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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>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, 26 Sep 2026 16:25:09 +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>
		</media:content>	</item>
		<item>
		<title>[SRTS] OHU Dropships Mod</title>
		<link>https://rimworldbase.com/srts-ohu-dropships-mod/</link>
					<comments>https://rimworldbase.com/srts-ohu-dropships-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Sat, 26 Sep 2026 09:57:27 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=27651</guid>

					<description><![CDATA[OHU Dropships Mod converts an old dropship mod into an addon for SRTS Expanded Mod, adding three OHU aircraft with different roles, including a cargo-focused dropship, a fast small variant, and a lightweight glider. OHU Dropships Mod Features OHU Dropship A sturdy all-purpose aircraft with a focus on cargo capacity and range. Manufacturer: OHU (Orbital [&#8230;]]]></description>
		
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				<media:description type="plain"><![CDATA[OHUDropships]]></media:description>
		</media:content>	</item>
		<item>
		<title>SRTS Submod Mod &#8211; Valkyrie Gunship</title>
		<link>https://rimworldbase.com/srts-submod-mod-valkyrie-gunship/</link>
					<comments>https://rimworldbase.com/srts-submod-mod-valkyrie-gunship/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Sat, 26 Sep 2026 09:19:53 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=27508</guid>

					<description><![CDATA[SRTS Submod &#8211; Valkyrie Gunship Mod adds the Valkyrie Gunship from the Warhammer 40K universe as an air support vehicle for SRTS Expanded Mod. Created to recreate the Astra Militarum of the Imperium, this gunship works as a powerful but expensive equivalent to the SRTS Tier III Dropship, Phoenix. SRTS Submod &#8211; Valkyrie Gunship Mod [&#8230;]]]></description>
		
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			<slash:comments>0</slash:comments>
		
		
		
		<media:content url="https://rimworldbase.com/wp-content/uploads/2026/07/SRTSSubmodValkyrieGunship.png" type="image/png" medium="image" width="100%" height="auto">
				<media:description type="plain"><![CDATA[SRTSSubmodValkyrieGunship]]></media:description>
		</media:content>	</item>
		<item>
		<title>Roads of the Rim Mod</title>
		<link>https://rimworldbase.com/roads-of-the-rim-mod/</link>
					<comments>https://rimworldbase.com/roads-of-the-rim-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Fri, 25 Sep 2026 05:44:40 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=27385</guid>

					<description><![CDATA[Roads of the Rim Mod lets you build roads directly on the world map by creating construction sites, sending caravans with skilled colonists and resources, and upgrading travel routes with different road tiers. Roads of the Rim Mod Features The Roads of the Rim Mod reimplements the idea behind Jecrell&#8217;s RimRoads, allowing colonies to plan [&#8230;]]]></description>
		
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				<media:description type="plain"><![CDATA[RoadsOfTheRim]]></media:description>
		</media:content>	</item>
		<item>
		<title>Expanded Incidents Mod</title>
		<link>https://rimworldbase.com/expanded-incidents-mod/</link>
					<comments>https://rimworldbase.com/expanded-incidents-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Tue, 22 Sep 2026 11:10:11 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<category><![CDATA[Animals]]></category>
		<category><![CDATA[Combat]]></category>
		<category><![CDATA[Difficult]]></category>
		<category><![CDATA[Events]]></category>
		<category><![CDATA[Gameplay]]></category>
		<category><![CDATA[Genes]]></category>
		<category><![CDATA[Planning]]></category>
		<category><![CDATA[Quality of Life]]></category>
		<category><![CDATA[Relationships]]></category>
		<category><![CDATA[Utility]]></category>
		<category><![CDATA[Xenotypes]]></category>
		<guid isPermaLink="false">https://rim-world.com/?p=3436</guid>

					<description><![CDATA[The Expanded Incidents Mod increases the variety of incidents your colony will have to face. The new incidents are designed to be balanced, generally long-term events that you can mitigate or eliminate with proper planning or response, so long as they have any significant impact on your colony. Expanded Incidents Mod features The following new incidents [&#8230;]]]></description>
		
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				<media:description type="plain"><![CDATA[Expanded Incidents Mod]]></media:description>
		</media:content>	</item>
		<item>
		<title>Mechanoid Solivor Mod</title>
		<link>https://rimworldbase.com/mechanoid-solivor-mod/</link>
		
		<dc:creator><![CDATA[Abigail's_World]]></dc:creator>
		<pubDate>Tue, 22 Sep 2026 09:35:58 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<category><![CDATA[Anomaly]]></category>
		<category><![CDATA[Biotech]]></category>
		<category><![CDATA[mechanoid]]></category>
		<category><![CDATA[RimWorld 1.6]]></category>
		<category><![CDATA[Royalty]]></category>
		<category><![CDATA[Solivor]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=28193</guid>

					<description><![CDATA[Mechanoid Solivor Mod adds Solivor, a high-performance mechanoid designed for a specific playstyle: taking on RimWorld at 500% difficulty with an extremely small colony. Its high stats and multipurpose functionality were designed to balance the difficulty and progression speed of this playstyle. Mechanoid Solivor Mod Features Solivor was designed as a high-performance unit for a [&#8230;]]]></description>
		
		
		
			</item>
		<item>
		<title>UN-Colony Vanilla Mod</title>
		<link>https://rimworldbase.com/un-colony-vanilla-mod/</link>
					<comments>https://rimworldbase.com/un-colony-vanilla-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Sat, 19 Sep 2026 17:51:28 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=26414</guid>

					<description><![CDATA[The UN-Colony Vanilla Mod adds a large collection of vanilla-style buildings, furniture, floors, lights, temperature devices, production structures and research projects for building a new kind of colony. It adds no new mechanics, only new items, recipes, buildings and textures. UN-Colony Vanilla Mod Features The UN-Colony Vanilla Mod is a revised version of UN-Colony, renamed [&#8230;]]]></description>
		
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			<slash:comments>0</slash:comments>
		
		
		
		<media:content url="https://rimworldbase.com/wp-content/uploads/2026/05/UNColonyVanilla.png" type="image/png" medium="image" width="100%" height="auto">
				<media:description type="plain"><![CDATA[UNColonyVanilla]]></media:description>
		</media:content>	</item>
		<item>
		<title>Animal Genetics Mod</title>
		<link>https://rimworldbase.com/animal-genetics-mod/</link>
					<comments>https://rimworldbase.com/animal-genetics-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Sat, 19 Sep 2026 17:25:25 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=23394</guid>

					<description><![CDATA[The Animal Genetics Mod adds a full inheritance and mutation system to RimWorld animals, introducing seven genetic traits that influence performance, production, and movement. Offspring inherit values from their parents, modified by a mutation factor, allowing you to selectively breed faster, stronger, or more productive animals. Animal Genetics Mod Features Adds seven inheritable genetic traits [&#8230;]]]></description>
		
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		<media:content url="https://rimworldbase.com/wp-content/uploads/2025/12/AnimalGenetics.png" type="image/png" medium="image" width="100%" height="auto">
				<media:description type="plain"><![CDATA[AnimalGenetics]]></media:description>
		</media:content>	</item>
		<item>
		<title>RimQuest Mod</title>
		<link>https://rimworldbase.com/rimquest-mod/</link>
					<comments>https://rimworldbase.com/rimquest-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Sat, 19 Sep 2026 11:36:44 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=24582</guid>

					<description><![CDATA[The RimQuest Mod adds quest-givers to trader groups, caravans, and traveling visitors, allowing players to obtain quests directly from characters in the world. By interacting with quest-givers marked with a green exclamation point, players can accept missions that then appear on the world map, providing additional direction and opportunities during gameplay. RimQuest Mod Features Quest-givers [&#8230;]]]></description>
		
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			<slash:comments>0</slash:comments>
		
		
		
		<media:content url="https://rimworldbase.com/wp-content/uploads/2026/02/RimQuest.png" type="image/png" medium="image" width="100%" height="auto">
				<media:description type="plain"><![CDATA[RimQuest]]></media:description>
		</media:content>	</item>
		<item>
		<title>Show Me Your Hands Mod</title>
		<link>https://rimworldbase.com/show-me-your-hands-mod/</link>
					<comments>https://rimworldbase.com/show-me-your-hands-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Tue, 15 Sep 2026 18:45:21 +0000</pubDate>
				<category><![CDATA[Libraries]]></category>
		<category><![CDATA[Mods]]></category>
		<category><![CDATA[Animation]]></category>
		<category><![CDATA[Armor]]></category>
		<category><![CDATA[Body]]></category>
		<category><![CDATA[Children]]></category>
		<category><![CDATA[Combat]]></category>
		<category><![CDATA[Developers]]></category>
		<category><![CDATA[Gameplay]]></category>
		<category><![CDATA[Medieval]]></category>
		<category><![CDATA[Prosthetics]]></category>
		<category><![CDATA[Quality of Life]]></category>
		<category><![CDATA[Retexture]]></category>
		<category><![CDATA[UI]]></category>
		<category><![CDATA[Utility]]></category>
		<category><![CDATA[Vanilla]]></category>
		<category><![CDATA[Vehicles]]></category>
		<category><![CDATA[Weapons]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=18131</guid>

					<description><![CDATA[The Show Me Your Hands Mod allows pawns to display their hands on their weapons when drafted. It supports most vanilla and modded weapons. This mod is based on the Clutter Weapon Hands mod, but dynamically adjusts hand positioning based on the graphics of the weapon. It still retains compatibility with older hand-definitions if they [&#8230;]]]></description>
		
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			<slash:comments>0</slash:comments>
		
		
		
		<media:content url="https://rimworldbase.com/wp-content/uploads/2024/09/show-me-your-hands-mod_66fac3fcde226.jpeg" type="image/jpeg" medium="image" width="100%" height="auto">
				<media:description type="plain"><![CDATA[Show Me Your Hands Mod_66fac3fd9420b.jpeg]]></media:description>
		</media:content>	</item>
		<item>
		<title>Reinforced Mechanoid 2 Mod</title>
		<link>https://rimworldbase.com/reinforced-mechanoid-2-mod-2/</link>
					<comments>https://rimworldbase.com/reinforced-mechanoid-2-mod-2/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Mon, 14 Sep 2026 16:44:40 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=24985</guid>

					<description><![CDATA[Reinforced Mechanoid 2 Mod expands RimWorld’s mechanoid gameplay by introducing new enemy types, weapons, buildings, mechanics, and even a new faction while remaining closely integrated with the vanilla experience. Reinforced Mechanoid 2 Features Reinforced Mechanoid 2, formerly known as &#8220;HALO: Rimworld Heretic Mechanoids&#8221;, builds upon Reinforced Mechanoids: Tyrikan-Line and the vanilla mechanoid systems to introduce [&#8230;]]]></description>
		
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			<slash:comments>0</slash:comments>
		
		
		
		<media:content url="https://rimworldbase.com/wp-content/uploads/2026/03/ReinforcedMechanoid2.png" type="image/png" medium="image" width="100%" height="auto">
				<media:description type="plain"><![CDATA[ReinforcedMechanoid2]]></media:description>
		</media:content>	</item>
		<item>
		<title>Rails and Roads of the Rim Mod</title>
		<link>https://rimworldbase.com/rails-and-roads-of-the-rim-mod/</link>
					<comments>https://rimworldbase.com/rails-and-roads-of-the-rim-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Mon, 14 Sep 2026 16:29:07 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=25236</guid>

					<description><![CDATA[Rails and Roads of the Rim Mod is a continuation and expansion of Roads of the Rim Mod that lets you construct both roads and railways on the world map. It expands the original concept by adding buildable rail options intended to work alongside mods such as SRTS Trains Mod and Decorative Railway Props Mod. [&#8230;]]]></description>
		
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			<slash:comments>0</slash:comments>
		
		
		
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				<media:description type="plain"><![CDATA[RailsAndRoadsOfTheRim]]></media:description>
		</media:content>	</item>
		<item>
		<title>Gestalt Engine Mod</title>
		<link>https://rimworldbase.com/gestalt-engine-mod-2/</link>
					<comments>https://rimworldbase.com/gestalt-engine-mod-2/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Mon, 14 Sep 2026 16:21:41 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=23783</guid>

					<description><![CDATA[Gestalt Engine Mod is a standalone system that allows players to control mechanoids without requiring a mechanitor, expanding mechanoid gameplay with flexible control and progression options. This update is published with permission, as the original author no longer had time to support it. &#8220;I&#8217;m Sorry Dave, I&#8217;m Afraid I Can&#8217;t Do That!&#8221; Gestalt Engine Mod [&#8230;]]]></description>
		
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		<media:content url="https://rimworldbase.com/wp-content/uploads/2026/01/GestaltEngine-1024x576.png" type="image/png" medium="image" width="100%" height="auto">
				<media:description type="plain"><![CDATA[GestaltEngine]]></media:description>
		</media:content>	</item>
		<item>
		<title>Explosive Implant Mod</title>
		<link>https://rimworldbase.com/explosive-implant-mod/</link>
					<comments>https://rimworldbase.com/explosive-implant-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Mon, 14 Sep 2026 12:54:58 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=24145</guid>

					<description><![CDATA[Explosive Implant Mod Mod adds a controllable explosive brain implant to RimWorld, allowing you to detonate pawns at will for security, control, or last-resort measures. Explosive Implant Mod Features Explosive brain implant: Installable implant that can be detonated manually. Head removal on detonation: Explosion now consistently destroys the pawn’s head, reflecting its brain placement. Advanced [&#8230;]]]></description>
		
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				<media:description type="plain"><![CDATA[ExplosiveImplant]]></media:description>
		</media:content>	</item>
		<item>
		<title>No Needs Pawn Mod</title>
		<link>https://rimworldbase.com/no-needs-pawn-mod/</link>
		
		<dc:creator><![CDATA[SilentStrangerX]]></dc:creator>
		<pubDate>Mon, 14 Sep 2026 09:39:26 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<category><![CDATA[Scenarios]]></category>
		<category><![CDATA[1.6]]></category>
		<category><![CDATA[Factions]]></category>
		<category><![CDATA[Gameplay]]></category>
		<category><![CDATA[Race]]></category>
		<category><![CDATA[Scenario]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=28133</guid>

					<description><![CDATA[No Needs Pawn Mod adds a custom humanlike race that feels no pain, never sleeps, and only needs food. They are tireless workers and soldiers, capable of 24/7 warfare, construction, and expansion without ever experiencing a mental break. The No Needs Pawn Mod also includes a &#8220;Transform to no-needs&#8221; ability that lets your pawns convert [&#8230;]]]></description>
		
		
		
		
		<media:content url="https://rimworldbase.com/wp-content/uploads/2026/09/265D2301-FAFC-4E08-8BD5-3E283CC6B4F7-1.png" type="image/png" medium="image" width="100%" height="auto">
				<media:description type="plain"><![CDATA[{265D2301-FAFC-4E08-8BD5-3E283CC6B4F7}]]></media:description>
		</media:content>	</item>
		<item>
		<title>Wall Light Reworked Mod</title>
		<link>https://rimworldbase.com/wall-light-reworked-mod/</link>
		
		<dc:creator><![CDATA[Leesduk]]></dc:creator>
		<pubDate>Sun, 13 Sep 2026 23:11:56 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<category><![CDATA[Buildings]]></category>
		<category><![CDATA[Defenses]]></category>
		<category><![CDATA[Developers]]></category>
		<category><![CDATA[Farming]]></category>
		<category><![CDATA[Furniture]]></category>
		<category><![CDATA[Gameplay]]></category>
		<category><![CDATA[Quality of Life]]></category>
		<category><![CDATA[Utility]]></category>
		<category><![CDATA[Walls]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=28106</guid>

					<description><![CDATA[Wall Light Reworked Mod takes Murmur&#8217;s original &#8220;lights on walls&#8221; idea and turns it into a complete lighting system for RimWorld 1.5 and 1.6. From a handful of lamps to over two dozen variants, custom C# components, per-lamp tuning and active base defense. Wall Light Reworked Mod Features Wall-mounted lamps that save precious floor space. [&#8230;]]]></description>
		
		
		
		
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				<media:description type="plain"><![CDATA[Gemini_Generated_Image_mqjx0emqjx0emqjx]]></media:description>
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		<item>
		<title>[KV] Impassable Map Maker Mod</title>
		<link>https://rimworldbase.com/kv-impassable-map-maker-mod/</link>
					<comments>https://rimworldbase.com/kv-impassable-map-maker-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Sun, 13 Sep 2026 16:54:38 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=26002</guid>

					<description><![CDATA[The Impassable Map Maker Mod allows settlements on impassable tiles, letting you start a new game there or travel to one with an existing colony by caravan or drop ship. Impassable Map Maker Mod Features Impassable maps generate with one open area somewhere inside the mountain, hidden at first. This adds a different style of [&#8230;]]]></description>
		
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				<media:description type="plain"><![CDATA[KVImpassableMapMaker]]></media:description>
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		<title>[RF] Rational Romance Mod</title>
		<link>https://rimworldbase.com/rf-rational-romance-mod/</link>
					<comments>https://rimworldbase.com/rf-rational-romance-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Sun, 13 Sep 2026 16:39:57 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=27290</guid>

					<description><![CDATA[Rational Romance Mod overhauls RimWorld&#8217;s romance system by adding orientations, new romance-related traits, new social activities, cultural differences, polyamory support, adjusted mood penalties and several fixes to vanilla romance behavior. Rational Romance Mod Features Orientations Rational Romance Mod gives pawns a sexual orientation trait: asexual, bisexual, gay or straight. These orientation traits are assigned after [&#8230;]]]></description>
		
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		<title>Vanilla Outposts Expanded Expanded Mod: Ranch</title>
		<link>https://rimworldbase.com/vanilla-outposts-expanded-expanded-mod-ranch/</link>
					<comments>https://rimworldbase.com/vanilla-outposts-expanded-expanded-mod-ranch/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Sun, 13 Sep 2026 15:53:00 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=25996</guid>

					<description><![CDATA[The Vanilla Outposts Expanded Expanded: Ranch Mod adds a ranch outpost focused on raising animals, collecting animal products, and producing meat, leather, and butchery results through autonomous animal farming. Vanilla Outposts Expanded Expanded: Ranch Mod Features The ranch outpost places a temporary, autonomously-led camp that specializes in raising and butchering animals. Once enough meat, leather, [&#8230;]]]></description>
		
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				<media:description type="plain"><![CDATA[VanillaOutpostsExpandedExpandedRanch]]></media:description>
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		<title>Save Maps Mod</title>
		<link>https://rimworldbase.com/save-maps-mod/</link>
					<comments>https://rimworldbase.com/save-maps-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Fri, 11 Sep 2026 18:10:07 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=26552</guid>

					<description><![CDATA[The Save Maps Mod allows you to save RimWorld maps at any time and load them across different saves. Maps are stored as blueprint files accessed through the Dev menu, making it possible to reuse favorite maps, share them without seeds or coordinates, transfer bases, preserve items, and optionally keep colonists with the saved map. [&#8230;]]]></description>
		
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		<media:content url="https://rimworldbase.com/wp-content/uploads/2026/05/SaveMaps-1024x640.png" type="image/png" medium="image" width="100%" height="auto">
				<media:description type="plain"><![CDATA[SaveMaps]]></media:description>
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		<title>Just Put It Over There Mod</title>
		<link>https://rimworldbase.com/just-put-it-over-there-mod/</link>
					<comments>https://rimworldbase.com/just-put-it-over-there-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Wed, 09 Sep 2026 18:57:33 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<category><![CDATA[Caravan]]></category>
		<category><![CDATA[Developers]]></category>
		<category><![CDATA[Furniture]]></category>
		<category><![CDATA[Medicine]]></category>
		<category><![CDATA[Quality of Life]]></category>
		<category><![CDATA[Storage]]></category>
		<category><![CDATA[Trading]]></category>
		<category><![CDATA[UI]]></category>
		<category><![CDATA[Utility]]></category>
		<category><![CDATA[Vehicles]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=11610</guid>

					<description><![CDATA[With the Just Put It Over There Mod, when making a trade-deal with a caravan, they will now try to place your bought items in storages instead of just dropping it on the ground. If there are no available storage space that they can reach the items will be left on the ground as normal. [&#8230;]]]></description>
		
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		<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, 09 Sep 2026 17:37:04 +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>
		
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				<media:description type="plain"><![CDATA[DeepRim]]></media:description>
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		<title>Easy Upgrades Mod</title>
		<link>https://rimworldbase.com/easy-upgrades-mod/</link>
					<comments>https://rimworldbase.com/easy-upgrades-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Wed, 09 Sep 2026 16:59:49 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=25050</guid>

					<description><![CDATA[Easy Upgrades Mod allows you to upgrade or downgrade buildings and improve item quality without deconstructing them first. It streamlines progression by letting you pay only the resource difference and adds systems for upgrading item quality based on pawn skills. Easy Upgrades Features Easy Upgrades Mod focuses on simplifying building upgrades and adding flexible quality [&#8230;]]]></description>
		
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				<media:description type="plain"><![CDATA[EasyUpgrades]]></media:description>
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		<title>Choose Pawn Settings Mod</title>
		<link>https://rimworldbase.com/choose-pawn-settings-mod/</link>
					<comments>https://rimworldbase.com/choose-pawn-settings-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Tue, 08 Sep 2026 17:34:15 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=24901</guid>

					<description><![CDATA[Choose Pawn Settings lets you customize a wide range of PawnKind generation settings, giving you direct control over how different pawns are generated in RimWorld. It originally started as a replacement for Configurable Biocoding, but expanded over time to support many more editable pawn properties. Choose Pawn Settings Features Change biocode chance Adjust chemical addiction [&#8230;]]]></description>
		
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		<media:content url="https://rimworldbase.com/wp-content/uploads/2026/03/ChoosePawnSettings.png" type="image/png" medium="image" width="100%" height="auto">
				<media:description type="plain"><![CDATA[ChoosePawnSettings]]></media:description>
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		<title>Dynamic economy Mod</title>
		<link>https://rimworldbase.com/dynamic-economy-mod/</link>
					<comments>https://rimworldbase.com/dynamic-economy-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Mon, 07 Sep 2026 18:44:45 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=24239</guid>

					<description><![CDATA[Dynamic economy Mod Mod adds a dynamic trading system with local price multipliers, adaptive traders (caravans and orbital ships), and an optional brain mining mechanic that produces trade-only currency. Dynamic economy Mod Features Trade caravan changes Prices adapt to your buying and selling: selling lots of an item lowers future offer prices, while buying in [&#8230;]]]></description>
		
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				<media:description type="plain"><![CDATA[DynamicEconomy]]></media:description>
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		<title>Soil Relocation Framework Mod</title>
		<link>https://rimworldbase.com/soil-relocation-framework-mod/</link>
					<comments>https://rimworldbase.com/soil-relocation-framework-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Mon, 07 Sep 2026 17:58:43 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=26818</guid>

					<description><![CDATA[The Soil Relocation Framework Mod adds a Dig order that lets colonists extract terrain as resource items and place it back down through the Floors menu, allowing players to move soil, ice, sand, and similar terrain while preserving their original behavior. Soil Relocation Framework Mod Features The Soil Relocation Framework Mod lets you relocate terrain [&#8230;]]]></description>
		
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				<media:description type="plain"><![CDATA[SoilRelocationFramework]]></media:description>
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		<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>Mon, 07 Sep 2026 16:50:54 +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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		<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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		<title>pphhyy&#8217;s Lightless Empyrean Mod</title>
		<link>https://rimworldbase.com/pphhyys-lightless-empyrean-mod/</link>
					<comments>https://rimworldbase.com/pphhyys-lightless-empyrean-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Sun, 06 Sep 2026 20:08:49 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=28081</guid>

					<description><![CDATA[Lightless Empyrean Mod adds a gloomy new biome fit for the dark gods, perfect for undead playthroughs or anyone looking for a spooky biome. The biome includes new animals, a cloth-like plant, frequent rain, and an ethereal dark atmosphere. Lightless Empyrean Mod Features New spooky biome: Adds the Lightless Empyrean biome, designed for dark, undead, [&#8230;]]]></description>
		
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				<media:description type="plain"><![CDATA[PphhyysLightlessEmpyrean]]></media:description>
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		<title>Grimworld Mod: Autoguns</title>
		<link>https://rimworldbase.com/grimworld-mod-autoguns/</link>
					<comments>https://rimworldbase.com/grimworld-mod-autoguns/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Sun, 06 Sep 2026 18:45:49 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=28078</guid>

					<description><![CDATA[Ko-Fi Link Grimworld Mod: Autoguns adds a selection of firearms inspired by Warhammer 40k, bringing autoguns and stub guns used by guardsmen and hive gangers into RimWorld. Grimworld Mod: AutogunsFeatures The Grimworld Mod: Autoguns adds 8 new firearms inspired by the 41st millennium. These weapons are craftable by progressing through the standard firearm research trees. Currently [&#8230;]]]></description>
		
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		<title>Grimworld Mod: Melee</title>
		<link>https://rimworldbase.com/grimworld-mod-melee/</link>
					<comments>https://rimworldbase.com/grimworld-mod-melee/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Sun, 06 Sep 2026 18:36:23 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=28075</guid>

					<description><![CDATA[The Grimworld Mod: Melee adds a pack of grimdark melee armaments inspired by Warhammer 40k, made for players who want to get up close and personal. Grimworld Mod: Melee Features I&#8217;m here once again with another pack of grimdark armaments, this time to satisfy those who want to get up close and personal. Adds 6 [&#8230;]]]></description>
		
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