br /&gt;
Similar to the above, but for preventing roof cave-ins&lt;br /&gt;
* Mining Priority							&lt;br /&gt;
Prioritizes which metals to mine by value, instead of just by distance&lt;br /&gt;
* Pickup and Haul							&lt;br /&gt;
Allows colonists to use their inventory for hauling purposes, greatly increasing the amount of items they can move in one trip&lt;br /&gt;
* Haul to Stack							&lt;br /&gt;
Prioritizes hauling to drop off goods an an existing stack of that good, instead of creating multiple incomplete stacks which add clutter&lt;br /&gt;
* Rimthreaded								&lt;br /&gt;
Rimworld is normally limited to a single CPU core. This mod attempts to force it to use multiple cores. (WARNING: This mod has an incompatibility list a mile long, so read it before attempting to use this mod!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1004'' Storage==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Deep Storage							&lt;br /&gt;
Lets you store multiple stacks on one tile&lt;br /&gt;
* Netrve's DeepStorage UI					&lt;br /&gt;
Improves the interaction menu of deep storage building&lt;br /&gt;
* Rimfridge 								&lt;br /&gt;
Adds storage with build-in cooling&lt;br /&gt;
* [JD] Simply Storage						&lt;br /&gt;
Adds a much greater number of containers for Deep Storage&lt;br /&gt;
* [JD] Simply Storage - Refrigeration 	&lt;br /&gt;
Same but for rimfridge&lt;br /&gt;
* Stack XXL OR OgreStack					&lt;br /&gt;
Allows you to change how many individual items can be placed in a single stack of items, drastically effecting storage capacity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1005'' Graphical Improvements==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005A'' Graphical Improvements, General===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* World Beautification Project + addons	&lt;br /&gt;
Greatly improves the graphics of the world map&lt;br /&gt;
* Hats Display Selection OR Show Hair 	&lt;br /&gt;
Allows you to hide helmets, or have headgear that doesn't remove hair from the pawn&lt;br /&gt;
* Graphics Setter							&lt;br /&gt;
Improves sharpness and reduces blur of sprites&lt;br /&gt;
* High Quality Textures					&lt;br /&gt;
What it says on the tin&lt;br /&gt;
* Gloomy Deco	+ other Gloomy mods			&lt;br /&gt;
Technically a furniture mod, but adds a lot of decorative objects focused on cute or low-tech appearance&lt;br /&gt;
Vanilla Furniture Expanded Props		&lt;br /&gt;
Similar to above, but more modern and serious-looking&lt;br /&gt;
* RimThemes								&lt;br /&gt;
Change window/UI colors and transparency to whatever you desire&lt;br /&gt;
* Eccentric Tech - Cosmetic				&lt;br /&gt;
Adds a large number of purely cosmetic implants; animal ears, horns, tails, etc&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005B'' Graphical Improvements, Pawn Body===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Beautiful Bodies						&lt;br /&gt;
Greatly increases body detail without changing body shape (therefore retaining full compatibility with every vanilla clothing mod)&lt;br /&gt;
* FemaleBB + bodytype add-on				&lt;br /&gt;
This adds a new type of female body shape and increases its, ahem, bust size, though the body itself remains pretty vanilla-like in that it lacks high detail and shading. What makes this mod noteworthy is that the author has manually re-created from scratch literally hundreds of pieces of armor and clothing from almost every major mod to make them similarly more revealing and skimpy (and to fit the new body shape). Mod settings allow you to decide which races this new body type will apply to, and which will remain vanilla. As long as your mother doesn't see this, you should be okay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005C'' Graphical Improvements, Detailed Hair===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Replace Vanilla Hair 					&lt;br /&gt;
As the name suggests, overrides vanilla hairs with far more detailed and higher resolution versions.&lt;br /&gt;
* Roppoi Hair&lt;br /&gt;
* Vee Hairs&lt;br /&gt;
* Gommy Hair mk2&lt;br /&gt;
* Amerio anime hairs&lt;br /&gt;
* Eccentric Extras&lt;br /&gt;
* Gw hair mod&lt;br /&gt;
* Mokan Hair&lt;br /&gt;
* GW-HornHair&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005C'' Graphical Improvements, Simple Hair===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Vanilla Hair Expanded&lt;br /&gt;
* Won hair_women + hair_men&lt;br /&gt;
* [Ods] Hair&lt;br /&gt;
* [SS]Lovely Hair Style&lt;br /&gt;
* Rim Seraph Hair&lt;br /&gt;
* Extended Hair&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1006'' Content Expansion==&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
(Author's note: The &amp;quot;major&amp;quot; and &amp;quot;minor&amp;quot; categories below are purely a reflection of the mod's size and complexity. These categories are not a reflection of usefulness, quality, or gameplay impact.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1006A'' Content Expansion, Major===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* RBSE OR EPOE-Forked						&lt;br /&gt;
These two mods are the main competing frameworks for rimworld surgeries. A detailed comparison on them can be seen here ( https://docs.google.com/spreadsheets/d/1xZaHNbrRg_4vl6HeRlmTmvFfIB1cjUtCGhg8wjtXISk/ )&lt;br /&gt;
* Glittertech								&lt;br /&gt;
Adds a large range of very late-game advanced technology. May be overpowered.&lt;br /&gt;
* PolarisBloc								&lt;br /&gt;
Similar to glittertech&lt;br /&gt;
* RimCuisine2 + addons					&lt;br /&gt;
One of the largest mods dedicated to farming, cooking, and food in general&lt;br /&gt;
* Zipangu									&lt;br /&gt;
Similar to the above, but wholely focused on Japanese-themed cuisine. Also has a large amount of Japanese furniture&lt;br /&gt;
* Alpha Animals							&lt;br /&gt;
Adds a huge number of non-earthlike creatures to the game&lt;br /&gt;
* More Practical Traits					&lt;br /&gt;
What it says on the tin&lt;br /&gt;
* Xeva + addons							&lt;br /&gt;
Adds five new factions and a wide array of weapons, armor, and enemies. (Combat Evolved compatibility not available, but patch is in progress)&lt;br /&gt;
&lt;br /&gt;
===''1006B'' Content Expansion, Minor===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* A Dog Said...							&lt;br /&gt;
The main framework for animal surgeries and bionics used by the community&lt;br /&gt;
* Alpha Biomes							&lt;br /&gt;
Adds several non-earthlike exotic biomes to the game&lt;br /&gt;
* Biomes Core + Biomes Islands			&lt;br /&gt;
Adds island maps and swimming to the game&lt;br /&gt;
* Rimsenal + assorted addons				&lt;br /&gt;
Adds a vast number of weapons and armor to the game&lt;br /&gt;
* Go Explore!								&lt;br /&gt;
Adds random events which cause ruined locations to appear on the map, ripe for plundering&lt;br /&gt;
* Vanilla Events Expanded					&lt;br /&gt;
Adds an assortment of vanilla-like events&lt;br /&gt;
* Utility Columns							&lt;br /&gt;
Adds columns that double as other furniture, such as lamps, freezers, orbital beacons, traps, or graves&lt;br /&gt;
* Vanilla Factions Expanded - Insectoids&lt;br /&gt;
Insectoid focused pack. Besides the usual, also adds a range of implants and genetically-engineered animals to perform various jobs&lt;br /&gt;
* Vanilla Weapons Expanded + addons		&lt;br /&gt;
Adds a wide range of new firearms&lt;br /&gt;
* Sparkling Worlds						&lt;br /&gt;
A large assorted mod. Adds new events, new glitter tech crafting recipes, a new faction, etc. &lt;br /&gt;
* Soft Warm Beds							&lt;br /&gt;
Makes beds a combination of a bed-frame and bed-sheet, rather than just a single item.&lt;br /&gt;
* Sometimes Raids Go Wrong				&lt;br /&gt;
Adds a small chance that hostile raids will crash their drop pods, arrive hungover, be chased by maddened animals, and so on.&lt;br /&gt;
* Apparello 2								&lt;br /&gt;
Adds a vast amount of new clothing types.&lt;br /&gt;
* More Vanilla Turrets 1.1				&lt;br /&gt;
Adds a large number of turrets for base defense		&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1006C'' Content Expansion, Wildlife and Enemies===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* Alpha Animals							&lt;br /&gt;
Already mentioned above&lt;br /&gt;
* Magical Mengerie						&lt;br /&gt;
Adds several mythical creatures to the game&lt;br /&gt;
* Orion's More Mechanoids					&lt;br /&gt;
What it says on the tin. Adds stronger mechs.&lt;br /&gt;
* Vanilla Factions Expanded - Mechanoids	&lt;br /&gt;
Ditto&lt;br /&gt;
* Super Mechneko							&lt;br /&gt;
Adds very tough, anime-style robots with giant titties&lt;br /&gt;
* Kemomimihouse + hardworking addon&lt;br /&gt;
		Adds cute pets that can be assigned job priorities, have skills, and do work exactly the same way as colonists&lt;br /&gt;
* 虫娘 Insect girls + hardworking addon	&lt;br /&gt;
Like the above, but insect-themed&lt;br /&gt;
&lt;br /&gt;
==''1007'' Gameplay Mechanics Expansion==&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
(Author's note: The &amp;quot;major&amp;quot; and &amp;quot;minor&amp;quot; categories below are purely a reflection of the mod's size and complexity. These categories are not a reflection of usefulness, quality, or gameplay impact.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1007A'' Gameplay Mechanics Expansion, Major===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* RimFactory + addons						&lt;br /&gt;
A massive mod that allows you to automate huge portions of colony, or automatically perform most tasks normally impossible to automate in Rimworld&lt;br /&gt;
* Rimworld of Magic						&lt;br /&gt;
Adds character classes to the game, along with associated spells and abilities, in a manner similar to D&amp;amp;D&lt;br /&gt;
* SOS2									&lt;br /&gt;
Adds starships, space combat, and interplanetary travel to the game&lt;br /&gt;
* Rimatomics								&lt;br /&gt;
Adds detailed nuclear power, along with very powerful turrets to the game&lt;br /&gt;
* Rimefeller								&lt;br /&gt;
Adds the oil industry to the game, allowing production a large number of normally unproducable materials from oil (plasteel, neutromine, etc)						&lt;br /&gt;
* Dubs Bad Hygiene							&lt;br /&gt;
Adds toilet, hygene, and thirst mechanics to the game. Also includes other useful utilities like central air conditioning, fire sprinklers, irrigation, etc.&lt;br /&gt;
* What the Hack							&lt;br /&gt;
Lets you capture, modify, and upgrade mechanoids for use as pets&lt;br /&gt;
* Gidduup + assorted addons&lt;br /&gt;
Allows animals to be ridden, both on the local map and world map. Add-ons allow for riding mechs, and for caravan use.&lt;br /&gt;
* Combat Evolved							&lt;br /&gt;
A major overhaul of fighting to make is much more deadly, unpredictable, and somewhat more realistic.&lt;br /&gt;
* RimJobWorld								&lt;br /&gt;
Oh boy, you found it. NSFW, 18+, etc. This is the ultimate sex mod for rimworld. Bestal1ty, r4pe, necr0philia, even pregnancies across species (and not just aliens, animals too). Not found on steam for obvious reasons, but any competent google search should lead you to it. You pervert. And sorry for the weird censoring, stupid word filters on pastebin.&lt;br /&gt;
* Pawnmorpher								&lt;br /&gt;
Furries: The Mod. This allows you to mutate pawns to give them animal-like body parts, or even turn them into animals (who are still sentient so act like pawns). Unlike Genetic Rim, research requires a lot of experimentation (on actual pawns) and collecting of data.&lt;br /&gt;
* Psychology&lt;br /&gt;
Instead of relying on pure RNG to determine pawns compatibility with each other, adds a massive amount of personality sliders and sexuality sliders to determine how well pawns get along&lt;br /&gt;
* Questionable Ethics Enhanced&lt;br /&gt;
Medical Ethics Violations: The Mod. Grow human organs, clone people, install mind control devices, etc.&lt;br /&gt;
* TiberiumRim								&lt;br /&gt;
Adds the namesake highly infectious, but infinitely renewable resource, along with a full set of vehicles (functionally, mechs) and a large amount of accompanying equipment and structures.&lt;br /&gt;
* 妖怪村1.32								&lt;br /&gt;
I don't know what the name says, either. This is basically a catch-all mod from Japanese mythology; about 20 mythical creatures, plus an assortment of armor, traits, weapons, buildings, furniture, medicines, body parts, etc. The reason this is listed under gameplay mechanics expansion is that some weapons are &amp;quot;intelligent&amp;quot; in that they gain XP and level up through combat, which is a neat idea. Note that while most of the content has a translation, some parts do not.&lt;br /&gt;
&lt;br /&gt;
===''1007B'' Gameplay Mechanics Expansion, Minor===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* SRTS + addons							&lt;br /&gt;
Adds aircraft for rapid traversing of the planet.&lt;br /&gt;
* Genetic Rim								&lt;br /&gt;
Allows harvesting of genes to create implants or dozens of new animal species&lt;br /&gt;
* Genetic Rim Alpha Animals Patch			&lt;br /&gt;
Expands the above to include creatures from alpha animals&lt;br /&gt;
* Bondage Beds							&lt;br /&gt;
Allows players to control addict pawns without resorting to removing the legs or spine, by simply tying them to a bed&lt;br /&gt;
* Preemptive Strike						&lt;br /&gt;
Allows the construction of facilities to detect friendly traders and enemy raids before they arrive&lt;br /&gt;
* EbD Prepare Carefully					&lt;br /&gt;
Allows you to manually create starting cargo and pawns on game start instead of relying on RNG&lt;br /&gt;
* ED-Shields								&lt;br /&gt;
Unlike most shield mods which merely add shield generators, this mod allows precise customization of each shield's functions and abilities using modules&lt;br /&gt;
* Crash Landing							&lt;br /&gt;
Adds a starting scenario and random event involving ship sections crashing to the planet&lt;br /&gt;
* More Faction Interaction				&lt;br /&gt;
Overhauls traders, faction expansion, and other diplomatic things&lt;br /&gt;
* Infusion 2								&lt;br /&gt;
Adds &amp;quot;enchantments&amp;quot; to gear, so that the effectiveness of something is more than just its quality and material alone.&lt;br /&gt;
* PsiTech									&lt;br /&gt;
An alternative to the royalty psycast system for psionics&lt;br /&gt;
* Orion's Hospitality						&lt;br /&gt;
Allows you to effectively run a hotel. Charge guests for beds, feed them, and make them happy to improve faction relations and earn more rewards&lt;br /&gt;
* Orion's Gastronomy						&lt;br /&gt;
The above, but instead of a hotel, you can run a restaurant. &lt;br /&gt;
* RimCities&lt;br /&gt;
Adds unique settlement types (cities, duh) and assorted quests involving them (conquest, defense, assassination, etc)&lt;br /&gt;
* Social Interactions Expanded			&lt;br /&gt;
Gives social interactions more diversity, and allow traits to change due to events&lt;br /&gt;
* Backup Power							&lt;br /&gt;
Allows various power sources to autonomously turn themselves on or off based on power remaining in batteries.&lt;br /&gt;
* RimDeed									&lt;br /&gt;
Adds a sort of employment agency where, for a fee, a company will find new possible recruits for you.&lt;br /&gt;
* Guard For Me							&lt;br /&gt;
Allows the hiring of very powerful pawns on a temporary, salaried basis.&lt;br /&gt;
* Empire									&lt;br /&gt;
Adds a mini-game involving the creation of settlements and their taxation/defense. (WARNING: Will almost certainly break any semblance of a balanced game economy due to the exponential growth of wealth)&lt;br /&gt;
* RimWar									&lt;br /&gt;
Effectively allows conquest and war between factions. (WARNING: May cause significant game slowdown, to say nothing of balance issues caused by factions being removed from the game through destruction)&lt;br /&gt;
* Vanilla Factions Expanded - Mechanoids	&lt;br /&gt;
Mechanoid focused pack which not only adds the usual (new weapons, enemies, etc), but automated factories and supercomputers, and a &amp;quot;total war&amp;quot; mechanic tracking mechanoid progress on a global level&lt;br /&gt;
* Organ Harvest Post-Mortem				&lt;br /&gt;
Harvest organs and implants from dead pawns. (WARNING: This most destroys the game economy's balance due to each dead raider producing several times more wealth than normal, from harvested organs)&lt;br /&gt;
* Expanded Roofing						&lt;br /&gt;
Allows you to build or demolish overhead mountain, as well as other utility roofs (glass, solar, etc).&lt;br /&gt;
* Roads of the Rim						&lt;br /&gt;
Allows construction of new roads on the world map&lt;br /&gt;
* Remote Tech 							&lt;br /&gt;
Adds an assortment of traps that can be activated remotely without need for a pawn to trigger them.&lt;br /&gt;
* Animal Armor + addons					&lt;br /&gt;
What it says on the tin&lt;br /&gt;
* Death Rattle							&lt;br /&gt;
Normally pawns will instantly perish the moment a vital organ (such as the heart) fails. This mod instead gives you a small time window to perform surgery or hook the pawn up to life support before they actually perish, just like how it works in real life.&lt;br /&gt;
&lt;br /&gt;
==''1008'' New Alien Races Content, and Supporting Mods==&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
&lt;br /&gt;
(Authors Note: Races are divided here into major and minor. Major races are those that either have large anatomical differences from normal humanoid pawns, or they have a particularly extensive amount of secondary content (pets, buildings, weapons, armor, factions), or are otherwise novel in some way. Minor races are those that are just humanoid pawns and have little content outside of race-specific armor and weapons.)&lt;br /&gt;
&lt;br /&gt;
(Author's Note: Nearly all races support one of the two competing bionics mods, RBSE or EPOE. If you are unable to perform bionic surgeries on a race, it may be because you are missing whichever of these two the race supports. Alternatively, the mod Xenobiotic Patcher makes all surgeries cross-species, but occasionally causes some odd or nonsensical surgeries to be unlocked, though this isn't really a problem if you avoid using them them.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1008A'' New Alien Races Content, Major===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* Humanoid Alien Races 2.0				&lt;br /&gt;
Not a race mod, but an underlying framework required by nearly every race mod in existence. &lt;br /&gt;
* Xenobionic Patcher						&lt;br /&gt;
Have lots of races installed and worried about bionic compatibility? This makes every surgery compatible with every race&lt;br /&gt;
* Androids								&lt;br /&gt;
Robots that can customize their bodies and traits upon assembly.&lt;br /&gt;
* Android Tiers++							&lt;br /&gt;
A far larger robot mod, albeit one that has earned a bad reptuation for hurting game performance. It has truly unique features things like mind-uploading, mind-copying, but also completely destroys game balance due to its overpoweredness.&lt;br /&gt;
* Anty the War Ant Race					&lt;br /&gt;
Quoting the author, &amp;quot;The problem child of the universe.&amp;quot; Lots of unique mechanics here: An anty can be transformed using pheromones, making them a queen to constantly produce new children, or alternatively you can turn them into a soldier, or an acid suicide bomb. They also recycle prisoners into meat computers, living generators, or human cattle that slowly waste away for new food. Their weapons are mostly acid-based, and they have grenades which can instantly deploy a sandbag cover. Lots of neat stuff. &lt;br /&gt;
* Avali									&lt;br /&gt;
Bird lizard people things? One of the single largest mods in terms of supporting content (buildings, armor, weapons). Spacer-tech&lt;br /&gt;
* Crystallods								&lt;br /&gt;
Crystal people. The race itself pretty unremarkable and uses very old graphics, but they have extensive supporting content such as a unique type of raid, a large array of new psycasts, and a unique way to generate power.&lt;br /&gt;
* Dragonians								&lt;br /&gt;
Dragon girls. Have the advantages of being able to graze, be milked and sheared, but still a sentient pawn. Tribal-tech&lt;br /&gt;
* Epona&lt;br /&gt;
Centaurs. Assorted tech levels. Have their own custom space suits for SOS2 compatibility. &lt;br /&gt;
* Idhale									&lt;br /&gt;
Basically ghosts. Immune to conventional attack, but in turn are also unable to attack others.&lt;br /&gt;
* Kijin									&lt;br /&gt;
Japanese Oni (demons). Have a number of unique techs which improve the productivity of farm animals, and their own unique win condition. Japanese/medieval-tech.&lt;br /&gt;
* Kurin&lt;br /&gt;
Three-tailed foxgirls. One of the most popular race mods, so have a large number of add-ons mods or ports. Spacer-tech&lt;br /&gt;
* Mincho									&lt;br /&gt;
Ice cream slime girls. A living testament to the horrors (or brillaince) of genetic engineering. Extremely durable bodies; probably the only race listed that can literally survive their heads being blown off. And then grow it back.&lt;br /&gt;
* Moyo									&lt;br /&gt;
Deep sea dwellers. Blood from this race can be harvested and turned into a wide range of drugs, from mech serums to cocaine. Spacer-tech&lt;br /&gt;
* Neclose									&lt;br /&gt;
Some sort of combination of huge-titty girls, jelly fish, and sea pickle. Unarmed attacks will paralyze and eventually cause comas. Can also create fleshbeasts to act as menial works.&lt;br /&gt;
* Oni										&lt;br /&gt;
Roughly based on oni from Japanese lore. Available as both an animal version and a sentient pawn.&lt;br /&gt;
* Orassan									&lt;br /&gt;
Anthro-cat people (though de-furry patches exist). Specializes in arctic survival; they can farm ice like soil, and can turn normal strone into an enhanced type of concrete. Spacer-tech&lt;br /&gt;
* Rabbies									&lt;br /&gt;
Rabbit people with a global addiction to a drug called Planetarium. Modern/Spacer-tech. &lt;br /&gt;
* Ratkin									&lt;br /&gt;
Cute rat people whose raids can burrow using drill machines, allowing them to appear inside your base similar to insectoid infestations. Steampunk-tech.&lt;br /&gt;
* Rakkle									&lt;br /&gt;
Naga-like snake people with a few unique mechanics. Firstly, most of their vital organs are actually in their snake half and not their human half (which is quite useful in Combat Evolved where cover protects the bottom half of a pawn first). And like snakes they can periodically shed their skin, or consume one giant meal and slowly digest it for an entire week instead of eating daily like most other species. &lt;br /&gt;
* Revia									&lt;br /&gt;
(Yes, more fox girls). A focus bloodlust and sacrifice; they can generate lost body parts or permanently improve stats by sacrificing prisoners. (WARNING: This mod has been known to cause a few serious issues, such as traders not having any inventories, ever)&lt;br /&gt;
* Nearmare								&lt;br /&gt;
Fairy-like race that can summon will o' wisps to aid them, and is very strong against mental/morale damage.&lt;br /&gt;
* Xenoorca&lt;br /&gt;
Killer whale mermaids. Like their namesake they're large, powerful and predatory. (Only appear as a pirate faction by default). Spacer-tech.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1008B'' New Alien Races Content, Minor===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* Annelitrice								&lt;br /&gt;
Mimic shapeshifters which appear unremarkable, but are actually composed of hives of worms. They have special abilities to keep resurrecting themselves after death. Modern-tech.&lt;br /&gt;
* Arachne									&lt;br /&gt;
Spider people. Besides the eight-legs thing, are fairly vanilla. Spacer-tech&lt;br /&gt;
* Ancient Species							&lt;br /&gt;
Half-Elves. Assorted tech levels&lt;br /&gt;
* Astoriel 								&lt;br /&gt;
Elves&lt;br /&gt;
* Bun										&lt;br /&gt;
Bunny People. Tribal-to-Industrial-tech&lt;br /&gt;
* Ferian									&lt;br /&gt;
Anthro-Fox people, not much here beyond the race.&lt;br /&gt;
* Forsaken								&lt;br /&gt;
Coal-black skin, horns, and glowing eyes. I assume some sort of demons?  Glitter-tech, with very powerful equipment. Have their own unique biome in Alpha Biomes mod&lt;br /&gt;
* Garam									&lt;br /&gt;
Furry cat girl pseudo-pets. Highly detailed in-built animation, but the only race in this list that use their own unique framework (not HAR), causing a number of compatibility issues&lt;br /&gt;
* Giants									&lt;br /&gt;
What it says on the tin, really.&lt;br /&gt;
* Nyaron									&lt;br /&gt;
Mass produced cat girls. Every weeb's dream&lt;br /&gt;
* Silkiera								&lt;br /&gt;
Foxgirls with big tiddies. Medieval-tech.&lt;br /&gt;
* RimEffect Races							Can't comment on these since I haven't tried this mod yet.&lt;/div&gt;</summary>
		<author><name>Regularity</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:Regularity&amp;diff=86927</id>
		<title>User:Regularity</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:Regularity&amp;diff=86927"/>
		<updated>2021-06-17T16:39:16Z</updated>

		<summary type="html">&lt;p&gt;Regularity: /* 1002 Player Utility */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Can someone recommend me a [insert category here] mod?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you, too, are tired of answering this question, just send them to this pastebin.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''Table of Contents''===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
* ''1001'' 	Colony Utility: Quality-of-life mods that directly increase the efficiency of pawns in their daily activities&lt;br /&gt;
&lt;br /&gt;
* ''1002'' 	Player Utility: Quality-of-life mods that do not directly affect the colony. Things like UI improvements, more detailed information, and automating repetitive player tasks.&lt;br /&gt;
&lt;br /&gt;
* ''1003'' 	Performance, Bug Fixes, and AI Improvements&lt;br /&gt;
&lt;br /&gt;
* ''1004'' 	Storage: Mods related to storing stuff&lt;br /&gt;
&lt;br /&gt;
* ''1005'' 	Graphical Improvements: these are purely cosmetic changes; graphical changes that improve readability or better convey information are under the Player Utility category&lt;br /&gt;
* ''1005A'' 	Graphical Improvements, General&lt;br /&gt;
* ''1005B''	Graphical Improvements, Pawn Body&lt;br /&gt;
* ''1005C''	Graphical Improvements, Detailed Hair: Higher resolution, detailed hair that looks very nice, but may clash with the vanilla Rimworld art style&lt;br /&gt;
* ''1005C''	Graphical Improvements, Simple Hair: Hair with relatively low gradients and shading, more closely matching the vanilla Rimworld art style&lt;br /&gt;
&lt;br /&gt;
* ''1006'' 	Content Expansion: Adds new content, but does not significantly change any core game mechanics or game balance&lt;br /&gt;
* ''1006A''	Content Expansion, Major&lt;br /&gt;
* ''1006B''	Content Expansion, Minor&lt;br /&gt;
* ''1006C''	Content Expansion, Wildlife and Enemies&lt;br /&gt;
&lt;br /&gt;
* ''1007'' 	Gameplay Mechanics Expansion: Adds new content with a significant impact on core game mechanics or game balance&lt;br /&gt;
* ''1007A''	Gameplay Mechanics Expansion, Major&lt;br /&gt;
* ''1007B''	Gameplay Mechanics Expansion, Minor&lt;br /&gt;
&lt;br /&gt;
* ''1008''	New Alien Races Content: Covers notable alien races and supporting mods. For the sake of keeping the list a reasonable length, most races that are functionally little more than a reskin with minor stat changes have been omitted. The list here tries to focus on the more novel or interesting races.&lt;br /&gt;
* ''1008A''	New Alien Races Content, Major&lt;br /&gt;
* ''1008B''	New Alien Races Content, Minor&lt;br /&gt;
&lt;br /&gt;
==''1001'' Colony Utility==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* [SYR] Doormats							&lt;br /&gt;
Prevents outdoor filth from being tracked indoors&lt;br /&gt;
* Programmable Vents						&lt;br /&gt;
Vents that shut off when rooms reach a certain temperature; allows you to passively heat rooms without overheating them during hotter days&lt;br /&gt;
* Meat Blend								&lt;br /&gt;
Allows mixing of all meat types into a single type for easier storage (you can opt out insect or humanoid meat to avoid mood penalties)&lt;br /&gt;
* Veggie Mix								&lt;br /&gt;
The above, but for plants&lt;br /&gt;
* DontBlockDoor							&lt;br /&gt;
Prevents random dropped items from holding the door open and allowing in invaders or prisoners&lt;br /&gt;
* Trading Spot							&lt;br /&gt;
Choose where trader caravans loiter&lt;br /&gt;
* [SYR] Set Up Camp						&lt;br /&gt;
Create a small, temporary local map to perform actions you can't on the world map.&lt;br /&gt;
* Roads of the Rim						&lt;br /&gt;
Build roads on the world map&lt;br /&gt;
* Locks2									&lt;br /&gt;
Doors can be set to allow/block visitors, pets, or specific pawns in your colony&lt;br /&gt;
* RT Solar Flare Shield					&lt;br /&gt;
Build a shield to protect against solar flares&lt;br /&gt;
* RT Fuses								&lt;br /&gt;
Build fuses to prevent BZZZZT events&lt;br /&gt;
* Share the Load							&lt;br /&gt;
Allows multiple pawns to haul resources to a construction site, instead of just one at a time&lt;br /&gt;
* Replace Stuff			&lt;br /&gt;
Don't like how vents create a massive weak spot in otherwise sturdy walls? Try these. Vents no longer replace walls, but are added onto them, leaving the wall behind even if the vent is destroyed&lt;br /&gt;
* Power++									&lt;br /&gt;
Adds the ability to transmit power wirelessly, both on-map or across the world to other sites&lt;br /&gt;
* No Random Relations						&lt;br /&gt;
Don't like the game randomly deciding a pawn has an uncle/sister/cousin? This is for you&lt;br /&gt;
* Royalty Tweaks							&lt;br /&gt;
Makes the more restrictive or annoying parts of royalty content optional&lt;br /&gt;
* Smart Medicine							&lt;br /&gt;
Allows pawns to carry medicine with them and use it in the field&lt;br /&gt;
* Xenobionic Patcher						&lt;br /&gt;
Have lots of races installed and worried about bionic compatibility? This makes every surgery compatible with every race&lt;br /&gt;
* No Burn Metal							&lt;br /&gt;
Removes flammability from steel and other metal&lt;br /&gt;
* Faction Blender							&lt;br /&gt;
Adds new factions which take pawns from all available races, as opposed to the norm where each faction is only composed of a single race&lt;br /&gt;
* Realistic Rooms							&lt;br /&gt;
Makes it so colonists merely want bedroom-sized bedrooms, and not apartment-sized ones&lt;br /&gt;
* Expanded Roofing						&lt;br /&gt;
Allows the creation and removal of overhead mountain, glass roofing, and even solar roofing.&lt;br /&gt;
* Imprisonment on the Go					&lt;br /&gt;
Allows the capturing of prisoners without an enclosed sleeping space. Very useful when attacking enemy sites.&lt;br /&gt;
* Simple Slavery							&lt;br /&gt;
Allows you to draft prisoners and put them to work&lt;br /&gt;
* Prison Labor							&lt;br /&gt;
A mod that is much larger and more sophisticated way to make use of prisoners than Simple Slavery, but has a reputation for being buggy. (WARNING: May cause an assortment of bugs relating to jobs)&lt;br /&gt;
* Power Logic								&lt;br /&gt;
Adds power buildings that allow creation of logic gates, sensors, and so on.&lt;br /&gt;
* My Little Planet						&lt;br /&gt;
Allows you to change the planet's landmass, effectively controlling how vast or cramped the planet is&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1002'' Player Utility==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* TD Enhancement Pack						&lt;br /&gt;
Improves a ton of small things in the user interface of the game&lt;br /&gt;
* Colony Groups							&lt;br /&gt;
A major overhaul and improvement of the colonist bar&lt;br /&gt;
* Interaction Bubbles						&lt;br /&gt;
Allows you to see conversations or interactions beteween pawns without digging through the game log&lt;br /&gt;
* Damage Indicators						&lt;br /&gt;
Adds floating numbers that display the damage taken by pawns or buildings&lt;br /&gt;
* Better Pawn Control						&lt;br /&gt;
Greatly increases the control you have over food, drug, and equipment policies&lt;br /&gt;
* Pawn Rules								&lt;br /&gt;
Allows restricting of bonding, romance, and artisan crafting&lt;br /&gt;
* Camera+									&lt;br /&gt;
Removes default restrictions of camera zoom levels&lt;br /&gt;
* RimHUD									&lt;br /&gt;
Makes the bottom-left info window completely customizable in color, font, size, tabs, etc.&lt;br /&gt;
* World Edit&lt;br /&gt;
Tired of rerolling for the perfect site at a river, coast, mountain, or whatever? Just edit the world.&lt;br /&gt;
* Character Editor						&lt;br /&gt;
Allows completely changing of every aspect of existing pawns. Even if cheating isn't your thing, it's good to have installed to easily fix bugs that may occur without manual save editing&lt;br /&gt;
* Map Reroll								&lt;br /&gt;
Reroll the local colony map if you don't like the exact layout of certain things&lt;br /&gt;
* Map Designer							&lt;br /&gt;
Allows creating maps using custom parameters, instead of them being dictated by the world map tile.&lt;br /&gt;
* Whats that mod							&lt;br /&gt;
Adds text at the bottom of every item/pawn/thing's info window showing what mod it's from&lt;br /&gt;
Change map edge limit					&lt;br /&gt;
Build up to the map edge if you so desire, to wall off access to raids/carvans from certain points of the map&lt;br /&gt;
* Work Tab, Animal Tab, Colony Manger		&lt;br /&gt;
More detailed control for these tabs&lt;br /&gt;
* Relations Tab							&lt;br /&gt;
See relations between all factions at a glance&lt;br /&gt;
* Allow Tool								&lt;br /&gt;
Allows map-wide forbidding, selection, or allowing. &lt;br /&gt;
* Toggle Harvest							&lt;br /&gt;
Allows control of whether growing areas should be planted or harvested&lt;br /&gt;
* Dub Mint Menus							&lt;br /&gt;
Consolidates the work tabs from every workbench and recipe you have access to, in one location&lt;br /&gt;
* Directly Abandon Settlement				&lt;br /&gt;
Allow you to abandon locations on the world map&lt;br /&gt;
* WikiRim									&lt;br /&gt;
Adds an in-game database of items and recipes you can search&lt;br /&gt;
* Heat Map								&lt;br /&gt;
Adds an overlay to see temperatures in all rooms at the same time&lt;br /&gt;
* Appearance Clothing	+ HAR addon			&lt;br /&gt;
Allows you to set appearance of pawns completely independent of whatever gear they're wearing. Vital for preventing incompatibilities or missing textures if you play with many races that have race-exclusive gear&lt;br /&gt;
* Better Roads							&lt;br /&gt;
Makes roads easier to see on the world map&lt;br /&gt;
* Dubs Mint Minimap						&lt;br /&gt;
Adds a minimap to the game, making tracking of threats far easier&lt;br /&gt;
* Recipe Icons							&lt;br /&gt;
Makes scrolling through recipe lists easier by attaching relevant product images&lt;br /&gt;
* Filth Vanishes with Rain				&lt;br /&gt;
What it says on the tin, rain can clean outdoor terrain of filth. Slightly improves performance by removing filth periodically&lt;br /&gt;
* Better Time Format						&lt;br /&gt;
Let's you see the exact in-game time instead of just a vague approximation&lt;br /&gt;
* Armored Floors							&lt;br /&gt;
For a great cost, allows you to prevent infestations in certain areas&lt;br /&gt;
* RPG Inventory OR Awesome Inventory		Adds a visual paper-doll like inventory, making it easy to see equipment at a glance&lt;br /&gt;
* Better Message Placement				&lt;br /&gt;
Prevents popup messages from blocking the colonist bar&lt;br /&gt;
* Drop All Inventory						&lt;br /&gt;
Allows you to rapidly unload cargo from your caravans without having to wait&lt;br /&gt;
* Defensive Positions						&lt;br /&gt;
Allows you to have pawns move to pre-selected locations and draft themselves with a single hotkey&lt;br /&gt;
* Keep Bed Ownership						&lt;br /&gt;
Prevents ownership of beds from being erased when they need to sleep using a bed on another map&lt;br /&gt;
* Research Pal Forked						&lt;br /&gt;
Greatly improves the research screen with a better UI and more detail&lt;br /&gt;
* Bionic Icons							&lt;br /&gt;
Allows you to determine which implant is which at a glance by adding pictures to them.&lt;br /&gt;
* Allow Tools								&lt;br /&gt;
Adds improved tools for allowing or disallow en masse&lt;br /&gt;
* More Harvest Designators				&lt;br /&gt;
Similar to above, but for designations concerning farming and wild planet harvesting &lt;br /&gt;
* Vein Miner OR Mine it all						&lt;br /&gt;
Similar to above, but for mining&lt;br /&gt;
* Rangefinder								&lt;br /&gt;
Allows you to toggle a big circle around a pawn constantly showing its maximum firing range.&lt;br /&gt;
* Loading in Progress						&lt;br /&gt;
Allows adds or removing of objects from drop pods without having to unload and then reload all pods' contents.&lt;br /&gt;
* Cut plants before building				&lt;br /&gt;
Lets you get the plant resources from plants under a building blueprint, instead of destroying them&lt;br /&gt;
&lt;br /&gt;
==''1003'' Performance, Bug Fixes, and AI Improvements==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
Dubs Performance Analyzer				&lt;br /&gt;
Arguably the single most important tool for improving game performance. It allows you to see specifically which parts of the game are causing the most slowdown, allowing you to identify and solve bugs which don't normally report errors, or identify which of your mods is secretly causing game slowdown due to poor coding.&lt;br /&gt;
* Rocketman								&lt;br /&gt;
Essentially reduces the frequency at which the game checks low-importance things, to greatly improve game performance.&lt;br /&gt;
* PawnTargetFix							&lt;br /&gt;
Makes ranged attackers focus more on the nearest target rather than selecting one randomly&lt;br /&gt;
* Perfect Pathfinding						&lt;br /&gt;
Makes pawns travel in a straight line instead of moving almost entirely at diagonals with large detours&lt;br /&gt;
* Path Avoid								&lt;br /&gt;
A useful tool for fixing pathfinding quirks; allows you to paint pathfinding costs onto terrain, allowing you to override normal AI pathfinding. Good for forcing pawns to use roads and avoid traps or obstacles.&lt;br /&gt;
* Word of Freelove						&lt;br /&gt;
Removes the normal hetero-only restrictions on the Word of Love psycast in the Royalty DLC&lt;br /&gt;
* Kijin									&lt;br /&gt;
This race mod isn't really a &amp;quot;fix&amp;quot;, but has a research project to achieve double yields from animals, effectively allowing you to have half as many animals on the map without losing productivity. This in turn can save on game memory.&lt;br /&gt;
* More Trait Slots						&lt;br /&gt;
With a lot of mods adding (or sometimes even requiring) new traits, this mod allows you to increase the maximum number of traits allowed on a pawn, allowing you to fully make use of these mods&lt;br /&gt;
* Animal Logic							&lt;br /&gt;
Allows very precise tuning of animal behavior instead of being at the mercy of whatever values are vanilla&lt;br /&gt;
* Smarter Construction					&lt;br /&gt;
Improves construction reach, greatly reducing incidents of pawns trapping themselves&lt;br /&gt;
* Smarter Deconstruction and Mining		&lt;br /&gt;
Similar to the above, but for preventing roof cave-ins&lt;br /&gt;
* Mining Priority							&lt;br /&gt;
Prioritizes which metals to mine by value, instead of just by distance&lt;br /&gt;
* Pickup and Haul							&lt;br /&gt;
Allows colonists to use their inventory for hauling purposes, greatly increasing the amount of items they can move in one trip&lt;br /&gt;
* Haul to Stack							&lt;br /&gt;
Prioritizes hauling to drop off goods an an existing stack of that good, instead of creating multiple incomplete stacks which add clutter&lt;br /&gt;
* Rimthreaded								&lt;br /&gt;
Rimworld is normally limited to a single CPU core. This mod attempts to force it to use multiple cores. (WARNING: This mod has an incompatibility list a mile long, so read it before attempting to use this mod!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1004'' Storage==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Deep Storage							&lt;br /&gt;
Lets you store multiple stacks on one tile&lt;br /&gt;
* Netrve's DeepStorage UI					&lt;br /&gt;
Improves the interaction menu of deep storage building&lt;br /&gt;
* Rimfridge 								&lt;br /&gt;
Adds storage with build-in cooling&lt;br /&gt;
* [JD] Simply Storage						&lt;br /&gt;
Adds a much greater number of containers for Deep Storage&lt;br /&gt;
* [JD] Simply Storage - Refrigeration 	&lt;br /&gt;
Same but for rimfridge&lt;br /&gt;
* Stack XXL OR OgreStack					&lt;br /&gt;
Allows you to change how many individual items can be placed in a single stack of items, drastically effecting storage capacity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1005'' Graphical Improvements==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005A'' Graphical Improvements, General===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* World Beautification Project + addons	&lt;br /&gt;
Greatly improves the graphics of the world map&lt;br /&gt;
* Hats Display Selection OR Show Hair 	&lt;br /&gt;
Allows you to hide helmets, or have headgear that doesn't remove hair from the pawn&lt;br /&gt;
* Graphics Setter							&lt;br /&gt;
Improves sharpness and reduces blur of sprites&lt;br /&gt;
* High Quality Textures					&lt;br /&gt;
What it says on the tin&lt;br /&gt;
* Gloomy Deco	+ other Gloomy mods			&lt;br /&gt;
Technically a furniture mod, but adds a lot of decorative objects focused on cute or low-tech appearance&lt;br /&gt;
Vanilla Furniture Expanded Props		&lt;br /&gt;
Similar to above, but more modern and serious-looking&lt;br /&gt;
* RimThemes								&lt;br /&gt;
Change window/UI colors and transparency to whatever you desire&lt;br /&gt;
* Eccentric Tech - Cosmetic				&lt;br /&gt;
Adds a large number of purely cosmetic implants; animal ears, horns, tails, etc&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005B'' Graphical Improvements, Pawn Body===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Beautiful Bodies						&lt;br /&gt;
Greatly increases body detail without changing body shape (therefore retaining full compatibility with every vanilla clothing mod)&lt;br /&gt;
* FemaleBB + bodytype add-on				&lt;br /&gt;
This adds a new type of female body shape and increases its, ahem, bust size, though the body itself remains pretty vanilla-like in that it lacks high detail and shading. What makes this mod noteworthy is that the author has manually re-created from scratch literally hundreds of pieces of armor and clothing from almost every major mod to make them similarly more revealing and skimpy (and to fit the new body shape). Mod settings allow you to decide which races this new body type will apply to, and which will remain vanilla. As long as your mother doesn't see this, you should be okay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005C'' Graphical Improvements, Detailed Hair===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Replace Vanilla Hair 					&lt;br /&gt;
As the name suggests, overrides vanilla hairs with far more detailed and higher resolution versions.&lt;br /&gt;
* Roppoi Hair&lt;br /&gt;
* Vee Hairs&lt;br /&gt;
* Gommy Hair mk2&lt;br /&gt;
* Amerio anime hairs&lt;br /&gt;
* Eccentric Extras&lt;br /&gt;
* Gw hair mod&lt;br /&gt;
* Mokan Hair&lt;br /&gt;
* GW-HornHair&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005C'' Graphical Improvements, Simple Hair===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Vanilla Hair Expanded&lt;br /&gt;
* Won hair_women + hair_men&lt;br /&gt;
* [Ods] Hair&lt;br /&gt;
* [SS]Lovely Hair Style&lt;br /&gt;
* Rim Seraph Hair&lt;br /&gt;
* Extended Hair&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1006'' Content Expansion==&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
(Author's note: The &amp;quot;major&amp;quot; and &amp;quot;minor&amp;quot; categories below are purely a reflection of the mod's size and complexity. These categories are not a reflection of usefulness, quality, or gameplay impact.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1006A'' Content Expansion, Major===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* RBSE OR EPOE-Forked						&lt;br /&gt;
These two mods are the main competing frameworks for rimworld surgeries. A detailed comparison on them can be seen here ( https://docs.google.com/spreadsheets/d/1xZaHNbrRg_4vl6HeRlmTmvFfIB1cjUtCGhg8wjtXISk/ )&lt;br /&gt;
* Glittertech								&lt;br /&gt;
Adds a large range of very late-game advanced technology. May be overpowered.&lt;br /&gt;
* PolarisBloc								&lt;br /&gt;
Similar to glittertech&lt;br /&gt;
* RimCuisine2 + addons					&lt;br /&gt;
One of the largest mods dedicated to farming, cooking, and food in general&lt;br /&gt;
* Zipangu									&lt;br /&gt;
Similar to the above, but wholely focused on Japanese-themed cuisine. Also has a large amount of Japanese furniture&lt;br /&gt;
* Alpha Animals							&lt;br /&gt;
Adds a huge number of non-earthlike creatures to the game&lt;br /&gt;
* More Practical Traits					&lt;br /&gt;
What it says on the tin&lt;br /&gt;
* Xeva + addons							&lt;br /&gt;
Adds five new factions and a wide array of weapons, armor, and enemies. (Combat Evolved compatibility not available, but patch is in progress)&lt;br /&gt;
&lt;br /&gt;
===''1006B'' Content Expansion, Minor===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* A Dog Said...							&lt;br /&gt;
The main framework for animal surgeries and bionics used by the community&lt;br /&gt;
* Alpha Biomes							&lt;br /&gt;
Adds several non-earthlike exotic biomes to the game&lt;br /&gt;
* Biomes Core + Biomes Islands			&lt;br /&gt;
Adds island maps and swimming to the game&lt;br /&gt;
* Rimsenal + assorted addons				&lt;br /&gt;
Adds a vast number of weapons and armor to the game&lt;br /&gt;
* Go Explore!								&lt;br /&gt;
Adds random events which cause ruined locations to appear on the map, ripe for plundering&lt;br /&gt;
* Vanilla Events Expanded					&lt;br /&gt;
Adds an assortment of vanilla-like events&lt;br /&gt;
* Utility Columns							&lt;br /&gt;
Adds columns that double as other furniture, such as lamps, freezers, orbital beacons, traps, or graves&lt;br /&gt;
* Vanilla Factions Expanded - Insectoids&lt;br /&gt;
Insectoid focused pack. Besides the usual, also adds a range of implants and genetically-engineered animals to perform various jobs&lt;br /&gt;
* Vanilla Weapons Expanded + addons		&lt;br /&gt;
Adds a wide range of new firearms&lt;br /&gt;
* Sparkling Worlds						&lt;br /&gt;
A large assorted mod. Adds new events, new glitter tech crafting recipes, a new faction, etc. &lt;br /&gt;
* Soft Warm Beds							&lt;br /&gt;
Makes beds a combination of a bed-frame and bed-sheet, rather than just a single item.&lt;br /&gt;
* Sometimes Raids Go Wrong				&lt;br /&gt;
Adds a small chance that hostile raids will crash their drop pods, arrive hungover, be chased by maddened animals, and so on.&lt;br /&gt;
* Apparello 2								&lt;br /&gt;
Adds a vast amount of new clothing types.&lt;br /&gt;
* More Vanilla Turrets 1.1				&lt;br /&gt;
Adds a large number of turrets for base defense		&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1006C'' Content Expansion, Wildlife and Enemies===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* Alpha Animals							&lt;br /&gt;
Already mentioned above&lt;br /&gt;
* Magical Mengerie						&lt;br /&gt;
Adds several mythical creatures to the game&lt;br /&gt;
* Orion's More Mechanoids					&lt;br /&gt;
What it says on the tin. Adds stronger mechs.&lt;br /&gt;
* Vanilla Factions Expanded - Mechanoids	&lt;br /&gt;
Ditto&lt;br /&gt;
* Super Mechneko							&lt;br /&gt;
Adds very tough, anime-style robots with giant titties&lt;br /&gt;
* Kemomimihouse + hardworking addon&lt;br /&gt;
		Adds cute pets that can be assigned job priorities, have skills, and do work exactly the same way as colonists&lt;br /&gt;
* 虫娘 Insect girls + hardworking addon	&lt;br /&gt;
Like the above, but insect-themed&lt;br /&gt;
&lt;br /&gt;
==''1007'' Gameplay Mechanics Expansion==&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
(Author's note: The &amp;quot;major&amp;quot; and &amp;quot;minor&amp;quot; categories below are purely a reflection of the mod's size and complexity. These categories are not a reflection of usefulness, quality, or gameplay impact.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1007A'' Gameplay Mechanics Expansion, Major===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* RimFactory + addons						&lt;br /&gt;
A massive mod that allows you to automate huge portions of colony, or automatically perform most tasks normally impossible to automate in Rimworld&lt;br /&gt;
* Rimworld of Magic						&lt;br /&gt;
Adds character classes to the game, along with associated spells and abilities, in a manner similar to D&amp;amp;D&lt;br /&gt;
* SOS2									&lt;br /&gt;
Adds starships, space combat, and interplanetary travel to the game&lt;br /&gt;
* Rimatomics								&lt;br /&gt;
Adds detailed nuclear power, along with very powerful turrets to the game&lt;br /&gt;
* Rimefeller								&lt;br /&gt;
Adds the oil industry to the game, allowing production a large number of normally unproducable materials from oil (plasteel, neutromine, etc)						&lt;br /&gt;
* Dubs Bad Hygiene							&lt;br /&gt;
Adds toilet, hygene, and thirst mechanics to the game. Also includes other useful utilities like central air conditioning, fire sprinklers, irrigation, etc.&lt;br /&gt;
* What the Hack							&lt;br /&gt;
Lets you capture, modify, and upgrade mechanoids for use as pets&lt;br /&gt;
* Gidduup + assorted addons&lt;br /&gt;
Allows animals to be ridden, both on the local map and world map. Add-ons allow for riding mechs, and for caravan use.&lt;br /&gt;
* Combat Evolved							&lt;br /&gt;
A major overhaul of fighting to make is much more deadly, unpredictable, and somewhat more realistic.&lt;br /&gt;
* RimJobWorld								&lt;br /&gt;
Oh boy, you found it. NSFW, 18+, etc. This is the ultimate sex mod for rimworld. Bestal1ty, r4pe, necr0philia, even pregnancies across species (and not just aliens, animals too). Not found on steam for obvious reasons, but any competent google search should lead you to it. You pervert. And sorry for the weird censoring, stupid word filters on pastebin.&lt;br /&gt;
* Pawnmorpher								&lt;br /&gt;
Furries: The Mod. This allows you to mutate pawns to give them animal-like body parts, or even turn them into animals (who are still sentient so act like pawns). Unlike Genetic Rim, research requires a lot of experimentation (on actual pawns) and collecting of data.&lt;br /&gt;
* Psychology&lt;br /&gt;
Instead of relying on pure RNG to determine pawns compatibility with each other, adds a massive amount of personality sliders and sexuality sliders to determine how well pawns get along&lt;br /&gt;
* Questionable Ethics Enhanced&lt;br /&gt;
Medical Ethics Violations: The Mod. Grow human organs, clone people, install mind control devices, etc.&lt;br /&gt;
* TiberiumRim								&lt;br /&gt;
Adds the namesake highly infectious, but infinitely renewable resource, along with a full set of vehicles (functionally, mechs) and a large amount of accompanying equipment and structures.&lt;br /&gt;
* 妖怪村1.32								&lt;br /&gt;
I don't know what the name says, either. This is basically a catch-all mod from Japanese mythology; about 20 mythical creatures, plus an assortment of armor, traits, weapons, buildings, furniture, medicines, body parts, etc. The reason this is listed under gameplay mechanics expansion is that some weapons are &amp;quot;intelligent&amp;quot; in that they gain XP and level up through combat, which is a neat idea. Note that while most of the content has a translation, some parts do not.&lt;br /&gt;
&lt;br /&gt;
===''1007B'' Gameplay Mechanics Expansion, Minor===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* SRTS + addons							&lt;br /&gt;
Adds aircraft for rapid traversing of the planet.&lt;br /&gt;
* Genetic Rim								&lt;br /&gt;
Allows harvesting of genes to create implants or dozens of new animal species&lt;br /&gt;
* Genetic Rim Alpha Animals Patch			&lt;br /&gt;
Expands the above to include creatures from alpha animals&lt;br /&gt;
* Bondage Beds							&lt;br /&gt;
Allows players to control addict pawns without resorting to removing the legs or spine, by simply tying them to a bed&lt;br /&gt;
* Preemptive Strike						&lt;br /&gt;
Allows the construction of facilities to detect friendly traders and enemy raids before they arrive&lt;br /&gt;
* EbD Prepare Carefully					&lt;br /&gt;
Allows you to manually create starting cargo and pawns on game start instead of relying on RNG&lt;br /&gt;
* ED-Shields								&lt;br /&gt;
Unlike most shield mods which merely add shield generators, this mod allows precise customization of each shield's functions and abilities using modules&lt;br /&gt;
* Crash Landing							&lt;br /&gt;
Adds a starting scenario and random event involving ship sections crashing to the planet&lt;br /&gt;
* More Faction Interaction				&lt;br /&gt;
Overhauls traders, faction expansion, and other diplomatic things&lt;br /&gt;
* Infusion 2								&lt;br /&gt;
Adds &amp;quot;enchantments&amp;quot; to gear, so that the effectiveness of something is more than just its quality and material alone.&lt;br /&gt;
* PsiTech									&lt;br /&gt;
An alternative to the royalty psycast system for psionics&lt;br /&gt;
* Orion's Hospitality						&lt;br /&gt;
Allows you to effectively run a hotel. Charge guests for beds, feed them, and make them happy to improve faction relations and earn more rewards&lt;br /&gt;
* Orion's Gastronomy						&lt;br /&gt;
The above, but instead of a hotel, you can run a restaurant. &lt;br /&gt;
* RimCities&lt;br /&gt;
Adds unique settlement types (cities, duh) and assorted quests involving them (conquest, defense, assassination, etc)&lt;br /&gt;
* Social Interactions Expanded			&lt;br /&gt;
Gives social interactions more diversity, and allow traits to change due to events&lt;br /&gt;
* Backup Power							&lt;br /&gt;
Allows various power sources to autonomously turn themselves on or off based on power remaining in batteries.&lt;br /&gt;
* RimDeed									&lt;br /&gt;
Adds a sort of employment agency where, for a fee, a company will find new possible recruits for you.&lt;br /&gt;
* Guard For Me							&lt;br /&gt;
Allows the hiring of very powerful pawns on a temporary, salaried basis.&lt;br /&gt;
* Empire									&lt;br /&gt;
Adds a mini-game involving the creation of settlements and their taxation/defense. (WARNING: Will almost certainly break any semblance of a balanced game economy due to the exponential growth of wealth)&lt;br /&gt;
* RimWar									&lt;br /&gt;
Effectively allows conquest and war between factions. (WARNING: May cause significant game slowdown, to say nothing of balance issues caused by factions being removed from the game through destruction)&lt;br /&gt;
* Vanilla Factions Expanded - Mechanoids	&lt;br /&gt;
Mechanoid focused pack which not only adds the usual (new weapons, enemies, etc), but automated factories and supercomputers, and a &amp;quot;total war&amp;quot; mechanic tracking mechanoid progress on a global level&lt;br /&gt;
* Organ Harvest Post-Mortem				&lt;br /&gt;
Harvest organs and implants from dead pawns. (WARNING: This most destroys the game economy's balance due to each dead raider producing several times more wealth than normal, from harvested organs)&lt;br /&gt;
* Expanded Roofing						&lt;br /&gt;
Allows you to build or demolish overhead mountain, as well as other utility roofs (glass, solar, etc).&lt;br /&gt;
* Roads of the Rim						&lt;br /&gt;
Allows construction of new roads on the world map&lt;br /&gt;
* Remote Tech 							&lt;br /&gt;
Adds an assortment of traps that can be activated remotely without need for a pawn to trigger them.&lt;br /&gt;
* Animal Armor + addons					&lt;br /&gt;
What it says on the tin&lt;br /&gt;
* Death Rattle							&lt;br /&gt;
Normally pawns will instantly perish the moment a vital organ (such as the heart) fails. This mod instead gives you a small time window to perform surgery or hook the pawn up to life support before they actually perish, just like how it works in real life.&lt;br /&gt;
&lt;br /&gt;
==''1008'' New Alien Races Content, and Supporting Mods==&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
&lt;br /&gt;
(Authors Note: Races are divided here into major and minor. Major races are those that either have large anatomical differences from normal humanoid pawns, or they have a particularly extensive amount of secondary content (pets, buildings, weapons, armor, factions), or are otherwise novel in some way. Minor races are those that are just humanoid pawns and have little content outside of race-specific armor and weapons.)&lt;br /&gt;
&lt;br /&gt;
(Author's Note: Nearly all races support one of the two competing bionics mods, RBSE or EPOE. If you are unable to perform bionic surgeries on a race, it may be because you are missing whichever of these two the race supports. Alternatively, the mod Xenobiotic Patcher makes all surgeries cross-species, but occasionally causes some odd or nonsensical surgeries to be unlocked, though this isn't really a problem if you avoid using them them.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1008A'' New Alien Races Content, Major===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* Humanoid Alien Races 2.0				&lt;br /&gt;
Not a race mod, but an underlying framework required by nearly every race mod in existence. &lt;br /&gt;
* Xenobionic Patcher						&lt;br /&gt;
Have lots of races installed and worried about bionic compatibility? This makes every surgery compatible with every race&lt;br /&gt;
* Androids								&lt;br /&gt;
Robots that can customize their bodies and traits upon assembly.&lt;br /&gt;
* Android Tiers++							&lt;br /&gt;
A far larger robot mod, albeit one that has earned a bad reptuation for hurting game performance. It has truly unique features things like mind-uploading, mind-copying, but also completely destroys game balance due to its overpoweredness.&lt;br /&gt;
* Anty the War Ant Race					&lt;br /&gt;
Quoting the author, &amp;quot;The problem child of the universe.&amp;quot; Lots of unique mechanics here: An anty can be transformed using pheromones, making them a queen to constantly produce new children, or alternatively you can turn them into a soldier, or an acid suicide bomb. They also recycle prisoners into meat computers, living generators, or human cattle that slowly waste away for new food. Their weapons are mostly acid-based, and they have grenades which can instantly deploy a sandbag cover. Lots of neat stuff. &lt;br /&gt;
* Avali									&lt;br /&gt;
Bird lizard people things? One of the single largest mods in terms of supporting content (buildings, armor, weapons). Spacer-tech&lt;br /&gt;
* Crystallods								&lt;br /&gt;
Crystal people. The race itself pretty unremarkable and uses very old graphics, but they have extensive supporting content such as a unique type of raid, a large array of new psycasts, and a unique way to generate power.&lt;br /&gt;
* Dragonians								&lt;br /&gt;
Dragon girls. Have the advantages of being able to graze, be milked and sheared, but still a sentient pawn. Tribal-tech&lt;br /&gt;
* Epona&lt;br /&gt;
Centaurs. Assorted tech levels. Have their own custom space suits for SOS2 compatibility. &lt;br /&gt;
* Idhale									&lt;br /&gt;
Basically ghosts. Immune to conventional attack, but in turn are also unable to attack others.&lt;br /&gt;
* Kijin									&lt;br /&gt;
Japanese Oni (demons). Have a number of unique techs which improve the productivity of farm animals, and their own unique win condition. Japanese/medieval-tech.&lt;br /&gt;
* Kurin&lt;br /&gt;
Three-tailed foxgirls. One of the most popular race mods, so have a large number of add-ons mods or ports. Spacer-tech&lt;br /&gt;
* Mincho									&lt;br /&gt;
Ice cream slime girls. A living testament to the horrors (or brillaince) of genetic engineering. Extremely durable bodies; probably the only race listed that can literally survive their heads being blown off. And then grow it back.&lt;br /&gt;
* Moyo									&lt;br /&gt;
Deep sea dwellers. Blood from this race can be harvested and turned into a wide range of drugs, from mech serums to cocaine. Spacer-tech&lt;br /&gt;
* Neclose									&lt;br /&gt;
Some sort of combination of huge-titty girls, jelly fish, and sea pickle. Unarmed attacks will paralyze and eventually cause comas. Can also create fleshbeasts to act as menial works.&lt;br /&gt;
* Oni										&lt;br /&gt;
Roughly based on oni from Japanese lore. Available as both an animal version and a sentient pawn.&lt;br /&gt;
* Orassan									&lt;br /&gt;
Anthro-cat people (though de-furry patches exist). Specializes in arctic survival; they can farm ice like soil, and can turn normal strone into an enhanced type of concrete. Spacer-tech&lt;br /&gt;
* Rabbies									&lt;br /&gt;
Rabbit people with a global addiction to a drug called Planetarium. Modern/Spacer-tech. &lt;br /&gt;
* Ratkin									&lt;br /&gt;
Cute rat people whose raids can burrow using drill machines, allowing them to appear inside your base similar to insectoid infestations. Steampunk-tech.&lt;br /&gt;
* Rakkle									&lt;br /&gt;
Naga-like snake people with a few unique mechanics. Firstly, most of their vital organs are actually in their snake half and not their human half (which is quite useful in Combat Evolved where cover protects the bottom half of a pawn first). And like snakes they can periodically shed their skin, or consume one giant meal and slowly digest it for an entire week instead of eating daily like most other species. &lt;br /&gt;
* Revia									&lt;br /&gt;
(Yes, more fox girls). A focus bloodlust and sacrifice; they can generate lost body parts or permanently improve stats by sacrificing prisoners. (WARNING: This mod has been known to cause a few serious issues, such as traders not having any inventories, ever)&lt;br /&gt;
* Nearmare								&lt;br /&gt;
Fairy-like race that can summon will o' wisps to aid them, and is very strong against mental/morale damage.&lt;br /&gt;
* Xenoorca&lt;br /&gt;
Killer whale mermaids. Like their namesake they're large, powerful and predatory. (Only appear as a pirate faction by default). Spacer-tech.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1008B'' New Alien Races Content, Minor===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* Annelitrice								&lt;br /&gt;
Mimic shapeshifters which appear unremarkable, but are actually composed of hives of worms. They have special abilities to keep resurrecting themselves after death. Modern-tech.&lt;br /&gt;
* Arachne									&lt;br /&gt;
Spider people. Besides the eight-legs thing, are fairly vanilla. Spacer-tech&lt;br /&gt;
* Ancient Species							&lt;br /&gt;
Half-Elves. Assorted tech levels&lt;br /&gt;
* Astoriel 								&lt;br /&gt;
Elves&lt;br /&gt;
* Bun										&lt;br /&gt;
Bunny People. Tribal-to-Industrial-tech&lt;br /&gt;
* Ferian									&lt;br /&gt;
Anthro-Fox people, not much here beyond the race.&lt;br /&gt;
* Forsaken								&lt;br /&gt;
Coal-black skin, horns, and glowing eyes. I assume some sort of demons?  Glitter-tech, with very powerful equipment. Have their own unique biome in Alpha Biomes mod&lt;br /&gt;
* Garam									&lt;br /&gt;
Furry cat girl pseudo-pets. Highly detailed in-built animation, but the only race in this list that use their own unique framework (not HAR), causing a number of compatibility issues&lt;br /&gt;
* Giants									&lt;br /&gt;
What it says on the tin, really.&lt;br /&gt;
* Nyaron									&lt;br /&gt;
Mass produced cat girls. Every weeb's dream&lt;br /&gt;
* Silkiera								&lt;br /&gt;
Foxgirls with big tiddies. Medieval-tech.&lt;br /&gt;
* RimEffect Races							Can't comment on these since I haven't tried this mod yet.&lt;/div&gt;</summary>
		<author><name>Regularity</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:Regularity&amp;diff=86926</id>
		<title>User:Regularity</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:Regularity&amp;diff=86926"/>
		<updated>2021-06-17T16:36:25Z</updated>

		<summary type="html">&lt;p&gt;Regularity: /* 1007B Gameplay Mechanics Expansion, Minor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Can someone recommend me a [insert category here] mod?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you, too, are tired of answering this question, just send them to this pastebin.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''Table of Contents''===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
* ''1001'' 	Colony Utility: Quality-of-life mods that directly increase the efficiency of pawns in their daily activities&lt;br /&gt;
&lt;br /&gt;
* ''1002'' 	Player Utility: Quality-of-life mods that do not directly affect the colony. Things like UI improvements, more detailed information, and automating repetitive player tasks.&lt;br /&gt;
&lt;br /&gt;
* ''1003'' 	Performance, Bug Fixes, and AI Improvements&lt;br /&gt;
&lt;br /&gt;
* ''1004'' 	Storage: Mods related to storing stuff&lt;br /&gt;
&lt;br /&gt;
* ''1005'' 	Graphical Improvements: these are purely cosmetic changes; graphical changes that improve readability or better convey information are under the Player Utility category&lt;br /&gt;
* ''1005A'' 	Graphical Improvements, General&lt;br /&gt;
* ''1005B''	Graphical Improvements, Pawn Body&lt;br /&gt;
* ''1005C''	Graphical Improvements, Detailed Hair: Higher resolution, detailed hair that looks very nice, but may clash with the vanilla Rimworld art style&lt;br /&gt;
* ''1005C''	Graphical Improvements, Simple Hair: Hair with relatively low gradients and shading, more closely matching the vanilla Rimworld art style&lt;br /&gt;
&lt;br /&gt;
* ''1006'' 	Content Expansion: Adds new content, but does not significantly change any core game mechanics or game balance&lt;br /&gt;
* ''1006A''	Content Expansion, Major&lt;br /&gt;
* ''1006B''	Content Expansion, Minor&lt;br /&gt;
* ''1006C''	Content Expansion, Wildlife and Enemies&lt;br /&gt;
&lt;br /&gt;
* ''1007'' 	Gameplay Mechanics Expansion: Adds new content with a significant impact on core game mechanics or game balance&lt;br /&gt;
* ''1007A''	Gameplay Mechanics Expansion, Major&lt;br /&gt;
* ''1007B''	Gameplay Mechanics Expansion, Minor&lt;br /&gt;
&lt;br /&gt;
* ''1008''	New Alien Races Content: Covers notable alien races and supporting mods. For the sake of keeping the list a reasonable length, most races that are functionally little more than a reskin with minor stat changes have been omitted. The list here tries to focus on the more novel or interesting races.&lt;br /&gt;
* ''1008A''	New Alien Races Content, Major&lt;br /&gt;
* ''1008B''	New Alien Races Content, Minor&lt;br /&gt;
&lt;br /&gt;
==''1001'' Colony Utility==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* [SYR] Doormats							&lt;br /&gt;
Prevents outdoor filth from being tracked indoors&lt;br /&gt;
* Programmable Vents						&lt;br /&gt;
Vents that shut off when rooms reach a certain temperature; allows you to passively heat rooms without overheating them during hotter days&lt;br /&gt;
* Meat Blend								&lt;br /&gt;
Allows mixing of all meat types into a single type for easier storage (you can opt out insect or humanoid meat to avoid mood penalties)&lt;br /&gt;
* Veggie Mix								&lt;br /&gt;
The above, but for plants&lt;br /&gt;
* DontBlockDoor							&lt;br /&gt;
Prevents random dropped items from holding the door open and allowing in invaders or prisoners&lt;br /&gt;
* Trading Spot							&lt;br /&gt;
Choose where trader caravans loiter&lt;br /&gt;
* [SYR] Set Up Camp						&lt;br /&gt;
Create a small, temporary local map to perform actions you can't on the world map.&lt;br /&gt;
* Roads of the Rim						&lt;br /&gt;
Build roads on the world map&lt;br /&gt;
* Locks2									&lt;br /&gt;
Doors can be set to allow/block visitors, pets, or specific pawns in your colony&lt;br /&gt;
* RT Solar Flare Shield					&lt;br /&gt;
Build a shield to protect against solar flares&lt;br /&gt;
* RT Fuses								&lt;br /&gt;
Build fuses to prevent BZZZZT events&lt;br /&gt;
* Share the Load							&lt;br /&gt;
Allows multiple pawns to haul resources to a construction site, instead of just one at a time&lt;br /&gt;
* Replace Stuff			&lt;br /&gt;
Don't like how vents create a massive weak spot in otherwise sturdy walls? Try these. Vents no longer replace walls, but are added onto them, leaving the wall behind even if the vent is destroyed&lt;br /&gt;
* Power++									&lt;br /&gt;
Adds the ability to transmit power wirelessly, both on-map or across the world to other sites&lt;br /&gt;
* No Random Relations						&lt;br /&gt;
Don't like the game randomly deciding a pawn has an uncle/sister/cousin? This is for you&lt;br /&gt;
* Royalty Tweaks							&lt;br /&gt;
Makes the more restrictive or annoying parts of royalty content optional&lt;br /&gt;
* Smart Medicine							&lt;br /&gt;
Allows pawns to carry medicine with them and use it in the field&lt;br /&gt;
* Xenobionic Patcher						&lt;br /&gt;
Have lots of races installed and worried about bionic compatibility? This makes every surgery compatible with every race&lt;br /&gt;
* No Burn Metal							&lt;br /&gt;
Removes flammability from steel and other metal&lt;br /&gt;
* Faction Blender							&lt;br /&gt;
Adds new factions which take pawns from all available races, as opposed to the norm where each faction is only composed of a single race&lt;br /&gt;
* Realistic Rooms							&lt;br /&gt;
Makes it so colonists merely want bedroom-sized bedrooms, and not apartment-sized ones&lt;br /&gt;
* Expanded Roofing						&lt;br /&gt;
Allows the creation and removal of overhead mountain, glass roofing, and even solar roofing.&lt;br /&gt;
* Imprisonment on the Go					&lt;br /&gt;
Allows the capturing of prisoners without an enclosed sleeping space. Very useful when attacking enemy sites.&lt;br /&gt;
* Simple Slavery							&lt;br /&gt;
Allows you to draft prisoners and put them to work&lt;br /&gt;
* Prison Labor							&lt;br /&gt;
A mod that is much larger and more sophisticated way to make use of prisoners than Simple Slavery, but has a reputation for being buggy. (WARNING: May cause an assortment of bugs relating to jobs)&lt;br /&gt;
* Power Logic								&lt;br /&gt;
Adds power buildings that allow creation of logic gates, sensors, and so on.&lt;br /&gt;
* My Little Planet						&lt;br /&gt;
Allows you to change the planet's landmass, effectively controlling how vast or cramped the planet is&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1002'' Player Utility==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* TD Enhancement Pack						&lt;br /&gt;
Improves a ton of small things in the user interface of the game&lt;br /&gt;
* Colony Groups							&lt;br /&gt;
A major overhaul and improvement of the colonist bar&lt;br /&gt;
* Interaction Bubbles						&lt;br /&gt;
Allows you to see conversations or interactions beteween pawns without digging through the game log&lt;br /&gt;
* Damage Indicators						&lt;br /&gt;
Adds floating numbers that display the damage taken by pawns or buildings&lt;br /&gt;
* Better Pawn Control						&lt;br /&gt;
Greatly increases the control you have over food, drug, and equipment policies&lt;br /&gt;
* Pawn Rules								&lt;br /&gt;
Allows restricting of bonding, romance, and artisan crafting&lt;br /&gt;
* Camera+									&lt;br /&gt;
Removes default restrictions of camera zoom levels&lt;br /&gt;
* RimHUD									&lt;br /&gt;
Makes the bottom-left info window completely customizable in color, font, size, tabs, etc.&lt;br /&gt;
* World Edit								Tired of rerolling for the perfect site at a river, coast, mountain, or whatever? Just edit the world.&lt;br /&gt;
* Character Editor						&lt;br /&gt;
Allows completely changing of every aspect of existing pawns. Even if cheating isn't your thing, it's good to have installed to easily fix bugs that may occur without manual save editing&lt;br /&gt;
* Map Reroll								&lt;br /&gt;
Reroll the local colony map if you don't like the exact layout of certain things&lt;br /&gt;
* Map Designer							&lt;br /&gt;
Allows creating maps using custom parameters, instead of them being dictated by the world map tile.&lt;br /&gt;
* Whats that mod							&lt;br /&gt;
Adds text at the bottom of every item/pawn/thing's info window showing what mod it's from&lt;br /&gt;
Change map edge limit					&lt;br /&gt;
Build up to the map edge if you so desire, to wall off access to raids/carvans from certain points of the map&lt;br /&gt;
* Work Tab, Animal Tab, Colony Manger		&lt;br /&gt;
More detailed control for these tabs&lt;br /&gt;
* Relations Tab							&lt;br /&gt;
See relations between all factions at a glance&lt;br /&gt;
* Allow Tool								&lt;br /&gt;
Allows map-wide forbidding, selection, or allowing. &lt;br /&gt;
* Toggle Harvest							&lt;br /&gt;
Allows control of whether growing areas should be planted or harvested&lt;br /&gt;
* Dub Mint Menus							&lt;br /&gt;
Consolidates the work tabs from every workbench and recipe you have access to, in one location&lt;br /&gt;
* Directly Abandon Settlement				&lt;br /&gt;
Allow you to abandon locations on the world map&lt;br /&gt;
* WikiRim									&lt;br /&gt;
Adds an in-game database of items and recipes you can search&lt;br /&gt;
* Heat Map								&lt;br /&gt;
Adds an overlay to see temperatures in all rooms at the same time&lt;br /&gt;
* Appearance Clothing	+ HAR addon			&lt;br /&gt;
Allows you to set appearance of pawns completely independent of whatever gear they're wearing. Vital for preventing incompatibilities or missing textures if you play with many races that have race-exclusive gear&lt;br /&gt;
* Better Roads							&lt;br /&gt;
Makes roads easier to see on the world map&lt;br /&gt;
* Dubs Mint Minimap						&lt;br /&gt;
Adds a minimap to the game, making tracking of threats far easier&lt;br /&gt;
* Recipe Icons							&lt;br /&gt;
Makes scrolling through recipe lists easier by attaching relevant product images&lt;br /&gt;
* Filth Vanishes with Rain				&lt;br /&gt;
What it says on the tin, rain can clean outdoor terrain of filth. Slightly improves performance by removing filth periodically&lt;br /&gt;
* Better Time Format						&lt;br /&gt;
Let's you see the exact in-game time instead of just a vague approximation&lt;br /&gt;
* Armored Floors							&lt;br /&gt;
For a great cost, allows you to prevent infestations in certain areas&lt;br /&gt;
* RPG Inventory OR Awesome Inventory		Adds a visual paper-doll like inventory, making it easy to see equipment at a glance&lt;br /&gt;
* Better Message Placement				&lt;br /&gt;
Prevents popup messages from blocking the colonist bar&lt;br /&gt;
* Drop All Inventory						&lt;br /&gt;
Allows you to rapidly unload cargo from your caravans without having to wait&lt;br /&gt;
* Defensive Positions						&lt;br /&gt;
Allows you to have pawns move to pre-selected locations and draft themselves with a single hotkey&lt;br /&gt;
* Keep Bed Ownership						&lt;br /&gt;
Prevents ownership of beds from being erased when they need to sleep using a bed on another map&lt;br /&gt;
* Research Pal Forked						&lt;br /&gt;
Greatly improves the research screen with a better UI and more detail&lt;br /&gt;
* Bionic Icons							&lt;br /&gt;
Allows you to determine which implant is which at a glance by adding pictures to them.&lt;br /&gt;
* Allow Tools								&lt;br /&gt;
Adds improved tools for allowing or disallow en masse&lt;br /&gt;
* More Harvest Designators				&lt;br /&gt;
Similar to above, but for designations concerning farming and wild planet harvesting &lt;br /&gt;
* Vein Miner OR Mine it all						&lt;br /&gt;
Similar to above, but for mining&lt;br /&gt;
* Rangefinder								&lt;br /&gt;
Allows you to toggle a big circle around a pawn constantly showing its maximum firing range.&lt;br /&gt;
* Loading in Progress						&lt;br /&gt;
Allows adds or removing of objects from drop pods without having to unload and then reload all pods' contents.&lt;br /&gt;
* Cut plants before building				&lt;br /&gt;
Lets you get the plant resources from plants under a building blueprint, instead of destroying them&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1003'' Performance, Bug Fixes, and AI Improvements==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
Dubs Performance Analyzer				&lt;br /&gt;
Arguably the single most important tool for improving game performance. It allows you to see specifically which parts of the game are causing the most slowdown, allowing you to identify and solve bugs which don't normally report errors, or identify which of your mods is secretly causing game slowdown due to poor coding.&lt;br /&gt;
* Rocketman								&lt;br /&gt;
Essentially reduces the frequency at which the game checks low-importance things, to greatly improve game performance.&lt;br /&gt;
* PawnTargetFix							&lt;br /&gt;
Makes ranged attackers focus more on the nearest target rather than selecting one randomly&lt;br /&gt;
* Perfect Pathfinding						&lt;br /&gt;
Makes pawns travel in a straight line instead of moving almost entirely at diagonals with large detours&lt;br /&gt;
* Path Avoid								&lt;br /&gt;
A useful tool for fixing pathfinding quirks; allows you to paint pathfinding costs onto terrain, allowing you to override normal AI pathfinding. Good for forcing pawns to use roads and avoid traps or obstacles.&lt;br /&gt;
* Word of Freelove						&lt;br /&gt;
Removes the normal hetero-only restrictions on the Word of Love psycast in the Royalty DLC&lt;br /&gt;
* Kijin									&lt;br /&gt;
This race mod isn't really a &amp;quot;fix&amp;quot;, but has a research project to achieve double yields from animals, effectively allowing you to have half as many animals on the map without losing productivity. This in turn can save on game memory.&lt;br /&gt;
* More Trait Slots						&lt;br /&gt;
With a lot of mods adding (or sometimes even requiring) new traits, this mod allows you to increase the maximum number of traits allowed on a pawn, allowing you to fully make use of these mods&lt;br /&gt;
* Animal Logic							&lt;br /&gt;
Allows very precise tuning of animal behavior instead of being at the mercy of whatever values are vanilla&lt;br /&gt;
* Smarter Construction					&lt;br /&gt;
Improves construction reach, greatly reducing incidents of pawns trapping themselves&lt;br /&gt;
* Smarter Deconstruction and Mining		&lt;br /&gt;
Similar to the above, but for preventing roof cave-ins&lt;br /&gt;
* Mining Priority							&lt;br /&gt;
Prioritizes which metals to mine by value, instead of just by distance&lt;br /&gt;
* Pickup and Haul							&lt;br /&gt;
Allows colonists to use their inventory for hauling purposes, greatly increasing the amount of items they can move in one trip&lt;br /&gt;
* Haul to Stack							&lt;br /&gt;
Prioritizes hauling to drop off goods an an existing stack of that good, instead of creating multiple incomplete stacks which add clutter&lt;br /&gt;
* Rimthreaded								&lt;br /&gt;
Rimworld is normally limited to a single CPU core. This mod attempts to force it to use multiple cores. (WARNING: This mod has an incompatibility list a mile long, so read it before attempting to use this mod!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1004'' Storage==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Deep Storage							&lt;br /&gt;
Lets you store multiple stacks on one tile&lt;br /&gt;
* Netrve's DeepStorage UI					&lt;br /&gt;
Improves the interaction menu of deep storage building&lt;br /&gt;
* Rimfridge 								&lt;br /&gt;
Adds storage with build-in cooling&lt;br /&gt;
* [JD] Simply Storage						&lt;br /&gt;
Adds a much greater number of containers for Deep Storage&lt;br /&gt;
* [JD] Simply Storage - Refrigeration 	&lt;br /&gt;
Same but for rimfridge&lt;br /&gt;
* Stack XXL OR OgreStack					&lt;br /&gt;
Allows you to change how many individual items can be placed in a single stack of items, drastically effecting storage capacity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1005'' Graphical Improvements==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005A'' Graphical Improvements, General===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* World Beautification Project + addons	&lt;br /&gt;
Greatly improves the graphics of the world map&lt;br /&gt;
* Hats Display Selection OR Show Hair 	&lt;br /&gt;
Allows you to hide helmets, or have headgear that doesn't remove hair from the pawn&lt;br /&gt;
* Graphics Setter							&lt;br /&gt;
Improves sharpness and reduces blur of sprites&lt;br /&gt;
* High Quality Textures					&lt;br /&gt;
What it says on the tin&lt;br /&gt;
* Gloomy Deco	+ other Gloomy mods			&lt;br /&gt;
Technically a furniture mod, but adds a lot of decorative objects focused on cute or low-tech appearance&lt;br /&gt;
Vanilla Furniture Expanded Props		&lt;br /&gt;
Similar to above, but more modern and serious-looking&lt;br /&gt;
* RimThemes								&lt;br /&gt;
Change window/UI colors and transparency to whatever you desire&lt;br /&gt;
* Eccentric Tech - Cosmetic				&lt;br /&gt;
Adds a large number of purely cosmetic implants; animal ears, horns, tails, etc&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005B'' Graphical Improvements, Pawn Body===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Beautiful Bodies						&lt;br /&gt;
Greatly increases body detail without changing body shape (therefore retaining full compatibility with every vanilla clothing mod)&lt;br /&gt;
* FemaleBB + bodytype add-on				&lt;br /&gt;
This adds a new type of female body shape and increases its, ahem, bust size, though the body itself remains pretty vanilla-like in that it lacks high detail and shading. What makes this mod noteworthy is that the author has manually re-created from scratch literally hundreds of pieces of armor and clothing from almost every major mod to make them similarly more revealing and skimpy (and to fit the new body shape). Mod settings allow you to decide which races this new body type will apply to, and which will remain vanilla. As long as your mother doesn't see this, you should be okay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005C'' Graphical Improvements, Detailed Hair===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Replace Vanilla Hair 					&lt;br /&gt;
As the name suggests, overrides vanilla hairs with far more detailed and higher resolution versions.&lt;br /&gt;
* Roppoi Hair&lt;br /&gt;
* Vee Hairs&lt;br /&gt;
* Gommy Hair mk2&lt;br /&gt;
* Amerio anime hairs&lt;br /&gt;
* Eccentric Extras&lt;br /&gt;
* Gw hair mod&lt;br /&gt;
* Mokan Hair&lt;br /&gt;
* GW-HornHair&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005C'' Graphical Improvements, Simple Hair===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Vanilla Hair Expanded&lt;br /&gt;
* Won hair_women + hair_men&lt;br /&gt;
* [Ods] Hair&lt;br /&gt;
* [SS]Lovely Hair Style&lt;br /&gt;
* Rim Seraph Hair&lt;br /&gt;
* Extended Hair&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1006'' Content Expansion==&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
(Author's note: The &amp;quot;major&amp;quot; and &amp;quot;minor&amp;quot; categories below are purely a reflection of the mod's size and complexity. These categories are not a reflection of usefulness, quality, or gameplay impact.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1006A'' Content Expansion, Major===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* RBSE OR EPOE-Forked						&lt;br /&gt;
These two mods are the main competing frameworks for rimworld surgeries. A detailed comparison on them can be seen here ( https://docs.google.com/spreadsheets/d/1xZaHNbrRg_4vl6HeRlmTmvFfIB1cjUtCGhg8wjtXISk/ )&lt;br /&gt;
* Glittertech								&lt;br /&gt;
Adds a large range of very late-game advanced technology. May be overpowered.&lt;br /&gt;
* PolarisBloc								&lt;br /&gt;
Similar to glittertech&lt;br /&gt;
* RimCuisine2 + addons					&lt;br /&gt;
One of the largest mods dedicated to farming, cooking, and food in general&lt;br /&gt;
* Zipangu									&lt;br /&gt;
Similar to the above, but wholely focused on Japanese-themed cuisine. Also has a large amount of Japanese furniture&lt;br /&gt;
* Alpha Animals							&lt;br /&gt;
Adds a huge number of non-earthlike creatures to the game&lt;br /&gt;
* More Practical Traits					&lt;br /&gt;
What it says on the tin&lt;br /&gt;
* Xeva + addons							&lt;br /&gt;
Adds five new factions and a wide array of weapons, armor, and enemies. (Combat Evolved compatibility not available, but patch is in progress)&lt;br /&gt;
&lt;br /&gt;
===''1006B'' Content Expansion, Minor===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* A Dog Said...							&lt;br /&gt;
The main framework for animal surgeries and bionics used by the community&lt;br /&gt;
* Alpha Biomes							&lt;br /&gt;
Adds several non-earthlike exotic biomes to the game&lt;br /&gt;
* Biomes Core + Biomes Islands			&lt;br /&gt;
Adds island maps and swimming to the game&lt;br /&gt;
* Rimsenal + assorted addons				&lt;br /&gt;
Adds a vast number of weapons and armor to the game&lt;br /&gt;
* Go Explore!								&lt;br /&gt;
Adds random events which cause ruined locations to appear on the map, ripe for plundering&lt;br /&gt;
* Vanilla Events Expanded					&lt;br /&gt;
Adds an assortment of vanilla-like events&lt;br /&gt;
* Utility Columns							&lt;br /&gt;
Adds columns that double as other furniture, such as lamps, freezers, orbital beacons, traps, or graves&lt;br /&gt;
* Vanilla Factions Expanded - Insectoids&lt;br /&gt;
Insectoid focused pack. Besides the usual, also adds a range of implants and genetically-engineered animals to perform various jobs&lt;br /&gt;
* Vanilla Weapons Expanded + addons		&lt;br /&gt;
Adds a wide range of new firearms&lt;br /&gt;
* Sparkling Worlds						&lt;br /&gt;
A large assorted mod. Adds new events, new glitter tech crafting recipes, a new faction, etc. &lt;br /&gt;
* Soft Warm Beds							&lt;br /&gt;
Makes beds a combination of a bed-frame and bed-sheet, rather than just a single item.&lt;br /&gt;
* Sometimes Raids Go Wrong				&lt;br /&gt;
Adds a small chance that hostile raids will crash their drop pods, arrive hungover, be chased by maddened animals, and so on.&lt;br /&gt;
* Apparello 2								&lt;br /&gt;
Adds a vast amount of new clothing types.&lt;br /&gt;
* More Vanilla Turrets 1.1				&lt;br /&gt;
Adds a large number of turrets for base defense		&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1006C'' Content Expansion, Wildlife and Enemies===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* Alpha Animals							&lt;br /&gt;
Already mentioned above&lt;br /&gt;
* Magical Mengerie						&lt;br /&gt;
Adds several mythical creatures to the game&lt;br /&gt;
* Orion's More Mechanoids					&lt;br /&gt;
What it says on the tin. Adds stronger mechs.&lt;br /&gt;
* Vanilla Factions Expanded - Mechanoids	&lt;br /&gt;
Ditto&lt;br /&gt;
* Super Mechneko							&lt;br /&gt;
Adds very tough, anime-style robots with giant titties&lt;br /&gt;
* Kemomimihouse + hardworking addon&lt;br /&gt;
		Adds cute pets that can be assigned job priorities, have skills, and do work exactly the same way as colonists&lt;br /&gt;
* 虫娘 Insect girls + hardworking addon	&lt;br /&gt;
Like the above, but insect-themed&lt;br /&gt;
&lt;br /&gt;
==''1007'' Gameplay Mechanics Expansion==&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
(Author's note: The &amp;quot;major&amp;quot; and &amp;quot;minor&amp;quot; categories below are purely a reflection of the mod's size and complexity. These categories are not a reflection of usefulness, quality, or gameplay impact.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1007A'' Gameplay Mechanics Expansion, Major===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* RimFactory + addons						&lt;br /&gt;
A massive mod that allows you to automate huge portions of colony, or automatically perform most tasks normally impossible to automate in Rimworld&lt;br /&gt;
* Rimworld of Magic						&lt;br /&gt;
Adds character classes to the game, along with associated spells and abilities, in a manner similar to D&amp;amp;D&lt;br /&gt;
* SOS2									&lt;br /&gt;
Adds starships, space combat, and interplanetary travel to the game&lt;br /&gt;
* Rimatomics								&lt;br /&gt;
Adds detailed nuclear power, along with very powerful turrets to the game&lt;br /&gt;
* Rimefeller								&lt;br /&gt;
Adds the oil industry to the game, allowing production a large number of normally unproducable materials from oil (plasteel, neutromine, etc)						&lt;br /&gt;
* Dubs Bad Hygiene							&lt;br /&gt;
Adds toilet, hygene, and thirst mechanics to the game. Also includes other useful utilities like central air conditioning, fire sprinklers, irrigation, etc.&lt;br /&gt;
* What the Hack							&lt;br /&gt;
Lets you capture, modify, and upgrade mechanoids for use as pets&lt;br /&gt;
* Gidduup + assorted addons&lt;br /&gt;
Allows animals to be ridden, both on the local map and world map. Add-ons allow for riding mechs, and for caravan use.&lt;br /&gt;
* Combat Evolved							&lt;br /&gt;
A major overhaul of fighting to make is much more deadly, unpredictable, and somewhat more realistic.&lt;br /&gt;
* RimJobWorld								&lt;br /&gt;
Oh boy, you found it. NSFW, 18+, etc. This is the ultimate sex mod for rimworld. Bestal1ty, r4pe, necr0philia, even pregnancies across species (and not just aliens, animals too). Not found on steam for obvious reasons, but any competent google search should lead you to it. You pervert. And sorry for the weird censoring, stupid word filters on pastebin.&lt;br /&gt;
* Pawnmorpher								&lt;br /&gt;
Furries: The Mod. This allows you to mutate pawns to give them animal-like body parts, or even turn them into animals (who are still sentient so act like pawns). Unlike Genetic Rim, research requires a lot of experimentation (on actual pawns) and collecting of data.&lt;br /&gt;
* Psychology&lt;br /&gt;
Instead of relying on pure RNG to determine pawns compatibility with each other, adds a massive amount of personality sliders and sexuality sliders to determine how well pawns get along&lt;br /&gt;
* Questionable Ethics Enhanced&lt;br /&gt;
Medical Ethics Violations: The Mod. Grow human organs, clone people, install mind control devices, etc.&lt;br /&gt;
* TiberiumRim								&lt;br /&gt;
Adds the namesake highly infectious, but infinitely renewable resource, along with a full set of vehicles (functionally, mechs) and a large amount of accompanying equipment and structures.&lt;br /&gt;
* 妖怪村1.32								&lt;br /&gt;
I don't know what the name says, either. This is basically a catch-all mod from Japanese mythology; about 20 mythical creatures, plus an assortment of armor, traits, weapons, buildings, furniture, medicines, body parts, etc. The reason this is listed under gameplay mechanics expansion is that some weapons are &amp;quot;intelligent&amp;quot; in that they gain XP and level up through combat, which is a neat idea. Note that while most of the content has a translation, some parts do not.&lt;br /&gt;
&lt;br /&gt;
===''1007B'' Gameplay Mechanics Expansion, Minor===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* SRTS + addons							&lt;br /&gt;
Adds aircraft for rapid traversing of the planet.&lt;br /&gt;
* Genetic Rim								&lt;br /&gt;
Allows harvesting of genes to create implants or dozens of new animal species&lt;br /&gt;
* Genetic Rim Alpha Animals Patch			&lt;br /&gt;
Expands the above to include creatures from alpha animals&lt;br /&gt;
* Bondage Beds							&lt;br /&gt;
Allows players to control addict pawns without resorting to removing the legs or spine, by simply tying them to a bed&lt;br /&gt;
* Preemptive Strike						&lt;br /&gt;
Allows the construction of facilities to detect friendly traders and enemy raids before they arrive&lt;br /&gt;
* EbD Prepare Carefully					&lt;br /&gt;
Allows you to manually create starting cargo and pawns on game start instead of relying on RNG&lt;br /&gt;
* ED-Shields								&lt;br /&gt;
Unlike most shield mods which merely add shield generators, this mod allows precise customization of each shield's functions and abilities using modules&lt;br /&gt;
* Crash Landing							&lt;br /&gt;
Adds a starting scenario and random event involving ship sections crashing to the planet&lt;br /&gt;
* More Faction Interaction				&lt;br /&gt;
Overhauls traders, faction expansion, and other diplomatic things&lt;br /&gt;
* Infusion 2								&lt;br /&gt;
Adds &amp;quot;enchantments&amp;quot; to gear, so that the effectiveness of something is more than just its quality and material alone.&lt;br /&gt;
* PsiTech									&lt;br /&gt;
An alternative to the royalty psycast system for psionics&lt;br /&gt;
* Orion's Hospitality						&lt;br /&gt;
Allows you to effectively run a hotel. Charge guests for beds, feed them, and make them happy to improve faction relations and earn more rewards&lt;br /&gt;
* Orion's Gastronomy						&lt;br /&gt;
The above, but instead of a hotel, you can run a restaurant. &lt;br /&gt;
* RimCities&lt;br /&gt;
Adds unique settlement types (cities, duh) and assorted quests involving them (conquest, defense, assassination, etc)&lt;br /&gt;
* Social Interactions Expanded			&lt;br /&gt;
Gives social interactions more diversity, and allow traits to change due to events&lt;br /&gt;
* Backup Power							&lt;br /&gt;
Allows various power sources to autonomously turn themselves on or off based on power remaining in batteries.&lt;br /&gt;
* RimDeed									&lt;br /&gt;
Adds a sort of employment agency where, for a fee, a company will find new possible recruits for you.&lt;br /&gt;
* Guard For Me							&lt;br /&gt;
Allows the hiring of very powerful pawns on a temporary, salaried basis.&lt;br /&gt;
* Empire									&lt;br /&gt;
Adds a mini-game involving the creation of settlements and their taxation/defense. (WARNING: Will almost certainly break any semblance of a balanced game economy due to the exponential growth of wealth)&lt;br /&gt;
* RimWar									&lt;br /&gt;
Effectively allows conquest and war between factions. (WARNING: May cause significant game slowdown, to say nothing of balance issues caused by factions being removed from the game through destruction)&lt;br /&gt;
* Vanilla Factions Expanded - Mechanoids	&lt;br /&gt;
Mechanoid focused pack which not only adds the usual (new weapons, enemies, etc), but automated factories and supercomputers, and a &amp;quot;total war&amp;quot; mechanic tracking mechanoid progress on a global level&lt;br /&gt;
* Organ Harvest Post-Mortem				&lt;br /&gt;
Harvest organs and implants from dead pawns. (WARNING: This most destroys the game economy's balance due to each dead raider producing several times more wealth than normal, from harvested organs)&lt;br /&gt;
* Expanded Roofing						&lt;br /&gt;
Allows you to build or demolish overhead mountain, as well as other utility roofs (glass, solar, etc).&lt;br /&gt;
* Roads of the Rim						&lt;br /&gt;
Allows construction of new roads on the world map&lt;br /&gt;
* Remote Tech 							&lt;br /&gt;
Adds an assortment of traps that can be activated remotely without need for a pawn to trigger them.&lt;br /&gt;
* Animal Armor + addons					&lt;br /&gt;
What it says on the tin&lt;br /&gt;
* Death Rattle							&lt;br /&gt;
Normally pawns will instantly perish the moment a vital organ (such as the heart) fails. This mod instead gives you a small time window to perform surgery or hook the pawn up to life support before they actually perish, just like how it works in real life.&lt;br /&gt;
&lt;br /&gt;
==''1008'' New Alien Races Content, and Supporting Mods==&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
&lt;br /&gt;
(Authors Note: Races are divided here into major and minor. Major races are those that either have large anatomical differences from normal humanoid pawns, or they have a particularly extensive amount of secondary content (pets, buildings, weapons, armor, factions), or are otherwise novel in some way. Minor races are those that are just humanoid pawns and have little content outside of race-specific armor and weapons.)&lt;br /&gt;
&lt;br /&gt;
(Author's Note: Nearly all races support one of the two competing bionics mods, RBSE or EPOE. If you are unable to perform bionic surgeries on a race, it may be because you are missing whichever of these two the race supports. Alternatively, the mod Xenobiotic Patcher makes all surgeries cross-species, but occasionally causes some odd or nonsensical surgeries to be unlocked, though this isn't really a problem if you avoid using them them.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1008A'' New Alien Races Content, Major===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* Humanoid Alien Races 2.0				&lt;br /&gt;
Not a race mod, but an underlying framework required by nearly every race mod in existence. &lt;br /&gt;
* Xenobionic Patcher						&lt;br /&gt;
Have lots of races installed and worried about bionic compatibility? This makes every surgery compatible with every race&lt;br /&gt;
* Androids								&lt;br /&gt;
Robots that can customize their bodies and traits upon assembly.&lt;br /&gt;
* Android Tiers++							&lt;br /&gt;
A far larger robot mod, albeit one that has earned a bad reptuation for hurting game performance. It has truly unique features things like mind-uploading, mind-copying, but also completely destroys game balance due to its overpoweredness.&lt;br /&gt;
* Anty the War Ant Race					&lt;br /&gt;
Quoting the author, &amp;quot;The problem child of the universe.&amp;quot; Lots of unique mechanics here: An anty can be transformed using pheromones, making them a queen to constantly produce new children, or alternatively you can turn them into a soldier, or an acid suicide bomb. They also recycle prisoners into meat computers, living generators, or human cattle that slowly waste away for new food. Their weapons are mostly acid-based, and they have grenades which can instantly deploy a sandbag cover. Lots of neat stuff. &lt;br /&gt;
* Avali									&lt;br /&gt;
Bird lizard people things? One of the single largest mods in terms of supporting content (buildings, armor, weapons). Spacer-tech&lt;br /&gt;
* Crystallods								&lt;br /&gt;
Crystal people. The race itself pretty unremarkable and uses very old graphics, but they have extensive supporting content such as a unique type of raid, a large array of new psycasts, and a unique way to generate power.&lt;br /&gt;
* Dragonians								&lt;br /&gt;
Dragon girls. Have the advantages of being able to graze, be milked and sheared, but still a sentient pawn. Tribal-tech&lt;br /&gt;
* Epona&lt;br /&gt;
Centaurs. Assorted tech levels. Have their own custom space suits for SOS2 compatibility. &lt;br /&gt;
* Idhale									&lt;br /&gt;
Basically ghosts. Immune to conventional attack, but in turn are also unable to attack others.&lt;br /&gt;
* Kijin									&lt;br /&gt;
Japanese Oni (demons). Have a number of unique techs which improve the productivity of farm animals, and their own unique win condition. Japanese/medieval-tech.&lt;br /&gt;
* Kurin&lt;br /&gt;
Three-tailed foxgirls. One of the most popular race mods, so have a large number of add-ons mods or ports. Spacer-tech&lt;br /&gt;
* Mincho									&lt;br /&gt;
Ice cream slime girls. A living testament to the horrors (or brillaince) of genetic engineering. Extremely durable bodies; probably the only race listed that can literally survive their heads being blown off. And then grow it back.&lt;br /&gt;
* Moyo									&lt;br /&gt;
Deep sea dwellers. Blood from this race can be harvested and turned into a wide range of drugs, from mech serums to cocaine. Spacer-tech&lt;br /&gt;
* Neclose									&lt;br /&gt;
Some sort of combination of huge-titty girls, jelly fish, and sea pickle. Unarmed attacks will paralyze and eventually cause comas. Can also create fleshbeasts to act as menial works.&lt;br /&gt;
* Oni										&lt;br /&gt;
Roughly based on oni from Japanese lore. Available as both an animal version and a sentient pawn.&lt;br /&gt;
* Orassan									&lt;br /&gt;
Anthro-cat people (though de-furry patches exist). Specializes in arctic survival; they can farm ice like soil, and can turn normal strone into an enhanced type of concrete. Spacer-tech&lt;br /&gt;
* Rabbies									&lt;br /&gt;
Rabbit people with a global addiction to a drug called Planetarium. Modern/Spacer-tech. &lt;br /&gt;
* Ratkin									&lt;br /&gt;
Cute rat people whose raids can burrow using drill machines, allowing them to appear inside your base similar to insectoid infestations. Steampunk-tech.&lt;br /&gt;
* Rakkle									&lt;br /&gt;
Naga-like snake people with a few unique mechanics. Firstly, most of their vital organs are actually in their snake half and not their human half (which is quite useful in Combat Evolved where cover protects the bottom half of a pawn first). And like snakes they can periodically shed their skin, or consume one giant meal and slowly digest it for an entire week instead of eating daily like most other species. &lt;br /&gt;
* Revia									&lt;br /&gt;
(Yes, more fox girls). A focus bloodlust and sacrifice; they can generate lost body parts or permanently improve stats by sacrificing prisoners. (WARNING: This mod has been known to cause a few serious issues, such as traders not having any inventories, ever)&lt;br /&gt;
* Nearmare								&lt;br /&gt;
Fairy-like race that can summon will o' wisps to aid them, and is very strong against mental/morale damage.&lt;br /&gt;
* Xenoorca&lt;br /&gt;
Killer whale mermaids. Like their namesake they're large, powerful and predatory. (Only appear as a pirate faction by default). Spacer-tech.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1008B'' New Alien Races Content, Minor===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* Annelitrice								&lt;br /&gt;
Mimic shapeshifters which appear unremarkable, but are actually composed of hives of worms. They have special abilities to keep resurrecting themselves after death. Modern-tech.&lt;br /&gt;
* Arachne									&lt;br /&gt;
Spider people. Besides the eight-legs thing, are fairly vanilla. Spacer-tech&lt;br /&gt;
* Ancient Species							&lt;br /&gt;
Half-Elves. Assorted tech levels&lt;br /&gt;
* Astoriel 								&lt;br /&gt;
Elves&lt;br /&gt;
* Bun										&lt;br /&gt;
Bunny People. Tribal-to-Industrial-tech&lt;br /&gt;
* Ferian									&lt;br /&gt;
Anthro-Fox people, not much here beyond the race.&lt;br /&gt;
* Forsaken								&lt;br /&gt;
Coal-black skin, horns, and glowing eyes. I assume some sort of demons?  Glitter-tech, with very powerful equipment. Have their own unique biome in Alpha Biomes mod&lt;br /&gt;
* Garam									&lt;br /&gt;
Furry cat girl pseudo-pets. Highly detailed in-built animation, but the only race in this list that use their own unique framework (not HAR), causing a number of compatibility issues&lt;br /&gt;
* Giants									&lt;br /&gt;
What it says on the tin, really.&lt;br /&gt;
* Nyaron									&lt;br /&gt;
Mass produced cat girls. Every weeb's dream&lt;br /&gt;
* Silkiera								&lt;br /&gt;
Foxgirls with big tiddies. Medieval-tech.&lt;br /&gt;
* RimEffect Races							Can't comment on these since I haven't tried this mod yet.&lt;/div&gt;</summary>
		<author><name>Regularity</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:Regularity&amp;diff=86925</id>
		<title>User:Regularity</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:Regularity&amp;diff=86925"/>
		<updated>2021-06-17T16:35:33Z</updated>

		<summary type="html">&lt;p&gt;Regularity: /* 1006C Content Expansion, Wildlife and Enemies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Can someone recommend me a [insert category here] mod?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you, too, are tired of answering this question, just send them to this pastebin.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''Table of Contents''===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
* ''1001'' 	Colony Utility: Quality-of-life mods that directly increase the efficiency of pawns in their daily activities&lt;br /&gt;
&lt;br /&gt;
* ''1002'' 	Player Utility: Quality-of-life mods that do not directly affect the colony. Things like UI improvements, more detailed information, and automating repetitive player tasks.&lt;br /&gt;
&lt;br /&gt;
* ''1003'' 	Performance, Bug Fixes, and AI Improvements&lt;br /&gt;
&lt;br /&gt;
* ''1004'' 	Storage: Mods related to storing stuff&lt;br /&gt;
&lt;br /&gt;
* ''1005'' 	Graphical Improvements: these are purely cosmetic changes; graphical changes that improve readability or better convey information are under the Player Utility category&lt;br /&gt;
* ''1005A'' 	Graphical Improvements, General&lt;br /&gt;
* ''1005B''	Graphical Improvements, Pawn Body&lt;br /&gt;
* ''1005C''	Graphical Improvements, Detailed Hair: Higher resolution, detailed hair that looks very nice, but may clash with the vanilla Rimworld art style&lt;br /&gt;
* ''1005C''	Graphical Improvements, Simple Hair: Hair with relatively low gradients and shading, more closely matching the vanilla Rimworld art style&lt;br /&gt;
&lt;br /&gt;
* ''1006'' 	Content Expansion: Adds new content, but does not significantly change any core game mechanics or game balance&lt;br /&gt;
* ''1006A''	Content Expansion, Major&lt;br /&gt;
* ''1006B''	Content Expansion, Minor&lt;br /&gt;
* ''1006C''	Content Expansion, Wildlife and Enemies&lt;br /&gt;
&lt;br /&gt;
* ''1007'' 	Gameplay Mechanics Expansion: Adds new content with a significant impact on core game mechanics or game balance&lt;br /&gt;
* ''1007A''	Gameplay Mechanics Expansion, Major&lt;br /&gt;
* ''1007B''	Gameplay Mechanics Expansion, Minor&lt;br /&gt;
&lt;br /&gt;
* ''1008''	New Alien Races Content: Covers notable alien races and supporting mods. For the sake of keeping the list a reasonable length, most races that are functionally little more than a reskin with minor stat changes have been omitted. The list here tries to focus on the more novel or interesting races.&lt;br /&gt;
* ''1008A''	New Alien Races Content, Major&lt;br /&gt;
* ''1008B''	New Alien Races Content, Minor&lt;br /&gt;
&lt;br /&gt;
==''1001'' Colony Utility==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* [SYR] Doormats							&lt;br /&gt;
Prevents outdoor filth from being tracked indoors&lt;br /&gt;
* Programmable Vents						&lt;br /&gt;
Vents that shut off when rooms reach a certain temperature; allows you to passively heat rooms without overheating them during hotter days&lt;br /&gt;
* Meat Blend								&lt;br /&gt;
Allows mixing of all meat types into a single type for easier storage (you can opt out insect or humanoid meat to avoid mood penalties)&lt;br /&gt;
* Veggie Mix								&lt;br /&gt;
The above, but for plants&lt;br /&gt;
* DontBlockDoor							&lt;br /&gt;
Prevents random dropped items from holding the door open and allowing in invaders or prisoners&lt;br /&gt;
* Trading Spot							&lt;br /&gt;
Choose where trader caravans loiter&lt;br /&gt;
* [SYR] Set Up Camp						&lt;br /&gt;
Create a small, temporary local map to perform actions you can't on the world map.&lt;br /&gt;
* Roads of the Rim						&lt;br /&gt;
Build roads on the world map&lt;br /&gt;
* Locks2									&lt;br /&gt;
Doors can be set to allow/block visitors, pets, or specific pawns in your colony&lt;br /&gt;
* RT Solar Flare Shield					&lt;br /&gt;
Build a shield to protect against solar flares&lt;br /&gt;
* RT Fuses								&lt;br /&gt;
Build fuses to prevent BZZZZT events&lt;br /&gt;
* Share the Load							&lt;br /&gt;
Allows multiple pawns to haul resources to a construction site, instead of just one at a time&lt;br /&gt;
* Replace Stuff			&lt;br /&gt;
Don't like how vents create a massive weak spot in otherwise sturdy walls? Try these. Vents no longer replace walls, but are added onto them, leaving the wall behind even if the vent is destroyed&lt;br /&gt;
* Power++									&lt;br /&gt;
Adds the ability to transmit power wirelessly, both on-map or across the world to other sites&lt;br /&gt;
* No Random Relations						&lt;br /&gt;
Don't like the game randomly deciding a pawn has an uncle/sister/cousin? This is for you&lt;br /&gt;
* Royalty Tweaks							&lt;br /&gt;
Makes the more restrictive or annoying parts of royalty content optional&lt;br /&gt;
* Smart Medicine							&lt;br /&gt;
Allows pawns to carry medicine with them and use it in the field&lt;br /&gt;
* Xenobionic Patcher						&lt;br /&gt;
Have lots of races installed and worried about bionic compatibility? This makes every surgery compatible with every race&lt;br /&gt;
* No Burn Metal							&lt;br /&gt;
Removes flammability from steel and other metal&lt;br /&gt;
* Faction Blender							&lt;br /&gt;
Adds new factions which take pawns from all available races, as opposed to the norm where each faction is only composed of a single race&lt;br /&gt;
* Realistic Rooms							&lt;br /&gt;
Makes it so colonists merely want bedroom-sized bedrooms, and not apartment-sized ones&lt;br /&gt;
* Expanded Roofing						&lt;br /&gt;
Allows the creation and removal of overhead mountain, glass roofing, and even solar roofing.&lt;br /&gt;
* Imprisonment on the Go					&lt;br /&gt;
Allows the capturing of prisoners without an enclosed sleeping space. Very useful when attacking enemy sites.&lt;br /&gt;
* Simple Slavery							&lt;br /&gt;
Allows you to draft prisoners and put them to work&lt;br /&gt;
* Prison Labor							&lt;br /&gt;
A mod that is much larger and more sophisticated way to make use of prisoners than Simple Slavery, but has a reputation for being buggy. (WARNING: May cause an assortment of bugs relating to jobs)&lt;br /&gt;
* Power Logic								&lt;br /&gt;
Adds power buildings that allow creation of logic gates, sensors, and so on.&lt;br /&gt;
* My Little Planet						&lt;br /&gt;
Allows you to change the planet's landmass, effectively controlling how vast or cramped the planet is&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1002'' Player Utility==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* TD Enhancement Pack						&lt;br /&gt;
Improves a ton of small things in the user interface of the game&lt;br /&gt;
* Colony Groups							&lt;br /&gt;
A major overhaul and improvement of the colonist bar&lt;br /&gt;
* Interaction Bubbles						&lt;br /&gt;
Allows you to see conversations or interactions beteween pawns without digging through the game log&lt;br /&gt;
* Damage Indicators						&lt;br /&gt;
Adds floating numbers that display the damage taken by pawns or buildings&lt;br /&gt;
* Better Pawn Control						&lt;br /&gt;
Greatly increases the control you have over food, drug, and equipment policies&lt;br /&gt;
* Pawn Rules								&lt;br /&gt;
Allows restricting of bonding, romance, and artisan crafting&lt;br /&gt;
* Camera+									&lt;br /&gt;
Removes default restrictions of camera zoom levels&lt;br /&gt;
* RimHUD									&lt;br /&gt;
Makes the bottom-left info window completely customizable in color, font, size, tabs, etc.&lt;br /&gt;
* World Edit								Tired of rerolling for the perfect site at a river, coast, mountain, or whatever? Just edit the world.&lt;br /&gt;
* Character Editor						&lt;br /&gt;
Allows completely changing of every aspect of existing pawns. Even if cheating isn't your thing, it's good to have installed to easily fix bugs that may occur without manual save editing&lt;br /&gt;
* Map Reroll								&lt;br /&gt;
Reroll the local colony map if you don't like the exact layout of certain things&lt;br /&gt;
* Map Designer							&lt;br /&gt;
Allows creating maps using custom parameters, instead of them being dictated by the world map tile.&lt;br /&gt;
* Whats that mod							&lt;br /&gt;
Adds text at the bottom of every item/pawn/thing's info window showing what mod it's from&lt;br /&gt;
Change map edge limit					&lt;br /&gt;
Build up to the map edge if you so desire, to wall off access to raids/carvans from certain points of the map&lt;br /&gt;
* Work Tab, Animal Tab, Colony Manger		&lt;br /&gt;
More detailed control for these tabs&lt;br /&gt;
* Relations Tab							&lt;br /&gt;
See relations between all factions at a glance&lt;br /&gt;
* Allow Tool								&lt;br /&gt;
Allows map-wide forbidding, selection, or allowing. &lt;br /&gt;
* Toggle Harvest							&lt;br /&gt;
Allows control of whether growing areas should be planted or harvested&lt;br /&gt;
* Dub Mint Menus							&lt;br /&gt;
Consolidates the work tabs from every workbench and recipe you have access to, in one location&lt;br /&gt;
* Directly Abandon Settlement				&lt;br /&gt;
Allow you to abandon locations on the world map&lt;br /&gt;
* WikiRim									&lt;br /&gt;
Adds an in-game database of items and recipes you can search&lt;br /&gt;
* Heat Map								&lt;br /&gt;
Adds an overlay to see temperatures in all rooms at the same time&lt;br /&gt;
* Appearance Clothing	+ HAR addon			&lt;br /&gt;
Allows you to set appearance of pawns completely independent of whatever gear they're wearing. Vital for preventing incompatibilities or missing textures if you play with many races that have race-exclusive gear&lt;br /&gt;
* Better Roads							&lt;br /&gt;
Makes roads easier to see on the world map&lt;br /&gt;
* Dubs Mint Minimap						&lt;br /&gt;
Adds a minimap to the game, making tracking of threats far easier&lt;br /&gt;
* Recipe Icons							&lt;br /&gt;
Makes scrolling through recipe lists easier by attaching relevant product images&lt;br /&gt;
* Filth Vanishes with Rain				&lt;br /&gt;
What it says on the tin, rain can clean outdoor terrain of filth. Slightly improves performance by removing filth periodically&lt;br /&gt;
* Better Time Format						&lt;br /&gt;
Let's you see the exact in-game time instead of just a vague approximation&lt;br /&gt;
* Armored Floors							&lt;br /&gt;
For a great cost, allows you to prevent infestations in certain areas&lt;br /&gt;
* RPG Inventory OR Awesome Inventory		Adds a visual paper-doll like inventory, making it easy to see equipment at a glance&lt;br /&gt;
* Better Message Placement				&lt;br /&gt;
Prevents popup messages from blocking the colonist bar&lt;br /&gt;
* Drop All Inventory						&lt;br /&gt;
Allows you to rapidly unload cargo from your caravans without having to wait&lt;br /&gt;
* Defensive Positions						&lt;br /&gt;
Allows you to have pawns move to pre-selected locations and draft themselves with a single hotkey&lt;br /&gt;
* Keep Bed Ownership						&lt;br /&gt;
Prevents ownership of beds from being erased when they need to sleep using a bed on another map&lt;br /&gt;
* Research Pal Forked						&lt;br /&gt;
Greatly improves the research screen with a better UI and more detail&lt;br /&gt;
* Bionic Icons							&lt;br /&gt;
Allows you to determine which implant is which at a glance by adding pictures to them.&lt;br /&gt;
* Allow Tools								&lt;br /&gt;
Adds improved tools for allowing or disallow en masse&lt;br /&gt;
* More Harvest Designators				&lt;br /&gt;
Similar to above, but for designations concerning farming and wild planet harvesting &lt;br /&gt;
* Vein Miner OR Mine it all						&lt;br /&gt;
Similar to above, but for mining&lt;br /&gt;
* Rangefinder								&lt;br /&gt;
Allows you to toggle a big circle around a pawn constantly showing its maximum firing range.&lt;br /&gt;
* Loading in Progress						&lt;br /&gt;
Allows adds or removing of objects from drop pods without having to unload and then reload all pods' contents.&lt;br /&gt;
* Cut plants before building				&lt;br /&gt;
Lets you get the plant resources from plants under a building blueprint, instead of destroying them&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1003'' Performance, Bug Fixes, and AI Improvements==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
Dubs Performance Analyzer				&lt;br /&gt;
Arguably the single most important tool for improving game performance. It allows you to see specifically which parts of the game are causing the most slowdown, allowing you to identify and solve bugs which don't normally report errors, or identify which of your mods is secretly causing game slowdown due to poor coding.&lt;br /&gt;
* Rocketman								&lt;br /&gt;
Essentially reduces the frequency at which the game checks low-importance things, to greatly improve game performance.&lt;br /&gt;
* PawnTargetFix							&lt;br /&gt;
Makes ranged attackers focus more on the nearest target rather than selecting one randomly&lt;br /&gt;
* Perfect Pathfinding						&lt;br /&gt;
Makes pawns travel in a straight line instead of moving almost entirely at diagonals with large detours&lt;br /&gt;
* Path Avoid								&lt;br /&gt;
A useful tool for fixing pathfinding quirks; allows you to paint pathfinding costs onto terrain, allowing you to override normal AI pathfinding. Good for forcing pawns to use roads and avoid traps or obstacles.&lt;br /&gt;
* Word of Freelove						&lt;br /&gt;
Removes the normal hetero-only restrictions on the Word of Love psycast in the Royalty DLC&lt;br /&gt;
* Kijin									&lt;br /&gt;
This race mod isn't really a &amp;quot;fix&amp;quot;, but has a research project to achieve double yields from animals, effectively allowing you to have half as many animals on the map without losing productivity. This in turn can save on game memory.&lt;br /&gt;
* More Trait Slots						&lt;br /&gt;
With a lot of mods adding (or sometimes even requiring) new traits, this mod allows you to increase the maximum number of traits allowed on a pawn, allowing you to fully make use of these mods&lt;br /&gt;
* Animal Logic							&lt;br /&gt;
Allows very precise tuning of animal behavior instead of being at the mercy of whatever values are vanilla&lt;br /&gt;
* Smarter Construction					&lt;br /&gt;
Improves construction reach, greatly reducing incidents of pawns trapping themselves&lt;br /&gt;
* Smarter Deconstruction and Mining		&lt;br /&gt;
Similar to the above, but for preventing roof cave-ins&lt;br /&gt;
* Mining Priority							&lt;br /&gt;
Prioritizes which metals to mine by value, instead of just by distance&lt;br /&gt;
* Pickup and Haul							&lt;br /&gt;
Allows colonists to use their inventory for hauling purposes, greatly increasing the amount of items they can move in one trip&lt;br /&gt;
* Haul to Stack							&lt;br /&gt;
Prioritizes hauling to drop off goods an an existing stack of that good, instead of creating multiple incomplete stacks which add clutter&lt;br /&gt;
* Rimthreaded								&lt;br /&gt;
Rimworld is normally limited to a single CPU core. This mod attempts to force it to use multiple cores. (WARNING: This mod has an incompatibility list a mile long, so read it before attempting to use this mod!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1004'' Storage==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Deep Storage							&lt;br /&gt;
Lets you store multiple stacks on one tile&lt;br /&gt;
* Netrve's DeepStorage UI					&lt;br /&gt;
Improves the interaction menu of deep storage building&lt;br /&gt;
* Rimfridge 								&lt;br /&gt;
Adds storage with build-in cooling&lt;br /&gt;
* [JD] Simply Storage						&lt;br /&gt;
Adds a much greater number of containers for Deep Storage&lt;br /&gt;
* [JD] Simply Storage - Refrigeration 	&lt;br /&gt;
Same but for rimfridge&lt;br /&gt;
* Stack XXL OR OgreStack					&lt;br /&gt;
Allows you to change how many individual items can be placed in a single stack of items, drastically effecting storage capacity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1005'' Graphical Improvements==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005A'' Graphical Improvements, General===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* World Beautification Project + addons	&lt;br /&gt;
Greatly improves the graphics of the world map&lt;br /&gt;
* Hats Display Selection OR Show Hair 	&lt;br /&gt;
Allows you to hide helmets, or have headgear that doesn't remove hair from the pawn&lt;br /&gt;
* Graphics Setter							&lt;br /&gt;
Improves sharpness and reduces blur of sprites&lt;br /&gt;
* High Quality Textures					&lt;br /&gt;
What it says on the tin&lt;br /&gt;
* Gloomy Deco	+ other Gloomy mods			&lt;br /&gt;
Technically a furniture mod, but adds a lot of decorative objects focused on cute or low-tech appearance&lt;br /&gt;
Vanilla Furniture Expanded Props		&lt;br /&gt;
Similar to above, but more modern and serious-looking&lt;br /&gt;
* RimThemes								&lt;br /&gt;
Change window/UI colors and transparency to whatever you desire&lt;br /&gt;
* Eccentric Tech - Cosmetic				&lt;br /&gt;
Adds a large number of purely cosmetic implants; animal ears, horns, tails, etc&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005B'' Graphical Improvements, Pawn Body===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Beautiful Bodies						&lt;br /&gt;
Greatly increases body detail without changing body shape (therefore retaining full compatibility with every vanilla clothing mod)&lt;br /&gt;
* FemaleBB + bodytype add-on				&lt;br /&gt;
This adds a new type of female body shape and increases its, ahem, bust size, though the body itself remains pretty vanilla-like in that it lacks high detail and shading. What makes this mod noteworthy is that the author has manually re-created from scratch literally hundreds of pieces of armor and clothing from almost every major mod to make them similarly more revealing and skimpy (and to fit the new body shape). Mod settings allow you to decide which races this new body type will apply to, and which will remain vanilla. As long as your mother doesn't see this, you should be okay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005C'' Graphical Improvements, Detailed Hair===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Replace Vanilla Hair 					&lt;br /&gt;
As the name suggests, overrides vanilla hairs with far more detailed and higher resolution versions.&lt;br /&gt;
* Roppoi Hair&lt;br /&gt;
* Vee Hairs&lt;br /&gt;
* Gommy Hair mk2&lt;br /&gt;
* Amerio anime hairs&lt;br /&gt;
* Eccentric Extras&lt;br /&gt;
* Gw hair mod&lt;br /&gt;
* Mokan Hair&lt;br /&gt;
* GW-HornHair&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005C'' Graphical Improvements, Simple Hair===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Vanilla Hair Expanded&lt;br /&gt;
* Won hair_women + hair_men&lt;br /&gt;
* [Ods] Hair&lt;br /&gt;
* [SS]Lovely Hair Style&lt;br /&gt;
* Rim Seraph Hair&lt;br /&gt;
* Extended Hair&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1006'' Content Expansion==&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
(Author's note: The &amp;quot;major&amp;quot; and &amp;quot;minor&amp;quot; categories below are purely a reflection of the mod's size and complexity. These categories are not a reflection of usefulness, quality, or gameplay impact.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1006A'' Content Expansion, Major===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* RBSE OR EPOE-Forked						&lt;br /&gt;
These two mods are the main competing frameworks for rimworld surgeries. A detailed comparison on them can be seen here ( https://docs.google.com/spreadsheets/d/1xZaHNbrRg_4vl6HeRlmTmvFfIB1cjUtCGhg8wjtXISk/ )&lt;br /&gt;
* Glittertech								&lt;br /&gt;
Adds a large range of very late-game advanced technology. May be overpowered.&lt;br /&gt;
* PolarisBloc								&lt;br /&gt;
Similar to glittertech&lt;br /&gt;
* RimCuisine2 + addons					&lt;br /&gt;
One of the largest mods dedicated to farming, cooking, and food in general&lt;br /&gt;
* Zipangu									&lt;br /&gt;
Similar to the above, but wholely focused on Japanese-themed cuisine. Also has a large amount of Japanese furniture&lt;br /&gt;
* Alpha Animals							&lt;br /&gt;
Adds a huge number of non-earthlike creatures to the game&lt;br /&gt;
* More Practical Traits					&lt;br /&gt;
What it says on the tin&lt;br /&gt;
* Xeva + addons							&lt;br /&gt;
Adds five new factions and a wide array of weapons, armor, and enemies. (Combat Evolved compatibility not available, but patch is in progress)&lt;br /&gt;
&lt;br /&gt;
===''1006B'' Content Expansion, Minor===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* A Dog Said...							&lt;br /&gt;
The main framework for animal surgeries and bionics used by the community&lt;br /&gt;
* Alpha Biomes							&lt;br /&gt;
Adds several non-earthlike exotic biomes to the game&lt;br /&gt;
* Biomes Core + Biomes Islands			&lt;br /&gt;
Adds island maps and swimming to the game&lt;br /&gt;
* Rimsenal + assorted addons				&lt;br /&gt;
Adds a vast number of weapons and armor to the game&lt;br /&gt;
* Go Explore!								&lt;br /&gt;
Adds random events which cause ruined locations to appear on the map, ripe for plundering&lt;br /&gt;
* Vanilla Events Expanded					&lt;br /&gt;
Adds an assortment of vanilla-like events&lt;br /&gt;
* Utility Columns							&lt;br /&gt;
Adds columns that double as other furniture, such as lamps, freezers, orbital beacons, traps, or graves&lt;br /&gt;
* Vanilla Factions Expanded - Insectoids&lt;br /&gt;
Insectoid focused pack. Besides the usual, also adds a range of implants and genetically-engineered animals to perform various jobs&lt;br /&gt;
* Vanilla Weapons Expanded + addons		&lt;br /&gt;
Adds a wide range of new firearms&lt;br /&gt;
* Sparkling Worlds						&lt;br /&gt;
A large assorted mod. Adds new events, new glitter tech crafting recipes, a new faction, etc. &lt;br /&gt;
* Soft Warm Beds							&lt;br /&gt;
Makes beds a combination of a bed-frame and bed-sheet, rather than just a single item.&lt;br /&gt;
* Sometimes Raids Go Wrong				&lt;br /&gt;
Adds a small chance that hostile raids will crash their drop pods, arrive hungover, be chased by maddened animals, and so on.&lt;br /&gt;
* Apparello 2								&lt;br /&gt;
Adds a vast amount of new clothing types.&lt;br /&gt;
* More Vanilla Turrets 1.1				&lt;br /&gt;
Adds a large number of turrets for base defense		&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1006C'' Content Expansion, Wildlife and Enemies===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* Alpha Animals							&lt;br /&gt;
Already mentioned above&lt;br /&gt;
* Magical Mengerie						&lt;br /&gt;
Adds several mythical creatures to the game&lt;br /&gt;
* Orion's More Mechanoids					&lt;br /&gt;
What it says on the tin. Adds stronger mechs.&lt;br /&gt;
* Vanilla Factions Expanded - Mechanoids	&lt;br /&gt;
Ditto&lt;br /&gt;
* Super Mechneko							&lt;br /&gt;
Adds very tough, anime-style robots with giant titties&lt;br /&gt;
* Kemomimihouse + hardworking addon&lt;br /&gt;
		Adds cute pets that can be assigned job priorities, have skills, and do work exactly the same way as colonists&lt;br /&gt;
* 虫娘 Insect girls + hardworking addon	&lt;br /&gt;
Like the above, but insect-themed&lt;br /&gt;
&lt;br /&gt;
==''1007'' Gameplay Mechanics Expansion==&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
(Author's note: The &amp;quot;major&amp;quot; and &amp;quot;minor&amp;quot; categories below are purely a reflection of the mod's size and complexity. These categories are not a reflection of usefulness, quality, or gameplay impact.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1007A'' Gameplay Mechanics Expansion, Major===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* RimFactory + addons						&lt;br /&gt;
A massive mod that allows you to automate huge portions of colony, or automatically perform most tasks normally impossible to automate in Rimworld&lt;br /&gt;
* Rimworld of Magic						&lt;br /&gt;
Adds character classes to the game, along with associated spells and abilities, in a manner similar to D&amp;amp;D&lt;br /&gt;
* SOS2									&lt;br /&gt;
Adds starships, space combat, and interplanetary travel to the game&lt;br /&gt;
* Rimatomics								&lt;br /&gt;
Adds detailed nuclear power, along with very powerful turrets to the game&lt;br /&gt;
* Rimefeller								&lt;br /&gt;
Adds the oil industry to the game, allowing production a large number of normally unproducable materials from oil (plasteel, neutromine, etc)						&lt;br /&gt;
* Dubs Bad Hygiene							&lt;br /&gt;
Adds toilet, hygene, and thirst mechanics to the game. Also includes other useful utilities like central air conditioning, fire sprinklers, irrigation, etc.&lt;br /&gt;
* What the Hack							&lt;br /&gt;
Lets you capture, modify, and upgrade mechanoids for use as pets&lt;br /&gt;
* Gidduup + assorted addons&lt;br /&gt;
Allows animals to be ridden, both on the local map and world map. Add-ons allow for riding mechs, and for caravan use.&lt;br /&gt;
* Combat Evolved							&lt;br /&gt;
A major overhaul of fighting to make is much more deadly, unpredictable, and somewhat more realistic.&lt;br /&gt;
* RimJobWorld								&lt;br /&gt;
Oh boy, you found it. NSFW, 18+, etc. This is the ultimate sex mod for rimworld. Bestal1ty, r4pe, necr0philia, even pregnancies across species (and not just aliens, animals too). Not found on steam for obvious reasons, but any competent google search should lead you to it. You pervert. And sorry for the weird censoring, stupid word filters on pastebin.&lt;br /&gt;
* Pawnmorpher								&lt;br /&gt;
Furries: The Mod. This allows you to mutate pawns to give them animal-like body parts, or even turn them into animals (who are still sentient so act like pawns). Unlike Genetic Rim, research requires a lot of experimentation (on actual pawns) and collecting of data.&lt;br /&gt;
* Psychology&lt;br /&gt;
Instead of relying on pure RNG to determine pawns compatibility with each other, adds a massive amount of personality sliders and sexuality sliders to determine how well pawns get along&lt;br /&gt;
* Questionable Ethics Enhanced&lt;br /&gt;
Medical Ethics Violations: The Mod. Grow human organs, clone people, install mind control devices, etc.&lt;br /&gt;
* TiberiumRim								&lt;br /&gt;
Adds the namesake highly infectious, but infinitely renewable resource, along with a full set of vehicles (functionally, mechs) and a large amount of accompanying equipment and structures.&lt;br /&gt;
* 妖怪村1.32								&lt;br /&gt;
I don't know what the name says, either. This is basically a catch-all mod from Japanese mythology; about 20 mythical creatures, plus an assortment of armor, traits, weapons, buildings, furniture, medicines, body parts, etc. The reason this is listed under gameplay mechanics expansion is that some weapons are &amp;quot;intelligent&amp;quot; in that they gain XP and level up through combat, which is a neat idea. Note that while most of the content has a translation, some parts do not.&lt;br /&gt;
&lt;br /&gt;
===''1007B'' Gameplay Mechanics Expansion, Minor===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* SRTS + addons							&lt;br /&gt;
Adds aircraft for rapid traversing of the planet.&lt;br /&gt;
* Genetic Rim								&lt;br /&gt;
Allows harvesting of genes to create implants or dozens of new animal species&lt;br /&gt;
* Genetic Rim Alpha Animals Patch			&lt;br /&gt;
Expands the above to include creatures from alpha animals&lt;br /&gt;
* Bondage Beds							&lt;br /&gt;
Allows players to control addict pawns without resorting to removing the legs or spine, by simply tying them to a bed&lt;br /&gt;
* Preemptive Strike						&lt;br /&gt;
Allows the construction of facilities to detect friendly traders and enemy raids before they arrive&lt;br /&gt;
* EbD Prepare Carefully					&lt;br /&gt;
Allows you to manually create starting cargo and pawns on game start instead of relying on RNG&lt;br /&gt;
* ED-Shields								&lt;br /&gt;
Unlike most shield mods which merely add shield generators, this mod allows precise customization of each shield's functions and abilities using modules&lt;br /&gt;
* Crash Landing							&lt;br /&gt;
Adds a starting scenario and random event involving ship sections crashing to the planet&lt;br /&gt;
* More Faction Interaction				&lt;br /&gt;
Overhauls traders, faction expansion, and other diplomatic things&lt;br /&gt;
* Infusion 2								&lt;br /&gt;
Adds &amp;quot;enchantments&amp;quot; to gear, so that the effectiveness of something is more than just its quality and material alone.&lt;br /&gt;
* PsiTech									&lt;br /&gt;
An alternative to the royalty psycast system for psionics&lt;br /&gt;
* Orion's Hospitality						&lt;br /&gt;
Allows you to effectively run a hotel. Charge guests for beds, feed them, and make them happy to improve faction relations and earn more rewards&lt;br /&gt;
* Orion's Gastronomy						&lt;br /&gt;
The above, but instead of a hotel, you can run a restaurant. &lt;br /&gt;
* RimCities								Adds unique settlement types (cities, duh) and assorted quests involving them (conquest, defense, assassination, etc)&lt;br /&gt;
* Social Interactions Expanded			&lt;br /&gt;
Gives social interactions more diversity, and allow traits to change due to events&lt;br /&gt;
* Backup Power							&lt;br /&gt;
Allows various power sources to autonomously turn themselves on or off based on power remaining in batteries.&lt;br /&gt;
* RimDeed									&lt;br /&gt;
Adds a sort of employment agency where, for a fee, a company will find new possible recruits for you.&lt;br /&gt;
* Guard For Me							&lt;br /&gt;
Allows the hiring of very powerful pawns on a temporary, salaried basis.&lt;br /&gt;
* Empire									&lt;br /&gt;
Adds a mini-game involving the creation of settlements and their taxation/defense. (WARNING: Will almost certainly break any semblance of a balanced game economy due to the exponential growth of wealth)&lt;br /&gt;
* RimWar									&lt;br /&gt;
Effectively allows conquest and war between factions. (WARNING: May cause significant game slowdown, to say nothing of balance issues caused by factions being removed from the game through destruction)&lt;br /&gt;
* Vanilla Factions Expanded - Mechanoids	&lt;br /&gt;
Mechanoid focused pack which not only adds the usual (new weapons, enemies, etc), but automated factories and supercomputers, and a &amp;quot;total war&amp;quot; mechanic tracking mechanoid progress on a global level&lt;br /&gt;
* Organ Harvest Post-Mortem				&lt;br /&gt;
Harvest organs and implants from dead pawns. (WARNING: This most destroys the game economy's balance due to each dead raider producing several times more wealth than normal, from harvested organs)&lt;br /&gt;
* Expanded Roofing						&lt;br /&gt;
Allows you to build or demolish overhead mountain, as well as other utility roofs (glass, solar, etc).&lt;br /&gt;
* Roads of the Rim						&lt;br /&gt;
Allows construction of new roads on the world map&lt;br /&gt;
* Remote Tech 							&lt;br /&gt;
Adds an assortment of traps that can be activated remotely without need for a pawn to trigger them.&lt;br /&gt;
* Animal Armor + addons					&lt;br /&gt;
What it says on the tin&lt;br /&gt;
* Death Rattle							&lt;br /&gt;
Normally pawns will instantly perish the moment a vital organ (such as the heart) fails. This mod instead gives you a small time window to perform surgery or hook the pawn up to life support before they actually perish, just like how it works in real life.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1008'' New Alien Races Content, and Supporting Mods==&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
&lt;br /&gt;
(Authors Note: Races are divided here into major and minor. Major races are those that either have large anatomical differences from normal humanoid pawns, or they have a particularly extensive amount of secondary content (pets, buildings, weapons, armor, factions), or are otherwise novel in some way. Minor races are those that are just humanoid pawns and have little content outside of race-specific armor and weapons.)&lt;br /&gt;
&lt;br /&gt;
(Author's Note: Nearly all races support one of the two competing bionics mods, RBSE or EPOE. If you are unable to perform bionic surgeries on a race, it may be because you are missing whichever of these two the race supports. Alternatively, the mod Xenobiotic Patcher makes all surgeries cross-species, but occasionally causes some odd or nonsensical surgeries to be unlocked, though this isn't really a problem if you avoid using them them.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1008A'' New Alien Races Content, Major===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* Humanoid Alien Races 2.0				&lt;br /&gt;
Not a race mod, but an underlying framework required by nearly every race mod in existence. &lt;br /&gt;
* Xenobionic Patcher						&lt;br /&gt;
Have lots of races installed and worried about bionic compatibility? This makes every surgery compatible with every race&lt;br /&gt;
* Androids								&lt;br /&gt;
Robots that can customize their bodies and traits upon assembly.&lt;br /&gt;
* Android Tiers++							&lt;br /&gt;
A far larger robot mod, albeit one that has earned a bad reptuation for hurting game performance. It has truly unique features things like mind-uploading, mind-copying, but also completely destroys game balance due to its overpoweredness.&lt;br /&gt;
* Anty the War Ant Race					&lt;br /&gt;
Quoting the author, &amp;quot;The problem child of the universe.&amp;quot; Lots of unique mechanics here: An anty can be transformed using pheromones, making them a queen to constantly produce new children, or alternatively you can turn them into a soldier, or an acid suicide bomb. They also recycle prisoners into meat computers, living generators, or human cattle that slowly waste away for new food. Their weapons are mostly acid-based, and they have grenades which can instantly deploy a sandbag cover. Lots of neat stuff. &lt;br /&gt;
* Avali									&lt;br /&gt;
Bird lizard people things? One of the single largest mods in terms of supporting content (buildings, armor, weapons). Spacer-tech&lt;br /&gt;
* Crystallods								&lt;br /&gt;
Crystal people. The race itself pretty unremarkable and uses very old graphics, but they have extensive supporting content such as a unique type of raid, a large array of new psycasts, and a unique way to generate power.&lt;br /&gt;
* Dragonians								&lt;br /&gt;
Dragon girls. Have the advantages of being able to graze, be milked and sheared, but still a sentient pawn. Tribal-tech&lt;br /&gt;
* Epona&lt;br /&gt;
Centaurs. Assorted tech levels. Have their own custom space suits for SOS2 compatibility. &lt;br /&gt;
* Idhale									&lt;br /&gt;
Basically ghosts. Immune to conventional attack, but in turn are also unable to attack others.&lt;br /&gt;
* Kijin									&lt;br /&gt;
Japanese Oni (demons). Have a number of unique techs which improve the productivity of farm animals, and their own unique win condition. Japanese/medieval-tech.&lt;br /&gt;
* Kurin&lt;br /&gt;
Three-tailed foxgirls. One of the most popular race mods, so have a large number of add-ons mods or ports. Spacer-tech&lt;br /&gt;
* Mincho									&lt;br /&gt;
Ice cream slime girls. A living testament to the horrors (or brillaince) of genetic engineering. Extremely durable bodies; probably the only race listed that can literally survive their heads being blown off. And then grow it back.&lt;br /&gt;
* Moyo									&lt;br /&gt;
Deep sea dwellers. Blood from this race can be harvested and turned into a wide range of drugs, from mech serums to cocaine. Spacer-tech&lt;br /&gt;
* Neclose									&lt;br /&gt;
Some sort of combination of huge-titty girls, jelly fish, and sea pickle. Unarmed attacks will paralyze and eventually cause comas. Can also create fleshbeasts to act as menial works.&lt;br /&gt;
* Oni										&lt;br /&gt;
Roughly based on oni from Japanese lore. Available as both an animal version and a sentient pawn.&lt;br /&gt;
* Orassan									&lt;br /&gt;
Anthro-cat people (though de-furry patches exist). Specializes in arctic survival; they can farm ice like soil, and can turn normal strone into an enhanced type of concrete. Spacer-tech&lt;br /&gt;
* Rabbies									&lt;br /&gt;
Rabbit people with a global addiction to a drug called Planetarium. Modern/Spacer-tech. &lt;br /&gt;
* Ratkin									&lt;br /&gt;
Cute rat people whose raids can burrow using drill machines, allowing them to appear inside your base similar to insectoid infestations. Steampunk-tech.&lt;br /&gt;
* Rakkle									&lt;br /&gt;
Naga-like snake people with a few unique mechanics. Firstly, most of their vital organs are actually in their snake half and not their human half (which is quite useful in Combat Evolved where cover protects the bottom half of a pawn first). And like snakes they can periodically shed their skin, or consume one giant meal and slowly digest it for an entire week instead of eating daily like most other species. &lt;br /&gt;
* Revia									&lt;br /&gt;
(Yes, more fox girls). A focus bloodlust and sacrifice; they can generate lost body parts or permanently improve stats by sacrificing prisoners. (WARNING: This mod has been known to cause a few serious issues, such as traders not having any inventories, ever)&lt;br /&gt;
* Nearmare								&lt;br /&gt;
Fairy-like race that can summon will o' wisps to aid them, and is very strong against mental/morale damage.&lt;br /&gt;
* Xenoorca&lt;br /&gt;
Killer whale mermaids. Like their namesake they're large, powerful and predatory. (Only appear as a pirate faction by default). Spacer-tech.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1008B'' New Alien Races Content, Minor===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* Annelitrice								&lt;br /&gt;
Mimic shapeshifters which appear unremarkable, but are actually composed of hives of worms. They have special abilities to keep resurrecting themselves after death. Modern-tech.&lt;br /&gt;
* Arachne									&lt;br /&gt;
Spider people. Besides the eight-legs thing, are fairly vanilla. Spacer-tech&lt;br /&gt;
* Ancient Species							&lt;br /&gt;
Half-Elves. Assorted tech levels&lt;br /&gt;
* Astoriel 								&lt;br /&gt;
Elves&lt;br /&gt;
* Bun										&lt;br /&gt;
Bunny People. Tribal-to-Industrial-tech&lt;br /&gt;
* Ferian									&lt;br /&gt;
Anthro-Fox people, not much here beyond the race.&lt;br /&gt;
* Forsaken								&lt;br /&gt;
Coal-black skin, horns, and glowing eyes. I assume some sort of demons?  Glitter-tech, with very powerful equipment. Have their own unique biome in Alpha Biomes mod&lt;br /&gt;
* Garam									&lt;br /&gt;
Furry cat girl pseudo-pets. Highly detailed in-built animation, but the only race in this list that use their own unique framework (not HAR), causing a number of compatibility issues&lt;br /&gt;
* Giants									&lt;br /&gt;
What it says on the tin, really.&lt;br /&gt;
* Nyaron									&lt;br /&gt;
Mass produced cat girls. Every weeb's dream&lt;br /&gt;
* Silkiera								&lt;br /&gt;
Foxgirls with big tiddies. Medieval-tech.&lt;br /&gt;
* RimEffect Races							Can't comment on these since I haven't tried this mod yet.&lt;/div&gt;</summary>
		<author><name>Regularity</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:Regularity&amp;diff=86924</id>
		<title>User:Regularity</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:Regularity&amp;diff=86924"/>
		<updated>2021-06-17T16:35:09Z</updated>

		<summary type="html">&lt;p&gt;Regularity: /* 1006A Content Expansion, Major */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Can someone recommend me a [insert category here] mod?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you, too, are tired of answering this question, just send them to this pastebin.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''Table of Contents''===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
* ''1001'' 	Colony Utility: Quality-of-life mods that directly increase the efficiency of pawns in their daily activities&lt;br /&gt;
&lt;br /&gt;
* ''1002'' 	Player Utility: Quality-of-life mods that do not directly affect the colony. Things like UI improvements, more detailed information, and automating repetitive player tasks.&lt;br /&gt;
&lt;br /&gt;
* ''1003'' 	Performance, Bug Fixes, and AI Improvements&lt;br /&gt;
&lt;br /&gt;
* ''1004'' 	Storage: Mods related to storing stuff&lt;br /&gt;
&lt;br /&gt;
* ''1005'' 	Graphical Improvements: these are purely cosmetic changes; graphical changes that improve readability or better convey information are under the Player Utility category&lt;br /&gt;
* ''1005A'' 	Graphical Improvements, General&lt;br /&gt;
* ''1005B''	Graphical Improvements, Pawn Body&lt;br /&gt;
* ''1005C''	Graphical Improvements, Detailed Hair: Higher resolution, detailed hair that looks very nice, but may clash with the vanilla Rimworld art style&lt;br /&gt;
* ''1005C''	Graphical Improvements, Simple Hair: Hair with relatively low gradients and shading, more closely matching the vanilla Rimworld art style&lt;br /&gt;
&lt;br /&gt;
* ''1006'' 	Content Expansion: Adds new content, but does not significantly change any core game mechanics or game balance&lt;br /&gt;
* ''1006A''	Content Expansion, Major&lt;br /&gt;
* ''1006B''	Content Expansion, Minor&lt;br /&gt;
* ''1006C''	Content Expansion, Wildlife and Enemies&lt;br /&gt;
&lt;br /&gt;
* ''1007'' 	Gameplay Mechanics Expansion: Adds new content with a significant impact on core game mechanics or game balance&lt;br /&gt;
* ''1007A''	Gameplay Mechanics Expansion, Major&lt;br /&gt;
* ''1007B''	Gameplay Mechanics Expansion, Minor&lt;br /&gt;
&lt;br /&gt;
* ''1008''	New Alien Races Content: Covers notable alien races and supporting mods. For the sake of keeping the list a reasonable length, most races that are functionally little more than a reskin with minor stat changes have been omitted. The list here tries to focus on the more novel or interesting races.&lt;br /&gt;
* ''1008A''	New Alien Races Content, Major&lt;br /&gt;
* ''1008B''	New Alien Races Content, Minor&lt;br /&gt;
&lt;br /&gt;
==''1001'' Colony Utility==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* [SYR] Doormats							&lt;br /&gt;
Prevents outdoor filth from being tracked indoors&lt;br /&gt;
* Programmable Vents						&lt;br /&gt;
Vents that shut off when rooms reach a certain temperature; allows you to passively heat rooms without overheating them during hotter days&lt;br /&gt;
* Meat Blend								&lt;br /&gt;
Allows mixing of all meat types into a single type for easier storage (you can opt out insect or humanoid meat to avoid mood penalties)&lt;br /&gt;
* Veggie Mix								&lt;br /&gt;
The above, but for plants&lt;br /&gt;
* DontBlockDoor							&lt;br /&gt;
Prevents random dropped items from holding the door open and allowing in invaders or prisoners&lt;br /&gt;
* Trading Spot							&lt;br /&gt;
Choose where trader caravans loiter&lt;br /&gt;
* [SYR] Set Up Camp						&lt;br /&gt;
Create a small, temporary local map to perform actions you can't on the world map.&lt;br /&gt;
* Roads of the Rim						&lt;br /&gt;
Build roads on the world map&lt;br /&gt;
* Locks2									&lt;br /&gt;
Doors can be set to allow/block visitors, pets, or specific pawns in your colony&lt;br /&gt;
* RT Solar Flare Shield					&lt;br /&gt;
Build a shield to protect against solar flares&lt;br /&gt;
* RT Fuses								&lt;br /&gt;
Build fuses to prevent BZZZZT events&lt;br /&gt;
* Share the Load							&lt;br /&gt;
Allows multiple pawns to haul resources to a construction site, instead of just one at a time&lt;br /&gt;
* Replace Stuff			&lt;br /&gt;
Don't like how vents create a massive weak spot in otherwise sturdy walls? Try these. Vents no longer replace walls, but are added onto them, leaving the wall behind even if the vent is destroyed&lt;br /&gt;
* Power++									&lt;br /&gt;
Adds the ability to transmit power wirelessly, both on-map or across the world to other sites&lt;br /&gt;
* No Random Relations						&lt;br /&gt;
Don't like the game randomly deciding a pawn has an uncle/sister/cousin? This is for you&lt;br /&gt;
* Royalty Tweaks							&lt;br /&gt;
Makes the more restrictive or annoying parts of royalty content optional&lt;br /&gt;
* Smart Medicine							&lt;br /&gt;
Allows pawns to carry medicine with them and use it in the field&lt;br /&gt;
* Xenobionic Patcher						&lt;br /&gt;
Have lots of races installed and worried about bionic compatibility? This makes every surgery compatible with every race&lt;br /&gt;
* No Burn Metal							&lt;br /&gt;
Removes flammability from steel and other metal&lt;br /&gt;
* Faction Blender							&lt;br /&gt;
Adds new factions which take pawns from all available races, as opposed to the norm where each faction is only composed of a single race&lt;br /&gt;
* Realistic Rooms							&lt;br /&gt;
Makes it so colonists merely want bedroom-sized bedrooms, and not apartment-sized ones&lt;br /&gt;
* Expanded Roofing						&lt;br /&gt;
Allows the creation and removal of overhead mountain, glass roofing, and even solar roofing.&lt;br /&gt;
* Imprisonment on the Go					&lt;br /&gt;
Allows the capturing of prisoners without an enclosed sleeping space. Very useful when attacking enemy sites.&lt;br /&gt;
* Simple Slavery							&lt;br /&gt;
Allows you to draft prisoners and put them to work&lt;br /&gt;
* Prison Labor							&lt;br /&gt;
A mod that is much larger and more sophisticated way to make use of prisoners than Simple Slavery, but has a reputation for being buggy. (WARNING: May cause an assortment of bugs relating to jobs)&lt;br /&gt;
* Power Logic								&lt;br /&gt;
Adds power buildings that allow creation of logic gates, sensors, and so on.&lt;br /&gt;
* My Little Planet						&lt;br /&gt;
Allows you to change the planet's landmass, effectively controlling how vast or cramped the planet is&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1002'' Player Utility==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* TD Enhancement Pack						&lt;br /&gt;
Improves a ton of small things in the user interface of the game&lt;br /&gt;
* Colony Groups							&lt;br /&gt;
A major overhaul and improvement of the colonist bar&lt;br /&gt;
* Interaction Bubbles						&lt;br /&gt;
Allows you to see conversations or interactions beteween pawns without digging through the game log&lt;br /&gt;
* Damage Indicators						&lt;br /&gt;
Adds floating numbers that display the damage taken by pawns or buildings&lt;br /&gt;
* Better Pawn Control						&lt;br /&gt;
Greatly increases the control you have over food, drug, and equipment policies&lt;br /&gt;
* Pawn Rules								&lt;br /&gt;
Allows restricting of bonding, romance, and artisan crafting&lt;br /&gt;
* Camera+									&lt;br /&gt;
Removes default restrictions of camera zoom levels&lt;br /&gt;
* RimHUD									&lt;br /&gt;
Makes the bottom-left info window completely customizable in color, font, size, tabs, etc.&lt;br /&gt;
* World Edit								Tired of rerolling for the perfect site at a river, coast, mountain, or whatever? Just edit the world.&lt;br /&gt;
* Character Editor						&lt;br /&gt;
Allows completely changing of every aspect of existing pawns. Even if cheating isn't your thing, it's good to have installed to easily fix bugs that may occur without manual save editing&lt;br /&gt;
* Map Reroll								&lt;br /&gt;
Reroll the local colony map if you don't like the exact layout of certain things&lt;br /&gt;
* Map Designer							&lt;br /&gt;
Allows creating maps using custom parameters, instead of them being dictated by the world map tile.&lt;br /&gt;
* Whats that mod							&lt;br /&gt;
Adds text at the bottom of every item/pawn/thing's info window showing what mod it's from&lt;br /&gt;
Change map edge limit					&lt;br /&gt;
Build up to the map edge if you so desire, to wall off access to raids/carvans from certain points of the map&lt;br /&gt;
* Work Tab, Animal Tab, Colony Manger		&lt;br /&gt;
More detailed control for these tabs&lt;br /&gt;
* Relations Tab							&lt;br /&gt;
See relations between all factions at a glance&lt;br /&gt;
* Allow Tool								&lt;br /&gt;
Allows map-wide forbidding, selection, or allowing. &lt;br /&gt;
* Toggle Harvest							&lt;br /&gt;
Allows control of whether growing areas should be planted or harvested&lt;br /&gt;
* Dub Mint Menus							&lt;br /&gt;
Consolidates the work tabs from every workbench and recipe you have access to, in one location&lt;br /&gt;
* Directly Abandon Settlement				&lt;br /&gt;
Allow you to abandon locations on the world map&lt;br /&gt;
* WikiRim									&lt;br /&gt;
Adds an in-game database of items and recipes you can search&lt;br /&gt;
* Heat Map								&lt;br /&gt;
Adds an overlay to see temperatures in all rooms at the same time&lt;br /&gt;
* Appearance Clothing	+ HAR addon			&lt;br /&gt;
Allows you to set appearance of pawns completely independent of whatever gear they're wearing. Vital for preventing incompatibilities or missing textures if you play with many races that have race-exclusive gear&lt;br /&gt;
* Better Roads							&lt;br /&gt;
Makes roads easier to see on the world map&lt;br /&gt;
* Dubs Mint Minimap						&lt;br /&gt;
Adds a minimap to the game, making tracking of threats far easier&lt;br /&gt;
* Recipe Icons							&lt;br /&gt;
Makes scrolling through recipe lists easier by attaching relevant product images&lt;br /&gt;
* Filth Vanishes with Rain				&lt;br /&gt;
What it says on the tin, rain can clean outdoor terrain of filth. Slightly improves performance by removing filth periodically&lt;br /&gt;
* Better Time Format						&lt;br /&gt;
Let's you see the exact in-game time instead of just a vague approximation&lt;br /&gt;
* Armored Floors							&lt;br /&gt;
For a great cost, allows you to prevent infestations in certain areas&lt;br /&gt;
* RPG Inventory OR Awesome Inventory		Adds a visual paper-doll like inventory, making it easy to see equipment at a glance&lt;br /&gt;
* Better Message Placement				&lt;br /&gt;
Prevents popup messages from blocking the colonist bar&lt;br /&gt;
* Drop All Inventory						&lt;br /&gt;
Allows you to rapidly unload cargo from your caravans without having to wait&lt;br /&gt;
* Defensive Positions						&lt;br /&gt;
Allows you to have pawns move to pre-selected locations and draft themselves with a single hotkey&lt;br /&gt;
* Keep Bed Ownership						&lt;br /&gt;
Prevents ownership of beds from being erased when they need to sleep using a bed on another map&lt;br /&gt;
* Research Pal Forked						&lt;br /&gt;
Greatly improves the research screen with a better UI and more detail&lt;br /&gt;
* Bionic Icons							&lt;br /&gt;
Allows you to determine which implant is which at a glance by adding pictures to them.&lt;br /&gt;
* Allow Tools								&lt;br /&gt;
Adds improved tools for allowing or disallow en masse&lt;br /&gt;
* More Harvest Designators				&lt;br /&gt;
Similar to above, but for designations concerning farming and wild planet harvesting &lt;br /&gt;
* Vein Miner OR Mine it all						&lt;br /&gt;
Similar to above, but for mining&lt;br /&gt;
* Rangefinder								&lt;br /&gt;
Allows you to toggle a big circle around a pawn constantly showing its maximum firing range.&lt;br /&gt;
* Loading in Progress						&lt;br /&gt;
Allows adds or removing of objects from drop pods without having to unload and then reload all pods' contents.&lt;br /&gt;
* Cut plants before building				&lt;br /&gt;
Lets you get the plant resources from plants under a building blueprint, instead of destroying them&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1003'' Performance, Bug Fixes, and AI Improvements==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
Dubs Performance Analyzer				&lt;br /&gt;
Arguably the single most important tool for improving game performance. It allows you to see specifically which parts of the game are causing the most slowdown, allowing you to identify and solve bugs which don't normally report errors, or identify which of your mods is secretly causing game slowdown due to poor coding.&lt;br /&gt;
* Rocketman								&lt;br /&gt;
Essentially reduces the frequency at which the game checks low-importance things, to greatly improve game performance.&lt;br /&gt;
* PawnTargetFix							&lt;br /&gt;
Makes ranged attackers focus more on the nearest target rather than selecting one randomly&lt;br /&gt;
* Perfect Pathfinding						&lt;br /&gt;
Makes pawns travel in a straight line instead of moving almost entirely at diagonals with large detours&lt;br /&gt;
* Path Avoid								&lt;br /&gt;
A useful tool for fixing pathfinding quirks; allows you to paint pathfinding costs onto terrain, allowing you to override normal AI pathfinding. Good for forcing pawns to use roads and avoid traps or obstacles.&lt;br /&gt;
* Word of Freelove						&lt;br /&gt;
Removes the normal hetero-only restrictions on the Word of Love psycast in the Royalty DLC&lt;br /&gt;
* Kijin									&lt;br /&gt;
This race mod isn't really a &amp;quot;fix&amp;quot;, but has a research project to achieve double yields from animals, effectively allowing you to have half as many animals on the map without losing productivity. This in turn can save on game memory.&lt;br /&gt;
* More Trait Slots						&lt;br /&gt;
With a lot of mods adding (or sometimes even requiring) new traits, this mod allows you to increase the maximum number of traits allowed on a pawn, allowing you to fully make use of these mods&lt;br /&gt;
* Animal Logic							&lt;br /&gt;
Allows very precise tuning of animal behavior instead of being at the mercy of whatever values are vanilla&lt;br /&gt;
* Smarter Construction					&lt;br /&gt;
Improves construction reach, greatly reducing incidents of pawns trapping themselves&lt;br /&gt;
* Smarter Deconstruction and Mining		&lt;br /&gt;
Similar to the above, but for preventing roof cave-ins&lt;br /&gt;
* Mining Priority							&lt;br /&gt;
Prioritizes which metals to mine by value, instead of just by distance&lt;br /&gt;
* Pickup and Haul							&lt;br /&gt;
Allows colonists to use their inventory for hauling purposes, greatly increasing the amount of items they can move in one trip&lt;br /&gt;
* Haul to Stack							&lt;br /&gt;
Prioritizes hauling to drop off goods an an existing stack of that good, instead of creating multiple incomplete stacks which add clutter&lt;br /&gt;
* Rimthreaded								&lt;br /&gt;
Rimworld is normally limited to a single CPU core. This mod attempts to force it to use multiple cores. (WARNING: This mod has an incompatibility list a mile long, so read it before attempting to use this mod!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1004'' Storage==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Deep Storage							&lt;br /&gt;
Lets you store multiple stacks on one tile&lt;br /&gt;
* Netrve's DeepStorage UI					&lt;br /&gt;
Improves the interaction menu of deep storage building&lt;br /&gt;
* Rimfridge 								&lt;br /&gt;
Adds storage with build-in cooling&lt;br /&gt;
* [JD] Simply Storage						&lt;br /&gt;
Adds a much greater number of containers for Deep Storage&lt;br /&gt;
* [JD] Simply Storage - Refrigeration 	&lt;br /&gt;
Same but for rimfridge&lt;br /&gt;
* Stack XXL OR OgreStack					&lt;br /&gt;
Allows you to change how many individual items can be placed in a single stack of items, drastically effecting storage capacity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1005'' Graphical Improvements==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005A'' Graphical Improvements, General===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* World Beautification Project + addons	&lt;br /&gt;
Greatly improves the graphics of the world map&lt;br /&gt;
* Hats Display Selection OR Show Hair 	&lt;br /&gt;
Allows you to hide helmets, or have headgear that doesn't remove hair from the pawn&lt;br /&gt;
* Graphics Setter							&lt;br /&gt;
Improves sharpness and reduces blur of sprites&lt;br /&gt;
* High Quality Textures					&lt;br /&gt;
What it says on the tin&lt;br /&gt;
* Gloomy Deco	+ other Gloomy mods			&lt;br /&gt;
Technically a furniture mod, but adds a lot of decorative objects focused on cute or low-tech appearance&lt;br /&gt;
Vanilla Furniture Expanded Props		&lt;br /&gt;
Similar to above, but more modern and serious-looking&lt;br /&gt;
* RimThemes								&lt;br /&gt;
Change window/UI colors and transparency to whatever you desire&lt;br /&gt;
* Eccentric Tech - Cosmetic				&lt;br /&gt;
Adds a large number of purely cosmetic implants; animal ears, horns, tails, etc&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005B'' Graphical Improvements, Pawn Body===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Beautiful Bodies						&lt;br /&gt;
Greatly increases body detail without changing body shape (therefore retaining full compatibility with every vanilla clothing mod)&lt;br /&gt;
* FemaleBB + bodytype add-on				&lt;br /&gt;
This adds a new type of female body shape and increases its, ahem, bust size, though the body itself remains pretty vanilla-like in that it lacks high detail and shading. What makes this mod noteworthy is that the author has manually re-created from scratch literally hundreds of pieces of armor and clothing from almost every major mod to make them similarly more revealing and skimpy (and to fit the new body shape). Mod settings allow you to decide which races this new body type will apply to, and which will remain vanilla. As long as your mother doesn't see this, you should be okay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005C'' Graphical Improvements, Detailed Hair===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Replace Vanilla Hair 					&lt;br /&gt;
As the name suggests, overrides vanilla hairs with far more detailed and higher resolution versions.&lt;br /&gt;
* Roppoi Hair&lt;br /&gt;
* Vee Hairs&lt;br /&gt;
* Gommy Hair mk2&lt;br /&gt;
* Amerio anime hairs&lt;br /&gt;
* Eccentric Extras&lt;br /&gt;
* Gw hair mod&lt;br /&gt;
* Mokan Hair&lt;br /&gt;
* GW-HornHair&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005C'' Graphical Improvements, Simple Hair===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Vanilla Hair Expanded&lt;br /&gt;
* Won hair_women + hair_men&lt;br /&gt;
* [Ods] Hair&lt;br /&gt;
* [SS]Lovely Hair Style&lt;br /&gt;
* Rim Seraph Hair&lt;br /&gt;
* Extended Hair&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1006'' Content Expansion==&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
(Author's note: The &amp;quot;major&amp;quot; and &amp;quot;minor&amp;quot; categories below are purely a reflection of the mod's size and complexity. These categories are not a reflection of usefulness, quality, or gameplay impact.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1006A'' Content Expansion, Major===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* RBSE OR EPOE-Forked						&lt;br /&gt;
These two mods are the main competing frameworks for rimworld surgeries. A detailed comparison on them can be seen here ( https://docs.google.com/spreadsheets/d/1xZaHNbrRg_4vl6HeRlmTmvFfIB1cjUtCGhg8wjtXISk/ )&lt;br /&gt;
* Glittertech								&lt;br /&gt;
Adds a large range of very late-game advanced technology. May be overpowered.&lt;br /&gt;
* PolarisBloc								&lt;br /&gt;
Similar to glittertech&lt;br /&gt;
* RimCuisine2 + addons					&lt;br /&gt;
One of the largest mods dedicated to farming, cooking, and food in general&lt;br /&gt;
* Zipangu									&lt;br /&gt;
Similar to the above, but wholely focused on Japanese-themed cuisine. Also has a large amount of Japanese furniture&lt;br /&gt;
* Alpha Animals							&lt;br /&gt;
Adds a huge number of non-earthlike creatures to the game&lt;br /&gt;
* More Practical Traits					&lt;br /&gt;
What it says on the tin&lt;br /&gt;
* Xeva + addons							&lt;br /&gt;
Adds five new factions and a wide array of weapons, armor, and enemies. (Combat Evolved compatibility not available, but patch is in progress)&lt;br /&gt;
&lt;br /&gt;
===''1006B'' Content Expansion, Minor===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* A Dog Said...							&lt;br /&gt;
The main framework for animal surgeries and bionics used by the community&lt;br /&gt;
* Alpha Biomes							&lt;br /&gt;
Adds several non-earthlike exotic biomes to the game&lt;br /&gt;
* Biomes Core + Biomes Islands			&lt;br /&gt;
Adds island maps and swimming to the game&lt;br /&gt;
* Rimsenal + assorted addons				&lt;br /&gt;
Adds a vast number of weapons and armor to the game&lt;br /&gt;
* Go Explore!								&lt;br /&gt;
Adds random events which cause ruined locations to appear on the map, ripe for plundering&lt;br /&gt;
* Vanilla Events Expanded					&lt;br /&gt;
Adds an assortment of vanilla-like events&lt;br /&gt;
* Utility Columns							&lt;br /&gt;
Adds columns that double as other furniture, such as lamps, freezers, orbital beacons, traps, or graves&lt;br /&gt;
* Vanilla Factions Expanded - Insectoids&lt;br /&gt;
Insectoid focused pack. Besides the usual, also adds a range of implants and genetically-engineered animals to perform various jobs&lt;br /&gt;
* Vanilla Weapons Expanded + addons		&lt;br /&gt;
Adds a wide range of new firearms&lt;br /&gt;
* Sparkling Worlds						&lt;br /&gt;
A large assorted mod. Adds new events, new glitter tech crafting recipes, a new faction, etc. &lt;br /&gt;
* Soft Warm Beds							&lt;br /&gt;
Makes beds a combination of a bed-frame and bed-sheet, rather than just a single item.&lt;br /&gt;
* Sometimes Raids Go Wrong				&lt;br /&gt;
Adds a small chance that hostile raids will crash their drop pods, arrive hungover, be chased by maddened animals, and so on.&lt;br /&gt;
* Apparello 2								&lt;br /&gt;
Adds a vast amount of new clothing types.&lt;br /&gt;
* More Vanilla Turrets 1.1				&lt;br /&gt;
Adds a large number of turrets for base defense		&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1006C'' Content Expansion, Wildlife and Enemies===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* Alpha Animals							&lt;br /&gt;
Already mentioned above&lt;br /&gt;
* Magical Mengerie						&lt;br /&gt;
Adds several mythical creatures to the game&lt;br /&gt;
* Orion's More Mechanoids					&lt;br /&gt;
What it says on the tin. Adds stronger mechs.&lt;br /&gt;
* Vanilla Factions Expanded - Mechanoids	Ditto&lt;br /&gt;
* Super Mechneko							&lt;br /&gt;
Adds very tough, anime-style robots with giant titties&lt;br /&gt;
* Kemomimihouse + hardworking addon&lt;br /&gt;
		Adds cute pets that can be assigned job priorities, have skills, and do work exactly the same way as colonists&lt;br /&gt;
* 虫娘 Insect girls + hardworking addon	&lt;br /&gt;
Like the above, but insect-themed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1007'' Gameplay Mechanics Expansion==&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
(Author's note: The &amp;quot;major&amp;quot; and &amp;quot;minor&amp;quot; categories below are purely a reflection of the mod's size and complexity. These categories are not a reflection of usefulness, quality, or gameplay impact.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1007A'' Gameplay Mechanics Expansion, Major===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* RimFactory + addons						&lt;br /&gt;
A massive mod that allows you to automate huge portions of colony, or automatically perform most tasks normally impossible to automate in Rimworld&lt;br /&gt;
* Rimworld of Magic						&lt;br /&gt;
Adds character classes to the game, along with associated spells and abilities, in a manner similar to D&amp;amp;D&lt;br /&gt;
* SOS2									&lt;br /&gt;
Adds starships, space combat, and interplanetary travel to the game&lt;br /&gt;
* Rimatomics								&lt;br /&gt;
Adds detailed nuclear power, along with very powerful turrets to the game&lt;br /&gt;
* Rimefeller								&lt;br /&gt;
Adds the oil industry to the game, allowing production a large number of normally unproducable materials from oil (plasteel, neutromine, etc)						&lt;br /&gt;
* Dubs Bad Hygiene							&lt;br /&gt;
Adds toilet, hygene, and thirst mechanics to the game. Also includes other useful utilities like central air conditioning, fire sprinklers, irrigation, etc.&lt;br /&gt;
* What the Hack							&lt;br /&gt;
Lets you capture, modify, and upgrade mechanoids for use as pets&lt;br /&gt;
* Gidduup + assorted addons&lt;br /&gt;
Allows animals to be ridden, both on the local map and world map. Add-ons allow for riding mechs, and for caravan use.&lt;br /&gt;
* Combat Evolved							&lt;br /&gt;
A major overhaul of fighting to make is much more deadly, unpredictable, and somewhat more realistic.&lt;br /&gt;
* RimJobWorld								&lt;br /&gt;
Oh boy, you found it. NSFW, 18+, etc. This is the ultimate sex mod for rimworld. Bestal1ty, r4pe, necr0philia, even pregnancies across species (and not just aliens, animals too). Not found on steam for obvious reasons, but any competent google search should lead you to it. You pervert. And sorry for the weird censoring, stupid word filters on pastebin.&lt;br /&gt;
* Pawnmorpher								&lt;br /&gt;
Furries: The Mod. This allows you to mutate pawns to give them animal-like body parts, or even turn them into animals (who are still sentient so act like pawns). Unlike Genetic Rim, research requires a lot of experimentation (on actual pawns) and collecting of data.&lt;br /&gt;
* Psychology&lt;br /&gt;
Instead of relying on pure RNG to determine pawns compatibility with each other, adds a massive amount of personality sliders and sexuality sliders to determine how well pawns get along&lt;br /&gt;
* Questionable Ethics Enhanced&lt;br /&gt;
Medical Ethics Violations: The Mod. Grow human organs, clone people, install mind control devices, etc.&lt;br /&gt;
* TiberiumRim								&lt;br /&gt;
Adds the namesake highly infectious, but infinitely renewable resource, along with a full set of vehicles (functionally, mechs) and a large amount of accompanying equipment and structures.&lt;br /&gt;
* 妖怪村1.32								&lt;br /&gt;
I don't know what the name says, either. This is basically a catch-all mod from Japanese mythology; about 20 mythical creatures, plus an assortment of armor, traits, weapons, buildings, furniture, medicines, body parts, etc. The reason this is listed under gameplay mechanics expansion is that some weapons are &amp;quot;intelligent&amp;quot; in that they gain XP and level up through combat, which is a neat idea. Note that while most of the content has a translation, some parts do not.&lt;br /&gt;
&lt;br /&gt;
===''1007B'' Gameplay Mechanics Expansion, Minor===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* SRTS + addons							&lt;br /&gt;
Adds aircraft for rapid traversing of the planet.&lt;br /&gt;
* Genetic Rim								&lt;br /&gt;
Allows harvesting of genes to create implants or dozens of new animal species&lt;br /&gt;
* Genetic Rim Alpha Animals Patch			&lt;br /&gt;
Expands the above to include creatures from alpha animals&lt;br /&gt;
* Bondage Beds							&lt;br /&gt;
Allows players to control addict pawns without resorting to removing the legs or spine, by simply tying them to a bed&lt;br /&gt;
* Preemptive Strike						&lt;br /&gt;
Allows the construction of facilities to detect friendly traders and enemy raids before they arrive&lt;br /&gt;
* EbD Prepare Carefully					&lt;br /&gt;
Allows you to manually create starting cargo and pawns on game start instead of relying on RNG&lt;br /&gt;
* ED-Shields								&lt;br /&gt;
Unlike most shield mods which merely add shield generators, this mod allows precise customization of each shield's functions and abilities using modules&lt;br /&gt;
* Crash Landing							&lt;br /&gt;
Adds a starting scenario and random event involving ship sections crashing to the planet&lt;br /&gt;
* More Faction Interaction				&lt;br /&gt;
Overhauls traders, faction expansion, and other diplomatic things&lt;br /&gt;
* Infusion 2								&lt;br /&gt;
Adds &amp;quot;enchantments&amp;quot; to gear, so that the effectiveness of something is more than just its quality and material alone.&lt;br /&gt;
* PsiTech									&lt;br /&gt;
An alternative to the royalty psycast system for psionics&lt;br /&gt;
* Orion's Hospitality						&lt;br /&gt;
Allows you to effectively run a hotel. Charge guests for beds, feed them, and make them happy to improve faction relations and earn more rewards&lt;br /&gt;
* Orion's Gastronomy						&lt;br /&gt;
The above, but instead of a hotel, you can run a restaurant. &lt;br /&gt;
* RimCities								Adds unique settlement types (cities, duh) and assorted quests involving them (conquest, defense, assassination, etc)&lt;br /&gt;
* Social Interactions Expanded			&lt;br /&gt;
Gives social interactions more diversity, and allow traits to change due to events&lt;br /&gt;
* Backup Power							&lt;br /&gt;
Allows various power sources to autonomously turn themselves on or off based on power remaining in batteries.&lt;br /&gt;
* RimDeed									&lt;br /&gt;
Adds a sort of employment agency where, for a fee, a company will find new possible recruits for you.&lt;br /&gt;
* Guard For Me							&lt;br /&gt;
Allows the hiring of very powerful pawns on a temporary, salaried basis.&lt;br /&gt;
* Empire									&lt;br /&gt;
Adds a mini-game involving the creation of settlements and their taxation/defense. (WARNING: Will almost certainly break any semblance of a balanced game economy due to the exponential growth of wealth)&lt;br /&gt;
* RimWar									&lt;br /&gt;
Effectively allows conquest and war between factions. (WARNING: May cause significant game slowdown, to say nothing of balance issues caused by factions being removed from the game through destruction)&lt;br /&gt;
* Vanilla Factions Expanded - Mechanoids	&lt;br /&gt;
Mechanoid focused pack which not only adds the usual (new weapons, enemies, etc), but automated factories and supercomputers, and a &amp;quot;total war&amp;quot; mechanic tracking mechanoid progress on a global level&lt;br /&gt;
* Organ Harvest Post-Mortem				&lt;br /&gt;
Harvest organs and implants from dead pawns. (WARNING: This most destroys the game economy's balance due to each dead raider producing several times more wealth than normal, from harvested organs)&lt;br /&gt;
* Expanded Roofing						&lt;br /&gt;
Allows you to build or demolish overhead mountain, as well as other utility roofs (glass, solar, etc).&lt;br /&gt;
* Roads of the Rim						&lt;br /&gt;
Allows construction of new roads on the world map&lt;br /&gt;
* Remote Tech 							&lt;br /&gt;
Adds an assortment of traps that can be activated remotely without need for a pawn to trigger them.&lt;br /&gt;
* Animal Armor + addons					&lt;br /&gt;
What it says on the tin&lt;br /&gt;
* Death Rattle							&lt;br /&gt;
Normally pawns will instantly perish the moment a vital organ (such as the heart) fails. This mod instead gives you a small time window to perform surgery or hook the pawn up to life support before they actually perish, just like how it works in real life.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1008'' New Alien Races Content, and Supporting Mods==&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
&lt;br /&gt;
(Authors Note: Races are divided here into major and minor. Major races are those that either have large anatomical differences from normal humanoid pawns, or they have a particularly extensive amount of secondary content (pets, buildings, weapons, armor, factions), or are otherwise novel in some way. Minor races are those that are just humanoid pawns and have little content outside of race-specific armor and weapons.)&lt;br /&gt;
&lt;br /&gt;
(Author's Note: Nearly all races support one of the two competing bionics mods, RBSE or EPOE. If you are unable to perform bionic surgeries on a race, it may be because you are missing whichever of these two the race supports. Alternatively, the mod Xenobiotic Patcher makes all surgeries cross-species, but occasionally causes some odd or nonsensical surgeries to be unlocked, though this isn't really a problem if you avoid using them them.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1008A'' New Alien Races Content, Major===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* Humanoid Alien Races 2.0				&lt;br /&gt;
Not a race mod, but an underlying framework required by nearly every race mod in existence. &lt;br /&gt;
* Xenobionic Patcher						&lt;br /&gt;
Have lots of races installed and worried about bionic compatibility? This makes every surgery compatible with every race&lt;br /&gt;
* Androids								&lt;br /&gt;
Robots that can customize their bodies and traits upon assembly.&lt;br /&gt;
* Android Tiers++							&lt;br /&gt;
A far larger robot mod, albeit one that has earned a bad reptuation for hurting game performance. It has truly unique features things like mind-uploading, mind-copying, but also completely destroys game balance due to its overpoweredness.&lt;br /&gt;
* Anty the War Ant Race					&lt;br /&gt;
Quoting the author, &amp;quot;The problem child of the universe.&amp;quot; Lots of unique mechanics here: An anty can be transformed using pheromones, making them a queen to constantly produce new children, or alternatively you can turn them into a soldier, or an acid suicide bomb. They also recycle prisoners into meat computers, living generators, or human cattle that slowly waste away for new food. Their weapons are mostly acid-based, and they have grenades which can instantly deploy a sandbag cover. Lots of neat stuff. &lt;br /&gt;
* Avali									&lt;br /&gt;
Bird lizard people things? One of the single largest mods in terms of supporting content (buildings, armor, weapons). Spacer-tech&lt;br /&gt;
* Crystallods								&lt;br /&gt;
Crystal people. The race itself pretty unremarkable and uses very old graphics, but they have extensive supporting content such as a unique type of raid, a large array of new psycasts, and a unique way to generate power.&lt;br /&gt;
* Dragonians								&lt;br /&gt;
Dragon girls. Have the advantages of being able to graze, be milked and sheared, but still a sentient pawn. Tribal-tech&lt;br /&gt;
* Epona&lt;br /&gt;
Centaurs. Assorted tech levels. Have their own custom space suits for SOS2 compatibility. &lt;br /&gt;
* Idhale									&lt;br /&gt;
Basically ghosts. Immune to conventional attack, but in turn are also unable to attack others.&lt;br /&gt;
* Kijin									&lt;br /&gt;
Japanese Oni (demons). Have a number of unique techs which improve the productivity of farm animals, and their own unique win condition. Japanese/medieval-tech.&lt;br /&gt;
* Kurin&lt;br /&gt;
Three-tailed foxgirls. One of the most popular race mods, so have a large number of add-ons mods or ports. Spacer-tech&lt;br /&gt;
* Mincho									&lt;br /&gt;
Ice cream slime girls. A living testament to the horrors (or brillaince) of genetic engineering. Extremely durable bodies; probably the only race listed that can literally survive their heads being blown off. And then grow it back.&lt;br /&gt;
* Moyo									&lt;br /&gt;
Deep sea dwellers. Blood from this race can be harvested and turned into a wide range of drugs, from mech serums to cocaine. Spacer-tech&lt;br /&gt;
* Neclose									&lt;br /&gt;
Some sort of combination of huge-titty girls, jelly fish, and sea pickle. Unarmed attacks will paralyze and eventually cause comas. Can also create fleshbeasts to act as menial works.&lt;br /&gt;
* Oni										&lt;br /&gt;
Roughly based on oni from Japanese lore. Available as both an animal version and a sentient pawn.&lt;br /&gt;
* Orassan									&lt;br /&gt;
Anthro-cat people (though de-furry patches exist). Specializes in arctic survival; they can farm ice like soil, and can turn normal strone into an enhanced type of concrete. Spacer-tech&lt;br /&gt;
* Rabbies									&lt;br /&gt;
Rabbit people with a global addiction to a drug called Planetarium. Modern/Spacer-tech. &lt;br /&gt;
* Ratkin									&lt;br /&gt;
Cute rat people whose raids can burrow using drill machines, allowing them to appear inside your base similar to insectoid infestations. Steampunk-tech.&lt;br /&gt;
* Rakkle									&lt;br /&gt;
Naga-like snake people with a few unique mechanics. Firstly, most of their vital organs are actually in their snake half and not their human half (which is quite useful in Combat Evolved where cover protects the bottom half of a pawn first). And like snakes they can periodically shed their skin, or consume one giant meal and slowly digest it for an entire week instead of eating daily like most other species. &lt;br /&gt;
* Revia									&lt;br /&gt;
(Yes, more fox girls). A focus bloodlust and sacrifice; they can generate lost body parts or permanently improve stats by sacrificing prisoners. (WARNING: This mod has been known to cause a few serious issues, such as traders not having any inventories, ever)&lt;br /&gt;
* Nearmare								&lt;br /&gt;
Fairy-like race that can summon will o' wisps to aid them, and is very strong against mental/morale damage.&lt;br /&gt;
* Xenoorca&lt;br /&gt;
Killer whale mermaids. Like their namesake they're large, powerful and predatory. (Only appear as a pirate faction by default). Spacer-tech.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1008B'' New Alien Races Content, Minor===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* Annelitrice								&lt;br /&gt;
Mimic shapeshifters which appear unremarkable, but are actually composed of hives of worms. They have special abilities to keep resurrecting themselves after death. Modern-tech.&lt;br /&gt;
* Arachne									&lt;br /&gt;
Spider people. Besides the eight-legs thing, are fairly vanilla. Spacer-tech&lt;br /&gt;
* Ancient Species							&lt;br /&gt;
Half-Elves. Assorted tech levels&lt;br /&gt;
* Astoriel 								&lt;br /&gt;
Elves&lt;br /&gt;
* Bun										&lt;br /&gt;
Bunny People. Tribal-to-Industrial-tech&lt;br /&gt;
* Ferian									&lt;br /&gt;
Anthro-Fox people, not much here beyond the race.&lt;br /&gt;
* Forsaken								&lt;br /&gt;
Coal-black skin, horns, and glowing eyes. I assume some sort of demons?  Glitter-tech, with very powerful equipment. Have their own unique biome in Alpha Biomes mod&lt;br /&gt;
* Garam									&lt;br /&gt;
Furry cat girl pseudo-pets. Highly detailed in-built animation, but the only race in this list that use their own unique framework (not HAR), causing a number of compatibility issues&lt;br /&gt;
* Giants									&lt;br /&gt;
What it says on the tin, really.&lt;br /&gt;
* Nyaron									&lt;br /&gt;
Mass produced cat girls. Every weeb's dream&lt;br /&gt;
* Silkiera								&lt;br /&gt;
Foxgirls with big tiddies. Medieval-tech.&lt;br /&gt;
* RimEffect Races							Can't comment on these since I haven't tried this mod yet.&lt;/div&gt;</summary>
		<author><name>Regularity</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:Regularity&amp;diff=86923</id>
		<title>User:Regularity</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:Regularity&amp;diff=86923"/>
		<updated>2021-06-17T16:34:33Z</updated>

		<summary type="html">&lt;p&gt;Regularity: /* 1007A Gameplay Mechanics Expansion, Major */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Can someone recommend me a [insert category here] mod?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you, too, are tired of answering this question, just send them to this pastebin.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''Table of Contents''===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
* ''1001'' 	Colony Utility: Quality-of-life mods that directly increase the efficiency of pawns in their daily activities&lt;br /&gt;
&lt;br /&gt;
* ''1002'' 	Player Utility: Quality-of-life mods that do not directly affect the colony. Things like UI improvements, more detailed information, and automating repetitive player tasks.&lt;br /&gt;
&lt;br /&gt;
* ''1003'' 	Performance, Bug Fixes, and AI Improvements&lt;br /&gt;
&lt;br /&gt;
* ''1004'' 	Storage: Mods related to storing stuff&lt;br /&gt;
&lt;br /&gt;
* ''1005'' 	Graphical Improvements: these are purely cosmetic changes; graphical changes that improve readability or better convey information are under the Player Utility category&lt;br /&gt;
* ''1005A'' 	Graphical Improvements, General&lt;br /&gt;
* ''1005B''	Graphical Improvements, Pawn Body&lt;br /&gt;
* ''1005C''	Graphical Improvements, Detailed Hair: Higher resolution, detailed hair that looks very nice, but may clash with the vanilla Rimworld art style&lt;br /&gt;
* ''1005C''	Graphical Improvements, Simple Hair: Hair with relatively low gradients and shading, more closely matching the vanilla Rimworld art style&lt;br /&gt;
&lt;br /&gt;
* ''1006'' 	Content Expansion: Adds new content, but does not significantly change any core game mechanics or game balance&lt;br /&gt;
* ''1006A''	Content Expansion, Major&lt;br /&gt;
* ''1006B''	Content Expansion, Minor&lt;br /&gt;
* ''1006C''	Content Expansion, Wildlife and Enemies&lt;br /&gt;
&lt;br /&gt;
* ''1007'' 	Gameplay Mechanics Expansion: Adds new content with a significant impact on core game mechanics or game balance&lt;br /&gt;
* ''1007A''	Gameplay Mechanics Expansion, Major&lt;br /&gt;
* ''1007B''	Gameplay Mechanics Expansion, Minor&lt;br /&gt;
&lt;br /&gt;
* ''1008''	New Alien Races Content: Covers notable alien races and supporting mods. For the sake of keeping the list a reasonable length, most races that are functionally little more than a reskin with minor stat changes have been omitted. The list here tries to focus on the more novel or interesting races.&lt;br /&gt;
* ''1008A''	New Alien Races Content, Major&lt;br /&gt;
* ''1008B''	New Alien Races Content, Minor&lt;br /&gt;
&lt;br /&gt;
==''1001'' Colony Utility==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* [SYR] Doormats							&lt;br /&gt;
Prevents outdoor filth from being tracked indoors&lt;br /&gt;
* Programmable Vents						&lt;br /&gt;
Vents that shut off when rooms reach a certain temperature; allows you to passively heat rooms without overheating them during hotter days&lt;br /&gt;
* Meat Blend								&lt;br /&gt;
Allows mixing of all meat types into a single type for easier storage (you can opt out insect or humanoid meat to avoid mood penalties)&lt;br /&gt;
* Veggie Mix								&lt;br /&gt;
The above, but for plants&lt;br /&gt;
* DontBlockDoor							&lt;br /&gt;
Prevents random dropped items from holding the door open and allowing in invaders or prisoners&lt;br /&gt;
* Trading Spot							&lt;br /&gt;
Choose where trader caravans loiter&lt;br /&gt;
* [SYR] Set Up Camp						&lt;br /&gt;
Create a small, temporary local map to perform actions you can't on the world map.&lt;br /&gt;
* Roads of the Rim						&lt;br /&gt;
Build roads on the world map&lt;br /&gt;
* Locks2									&lt;br /&gt;
Doors can be set to allow/block visitors, pets, or specific pawns in your colony&lt;br /&gt;
* RT Solar Flare Shield					&lt;br /&gt;
Build a shield to protect against solar flares&lt;br /&gt;
* RT Fuses								&lt;br /&gt;
Build fuses to prevent BZZZZT events&lt;br /&gt;
* Share the Load							&lt;br /&gt;
Allows multiple pawns to haul resources to a construction site, instead of just one at a time&lt;br /&gt;
* Replace Stuff			&lt;br /&gt;
Don't like how vents create a massive weak spot in otherwise sturdy walls? Try these. Vents no longer replace walls, but are added onto them, leaving the wall behind even if the vent is destroyed&lt;br /&gt;
* Power++									&lt;br /&gt;
Adds the ability to transmit power wirelessly, both on-map or across the world to other sites&lt;br /&gt;
* No Random Relations						&lt;br /&gt;
Don't like the game randomly deciding a pawn has an uncle/sister/cousin? This is for you&lt;br /&gt;
* Royalty Tweaks							&lt;br /&gt;
Makes the more restrictive or annoying parts of royalty content optional&lt;br /&gt;
* Smart Medicine							&lt;br /&gt;
Allows pawns to carry medicine with them and use it in the field&lt;br /&gt;
* Xenobionic Patcher						&lt;br /&gt;
Have lots of races installed and worried about bionic compatibility? This makes every surgery compatible with every race&lt;br /&gt;
* No Burn Metal							&lt;br /&gt;
Removes flammability from steel and other metal&lt;br /&gt;
* Faction Blender							&lt;br /&gt;
Adds new factions which take pawns from all available races, as opposed to the norm where each faction is only composed of a single race&lt;br /&gt;
* Realistic Rooms							&lt;br /&gt;
Makes it so colonists merely want bedroom-sized bedrooms, and not apartment-sized ones&lt;br /&gt;
* Expanded Roofing						&lt;br /&gt;
Allows the creation and removal of overhead mountain, glass roofing, and even solar roofing.&lt;br /&gt;
* Imprisonment on the Go					&lt;br /&gt;
Allows the capturing of prisoners without an enclosed sleeping space. Very useful when attacking enemy sites.&lt;br /&gt;
* Simple Slavery							&lt;br /&gt;
Allows you to draft prisoners and put them to work&lt;br /&gt;
* Prison Labor							&lt;br /&gt;
A mod that is much larger and more sophisticated way to make use of prisoners than Simple Slavery, but has a reputation for being buggy. (WARNING: May cause an assortment of bugs relating to jobs)&lt;br /&gt;
* Power Logic								&lt;br /&gt;
Adds power buildings that allow creation of logic gates, sensors, and so on.&lt;br /&gt;
* My Little Planet						&lt;br /&gt;
Allows you to change the planet's landmass, effectively controlling how vast or cramped the planet is&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1002'' Player Utility==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* TD Enhancement Pack						&lt;br /&gt;
Improves a ton of small things in the user interface of the game&lt;br /&gt;
* Colony Groups							&lt;br /&gt;
A major overhaul and improvement of the colonist bar&lt;br /&gt;
* Interaction Bubbles						&lt;br /&gt;
Allows you to see conversations or interactions beteween pawns without digging through the game log&lt;br /&gt;
* Damage Indicators						&lt;br /&gt;
Adds floating numbers that display the damage taken by pawns or buildings&lt;br /&gt;
* Better Pawn Control						&lt;br /&gt;
Greatly increases the control you have over food, drug, and equipment policies&lt;br /&gt;
* Pawn Rules								&lt;br /&gt;
Allows restricting of bonding, romance, and artisan crafting&lt;br /&gt;
* Camera+									&lt;br /&gt;
Removes default restrictions of camera zoom levels&lt;br /&gt;
* RimHUD									&lt;br /&gt;
Makes the bottom-left info window completely customizable in color, font, size, tabs, etc.&lt;br /&gt;
* World Edit								Tired of rerolling for the perfect site at a river, coast, mountain, or whatever? Just edit the world.&lt;br /&gt;
* Character Editor						&lt;br /&gt;
Allows completely changing of every aspect of existing pawns. Even if cheating isn't your thing, it's good to have installed to easily fix bugs that may occur without manual save editing&lt;br /&gt;
* Map Reroll								&lt;br /&gt;
Reroll the local colony map if you don't like the exact layout of certain things&lt;br /&gt;
* Map Designer							&lt;br /&gt;
Allows creating maps using custom parameters, instead of them being dictated by the world map tile.&lt;br /&gt;
* Whats that mod							&lt;br /&gt;
Adds text at the bottom of every item/pawn/thing's info window showing what mod it's from&lt;br /&gt;
Change map edge limit					&lt;br /&gt;
Build up to the map edge if you so desire, to wall off access to raids/carvans from certain points of the map&lt;br /&gt;
* Work Tab, Animal Tab, Colony Manger		&lt;br /&gt;
More detailed control for these tabs&lt;br /&gt;
* Relations Tab							&lt;br /&gt;
See relations between all factions at a glance&lt;br /&gt;
* Allow Tool								&lt;br /&gt;
Allows map-wide forbidding, selection, or allowing. &lt;br /&gt;
* Toggle Harvest							&lt;br /&gt;
Allows control of whether growing areas should be planted or harvested&lt;br /&gt;
* Dub Mint Menus							&lt;br /&gt;
Consolidates the work tabs from every workbench and recipe you have access to, in one location&lt;br /&gt;
* Directly Abandon Settlement				&lt;br /&gt;
Allow you to abandon locations on the world map&lt;br /&gt;
* WikiRim									&lt;br /&gt;
Adds an in-game database of items and recipes you can search&lt;br /&gt;
* Heat Map								&lt;br /&gt;
Adds an overlay to see temperatures in all rooms at the same time&lt;br /&gt;
* Appearance Clothing	+ HAR addon			&lt;br /&gt;
Allows you to set appearance of pawns completely independent of whatever gear they're wearing. Vital for preventing incompatibilities or missing textures if you play with many races that have race-exclusive gear&lt;br /&gt;
* Better Roads							&lt;br /&gt;
Makes roads easier to see on the world map&lt;br /&gt;
* Dubs Mint Minimap						&lt;br /&gt;
Adds a minimap to the game, making tracking of threats far easier&lt;br /&gt;
* Recipe Icons							&lt;br /&gt;
Makes scrolling through recipe lists easier by attaching relevant product images&lt;br /&gt;
* Filth Vanishes with Rain				&lt;br /&gt;
What it says on the tin, rain can clean outdoor terrain of filth. Slightly improves performance by removing filth periodically&lt;br /&gt;
* Better Time Format						&lt;br /&gt;
Let's you see the exact in-game time instead of just a vague approximation&lt;br /&gt;
* Armored Floors							&lt;br /&gt;
For a great cost, allows you to prevent infestations in certain areas&lt;br /&gt;
* RPG Inventory OR Awesome Inventory		Adds a visual paper-doll like inventory, making it easy to see equipment at a glance&lt;br /&gt;
* Better Message Placement				&lt;br /&gt;
Prevents popup messages from blocking the colonist bar&lt;br /&gt;
* Drop All Inventory						&lt;br /&gt;
Allows you to rapidly unload cargo from your caravans without having to wait&lt;br /&gt;
* Defensive Positions						&lt;br /&gt;
Allows you to have pawns move to pre-selected locations and draft themselves with a single hotkey&lt;br /&gt;
* Keep Bed Ownership						&lt;br /&gt;
Prevents ownership of beds from being erased when they need to sleep using a bed on another map&lt;br /&gt;
* Research Pal Forked						&lt;br /&gt;
Greatly improves the research screen with a better UI and more detail&lt;br /&gt;
* Bionic Icons							&lt;br /&gt;
Allows you to determine which implant is which at a glance by adding pictures to them.&lt;br /&gt;
* Allow Tools								&lt;br /&gt;
Adds improved tools for allowing or disallow en masse&lt;br /&gt;
* More Harvest Designators				&lt;br /&gt;
Similar to above, but for designations concerning farming and wild planet harvesting &lt;br /&gt;
* Vein Miner OR Mine it all						&lt;br /&gt;
Similar to above, but for mining&lt;br /&gt;
* Rangefinder								&lt;br /&gt;
Allows you to toggle a big circle around a pawn constantly showing its maximum firing range.&lt;br /&gt;
* Loading in Progress						&lt;br /&gt;
Allows adds or removing of objects from drop pods without having to unload and then reload all pods' contents.&lt;br /&gt;
* Cut plants before building				&lt;br /&gt;
Lets you get the plant resources from plants under a building blueprint, instead of destroying them&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1003'' Performance, Bug Fixes, and AI Improvements==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
Dubs Performance Analyzer				&lt;br /&gt;
Arguably the single most important tool for improving game performance. It allows you to see specifically which parts of the game are causing the most slowdown, allowing you to identify and solve bugs which don't normally report errors, or identify which of your mods is secretly causing game slowdown due to poor coding.&lt;br /&gt;
* Rocketman								&lt;br /&gt;
Essentially reduces the frequency at which the game checks low-importance things, to greatly improve game performance.&lt;br /&gt;
* PawnTargetFix							&lt;br /&gt;
Makes ranged attackers focus more on the nearest target rather than selecting one randomly&lt;br /&gt;
* Perfect Pathfinding						&lt;br /&gt;
Makes pawns travel in a straight line instead of moving almost entirely at diagonals with large detours&lt;br /&gt;
* Path Avoid								&lt;br /&gt;
A useful tool for fixing pathfinding quirks; allows you to paint pathfinding costs onto terrain, allowing you to override normal AI pathfinding. Good for forcing pawns to use roads and avoid traps or obstacles.&lt;br /&gt;
* Word of Freelove						&lt;br /&gt;
Removes the normal hetero-only restrictions on the Word of Love psycast in the Royalty DLC&lt;br /&gt;
* Kijin									&lt;br /&gt;
This race mod isn't really a &amp;quot;fix&amp;quot;, but has a research project to achieve double yields from animals, effectively allowing you to have half as many animals on the map without losing productivity. This in turn can save on game memory.&lt;br /&gt;
* More Trait Slots						&lt;br /&gt;
With a lot of mods adding (or sometimes even requiring) new traits, this mod allows you to increase the maximum number of traits allowed on a pawn, allowing you to fully make use of these mods&lt;br /&gt;
* Animal Logic							&lt;br /&gt;
Allows very precise tuning of animal behavior instead of being at the mercy of whatever values are vanilla&lt;br /&gt;
* Smarter Construction					&lt;br /&gt;
Improves construction reach, greatly reducing incidents of pawns trapping themselves&lt;br /&gt;
* Smarter Deconstruction and Mining		&lt;br /&gt;
Similar to the above, but for preventing roof cave-ins&lt;br /&gt;
* Mining Priority							&lt;br /&gt;
Prioritizes which metals to mine by value, instead of just by distance&lt;br /&gt;
* Pickup and Haul							&lt;br /&gt;
Allows colonists to use their inventory for hauling purposes, greatly increasing the amount of items they can move in one trip&lt;br /&gt;
* Haul to Stack							&lt;br /&gt;
Prioritizes hauling to drop off goods an an existing stack of that good, instead of creating multiple incomplete stacks which add clutter&lt;br /&gt;
* Rimthreaded								&lt;br /&gt;
Rimworld is normally limited to a single CPU core. This mod attempts to force it to use multiple cores. (WARNING: This mod has an incompatibility list a mile long, so read it before attempting to use this mod!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1004'' Storage==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Deep Storage							&lt;br /&gt;
Lets you store multiple stacks on one tile&lt;br /&gt;
* Netrve's DeepStorage UI					&lt;br /&gt;
Improves the interaction menu of deep storage building&lt;br /&gt;
* Rimfridge 								&lt;br /&gt;
Adds storage with build-in cooling&lt;br /&gt;
* [JD] Simply Storage						&lt;br /&gt;
Adds a much greater number of containers for Deep Storage&lt;br /&gt;
* [JD] Simply Storage - Refrigeration 	&lt;br /&gt;
Same but for rimfridge&lt;br /&gt;
* Stack XXL OR OgreStack					&lt;br /&gt;
Allows you to change how many individual items can be placed in a single stack of items, drastically effecting storage capacity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1005'' Graphical Improvements==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005A'' Graphical Improvements, General===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* World Beautification Project + addons	&lt;br /&gt;
Greatly improves the graphics of the world map&lt;br /&gt;
* Hats Display Selection OR Show Hair 	&lt;br /&gt;
Allows you to hide helmets, or have headgear that doesn't remove hair from the pawn&lt;br /&gt;
* Graphics Setter							&lt;br /&gt;
Improves sharpness and reduces blur of sprites&lt;br /&gt;
* High Quality Textures					&lt;br /&gt;
What it says on the tin&lt;br /&gt;
* Gloomy Deco	+ other Gloomy mods			&lt;br /&gt;
Technically a furniture mod, but adds a lot of decorative objects focused on cute or low-tech appearance&lt;br /&gt;
Vanilla Furniture Expanded Props		&lt;br /&gt;
Similar to above, but more modern and serious-looking&lt;br /&gt;
* RimThemes								&lt;br /&gt;
Change window/UI colors and transparency to whatever you desire&lt;br /&gt;
* Eccentric Tech - Cosmetic				&lt;br /&gt;
Adds a large number of purely cosmetic implants; animal ears, horns, tails, etc&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005B'' Graphical Improvements, Pawn Body===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Beautiful Bodies						&lt;br /&gt;
Greatly increases body detail without changing body shape (therefore retaining full compatibility with every vanilla clothing mod)&lt;br /&gt;
* FemaleBB + bodytype add-on				&lt;br /&gt;
This adds a new type of female body shape and increases its, ahem, bust size, though the body itself remains pretty vanilla-like in that it lacks high detail and shading. What makes this mod noteworthy is that the author has manually re-created from scratch literally hundreds of pieces of armor and clothing from almost every major mod to make them similarly more revealing and skimpy (and to fit the new body shape). Mod settings allow you to decide which races this new body type will apply to, and which will remain vanilla. As long as your mother doesn't see this, you should be okay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005C'' Graphical Improvements, Detailed Hair===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Replace Vanilla Hair 					&lt;br /&gt;
As the name suggests, overrides vanilla hairs with far more detailed and higher resolution versions.&lt;br /&gt;
* Roppoi Hair&lt;br /&gt;
* Vee Hairs&lt;br /&gt;
* Gommy Hair mk2&lt;br /&gt;
* Amerio anime hairs&lt;br /&gt;
* Eccentric Extras&lt;br /&gt;
* Gw hair mod&lt;br /&gt;
* Mokan Hair&lt;br /&gt;
* GW-HornHair&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005C'' Graphical Improvements, Simple Hair===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Vanilla Hair Expanded&lt;br /&gt;
* Won hair_women + hair_men&lt;br /&gt;
* [Ods] Hair&lt;br /&gt;
* [SS]Lovely Hair Style&lt;br /&gt;
* Rim Seraph Hair&lt;br /&gt;
* Extended Hair&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1006'' Content Expansion==&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
(Author's note: The &amp;quot;major&amp;quot; and &amp;quot;minor&amp;quot; categories below are purely a reflection of the mod's size and complexity. These categories are not a reflection of usefulness, quality, or gameplay impact.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1006A'' Content Expansion, Major===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* RBSE OR EPOE-Forked						&lt;br /&gt;
These two mods are the main competing frameworks for rimworld surgeries. A detailed comparison on them can be seen here ( https://docs.google.com/spreadsheets/d/1xZaHNbrRg_4vl6HeRlmTmvFfIB1cjUtCGhg8wjtXISk/ )&lt;br /&gt;
* Glittertech								&lt;br /&gt;
Adds a large range of very late-game advanced technology. May be overpowered.&lt;br /&gt;
* PolarisBloc								&lt;br /&gt;
Similar to glittertech&lt;br /&gt;
RimCuisine2 + addons					&lt;br /&gt;
One of the largest mods dedicated to farming, cooking, and food in general&lt;br /&gt;
* Zipangu									&lt;br /&gt;
Similar to the above, but wholely focused on Japanese-themed cuisine. Also has a large amount of Japanese furniture&lt;br /&gt;
* Alpha Animals							&lt;br /&gt;
Adds a huge number of non-earthlike creatures to the game&lt;br /&gt;
* More Practical Traits					&lt;br /&gt;
What it says on the tin&lt;br /&gt;
* Xeva + addons							&lt;br /&gt;
Adds five new factions and a wide array of weapons, armor, and enemies. (Combat Evolved compatibility not available, but patch is in progress)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1006B'' Content Expansion, Minor===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* A Dog Said...							&lt;br /&gt;
The main framework for animal surgeries and bionics used by the community&lt;br /&gt;
* Alpha Biomes							&lt;br /&gt;
Adds several non-earthlike exotic biomes to the game&lt;br /&gt;
* Biomes Core + Biomes Islands			&lt;br /&gt;
Adds island maps and swimming to the game&lt;br /&gt;
* Rimsenal + assorted addons				&lt;br /&gt;
Adds a vast number of weapons and armor to the game&lt;br /&gt;
* Go Explore!								&lt;br /&gt;
Adds random events which cause ruined locations to appear on the map, ripe for plundering&lt;br /&gt;
* Vanilla Events Expanded					&lt;br /&gt;
Adds an assortment of vanilla-like events&lt;br /&gt;
* Utility Columns							&lt;br /&gt;
Adds columns that double as other furniture, such as lamps, freezers, orbital beacons, traps, or graves&lt;br /&gt;
* Vanilla Factions Expanded - Insectoids&lt;br /&gt;
Insectoid focused pack. Besides the usual, also adds a range of implants and genetically-engineered animals to perform various jobs&lt;br /&gt;
* Vanilla Weapons Expanded + addons		&lt;br /&gt;
Adds a wide range of new firearms&lt;br /&gt;
* Sparkling Worlds						&lt;br /&gt;
A large assorted mod. Adds new events, new glitter tech crafting recipes, a new faction, etc. &lt;br /&gt;
* Soft Warm Beds							&lt;br /&gt;
Makes beds a combination of a bed-frame and bed-sheet, rather than just a single item.&lt;br /&gt;
* Sometimes Raids Go Wrong				&lt;br /&gt;
Adds a small chance that hostile raids will crash their drop pods, arrive hungover, be chased by maddened animals, and so on.&lt;br /&gt;
* Apparello 2								&lt;br /&gt;
Adds a vast amount of new clothing types.&lt;br /&gt;
* More Vanilla Turrets 1.1				&lt;br /&gt;
Adds a large number of turrets for base defense		&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1006C'' Content Expansion, Wildlife and Enemies===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* Alpha Animals							&lt;br /&gt;
Already mentioned above&lt;br /&gt;
* Magical Mengerie						&lt;br /&gt;
Adds several mythical creatures to the game&lt;br /&gt;
* Orion's More Mechanoids					&lt;br /&gt;
What it says on the tin. Adds stronger mechs.&lt;br /&gt;
* Vanilla Factions Expanded - Mechanoids	Ditto&lt;br /&gt;
* Super Mechneko							&lt;br /&gt;
Adds very tough, anime-style robots with giant titties&lt;br /&gt;
* Kemomimihouse + hardworking addon&lt;br /&gt;
		Adds cute pets that can be assigned job priorities, have skills, and do work exactly the same way as colonists&lt;br /&gt;
* 虫娘 Insect girls + hardworking addon	&lt;br /&gt;
Like the above, but insect-themed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1007'' Gameplay Mechanics Expansion==&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
(Author's note: The &amp;quot;major&amp;quot; and &amp;quot;minor&amp;quot; categories below are purely a reflection of the mod's size and complexity. These categories are not a reflection of usefulness, quality, or gameplay impact.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1007A'' Gameplay Mechanics Expansion, Major===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* RimFactory + addons						&lt;br /&gt;
A massive mod that allows you to automate huge portions of colony, or automatically perform most tasks normally impossible to automate in Rimworld&lt;br /&gt;
* Rimworld of Magic						&lt;br /&gt;
Adds character classes to the game, along with associated spells and abilities, in a manner similar to D&amp;amp;D&lt;br /&gt;
* SOS2									&lt;br /&gt;
Adds starships, space combat, and interplanetary travel to the game&lt;br /&gt;
* Rimatomics								&lt;br /&gt;
Adds detailed nuclear power, along with very powerful turrets to the game&lt;br /&gt;
* Rimefeller								&lt;br /&gt;
Adds the oil industry to the game, allowing production a large number of normally unproducable materials from oil (plasteel, neutromine, etc)						&lt;br /&gt;
* Dubs Bad Hygiene							&lt;br /&gt;
Adds toilet, hygene, and thirst mechanics to the game. Also includes other useful utilities like central air conditioning, fire sprinklers, irrigation, etc.&lt;br /&gt;
* What the Hack							&lt;br /&gt;
Lets you capture, modify, and upgrade mechanoids for use as pets&lt;br /&gt;
* Gidduup + assorted addons&lt;br /&gt;
Allows animals to be ridden, both on the local map and world map. Add-ons allow for riding mechs, and for caravan use.&lt;br /&gt;
* Combat Evolved							&lt;br /&gt;
A major overhaul of fighting to make is much more deadly, unpredictable, and somewhat more realistic.&lt;br /&gt;
* RimJobWorld								&lt;br /&gt;
Oh boy, you found it. NSFW, 18+, etc. This is the ultimate sex mod for rimworld. Bestal1ty, r4pe, necr0philia, even pregnancies across species (and not just aliens, animals too). Not found on steam for obvious reasons, but any competent google search should lead you to it. You pervert. And sorry for the weird censoring, stupid word filters on pastebin.&lt;br /&gt;
* Pawnmorpher								&lt;br /&gt;
Furries: The Mod. This allows you to mutate pawns to give them animal-like body parts, or even turn them into animals (who are still sentient so act like pawns). Unlike Genetic Rim, research requires a lot of experimentation (on actual pawns) and collecting of data.&lt;br /&gt;
* Psychology&lt;br /&gt;
Instead of relying on pure RNG to determine pawns compatibility with each other, adds a massive amount of personality sliders and sexuality sliders to determine how well pawns get along&lt;br /&gt;
* Questionable Ethics Enhanced&lt;br /&gt;
Medical Ethics Violations: The Mod. Grow human organs, clone people, install mind control devices, etc.&lt;br /&gt;
* TiberiumRim								&lt;br /&gt;
Adds the namesake highly infectious, but infinitely renewable resource, along with a full set of vehicles (functionally, mechs) and a large amount of accompanying equipment and structures.&lt;br /&gt;
* 妖怪村1.32								&lt;br /&gt;
I don't know what the name says, either. This is basically a catch-all mod from Japanese mythology; about 20 mythical creatures, plus an assortment of armor, traits, weapons, buildings, furniture, medicines, body parts, etc. The reason this is listed under gameplay mechanics expansion is that some weapons are &amp;quot;intelligent&amp;quot; in that they gain XP and level up through combat, which is a neat idea. Note that while most of the content has a translation, some parts do not.&lt;br /&gt;
&lt;br /&gt;
===''1007B'' Gameplay Mechanics Expansion, Minor===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* SRTS + addons							&lt;br /&gt;
Adds aircraft for rapid traversing of the planet.&lt;br /&gt;
* Genetic Rim								&lt;br /&gt;
Allows harvesting of genes to create implants or dozens of new animal species&lt;br /&gt;
* Genetic Rim Alpha Animals Patch			&lt;br /&gt;
Expands the above to include creatures from alpha animals&lt;br /&gt;
* Bondage Beds							&lt;br /&gt;
Allows players to control addict pawns without resorting to removing the legs or spine, by simply tying them to a bed&lt;br /&gt;
* Preemptive Strike						&lt;br /&gt;
Allows the construction of facilities to detect friendly traders and enemy raids before they arrive&lt;br /&gt;
* EbD Prepare Carefully					&lt;br /&gt;
Allows you to manually create starting cargo and pawns on game start instead of relying on RNG&lt;br /&gt;
* ED-Shields								&lt;br /&gt;
Unlike most shield mods which merely add shield generators, this mod allows precise customization of each shield's functions and abilities using modules&lt;br /&gt;
* Crash Landing							&lt;br /&gt;
Adds a starting scenario and random event involving ship sections crashing to the planet&lt;br /&gt;
* More Faction Interaction				&lt;br /&gt;
Overhauls traders, faction expansion, and other diplomatic things&lt;br /&gt;
* Infusion 2								&lt;br /&gt;
Adds &amp;quot;enchantments&amp;quot; to gear, so that the effectiveness of something is more than just its quality and material alone.&lt;br /&gt;
* PsiTech									&lt;br /&gt;
An alternative to the royalty psycast system for psionics&lt;br /&gt;
* Orion's Hospitality						&lt;br /&gt;
Allows you to effectively run a hotel. Charge guests for beds, feed them, and make them happy to improve faction relations and earn more rewards&lt;br /&gt;
* Orion's Gastronomy						&lt;br /&gt;
The above, but instead of a hotel, you can run a restaurant. &lt;br /&gt;
* RimCities								Adds unique settlement types (cities, duh) and assorted quests involving them (conquest, defense, assassination, etc)&lt;br /&gt;
* Social Interactions Expanded			&lt;br /&gt;
Gives social interactions more diversity, and allow traits to change due to events&lt;br /&gt;
* Backup Power							&lt;br /&gt;
Allows various power sources to autonomously turn themselves on or off based on power remaining in batteries.&lt;br /&gt;
* RimDeed									&lt;br /&gt;
Adds a sort of employment agency where, for a fee, a company will find new possible recruits for you.&lt;br /&gt;
* Guard For Me							&lt;br /&gt;
Allows the hiring of very powerful pawns on a temporary, salaried basis.&lt;br /&gt;
* Empire									&lt;br /&gt;
Adds a mini-game involving the creation of settlements and their taxation/defense. (WARNING: Will almost certainly break any semblance of a balanced game economy due to the exponential growth of wealth)&lt;br /&gt;
* RimWar									&lt;br /&gt;
Effectively allows conquest and war between factions. (WARNING: May cause significant game slowdown, to say nothing of balance issues caused by factions being removed from the game through destruction)&lt;br /&gt;
* Vanilla Factions Expanded - Mechanoids	&lt;br /&gt;
Mechanoid focused pack which not only adds the usual (new weapons, enemies, etc), but automated factories and supercomputers, and a &amp;quot;total war&amp;quot; mechanic tracking mechanoid progress on a global level&lt;br /&gt;
* Organ Harvest Post-Mortem				&lt;br /&gt;
Harvest organs and implants from dead pawns. (WARNING: This most destroys the game economy's balance due to each dead raider producing several times more wealth than normal, from harvested organs)&lt;br /&gt;
* Expanded Roofing						&lt;br /&gt;
Allows you to build or demolish overhead mountain, as well as other utility roofs (glass, solar, etc).&lt;br /&gt;
* Roads of the Rim						&lt;br /&gt;
Allows construction of new roads on the world map&lt;br /&gt;
* Remote Tech 							&lt;br /&gt;
Adds an assortment of traps that can be activated remotely without need for a pawn to trigger them.&lt;br /&gt;
* Animal Armor + addons					&lt;br /&gt;
What it says on the tin&lt;br /&gt;
* Death Rattle							&lt;br /&gt;
Normally pawns will instantly perish the moment a vital organ (such as the heart) fails. This mod instead gives you a small time window to perform surgery or hook the pawn up to life support before they actually perish, just like how it works in real life.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1008'' New Alien Races Content, and Supporting Mods==&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
&lt;br /&gt;
(Authors Note: Races are divided here into major and minor. Major races are those that either have large anatomical differences from normal humanoid pawns, or they have a particularly extensive amount of secondary content (pets, buildings, weapons, armor, factions), or are otherwise novel in some way. Minor races are those that are just humanoid pawns and have little content outside of race-specific armor and weapons.)&lt;br /&gt;
&lt;br /&gt;
(Author's Note: Nearly all races support one of the two competing bionics mods, RBSE or EPOE. If you are unable to perform bionic surgeries on a race, it may be because you are missing whichever of these two the race supports. Alternatively, the mod Xenobiotic Patcher makes all surgeries cross-species, but occasionally causes some odd or nonsensical surgeries to be unlocked, though this isn't really a problem if you avoid using them them.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1008A'' New Alien Races Content, Major===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* Humanoid Alien Races 2.0				&lt;br /&gt;
Not a race mod, but an underlying framework required by nearly every race mod in existence. &lt;br /&gt;
* Xenobionic Patcher						&lt;br /&gt;
Have lots of races installed and worried about bionic compatibility? This makes every surgery compatible with every race&lt;br /&gt;
* Androids								&lt;br /&gt;
Robots that can customize their bodies and traits upon assembly.&lt;br /&gt;
* Android Tiers++							&lt;br /&gt;
A far larger robot mod, albeit one that has earned a bad reptuation for hurting game performance. It has truly unique features things like mind-uploading, mind-copying, but also completely destroys game balance due to its overpoweredness.&lt;br /&gt;
* Anty the War Ant Race					&lt;br /&gt;
Quoting the author, &amp;quot;The problem child of the universe.&amp;quot; Lots of unique mechanics here: An anty can be transformed using pheromones, making them a queen to constantly produce new children, or alternatively you can turn them into a soldier, or an acid suicide bomb. They also recycle prisoners into meat computers, living generators, or human cattle that slowly waste away for new food. Their weapons are mostly acid-based, and they have grenades which can instantly deploy a sandbag cover. Lots of neat stuff. &lt;br /&gt;
* Avali									&lt;br /&gt;
Bird lizard people things? One of the single largest mods in terms of supporting content (buildings, armor, weapons). Spacer-tech&lt;br /&gt;
* Crystallods								&lt;br /&gt;
Crystal people. The race itself pretty unremarkable and uses very old graphics, but they have extensive supporting content such as a unique type of raid, a large array of new psycasts, and a unique way to generate power.&lt;br /&gt;
* Dragonians								&lt;br /&gt;
Dragon girls. Have the advantages of being able to graze, be milked and sheared, but still a sentient pawn. Tribal-tech&lt;br /&gt;
* Epona&lt;br /&gt;
Centaurs. Assorted tech levels. Have their own custom space suits for SOS2 compatibility. &lt;br /&gt;
* Idhale									&lt;br /&gt;
Basically ghosts. Immune to conventional attack, but in turn are also unable to attack others.&lt;br /&gt;
* Kijin									&lt;br /&gt;
Japanese Oni (demons). Have a number of unique techs which improve the productivity of farm animals, and their own unique win condition. Japanese/medieval-tech.&lt;br /&gt;
* Kurin&lt;br /&gt;
Three-tailed foxgirls. One of the most popular race mods, so have a large number of add-ons mods or ports. Spacer-tech&lt;br /&gt;
* Mincho									&lt;br /&gt;
Ice cream slime girls. A living testament to the horrors (or brillaince) of genetic engineering. Extremely durable bodies; probably the only race listed that can literally survive their heads being blown off. And then grow it back.&lt;br /&gt;
* Moyo									&lt;br /&gt;
Deep sea dwellers. Blood from this race can be harvested and turned into a wide range of drugs, from mech serums to cocaine. Spacer-tech&lt;br /&gt;
* Neclose									&lt;br /&gt;
Some sort of combination of huge-titty girls, jelly fish, and sea pickle. Unarmed attacks will paralyze and eventually cause comas. Can also create fleshbeasts to act as menial works.&lt;br /&gt;
* Oni										&lt;br /&gt;
Roughly based on oni from Japanese lore. Available as both an animal version and a sentient pawn.&lt;br /&gt;
* Orassan									&lt;br /&gt;
Anthro-cat people (though de-furry patches exist). Specializes in arctic survival; they can farm ice like soil, and can turn normal strone into an enhanced type of concrete. Spacer-tech&lt;br /&gt;
* Rabbies									&lt;br /&gt;
Rabbit people with a global addiction to a drug called Planetarium. Modern/Spacer-tech. &lt;br /&gt;
* Ratkin									&lt;br /&gt;
Cute rat people whose raids can burrow using drill machines, allowing them to appear inside your base similar to insectoid infestations. Steampunk-tech.&lt;br /&gt;
* Rakkle									&lt;br /&gt;
Naga-like snake people with a few unique mechanics. Firstly, most of their vital organs are actually in their snake half and not their human half (which is quite useful in Combat Evolved where cover protects the bottom half of a pawn first). And like snakes they can periodically shed their skin, or consume one giant meal and slowly digest it for an entire week instead of eating daily like most other species. &lt;br /&gt;
* Revia									&lt;br /&gt;
(Yes, more fox girls). A focus bloodlust and sacrifice; they can generate lost body parts or permanently improve stats by sacrificing prisoners. (WARNING: This mod has been known to cause a few serious issues, such as traders not having any inventories, ever)&lt;br /&gt;
* Nearmare								&lt;br /&gt;
Fairy-like race that can summon will o' wisps to aid them, and is very strong against mental/morale damage.&lt;br /&gt;
* Xenoorca&lt;br /&gt;
Killer whale mermaids. Like their namesake they're large, powerful and predatory. (Only appear as a pirate faction by default). Spacer-tech.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1008B'' New Alien Races Content, Minor===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* Annelitrice								&lt;br /&gt;
Mimic shapeshifters which appear unremarkable, but are actually composed of hives of worms. They have special abilities to keep resurrecting themselves after death. Modern-tech.&lt;br /&gt;
* Arachne									&lt;br /&gt;
Spider people. Besides the eight-legs thing, are fairly vanilla. Spacer-tech&lt;br /&gt;
* Ancient Species							&lt;br /&gt;
Half-Elves. Assorted tech levels&lt;br /&gt;
* Astoriel 								&lt;br /&gt;
Elves&lt;br /&gt;
* Bun										&lt;br /&gt;
Bunny People. Tribal-to-Industrial-tech&lt;br /&gt;
* Ferian									&lt;br /&gt;
Anthro-Fox people, not much here beyond the race.&lt;br /&gt;
* Forsaken								&lt;br /&gt;
Coal-black skin, horns, and glowing eyes. I assume some sort of demons?  Glitter-tech, with very powerful equipment. Have their own unique biome in Alpha Biomes mod&lt;br /&gt;
* Garam									&lt;br /&gt;
Furry cat girl pseudo-pets. Highly detailed in-built animation, but the only race in this list that use their own unique framework (not HAR), causing a number of compatibility issues&lt;br /&gt;
* Giants									&lt;br /&gt;
What it says on the tin, really.&lt;br /&gt;
* Nyaron									&lt;br /&gt;
Mass produced cat girls. Every weeb's dream&lt;br /&gt;
* Silkiera								&lt;br /&gt;
Foxgirls with big tiddies. Medieval-tech.&lt;br /&gt;
* RimEffect Races							Can't comment on these since I haven't tried this mod yet.&lt;/div&gt;</summary>
		<author><name>Regularity</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:Regularity&amp;diff=86922</id>
		<title>User:Regularity</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:Regularity&amp;diff=86922"/>
		<updated>2021-06-17T16:33:19Z</updated>

		<summary type="html">&lt;p&gt;Regularity: /* Table of Contents */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Can someone recommend me a [insert category here] mod?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you, too, are tired of answering this question, just send them to this pastebin.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''Table of Contents''===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
* ''1001'' 	Colony Utility: Quality-of-life mods that directly increase the efficiency of pawns in their daily activities&lt;br /&gt;
&lt;br /&gt;
* ''1002'' 	Player Utility: Quality-of-life mods that do not directly affect the colony. Things like UI improvements, more detailed information, and automating repetitive player tasks.&lt;br /&gt;
&lt;br /&gt;
* ''1003'' 	Performance, Bug Fixes, and AI Improvements&lt;br /&gt;
&lt;br /&gt;
* ''1004'' 	Storage: Mods related to storing stuff&lt;br /&gt;
&lt;br /&gt;
* ''1005'' 	Graphical Improvements: these are purely cosmetic changes; graphical changes that improve readability or better convey information are under the Player Utility category&lt;br /&gt;
* ''1005A'' 	Graphical Improvements, General&lt;br /&gt;
* ''1005B''	Graphical Improvements, Pawn Body&lt;br /&gt;
* ''1005C''	Graphical Improvements, Detailed Hair: Higher resolution, detailed hair that looks very nice, but may clash with the vanilla Rimworld art style&lt;br /&gt;
* ''1005C''	Graphical Improvements, Simple Hair: Hair with relatively low gradients and shading, more closely matching the vanilla Rimworld art style&lt;br /&gt;
&lt;br /&gt;
* ''1006'' 	Content Expansion: Adds new content, but does not significantly change any core game mechanics or game balance&lt;br /&gt;
* ''1006A''	Content Expansion, Major&lt;br /&gt;
* ''1006B''	Content Expansion, Minor&lt;br /&gt;
* ''1006C''	Content Expansion, Wildlife and Enemies&lt;br /&gt;
&lt;br /&gt;
* ''1007'' 	Gameplay Mechanics Expansion: Adds new content with a significant impact on core game mechanics or game balance&lt;br /&gt;
* ''1007A''	Gameplay Mechanics Expansion, Major&lt;br /&gt;
* ''1007B''	Gameplay Mechanics Expansion, Minor&lt;br /&gt;
&lt;br /&gt;
* ''1008''	New Alien Races Content: Covers notable alien races and supporting mods. For the sake of keeping the list a reasonable length, most races that are functionally little more than a reskin with minor stat changes have been omitted. The list here tries to focus on the more novel or interesting races.&lt;br /&gt;
* ''1008A''	New Alien Races Content, Major&lt;br /&gt;
* ''1008B''	New Alien Races Content, Minor&lt;br /&gt;
&lt;br /&gt;
==''1001'' Colony Utility==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* [SYR] Doormats							&lt;br /&gt;
Prevents outdoor filth from being tracked indoors&lt;br /&gt;
* Programmable Vents						&lt;br /&gt;
Vents that shut off when rooms reach a certain temperature; allows you to passively heat rooms without overheating them during hotter days&lt;br /&gt;
* Meat Blend								&lt;br /&gt;
Allows mixing of all meat types into a single type for easier storage (you can opt out insect or humanoid meat to avoid mood penalties)&lt;br /&gt;
* Veggie Mix								&lt;br /&gt;
The above, but for plants&lt;br /&gt;
* DontBlockDoor							&lt;br /&gt;
Prevents random dropped items from holding the door open and allowing in invaders or prisoners&lt;br /&gt;
* Trading Spot							&lt;br /&gt;
Choose where trader caravans loiter&lt;br /&gt;
* [SYR] Set Up Camp						&lt;br /&gt;
Create a small, temporary local map to perform actions you can't on the world map.&lt;br /&gt;
* Roads of the Rim						&lt;br /&gt;
Build roads on the world map&lt;br /&gt;
* Locks2									&lt;br /&gt;
Doors can be set to allow/block visitors, pets, or specific pawns in your colony&lt;br /&gt;
* RT Solar Flare Shield					&lt;br /&gt;
Build a shield to protect against solar flares&lt;br /&gt;
* RT Fuses								&lt;br /&gt;
Build fuses to prevent BZZZZT events&lt;br /&gt;
* Share the Load							&lt;br /&gt;
Allows multiple pawns to haul resources to a construction site, instead of just one at a time&lt;br /&gt;
* Replace Stuff			&lt;br /&gt;
Don't like how vents create a massive weak spot in otherwise sturdy walls? Try these. Vents no longer replace walls, but are added onto them, leaving the wall behind even if the vent is destroyed&lt;br /&gt;
* Power++									&lt;br /&gt;
Adds the ability to transmit power wirelessly, both on-map or across the world to other sites&lt;br /&gt;
* No Random Relations						&lt;br /&gt;
Don't like the game randomly deciding a pawn has an uncle/sister/cousin? This is for you&lt;br /&gt;
* Royalty Tweaks							&lt;br /&gt;
Makes the more restrictive or annoying parts of royalty content optional&lt;br /&gt;
* Smart Medicine							&lt;br /&gt;
Allows pawns to carry medicine with them and use it in the field&lt;br /&gt;
* Xenobionic Patcher						&lt;br /&gt;
Have lots of races installed and worried about bionic compatibility? This makes every surgery compatible with every race&lt;br /&gt;
* No Burn Metal							&lt;br /&gt;
Removes flammability from steel and other metal&lt;br /&gt;
* Faction Blender							&lt;br /&gt;
Adds new factions which take pawns from all available races, as opposed to the norm where each faction is only composed of a single race&lt;br /&gt;
* Realistic Rooms							&lt;br /&gt;
Makes it so colonists merely want bedroom-sized bedrooms, and not apartment-sized ones&lt;br /&gt;
* Expanded Roofing						&lt;br /&gt;
Allows the creation and removal of overhead mountain, glass roofing, and even solar roofing.&lt;br /&gt;
* Imprisonment on the Go					&lt;br /&gt;
Allows the capturing of prisoners without an enclosed sleeping space. Very useful when attacking enemy sites.&lt;br /&gt;
* Simple Slavery							&lt;br /&gt;
Allows you to draft prisoners and put them to work&lt;br /&gt;
* Prison Labor							&lt;br /&gt;
A mod that is much larger and more sophisticated way to make use of prisoners than Simple Slavery, but has a reputation for being buggy. (WARNING: May cause an assortment of bugs relating to jobs)&lt;br /&gt;
* Power Logic								&lt;br /&gt;
Adds power buildings that allow creation of logic gates, sensors, and so on.&lt;br /&gt;
* My Little Planet						&lt;br /&gt;
Allows you to change the planet's landmass, effectively controlling how vast or cramped the planet is&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1002'' Player Utility==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* TD Enhancement Pack						&lt;br /&gt;
Improves a ton of small things in the user interface of the game&lt;br /&gt;
* Colony Groups							&lt;br /&gt;
A major overhaul and improvement of the colonist bar&lt;br /&gt;
* Interaction Bubbles						&lt;br /&gt;
Allows you to see conversations or interactions beteween pawns without digging through the game log&lt;br /&gt;
* Damage Indicators						&lt;br /&gt;
Adds floating numbers that display the damage taken by pawns or buildings&lt;br /&gt;
* Better Pawn Control						&lt;br /&gt;
Greatly increases the control you have over food, drug, and equipment policies&lt;br /&gt;
* Pawn Rules								&lt;br /&gt;
Allows restricting of bonding, romance, and artisan crafting&lt;br /&gt;
* Camera+									&lt;br /&gt;
Removes default restrictions of camera zoom levels&lt;br /&gt;
* RimHUD									&lt;br /&gt;
Makes the bottom-left info window completely customizable in color, font, size, tabs, etc.&lt;br /&gt;
* World Edit								Tired of rerolling for the perfect site at a river, coast, mountain, or whatever? Just edit the world.&lt;br /&gt;
* Character Editor						&lt;br /&gt;
Allows completely changing of every aspect of existing pawns. Even if cheating isn't your thing, it's good to have installed to easily fix bugs that may occur without manual save editing&lt;br /&gt;
* Map Reroll								&lt;br /&gt;
Reroll the local colony map if you don't like the exact layout of certain things&lt;br /&gt;
* Map Designer							&lt;br /&gt;
Allows creating maps using custom parameters, instead of them being dictated by the world map tile.&lt;br /&gt;
* Whats that mod							&lt;br /&gt;
Adds text at the bottom of every item/pawn/thing's info window showing what mod it's from&lt;br /&gt;
Change map edge limit					&lt;br /&gt;
Build up to the map edge if you so desire, to wall off access to raids/carvans from certain points of the map&lt;br /&gt;
* Work Tab, Animal Tab, Colony Manger		&lt;br /&gt;
More detailed control for these tabs&lt;br /&gt;
* Relations Tab							&lt;br /&gt;
See relations between all factions at a glance&lt;br /&gt;
* Allow Tool								&lt;br /&gt;
Allows map-wide forbidding, selection, or allowing. &lt;br /&gt;
* Toggle Harvest							&lt;br /&gt;
Allows control of whether growing areas should be planted or harvested&lt;br /&gt;
* Dub Mint Menus							&lt;br /&gt;
Consolidates the work tabs from every workbench and recipe you have access to, in one location&lt;br /&gt;
* Directly Abandon Settlement				&lt;br /&gt;
Allow you to abandon locations on the world map&lt;br /&gt;
* WikiRim									&lt;br /&gt;
Adds an in-game database of items and recipes you can search&lt;br /&gt;
* Heat Map								&lt;br /&gt;
Adds an overlay to see temperatures in all rooms at the same time&lt;br /&gt;
* Appearance Clothing	+ HAR addon			&lt;br /&gt;
Allows you to set appearance of pawns completely independent of whatever gear they're wearing. Vital for preventing incompatibilities or missing textures if you play with many races that have race-exclusive gear&lt;br /&gt;
* Better Roads							&lt;br /&gt;
Makes roads easier to see on the world map&lt;br /&gt;
* Dubs Mint Minimap						&lt;br /&gt;
Adds a minimap to the game, making tracking of threats far easier&lt;br /&gt;
* Recipe Icons							&lt;br /&gt;
Makes scrolling through recipe lists easier by attaching relevant product images&lt;br /&gt;
* Filth Vanishes with Rain				&lt;br /&gt;
What it says on the tin, rain can clean outdoor terrain of filth. Slightly improves performance by removing filth periodically&lt;br /&gt;
* Better Time Format						&lt;br /&gt;
Let's you see the exact in-game time instead of just a vague approximation&lt;br /&gt;
* Armored Floors							&lt;br /&gt;
For a great cost, allows you to prevent infestations in certain areas&lt;br /&gt;
* RPG Inventory OR Awesome Inventory		Adds a visual paper-doll like inventory, making it easy to see equipment at a glance&lt;br /&gt;
* Better Message Placement				&lt;br /&gt;
Prevents popup messages from blocking the colonist bar&lt;br /&gt;
* Drop All Inventory						&lt;br /&gt;
Allows you to rapidly unload cargo from your caravans without having to wait&lt;br /&gt;
* Defensive Positions						&lt;br /&gt;
Allows you to have pawns move to pre-selected locations and draft themselves with a single hotkey&lt;br /&gt;
* Keep Bed Ownership						&lt;br /&gt;
Prevents ownership of beds from being erased when they need to sleep using a bed on another map&lt;br /&gt;
* Research Pal Forked						&lt;br /&gt;
Greatly improves the research screen with a better UI and more detail&lt;br /&gt;
* Bionic Icons							&lt;br /&gt;
Allows you to determine which implant is which at a glance by adding pictures to them.&lt;br /&gt;
* Allow Tools								&lt;br /&gt;
Adds improved tools for allowing or disallow en masse&lt;br /&gt;
* More Harvest Designators				&lt;br /&gt;
Similar to above, but for designations concerning farming and wild planet harvesting &lt;br /&gt;
* Vein Miner OR Mine it all						&lt;br /&gt;
Similar to above, but for mining&lt;br /&gt;
* Rangefinder								&lt;br /&gt;
Allows you to toggle a big circle around a pawn constantly showing its maximum firing range.&lt;br /&gt;
* Loading in Progress						&lt;br /&gt;
Allows adds or removing of objects from drop pods without having to unload and then reload all pods' contents.&lt;br /&gt;
* Cut plants before building				&lt;br /&gt;
Lets you get the plant resources from plants under a building blueprint, instead of destroying them&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1003'' Performance, Bug Fixes, and AI Improvements==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
Dubs Performance Analyzer				&lt;br /&gt;
Arguably the single most important tool for improving game performance. It allows you to see specifically which parts of the game are causing the most slowdown, allowing you to identify and solve bugs which don't normally report errors, or identify which of your mods is secretly causing game slowdown due to poor coding.&lt;br /&gt;
* Rocketman								&lt;br /&gt;
Essentially reduces the frequency at which the game checks low-importance things, to greatly improve game performance.&lt;br /&gt;
* PawnTargetFix							&lt;br /&gt;
Makes ranged attackers focus more on the nearest target rather than selecting one randomly&lt;br /&gt;
* Perfect Pathfinding						&lt;br /&gt;
Makes pawns travel in a straight line instead of moving almost entirely at diagonals with large detours&lt;br /&gt;
* Path Avoid								&lt;br /&gt;
A useful tool for fixing pathfinding quirks; allows you to paint pathfinding costs onto terrain, allowing you to override normal AI pathfinding. Good for forcing pawns to use roads and avoid traps or obstacles.&lt;br /&gt;
* Word of Freelove						&lt;br /&gt;
Removes the normal hetero-only restrictions on the Word of Love psycast in the Royalty DLC&lt;br /&gt;
* Kijin									&lt;br /&gt;
This race mod isn't really a &amp;quot;fix&amp;quot;, but has a research project to achieve double yields from animals, effectively allowing you to have half as many animals on the map without losing productivity. This in turn can save on game memory.&lt;br /&gt;
* More Trait Slots						&lt;br /&gt;
With a lot of mods adding (or sometimes even requiring) new traits, this mod allows you to increase the maximum number of traits allowed on a pawn, allowing you to fully make use of these mods&lt;br /&gt;
* Animal Logic							&lt;br /&gt;
Allows very precise tuning of animal behavior instead of being at the mercy of whatever values are vanilla&lt;br /&gt;
* Smarter Construction					&lt;br /&gt;
Improves construction reach, greatly reducing incidents of pawns trapping themselves&lt;br /&gt;
* Smarter Deconstruction and Mining		&lt;br /&gt;
Similar to the above, but for preventing roof cave-ins&lt;br /&gt;
* Mining Priority							&lt;br /&gt;
Prioritizes which metals to mine by value, instead of just by distance&lt;br /&gt;
* Pickup and Haul							&lt;br /&gt;
Allows colonists to use their inventory for hauling purposes, greatly increasing the amount of items they can move in one trip&lt;br /&gt;
* Haul to Stack							&lt;br /&gt;
Prioritizes hauling to drop off goods an an existing stack of that good, instead of creating multiple incomplete stacks which add clutter&lt;br /&gt;
* Rimthreaded								&lt;br /&gt;
Rimworld is normally limited to a single CPU core. This mod attempts to force it to use multiple cores. (WARNING: This mod has an incompatibility list a mile long, so read it before attempting to use this mod!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1004'' Storage==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Deep Storage							&lt;br /&gt;
Lets you store multiple stacks on one tile&lt;br /&gt;
* Netrve's DeepStorage UI					&lt;br /&gt;
Improves the interaction menu of deep storage building&lt;br /&gt;
* Rimfridge 								&lt;br /&gt;
Adds storage with build-in cooling&lt;br /&gt;
* [JD] Simply Storage						&lt;br /&gt;
Adds a much greater number of containers for Deep Storage&lt;br /&gt;
* [JD] Simply Storage - Refrigeration 	&lt;br /&gt;
Same but for rimfridge&lt;br /&gt;
* Stack XXL OR OgreStack					&lt;br /&gt;
Allows you to change how many individual items can be placed in a single stack of items, drastically effecting storage capacity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1005'' Graphical Improvements==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005A'' Graphical Improvements, General===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* World Beautification Project + addons	&lt;br /&gt;
Greatly improves the graphics of the world map&lt;br /&gt;
* Hats Display Selection OR Show Hair 	&lt;br /&gt;
Allows you to hide helmets, or have headgear that doesn't remove hair from the pawn&lt;br /&gt;
* Graphics Setter							&lt;br /&gt;
Improves sharpness and reduces blur of sprites&lt;br /&gt;
* High Quality Textures					&lt;br /&gt;
What it says on the tin&lt;br /&gt;
* Gloomy Deco	+ other Gloomy mods			&lt;br /&gt;
Technically a furniture mod, but adds a lot of decorative objects focused on cute or low-tech appearance&lt;br /&gt;
Vanilla Furniture Expanded Props		&lt;br /&gt;
Similar to above, but more modern and serious-looking&lt;br /&gt;
* RimThemes								&lt;br /&gt;
Change window/UI colors and transparency to whatever you desire&lt;br /&gt;
* Eccentric Tech - Cosmetic				&lt;br /&gt;
Adds a large number of purely cosmetic implants; animal ears, horns, tails, etc&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005B'' Graphical Improvements, Pawn Body===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Beautiful Bodies						&lt;br /&gt;
Greatly increases body detail without changing body shape (therefore retaining full compatibility with every vanilla clothing mod)&lt;br /&gt;
* FemaleBB + bodytype add-on				&lt;br /&gt;
This adds a new type of female body shape and increases its, ahem, bust size, though the body itself remains pretty vanilla-like in that it lacks high detail and shading. What makes this mod noteworthy is that the author has manually re-created from scratch literally hundreds of pieces of armor and clothing from almost every major mod to make them similarly more revealing and skimpy (and to fit the new body shape). Mod settings allow you to decide which races this new body type will apply to, and which will remain vanilla. As long as your mother doesn't see this, you should be okay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005C'' Graphical Improvements, Detailed Hair===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Replace Vanilla Hair 					&lt;br /&gt;
As the name suggests, overrides vanilla hairs with far more detailed and higher resolution versions.&lt;br /&gt;
* Roppoi Hair&lt;br /&gt;
* Vee Hairs&lt;br /&gt;
* Gommy Hair mk2&lt;br /&gt;
* Amerio anime hairs&lt;br /&gt;
* Eccentric Extras&lt;br /&gt;
* Gw hair mod&lt;br /&gt;
* Mokan Hair&lt;br /&gt;
* GW-HornHair&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005C'' Graphical Improvements, Simple Hair===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Vanilla Hair Expanded&lt;br /&gt;
* Won hair_women + hair_men&lt;br /&gt;
* [Ods] Hair&lt;br /&gt;
* [SS]Lovely Hair Style&lt;br /&gt;
* Rim Seraph Hair&lt;br /&gt;
* Extended Hair&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1006'' Content Expansion==&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
(Author's note: The &amp;quot;major&amp;quot; and &amp;quot;minor&amp;quot; categories below are purely a reflection of the mod's size and complexity. These categories are not a reflection of usefulness, quality, or gameplay impact.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1006A'' Content Expansion, Major===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* RBSE OR EPOE-Forked						&lt;br /&gt;
These two mods are the main competing frameworks for rimworld surgeries. A detailed comparison on them can be seen here ( https://docs.google.com/spreadsheets/d/1xZaHNbrRg_4vl6HeRlmTmvFfIB1cjUtCGhg8wjtXISk/ )&lt;br /&gt;
* Glittertech								&lt;br /&gt;
Adds a large range of very late-game advanced technology. May be overpowered.&lt;br /&gt;
* PolarisBloc								&lt;br /&gt;
Similar to glittertech&lt;br /&gt;
RimCuisine2 + addons					&lt;br /&gt;
One of the largest mods dedicated to farming, cooking, and food in general&lt;br /&gt;
* Zipangu									&lt;br /&gt;
Similar to the above, but wholely focused on Japanese-themed cuisine. Also has a large amount of Japanese furniture&lt;br /&gt;
* Alpha Animals							&lt;br /&gt;
Adds a huge number of non-earthlike creatures to the game&lt;br /&gt;
* More Practical Traits					&lt;br /&gt;
What it says on the tin&lt;br /&gt;
* Xeva + addons							&lt;br /&gt;
Adds five new factions and a wide array of weapons, armor, and enemies. (Combat Evolved compatibility not available, but patch is in progress)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1006B'' Content Expansion, Minor===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* A Dog Said...							&lt;br /&gt;
The main framework for animal surgeries and bionics used by the community&lt;br /&gt;
* Alpha Biomes							&lt;br /&gt;
Adds several non-earthlike exotic biomes to the game&lt;br /&gt;
* Biomes Core + Biomes Islands			&lt;br /&gt;
Adds island maps and swimming to the game&lt;br /&gt;
* Rimsenal + assorted addons				&lt;br /&gt;
Adds a vast number of weapons and armor to the game&lt;br /&gt;
* Go Explore!								&lt;br /&gt;
Adds random events which cause ruined locations to appear on the map, ripe for plundering&lt;br /&gt;
* Vanilla Events Expanded					&lt;br /&gt;
Adds an assortment of vanilla-like events&lt;br /&gt;
* Utility Columns							&lt;br /&gt;
Adds columns that double as other furniture, such as lamps, freezers, orbital beacons, traps, or graves&lt;br /&gt;
* Vanilla Factions Expanded - Insectoids&lt;br /&gt;
Insectoid focused pack. Besides the usual, also adds a range of implants and genetically-engineered animals to perform various jobs&lt;br /&gt;
* Vanilla Weapons Expanded + addons		&lt;br /&gt;
Adds a wide range of new firearms&lt;br /&gt;
* Sparkling Worlds						&lt;br /&gt;
A large assorted mod. Adds new events, new glitter tech crafting recipes, a new faction, etc. &lt;br /&gt;
* Soft Warm Beds							&lt;br /&gt;
Makes beds a combination of a bed-frame and bed-sheet, rather than just a single item.&lt;br /&gt;
* Sometimes Raids Go Wrong				&lt;br /&gt;
Adds a small chance that hostile raids will crash their drop pods, arrive hungover, be chased by maddened animals, and so on.&lt;br /&gt;
* Apparello 2								&lt;br /&gt;
Adds a vast amount of new clothing types.&lt;br /&gt;
* More Vanilla Turrets 1.1				&lt;br /&gt;
Adds a large number of turrets for base defense		&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1006C'' Content Expansion, Wildlife and Enemies===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* Alpha Animals							&lt;br /&gt;
Already mentioned above&lt;br /&gt;
* Magical Mengerie						&lt;br /&gt;
Adds several mythical creatures to the game&lt;br /&gt;
* Orion's More Mechanoids					&lt;br /&gt;
What it says on the tin. Adds stronger mechs.&lt;br /&gt;
* Vanilla Factions Expanded - Mechanoids	Ditto&lt;br /&gt;
* Super Mechneko							&lt;br /&gt;
Adds very tough, anime-style robots with giant titties&lt;br /&gt;
* Kemomimihouse + hardworking addon&lt;br /&gt;
		Adds cute pets that can be assigned job priorities, have skills, and do work exactly the same way as colonists&lt;br /&gt;
* 虫娘 Insect girls + hardworking addon	&lt;br /&gt;
Like the above, but insect-themed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1007'' Gameplay Mechanics Expansion==&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
(Author's note: The &amp;quot;major&amp;quot; and &amp;quot;minor&amp;quot; categories below are purely a reflection of the mod's size and complexity. These categories are not a reflection of usefulness, quality, or gameplay impact.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1007A'' Gameplay Mechanics Expansion, Major===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* RimFactory + addons						&lt;br /&gt;
A massive mod that allows you to automate huge portions of colony, or automatically perform most tasks normally impossible to automate in Rimworld&lt;br /&gt;
* Rimworld of Magic						&lt;br /&gt;
Adds character classes to the game, along with associated spells and abilities, in a manner similar to D&amp;amp;D&lt;br /&gt;
* SOS2									&lt;br /&gt;
Adds starships, space combat, and interplanetary travel to the game&lt;br /&gt;
* Rimatomics								&lt;br /&gt;
Adds detailed nuclear power, along with very powerful turrets to the game&lt;br /&gt;
* Rimefeller								&lt;br /&gt;
Adds the oil industry to the game, allowing production a large number of normally unproducable materials from oil (plasteel, neutromine, etc)						&lt;br /&gt;
* Dubs Bad Hygiene							&lt;br /&gt;
Adds toilet, hygene, and thirst mechanics to the game. Also includes other useful utilities like central air conditioning, fire sprinklers, irrigation, etc.&lt;br /&gt;
* What the Hack							&lt;br /&gt;
Lets you capture, modify, and upgrade mechanoids for use as pets&lt;br /&gt;
* Gidduup + assorted addons&lt;br /&gt;
Allows animals to be ridden, both on the local map and world map. Add-ons allow for riding mechs, and for caravan use.&lt;br /&gt;
* Combat Evolved							&lt;br /&gt;
A major overhaul of fighting to make is much more deadly, unpredictable, and somewhat more realistic.&lt;br /&gt;
* RimJobWorld								&lt;br /&gt;
Oh boy, you found it. NSFW, 18+, etc. This is the ultimate sex mod for rimworld. Bestal1ty, r4pe, necr0philia, even pregnancies across species (and not just aliens, animals too). Not found on steam for obvious reasons, but any competent google search should lead you to it. You pervert. And sorry for the weird censoring, stupid word filters on pastebin.&lt;br /&gt;
* Pawnmorpher								&lt;br /&gt;
Furries: The Mod. This allows you to mutate pawns to give them animal-like body parts, or even turn them into animals (who are still sentient so act like pawns). Unlike Genetic Rim, research requires a lot of experimentation (on actual pawns) and collecting of data.&lt;br /&gt;
* Psychology&lt;br /&gt;
Instead of relying on pure RNG to determine pawns compatibility with each other, adds a massive amount of personality sliders and sexuality sliders to determine how well pawns get along&lt;br /&gt;
* Questionable Ethics Enhanced&lt;br /&gt;
Medical Ethics Violations: The Mod. Grow human organs, clone people, install mind control devices, etc.&lt;br /&gt;
* TiberiumRim								&lt;br /&gt;
Adds the namesake highly infectious, but infinitely renewable resource, along with a full set of vehicles (functionally, mechs) and a large amount of accompanying equipment and structures.&lt;br /&gt;
* 妖怪村1.32								&lt;br /&gt;
I don't know what the name says, either. This is basically a catch-all mod from Japanese mythology; about 20 mythical creatures, plus an assortment of armor, traits, weapons, buildings, furniture, medicines, body parts, etc. The reason this is listed under gameplay mechanics expansion is that some weapons are &amp;quot;intelligent&amp;quot; in that they gain XP and level up through combat, which is a neat idea. Note that while most of the content has a translation, though some parts do not.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1007B'' Gameplay Mechanics Expansion, Minor===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* SRTS + addons							&lt;br /&gt;
Adds aircraft for rapid traversing of the planet.&lt;br /&gt;
* Genetic Rim								&lt;br /&gt;
Allows harvesting of genes to create implants or dozens of new animal species&lt;br /&gt;
* Genetic Rim Alpha Animals Patch			&lt;br /&gt;
Expands the above to include creatures from alpha animals&lt;br /&gt;
* Bondage Beds							&lt;br /&gt;
Allows players to control addict pawns without resorting to removing the legs or spine, by simply tying them to a bed&lt;br /&gt;
* Preemptive Strike						&lt;br /&gt;
Allows the construction of facilities to detect friendly traders and enemy raids before they arrive&lt;br /&gt;
* EbD Prepare Carefully					&lt;br /&gt;
Allows you to manually create starting cargo and pawns on game start instead of relying on RNG&lt;br /&gt;
* ED-Shields								&lt;br /&gt;
Unlike most shield mods which merely add shield generators, this mod allows precise customization of each shield's functions and abilities using modules&lt;br /&gt;
* Crash Landing							&lt;br /&gt;
Adds a starting scenario and random event involving ship sections crashing to the planet&lt;br /&gt;
* More Faction Interaction				&lt;br /&gt;
Overhauls traders, faction expansion, and other diplomatic things&lt;br /&gt;
* Infusion 2								&lt;br /&gt;
Adds &amp;quot;enchantments&amp;quot; to gear, so that the effectiveness of something is more than just its quality and material alone.&lt;br /&gt;
* PsiTech									&lt;br /&gt;
An alternative to the royalty psycast system for psionics&lt;br /&gt;
* Orion's Hospitality						&lt;br /&gt;
Allows you to effectively run a hotel. Charge guests for beds, feed them, and make them happy to improve faction relations and earn more rewards&lt;br /&gt;
* Orion's Gastronomy						&lt;br /&gt;
The above, but instead of a hotel, you can run a restaurant. &lt;br /&gt;
* RimCities								Adds unique settlement types (cities, duh) and assorted quests involving them (conquest, defense, assassination, etc)&lt;br /&gt;
* Social Interactions Expanded			&lt;br /&gt;
Gives social interactions more diversity, and allow traits to change due to events&lt;br /&gt;
* Backup Power							&lt;br /&gt;
Allows various power sources to autonomously turn themselves on or off based on power remaining in batteries.&lt;br /&gt;
* RimDeed									&lt;br /&gt;
Adds a sort of employment agency where, for a fee, a company will find new possible recruits for you.&lt;br /&gt;
* Guard For Me							&lt;br /&gt;
Allows the hiring of very powerful pawns on a temporary, salaried basis.&lt;br /&gt;
* Empire									&lt;br /&gt;
Adds a mini-game involving the creation of settlements and their taxation/defense. (WARNING: Will almost certainly break any semblance of a balanced game economy due to the exponential growth of wealth)&lt;br /&gt;
* RimWar									&lt;br /&gt;
Effectively allows conquest and war between factions. (WARNING: May cause significant game slowdown, to say nothing of balance issues caused by factions being removed from the game through destruction)&lt;br /&gt;
* Vanilla Factions Expanded - Mechanoids	&lt;br /&gt;
Mechanoid focused pack which not only adds the usual (new weapons, enemies, etc), but automated factories and supercomputers, and a &amp;quot;total war&amp;quot; mechanic tracking mechanoid progress on a global level&lt;br /&gt;
* Organ Harvest Post-Mortem				&lt;br /&gt;
Harvest organs and implants from dead pawns. (WARNING: This most destroys the game economy's balance due to each dead raider producing several times more wealth than normal, from harvested organs)&lt;br /&gt;
* Expanded Roofing						&lt;br /&gt;
Allows you to build or demolish overhead mountain, as well as other utility roofs (glass, solar, etc).&lt;br /&gt;
* Roads of the Rim						&lt;br /&gt;
Allows construction of new roads on the world map&lt;br /&gt;
* Remote Tech 							&lt;br /&gt;
Adds an assortment of traps that can be activated remotely without need for a pawn to trigger them.&lt;br /&gt;
* Animal Armor + addons					&lt;br /&gt;
What it says on the tin&lt;br /&gt;
* Death Rattle							&lt;br /&gt;
Normally pawns will instantly perish the moment a vital organ (such as the heart) fails. This mod instead gives you a small time window to perform surgery or hook the pawn up to life support before they actually perish, just like how it works in real life.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1008'' New Alien Races Content, and Supporting Mods==&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
&lt;br /&gt;
(Authors Note: Races are divided here into major and minor. Major races are those that either have large anatomical differences from normal humanoid pawns, or they have a particularly extensive amount of secondary content (pets, buildings, weapons, armor, factions), or are otherwise novel in some way. Minor races are those that are just humanoid pawns and have little content outside of race-specific armor and weapons.)&lt;br /&gt;
&lt;br /&gt;
(Author's Note: Nearly all races support one of the two competing bionics mods, RBSE or EPOE. If you are unable to perform bionic surgeries on a race, it may be because you are missing whichever of these two the race supports. Alternatively, the mod Xenobiotic Patcher makes all surgeries cross-species, but occasionally causes some odd or nonsensical surgeries to be unlocked, though this isn't really a problem if you avoid using them them.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1008A'' New Alien Races Content, Major===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* Humanoid Alien Races 2.0				&lt;br /&gt;
Not a race mod, but an underlying framework required by nearly every race mod in existence. &lt;br /&gt;
* Xenobionic Patcher						&lt;br /&gt;
Have lots of races installed and worried about bionic compatibility? This makes every surgery compatible with every race&lt;br /&gt;
* Androids								&lt;br /&gt;
Robots that can customize their bodies and traits upon assembly.&lt;br /&gt;
* Android Tiers++							&lt;br /&gt;
A far larger robot mod, albeit one that has earned a bad reptuation for hurting game performance. It has truly unique features things like mind-uploading, mind-copying, but also completely destroys game balance due to its overpoweredness.&lt;br /&gt;
* Anty the War Ant Race					&lt;br /&gt;
Quoting the author, &amp;quot;The problem child of the universe.&amp;quot; Lots of unique mechanics here: An anty can be transformed using pheromones, making them a queen to constantly produce new children, or alternatively you can turn them into a soldier, or an acid suicide bomb. They also recycle prisoners into meat computers, living generators, or human cattle that slowly waste away for new food. Their weapons are mostly acid-based, and they have grenades which can instantly deploy a sandbag cover. Lots of neat stuff. &lt;br /&gt;
* Avali									&lt;br /&gt;
Bird lizard people things? One of the single largest mods in terms of supporting content (buildings, armor, weapons). Spacer-tech&lt;br /&gt;
* Crystallods								&lt;br /&gt;
Crystal people. The race itself pretty unremarkable and uses very old graphics, but they have extensive supporting content such as a unique type of raid, a large array of new psycasts, and a unique way to generate power.&lt;br /&gt;
* Dragonians								&lt;br /&gt;
Dragon girls. Have the advantages of being able to graze, be milked and sheared, but still a sentient pawn. Tribal-tech&lt;br /&gt;
* Epona&lt;br /&gt;
Centaurs. Assorted tech levels. Have their own custom space suits for SOS2 compatibility. &lt;br /&gt;
* Idhale									&lt;br /&gt;
Basically ghosts. Immune to conventional attack, but in turn are also unable to attack others.&lt;br /&gt;
* Kijin									&lt;br /&gt;
Japanese Oni (demons). Have a number of unique techs which improve the productivity of farm animals, and their own unique win condition. Japanese/medieval-tech.&lt;br /&gt;
* Kurin&lt;br /&gt;
Three-tailed foxgirls. One of the most popular race mods, so have a large number of add-ons mods or ports. Spacer-tech&lt;br /&gt;
* Mincho									&lt;br /&gt;
Ice cream slime girls. A living testament to the horrors (or brillaince) of genetic engineering. Extremely durable bodies; probably the only race listed that can literally survive their heads being blown off. And then grow it back.&lt;br /&gt;
* Moyo									&lt;br /&gt;
Deep sea dwellers. Blood from this race can be harvested and turned into a wide range of drugs, from mech serums to cocaine. Spacer-tech&lt;br /&gt;
* Neclose									&lt;br /&gt;
Some sort of combination of huge-titty girls, jelly fish, and sea pickle. Unarmed attacks will paralyze and eventually cause comas. Can also create fleshbeasts to act as menial works.&lt;br /&gt;
* Oni										&lt;br /&gt;
Roughly based on oni from Japanese lore. Available as both an animal version and a sentient pawn.&lt;br /&gt;
* Orassan									&lt;br /&gt;
Anthro-cat people (though de-furry patches exist). Specializes in arctic survival; they can farm ice like soil, and can turn normal strone into an enhanced type of concrete. Spacer-tech&lt;br /&gt;
* Rabbies									&lt;br /&gt;
Rabbit people with a global addiction to a drug called Planetarium. Modern/Spacer-tech. &lt;br /&gt;
* Ratkin									&lt;br /&gt;
Cute rat people whose raids can burrow using drill machines, allowing them to appear inside your base similar to insectoid infestations. Steampunk-tech.&lt;br /&gt;
* Rakkle									&lt;br /&gt;
Naga-like snake people with a few unique mechanics. Firstly, most of their vital organs are actually in their snake half and not their human half (which is quite useful in Combat Evolved where cover protects the bottom half of a pawn first). And like snakes they can periodically shed their skin, or consume one giant meal and slowly digest it for an entire week instead of eating daily like most other species. &lt;br /&gt;
* Revia									&lt;br /&gt;
(Yes, more fox girls). A focus bloodlust and sacrifice; they can generate lost body parts or permanently improve stats by sacrificing prisoners. (WARNING: This mod has been known to cause a few serious issues, such as traders not having any inventories, ever)&lt;br /&gt;
* Nearmare								&lt;br /&gt;
Fairy-like race that can summon will o' wisps to aid them, and is very strong against mental/morale damage.&lt;br /&gt;
* Xenoorca&lt;br /&gt;
Killer whale mermaids. Like their namesake they're large, powerful and predatory. (Only appear as a pirate faction by default). Spacer-tech.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1008B'' New Alien Races Content, Minor===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* Annelitrice								&lt;br /&gt;
Mimic shapeshifters which appear unremarkable, but are actually composed of hives of worms. They have special abilities to keep resurrecting themselves after death. Modern-tech.&lt;br /&gt;
* Arachne									&lt;br /&gt;
Spider people. Besides the eight-legs thing, are fairly vanilla. Spacer-tech&lt;br /&gt;
* Ancient Species							&lt;br /&gt;
Half-Elves. Assorted tech levels&lt;br /&gt;
* Astoriel 								&lt;br /&gt;
Elves&lt;br /&gt;
* Bun										&lt;br /&gt;
Bunny People. Tribal-to-Industrial-tech&lt;br /&gt;
* Ferian									&lt;br /&gt;
Anthro-Fox people, not much here beyond the race.&lt;br /&gt;
* Forsaken								&lt;br /&gt;
Coal-black skin, horns, and glowing eyes. I assume some sort of demons?  Glitter-tech, with very powerful equipment. Have their own unique biome in Alpha Biomes mod&lt;br /&gt;
* Garam									&lt;br /&gt;
Furry cat girl pseudo-pets. Highly detailed in-built animation, but the only race in this list that use their own unique framework (not HAR), causing a number of compatibility issues&lt;br /&gt;
* Giants									&lt;br /&gt;
What it says on the tin, really.&lt;br /&gt;
* Nyaron									&lt;br /&gt;
Mass produced cat girls. Every weeb's dream&lt;br /&gt;
* Silkiera								&lt;br /&gt;
Foxgirls with big tiddies. Medieval-tech.&lt;br /&gt;
* RimEffect Races							Can't comment on these since I haven't tried this mod yet.&lt;/div&gt;</summary>
		<author><name>Regularity</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:Regularity&amp;diff=86921</id>
		<title>User:Regularity</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:Regularity&amp;diff=86921"/>
		<updated>2021-06-17T16:28:12Z</updated>

		<summary type="html">&lt;p&gt;Regularity: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Can someone recommend me a [insert category here] mod?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you, too, are tired of answering this question, just send them to this pastebin.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''Table of Contents''===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
* ''1001'' 	Colony Utility: Quality-of-life mods that directly increase the efficiency of pawns in their daily activities&lt;br /&gt;
&lt;br /&gt;
* ''1002'' 	Player Utility: Quality-of-life mods that do not directly affect the colony. Things like UI improvements, more detailed information, and automating repetitive player tasks.&lt;br /&gt;
&lt;br /&gt;
* ''1003'' 	Performance, Bug Fixes, and AI Improvements&lt;br /&gt;
&lt;br /&gt;
* ''1004'' 	Storage: Mods related to storing stuff&lt;br /&gt;
&lt;br /&gt;
* ''1005'' 	Graphical Improvements: these are purely cosmetic changes; graphical changes that improve readability or better convey information are under the Player Utility category&lt;br /&gt;
* ''1005A'' 	Graphical Improvements, General&lt;br /&gt;
* ''1005B''	Graphical Improvements, Pawn Body&lt;br /&gt;
* ''1005C''	Graphical Improvements, Detailed Hair&lt;br /&gt;
* ''1005C''	Graphical Improvements, Simple Hair&lt;br /&gt;
&lt;br /&gt;
* ''1006'' 	Content Expansion: Adds new content, but does not significantly change any core game mechanics or game balance&lt;br /&gt;
* ''1006A''	Content Expansion, Major&lt;br /&gt;
* ''1006B''	Content Expansion, Minor&lt;br /&gt;
* ''1006C''	Content Expansion, Wildlife and Enemies&lt;br /&gt;
&lt;br /&gt;
* ''1007'' 	Gameplay Mechanics Expansion: Adds new content with a significant impact on core game mechanics or game balance&lt;br /&gt;
* ''1007A''	Gameplay Mechanics Expansion, Major&lt;br /&gt;
* ''1007B''	Gameplay Mechanics Expansion, Minor&lt;br /&gt;
&lt;br /&gt;
* ''1008''	New Alien Races Content: Covers notable alien races and supporting mods. For the sake of keeping the list a reasonable length, most races that are functionally little more than a reskin with minor stat changes have been omitted. The list here tries to focus on the more novel or interesting races.&lt;br /&gt;
* ''1008A''	New Alien Races Content, Major&lt;br /&gt;
* ''1008B''	New Alien Races Content, Minor&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1001'' Colony Utility==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* [SYR] Doormats							&lt;br /&gt;
Prevents outdoor filth from being tracked indoors&lt;br /&gt;
* Programmable Vents						&lt;br /&gt;
Vents that shut off when rooms reach a certain temperature; allows you to passively heat rooms without overheating them during hotter days&lt;br /&gt;
* Meat Blend								&lt;br /&gt;
Allows mixing of all meat types into a single type for easier storage (you can opt out insect or humanoid meat to avoid mood penalties)&lt;br /&gt;
* Veggie Mix								&lt;br /&gt;
The above, but for plants&lt;br /&gt;
* DontBlockDoor							&lt;br /&gt;
Prevents random dropped items from holding the door open and allowing in invaders or prisoners&lt;br /&gt;
* Trading Spot							&lt;br /&gt;
Choose where trader caravans loiter&lt;br /&gt;
* [SYR] Set Up Camp						&lt;br /&gt;
Create a small, temporary local map to perform actions you can't on the world map.&lt;br /&gt;
* Roads of the Rim						&lt;br /&gt;
Build roads on the world map&lt;br /&gt;
* Locks2									&lt;br /&gt;
Doors can be set to allow/block visitors, pets, or specific pawns in your colony&lt;br /&gt;
* RT Solar Flare Shield					&lt;br /&gt;
Build a shield to protect against solar flares&lt;br /&gt;
* RT Fuses								&lt;br /&gt;
Build fuses to prevent BZZZZT events&lt;br /&gt;
* Share the Load							&lt;br /&gt;
Allows multiple pawns to haul resources to a construction site, instead of just one at a time&lt;br /&gt;
* Replace Stuff			&lt;br /&gt;
Don't like how vents create a massive weak spot in otherwise sturdy walls? Try these. Vents no longer replace walls, but are added onto them, leaving the wall behind even if the vent is destroyed&lt;br /&gt;
* Power++									&lt;br /&gt;
Adds the ability to transmit power wirelessly, both on-map or across the world to other sites&lt;br /&gt;
* No Random Relations						&lt;br /&gt;
Don't like the game randomly deciding a pawn has an uncle/sister/cousin? This is for you&lt;br /&gt;
* Royalty Tweaks							&lt;br /&gt;
Makes the more restrictive or annoying parts of royalty content optional&lt;br /&gt;
* Smart Medicine							&lt;br /&gt;
Allows pawns to carry medicine with them and use it in the field&lt;br /&gt;
* Xenobionic Patcher						&lt;br /&gt;
Have lots of races installed and worried about bionic compatibility? This makes every surgery compatible with every race&lt;br /&gt;
* No Burn Metal							&lt;br /&gt;
Removes flammability from steel and other metal&lt;br /&gt;
* Faction Blender							&lt;br /&gt;
Adds new factions which take pawns from all available races, as opposed to the norm where each faction is only composed of a single race&lt;br /&gt;
* Realistic Rooms							&lt;br /&gt;
Makes it so colonists merely want bedroom-sized bedrooms, and not apartment-sized ones&lt;br /&gt;
* Expanded Roofing						&lt;br /&gt;
Allows the creation and removal of overhead mountain, glass roofing, and even solar roofing.&lt;br /&gt;
* Imprisonment on the Go					&lt;br /&gt;
Allows the capturing of prisoners without an enclosed sleeping space. Very useful when attacking enemy sites.&lt;br /&gt;
* Simple Slavery							&lt;br /&gt;
Allows you to draft prisoners and put them to work&lt;br /&gt;
* Prison Labor							&lt;br /&gt;
A mod that is much larger and more sophisticated way to make use of prisoners than Simple Slavery, but has a reputation for being buggy. (WARNING: May cause an assortment of bugs relating to jobs)&lt;br /&gt;
* Power Logic								&lt;br /&gt;
Adds power buildings that allow creation of logic gates, sensors, and so on.&lt;br /&gt;
* My Little Planet						&lt;br /&gt;
Allows you to change the planet's landmass, effectively controlling how vast or cramped the planet is&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1002'' Player Utility==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* TD Enhancement Pack						&lt;br /&gt;
Improves a ton of small things in the user interface of the game&lt;br /&gt;
* Colony Groups							&lt;br /&gt;
A major overhaul and improvement of the colonist bar&lt;br /&gt;
* Interaction Bubbles						&lt;br /&gt;
Allows you to see conversations or interactions beteween pawns without digging through the game log&lt;br /&gt;
* Damage Indicators						&lt;br /&gt;
Adds floating numbers that display the damage taken by pawns or buildings&lt;br /&gt;
* Better Pawn Control						&lt;br /&gt;
Greatly increases the control you have over food, drug, and equipment policies&lt;br /&gt;
* Pawn Rules								&lt;br /&gt;
Allows restricting of bonding, romance, and artisan crafting&lt;br /&gt;
* Camera+									&lt;br /&gt;
Removes default restrictions of camera zoom levels&lt;br /&gt;
* RimHUD									&lt;br /&gt;
Makes the bottom-left info window completely customizable in color, font, size, tabs, etc.&lt;br /&gt;
* World Edit								Tired of rerolling for the perfect site at a river, coast, mountain, or whatever? Just edit the world.&lt;br /&gt;
* Character Editor						&lt;br /&gt;
Allows completely changing of every aspect of existing pawns. Even if cheating isn't your thing, it's good to have installed to easily fix bugs that may occur without manual save editing&lt;br /&gt;
* Map Reroll								&lt;br /&gt;
Reroll the local colony map if you don't like the exact layout of certain things&lt;br /&gt;
* Map Designer							&lt;br /&gt;
Allows creating maps using custom parameters, instead of them being dictated by the world map tile.&lt;br /&gt;
* Whats that mod							&lt;br /&gt;
Adds text at the bottom of every item/pawn/thing's info window showing what mod it's from&lt;br /&gt;
Change map edge limit					&lt;br /&gt;
Build up to the map edge if you so desire, to wall off access to raids/carvans from certain points of the map&lt;br /&gt;
* Work Tab, Animal Tab, Colony Manger		&lt;br /&gt;
More detailed control for these tabs&lt;br /&gt;
* Relations Tab							&lt;br /&gt;
See relations between all factions at a glance&lt;br /&gt;
* Allow Tool								&lt;br /&gt;
Allows map-wide forbidding, selection, or allowing. &lt;br /&gt;
* Toggle Harvest							&lt;br /&gt;
Allows control of whether growing areas should be planted or harvested&lt;br /&gt;
* Dub Mint Menus							&lt;br /&gt;
Consolidates the work tabs from every workbench and recipe you have access to, in one location&lt;br /&gt;
* Directly Abandon Settlement				&lt;br /&gt;
Allow you to abandon locations on the world map&lt;br /&gt;
* WikiRim									&lt;br /&gt;
Adds an in-game database of items and recipes you can search&lt;br /&gt;
* Heat Map								&lt;br /&gt;
Adds an overlay to see temperatures in all rooms at the same time&lt;br /&gt;
* Appearance Clothing	+ HAR addon			&lt;br /&gt;
Allows you to set appearance of pawns completely independent of whatever gear they're wearing. Vital for preventing incompatibilities or missing textures if you play with many races that have race-exclusive gear&lt;br /&gt;
* Better Roads							&lt;br /&gt;
Makes roads easier to see on the world map&lt;br /&gt;
* Dubs Mint Minimap						&lt;br /&gt;
Adds a minimap to the game, making tracking of threats far easier&lt;br /&gt;
* Recipe Icons							&lt;br /&gt;
Makes scrolling through recipe lists easier by attaching relevant product images&lt;br /&gt;
* Filth Vanishes with Rain				&lt;br /&gt;
What it says on the tin, rain can clean outdoor terrain of filth. Slightly improves performance by removing filth periodically&lt;br /&gt;
* Better Time Format						&lt;br /&gt;
Let's you see the exact in-game time instead of just a vague approximation&lt;br /&gt;
* Armored Floors							&lt;br /&gt;
For a great cost, allows you to prevent infestations in certain areas&lt;br /&gt;
* RPG Inventory OR Awesome Inventory		Adds a visual paper-doll like inventory, making it easy to see equipment at a glance&lt;br /&gt;
* Better Message Placement				&lt;br /&gt;
Prevents popup messages from blocking the colonist bar&lt;br /&gt;
* Drop All Inventory						&lt;br /&gt;
Allows you to rapidly unload cargo from your caravans without having to wait&lt;br /&gt;
* Defensive Positions						&lt;br /&gt;
Allows you to have pawns move to pre-selected locations and draft themselves with a single hotkey&lt;br /&gt;
* Keep Bed Ownership						&lt;br /&gt;
Prevents ownership of beds from being erased when they need to sleep using a bed on another map&lt;br /&gt;
* Research Pal Forked						&lt;br /&gt;
Greatly improves the research screen with a better UI and more detail&lt;br /&gt;
* Bionic Icons							&lt;br /&gt;
Allows you to determine which implant is which at a glance by adding pictures to them.&lt;br /&gt;
* Allow Tools								&lt;br /&gt;
Adds improved tools for allowing or disallow en masse&lt;br /&gt;
* More Harvest Designators				&lt;br /&gt;
Similar to above, but for designations concerning farming and wild planet harvesting &lt;br /&gt;
* Vein Miner OR Mine it all						&lt;br /&gt;
Similar to above, but for mining&lt;br /&gt;
* Rangefinder								&lt;br /&gt;
Allows you to toggle a big circle around a pawn constantly showing its maximum firing range.&lt;br /&gt;
* Loading in Progress						&lt;br /&gt;
Allows adds or removing of objects from drop pods without having to unload and then reload all pods' contents.&lt;br /&gt;
* Cut plants before building				&lt;br /&gt;
Lets you get the plant resources from plants under a building blueprint, instead of destroying them&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1003'' Performance, Bug Fixes, and AI Improvements==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
Dubs Performance Analyzer				&lt;br /&gt;
Arguably the single most important tool for improving game performance. It allows you to see specifically which parts of the game are causing the most slowdown, allowing you to identify and solve bugs which don't normally report errors, or identify which of your mods is secretly causing game slowdown due to poor coding.&lt;br /&gt;
* Rocketman								&lt;br /&gt;
Essentially reduces the frequency at which the game checks low-importance things, to greatly improve game performance.&lt;br /&gt;
* PawnTargetFix							&lt;br /&gt;
Makes ranged attackers focus more on the nearest target rather than selecting one randomly&lt;br /&gt;
* Perfect Pathfinding						&lt;br /&gt;
Makes pawns travel in a straight line instead of moving almost entirely at diagonals with large detours&lt;br /&gt;
* Path Avoid								&lt;br /&gt;
A useful tool for fixing pathfinding quirks; allows you to paint pathfinding costs onto terrain, allowing you to override normal AI pathfinding. Good for forcing pawns to use roads and avoid traps or obstacles.&lt;br /&gt;
* Word of Freelove						&lt;br /&gt;
Removes the normal hetero-only restrictions on the Word of Love psycast in the Royalty DLC&lt;br /&gt;
* Kijin									&lt;br /&gt;
This race mod isn't really a &amp;quot;fix&amp;quot;, but has a research project to achieve double yields from animals, effectively allowing you to have half as many animals on the map without losing productivity. This in turn can save on game memory.&lt;br /&gt;
* More Trait Slots						&lt;br /&gt;
With a lot of mods adding (or sometimes even requiring) new traits, this mod allows you to increase the maximum number of traits allowed on a pawn, allowing you to fully make use of these mods&lt;br /&gt;
* Animal Logic							&lt;br /&gt;
Allows very precise tuning of animal behavior instead of being at the mercy of whatever values are vanilla&lt;br /&gt;
* Smarter Construction					&lt;br /&gt;
Improves construction reach, greatly reducing incidents of pawns trapping themselves&lt;br /&gt;
* Smarter Deconstruction and Mining		&lt;br /&gt;
Similar to the above, but for preventing roof cave-ins&lt;br /&gt;
* Mining Priority							&lt;br /&gt;
Prioritizes which metals to mine by value, instead of just by distance&lt;br /&gt;
* Pickup and Haul							&lt;br /&gt;
Allows colonists to use their inventory for hauling purposes, greatly increasing the amount of items they can move in one trip&lt;br /&gt;
* Haul to Stack							&lt;br /&gt;
Prioritizes hauling to drop off goods an an existing stack of that good, instead of creating multiple incomplete stacks which add clutter&lt;br /&gt;
* Rimthreaded								&lt;br /&gt;
Rimworld is normally limited to a single CPU core. This mod attempts to force it to use multiple cores. (WARNING: This mod has an incompatibility list a mile long, so read it before attempting to use this mod!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1004'' Storage==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Deep Storage							&lt;br /&gt;
Lets you store multiple stacks on one tile&lt;br /&gt;
* Netrve's DeepStorage UI					&lt;br /&gt;
Improves the interaction menu of deep storage building&lt;br /&gt;
* Rimfridge 								&lt;br /&gt;
Adds storage with build-in cooling&lt;br /&gt;
* [JD] Simply Storage						&lt;br /&gt;
Adds a much greater number of containers for Deep Storage&lt;br /&gt;
* [JD] Simply Storage - Refrigeration 	&lt;br /&gt;
Same but for rimfridge&lt;br /&gt;
* Stack XXL OR OgreStack					&lt;br /&gt;
Allows you to change how many individual items can be placed in a single stack of items, drastically effecting storage capacity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1005'' Graphical Improvements==&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005A'' Graphical Improvements, General===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* World Beautification Project + addons	&lt;br /&gt;
Greatly improves the graphics of the world map&lt;br /&gt;
* Hats Display Selection OR Show Hair 	&lt;br /&gt;
Allows you to hide helmets, or have headgear that doesn't remove hair from the pawn&lt;br /&gt;
* Graphics Setter							&lt;br /&gt;
Improves sharpness and reduces blur of sprites&lt;br /&gt;
* High Quality Textures					&lt;br /&gt;
What it says on the tin&lt;br /&gt;
* Gloomy Deco	+ other Gloomy mods			&lt;br /&gt;
Technically a furniture mod, but adds a lot of decorative objects focused on cute or low-tech appearance&lt;br /&gt;
Vanilla Furniture Expanded Props		&lt;br /&gt;
Similar to above, but more modern and serious-looking&lt;br /&gt;
* RimThemes								&lt;br /&gt;
Change window/UI colors and transparency to whatever you desire&lt;br /&gt;
* Eccentric Tech - Cosmetic				&lt;br /&gt;
Adds a large number of purely cosmetic implants; animal ears, horns, tails, etc&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005B'' Graphical Improvements, Pawn Body===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Beautiful Bodies						&lt;br /&gt;
Greatly increases body detail without changing body shape (therefore retaining full compatibility with every vanilla clothing mod)&lt;br /&gt;
* FemaleBB + bodytype add-on				&lt;br /&gt;
This adds a new type of female body shape and increases its, ahem, bust size, though the body itself remains pretty vanilla-like in that it lacks high detail and shading. What makes this mod noteworthy is that the author has manually re-created from scratch literally hundreds of pieces of armor and clothing from almost every major mod to make them similarly more revealing and skimpy (and to fit the new body shape). Mod settings allow you to decide which races this new body type will apply to, and which will remain vanilla. As long as your mother doesn't see this, you should be okay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005C'' Graphical Improvements, Detailed Hair===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Replace Vanilla Hair 					&lt;br /&gt;
As the name suggests, overrides vanilla hairs with far more detailed and higher resolution versions.&lt;br /&gt;
* Roppoi Hair&lt;br /&gt;
* Vee Hairs&lt;br /&gt;
* Gommy Hair mk2&lt;br /&gt;
* Amerio anime hairs&lt;br /&gt;
* Eccentric Extras&lt;br /&gt;
* Gw hair mod&lt;br /&gt;
* Mokan Hair&lt;br /&gt;
* GW-HornHair&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1005C'' Graphical Improvements, Simple Hair===&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
* Vanilla Hair Expanded&lt;br /&gt;
* Won hair_women + hair_men&lt;br /&gt;
* [Ods] Hair&lt;br /&gt;
* [SS]Lovely Hair Style&lt;br /&gt;
* Rim Seraph Hair&lt;br /&gt;
* Extended Hair&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1006'' Content Expansion==&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
(Author's note: The &amp;quot;major&amp;quot; and &amp;quot;minor&amp;quot; categories below are purely a reflection of the mod's size and complexity. These categories are not a reflection of usefulness, quality, or gameplay impact.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1006A'' Content Expansion, Major===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* RBSE OR EPOE-Forked						&lt;br /&gt;
These two mods are the main competing frameworks for rimworld surgeries. A detailed comparison on them can be seen here ( https://docs.google.com/spreadsheets/d/1xZaHNbrRg_4vl6HeRlmTmvFfIB1cjUtCGhg8wjtXISk/ )&lt;br /&gt;
* Glittertech								&lt;br /&gt;
Adds a large range of very late-game advanced technology. May be overpowered.&lt;br /&gt;
* PolarisBloc								&lt;br /&gt;
Similar to glittertech&lt;br /&gt;
RimCuisine2 + addons					&lt;br /&gt;
One of the largest mods dedicated to farming, cooking, and food in general&lt;br /&gt;
* Zipangu									&lt;br /&gt;
Similar to the above, but wholely focused on Japanese-themed cuisine. Also has a large amount of Japanese furniture&lt;br /&gt;
* Alpha Animals							&lt;br /&gt;
Adds a huge number of non-earthlike creatures to the game&lt;br /&gt;
* More Practical Traits					&lt;br /&gt;
What it says on the tin&lt;br /&gt;
* Xeva + addons							&lt;br /&gt;
Adds five new factions and a wide array of weapons, armor, and enemies. (Combat Evolved compatibility not available, but patch is in progress)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1006B'' Content Expansion, Minor===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* A Dog Said...							&lt;br /&gt;
The main framework for animal surgeries and bionics used by the community&lt;br /&gt;
* Alpha Biomes							&lt;br /&gt;
Adds several non-earthlike exotic biomes to the game&lt;br /&gt;
* Biomes Core + Biomes Islands			&lt;br /&gt;
Adds island maps and swimming to the game&lt;br /&gt;
* Rimsenal + assorted addons				&lt;br /&gt;
Adds a vast number of weapons and armor to the game&lt;br /&gt;
* Go Explore!								&lt;br /&gt;
Adds random events which cause ruined locations to appear on the map, ripe for plundering&lt;br /&gt;
* Vanilla Events Expanded					&lt;br /&gt;
Adds an assortment of vanilla-like events&lt;br /&gt;
* Utility Columns							&lt;br /&gt;
Adds columns that double as other furniture, such as lamps, freezers, orbital beacons, traps, or graves&lt;br /&gt;
* Vanilla Factions Expanded - Insectoids&lt;br /&gt;
Insectoid focused pack. Besides the usual, also adds a range of implants and genetically-engineered animals to perform various jobs&lt;br /&gt;
* Vanilla Weapons Expanded + addons		&lt;br /&gt;
Adds a wide range of new firearms&lt;br /&gt;
* Sparkling Worlds						&lt;br /&gt;
A large assorted mod. Adds new events, new glitter tech crafting recipes, a new faction, etc. &lt;br /&gt;
* Soft Warm Beds							&lt;br /&gt;
Makes beds a combination of a bed-frame and bed-sheet, rather than just a single item.&lt;br /&gt;
* Sometimes Raids Go Wrong				&lt;br /&gt;
Adds a small chance that hostile raids will crash their drop pods, arrive hungover, be chased by maddened animals, and so on.&lt;br /&gt;
* Apparello 2								&lt;br /&gt;
Adds a vast amount of new clothing types.&lt;br /&gt;
* More Vanilla Turrets 1.1				&lt;br /&gt;
Adds a large number of turrets for base defense		&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1006C'' Content Expansion, Wildlife and Enemies===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* Alpha Animals							&lt;br /&gt;
Already mentioned above&lt;br /&gt;
* Magical Mengerie						&lt;br /&gt;
Adds several mythical creatures to the game&lt;br /&gt;
* Orion's More Mechanoids					&lt;br /&gt;
What it says on the tin. Adds stronger mechs.&lt;br /&gt;
* Vanilla Factions Expanded - Mechanoids	Ditto&lt;br /&gt;
* Super Mechneko							&lt;br /&gt;
Adds very tough, anime-style robots with giant titties&lt;br /&gt;
* Kemomimihouse + hardworking addon&lt;br /&gt;
		Adds cute pets that can be assigned job priorities, have skills, and do work exactly the same way as colonists&lt;br /&gt;
* 虫娘 Insect girls + hardworking addon	&lt;br /&gt;
Like the above, but insect-themed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1007'' Gameplay Mechanics Expansion==&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
(Author's note: The &amp;quot;major&amp;quot; and &amp;quot;minor&amp;quot; categories below are purely a reflection of the mod's size and complexity. These categories are not a reflection of usefulness, quality, or gameplay impact.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1007A'' Gameplay Mechanics Expansion, Major===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* RimFactory + addons						&lt;br /&gt;
A massive mod that allows you to automate huge portions of colony, or automatically perform most tasks normally impossible to automate in Rimworld&lt;br /&gt;
* Rimworld of Magic						&lt;br /&gt;
Adds character classes to the game, along with associated spells and abilities, in a manner similar to D&amp;amp;D&lt;br /&gt;
* SOS2									&lt;br /&gt;
Adds starships, space combat, and interplanetary travel to the game&lt;br /&gt;
* Rimatomics								&lt;br /&gt;
Adds detailed nuclear power, along with very powerful turrets to the game&lt;br /&gt;
* Rimefeller								&lt;br /&gt;
Adds the oil industry to the game, allowing production a large number of normally unproducable materials from oil (plasteel, neutromine, etc)						&lt;br /&gt;
* Dubs Bad Hygiene							&lt;br /&gt;
Adds toilet, hygene, and thirst mechanics to the game. Also includes other useful utilities like central air conditioning, fire sprinklers, irrigation, etc.&lt;br /&gt;
* What the Hack							&lt;br /&gt;
Lets you capture, modify, and upgrade mechanoids for use as pets&lt;br /&gt;
* Gidduup + assorted addons&lt;br /&gt;
Allows animals to be ridden, both on the local map and world map. Add-ons allow for riding mechs, and for caravan use.&lt;br /&gt;
* Combat Evolved							&lt;br /&gt;
A major overhaul of fighting to make is much more deadly, unpredictable, and somewhat more realistic.&lt;br /&gt;
* RimJobWorld								&lt;br /&gt;
Oh boy, you found it. NSFW, 18+, etc. This is the ultimate sex mod for rimworld. Bestal1ty, r4pe, necr0philia, even pregnancies across species (and not just aliens, animals too). Not found on steam for obvious reasons, but any competent google search should lead you to it. You pervert. And sorry for the weird censoring, stupid word filters on pastebin.&lt;br /&gt;
* Pawnmorpher								&lt;br /&gt;
Furries: The Mod. This allows you to mutate pawns to give them animal-like body parts, or even turn them into animals (who are still sentient so act like pawns). Unlike Genetic Rim, research requires a lot of experimentation (on actual pawns) and collecting of data.&lt;br /&gt;
* Psychology&lt;br /&gt;
Instead of relying on pure RNG to determine pawns compatibility with each other, adds a massive amount of personality sliders and sexuality sliders to determine how well pawns get along&lt;br /&gt;
* Questionable Ethics Enhanced&lt;br /&gt;
Medical Ethics Violations: The Mod. Grow human organs, clone people, install mind control devices, etc.&lt;br /&gt;
* TiberiumRim								&lt;br /&gt;
Adds the namesake highly infectious, but infinitely renewable resource, along with a full set of vehicles (functionally, mechs) and a large amount of accompanying equipment and structures.&lt;br /&gt;
* 妖怪村1.32								&lt;br /&gt;
I don't know what the name says, either. This is basically a catch-all mod from Japanese mythology; about 20 mythical creatures, plus an assortment of armor, traits, weapons, buildings, furniture, medicines, body parts, etc. The reason this is listed under gameplay mechanics expansion is that some weapons are &amp;quot;intelligent&amp;quot; in that they gain XP and level up through combat, which is a neat idea. Note that while most of the content has a translation, though some parts do not.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1007B'' Gameplay Mechanics Expansion, Minor===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* SRTS + addons							&lt;br /&gt;
Adds aircraft for rapid traversing of the planet.&lt;br /&gt;
* Genetic Rim								&lt;br /&gt;
Allows harvesting of genes to create implants or dozens of new animal species&lt;br /&gt;
* Genetic Rim Alpha Animals Patch			&lt;br /&gt;
Expands the above to include creatures from alpha animals&lt;br /&gt;
* Bondage Beds							&lt;br /&gt;
Allows players to control addict pawns without resorting to removing the legs or spine, by simply tying them to a bed&lt;br /&gt;
* Preemptive Strike						&lt;br /&gt;
Allows the construction of facilities to detect friendly traders and enemy raids before they arrive&lt;br /&gt;
* EbD Prepare Carefully					&lt;br /&gt;
Allows you to manually create starting cargo and pawns on game start instead of relying on RNG&lt;br /&gt;
* ED-Shields								&lt;br /&gt;
Unlike most shield mods which merely add shield generators, this mod allows precise customization of each shield's functions and abilities using modules&lt;br /&gt;
* Crash Landing							&lt;br /&gt;
Adds a starting scenario and random event involving ship sections crashing to the planet&lt;br /&gt;
* More Faction Interaction				&lt;br /&gt;
Overhauls traders, faction expansion, and other diplomatic things&lt;br /&gt;
* Infusion 2								&lt;br /&gt;
Adds &amp;quot;enchantments&amp;quot; to gear, so that the effectiveness of something is more than just its quality and material alone.&lt;br /&gt;
* PsiTech									&lt;br /&gt;
An alternative to the royalty psycast system for psionics&lt;br /&gt;
* Orion's Hospitality						&lt;br /&gt;
Allows you to effectively run a hotel. Charge guests for beds, feed them, and make them happy to improve faction relations and earn more rewards&lt;br /&gt;
* Orion's Gastronomy						&lt;br /&gt;
The above, but instead of a hotel, you can run a restaurant. &lt;br /&gt;
* RimCities								Adds unique settlement types (cities, duh) and assorted quests involving them (conquest, defense, assassination, etc)&lt;br /&gt;
* Social Interactions Expanded			&lt;br /&gt;
Gives social interactions more diversity, and allow traits to change due to events&lt;br /&gt;
* Backup Power							&lt;br /&gt;
Allows various power sources to autonomously turn themselves on or off based on power remaining in batteries.&lt;br /&gt;
* RimDeed									&lt;br /&gt;
Adds a sort of employment agency where, for a fee, a company will find new possible recruits for you.&lt;br /&gt;
* Guard For Me							&lt;br /&gt;
Allows the hiring of very powerful pawns on a temporary, salaried basis.&lt;br /&gt;
* Empire									&lt;br /&gt;
Adds a mini-game involving the creation of settlements and their taxation/defense. (WARNING: Will almost certainly break any semblance of a balanced game economy due to the exponential growth of wealth)&lt;br /&gt;
* RimWar									&lt;br /&gt;
Effectively allows conquest and war between factions. (WARNING: May cause significant game slowdown, to say nothing of balance issues caused by factions being removed from the game through destruction)&lt;br /&gt;
* Vanilla Factions Expanded - Mechanoids	&lt;br /&gt;
Mechanoid focused pack which not only adds the usual (new weapons, enemies, etc), but automated factories and supercomputers, and a &amp;quot;total war&amp;quot; mechanic tracking mechanoid progress on a global level&lt;br /&gt;
* Organ Harvest Post-Mortem				&lt;br /&gt;
Harvest organs and implants from dead pawns. (WARNING: This most destroys the game economy's balance due to each dead raider producing several times more wealth than normal, from harvested organs)&lt;br /&gt;
* Expanded Roofing						&lt;br /&gt;
Allows you to build or demolish overhead mountain, as well as other utility roofs (glass, solar, etc).&lt;br /&gt;
* Roads of the Rim						&lt;br /&gt;
Allows construction of new roads on the world map&lt;br /&gt;
* Remote Tech 							&lt;br /&gt;
Adds an assortment of traps that can be activated remotely without need for a pawn to trigger them.&lt;br /&gt;
* Animal Armor + addons					&lt;br /&gt;
What it says on the tin&lt;br /&gt;
* Death Rattle							&lt;br /&gt;
Normally pawns will instantly perish the moment a vital organ (such as the heart) fails. This mod instead gives you a small time window to perform surgery or hook the pawn up to life support before they actually perish, just like how it works in real life.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==''1008'' New Alien Races Content, and Supporting Mods==&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
&lt;br /&gt;
(Authors Note: Races are divided here into major and minor. Major races are those that either have large anatomical differences from normal humanoid pawns, or they have a particularly extensive amount of secondary content (pets, buildings, weapons, armor, factions), or are otherwise novel in some way. Minor races are those that are just humanoid pawns and have little content outside of race-specific armor and weapons.)&lt;br /&gt;
&lt;br /&gt;
(Author's Note: Nearly all races support one of the two competing bionics mods, RBSE or EPOE. If you are unable to perform bionic surgeries on a race, it may be because you are missing whichever of these two the race supports. Alternatively, the mod Xenobiotic Patcher makes all surgeries cross-species, but occasionally causes some odd or nonsensical surgeries to be unlocked, though this isn't really a problem if you avoid using them them.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1008A'' New Alien Races Content, Major===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* Humanoid Alien Races 2.0				&lt;br /&gt;
Not a race mod, but an underlying framework required by nearly every race mod in existence. &lt;br /&gt;
* Xenobionic Patcher						&lt;br /&gt;
Have lots of races installed and worried about bionic compatibility? This makes every surgery compatible with every race&lt;br /&gt;
* Androids								&lt;br /&gt;
Robots that can customize their bodies and traits upon assembly.&lt;br /&gt;
* Android Tiers++							&lt;br /&gt;
A far larger robot mod, albeit one that has earned a bad reptuation for hurting game performance. It has truly unique features things like mind-uploading, mind-copying, but also completely destroys game balance due to its overpoweredness.&lt;br /&gt;
* Anty the War Ant Race					&lt;br /&gt;
Quoting the author, &amp;quot;The problem child of the universe.&amp;quot; Lots of unique mechanics here: An anty can be transformed using pheromones, making them a queen to constantly produce new children, or alternatively you can turn them into a soldier, or an acid suicide bomb. They also recycle prisoners into meat computers, living generators, or human cattle that slowly waste away for new food. Their weapons are mostly acid-based, and they have grenades which can instantly deploy a sandbag cover. Lots of neat stuff. &lt;br /&gt;
* Avali									&lt;br /&gt;
Bird lizard people things? One of the single largest mods in terms of supporting content (buildings, armor, weapons). Spacer-tech&lt;br /&gt;
* Crystallods								&lt;br /&gt;
Crystal people. The race itself pretty unremarkable and uses very old graphics, but they have extensive supporting content such as a unique type of raid, a large array of new psycasts, and a unique way to generate power.&lt;br /&gt;
* Dragonians								&lt;br /&gt;
Dragon girls. Have the advantages of being able to graze, be milked and sheared, but still a sentient pawn. Tribal-tech&lt;br /&gt;
* Epona&lt;br /&gt;
Centaurs. Assorted tech levels. Have their own custom space suits for SOS2 compatibility. &lt;br /&gt;
* Idhale									&lt;br /&gt;
Basically ghosts. Immune to conventional attack, but in turn are also unable to attack others.&lt;br /&gt;
* Kijin									&lt;br /&gt;
Japanese Oni (demons). Have a number of unique techs which improve the productivity of farm animals, and their own unique win condition. Japanese/medieval-tech.&lt;br /&gt;
* Kurin&lt;br /&gt;
Three-tailed foxgirls. One of the most popular race mods, so have a large number of add-ons mods or ports. Spacer-tech&lt;br /&gt;
* Mincho									&lt;br /&gt;
Ice cream slime girls. A living testament to the horrors (or brillaince) of genetic engineering. Extremely durable bodies; probably the only race listed that can literally survive their heads being blown off. And then grow it back.&lt;br /&gt;
* Moyo									&lt;br /&gt;
Deep sea dwellers. Blood from this race can be harvested and turned into a wide range of drugs, from mech serums to cocaine. Spacer-tech&lt;br /&gt;
* Neclose									&lt;br /&gt;
Some sort of combination of huge-titty girls, jelly fish, and sea pickle. Unarmed attacks will paralyze and eventually cause comas. Can also create fleshbeasts to act as menial works.&lt;br /&gt;
* Oni										&lt;br /&gt;
Roughly based on oni from Japanese lore. Available as both an animal version and a sentient pawn.&lt;br /&gt;
* Orassan									&lt;br /&gt;
Anthro-cat people (though de-furry patches exist). Specializes in arctic survival; they can farm ice like soil, and can turn normal strone into an enhanced type of concrete. Spacer-tech&lt;br /&gt;
* Rabbies									&lt;br /&gt;
Rabbit people with a global addiction to a drug called Planetarium. Modern/Spacer-tech. &lt;br /&gt;
* Ratkin									&lt;br /&gt;
Cute rat people whose raids can burrow using drill machines, allowing them to appear inside your base similar to insectoid infestations. Steampunk-tech.&lt;br /&gt;
* Rakkle									&lt;br /&gt;
Naga-like snake people with a few unique mechanics. Firstly, most of their vital organs are actually in their snake half and not their human half (which is quite useful in Combat Evolved where cover protects the bottom half of a pawn first). And like snakes they can periodically shed their skin, or consume one giant meal and slowly digest it for an entire week instead of eating daily like most other species. &lt;br /&gt;
* Revia									&lt;br /&gt;
(Yes, more fox girls). A focus bloodlust and sacrifice; they can generate lost body parts or permanently improve stats by sacrificing prisoners. (WARNING: This mod has been known to cause a few serious issues, such as traders not having any inventories, ever)&lt;br /&gt;
* Nearmare								&lt;br /&gt;
Fairy-like race that can summon will o' wisps to aid them, and is very strong against mental/morale damage.&lt;br /&gt;
* Xenoorca&lt;br /&gt;
Killer whale mermaids. Like their namesake they're large, powerful and predatory. (Only appear as a pirate faction by default). Spacer-tech.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''1008B'' New Alien Races Content, Minor===&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
* Annelitrice								&lt;br /&gt;
Mimic shapeshifters which appear unremarkable, but are actually composed of hives of worms. They have special abilities to keep resurrecting themselves after death. Modern-tech.&lt;br /&gt;
* Arachne									&lt;br /&gt;
Spider people. Besides the eight-legs thing, are fairly vanilla. Spacer-tech&lt;br /&gt;
* Ancient Species							&lt;br /&gt;
Half-Elves. Assorted tech levels&lt;br /&gt;
* Astoriel 								&lt;br /&gt;
Elves&lt;br /&gt;
* Bun										&lt;br /&gt;
Bunny People. Tribal-to-Industrial-tech&lt;br /&gt;
* Ferian									&lt;br /&gt;
Anthro-Fox people, not much here beyond the race.&lt;br /&gt;
* Forsaken								&lt;br /&gt;
Coal-black skin, horns, and glowing eyes. I assume some sort of demons?  Glitter-tech, with very powerful equipment. Have their own unique biome in Alpha Biomes mod&lt;br /&gt;
* Garam									&lt;br /&gt;
Furry cat girl pseudo-pets. Highly detailed in-built animation, but the only race in this list that use their own unique framework (not HAR), causing a number of compatibility issues&lt;br /&gt;
* Giants									&lt;br /&gt;
What it says on the tin, really.&lt;br /&gt;
* Nyaron									&lt;br /&gt;
Mass produced cat girls. Every weeb's dream&lt;br /&gt;
* Silkiera								&lt;br /&gt;
Foxgirls with big tiddies. Medieval-tech.&lt;br /&gt;
* RimEffect Races							Can't comment on these since I haven't tried this mod yet.&lt;/div&gt;</summary>
		<author><name>Regularity</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:Regularity&amp;diff=86920</id>
		<title>User:Regularity</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:Regularity&amp;diff=86920"/>
		<updated>2021-06-17T15:42:51Z</updated>

		<summary type="html">&lt;p&gt;Regularity: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;nowiki&amp;gt;&amp;quot;Can someone recommend me a [insert category here] mod?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you, too, are tired of answering this question, just send them to this pastebin.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
**Table of Contents**&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
**1001** 	Colony Utility: Quality-of-life mods that directly increase the efficiency of pawns in their daily activities&lt;br /&gt;
&lt;br /&gt;
**1002** 	Player Utility: Quality-of-life mods that do not directly affect the colony. Things like UI improvements, more detailed information, and automating repetitive player tasks.&lt;br /&gt;
&lt;br /&gt;
**1003** 	Performance, Bug Fixes, and AI Improvements&lt;br /&gt;
&lt;br /&gt;
**1004** 	Storage: Mods related to storing stuff&lt;br /&gt;
&lt;br /&gt;
**1005** 	Graphical Improvements: these are purely cosmetic changes; graphical changes that improve readability or better convey information are under the Player Utility category&lt;br /&gt;
**1005A** 	Graphical Improvements, General&lt;br /&gt;
**1005B**	Graphical Improvements, Pawn Body&lt;br /&gt;
**1005C**	Graphical Improvements, Detailed Hair&lt;br /&gt;
**1005C**	Graphical Improvements, Simple Hair&lt;br /&gt;
&lt;br /&gt;
**1006** 	Content Expansion: Adds new content, but does not significantly change any core game mechanics or game balance&lt;br /&gt;
**1006A**	Content Expansion, Major&lt;br /&gt;
**1006B**	Content Expansion, Minor&lt;br /&gt;
**1006C**	Content Expansion, Wildlife and Enemies&lt;br /&gt;
&lt;br /&gt;
**1007** 	Gameplay Mechanics Expansion: Adds new content with a significant impact on core game mechanics or game balance&lt;br /&gt;
**1007A**	Gameplay Mechanics Expansion, Major&lt;br /&gt;
**1007B**	Gameplay Mechanics Expansion, Minor&lt;br /&gt;
&lt;br /&gt;
**1008**	New Alien Races Content: Covers notable alien races and supporting mods. For the sake of keeping the list a reasonable length, most races that are functionally little more than a reskin with minor stat changes have been omitted. The list here tries to focus on the more novel or interesting races.&lt;br /&gt;
**1008A**	New Alien Races Content, Major&lt;br /&gt;
**1008B**	New Alien Races Content, Minor&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
**1001**	Colony Utility&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
[SYR] Doormats							Prevents outdoor filth from being tracked indoors&lt;br /&gt;
Programmable Vents						Vents that shut off when rooms reach a certain temperature; allows you to passively heat rooms without overheating them during hotter days&lt;br /&gt;
Meat Blend								Allows mixing of all meat types into a single type for easier storage (you can opt out insect or humanoid meat to avoid mood penalties)&lt;br /&gt;
Veggie Mix								The above, but for plants&lt;br /&gt;
DontBlockDoor							Prevents random dropped items from holding the door open and allowing in invaders or prisoners&lt;br /&gt;
Trading Spot							Choose where trader caravans loiter&lt;br /&gt;
Mine it all								Allows you to designate an entire resource vein for mining with one click&lt;br /&gt;
Cut plants before building				Lets you get the plant resources from plants under a building blueprint, instead of destroying them&lt;br /&gt;
[SYR] Set Up Camp						Create a small, temporary local map to perform actions you can't on the world map.&lt;br /&gt;
Roads of the Rim						Build roads on the world map&lt;br /&gt;
Locks2									Doors can be set to allow/block visitors, pets, or specific pawns in your colony&lt;br /&gt;
Pawn Rules								Restrict food for colonists, prisoners, animals, and guests. You can even import or export these settings between games.&lt;br /&gt;
RT Solar Flare Shield					Build a shield to protect against solar flares&lt;br /&gt;
RT Fuses								Build fuses to prevent BZZZZT events&lt;br /&gt;
Share the Load							Allows multiple pawns to haul resources to a construction site, instead of just one at a time&lt;br /&gt;
In-wall coolers and vents				Don't like how vents create a massive weakspot in otherwise sturdy walls? Try these. Vents no longer replace walls, but are added onto them, leaving the wall behind even if the vent is destroyed&lt;br /&gt;
Power++									Adds the ability to transmit power wirelessly, both on-map or across the world to other sites&lt;br /&gt;
No Random Relations						Don't like the game randomly deciding a pawn has an uncle/sister/cousin? This is for you&lt;br /&gt;
Royalty Tweaks							Makes the more restrictive or annoying parts of royalty content optional&lt;br /&gt;
Smart Medicine							Allows pawns to carry medicine with them and use it in the field&lt;br /&gt;
Xenobionic Patcher						Have lots of races installed and worried about bionic compatibility? This makes every surgery compatible with every race&lt;br /&gt;
No Burn Metal							Removes flammability from steel and other metal&lt;br /&gt;
Faction Blender							Adds new factions which take pawns from all available races, as opposed to the norm where each faction is only composed of a single race&lt;br /&gt;
Realistic Rooms							Makes it so colonists merely want bedroom-sized bedrooms, and not apartment-sized ones&lt;br /&gt;
Expanded Roofing						Allows the creation and removal of overhead mountain, glass roofing, and even solar roofing.&lt;br /&gt;
Imprisonment on the Go					Allows the capturing of prisoners without an enclosed sleeping space. Very useful when attacking enemy sites.&lt;br /&gt;
Simple Slavery							Allows you to draft prisoners and put them to work&lt;br /&gt;
Prison Labor							A mod that is much larger and more sophisticated way to make use of prisoners than Simple Slavery, but has a reputation for being buggy. (WARNING: May cause an assortment of bugs relating to jobs)&lt;br /&gt;
Power Logic								Adds power buildings that allow creation of logic gates, sensors, and so on.&lt;br /&gt;
My Little Planet						Allows you to change the planet's landmass, effectively controlling how vast or cramped the planet is&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
**1002**	Player Utility&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
TD Enhancement Pack						Improves a ton of small things in the user interface of the game&lt;br /&gt;
Colony Groups							A major overhaul and improvement of the colonist bar&lt;br /&gt;
Interaction Bubbles						Allows you to see conversations or interactions beteween pawns without digging through the game log&lt;br /&gt;
Damage Indicators						Adds floating numbers that display the damage taken by pawns or buildings&lt;br /&gt;
Better Pawn Control						Greatly increases the control you have over food, drug, and equipment policies&lt;br /&gt;
Pawn Rules								Allows restricting of bonding, romance, and artisan crafting&lt;br /&gt;
Camera+									Removes default restrictions of camera zoom levels&lt;br /&gt;
RimHUD									Makes the bottom-left info window completely custoizable in color, font, size, tabs, etc.&lt;br /&gt;
World Edit								Tired of rerolling for the perfect site at a river, coast, mountain, or whatever? Just edit the world.&lt;br /&gt;
Character Editor						Allows completely changing of every aspect of existing pawns. Even if cheating isn't your thing, it's good to have installed to easily fix bugs that may occur without manual save editing&lt;br /&gt;
Map Reroll								Reroll the local colony map if you don't like the exact layout of certain things&lt;br /&gt;
Map Designer							Allows creating maps using custom parameters, instead of them being dictated by the world map tile.&lt;br /&gt;
Whats that mod							Adds text at the bottom of every item/pawn/thing's info window showing what mod it's from&lt;br /&gt;
Change map edge limit					Build up to the map edge if you so desire, to wall off access to raids/carvans from certain points of the map&lt;br /&gt;
Work Tab, Animal Tab, Colony Manger		More detailed control for these tabs&lt;br /&gt;
Relations Tab							See relations between all factions at a glance&lt;br /&gt;
Allow Tool								Allows map-wide forbidding, selection, or allowing. &lt;br /&gt;
Toggle Harvest							Allows control of whether growing areas should be planted or harvested&lt;br /&gt;
Dub Mint Menus							Consolidates the work tabs from every workbench and recipe you have access to, in one location&lt;br /&gt;
Directly Abandon Settlement				Allow you to abandon locations on the world map&lt;br /&gt;
WikiRim									Adds an in-game database of items and recipes you can search&lt;br /&gt;
Heat Map								Adds an overlay to see temperatures in all rooms at the same time&lt;br /&gt;
Appearance Clothing	+ HAR addon			Allows you to set appearance of pawns completely independent of whatever gear they're wearing. Vital for preventing incompatibilities or missing textures if you play with many races that have race-exclusive gear&lt;br /&gt;
Better Roads							Makes roads easier to see on the world map&lt;br /&gt;
Dubs Mint Minimap						Adds a minimap to the game, making tracking of threats far easier&lt;br /&gt;
Recipe Icons							Makes scrolling through recipe lists easier by attaching relevant product images&lt;br /&gt;
Filth Vanishes with Rain				What it says on the tin, rain can clean outdoor terrain of filth. Slightly improves performance by removing filth periodically&lt;br /&gt;
Better Time Format						Let's you see the exact in-game time instead of just a vague approximation&lt;br /&gt;
Armored Floors							For a great cost, allows you to prevent infestations in certain areas&lt;br /&gt;
RPG Inventory OR Awesome Inventory		Adds a visual paper-doll like inventory, making it easy to see equipment at a glance&lt;br /&gt;
Better Message Placement				Prevents popup messages from blocking the colonist bar&lt;br /&gt;
Drop All Inventory						Allows you to rapidly unload cargo from your caravans without having to wait&lt;br /&gt;
Defensive Positions						Allows you to have pawns move to pre-selected locations and draft themselves with a single hotkey&lt;br /&gt;
Keep Bed Ownership						Prevents ownership of beds from being erased when they need to sleep using a bed on another map&lt;br /&gt;
Research Pal Forked						Greatly improves the research screen with a better UI and more detail&lt;br /&gt;
Bionic Icons							Allows you to determine which implant is which at a glance by adding pictures to them.&lt;br /&gt;
Allow Tools								Adds improved tools for allowing or disallow en masse&lt;br /&gt;
More Harvest Designators				Similar to above, but for designations concerning farming and wild planet harvesting &lt;br /&gt;
Vein Miner								Similar to above, but for mining&lt;br /&gt;
Rangefinder								Allows you to toggle a big circle around a pawn constantly showing its maximum firing range.&lt;br /&gt;
Loading in Progress						Allows adds or removing of objects from drop pods without having to unload and then reload all pods' contents.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
**1003**	Performance, Bug Fixes, and AI Improvements&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
Dubs Performance Analyzer				Arguably the single most important tool for improving game performance. It allows you to see specifically which parts of the game are causing the most slowdown, allowing you to identify and solve bugs which don't normally report errors, or identify which of your mods is secretly causing game slowdown due to poor coding.&lt;br /&gt;
Rocketman								Essentially reduces the frequency at which the game checks low-importance things, to greatly improve game performance.&lt;br /&gt;
PawnTargetFix							Makes ranged attackers focus more on the nearest target rather than selecting one randomly&lt;br /&gt;
Perfect Pathfinding						Makes pawns travel in a straight line instead of moving almost entirely at diagonals with large detours&lt;br /&gt;
Path Avoid								A useful tool for fixing pathfinding quirks; allows you to paint pathfinding costs onto terrain, allowing you to override normal AI pathfinding. Good for forcing pawns to use roads and avoid traps or obstacles.&lt;br /&gt;
Word of Freelove						Removes the normal hetero-only restrictions on the Word of Love psycast in the Royalty DLC&lt;br /&gt;
Kijin									This race mod isn't really a &amp;quot;fix&amp;quot;, but has a research project to achieve double yields from animals, effectively allowing you to have half as many animals on the map without losing productivity. This in turn can save on game memory.&lt;br /&gt;
More Trait Slots						With a lot of mods adding (or sometimes even requiring) new traits, this mod allows you to increase the maximum number of traits allowed on a pawn, allowing you to fully make use of these mods&lt;br /&gt;
Animal Logic							Allows very precise tuning of animal behavior instead of being at the mercy of whatever values are vanilla&lt;br /&gt;
Smarter Construction					Improves construction reach, greatly reducing incidents of pawns trapping themselves&lt;br /&gt;
Smarter Deconstruction and Mining		Similar to the above, but for preventing roof cave-ins&lt;br /&gt;
Mining Priority							Prioritizes which metals to mine by value, instead of just by distance&lt;br /&gt;
Pickup and Haul							Allows colonists to use their inventory for hauling purposes, greatly increasing the amount of items they can move in one trip&lt;br /&gt;
Haul to Stack							Prioritizes hauling to drop off goods an an existing stack of that good, instead of creating multiple incomplete stacks which add clutter&lt;br /&gt;
Rimthreaded								Rimworld is normally limited to a single CPU core. This mod attempts to force it to use multiple cores. (WARNING: This mod has an incompatibility list a mile long, so read it before attempting to use this mod!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
**1004**	Storage&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
Deep Storage							Lets you store multiple stacks on one tile&lt;br /&gt;
Netrve's DeepStorage UI					Improves the interaction menu of deep storage building&lt;br /&gt;
Rimfridge 								Adds storage with build-in cooling&lt;br /&gt;
[JD] Simply Storage						Adds a much greater number of containers for Deep Storage&lt;br /&gt;
[JD] Simply Storage - Refrigeration 	Same but for rimfridge&lt;br /&gt;
Stack XXL OR OgreStack					Allows you to change how many individual items can be placed in a single stack of items, drastically effecting storage capacity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
**1005**	Graphical Improvements&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
**1005A**	Graphical Improvements, General&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
World Beautification Project + addons	Greatly improves the graphics of the world map&lt;br /&gt;
Hats Display Selection OR Show Hair 	Allows you to hide helmets, or have headgear that doesn't remove hair from the pawn&lt;br /&gt;
Graphics Setter							Improves sharpness and reduces blur of sprites&lt;br /&gt;
High Quality Textures					What it says on the tin&lt;br /&gt;
Gloomy Deco	+ other Gloomy mods			Technically a furniture mod, but adds a lot of decorative objects focused on cute or low-tech appearance&lt;br /&gt;
Vanilla Furniture Expanded Props		Similar to above, but more modern and serious-looking&lt;br /&gt;
RimThemes								Change window/UI colors and transparency to whatever you desire&lt;br /&gt;
Eccentric Tech - Cosmetic				Adds a large number of purely cosmetic implants; animal ears, horns, tails, etc&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
**1005B**	Graphical Improvements, Pawn Body&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
Beautiful Bodies						Greatly increases body detail without changing body shape (therefore retaining full compatibility with every vanilla clothing mod)&lt;br /&gt;
FemaleBB + bodytype add-on				This adds a new type of female body shape and increases its, ahem, bust size, though the body itself remains pretty vanilla-like in that it lacks high detail and shading. What makes this mod noteworthy is that the author has manually re-created from scratch literally hundreds of pieces of armor and clothing from almost every major mod to make them similarly more revealing and skimpy (and to fit the new body shape). Mod settings allow you to decide which races this new body type will apply to, and which will remain vanilla. As long as your mother doesn't see this, oyu should be okay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
**1005C**	Graphical Improvements, Detailed Hair&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
Replace Vanilla Hair 					As the name suggests, overrides vanilla hairs with far more detailed and higher resolution versions.&lt;br /&gt;
Roppoi Hair&lt;br /&gt;
Vee Hairs&lt;br /&gt;
Gommy Hair mk2&lt;br /&gt;
Amerio anime hairs&lt;br /&gt;
Eccentric Extras&lt;br /&gt;
Gw hair mod&lt;br /&gt;
Mokan Hair&lt;br /&gt;
GW-HornHair&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
**1005C**	Graphical Improvements, Simple Hair&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
Vanilla Hair Expanded&lt;br /&gt;
Won hair_women + hair_men&lt;br /&gt;
[Ods] Hair&lt;br /&gt;
[SS]Lovely Hair Style&lt;br /&gt;
Rim Seraph Hair&lt;br /&gt;
Extended Hair&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
**1006**	Content Expansion&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
(Author's note: The &amp;quot;major&amp;quot; and &amp;quot;minor&amp;quot; categories below are purely a reflection of the mod's size and complexity. These categories are not a reflection of usefulness, quality, or gameplay impact.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
**1006A**	Content Expansion, Major&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
RBSE or EPOE-Forked						These two mods are the main competing frameworks for rimworld surgeries. A detailed comparison on them can be seen here ( https://docs.google.com/spreadsheets/d/1xZaHNbrRg_4vl6HeRlmTmvFfIB1cjUtCGhg8wjtXISk/ )&lt;br /&gt;
Glittertech								Adds a large range of very late-game advanced technology. May be overpowered.&lt;br /&gt;
PolarisBloc								Similar to glittertech&lt;br /&gt;
RimCuisine2 + addons					One of the largest mods dedicated to farming, cooking, and food in general&lt;br /&gt;
Zipangu									Similar to the above, but wholely focused on Japanese-themed cuisine. Also has a large amount of Japanese furniture&lt;br /&gt;
Alpha Animals							Adds a huge number of non-earthlike creatures to the game&lt;br /&gt;
More Practical Traits					What it says on the tin&lt;br /&gt;
Xeva + addons							Adds five new factions and a wide array of weapons, armor, and enemies. (Combat Evolved compatibility not available, but patch is in progress)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
**1006B**	Content Expansion, Minor&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
A Dog Said...							The main framework for animal surgeries and bionics used by the community&lt;br /&gt;
Alpha Biomes							Adds several non-earthlike exotic biomes to the game&lt;br /&gt;
Biomes Core + Biomes Islands			Adds island maps and swimming to the game&lt;br /&gt;
Rimsenal + assorted addons				Adds a vast number of weapons and armor to the game&lt;br /&gt;
Go Explore!								Adds random events which cause ruined locations to appear on the map, ripe for plundering&lt;br /&gt;
Vanilla Events Expanded					Adds an assortment of vanilla-like events&lt;br /&gt;
Utility Columns							Adds columns that double as other furniture, such as lamps, freezers, orbital beacons, traps, or graves&lt;br /&gt;
Vanilla Factions Expanded - Insectoids	Insectoid focused pack. Besides the usual, also adds a range of implants and genetically-engineered animals to perform various jobs&lt;br /&gt;
Vanilla Weapons Expanded + addons		Adds a wide range of new firearms&lt;br /&gt;
Sparkling Worlds						A large assorted mod. Adds new events, new glitter tech crafting recipes, a new faction, etc. &lt;br /&gt;
Soft Warm Beds							Makes beds a combination of a bed-frame and bed-sheet, rather than just a single item.&lt;br /&gt;
Sometimes Raids Go Wrong				Adds a small chance that hostile raids will crash their drop pods, arrive hungover, be chased by maddened animals, and so on.&lt;br /&gt;
Apparello 2								Adds a vast amount of new clothing types.&lt;br /&gt;
More Vanilla Turrets 1.1				Adds a large number of turrets for base defense		&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
**1006C**	Content Expansion, Wildlife and Enemies&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
Alpha Animals							Already mentioned above&lt;br /&gt;
Magical Mengerie						Adds several mythical creatures to the game&lt;br /&gt;
Orion's More Mechanoids					What it says on the tin. Adds stronger mechs.&lt;br /&gt;
Vanilla Factions Expanded - Mechanoids	Ditto&lt;br /&gt;
Super Mechneko							Adds very tough, anime-style robots with giant titties&lt;br /&gt;
Kemomimihouse + hardworking addon		Adds cute pets that can be assigned job priorities, have skills, and do work exactly the same way as colonists&lt;br /&gt;
虫娘 Insect girls + hardworking addon	Like the above, but insect-themed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
**1007**	Gameplay Mechanics Expansion&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
(Author's note: The &amp;quot;major&amp;quot; and &amp;quot;minor&amp;quot; categories below are purely a reflection of the mod's size and complexity. These categories are not a reflection of usefulness, quality, or gameplay impact.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
**1007A**	Gameplay Mechanics Expansion, Major&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
RimFactory + addons						A massive mod that allows you to automate huge portions of colony, or automatically perform most tasks normally impossible to automate in Rimworld&lt;br /&gt;
Rimworld of Magic						Adds character classes to the game, along with associated spells and abilities, in a manner similar to D&amp;amp;D&lt;br /&gt;
SOS2									Adds starships, space combat, and interplanetary travel to the game&lt;br /&gt;
Rimatomics								Adds detailed nuclear power, along with very powerful turrets to the game&lt;br /&gt;
Rimefeller								Adds the oil industry to the game, allowing production a large number of normally unproducable materials from oil (plasteel, neutromine, etc)						&lt;br /&gt;
Dubs Bad Hygene							Adds toilet, hygene, and thirst mechanics to the game. Also includes other useful utilities like central air conditioning, fire sprinklers, irrigation, etc.&lt;br /&gt;
What the Hack							Lets you capture, modify, and upgrade mechanoids for use as pets&lt;br /&gt;
Gidduup + assorted addons				Allows animals to be ridden, both on the local map and world map. Add-ons allow for riding mechs, and for caravan use.&lt;br /&gt;
Combat Evolved							A major overhaul of fighting to make is much more deadly, unpredictable, and somewhat more realistic.&lt;br /&gt;
RlmJobWorld								Oh boy, you found it. NSFW, 18+, etc. This is the ultimate sex mod for rimworld. Bestal***ty, r***pe, necr***philia, even pregnancies across species (and not just aliens, animals too). Not found on steam for obvious reasons, but any competent google search should lead you to it. You pervert. And sorry for the weird censoring, stupid word filters on pastebin.&lt;br /&gt;
Pawnmorpher								Furries: The Mod. This allows you to mutate pawns to give them animal-like body parts, or even turn them into animals (who are still sentient so act like pawns).&lt;br /&gt;
Psychology								Instead of relying on pure RNG to determine pawns compatibility with each other, adds a massive amount of personality sliders and sexuality sliders to determine how well pawns get along&lt;br /&gt;
Questionable Ethics Enhanced			Medical Ethics Violations: The Mod. Grow human organs, clone people, install mind control devices, etc.&lt;br /&gt;
TiberiumRim								Adds the namesake highly infectious, but infinitely renewable resource, along with a full set of vehicles (functionally, mechs) and a large amount of accompanying equipment and structures.&lt;br /&gt;
妖怪村1.32								I don't know what the name says, either. This is basically a catch-all mod from Japanese mythology; about 20 mythical creatures, plus an assortment of armor, traits, weapons, buildings, furniture, medicines, body parts, etc. The reason this is listed under gameplay mechanics expansion is that some weapons are &amp;quot;intelligent&amp;quot; in that they gain XP and level up through combat, which is a neat idea. Note that while most of the content has a translation, though some parts do not.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
**1007B**	Gameplay Mechanics Expansion, Minor&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
SRTS + addons							Adds aircraft for rapid traversing of the planet.&lt;br /&gt;
Genetic Rim								Allows harvesting of genes to create implants or dozens of new animal species&lt;br /&gt;
Genetic Rim Alpha Animals Patch			Expands the above to include creatures from alpha animals&lt;br /&gt;
Bondage Beds							Allows players to control addict pawns without resorting to removing the legs or spine, by simply tying them to a bed&lt;br /&gt;
Preemptive Strike						Allows the construction of facilities to detect friendly traders and enemy raids before they arrive&lt;br /&gt;
EbD Prepare Carefully					Allows you to manually create starting cargo and pawns on game start instead of relying on RNG&lt;br /&gt;
ED-Shields								Unlike most shield mods which merely add shield generators, this mod allows precise customization of each shield's functions and abilities using modules&lt;br /&gt;
Crash Landing							Adds a starting scenario and random event involving ship sections crashing to the planet&lt;br /&gt;
More Faction Interaction				Overhauls traders, faction expansion, and other diplomatic things&lt;br /&gt;
Infusion 2								Adds &amp;quot;enchantments&amp;quot; to gear, so that the effectiveness of something is more than just its quality and material alone.&lt;br /&gt;
PsiTech									An alternative to the royalty psycast system for psionics&lt;br /&gt;
Orion's Hospitality						Allows you to effectively run a hotel. Charge guests for beds, feed them, and make them happy to improve faction relations and earn more rewards&lt;br /&gt;
Orion's Gastronomy						The above, but instead of a hotel, you can run a restaurant. &lt;br /&gt;
RimCities								Adds unique settlement types (cities, duh) and assorted quests involving them (conquest, defense, assassination, etc)&lt;br /&gt;
Social Interactions Expanded			Gives social interactions more diversity, and allow traits to change due to events&lt;br /&gt;
Backup Power							Allows various power sources to autonomously turn themselves on or off based on power remaining in batteries.&lt;br /&gt;
RimDeed									Adds a sort of employment agency where, for a fee, a company will find new possible recruits for you.&lt;br /&gt;
Guard For Me							Allows the hiring of very powerful pawns on a temporary, salaried basis.&lt;br /&gt;
Empire									Adds a mini-game involving the creation of settlements and their taxation/defense. (WARNING: Will almost certainly break any semblance of a balanced game economy due to the exponential growth of wealth)&lt;br /&gt;
RimWar									Effectively allows conquest and war between factions. (WARNING: May cause significant game slowdown, to say nothing of balance issues caused by factions being removed from the game through destruction)&lt;br /&gt;
Vanilla Factions Expanded - Mechanoids	Mechanoid focused pack which not only adds the usual (new weapons, enemies, etc), but automated factories and supercomputers, and a &amp;quot;total war&amp;quot; mechanic tracking mechanoid progress on a global level&lt;br /&gt;
Organ Harvest Post-Mortem				Harvest organs and implants from dead pawns. (WARNING: This most destroys the game economy's balance due to each dead raider producing several times more wealth than normal, from harvested organs)&lt;br /&gt;
Expanded Roofing						Allows you to build or demolish overhead mountain, as well as other utility roofs (glass, solar, etc).&lt;br /&gt;
Roads of the Rim						Allows construction of new roads on the world map&lt;br /&gt;
Remote Tech 							Adds an assortment of traps that can be activated remotely without need for a pawn to trigger them.&lt;br /&gt;
Animal Armor + addons					What it says on the tin&lt;br /&gt;
Death Rattle							Normally pawns will instantly perish the moment a vital organ (such as the heart) fails. This mod instead gives you a small time window to perform surgery or hook the pawn up to life support before they actually perish, just like how it works in real life.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
**1008**	New Alien Races Content, and Supporting Mods&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
&lt;br /&gt;
(Authors Note: Races are divided here into major and minor. Major races are those that either have large anatomical differences from normal humanoid pawns, or they have a particularly extensive amount of secondary content (pets, buildings, weapons, armor, factions), or are otherwise novel in some way. Minor races are those that are just humanoid pawns and have little content outside of race-specific armor and weapons.)&lt;br /&gt;
&lt;br /&gt;
(Author's Note: Nearly all races support one of the two competing bionics mods, RBSE or EPOE. If you are unable to perform bionic surgeries on a race, it may be because you are missing whichever of these two the race supports. Alternatively, the mod Xenobiotic Patcher makes all surgeries cross-species, but occasionally causes some odd or nonsensical surgeries to be unlocked, though this isn't really a problem if you avoid using them them.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
**1008A**	New Alien Races Content, Major&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
Humanoid Alien Races 2.0				Not a race mod, but an underlying framework required by nearly every race mod in existence. &lt;br /&gt;
Xenobionic Patcher						Have lots of races installed and worried about bionic compatibility? This makes every surgery compatible with every race&lt;br /&gt;
Androids								Robots that can customize their bodies and traits upon assembly.&lt;br /&gt;
Android Tiers++							A far larger robot mod, albeit one that has earned a bad reptuation for hurting game performance. It has truly unique features things like mind-uploading, mind-copying, but also completely destroys game balance due to its overpoweredness.&lt;br /&gt;
Anty the War Ant Race					Quoting the author, &amp;quot;The problem child of the universe.&amp;quot; Lots of unique mechanics here: An anty can be transformed using pheromones, making them a queen to constantly produce new children, or alternatively you can turn them into a soldier, or an acid suicide bomb. They also recycle prisoners into meat computers, living generators, or human cattle that slowly waste away for new food. Their weapons are mostly acid-based, and they have grenades which can instantly deploy a sandbag cover. Lots of neat stuff. &lt;br /&gt;
Avali									Bird lizard people things? One of the single largest mods in terms of supporting content (buildings, armor, weapons). Spacer-tech&lt;br /&gt;
Crystallods								Crystal people. The race itself pretty unremarkable and uses very old graphics, but they have extensive supporting content such as a unique type of raid, a large array of new psycasts, and a unique way to generate power.&lt;br /&gt;
Dragonians								Dragon girls. Have the advantages of being able to graze, be milked and sheared, but still a sentient pawn. Tribal-tech&lt;br /&gt;
Idhale									Basically ghosts. Immune to conventional attack, but in turn are also unable to attack others.&lt;br /&gt;
Kijin									Japanese Oni (demons). Have a number of unique techs which improve the productivity of farm animals, and their own unique win condition. Japanese/medieval-tech.&lt;br /&gt;
Kurin									Three-tailed foxgirls. One of the most popular race mods, so have a large number of add-ons mods or ports. Spacer-tech&lt;br /&gt;
Mincho									Ice cream slime girls. A living testament to the horrors (or brillaince) of genetic engineering. Extremely durable bodies; probably the only race listed that can literally survive their heads being blown off. And then grow it back.&lt;br /&gt;
Moyo									Deep sea dwellers. Blood from this race can be harvested and turned into a wide range of drugs, from mech serums to cocaine. Spacer-tech&lt;br /&gt;
Neclose									Some sort of combination of huge-titty girls, jelly fish, and sea pickle. Unarmed attacks will paralyze and eventually cause comas. Can also create fleshbeasts to act as menial works.&lt;br /&gt;
Oni										Roughly based on oni from Japanese lore. Available as both an animal version and a sentient pawn.&lt;br /&gt;
Orassan									Anthro-cat people (though de-furry patches exist). Specializes in arctic survival; they can farm ice like soil, and can turn normal strone into an enhanced type of concrete. Spacer-tech&lt;br /&gt;
Rabbies									Rabbit people with a global addiction to a drug called Planetarium. Modern/Spacer-tech. &lt;br /&gt;
Ratkin									Cute rat people whose raids can burrow using drill machines, allowing them to appear inside your base similar to insectoid infestations. Steampunk-tech.&lt;br /&gt;
Rakkle									Naga-like snake people with a few unique mechanics. Firstly, most of their vital organs are actually in their snake half and not their human half (which is quite useful in Combat Evolved where cover protects the bottom half of a pawn first). And like snakes they can periodically shed their skin, or consume one giant meal and slowly digest it for an entire week instead of eating daily like most other species. &lt;br /&gt;
Revia									(Yes, more fox girls). A focus bloodlust and sacrifice; they can generate lost body parts or permanently improve stats by sacrificing prisoners. (WARNING: This mod has been known to cause a few serious issues, such as traders not having any inventories, ever)&lt;br /&gt;
Nearmare								Fairy-like race that can summon will o' wisps to aid them, and is very strong against mental/morale damage.&lt;br /&gt;
Xenoorca								Killer whale mermaids. Like their namesake they're large, powerful and predatory. (Only appear as a pirate faction by default). Spacer-tech.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
**1008B**	New Alien Races Content, Minor&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
Annelitrice								Mimic shapeshifters which appear unremarkable, but are actually composed of hives of worms. They have special abilities to keep resurrecting themselves after death. Modern-tech.&lt;br /&gt;
Arachne									Spider people. Besides the eight-legs thing, are fairly vanilla. Spacer-tech&lt;br /&gt;
Ancient Species							Half-Elves. Assorted tech levels&lt;br /&gt;
Astoriel 								Elves&lt;br /&gt;
Bun										Bunny People. Tribal-to-Industrial-tech&lt;br /&gt;
Epona									Centaurs. Assorted tech levels.&lt;br /&gt;
Ferian									Anthro-Fox people, not much here beyond the race.&lt;br /&gt;
Forsaken								Coal-black skin, horns, and glowing eyes. I assume some sort of demons?  Glitter-tech, with very powerful equipment. Have their own unique biome in Alpha Biomes mod&lt;br /&gt;
Garam									Furry cat girl pseudo-pets. Highly detailed in-built animation, but the only race in this list that use their own unique framework (not HAR), causing a number of compatibility issues&lt;br /&gt;
Giants									What it says on the tin, really.&lt;br /&gt;
Nyaron									Mass produced cat girls. Every weeb's dream&lt;br /&gt;
Silkiera								Foxgirls with big tiddies. Medieval-tech.&lt;br /&gt;
RimEffect Races							Can't comment on these since I haven't tried this mod yet.&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;/div&gt;</summary>
		<author><name>Regularity</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:Regularity&amp;diff=86919</id>
		<title>User:Regularity</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:Regularity&amp;diff=86919"/>
		<updated>2021-06-17T15:42:13Z</updated>

		<summary type="html">&lt;p&gt;Regularity: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Can someone recommend me a [insert category here] mod?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you, too, are tired of answering this question, just send them to this pastebin.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
**Table of Contents**&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
**1001** 	Colony Utility: Quality-of-life mods that directly increase the efficiency of pawns in their daily activities&lt;br /&gt;
&lt;br /&gt;
**1002** 	Player Utility: Quality-of-life mods that do not directly affect the colony. Things like UI improvements, more detailed information, and automating repetitive player tasks.&lt;br /&gt;
&lt;br /&gt;
**1003** 	Performance, Bug Fixes, and AI Improvements&lt;br /&gt;
&lt;br /&gt;
**1004** 	Storage: Mods related to storing stuff&lt;br /&gt;
&lt;br /&gt;
**1005** 	Graphical Improvements: these are purely cosmetic changes; graphical changes that improve readability or better convey information are under the Player Utility category&lt;br /&gt;
**1005A** 	Graphical Improvements, General&lt;br /&gt;
**1005B**	Graphical Improvements, Pawn Body&lt;br /&gt;
**1005C**	Graphical Improvements, Detailed Hair&lt;br /&gt;
**1005C**	Graphical Improvements, Simple Hair&lt;br /&gt;
&lt;br /&gt;
**1006** 	Content Expansion: Adds new content, but does not significantly change any core game mechanics or game balance&lt;br /&gt;
**1006A**	Content Expansion, Major&lt;br /&gt;
**1006B**	Content Expansion, Minor&lt;br /&gt;
**1006C**	Content Expansion, Wildlife and Enemies&lt;br /&gt;
&lt;br /&gt;
**1007** 	Gameplay Mechanics Expansion: Adds new content with a significant impact on core game mechanics or game balance&lt;br /&gt;
**1007A**	Gameplay Mechanics Expansion, Major&lt;br /&gt;
**1007B**	Gameplay Mechanics Expansion, Minor&lt;br /&gt;
&lt;br /&gt;
**1008**	New Alien Races Content: Covers notable alien races and supporting mods. For the sake of keeping the list a reasonable length, most races that are functionally little more than a reskin with minor stat changes have been omitted. The list here tries to focus on the more novel or interesting races.&lt;br /&gt;
**1008A**	New Alien Races Content, Major&lt;br /&gt;
**1008B**	New Alien Races Content, Minor&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
**1001**	Colony Utility&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
[SYR] Doormats							Prevents outdoor filth from being tracked indoors&lt;br /&gt;
Programmable Vents						Vents that shut off when rooms reach a certain temperature; allows you to passively heat rooms without overheating them during hotter days&lt;br /&gt;
Meat Blend								Allows mixing of all meat types into a single type for easier storage (you can opt out insect or humanoid meat to avoid mood penalties)&lt;br /&gt;
Veggie Mix								The above, but for plants&lt;br /&gt;
DontBlockDoor							Prevents random dropped items from holding the door open and allowing in invaders or prisoners&lt;br /&gt;
Trading Spot							Choose where trader caravans loiter&lt;br /&gt;
Mine it all								Allows you to designate an entire resource vein for mining with one click&lt;br /&gt;
Cut plants before building				Lets you get the plant resources from plants under a building blueprint, instead of destroying them&lt;br /&gt;
[SYR] Set Up Camp						Create a small, temporary local map to perform actions you can't on the world map.&lt;br /&gt;
Roads of the Rim						Build roads on the world map&lt;br /&gt;
Locks2									Doors can be set to allow/block visitors, pets, or specific pawns in your colony&lt;br /&gt;
Pawn Rules								Restrict food for colonists, prisoners, animals, and guests. You can even import or export these settings between games.&lt;br /&gt;
RT Solar Flare Shield					Build a shield to protect against solar flares&lt;br /&gt;
RT Fuses								Build fuses to prevent BZZZZT events&lt;br /&gt;
Share the Load							Allows multiple pawns to haul resources to a construction site, instead of just one at a time&lt;br /&gt;
In-wall coolers and vents				Don't like how vents create a massive weakspot in otherwise sturdy walls? Try these. Vents no longer replace walls, but are added onto them, leaving the wall behind even if the vent is destroyed&lt;br /&gt;
Power++									Adds the ability to transmit power wirelessly, both on-map or across the world to other sites&lt;br /&gt;
No Random Relations						Don't like the game randomly deciding a pawn has an uncle/sister/cousin? This is for you&lt;br /&gt;
Royalty Tweaks							Makes the more restrictive or annoying parts of royalty content optional&lt;br /&gt;
Smart Medicine							Allows pawns to carry medicine with them and use it in the field&lt;br /&gt;
Xenobionic Patcher						Have lots of races installed and worried about bionic compatibility? This makes every surgery compatible with every race&lt;br /&gt;
No Burn Metal							Removes flammability from steel and other metal&lt;br /&gt;
Faction Blender							Adds new factions which take pawns from all available races, as opposed to the norm where each faction is only composed of a single race&lt;br /&gt;
Realistic Rooms							Makes it so colonists merely want bedroom-sized bedrooms, and not apartment-sized ones&lt;br /&gt;
Expanded Roofing						Allows the creation and removal of overhead mountain, glass roofing, and even solar roofing.&lt;br /&gt;
Imprisonment on the Go					Allows the capturing of prisoners without an enclosed sleeping space. Very useful when attacking enemy sites.&lt;br /&gt;
Simple Slavery							Allows you to draft prisoners and put them to work&lt;br /&gt;
Prison Labor							A mod that is much larger and more sophisticated way to make use of prisoners than Simple Slavery, but has a reputation for being buggy. (WARNING: May cause an assortment of bugs relating to jobs)&lt;br /&gt;
Power Logic								Adds power buildings that allow creation of logic gates, sensors, and so on.&lt;br /&gt;
My Little Planet						Allows you to change the planet's landmass, effectively controlling how vast or cramped the planet is&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
**1002**	Player Utility&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
TD Enhancement Pack						Improves a ton of small things in the user interface of the game&lt;br /&gt;
Colony Groups							A major overhaul and improvement of the colonist bar&lt;br /&gt;
Interaction Bubbles						Allows you to see conversations or interactions beteween pawns without digging through the game log&lt;br /&gt;
Damage Indicators						Adds floating numbers that display the damage taken by pawns or buildings&lt;br /&gt;
Better Pawn Control						Greatly increases the control you have over food, drug, and equipment policies&lt;br /&gt;
Pawn Rules								Allows restricting of bonding, romance, and artisan crafting&lt;br /&gt;
Camera+									Removes default restrictions of camera zoom levels&lt;br /&gt;
RimHUD									Makes the bottom-left info window completely custoizable in color, font, size, tabs, etc.&lt;br /&gt;
World Edit								Tired of rerolling for the perfect site at a river, coast, mountain, or whatever? Just edit the world.&lt;br /&gt;
Character Editor						Allows completely changing of every aspect of existing pawns. Even if cheating isn't your thing, it's good to have installed to easily fix bugs that may occur without manual save editing&lt;br /&gt;
Map Reroll								Reroll the local colony map if you don't like the exact layout of certain things&lt;br /&gt;
Map Designer							Allows creating maps using custom parameters, instead of them being dictated by the world map tile.&lt;br /&gt;
Whats that mod							Adds text at the bottom of every item/pawn/thing's info window showing what mod it's from&lt;br /&gt;
Change map edge limit					Build up to the map edge if you so desire, to wall off access to raids/carvans from certain points of the map&lt;br /&gt;
Work Tab, Animal Tab, Colony Manger		More detailed control for these tabs&lt;br /&gt;
Relations Tab							See relations between all factions at a glance&lt;br /&gt;
Allow Tool								Allows map-wide forbidding, selection, or allowing. &lt;br /&gt;
Toggle Harvest							Allows control of whether growing areas should be planted or harvested&lt;br /&gt;
Dub Mint Menus							Consolidates the work tabs from every workbench and recipe you have access to, in one location&lt;br /&gt;
Directly Abandon Settlement				Allow you to abandon locations on the world map&lt;br /&gt;
WikiRim									Adds an in-game database of items and recipes you can search&lt;br /&gt;
Heat Map								Adds an overlay to see temperatures in all rooms at the same time&lt;br /&gt;
Appearance Clothing	+ HAR addon			Allows you to set appearance of pawns completely independent of whatever gear they're wearing. Vital for preventing incompatibilities or missing textures if you play with many races that have race-exclusive gear&lt;br /&gt;
Better Roads							Makes roads easier to see on the world map&lt;br /&gt;
Dubs Mint Minimap						Adds a minimap to the game, making tracking of threats far easier&lt;br /&gt;
Recipe Icons							Makes scrolling through recipe lists easier by attaching relevant product images&lt;br /&gt;
Filth Vanishes with Rain				What it says on the tin, rain can clean outdoor terrain of filth. Slightly improves performance by removing filth periodically&lt;br /&gt;
Better Time Format						Let's you see the exact in-game time instead of just a vague approximation&lt;br /&gt;
Armored Floors							For a great cost, allows you to prevent infestations in certain areas&lt;br /&gt;
RPG Inventory OR Awesome Inventory		Adds a visual paper-doll like inventory, making it easy to see equipment at a glance&lt;br /&gt;
Better Message Placement				Prevents popup messages from blocking the colonist bar&lt;br /&gt;
Drop All Inventory						Allows you to rapidly unload cargo from your caravans without having to wait&lt;br /&gt;
Defensive Positions						Allows you to have pawns move to pre-selected locations and draft themselves with a single hotkey&lt;br /&gt;
Keep Bed Ownership						Prevents ownership of beds from being erased when they need to sleep using a bed on another map&lt;br /&gt;
Research Pal Forked						Greatly improves the research screen with a better UI and more detail&lt;br /&gt;
Bionic Icons							Allows you to determine which implant is which at a glance by adding pictures to them.&lt;br /&gt;
Allow Tools								Adds improved tools for allowing or disallow en masse&lt;br /&gt;
More Harvest Designators				Similar to above, but for designations concerning farming and wild planet harvesting &lt;br /&gt;
Vein Miner								Similar to above, but for mining&lt;br /&gt;
Rangefinder								Allows you to toggle a big circle around a pawn constantly showing its maximum firing range.&lt;br /&gt;
Loading in Progress						Allows adds or removing of objects from drop pods without having to unload and then reload all pods' contents.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
**1003**	Performance, Bug Fixes, and AI Improvements&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
Dubs Performance Analyzer				Arguably the single most important tool for improving game performance. It allows you to see specifically which parts of the game are causing the most slowdown, allowing you to identify and solve bugs which don't normally report errors, or identify which of your mods is secretly causing game slowdown due to poor coding.&lt;br /&gt;
Rocketman								Essentially reduces the frequency at which the game checks low-importance things, to greatly improve game performance.&lt;br /&gt;
PawnTargetFix							Makes ranged attackers focus more on the nearest target rather than selecting one randomly&lt;br /&gt;
Perfect Pathfinding						Makes pawns travel in a straight line instead of moving almost entirely at diagonals with large detours&lt;br /&gt;
Path Avoid								A useful tool for fixing pathfinding quirks; allows you to paint pathfinding costs onto terrain, allowing you to override normal AI pathfinding. Good for forcing pawns to use roads and avoid traps or obstacles.&lt;br /&gt;
Word of Freelove						Removes the normal hetero-only restrictions on the Word of Love psycast in the Royalty DLC&lt;br /&gt;
Kijin									This race mod isn't really a &amp;quot;fix&amp;quot;, but has a research project to achieve double yields from animals, effectively allowing you to have half as many animals on the map without losing productivity. This in turn can save on game memory.&lt;br /&gt;
More Trait Slots						With a lot of mods adding (or sometimes even requiring) new traits, this mod allows you to increase the maximum number of traits allowed on a pawn, allowing you to fully make use of these mods&lt;br /&gt;
Animal Logic							Allows very precise tuning of animal behavior instead of being at the mercy of whatever values are vanilla&lt;br /&gt;
Smarter Construction					Improves construction reach, greatly reducing incidents of pawns trapping themselves&lt;br /&gt;
Smarter Deconstruction and Mining		Similar to the above, but for preventing roof cave-ins&lt;br /&gt;
Mining Priority							Prioritizes which metals to mine by value, instead of just by distance&lt;br /&gt;
Pickup and Haul							Allows colonists to use their inventory for hauling purposes, greatly increasing the amount of items they can move in one trip&lt;br /&gt;
Haul to Stack							Prioritizes hauling to drop off goods an an existing stack of that good, instead of creating multiple incomplete stacks which add clutter&lt;br /&gt;
Rimthreaded								Rimworld is normally limited to a single CPU core. This mod attempts to force it to use multiple cores. (WARNING: This mod has an incompatibility list a mile long, so read it before attempting to use this mod!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
**1004**	Storage&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
Deep Storage							Lets you store multiple stacks on one tile&lt;br /&gt;
Netrve's DeepStorage UI					Improves the interaction menu of deep storage building&lt;br /&gt;
Rimfridge 								Adds storage with build-in cooling&lt;br /&gt;
[JD] Simply Storage						Adds a much greater number of containers for Deep Storage&lt;br /&gt;
[JD] Simply Storage - Refrigeration 	Same but for rimfridge&lt;br /&gt;
Stack XXL OR OgreStack					Allows you to change how many individual items can be placed in a single stack of items, drastically effecting storage capacity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
**1005**	Graphical Improvements&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
**1005A**	Graphical Improvements, General&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
World Beautification Project + addons	Greatly improves the graphics of the world map&lt;br /&gt;
Hats Display Selection OR Show Hair 	Allows you to hide helmets, or have headgear that doesn't remove hair from the pawn&lt;br /&gt;
Graphics Setter							Improves sharpness and reduces blur of sprites&lt;br /&gt;
High Quality Textures					What it says on the tin&lt;br /&gt;
Gloomy Deco	+ other Gloomy mods			Technically a furniture mod, but adds a lot of decorative objects focused on cute or low-tech appearance&lt;br /&gt;
Vanilla Furniture Expanded Props		Similar to above, but more modern and serious-looking&lt;br /&gt;
RimThemes								Change window/UI colors and transparency to whatever you desire&lt;br /&gt;
Eccentric Tech - Cosmetic				Adds a large number of purely cosmetic implants; animal ears, horns, tails, etc&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
**1005B**	Graphical Improvements, Pawn Body&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
Beautiful Bodies						Greatly increases body detail without changing body shape (therefore retaining full compatibility with every vanilla clothing mod)&lt;br /&gt;
FemaleBB + bodytype add-on				This adds a new type of female body shape and increases its, ahem, bust size, though the body itself remains pretty vanilla-like in that it lacks high detail and shading. What makes this mod noteworthy is that the author has manually re-created from scratch literally hundreds of pieces of armor and clothing from almost every major mod to make them similarly more revealing and skimpy (and to fit the new body shape). Mod settings allow you to decide which races this new body type will apply to, and which will remain vanilla. As long as your mother doesn't see this, oyu should be okay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
**1005C**	Graphical Improvements, Detailed Hair&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
Replace Vanilla Hair 					As the name suggests, overrides vanilla hairs with far more detailed and higher resolution versions.&lt;br /&gt;
Roppoi Hair&lt;br /&gt;
Vee Hairs&lt;br /&gt;
Gommy Hair mk2&lt;br /&gt;
Amerio anime hairs&lt;br /&gt;
Eccentric Extras&lt;br /&gt;
Gw hair mod&lt;br /&gt;
Mokan Hair&lt;br /&gt;
GW-HornHair&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
**1005C**	Graphical Improvements, Simple Hair&lt;br /&gt;
-------------------------------------------------------------------------------------------&lt;br /&gt;
Vanilla Hair Expanded&lt;br /&gt;
Won hair_women + hair_men&lt;br /&gt;
[Ods] Hair&lt;br /&gt;
[SS]Lovely Hair Style&lt;br /&gt;
Rim Seraph Hair&lt;br /&gt;
Extended Hair&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
**1006**	Content Expansion&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
(Author's note: The &amp;quot;major&amp;quot; and &amp;quot;minor&amp;quot; categories below are purely a reflection of the mod's size and complexity. These categories are not a reflection of usefulness, quality, or gameplay impact.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
**1006A**	Content Expansion, Major&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
RBSE or EPOE-Forked						These two mods are the main competing frameworks for rimworld surgeries. A detailed comparison on them can be seen here ( https://docs.google.com/spreadsheets/d/1xZaHNbrRg_4vl6HeRlmTmvFfIB1cjUtCGhg8wjtXISk/ )&lt;br /&gt;
Glittertech								Adds a large range of very late-game advanced technology. May be overpowered.&lt;br /&gt;
PolarisBloc								Similar to glittertech&lt;br /&gt;
RimCuisine2 + addons					One of the largest mods dedicated to farming, cooking, and food in general&lt;br /&gt;
Zipangu									Similar to the above, but wholely focused on Japanese-themed cuisine. Also has a large amount of Japanese furniture&lt;br /&gt;
Alpha Animals							Adds a huge number of non-earthlike creatures to the game&lt;br /&gt;
More Practical Traits					What it says on the tin&lt;br /&gt;
Xeva + addons							Adds five new factions and a wide array of weapons, armor, and enemies. (Combat Evolved compatibility not available, but patch is in progress)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
**1006B**	Content Expansion, Minor&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
A Dog Said...							The main framework for animal surgeries and bionics used by the community&lt;br /&gt;
Alpha Biomes							Adds several non-earthlike exotic biomes to the game&lt;br /&gt;
Biomes Core + Biomes Islands			Adds island maps and swimming to the game&lt;br /&gt;
Rimsenal + assorted addons				Adds a vast number of weapons and armor to the game&lt;br /&gt;
Go Explore!								Adds random events which cause ruined locations to appear on the map, ripe for plundering&lt;br /&gt;
Vanilla Events Expanded					Adds an assortment of vanilla-like events&lt;br /&gt;
Utility Columns							Adds columns that double as other furniture, such as lamps, freezers, orbital beacons, traps, or graves&lt;br /&gt;
Vanilla Factions Expanded - Insectoids	Insectoid focused pack. Besides the usual, also adds a range of implants and genetically-engineered animals to perform various jobs&lt;br /&gt;
Vanilla Weapons Expanded + addons		Adds a wide range of new firearms&lt;br /&gt;
Sparkling Worlds						A large assorted mod. Adds new events, new glitter tech crafting recipes, a new faction, etc. &lt;br /&gt;
Soft Warm Beds							Makes beds a combination of a bed-frame and bed-sheet, rather than just a single item.&lt;br /&gt;
Sometimes Raids Go Wrong				Adds a small chance that hostile raids will crash their drop pods, arrive hungover, be chased by maddened animals, and so on.&lt;br /&gt;
Apparello 2								Adds a vast amount of new clothing types.&lt;br /&gt;
More Vanilla Turrets 1.1				Adds a large number of turrets for base defense		&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
**1006C**	Content Expansion, Wildlife and Enemies&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
Alpha Animals							Already mentioned above&lt;br /&gt;
Magical Mengerie						Adds several mythical creatures to the game&lt;br /&gt;
Orion's More Mechanoids					What it says on the tin. Adds stronger mechs.&lt;br /&gt;
Vanilla Factions Expanded - Mechanoids	Ditto&lt;br /&gt;
Super Mechneko							Adds very tough, anime-style robots with giant titties&lt;br /&gt;
Kemomimihouse + hardworking addon		Adds cute pets that can be assigned job priorities, have skills, and do work exactly the same way as colonists&lt;br /&gt;
虫娘 Insect girls + hardworking addon	Like the above, but insect-themed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
**1007**	Gameplay Mechanics Expansion&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
(Author's note: The &amp;quot;major&amp;quot; and &amp;quot;minor&amp;quot; categories below are purely a reflection of the mod's size and complexity. These categories are not a reflection of usefulness, quality, or gameplay impact.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
**1007A**	Gameplay Mechanics Expansion, Major&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
RimFactory + addons						A massive mod that allows you to automate huge portions of colony, or automatically perform most tasks normally impossible to automate in Rimworld&lt;br /&gt;
Rimworld of Magic						Adds character classes to the game, along with associated spells and abilities, in a manner similar to D&amp;amp;D&lt;br /&gt;
SOS2									Adds starships, space combat, and interplanetary travel to the game&lt;br /&gt;
Rimatomics								Adds detailed nuclear power, along with very powerful turrets to the game&lt;br /&gt;
Rimefeller								Adds the oil industry to the game, allowing production a large number of normally unproducable materials from oil (plasteel, neutromine, etc)						&lt;br /&gt;
Dubs Bad Hygene							Adds toilet, hygene, and thirst mechanics to the game. Also includes other useful utilities like central air conditioning, fire sprinklers, irrigation, etc.&lt;br /&gt;
What the Hack							Lets you capture, modify, and upgrade mechanoids for use as pets&lt;br /&gt;
Gidduup + assorted addons				Allows animals to be ridden, both on the local map and world map. Add-ons allow for riding mechs, and for caravan use.&lt;br /&gt;
Combat Evolved							A major overhaul of fighting to make is much more deadly, unpredictable, and somewhat more realistic.&lt;br /&gt;
RlmJobWorld								Oh boy, you found it. NSFW, 18+, etc. This is the ultimate sex mod for rimworld. Bestal***ty, r***pe, necr***philia, even pregnancies across species (and not just aliens, animals too). Not found on steam for obvious reasons, but any competent google search should lead you to it. You pervert. And sorry for the weird censoring, stupid word filters on pastebin.&lt;br /&gt;
Pawnmorpher								Furries: The Mod. This allows you to mutate pawns to give them animal-like body parts, or even turn them into animals (who are still sentient so act like pawns).&lt;br /&gt;
Psychology								Instead of relying on pure RNG to determine pawns compatibility with each other, adds a massive amount of personality sliders and sexuality sliders to determine how well pawns get along&lt;br /&gt;
Questionable Ethics Enhanced			Medical Ethics Violations: The Mod. Grow human organs, clone people, install mind control devices, etc.&lt;br /&gt;
TiberiumRim								Adds the namesake highly infectious, but infinitely renewable resource, along with a full set of vehicles (functionally, mechs) and a large amount of accompanying equipment and structures.&lt;br /&gt;
妖怪村1.32								I don't know what the name says, either. This is basically a catch-all mod from Japanese mythology; about 20 mythical creatures, plus an assortment of armor, traits, weapons, buildings, furniture, medicines, body parts, etc. The reason this is listed under gameplay mechanics expansion is that some weapons are &amp;quot;intelligent&amp;quot; in that they gain XP and level up through combat, which is a neat idea. Note that while most of the content has a translation, though some parts do not.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
**1007B**	Gameplay Mechanics Expansion, Minor&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
SRTS + addons							Adds aircraft for rapid traversing of the planet.&lt;br /&gt;
Genetic Rim								Allows harvesting of genes to create implants or dozens of new animal species&lt;br /&gt;
Genetic Rim Alpha Animals Patch			Expands the above to include creatures from alpha animals&lt;br /&gt;
Bondage Beds							Allows players to control addict pawns without resorting to removing the legs or spine, by simply tying them to a bed&lt;br /&gt;
Preemptive Strike						Allows the construction of facilities to detect friendly traders and enemy raids before they arrive&lt;br /&gt;
EbD Prepare Carefully					Allows you to manually create starting cargo and pawns on game start instead of relying on RNG&lt;br /&gt;
ED-Shields								Unlike most shield mods which merely add shield generators, this mod allows precise customization of each shield's functions and abilities using modules&lt;br /&gt;
Crash Landing							Adds a starting scenario and random event involving ship sections crashing to the planet&lt;br /&gt;
More Faction Interaction				Overhauls traders, faction expansion, and other diplomatic things&lt;br /&gt;
Infusion 2								Adds &amp;quot;enchantments&amp;quot; to gear, so that the effectiveness of something is more than just its quality and material alone.&lt;br /&gt;
PsiTech									An alternative to the royalty psycast system for psionics&lt;br /&gt;
Orion's Hospitality						Allows you to effectively run a hotel. Charge guests for beds, feed them, and make them happy to improve faction relations and earn more rewards&lt;br /&gt;
Orion's Gastronomy						The above, but instead of a hotel, you can run a restaurant. &lt;br /&gt;
RimCities								Adds unique settlement types (cities, duh) and assorted quests involving them (conquest, defense, assassination, etc)&lt;br /&gt;
Social Interactions Expanded			Gives social interactions more diversity, and allow traits to change due to events&lt;br /&gt;
Backup Power							Allows various power sources to autonomously turn themselves on or off based on power remaining in batteries.&lt;br /&gt;
RimDeed									Adds a sort of employment agency where, for a fee, a company will find new possible recruits for you.&lt;br /&gt;
Guard For Me							Allows the hiring of very powerful pawns on a temporary, salaried basis.&lt;br /&gt;
Empire									Adds a mini-game involving the creation of settlements and their taxation/defense. (WARNING: Will almost certainly break any semblance of a balanced game economy due to the exponential growth of wealth)&lt;br /&gt;
RimWar									Effectively allows conquest and war between factions. (WARNING: May cause significant game slowdown, to say nothing of balance issues caused by factions being removed from the game through destruction)&lt;br /&gt;
Vanilla Factions Expanded - Mechanoids	Mechanoid focused pack which not only adds the usual (new weapons, enemies, etc), but automated factories and supercomputers, and a &amp;quot;total war&amp;quot; mechanic tracking mechanoid progress on a global level&lt;br /&gt;
Organ Harvest Post-Mortem				Harvest organs and implants from dead pawns. (WARNING: This most destroys the game economy's balance due to each dead raider producing several times more wealth than normal, from harvested organs)&lt;br /&gt;
Expanded Roofing						Allows you to build or demolish overhead mountain, as well as other utility roofs (glass, solar, etc).&lt;br /&gt;
Roads of the Rim						Allows construction of new roads on the world map&lt;br /&gt;
Remote Tech 							Adds an assortment of traps that can be activated remotely without need for a pawn to trigger them.&lt;br /&gt;
Animal Armor + addons					What it says on the tin&lt;br /&gt;
Death Rattle							Normally pawns will instantly perish the moment a vital organ (such as the heart) fails. This mod instead gives you a small time window to perform surgery or hook the pawn up to life support before they actually perish, just like how it works in real life.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
**1008**	New Alien Races Content, and Supporting Mods&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
&lt;br /&gt;
(Authors Note: Races are divided here into major and minor. Major races are those that either have large anatomical differences from normal humanoid pawns, or they have a particularly extensive amount of secondary content (pets, buildings, weapons, armor, factions), or are otherwise novel in some way. Minor races are those that are just humanoid pawns and have little content outside of race-specific armor and weapons.)&lt;br /&gt;
&lt;br /&gt;
(Author's Note: Nearly all races support one of the two competing bionics mods, RBSE or EPOE. If you are unable to perform bionic surgeries on a race, it may be because you are missing whichever of these two the race supports. Alternatively, the mod Xenobiotic Patcher makes all surgeries cross-species, but occasionally causes some odd or nonsensical surgeries to be unlocked, though this isn't really a problem if you avoid using them them.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
**1008A**	New Alien Races Content, Major&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
Humanoid Alien Races 2.0				Not a race mod, but an underlying framework required by nearly every race mod in existence. &lt;br /&gt;
Xenobionic Patcher						Have lots of races installed and worried about bionic compatibility? This makes every surgery compatible with every race&lt;br /&gt;
Androids								Robots that can customize their bodies and traits upon assembly.&lt;br /&gt;
Android Tiers++							A far larger robot mod, albeit one that has earned a bad reptuation for hurting game performance. It has truly unique features things like mind-uploading, mind-copying, but also completely destroys game balance due to its overpoweredness.&lt;br /&gt;
Anty the War Ant Race					Quoting the author, &amp;quot;The problem child of the universe.&amp;quot; Lots of unique mechanics here: An anty can be transformed using pheromones, making them a queen to constantly produce new children, or alternatively you can turn them into a soldier, or an acid suicide bomb. They also recycle prisoners into meat computers, living generators, or human cattle that slowly waste away for new food. Their weapons are mostly acid-based, and they have grenades which can instantly deploy a sandbag cover. Lots of neat stuff. &lt;br /&gt;
Avali									Bird lizard people things? One of the single largest mods in terms of supporting content (buildings, armor, weapons). Spacer-tech&lt;br /&gt;
Crystallods								Crystal people. The race itself pretty unremarkable and uses very old graphics, but they have extensive supporting content such as a unique type of raid, a large array of new psycasts, and a unique way to generate power.&lt;br /&gt;
Dragonians								Dragon girls. Have the advantages of being able to graze, be milked and sheared, but still a sentient pawn. Tribal-tech&lt;br /&gt;
Idhale									Basically ghosts. Immune to conventional attack, but in turn are also unable to attack others.&lt;br /&gt;
Kijin									Japanese Oni (demons). Have a number of unique techs which improve the productivity of farm animals, and their own unique win condition. Japanese/medieval-tech.&lt;br /&gt;
Kurin									Three-tailed foxgirls. One of the most popular race mods, so have a large number of add-ons mods or ports. Spacer-tech&lt;br /&gt;
Mincho									Ice cream slime girls. A living testament to the horrors (or brillaince) of genetic engineering. Extremely durable bodies; probably the only race listed that can literally survive their heads being blown off. And then grow it back.&lt;br /&gt;
Moyo									Deep sea dwellers. Blood from this race can be harvested and turned into a wide range of drugs, from mech serums to cocaine. Spacer-tech&lt;br /&gt;
Neclose									Some sort of combination of huge-titty girls, jelly fish, and sea pickle. Unarmed attacks will paralyze and eventually cause comas. Can also create fleshbeasts to act as menial works.&lt;br /&gt;
Oni										Roughly based on oni from Japanese lore. Available as both an animal version and a sentient pawn.&lt;br /&gt;
Orassan									Anthro-cat people (though de-furry patches exist). Specializes in arctic survival; they can farm ice like soil, and can turn normal strone into an enhanced type of concrete. Spacer-tech&lt;br /&gt;
Rabbies									Rabbit people with a global addiction to a drug called Planetarium. Modern/Spacer-tech. &lt;br /&gt;
Ratkin									Cute rat people whose raids can burrow using drill machines, allowing them to appear inside your base similar to insectoid infestations. Steampunk-tech.&lt;br /&gt;
Rakkle									Naga-like snake people with a few unique mechanics. Firstly, most of their vital organs are actually in their snake half and not their human half (which is quite useful in Combat Evolved where cover protects the bottom half of a pawn first). And like snakes they can periodically shed their skin, or consume one giant meal and slowly digest it for an entire week instead of eating daily like most other species. &lt;br /&gt;
Revia									(Yes, more fox girls). A focus bloodlust and sacrifice; they can generate lost body parts or permanently improve stats by sacrificing prisoners. (WARNING: This mod has been known to cause a few serious issues, such as traders not having any inventories, ever)&lt;br /&gt;
Nearmare								Fairy-like race that can summon will o' wisps to aid them, and is very strong against mental/morale damage.&lt;br /&gt;
Xenoorca								Killer whale mermaids. Like their namesake they're large, powerful and predatory. (Only appear as a pirate faction by default). Spacer-tech.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
**1008B**	New Alien Races Content, Minor&lt;br /&gt;
------------------------------------------------------------------------------------------- &lt;br /&gt;
Annelitrice								Mimic shapeshifters which appear unremarkable, but are actually composed of hives of worms. They have special abilities to keep resurrecting themselves after death. Modern-tech.&lt;br /&gt;
Arachne									Spider people. Besides the eight-legs thing, are fairly vanilla. Spacer-tech&lt;br /&gt;
Ancient Species							Half-Elves. Assorted tech levels&lt;br /&gt;
Astoriel 								Elves&lt;br /&gt;
Bun										Bunny People. Tribal-to-Industrial-tech&lt;br /&gt;
Epona									Centaurs. Assorted tech levels.&lt;br /&gt;
Ferian									Anthro-Fox people, not much here beyond the race.&lt;br /&gt;
Forsaken								Coal-black skin, horns, and glowing eyes. I assume some sort of demons?  Glitter-tech, with very powerful equipment. Have their own unique biome in Alpha Biomes mod&lt;br /&gt;
Garam									Furry cat girl pseudo-pets. Highly detailed in-built animation, but the only race in this list that use their own unique framework (not HAR), causing a number of compatibility issues&lt;br /&gt;
Giants									What it says on the tin, really.&lt;br /&gt;
Nyaron									Mass produced cat girls. Every weeb's dream&lt;br /&gt;
Silkiera								Foxgirls with big tiddies. Medieval-tech.&lt;br /&gt;
RimEffect Races							Can't comment on these since I haven't tried this mod yet.&lt;/div&gt;</summary>
		<author><name>Regularity</name></author>
	</entry>
</feed>