// RimWorld 1.5 · Mod by Y.Frolov

X-Rim: Enemy Unknown

The alien threat arrives on the Rim. Rebuild the X-COM program. Research extraterrestrial technology. Defend humanity.

v1.0.0 current build
RimWorld 1.5 compatible
40+ research projects
XML + C# architecture
View Roadmap Learn More ↓
// scroll to explore
// 01 — About

What is
X-Rim?

Overview

X-Rim: Enemy Unknown is a total-conversion-style content mod that brings the legendary X-COM universe into RimWorld. Face extraterrestrial threats, research alien technologies, build a response program from the ground up, and equip your colonists with weapons that range from precision ballistic arms to plasma-based alien ordnance.

The Program

Unlock the X-COM research tree by establishing a dedicated research lab. Progress through two parallel technology tracks — human-developed tactical tech and reverse-engineered alien science — each gated behind appropriate facilities and research prerequisites.

Design Philosophy

Faithful to the 1994 original X-COM: UFO Defense. Weapon names, progression curve, and technology logic mirror the classic game. Balance is tuned for RimWorld mid-to-late game without trivializing vanilla content. XML-first implementation with C# only where XML is insufficient.

Mod Structure

Structured around a two-tab research tree: X-Com Tech for human-engineered equipment, and Alien Tech for reverse-engineered extraterrestrial systems. Advanced alien research requires the dedicated Alien Analyser facility.

Requirements

RimWorld 1.5. No DLC required. No external mod dependencies. Compatible with most content mods — the research tree operates on its own branch without patching vanilla research. Load order is flexible.

// 02 — Screenshots

In the
Field

// 03 — Arsenal

Current
Arsenal

🔬

Research Infrastructure

Four dedicated X-COM facilities: Laboratory, Workshop, Nanite Printer, and Alien Analyser. Each unlocks further tech branches.

🔫

Ballistic Weapons

XCOM Pistol and XCOM Rifle — precision ballistic sidearm and long-range assault rifle with custom projectiles and sounds.

💥

Heavy Ordnance

Heavy Cannon and Autocannon in three ammunition variants: Armor Piercing, High Explosive, and Incendiary.

🛡️

Defense Turrets

Mini-Turret and Autocannon Turret in all three ammo types (AP/HE/I). Custom icon set per variant, 10 textures total.

⚙️

Crafting Components

Specialized barrel types: Reinforced Barrel (AP/HE/I), Laser Focus Array, and Plasma Containment Core as crafting resources.

🎵

Custom Audio

Original weapon sound effects including pistol/rifle fire, cannon blast, UFO impact, and stun rod zap — sourced from the original X-COM.

✓ Implemented

Weapon Type Research Gate Ammo / Variants Range Burst
XCOM Pistol Sidearm XCOM_Tech_Pistol Pistol Bullet 23.9 2
XCOM Rifle Assault XCOM_Tech_Rifle Rifle Bullet 30.233 2
Heavy Cannon Heavy XCOM_Tech_HeavyCannon APHEI 37.2 1
Autocannon Heavy XCOM_Tech_HeavyCannon APHEI 27.567 6
Mini-Turret Turret XCOM_Tech_DefenseTurret APHEI 34.6 1
Autocannon Turret Turret XCOM_Tech_DefenseTurret APHEI 39.4 2
Laser Pistol Sidearm XCOM_Tech_LaserPistol Small Laser Charge 28.49 1
Laser Rifle Assault XCOM_Tech_LaserRifle Medium Laser Charge 40.59 1
Heavy Laser Heavy XCOM_Tech_LaserCannon Heavy Laser Charge 49.4 1
Laser Mini-Turret Turret XCOM_Tech_LaserDefence Medium Laser Charge 38.1 1
Laser Cannon Turret Turret XCOM_Tech_LaserDefence Heavy Laser Charge 43.3 2

◈ Planned

Weapon Type Research Gate Ammo / Variants Range Burst
Plasma Pistol Sidearm XCOM_Tech_PlasmaPistol Small Plasma Charge 26.195 1
Plasma Rifle Assault XCOM_Tech_PlasmaRifle Medium Plasma Charge 35.412 1
Heavy Plasma Heavy XCOM_Tech_HeavyPlasma Heavy Plasma Charge 43.3 1
Plasma Mini-Turret Turret XCOM_Tech_PlasmaDefence Medium Plasma Charge 35.5 1
Plasma Cannon Turret Turret XCOM_Tech_PlasmaDefence Heavy Plasma Charge 40.4 2
Rocket Launcher Heavy Explosion - HEI - -
Missile Turret Turret - HE
Blaster Launcher Heavy Explosion - HE - -
Blaster Turret Turret - HE - -
Small Launcher Non-lethal weapon - ST - -
// 04 — Research

Technology
Tree

// X-COM Tech Tab
X-Com Tech Research Tree
// Alien Tech Tab
Alien Tech Research Tree

// Screenshots from RimWorld 1.5 research screen

// 05 — Alien Forces

The Alien
Hierarchy

A single unified alien faction — XCOM_Faction_Aliens — with permanent enemy status. Five distinct races, each deployed in mission-specific group compositions. Thirty PawnKindDef entries across six military ranks. Killing commanders shifts the political landscape.

// Alien Races (intelligent)
Sectoid
Small, fragile. Psionic-capable at Terrorist rank and above. Primary reconnaissance and base defense race. Commanders can initiate Mind Control.
Humanoid Psionic Small Intelligent
Floater
Cybernetically modified for aerial combat. Ignores terrain cost. Terror missions and rapid deployment. No psionic capabilities.
Humanoid Flying Fast Hover
Muton
Heavy shock troops. High HP, resistant to ballistic damage. Primary assault race for Terror Missions and Supply Runs. No psionic capability.
Humanoid Heavy Resistant Assault
Snakeman
Fast, venomous. Carries Cryssalid allies as living weapons — the most feared biological threat in the alien arsenal. Primarily Abduction missions.
Humanoid Fast Venom Cryssalid carrier
Ethereal
Physically frail but psionically dominant. All ranks have psionic capability. Leaders can Mind Control multiple targets simultaneously. Rare but critical threat.
Humanoid Psionic Fragile Commander-class
// Alien Mechanoids
Cyberdisc
Alien mechanoid hover platform equipped with plasma weaponry. High armor and explosive destruction on death. Provides mobile heavy fire support.
Mechanoid Flying Heavy Explosive
Sectopod
Heavy mechanoid walker with extreme durability and sustained plasma fire. Slow but overwhelming. Core unit in late-stage assaults.
Mechanoid Heavy Walker Siege
// Alien Fauna
Chryssalid
Extreme-threat bio-weapon. Fast melee attacker capable of infecting victims, converting them into new Chryssalids. No ranged capability. Primary vector of colony-wide collapse.
Alien Fauna Melee Infection Bio-weapon
Reaper
Pure melee predator with high movement speed and aggression AI. No infection capability, but high speed and aggressive melee behavior make it lethal in close combat.
Alien Fauna Fast Melee Predator
Silicoid
Silicon-based lifeform adapted to extreme heat environments. Highly resistant to energy and environmental damage. Slow but extremely durable.
Alien Fauna Resistant Slow Heat immune
Celatid
Floating alien organism. Ranged acid projectile attacker with hover mobility. Maintains distance while applying sustained pressure.
Alien Fauna Flying Acid Ranged
// Rank System
Rank Combat Special Kill Reward Psionic Races
Soldier Strong melee + ranged
Terrorist Average combat, high speed Psionic Panic attack Sectoid, Ethereal
Navigator Weak fighter High Intellectual skill — live capture unlocks research
Medic Weak fighter High Medicine skill, treats wounded in combat
Commander Very strong combat Psionic Panic + Mind Control +5 all factions Sectoid, Ethereal
Leader Elite combat Psionic Panic + Mind Control (multi-target) +10 all factions Sectoid, Ethereal

⚠ Cryssalid Infection Chain

Cryssalid bite → HediffDef "Chryssalid Infection" with countdown timer.
Timer expires → pawn dies, Zombie pawn spawns.
Zombie after N ticks → dies, new Cryssalid spawns on location.

The single most dangerous biological threat. Carried by Snakeman raiding parties. One uncontained infection can cascade through the entire colony.

HediffComp C# transform Priority: High

🫘 Alien Reproduction — Embryo Pod

Aliens don't reproduce naturally. Abduction raids exist to capture colonists.

XCOM_AlienPod_Embryo — building on alien base. Captured colonist is assigned, timer counts down, pawn is converted into an alien of the corresponding race.

Rescue mission: destroy the pod before the timer expires to save the captive.

CompTick C# PawnKindDef spawn Priority: Medium

🥩 Alien Food Chain

Aliens don't eat human food. Their nutrition comes from processed human or bovine meat — a direct nod to the original X-COM's imagery.

XCOM_AlienNutrition — processed meat ration, consumable only by aliens (RaceDef foodType = Meat). Alien bases produce it from cattle or human remains.

Terror Missions may deploy cattle as civilian targets — a deliberate lore reference.

RaceDef foodType XML Priority: Low

🤖 HWP — Heavy Weapon Platforms

Tanks and hover platforms are Pawns, not turrets — mobile combat units produced in the Platform Assembler, analogous to RimWorld's mechanoid gestator.

Each HWP type has a global count limit via PlatformLimitExtension. Tracked chassis: max 3 per type. Hover chassis: max 2. Weapon loadout is set at production via barrel component in recipe.

PawnKindDef GameComponent C# Priority: Medium
// 06 — Alien Missions

Alien
Operations

Faithful to the original X-COM, the alien campaign is not passive. Extraterrestrial forces pursue their own agenda — probing, terrorizing, and infiltrating — while your colony builds its response program. Below are the planned mission types for the alien faction AI.

ALN-01
Planned

Abduction

Alien forces land and abduct colonists from the map. Uncontested abductions increase alien activity score. Successfully repelled raids yield alien corpses and potential salvage.

Threat: Medium Frequency: High
ALN-02
Planned

Terror Mission

Alien forces attack a settlement with the goal of maximizing civilian casualties. High-intensity combat encounter. Failure results in significant morale and faction standing penalties.

Threat: High Frequency: Low
ALN-03
Planned

Reconnaissance

Small scout ship enters the map to gather data on your colony layout and defenses. If not intercepted, alien forces gain tactical intelligence — future raids arrive with better positioning.

Threat: Low Frequency: Very High
ALN-04
Planned

Supply Run

Alien logistics ship delivers reinforcements and resources to existing ground forces. Destroying the supply ship before unloading denies the enemy reinforcement and can yield Elerium salvage.

Threat: Medium Frequency: Medium
ALN-05
Planned

Base Infiltration

Alien agents attempt to establish a covert presence within or near your colony. Undetected infiltration accelerates escalation tier. Requires Mind Shield or active psionic defense to counter.

Threat: Very High Frequency: Rare
ALN-06
Planned

Alien Base Construction

If alien activity score goes unchecked, extraterrestrial forces attempt to establish a permanent base of operations on the planet. Assaulting and destroying it is a major mid-game objective.

Threat: Critical Frequency: Rare
// ALIEN ACTIVITY ESCALATION
Probe
Recon only
Active
Abductions begin
Aggressive
Terror missions
Dominant
Base established
// 07 — Roadmap

Development
Roadmap

✓ Implemented

Research Tree Infrastructure
2 custom research tabs (X-Com Tech, Alien Tech), 40+ research projects across 11 columns with full prerequisite chains and cost tuning.
XMLResearchProjectDef
X-COM Facilities
Laboratory, Workshop, Nanite Printer, Alien Analyser — four dedicated research and production buildings with unique unlock gating.
XMLThingDef
Ballistic Weapons
XCOM Pistol and XCOM Rifle with custom projectiles, stat balancing, crafting recipes, and skill requirements.
XMLThingDef
Heavy Cannon Line
Heavy Cannon and Autocannon in Armor Piercing, High Explosive, and Incendiary configurations. Specialized barrel crafting components.
XMLRecipeDef
Defense Turrets
Mini-Turret and Autocannon Turret, each in AP/HE/I. Custom per-variant textures and menu icons.
XMLTextures
Custom Audio
Sound effects with SoundDef integration. Pistol/rifle fire, cannon blast, UFO hit, stun rod — sourced from the original.
OGGSoundDef
Crafting Economy
5 specialized resource items: Reinforced Barrel (AP/HE/I), Laser Focus Array, Plasma Containment Core. Full recipe chains.
XMLThingDef
Laser Weapon Line
Laser Pistol → Laser Rifle → Laser Cannon → Laser Defense turret. Research gates exist; ThingDefs and textures needed.
ThingDefTexturesPriority: High

◈ Planned

Resources
Elerium-115, Alien Alloys, Alien Components, Alien Advanced Components. Research gates partially exist; ThingDefs and textures needed.
ThingDefTexturesPriority: High
Plasma Weapon Line
Plasma Pistol, Plasma Rifle, Heavy Plasma → Plasma Cannon → Plasma Defense. Alien-tech tier, requires Elerium resource.
ThingDefTexturesPriority: High
Armor Progression
Standard Suit → Personal Armor (Alien Alloys) → Power Suit → Flying Suit. Full protection stat chain with Biotech and Royalty DLC compatibility consideration.
ApparelDefTexturesPriority: High
Iventory Line
Medikit, Motion Scanner, Mind Probe. Research gates exist; ThingDefs and textures needed.
ThingDefTexturesPriority: Medium
Rocket Weapon Line
Rocket Launchers (Explosion and Incendiary) → Missile Defense turret. Research gates not exist; ThingDefs and textures needed.
ThingDefTexturesPriority: High
Alien Races
Sectoid, Floater, Muton, Snakeman, Ethereal and others. Custom PawnKindDef + RaceDef, faction logic, and unique threat profiles.
PawnKindDefRaceDefPriority: High
Ground Vehicles
Tracked: Tank, Rocket Tank, Laser Tank. Hover: Plasma/Blaster Hovertank. Heavy Weapon Platforms as unmanned combat mechs.
C# / XMLPriority: Medium
Psionics System
Psi-Lab facility, Psi-Amp equipment. Mind Probe intel device, Mind Shield base defense. Psionic strength/skill as trainable stats.
HediffDefC#Priority: Medium
Aircraft
Transporter, New Fighter Craft, Adv. Transporter, Ultimate Transporter. Likely requires Vehicles Framework integration or custom C# implementation.
C#Priority: Low
Radar & Detection
Motion Scanner, Radar, Adv. Radar, Hyperwave Decoder as active base facilities with map-level threat detection mechanics.
MapComponentC#Priority: Low
Support RimWorld 1.6
Migrate to Rim World v.1.6.
MapComponentC#Priority: Low
// 08 — Notes

For
Developers

This project utilizes the RimWorld XML Toolkit, which provides specialized tools for static analysis of XML graphs. For more information on the technical implementation, see Building IntelliJ Plugins for Complex XML Systems.