Gathering data...---

//>Transmission Begin<\\
Welcome back Commander.

We have information about Tiberium spreading through space.
Humanity was fighting with the strange substance for centuries on the long-forgotten planet earth.
Apparently the Scrin have started an invasive mission on using new planets to harvest their so called "Ichor" – and this Rimworld is in high risk of being the next target – so be prepared.

A Tiberium transport vessel has been shattered in space, spreading Tiberium rocks in all directions.
Observations prove the risk of infestation on this planet.

Your current objectives:
Get control over a colony and keep it alive.-
Protect it from any Tiberium dangers.-
If present - isolate any Tiberium occurrence ASAP.-
Learn about the strange substance.-
Use it to your advantage.-

Save this Rimworld and get the mineral under control.
We are counting on you.
//>Transmission End<\\

Hello and welcome to Tiberium Rim – A Command & Conquer mod for RimWorld.

This mod is not an overhaul. It has a lot of new content but doesn't cause any incompatabilities. It only may be that a different mod, may have features that conflict with this.

TiberiumRim is a mod that is based on the Command & Conquer universe. The goal is to add the whole C&C universe to our beloved RimWorld, starting with the crystals and going all the way into the deepest lore and the various factions.
This will not be based on any specific game – so don't expect that. It might even contain features from Tiberian Twilight but don't worry, no Crawlers will ever be included.
This mod is - supposed to be - under constant development to add all of those lovely nice features that the C&C lore has to offer.

Table of Contents
The table of contents can be found here!

You can find more details on the forum page.
Visit the wiki for more information - which is not available as it's a WIP.

This mod requires HugsLib to work, so be sure to have that installed.

I hope you enjoy and be sure to report bugs asap!

Available languages:

Mod Team
Maxim, aka Telefonmast (Author,C# coding, XML coding, Artist)
Profugo Barbatus(C# coding, XML coding)
Special thanks to Profugo! Without him this project would've died off quickly.
Nephlite does amazing art!

If you want to support us and our work feel free to submit a small donation!
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RSS Articles

Tiberium Rim 1.3 Update



Veinmonster, small veiny creature that is spawned by Veins, very weak on its own, but strong in masses, its size makes it hard to hit with guns.

Tiberium Power Plant, uses Tiberium fuel which powers it.
Tiberium Inhibitor Fences, powered fences with 1 wide radius of inhibition. Consume small amount of power per part.
Tiberium Decrystallizer, works as the terrain pump, instead slowly cures any tiberium infested terrain to its corresponding decrystallized version.
Tiberium Rocks(Walls), Once Tiberium comes in contact with any rock type it has a chance of instead damaging it to infect it with the corresponding type (Green, Blue, Red, Vein) and act as a mineable resource.
Tiberium Towers, random structures that get spawned in big enough fields, green version has many textures and is more common, blue version is the monolith.
Veinhole, a new Tiberium source that spreads veins instead of crystals. Veins spawn Veinmonsters and don't infect but hurt the player with blunt damage.

Tiberium Fuel, used for Tiberium powerplant.
Raw veins, resource harvested from veins.

New Infection System.
Pawns now get a tiberium buildup while in contact to Tiberium.
This can develop to a Stage One infection which will last for a while and stop, but causes serious weakening.
If Buildup goes higher, Stage One becomes Stage Two, an irreversible state which leads to either a body part being infected(curable with amputation).
Or the pawn mutating, this can be either good or bad. Which is a permanent buff or debuff.
Mutation also causes Tiberium dependency, an addiction which gives the pawn a need to stand in Tiberium.
Mutation makes pawn immune to Tiberium.

Tiberium Spread Behaviour:
When Tiberium hits water terrain it corrupts it to "tiberium infested water" and grows a glacier on it instead.
When Tiberium hits rock walls it corrupts them correspondingly.
Veins don't grow glaciers.
When a 3x3 tile set of green tiberium is present it has a rare chance of creating a tiberium tower, same for blue tiberium only rarer and with a rather dangerous Tiberium Monolith.
A chance has been added to Tiberium spread for randomized spread patterns.

Tiberium Types:
Tiberium Glaciers only grow on water, are hard to get rid of, and passable, but very slowly.
Tiberium Veins bleed when hurt, and spawn Veinmonsters randomly.

Ion Storm, when triggered only starts once Map has certain amounts of all types present. Causes Ion Storm weather, Ion Storm mapcondition (just visual) and solar flare, should last 2 days.

Bug fixes/Changes:
Inhibitors now don't stop working after being damaged in the slightest.
Tiberium doesn't place roof-zones when spreading into mountains anymore.
Tiberium cannot be stopped by building a wall of graves anymore.
Tiberium will not be hurt by Toxic Fallout anymore.
Tiberium producers will now attack buildings to fix an exploit that involves enclosing a producer to stop tiberium spread.
Tiberium won't dig endlessly into mountains anymore, creates corrupted rock.
Monolith event removed and replaced by spawning as a "Tiberium Tower".
Tiberium production buildings leave crystals to spread when destroyed.
Tiberium doesn't spread on inhibited tiles anymore.

New buildings textures.
New building sizes.
Descriptions improved, typos fixed.

RSS Files


Full Version 1 comment

This is the actual Beta 18 update with a few small changes.

TiberiumRim 1.8

TiberiumRim 1.8

Full Version

Tiberium flora has been worked and it now spawns different varieties depending on the plant it infects. New flora can be harvested and the resources are...

TiberiumRim 1.7

TiberiumRim 1.7

Full Version

New Update: Tiberium spreads across world tiles now. Currently unstoppable but rather slow, infested tiles become Tiberium biomes.

TiberiumRim 1.6.3

TiberiumRim 1.6.3


The veinhole was causing issues, they should be fixed now.

TiberiumRim 1.6.2

TiberiumRim 1.6.2


Fixed exploit with chunk walls saving you from the crystalline death.

TiberiumRim 1.6.1

TiberiumRim 1.6.1


Found a bug that spawned dead Visceroids, should be fixed now.


why you dont post videos at all?

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Any chance of GDI or Scrin vessel wreck events or something? Or just Scrin represented in any way? Alternatively, tiberium weapons like chemical spray or liquid tiberium bomb? What about Tacitus shard capable of assisting or advancing research further?

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RealTelefonmast Creator

Scrin will be an own mod part as 3.0
So will be Factions(with all kinds of weapons) as 2.0
Factions are being worked on right now

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love the idea, are you getting it on the steam workshop as well?

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RealTelefonmast Creator

It got just released on Steam! Check it out in the workshop

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Good idea.

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you wana slow the kill rate to about a week of exsposure kills.

and add the possability to mutate.

(a unique skill rare, ) that makes the user immune to tiberium, and insted healed by it.

- maybe make them mutate a limb or somethn in the process. (why not)

want a hand doing it- leme know---

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RealTelefonmast Creator

Hello! Thanks for the feeback.
This page for moddb is still a wreck, I quickly made some stuff up before going to bed so I'm reworking it right now.
Ideas are always welcome as it is a fairly fresh start - but for the guy who helps me with the C# coding is unavailable and so there can't be any major updates adding new functions.
But those sure are some nice ideas I consider implementing.

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not bad man, you planning on relecing gdi and nod armor/ weps?

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