Sk's Rimworld Mods

Sk's Rimworld Mods

Browse mods on the Steam Workshop. Search by name or tag, filter the catalog, and jump straight to the Workshop page to subscribe.

75 of 75 mods

  • Preview artwork for Weapon Mastery

    Adds a new simple weapon mastery mechanic into the game. Pawns use the same weapon for a decent amount of time, naturally they should start getting better at handling/using said weapon. This mod adds a new hidden skill that levels up as pawns use their weapons (similar to shooting/melee). Pawns will gradually receive some minor randomized bonuses from mastering weapons and will also rename their weapon for sentimental value.

    • Gameplay
    • 1.7
    • 1.6
    • 1.3
  • Preview artwork for Infusion 2 - Continued

    Infusions are like enchantments—they are applied randomly when an equipment is created, providing some stat bonuses or special effects like poison and vampiric healing. Based on the equipment's type and quality, they may get several infusions. (configurable) Think infusions as prefixes and suffixes of procedural items, from hack and slash games, such as Diablo III or Pillars of Eternity.

    • Gameplay
    • 1.7
    • 1.6
  • Preview artwork for Rim is Ready

    Plays a ding and/or sends a Discord notification once RimWorld finishes loading and reaches the main menu. Both notifications are configurable in the mod settings.

    • Utility
    • 1.7
    • 1.6
  • Preview artwork for Settlement Services

    Turns faction settlements into places that offer paid services instead of only trade and combat. Request medical care, training, hospitality, crafting commissions, and more; prices scale with your colony's wealth and the game's difficulty, and what's on offer depends on a settlement's faction, technology, and specialties.

    • Gameplay
    • Factions
    • 1.7
    • 1.6
  • Preview artwork for Cheat Menu

    Cheat Menu adds a dedicated, searchable cheat tab with clear categories and one-click access to common debug-style actions. This mod is also a framework: other mods can register their own cheats through the shared registry and integrate them directly into the same UI.

    • Gameplay
    • 1.7
    • 1.6
  • Preview artwork for Matter Network

    An end-game storage solution mod. Build a digital storage network with a central controller, expandable disk drives, and access interfaces your pawns can use across the base. Replace massive stockpiles with sleek, shared storage that grows with your colony. Perfect for advanced, high-tech colonies.

    • Storage
    • 1.7
    • 1.6
  • Preview artwork for Raiders Inherit

    Replaces the vanilla "Man in Black" recovery event with something a bit more fitting: when your colony's last colonist falls to an enemy raid, you inherit the raid itself instead of a lone stranger wandering in. A configurable number of the surviving raiders join your colony immediately; the rest are released as non-hostile allies and leave the map peacefully, so nobody is left behind to turn around and attack your new colonists.

    • Gameplay
    • 1.7
    • 1.6
  • Preview artwork for Hide Unloaded Mods Errors

    Suppresses Rimworld's startup warnings and errors that are produced only while Rimworld inspects an installed mod that is not enabled in your mod list (invalid dependency metadata, malformed About.xml). Messages from enabled mods, Core, and DLC are never touched. Requires Prepatcher.

    • Utility
    • 1.6
  • Preview artwork for Mechanoid Sentience

    Turns a mechanoid into a sentient, player controlled colonist with a name, backstory, traits, skills and passions, while keeping its body, health, weapon and appearance. Use the rare mechanoid sentience catalyst on a living mechanoid, or wait for one to awaken on its own.

    • Gameplay
    • Biotech
    • Mechanoid
    • 1.7
    • 1.6
  • Preview artwork for Sweet Victory

    Plays the mech cluster defeated sound effect when a raid or an insect hive is defeated. Also, adds a mood buff for defeating raids.

    • Sound Effects
    • Gameplay
    • 1.7
    • 1.6
  • Preview artwork for Caravan Sustenance

    Lets a player caravan hunt wild animals from its current tile while traveling. Needs at least one eligible hunter and one eligible cook traveling in the caravan. Hunting happens in the background with no player intervention. Hunting slightly slows the caravan while active.

    • Gameplay
    • Caravan
    • 1.7
    • 1.6
  • Preview artwork for Assignments Override

    Ever tried to manually order a pawn to do something… only to be told: “Pawn is not assigned to this type of work.” Even though you clearly want them to just do it? This mod adds a simple, controlled way to override work restrictions for player-issued manual orders without breaking the pawn’s normal AI behavior.

    • Quality Of Life
    • 1.7
    • 1.6
  • Preview artwork for Bred in Captivity

    Animals born to two colony-tamed parents of the same species are slightly less wild than the more domesticated parent, building up generation by generation until Wildness reaches 0%. Once an animal is domesticated enough (about 10% Wildness or less, so always at 0%), its tameness no longer decays and it never needs tameness re-training. The reduction per generation (default 8 percentage points) is configurable in the mod settings.

    • Gameplay
    • 1.7
    • 1.6
  • Preview artwork for Bug Off

    Insects will prefer defending their hives and won't attack your colony if another faction provokes them. This doesn't disable their colony assault behavior when all their hives are destroyed.

    • Gameplay
    • 1.7
    • 1.6
  • Preview artwork for Chargeable Bionics

    Gives all vanilla bionics implants a charge bar that drains over time. When a bionic runs out of charge, it loses efficiency, body part bionics drop in part effectiveness and stat-boosting implants lose their bonuses. Recharge colonists at the Bionic Charge Station (requires Bionics research).

    • Gameplay
    • Bionics
    • 1.7
    • 1.6
  • Preview artwork for DeclutterUI UI Not Inlcuded Addon

    A UI Not Included add-on that adds a searchable "menus" main button, letting you find and open any main button (including ones you've hidden from the toolbars) without exposing UI Not Included's toolbar editor. This doesn't require DeclutterUI installed.

    • User Interface
    • Quality Of Life
    • Addon
    • 1.7
    • 1.6
  • Preview artwork for Deep Reserves

    When you hover a revealed deep-resource tile with a deep scanner or deep drill selected (or while placing a drill), this mod replaces the vanilla per-tile readout with the total resource remaining in that entire connected deposit, instead of just the one cell under your cursor.

    • Quality Of Life
    • 1.7
    • 1.6
  • Preview artwork for Dont Leave it Behind

    Warns you before leaving a non-home map if valuable items would be left behind. Applies to caravans, shuttles, and gravships, with a configurable minimum item value. Cancel to stay, or confirm to leave anyway.

    • Quality Of Life
    • 1.7
    • 1.6
  • Preview artwork for Emergency Transfusion

    Adds a "Stabilize with hemogen" order to the right-click menu of a drafted colonist when the clicked pawn is suffering from blood loss. The colonist uses one hemogen pack from their own inventory, or fetches the closest reachable, then applies it in about one second. This reduces blood loss by the same amount as one pack in a surgical blood transfusion (35%), much faster than surgery or tending. The order is manual only. It only changes the blood loss condition: wounds stay open and keep bleeding, so the patient may still need normal tending afterwards.

    • Gameplay
    • Biotech
    • 1.7
    • 1.6
  • Preview artwork for Frame Profiler Quick Access

    Adds a button to the bottom bar that opens and closes Rimworld's built-in frame profiler with one click, so you don't have to dig through the debug actions menu. An option in the mod settings hides the button unless dev mode is enabled.

    • Utility
    • 1.7
  • Preview artwork for Neutroflow

    Makes the neutroamine pipe network from Vanilla Races Expanded - Android actually matter. Biosculpter pods, growth vats, mech gestators, the gene extractor, and cryptosleep caskets each draw a standby rate from that network while idle and a higher rate while actively working; if the network runs dry, the device's operation pauses (or, for an occupied cryptosleep casket, ejects its occupant) instead of silently continuing for free.

    • Gameplay
    • Balance
    • Biotech
    • 1.7
    • 1.6
  • Preview artwork for Photo Mode

    Adds a dedicated Photo Mode for composing and capturing screenshots. Free-fly the camera, tweak time of day and weather, pose and adjust pawns, and apply image effects like exposure, vignette, and chromatic aberration.

    • User Interface
    • Quality Of Life
    • 1.7
    • 1.6
  • Preview artwork for Psylink Unbound

    Psylink Unbound raises the psylink level cap and makes each level reduce your psycasts' psyfocus cost, without changing vanilla's psyfocus bar itself. Both the cap and the discount per level are configurable, and the discount also applies to Vanilla Psycasts Expanded's psycasts if installed.

    • Gameplay
    • Vanilla Expanded
    • Royalty
    • 1.7
    • 1.6
  • Preview artwork for Quick Mod Settings

    Adds a button to the bottom bar that opens a list of every installed mod with settings. Pick a mod to edit its settings directly, without pausing the game or digging through the vanilla Options menu.

    • Utility
    • User Interface
    • 1.7
    • 1.6
  • Preview artwork for Research Requires Resources

    Research Requires Resources makes research a tangible colony investment. Projects with material costs need a one-time funding bundle before research can begin. When you select one, colonists automatically deliver the required resources to a research bench; the Research tab shows delivery progress, reserved items, and funding status. Once the bundle is paid, the project uses vanilla research points as normal.

    • Gameplay
    • Balance
    • Research
    • 1.7
    • 1.6
  • Preview artwork for RimMetrics

    RimMetrics is a lightweight telemetry and statistics framework for RimWorld. It tracks gameplay metrics for pawns and the colony, and surfaces them in a dedicated in‑game stats tab. It’s also built to be used as a dependency by other mods.

    • User Interface
    • 1.6
  • Preview artwork for Smart Ground Penetrating Scanner

    This mod adjusts the scanner's logic to prioritize open ground. While it doesn't strictly disable mountain spawns, it significantly nudges the algorithm to favor tiles without overhead mountains. If a valid reachable spot exists, your scanner is much more likely to find it.

    • Gameplay
    • 1.7
    • 1.6
  • Preview artwork for Soundpacks Framework

    Replace Rimworld’s sound effects with custom, shareable soundpacks. Soundpacks Framework lets players import a soundpack, choose it in-game, and replace individual vanilla or mod-added SoundDefs with their own MP3, WAV, or OGG audio. It is a framework: this mod does not include a replacement soundpack by itself.

    • Audio
    • Framework
    • 1.6
  • Preview artwork for Tie to Tree

    Tie prisoners outdoors to a nearby tree that is at least 80% grown. Tied prisoners stay normal colony prisoners, so wardens still feed, tend and interact with them. Each day a tied prisoner has a small chance to break free and try to escape. The chance can be changed in the mod settings.

    • Gameplay
    • 1.7
    • 1.6
  • Preview artwork for UI Soundpacks

    Adds a collection of custom UI soundpacks, letting you change the feel of Rimworld's interface with entirely different audio themes. The mod currently offers 3 different soundpacks.

    • Audio
    • Soundpack
    • User Interface
    • 1.6
  • Preview artwork for VFE Tribals Auto Gathering

    Adds daily automation for Vanilla Factions Expanded - Tribals' tribal gathering research ritual. Right-click the tribal gathering gizmo at an active gathering spot to schedule it to begin automatically at that same local time each day. Right-click it again to disable the schedule.

    • Quality Of Life
    • Ideology
    • Vanilla Expanded
    • 1.7
    • 1.6
  • Preview artwork for Windows XP UI SFX

    Bring the familiar sounds of Windows XP to Rimworld's interface, from startup and shutdown chimes to menu clicks, alerts, and more. This mod is a demo showcase for Soundpacks Framework.

    • Audio
    • Soundpack
    • 1.6
  • Preview artwork for Workshop Mod Tags

    Adds support for Workshop-style custom tags to help Rimworld mods describe what they add, change, or depend on. The goal is to make browsing, sorting, and organizing mods easier by encouraging authors to use clearer, more consistent tags. This mod does not add official Rimworld Workshop filter categories in Steam's backend. It also cannot guarantee that Steam displays any custom tag, since Steam controls how tags appear on Workshop pages.

    • Utility
    • 1.7
    • 1.6