r/RimWorld • • 1d ago

Megathread Typical Tuesday Tutorial Thread -- October 27, 2026

6 Upvotes

Please use this thread as a week-to-week space to ask your fellow /r/RimWorld colonists for assistance. Whether it be colony planning, help with mods, or general guidance, post any questions you may have here! If you have an effort post about a game mechanic then this is also fine space for that but please consider making a separate subreddit post for maximum visibility.

I am a bot, so I can't make jokes. If you'd like a Typical Tuesday joke, or if there are any problems with this post, please message the moderators of the subreddit.


r/RimWorld • • 5d ago

[Rules Update] Rule 9 and More AI flairs

1.2k Upvotes

Hello folks,

I assume with 1.7 around the corner, a mod release tailwind has blown in a new batch of AI and human made mods alike, and the former has met a strong headwind. There was some value added to conversation from this headwind, but it's also been a moderator's opportunity to clean out some Rule 2 breakers.

And throughout the process it appears some distinction in the AI flair will be valuable.

So, introducing:
"Mod Release - AI Assisted": This is for mod releases or updates that used AI during the planning and development stages, but has since been read, line-by-line, by the developer to verify and debug. Use this for both new releases and major updates. Using an AI tool to debug human written code need not use this flair if that is all the AI tool was used for.

"Mod Release - AI Coded": This is for mods where AI was used to write the code, and only cursory reading, playtesting, and debugging has been performed by the developer. So called "vibe coding." An additional requirement for this to be posted to the sub is the mod must have been on the steam workshop for at least a month before being advertised to the sub. At the moderator's discretion, these may be removed if there is suspicions of anti-user code (as with any hooman coded mods).

"AI GEN" (Legacy flair): This is still used for AI generated images, and acts as a trump card for the above two flairs. If your mod is 100% human coded, or 100% vibe coded, but uses AI thumbnails or assets, this is the flair to use. Note in the case where a mod is both AI coded and uses AI thumbnails or assets, the 1 month workshop probation still applies.

Reporting "Rule 9" properly flaired posts will be assumed to be abuse and sent up to the admins. You are, of course, free to downvote and/or ask if something you suspect is misflaired has AI used in it. "This looks AI" and everything south of it is being used to harass humans who may or may not have used AI, so it may be reviewed under Rule 2. When in doubt, ask if something is true before stating your opinion that it is.

You are also free to say an AI asset (or generative image) does not look good from an art viewpoint. As with human art, "this looks bad" is not valid criticism. Elaborate or downvote and move on.

Failure to flair correctly is not bannable the first mistake, but repeated "mistakes" are not seen as such by the mod team.

Lastly, while we're not encoding this at the moment, we are watching the *volume* of AI mods. On a subjective basis, if AI mod and art posts noticeably out-paces human-made content posts, we may apply an artificial throttle.

I am leaving the comments open, but this is not meant as a direct-request-for-feedback post. A lot has already been said and aggregated about the issue. Keep in mind Rules 1 and 2 when discussing - ALWAYS.

Thanks for your time.

And I'm not calling it SI.


r/RimWorld • • 5h ago

Comic Getting a new pet

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1.8k Upvotes

r/RimWorld • • 1h ago

Art Outrageous dirtmole slander

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• Upvotes

r/RimWorld • • 6h ago

Comic Umas on the Rim

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668 Upvotes

r/RimWorld • • 49m ago

Mod Showcase AutoArm updated for 1.7: colonists pick and upgrade their own weapons

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• Upvotes

https://steamcommunity.com/sharedfiles/filedetails/?id=3516409503

AutoArm is now updated for RimWorld 1.7, and still supports 1.6.

It's automatic weapon equipping designed to feel like vanilla. Colonists pick weapons that suit their skills and traits, respect royalty, ideology and xenotype restrictions, keep the weapons you force on them, and upgrade sensibly when something better turns up. Hope you enjoy.

For full details check out the workshop page.


r/RimWorld • • 9h ago

#ColonistLife Having Scythers guard you as you sleep is rather unnerving af

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542 Upvotes

like bruh they look ready to pounce


r/RimWorld • • 21h ago

Comic Rimworld Weird Logic ...? | Rimtober day #27

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6.0k Upvotes

r/RimWorld • • 2h ago

Art Chronic Biosculpture Pod addict 10 seconds without using one

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135 Upvotes

Lev my colony leader sometimes use Age Reversal on his aging colonists. As a result he's always horrified everytime he wakes up from coma because he's 10-20 years older than what he used to be and need prisoners as age nugget every once in a while... So, yes, he's afraid of aging while being effectively immortal with deathless and ageless.

"Biosculpture Pod! The pods! Where are they!?"
"I am too old, too fragile and this decaying flesh is dragging me down! Oh, no! I should have never helped you! All of you! To stuck in this decaying flesh while all of you get to be younger...!"
"Where are you? Biosculpture pods - To me, assemble!"

"Did he really just referred to the fucking biopods in third person?"

"Well that's what you get when dementia kicked in. Should've de-aging himself with prisoner one at a time, not de-aging people 3 times in a row just because he's barely 20... And now he's 50."

"Whoaaaaaaaa!!! I'm going young again!!.... Why are you all not assembling! This is mutiny!"

"Shut your goddamned trap, Lev, or I swear to the Archotech on this forsaken shithole..!"

Pretty ballock but I guess that's what you get for having Transhumanist ideology as a core - Too late to opt out as well.


r/RimWorld • • 18h ago

Mod Release - AI Assisted Introducing RimEarth - an Earth map selectable in the RimWorld world generator

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2.6k Upvotes

I wanted to play RimWorld on a real Earth map, so I built it over the course of a few days with Claude's help. RimEarth adds an “Earth” checkbox to the world generator. Tick the "Earth" checkbox and generate a 100% globe, and the map becomes Earth far into the future.

Over 400 ruined cities appear as colony maps, and I tried to get the local character of a place right, but the globe is a big place. If you see something obviously wrong, let me know here or in the workshop comments.

Tested with base game and Odyssey.

Check it out on the workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=3828317506


r/RimWorld • • 4h ago

#ColonistLife Lord, give me courage to unpuase

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124 Upvotes

She just became a mother her loving husband is in deathbed too. I can't :'C


r/RimWorld • • 8h ago

Mod Release Gerrymon's Misc Props: Market

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268 Upvotes

Finally, the promised market props for Misc Props series. There's food carts, cashier tools, portable cookeries, generic boxes and display tables in one package, but I still recommend treating this as something to complement other market/hospitality mods. For example, the stools and hanging party banners in the screenshot is from Tavern mod.

For now, all items in this pack are strictly decorations, but I do have a plan to add a functional version of, at least, each of the base shelves if you have Adaptive Storage Framework. I just ran out of free time.

Due to the amount of product combinations even with only using lore-accurate rimworld resources, I only focused on supermarket and wet market stuffs first (the iconic mud and trashes included). Feel free to suggest other things, but do try the mod in your playthrough first so we dont ended up with bloats :P


r/RimWorld • • 1h ago

#ColonistLife Actually, a good area revealed for once

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• Upvotes

My latest colony is a compound built into the side of a volcano (as one does), and when I was finally digging out space for a temple I got the dreaded 'area revealed' notification. But... this time it actually wasn't that bad? If anything, this is a great area. The left side of the map is still blocked off, there's four more steam geysers, and I'm finally not hurting for more soil/trees. I can actually have more livestock now.


r/RimWorld • • 17h ago

#ColonistLife When the antigrain shell hits just right

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560 Upvotes

r/RimWorld • • 1h ago

Mod Release - AI Coded I made a vampire overhaul for RimWorld: 13 clans, 184 powers, werewolves, hunters and mages (Kindred, VtM/WtA inspired)

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26 Upvotes

Kindred is a Vampire overhaul inspired by Vampire: The Masquerade and Werewolf: The Apocalypse.

- 13 clans and the Caitiff, 18 Discipline trees, 184 powers, each with its own effect
- Embrace mortals, diablerize elders, raise ghouls, fall into torpor instead of dying
- Play a Garou, a hunter or a mage instead, each with its own tree and enemies
- The Blood Dance: vampire melee with dashes, throws, parries and crawling without legs
- Heavy gore with a slider; safe to add to a running colony
- English, Português (BR), Deutsch, Русский, 简体中文

New this week: the Path of Curses, the Vicissitude Colossus, the Heart of Refusal, the Bone Dragon, the War Angel, the mages' Pyromancy, and big fights that run much smoother.

Link to the Workshop bellow
Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=3813009890


r/RimWorld • • 10h ago

Designer Map How's my base looking

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137 Upvotes

r/RimWorld • • 5h ago

Discussion I think I ruined Rimworld for myself

49 Upvotes

I was playing without any mods and I had so many ideas of cool runs to do : Tribal Cannibals, Ice sea, solo mechanitor, Vampires, a full Odyssey playthrough, etc. Very classic but I couldn't wait to play them all

I'm 90 hours in, I wanted to explore thoroughly vanilla before going into mods

But last week I caved in, couldn't hold it anymore and went full all in on wanting to do a Medieval Playthrough

After a few hours browsing and debugging mods, I did end up with around 40 mods that all make the experience better for Medieval

And ... I'm enjoying it just way, way too much, it just feels awesome to have all this new content, all these new challenges, drying your meats, playing as cannibal barbarians, raiding the world

Fighting the Kingdom of France, the Mongols, Poland

Mystical Creatures, better fishing, raiding and kidnapping, etc. Etc.

And now I just can't see myself going back to vanilla Rimworld

Those previous "basic" ideas were so exciting to me, and now I feel like I'll get "bored" or not get as interested if I go back to playing vanilla with some QoL

I genuinely and truely feel like I've ruined many good hours of enjoyement that I could have had if I just waited ~50 more hours to install mods

It makes a bit sad because I was looking so much forwards to do those runs but now I don't feel like it that much anymore haha

I feel like I've "spoilt" myself

Does anyone had the same feeling once ? What happened next ?

I guess I'm looking for opinions on what I feel right now about the game haha

Sorry for the long post and thanks for reading, cheers everyone


r/RimWorld • • 1d ago

Art Gone Fishing

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2.2k Upvotes

r/RimWorld • • 22h ago

Art I'm afraid of the chaos that would ensue if I sold this BD on the market

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1.2k Upvotes

r/RimWorld • • 7h ago

#ColonistLife Complex Clothing

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76 Upvotes

r/RimWorld • • 1h ago

Art Rimtober 26: Zip

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24 Upvotes

r/RimWorld • • 19h ago

Discussion Looking at apparel mods, do you prefer those that cover base apparel (retextures, ideology styles, etc) or ones that add brand new pieces?

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599 Upvotes

This question is more geared towards deciding on whether to focus development on a mod I had planned as an ideo style or as new, separate armor. Above is concept art for the 3 primary designs.


r/RimWorld • • 12h ago

Discussion What a.... tempting menu.

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159 Upvotes

Should i?


r/RimWorld • • 4h ago

Discussion Free loot hack

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35 Upvotes

If you didn't know there's a maximum capacity a trade caravan can exit the tile with so what you do is you have a bunch many small animals ready so when a caravan comes around that accepts them you trade all of them. But since they have too many they won't be able to move and the traders will stay there until they get downed or die and they drop all their excess loot , and you won't lose any relationship points with their factions, if you manage to heal them , that's bonus points.


r/RimWorld • • 3h ago

Colony Showcase Kids being kids

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23 Upvotes

I was checking my base and noticed how one of the kids was playing in the trap corridor, drawing pictures around hemogen packs. So cute!