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	<title>RimWorld Base</title>
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	<link>https://rimworldbase.com/</link>
	<description>RimWorld Fansite</description>
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	<item>
		<title>Export and Import Mod Settings Mod</title>
		<link>https://rimworldbase.com/export-and-import-mod-settings-mod/</link>
					<comments>https://rimworldbase.com/export-and-import-mod-settings-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Sun, 06 Sep 2026 18:06:04 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=24784</guid>

					<description><![CDATA[Export and Import Mod Settings Mod adds a simple way to export and import mod settings in RimWorld without needing each mod to implement that functionality separately. It is especially useful for players building mod packs who want to bundle specific settings with their pack. Export and Import Mod Settings Features This mod adds two [&#8230;]]]></description>
		
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			<slash:comments>0</slash:comments>
		
		
		
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				<media:description type="plain"><![CDATA[ExportAndImportModSettings]]></media:description>
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		<item>
		<title>UNSC Vehicles Halo Mod</title>
		<link>https://rimworldbase.com/unsc-vehicles-halo-mod/</link>
					<comments>https://rimworldbase.com/unsc-vehicles-halo-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Sun, 06 Sep 2026 17:59:21 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=26849</guid>

					<description><![CDATA[The UNSC Vehicles Halo Mod adds seven UNSC vehicles from the Halo universe to RimWorld, including aircraft and dropships from several Halo games. UNSC Vehicles Halo Mod Features The UNSC Vehicles Halo Mod includes the following vehicles: UNSC Pelican: 700 kg capacity, 1-13 passengers. A UNSC dropship used for troop and materiel transportation in orbit, [&#8230;]]]></description>
		
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				<media:description type="plain"><![CDATA[UNSCVehiclesHalo]]></media:description>
		</media:content>	</item>
		<item>
		<title>More Faction Interaction Mod</title>
		<link>https://rimworldbase.com/more-faction-interaction-mod/</link>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Fri, 04 Sep 2026 17:44:28 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<category><![CDATA[Caravan]]></category>
		<category><![CDATA[Events]]></category>
		<category><![CDATA[Factions]]></category>
		<category><![CDATA[Farming]]></category>
		<category><![CDATA[Gameplay]]></category>
		<category><![CDATA[Quality of Life]]></category>
		<category><![CDATA[Relationships]]></category>
		<category><![CDATA[Skills]]></category>
		<category><![CDATA[Trading]]></category>
		<category><![CDATA[UI]]></category>
		<category><![CDATA[Utility]]></category>
		<category><![CDATA[Worldmap]]></category>
		<guid isPermaLink="false">https://rim-world.com/?p=7230</guid>

					<description><![CDATA[The More Faction Interaction Mod adds more interaction with and between factions, bringing the world to life. More Faction Interaction Mod features Meaningful faction relations Build up trust and factions will reward you Cement relations by inter-faction marriages Help factions recover from various setbacks Factions may call upon you for labour Favors for favors Increased rate [&#8230;]]]></description>
		
		
		
			</item>
		<item>
		<title>(NWN) Real Fog of War Mod</title>
		<link>https://rimworldbase.com/nwn-real-fog-of-war-mod/</link>
					<comments>https://rimworldbase.com/nwn-real-fog-of-war-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Fri, 04 Sep 2026 17:34:59 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=22752</guid>

					<description><![CDATA[Real Fog of War Mod features The map is initially unrevealed and must be explored. Both players and AI&#8217;s humans, animals, mechanoids, and some objects have and are affected by a Field of View, shared among faction components. Animals participate in Faction Fog of War only if trained for release and with a master set. [&#8230;]]]></description>
		
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				<media:description type="plain"><![CDATA[NWNRealFogOfWar]]></media:description>
		</media:content>	</item>
		<item>
		<title>[XND] Adrenaline! Mod</title>
		<link>https://rimworldbase.com/xnd-adrenaline-mod/</link>
					<comments>https://rimworldbase.com/xnd-adrenaline-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Fri, 04 Sep 2026 10:00:49 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=24011</guid>

					<description><![CDATA[The Adrenaline! Mod enhances combat immersion by introducing an adrenaline system that affects all biological pawns during fight-or-flight situations. Adrenaline! Features The Adrenaline! Mod adds dynamic adrenaline mechanics to both colonists and animals. Natural adrenaline rush: Biological pawns gain adrenaline in combat situations. Combat boosts: Increased consciousness, movement speed and melee damage, plus reduced pain [&#8230;]]]></description>
		
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			<slash:comments>0</slash:comments>
		
		
		
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				<media:description type="plain"><![CDATA[XNDAdrenaline]]></media:description>
		</media:content>	</item>
		<item>
		<title>No Version Warning Mod</title>
		<link>https://rimworldbase.com/no-version-warning-mod/</link>
					<comments>https://rimworldbase.com/no-version-warning-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Fri, 04 Sep 2026 08:18:52 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=22708</guid>

					<description><![CDATA[I get a lot of requests to update mods and some of them have no issues except that they are marked in the mod-list as incompatible with the current Rimworld version. Instead of me republishing these mods with the only change being that the latest game-version tag is added I made this mod instead. The [&#8230;]]]></description>
		
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			<slash:comments>0</slash:comments>
		
		
		
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				<media:description type="plain"><![CDATA[NoVersionWarning]]></media:description>
		</media:content>	</item>
		<item>
		<title>Fermenter Mod</title>
		<link>https://rimworldbase.com/fermenter-mod/</link>
					<comments>https://rimworldbase.com/fermenter-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Wed, 02 Sep 2026 16:39:35 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=24731</guid>

					<description><![CDATA[Fermenter Mod introduces a large industrial fermentation machine designed to efficiently process mash, wort, and other precursor materials into alcohol and related products. It expands RimWorld’s fermentation mechanics with larger processing capacity, automated temperature regulation, and support for additional fermentation-based production chains. Fermenter Features Industrial fermentation system Industrial fermenter: A powered machine capable of processing [&#8230;]]]></description>
		
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			<slash:comments>0</slash:comments>
		
		
		
		<media:content url="https://rimworldbase.com/wp-content/uploads/2026/03/Fermenter-1024x580.png" type="image/png" medium="image" width="100%" height="auto">
				<media:description type="plain"><![CDATA[Fermenter]]></media:description>
		</media:content>	</item>
		<item>
		<title>Dignified Departure Mod</title>
		<link>https://rimworldbase.com/dignified-departure-mod/</link>
		
		<dc:creator><![CDATA[elementaldamage]]></dc:creator>
		<pubDate>Wed, 02 Sep 2026 09:26:59 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=28008</guid>

					<description><![CDATA[The Dignified Departure Mod expands the vanilla colonist banishment system with more ways to part company. You can banish a colonist as usual, help them find a new home, or give them enough belongings to leave the colony with dignity. Dignified Departure Mod Features Leaving does not mean their story is over. They may be [&#8230;]]]></description>
		
		
		
		
		<media:content url="https://rimworldbase.com/wp-content/uploads/2026/09/Dignified-Departure-1024x576.png" type="image/png" medium="image" width="100%" height="auto">
				<media:description type="plain"><![CDATA[Dignified Departure]]></media:description>
		</media:content>	</item>
		<item>
		<title>QualityBuilder Mod</title>
		<link>https://rimworldbase.com/qualitybuilder-mod/</link>
					<comments>https://rimworldbase.com/qualitybuilder-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[RimWorld Base]]></dc:creator>
		<pubDate>Wed, 02 Sep 2026 09:19:08 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<category><![CDATA[Buildings]]></category>
		<category><![CDATA[Furniture]]></category>
		<category><![CDATA[Gameplay]]></category>
		<category><![CDATA[Materials]]></category>
		<category><![CDATA[Performance]]></category>
		<category><![CDATA[Planning]]></category>
		<category><![CDATA[Quality of Life]]></category>
		<category><![CDATA[Skills]]></category>
		<category><![CDATA[UI]]></category>
		<category><![CDATA[Utility]]></category>
		<guid isPermaLink="false">https://rim-world.com/?p=4535</guid>

					<description><![CDATA[Using the QualityBuilder Mod all buildings that have quality (beds, tables, etc.) will only be build by the best builder to ensure the best outgoing quality. Every other constructor will be able to bring in the materials, but only the most skilled one will build it. QualityBuilder Mod features The QualityBuilder Mod is different from other mods that [&#8230;]]]></description>
		
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			<slash:comments>0</slash:comments>
		
		
			</item>
		<item>
		<title>SpawnUI Mod</title>
		<link>https://rimworldbase.com/spawnui-mod/</link>
		
		<dc:creator><![CDATA[axsoloxtl]]></dc:creator>
		<pubDate>Tue, 01 Sep 2026 17:22:01 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=27995</guid>

					<description><![CDATA[The SpawnUI Mod is a universal spawn and cheat menu for RimWorld 1.6. SpawnUI Mod Features Press the Delete key to open the main menu, then select SpawnUI or Cheats. SpawnUI Minecraft Creative-style interface. Searchable spawns. Categories for easy navigation. Dynamically detects vanilla, DLC, and modded content. DLC category. Modded category. Modified entities category. Includes [&#8230;]]]></description>
		
		
		
		
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				<media:description type="plain"><![CDATA[RimWorld by Ludeon Studios 1.09.2026 16_46_17]]></media:description>
		</media:content>	</item>
		<item>
		<title>A Petition for Provisions Mod</title>
		<link>https://rimworldbase.com/a-petition-for-provisions-mod/</link>
					<comments>https://rimworldbase.com/a-petition-for-provisions-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Sun, 30 Aug 2026 17:26:37 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=24999</guid>

					<description><![CDATA[A Petition for Provisions Mod lets you request specific items from non-hostile factions through the comms console, sending their caravans to your colony instead of forcing your colonists to travel. This update of ToyWalruss&#8217; mod fixes several long-standing issues, improves item availability and filters, adds interface improvements, and includes updated translations. A Petition for Provisions [&#8230;]]]></description>
		
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			<slash:comments>0</slash:comments>
		
		
		
		<media:content url="https://rimworldbase.com/wp-content/uploads/2026/03/APetitionForProvisions-1024x576.png" type="image/png" medium="image" width="100%" height="auto">
				<media:description type="plain"><![CDATA[APetitionForProvisions]]></media:description>
		</media:content>	</item>
		<item>
		<title>Insulation Mod</title>
		<link>https://rimworldbase.com/insulation-mod/</link>
					<comments>https://rimworldbase.com/insulation-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Sun, 30 Aug 2026 16:39:34 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=24304</guid>

					<description><![CDATA[Insulation Mod introduces insulated walls and doors across multiple tech levels, allowing you to better control temperature transfer and manage extreme climates more efficiently. With dedicated research, materials, and construction options, this mod expands base-building with thermal management in mind. Insulation Mod Features Insulated Structures Thermal walls and doors: Adds structure variants with built-in insulation [&#8230;]]]></description>
		
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			<slash:comments>0</slash:comments>
		
		
		
		<media:content url="https://rimworldbase.com/wp-content/uploads/2026/02/Insulation-1024x580.png" type="image/png" medium="image" width="100%" height="auto">
				<media:description type="plain"><![CDATA[Insulation]]></media:description>
		</media:content>	</item>
		<item>
		<title>Save Our Ship 2 Mod &#8211; Space Gear</title>
		<link>https://rimworldbase.com/save-our-ship-2-mod-space-gear/</link>
					<comments>https://rimworldbase.com/save-our-ship-2-mod-space-gear/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Sun, 30 Aug 2026 16:34:35 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=25086</guid>

					<description><![CDATA[Save Our Ship 2 Mod &#8211; Space Gear Mod is a rework of Antharann Fireblades&#8217; original content, rebuilt as an addon for Save Our Ship 2 Mod. It adds a small set of space-themed apparel and equipment intended for EVA and ship-related use, and it also works well with the Odyssey DLC. Save Our Ship [&#8230;]]]></description>
		
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			<slash:comments>0</slash:comments>
		
		
		
		<media:content url="https://rimworldbase.com/wp-content/uploads/2026/03/SOS2SpaceGear.png" type="image/png" medium="image" width="100%" height="auto">
				<media:description type="plain"><![CDATA[SOS2SpaceGear]]></media:description>
		</media:content>	</item>
		<item>
		<title>Combat Readiness Check Mod</title>
		<link>https://rimworldbase.com/combat-readiness-check-mod/</link>
					<comments>https://rimworldbase.com/combat-readiness-check-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Sat, 29 Aug 2026 18:12:57 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=26324</guid>

					<description><![CDATA[The Combat Readiness Check Mod overhauls RimWorld’s threat point calculation system by focusing raids and storyteller difficulty more heavily on your colony’s actual combat capabilities instead of raw wealth. Weapons, armor, combat-ready colonists, trained animals, and buildings are all evaluated differently compared to vanilla RimWorld, creating raid scaling that better reflects your colony’s military strength. [&#8230;]]]></description>
		
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		<media:content url="https://rimworldbase.com/wp-content/uploads/2026/05/CombatReadinessCheck.png" type="image/png" medium="image" width="100%" height="auto">
				<media:description type="plain"><![CDATA[CombatReadinessCheck]]></media:description>
		</media:content>	</item>
		<item>
		<title>Mark That Pawn Mod</title>
		<link>https://rimworldbase.com/mark-that-pawn-mod/</link>
					<comments>https://rimworldbase.com/mark-that-pawn-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Thu, 27 Aug 2026 18:54:31 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<category><![CDATA[Caravan]]></category>
		<category><![CDATA[Events]]></category>
		<category><![CDATA[Furniture]]></category>
		<category><![CDATA[Gameplay]]></category>
		<category><![CDATA[Multiplayer]]></category>
		<category><![CDATA[Quality of Life]]></category>
		<category><![CDATA[Trading]]></category>
		<category><![CDATA[Utility]]></category>
		<category><![CDATA[Vehicles]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=15319</guid>

					<description><![CDATA[You get a large raid and looking through the pawns you find one that would be excellent to capture, but sadly you loose them in the action. You later find their corpse blown up by one of your rockets&#8230; With the Mark That Pawn Mod you can mark any pawn with a selection of icons [&#8230;]]]></description>
		
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			<slash:comments>0</slash:comments>
		
		
		
		<media:content url="https://rimworldbase.com/wp-content/uploads/2023/10/mark-that-pawn-mod_6538e044614bd.jpeg" type="image/jpeg" medium="image" width="100%" height="auto">
				<media:description type="plain"><![CDATA[Mark That Pawn Mod_6538e04485684.jpeg]]></media:description>
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		<item>
		<title>Vehicles Mod &#8211; Skyranger</title>
		<link>https://rimworldbase.com/vehicles-mod-skyranger/</link>
					<comments>https://rimworldbase.com/vehicles-mod-skyranger/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Tue, 25 Aug 2026 18:11:41 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=27980</guid>

					<description><![CDATA[The Vehicles Mod &#8211; Skyranger Mod adds the Skyranger, a VTOL troop transport aircraft from XCOM, as a new vehicle using the Vehicle Framework Mod. Vehicles Mod &#8211; Skyranger Mod Features Adds the Skyranger as a new vehicle. Uses the Vehicle Framework Mod. Adds a VTOL troop transport aircraft inspired by XCOM. Compatibility notes When [&#8230;]]]></description>
		
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			<slash:comments>0</slash:comments>
		
		
		
		<media:content url="https://rimworldbase.com/wp-content/uploads/2026/08/VehiclesSkyranger-1024x578.png" type="image/png" medium="image" width="100%" height="auto">
				<media:description type="plain"><![CDATA[VehiclesSkyranger]]></media:description>
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		<item>
		<title>Remote Tech Mod</title>
		<link>https://rimworldbase.com/remote-tech-mod/</link>
					<comments>https://rimworldbase.com/remote-tech-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Tue, 25 Aug 2026 17:20:57 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=23223</guid>

					<description><![CDATA[The Remote Tech Mod is a rich content mod focused on remotely detonated explosives, allowing you to set up more effective and strategic base defenses, mine for resources, and extend your colony’s late game with advanced charges and automated defenses. Remote Tech Mod Features Early colonies and tribal settlements can benefit from low-tech makeshift explosives [&#8230;]]]></description>
		
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			<slash:comments>0</slash:comments>
		
		
		
		<media:content url="https://rimworldbase.com/wp-content/uploads/2025/11/RemoteTech.png" type="image/png" medium="image" width="100%" height="auto">
				<media:description type="plain"><![CDATA[RemoteTech]]></media:description>
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		<item>
		<title>Relevant Stats In Description Mod</title>
		<link>https://rimworldbase.com/relevant-stats-in-description-mod/</link>
					<comments>https://rimworldbase.com/relevant-stats-in-description-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Sun, 23 Aug 2026 08:31:45 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=22842</guid>

					<description><![CDATA[Depending on the type of building, selected stats are shown in the description-window in the architect-menu. This can make it easier to select the best wall for your defence or the right power-generator for your current need. Relevant Stats In Description Mod features Each stat can be turned off in the settings if they are [&#8230;]]]></description>
		
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		<media:content url="https://rimworldbase.com/wp-content/uploads/2025/10/RelevantStatsInDescription.png" type="image/png" medium="image" width="100%" height="auto">
				<media:description type="plain"><![CDATA[RelevantStatsInDescription]]></media:description>
		</media:content>	</item>
		<item>
		<title>Turn It On and Off &#8211; RePowered Mod</title>
		<link>https://rimworldbase.com/turn-it-on-and-off-repowered-mod/</link>
					<comments>https://rimworldbase.com/turn-it-on-and-off-repowered-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Sat, 22 Aug 2026 18:51:15 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=23229</guid>

					<description><![CDATA[The Turn It On and Off &#8211; RePowered Mod combines the strengths of two well-known power-management mods to deliver a more realistic and flexible power-consumption system without sacrificing compatibility or ease of use. Turn It On and Off &#8211; RePowered Mod Features This mod merges functionality from Turn It On and Off Mod and RePower [&#8230;]]]></description>
		
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			<slash:comments>0</slash:comments>
		
		
		
		<media:content url="https://rimworldbase.com/wp-content/uploads/2025/11/TurnOnOffRePowered.png" type="image/png" medium="image" width="100%" height="auto">
				<media:description type="plain"><![CDATA[TurnOnOffRePowered]]></media:description>
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		<item>
		<title>Compensate For Lost Limbs Mod</title>
		<link>https://rimworldbase.com/compensate-for-lost-limbs-mod/</link>
					<comments>https://rimworldbase.com/compensate-for-lost-limbs-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Sat, 22 Aug 2026 17:42:40 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=23879</guid>

					<description><![CDATA[Compensate For Lost Limbs Mod lets pawns gradually adapt to missing limbs over time. As they learn to compensate, the efficiency of lost limbs increases, softening long-term penalties while still reflecting the injury. Compensate For Lost Limbs Features Pawns slowly recover partial efficiency for lost limbs over time. Simulates learning and adaptation rather than instant [&#8230;]]]></description>
		
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			<slash:comments>0</slash:comments>
		
		
		
		<media:content url="https://rimworldbase.com/wp-content/uploads/2026/02/CompensateForLostLimbs.png" type="image/png" medium="image" width="100%" height="auto">
				<media:description type="plain"><![CDATA[CompensateForLostLimbs]]></media:description>
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		<item>
		<title>Vanilla-like wheat Mod</title>
		<link>https://rimworldbase.com/vanilla-like-wheat-mod/</link>
					<comments>https://rimworldbase.com/vanilla-like-wheat-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Fri, 21 Aug 2026 13:55:29 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=27333</guid>

					<description><![CDATA[The Vanilla-like wheat Mod adds wheat as a growable crop, along with a processing chain for turning it into flour, hay, straw, bread, hardtack, cakes, and other food-related goods. Vanilla-like wheat Mod Features Adds wheat as a growable plant. Adds a wheat processing chain for producing flour and hay. Allows flour to be used for [&#8230;]]]></description>
		
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			<slash:comments>0</slash:comments>
		
		
		
		<media:content url="https://rimworldbase.com/wp-content/uploads/2026/07/VanillalikeWheat.png" type="image/png" medium="image" width="100%" height="auto">
				<media:description type="plain"><![CDATA[VanillalikeWheat]]></media:description>
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		<item>
		<title>XVI-MECHFRAME Mod</title>
		<link>https://rimworldbase.com/xvi-mechframe-mod/</link>
					<comments>https://rimworldbase.com/xvi-mechframe-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Tue, 18 Aug 2026 17:13:15 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=23643</guid>

					<description><![CDATA[XVI-MECHFRAME Mod adds a new kind of manned mechanical combat armor that dominates the battlefield with unique weapons and special abilities, while providing powerful protection for your colony. These advanced mechframes are designed as high-end war machines with automated production, intelligent combat behavior, and deep modular systems. This is an update of andery233xj&#8217;s mod. XVI-MECHFRAME [&#8230;]]]></description>
		
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			<slash:comments>0</slash:comments>
		
		
		
		<media:content url="https://rimworldbase.com/wp-content/uploads/2026/01/XVIMECHFRAME-1024x576.png" type="image/png" medium="image" width="100%" height="auto">
				<media:description type="plain"><![CDATA[XVIMECHFRAME]]></media:description>
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		<item>
		<title>Desynchronized: Tales and News Mod</title>
		<link>https://rimworldbase.com/desynchronized-tales-and-news-mod/</link>
					<comments>https://rimworldbase.com/desynchronized-tales-and-news-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Mon, 17 Aug 2026 18:31:06 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=24291</guid>

					<description><![CDATA[Desynchronized: Tales and News Mod overhauls how information spreads between colonists, making reactions more realistic and less omniscient. Events are no longer instantly known by everyone on the map; instead, news travels gradually through conversations and proximity. Desynchronized: Tales and News Features Realistic Information Spread Localized awareness: Optional setting where only pawns in the same [&#8230;]]]></description>
		
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			<slash:comments>0</slash:comments>
		
		
		
		<media:content url="https://rimworldbase.com/wp-content/uploads/2026/02/Desynchronized.png" type="image/png" medium="image" width="100%" height="auto">
				<media:description type="plain"><![CDATA[Desynchronized]]></media:description>
		</media:content>	</item>
		<item>
		<title>Fences and Floors Mod</title>
		<link>https://rimworldbase.com/fences-and-floors-mod/</link>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Mon, 17 Aug 2026 18:06:42 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<category><![CDATA[Defenses]]></category>
		<category><![CDATA[Difficult]]></category>
		<category><![CDATA[Flooring]]></category>
		<category><![CDATA[Furniture]]></category>
		<category><![CDATA[Gameplay]]></category>
		<category><![CDATA[Materials]]></category>
		<category><![CDATA[Multiplayer]]></category>
		<category><![CDATA[Objects]]></category>
		<category><![CDATA[Performance]]></category>
		<category><![CDATA[Quality of Life]]></category>
		<category><![CDATA[Research]]></category>
		<category><![CDATA[UI]]></category>
		<category><![CDATA[Utility]]></category>
		<category><![CDATA[Vanilla]]></category>
		<category><![CDATA[Walls]]></category>
		<guid isPermaLink="false">https://rim-world.com/?p=2814</guid>

					<description><![CDATA[The Fences and Floors Mod adds 4 new styles of flooring and 4 fences (3 perimeter fences and a smaller defensive barrier). Fences are gathered into their own menu category and research requirements have been applied where appropriate. Fences and Floors Mod features Floors added by the Fences and Floors Mod: Plywood Paneling. Available without [&#8230;]]]></description>
		
		
		
			</item>
		<item>
		<title>Adjust Quest Chance Mod</title>
		<link>https://rimworldbase.com/adjust-quest-chance-mod/</link>
					<comments>https://rimworldbase.com/adjust-quest-chance-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Sat, 15 Aug 2026 18:17:21 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=26252</guid>

					<description><![CDATA[The Adjust Quest Chance Mod allows you to customize the probability of different quest types appearing in RimWorld, giving you more control over the kind of quests your colony receives. Adjust Quest Chance Mod Features Tired of constantly getting low-value quests while stranded in difficult biomes with no realistic way to travel? The Adjust Quest [&#8230;]]]></description>
		
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			<slash:comments>0</slash:comments>
		
		
		
		<media:content url="https://rimworldbase.com/wp-content/uploads/2026/05/AdjustQuestChance.png" type="image/png" medium="image" width="100%" height="auto">
				<media:description type="plain"><![CDATA[AdjustQuestChance]]></media:description>
		</media:content>	</item>
		<item>
		<title>Ducks&#8217; No Limits Mod &#8211; Ideology</title>
		<link>https://rimworldbase.com/ducks-no-limits-mod-ideology/</link>
					<comments>https://rimworldbase.com/ducks-no-limits-mod-ideology/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Fri, 14 Aug 2026 19:23:29 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=26050</guid>

					<description><![CDATA[The Ducks&#8217; No Limits Mod &#8211; Ideology Mod removes most of the restrictions when creating ideologies, allowing for much greater freedom in selecting memes, precepts, relics, rituals, and roles. Ducks&#8217; No Limits Mod &#8211; Ideology Mod Features Unlimited memes: Removes the maximum number of memes you can add, as long as they do not conflict. [&#8230;]]]></description>
		
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			<slash:comments>0</slash:comments>
		
		
		
		<media:content url="https://rimworldbase.com/wp-content/uploads/2026/04/DucksNoLimitsIdeology-1024x575.png" type="image/png" medium="image" width="100%" height="auto">
				<media:description type="plain"><![CDATA[DucksNoLimitsIdeology]]></media:description>
		</media:content>	</item>
		<item>
		<title>Mod Manager Mod</title>
		<link>https://rimworldbase.com/mod-manager-mod/</link>
					<comments>https://rimworldbase.com/mod-manager-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Fri, 14 Aug 2026 17:50:18 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=27204</guid>

					<description><![CDATA[The Mod Manager Mod improves RimWorld&#8217;s mod management screen with separate active and available mod lists, mod list backups, Steam Workshop tools, drag-and-drop load order management, search filtering, keyboard navigation, mod coloring, and support for extra mod metadata such as dependencies, incompatibilities, version checks, and load order hints. Mod Manager Mod Features A cleaner and [&#8230;]]]></description>
		
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			<slash:comments>0</slash:comments>
		
		
		
		<media:content url="https://rimworldbase.com/wp-content/uploads/2026/06/ModManager-1024x576.png" type="image/png" medium="image" width="100%" height="auto">
				<media:description type="plain"><![CDATA[ModManager]]></media:description>
		</media:content>	</item>
		<item>
		<title>DeepRim Mod</title>
		<link>https://rimworldbase.com/deeprim-mod/</link>
					<comments>https://rimworldbase.com/deeprim-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Wed, 12 Aug 2026 20:01:32 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=27546</guid>

					<description><![CDATA[DeepRim Mod adds underground mining shafts that drill down into new map layers, letting your colony explore, mine ores and transfer pawns, animals, items and power between the surface and underground levels. DeepRim Mod Features Adds a mining shaft that can drill down into underground map layers. Generates new underground maps full of rocks and [&#8230;]]]></description>
		
					<wfw:commentRss>https://rimworldbase.com/deeprim-mod/feed/</wfw:commentRss>
			<slash:comments>0</slash:comments>
		
		
		
		<media:content url="https://rimworldbase.com/wp-content/uploads/2026/07/DeepRim.png" type="image/png" medium="image" width="100%" height="auto">
				<media:description type="plain"><![CDATA[DeepRim]]></media:description>
		</media:content>	</item>
		<item>
		<title>RimCuisine 2 Meals and Munchies Expansion Mod</title>
		<link>https://rimworldbase.com/rimcuisine-2-meals-and-munchies-expansion-mod/</link>
					<comments>https://rimworldbase.com/rimcuisine-2-meals-and-munchies-expansion-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Tue, 11 Aug 2026 17:15:32 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=25203</guid>

					<description><![CDATA[RimCuisine 2 Meals and Munchies Expansion Mod expands your colony’s food options with a wide variety of snacks, meals, and preservation systems, giving your pawns more ways to indulge and sustain themselves. RimCuisine 2 Meals and Munchies Expansion Features The RimCuisine 2 Meals and Munchies Expansion Mod enhances the base RimCuisine experience by adding new [&#8230;]]]></description>
		
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			<slash:comments>0</slash:comments>
		
		
		
		<media:content url="https://rimworldbase.com/wp-content/uploads/2026/03/RimCuisine2MealsandMunchiesExpansion-1024x461.png" type="image/png" medium="image" width="100%" height="auto">
				<media:description type="plain"><![CDATA[RimCuisine2MealsandMunchiesExpansion]]></media:description>
		</media:content>	</item>
		<item>
		<title>Deep Storage Plus Mod</title>
		<link>https://rimworldbase.com/deep-storage-plus-mod/</link>
					<comments>https://rimworldbase.com/deep-storage-plus-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Tue, 11 Aug 2026 17:03:24 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=22806</guid>

					<description><![CDATA[Deep Storage Plus Mod is an extension to Deep Storage, adding a series of storage buildings that are carefully designed and balanced to fit in the gaps of the options provided by LWM&#8217;s Deep Storage without bloating the Storage tab. Each storage building follows the rule of &#8220;more specific = more capacity&#8221;. Deep Storage Plus [&#8230;]]]></description>
		
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		<media:content url="https://rimworldbase.com/wp-content/uploads/2025/09/DeepStoragePlus.png" type="image/png" medium="image" width="100%" height="auto">
				<media:description type="plain"><![CDATA[DeepStoragePlus]]></media:description>
		</media:content>	</item>
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