[B82] rimworld mod config.xml
( Updated : October 23, 2021 )
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There ARE essential mods for Rimworld
Loading... Ludeon Forums Colour Coded Mood Bar – V’s Lightweight Edit CM Color Coded Mood Bar [1.1+]
Subscribe to download. CM Color Coded Mood Bar [+] Color code each pawn's mood bar within the colonist bar based on their current mood. Download the direct release for your version of RimWorld В· Unzip the contents and place them into a ColorCodedMoodBar folder within your RimWorld/Mods folder. A red mood bar indicates the pawn is at or under their extreme mental break threshold, orange indicates the major mental break threshold, yellow. A red mood bar indicates the pawn is at or under their extreme mental break threshold, orange indicates the major mental break threshold, yellow indicates the. Read more about CM Color Coded Mood Bar [+] at , , , Mod on Skymods. Updated for RimWorld version ( only. V's Lightweight edit of "CM Color Coded Mood Bar" Mod is still performance heavy, but is very "lightweight" when compared to the. As Tynan mentioned there are some mods that conflict with the UI of the game here is the list CM Color Coded Mood Bar - FIXED; Character Editor - FIXED. 1) Color Coded Mood Bar Managing mood is without a doubt one of the most important aspects of Rimworld. You colony lives and dies by it. Changelog Pawn State Icons (Rimworld PSI) at RimWorld Nexus Mar 08, would be a bug with ui mods like Show Draftees weapon or CM color coded mood bar so.
Ludeon Forums. Please login or register. Home Help Search Login Register. Playing with Rimworld vanilla made me realize that there in fact are "essential" mods that one needs to actually enjoy the game due to some major shortcomings in the user interface and poor handling of some of the game mechanics. I therefore propose that the following mods are being implemented into the game because they actually solve those design flaws of vanilla rimworld. You colony lives and dies by it. So it is simply fundamentally important to have a good overview of moods at all time. Vanilla Rimworld realizes that by giving you a annoying imo sound whenever a mood drops beneath a breaking treshold. You dont know which colonist is about to break, thou. You need to click on any of them a look for yourself. See, that does not make sense. It is basicially the most important feature of the game, so why not show at any times how the mood is? Color coded mood bar does that. It shows you the mood of every colonist by underlying their pictures with a color. Easy, right? You see, in Vanilla Rimworld you are able to force pawns to do a thing that they usually wouldnt do right now. So, if you want them to for example pick up a thing and haul it right away you can easily do it, by selecting a pawn, right clicking the thing and Force to haul the thing to your stockpile. The issue arises when you have more than one thing to force Otherwise your pawn will build only 1 powerline and leave the rest for later Allow tool solves this issue by forcing any similar jobs in close vacinity on that pawn. So building a 10 block powerline is simply one 1 in numbers!! With that you can easily let pawns do something outside of their schedule or workrooster without the urge to throw your mouse against the screen Namely, seeing what your pawns actually are capable of doing. In Vanilla there are two options: Click on the pawn and then on "Bio" OR click the Worktab and look through the skills. Both ways need more than 1 click, are repetitive and over t he course of a game simply annoying. Checking on your pawns skills, or better to say, reminding yourself of what your pawns can actually do is very, very important and you do it many, many times across a playthrough. Why would you not have the actual click route the user has to take as short as possible? It is a information, same as moods, that is inquired frequently, so the route to get the info needs to be short. Rimhud simply adds the stat info into the pawns info on the lefthand side when you click them. The overall problem is the usability of the user interface. It is not very good in many instances. Take the trade or caravan screen for example? How many of us got frustrated to the core by making a caravan? Modmakers realized that and filled a gab. The download numbers of those 3 mods clearly show that there is a need. I want to stretch that those mods do not add anything new to the game but rather smooth out design flaws. Please therefore consider integrating those mods or their features into vanilla rimworld. Dargaron Colonist Posts: Refugee. I use none of those mods. The way that a pawn's mood is represented in the colonist bar in vanilla works for me, coupled with the Break risk notifications in the lower-right. I'll often have large blocks of construction planned out in blueprint form that I've left forbidden because my constructors are working on something else. They are clearly not "essential" for everyone. The Trade Caravan interface is absolutely bad, though, I'll give you that. Especially with transport pods: if you want to add a last-minute object to a transport pod, you have to cancel the whole loading process and start over. Privacy policy SMF 2.