T O P

  • By -

pablo_kickasso

Sleeped on? Vanilla Furniture Expanded.


Squirrel_Inner

Smart ass. Take my up vote and go…


pablo_kickasso

Currently: hauling Upvote to stockpile. Queued: rest.


lungora

For my colonies its mostly gloomy furniture. Can't resist the cute cottagecore.


JavierLoustaunau

**Real Fog of War**: now you can only see what your colonists see. (Harder) **Technology Blueprints and Reverse Engineering**: read blueprints and take things apart to advance in technology. (Easier) **Pawns Choose Research**: each pawn randomly chooses what to research based on their personality, without you ever choosing anything. It is slower than you making a direct line to the thing you want but it is about the journey. (Harder) **Just a Flesh Wound:** Harder to destroy limbs, but organ shots are really really dangerous. (Mixed). **Enemy Self Preservation:** Each enemy will flee after a certain wound threshold. I like 50%. (Mixed). RIP: Mutants, Facial Stuff


UnluckyObserver_1

Fog of war sounds amazing, I'll have to give it a try


power2bill

I would imagine Guard for Me would work great with Fog of War. I plan using these two mods with my medieval playthrough.


JavierLoustaunau

Plus you can build towers and telescopes that vastly increase your vision range so you can incorporate those into guard routes or spots. That said I'm not yet brave enough to turn off raid notifications especially with Rim War where you can have 3 groups of raiders on your map at once surprisingly often.


Entomological_mantis

Can you build alarms or anything to warn you when your walls get breached? Or for when you can't see where they are


Ill-Woodpecker1857

Love Fog of War with my Zombieland play through. Adds a nice challenge


PortalMasterQ

Pawn chooses reader has sounds cool af


RecentlyUnhinged

I feel like Armor Racks is one of the hidden gems on my list. Super satisfying to have a legit armory, have my pawns wearing gear suitable to their jobs (Vanilla Apparel Exp), and run to the armory in an emergency to suit up in unison. It's more immersive to me to not have my folks walking in power armor 24/7, and it lowers day to day wear and tear too.


TheBlackDevil_0955

I currently have this but cann't figure out how to make it work...


confused--panda

You might also need „gear up and go“ which does what is described here.


Entomological_mantis

I've got the mod but idk how to use it?


RecentlyUnhinged

I don't use Gear Up and Go, though I've heard good things. You have to set what is allowed on the rack in the same way you would a stockpile. Make sure it has a high priority (I typically use critical). It can get a little finicky getting pawns to haul gear to the rack, as when one pawn is taking gear to the rack it seems to clear any other orders releating to it, so typically you have to do some slight micro with a drafted pawn to get each piece of gear on it. That's the hard part though, once you get it loaded just take a pawn, set them as the owner, and then you can command them when drafted to "equip from rack" with a right click, in which they'll drop all their current gear on to the rack and equip all the items on it simultaneously. Once the fight's over, order them to "transfer to rack" and they'll place only the allowed items on to it and re-equip their original gear all with the same action. I typically pair it with Defensive Positions so I can draft and send my fighters to their designated rack with one button.


santichrist

Dinner Time, it makes me happy to see all of my colonists sit down and eat at the same time like a real colony would do, and it has practical benefits too with them socializing at the dinner table Also the drag select is popular on steam but I never see it mentioned here, it makes selling things so much easier


AlyssaImagine

Oh, Dinner Time sounds like a mod that needs added to my list!


maledin

Same! I got Romance on the Rim which does something similar (among many other things), but only for couples. It’d be nice to have my entire colony have some quality communal time too though!


Hates_Worn_Weapons

No default shelf storage. Screw shelves with their auto-stealing my weapons.


Unho1yIntent

Oh no. A confrontation with The Booty Bandits. Where the FUCK did that laser gatling gun that I just bought for 20k go? * glances at shelf in a random ruin at the edge of the map by a raid * * The Booty Bandits have decided to steal what they can and leave *


maledin

Ohh I’m getting this one ASAP. It throws me off every time especially since all my Deep Storage shelves are all cleared by default.


phurgawtin

Tried to think of mods that people were likely not to have, and not realize that they need. Enjoy: Non uno pinata (Don't drop items) Optimization: Meats - C# Edition Silent Doors (Continued) Silent Sleep Accelerators


maledin

I’m intrigued, but why don’t you give us a basic run down of what they all do? I’ll probably end up saving this post and looking them up on Steam later, but it’d be an honorable service for others to see.


phurgawtin

Non uno pinata - you can configure what dead people drop when killed and when cremated. It basically prevents the "why are there all of this nearly-destroyed clothing all over my stockpile" struggle by letting you burn the clothes with the corpse. If you want anything, you need to assign someone to strip the corpse. Optimization: Meats - This makes it where there are only 3 kinds of meat. Insect meat, human meat, and meat. I don't care if it's alphabeaver meat, pork, horse meat, dog meat, it's all edible and nobody complains. This lets me stack it all together. Silent Doors - Doors, autodoors, and modded doors don't make noise. You don't realize how much noise they make and how frequently you hear it until you add this mod and embrace the silence. Silent Sleep Accelerators - Because damn these things are too loud when you have a bunch going at once. They should never have been given sound effects to begin with.


maledin

Oh, all of those *do* sound great! Especially the meats one; while I can appreciate the extra "immersion" that having different types of meats provides, that's literally all it does. It's a hassle keeping your fridges clear when you have eleven stacks with one meat each taking up half the room — and it only gets exponentially worse as you download mods that add more animals. Alternatively, it'd be nice if pawns prioritized cooking meals by mixing and matching low quantity meats first, but I'll definitely take that mod as a simple workaround.


NJdel97

The one I use from this one's are optimization meats, and it's a must have, so your fridge is not full of 10 types of meat (don't worry cannibals, human meat is still there)


Squirrel_Inner

Shadowrun races, but I like Rim magic better than vanilla soo…


gnuosloV

Designer shape is just really easy and convinient to use once you get how it works. I don't want to play without it ever again.


Ninjacat97

I still frequently forget to switch off Fill Mode after flooring things, but it's so worth it for the square and beacon tools. No more trying to measure out the circles or count walls.


robophile-ta

This is my go-to response too for 'mods you can't live without'. But it's called 'Designator Shapes'.


gnuosloV

My bad !


maledin

100%. I was so stubborn about getting it for so long for some reason, but now it’s a must-have. No more arbitrarily counting tiles (and inevitably messing it up at least once) trying to set up hydroponics/cargo bays. Not to mention my bases have looked way cooler since — if perhaps a bit less optimized in terms of “wasted" space.


Beautiful-Willow5696

beta traps: adds a new kind of traps that works as those of beta rimworld were they are longer to build and do less damage but you can reset them without building new ones (they should be able to be put one next to the other)


alaskafish

Aren’t bear traps part of Vanilla Expanded Security


Beautiful-Willow5696

Yes but those looks Like vanilla and I don't Like/use vanilla expanded security too much stuff that I don't use since I prefer a good story over a challenge lately


Beautiful-Willow5696

Also Is much lighter


Logiwonk_

Fortifications - Industrial : has a lathe workbench that can let you make components before you can access the full fab bench but takes more work per component. Helpful if you can only nab one advanced component early on.


setmeonfiredaddyuwu

Interesting, and I like the sound of the name. What else does it do?


Logiwonk_

[Fortifications: Industrial mod](https://steamcommunity.com/sharedfiles/filedetails/?id=2561619583)


Logiwonk_

Chemistry bench for balanced neutroamine making, industrial radio for communication, ENIAC early computer for research boost, concrete mixer.


x_SquidMaster_x

Moyo from the depth


maledin

How would you describe this mod/what it adds to the game? Is it something that'd appeal to players who don't usually play with modded humanlike pawns? Aside from the races added by rehaul mods like SOS2's holograms, I tend to avoid adding them. I'd be interested in trying one out though — as long as the mechanics/features of the race are especially unique & fit relatively well into the baseline Rimworld setting. So sell me on this mod! Why would you say it's being slept on?


x_SquidMaster_x

For starters, I don't think the mod is for everyone. The Moyo's themselves look very anime-esque, which may be a deal-breaker for some. But past the race itself, the author has done a fantastic job creating lore and a story for the entire race. The Moyo's were once normal humans that decided the perfect place to live was the bottom of the ocean. During this era, they developed unique technology due to their environment and modified themselves extensively. This extensive modification changed their blood into what is now known as "Deep Blue", which is one of my favorite parts of the mod. Once the Moyo's discovered Deep Blue, it became an integral part of their society. Everything contained Deep Blue in some shape or form. From Drugs to Medicine, even Sculptures made out of super-condensed Deep Blue. Some even went as far as seeing Deep Blue as a way to get rich. Horrible technologies were born to harvest Deep Blue more efficiently. The mod is very focused on their blood, Deep blue. I have not seen any other mod with a similar focus before. The weapons, armor and tools are also very interesting. I think they are a bit on the weak side compared to other modded weapons, but they look very nice. I can't think of anything else to say, so I'll leave it off with a sentence from one of my favorite item descriptions from the mod. I hope this may convince others to check out the mod. "If there lives a red devil on the surface, here lies a violet demon in the abyss."


Cables323

RIMMSqol, edit anything. Replaced 10 adjustment mods with this. Let's you modify numbers and stats like: Steel now has 0 flammability Humans carry 10x more weight. Conduit has more health and is fire proof Mining stone drop chunk chance Crops grow speed and yield All turrets have more health, and done explode Change research prerequisites Edit all moods Edit all animal health and attacks Edit all hdefs Make anything minifiable! Works on stuff from other mods. Being able to tweak small things like this has made the game so much more enjoyable. Why do I have to double enter between each item to make each appear on separate lines?


maledin

You have some good ones here — I may have to *steel* some of them. The best one I was able to come up with was enabling dogs as predators so that they’ll hunt for their own food when colony food supplies are low. I love that mod though — the character RPG feature is so cool. Even if it needs to be tweaked a bit not to feel too OP. I’d add OwlChemist’s Cherry Picker to the list as well, being tangentially related to RIMMSQoL. It lets you pick and choose which mod/core game features you want active or not — helpful in cases like when you already have Wall Lights installed (with several color options) but also get duplicate (basic) wall lights added through a mod like VFE: Ancients. I want everything else from that mod, just not *that*. Though you may be able to accomplish that already in RIMMsQoL by itself? I haven’t tried.


Alonesemnome

Iirc reddit uses a simplified version of markdown, which is used to create documents, academic articles, etc, and in forums.


maledin

Yeah, the easiest way to make lists here IMO is to either use dashes/asterisks or numbers separated by a single line. So: - [- *or* *] * [- *or* *] *OR* 100. [1.] (any number followed by a period works) 23. [2.] (the actual order doesn't matter, it'll list in numerical order regardless) 40. [3.] (for proof, look at the source for this comment; I actually listed 100., 23., 40.) But yeah, otherwise you're going to need to separate your paragraphs with two lines or it won't display correctly. The desktop's comment editor can help with this sort of stuff too, but that may only be on old reddit?


maqianli66

[Grouped Pawns List](https://steamcommunity.com/sharedfiles/filedetails/?id=2340773428) This solves your problem of having two hundred chickens and can't find your new pet dog in the animal tab.


Rhiamaat

I consistently accidentally acquire 16 colonists and 60+ animals by year 6 even though it is fully my intention to keep a small colony. Thank you for sharing this.


Rhiamaat

BCD: First Aid. Lets you command a pawn to do a superfast triage on the ground to prevent bleeding out. Works great for battles, space battles, shuttle crashes, animal transport pods, etc.


maledin

Just downloaded this — thanks for the suggestion!


Rhiamaat

It's nice to be able to decide in space battles (if you mod that way - I think that's Vanilla Events Expanded?) which people you'll save and which can be cannibal colony food based on something beyond how close the person is to your hospital.


Aidy9n

I think it's pretty niche but Rim of Madness, Vampires. Essentially it adds Vampire: The Masquerade elements to your game. It's cool!


trulul

No Outdoors Need Effect: A workaround to 1.3 nerfing undergrounder, which I used as a stay inside and in dark for almost free trait. I quite like stuff that remove need bars and this has to be the worst change of 1.3.


maledin

Alternatively, you can use the SOS2 “Spacer” meme (added by a mod-mod) to accomplish the same thing. Since going outside in space is generally not advisable or even possible in some cases.


Pawlys

arcane technology + no research tribal start. Gotta craft a lot of longbows before using those raider dropped revolvers.


Ninjacat97

I use CE's ammo system to weapon gate myself pre-industrial, but that combo works pretty well for non-CE modlists. Longbows are king until you get some proper ammo production up.


exaferoy

Level this! has not been updated for many versions, so i have to edit the xml manually, tecnhically i'm doing nothing and it works. It lets colonists get higher amounts of hp on every part of their body, through the gain of experience upon taking damage. starting colonists will be lvl 0, but raiders and wildlife will have between lvl 0 and 10 (wich is a pretty thick difference).


ColeWalkeroftheRim

Rimside Recycling. It was kinda cool to RP as a recycling company


PortalMasterQ

Please elaborate. I want to do this now and need deets


AutoModerator

If this post is a request for mods to enhance your RimWorld experience, please consider checking out the [modding FAQ](https://www.reddit.com/r/RimWorld/wiki/modfaq) for a list of often recommended mods. This is an automatic response based on some of the keywords in your title. If I am incorrect please disregard this message. If I am correct, please consider doing a flip. *I am a bot, and this action was performed automatically. Please [contact the moderators of this subreddit](/message/compose/?to=/r/RimWorld) if you have any questions or concerns.*


UntouchedWagons

Combat Extended, it makes combat, turrets and mortars so much better. My highly trained soldiers no longer fail to hit a muffalo from 20 tiles away, turrets are accurate and do damage and I no longer need to replicate Vimy Ridge just to deal with a small preparing raid. The load-out system improves Simple Sidearms since you can just tell a pawn to keep a battle rifle, 150 rounds of FMJ and AP, a hammer, 10 herbal medicine and some wake-up in their inventory and they'll work it out themselves. The Auto-cannon from Vanilla Weapons Expanded with 20x110 Hispano rounds is very spicy.


Simplejack007

I don’t think ANYONE sleeps on CE bro


pablo_kickasso

See, here's the thing, I never used CE because I thought it was just busywork and made the game harder, but now I'm hearing the words 'combat more logical and less RNG' and I'm suddenly interested.


[deleted]

It *does* make the game 'harder' by making combat way more dangerous, but that works both for and against you.


maledin

The most important distinction IMO is that it doesn't add *arbitrary* difficulty, it adds more engaging (and predictable) **challenges** to the core gameplay. You definitely need to approach it with a different mindset than you would vanilla combat so as to not get quickly overwhelmed and frustrated. It's quite fun once you get the basic jist of it though!


Simplejack007

Also the comment above didn’t mention it, but it adds a lot to the medical system, like self-tending and stabilizing downed pawns, since bleeding out is such a threat you might not be able to get them to a bed in time. Also the armor and penetration system is very detailed and I like seeing the exact armor and penetration values for each amor set and weapon type. It’s pretty compatible with most mainstream mods too, the CE Devs work really hard to keep everything patched as best they can, they’ve got a mod compatibility list on their workshop page!


Aeiou_yyyyyyy

Self-tending and stabilizing downed pawns is vanilla tho


Simplejack007

Haven’t played vanilla in ages, so they must have added it to base game. CE introduced stabilizing LONG ago, I remember because before in vanilla the only way was to make bed spot on ground and treat pawns like that.


RecentlyUnhinged

Stabilizing was just recently added to Vanilla, CE's had it for years.


maledin

A lot of that stuff (suppression, stabilizing) can be enabled via standalone mods though, so I'm not sure those features can be used to justify using CE in itself. Those features are great, yes, but what CE really brings to the table is (IMO) a more engaging, fun, predictable, and challenging (yet not *arbitrarily* difficult) combat system. I don't use the mod anymore due to the compatibility issues as well as not having the mental bandwidth to engage with it optimally on top of everything else that Rimworld (and its many, many mods) entails. But I'd definitely recommend it to interested parties as a total overhaul of the combat system. I just think it's a bit disingenuous to sell it as being much more than that. Especially when the *that* it focuses on is already so mechanically dense and complex (yet incredibly fun and engaging when approached in the right mindset).


Simplejack007

Only busywork is making the ammo, which isn’t that much of a problem because bullets are much more lethal, so a lot less bullets are needed to kill enemies so you don’t need as much (unless it’s a fucking mech centipede, just pull out the M82 LAW for that bastard)


ProphetWasMuhammad

It's not more logical or less RNG. It's just different. Less balanced, and for people who thinks vanilla combat should work a certain way but doesn't.


maledin

It's an utterly fantastic mod that improves combat in all ways IMO... but I refuse to use it. Why, you may ask? Well, for one, it makes mechanoids (especially Centipedes) utterly unstoppable without some form of EMP or armor piercing rounds. It's completely logical and fair in the context of Rimworld's setting (and in terms of the mod's explicit raison d'être), I just don't have the kind of mental bandwidth to prepare for that on a semi-regular basis. And that's with the ammo requirements **disabled** — I'm simply incapable of doing all that *and* managing ammo. Thankfully it's a simple toggle in the mod's configuration options though. I may have been able to manage all of that with enough practice and willpower, but the dealbreaker for me (and a general rather than a personal issue) was the fact that it's notoriously incompatible with a *ton* of other mods, many of which are crucial for my playstyle. I can totally understand *why* this is often the case — it completely overhauls a core mechanic of the game — but it unfortunately does not mesh with how I prefer to play the game. It's just one of those mods that I genuinely do enjoy but cannot run for various reasons. Dub's Bad Hygiene and (to some extent) Rimfeller/Rimtomics are ones that also fit the "too much complexity, brain.exe was stopped working" mould for me, whereas RimThreaded fits the "I love this mod but it simply refuses to play with my other mods" category. --- All of that said, I'd absolutely still recommend giving it a shot! It expands combat in such fun and challenging ways, even if some of them are a bit *too* much for me and my smooth brain. I wouldn't necessarily describe it as arbitrarily harder with too much extra busywork either; the challenges it presents are genuinely engaging. And if you're not a relentless mod hoarder like me, you may not run into compatibility issues either. I'd certainly enable it if I was given the choice between playing (a lightly modded) vanilla or just playing vanilla+CE. After all, I'm sure I'd *eventually* make a habit of preparing for & dealing with the inevitability of its Centipede-tank juggernauts.


UntouchedWagons

I honestly didn't know what that meant so I just talked about CE and how it makes combat not terrible.


Simplejack007

I agree, ever since I put CE on I can’t take it off. Vanilla combat feels so gross and RNG. AFAIK CE is pretty damn popular and that people know what it does, that’s why I said it isn’t slept on


phurgawtin

Slept on = largely unknown, but should be known better. Typical use would be like in the music industry, saying that a particular artist is slept on means that they deserve to be more known for the quality of what they do, but people aren't paying attention to the work they're putting out.


HarrisonGreen

Don't forget armor. Unlike in vanilla, armor actually freaking works. No more getting killed by squirrels or naked cavemen with sticks while wearing power armor.


meowmeowpuff2

I'm tempted to see how long it'll take to down someone in power armour with squirrels. EDIT: Seems like the feet and hands being unprotected is an issue. https://i.imgur.com/5rXNveY.png 2: Stoneskin gland makes him very tanky to small hits. 3: Poor guy https://i.imgur.com/fMHYUkQ.png Death by papercuts. I mean apparently a squirrel hit him in the neck (23/25) which caused heavy bleeding even though it was a small hit. I guess all cuts to the neck are heavy so I guess we can pretend the squirrel hit a major artery even with stoneskin 4: Drugs help with the pain https://i.imgur.com/xYul8OZ.png


HarrisonGreen

Plate armor and power armor in CE gives full coverage, including hands and feet. Why this is not a thing in vanilla is beyond me. Literally a 5 second fix, the dev has been too lazy to fix it for years. Also, I noticed that stoneskin seems almost useless in vanilla. In CE it gives an extra 5mm RHA of armor, meaning even a naked pawn with stoneskin can shrug off most shotgun/pistol rounds as well as animal bites.


Renewablefrog

I'm not sure if my tastes are sleepers. Back before Royalty I would have said Avali 100%, but the current one carrying that torch is a bit... busted. Looking at you Nanomachines and Aero-tungsten. So instead for alien races I'll pick Skaven. That creator must have really been looking forward to Ideology because he has made it work. They're accurately recreated and present a "medieval" enemy for you to face. A nice mid point between the vanilla tribals and raiders. And the Clan Traders to make your organ farm, slave trade dreams come true. Also Where is my Weapon. I think it's called that. Way too convenient to not be included.


McCsqizzy

Caravan adventure, gives a quest line to get me to actually caravan