Which Mods do you recommend?

Started by dormb, March 22, 2017, 03:22:52 PM

Previous topic - Next topic

dormb

Hi Guys,

I've started to play with mods recently and actually looked through the most subscribed on steam workshop and installed a fairly large number of these - the one 'conversion' mod I did install was Glittertech.

What I have been finding though is that a large number of these mods lack the balance required to make using them fun (as it adds to the game) but still challenging (as it's not completely broken) - Glittertech is an example of suddenly with titanium you have something that changes economy massively.

I do however feel that the vanilla game benefits hugely from mods as it adds a lot of needed flavor into the game, therefore my question is:

What mod set-up/list would you recommend to install, and why for each one?

Thanks! :D

jimthenoob

I tend to gravitate to mods that both make the game a little easier late game, as well as add interesting features. these tend to be my "core" mods at the moment, with a bunch of others randomly sprinkled in each play through.


quality of life mods I like

Hand me that brick:
A simple mod that allows haulers to place and start a construction so that your constructors can use their time actually building and not hauling.
super usefull

EdB prepare carefully:
absolutely needed IMHO if you have a lot of mods running and want to easily generate modify, and save pre made pwns and groups for new game starts.

More trade ships:

does what it says on the tin, makes orbital trade ship show up more frequently. i seem to always get the cold shoulder from the vanilla trade ships

Research list:

Changes the research screen back to a list, just in case I get a mod with a crap ton of research that would crowd the tech tree. keeps things easier to read and use in the research menu.



Mechanic changing mods:



Dubs Bad hygiene:

add some mechanics for bathrooms that Rimworld defiantly needed. 

RT fuse:

added fuses and breakers to prevent the annoying random electrical fire events and instead eat a component or two to fix the fuse, or later just switch the breaker. really a must if you run power hungry mods.

Vegtable garden:

Adds more food options and crops, as well as the useful ability to make glitter world meds and hyper weave fabric. honestly one of my favorite simple mods.


Granitecosmos

#2
Quote from: dormb on March 22, 2017, 03:22:52 PM
What mod set-up/list would you recommend to install, and why for each one?

Wall of text incoming, you have been warned!

RT Mods
I never liked how the game punishes you for building and using batteries. RT Fuse is more elegant than just manually editing the Short-circuit event.

RT Solar Flare Shield enables you to ignore Flares late-game. It eats tons of power during a Flare, limiting it's use for undeveloped bases to simply giving you more time to harvest that devilstrand in your hydroponics or to set up that emergency campfire in your Ice Sheet growing zone.

Zorba's Mods
I could honestly recommend all of Zorba's mods, although I only use Crafting Hysteresis, Silly Builder, Surgery is for Doctors and The Mad Rabbits of Caerbannog. Zorba's mods either fix stuff, add stuff that should be in the game already or just enhance the game in minor ways.

Skullywag's Mods
Reclaim Fabric is nice to have, turn that deadman's crap into raw material and craft clothes from it to avoid the debuff. I personally find the deadman's debuff annoying but I'd rather work around it like this rather than downloading a mod that outright disables it.

Roof Bomb is probably my all-time favorite, too bad it's not updated and will probably remain that way until A17 rolls out.

Dermal Regenerator is a nice lategame tool to get rid of that annoying chronic pain debuff.

Mending
Allows you to fix damaged items. Use the normal version for balance. This one also has a function for reclaiming fabric but Skullywag's one uses a better calculation (as far as I can remember).

Old Style Research Menu
You'll need this or something similar if you want to use mods that add research. The current Tech Tree is NOT mod-friendly and will cause quite the headache if you don't fix it with mods like this.

Wildlife Tab
Why this isn't part of the base game already is beyond my comprehension. Adds a tab to observe all wild animals.

ItchyFlea's Mods
Once you reach lategame you'll be happy you got the option to build those RTG's. You might also be interested in Modular Tables, I used to use that mod too but nowadays I just stick to vanilla tables.

Static Quality Plus
Ever had a lvl 19 crafter roll a shoddy Charge Rifle? That's what I tend to call "Quality Trolling". This fixes it, and to top it off its' settings are customizable IN-GAME! I also use the built-in passion tweak to make bad pawns suck less Dee's. I tend to get pacifist Sheriffs anyway, at least they don't get extra-boned by lack of passion. Oh, did I mention that this also allows you to turn passive skill degradation off?

Zhentar's Mods
Honestly these should be in the base game too. Contains fixes and tweaks to the base game.

Ubie's Mods
Trading Spot designates an area for trading caravans to hang out. Warranty void if used to "attack" sieges.  ;)

I also enjoy using Recolor Stockpiles.

Set-up Camp
If you want to use caravans this is a must-have. Allows you to temporarily settle areas without leaving behind an Abandoned Colony (which also lags your game). Saves you time and FPS, this is the real deal!

Less Arbitrary Surgery
Surgery outcomes suddenly rely less on praying relentlessly to RNGeesus. No more "installing peg leg, amputates head instead". It simply makes it better and a lot more logical.

Hospitality
Visiting guests now have a purpose. Make yourself a favor and visit the mod's forum page, you won't regret it.

Expanded Prosthetic and Organ Engineering
More bionics, more surgeries, more late-game stuff. You won't regret this one either, trust me.

My Mods
Modular Power Armor gives you the option to reach that late-lategame dream armor you always wanted. You'll probably win/lose/get bored before you get there but the option will be there.

Better Equipment Racks is basically a quality-of-life fix to Equipment Racks.

I highly advise checking out QualityFix too.

If you're like me and don't use killboxes/wall-in small corridor bottlenecks/exploits to cheese combat then I suggest you grab Mechanoid Nerfhammer.

Most of the above mods I consider a must-have. Feel free to pick what you like.

AngleWyrm

#3
Tried whittling down my list of mods, and it's much harder than it looks. So I set myself a purchase limit of a dozen and discovered I just can't cope with that. Two dozen makes me feel as though there's a lot of missing content, but at least I was able to create that set.





HugsLib
ModListBackup
ZhentarFix
WorldPawnGC
ColonyManager
FluffyBreakdowns
AcSmartSpeed
PathAvoid
AllowTool
RelationsTab
OrganizedResearchTab
Hospitality
Additional Traits
TradingSpotA16
Vegetable Garden 5.3
Apparello
Kitchen-Counter-1.0
RimFridge
T-MoreFloors
RBSE - Lite Edition 1.62
Nandonalt - Pests
sd_adv_powergen
MiningShaftA16
EdBPrepareCarefully
My 5-point rating system: Yay, Kay, Meh, Erm, Bleh

dormb

Hi Guys,

Thanks a lot for the good responses - I've downloaded pretty much all of those mods now (obviously picking between the ones that overlap!)

The theme seems to be vegetable garden to expand upon the base game in terms of longevity etc.

Are there any game expansion mods people would recommend? I've tried out Glittertech but honestly the speed suits are very game breaking and just feel more like a cheat!