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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>Quiet Wonders Mod</title>
		<link>https://rimworldbase.com/quiet-wonders-mod/</link>
					<comments>https://rimworldbase.com/quiet-wonders-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[Mechanoid]]></dc:creator>
		<pubDate>Sun, 08 Nov 2026 09:00:00 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=29335</guid>

					<description><![CDATA[Quiet Wonders Mod adds subtle weather, seasonal and environmental effects, from drying puddles to fireflies and falling trees. Quiet Wonders Mod Features Small moments of weather and season around your colony. Rain leaves puddles that dry in the sun. Frost lingers in the shade of walls on cold mornings, and fireflies gather by the water [&#8230;]]]></description>
		
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			<slash:comments>0</slash:comments>
		
		
		
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				<media:description type="plain"><![CDATA[Quiet Wonders Mod]]></media:description>
		</media:content>	</item>
		<item>
		<title>Neolithic Scavenging Mod</title>
		<link>https://rimworldbase.com/neolithic-scavenging-mod/</link>
					<comments>https://rimworldbase.com/neolithic-scavenging-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Sat, 07 Nov 2026 21:29:28 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=24339</guid>

					<description><![CDATA[Neolithic Scavenging Mod expands early-game survival by allowing your colonists to scavenge for food and resources in nearly any biome. With a fully customizable in-game mod menu, you can fine-tune difficulty, resource chances, and biome behavior to match your intended level of challenge. Neolithic Scavenging Features Scavenging System Scavenging spot: Adds a new scavenging spot [&#8230;]]]></description>
		
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			<slash:comments>0</slash:comments>
		
		
		
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				<media:description type="plain"><![CDATA[NeolithicScavenging]]></media:description>
		</media:content>	</item>
		<item>
		<title>RimBank Mod</title>
		<link>https://rimworldbase.com/rimbank-mod/</link>
					<comments>https://rimworldbase.com/rimbank-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Sat, 07 Nov 2026 21:21:29 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=24520</guid>

					<description><![CDATA[RimBank Mod introduces banknotes as a lightweight, universal currency system for RimWorld. Instead of hauling heavy stacks of silver, your colony can store and trade using high-value banknotes, fully integrated with traders, orbital ships, and settlements. RimBank Mod Features Banknotes System New currency item: Banknotes worth 1,000 Silver each, with fixed denomination. Lightweight and durable: [&#8230;]]]></description>
		
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			<slash:comments>0</slash:comments>
		
		
		
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				<media:description type="plain"><![CDATA[RimBank]]></media:description>
		</media:content>	</item>
		<item>
		<title>Vanilla-Friendly Trait Expansion Mod</title>
		<link>https://rimworldbase.com/vanilla-friendly-trait-expansion-mod/</link>
					<comments>https://rimworldbase.com/vanilla-friendly-trait-expansion-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Sat, 07 Nov 2026 21:10:14 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=26731</guid>

					<description><![CDATA[The Vanilla-Friendly Trait Expansion Mod adds a selection of new traits designed to fit RimWorld&#8217;s vanilla balance and style. Instead of simply adding stat bundles, these traits introduce more distinct pawn behaviors, advantages, and drawbacks. Vanilla-Friendly Trait Expansion Mod Features The goal of the Vanilla-Friendly Trait Expansion Mod is to add traits with a power [&#8230;]]]></description>
		
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			<slash:comments>0</slash:comments>
		
		
		
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				<media:description type="plain"><![CDATA[VanillaFriendlyTraitExpansion]]></media:description>
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		<item>
		<title>[XND] Vanilla-Friendly Animal Surgery Mod</title>
		<link>https://rimworldbase.com/xnd-vanilla-friendly-animal-surgery-mod/</link>
					<comments>https://rimworldbase.com/xnd-vanilla-friendly-animal-surgery-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Sat, 07 Nov 2026 20:51:38 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=24410</guid>

					<description><![CDATA[[XND] Vanilla-Friendly Animal Surgery Mod brings balanced, size-based prosthetics and organ surgery to animals without the &#8220;one size fits all&#8221; approach. It expands animal customization while staying closer to vanilla design philosophy. &#8211; Replaced patches with assemblies; should now work on all animals similar to Animal Armor (Continued). &#8211; Added the possibility to craft all [&#8230;]]]></description>
		
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			<slash:comments>0</slash:comments>
		
		
		
		<media:content url="https://rimworldbase.com/wp-content/uploads/2026/02/XNDVanillaFriendlyAnimalSurgery.png" type="image/png" medium="image" width="100%" height="auto">
				<media:description type="plain"><![CDATA[XNDVanillaFriendlyAnimalSurgery]]></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>Sat, 07 Nov 2026 20:40:17 +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>ZeroTech-FalseLast-Binoic Mod</title>
		<link>https://rimworldbase.com/zerotech-falselast-binoic-mod/</link>
					<comments>https://rimworldbase.com/zerotech-falselast-binoic-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Sat, 07 Nov 2026 20:33:40 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=24395</guid>

					<description><![CDATA[ZeroTech-FalseLast-Binoic Mod is a bionic expansion package that introduces powerful implant groups with set bonuses. Each bionic group grows stronger under specific conditions, and installing a full set unlocks additional suit effects for enhanced combat or defensive performance. ZeroTech-FalseLast-Binoic Mod Features Bionic groups Plain White Bionic Group: Individual parts grow stronger over time. Completing the [&#8230;]]]></description>
		
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			<slash:comments>0</slash:comments>
		
		
		
		<media:content url="https://rimworldbase.com/wp-content/uploads/2026/02/ZeroTechFalseLastBinoic.png" type="image/png" medium="image" width="100%" height="auto">
				<media:description type="plain"><![CDATA[ZeroTechFalseLastBinoic]]></media:description>
		</media:content>	</item>
		<item>
		<title>Christmas Stuff &#8211; Advent calendar Mod</title>
		<link>https://rimworldbase.com/christmas-stuff-advent-calendar-mod/</link>
					<comments>https://rimworldbase.com/christmas-stuff-advent-calendar-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Sat, 07 Nov 2026 20:27:59 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=23064</guid>

					<description><![CDATA[Have you ever wanted to have christmas/xmas stuff in Rimworld? Now you can. Christmas Stuff &#8211; Advent calendar Mod features This mod adds 24 different things: 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 Compatibility notes Can be safely [&#8230;]]]></description>
		
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			<slash:comments>0</slash:comments>
		
		
		
		<media:content url="https://rimworldbase.com/wp-content/uploads/2025/11/ChristmasStuffAdventCalendar.png" type="image/png" medium="image" width="100%" height="auto">
				<media:description type="plain"><![CDATA[ChristmasStuffAdventCalendar]]></media:description>
		</media:content>	</item>
		<item>
		<title>Simply More Bridges Mod</title>
		<link>https://rimworldbase.com/simply-more-bridges-mod/</link>
					<comments>https://rimworldbase.com/simply-more-bridges-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Sat, 07 Nov 2026 20:24:01 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=25611</guid>

					<description><![CDATA[Simply More Bridges Mod expands the bridge-building system in RimWorld by adding new bridge types, materials, and customization options, allowing you to construct sturdy structures even over deep water. Simply More Bridges Mod Features Adds new bridge types, including heavy bridges that support large structures and deep water bridges. Allows building bridges using steel, plasteel, [&#8230;]]]></description>
		
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			<slash:comments>0</slash:comments>
		
		
		
		<media:content url="https://rimworldbase.com/wp-content/uploads/2026/04/SimplyMoreBridges.png" type="image/png" medium="image" width="100%" height="auto">
				<media:description type="plain"><![CDATA[SimplyMoreBridges]]></media:description>
		</media:content>	</item>
		<item>
		<title>EM Tattoos and Piercings Mod</title>
		<link>https://rimworldbase.com/em-tattoos-and-piercings-mod/</link>
					<comments>https://rimworldbase.com/em-tattoos-and-piercings-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Sat, 07 Nov 2026 20:16:19 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=25118</guid>

					<description><![CDATA[EM Tattoos and Piercings Mod is an update of Mosh’s original mod that expands early-game prosthetics with tattoos, piercings, and body modifications. It allows colonists to express themselves through mechanite-infused designs that provide both benefits and drawbacks, offering an alternative progression path to traditional prosthetics. EM Tattoos and Piercings Features Body Modification System Mechanite tattoos: [&#8230;]]]></description>
		
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			<slash:comments>0</slash:comments>
		
		
		
		<media:content url="https://rimworldbase.com/wp-content/uploads/2026/03/EMTattoosAndPiercings.png" type="image/png" medium="image" width="100%" height="auto">
				<media:description type="plain"><![CDATA[EMTattoosAndPiercings]]></media:description>
		</media:content>	</item>
		<item>
		<title>Metal Rim Rising Mod</title>
		<link>https://rimworldbase.com/metal-rim-rising-mod-2/</link>
					<comments>https://rimworldbase.com/metal-rim-rising-mod-2/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Sat, 07 Nov 2026 20:10:24 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=26288</guid>

					<description><![CDATA[The Metal Rim Rising Mod is a Metal Gear Rising: Revengeance-inspired expansion created by the aRatoCat team that adds powerful weapons, specialized bionics, armor, and equipment focused on high armor penetration and over-the-top combat abilities. The mod emphasizes unique mechanics and specialized combat tools rather than simple stat increases, while still embracing the absurd power [&#8230;]]]></description>
		
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			<slash:comments>0</slash:comments>
		
		
		
		<media:content url="https://rimworldbase.com/wp-content/uploads/2026/05/MetalRimRising-1024x569.png" type="image/png" medium="image" width="100%" height="auto">
				<media:description type="plain"><![CDATA[MetalRimRising]]></media:description>
		</media:content>	</item>
		<item>
		<title>More Thrumbos Mod</title>
		<link>https://rimworldbase.com/more-thrumbos-mod/</link>
					<comments>https://rimworldbase.com/more-thrumbos-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Sat, 07 Nov 2026 20:03:36 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=24317</guid>

					<description><![CDATA[More Thrumbos Mod expands RimWorld’s wildlife with several new Thrumbo variants, each with unique stats, products, and utility. These powerful creatures can spawn naturally on the map and be tamed, offering new combat mounts, caravan animals, and valuable resources. More Thrumbos Features New Thrumbo Variants Ginger Thrumbo: Bigger, stronger, faster, and more resistant. Fur grows [&#8230;]]]></description>
		
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		<media:content url="https://rimworldbase.com/wp-content/uploads/2026/02/MoreThrumbos-1024x576.png" type="image/png" medium="image" width="100%" height="auto">
				<media:description type="plain"><![CDATA[MoreThrumbos]]></media:description>
		</media:content>	</item>
		<item>
		<title>PowerGen Stuffed Mod</title>
		<link>https://rimworldbase.com/powergen-stuffed-mod/</link>
					<comments>https://rimworldbase.com/powergen-stuffed-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Sat, 07 Nov 2026 19:58:21 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=24193</guid>

					<description><![CDATA[PowerGen Stuffed Mod Mod updates Skullywags&#8217; mods and bundles them into a single package, allowing vanilla power generators to be built from different materials with varying power output. This version replaces overwrites with patches, restores the vanilla wind turbine graphic, and fixes the power bar on the small solar panels. PowerGen Stuffed Mod Features Stuffable [&#8230;]]]></description>
		
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		<media:content url="https://rimworldbase.com/wp-content/uploads/2026/02/PowergenStuffed-1024x874.png" type="image/png" medium="image" width="100%" height="auto">
				<media:description type="plain"><![CDATA[PowergenStuffed]]></media:description>
		</media:content>	</item>
		<item>
		<title>Tribal Genetics Mod</title>
		<link>https://rimworldbase.com/tribal-genetics-mod-2/</link>
					<comments>https://rimworldbase.com/tribal-genetics-mod-2/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Sat, 07 Nov 2026 19:53:14 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=27027</guid>

					<description><![CDATA[The Tribal Genetics Mod adds new tribal-focused ways to interact with Vanilla Genetics Expanded Mod mechanics, allowing tribal societies to create genetic implants through ideology content, rituals, and sanctified genetic workstations. Tribal Genetics Mod Features The Tribal Genetics Mod is built around the idea of a tribe descended from ancient geneticists who preserved their genetic [&#8230;]]]></description>
		
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		<media:content url="https://rimworldbase.com/wp-content/uploads/2026/06/TribalGenetics.png" type="image/png" medium="image" width="100%" height="auto">
				<media:description type="plain"><![CDATA[TribalGenetics]]></media:description>
		</media:content>	</item>
		<item>
		<title>CIWS Core Mod</title>
		<link>https://rimworldbase.com/ciws-core-mod/</link>
					<comments>https://rimworldbase.com/ciws-core-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Sat, 07 Nov 2026 19:47:34 +0000</pubDate>
				<category><![CDATA[Libraries]]></category>
		<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=23453</guid>

					<description><![CDATA[CIWS Core Mod Mod is the core framework required for all Near Defense System (CIWS) components. This mod provides the foundational items, recipes, and trading entities that other CIWS-related mods depend on, expanding RimWorld with advanced futuristic technology and materials. CIWS Core Mod Features New items and materials Biomimetic components: nanorobots, language translation dentures, and [&#8230;]]]></description>
		
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		<media:content url="https://rimworldbase.com/wp-content/uploads/2025/12/CIWSCore.png" type="image/png" medium="image" width="100%" height="auto">
				<media:description type="plain"><![CDATA[CIWSCore]]></media:description>
		</media:content>	</item>
		<item>
		<title>Combat Training Mod</title>
		<link>https://rimworldbase.com/combat-training-mod/</link>
					<comments>https://rimworldbase.com/combat-training-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Sat, 07 Nov 2026 19:41:18 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=22881</guid>

					<description><![CDATA[Combat Training Mod adds a new work type that allows your colonists to train their combat skills by attacking combat dummies. Compatible with RimWorld, it provides a balanced way to improve both melee and shooting skills through dedicated practice. Combat Training Mod Features Train your colonists&#8217; melee and shooting skills by attacking combat dummies. Prioritize [&#8230;]]]></description>
		
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		<media:content url="https://rimworldbase.com/wp-content/uploads/2025/10/CombatTraining.png" type="image/png" medium="image" width="100%" height="auto">
				<media:description type="plain"><![CDATA[CombatTraining]]></media:description>
		</media:content>	</item>
		<item>
		<title>Ivory and Jade Carving Mod</title>
		<link>https://rimworldbase.com/ivory-and-jade-carving-mod/</link>
					<comments>https://rimworldbase.com/ivory-and-jade-carving-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Sat, 07 Nov 2026 19:33:06 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=26147</guid>

					<description><![CDATA[The Ivory and Jade Carving Mod adds carvings for horn, antler and tusk animals, along with placeable skulls, chandeliers, engraved tusks, ivory figures, jade urns and jade bands. Ivory and Jade Carving Mod Features The Ivory and Jade Carving Mod includes: Unfinished things and slightly increased sculpting time. Thrumbo horn support. Wood costs for stands. [&#8230;]]]></description>
		
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				<media:description type="plain"><![CDATA[IvoryAndJadeCarving]]></media:description>
		</media:content>	</item>
		<item>
		<title>Caravan Equipment Mod</title>
		<link>https://rimworldbase.com/caravan-equipment-mod/</link>
					<comments>https://rimworldbase.com/caravan-equipment-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Sat, 07 Nov 2026 19:26:06 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=27100</guid>

					<description><![CDATA[The Caravan Equipment Mod adds lightweight caravan equipment designed for players who use temporary camp setups, especially with Set Up Camp. It gives caravans access to portable-style structures such as beds, workbenches, temperature control, and defensive equipment. Caravan Equipment Mod Features The Caravan Equipment Mod is aimed at larger caravans that need better survival tools [&#8230;]]]></description>
		
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		<media:content url="https://rimworldbase.com/wp-content/uploads/2026/06/CaravanEquipment.png" type="image/png" medium="image" width="100%" height="auto">
				<media:description type="plain"><![CDATA[CaravanEquipment]]></media:description>
		</media:content>	</item>
		<item>
		<title>Gone Cooperative Mod</title>
		<link>https://rimworldbase.com/gone-cooperative-mod/</link>
					<comments>https://rimworldbase.com/gone-cooperative-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Sat, 07 Nov 2026 19:18:13 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=25790</guid>

					<description><![CDATA[Gone Cooperative Mod adds a set of new traits that influence nearby pawns, creating cooperative effects that modify stats and interactions within your colony. Gone Cooperative Mod Features New cooperative traits: Adds 16 traits that affect the stats of nearby pawns. Proximity-based effects: Pawns with these traits influence others around them, encouraging group-based dynamics. Early [&#8230;]]]></description>
		
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				<media:description type="plain"><![CDATA[GoneCooperative]]></media:description>
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		<title>Just Better Pawn Generation Mod</title>
		<link>https://rimworldbase.com/just-better-pawn-generation-mod/</link>
					<comments>https://rimworldbase.com/just-better-pawn-generation-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Sat, 07 Nov 2026 19:09:15 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=24648</guid>

					<description><![CDATA[Just Better Pawn Generation Mod overhauls how pawns are generated to reduce &#8220;useless&#8221; pawns and overly &#8220;god-like&#8221; ones, aiming for a more balanced middle ground while keeping variety. It removes random skill bumps, adds a curated set of balanced backstories, and reworks traits so generated pawns feel fairer and more consistently usable. Just Better Pawn [&#8230;]]]></description>
		
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				<media:description type="plain"><![CDATA[JustBetterPawnGeneration]]></media:description>
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		<title>Izzyssentials Mod</title>
		<link>https://rimworldbase.com/izzyssentials-mod/</link>
					<comments>https://rimworldbase.com/izzyssentials-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Sat, 07 Nov 2026 18:58:23 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=25164</guid>

					<description><![CDATA[Izzyssentials Mod combines several small utility mods into a single package, adding connected furniture, compact structures, and enhanced lighting options designed to streamline and improve your RimWorld base building experience. Izzyssentials Features Linked structures Linked hydroponics: A one-tile hydroponics basin that automatically synchronizes crop selection with adjacent units. Linked stools: One-tile stools that visually connect [&#8230;]]]></description>
		
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		<media:content url="https://rimworldbase.com/wp-content/uploads/2026/03/Izzyssentials.png" type="image/png" medium="image" width="100%" height="auto">
				<media:description type="plain"><![CDATA[Izzyssentials]]></media:description>
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		<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>Sat, 07 Nov 2026 14:06:30 +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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				<media:description type="plain"><![CDATA[NoVersionWarning]]></media:description>
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		<title>Progression: Bionics Mod</title>
		<link>https://rimworldbase.com/progression-bionics-mod/</link>
					<comments>https://rimworldbase.com/progression-bionics-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[Mechanoid]]></dc:creator>
		<pubDate>Sat, 07 Nov 2026 09:00:00 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=29332</guid>

					<description><![CDATA[Progression: Bionics Mod integrates modular bionics and implants, replacing overlapping modules when the supported mods are used together. Progression: Bionics Mod Features Bionic modularity + Integrated Implants When both mods are active, these Integrated Implants modules are replaced by Bionic modularity&#8217;s versions: Revenant vertebrae module (Removed Integrated Implants&#8217; version). Venom fangs module (Removed Integrated Implants&#8217; [&#8230;]]]></description>
		
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				<media:description type="plain"><![CDATA[Progression: Bionics Mod]]></media:description>
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		<title>Vanya Shield Mod</title>
		<link>https://rimworldbase.com/vanya-shield-mod/</link>
					<comments>https://rimworldbase.com/vanya-shield-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Fri, 06 Nov 2026 21:48:48 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=23792</guid>

					<description><![CDATA[Vanya Shield Mod adds Vanya&#8217;s shield belts to RimWorld: personal energy shield devices designed to block incoming projectiles and energy attacks, expanding both player and faction access to advanced defensive gear. Vanya Shield Mod Features Adds single-person energy shield belts that block fast-moving projectiles and ranged energy attacks. Does not block melee attacks or shots [&#8230;]]]></description>
		
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		<media:content url="https://rimworldbase.com/wp-content/uploads/2026/01/VanyaShield.png" type="image/png" medium="image" width="100%" height="auto">
				<media:description type="plain"><![CDATA[VanyaShield]]></media:description>
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		<title>Grenades Expanded Mod</title>
		<link>https://rimworldbase.com/grenades-expanded-mod/</link>
					<comments>https://rimworldbase.com/grenades-expanded-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Fri, 06 Nov 2026 21:42:30 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=25757</guid>

					<description><![CDATA[Grenades Expanded Mod greatly expands RimWorld’s explosive arsenal by adding a wide variety of grenades across all tech levels, each with unique effects, sounds, and uses. Grenades Expanded Mod Features Expanded grenade arsenal: Adds a large selection of grenades spanning from Neolithic to Ultra tech levels. Unique effects and mechanics: Each grenade type has distinct [&#8230;]]]></description>
		
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				<media:description type="plain"><![CDATA[GrenadesExpanded]]></media:description>
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		<title>Spotted Mod</title>
		<link>https://rimworldbase.com/spotted-mod/</link>
					<comments>https://rimworldbase.com/spotted-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Fri, 06 Nov 2026 21:31:50 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=23963</guid>

					<description><![CDATA[Spotted Mod adds an early-warning system that gives your colony a chance to detect raiders, caravans, and animals before they arrive, helping you prepare defenses instead of being caught off guard. Spotted Features Early detection system: Colonists may spot incoming raids, caravans, or animals before they reach the colony. Research-based progression: Buildings are unlocked through [&#8230;]]]></description>
		
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				<media:description type="plain"><![CDATA[Spotted]]></media:description>
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		<title>NPDTiers &#8211; The Nutrient Paste Expansion Mod</title>
		<link>https://rimworldbase.com/npdtiers-the-nutrient-paste-expansion-mod/</link>
					<comments>https://rimworldbase.com/npdtiers-the-nutrient-paste-expansion-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Fri, 06 Nov 2026 21:17:12 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=24748</guid>

					<description><![CDATA[NPDTiers &#8211; The Nutrient Paste Expansion Mod expands the functionality of RimWorld’s nutrient paste system by providing a framework for creating custom Nutrient Paste Dispensers (NPDs). The mod exposes configurable elements through XML, allowing modders and players to modify how dispensers work, what meals they produce, and how ingredients affect the results. NPDTiers &#8211; The [&#8230;]]]></description>
		
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		<media:content url="https://rimworldbase.com/wp-content/uploads/2026/03/NPDTiers.png" type="image/png" medium="image" width="100%" height="auto">
				<media:description type="plain"><![CDATA[NPDTiers]]></media:description>
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		<title>EM Ancient Technology Mod</title>
		<link>https://rimworldbase.com/em-ancient-technology-mod/</link>
					<comments>https://rimworldbase.com/em-ancient-technology-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Fri, 06 Nov 2026 21:08:19 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=24413</guid>

					<description><![CDATA[EM Ancient Technology Mod expands early and tribal gameplay with &#8220;ancient&#8221; defenses, weapons, and armor powered by blood and mechanites, letting tribals access advanced-feeling tools without moving into full industrial progression. You can excavate for lost tech fragments, refine blood into mechanites, and research rudimentary autonomous defenses. EM Ancient Technology Mod Features Core progression Excavate [&#8230;]]]></description>
		
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		<media:content url="https://rimworldbase.com/wp-content/uploads/2026/02/EMAncientTechnology.png" type="image/png" medium="image" width="100%" height="auto">
				<media:description type="plain"><![CDATA[EMAncientTechnology]]></media:description>
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		<item>
		<title>RimMarket Mod</title>
		<link>https://rimworldbase.com/rimmarket-mod/</link>
					<comments>https://rimworldbase.com/rimmarket-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[Mechanoid]]></dc:creator>
		<pubDate>Fri, 06 Nov 2026 09:00:00 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=29329</guid>

					<description><![CDATA[RimMarket Mod lets visiting trade caravans set up market stalls in your colony, pay stall fees and haggle over prices. RimMarket Mod Features Visiting caravans Trade caravans usually just park outside your walls and wait. With RimMarket Mod, they walk in, grab a free stall and set up shop for the day. Stall materials and [&#8230;]]]></description>
		
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				<media:description type="plain"><![CDATA[RimMarket Mod]]></media:description>
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		<title>Paws Of Interest [ Xenotype Mod ]</title>
		<link>https://rimworldbase.com/paws-of-interest-xenotype-mod/</link>
		
		<dc:creator><![CDATA[Suky34]]></dc:creator>
		<pubDate>Thu, 05 Nov 2026 15:31:55 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<category><![CDATA[Animals]]></category>
		<category><![CDATA[Combat]]></category>
		<category><![CDATA[Genes]]></category>
		<category><![CDATA[Nature]]></category>
		<category><![CDATA[Race]]></category>
		<category><![CDATA[Xenotypes]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=29428</guid>

					<description><![CDATA[Current Xenotypes &#38; Genes Absol (Pokemon) ( 5 Cosmetic Genes &#124; 2 Skin Genes ) Eevee (Pokemon) ( 4 Cosmetic Genes &#124; 4 Skin Genes ) Espeon (Pokemon) ( 5 Cosmetic Genes &#124; 2 Skin Genes ) Flareon (Pokemon) ( 4 Cosmetic Genes &#124; 1 Skin Genes ) Glaceon (Pokemon) ( 4 Cosmetic Genes &#124; [&#8230;]]]></description>
		
		
		
		
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