QoL mods? or gameplay additions?
It plays fine out of the box. I’d play it until something annoys you then look for a mod for that. There are usually several “mods for that”.
Rimpy once you do more than a few mods (a mod manager)
Initial UI mods:
- Numbers (let me make my own with the stuff I want in each panel)
- a pawn inventory screen manager (there are several)
- a pawn info manager (again several, I like RimHUD)
- a job assignment UI overhaul, imho [FSF] Complex Jobs is the winner
- “Ruined by temperature filter” *
I still want some pathing/building convenience mods, there are many from light weight to strong overhauls. You can play w/o but eventually you will feel like you want to address specific pawn stupidities. There are so many choices, it is better to just play until you figure out which stupidities bother you most. The stronger reworks are, unsurprisingly, more likely to break other things.
A blueprint/planning UI mod which is not a UI overhaul of an existing element but a new thing. Again, more than one good choice.
After that is is usually content mods, … and mods to manage the content mods. The first content mod want after an update is:
Dubs Bad Hygiene
Eventually you may want combat mods. They come from light weight, Simple Sidearms to Combat Extended, which is a near complete overhaul.
Most of my mods are just adding more of things I want. More hairs, traits, backstories, names, memes, animals, plants, biomes. And the fact fishing is not in the base game bugs me since they generate water features. But none of that is needed, just extends the shelf life.
"* mystifies me why this isn’t in the base game. Lets you sort, then cook the eggs that were fertilized but now won’t hatch. But can start w/o, no need until you farm an egg laying animal.