Modding RimWorld
RimWorld is one of the most mod-friendly games ever made. The community runs on a few thousand lines of glue: XML defs for content, C# patched at runtime through Harmony for behavior, and the Steam Workshop for distribution. That low barrier, plus a player base that genuinely loves tinkering, is what makes it such a rewarding game to mod.
Over the past while I've published three mods, each scratching a different itch — one graphical, one input-related, and one purely about quality-of-life. They're all small in scope but built properly: implemented from primary references where it matters, version-matrixed across RimWorld 1.4, 1.5, and 1.6, and built in CI so every game version gets a clean assembly.
The mods
- Anti-Aliasing — modern anti-aliasing for a game that shipped with none. FXAA, SMAA, SSAA supersampling, and AMD FidelityFX CAS sharpening, each ported from its published reference and run as GPU post-process passes so it never touches gameplay performance.
-
ChordedKeybinds — teaches RimWorld's input system about
modifier chords like
Ctrl+Z, configurable right in the vanilla keyboard menu, with left/right modifier distinction and chord-aware conflict detection. - Perfect Placement — free mouse rotation for building placement, Sims-style, plus auto-orientation of seating around tables and configurable rotation overrides.
On reach
Collectively, these mods are subscribed to by tens of thousands of players, and all three have been picked up by The Progression Modpack — the most popular and longest-running modpack in RimWorld's history, a curated overhaul that a large, active community plays and stress-tests daily. Being included there is the best kind of feedback a mod can get: it has to keep working alongside hundreds of other mods, for thousands of people, across every game update.
If you play RimWorld, give them a try — and if you're curious about the implementation details, each project page has a closer look.
Remi Teeple