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RimWorld => General Discussion => Topic started by: ashaffee on June 17, 2018, 10:55:13 PM

Title: Quality of Life mods you will be sad are gone till moders patch 1.0
Post by: ashaffee on June 17, 2018, 10:55:13 PM
I know that 1.0 isn't finished but personally I was ready to start a new game anyway and might as well start it on 1.0. It has been a while since I've had an unmodded experience and almost forgot some of these things weren't in the game while playing. Here are my favorite mods that I struggle to play without because the are sooo good. What are yours?

While your up - It pains my soul to have to micromanage a colonist to pick something up after they went half way across the map to mine components.

Mass Graves - While it may be cheating the desire to make cremation. I still think the labor required to make graves for all these raiders is insane. Dump them in a mass hole like old war stories.

Work tab - I basically never played without this mod. Being able to tell my colonist to all work on very specific tasks and having an option of 1-9 instead of 1-4 gave so much more control without tedious micro managing. I could tell one crafter to always do medicine and another to do stone blocks. One person could always smith my components and other work on my weapons. By far my favorite mod in the game.

Refugee stats - These events are so much more difficult as they stand. But couple that in with the chance to get a depressive pyromaniac that is none violent and won't do dumb labor. With the mod I rarely accept these missions without the mod I regret it 90% of the time I do accept them.




Title: Re: Quality of Life mods you will be sad are gone till moders patch 1.0
Post by: gillsminnow on June 18, 2018, 04:28:04 AM
Stacks XXL.

Compact, pretty bases >> huge ugly warehouses.
Title: Re: Quality of Life mods you will be sad are gone till moders patch 1.0
Post by: PlainOldCookies on June 18, 2018, 08:31:07 AM
Quote from: ashaffee on June 17, 2018, 10:55:13 PM
While your up - It pains my soul to have to micromanage a colonist to pick something up after they went half way across the map to mine components.


Actually, this is now added to the game by default I think. From the patch notes:

-Colonists now opportunistically haul things while working if their current target is roughly in the same direction
Title: Re: Quality of Life mods you will be sad are gone till moders patch 1.0
Post by: ashaffee on June 18, 2018, 10:07:02 AM
In my play through they do no such thing. They will either do 1 task and haul ( hate this because they are hauling way below their max weight) Or they leave the item out there to pick up when I lower hauling down. My current strategy is really micromanaged. Put hauling on a 4 for everyone so they don't stop their current task to pick up 1 small stack. Then after all task are complete I put hauling on a 1 for everyone while microing the to pick up items as they travel back.
Title: Re: Quality of Life mods you will be sad are gone till moders patch 1.0
Post by: xion1088 on June 18, 2018, 10:27:56 AM
MW Smarter Food Selection
MW Sync Grown
Stack XXL
Allow Tool (Mainly for urgent haul)
Deep Ore Identifier
Hand Me That Brick
Stack Merger
Title: Re: Quality of Life mods you will be sad are gone till moders patch 1.0
Post by: BlackSmokeDMax on June 18, 2018, 11:41:46 AM
Quote from: xion1088 on June 18, 2018, 10:27:56 AM
MW Smarter Food Selection
MW Sync Grown
Stack XXL
Allow Tool (Mainly for urgent haul)
Deep Ore Identifier
Hand Me That Brick
Stack Merger

Stack Merger is in vanilla now apparently.

My response to topic at hand:
Allow Tool
Cleaning Area
Probably would have listed some of Fluffy's mods as well, but he has them ready to go!! :)
Title: Re: Quality of Life mods you will be sad are gone till moders patch 1.0
Post by: Akyla on June 18, 2018, 11:43:44 AM
Hand me that brick is also in vanilla now.

I have noted this in game.
Title: Re: Quality of Life mods you will be sad are gone till moders patch 1.0
Post by: Dargaron on June 18, 2018, 07:31:43 PM
Probably the Predator Hunt Alert. It's kind of tedious when a random Lynx decides to home in on your colonist and the first warning is "Colonist is Under Attack."

Also, Dismiss Trader. Because if I let the traders hang around too long, a wolf will try to eat someone, and then half the caravan gets fresh bullet holes from friendly fire.
Title: Re: Quality of Life mods you will be sad are gone till moders patch 1.0
Post by: kraftwerkd on June 19, 2018, 12:45:49 AM
Stack XXL
Static Quality +
QualityBuilder
QualitySurgeon
P-Music
Title: Re: Quality of Life mods you will be sad are gone till moders patch 1.0
Post by: Oblitus on June 19, 2018, 03:44:57 AM
Stack XXL (1000% must have)
Replace Stuff
Quality Builder
WM Smarter Food Selection (essential, really)
WM Sync Growth (growers won't run to harvest a single plant all the time)
Mending (makes high-quality items actually reasonable to use instead of selling them)
Jecs Hunting With Traps (strategically placed traps are awesome)
Simply Soil (greenhouses without many inconveniences of hydroponics)
Minify Everything (I won't build a new deep drill for every spot, dixi)
Deep Ore Identifier
RimFridge
Allow Tool
Wanderer Stat (no, I don't want to blindly accept depressive pyromaniac who won't do a thing and then exile them with a mood debuff)
Title: Re: Quality of Life mods you will be sad are gone till moders patch 1.0
Post by: ashaffee on June 19, 2018, 10:12:05 AM
The food selector mod is definitely highly missed as well! Sometimes I want my prisoners eating lavish meals sometimes they get corpses to eat. Plus telling animals to go graze first doesn't seem un reasonable too me.
Title: Re: Quality of Life mods you will be sad are gone till moders patch 1.0
Post by: Depleted on June 19, 2018, 10:24:57 AM
Advanced power generation, allowtool, area unlocker, avoidfriendlyfire, blueprints, ss bigger batteries and ss battery fuse, lt doormat, expanded roofing, f*ckfriendlyfire, heat map, haul to stack, hospitality, just ignore me passing, killfeed, locks, map reroll, mass graves, modswitch, more funiture, floored, carpets of the rainbow, more floors, more planning, no random construction quality, no random breakdown + no random shortcircuit, path avoid, pharmacist, edb prepare carefully, pick up and haul, pawns are capable, priorityclean mod, quarry, qualitybuilder & qualitysurgeon, rimroads, repair workbench, rimfridge, replace stuff, roof support, share the load, smoked meat, DE Surgeries, shooting skill enhanced, stack xxl, starship troopers apparel & arachnids hardcore edition, supply and demand, turret collection, RT's weapon pack, while you're up, visible pants, labels on floor. all QoL mods for me LUL
Title: Re: Quality of Life mods you will be sad are gone till moders patch 1.0
Post by: Wanderer_joins on June 19, 2018, 10:39:00 AM
Title: Re: Quality of Life mods you will be sad are gone till moders patch 1.0
Post by: Canute on June 19, 2018, 11:33:16 AM
EdB prepare carefully is something i will miss.
The Scenario editor is ok, but i like to have special pawn's for special scenario's.
Maybe someone else pickup EdB's work since he left RW modding.
Title: Re: Quality of Life mods you will be sad are gone till moders patch 1.0
Post by: Dingo on June 19, 2018, 02:07:50 PM
Quote from: Akyla on June 18, 2018, 11:43:44 AM
Hand me that brick is also in vanilla now.

I have noted this in game.

Wowee, didn't even notice that at first! Probably because it's under general hauling in priority (pawns only haul to blueprints if they have nothing else to haul, seems dumb). Even more of my mods getting implemented it seems. :D
Title: Re: Quality of Life mods you will be sad are gone till moders patch 1.0
Post by: Akyla on June 21, 2018, 02:06:25 PM
Quote from: Canute on June 19, 2018, 11:33:16 AM
EdB prepare carefully is something i will miss.
The Scenario editor is ok, but i like to have special pawn's for special scenario's.
Maybe someone else pickup EdB's work since he left RW modding.

He left RW modding?? Nooooo!
Title: Re: Quality of Life mods you will be sad are gone till moders patch 1.0
Post by: BlackSmokeDMax on June 21, 2018, 03:11:18 PM
Quote from: Akyla on June 21, 2018, 02:06:25 PM
Quote from: Canute on June 19, 2018, 11:33:16 AM
EdB prepare carefully is something i will miss.
The Scenario editor is ok, but i like to have special pawn's for special scenario's.
Maybe someone else pickup EdB's work since he left RW modding.

He left RW modding?? Nooooo!

Believe he was originally planning to leave right when Rimworld was first put on Steam, but ended up sticking around a bit longer and got things organized and put into Github.
Title: Re: Quality of Life mods you will be sad are gone till moders patch 1.0
Post by: RemingtonRyder on June 21, 2018, 10:02:13 PM
Quote from: Dingo on June 19, 2018, 02:07:50 PM
Wowee, didn't even notice that at first! Probably because it's under general hauling in priority (pawns only haul to blueprints if they have nothing else to haul, seems dumb). Even more of my mods getting implemented it seems. :D

In early testing, I reported that leaving the priority higher than general hauling presented a problem (https://ludeon.com/forums/index.php?topic=40870.msg407248#msg407248), because none of the general hauling was being done if there were unfilled blueprints which could be filled.

Mostly, I think it's food that's the issue - if you don't have your cooking bill set to unlimited ingredient radius, cooks will just stop making meals until the hauling is done. Else, they'll spend all day dragging ten ingredients at a time out of the fields and into the kitchen.

Maybe at the time I mentioned it, there just wasn't much opportunistic hauling of food (While You're Up integrated into vanilla) going on in my colony, or maybe I saw colonists dashing off halfway across the map to bring steel to blueprints, or possibly, as I said above, it was a supply chain problem.
Title: Re: Quality of Life mods you will be sad are gone till moders patch 1.0
Post by: ashaffee on June 21, 2018, 11:45:58 PM
Yea I agree while you are up integration does help a little but hauling overall needs a fix. Only good way I can haul now is to have a dedicated hauler or to manually shift everyone to haul then get  back to work. Tbh I am getting use to the manual but still prefer to set better work priorities
Title: Re: Quality of Life mods you will be sad are gone till moders patch 1.0
Post by: Dingo on June 22, 2018, 12:51:52 AM
Quote from: MarvinKosh on June 21, 2018, 10:02:13 PM
In early testing, I reported that leaving the priority higher than general hauling presented a problem (https://ludeon.com/forums/index.php?topic=40870.msg407248#msg407248), because none of the general hauling was being done if there were unfilled blueprints which could be filled.

That seems reasonable I guess. The thing is HMTB has been around for a long time with a much higher priority than general hauling and people seemed OK with it. I got maximum 5 requests to have variable priorities available in mod options, and even those weren't presented as a major issue.

I think the problem is RW does not handle hauling well. "HaulGeneral" is sort of a cop-out.. Instead of further dividing hauling into high priority stuff like your Please Haul Perishables or my defunct Refactored Work Priorities, it's all lumped in together. I think Please Haul Perishables should've made it into 1.0 and we would be much better off.
Title: Re: Quality of Life mods you will be sad are gone till moders patch 1.0
Post by: RemingtonRyder on June 22, 2018, 02:48:20 AM
It's okay. Please Haul Perishables will stick around as a mod. I find it too useful not to have. :)

Tynan has mentioned that maybe the opportunistic hauling isn't working as well as it could be, so perhaps with some improvement, it might work a little better.

I think that one of the problems with hauling is that when you have a large number of colonists who can haul regularly, you don't want to just work your way down the list of possible jobs, you want to specialise a little bit. Someone takes on refuelling, someone moves dead bodies, someone moves general things, and so on. This way, you have a bit of ongoing progress in each category despite there being a priority on dealing with dead bodies.

On the other hand, when you have hardly any haulers working but a lot of the same jobs, you still need a bit of that multi-tasking.
Title: Re: Quality of Life mods you will be sad are gone till moders patch 1.0
Post by: Golden on June 22, 2018, 11:55:33 PM
EdB Prepare Carefully
Prepare Landing
Map Reroll
Stack XXL
Quality Builder
DoorMat
Smart Medicine

Those are the mods that I miss and will wait for.  :)


Title: Re: Quality of Life mods you will be sad are gone till moders patch 1.0
Post by: fritzgryphon on June 25, 2018, 01:41:09 AM
Vanilla FTW.  But...

Smarter food selection (Don't eat my PSM, muffalo, there is grass)
Workflex (Yes, I want you to build more than one piece of conduit at a time.  Also, if you wake up in the hospital, clean up your blood before walking halfway across the map to haul a 35% pistol)

Would say hunting alert, but could almost do without it with the new wildlife tab.  Also, colonists will now automatically fire at predators that are hunting your animals.
Title: Re: Quality of Life mods you will be sad are gone till moders patch 1.0
Post by: Jibbles on June 25, 2018, 02:00:58 AM
colonists bar kf and achtung is hard to play without for me.  I hope those will be updated.
Title: Re: Quality of Life mods you will be sad are gone till moders patch 1.0
Post by: SihvMan on June 25, 2018, 03:02:04 AM
Basically any of Fluffy's mods. Breakdowns in particular.
Title: Re: Quality of Life mods you will be sad are gone till moders patch 1.0
Post by: Ramsis on June 25, 2018, 10:17:54 AM
Checks 18's current subscribed mod list.
(https://i.gyazo.com/656f80c29bcf361ef0364be83bc22b5b.png)

Oh I have a few... :(
Title: Re: Quality of Life mods you will be sad are gone till moders patch 1.0
Post by: ashaffee on June 25, 2018, 01:51:48 PM
340 mods?! I bet playing vanilla after a year of doing that makes you feel like you bought a whole new game lol. Or the prequel to the game ( like playing civ 5 and then playing civ 6).
Title: Re: Quality of Life mods you will be sad are gone till moders patch 1.0
Post by: Bones on June 28, 2018, 10:42:27 AM
Some ppl here mentioned XXL and I got tired of waiting so I tried fixing it.

Here is an unofficial unstable 1.0 fix:

https://github.com/purpleorangegames/RimworldStackXXL/releases

Tested and seems to be working.
Basically just changed isBodyPartOrImplant to isTechHediff and updated $HugsLibChecker.

I made a pull request in the author github as well.

EDIT: indeed merged the fix so the official version should be out soon.
Title: Re: Quality of Life mods you will be sad are gone till moders patch 1.0
Post by: Divinorium on June 30, 2018, 02:59:34 AM
New here, but just dropping to say that i wish the game allowed bins/craters/etc to keep more resources than a normal stack.
I always felt like XXL stacks is kinda in the cheaty side, that's why i use the quantum storage.

Smarter food, being able to select what folks will eat is good.

hospitality is another one that i think should come in the core game.
Fluffy's stuffs.
And for the love of jebus when i go check the recipe show the stats of the item in the "normal" quality.
Title: Re: Quality of Life mods you will be sad are gone till moders patch 1.0
Post by: Asteru on July 10, 2018, 09:17:08 PM
A decent amount of the ones I like have unstable versions out except any of the ones that allow you to do more work to upgrade soil or do in cave growing without hydroponics  the biggest I miss though is defensive positions. Having a keybind for select all colonists and draft then to their defensive spot in a single click, and then in draft all quickly. It's been so long that I played without those options that I'm finding myself annoyed having to move them back to the same positions over and over manually every time I get raided.
Title: Re: Quality of Life mods you will be sad are gone till moders patch 1.0
Post by: mcduff on July 11, 2018, 09:20:24 AM
Bulk meal prep
Rimfridge
Whatever the one was called with more granular work priorities
Title: Re: Quality of Life mods you will be sad are gone till moders patch 1.0
Post by: Syrchalis on July 11, 2018, 09:58:57 AM
Quote from: mcduff on July 11, 2018, 09:20:24 AM
Bulk meal prep
Rimfridge
Whatever the one was called with more granular work priorities
All of these exist for 1.0.
Title: Re: Quality of Life mods you will be sad are gone till moders patch 1.0
Post by: Anniebenlen on July 11, 2018, 09:08:03 PM
Haven't seen this mentioned so I thought I'd point out that Prepare Carefully is out for 1.0 on GitHub at https://github.com/edbmods/EdBPrepareCarefully/releases/ (https://github.com/edbmods/EdBPrepareCarefully/releases/).  Hopefully this helps someone.
Title: Re: Quality of Life mods you will be sad are gone till moders patch 1.0
Post by: Bolgfred on July 12, 2018, 03:56:46 AM
Colony Manager

Since I have to check trees manually if theyre grown or not I loose very much wood, because I don't do it and uproot anything on sight.
Title: Re: Quality of Life mods you will be sad are gone till moders patch 1.0
Post by: Canute on July 12, 2018, 04:15:09 AM
Someone made a bug report about tree's got now 2 chop button.
Look's like you finaly got a harvest button for tree's.
Together with Allow tool, select tree's and harvest. :-)
Title: Re: Quality of Life mods you will be sad are gone till moders patch 1.0
Post by: mcduff on July 12, 2018, 04:53:26 AM
Quote from: Syrchalis on July 11, 2018, 09:58:57 AM
Quote from: mcduff on July 11, 2018, 09:20:24 AM
Bulk meal prep
Rimfridge
Whatever the one was called with more granular work priorities
All of these exist for 1.0.
I found rimfridge and bulk meals - where's the work priorities one?
Title: Re: Quality of Life mods you will be sad are gone till moders patch 1.0
Post by: Syrchalis on July 12, 2018, 05:01:02 AM
Quote from: Bolgfred on July 12, 2018, 03:56:46 AM
Colony Manager
Since I have to check trees manually if theyre grown or not I loose very much wood, because I don't do it and uproot anything on sight.
Is also updated for 1.0. AllowTool also gives the option to just harvest fully grown trees. Also it's not important, because trees can be harvest starting at 40% for 50% of the wood, not like plants which give 50% yield at 66% growth. It actually means harvesting at 40% gives you more wood per growth-day than harvesting at full growth.

Since sowing takes such a long time though it probably is a good idea to let them grow however.
Quote from: mcduff on July 12, 2018, 04:53:26 AM
I found rimfridge and bulk meals - where's the work priorities one?
https://github.com/FluffierThanThou/WorkTab/releases
Download the pre-release version, it's the one for 1.0 (obviously).
Title: Re: Quality of Life mods you will be sad are gone till moders patch 1.0
Post by: mcduff on July 12, 2018, 05:09:47 AM
Ta!
Title: Re: Quality of Life mods you will be sad are gone till moders patch 1.0
Post by: Sirsir on July 12, 2018, 07:06:30 PM
Path Avoid. I didn't realize how vital that was to how my bases were designed...