Nothing is required but RimWorld. What the load-order profile actually means for you.
Mods and expansions
What is required
RimWorld, and nothing else. 1.6 is retained; 1.7 unstable / Waylith is the new target. No other mod. No expansion.
| RimWorld 1.6 / 1.7 unstable | The game is the only requirement; 1.7 compatibility is unverified |
| The five expansions | Royalty, Ideology, Biotech, Anomaly, Odyssey — every one optional |
| Other mods | All optional |
This build declares no dependencies at all. Your mod manager will not ask you for anything, because nothing is being asked for.
Load order
It loads last. A patch cannot see content from a mod that loads after it.
It publishes a long list of mods as load-order advice, which is a different thing from a requirement: a sorting manager reads that list and places this mod correctly on its own. Every mod on it is optional, and the list is advice about order, never about what you need to own.
RimSort is the manager this was sorted with, and the one Install gives steps for. Any manager that reads a declared load order will do the same job.
How it treats other mods
| Nothing is edited | No other mod's files are changed, read into this one, or copied |
| Content is looked up by name | A missing one degrades what depends on it rather than throwing |
| Expansion content is gated | Anything from an expansion is marked as needing it, so it simply is not there without it |
| Nothing leaks inward | No content from any other mod appears in Backrooms generation |
| No Harmony | Nothing is patched at runtime |
The company panel lists the optional mods this one has a stated position on, whether each is loaded, and in plain words what will and will not happen with it.
No start depends on another mod
Every opening reaches its first objective on RimWorld's own content. Where a mod or expansion would have supplied something, its absence degrades that thing with a stated reason rather than refusing to continue.
Doors from other mods
Wider doors work as wider gates — that is the one place another mod's content changes what you can do. A 2-cell door passes pack animals; 3 cells or more passes anything.
Core alone gives you a 1-cell gate from a door or autodoor, and a 2-cell gate from an ornate door, with no other mod installed.
The list itself, mod by mod
The mod list carries all 296 of them, grouped by tag.
Each one gets four things: what Rimrooms uses it for, what changes if you leave it out, what to watch for, and a tag — Required, Recommended, Optional, Visual only or Not needed.
Required there means required for the experience as it was built. Nothing on that page is required to launch.
What has been played
The whole list has been played with Rimrooms on RimWorld 1.6. Every mod on the mod list was loaded and active through the October 2026 play sessions -- three scenarios started, gates built, surveys run through the Backrooms and back -- and each row there says what the game's own log recorded against it. One mod has a logged error on that page; the rest have none.
Those are historical 1.6 observations. They are not 1.7 compatibility results or a promise about other versions of those mods, or about a list arranged differently. If you hit a conflict, report it.
See Links for where to report one.
Running a smaller list
Run whatever list you like. Nothing is declared as a requirement, so no manager will warn you, and the mod is written so that missing content degrades rather than crashes.
A reduced list is untested rather than unsupported. The full list is the one Rimrooms has been played on under 1.6: every mod on it was loaded and active through the October 2026 play sessions, and the mod list says, mod by mod, whether the game log ever named it in an error.