[A14] Mod Announcements Thread

Started by milon, July 27, 2016, 04:37:47 PM

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(Credit where credit is due: I'm copying basically all of this from the A13 version by NoImageAvailable)

This thread is here so you can announce any new mods you made or updated for A14.

Look for the A13 Mod Announcements thread?  https://ludeon.com/forums/index.php?topic=18353.0

Many times when people post smaller mods their threads get buried under the threads of bigger, more established mods which generate more activity. They go unseen because they sink to page 2 of the releases forum and people who don't check the forums daily might never even see them.

To solve this issue this thread is here. If you're modder you can make a post with a link and short description of your mod and it will always be at the bottom of the thread where people can find it easily. If you're a mod user wanting to check out which new mods have been released you can simply go to the new posts, same as any other thread and see all the new releases since your last visit.


  • One post per mod. If you've just released your mod or updated it to A14 you can make a post for it but if you already posted here once don't keep bumping your mod.
  • Only the mod author may post a mod. This is mainly to help with rule #1 so we don't get situations where a mod author posts his mod, then someone else didn't see it and posts it again.
  • Only post mod announcements in this thread. Any post that is not a mod announcement will be removed. If you have feedback/criticism/etc., send me a PM.

To get you started, here is a quick template on what your announcement post could look like

Title of the mod
[Link to the mod's forum thread]
[Optional: State if it's on Steam or not]
A short description of what your mod is about. Should be no longer than 1-2 sentences. 


Not released on Steam
Adds a system of z-levels akin to Dwarf Fortress to the game.


Adds embrasures for that can be shot through, while blocking passage.

Adds Omnigel into the game. Allows you to grow a new resource and refine it into resources such as stone or metal.

In the base game plants will rest at night time and stop growing, regardless of the light levels. This removed that restriction so plants will keep growing, if all the other conditions such as light are still met, allowing your sunlamps to effectively increase the growing speed.


Allows you to provide beds and recreation to visitors in exchange for items. You can also recruit visitors.

One Big Family
Increases the odds that pawns are related.

Xeva's Hair
Adds new hairstyles.


Scenario: The Burning World
requires mod Solar Apocalypse and Rogue Planet (also available at the link)
Available on Steam Workshop: Yes, see here.
That big old ball of fire in the sky of the rimworld you just landed on? That's your enemy. Try not to get your chestnuts roasted. ;)

Scenario: Cannibals on a Rogue Planet
requires mod Solar Apocalypse and Rogue Planet (also available at the link)
Available on Steam: Yes, see here.
You're a survivor and you're not squeamish about eating the flesh of your vanquished foes. But ever since your village was destroyed, it seems like an early winter has set in.

Edit4: Added Workshop availability and links.


A unique way to make unique items for your special colonists: Randomly enchants equipment.

Miniaturisation Overloaded
If it has a name, you can shrink it.

Fix your items!

Seeds Please!
For your immersion pleasure.

Light does matter.


GHXX's Tech-Advancing
Advances the Technology Level of your colony once certain conditions are met.


BaconBits' Minor Mods


Fireplace Mod A14
A set of working fueled and electric fireplaces for cooking and heating.

Wall Torch Mod A14
A wood fueled wall mounted torch for lighting an area.

Animal Feed Trough A14
A wooden trough specifically for Hay and Kibble.


Hardened Mechanoids
an A14 update of my A12D mod, hope you have a good doctor
not on steam
you can include my mods in your mod pack,  but you must give credit to me and there must not be any amount of money involved,

you can make mods of my mods as long as you give credit

you must inform me if you use my mods in any way shape or form


None of my mods are on Steam.  Deal with it.  :P

Existing Save Compatibility:  May or may not be save compatible, your mileage may vary.

Simple religion mod.  Adds a need, mood (de)buffs and incidents.

LED Lights
Requires:  Community Core Library v0.14.0 or later
Existing Save Compatibility:  Save Compatible

Update of Loki88's LED Lights mod for A14 using CCL color options on each non-grow light*.  Moves the vanilla lights into a new "Lights" category.

* Does not change the vanilla standing lamp, use CCLs Vanilla Tweaks for this.

e's small mods
Requires:  Community Core Library v0.14.0 or later*
Existing Save Compatibility:  Save Compatible

Individual mods include:

  • Custom Population - An MCM to set custom population levels for each storyteller.
  • Do Not Disturb - For some privacy in personal spaces.
  • Mine Vein - To designate an entire vein to be mined with one click.
  • Mountain Temp - Keeps rooms in deep mountains at a stable temperature by natural geothermal action.
  • Smooth Wall - Stop rebuilding walls and start smoothing them to look beautiful!

* Individual mods needs may vary.  Check each mods specific requirements.
(2*b)||!(2*b) - That is the question.
There are 10 kinds of people in this world - those that understand binary and those that don't.

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Combat Readiness Check (v1.0.1)
Available on Steam Workshop: Yes, see here.
Pacifist and physically impaired colonists generate fewer or no points for raid calculation. Building wealth is used. Only some item wealth is used (armour and weapons).

Edit: New version! Steam availability and link.


Rimfire v2.1
Rimfire adds fourty-eight craftable and researchable, carefully balanced weapons to Rimworld along with a means to toggle whether certain weapons will spawn.

Master Bucketsmith

Firefoam Mortar
A mortar whose projectile extinguishes fire upon detonation.
Must be manned, requires specific ammo to be crafted at machining table. Research required.

Manned and automated spotlights that light up the area around a target. Limited to combat range. Removes darkness penalty for aiming colonists.

Flare Mortar
Manned mortar that fires a flare to light up a large area, but is inaccurate. Removes darkness penalty for aiming colonists.



Apparel Insulation Nerf
Available on Steam Workshop: Yes, see here.
New version! Compensates for apparel insulation nerf - visitors and raiders are more picky about the temperature.

Edit: Steam availability and link.


Meltdown, the mod that adds more interesting mental breaks: https://ludeon.com/forums/index.php?topic=24164.0

Grab it now, gamer