[4TC] rimworld change mod settings
( Updated : October 23, 2021 )
🔥 DOWNLOAD LINK Links to an external site.
Best Rimworld mods | Rock Paper Shotgun Top 40 Best Rimworld Mods Of All Time – FandomSpot [A17] Mod Menu Enhanced (v) (Obsolete)
Best Rimworld mods Top 40 Best Rimworld Mods Of All Time Ludeon Forums
Better mod menu. Suggestion. the mod menu is a bit of a pain, you have too keep pressing a button to increment your mods up 1 in the mod. › sharedfiles › filedetails. Better Workbench Management. A Workshop Item for RimWorld. By: falconne. NOTE: Most of what this mod did has now been integrated into. RimWorld> Workshop > Dubwise's Workshop New Rimatomics style research menu, search by mod, project, or unlocks, filter out completed or locked projects. A replacement mod menu and mod manager for RimWorld A Improved UI; Search; Rename Mods; Colorize Mod Names; Multiple Mod Lists. › Features › RimWorld. Finally, there's Fluffy's Mod Manager. Though RimWorld has a mod menu built-in, it could be better. Fluffy's app will help you keep track of. Some of them are basic improvements that let you organise your colony better or become more efficient, some add brand new mechanics like hygiene. The Dubs Mint Menus Mod adds new list boxes for recipe bills, health bills, plant selection, architect menu, research menu. The source code of the Questionable Ethics Enhanced mod for RimWorld. Balance the mod as you wish, with the Mod Settings menu (see preview image above). EdB Prepare Carefully Rimworld Mod The mod lowers room requirements to better match realistic house sizes. Psychology. Psychology mod menu Rimworld. Today, we will list some of the best rimworld mods. Though RimWorld has a mod menu built-in, it could be better. i got them from other open source.
Home Discussions Workshop Market Broadcasts. Change language. Install Steam. Store Page. RimWorld Store Page. It is only visible to you. If you believe your item has been removed by mistake, please contact Steam Support. This item is incompatible with RimWorld. Please see the instructions page for reasons why this item might not work within RimWorld. Current visibility: Hidden. This item will only be visible to you, admins, and anyone marked as a creator. Current visibility: Friends-only. This item will only be visible in searches to you, your friends, and admins. Don't start a new game until you've checked out this mod list! A list of essential mods to improve the game's UI and overall quality of life. Keep an eye on this guide anytime there's a new patch that breaks mods or changes things, it will be updated so you don't have to go hunting down the essential mods. Currently updated for version 1. This item has been added to your Favorites. Created by. Category: Modding or Configuration , Walkthroughs , Workshop. Languages: English. Guide Index. Mandatory Mods Part 1. Mandatory Mods Part 2. Mandatory Mods Part 3. Convenience Mods. Expansion Mods. Honorable Mentions. I consider these mods to be mandatory as they improve the game without affecting gameplay balance or introducing unwanted drawbacks. They are mostly UI improvements and QoL features, most of which can be heavily customized in the in-game mod settings menu. You'll need it. It would be this. It allows you to remove or change the forced slowdown effect for 'dangerous' events, and allows you to do ultra fast speed without needing developer mode enabled. This mod is the ultimate quality of life package. Mine all minerals touching currently designated one. Unforbid everything on the entire map. Cut all blighted crops. And much more. This mod is extremely annoying to live without because you'll spend so much time trying to manually look through menus to find what you're looking for. I absolutely love this mod. Overall this makes the workbench UI feel like it was designed by an actual human being. This will save you hundreds of tedious extra clicks that would be spent fidgeting with the vanilla workbench UI. The most important aspect is that you can position multiple colonists at the same time without needing to click on each pawn and move them one by one. This mod does a lot of things, all of which are very nice. There are 15 different presets, giving you a pretty good spread of basic filters. See your pawns equipment, shooting accuracy, medicine allowance, etc. Your pawns will wait for a meal to be cooked instead of gnawing into rotting corpses and stuffing uncooked meat in their mouths. It also allows you to specify a few other things, like disallowing certain pawns from constructing anything that has a quality level, and default food policy for prisoners. Note: This mod is incompatible with "Pawns are Capable". You can put on a hat without shaving yourself bald. I don't care much about cosmetic mods, but this mod is important because it helps with pawns' visual identity. If all your pawns are wearing the same clothes and shaved bald, it can be hard to tell them apart. Attention: The mods listed below are not mandatory. They are an additional list of convenience tweaks and rebalances that may interest you. These mods are completely up to preference. These mods make the game less obnoxious, but are still up to preference for the most part. Keep in mind that some of these mods can alter game balance quite a bit. Cooker: "I'll walk 10 full round trips to pick up a little rice at a time to cook 1 meal at a time, but I won't just carry a full stack of it". This impacts the game balance quite a bit, since far less colonists will be useless idiots that you can't wait to get rid of or use as a meat shield in combat. That could mean a stack of 75 stone bricks, or a single t-shirt. This mod makes it so pawns can pick up many objects, up to a maximum weight load. It won't change much for hauling stone bricks since they are heavy, but it'll allow you to pick up a dozen pieces of clothing at the same time. It also allows pawns to manually pick up items and drop them in specific spots, something the base game is sorely missing. This of course has a major impact on game-balance, since your pawns will be incredibly efficient at hauling and have more free time to do other things. Instead of completely disabling jobs that pawns dislike, it merely makes them angry when they are forced to do them. This is important for emergency situations where you NEED someone to do something, no matter how much they hate it, like putting out a fire or doctoring themselves. It also allows you to heal people without a bed you can already do that, it just takes out the extra annoying step of making a sleeping spot , and a few other nice quality of life features. Allowing pawns to carry medicine impacts balance somewhat. Although you shouldn't: you can use this to move traders into dangerous places, even fight enemy raiders, then collect all of that precious caravan loot for yourself after they get killed. Great mod as long as you have the self-control to not abuse it. This gives you a simple description of the pawn's traits and job passions to help you decide if you should risk the safety of your base to save them or leave them to die. Personally I don't use this mod, since I always rescue everyone if I can handle a raid. Call me sentimental. It allows you to change the appearance of a pawn, which is useful if you recruit a new prisoner and don't like his appearance or find he looks too similar to one of your current pawns. This mod also comes with dressers that can store clothing and research to automatically repair them over time, which I don't personally use. Not required. These mods minorly rebalance or change the game, generally for the better. Mostly preference. Instead of things randomly breaking down and requiring a component to fix, you can spend time to keep them maintained so they don't randomly break. Considering the time investment it is a very fair tradeoff. Probably my top recommendation for a rebalance mod. This mod gives you an answer to the short-circuit incident, allowing you to build fuses that mitigate a certain amount of electrical discharge. This means that, assuming you have enough fuses, short circuits will never cause explosions but they will still break your fuses. This mod is balanced by the fact that basic fuses will cost 1 component for each disaster they prevent, and proper circuit breakers no component lost when firing require many resources and research to get. One of my favorite mods. It's worth noting that if you don't want to use this mod, you should grab a mod called "Where is my weapon? This mod comes with that functionality, so you don't need both. It's very powerful when used correctly, but can also be dangerous since your colonists are much more likely to get hurt. You could theoretically put all your colonists on 1 square and get hit by an explosive weapon: oops. Technically it's possible to get colonists to stand in the same spot even without this mod, but it requires some extremely awkward micromanagement which is obnoxious. Your pawns are much more likely to survive combat, and capturing prisoners is much easier. However without this mod, pawns will randomly die when dropping even if their wound was far from fatal like getting punched in the arm , which I feel is very 'artificial' difficulty. I recommend using this mod, but cranking up the difficulty in other ways to compensate. Overall a pretty nice mod. It's easier since you can slap down some fridges early game for just a couple of components without having to worry about making a big ol' walk-in freezer. It also allows you to effectively chill things even while in extremely hot biomes, since the fridge seems to somewhat ignore local temperature. Steel is much stronger in general, making it suitable for building doors and walls. It rebalances various stone types, making slate the weakest, and giving a beauty bonus to granite. If you don't like these changes, you should stick with vanilla's balance. Tribals are unaffected of course. You can already do this by creating a scenario, but it's a bit tedious to have to include these techs every time you make a new scenario. This allows you to pick up and rebuild anything without destroying it first. If you raid a base as tribals, you can even steal their glorious technology and use it for yourself! Just keep in mind this mod is extremely glitchy. Solar Panels and Wind Turbines remember their previous location for considering if they're blocked by something. Many objects will give lots of red errors in the console when minified. Ultimately if you don't use this for anything except moving workbenches, you'll be fine. These mods are overhauls that completely change and rebalance elements of the game. They are entirely preferential, not at all manditory, but I do suggest trying them out. Colonists can develop permanent anxiety conditions which require frequent medical care. New mental breaks are added. Colonists make time for new social activities like dates and mayorships. Very interesting mod that can only be fully appreciated if you're a RimWorld veteran. This mod is surprisingly deep, adding a lot of interesting mechanics such as water and sewage. You can also use the water for things other than sinks and toilets, such as central heating systems. This mod is balanced pretty well, and in my opinion makes the game overall more difficult which is ideal IMO. Your pawns will get mood bonuses from taking warm baths, but work efficiency drops to make time for bathroom breaks. On the plus side, it adds a very cozy feeling to the game where you can get other colonies to come over and smoke weed and play poker with you. On the downside, it dramatically imbalances the game by giving you an extremely easy method of getting new colonists. This mod unlocks some serious cheese potential, so you gotta be really careful not to abuse it. Embrasures that provide more cover than a solid wall, awkwardly-priced items, easily-made toolbelts that give everyone a colossal work-speed buff, weirdly-balanced weapons and armor. It's a cool mod but due to balance issues I never use it anymore. This list covers some of the best and most useful mods, but keep in mind that RimWorld has tons of great mods to choose from. So here are a few more mod suggestions to top you off. It's kinda like a makeshift-replay. Very cool. Unfortunately the pan-speed never feels quite right because the game has inherent panning-deceleration, but this mod makes it feel slightly better. These hairs are detailed without being overly anime-ish, and are honestly just really well made. This is by far the best hair mod. Most importantly: beards. Again, not a super important mod, but a lot of the base hairstyles are really bad looking. I really enjoy the flexibility of being able to place my hydronic basins however I like. These are so much nicer than those weird-looking "floor lightbulbs". Copper Boltwire 4 Aug am. Hide the list or delete it, pointless to show it off if it ain't even kept up to date This guide is for Rimworld 1. Bhaer 5 Mar pm. Add more lists! Brylyth 15 Feb pm. Horza 4 Jan pm. People still using this list? My mods don't seem to stay active once the game has restarted. I tick the mods, auto sort, do a restart, once restarted I check the mods and they are all crossed out again. RoverStorm 2 Nov, am. Good list. Lot of mods I already rejected, lot of mods I already use, a few I hadn't known existed due to skimming over them. Overall a helpful list. Agent Cooper 20 Apr, pm. Great list, very helpful and well organized. Just be sure to check the version for each mod before you install it. A pawn spazzing out picking up and dropping items can be caused by Psychology. If the pawn has anxiety, check if they have "having a panic attack" moodlet. It will go away eventually. Unfortunately, this can also cause lag spikes, so I usually taze them or knock them out some other way. Share to your Steam activity feed. You need to sign in or create an account to do that. Sign In Create an Account Cancel. All rights reserved. All trademarks are property of their respective owners in the US and other countries. Some geospatial data on this website is provided by geonames. View mobile website.