RimWorld

RimWorld

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Mod Orders; a Beginner's Guide
By Fungus Kreeman .$
This guide hopes to help people sort out their mods to minimize errors.
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Introduction
So, you're planning on installing some mods to liven up your RimWorld experience.

Or you're like me and are trying to get back into the game after version 1.1 dropped, and you're not sure what mods to reinstall.

This guide aims to help you sort out your modlist both to minimize compatibility errors and make it easier for troubleshooters to locate potential causes should they occur.

With that out of the way, let's begin.
The Essentials
This section covers what I call "Backbone" mods; as they're vital for the functionally of most mods regardless if you get them from the Workshop or download them from the Ludeon Forums/Patreon pages/what have you. Therefore they should be placed at the top of the modlist. I will provide Workshop links for easy navigation

1. Harmony
Harmony is a C# library in use by many mods, and up until version 1.1 was primarily a modder's resource that wasn't necessary for the average player to download. Unfortunately, version 1.1 scrambled this particular feature and now this Library must be downloaded accordingly.

Unlike most mods on this list, it's currently recommended to put this mod before the Core folder (and the Royalty folder should you have the DLC) to maximize compatibility, hence why it's the first entry on this guide. Though the game generally warns you about putting mods before the Core/Royalty combo, Harmony is an exception.

Workshop Link

2a. Jecstools
Jecstools is a modding resource that gives modders more tools to use. This is essential if you're running Jecrell's other mods, but lots of mods from different creators make use of it as well.

This mod should be placed after the Core/Royalty combo.

Workshop Link

2b. Hugslib
Hugslib is another C# library like Harmony, but it also gives players the ability to share their Debug/Error logs for troubleshooting purposes. Whenever you get a problem or two, share the github link that it provides. Troubleshooters will thank you.

As with Jecstools, this mod should be placed after the Core/Royalty combo. The 2a/2b numbering means that Jecstools and Hugslib can be interchanged, provided they're directly after the Core/Royalty combo.

Workshop Link

The Essentials are covered, now we head to the popular mods.
Popular Mods
This section covers some mods that, while not vital, are nevertheless quite popular with the RimWorld community and thus should be placed close to the top of the modlist, but after The Essentials.

The numbering in this part is not reflective of recommended order or my personal bias towards certain mods.

1. EdB Prepare Carefully
EdB Prepare Carefully is a mod that allows you to fine-tune your starting colonists. Give them traits you want, adjust their passions and skills, specify who's related to them, and so forth.

Though this mod has its own copy of the Harmony Library, I recommend keeping the latter on your modlist. You never know what might happen.

Workshop Link

2. Combat Extended
Combat Extended... extends combat.

To be precise, this mod is a massive overhaul of RimWorld's combat system. Additional firing modes, a more detailed health system, and more. Though not my cup of tea I can see why players enjoy the features this mod provides. As of this writing this mod has been updated to work with 1.1.

Seeing how thorough this mod is, it's inevitable that a lot of things break; a common joke/request within the Rimworld modding community is "Is it CE compatible"? You want to put this mod close to the bottom of your mod list instead, followed by any compatibility patches related to CE. We'll get back to compatibility patches later.

Workshop Link

3. Hospitality
Want more in depth interacton with visiting groups? Ever wanted to recruit a visitor to your colony without arresting them first? Did that trade caravan bring along a colonist's long-lost relative? Let me introduce you to Hospitality.

This mod expands how visitors and/or visiting groups behave while they're in your colony. You can trade with them, entertain them to improve relations, and as mentioned before, you can recruit a visitor or two at the expense of a relations hit.

While the common joke is "Is it CE compatible" this mod can cause its fair share of problems as well, so keep this mind when you install this.This mod should be placed after Hugslib.

Workshop Link

3. Humanoid Alien Races
If you want to add aliens (which in this case means sapient pawns you can command; animals by themselves don't count), you'll need
Humanoid Alien Races.

This mod simply adds support for custom species, including backstories and bodily features such as tails. It's a personal favorite of mine.

This mod should be placed after the Jecstools/Hugslib combo.

Workshop Link

Now we go to the second-most important part of modlists; categorization.
Categorization
Okay, so now you've got the mods you want to use, now we got to talk about Categorization.

Simply put, try to keep similar mods together in "chunks" based on what content they add. This is a massive relief for troubleshooters, as it lets them zero in on what may be causing trouble and help you accordingly. A sorted list is a happy list!! Some mods do have recommended ordering in their descriptions, but not all of them do.

I based the list from here[rwom.fandom.com], with some touchups to make it easier to read. Note that this is just one example of a mod order, and other players may have different methods;

  1. Harmony.
  2. Core/Royalty.
  3. JecsTools/Hugslib in any order.
  4. Humanoid Alien Races.
  5. EdB Prepare Carefully.
  6. Other "Core" mods aside from the Essentials.
  7. Mods affecting map/planet generation. This includes new biomes and rock types.
  8. Faction Mods. Note that this does NOT include mods that add new pawn types. If a pawn-adding mod also has a faction mod or two included, put said faction mod at the bottom instead, after the pawn mod.
  9. Trait/Name Mods.
  10. Medical Mods. New surgeries and prosthetics go here.
  11. "Ornery" Mods. Mods that are prone to conflicts such as Hospitality.
  12. Game Behavior/Pawn Behavior/Mechanics/UI altering Mods.
  13. Mods that add new storytellers.
  14. Mods that add new clothes, hair, buildings, vegetation, and craftables, no matter how minor. Medical Mods are placed before this category even if they add new workbenches.
  15. Mods that add new pawn types. New animals and aliens go here!
  16. Mods that affect how pawns are rendered. This includes a certain... indecent... mod (524a57), as well as any mod that allows children to be generated and/or born.
  17. Combat Extended.
  18. Any compatibility patches for the above, CE included.

And there you go, a guide to help you get your modlist in working order! I hope this helped you.
Miscellany
Special Thanks
  • The RimWorld Discord community. Pay 'em a visit, they can help with mod troubles and ideas!
  • The RimWorld Modding community. A very creative bunch!
  • Ludeon Studios. The men and women who made RimWorld. Otherwise I wouldn't be writing this Guide.
  • You. For taking your time to read this guide.

Change Log

03/09/2020;
  • Guide v1 Uploaded
  • v1.1 Updated. Slight details I missed.

03/14/2020;
  • v1.2 Updated. Slight update to how Harmony works.

03/21/2020;
  • v1.3 Updated. Changes to Categorization.

06/09/2020;
  • v1.4 Updated. Acknowledged CE's update. Slight touch ups here and there.
47 Comments
HIM🐀 21 Jun, 2024 @ 3:14pm 
i always use this guide as a reference, despite it being a bit outdated. Thank you!
total_carnage 8 Jul, 2023 @ 5:29am 
with biotech and where do gene mods fall if they are just gene mods i assume race and gene mod packs go in races but what if its just genes
Qx 25 Jun, 2023 @ 3:24am 
Where does alpha memes and similar mods go
Mark McCloud 16 Mar, 2023 @ 3:12am 
Which rule would Vanilla Factions Expanded - Ancients/Insectoids/Pirates/Settlers fall into, rule 8 or rule 13? They not only add new factions, but storytellers as well.
Re𝕯isia 9 Feb, 2023 @ 7:05am 
Thanks for this list bud, but I keep having errors. I guess I am just using to many mods that without much knowledge on how to stacktrace where the errors come from.
Fungus Kreeman .$  [author] 11 Jan, 2023 @ 6:44pm 
@Victor

I haven't updated this guide in a while, as a result of me being in a Warframe/DRG loop and real life requiring my attention. I will admit that Rimpy does have an advantage when it comes to sorting, and I have to fix up stuff like the later DLCs and Prepare Carefully not aging well.
victor 10 Jan, 2023 @ 9:26am 
What the hell is going on with these comments?
Bradamantium 28 Feb, 2022 @ 5:59pm 
Where do y'all place ideology changing mods?
Lumber Jackson 6 Jan, 2022 @ 7:17pm 
@Demonic's Gaming Domain, I disagree. I used to use RimPy, and while it worked the load times were ridiculous. Eventually I gave following a similar guide to this a shot, and it cut the load times down to a fifth of what they were. Now I sit through one youtube video while Rimworld loads instead of half a dozen.

To make the claim these guides are baseless is itself baseless. The original guide this appears built from was created through trial and error. While RimPy does what it's supposed to do, which is to avoid conflicts and crashes, many have found it's far from the best at sorting for efficiency and speed.
okoyum 26 Jul, 2021 @ 9:11pm 
@Demonic's Gaming Domain What do you mean by "modlist mod"? I unfortunately can't really use RimPy since im on a mac and would have to install other things for it to work, so perhaps that'd work for me instead.