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Rimrooms — Async Industries
A RimWorld campaign, being prepared for 1.7 while retaining 1.6. You run a branch office of a company that does contract work in the Backrooms.
Ordinary colony play is untouched. What this adds is an employer, a machine that opens a way into somewhere else, and paperwork about both.
Current development version: 0.13.0-dev. RimWorld 1.7 is the new game target, not the mod's
release number. Ludeon's announcement
places 1.7 and its Waylith engine on the unstable branch; stable play remains on 1.6.
Migration status: the shared physical 1.7/ package
content is shared by both versions. No 1.7 runtime or full-profile compatibility result is claimed.
📖 Read the wiki →
| Install | Requirements, mod manager setup, load order |
| Your first hour | Power, gate, crew, first crossing |
| The three starts | Which opening to pick |
| Gates and connections | The gate, and what fits through it |
| Beyond the gate | Coordinates, bands, what lives there |
| The company | Money, requests, research, staff |
| Troubleshooting | When something refuses |
| Links | Workshop, collection, issues |
What it is
- A gate is an ordinary door you designate. The mod also adds some buildings and items of its own (gate equipment, a records desk, a company journal) beside the ordinary ones.
- Door width decides what fits: people, then pack animals, then anything.
- Opening a connection is work an operator does at a console over time — not a button.
- Everything through it is a coordinate: a saved address you can return to.
- Things move between visits. Nothing tells you.
- The company pays into an account. Physical goods stay ordinary RimWorld goods.
- Your colonists work across a live connection — hauling, building, bills, research, medicine.
- A branch never dies. Lose everyone and the company arrives, cleans up, and bills you.
Requirements
RimWorld 1.6 or the 1.7 unstable candidate, and nothing else. No other mod and no expansion: this build declares no dependencies at all, so your mod manager will not ask you for anything. The five expansions are each optional, and content that uses one simply is not there without it. A 294-mod load-order list ships as sorting advice, which is not the same thing as a requirement.
See Install.
Building from source
./tools/build.ps1 # restore, compile, package
./tools/stage-mod.ps1 # copy the package to your local mods folder
Needs the .NET SDK and a local, owned RimWorld install. The inspected compiler baseline is 1.6; qualifying 1.7 needs its own reviewed references and runtime results. The build treats warnings as errors and is deterministic — two clean rebuilds produce an identical assembly hash.
Details in BUILDING.md.
Contributing
See CONTRIBUTING.md and the changelog.
Bug reports: open an issue with your RimWorld version, your mod list, and the exact text of any message.
Licence
Original source under MIT. RimWorld is supplied by Ludeon Studios and is not bundled. No other mod's files are included or modified.
Full attribution in credits.