Modding RimWorld
RimWorld gives you a lot of room to tinker. Content lives in XML defs, C# behavior can be patched through Harmony, and the Steam Workshop handles distribution. You can make a fairly small change and have it fit into the rest of the game.
I've published three mods that tackle different parts of it: rendering, keyboard input, and building placement. I've kept each one's scope fairly narrow. They support RimWorld 1.4, 1.5, and 1.6, with CI building a separate assembly for each version.
The mods
- Anti-Aliasing adds FXAA, SMAA, SSAA supersampling, and AMD FidelityFX CAS sharpening. The rendering passes run on the GPU, separately from the simulation. They still have a rendering cost, especially when supersampling, so there are options for different hardware.
-
ChordedKeybinds adds shortcuts like
Ctrl+Zto the existing keyboard configuration menu. It can distinguish left and right modifiers and checks conflicts between full chords. - Perfect Placement lets you rotate buildings with the mouse before placing them, a little like The Sims. It also handles seating orientation and lets you override the direction of a placement.
Keeping them working together
All three are included in The Progression Modpack. Seeing them used as part of a larger collection is useful: a mod needs to work alongside other people's changes as well as on its own. That's part of what makes maintaining them interesting.
If you play RimWorld, give them a try. Each project page has a Workshop link and a closer look at what the mod does.