Updated OP - Several new mods added, including recent hit Grains & Brewing (1.4).
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Pages1 2
#1
Releases / Re: [1.4] Hol's Mods - QoL, Cross-Compatibility, other things
December 11, 2022, 07:09:58 AM #2
Translations / Re: Mod Translation Question
November 06, 2022, 01:19:45 AM
Hey! If you're in the Modding Tutorial discord, I've written the translation guide in there. Alternatively, you can use the included translations to vanilla or my mod British English Translation as reference - just sub out the 'English' folder for your language
#3
Releases / [1.4] Hol's Mods - QoL, Cross-Compatibility, other things
October 24, 2022, 07:58:33 AM
License: You are free to use any of my code as reference for your own mods - please credit if a substantial use. You are free to reference eg. British English Translation as needed for help with translation data. You can make modifications using my art assets too as long as you ask permission. For art assets made by others, please ask their permission first.
1.4
New Content
Dragon Genetics - for Dragons Descent + Vanilla Genetics Expanded
- Adds a new genetic type, dragon gene, and four hybrids.
British English Translation
- British English localisation with support for tens of mods and all DLC.
Metal Rim Rising Callouts (for Callouts)
- Adds quotes from Metal Gear Rising to the callouts list.
That Carpet
- Adds the meme Marriott carpet.
Strike the Earth! Stone
- Adds colourful stones inspired by Dwarf Fortress! All stones should have balanced and original stats in accordance with vanilla.
Brrrt
- THE big turret mod.
More Descriptive Words & Names
- THE word list bulker mod. Adds hundreds more entries to the word generators to add variety to the generated names of traders, settlements, map features, conversational topics, art descriptions, etc. Also adds more set names for nobles and tribals, in the same vein as vanilla.
Anime Cat Ear Retexture
Bok Choy Remastered (with Sovereign)
- Adds a new plant and meal.
Ultrasteel
- A lightweight mod that adds a new metal, ultrasteel, that is better than plasteel.
Extrematorium, Etc.
- Adds a very fast advanced crematorium, biofuel refinery and smelter with mod recipe compatibility
Medieval - Less Wood Please
- Adds alternative production buildings and furniture to 'Vanilla Factions Expanded Medieval' 'Ideology' and 'Medieval Overhaul' that can be made of stone or metal instead of wood.
For the Birds
- Adds unique graphics for ducklings, chicks and roosters.
Electric Tanning Drum (for Medieval Overhaul)
- Adds an electric tanning machine for users of Medieval Overhaul, that is 2.5x faster than the manual bench. Also added a 'treat any hide' recipe for use with both leather tanning workbenches.
Monster Hunter Rimworld Expansion (requires Monster Hunter Rimworld)
- An expansion to Monster Hunter Rimworld that adds plants, potions, cross-mod compatibility, quality of life changes.
Nahuatl Tribal Names
- Replaces the Galician tribal names in vanilla with authentic names from the Nahuatl language of Mesoamerica (best known for being the language of the Aztecs). The random syllable generator has been removed.
Settlement names have also been replaced with authentic place names.
Faction leader titles and some icons have been changed to be more suitable. (Icons are placeholder)
The vanilla system of animal/colour names/random words is still in effect, but it's much more common to get one of the unique ones.
Nahuatl Noble Names
- Replaces the Byzantine empire/royalty names in vanilla with authentic names from the Nahuatl language of Mesoamerica (best known for being the language of the Aztecs). Also changes royal title names and descriptions, faction names, and the faction texture.
Human Sounds For Animals (requires Realistic Human Sounds)
- Replaces animal wound and death sounds with the human equivalent
Dwarf Fortress Names for Lord of the Rims Dwarves and Rimhammer Dwarfs
Pokeworld Enhancements (for Pokeworld)
- Adds several passive abilities to Pokemon using VEF. All are toggleable in the VEF menu.
Metal Gear Solid Tribal Names
RimTrash - Clean the Seas (for Rimtrash)
- Save the ocean! Fish trash bags out of the sea. Trash can be sold to special garbage collector traders. Animals can eat trash (and prisoners, if you make them...)
QoLs
Smelt More Stuff
- Removes the filter from smelting weapons and apparel, so you can smelt more materials, such as stones and wood, and usually non-smeltable metals like beta/alpha poly.
Stuffed Power
- Patches to make power generators and batteries stuffable with other metals. Many mod generators supported.
Gene Variety - Less Complex Gene Names
Unobfuscates gene names.
Paintable Royalty Buildings
Babies Eat Paste!
- Babies can now be fed nutrient paste.
Cat Ears Aren't Skin-Coloured
- Cat ear gene now references the hair colour instead of the skin colour. Also included in 'Anime Cat Ear Retexture'.
Tribes Are Not Savage
- Replaces the 'savage' tribe faction names with 'hostile'.
EFT Apparel Patch
- Populates items from [JDS] EFT Apparel into factions, which means raiders and traders will use them.
No Blood
- Removes visibility of blood.
Alpha Genes - Tradeable Mixedpacks (requires Alpha Genes)
Neanderthal Nerfer
[EN] RimLife Expansion - English Translation
Make Fueled Stoves and Butcher Tables from Stone
Forks
Grains and Brewing 1.4
- Updated to 1.4. Removed dependency on VCE. Added way more mod compatibility.
Modern Bed (1.4)
- Updated to 1.4. Added metal bed variants. Patched VE beds to be like modern beds. Added rest rate multipliers for soft materials.
Rimputers (No Dubs Bad Hygiene)
- Removes dependency on Dubs Bad Hygiene.
Railgun Weaponry (no PRF Materials dependency) (for Project Rimfactory)
- A fork of Railgun Weaponry that doesn't require Project Rimfactory Materials. Instead, you can make the items and buildings with vanilla materials, or Expanded Materials - Metals.
Old content restoration
Neurotrainer Name Restoration
- The name 'neurotrainer' was changed to 'skilltrainer' in 1.2. This mod reverts that.
Megatherium 1.1+
- Restores the megasloth's original name, megatherium, for nostalgic players
Mod Cross-Compatibility
Fast Regen PRF Patch (for Fast Regen + Project Rimfactory)
- Patches the beds added by Fast Regen to now use the robotic arms added by Project Rimfactory Revived, instead of prosthetic/bionic arms. Save on plasteel and prostheses!
Bulk Stonecutting (Forked)
- This is a fork/remake of Bulk Stonecutting, by NECEROS and Fuglypump. This mod is designed to provide support for all modded stone types to make even more blocks, with as little extra requirements as possible.
- Uses the existing stonecutting table, no research required, adds recipes for 3x, 5x and 10x stones.
- Adds crafting exp for blockmaking.
Expanded Woodworking Floors Patches
- A patch for Expanded Woodworking that allows floors from vanilla, Expanded Floors, More Floors, Outland - More Floors, and VFE Architect to be built with lumber. Expanded.
- Includes mod cross-compatibility for extra wood types and modded trees.
- Added new wood type - anima wood
VFEM - Coal for Chemfuel Clarifier
- patches that add other items to be converted by the chemfuel clarifier included in Vanilla Factions Expanded Mechanoids, including coal/charcoal for users of coal mods.
Expanded Materials Metals Expanded Floors Patch
- A patch for Expanded Materials Metals that allows Expanded Floors floors to be built with its metals. Expanded.
VFE Medical - Copper and Stainless Sterile Walls
- Adds copper and stainless steel versions of sterile walls. Requires VFE Medical, as well as any one of Industrialisation, Expanded Materials Metals, EMM Lite, Cupro's Alloys, or Project Rimfactory Materials. (These mods all do basically the same thing, so please only choose one to use.
)
Bulk Mod Recipes (for Medieval Medicines / Glitter Tech / RimFantasy Gemstones / Medieval Overhaul / Alpha Animals)
Bonemeal Fertiliser (For Fertile Fields / Rimlife Terrain & Floor + Rim of Madness Bones / Medieval Overhaul / O21 Outland Core)
- Adds recipes for compost and fertiliser for bones from bone mods.
Chinese Factions Expanded Names Patch
1.3 (waiting on dependency updates)
More Lalafell Gear (for A Rim Reborn - Lalafell Race)
- Adds more gear support for Lalafells.
Medieval Times Coal Patches (for Medieval Times)
1.4
New Content
Dragon Genetics - for Dragons Descent + Vanilla Genetics Expanded
- Adds a new genetic type, dragon gene, and four hybrids.
British English Translation
- British English localisation with support for tens of mods and all DLC.
Metal Rim Rising Callouts (for Callouts)
- Adds quotes from Metal Gear Rising to the callouts list.
That Carpet
- Adds the meme Marriott carpet.
Strike the Earth! Stone
- Adds colourful stones inspired by Dwarf Fortress! All stones should have balanced and original stats in accordance with vanilla.
Brrrt
- THE big turret mod.
More Descriptive Words & Names
- THE word list bulker mod. Adds hundreds more entries to the word generators to add variety to the generated names of traders, settlements, map features, conversational topics, art descriptions, etc. Also adds more set names for nobles and tribals, in the same vein as vanilla.
Anime Cat Ear Retexture
Bok Choy Remastered (with Sovereign)
- Adds a new plant and meal.
Ultrasteel
- A lightweight mod that adds a new metal, ultrasteel, that is better than plasteel.
Extrematorium, Etc.
- Adds a very fast advanced crematorium, biofuel refinery and smelter with mod recipe compatibility
Medieval - Less Wood Please
- Adds alternative production buildings and furniture to 'Vanilla Factions Expanded Medieval' 'Ideology' and 'Medieval Overhaul' that can be made of stone or metal instead of wood.
For the Birds
- Adds unique graphics for ducklings, chicks and roosters.
Electric Tanning Drum (for Medieval Overhaul)
- Adds an electric tanning machine for users of Medieval Overhaul, that is 2.5x faster than the manual bench. Also added a 'treat any hide' recipe for use with both leather tanning workbenches.
Monster Hunter Rimworld Expansion (requires Monster Hunter Rimworld)
- An expansion to Monster Hunter Rimworld that adds plants, potions, cross-mod compatibility, quality of life changes.
Nahuatl Tribal Names
- Replaces the Galician tribal names in vanilla with authentic names from the Nahuatl language of Mesoamerica (best known for being the language of the Aztecs). The random syllable generator has been removed.
Settlement names have also been replaced with authentic place names.
Faction leader titles and some icons have been changed to be more suitable. (Icons are placeholder)
The vanilla system of animal/colour names/random words is still in effect, but it's much more common to get one of the unique ones.
Nahuatl Noble Names
- Replaces the Byzantine empire/royalty names in vanilla with authentic names from the Nahuatl language of Mesoamerica (best known for being the language of the Aztecs). Also changes royal title names and descriptions, faction names, and the faction texture.
Human Sounds For Animals (requires Realistic Human Sounds)
- Replaces animal wound and death sounds with the human equivalent
Dwarf Fortress Names for Lord of the Rims Dwarves and Rimhammer Dwarfs
Pokeworld Enhancements (for Pokeworld)
- Adds several passive abilities to Pokemon using VEF. All are toggleable in the VEF menu.
Metal Gear Solid Tribal Names
RimTrash - Clean the Seas (for Rimtrash)
- Save the ocean! Fish trash bags out of the sea. Trash can be sold to special garbage collector traders. Animals can eat trash (and prisoners, if you make them...)
QoLs
Smelt More Stuff
- Removes the filter from smelting weapons and apparel, so you can smelt more materials, such as stones and wood, and usually non-smeltable metals like beta/alpha poly.
Stuffed Power
- Patches to make power generators and batteries stuffable with other metals. Many mod generators supported.
Gene Variety - Less Complex Gene Names
Unobfuscates gene names.
Paintable Royalty Buildings
Babies Eat Paste!
- Babies can now be fed nutrient paste.
Cat Ears Aren't Skin-Coloured
- Cat ear gene now references the hair colour instead of the skin colour. Also included in 'Anime Cat Ear Retexture'.
Tribes Are Not Savage
- Replaces the 'savage' tribe faction names with 'hostile'.
EFT Apparel Patch
- Populates items from [JDS] EFT Apparel into factions, which means raiders and traders will use them.
No Blood
- Removes visibility of blood.
Alpha Genes - Tradeable Mixedpacks (requires Alpha Genes)
Neanderthal Nerfer
[EN] RimLife Expansion - English Translation
Make Fueled Stoves and Butcher Tables from Stone
Forks
Grains and Brewing 1.4
- Updated to 1.4. Removed dependency on VCE. Added way more mod compatibility.
Modern Bed (1.4)
- Updated to 1.4. Added metal bed variants. Patched VE beds to be like modern beds. Added rest rate multipliers for soft materials.
Rimputers (No Dubs Bad Hygiene)
- Removes dependency on Dubs Bad Hygiene.
Railgun Weaponry (no PRF Materials dependency) (for Project Rimfactory)
- A fork of Railgun Weaponry that doesn't require Project Rimfactory Materials. Instead, you can make the items and buildings with vanilla materials, or Expanded Materials - Metals.
Old content restoration
Neurotrainer Name Restoration
- The name 'neurotrainer' was changed to 'skilltrainer' in 1.2. This mod reverts that.
Megatherium 1.1+
- Restores the megasloth's original name, megatherium, for nostalgic players
Mod Cross-Compatibility
Fast Regen PRF Patch (for Fast Regen + Project Rimfactory)
- Patches the beds added by Fast Regen to now use the robotic arms added by Project Rimfactory Revived, instead of prosthetic/bionic arms. Save on plasteel and prostheses!
Bulk Stonecutting (Forked)
- This is a fork/remake of Bulk Stonecutting, by NECEROS and Fuglypump. This mod is designed to provide support for all modded stone types to make even more blocks, with as little extra requirements as possible.
- Uses the existing stonecutting table, no research required, adds recipes for 3x, 5x and 10x stones.
- Adds crafting exp for blockmaking.
Expanded Woodworking Floors Patches
- A patch for Expanded Woodworking that allows floors from vanilla, Expanded Floors, More Floors, Outland - More Floors, and VFE Architect to be built with lumber. Expanded.
- Includes mod cross-compatibility for extra wood types and modded trees.
- Added new wood type - anima wood
VFEM - Coal for Chemfuel Clarifier
- patches that add other items to be converted by the chemfuel clarifier included in Vanilla Factions Expanded Mechanoids, including coal/charcoal for users of coal mods.
Expanded Materials Metals Expanded Floors Patch
- A patch for Expanded Materials Metals that allows Expanded Floors floors to be built with its metals. Expanded.
VFE Medical - Copper and Stainless Sterile Walls
- Adds copper and stainless steel versions of sterile walls. Requires VFE Medical, as well as any one of Industrialisation, Expanded Materials Metals, EMM Lite, Cupro's Alloys, or Project Rimfactory Materials. (These mods all do basically the same thing, so please only choose one to use.

Bulk Mod Recipes (for Medieval Medicines / Glitter Tech / RimFantasy Gemstones / Medieval Overhaul / Alpha Animals)
Bonemeal Fertiliser (For Fertile Fields / Rimlife Terrain & Floor + Rim of Madness Bones / Medieval Overhaul / O21 Outland Core)
- Adds recipes for compost and fertiliser for bones from bone mods.
Chinese Factions Expanded Names Patch
1.3 (waiting on dependency updates)
More Lalafell Gear (for A Rim Reborn - Lalafell Race)
- Adds more gear support for Lalafells.
Medieval Times Coal Patches (for Medieval Times)
#4
Help / Re: RimWorld art source
October 24, 2022, 07:13:45 AM
Hi Tynan, could you please update the Dropbox with the 1.4 vanilla art source? I'd like to take a look at the stump art but we only have the polluted ones from Biotech there currently.
#5
Help / Re: My patching is failing and it isn't telling me why. missing something simple!
April 26, 2019, 05:10:10 AM
Okay, I will look at that. I had been using the directory list under Core because the .txt in the English folder says 'the default English data is in the main XML data for the core mod.' However it does also say to refer to the German one...sigh I guess I got confused.
It looks like I didn't put all my folders into /DefInjected/ for some reason. That may be the problem. Let me try it again now.
edit: Yep that was it...I knew it was something simple. I definitely had some reason for putting those other folders outside of DefInjected. I was probably looking at an older folder layout.
It looks like I didn't put all my folders into /DefInjected/ for some reason. That may be the problem. Let me try it again now.
edit: Yep that was it...I knew it was something simple. I definitely had some reason for putting those other folders outside of DefInjected. I was probably looking at an older folder layout.
#6
Help / Re: My patching is failing and it isn't telling me why. missing something simple!
April 25, 2019, 08:42:54 AM
I recall looking at that one specifically but it didn't work out for me, I guess because the file structure changed.
I also tried it with the directory from the github but it looks like that hasn't been updated. Trying it again with the file structure from the game files.
edit: ok I tried that and it isn't making any changes, which was the problem I originally had. I also looked at the mod that renames Healroot to Xerigium and it does use the patch function
my folder is at \...\RimWorld\Mods\modname\Languages\English\Defs\Drugs\Luciferium.xml and it is
I also tried it with the directory from the github but it looks like that hasn't been updated. Trying it again with the file structure from the game files.
edit: ok I tried that and it isn't making any changes, which was the problem I originally had. I also looked at the mod that renames Healroot to Xerigium and it does use the patch function
my folder is at \...\RimWorld\Mods\modname\Languages\English\Defs\Drugs\Luciferium.xml and it is
Code Select
<?xml version="1.0" encoding="UTF-8"?>
<LanguageData>
<DrugPillBase.label>peanut butter sandwich</DrugPillBase.label>
<DrugPillBase.description>description</DrugPillBase.description>
<DrugAddictionNeedBase.label>peanut butter sandwich</DrugAddictionNeedBase.label>
<DrugAddictionNeedBase.description>description</DrugAddictionNeedBase.description>
<AddictionBase.label>peanut butter sandwiches need</AddictionBase.label>
</LanguageData>
#7
Help / (Solved I am idort) My patching is failing and it isn't telling me why.
April 25, 2019, 05:18:27 AM
I thought I could try making a simple text replace mod but it doesn't seem to be working. Please let me know what I am doing wrong.
Code Select
<?xml version="1.0" encoding="utf-8" ?>
<Patch>
<Operation Class="PatchOperationReplace">
<xpath>/Defs/Drugs/Luciferium/ThingDef[defName = "DrugPillBase"]/label</xpath>
<value>
<label>peanut butter sandwich</label>
</value>
</Operation>
<Operation Class="PatchOperationReplace">
<xpath>/Defs/Drugs/Luciferium[defName = "Hediffdef"]/label</xpath>
<value>
<label>peanut butter sandwiches</label>
</value>
</Operation>
<Operation Class="PatchOperationReplace">
<xpath>/Defs/Drugs/Luciferium[defName = "DrugAddictionNeedBase"]/description</xpath>
<value>
<description>description</description>
</value>
</Operation>
<Operation Class="PatchOperationReplace">
<xpath>/Defs/Drugs/Luciferium[defName = "ChemicalDef"]/label</xpath>
<value>
<label>peanut butter sandwich</label>
</value>
</Operation>
<Operation Class="PatchOperationReplace">
<xpath>/Defs/Drugs/Luciferium[defName = "DrugAddictionNeedBase"]/label</xpath>
<value>
<label>peanut butter sandwiches</label>
</value>
</Operation>
<Operation Class="PatchOperationReplace">
<xpath>/Defs/Drugs/Luciferium[defName = "AddictionBase"]/label</xpath>
<value>
<label>peanut butter sandwiches need</label>
</value>
</Operation>
<Operation Class="PatchOperationReplace">
<xpath>/Defs/Drugs/Luciferium[defName = "DrugPillBase"]/description</xpath>
<value>
<description>description</description>
</value>
</Operation>
</Patch>
#8
Ideas / Toxic biome
April 15, 2016, 11:04:26 PM
I'd like a biome where the toxic fallout comes and goes in waves, so you have periods where you can go outside, and others where you can't. Maybe have it not start for the first year or so, so that you have time to set things up.
#9
Outdated / Re: [A13] Pack Muffalo - Because it bothered me too much.
April 11, 2016, 07:52:40 AM
Wouldn't this also make wild muffalo have the packs? Or are pack muffalo a separate entity ingame?
#10
General Discussion / Re: optimal temperature regulation in colony
August 23, 2015, 09:04:06 PM
Heat isn't super useful unless you get a cold snap or are living in a cold biome (which I assume you aren't). You could make a hot trap corridor (would work great with the new 'allowed areas' mechanic), but I think you'd need a lot of heat going into a single space to see results.
#11
General Discussion / Re: Diseases and infections
August 23, 2015, 09:01:58 PMQuote from: Z0MBIE2 on August 23, 2015, 04:56:49 PM
We need vaccines.
Neat idea.
I can understand rimworlds not having access to vaccines, but maybe exotic traders could come by with some. One-use item that provides permanent (I feel like making it last only a few years would be unviable in such a long-term game, especially for rare items) immunity to a single disease.
#12
Help / Re: Default faction defs
May 26, 2015, 07:12:31 PM
Sigh. I was looking in the Source and Data menus, not in the Core mod. Thanks.
#13
Help / Default faction defs
May 26, 2015, 06:16:57 AM
Where are the defs for the default factions in the game files? I can't seem to find them. Are they hidden or compressed somewhere?
#14
General Discussion / Re: Your most evil deed ingame?
May 26, 2015, 01:17:37 AMQuote from: EscapeZeppelin on May 08, 2015, 09:17:35 AM
In a map with only psychically deaf colonists I built a stone temple around the fallen ship part. As the psychic drone grew anything that entered the map was driven to madness within minutes. Raiders would turn on each other as they were driven insane and soon there were too many corpses to even burn. The death cult I had created sealed themselves inside their citadel as the map turned into a wasteland of the dead and the broken husks of would-be conquerors who wander aimlessly until they simply starve to death. The approaches to the temple are literally a blanket of corpses and my colonists didn't kill any of them. Truly their dark god is a great one.
I remember this thread.
As for me, I once had a cannibal colony set up (on an earlier version with no penalties for organ extraction or food expiration). Anyone coming by, visitors, raiders, anything, would be captured, have their organs extracted and eventually be eaten. Apparently the concept of eating people is too much for any of my other friends who play, but it was necessary due to the harsh conditions and poor crop yield. Forget hydroponics, have a human burger.

Quote from: AusTLaiN on May 12, 2015, 08:03:37 PMI think you win.
1.Capure some guy.
2.Install 2 peg legs.
3.Install 2 bionic eyes and 2 hands. remove them.
4.Install jaw.
5.Harvest 1 lung and 1 kidney
6.Stripp him,make apparel from human leather and give it to him.
7.Speak with him and he will be happy.Blind guy, without hands, with 2 wooden legs and clothes made from his friend's skin.His live is so wonderful.
#15
General Discussion / Re: Any way to get rid of bad back or frail?
May 26, 2015, 01:07:22 AM
Not sure if you're satisfied with EPOE or not, but OmniMedical adds an 'auto heal casket', you put a special hopper next to it with herbal medicine, then have your person enter it and the casket treats them.
Pages1 2