Mods "Gameplay" for Rimworld

TiberiumRim - Development Build Updated
Is this ready to be played like a normal mod? - We are currently working on a first release. Until then I will upload very unstable builds.
0
10:48
1.74K
0
I've always thought that the relic quests from ideology and the whole idea of tracking down a powerful relic to worship are very suited to a medieval/
0
19:45
1.73K
0
Another one gene pack. WOW. Anyway.Adds 8 horns, 3 ears, 2 tails and 2 skins inspired by Vanripper's Helltaker game (and comics).
+1
16:01
1.73K
0
RimThunder - Desert Sabre Updated
A group of trader fleets are arrived the sector of rimworld, selling industry techs and replicas of those old war machines from the Second Earth War.
+1
23:19
1.73K
0
This is the the fourth extension mod for the 'Rimhammer - The End Times' mod series, and is intended to be used with the base Rimhammer - The End Time
+6
08:07
1.73K
2
Inspiration Tweaks Updated
Alters the current inspiration system & adds 18 new inspiration types.
+3
21:55
1.71K
0
Gives you control over the length of a day, giving your colonists more (or less) time to move around and do things.
+2
11:46
1.71K
0
The goal with Corracall was twofold: see how far one could go to make an animal-based xeno as opposed to a human-based one and to make a custom voice.
+2
22:33
1.70K
0
Original feature The map is initially unrevealed and must be explored.
0
20:31
1.70K
0
When pawn first get psylink, instead of randomly unlock a psycaster path (mostly the one you don't want), it grants you additional one point to choose
+1
17:28
1.70K
0
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