Rimbo World

So, I thought I would share a few mods that I’ve grown to love with Rimworld. An advance note is that a lot of these mods break the balance of the game to your advantage… but for me they make the game a helluva lot more fun.

Replace Stuff
https://steamcommunity.com/sharedfiles/filedetails/?id=1372003680
How many times have you built those initial buildings out of wood and then have to deal with the obnoxious process of tearing down the walls to build them out of your preferred material later? This mod lets you select a material and replace an existing object with that material. This saves me so much freaking headache.

More Faction Interaction
https://steamcommunity.com/sharedfiles/filedetails/?id=1454024362
More missions! More stuff happening on the world map! I’ve only had a few of the events with this mod, but it was really fun to get a mission to send my pawns with a specific skill to a neighbor to help them with a harvest.

Doors Expanded
https://steamcommunity.com/sharedfiles/filedetails/?id=1316188771
This one adds some different doors to the game. Some are available at the start, others need to be researched. All help give you more customization for your base!

ED-Embrasures
https://steamcommunity.com/sharedfiles/filedetails/?id=722085442
This is my favorite one, and absolutely one of the most unbalanced. One of my favorite parts of the game is the huge gunfights… however in vanilla one of the things that drives me nuts is when the enemy just melee rushes my sandbags. This allows you to build walls that you can shoot through. You receive the same cover bonus as sandbags, but can’t be attacked by melee. This one has allowed me to really change the design of my bases to feel more like bunkers, and also allowed me to change the design of my prison’s as well. Really fun mod.

Wall Light
https://steamcommunity.com/sharedfiles/filedetails/?id=1423699208
This one is awesome. One of the things that drove me nutty in my base design was the floor lamps. Wall lights are great and has allowed me to have so much more control on the lighting design of my base.

RimFridge
https://steamcommunity.com/sharedfiles/filedetails/?id=1180721235
A long-standing classic mod - this one introduces various types of fridges to the game. You can also use ‘wall fridges’ now, that really let you open up the design of your kitchen. I love that I can drop a fridge in my hospital, prison, and have a wall of fridges between my kitchen and dining hall to make things super efficient.

Dubs Mint Menus
https://steamcommunity.com/sharedfiles/filedetails/?id=1446523594
This is a QOL mod that greatly helps you understand what you’re building in your workbenches. Vanilla Rimworld does an awful job explaining the properties of the item your constructing… for example maybe you want to know which stone blocks have the most HP… well you can’t do that from the vanilla menu… this solves that problem. Super nice

Just thought I would share some of my current favorites!

Thanks! I need to get back to this. I assume these all are updated to the latest build?

Yep! I’m running everything I noted above. You might have to pickup the utility mod called JecsTools as well

https://steamcommunity.com/sharedfiles/filedetails/?id=932008009

THANK YOU. Awesome set of mods I’m gonna use as well.

I’m thinking I may have turn off infestations. They are super annoying in cave hideouts. I wonder if there’s a mod to nerf them and replace with something that doesn’t magically teleport inside your abode.

Infestations are why I stopped making undermountain bases. Now everything with “mountain overhead” (dark green in show roof mode) either gets filled in or cordoned off.

Though I do like having infestations on since I often carve out a mountain outside my base to harvest them.

Harvest them? Please tell me more.

I mean to let them occasionally spawn and then go kill them all for meat (which I use for kibble) and jelly. Pick a hill outside the base walls. Carve out a big section. Close it off so that when they do spawn a passing caravan doesn’t accidentally get slaughtered. Build some traps and defenses on the approach. Then when an infestation does come it’s in a prepared kill zone.

Since bugs move fast turrets aren’t all that useful. A hallway of traps to kite them down works well. Especially since they will often break off and return to the hive if you flee. Or a narrow hallway leading out of the enclosure with one or more chain gun armed guys aiming not at the bugs, but the end of the gun’s range down the hallway, is incredibly effective.

OK, on my next play-thru I’m definitely gonna try this. And totally not build my base in the mountain itself.

If you do, don’t forget to exclude the whole bug zone from your animal areas. A mistake I learned from experience. Sorry Fido.

I loaded up these (thanks!) and some others, and now get a lengthy debug message that I can’t make heads or tails of. Yet the game runs fine. I guess it means some of the mods aren’t working or loading in the right order?

https://i.imgur.com/ZhwsolM.png

It goes on like that for a while. Should I care?

Well, most of those are yellow errors so maybe that is good?! :)

Is JecTools loading at the top of your mod order?

Are all the mods working when you launch the game?

Hey Tyler - would you use the post log option? Then I can go through it to make sure you’re good. Two suggestions since I can’t see your mod list/mod order right now:

#1 Hugs Lib should be at the top after core
#2 Jectools should be second after hugslib

Most mods will be dependent on these two, so in most cases load order shouldn’t matter after these two (though exceptions exist and are usually listed in the mod description).

Problem solved. Not only wasn’t Jectools second, I didn’t even have Jectools installed! Once I installed it and put it second, all the error messages disappeared. Thanks so much Jeff! All mods working now.

Awesome. Have fun!

Tynan wasn’t kidding when he said the lone survivor start is hard. Although it feels great just to be able to make tribalwear and I’ve got a couple of colonies up to a basic level - but having only one colonist means a single poorly timed raid ends your game.

When I get home I want to try and find a gameplay mod that keeps you in tribal stone age time longer (along with your enemies). I feel like I barely ever spend time there and then there’s no reason to research compound bows and related techs.

Sunk a few dozen hours into this game last week. Brutal fun, terrified of sending a caravan out into the big world.

…and you should be muwhahahahahahahahah!

Now that I cough got that out of the way, if you haven’t sent out a caravan before It’s not exactly intuitive. Go to main world, then click on your city, choose stuff you want to bring, people/animals on one tab, and stuff on the other, then choose where you want to go by choosing the route, click destination, then back to confirm stuff, then ok (doing this from memory).

Also don’t make a big booboo I’ve tried a few times. Several pack animals, selecting tons of items, and only sending 1 or 2 people. It can take that one person so long to pack they’ll have fits, pass out from tiredness, etc.

Also if you’re ambushed along the way it scales to your group size. What does not scale is the attacks on your home or the mission destination situation.