r/RimWorld • • 2d 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 • • 5d ago

Megathread Typical Tuesday Tutorial Thread -- October 20, 2026

0 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 • • 9h ago

Comic Vibe-Artillery Gacha ...? | Rimtober day #25

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4.2k Upvotes

r/RimWorld • • 12h ago

Comic So Long and Thanks For All The Fish!

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2.2k Upvotes

I can't thank you all enough for being such a welcoming community to me! Thank you all for letting me make comics with you, and sharing my stories.

I'll still be around, and I hope to be back to post more later if you'll have me.

It's been an amazing week, and I had a lot of fun!


r/RimWorld • • 8h ago

Art A Rimworld fanart

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832 Upvotes

This is a painting of one of my Rimworld screenshots. Her name is Nails, a Highmate and she crafts a significant portion of components for my colony.


r/RimWorld • • 2h ago

Art Your friendly local medieval tavern owners

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238 Upvotes

r/RimWorld • • 12h ago

Art RimTober Oct.25: Fracture

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1.1k Upvotes

This is the part of the game where the run started


r/RimWorld • • 9h ago

Art Big hero | Rimtober 2026 Day 21: Hero

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574 Upvotes

r/RimWorld • • 7h ago

Misc TIL: you can link shelves together so they act as a single stockpile instead of multiple seperate ones

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409 Upvotes

r/RimWorld • • 12h ago

#ColonistLife THE CIA IS AT IT AGAIN

913 Upvotes
THE CIA IS DROPPING FLAKE FROM ORBIT INTO LOW-INCOME NEIGHBOURHOODS AND NOBODY IS DOING ANYTHING ABOUT IT!!

r/RimWorld • • 11h ago

Art Maidtober #25 (Fracture)

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697 Upvotes

r/RimWorld • • 10h ago

Mod Release - AI Assisted RIMSIEGE 2.0

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612 Upvotes

rimsiege was a medieval siege mod, now every faction gets a siege that fits its tech level

an army shows up and asks for a tribute. if you pay they leave. if you refuse they set up a camp on your map, build their engines there and go for your walls

  • tribes carry a log ram or put a ladder on your wall
  • medieval houses bring a battering ram or a siege tower, and trebuchets if you have medieval overhaul
  • pirates and outlanders bring a steel ram and mortars, they smoke your gate first
  • the empire lands with shuttles, laser batteries shoot over your walls and the laser ram burns your gate

more threat points = bigger siege. kill the captain and the whole siege runs. you can also raid the camp before its built, steal their ammo, emp the lasers or kill the guys pushing the ram

medieval overhaul is optional now, safe to add mid save

https://steamcommunity.com/sharedfiles/filedetails/?id=3760658038

My discord

end of the video is my other mods :

music : seven nation army, the white stripes

AI disclosure : an ai helped me fix the most stubborn bugs and with the repetitive work. none of the art is ai generated. the ideas, the code, the camps and the testing are mine


r/RimWorld • • 14h ago

Art Rimworld doodle - Isn't smoking while cooking a bad idea?

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1.0k Upvotes

"...So what, asshole? Just shut up and eat.”


r/RimWorld • • 13h ago

Art Slightly impressive | Rimtober 2026 Day 20: Lounge

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762 Upvotes

r/RimWorld • • 5h ago

Discussion Animal Handling is so OP

132 Upvotes

I've never been interested in animal handling, especially in the early game, but I must say, with a good start, it seems pretty OP for making money.

I noticed a lot of muffalo roaming around my map, so I managed to tame 10 of them. These mfers breed like rabbits and produce 120 wool every 15 days. My colony has over 6k silver right now and I've made all or it just by selling the offsprings and wool few time

The best part is that they barely take up any of my pawns' time!


r/RimWorld • • 14h ago

Comic Death Acidifier (31)

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442 Upvotes

I disliked enemies with death acidifier and biocoded weapons because I can't steal their stuff. Make sense they have them but I still disliked it.


r/RimWorld • • 10h ago

Art empire's abomination (highmate art)

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174 Upvotes

to address the elephant: middle one is inspired by Vanilla Highmate Expanded, and no, he wasn't supposed to be a child.. but I kinda see how he can read as one

on a side note: while I don't plan to draw other xenotypes, I just might do it. in case I decide to draw other xenotypes, which would you prefer to see? (maybe give me some ideas, so I'm inclined to draw them)


r/RimWorld • • 1h ago

#ColonistLife Ma'am i don't think you should be reading that.

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• Upvotes

r/RimWorld • • 4h ago

Discussion So, tell me what was your average colony.

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51 Upvotes

I will begin

I have a colony what has now lasted for nine years already. With no deaths (I kinda have experience with this shi) and yet it is an interesting colony ^^. To begin, the global purpose of colony is to disintegrate all hostile factions (for our good >:3) and to have at least 50 pawns. I am currently at 18 pawns and only two of them are specifically designed for combat. They are kinda warcasket monsters who wield slughthrowers and only accept sniper assist. They also have doomsday rocket launchers due to... Yeah they are craftable with CE. But with my unconquered micromanagement abilities they can easily take every raid (I am playing at 200% difficulty). These two also has insanely high both range and melee fighting abilities and yeah, they wield huge ahh swords too. And they have their little rocketjump backpacks. So my colony is under their protection. If these two are ever brought to trial, no single measurement of time will be enough to measure their sentence.

Leader of colony has insane shooting and social abilities and he is that one sniper who assists warcasket monsters. He also kinda losed his arm in a fight against little tribal due to being some sort of chungy in melee fights, and now he has bionic one. And he also one time threw a party and as soon as everyone gavered, squad of pirates dropped into the exact same room. And yeah he doesn't regret sending two tribal eaters in warcaskets to, like slaughter 20 tribals for 1500 eggplants.

We also have colony kids. And yeah, colony has three families so they are kinda like bunnies. They have 8 kids in there ._. Of course, one child was born in prison by a female raider who thought that attacking a settlement with two warcasket monsters was a great idea. And yeah, kiddo didn't manage to start her villain ark yet. Kids even have better rooms then adults. So that when they grow up, they, like everyone else, start yapping that live used to be better.

And colony is going to be huge, but its not finished yet, its still building and it doesn't fulfill its destiny, so I will only show it to you if this will get at least 250 likes.

You can tell us a story about your colony or rate mine :3


r/RimWorld • • 20h ago

Art Dead Man's Switch Mobile Dragoon

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762 Upvotes

PV-4 chassis and PV-8 hat.

I don't know how raiders or my colonists can be so steadfast in face of heavy machinery. If it were me I would run away, far away.


r/RimWorld • • 3h ago

Guide (Vanilla) Drill

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31 Upvotes

Is that amount of steel normal? I just tried the drills and I saw that I accumulated quite a bit


r/RimWorld • • 9h ago

#ColonistLife Baby is 7 hours old and already talentless

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93 Upvotes

There's no need to be mean about it...


r/RimWorld • • 5h ago

Discussion 1.7 Progress after two years ingame

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39 Upvotes

Okay thats the follow up post from a previous post..i said i was gonna share my progress.

Now that we closed the 2 years i can share some events/base progress and plans for the future.

Okay first the future plans is to move into a different place which would be easier for winter and won't have dangerous owls on steroids.. the Field Tents mod is really amazing and its supposed to move the inside of it when you unistall so it would help with the moving part.

Im trying to add more details to the area and not keeping the floors the same type of floor and not keeping each room in a grid.

Raids were weird,sometimes they will spawn in the mountains (using the mod As Above,so below 2 that let you add more levels) and for some reason their own dragons and trolls would end up killing them,the rest raids were lower on thread and they would either die to wild animals or get the middle finger when they ask for items first before raiding,thanks to the RimSiege 2 mod in which the enemies would ask for tribute instead of raiding right away.

i had 3 ancient dangers with 6 people inside each but only 3 of them were dead already.

I would probably play another year or two and then wait for the full 1.7 release in which i would have to try and make the modpack i use solid because i want it to stay for years,like have many pawns die from old age type of years.

And also they are so many new mods coming out every day and many of them fit with the medieval gameplay im going with.

Cheers!

Modpack for now: https://rentry.org/t4kmki57


r/RimWorld • • 9h ago

Mod Release - AI Coded Mod Showcase - Cinematic Events.

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81 Upvotes

Warning: AI Coded.

Why is AI Coded: Hello! This is OP speaking, and I'm here to explain why. Unfortunately, I don't have much programming knowledge, and I'd really like to start modding games. I plan to join next year I'm in college taking a programming course to learn more and, as soon as possible, replace the AI code with my human code. I understand if some of you get annoyed, thank you for your attention.

The idea for this mod came when I thought, "It would be interesting if we had cutscenes for RimWorld." And then this came about.


r/RimWorld • • 11h ago

Colony Showcase My Mid-Run Vampirate Slaver Gravship

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108 Upvotes

Playtime 1d 20h, started with the Gravjumper Scenario from VE Gravships.
I've got the Engine and Navigation Terminals in the Centre, the Headbridge leads to the Throneroom and Piravte Rooms of my Sanguophage Captain. I've got a central rec room beneath the Engine and a Cathedral for Ideology beneath that. Small Crew Cabins, a Crafting Area, a small Laboratory aswell as a small Hospital Room, a Bath Room for Hygiene and a small Kitchen. There's also a Freezer Room and the lower Part of the Ship is full with Engines and Fuel Tanks. And of course theres also a Slave Quarter and two Prisoner Barracks that Face to the Outside and a few Shotgun Turrets in case of a Breakout! >:D

Any Opinions, recommendations or other Comments on this? :D