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What is RimWorld?

RimWorld is an indie space colony management game developed by Ludeon Studios, a Canadian studio founded by Tynan Sylvester. You guide a small group of survivors who crash-land on a procedurally generated planet, managing their needs, health, skills and relationships while building a colony that can survive raids, weather, disease and internal conflict. An AI storyteller drives events rather than a fixed campaign, so each playthrough produces a different mix of calm stretches and disasters.

The official community reference for it is RimWorld Wiki, which currently maintains 2,825 articles covering concepts, items, life systems and the DLC.

What you actually do in a session

  • Build and sustain: place structures, power, production benches, food and temperature control so colonists stay fed, warm and sane.
  • Manage people: track moods, needs, traits, health and social fights; a single bad mood can end in a breakdown or a colonist leaving.
  • Handle threats: raids, mechanoids, disease and environmental events scale with your wealth and progress, so growth carries risk.
  • Trade and travel: caravans, quests and factions connect your colony to the wider world.
  • Shape the story: choose scenarios, storytellers and difficulty to make the game a relaxed builder or a grim survival test.

Expansions change the focus

The wiki groups official content into distinct expansions, each adding a different layer:

DLC Adds roughly
Royalty Titles, psycasts, persona weapons, imperial quests
Ideology Custom belief systems, roles, rituals, styles
Biotech Children, genes and xenotypes, mechanitors
Anomaly Void study, monoliths, entities, containment
Odyssey Gravships, orbit, new biomes and landmarks

Who it suits

Players who enjoy systems-driven sandbox games, emergent storytelling and losing colonies to their own mistakes tend to get the most out of it. If you want a tightly scripted narrative or dislike micromanaging individual moods and inventories, the learning curve will feel steep.

A practical next step: read the wiki's Quickstart Guides and Basics pages before your first colony, then pick the base game with the default storyteller on a lower difficulty. Add expansions once you understand mood, wealth and raid scaling, since each one increases the number of systems you are juggling at once.

How do I start a new colony in RimWorld?

Start by choosing a scenario, an AI storyteller, and a difficulty, then let the game generate a world and map your starting colonists onto a tile. The in-game tutorial and the Learning Helper walk you through the first minutes, so you do not need to memorize anything before pressing start.

The setup order that matters

  • Scenario: The default "Crashlanded" gives you three colonists and basic supplies, which is the most forgiving way to learn. Other scenarios change your starting people, technology and equipment, so treat them as difficulty modifiers.
  • Storyteller: This controls the pace and type of events. Cassandra Classic tends toward steady escalation, Phoebe Chillax spaces events out, and Randy Random is deliberately unpredictable. Pick based on how much pressure you want, not on which is "best."
  • Difficulty: Difficulty scales threats and rewards. Lower settings also soften some penalties, so it is reasonable to start low and raise it once you understand food, temperature and defense.
  • World and tile: Generate the world, then inspect tiles for growing season, temperature, terrain and nearby factions. A temperate forest with year-round or long growing periods is easier than an extreme desert, tundra or swamp.
  • Colonists: Check skills, passions, traits and health before you commit. Cooking, Construction, Growing, Medical, Mining and Intellectual cover most early needs; a colonist who cannot do several of these (from traits like Pyromaniac or a backstory restriction) creates avoidable problems.

Your first in-game hour

  1. Pause immediately and read the Learning Helper prompts.
  2. Set a stockpile and dumping stockpile so items stop littering the map.
  3. Build a small room with a door, beds and a torch or lamp — shelter and light prevent mood and sleep problems.
  4. Secure food: a small growing zone for a fast crop plus hunting or foraging. A freezer or at least a roofed, cooled storage room prevents spoilage.
  5. Queue research toward what you actually lack, usually batteries, stonecutting or better food storage.
  6. Plan defense early: a chokepoint or killbox near your base entrance, and give everyone a weapon before the first raid.

The RimWorld Wiki's RimWorld Wiki is the reference to keep open for specific numbers — it groups pages under Concepts, Items, Life and the DLC sections, and its Quickstart Guides and Colony Building pages are the closest thing to a structured beginner path. For a concrete decision rule: if a tile has a short growing season and you have no reliable indoor growing, either move on or plan hydroponics and heating before winter, because food collapse ends more colonies than raids do.

What are the differences between the DLCs like Royalty, Ideology, and Biotech?

The RimWorld Wiki treats the game's expansions as distinct systems layered onto the base colony sim, and the differences are best understood by what each one adds to your story rather than by size or price. Royalty leans toward a single powerful colonist and empire politics; Ideology leans toward colony-wide beliefs and rituals; Biotech leans toward genetics, children, and mechanoids. Each can be played separately, but they interoperate, so the practical question is which new decisions you want to manage every day.

Quick comparison

DLC Core focus Typical new decisions Best suited to
Royalty Empire titles, psycasts, quests Accept imperial titles and their obligations, manage psycast users, pursue persona weapons and techprints Players who want a standout hero, noble politics, and combat abilities
Ideology Colony belief systems Design an ideoligion, assign roles, hold rituals, set styles and precepts, handle slavery and diversity Players who want colony identity, social rules, and replay variety
Biotech Genes, children, mechanoids Raise babies, build gene libraries, manage xenotypes, gestate and control mechs, handle pollution Players who want long-term population growth, genetic customization, and industrial mech labor

How they differ in play

Royalty is the most focused. It gives you a path for one or a few colonists to gain psychic powers and noble rank, which creates trade-offs: titles bring privileges but also expectations and restrictions. If you like quest-driven progression and a small number of exceptional characters, this is the most direct fit.

Ideology changes the whole colony's value system. You choose precepts that determine what is acceptable, from diet and apparel to slavery and ritual behavior. That makes it the strongest choice for players who care about narrative identity and want each colony to feel different. It also adds the most social and scheduling overhead.

Biotech is the broadest. It introduces reproduction and childhood, genes and xenotypes, and mechanitors with gestated mechs. This creates multi-generation colonies and new labor and combat options, but also new failure modes: children need care, genes need infrastructure, and mechs and pollution need management.

A practical way to choose

Start with the experience you want next. If you want a hero's journey with imperial quests, pick Royalty. If you want to define a culture and watch it shape daily life, pick Ideology. If you want families, gene-tailored colonists, and mech armies, pick Biotech. For a first expansion, many players find Ideology the most transformative because it changes routine decisions, while Biotech adds the most new systems to learn at once.

The RimWorld Wiki's DLC navigation is a good next stop: it links each expansion's concepts, items, and life systems, so you can read the specific mechanics before committing. See RimWorld Wiki for those pages.

How do I install and use mods in RimWorld?

Mods in RimWorld are installed either from the game's built-in Steam Workshop browser or by placing mod folders into the local Mods directory, then enabling them in the in-game mod list. The RimWorld Wiki documents the mod system and links to modding tutorials, but the practical steps below are general advice for how the game handles mods.

Installing from Steam Workshop

If you own the Steam version, subscribing to a mod on the Workshop downloads and installs it automatically. Launch the game, open Options → Mods, and the subscribed mod appears in the list. Check the box to enable it, then restart when prompted.

Installing manually

For mods downloaded outside Steam (or for the DRM-free build), place the unzipped mod folder into the game's Mods folder. On Windows this is typically under the RimWorld install directory; on macOS and Linux it sits in the user data folder. The folder you drop in must contain the mod's About folder with its About.xml — if you have to dig through two or three nested folders to find it, you have unzipped it one level too deep.

Enabling and ordering

The mod list is where most problems are solved:

  • Enable each mod with its checkbox.
  • Order matters. Core sits at the top and cannot be moved. Official DLC (Royalty, Ideology, Biotech, Anomaly, Odyssey) should load before most mods that depend on them. Mods that patch or extend another mod generally need to load after the mod they patch.
  • Restart the game after changing the list; many mods only take effect on a fresh load.

A practical example

Suppose you install a small quality-of-life mod and a larger overhaul that both change the work tab. If the overhaul loads first, the small mod's change may be overwritten. Move the small mod below the overhaul in the list and restart. If the conflict persists, check the mod's own description for a required load order — authors usually state it.

Trade-offs and cautions

  • Save compatibility: adding mods mid-save often works, but removing mods from an active save frequently causes errors or corruption. Test on a new colony first.
  • Performance: large mod lists, especially those adding many pawns, items or world objects, increase load times and can slow late-game colonies.
  • Version drift: a mod built for an older game version may break after an update. Check the mod's page for its supported version before enabling.

Next step

If something misbehaves, disable half your mods, restart, and re-enable in batches to isolate the culprit. For background on how the game's systems and DLC interact — useful when judging whether a mod will conflict — see the RimWorld Wiki.

What are the best strategies for managing colonists' mood and needs?

The short answer: treat mood as a system of buffers, not a single number. Keep needs satisfied enough that mood never sits near the mental-break threshold, and keep a few emergency levers ready for when it does.

Start with the biggest, cheapest levers

  • Food variety and quality. Colonists grow unhappy when they eat the same thing repeatedly. Rotating meals, and upgrading to better-quality meals when your cook is skilled, is usually the highest-return mood fix per unit of work.
  • Comfortable, well-placed beds and rooms. Sleep quality and room impressiveness feed directly into mood. A clean, decorated bedroom and a decent dining/recreation room do more than scattered small bonuses.
  • Beauty where colonists actually spend time. Art, flooring and clean surroundings count most in bedrooms, dining areas and workshops. A beautiful room nobody enters is wasted work.

Match recreation to your population

Different colonists want different recreation types, and boredom is a common hidden mood drain. Provide a few different recreation buildings rather than many of one kind, and check individual mood breakdowns to see which need is actually unmet. If you want the full list of recreation types and their interactions, the RimWorld Wiki keeps them organized under Life and Building.

Decide your strategy by colony stage

Stage Priority Trade-off
Early colony Food reliability, basic beds, one recreation spot Cheap and fast, but mood stays fragile
Mid colony Meal variety, room quality, dedicated dining/recreation room Costs materials and space
Late colony Drugs, fine meals, impressive rooms, mood-boosting items Powerful but adds dependency and management overhead

Practical decision criteria

  • If one colonist is chronically unhappy, read their mood breakdown before building anything. The cause is usually specific (ugly environment, hunger, pain, a trait) rather than general.
  • If the whole colony is unhappy, it is usually environmental: bad food, cramped or dirty rooms, or too little recreation.
  • If you only have time for one fix, improve food quality and variety first; it is cheap, repeatable and affects everyone.

For the exact numbers, traits and item effects behind these choices, the RimWorld Wiki's Concepts and Life sections are the place to check before you commit resources.

How does the combat system work in RimWorld?

The combat system in RimWorld is a real-time-with-pause tactical layer on top of a colony sim: you don't issue attack orders in the usual RTS sense so much as position colonists, choose targets, and let line-of-sight, cover and skill checks decide outcomes. The wiki's own outline splits this into Cover, Drafting, Offense, Structures and Tactics, which is a good map of what actually matters at the table.

The core loop

  • Drafting turns a colonist into a directly controllable unit. Undrafted colonists fight poorly or flee; drafted ones hold position, aim and fire on your command.
  • Cover is the central defensive mechanic. Walls, sandbags, chunks and even corners block or reduce incoming shots, and a defender behind cover is dramatically harder to hit than one standing in the open.
  • Accuracy comes from the shooter's skill and weapon, modified by distance and the target's cover, so a high-skill colonist with a long-range weapon and clear sightlines is worth several panicked ones.
  • Melee closes distance fast and ignores cover, which is why a single melee attacker in your backline can disrupt a firing line.

Practical consequences

The interesting part is that combat is entangled with everything else. Injuries create permanent scars and missing body parts, so a won fight can still cost you a colonist's productivity for years. Structures matter because killboxes, chokepoints and doors convert a fair fight into a lopsided one. Tactics matter because the AI storyteller scales raids to your wealth and population, so hoarding silver or recruiting aggressively raises the size of what arrives at your door.

A concrete example: three colonists with bolt-action rifles behind a wall corner can hold off a much larger tribal raid by focusing fire one target at a time, retreating through a door when flanked, and letting the wounded crawl to a medical bed. The same three colonists standing in an open field will usually lose.

Where to start

Read the wiki's Cover and Tactics pages before Offense; beginners lose colonies to bad positioning far more often than to weak weapons. If you want a decision criterion: build for chokepoints and cover first, then invest in weapons and armor, because terrain multiplies whatever gear you already have.

The wiki is community-maintained and covers the base game plus the Royalty, Ideology, Biotech, Anomaly and Odyssey expansions, so check the version banner on a page before trusting a specific number. For the game itself, see RimWorld; for the wiki, RimWorld Wiki.

Related questions

More questions →
What is RimWorld and who developed it?

RimWorld is an indie space colony management game developed by Ludeon Studios, a Canadian game studio founded by Tynan Sylvester. The official RimWorld Wiki (rimworldwiki.com) is the community-maintained reference site for the game, and its main page states the current stable versions as 1.6.4850 and 1.23, with a full version history documented on a dedicated page.

What kind of game is it?

RimWorld is a colony management game with a sci-fi setting. The wiki organizes its content around several core areas that hint at the scope of the simulation:

  • Colony building — quickstart guides, controls, user interface, and the learning helper
  • Gameplay systems — caravans, environment, events, research, quests, time, trade, and orders
  • Combat — cover, drafting, offense, structures, and tactics
  • World — scenario system, AI storytellers, world generation, biomes, and factions
  • Characters — backstories, health, body parts, mood, needs, skills, social, thoughts, and traits

The presence of systems like AI storytellers, scenarios, and a world generation layer reflects the game's focus on emergent, procedurally driven colony stories rather than a fixed campaign.

Who developed it?

Detail Information
Developer Ludeon Studios
Studio base Canada
Founder Tynan Sylvester
Game type Indie space colony management

The wiki points readers to an "About RimWorld" page for more background on the game itself.

What is the RimWorld Wiki?

The RimWorld Wiki is the official community wiki for the game. According to its main page, it currently maintains 2,825 articles and is open to community editing — signing up is optional, and contributors are encouraged to read the Wiki basics and Style guide first.

How the wiki is organized

  • Concepts — basics, controls, user interface, lore, and guides
  • Items — gear, resources, technology, and building
  • Life — characters, flora, and fauna
  • DLC — Royalty, Ideology, Biotech, Anomaly, and Odyssey

Official and community links listed

The wiki's navigation links out to the Steam page, the Console Edition page, Tynan Sylvester on Twitter, the Ludeon Forums, the RimWorld subreddit, the RimWorld Discord, an IRC channel, and a Bay 12 forum thread.

Getting involved

  • Current wiki projects are listed in the Community Portal, the #wiki-suggestions channel on Discord, and the To do list.
  • Issues needing administrator attention go to the Admin Noticeboard.
  • Release information is available via the Ludeon development blog and the Double Eleven Patch Feed.

DLC coverage

The wiki documents five expansions, each with its own set of systems:

  • Royalty — titles, quests, psycasts, techprints, persona weapons
  • Ideology — ideoligions, roles, rituals, styles, slavery
  • Biotech — pregnancy and babies, children, genes and xenotypes, mechanitors and mech gestation, pollution
  • Anomaly — void study, monolith, entities, containment, psychic rituals
  • Odyssey — gravships, biomes and landmarks, orbit, unique weapons, animals and fishing

If you are trying to understand the base game before buying expansions, the Concepts and Life sections cover the core systems; the DLC section is where expansion-specific mechanics live.

Where to Find RimWorld Version History and Current Stable Versions

The RimWorld Wiki's main page lists the current stable versions as 1.6.4850 and 1.23, and points to a dedicated Version history page for the complete record. If you want release announcements rather than a compiled list, the wiki directs you to the Ludeon development blog and the Double Eleven Patch Feed.

Current stable versions

Version Notes
1.6.4850 Listed on the wiki main page as a current stable version
1.23 Listed alongside 1.6.4850 as a current stable version

The two numbers reflect different release lines rather than one superseding the other, so check which line applies to the edition you play before assuming a version is outdated.

Where the version history lives

  • Version history page — the wiki states a complete version history can be found there. This is the place to look for the full sequence of changes rather than just the latest numbers.
  • Extras section — Version History is also listed as an entry under the wiki's Extras navigation group, alongside Save file, Development mode, Mods, and Modding tutorials. If you're already browsing the wiki, that's the shortest path.

Where release announcements come from

The wiki main page links release information to two external sources:

  • Ludeon development blog — the studio's own channel for release info.
  • Double Eleven Patch Feed — the corresponding feed for the other release line.

Use these when you want announcements and patch notes as they're published, rather than a wiki page that is updated after the fact.

Practical notes

  • The wiki is community-maintained and currently reports 2,825 articles. Version pages depend on editors updating them, so a very recent release may appear in the blog or patch feed before it is fully reflected in the wiki.
  • The wiki offers a Community Portal, a #wiki-suggestions channel on Discord, and a To do list for tracking what is being worked on — useful if you notice a version entry that looks stale.
  • If something on a version page needs administrator attention, the wiki routes that to the Admin Noticeboard.

Quick answer

For the current stable numbers, the wiki main page. For the full changelog, the Version history page (also reachable under Extras). For announcements as they happen, the Ludeon development blog and the Double Eleven Patch Feed.

What RimWorld DLCs Are Covered on RimWorld Wiki?

RimWorld Wiki's main page lists five DLCs — Royalty, Ideology, Biotech, Anomaly, and Odyssey — each with its own set of linked topic pages. If you want to know what an expansion adds before buying or installing it, the DLC section is the fastest entry point: it groups each expansion's core systems (psycasts, ideoligions, genes, entities, gravships) into a short list of links rather than a single overview article.

The five DLCs and what each covers

The wiki's DLC section links to these topic areas:

DLC Topics linked on the main page
Royalty Titles, Quests, Psycasts, Techprints, Persona weapons
Ideology Ideoligions, Roles, Rituals, Styles, Slavery
Biotech Pregnancy & Babies, Children, Genes & Xenotypes, Mechanitors & Mech gestation, Pollution
Anomaly Void study, Monolith, Entities, Containment, Psychic rituals
Odyssey Gravships, Biomes & Landmarks, Orbit, Unique weapons, Animals & Fishing

Each link leads to a page or category for that system, so you can jump straight to the mechanic you care about instead of reading a general expansion summary.

How DLC content sits alongside the base game

DLC topics are not isolated. The main page organizes them next to base-game categories:

  • Concepts — Basics, Colony Building, Gameplay, Combat, World
  • Items — Gear, Resources, Technology, Building
  • Life — Characters, Flora, Fauna

This means a question like "how do psycasts interact with combat?" can be answered by moving between the Royalty links and the Combat section, rather than staying inside one DLC silo.

Using the DLC section to decide what to read next

  • Checking what an expansion adds: open the DLC's linked topics and skim the page titles — they map directly to the systems the expansion introduces.
  • Comparing expansions: the topic lists are short enough to scan side by side; for example, Royalty centers on titles and psycasts, while Biotech centers on reproduction, genes, and mechanitors.
  • Finding a specific mechanic: if you already know the term (e.g., "containment" or "gravships"), the DLC list tells you which expansion it belongs to.

The wiki states it is currently maintaining 2,825 articles, and the DLC pages are part of that count, so coverage depth varies by topic. For version-specific behavior, check the Version history page, since the current stable versions listed are 1.6.4850 and 1.23.

What is RimWorld Wiki?

RimWorld Wiki (rimworldwiki.com) is a community-maintained encyclopedia for RimWorld, the indie space colony management game developed by Ludeon Studios. It is the reference site to check when you want details on game mechanics, items, DLC content, or guides — and it is not the official Ludeon Studios website, though it links out to official pages and community hubs. As of the current stable versions 1.6.4850 and 1.23, the wiki states it is maintaining 2,825 articles.

What the site covers

The main page organizes content into broad sections, which tells you what kind of questions the wiki is built to answer:

Section Example topics
Concepts Basics, controls, user interface, learning helper, lore, fiction primer, guides
Gameplay Caravan, environment, events, research, quests, time, trade, orders
Combat Cover, drafting, offense, structures, tactics
World Scenario system, AI storytellers, world generation, biomes, factions
Items Gear, weapons, apparel, armor, clothing, utility, resources, materials, textiles, drugs, food, medicine
Technology Electricity, deep drilling, moisture pumps, mineral scanning, bionics
Building Zones, structures, production, furniture, power, security, floors, recreation, temperature
Life Characters, backstories, health, body parts, mood, needs, skills, social, thoughts, traits; flora and fauna; colonists, prisoners, raiders, visitors, animals, mechanoids
DLC Royalty, Ideology, Biotech, Anomaly, Odyssey
Extras Version history, save file, development mode, mods, modding tutorials

If your question is "how does X work in RimWorld" or "what are the stats for Y," this is the type of site that likely has a page for it.

DLC coverage

The wiki splits official expansions into their own topic clusters, so you can look up expansion-specific systems without sorting through base-game pages:

  • Royalty — titles, quests, psycasts, techprints, persona weapons
  • Ideology — ideoligions, roles, rituals, styles, slavery
  • Biotech — pregnancy and babies, children, genes and xenotypes, mechanitors and mech gestation, pollution
  • Anomaly — void study, monolith, entities, containment, psychic rituals
  • Odyssey — gravships, biomes and landmarks, orbit, unique weapons, animals and fishing

Who runs it and how to contribute

RimWorld Wiki is edited by volunteers. The main page invites readers to help update it and notes that signing up is optional. It points new editors to Wiki basics and a Style guide, and lists places to coordinate work: the Community Portal, the #wiki-suggestions channel on Discord, and a To do list. Issues needing administrator attention go to the Admin Noticeboard.

Official and community links it points to

The wiki is a hub that links outward rather than an official channel. Its main page lists the Steam page, Console Edition page, Tynan Sylvester on Twitter, Ludeon Forums, the RimWorld subreddit, the RimWorld Discord, an IRC channel, and the Bay 12 forum thread. Use those when you need official announcements, patch notes, or direct developer communication — the wiki itself is best for reference content.

When to use it

  • Use the wiki when you need mechanics explanations, item or creature stats, DLC system breakdowns, or step-by-step guides.
  • Use the official sources (Ludeon development blog, Double Eleven Patch Feed, Steam page) when you need release announcements or version history context.
  • Use the community channels (Discord, Reddit, forums) when you want to ask other players rather than read a reference page.

One practical note: the wiki tracks stable versions, so if you are playing an older or experimental build, confirm the version a page was written for before relying on exact numbers.

Where to Find RimWorld Guides and Quickstart Help on the Wiki

The RimWorld Wiki's main page links to a Guides section under Concepts, plus Colony Building and Quickstart Guides for early gameplay. If you are new to the game, start with Basics, Controls, User Interface, and Learning Helper, then move to the Quickstart Guides before branching into specific gameplay topics like caravans, research, quests, trade, and orders.

Start Here: Beginner and Interface Help

The Concepts section on the main page groups the entry-level material:

  • Basics – core game concepts
  • Controls – input and hotkeys
  • User interface – reading and using the game's UI
  • Learning helper – the in-game tutorial system
  • Lore and Fiction Primer – background setting, useful if you want context before playing

These pages assume no prior knowledge, so they are the right first stop if you have never launched the game.

Quickstart and Colony Building

For early gameplay specifically, the wiki points to two areas:

  • Colony Building – how to establish and develop a settlement
  • Quickstart Guides – condensed walkthroughs for getting a colony running

Use these once you understand the interface but still need direction on what to build, prioritize, or avoid in the first days.

Gameplay Topics for Later

After the basics, the Gameplay group covers the systems you will encounter as a colony grows:

Topic What it covers
Caravan Travel and trade parties
Environment Terrain and surroundings
Events Random and triggered occurrences
Research Tech tree progression
Quests Mission and reward systems
Time Day/night and scheduling
Trade Buying, selling, and value
Orders Directing colonist work

Combat has its own set of pages (Cover, Drafting, Offense, Structures, Tactics), and World covers scenario system, AI storytellers, world generation, biomes, and factions.

If You Need More Than the Wiki

The main page also links to the Ludeon Forums, the RimWorld subreddit, the RimWorld Discord, and an IRC channel. The wiki notes it is currently maintaining 2,825 articles, so coverage is broad but community-maintained — if a guide is missing or outdated, the Community Portal, the #wiki-suggestions Discord channel, and the To do list are where updates are coordinated.

Website Overview

Identifiable technologies and additional version or configuration signals make the service easier to fingerprint, which may help targeted scanners narrow their checks. An established domain and managed infrastructure suggest continuity of operations and may support dependable delivery, although neither guarantees service quality.

Domain and Registration

Registered in 2013, this domain has about 13 years of history. That suggests continuity, although ownership and purpose may have changed. Transfer-protection status is present, helping reduce the risk of unauthorized domain transfers. The registrar is GoDaddy.com, LLC, a widely used domain service provider. The domain uses the common .com extension, which is not an independent safety signal.

DNS and Email

The observed email authentication setup is incomplete: DMARC is missing. Nameservers are provided by Cloudflare, indicating managed DNS hosting. MX records point to the ludeon.com email service. No CNAME was found; the observed records resolve directly to addresses. TXT records include verification markers for Google. Such markers may also remain after a service stops being used.

TLS and Certificates

The public key uses EC with 256 bits. The server supplied a complete certificate chain. No organization name is present in the certificate; the available fields are consistent with domain validation. The certificate was issued within the Google Trust Services cloud or CDN ecosystem. The certificate's total validity is about 90 days, consistent with a short renewal cycle.

HTTP and Browser Security

The response lacks these common security headers: HSTS, CSP, Referrer-Policy, Permissions-Policy, clickjacking protection. No X-Powered-By header was found, reducing one common source of backend fingerprinting information. The cf-ray response header indicates a CDN or caching proxy in the delivery path. No obvious internal addresses or debug information were found in the headers. The Server header identifies cloudflare without an exact version.

Technology Stack Analysis

The public page identifies MediaWiki 1.35.8, Cloudflare, with exact versions exposed for 1 technologies. These details can narrow vulnerability checks, although exposure alone is not a vulnerability.

Search and Social Sharing

No homepage meta description was detected, leaving snippet selection more dependent on page text. The Generator tag identifies MediaWiki 1.35.8, making the publishing system easier to fingerprint. No viewport meta tag was detected, which may affect mobile layout behavior. No homepage canonical URL was detected. If duplicate URLs exist, consolidation may be less explicit. No Open Graph metadata was detected, so social previews may depend on platform inference.

Hosting and Email

DNSCloudflare
HostingCloudflare
Emailludeon.com
Approximate IP geolocation (inferred; a CDN or proxy may differ from the origin server) Location unknown Inferred 104.21.95.44

Registration details

RDAP / WHOIS

RegistrarGoDaddy.com, LLC
Registered2013-10-03
Expires2029-05-14
Domain statusclient delete prohibited、client renew prohibited、client transfer prohibited、client update prohibited
Nameserversanna.ns.cloudflare.com、josh.ns.cloudflare.com
DNSSECunsigned

DNS records

DNS

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Arimworldwiki.com172.67.142.253168—
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MXrimworldwiki.comludeon.com3000
NSrimworldwiki.comanna.ns.cloudflare.com86400—
NSrimworldwiki.comjosh.ns.cloudflare.com86400—
TXTrimworldwiki.comgoogle-site-verification=IF4jjjRCBITDScnhWnLhDJ_RQE1pjROPUJBWU7xZmGo300—
TXTrimworldwiki.comv=spf1 +a +mx +ip4:104.238.118.85 ?all300—

TLS and certificates

TLS / SSL

AssessmentNormal configuration
Supported protocolsTLSv1.2、TLSv1.3
Negotiated protocolTLSv1.3
Certificate subjectrimworldwiki.com
IssuerGoogle Trust Services
Valid until2026-12-27T22:56 · Remaining when checked: 86 days
Verification detailsCertificate trust: Passed · Hostname match: Passed

HTTP response headers

HTTP

HeaderValue
content-typetext/html; charset=UTF-8
content-languageen
cache-controlmax-age=14400, s-maxage=18000, must-revalidate
servercloudflare
x-content-type-optionsnosniff

Identified technologies

MediaWiki 1.35.8Cloudflare

Pages, Search and Sharing

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