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Second Wind (No Sleep Needed)

"Who needs sleep when there is a colony to run?"

RimWorld — Second Wind (No Sleep Needed)
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FREE

How do I install Second Wind (No Sleep Needed)?

Download the free ProjectMods desktop app, then install Second Wind (No Sleep Needed) for RimWorld in one click.

Version1.0.0
Updated2026/07/16
AuthorProjectMods
SleepRestColonistsHelper

</>What does Second Wind (No Sleep Needed) do?

Half your colonists are always asleep in RimWorld, and the ones awake are usually about to nod off. Second Wind changes that. Your people stay wide awake around the clock, working straight through the night without ever crashing from exhaustion. That effectively doubles the hours in your colony's day. Construction that used to span days wraps up overnight, your night shift never gets caught snoozing when a raid hits, and you never lose a critical job because your only doctor is passed out in bed. Everyone's on the clock, all the time. Great for players pushing an ambitious build or a tight timeline who want every colonist productive full-time, and for keeping guards genuinely alert on defense. Keep it on when you want maximum output, switch it off when you'd rather your colonists live on a normal schedule again.

</>What is Second Wind (No Sleep Needed)?

Second Wind keeps your RimWorld colonists awake and working around the clock. Their rest need stays satisfied, so nobody drops for the night, collapses from exhaustion, or leaves a job half-done at bedtime. Push construction, research, and defence through the small hours. Free from ProjectMods, one-click install.

</>Common questions about Second Wind (No Sleep Needed)

What does Second Wind (No Sleep Needed) do in RimWorld?

Second Wind keeps your RimWorld colonists awake and productive around the clock by keeping their rest need satisfied. Normally pawns get tired, head to bed, and are useless for a big chunk of every day; with this mod on they simply never need to sleep, so they can work straight through the night. Construction, research, hauling, and guard duty all continue while a vanilla colony would be snoozing. It effectively doubles the useful hours in your colonists' day. It's great when you're racing to finish a wall before a raid or want maximum output from a small crew. Toggle it off to let your colonists sleep normally again.

Do colonists still get the exhaustion penalty or mood hit from staying up?

No — because Second Wind keeps their rest need topped up, RimWorld never registers them as tired, so you won't see the sluggish exhaustion state or the mood penalties that normally come from missing sleep. Your colonists stay sharp and fully effective no matter how many days they go without a bed. That's the difference between this and simply overriding their schedule: forcing a tired pawn to work in vanilla makes them slow and unhappy, whereas here they genuinely don't need the rest. It means round-the-clock productivity with none of the usual downsides. Flip the mod off and normal tiredness returns the next time they'd usually sleep.

Do I still need to build bedrooms and beds with Second Wind on?

For sleep, no — your colonists won't use beds to rest while Second Wind is on, so you don't strictly need bedrooms to keep them functional. That said, beds and bedrooms still matter for other things in RimWorld: a nice private room gives a mood boost, and beds are where colonists recover when they're injured and receiving medical care. So you'll likely still want beds for your patients and for the happiness bonus, even if nobody's sleeping in them at night. It just means you're building bedrooms for comfort and healing rather than as a hard requirement. Toggle the mod off and beds resume their usual role.

Can I use Second Wind on just some colonists or is it the whole colony?

Second Wind keeps your colony awake as a group, so it's designed to give your whole crew the round-the-clock treatment rather than singling out individuals. The intent is maximum colony-wide productivity — everyone available to work at any hour. If you're after a mix, where some pawns keep normal schedules and others grind through the night, that's more of a manual scheduling job in the vanilla restrictions tab. But for the common case of just wanting your whole colony working nonstop to hit a deadline, this handles it in one toggle. And because it's reversible, you can switch everyone back to normal sleep whenever the crunch is over.

Why would I use Second Wind?

Because sleep quietly eats half your colonists' productive day, and sometimes you're in a race — a raid is coming, a big build is unfinished, or your research is one project short of a breakthrough. Second Wind lets a small colony punch well above its size by working every hour, so you get more done without recruiting more mouths to feed. It's ideal for crunch moments, for tightly-run minimalist colonies, and for players who find the day-night rhythm limiting. It's free from ProjectMods, the community-first modding platform, and installs in one click through the desktop app. Toggle it off whenever you want colonists to rest normally.

What options does Second Wind (No Sleep Needed) include?

Never Tired

Master switch. Turn it on to keep your colonists fully rested. Off returns to normal sleep needs.

Quick Answer

Second Wind keeps your RimWorld colonists wide awake around the clock, so they work through the night without ever crashing from exhaustion — a free mod from ProjectMods.

System Requirements

OS *: Windows 7
Processor: Core 2 Duo
Memory: 4 GB RAM
Graphics: Intel HD Graphics 4000 or other shader model 4.0
Storage: 1 GB available space

What features does Second Wind (No Sleep Needed) include?

  • Keeps colonists fully rested around the clock so they never need to sleep
  • Effectively doubles your colony's working hours by unlocking the whole night
  • Keeps night-shift guards genuinely awake instead of dozing when a raid arrives
  • Toggle off whenever you want colonists back on a normal sleep schedule

Best For

  • Ambitious builders on a tight timeline who want every colonist working full days and nights
  • Defense-minded players who need their night watch actually awake when raiders creep in after dark
  • Small colonies with only one doctor or cook who can't afford that key worker being asleep in a crisis
  • Anyone racing a deadline, like walling up before a warband arrives, who needs round-the-clock labor

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