r/RimWorld • • Jul 30 '26

Mod Release I made a mod that makes mining 4x slower

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5.3k Upvotes

Ever thought it was weird how you can crash-land on a planet on day one, and have a spacious fortress dug out of a mountain by day two? I have! And I say: no more!

I made it for myself, because I always just make a mountain base every time I get the chance.

It makes excavating a larger time investment, which forces me to think much more tactically about how and where I build.

This is clearly not a mod for everyone, but I would highly recommend trying it. It really changes how you play in and around mountains.

Slower Mining

r/RimWorld • • Aug 15 '26

Mod Release Last Wish: A dying colonist gets one last wish.

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5.7k Upvotes

THIS MOD IS NOT DESIGNED FOR OLD AGE IT IS DESIGNED FOR WHEN A COLONIST DIES SO THIS COULD BE A GUNSHOT WOUND, INFECTION, ANYTHING. THE MOMENT THEY DIE THE MOD STOPS THEM FROM DYING FOR 3 MORE HOURS WHILE YOU DECIDE IF YOU GRANT THEIR WISH. SORRY FOR THE CONFUSION

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Hey, I made a new mod and I reckon some of you might like this one.

When a colonist is about to die in bed, they hold on a little longer and ask for one thing. The game pauses and you get a event. Grant it and you pick a speaker and the mourners in the same ritual screen the game already uses, and the colony gathers around the bed while someone says a few words.

What they ask for differs. Do it properly and the whole colony carries a mood boost for days, the people who stood at the bedside most of all. A bigger turnout and a better speaker make it land harder. Ignore the request or walk away halfway through and everyone carries the opposite instead, because now they all know what their own last hour is going to look like.

It does NOT touch the mood debuffs of losing a colonist, this mod is only an ADDITION to what is existing right now. So they'll still be sad someone died but a little happier that they went on their own terms.

- By default it only fires on a proper deathbed, in a bed and not in the middle of a raid. Both rules can be turned off if you want it messier.

- How long they hold on, how long the gathering lasts and who qualifies are all in Mod Settings.

- Safe to add mid save.

- This mod is really lightweight and shouldnt really cause any issues.

Workshop

r/RimWorld • • Aug 27 '26

Mod Release I made KebabTech Implant for your kebab needs!!

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6.5k Upvotes

Steam Workshop Link: KebabTech Implant

r/RimWorld • • 3d ago

Mod Release Living Training Targets

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2.2k Upvotes

Your colonists need practice. Your prisoners could be used as vital target practice. Also make good opportunity for colony doctors for a medical practice target.

Living Training Targets adds melee and shooting training pillars that turn prisoners into unwilling training partners.

• Train Melee and Shooting while gaining recreation.
• Adjust training damage from 0–100% (default: 10%).
• Bound targets don’t bleed by default. (toggable)
• Toggable "Torture" recreation type
• Wardens and doctors provide care between training sessions.

Steam Link: https://steamcommunity.com/sharedfiles/filedetails/?edit=true&id=3817649033

r/RimWorld • • Jul 09 '26

Mod Release Chester Choose has released! If you want just a bit more agency as to what happens to you, but don't want full control. You are presented with a hand, what will you choose? Workshop link below.

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6.8k Upvotes

r/RimWorld • • Jun 01 '26

Mod Release Romina Ready has released! A new slow-paced storyteller designed for character-driven runs. Experience difficulty on your terms when you press the button, telling the game you are ready for more threats. Download below.

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5.0k Upvotes

r/RimWorld • • Mar 17 '26

Mod Release Perspective Shift has released. ADVENTURE MODE is here, and has transformed the game into an RPG. Control your character, live a whole personal life in your playthrough. Command armies, build homes, all within an incredibly versatile framework that fits any modlist or save.

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6.1k Upvotes

r/RimWorld • • Jul 11 '26

Mod Release Vanilla Events Expanded remake is out now || New roadmap too!

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2.6k Upvotes

Hey everyone! Long time no see.

Vanilla Events Expanded is one of our oldest mods, and I’m honestly shocked it’s holding up so well - it’s pretty resistant to game updates and bugs because of its simplicity. Back when I first made it with Kikohi, we didn’t know much about modding. I just wanted more events, and even made some art for some of them.

Now, I think it’s only proper we flesh it out more. This however doesn’t mean that we should go overboard and add thousands of new events, or some major system overhauls. The simplicity of this mod is what kept it so popular for years, and we should adhere to the same simplicity when redesigning it.

We have ensured that the remake is 100% mod compatible. Purple events have been overhauled to be event chains instead, giving you a rough idea how long until the event ends. Events that were broken or behaved weird before have been completely changed. We have also brought the storytelling more in-line with the base game - space battles have been replaced with orbital trader ship crashes, for example.

Several new events have also been added, enhancing the variety you are offered. I’m pretty proud of this remake and I hope you don’t find it too disruptive. I think we have improved the mod across the board.

Github: https://github.com/Vanilla-Expanded/VanillaEventsExpanded/tree/master

Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1938420742

In other news, I'm posting our latest roadmap for you to see as well. We have reached the MVP stage of Vanilla Gravships Expanded - Chapter 2, and it's now being internally tested before it releases into our testing discord server for feedback. You can read more about the current status of the mod and what it offers on our Patreon.

We are working on a few mods at the same time now, and trying to work through our backlog. As such, as soon as Gravships Expanded is stable enough, focus will shift to Mechanoids 2 - which won't be as major as some of our other faction mods, but it will greatly expand the mechanoid gameplay loop, and will make any mechanitor playthrough a 100x more 'vanilla expanded'.

Then, my plan is to tackle Megacorps to the ground and beat it senseless until it's out. I promise. I heard someone say GTA 6 before Megacorps and I plan to prove this person wrong.

I've also added a neat little mod to the roadmap called Vanilla Ranching Expanded, because I love Yellowstone TV series and I want to expand ranching in the game. So yeah, that's the plan.

If you like what we're doing, and you'd like to support us in some way, consider checking out our Patreon on which I post more detailed development blogs.

www.patreon.com/OskarPotocki

Your support is what makes all of this happen - it's what gives us the funds to continue working and creating all the new content that you can enjoy for free.

You can also join as a free patron to enjoy the free posts I try to make as often as possible!

I will catch you all soon!

r/RimWorld • • 18d ago

Mod Release Finally, Thin Walls! No more solid 1x1m² blocks!

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2.9k Upvotes

A mod that adds thin walls. Includes thin doors, coolers and vents that match the walls thickness.

The walls are 1/3 cheaper, weaker and faster to build than regular walls.

https://steamcommunity.com/sharedfiles/filedetails/?id=3808584418&tscn=1790448343

r/RimWorld • • Oct 28 '25

Mod Release Ever wanted to let your colonists decorate their space on their own? You're in luck - my new mod, Knick Knacks, is now out!

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7.2k Upvotes

r/RimWorld • • Jul 11 '26

Mod Release Stop straining your eyes to read your colony wealth

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4.4k Upvotes

A new mod that makes numbers in Rimworld easier to read by adding digit separators.
e.g. 1000000 -> 1,000,000

4 different formats to choose from:

  • Comma separator with Period decimal (1,000,000.00) -Default-
  • Period separator with Comma decimal (1.000.000,00)
  • Space separator with Period decimal (1 000 000.00)
  • Space separator with Comma decimal (1 000 000,00)

This formatting will also be applied to most modded UI elements.

Can easily enabled/disabled number formatting mid-game from the Mod Settings.

A blacklist feature is available in settings to exclude any text that shouldn't be modified.

Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?edit=true&id=3762441264

Github: https://github.com/7h0m4s/RimworldReadableNumbers

r/RimWorld • • Sep 09 '26

Mod Release What if we could have ammo, but without the micromanagement, headaches, or item bloat? Progression: Ammunition is out now with art from Oskar Potocki and Gerrymon, download link in description.

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2.6k Upvotes

r/RimWorld • • 5d ago

Mod Release Jettison corpses mod

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2.7k Upvotes

Living peacefully on your space station or asteroid, but the raids just won't stop? Bodies everywhere, nowhere to burn them, and your colonists getting more depressed by the day?

Worry no more! Here's your solution: Jettison. Toss them into the void and forget your problems!

  • Right-click a corpse with a colonist selected, or drag the order over a whole battlefield and let your haulers do the rest
  • Bodies marked for stripping get stripped first (anything left on them is lost, like cremation)
  • Only colonists in a vacsuit can do it. Safety first!
  • Jettisoning one of your own colonists upsets the others. Results may vary.

Requires Odyssey and Harmony. Safe to add to an existing save. Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=3816431081

r/RimWorld • • Nov 21 '25

Mod Release Vanilla Gravship Expanded is out now! || Link in the post!

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2.9k Upvotes

Vanilla Gravships Expanded - Chapter 1 is out now!

Vanilla Gravships Expanded: Chapter 1 transforms gravships from simple mobile bases into living, maintainable vessels that serve as the heart of your colony’s journey.

Instead of a late-game convenience, your gravship becomes something to build, upgrade, and care for. This chapter focuses on foundations, not flash: the essential systems that make a ship feel alive: oxygen, fuel, power, heat, and crew management.

Over time, your vessel grows from a fragile atmospheric shuttle into a self-sustaining orbital gravship.

Because this is a full gravship overhaul, any mod that modifies gravships will likely be incompatible.

STEAM: https://steamcommunity.com/sharedfiles/filedetails/?id=3609835606

Github: https://github.com/Vanilla-Expanded/VanillaGravshipExpanded

I fully understand this might not be a mod for everyone - it makes gravships a lot more complicated, but also a lot more rewarding. You can't just 'slap some more content' on the gravships without giving the content purpose, and the only way to give it purpose is to introduce new problems to tackle, and have that content tackle those problems.

Either way, this mod is our personal (speaking for myself mostly here) love letter to science fiction. To Expanse, to Star Trek, to FTL, to Star Wars. I wanted some of that in RimWorld, and this mod is only the first step on the journey. I always wanted to make a game about travelling through space, about surviving on a space ship, and in Vanilla Gravship Expanded I've found an outflow for my creative juices and passion, and I hope you will give this mod a chance!

Thank you all, and please read the infographics, and the FAQ, over on the Steam page.

Btw, we've changed image hosts. UK people can now see the infographics!

r/RimWorld • • 23d ago

Mod Release Fighting Mod

1.7k Upvotes

I've started to make a mod that makes the pawns actually fight each other. What do you guys think? I want to try and have a dynamic fight that highlights the difference between a skilled pawn and a novice (these are both level 14 melee). It is still early, but I like how it has turned out so far.

r/RimWorld • • Mar 14 '25

Mod Release Vanilla Factions Expanded - Medieval 2 is out now! || Link in the comments

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4.5k Upvotes

r/RimWorld • • Aug 28 '26

Mod Release Peto Progression has released! A storyteller built for long, immersive treks through technological history. Workshop link below.

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2.4k Upvotes

r/RimWorld • • 3d ago

Mod Release I made a mod where your colony gets a real working market

1.8k Upvotes

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Workshop: RimMarket

Hey, this is my new mod RimMarket

When a trade caravan shows up and theres a free stall, they walk in and set up shop in it for a market day instead of waiting outside.
they pay you a stall fee when they arrive and you trade with them the normal way

You can also turn a stall into your own colony stall and sell your stuff to people passing by, at the price you want. From the comms console you can open trade routes with towns, place special orders or post a wanted notice for something you need.
every couple of weeks you can pay for a great fair and get up to six caravans at once.

Also slave auctions, inn beds for the merchants, and thief in the crowd.

Works for medieval or modern colonies, you build the stalls in wood or steel.

-Safe to add mid save. Works with Hospitality, Vanilla Trading Expanded, Medieval Overhaul and a few others, the full list is on the workshop page

Code by me
Art by Tomson Johnson

PS: the video is heavily inspired by NickliesCat's shorts, I love his stuff
You can join my Discord

r/RimWorld • • 18d ago

Mod Release [Mod Release: Conjoined Twins

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1.1k Upvotes

I made a new RimWorld mod: Conjoined Twins. It adds rare pawns with two distinct twins sharing one body, each with their own traits, skills, appearance, ideology, opinions, and social identity. You can switch body control between them, they can socialize independently, wear separate headgear, use Facial Animation, appear naturally in-game, and even undergo a risky separation surgery.

Steam Workshop:
https://steamcommunity.com/sharedfiles/filedetails/?id=3808663984

r/RimWorld • • Aug 03 '25

Mod Release Trains of the Rim now available for 1.6

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5.5k Upvotes

Trains of the Rim revolutionizes your colony's bulk transportation options by introducing a railway vehicle system using the Vehicle Framework. Trains can efficiently move large quantities of cargo and passengers across vast distances. However, your colony must pay the upfront cost of labor-intensive rail infrastructure to gain the long-term benefits of massive cargo capacity and significant fuel efficiency. This mod aims to offer trains as an early industrial vehicle option while still remaining relevant in mid-to-late game colonies as a fuel efficient way to meet bulk trading and transportation needs.

Steam Workshop

r/RimWorld • • Sep 11 '26

Mod Release Vanilla Gravship Expanded - Chapter 2: The Battle is out now! || Link in the post

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1.7k Upvotes

After a long development cycle, we have now released Vanilla Gravship Expanded - Chapter 2: The Battle.

The aim of this add-on is to take your precious gravship and plunge it into the unforgiving theater of orbital combat. Instead of being undefeated in the late game, your gravship must now contend with an expanded selection of threats, turning your home into a heavily armed fortress. Your super colonists or killbox will be irrelevant when a powerful enemy gravship fires volleys at you from another location in orbit.

This chapter delivers the core combat systems: a dynamic gravship threat detection mechanic that ensures your actions have consequences, drawing hostile attention from the orbit. You’ll engage in epic encounters against exceptionally rare enemy gravships, endure shelling from automated bombardment platforms, and survive overwhelming mechanoid orbital clusters that test your defenses.

A key part of this is military progression. Survival demands researching advanced weaponry, armored hulls, and signal jammers to stay ahead of the enemy. From massive artillery pieces and launching hellpods for boarding actions, to salvaging ancient wrecks and assaulting heavily defended pirate stations, your vessel must constantly be prepared to fight off threats.

Chapter 2 is about confrontation and defense. While ship-to-ship battles are rare world-spanning events, you must prepare for massive, static artillery exchanges. It’s the next step in ensuring your home among the stars can properly defend itself.

Since it builds directly upon our previous overhaul, it is safe to assume that any mods that alter gravships in any way will be incompatible. We're doing some pretty extensive changes to the system after all. It is recommended to only use mods confirmed by others as compatible.

You can get the mod from Steam, or from Github:

STEAM: https://steamcommunity.com/sharedfiles/filedetails/?id=3799737423

Github: https://github.com/Vanilla-Expanded/VanillaGravshipExpanded2/tree/main

As you know, mod development takes time and effort. It is in fact quite similar to game development - it goes through the same discover-define-develop-deliver loop, it takes planning, coding, drawing art, sourcing sounds and most importantly managing it everything.

We do it because you support us. Be it financially or by playing with our mods, your support means everything to us.

If you'd like to stay up to date with our development, to see what we're working on next, and to get an early look at some of the cool megacorp content, be sure to check out our Patreon at:

www.patreon.com/OskarPotocki

Every dollar matters to us and allows us to continue doing what we're doing. Can't wait to see you there!

Below you can see the FAQ of the Chapter 2 module that should answer any questions you may have:

Q: Do I need the Odyssey DLC to play this mod?
A: Yes. Chapter 2 is built entirely around Odyssey’s orbital systems and vacuum mechanics.

Q: Do I need Vanilla Gravship Expanded - Chapter 1 to play this mod?
A: Yes. You need all previous chapters to enjoy the latest one - in this instance, you need Chapter 1.

Q: Where is this mod placed progression-wise?
A: While it adds some minor unlocks throughout all of the gravship progression, majority of content is unlocked after Advanced gravtech, so at the end of the progression tree.

Q: Is it save game compatible?
A: Yes, you can add it to an ongoing save.

Q: Will this mod break my saves?
A: It shouldn't!

Q: Is this mod compatible with other gravship mods?
A: No. It’s a complete gravship overhaul and will conflict with anything that changes gravships. This can result in unwanted behaviors. If you encounter any unwanted behavior, consider disabling any other gravship-altering mods.

Q: How is it different to SoS2?
A: I haven’t played with SoS2, but from what I know, their mod adds space ships. Gravships aren’t space ships. While you can engage enemies over huge distances, you don’t do it ‘mid-flight’. You can’t do evasive maneuvers and such. It’s primarily two bases attacking each other from different world map tiles.

Q: How can I check my visibility rating?
A: Visibility is a hidden mechanic meant for us to ensure we trigger a gravship-level threat at the right time, instead of at random. You’re not meant to see your visibility. If you’d like to see it, however, you can see it in your graphs window if you have dev-mode on.

Q: Chapter 3 when?
A: Chapter 3 will focus on letting you build your own orbital station and exploring the local moon. We will work on it in 2027.

Q: Does this mod work with Save Our Ship 2?
A: It’s unlikely, as we both change gravships heavily. SoS2 will remain focused on space ships. Our focus is on Gravships themselves. You’re welcome to try to run them both, but I expect it won’t work. Sorry for lack of definitive answer.

Q: Why doesn't my grav engine generate power?
A: Grav engine power generation scales based on how much substructure you're using up compared to your limit. If you remove some substructure, the power generated will go up.

Q: Can I make my own exohives?
A: With Vanilla Factions Expanded - Insectoids 2, you can indeed get new pherocores and make your own exohives.

Q: Can I somehow add my own starting gravships?
A: We have expanded the functionality into a new Def system. You can add your own starting gravship as a new StartingGravshipDef, and then link a prefab to it.

r/RimWorld • • 18d ago

Mod Release Perspective: Buildings, but it actually makes a path cost change and allows you to move in every direction.

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2.7k Upvotes

r/RimWorld • • Feb 19 '26

Mod Release Vanilla Weapons Expanded remake is out now!

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1.8k Upvotes

Hey everyone and welcome!

We have just released a full remake of Vanilla Weapons Expanded, accompanied by a remake of Vanilla Weapons Expanded - Quickdraw. It was a huge undertaking, as a lot of our mods used some parts of Vanilla Weapons Expanded, so while the update downloads, ensure all the other updates to many other VE mods also download for you.

Some mods, such as CE, will need time to adapt to the remake. Such is life, and we just have to wait.

This remake was a long time coming. About two years ago something clicked in my head and I started to revere the phrase that 'we should be judged by our weakest mods, not the strongest', and some of our older mods simply are not up to par anymore. Steadily but surely I plan to go through our weaker submissions and remake them with all the knowledge that I have today.

Ever since the mod originally released 6 years ago (been a while, huh?), RimWorld has changed. Not only the base game, but our mods too, evolved and redefined many aspects that I felt I was certain about that many years ago. The outcome? Some of the content started feeling out of place. How very 'not-vanilla-expanded like'.

I've sat down with spreadsheets, I've tested ingame, and remade the entire mod from grounds up. It's not a patch, it's not a change, I deleted all that there was, and I just designed every single weapon from scratch. They should be a lot more on-par with the rest of the game now!

We've also added support for Odyssey Unique Weapon traits, and added plenty of those unique weapon traits ourselves! I encourage you to check the infographics to see all that we've added.

As always, we really appreciate your support, now more than ever as we're entering some dangerous, expensive modding territory, with Mechanoids Expanded 2 and factories with conveyor belts!

If you'd like to stay on top of our developments, read some dev-blogs, get an early look at some infographics or even join our VE discord, consider supporting us on Patreon.

www.patreon.com/OskarPotocki

All the money donated one way or another goes towards modding - be it paying for subscriptions, coding work, art work, sound work, work and more work.

I value every single one of you and I'd like you to say something nice about this remake because it was a super huge undertaking and I feel very proud of it.

Vanilla Weapons Expanded: https://steamcommunity.com/sharedfiles/filedetails/?id=1814383360

Vanilla Weapons Expanded - Quickdraw: https://steamcommunity.com/sharedfiles/filedetails/?id=1906780517

r/RimWorld • • Jul 10 '26

Mod Release What if your Rimworld colony had a nemesis that had a personal vendetta against you? You pissed off the wrong raider. Back for Vengeance is out now!

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2.4k Upvotes

r/RimWorld • • Aug 22 '26

Mod Release Capture Expansion has released! Hold prisoners in cages, pillories, tie them to beds, even guillotines. I have merged Anomaly's entity capture system with Core's prisoner capture system, and alongside Gerrymon have given you many new ways of holding captives. Workshop link below.

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1.9k Upvotes