Area Rugs A16

MOD Desc
Find the Alpha 17 version here:

Update 7 January 2017
– Fixed rugs not being tradable

Update 4 January 2017
– Fixed dyed cloth weights

Update 27 December 2016
– Updated for A16


This mod adds 30 different area rug models to the game from tiny 1×1 doormats to huge 7×7 room filling monstrosities. They come in circle, square, rectangle, and also one wide runners for hallways. Unlock by researching carpets.

There are two new crafting benches: the dye barrel that takes default cloth and changes its color, and the rug crafting table that takes that colored cloth (or regular cloth, devilstrand, hyperweave, or wools) and makes them into the rugs.

A cool side effect of this mod is that the new colors of cloth can be used to craft regular clothing so now you don’t have to be content with everyone wearing light grey, if you want your colony to wear all purple you can do that! Visitors and raiders will also show up in the newly colored clothing and you’ll be able to buy it from traders.

Now the rugs.. they use artistic ability and have a quality rating, the higher the quality the more beauty it has. The larger the rug the more beauty it has. (I didn’t want to punish people for wanting to use one big rug instead of 6 little ones in a room) They can be picked up and put back down and sold to traders if desired. It is possible to get some >very< pretty rugs if you have a colonist with high artistic skill, and you can have a very beautiful base.. but keep in mind that the value of the rug will also be high and you will pay for all that beauty in more dangerous raids.

Compatibility: I can’t see why it would conflict with anything at all. Mods that add crafted things from default cloth >should< also include the the colored cloth, you might have to have this mod first in your load order – this has not been tested though.

Known issues: You can place the rugs under walls or even stack them on top of each other. I’m just happy they sit nicely under furniture so not worrying about this. Bleached cloth sprites stay colored until stacked with other cloth, doesn’t adversely effect usage, just appearance.

There are extra textures in the folder, a set with almost no edge shadowing and a set with heavy shadowing. Just switch them out if you prefer.

This is my first published mod since way back in the EQ1 days, and my first RimWorld mod, please be gentle. =)

All graphics and some coding by AElflaed (Fisty), extra coding and testing by Darc Clan.

This mod MAY be included in mod packs, altered or unaltered, please give us (Fisty and Darc) credit somewhere if you do so.
(It’s just begging to be worked in with Superior Crafting and mods that add more plants to actually make the dyes)

Ok, so i’ve played this for 300 ish hours when it wasn’t on steam (i counted) and I wanted to write a detailed review of 2 versions of this game; Vanilla and modded, because those are 2 VERY different experiences. I cannot spell that well, so please forgive me. (btw this can run on a potato, so pick it up if you can)


TL/DR: 3 survivors crash land on a planet with some high tech stuff, some low tech stuff, and a lot of problems. You gotta manage their priorities for work, their recration, food, everything. You research new tech and progress while fighting off raiders every once in a while. Very fast save and load times because of the minimalist graphics and the very optimized game.


Lots of replayablity and content

Diverse cast of ever changing characters

Good crontrols and interface

Middle (either pros or cons, depending on who you are):

Slow game where not that much will happen, but makes for a nice twitch chat game or when you wanna binge a show while doing something, but will put people off who don’t wanna put a lot of time in.

Very mechanics heavy where you have to understand all of the controls or nothing will get done.


So so many tabs to go through. This is more of a learning con as once you get used to it it’s fairly intuitive, just some things could be combined or explained better

No real good learning option in game, but a list of links to tutorial videos would be good for new players (good fix).


Good game if you wanna put the time in. There’s even mods coming out or that are out that allow the vanilla experiance to be shared.

– end vanilla review –


This is for the dedicated or for those who want to get a lot out of the game post 11,000 vanilla play throughs (losses). This is the review when hugslib, VGP, EDB prepare carefully, Hospitality, and many other mods become the first in your list of subscribed.

TL/DR: So many scenarios you can try, so many things to change, FOR THE EMPEROR!!! WAAAAAAAAAAAAAAAAAAAAAAAAAGGGGHHHH!!! (yes i know, thank you very much). You have a reaserch tree you won’t be able to get everything with, there will be at least 10 new architect tabs, 70,000,000,000 new items, materials, weapons, species, all that, and the load times are a movie’s length long. Don’t tell me it isn’t (unless there’s a mod for it :P)


(how do i say everything?)


You will have to manage a lot more things, but i don’t think people really will ever see this as a con


Long load times, too much content ๐Ÿ˜›

Synopsis: what year is it again? eh who cares, back to the game…

The Rimworld Company TM wants you to commit warcrimes.
Rimworld is a warcrime colony simulator and storytelling game. Crash land your party of three off-worlders(or 5 neolithic villagers) and try to help them survive as long as you can. You may gain or lose some organ donors people over time, but even if you lose them all, it’s not game-over; the story will continue so long as you are willing to continue it. The True God Randy giveth, but he also taketh away.
Random herds of insane animals will kill your organ donor settlers/colonists, meteors will crush them, and a stray bullet will be a headshot killing your favorite pawn. You will build a wooden base only to have a pyromaniac join you and burn it all down. When you try to use fire as a weapon, it will rain and foil your plans. That meteor from earlier? It crushed your biggest, meanest dog’s bonded master driving it to a murderous bloodlust, causing an inevitable chain reaction with your other bonded animals and their masters, only to trigger your incendiary IED. With no pawns remaining, the fire will consume all you have built.

Feeling defeated, you stop playing for a couple days, only to feel the insatiable Call of The Rim and be pulled back in. This time you carve your home from the mountain to protect from the dangers of fire. You build a large workshop, but before you are aware of what’s going on, a large swarm of insects burrow up from the Underdark, destroying all of your advanced machinery and killing your crafters and causing the inevitable collapse of the colony.
No pawns remain, but your automated defenses managed to kill the invading insects and you decide to hold out to see what happens. A lone wanderer, the mysterious Man In Black, stumbles upon the ruins of your colony. He’s a psychopath and cannibal, can’t plant crops or field dress a wound to save his own life, but is excellent with a gun. He holds up in the ruins, eating the remains of the provisions you had stockpiled. Scavengers come by to salvage what they can from the ruins, but are killed by Man In black and cooked into delicious meals for his consumption.
Another wandering psychopath stumbles upon the ruins, negotiates with the Man In Black and convinces him to let the new wanderer stay. This woman is quite skilled with a knife, and while she could save the continuous waves of scavengers with her medical knowledge, instead decides to harvest their kidneys, hearts and livers to replace damaged organs of herself and the Man In Black. The change in the story was abrupt and uncomfortable at first, but you’ve gotten used to your new role: helping to keep the psychopathic organ harvesting operation alive and in play.

Oh look, more colonists organ donors.

This game is a perfect 5/7, would buy again.

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