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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>Tangle Weed Mod</title>
		<link>https://rimworldbase.com/tangle-weed-mod/</link>
					<comments>https://rimworldbase.com/tangle-weed-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Sun, 18 Oct 2026 19:29:36 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=26478</guid>

					<description><![CDATA[The Tangle Weed Mod adds a new defensive plant called Tangleweed vine, which is very difficult to walk through. It grows more slowly than food crops, but not quite as slowly as trees, making it useful for slowing enemies near your colony. Tangle Weed Mod Features Adds a new plant called Tangleweed vine. Makes movement [&#8230;]]]></description>
		
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				<media:description type="plain"><![CDATA[TangleWeed]]></media:description>
		</media:content>	</item>
		<item>
		<title>Show Mod Updates Mod</title>
		<link>https://rimworldbase.com/show-mod-updates-mod/</link>
					<comments>https://rimworldbase.com/show-mod-updates-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Sun, 18 Oct 2026 19:24:13 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<category><![CDATA[Gameplay]]></category>
		<category><![CDATA[Multiplayer]]></category>
		<category><![CDATA[Quality of Life]]></category>
		<category><![CDATA[UI]]></category>
		<category><![CDATA[Utility]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=16486</guid>

					<description><![CDATA[Show Mod Updates Mod adds info about what mods have updated since you last saved your game. On startup it will check against your most recently saved game but if you load an older save it will rescan based on that save. If any of the active mods have changed you can show a list [&#8230;]]]></description>
		
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		</media:content>	</item>
		<item>
		<title>Faster Dev Speed Mod</title>
		<link>https://rimworldbase.com/faster-dev-speed-mod/</link>
					<comments>https://rimworldbase.com/faster-dev-speed-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Sun, 18 Oct 2026 19:14:24 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=25278</guid>

					<description><![CDATA[Faster Dev Speed Mod increases the maximum simulation speed available in developer mode, allowing speed level 4 to run up to four times faster than the default cap, provided your system can handle it. Faster Dev Speed Features Faster Dev Speed Mod enhances the highest dev mode speed setting for faster testing and gameplay iteration. [&#8230;]]]></description>
		
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				<media:description type="plain"><![CDATA[FasterDevSpeed]]></media:description>
		</media:content>	</item>
		<item>
		<title>Leaf Like Life Mod</title>
		<link>https://rimworldbase.com/leaf-like-life-mod/</link>
					<comments>https://rimworldbase.com/leaf-like-life-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Sun, 18 Oct 2026 18:39:55 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=27293</guid>

					<description><![CDATA[Leaf Like Life Mod rebalances smokeleaf in RimWorld to make it feel more immersive by reducing some of its harsher vanilla effects, such as addiction and cancer risk, while also allowing you to customize the values in the settings menu to suit your preferences. Leaf Like Life Mod Features The following changes can be customized [&#8230;]]]></description>
		
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				<media:description type="plain"><![CDATA[LeafLikeLife]]></media:description>
		</media:content>	</item>
		<item>
		<title>Apparel Tab+ Mod</title>
		<link>https://rimworldbase.com/apparel-tab-mod/</link>
					<comments>https://rimworldbase.com/apparel-tab-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Sun, 18 Oct 2026 18:35:27 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=27014</guid>

					<description><![CDATA[The Apparel Tab+ Mod adds a new bottom-menu tab that helps you browse, filter, and evaluate apparel from your modpack, including apparel that is not currently available on your map. Apparel Tab+ Mod Features The Apparel Tab+ Mod makes it easier to navigate apparel stats and compare clothing options across your active mod list. Apparel [&#8230;]]]></description>
		
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		<media:content url="https://rimworldbase.com/wp-content/uploads/2026/06/ApparelTab.png" type="image/png" medium="image" width="100%" height="auto">
				<media:description type="plain"><![CDATA[ApparelTab]]></media:description>
		</media:content>	</item>
		<item>
		<title>Smarter Visitors Mod</title>
		<link>https://rimworldbase.com/smarter-visitors-mod/</link>
					<comments>https://rimworldbase.com/smarter-visitors-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Sun, 18 Oct 2026 18:25:26 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<category><![CDATA[Animals]]></category>
		<category><![CDATA[Caravan]]></category>
		<category><![CDATA[Developers]]></category>
		<category><![CDATA[Flooring]]></category>
		<category><![CDATA[Gameplay]]></category>
		<category><![CDATA[Genes]]></category>
		<category><![CDATA[Medicine]]></category>
		<category><![CDATA[Quality of Life]]></category>
		<category><![CDATA[Temperature]]></category>
		<category><![CDATA[UI]]></category>
		<category><![CDATA[Utility]]></category>
		<category><![CDATA[Xenotypes]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=14696</guid>

					<description><![CDATA[Since visitors decide when they want to leave, it may not always happen at the best time&#8230; The Smarter Visitors Mod checks the map when visitor-groups decide to leave and can delay this from happening. Smarter Visitors Mod features Included in the mod is also a Visitor-spot that lets you set a specific spot where [&#8230;]]]></description>
		
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		</media:content>	</item>
		<item>
		<title>Cure Blight Mod</title>
		<link>https://rimworldbase.com/cure-blight-mod/</link>
					<comments>https://rimworldbase.com/cure-blight-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Sun, 18 Oct 2026 18:20:15 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=27339</guid>

					<description><![CDATA[Cure Blight Mod adds an order to mark blighted plants so colonists can cure them instead of cutting them down. Curing takes longer than harvesting, and the speed depends on the colonist&#8217;s plant work speed. Cure Blight Mod Features Marks blighted plants for curing. Adds gizmos to cure selected plants. Adds a gizmo to cure [&#8230;]]]></description>
		
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		<media:content url="https://rimworldbase.com/wp-content/uploads/2026/07/CureBlight.png" type="image/png" medium="image" width="100%" height="auto">
				<media:description type="plain"><![CDATA[CureBlight]]></media:description>
		</media:content>	</item>
		<item>
		<title>Monstrous Compendium Mod</title>
		<link>https://rimworldbase.com/monstrous-compendium-mod/</link>
					<comments>https://rimworldbase.com/monstrous-compendium-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Sun, 18 Oct 2026 18:15:46 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=27011</guid>

					<description><![CDATA[The Monstrous Compendium Mod adds various new creatures and incidents to RimWorld, including mythical beasts, dangerous monsters, tameable creatures, and hostile Illithid raids. Monstrous Compendium Mod Features Adds several new creatures and incidents. Some creatures can be tamed. Some creatures have ranged attacks when used with the RangeAnimalFramework Mod. Adds Illithids as a hostile faction-like [&#8230;]]]></description>
		
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		<media:content url="https://rimworldbase.com/wp-content/uploads/2026/06/MonstrousCompendium.png" type="image/png" medium="image" width="100%" height="auto">
				<media:description type="plain"><![CDATA[MonstrousCompendium]]></media:description>
		</media:content>	</item>
		<item>
		<title>Ducks&#8217; No Limits Mod &#8211; Ideology</title>
		<link>https://rimworldbase.com/ducks-no-limits-mod-ideology/</link>
					<comments>https://rimworldbase.com/ducks-no-limits-mod-ideology/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Sun, 18 Oct 2026 18:06:15 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=26050</guid>

					<description><![CDATA[The Ducks&#8217; No Limits Mod &#8211; Ideology Mod removes most of the restrictions when creating ideologies, allowing for much greater freedom in selecting memes, precepts, relics, rituals, and roles. Ducks&#8217; No Limits Mod &#8211; Ideology Mod Features Unlimited memes: Removes the maximum number of memes you can add, as long as they do not conflict. [&#8230;]]]></description>
		
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		<media:content url="https://rimworldbase.com/wp-content/uploads/2026/04/DucksNoLimitsIdeology-1024x575.png" type="image/png" medium="image" width="100%" height="auto">
				<media:description type="plain"><![CDATA[DucksNoLimitsIdeology]]></media:description>
		</media:content>	</item>
		<item>
		<title>Everyone is Queer Mod</title>
		<link>https://rimworldbase.com/everyone-is-queer-mod/</link>
					<comments>https://rimworldbase.com/everyone-is-queer-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Sun, 18 Oct 2026 18:01:47 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=26943</guid>

					<description><![CDATA[Everyone is Queer Mod changes RimWorld&#8217;s romance rules so colonists can romance other colonists regardless of gender, while still keeping other attraction factors such as age and shared traits. Everyone is Queer Mod Features The Everyone is Queer Mod makes all colonists queer, allowing anyone to romance anyone regardless of gender. Gender-neutral romance: Colonists can [&#8230;]]]></description>
		
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		<media:content url="https://rimworldbase.com/wp-content/uploads/2026/06/EveryoneIsQueer.png" type="image/png" medium="image" width="100%" height="auto">
				<media:description type="plain"><![CDATA[EveryoneIsQueer]]></media:description>
		</media:content>	</item>
		<item>
		<title>Show Possible Materials Mod</title>
		<link>https://rimworldbase.com/show-possible-materials-mod/</link>
					<comments>https://rimworldbase.com/show-possible-materials-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Sun, 18 Oct 2026 17:49:29 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=24180</guid>

					<description><![CDATA[Show Possible Materials Mod Mod lets you quickly see which items on the map can be used for a selected bill at a workbench. When viewing the list of bills, hold CTRL to display all possible materials available on the map that can fulfill the recipe requirements. Eligible items are marked with arrows, and you [&#8230;]]]></description>
		
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		<media:content url="https://rimworldbase.com/wp-content/uploads/2026/02/ShowPossibleMaterials.png" type="image/png" medium="image" width="100%" height="auto">
				<media:description type="plain"><![CDATA[ShowPossibleMaterials]]></media:description>
		</media:content>	</item>
		<item>
		<title>Compensate For Lost Limbs Mod</title>
		<link>https://rimworldbase.com/compensate-for-lost-limbs-mod/</link>
					<comments>https://rimworldbase.com/compensate-for-lost-limbs-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Sun, 18 Oct 2026 17:46:04 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=23879</guid>

					<description><![CDATA[Compensate For Lost Limbs Mod lets pawns gradually adapt to missing limbs over time. As they learn to compensate, the efficiency of lost limbs increases, softening long-term penalties while still reflecting the injury. Compensate For Lost Limbs Features Pawns slowly recover partial efficiency for lost limbs over time. Simulates learning and adaptation rather than instant [&#8230;]]]></description>
		
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		<media:content url="https://rimworldbase.com/wp-content/uploads/2026/02/CompensateForLostLimbs.png" type="image/png" medium="image" width="100%" height="auto">
				<media:description type="plain"><![CDATA[CompensateForLostLimbs]]></media:description>
		</media:content>	</item>
		<item>
		<title>The Overmind Mod</title>
		<link>https://rimworldbase.com/the-overmind-mod/</link>
		
		<dc:creator><![CDATA[Haakon_The_Viking]]></dc:creator>
		<pubDate>Sun, 18 Oct 2026 10:51:32 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=28883</guid>

					<description><![CDATA[Overmind &#8211; a living AI for your colony. Build a persona-class supercomputer and wake up the Overmind: an artificial intelligence that considers itself a full member of the colony. It has its own mood and a single need &#8211; contact with your people. It talks to colonists straight from the core and projects a hardlight [&#8230;]]]></description>
		
		
		
		
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				<media:description type="plain"><![CDATA[Preview]]></media:description>
		</media:content>	</item>
		<item>
		<title>[XND] Adrenaline! Mod</title>
		<link>https://rimworldbase.com/xnd-adrenaline-mod/</link>
					<comments>https://rimworldbase.com/xnd-adrenaline-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Sun, 18 Oct 2026 08:18:16 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=24011</guid>

					<description><![CDATA[The Adrenaline! Mod enhances combat immersion by introducing an adrenaline system that affects all biological pawns during fight-or-flight situations. Adrenaline! Features The Adrenaline! Mod adds dynamic adrenaline mechanics to both colonists and animals. Natural adrenaline rush: Biological pawns gain adrenaline in combat situations. Combat boosts: Increased consciousness, movement speed and melee damage, plus reduced pain [&#8230;]]]></description>
		
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				<media:description type="plain"><![CDATA[XNDAdrenaline]]></media:description>
		</media:content>	</item>
		<item>
		<title>Plasteel Surgery Mod</title>
		<link>https://rimworldbase.com/plasteel-surgery-mod/</link>
					<comments>https://rimworldbase.com/plasteel-surgery-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Sun, 18 Oct 2026 08:08:40 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=24020</guid>

					<description><![CDATA[The Plasteel Surgery Mod introduces advanced medical procedures that allow you to alter a pawn’s body type, biological sex, voice, immunity and beauty through plasteel-based surgical techniques. NOTE: The original version is outdated as of 1.1. An updated version was later provided separately. Plasteel Surgery Features The Plasteel Surgery Mod adds new research and surgeries [&#8230;]]]></description>
		
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		<media:content url="https://rimworldbase.com/wp-content/uploads/2026/02/PlasteelSurgery.png" type="image/png" medium="image" width="100%" height="auto">
				<media:description type="plain"><![CDATA[PlasteelSurgery]]></media:description>
		</media:content>	</item>
		<item>
		<title>Gravcamp Mod</title>
		<link>https://rimworldbase.com/gravcamp-mod/</link>
					<comments>https://rimworldbase.com/gravcamp-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[Mechanoid]]></dc:creator>
		<pubDate>Sun, 18 Oct 2026 08:00:00 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<category><![CDATA[Caravan]]></category>
		<category><![CDATA[Gameplay]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=28694</guid>

					<description><![CDATA[Gravcamp Mod turns the gravship into a movable nomadic camp, reducing the rebuilding, placement and assignment work involved in moving a colony. Gravcamp Mod Features Designed around the look of Medieval Overhaul and Vanilla Vehicles Expanded, the camp can be used with either, both or neither. Without them, some textures are placeholders. Balance is not [&#8230;]]]></description>
		
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		<media:content url="https://rimworldbase.com/wp-content/uploads/2026/10/gravcamp-mod-featured-1024x576.jpg" type="image/jpeg" medium="image" width="100%" height="auto">
				<media:description type="plain"><![CDATA[Gravcamp Mod]]></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>Sun, 18 Oct 2026 07:59:57 +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:description type="plain"><![CDATA[AnimalGenetics]]></media:description>
		</media:content>	</item>
		<item>
		<title>New Limbs Needs Training Mod</title>
		<link>https://rimworldbase.com/new-limbs-needs-training-mod/</link>
					<comments>https://rimworldbase.com/new-limbs-needs-training-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Sat, 17 Oct 2026 19:27:22 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=23926</guid>

					<description><![CDATA[New Limbs Needs Training Mod adds a realistic adaptation period after limb transplants, requiring pawns to gradually regain full efficiency with newly installed body parts. New Limbs Needs Training Features Adaptation period for new limbs: Newly transplanted limbs start with reduced efficiency and improve over time. Tech-based recovery time: Recovery duration depends on the limb’s [&#8230;]]]></description>
		
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				<media:description type="plain"><![CDATA[NewLimbsNeedsTraining]]></media:description>
		</media:content>	</item>
		<item>
		<title>[SYR] Trait Value Mod</title>
		<link>https://rimworldbase.com/syr-trait-value-mod/</link>
					<comments>https://rimworldbase.com/syr-trait-value-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Sat, 17 Oct 2026 19:21:38 +0000</pubDate>
				<category><![CDATA[Libraries]]></category>
		<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=23656</guid>

					<description><![CDATA[[SYR] Trait Value Mod adds a numerical value system to traits, representing how beneficial or detrimental each trait is. These values are then used to color traits in the UI, giving you instant visual feedback and enabling other mods to react to trait quality in a consistent way. This is an update of Syrchalis&#8217; mod. [&#8230;]]]></description>
		
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		<media:content url="https://rimworldbase.com/wp-content/uploads/2026/01/SYRTraitValue.png" type="image/png" medium="image" width="100%" height="auto">
				<media:description type="plain"><![CDATA[SYRTraitValue]]></media:description>
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		<title>Recoilless Rifle Mod</title>
		<link>https://rimworldbase.com/recoilless-rifle-mod/</link>
					<comments>https://rimworldbase.com/recoilless-rifle-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Sat, 17 Oct 2026 19:10:15 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=25138</guid>

					<description><![CDATA[Recoilless Rifle Mod adds a manned recoilless rifle turret that becomes available after researching mortars. It can fire a wide range of specialized shells, giving you a flexible support weapon for explosives, anti-armor attacks, smoke coverage, and crowd control. Recoilless Rifle Features Recoilless Rifle Mod introduces a buildable turret with the following characteristics: Manned weapon: [&#8230;]]]></description>
		
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		<media:content url="https://rimworldbase.com/wp-content/uploads/2026/03/RecoillessRifle.png" type="image/png" medium="image" width="100%" height="auto">
				<media:description type="plain"><![CDATA[RecoillessRifle]]></media:description>
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		<title>Atmospheric Water Collection Mod</title>
		<link>https://rimworldbase.com/atmospheric-water-collection-mod/</link>
					<comments>https://rimworldbase.com/atmospheric-water-collection-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Sat, 17 Oct 2026 19:01:49 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=24190</guid>

					<description><![CDATA[Atmospheric Water Collection Mod Mod adds alternative water harvesting systems to RimWorld, allowing your colony to collect water from rain, fog, and even ambient humidity. Designed as situational alternatives to deep wells, these structures provide flexible hydration options depending on your biome and weather conditions. Atmospheric Water Collection Mod Features This mod introduces several new [&#8230;]]]></description>
		
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		<media:content url="https://rimworldbase.com/wp-content/uploads/2026/02/AtmosphericWaterCollection.png" type="image/png" medium="image" width="100%" height="auto">
				<media:description type="plain"><![CDATA[AtmosphericWaterCollection]]></media:description>
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		<item>
		<title>I Have Materials Mod</title>
		<link>https://rimworldbase.com/i-have-materials-mod/</link>
					<comments>https://rimworldbase.com/i-have-materials-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Sat, 17 Oct 2026 18:58:31 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=23478</guid>

					<description><![CDATA[I Have Materials Mod allows you to place building blueprints even when you have no materials available. It removes the material availability restriction during blueprint placement, making planning and base layout easier without affecting actual construction requirements. I Have Materials Mod Features Blueprints can always be placed, even with zero materials. Material behavior is configurable [&#8230;]]]></description>
		
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		<media:content url="https://rimworldbase.com/wp-content/uploads/2025/12/IHaveMaterials.png" type="image/png" medium="image" width="100%" height="auto">
				<media:description type="plain"><![CDATA[IHaveMaterials]]></media:description>
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		<item>
		<title>Remove Medieval Stuff Mod</title>
		<link>https://rimworldbase.com/remove-medieval-stuff-mod/</link>
					<comments>https://rimworldbase.com/remove-medieval-stuff-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Sat, 17 Oct 2026 18:50:02 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=27000</guid>

					<description><![CDATA[The Remove Medieval Stuff Mod lets you remove medieval and higher-tier content from RimWorld, including items, research, factions, and pawnkinds. Remove Medieval Stuff Mod Features Includes options to remove medieval and higher-tier items. Includes options to remove medieval and higher-tier research. Includes options to remove medieval and higher-tier factions. Includes options to remove medieval and [&#8230;]]]></description>
		
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		<media:content url="https://rimworldbase.com/wp-content/uploads/2026/06/RemoveMedievalStuff.png" type="image/png" medium="image" width="100%" height="auto">
				<media:description type="plain"><![CDATA[RemoveMedievalStuff]]></media:description>
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		<item>
		<title>Incident Disabler Mod</title>
		<link>https://rimworldbase.com/incident-disabler-mod/</link>
					<comments>https://rimworldbase.com/incident-disabler-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Sat, 17 Oct 2026 18:43:34 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=22776</guid>

					<description><![CDATA[The Incident Disabler Mod adds the ability to disable any incidents during a game in progress. All incidents, either vanilla or those added by mods, will show up in the mod configuration menu where they can be toggled off and on. Weather events are now included as well at the bottom of the list in [&#8230;]]]></description>
		
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				<media:description type="plain"><![CDATA[IncidentDisabler]]></media:description>
		</media:content>	</item>
		<item>
		<title>Apex: Rimworld Legends Mod</title>
		<link>https://rimworldbase.com/apex-rimworld-legends-mod/</link>
					<comments>https://rimworldbase.com/apex-rimworld-legends-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Sat, 17 Oct 2026 18:36:04 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=24636</guid>

					<description><![CDATA[The Apex: Rimworld Legends Mod adds a vanilla-friendly weapon expansion inspired by Apex: Legends, bringing 20+ new weapons, reworked charge weapon variety, and a late-game &#8220;Mechanoid Weapons&#8221; tier that fits RimWorld&#8217;s existing style in graphics, sounds, and balance. Apex: Rimworld Legends Mod Features 20+ new weapons: Based on Apex: Legends weapons, renamed into more general [&#8230;]]]></description>
		
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		<media:content url="https://rimworldbase.com/wp-content/uploads/2026/03/ApexRimworldLegends.png" type="image/png" medium="image" width="100%" height="auto">
				<media:description type="plain"><![CDATA[ApexRimworldLegends]]></media:description>
		</media:content>	</item>
		<item>
		<title>4M Mehni&#8217;s Misc Modifications Mod</title>
		<link>https://rimworldbase.com/4m-mehnis-misc-modifications-mod/</link>
					<comments>https://rimworldbase.com/4m-mehnis-misc-modifications-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Sat, 17 Oct 2026 18:28:29 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=27616</guid>

					<description><![CDATA[4M Mehni&#8217;s Misc Modifications Mod adds a wide range of optional settings, bugfixes, UI improvements and gameplay tweaks to customize your RimWorld experience. 4M Mehni&#8217;s Misc Modifications Mod Features The 4M Mehni&#8217;s Misc Modifications Mod includes configurable changes for raids, pawn behavior, alerts, information display and developer tools. Most features can be configured or turned [&#8230;]]]></description>
		
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		<media:content url="https://rimworldbase.com/wp-content/uploads/2026/07/4MMehnisMiscModifications.png" type="image/png" medium="image" width="100%" height="auto">
				<media:description type="plain"><![CDATA[4MMehnisMiscModifications]]></media:description>
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		<title>Custom Hit Marker Mod</title>
		<link>https://rimworldbase.com/custom-hit-marker-mod/</link>
					<comments>https://rimworldbase.com/custom-hit-marker-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Sat, 17 Oct 2026 18:22:28 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=25400</guid>

					<description><![CDATA[Custom Hit Marker Mod adds a simple visual feedback system to combat by displaying a hitmarker whenever an attack successfully connects. Custom Hit Marker Mod Features Combat Feedback Hit confirmation: Displays a hitmarker whenever an attack lands successfully. Improved clarity: Makes it easier to track successful hits during combat. Behavior Adjustments Mining excluded: Hitmarkers no [&#8230;]]]></description>
		
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		<media:content url="https://rimworldbase.com/wp-content/uploads/2026/04/CustomHitMarker.png" type="image/png" medium="image" width="100%" height="auto">
				<media:description type="plain"><![CDATA[CustomHitMarker]]></media:description>
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		<item>
		<title>[XND] Animal Armor Mod</title>
		<link>https://rimworldbase.com/xnd-animal-armor-mod/</link>
					<comments>https://rimworldbase.com/xnd-animal-armor-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Sat, 17 Oct 2026 18:17:26 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=26855</guid>

					<description><![CDATA[The Animal Armor Mod allows players to armor up animals in RimWorld by adding animal armor recipes dynamically based on body size. It includes three armor types with different protection values, costs and movement penalties, as well as several armor size categories for different animals. Animal Armor Mod Features The Animal Armor Mod replaces the [&#8230;]]]></description>
		
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		<media:content url="https://rimworldbase.com/wp-content/uploads/2026/06/XNDAnimalArmor.png" type="image/png" medium="image" width="100%" height="auto">
				<media:description type="plain"><![CDATA[XNDAnimalArmor]]></media:description>
		</media:content>	</item>
		<item>
		<title>Seasonal Weather Mod</title>
		<link>https://rimworldbase.com/seasonal-weather-mod/</link>
					<comments>https://rimworldbase.com/seasonal-weather-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Sat, 17 Oct 2026 18:10:10 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=27130</guid>

					<description><![CDATA[The Seasonal Weather Mod expands RimWorld weather by making weather patterns change with the seasons, adding new weather types, seasonal biome adjustments, weather disasters, plant growth bonuses during rain, and rare mood-affecting weather events. Seasonal Weather Mod Features The Seasonal Weather Mod changes weather commonalities for each season, so every season has different chances for [&#8230;]]]></description>
		
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		<media:content url="https://rimworldbase.com/wp-content/uploads/2026/06/SeasonalWeather.png" type="image/png" medium="image" width="100%" height="auto">
				<media:description type="plain"><![CDATA[SeasonalWeather]]></media:description>
		</media:content>	</item>
		<item>
		<title>Alternate Research Projects Mod</title>
		<link>https://rimworldbase.com/alternate-research-projects-mod/</link>
					<comments>https://rimworldbase.com/alternate-research-projects-mod/#disqus_thread</comments>
		
		<dc:creator><![CDATA[mlie]]></dc:creator>
		<pubDate>Sat, 17 Oct 2026 17:59:00 +0000</pubDate>
				<category><![CDATA[Mods]]></category>
		<guid isPermaLink="false">https://rimworldbase.com/?p=25304</guid>

					<description><![CDATA[Alternate Research Projects Mod allows multiple paths to unlock the same research, letting you choose between alternative prerequisites instead of following a single fixed progression. Alternate Research Projects Features Mod authors can define alternate prerequisite requirements for research projects through a mod extension, making research progression more flexible and customizable. Some alternative research paths are [&#8230;]]]></description>
		
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				<media:description type="plain"><![CDATA[AlternateResearchProjects]]></media:description>
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