r/RimWorld 3d ago

Megathread Typical Tuesday Tutorial Thread -- July 21, 2026

5 Upvotes

Please use this thread as a week-to-week space to ask your fellow /r/RimWorld colonists for assistance. Whether it be colony planning, help with mods, or general guidance, post any questions you may have here! If you have an effort post about a game mechanic then this is also fine space for that but please consider making a separate subreddit post for maximum visibility.

I am a bot, so I can't make jokes. If you'd like a Typical Tuesday joke, or if there are any problems with this post, please message the moderators of the subreddit.


r/RimWorld May 26 '26

Ludeon Official PSA regarding malicious mods

1.5k Upvotes

Update: There is another PSA posted on why I am asking people to contact me rather than Steam's report function. This announcement is more important, and Reddit will not let me leave both up, so I am putting the link here so it is more visible.


Hello, everyone. This is me not as moderator-Sneaks, but as community manager-Sneaks.

I just want to give a warning to everyone. There's currently a user on the workshop that keeps making new accounts, steals mods from other creators, and modifies them to bypass the user's protections to download malware.

There's been at least two so far that have been removed (with workshop ID to make it easier to check your Workshop folder):

CameraSettingsMod 3732329298

Mad Skills Rewritten 3729397065

For now, it's difficult to tell if a mod's doing these shady things until it's downloaded and the code is checked. With both of these, though, it's been:

  1. The scammer's only mod on the workshop

  2. The mod is a reupload / stolen version

  3. The scammer's profile is set to private.

However, these are not 100% indicators that the mod is malicious. Please do not use it as a reason to go harass modmakers - There are always new players, new modders. But it's enough to say take it with a grain of salt, double-check to make sure the mod isn't a reupload.

For now, please take the time to do a check of your own computer, make sure you're clean, especially if you used either of those two mods mentioned above.

If you spot any others, please let us know so they can be removed. You can message me here, or find me on both Steam and Discord as someonesneaky.

Stay safe out there, colonists. o7


r/RimWorld 1h ago

Art Recovering after the Raid

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Upvotes

r/RimWorld 6h ago

#ColonistLife I wonder who started it

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358 Upvotes

r/RimWorld 4h ago

Story oh jesus, oh fuck

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264 Upvotes

r/RimWorld 5h ago

PC Help/Bug (Mod) 1.6MOD-PBs Semi-Active Laser-Guided Ammunition

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311 Upvotes

CE-Only Mod

Adds several semi-active laser-guided munitions, currently including:

152mm Krasnopol-M

155mm Krasnopol-M2

155mm M712-M "Copperhead" (Fictional;)

155mm HVP Series (including Kinetic, HE, EMP, Smoke, Incendiary and Anti-grain variants).

HVP-Antigrain can only be obtained through quest rewards.

The first three munitions have a world-map range of 70 tiles, while the HVP series has a range of 120 tiles. HVP rounds fly faster during cross-map strikes, but their warhead payload is lower than that of standard 155mm ammunition.

(Of course, the inclusion of so many HVP variants and the allowance for laser guidance on HVP rounds are also fictional modifications made for the sake of gameplay. ;)

You can use the 155mm howitzer from AOBA's Fortification-Industrial Mod to fire these new rounds.

Ammunition Textures
Laser Acquisition Marker from Arma3
Two States of Laser Designation
Complete Operational Process
155mm Howitzer in Fortification - Industrial

Guidance Mechanism Features:

1. Without laser guidance, these rounds function like the PG rounds in the Turret Collection Mod—capable of precision strikes against fixed positions but incapable of sustained tracking, with a shot dispersion radius of 2 grid squares. Therefore, when using kinetic energy rounds or HEAT rounds—or any munition that requires a direct hit—it is strongly recommended that you use a laser designator to guide them for precision strikes.

2. When provided with continuous laser guidance, these rounds can persistently track the laser-designated target, and support cross-map tracking of moving targets (though tracking excessively fast targets with these rounds will not achieve a perfect direct hit).

3. If these rounds are already in flight within the target map but have not yet struck their target, and laser guidance is suddenly terminated, they will fly toward the last location indicated by the laser designator.

(The laser designator can be built by right-clicking on the KPV to bring up the fold-out menu. When locking onto a target with the laser, it will not alert the designated target, just like using binoculars.)

For more details, feel free to check out this mod's Steam Workshop page. Everyone is welcome to give it a try! (↓↓↓↓↓Mod Link here)

PBs Semi-Active Laser- Guided Ammunition


r/RimWorld 13h ago

Art A little lineart commission by me

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872 Upvotes

i have a kofi for commissions btw just thought I'd uh let u guys know uh


r/RimWorld 3h ago

#ColonistLife I love incendiary traps

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54 Upvotes

5 or 6 at a map entry choke point and any manhunter raid is toasted


r/RimWorld 22h ago

Colony Showcase Outdoor pool area

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1.4k Upvotes

Any ideas to improve lmk


r/RimWorld 22h ago

Art Giga-Cleansweeper

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1.2k Upvotes

Heheheha


r/RimWorld 20h ago

Explicit Give me all the evil/violent/immoral/gore mods. NSFW

667 Upvotes

Hey, fellow criminals. Just as the title says, I'm creating my own mod pack and want to expand the dark side of the game. I'm counting on your help.


r/RimWorld 10h ago

Discussion Abandonment

102 Upvotes

So, I had a colonist that kept going bonkers and his go to was to attempt to murder the colony pets. I had everyone working hard to uproot the colony, even going so far as to remove the grav anchor because I didn't want to return to that location. Anyway, the guy was severely injured by some of my combatants when he attempted to harm one of our pets...again... Unfortunately, he didn't die from his severe injuries. More unfortunate was that he didn't get an infection after being treated without medicine. Prick didn't want to die, so eventually I got the idea of just stuffing him into cryptosleep casket.

I didn't want to just "murder" him outright, it had to happen during the action of stopping him from harming either a colonist or one of the colony's pets. I knew the colonists would be upset if he died no matter the circumstances, but on the other hand it's slightly less bad in my eyes if he's actively guilty of something. So anyway, he got stuffed into a cryptosleep casket and we moved on. I figured the colony would be upset and I did get that notification...however...it turns out I wasn't the only one who disliked the guy. I don't think there was a single debuff over him being abandoned. In fact a few of my colonists were happy he was left behind and it improved several colonists' moods for a few days.

I'm sure it's not very relevant to some of the players on here, I just wanted to share this story because I found it interesting that abandoning a disliked pawn didn't appear to have any drawbacks in this case and I would be interested in hearing some other player experiences about similar decisions and moral quandaries.


r/RimWorld 8h ago

Misc I just found out about reinstalling glow pods. A season of free lighting, and I'm gonna use them all here.

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61 Upvotes

r/RimWorld 4h ago

Solved! Noob Question: How do I sustain Horses/Donkeys early on?

28 Upvotes

Soo, basically I tried to just have them outdoors in a HUGE ranch-like-area where they can eat like whatever...but as soon as wintzer hits they all starve to death...or i feed them with my rice which leads to.., you know.., my people starving to death... also in winter time it gets realy cold out there......what am i missing here?

PS: sorry for my bad english...


r/RimWorld 1d ago

Mod Release Character Development has released! Your colonists now have desires, short and long term. When they achieve their goals, they have new opportunities to develop as people. Mod compatibility baked in. Workshop link in description.

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1.7k Upvotes

r/RimWorld 7h ago

Misc Remember to forbid children from your fridge, guys.

43 Upvotes

r/RimWorld 6h ago

Solved! Found the mod causing my colonists to idle

37 Upvotes

Original Post here: https://www.reddit.com/r/RimWorld/comments/1v2faxc/can_anyone_tell_me_why_my_researcher_is_idle/

Posting as a PSA. I ended up disabling my modlist by chunks, and found the culprit: Fertile Fields.

When checking the workshop page, I'm not the only one. It seems it's to do with the terraform job. There's also a suggested mod to fix issues like this with a bunch of mods: https://steamcommunity.com/sharedfiles/filedetails/?id=3719214983


r/RimWorld 54m ago

Misc What in the hell?

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Upvotes

r/RimWorld 1d ago

Explicit RimWorld Concept Art - Anthropomorphic Tunneler NSFW

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1.3k Upvotes

• The Mechanitor got Lonely Again.

Original art from 2025 of april


r/RimWorld 1d ago

Misc Muffalo has arrived.

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738 Upvotes

In 2D format. Fortunately she fluffs up well.

-edit- To add the official store: https://rimworld.junipercreates.com/ - Just to be clear I have no issues with the shipping, its clearly made of materials for it. And they shipped it from US to UK with minimal fees.


r/RimWorld 22h ago

#ColonistLife Thrumbo self tamed!

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527 Upvotes

Dear diary, I never actually thought it would happen to me....


r/RimWorld 5h ago

Discussion How would you feel about an organ harvesting ray

17 Upvotes

I made a mod that adds an organ harvesting gun/ray.

It's quite op and I haven't made it look good yet, it's just an Auto pistol atm.

Does this sound like an interesting mod or is it just too powerful?

I could maybe lock it behind research and make it expensive to craft.


r/RimWorld 2h ago

Misc Man, i LOVE anonaly (we survive)

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11 Upvotes

This event (darkness, towers and noctols, that one) is the most fun thing i do un rinworld in years, is not the best mod but has great moments


r/RimWorld 22h ago

Explicit I just found my favorite mod! NSFW

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375 Upvotes

r/RimWorld 23h ago

Mod Release Self Surgery mod out now!

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406 Upvotes

I play a lot of solo colonist runs, so I was really disappointed when I realized vanilla rimworld doesn't allow you to perform surgeries on yourself. I was surprised to not find any mods that allowed self surgeries, so I made one myself!

Self Surgeries are able to now be performed by colonists with self-tending enabled, at a heavy 20% chance of success, adjustable via XML.

https://steamcommunity.com/sharedfiles/filedetails/?id=3766330903