Real RimWorld colonists come to the 7 Days to Die wasteland. Everything RimWorld-specific is read from your own RimWorld install when the game starts: nothing from RimWorld is shipped.
What you get
A survivor in your first minute. On a new world a RimWorld colonist appears close by; more strangers wander in over time.
Real RimWorld people. Names, childhood and adulthood backstories, traits, skills with passions and "incapable of" work, straight from RimWorld's files. Look at anyone to read their story card.
Orders. Tap E on a colonist, then a number: talk, invite to your colony, follow me, hold here and work, swap weapons, banish. Home opens your colony list.
Stockpiles. Look at one of your chests and press End to make it a RimWorld stockpile: anything, foods, medicine, weapons, apparel, raw resources or manufactured.
Bills on real workstations. Press End at a workbench, campfire, forge, chemistry station or cement mixer to add a RimWorld bill ("do X times", "until you have X", "forever"). Colonists fetch ingredients from your stockpiles, craft in RimWorld quality (awful to masterwork) and store the product.
Scavenging. With nothing else to do, colonists search loot containers near base (the loot rolls as if you opened them), carry it home and sort it into stockpiles. Zombies can catch them out there; they fight back.
Base jobs. Otherwise a colonist works their best RimWorld skill: hunting, mining, cooking, farming, ammo, building supplies, doctoring or research.
RimWorld gear and combat. RimWorld weapons and apparel become 7 Days to Die items with RimWorld's stats; RimWorld's hit model plus traits like Tough, Nimble, Jogger or Careful shooter decide how colonists fight.
Solo play. Moods and mental breaks are not in this version.
Needs: 7 Days to Die 3.3+ and RimWorld 1.6. Melty starts 7 Days to Die directly (without EasyAntiCheat, which code mods need) and tells the mod where your RimWorld is.
Code is MIT-licensed and open to remixes. 7 Days to Die is by The Fun Pimps, RimWorld by Ludeon Studios.