Anyone have suggestions for mods? I’m looking for content mods in particular.
I tried the Lord of the Rims + Medieval Times and started an elven town, but honestly I wasn’t feeling the fantasy / medieval setting – something about the game mechanics (combat ones, in particular) just don’t seem quite as well suited. Maybe the lack of a power system with nothing to replace it, too? (Granted it’s not a huge part of base RimWorld but still…) Also, the mods were a bit WIP as there seemed to be some sci-fi stuff slipping through–nanites, etc.
Has anyone found any good mods they can recommend?
I would ask the same, but non-content mods (at least for the time being). Things that don’t change the substantive gameplay or make it easier or harder, but instead good UI mods and the like that make the game easier/better to manage.
Yes. I’m interested in new content down the road (or better storytellers or whatever), but I’m just finishing up my first game (I think - I’m about to build the spaceship).
I don’t really want to add anything new for the next game content-wise. I’d just rather have quality of life enhancements that make it easier to manage clothing changes, better UI functionality, better ability to look at all the colonist bios in a spreadsheet view at once, things like that. Nothing that changes the game, just makes it easier and better to manage and play.
I’ll try and stick to ones not already listed, as I use some of those:
Cosmetic:
Animal Variety Coats
[Ods] Men’s Hair
Xeva’s Rimhair
Spoons Hair Mod
Facial Stuff 1.0
KV Show Hair With Hats or Hide All Hats
QoL/UI:
Toggle Harvest
Inventory Tab
Research Pal
Numbers (customizable)
Where’s the gravel (texture replace - helps old eyes)
Draggable Corners
Use for QoL but have features that can change gameplay (settings dependent, but not adding content):
Simple Sidearms
Ones I use sometimes:
Search and Destroy (helps w/micro - but eh AI micro is bad - sometimes use if hand is hurting)
Linkable Doors (visual)
One I use that has some new content, but much is configurable off:
[RF] Fishing [1.0] - I think not having fish is more oversight, the recipes are configurabe, so you can have it where it just allows fishing, and the fish go through the normal butcher -> cook as meats
For content mods I highly recommend Sparkling Worlds - adds some late game tech that feels VERY much a part of the game (not overpowered). It also adds several events that adds some flavor as you’re playing.
Giddy-up Caravan mod makes traveling the mao much easier and this expands the range of how you play and trade vs the locals.
Hah, I just finished my first game of Rimworld (maybe my last, who knows), and just as I am turning out the light, I noticed it is literally quarter to three. I have not done this in a very long time.
Both Anthem and The Division 2 have done this to me lately, and it had been years before then. The next days were rough. I’ve learned that I am, in fact, too old for that shit ;)
Just about done with research in Septober 5509, so I’m going to start building the spaceship for the first time (first game). Can I just slap it together in any random way with the right count of parts or do certain things have to be joined together? Thanks
Do you have trouble with the guys in the furthest bedroom properly using the dining room for breakfast? I try to keep my dining room central to housing to minimize the chances the eat outside of it and maximize the chances they at least pass through to get the room bonus. I wonder if that’s less necessary now as it is a habit I acquired in beta.