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	<title>RimWorld Base</title>
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	<link>https://rimworldbase.com/</link>
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	<item>
		<title>Clear The Stockpiles Mod</title>
		<link>https://rimworldbase.com/clear-the-stockpiles-mod/</link>
					<comments>https://rimworldbase.com/clear-the-stockpiles-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Thu, 28 May 2026 10:41:50 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=26809</guid>

					<description><![CDATA[The Clear The Stockpiles Mod adds a new hauling WorkGiver that prioritises clearing blocked stockpiles, especially when work bills leave extra products on or near work tables. Clear The Stockpiles Mod Features The Clear The Stockpiles Mod checks items that do not belong in their current stockpile and tries to move them to a better [&#8230;]]]></description>
		
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				<media:description type="plain"><![CDATA[ClearTheStockpiles]]></media:description>
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		<item>
		<title>Tribal Defences Mod</title>
		<link>https://rimworldbase.com/tribal-defences-mod/</link>
					<comments>https://rimworldbase.com/tribal-defences-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Thu, 28 May 2026 10:41:36 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=26806</guid>

					<description><![CDATA[Tribal Defences Mod adds several tribal-themed defensive options, armor pieces, and weapons to RimWorld, giving low-tech colonies more ways to protect themselves before reaching advanced military research. Tribal Defences Mod Features Earthen mounds: Defensive structures that provide more cover than rock chunks but less than sandbags. They can be built on diggable terrain. Tribal helmet: [&#8230;]]]></description>
		
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				<media:description type="plain"><![CDATA[TribalDefences]]></media:description>
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		<item>
		<title>More Autosave Slots Mod</title>
		<link>https://rimworldbase.com/more-autosave-slots-mod/</link>
					<comments>https://rimworldbase.com/more-autosave-slots-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Thu, 28 May 2026 10:41:19 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=26803</guid>

					<description><![CDATA[The More Autosave Slots Mod expands RimWorld&#8217;s autosave system with more save slots, customizable autosave names, configurable save frequency, and safer options to prevent accidental overwriting. More Autosave Slots Mod Features The More Autosave Slots Mod gives you more control over periodic saving. By default, RimWorld uses 5 autosave file names, from Autosave-1 to Autosave-5, [&#8230;]]]></description>
		
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				<media:description type="plain"><![CDATA[MoreAutosaveSlots]]></media:description>
		</media:content>	</item>
		<item>
		<title>No vanilla apparel Mod</title>
		<link>https://rimworldbase.com/no-vanilla-apparel-mod/</link>
					<comments>https://rimworldbase.com/no-vanilla-apparel-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Thu, 28 May 2026 10:41:04 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=26800</guid>

					<description><![CDATA[The No vanilla apparel Mod removes vanilla apparel from the game so players can rely only on modded clothing and armor. No vanilla apparel Mod Features The No vanilla apparel Mod tries to prevent all vanilla apparel from spawning in the game without fully removing its base definitions. Vanilla apparel suppression: Iterates through all vanilla [&#8230;]]]></description>
		
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		<item>
		<title>High Tech Laboratory Facilities Mod</title>
		<link>https://rimworldbase.com/high-tech-laboratory-facilities-mod/</link>
					<comments>https://rimworldbase.com/high-tech-laboratory-facilities-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Thu, 28 May 2026 10:40:47 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=26797</guid>

					<description><![CDATA[High Tech Laboratory Facilities Mod redesigns RimWorld&#8217;s laboratory facilities with a more advanced high-tech look, replacing and expanding research-related assets while also adding lab coats, linked research stations, and a late-game powered combat exoskeleton. High Tech Laboratory Facilities Mod Features Redesigned laboratory facilities: Adds new graphics for research-themed buildings, including replacements inspired by the vanilla [&#8230;]]]></description>
		
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			<slash:comments>0</slash:comments>
		
		
		
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				<media:description type="plain"><![CDATA[HighTechLaboratoryFacilities]]></media:description>
		</media:content>	</item>
		<item>
		<title>Block Unwanted Minutiae Mod</title>
		<link>https://rimworldbase.com/block-unwanted-minutiae-mod/</link>
					<comments>https://rimworldbase.com/block-unwanted-minutiae-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Tue, 26 May 2026 17:18:40 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=26537</guid>

					<description><![CDATA[Block Unwanted Minutiae Mod blocks unwanted messages, alerts, letters, and miscellaneous RimWorld features, with mod settings that let you toggle which items should be blocked. Block Unwanted Minutiae Mod Features Block Unwanted Minutiae Mod includes settings to block or customize different types of in-game notifications and minor interface features. Messages Blocks tainted apparel deterioration messages [&#8230;]]]></description>
		
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				<media:description type="plain"><![CDATA[BlockUnwantedMinutiae]]></media:description>
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		<item>
		<title>[RF] Concrete Mod</title>
		<link>https://rimworldbase.com/rf-concrete-mod/</link>
					<comments>https://rimworldbase.com/rf-concrete-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Tue, 26 May 2026 13:43:58 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=26778</guid>

					<description><![CDATA[The Concrete Mod adds concrete as a usable building material in RimWorld, including new production chains for sand, crushed rocks, cement, cinder blocks, concrete walls, reinforced walls, and embrasures. It also changes vanilla concrete and paved tile floors so they are built with concrete instead of steel. Concrete Mod Features Adds concrete to the game. [&#8230;]]]></description>
		
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		<media:content url="https://rimworldbase.com/wp-content/uploads/2026/05/RFConcrete.png" type="image/png" medium="image" width="100%" height="auto">
				<media:description type="plain"><![CDATA[RFConcrete]]></media:description>
		</media:content>	</item>
		<item>
		<title>Fav Locker Mod</title>
		<link>https://rimworldbase.com/fav-locker-mod/</link>
					<comments>https://rimworldbase.com/fav-locker-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Tue, 26 May 2026 08:16:55 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=26684</guid>

					<description><![CDATA[The Fav Locker Mod adds lockers where colonists can store and register their favorite apparel sets, letting them quickly switch between everyday outfits and combat gear with one click. It also includes a Power Armor Station for late-game power armor, with faster outfit changes, armor repair, and support for several armor-focused mods. Fav Locker Mod [&#8230;]]]></description>
		
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				<media:description type="plain"><![CDATA[FavLocker]]></media:description>
		</media:content>	</item>
		<item>
		<title>Zone To Schedule Mod</title>
		<link>https://rimworldbase.com/zone-to-schedule-mod/</link>
					<comments>https://rimworldbase.com/zone-to-schedule-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Tue, 26 May 2026 08:11:18 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=25310</guid>

					<description><![CDATA[Zone To Schedule Mod automatically changes a pawn&#8217;s allowed area based on their current schedule type. If an area matches the active schedule, the pawn will be confined to that area without manual intervention. Zone To Schedule Features Automatic area switching: Pawns are assigned to an allowed area that matches their current schedule type. Simple [&#8230;]]]></description>
		
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				<media:description type="plain"><![CDATA[ZoneToSchedule]]></media:description>
		</media:content>	</item>
		<item>
		<title>Yayo&#8217;s Combat 3 Mod</title>
		<link>https://rimworldbase.com/yayos-combat-3-mod/</link>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Tue, 26 May 2026 07:54:39 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=22875</guid>

					<description><![CDATA[Yayo’s Combat 3 Mod is an updated version of YAYO’s Mod, based on the abandoned 1.3 update by Ogliss. It completely overhauls RimWorld’s combat system with new mechanics, realistic armor penetration, ammunition management, and improved AI combat logic. Yayo’s Combat 3 Mod Features Completely changes the combat system. Powerful armor algorithm Penetration becomes a crucial [&#8230;]]]></description>
		
		
		
		
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				<media:description type="plain"><![CDATA[YayosCombat3]]></media:description>
		</media:content>	</item>
		<item>
		<title>Custom Prisoner Interactions Mod</title>
		<link>https://rimworldbase.com/custom-prisoner-interactions-mod/</link>
					<comments>https://rimworldbase.com/custom-prisoner-interactions-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Tue, 26 May 2026 07:39:43 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=24541</guid>

					<description><![CDATA[The Custom Prisoner Interactions Mod expands the available prisoner interaction options in RimWorld by combining several previous mods into one streamlined package, with additional improvements and per-prisoner customization. Custom Prisoner Interactions Features The Custom Prisoner Interactions Mod merges multiple earlier prisoner interaction mods and enhances their functionality. Improved Convert and Release interface This mod adds [&#8230;]]]></description>
		
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			<slash:comments>0</slash:comments>
		
		
		
		<media:content url="https://rimworldbase.com/wp-content/uploads/2026/02/CustomPrisonerInteractions.png" type="image/png" medium="image" width="100%" height="auto">
				<media:description type="plain"><![CDATA[CustomPrisonerInteractions]]></media:description>
		</media:content>	</item>
		<item>
		<title>Colonist Bar KF Mod</title>
		<link>https://rimworldbase.com/colonist-bar-kf-mod/</link>
					<comments>https://rimworldbase.com/colonist-bar-kf-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Tue, 26 May 2026 07:19:07 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=26746</guid>

					<description><![CDATA[The Colonist Bar KF Mod adds more customization options to the colonist bar, including custom sorting, custom scaling, quick access to new options, and FollowMe functionality. It also adds sorting by Melee. Colonist Bar KF Mod Features Allows custom sorting of the colonist bar. Allows custom scaling. Adds sorting by Melee. Provides access to all [&#8230;]]]></description>
		
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				<media:description type="plain"><![CDATA[ColonistBarKF]]></media:description>
		</media:content>	</item>
		<item>
		<title>Large Faction Bases Mod</title>
		<link>https://rimworldbase.com/large-faction-bases-mod/</link>
					<comments>https://rimworldbase.com/large-faction-bases-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Tue, 26 May 2026 04:54:07 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=26743</guid>

					<description><![CDATA[The Large Faction Bases Mod generates larger faction bases for RimWorld, creating high-risk, high-reward encounters where base size and manpower evolve over time. These changes also take difficulty level and random variation into account. Large Faction Bases Mod Features Generates larger faction bases. Faction base size and manpower evolve over time. Difficulty level affects the [&#8230;]]]></description>
		
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		<media:content url="https://rimworldbase.com/wp-content/uploads/2026/05/LargeFactionBases-1024x714.png" type="image/png" medium="image" width="100%" height="auto">
				<media:description type="plain"><![CDATA[LargeFactionBases]]></media:description>
		</media:content>	</item>
		<item>
		<title>Simple Mining Extension Mod</title>
		<link>https://rimworldbase.com/simple-mining-extension-mod/</link>
					<comments>https://rimworldbase.com/simple-mining-extension-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Tue, 26 May 2026 04:53:55 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=26740</guid>

					<description><![CDATA[The Simple Mining Extension Mod expands RimWorld&#8217;s mining and smelting systems by making vanilla metals require ore processing before they can be used. It adds ores, mines, new smelting buildings, adobe brick production, coal-based power options, and new research steps for deeper mining progression. Simple Mining Extension Mod Features The Simple Mining Extension Mod changes [&#8230;]]]></description>
		
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				<media:description type="plain"><![CDATA[SimpleMiningExtension]]></media:description>
		</media:content>	</item>
		<item>
		<title>This Is Mine Mod</title>
		<link>https://rimworldbase.com/this-is-mine-mod/</link>
					<comments>https://rimworldbase.com/this-is-mine-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Tue, 26 May 2026 04:53:41 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=26737</guid>

					<description><![CDATA[The This Is Mine Mod adds a simple tool for assigning furniture such as tables, chairs, shelves, switches, refuelable objects, and joy objects to specific beds, making them available only for the owner of that bed. This Is Mine Mod Features Allows furniture to be assigned to beds for the bed owner&#8217;s use only. Prevents [&#8230;]]]></description>
		
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		<media:content url="https://rimworldbase.com/wp-content/uploads/2026/05/ThisIsMine.png" type="image/png" medium="image" width="100%" height="auto">
				<media:description type="plain"><![CDATA[ThisIsMine]]></media:description>
		</media:content>	</item>
		<item>
		<title>Plug and Play Joiner Mod</title>
		<link>https://rimworldbase.com/plug-and-play-joiner-mod/</link>
					<comments>https://rimworldbase.com/plug-and-play-joiner-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Tue, 26 May 2026 04:53:27 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=26734</guid>

					<description><![CDATA[The Plug and Play Joiner Mod ensures all new colony joiners automatically follow preset area restrictions and work priority settings. Once configured in the mod settings, recruited pawns, guest lodgers, slaves, and other new joiners can be assigned default rules without needing manual setup each time. Plug and Play Joiner Mod Features New joiners can [&#8230;]]]></description>
		
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				<media:description type="plain"><![CDATA[PlugAndPlayJoiner]]></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>Tue, 26 May 2026 04:53:12 +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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				<media:description type="plain"><![CDATA[VanillaFriendlyTraitExpansion]]></media:description>
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		<item>
		<title>[ELIF] SRTS &#8211; Helicopters Mod</title>
		<link>https://rimworldbase.com/elif-srts-helicopters-mod/</link>
					<comments>https://rimworldbase.com/elif-srts-helicopters-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Mon, 25 May 2026 19:32:31 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=26728</guid>

					<description><![CDATA[The SRTS &#8211; Helicopters Mod adds helicopters to RimWorld, expanding SRTS with aircraft designed for practical transport, fast deployment, bombing runs, and large-capacity hauling without the need for a runway. SRTS &#8211; Helicopters Mod Features Adds several specialized helicopters for different late-game use cases. Includes helicopters designed for strategic bombing. Includes fast, extra-long-range transport helicopters. [&#8230;]]]></description>
		
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			<slash:comments>0</slash:comments>
		
		
		
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				<media:description type="plain"><![CDATA[ELIFSRTSHelicopters]]></media:description>
		</media:content>	</item>
		<item>
		<title>Tending Takes Time Mod</title>
		<link>https://rimworldbase.com/tending-takes-time-mod/</link>
					<comments>https://rimworldbase.com/tending-takes-time-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Mon, 25 May 2026 18:00:56 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=26641</guid>

					<description><![CDATA[The Tending Takes Time Mod makes medical tending times vary depending on the severity and type of injury, so a doctor will not spend the same amount of time treating a minor surface cut as stopping the bleeding from a recently shot-off leg. Tending Takes Time Mod Features With the Tending Takes Time Mod active, [&#8230;]]]></description>
		
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		<media:content url="https://rimworldbase.com/wp-content/uploads/2026/05/TendingTakesTime.png" type="image/png" medium="image" width="100%" height="auto">
				<media:description type="plain"><![CDATA[TendingTakesTime]]></media:description>
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		<item>
		<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>Mon, 25 May 2026 17:40:04 +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>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, 25 May 2026 16:45:20 +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>
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		<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, 25 May 2026 16:21:13 +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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		<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>
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		<title>Stick Lantern Mod</title>
		<link>https://rimworldbase.com/stick-lantern-mod/</link>
					<comments>https://rimworldbase.com/stick-lantern-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Mon, 25 May 2026 15:48:29 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=26723</guid>

					<description><![CDATA[The Stick Lantern Mod adds a new stick lantern light source to RimWorld. It is longer-lasting than a torch, does not turn off when it rains, and includes additional options such as a refuel toggle and a darklight lantern. Stick Lantern Mod Features Adds a new stick lantern light source. Can be built with 20 [&#8230;]]]></description>
		
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		<media:content url="https://rimworldbase.com/wp-content/uploads/2026/05/StickLantern.png" type="image/png" medium="image" width="100%" height="auto">
				<media:description type="plain"><![CDATA[StickLantern]]></media:description>
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		<title>Acid Chamber Mod</title>
		<link>https://rimworldbase.com/acid-chamber-mod/</link>
					<comments>https://rimworldbase.com/acid-chamber-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Mon, 25 May 2026 15:47:49 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=26720</guid>

					<description><![CDATA[The Acid Chamber Mod adds an industrial acid-based disposal chamber designed to dissolve almost any item in a matter of minutes. It works similarly to a cremation chamber, but can be used for general item destruction and includes a bulk disposal option. Acid Chamber Mod Features The Acid Chamber Mod adds an Acid Chamber that [&#8230;]]]></description>
		
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		<media:content url="https://rimworldbase.com/wp-content/uploads/2026/05/AcidChamberDissolveAnything.png" type="image/png" medium="image" width="100%" height="auto">
				<media:description type="plain"><![CDATA[AcidChamberDissolveAnything]]></media:description>
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		<title>Propaganda TV Mod</title>
		<link>https://rimworldbase.com/propaganda-tv-mod/</link>
					<comments>https://rimworldbase.com/propaganda-tv-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Mon, 25 May 2026 15:47:35 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=26717</guid>

					<description><![CDATA[The Propaganda TV Mod makes powered televisions and radios passively influence nearby colonists, reducing certainty in non-primary ideologies and reinforcing belief in the colony&#8217;s primary ideology. Propaganda TV Mod Features Passively reduces certainty in newly recruited pawns whose ideology is not the colony&#8217;s primary ideology. Automatically converts pawns to the colony&#8217;s primary ideology if their [&#8230;]]]></description>
		
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		<media:content url="https://rimworldbase.com/wp-content/uploads/2026/05/PropagandaTV.png" type="image/png" medium="image" width="100%" height="auto">
				<media:description type="plain"><![CDATA[PropagandaTV]]></media:description>
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		<title>Weapons Of Elysion Mod</title>
		<link>https://rimworldbase.com/weapons-of-elysion-mod/</link>
					<comments>https://rimworldbase.com/weapons-of-elysion-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Mon, 25 May 2026 15:47:20 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=26713</guid>

					<description><![CDATA[The Weapons Of Elysion Mod adds two powerful new weapons to RimWorld: the Voltaic Hand-Cannon and the High Explosive Combat Rifle. These weapons focus on lightning, EMP effects, fire damage, and explosive impact rounds, with custom sounds and bullet graphics. Weapons Of Elysion Mod Features Voltaic Hand-Cannon: A lightning shotgun that fires proper shotgun pellets [&#8230;]]]></description>
		
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		<media:content url="https://rimworldbase.com/wp-content/uploads/2026/05/WeaponsOfElysion.png" type="image/png" medium="image" width="100%" height="auto">
				<media:description type="plain"><![CDATA[WeaponsOfElysion]]></media:description>
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		<title>RTGs Mod</title>
		<link>https://rimworldbase.com/rtgs-mod/</link>
					<comments>https://rimworldbase.com/rtgs-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Mon, 25 May 2026 15:47:05 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=26710</guid>

					<description><![CDATA[Original author&#8217;s donation link The RTGs Mod adds radioisotope power generators to RimWorld, providing steady electricity at all times in exchange for uranium-based construction requirements, significant research, and heat management. RTGs Mod Features The RTGs Mod adds an RTG, or Radioisotope Thermoelectric Generator, as a new power generator. It uses uranium as part of its [&#8230;]]]></description>
		
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		<media:content url="https://rimworldbase.com/wp-content/uploads/2026/05/RTGs.png" type="image/png" medium="image" width="100%" height="auto">
				<media:description type="plain"><![CDATA[RTGs]]></media:description>
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		<title>More Faction Interaction Mod</title>
		<link>https://rimworldbase.com/more-faction-interaction-mod/</link>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Sun, 24 May 2026 18:50:10 +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>
		
		
		
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		<title>No Water, No Life Mod</title>
		<link>https://rimworldbase.com/no-water-no-life-mod/</link>
					<comments>https://rimworldbase.com/no-water-no-life-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Sun, 24 May 2026 18:01:56 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=24307</guid>

					<description><![CDATA[No Water, No Life Mod adds a water need system to RimWorld, requiring pawns to drink water to survive and introducing wells, pumps, pipes, faucets, cleaners, and other infrastructure to produce and distribute water. No Water, No Life Features Adds a &#8220;Need Water&#8221; requirement to pawns. Introduces multiple water production and transport methods such as [&#8230;]]]></description>
		
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		<media:content url="https://rimworldbase.com/wp-content/uploads/2026/02/NoWaterNoLife.png" type="image/png" medium="image" width="100%" height="auto">
				<media:description type="plain"><![CDATA[NoWaterNoLife]]></media:description>
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		<title>Snow Covers All Mod</title>
		<link>https://rimworldbase.com/snow-covers-all-mod/</link>
					<comments>https://rimworldbase.com/snow-covers-all-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Sun, 24 May 2026 15:13:37 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=26702</guid>

					<description><![CDATA[The Snow Covers All Mod makes loose items hidden under snow after snowfall, preventing pawns from immediately seeing objects left outside without roof cover. Snow Covers All Mod Features Hides loose items left outside without roof cover under the snow. Allows pawns to find hidden items by shoveling away the snow. Reveals hidden items again [&#8230;]]]></description>
		
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				<media:description type="plain"><![CDATA[SnowCoversAll]]></media:description>
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