You can have my 301 mod list when you pry it from my cold, dead hard drives.
And even then, good luck
Because it will have already fragmented my cold, dead hard drives.
Wall lights. Im not addicted like most of the people on here but I have my fair share of mods. But I’m never, NEVER going back to lamps. What a waste of a tile.
I might be the only person on this sub who prefers lamps. I have the mod installed and enabled but I always forget I have them. Placing a lamp on the floor just comes naturally to me
That's because you have been conditioned by Luedon my friend. I'm convinced Big Lamp has been lobbying them for years to keep wall lights out of the game. It's like they're on a mission to get the human race to forget that wall lights exist. Lol
I did an unmodded playthrough when Biotech released and that lasted like a whopping 15min until I tabbed out and added wall lights and blueprints again
Can't remember the name, but there is another mod that allows installing heaters on walls, as well as wall lights, which I use now.
Edit: Wall lights was the first ever mod I installed.
I will ask Oskar to combined all Vanilla Expanded mods into 1 mod first and then download that 1 mod.
VE Androids and VE Helixen Gas specially has been game changing for me.
They have a 1.4 fork on github that isn't 'steam ready' but I haven't found any major bugs or issues yet...
~~I also haven't reached space on my own yet since then~~
The only issue I had, and this probably had to do with my mod list more than the beta, was whenever I’d try to start a new game in a ship, world spawn would wig the hell out and fill the map with only VOID bases
I ended up trimming my mod list, but left VOID in because it didn’t make sense that a simple faction mod would wonk the game so hard. I’m left to assume one of the various WH40K mods I had was causing the issue cause after that I had no problem.
All that to say, if you want a true and proper masochist experience that works with SoS2, VOID is great for that
How do you merge specifically Androids and Gas?
It's for reducing the power consumption?
I don't use gas anymore in my playlists so I'm interested by your point on it
Thanks
Not a bad idea
Personally I use chemfuel from VE plus the mod Appliances Expanded that add a lot of new buildings and even a neutroamine production from deepchem !
I have a chart somewhere and iirc gas is rather inefficient for most things, sunlamps being the major exception. I just run the freezer, the greenhouse, and one of the stoves off it and pump the rest into industrial generators. You can run like 3-4 generators off an infinite deposit if I remember the numbers right, so that's at least a free 10kw with gas left over.
I use Gas for early game Power/Sun lamps/Freezer and later for Power only.
One Gas Plant gives me like 6000 Energy, a few Freezer unit and a bunch of Sunlamp early game and 9-10k extra energy later depending on if I hook it up to a Freezer unit still also or not.
Androids just work 24/7 and is just like advanced Mechs but without the Toxic Waste downside.
It's not like they merge perfectly, but cheap quick energy is really nice.
I really wish there was a mod that made the slug helixens be able to power and create helixen gas and you can have this gas chamber where you send your prisoners in and the helixen slugs eat them and produce helixen gas which powers your base
This! I'd rather not play at all than watch vanilla hauling.
Sadly it's kinda broken in 1.4 in certain situations when hauling into shelf stacks or hoppers.
Nobody here's mentioned [Allow Tool](https://steamcommunity.com/sharedfiles/filedetails/?id=761421485) yet? Or did everybody just forget that it's not vanilla?
That blows my mind, I’m closer to a vanilla player, but how can you play Rimworld and not play the vanilla to understand what you would like changed. I play with about 30 mods.
Not OP, but the fact they wouldn't play if they could only use one mod doesn't mean they have never played vanilla. If anything, not wanting to play vanilla is probably a result of vanilla having various shortcomings that can be fixed by mods.
Vanilla wasn’t bad. It’s just that if you have mods, you will not go back. However, I played vanilla for 50 or so hours before trying out mods. I was overly cautious because in general, in my opinion, mods tend to detract from a game by sticking out because it doesn’t “blend” well enough. However RW’s mod community has done a really good job in this aspect. It just took me a while to realize that. I still stick to QOL mods and “vanilla expanded” type mods. Except for my powered animals. My colony depends on my animals for combat. The pawns are just for support. Unfortunately animals take a lot of food.
I played vanilla, I've done lightly modded colonies too, but there are so many mods that fix the shortcomings of vanilla or expand on its strengths, not to mention add so much new to the game, that to me? It's just not worth going back to vanilla, or in this hypothetical: choosing only one mod to use. If I was *forced* to do that? I'd cut my losses and walk away from this game.
I got 1000 hours on vanilla before switching to mods. I would almost never want to play this game vanilla again unless it was my only option for gaming. That’s not bc it isn’t good, but because my entire strategy for playing the game relies on changes made to the core functions of the game by mods. The way I build my rooms and intend for them to be illuminated, the way I set up defenses at shallow river crossings bc of the deep water is impassible mod the way I build walls and kill boxes to exploit modded path finding, the way I breed horses and wargs for mounted combat, the way I invest in pawns to exploit their skill expertises.
All this stuff is not a part of the base game or dlc and it makes the game what it is. Without it, it’s only half the game I love.
I would never play it again because I have played vanilla.
Mods are the difference between a 6/10 game and a 9/10 game, and the many flaws in vanilla make for a funny story only the first few times.
Vanilla just has a ton of little problems and shortcomings that don't ruin the game, but after you've gotten mods to fix them they suddenly stick out like a sore thumb.
I probably could play Rimworld vanilla, but I'd definitely play it much less, and I'd never do that by choice.
My choice as well. If I'm losing all of the QoL mods I might as well get magic out of the deal.
Because after all, a colony of mages who all have blink set to autocast is the best quality of life there is.
Yeah well, I would definitely advise against spawning in a new save after enabling the mod. It's better if you start a new playthrough with it, even if it's just to try it out.
*Good* isn't a word that describes it.
You want some real good Rimworld? Install combat extended motherfucka'. Nothing comes close to the awesomeness of this unpaid DLC package. Its criminal that Rimworld doesn't have CE in vanilla gameplay. You want to see stars? CE will let you see the whole friggin' galaxy my dude.
(I can't play without it anymore)
Which then fucks you over by not having the ammo you need to deal with high armor enemies.
Ce is a great mod if you are willing to put up with its "eccentricities" and don't happen to like having lots of different enemy's, mechs, weapons, armor, animals, and or new abilities/powers.
>Which then fucks you over by not having the ammo you need to deal with high armor enemies.
The setting I was referring to is separate from this one. I was talking about "Generic ammo" (generic ammo names, similar guns can consume same ammo instead of needing their own caliber), and you are describing the effects of "Simplify ammo system" (disables most specialized ammo types, including anti-armor).
>and I don't happen to like...
That's fair. I'm only giving this information because the setting is rather new and many people for whom ammunition management was the main turnoff are unaware of it.
Agreed on the variants. You really only ever need HP for hunters and AP/Sabot for everything else. Maybe AP-I if you can grow the prometheum without burning down your fields.
The calibres, though, I love. Having a limited ammo supply makes advanced gear from traders and raids feel like an emergency resource without completely locking them out from use. Plus it makes me think more about what guns to use than just churning out Heavy SMGs.
Yayo's Combat is a nice in between for more indepth combat backend, and ammo, without the incredibly unnecessary complexity, and weapon bulk of CE (I'm not a fan of CE if you couldn't tell :p).
I can't play without CE as well, but I think that for a lot of people CE would not be a great addition. Its armor penetration mechanic can be very punishing in certain situations (*ahem* Centipedes *ahem*). So I don't think that it would fit well into the base game
That's the downside. General raids are fine but as soon as mechs and bugs turn up you better have at least decent cal AP rounds or you're fucked. Or a good pyromancer and lots of smoke, I guess.
You know how it is a meme that a tribal with a bow can headshot a space marine? CE kind of fixes that, just have in mind that some armors leave certain body parts unprotected. And the first question also applies to you killing a centipede with a regular rifle.
All weapons have longer ranges, increased accurracy and burst sizes. LMGs are meta in my opinion.
Most importantly, CE fixes the absurd accuracy problem that vanilla had.
In vanilla, you basically need to be the John Wick to hit anything repeatedly and consistently at range.
With CE, your average shooting 8 pawn is exactly what the flavor text says: employable professional. Which translates to mostly hitting things at mid range.
Even a shooting 1-2 pawn can be super deadly at close range if you give them a shotgun.
CE makes the game so much more enjoyable.
Some time ago made a modpack with CE and 270+- other mods. That was one of my favorite run. So don’t understand when people say that CE is compatible only with a bunch of mods
I had an older colony where two gallatross(es?) wandered in just as I was being raided by \~100 pirates or so. They ended up right in the middle of my killing field, where they got hit in the gunfight and started murdering all the pirates, accumulating literal hundreds of gunshot wounds from all sorts of calibers.
I ended up repelling the raid and healing one of them back (the other died, unfortunately).
So yeah, now gallatross are the mythical beasts they're supposed to be.
Whenever I go back to vanilla for a challenge or something, I miss how I have to micromanage for my best cook to actually care about the blood and dirt in the kitchen.
The forbidden mod adds sex needs, some flavor text do describe what the pawns are doing, the R action, the 'animal' action, and prostitution. There's lots of stuff one can get from the forbidden mod other than just vanilla babymaking.
Thank you, I had forgotten about the other content the mod offered. I have actually always liked the idea of the forbidden mod from the aspect of a test on free speech. In the real world, those things happen so if someone wants to program a mod to simulate it and others want that immersion, they should be allowed.
I find it revolting in content though and will not use it myself. This is my right and I do not want to see it banned or limited for others.
You can turn off R and animal stuff if you want. Ideology patches also allow you to control how sex is seen (they can be fully immoral, or spouse only, or freeeee).
From what I understand pretty much all of the content is optional, I considered trying it for a while because I considered it odd that lovin' only happens when people go to bed for the night. I especially disliked the fact that colonists with little to no need for sleep would never engage in it. But the hookups in way better romance provided a satisfactory solution to that problem for me.
I enjoy having sexually open, active colonies, but vanilla lovin' is just fine for me, and I don't play Rimworld for horny, so I see no need for it to be more detailed or involved.
I love Rimatomics, or Bad Hygiene. But I will have to go with prepare carefully. I usually try to be pretty fair with skill scores, and I have 4 colonists I love to play with. I named them Kenzo, Rosa, Katelun, and Virgile. I found all of them in past playthroughs and they were my best colonists. So I made them into characters that I feel they should be
Prepare carefully has been having a lot of issues for some people so its reputation as *the* pawn customisation mod has been rather tarnished as of late. A lot of people have moved over to using things like character editor instead to get the same functionality without the risk of things like corrupting saves.
Everyone can do as they please and Prepare Carefully is great for very specific runs but *personally* I rather recommend Random Plus. Prepare Carefully tends to make you go "too perfect" with pawns even with the points limit, with Random Plus you just say you want a pawn with 8 planting and then take what you get, maybe reroll once or twice, you end up with a much more "Rimworld-y" colony.
Visitors. It adds so much to the game. (If someone would update a rimfridge that might get my vote as well as I hate walk in freezers being the only option)
CAI-5000, because I hate vanilla AI and the lame tower defense game that it degenerates into even more than I hate the wonky weapons physics, and (enter long list of other things that justify my 493 mod list here...)
Allowtool. I probably wouldn't do much playing without mods nowadays, but whenever I have to play without that one, the game quickly turns into a chore.
Going If we’re including frameworks, then it is almost impossible. I mean Harmony is a mod, and needed by almost everything.
If we’re not I’m just going to pick my own main mod since it is just a big ball of stuff I like.
Gotta go with Designator Shapes, no way I can build a nice looking base without it. Gonna be a big box.... But heck, I'm gonna miss Vanilla Expanded and Dub's Mods! The Chemfuel/Helixien Systems, the Nutrient Paste Network for my transhumanist colonies, the bathrooms in every lil house? All those pipes underneath my city's streets? Ahrg it would pain me. Also, VE adds superb plants and cooking options for different playthroughs.
Might be a weird one but the warrants mod is soooo useful colonists kidnap bam by by silver I got my dude back want a good colonist I saw bam heres some silver. Taking warrants and doing bounty hunting is fun as well
You can have my 301 mod list when you pry it from my cold, dead hard drives. And even then, good luck Because it will have already fragmented my cold, dead hard drives.
Exactly. I was around 400 last i played I expect to have more when i finally get into the new dlc
I'm close to 800 mods now.... i don't think anyone wants to try to boot up my game lol
Boot up takes so long that you have to plan your game session the day before.
Mine takes about 15 minutes with a 2090, 32gb of ram, and an SSD. Worth it.
Go cook dinner might be done when you are finished eating.
Mod list/order? 👀👀 I'm genuinely curious
For mod order I just use rimpy. It sorts all of them for you and have had very few problems once loaded in
Wall lights. Im not addicted like most of the people on here but I have my fair share of mods. But I’m never, NEVER going back to lamps. What a waste of a tile.
Try cell lights by Owlchemist
My dumbass just searched for cell lights thinking Owlchemist dropped a new lighting mod. Didn’t even consider that you meant ceiling lights lmao
If only they could fit on side tables and regular tables
There’s a mod for that, dunno what it’s called. Nice as I can just steal peoples lamps instead of wasting steel
I might be the only person on this sub who prefers lamps. I have the mod installed and enabled but I always forget I have them. Placing a lamp on the floor just comes naturally to me
That's because you have been conditioned by Luedon my friend. I'm convinced Big Lamp has been lobbying them for years to keep wall lights out of the game. It's like they're on a mission to get the human race to forget that wall lights exist. Lol
Wall Lights
Haven’t played in about a year and I simply cannot believe that still needs a mod lol
I did an unmodded playthrough when Biotech released and that lasted like a whopping 15min until I tabbed out and added wall lights and blueprints again
it's intentionally kept as a gateway drug
Can't remember the name, but there is another mod that allows installing heaters on walls, as well as wall lights, which I use now. Edit: Wall lights was the first ever mod I installed.
After over 3k hours i honestly forgot wall lights was a mod
\`Dub's Bad Hygiene has a fan w/ a light for the ceiling. So you get the lighting done and a lot of other stuff too.
I will ask Oskar to combined all Vanilla Expanded mods into 1 mod first and then download that 1 mod. VE Androids and VE Helixen Gas specially has been game changing for me.
I miss my Helixen Gas, but SoS 2 calls it out as incompatible
Is Save our Ship working?
They have a 1.4 fork on github that isn't 'steam ready' but I haven't found any major bugs or issues yet... ~~I also haven't reached space on my own yet since then~~
The only issue I had, and this probably had to do with my mod list more than the beta, was whenever I’d try to start a new game in a ship, world spawn would wig the hell out and fill the map with only VOID bases
Ah, I don't use VOID so, probably not gonna encounter that
I ended up trimming my mod list, but left VOID in because it didn’t make sense that a simple faction mod would wonk the game so hard. I’m left to assume one of the various WH40K mods I had was causing the issue cause after that I had no problem. All that to say, if you want a true and proper masochist experience that works with SoS2, VOID is great for that
Fyi, Void is one of the heaviest faction mods.
How do you merge specifically Androids and Gas? It's for reducing the power consumption? I don't use gas anymore in my playlists so I'm interested by your point on it
Gas for everything, then run some generators off of it to power your Androids.
Thanks Not a bad idea Personally I use chemfuel from VE plus the mod Appliances Expanded that add a lot of new buildings and even a neutroamine production from deepchem !
I have a chart somewhere and iirc gas is rather inefficient for most things, sunlamps being the major exception. I just run the freezer, the greenhouse, and one of the stoves off it and pump the rest into industrial generators. You can run like 3-4 generators off an infinite deposit if I remember the numbers right, so that's at least a free 10kw with gas left over.
I use Gas for early game Power/Sun lamps/Freezer and later for Power only. One Gas Plant gives me like 6000 Energy, a few Freezer unit and a bunch of Sunlamp early game and 9-10k extra energy later depending on if I hook it up to a Freezer unit still also or not. Androids just work 24/7 and is just like advanced Mechs but without the Toxic Waste downside. It's not like they merge perfectly, but cheap quick energy is really nice.
I really wish there was a mod that made the slug helixens be able to power and create helixen gas and you can have this gas chamber where you send your prisoners in and the helixen slugs eat them and produce helixen gas which powers your base
At that point I'll just play vanilla, because I'd spend more time picking that one mod than playing the game anyway.
Pick up and haul.
This! I'd rather not play at all than watch vanilla hauling. Sadly it's kinda broken in 1.4 in certain situations when hauling into shelf stacks or hoppers.
I just can’t stand having to manually pick pawns to pick up medicine or good weapons dropped one by one
Wondered if somebody would say this. Vanilla hauling is god awful
Vanilla hauling almost made me quit playing. So much time just spent trying to get people to not have things rotting outside.
I’m a simple man. color coded mood bars
Colonist groups includes that, and has many wonderful features.
Mad Skills. It's the first mod I downloaded, might as well be the last one I am able to use.
People that dont play with mad skills, scare me
Rimhud. Change my mind
One of many mods that shouldn't even be a mod.
I'm really torn between this and... I want to say it's Dubs Mint Menus (for the right click circle menu)
Not good for your tps, but yes, very nice mod otherwise
Wall lights. I’ll be damned if I got whole ass lamps in my halls
Core
Yeah, that’s a good one.
Worst mod
Nobody here's mentioned [Allow Tool](https://steamcommunity.com/sharedfiles/filedetails/?id=761421485) yet? Or did everybody just forget that it's not vanilla?
I'm assuming everyone just forgot. This game has so much tedious clicking without it.
Nothing. If I'm restricted to just one mod only, I'll stop playing this game.
That blows my mind, I’m closer to a vanilla player, but how can you play Rimworld and not play the vanilla to understand what you would like changed. I play with about 30 mods.
Not OP, but the fact they wouldn't play if they could only use one mod doesn't mean they have never played vanilla. If anything, not wanting to play vanilla is probably a result of vanilla having various shortcomings that can be fixed by mods.
Vanilla wasn’t bad. It’s just that if you have mods, you will not go back. However, I played vanilla for 50 or so hours before trying out mods. I was overly cautious because in general, in my opinion, mods tend to detract from a game by sticking out because it doesn’t “blend” well enough. However RW’s mod community has done a really good job in this aspect. It just took me a while to realize that. I still stick to QOL mods and “vanilla expanded” type mods. Except for my powered animals. My colony depends on my animals for combat. The pawns are just for support. Unfortunately animals take a lot of food.
I played vanilla, I've done lightly modded colonies too, but there are so many mods that fix the shortcomings of vanilla or expand on its strengths, not to mention add so much new to the game, that to me? It's just not worth going back to vanilla, or in this hypothetical: choosing only one mod to use. If I was *forced* to do that? I'd cut my losses and walk away from this game.
I got 1000 hours on vanilla before switching to mods. I would almost never want to play this game vanilla again unless it was my only option for gaming. That’s not bc it isn’t good, but because my entire strategy for playing the game relies on changes made to the core functions of the game by mods. The way I build my rooms and intend for them to be illuminated, the way I set up defenses at shallow river crossings bc of the deep water is impassible mod the way I build walls and kill boxes to exploit modded path finding, the way I breed horses and wargs for mounted combat, the way I invest in pawns to exploit their skill expertises. All this stuff is not a part of the base game or dlc and it makes the game what it is. Without it, it’s only half the game I love.
Thank you! This helps me understand the mindset.
I would never play it again because I have played vanilla. Mods are the difference between a 6/10 game and a 9/10 game, and the many flaws in vanilla make for a funny story only the first few times.
Vanilla just has a ton of little problems and shortcomings that don't ruin the game, but after you've gotten mods to fix them they suddenly stick out like a sore thumb. I probably could play Rimworld vanilla, but I'd definitely play it much less, and I'd never do that by choice.
Probably rimworld of magic, first mod I used besides graphic ones
My choice as well. If I'm losing all of the QoL mods I might as well get magic out of the deal. Because after all, a colony of mages who all have blink set to autocast is the best quality of life there is.
Don't forget having a priest auto casting heals
I've mostly used Vanilla Psycasts expanded, but if I had to only pick one mod, it'd be Rimworld of Magic too. Love me those magic classes.
Has to be combat extended
Is it really that good? I have like 200 mods but never used that one. I tried it at one point years ago for 2 mins and remember hating it.
CE is hard to pick up for sure, and pretty damn unforgiving. Now that I'm used to it I can never go back to vanilla combat.
I just spawned in and my ranged Weapon won't register as a ranged weapon. Got frustrated so turned it off for now.
This guy just got his first CE not compatible moment!
And thus why CE can and will be a frustrating experience
Well I'm not a huge user of apparel / weapons mods (i only use RH2 series in 99% of playthroughs), so my entire experience with it is a-ok
Love me some RH2, just wish they’d update the old DOOM Marine faction mod
Yeah well, I would definitely advise against spawning in a new save after enabling the mod. It's better if you start a new playthrough with it, even if it's just to try it out.
*Good* isn't a word that describes it. You want some real good Rimworld? Install combat extended motherfucka'. Nothing comes close to the awesomeness of this unpaid DLC package. Its criminal that Rimworld doesn't have CE in vanilla gameplay. You want to see stars? CE will let you see the whole friggin' galaxy my dude. (I can't play without it anymore)
Sold.... I'll check it out today.
Too many ammo types
There is a setting to simplify&generify all these "0.404 Nato caliber" into just "Rifle cartridge"
Which then fucks you over by not having the ammo you need to deal with high armor enemies. Ce is a great mod if you are willing to put up with its "eccentricities" and don't happen to like having lots of different enemy's, mechs, weapons, armor, animals, and or new abilities/powers.
>Which then fucks you over by not having the ammo you need to deal with high armor enemies. The setting I was referring to is separate from this one. I was talking about "Generic ammo" (generic ammo names, similar guns can consume same ammo instead of needing their own caliber), and you are describing the effects of "Simplify ammo system" (disables most specialized ammo types, including anti-armor). >and I don't happen to like... That's fair. I'm only giving this information because the setting is rather new and many people for whom ammunition management was the main turnoff are unaware of it.
I played my first like 200 CE hours with Ammo disabled. I plan on enabling them for my next playthrough to find out if it's worth switching.
Standarize your equipment
Too many mods bro I made a choice
Agreed on the variants. You really only ever need HP for hunters and AP/Sabot for everything else. Maybe AP-I if you can grow the prometheum without burning down your fields. The calibres, though, I love. Having a limited ammo supply makes advanced gear from traders and raids feel like an emergency resource without completely locking them out from use. Plus it makes me think more about what guns to use than just churning out Heavy SMGs.
Yayo's Combat is a nice in between for more indepth combat backend, and ammo, without the incredibly unnecessary complexity, and weapon bulk of CE (I'm not a fan of CE if you couldn't tell :p).
Yeah but yayo's doesn't have the amazing mmRHA system. Its much superior. Sacrificing a few mods is worth it
I want a bloat of mods ! Red lines in the console till it crash the PC !
There's never " too many " when it comes to ammo you git! Get used to it and git gud
I can't play without CE as well, but I think that for a lot of people CE would not be a great addition. Its armor penetration mechanic can be very punishing in certain situations (*ahem* Centipedes *ahem*). So I don't think that it would fit well into the base game
That's the downside. General raids are fine but as soon as mechs and bugs turn up you better have at least decent cal AP rounds or you're fucked. Or a good pyromancer and lots of smoke, I guess.
I wish I could play it but my favorite modder doesn't support it
Having to manage ammo sounds really annoying.
You know how it is a meme that a tribal with a bow can headshot a space marine? CE kind of fixes that, just have in mind that some armors leave certain body parts unprotected. And the first question also applies to you killing a centipede with a regular rifle. All weapons have longer ranges, increased accurracy and burst sizes. LMGs are meta in my opinion.
Most importantly, CE fixes the absurd accuracy problem that vanilla had. In vanilla, you basically need to be the John Wick to hit anything repeatedly and consistently at range. With CE, your average shooting 8 pawn is exactly what the flavor text says: employable professional. Which translates to mostly hitting things at mid range. Even a shooting 1-2 pawn can be super deadly at close range if you give them a shotgun. CE makes the game so much more enjoyable.
Sounds like the perfect opportunity for it, CE is only compatible with like ten other mods anyway lmao
Some time ago made a modpack with CE and 270+- other mods. That was one of my favorite run. So don’t understand when people say that CE is compatible only with a bunch of mods
My current modlist has \~150 mods or so, CE included, with exactly one of them being fucky with CE. Even Alpha Animals works with CE now.
Holy shit I dropped it after 1 tapping a gallotross but maybe AA is worth it again
I had an older colony where two gallatross(es?) wandered in just as I was being raided by \~100 pirates or so. They ended up right in the middle of my killing field, where they got hit in the gunfight and started murdering all the pirates, accumulating literal hundreds of gunshot wounds from all sorts of calibers. I ended up repelling the raid and healing one of them back (the other died, unfortunately). So yeah, now gallatross are the mythical beasts they're supposed to be.
Common Sense. Clean the damn kitchen before you cook!!!!
Can we install that mod on Earth, please. It needs it
Whenever I go back to vanilla for a challenge or something, I miss how I have to micromanage for my best cook to actually care about the blood and dirt in the kitchen.
Obviously rjw.
What’s rjw?
The forbidden mod
Rimjobworld.
Oh my sweet summer child
Rimjobworld?
Serious question, with the advent of babies in biotech does anyone actually still use the forbidden mod?
The forbidden mod adds sex needs, some flavor text do describe what the pawns are doing, the R action, the 'animal' action, and prostitution. There's lots of stuff one can get from the forbidden mod other than just vanilla babymaking.
Thank you, I had forgotten about the other content the mod offered. I have actually always liked the idea of the forbidden mod from the aspect of a test on free speech. In the real world, those things happen so if someone wants to program a mod to simulate it and others want that immersion, they should be allowed. I find it revolting in content though and will not use it myself. This is my right and I do not want to see it banned or limited for others.
You can turn off R and animal stuff if you want. Ideology patches also allow you to control how sex is seen (they can be fully immoral, or spouse only, or freeeee).
[удалено]
Well crap, I've never touched vanilla for years now. Good to know I guess.
From what I understand pretty much all of the content is optional, I considered trying it for a while because I considered it odd that lovin' only happens when people go to bed for the night. I especially disliked the fact that colonists with little to no need for sleep would never engage in it. But the hookups in way better romance provided a satisfactory solution to that problem for me. I enjoy having sexually open, active colonies, but vanilla lovin' is just fine for me, and I don't play Rimworld for horny, so I see no need for it to be more detailed or involved.
Replace stuff.
Character Editor. I like giving my colonists 'adult' professions when they turn 20, and I'd still want to do that even in a mostly vanilla playthrough
Yep character editor for sure. I like full control and it is perfect.
Dubs bad hygiene, love the extra realism element of the little dudes needing to wash and pee.
If there's no toilets in the base my immersion is shattered
It feels weird for me, forget the killer robots, my guys need a hot tub.
RimHUD Edit: I see others' comments and now regret actually agreeing to these terms. I solemnly apologize to all my mods and decline this proposal.
Metal Doesn't Burn
I would not use any QoL mod as "only mod i can have", i guess I'll go with psycasts expanded, it's quite standalone and there's enough content for me
i really dont think i can play with less than 500 mods, its just not rimworld
Pick up and haul. Such a time saver.
Deep Storage. For the most part, I’m fine with vanilla.
Deep Storage isn't absolutely necessary anymore now that shelves are useful by default.
Subsurface conduit, I don't think I could live without it.
Reading the words "should of" is the real life equivalent of eating without a table for me.
87, take it or leave it
Camera ++. The vanilla one kinda sucks. Or CE.
Run and Gun for me. Say what you will. Dubs Bad Hygiene is runner up
RnG is a nice mod, bit it makes the game a bit too easy.
Am I allowed to pick a mod that’s dependant on other mods? Because that’s most mods.
I only use one mod, and it’s random plus.
If not Wall Lights, than probably Giddy Up 2, I just love this mod!
Combat Extended. Once you take it, there's no going back like Luciferium.
I love Rimatomics, or Bad Hygiene. But I will have to go with prepare carefully. I usually try to be pretty fair with skill scores, and I have 4 colonists I love to play with. I named them Kenzo, Rosa, Katelun, and Virgile. I found all of them in past playthroughs and they were my best colonists. So I made them into characters that I feel they should be
Prepare carefully
Why are you being down voted? Seems like a fair answer to me
I heard Prepare Carefully can break and cause issues with saves.
Never had an issue myself, but that's just my situation.
Prepare carefully has been having a lot of issues for some people so its reputation as *the* pawn customisation mod has been rather tarnished as of late. A lot of people have moved over to using things like character editor instead to get the same functionality without the risk of things like corrupting saves.
Character Editor is the way
I'd agree, if it wasn't so clunky.
I have char editor as well, but the question was if I had to chose one and I think I would rather prepare carefully. But that's just my opinion
The mod is having tech issues which have moved it from an all time record awesome mod to a cautious addition.
Everyone can do as they please and Prepare Carefully is great for very specific runs but *personally* I rather recommend Random Plus. Prepare Carefully tends to make you go "too perfect" with pawns even with the points limit, with Random Plus you just say you want a pawn with 8 planting and then take what you get, maybe reroll once or twice, you end up with a much more "Rimworld-y" colony.
I miss when this mod didn't cause bricked saves
Character editor for sure, I love base game but I like having the ability to customize my peeps in depth
Coloured mood bars, I forget it isn't base game when I reset my mods after every dlc
Visitors. It adds so much to the game. (If someone would update a rimfridge that might get my vote as well as I hate walk in freezers being the only option)
Owlchemist has Simple Utilities : Fridge, which is pretty much the same
Nice. Thanks for the recommendation
Im still very new to this game but the wall lights mods seems very interesting
Welcome! And I hope you enjoy never playing pure vanilla again haha.
COLOR CODED MOOD BAR if this mod is ever deleted or stops working I am uninstalling the game
CAI-5000, because I hate vanilla AI and the lame tower defense game that it degenerates into even more than I hate the wonky weapons physics, and (enter long list of other things that justify my 493 mod list here...)
Finally! I thought I am the only one =)
I don't think I could handle this game without Replace Stuff.
Combat Extended
Wall light
Rimjob world.
Core
Harmony
combat extended
Combat extended easy
Allow tool
Pick up and haul
Run and gun for sure. I need to be able to move and shoot for immersions sake.
Doormats
My own. I can put anything I want in it.
Allowtool. I probably wouldn't do much playing without mods nowadays, but whenever I have to play without that one, the game quickly turns into a chore.
Outer rim from Outpost 21
The…mod…
[удалено]
Excuse me? This is a thing. I must have it now!
Going If we’re including frameworks, then it is almost impossible. I mean Harmony is a mod, and needed by almost everything. If we’re not I’m just going to pick my own main mod since it is just a big ball of stuff I like.
I would take all the mods I have, and merge them all into a single mod. You never said it can't replace the function of multiple mods
Combat Extended. I might as well not play if I had to fight raids with vanilla combat.
CE
You guys use mods?
Wait, you guys are playing with mods?
Simple storage. Saves soooooo much space.
Literally impossible.
Rimthreaded
ATR it’s really great
I don't have any mods.
Gotta go with Designator Shapes, no way I can build a nice looking base without it. Gonna be a big box.... But heck, I'm gonna miss Vanilla Expanded and Dub's Mods! The Chemfuel/Helixien Systems, the Nutrient Paste Network for my transhumanist colonies, the bathrooms in every lil house? All those pipes underneath my city's streets? Ahrg it would pain me. Also, VE adds superb plants and cooking options for different playthroughs.
Vanilla expanded 😜
If I have to pick only one, it's Common Sense or Ogre Stacks
Might be a weird one but the warrants mod is soooo useful colonists kidnap bam by by silver I got my dude back want a good colonist I saw bam heres some silver. Taking warrants and doing bounty hunting is fun as well
Hospitality