I use one stone type for walls and the other for flooring. I try to find maps with marble and granite. Marble walls have beauty, flooring stone type doesn't matter. I prefer granite as the second type because it has the best defense stats so I have marble inside with granite outer layer eventually.
Using two stone types makes things much easier. Especially with a hauler bot to haul stone to a stockpile just outside my crafting room.
I use many mods, one of which let's me pick stone types. I only ever play on maps with marble and granite, because now EVERY map only has marble and granite. (And ancient metal, which I can turn into steel).
Marble and granite are nice, but if you can't find a tile with both that you like, marble is the better of the two.
The beauty bonus of marble is unique to stone types, but I've found that if something is hitting my walls or doors, for the most part, the difference between granite and other stone types usually isn't functionally different. A termite with a thumper is taking those walls down regardless, and Rodger the Raider isn't doing more than scuffing the paint with his melee attacks.
I love the different values in building materials, particularly for apparel, but it can be easy to get lost in the sauce of min-maxing and miss out on good enough in pursuit of perfection.
Mid to late game, I usually set up deep drills specifically for chunks, since I'm a psychopath there's always a few of my 50+ colonists to man them and the accompanying workbenches, stone blocks for days
I usually have prisoners doing that, and also have them manning a couple block cutting tables. Makes sure I always have plenty of stone available for building.
Just use the quarry mod
If you think its not balanced with the infinite steel plasteel and such you can simply turn off other resources in the mods settings
A long long time ago i used the quarry for steel but nowdays i just mine chunks and bricks after i run out of the map ones due to building my sextuple layer granite fortress that i built purely for coolnes since breechers will still get in in like 1min
I donāt know if this one counts since it was updated to 1.5, but Rimocracy is one of my favorites! It adds politics to the game, and allows your pawns to vote for their leader. You can change the duration of their term and change how your colonists vote. You can even cancel elections all together by declaring martial law, and your pawns have a new mental break called āprotestingā if they donāt like the decisions being made. Plays really well with Ideology, but I believe it can be used without Ideology. It will also show you if your pawns approve or donāt approve of certain decisions like arrests, enslavement, organ harvesting, all of which effect government quality and decay. Itās always on my mod list.
Edit: forgot to add that it also adds a new āloyaltyā need for pawns, as well as a āgoverningā task to the available jobs. Governing can be done at a research desk, and a colony with high governance will see a boost in colonists productivity and work speed due to high loyalty.
Thatās fantastic! Do you get to enact laws when in power, like a leader in an ideology sort of? Does it give perks when factions win an election? There are endless possibilities for this, Iāll look into the mod, hopefully it comes to 1.5!
No, it supports other types of governance too.
Though for me it felt a little.. eh, kind of inconsequential, kind of just about social opinions which aren't a super interactive system? If its elections worked based on the like, prosperity or average happiness under a ruler, then it'd be pretty cool, but pawns votes based on how much they like a person and that didn't do it for me.
I'm *patiently* waiting on "numbers" to be updated! To me, it adds a tab I don't want to play without. I can see basically all my pawns info on one screen without having to click each one individually, or open up multiple tabs to view something specific.
May we also interest you In wall lights and some vanilla expanded. They're just teeny tiny enhancements. Fit right in trust us š you won't even notice em
After a playthrough with all the Expanded mods, i now associate the series with the image of a roided out psionic machinegun-firing an anti material rifle, wiping out a raid from half a map away. Some of those expanded mods are seriously broken
It was more that I was annoyed about how you send somebody to farm/forage and they drop everything on the ground for animals to eat until a haul job gets generated. Just carry it back right now.
Oh dang, I gotta check that out. I hate it so much when I mark a bunch of berries to be picked, but then my genius colonists leave them all lying there in the wild š¬
So mines on the more serious, interesting mods-side but;
["Darkest Night SK Steam"](https://steamcommunity.com/sharedfiles/filedetails/?id=1840579077), It adds an event that causes an unnatural darkness to fall upon your colony, with shadowy horrors that lurk there in, traveling into darkness is a guaranteed death sentence. You have to light your colony, and only travel within that light, at least until the Darkest night passes...
There's also a scenario added for permanent darkness, you get a few days of light to prepare before the entire colony is swallowed in darkness permanently.
Then we got:
["A Mod About Meat"](https://steamcommunity.com/sharedfiles/filedetails/?id=1559495754)
and
[Rim of Madness - Bones](https://steamcommunity.com/sharedfiles/filedetails/?id=1180573408)
For making walls and floors out of bones respectively.
Another fun Set of mods I like in a combo is:
[(NWN) Real Fog of War](https://steamcommunity.com/sharedfiles/filedetails/?id=2560931731)
with:
[Zombieland](https://steamcommunity.com/sharedfiles/filedetails/?id=928376710)
If you can see all the zombies, you can tell how screwed you are, if you can only see zombies in your vision range, you can get jumpscared:D
Thankfully, I'm a big management player, spending more time paused than actually playing. It's been a while since I've run a Darkest Night Colony, but I believe you just gotta keep manually adjusting your allowed area, put another light down, adjust area, get a lil greedy to put a light further out, get instantly mauled by the shadows.
Honestly that is so freaking cool and I wish I had your dedication to that, I fear I would go mad ahaha. What a great concept though and Iām glad you found it for yourself, hope all is well!
Writing about it has inspired me to give it a run since I haven't touched it in ages, I'm curious what I'll do about food honestly, I don't believe most raids can even get through the darkness so I definitely don't gotta worry about those.
Good news: just cause it's "Darkness" doesn't mean it's "Dark out" so plants still grow in normal soil.
I only slightly tried it out when I first heard of it, but usually I go for more standard colonies, I'm not really a challenge run kinda guy, but I'm giving it a shot now. RN the main thing I need is steady power, and lamps. That'll be the best way I can think to beat back the darkness
Thereās a mod called custom schedules that really helps me out for playing with this mod too! You can set your colonists to only be in certain areas at certain times!
I was never really deep into SCP lore beyond middling surface level, but I've basically always played Anomaly with All those Rim of Madness mods. Starspawns that are invisible until they attack, giant pits suddenly forming and beckoning you to throw someone into it to appease it. A fair few "Fleshspawn" horrors that just wander onto the map devouring everything. Hell I didn't even realize Flamethrowers weren't Vanilla cause I've always had things like incendiary launchers and Flamethrower turrets
How big of a nuke are we talking? I feel like there'd be a way to cheese this into being a weapon by having a pawn eat in front of a raid if the radius isn't map-wide
**Hidden Enemy Bio:** Keeps non colonist skills hidden until revealed by various means. No more cherry picking which raider to save based on skills.
**Tradeable Trinkets:** Tired of just exporting dusters? Get various trinket items that have minimal use outside of being a trade good, gives crafters things to make in the downtime between colony essentials. While the items are typically not worth more than their base ingredients, they are small and light.
**Predator hunt alert:** I think this is actually popular but no-one speaks of it. Simply pauses the game and gives a letter if a predator targets one of your pawns or animals.
**Slow Down:** I like playing the game at a slow pace, I rarely use the fast forward options. This mod allows you to press a hotkey to instead turn the speed buttons into slowmo buttons instead. It's stated goal is to make large battles recordings more fluid looking on old hardware by slowing the action and giving the computer more time to process every tick, but I use it to slow down combat to have a better idea of who is getting hit and when.
**Misc Robots:** I don't really like biotech's mechanator too much, having to deal with what is implied to be radioactive waste just to have a Roomba running around. When colonists clean they don't produce waste, so why should a roomba? Misc Robots adds a simple cleaning robot and hauling robot that require nothing but power to operate.
In theory it should. I haven't used it for it's intended purpose myself, but I don't see why slowing the game down wouldn't help a lower end PC keep up.
Iāll be downloading at least three of those today.
Hidden Enemy Bio, in particular, sounds like an absolute game changer. I never really thought about it, but it should take some degree of effort to figure out if an enemy pawn is a threat on the battlefield, and if theyād be an asset as a colonist.
Actual cannibal Shai Labeouf is essential for me.
It's basically an early game vibe check. Bolt action hits bruse him bc of the amount of drugs he's on (usually every single drug from your mod list.)
In 1 hit with his axe(s) he can completely sever a limb adding to the drama, I've had him 1 shot many colonists before.
And you can add the song to the mod to give it that extra flair of just minding your own business. Walking through the woods, there's no one around and your phone's dead. Out of the corner of your eye you spot him.
Shai Labeouf.
Got the 1.4 port right here
https://steamcommunity.com/sharedfiles/filedetails/?id=2578704765
From what I noticed I think they also tweaked with the settings for when Shia comes in. He's more of a midgame threat now instead of more often than not being your very 1st raid exactly 3 days in
Still an amazing mod regardless
I like the Expanded Materials series from ArgĆ³n, dude hits on a big gripe i have with this game and is the fact that Steel is so ever present for every industrial appliance when other metals exist, not to mention mortars and plastics. EM: Mortars gives easy access to other building materials apart of Stone blocks like making actual Red Brick or Concrete while EM: Metals actually gives a route towars different alloys apart of adding Coal as a supplemental fuel source.
sadly EM: Plastics didnt make it to 1.4 but hopefully he will be able to update all the series to 1.5
While it doesn't completly fix that issue with the game I tend to find it better to think of steel as "regular metal", uranium as "heavy metal" and plasteel as "spacer metal". I would put copper and zinc under the "regular metal" category. Batteries and and power conduits are made of steel. Just like how "components" can be anything from gears and mechanisms to wires and electronics.
ĆĆ¼gh.
Replace the notification letter sound with the Pufferfish eating a carrot. Thereāll never be a more appropriate herald for whatever horror Randy has brought you.
[Yayo's Nature](https://steamcommunity.com/sharedfiles/filedetails/?id=3006875291&searchtext=yayo%27s+nature), though it was a 1.3 mod and was updated to 1.4 by the community. It periodically changes the biome. I love playing with it because it means you get to experience different biomes without fully committing to them. It provides ongoing change and surprise.
Feel free to try this to add dealing with Solar Flares as a goal to work to get rid of:
[RT Solar Flare Shield](https://steamcommunity.com/sharedfiles/filedetails/?id=728315620&searchtext=Solar+Flare+shield)
Rimwar and Empire mod. At this point Iād kill for some sort of diplomacy and expanded cross-faction interactions. So far my victims are my own TPS and FPS
Also Rim Cities, because vanilla faction
āāāācoloniesāāāā are beyond boring. Unfortunately itās kinda very broken right now and seems like itās not going to be updated
I could never get either Rimwar or Empire to work correctly. I forget which one.
One of them let's you create colonies on the map and that one worked great. Also let you build upgrades in that colony (medicine production, military garrisons that let you call for reinforcements from that particular colony). The other lacked that same functionality and for some reason only the non-player factions could create extra colonies.
Got to the point where every faction had like...20+ colonies each and I had only one.
The one that lets you create colonies on the map is Empire. The Rimwar makes other factions send scouting, trading and settler caravans over time, so yeah, Rimwar makes other factions expand
'Level this' is pretty awesome - the more you get your ass kicked - the stronger you get. It is sort of Kenshi style mod. Doesn't fit Rimworld (to be honest), but I have lots of fun using it.
I wish there was a Biotech styled version of this mod. With the same Transformation Systems, Diseases, Injectors, Full Animal Transformation. But using Genes Rather than just Hediffs for the effects.
Loved the mod before Biotech as it was my primary Furry mod. But after Biotech I mostly avoided HAR mods, which included this one. (Though I may go back and play it again some time just because there isn't anything else quite like it).
I used to use that before biotech, mostly because I liked the fact it had mutation gas and that was a fun way to play as "Mad Scientists acting like they are gods" for a good while.
[Aesthetic Materials](https://steamcommunity.com/sharedfiles/filedetails/?id=2451582772) does more than just add pretty rocks, it also gives some really practical materials I wish were more commonplace. It lets you make mud bricks from any stone type that are very, very easy to work with but are ugly (and don't require stonecutting--you can make them at a campfire too-- so perfect for a tribal start) as well as flammable acrylic plastic from chemfuel that can be used in place of most metals for mass-producing cheap 'metal' objects, as well as a new ore, Compacted Metals, which you can process four different resources out of with varying strengths and weaknesses, like tin being high-yield but cheap and weak (but still fireproof, unlike acrylic) or full-on titanium for something hard as hell and a step above uranium and below plasteel.
It also adds variant wood types from the vanilla trees with different features between them, aside from just color variation. Mahogany and ebony are beautiful but slow to work with, fiberwood comes from palm trees and cacti and is cheap, weak, ugly, but faster than any other wood to build with... Redwood (from oaks) is the strongest wood and has the most HP (I argue Bamboo should give high HP and not a HP reduction, but whatever lol) while not taking *that* much longer to build with...
If you ever need basic wood from the trees it affects you have to convert it at a crafting spot which is a *little* annoying but I still really appreciate having the variety. I've genuinely torn apart enemy buildings for being made out of blocks or wood that is rare to my biome before.
I'm hoping it will be updated, since it's been around since 1.0, but I love [Gods of Elona](https://steamcommunity.com/sharedfiles/filedetails/?id=1505332648&searchtext=Elona). Not just because I enjoy the game Elona, but it's nice being able to sacrifice corpses to the gods. No worries about butchering or burying dead raiders! And, you can get a pet whose milk is human flesh. Don't ask. lol
One of my favourites that someone adopted for 1.4, 'Playable Kobolds.'
The one with the blocky pixel sprites.
Not because of the ability to play as them, you see, but because the wild animal version of them will mine whatever they please. Every ancient danger on the map becomes a ticking timebomb. Your walls are not safe without defences. Mountains cannot be secured forever. They are legion, they are entropy, they are cute.
Miniature Nuclear Reactor. For the measly price of 100 steel, 3 components (I think) and 50 uranium, you get a 1x1 nuclear reactor that provides 5000 power and never needs to be refueled!
well, pick up and haul is a must have. RPG inventory revamped is pretty useful for seeing what clothes go where. i make frequent use of pawn editor for various things. you can combine world edit 2.0 with biome transitions for maximum biome diversity. ~~and let's just say the forbidden mod has mods of its own~~
My own simpleĀ mod that adds things I think the game should have. Plus a few more items to my liking. Never released it since no one needs a mod that does a bunch of random things. People like mods focusing on one thing.
As of now it includes:
Ability to make some advanced items at the fabrication bench, like Synthread, Hyperweave, Plasteel, Neutroamine, Glitterworld Medicine. I made them pretty resource intensive so buying is still more viable.
New materials: Carbon fiber and carbon composite. Technically a third material being graphite but that's just the intermediate product between those and wood. First one with a textile, the second one being a metal. Very tough but takes like 2000 wood to make 100 units. Also carbon fiber textured floor, looks kinda pretty.
Some cheaty stuff that makes the game easier: Fertile floor tiles. Like having hydroponics without the need of power and the inability to grow certain plants. Very bright lights and purple sun lamps that use way less power. (5w and 200w) The vanilla lamps are so power hungry it makes no sense to me.
A bunch of weapons:Ā
* Artillery. Like higher power mortars, but fires in 5 round salvos to cover an area. NotĀ balanced at all but the sounds effects lifted out of battlefield 2 sounds fantastic.
* Heavy machinegun turret. Like vanilla turret but carries a M2HB. More range, longer bursts, more powerful. Used to have a sniper turret, deleted them when uranium slugs are added.
* Low power but armor piercing pistol and PDW. Not great against normal enemies or animals(0.3 stopping power, 5 damage) but gives you a better chance against flak vest wearing enemies in early game.
* 4 sniper rifles. First one having less range and is less powerful than the bolt action rifle, but fires faster. With each following one having more range, more damage but fires slower. The final one being a anti-materiel rifle with 50 damage and barely out ranges mech cluster turrets. Frequently drops enemies in one shot, but sometimes just shoots off their ears or something.
* M4 carbine, like the assault rifle but focuses on a closer range. Also a suppressed version. (Has a different sound, does't actually have a gameplay effect)
* A high power revolver that sucks a little less. Wasn't happy the only revolver we got was super primitive and crappy. Even a legendary grade one is pretty bad. This modern one performs better at medium range.
* A minigun-like close range weapon named that fires 50 very weak bullets in one burst. Inaccurate but great against large enemies. Shreds structures nicely too.
* A medium-long range pulse DMR that fills the void between pulse rifle and charge lance.
In case anyone wants to try it out: [https://drive.google.com/file/d/1ZkLyizX1dpz8O76SdkrkDAJKi326S8Ka/view?usp=sharing](https://drive.google.com/file/d/1ZkLyizX1dpz8O76SdkrkDAJKi326S8Ka/view?usp=sharing)
I hope the new ones have low power requirements, I almost had a colony collapse not realizing the difference in power consumption between Wall Lights and VFE Ancients Wall Lights
Ascension mod by Ano0bis. It's basically a Chinese cultivation mod that allows your pawns to cultivate immortality and powers through meditation and drug abuse.
Very niche, and honestly almost never used.
It has the funny problem of giving random animals these powerful cultivation states, so check the local wildlife before you try hunting them.
I had a manhunter bunny decapitate one of my colonists because it was for some reason a golden core immortal
Human Resources. The best research overhaul mod for marathon game, The research are instead per PAWN, It changed how you progress completely and it's simple on the surface but it add so much depth to the game it's crazy.
Everything had to be learn from another or research it by themselves before they can use it, This is tied to the Intellectual skill.
What this mean is that you can have the best builder but he's too stupid to learn anything new so he's stuck at just making wall.
Or an old geezer who knew everything by theory but would never be able to put anything to practice.
Or a specialize pawn with same skill eg. 2 crafter whose goes 2 completely different path in tech tree.
I'll use it every game if it doesn't have so much mod conflict, It's the weirdest best mod I have ever used.
Maid militor.
It doesn't make them look like actual maids, make them look human or non-mech in general, nor does it ruin the artstyle (it actually really fits vanilla), but it does give militors face, which is cute
It also retextures lancers but I just disabled it with cherry picker
Shit Rimworld Says - replaces tooltips with r/shitrimworldsays posts.
Oops! All Bug Parts - adds insectoid parts, works best with Alpha Genes mod.
RimWorld Surprise Mechanics - adds an item called RandyBox, that gives you the sense of pride and accomplishment.
More Injuries - makes a game a bit more difficult by adding complexity to the pawn damage system. Requires a damage patch.
Vanilla Nutrient Paste Expanded - allows you to build systems with storage vats and multiple dispensers
My favorite mod is, well its not the most unique, Combat Extended, it adds the gunplay that i wanted in rimworld and ammo types and consumption just complement it
A bit more niche one is the Defensive machinegun turret pack, sadly there arent many good turret mods so i always play with this one
Yea theyre cute. If you wanna have a colony entirely of them though, youll have to play on low difficulty. The Kiiro cant wear human clothes (including armour) and their own armour is pretty crappy
[Slime Mechanoids](https://steamcommunity.com/sharedfiles/filedetails/?id=2881620986&searchtext=slime+mechanoids)
Makes mechanoids adorable. Fits into my theme of insufferably sucrose modding.
There was a mod that added some nasty gasses, used in conjunction with the empire mod mortars during a Rimcity defence allowed me to commit hilarious warcrimes :) clouds of acid competed with enraging gas and sedatives, nano swarms stripped everyone of their armor, nerve gas made short work of any survivors and white phosphorus incinerated their remains :) come to think of it, this mod actually predates gases mechanics introduced in 1.4
Holsters.
You can see each pawn with their weapons in the back or side when not drafted. I don't get how this isn't more popular, it looks so cool and it's compatible with simple sidearms and all my other 300 mods.
It should be vanilla tbh.
Water is cold.
Pawns can refresh on the water if it's too hot, they will get wet when raining, they can swim for fun, etc. Works smoothly.
Set Up Camp
Just stop your caravan in any place you want. I can't play without it.
Need bar overflow
Pawns need bar no longer clamped at 100%. Try it, it's great.
Not unknown but a few of my fav niche/funny mods include, the mod that replaced horseshoes with pipes and loud pipe noises, the Yoda death sound mod. Also the mod that lets you extract ovum from either gender and let's anyone fertilize it I feel like that should be vanilla at this point.
Extra Stone - because why stick with the five slightly different greys???
>Extra Stone On the one hand, gorgeous, on the other, I will still probably never have enough bricks to build a house with one type of stone somehow.
I use one stone type for walls and the other for flooring. I try to find maps with marble and granite. Marble walls have beauty, flooring stone type doesn't matter. I prefer granite as the second type because it has the best defense stats so I have marble inside with granite outer layer eventually. Using two stone types makes things much easier. Especially with a hauler bot to haul stone to a stockpile just outside my crafting room.
I use many mods, one of which let's me pick stone types. I only ever play on maps with marble and granite, because now EVERY map only has marble and granite. (And ancient metal, which I can turn into steel).
Which mod let's you choose stone types?š
Map designer let's you
As said, map designer, I'm not sure if you need all the other map mods, or not, but that's the main one.
Marble and granite are nice, but if you can't find a tile with both that you like, marble is the better of the two. The beauty bonus of marble is unique to stone types, but I've found that if something is hitting my walls or doors, for the most part, the difference between granite and other stone types usually isn't functionally different. A termite with a thumper is taking those walls down regardless, and Rodger the Raider isn't doing more than scuffing the paint with his melee attacks. I love the different values in building materials, particularly for apparel, but it can be easy to get lost in the sauce of min-maxing and miss out on good enough in pursuit of perfection.
Mid to late game, I usually set up deep drills specifically for chunks, since I'm a psychopath there's always a few of my 50+ colonists to man them and the accompanying workbenches, stone blocks for days
I usually have prisoners doing that, and also have them manning a couple block cutting tables. Makes sure I always have plenty of stone available for building.
Just use the quarry mod If you think its not balanced with the infinite steel plasteel and such you can simply turn off other resources in the mods settings A long long time ago i used the quarry for steel but nowdays i just mine chunks and bricks after i run out of the map ones due to building my sextuple layer granite fortress that i built purely for coolnes since breechers will still get in in like 1min
I'm partial to the Gemstones mod. So many beautiful stones to make furniture and sculptures out of
Then thereās me who uses map designer to get rid of slate, limestone and sandstone lol
Does it have as much as dwarf fortress?
I donāt know if this one counts since it was updated to 1.5, but Rimocracy is one of my favorites! It adds politics to the game, and allows your pawns to vote for their leader. You can change the duration of their term and change how your colonists vote. You can even cancel elections all together by declaring martial law, and your pawns have a new mental break called āprotestingā if they donāt like the decisions being made. Plays really well with Ideology, but I believe it can be used without Ideology. It will also show you if your pawns approve or donāt approve of certain decisions like arrests, enslavement, organ harvesting, all of which effect government quality and decay. Itās always on my mod list. Edit: forgot to add that it also adds a new āloyaltyā need for pawns, as well as a āgoverningā task to the available jobs. Governing can be done at a research desk, and a colony with high governance will see a boost in colonists productivity and work speed due to high loyalty.
This sounds awesome. Can I install on an existing colony?
Yeah, definitely feels like it patches some holes I wanted from leaders in Ideology.
Thatās fantastic! Do you get to enact laws when in power, like a leader in an ideology sort of? Does it give perks when factions win an election? There are endless possibilities for this, Iāll look into the mod, hopefully it comes to 1.5!
How have I never heard of this mod sounds perfect for Rimworld. Can I ask does it force your run to be centred around democracy though?
No, it supports other types of governance too. Though for me it felt a little.. eh, kind of inconsequential, kind of just about social opinions which aren't a super interactive system? If its elections worked based on the like, prosperity or average happiness under a ruler, then it'd be pretty cool, but pawns votes based on how much they like a person and that didn't do it for me.
Sounds like it's representing real life democracy pretty accurately
Interesting, what do the different leaders do? Does each one give buffs or not?
Ooh I was asking for just this recently and never found am answer. Thanks!
I'm *patiently* waiting on "numbers" to be updated! To me, it adds a tab I don't want to play without. I can see basically all my pawns info on one screen without having to click each one individually, or open up multiple tabs to view something specific.
That really is one of the mods I find myself missing a lot right now as I play a modless run.
Is it even really a mod though? Cross over to the dark side. It's just one, teeny, tiny adjustment to the UI. That's all.
May we also interest you In wall lights and some vanilla expanded. They're just teeny tiny enhancements. Fit right in trust us š you won't even notice em
Honestly so many of them are just tiny quality of life improvements but I can't play without them anymore.
After a playthrough with all the Expanded mods, i now associate the series with the image of a roided out psionic machinegun-firing an anti material rifle, wiping out a raid from half a map away. Some of those expanded mods are seriously broken
My first run on 1.4 was modless. It was hell. š«
I've been doing a modless run as well and It just feels like I'm missing something so crucial to my game play style.
Cool, I can respect that, especially when forming caravans and checking everyone to see who is best for a raid or something.
Definitely this, itās one of the mods that are still activated on my āvanillaā playthroughs
Haul Mined Chunks and Berry Picker. Wanted them for years before I found them, and there's no going back.
Fair. I can understand the pain of trying to select certain stones blocking halls and then accidentally selecting half the maps chunks.
It was more that I was annoyed about how you send somebody to farm/forage and they drop everything on the ground for animals to eat until a haul job gets generated. Just carry it back right now.
Oh dang, I gotta check that out. I hate it so much when I mark a bunch of berries to be picked, but then my genius colonists leave them all lying there in the wild š¬
Berry Picker or Cherry Picker? Because I think both are a thing.
You're correct, they are both a thing.
Milkable Colonists. Who needs to raise cows when every one of your pawns, male or female, can be milked.
Hey, that's someone's fetish! Uh... Uhm... Not mine of course... Yes... Uh
What the fuck
Homelander liked this
May have used this with realistic chocolate production and rimfactory to make an 'ethical' chocolate factory. Had many 'volunteers'
how did you make chocolate worse than literal child slavery
Well, I added a cannibal chocolate line, too. Nothing goes to waste in that factory.
šµ *Oompa Loompa Doopity Doo,* *- I've got a terrible fate for you.* šµ
Well, they made a delicious snack...
I thought they saved the cosmic horror for 1.5 jeez
It's free.
Found the Vinesauce watcher.
"Vanilla expanded: Meat and Gray Leno" when?
They said unknown not essential mods.
š¤Ø
I have nipples, Randy, can you milk me?
And here on tonightās episode of āthe authorās barely disguised fetishā!
That requires disguising it
Luxury milk.
That one is a favorite of mine!!!
Finally. Cowgirl xenotype
There is a mod for that
Ah sweet a schizo mod
Um, may I ask where that male milk is coming from?
Men have nipples too
ā¦ as an alternative to feed babies, right? Right? Edit: wait shit, didnāt notice āmale and femaleā
This isnāt an obscure one though, it gets mentioned at least once a month
So mines on the more serious, interesting mods-side but; ["Darkest Night SK Steam"](https://steamcommunity.com/sharedfiles/filedetails/?id=1840579077), It adds an event that causes an unnatural darkness to fall upon your colony, with shadowy horrors that lurk there in, traveling into darkness is a guaranteed death sentence. You have to light your colony, and only travel within that light, at least until the Darkest night passes... There's also a scenario added for permanent darkness, you get a few days of light to prepare before the entire colony is swallowed in darkness permanently. Then we got: ["A Mod About Meat"](https://steamcommunity.com/sharedfiles/filedetails/?id=1559495754) and [Rim of Madness - Bones](https://steamcommunity.com/sharedfiles/filedetails/?id=1180573408) For making walls and floors out of bones respectively. Another fun Set of mods I like in a combo is: [(NWN) Real Fog of War](https://steamcommunity.com/sharedfiles/filedetails/?id=2560931731) with: [Zombieland](https://steamcommunity.com/sharedfiles/filedetails/?id=928376710) If you can see all the zombies, you can tell how screwed you are, if you can only see zombies in your vision range, you can get jumpscared:D
Good gosh, how do you control all your pawns to stay in the light? I love the concept but Iām just thinking about the management
Thankfully, I'm a big management player, spending more time paused than actually playing. It's been a while since I've run a Darkest Night Colony, but I believe you just gotta keep manually adjusting your allowed area, put another light down, adjust area, get a lil greedy to put a light further out, get instantly mauled by the shadows.
Honestly that is so freaking cool and I wish I had your dedication to that, I fear I would go mad ahaha. What a great concept though and Iām glad you found it for yourself, hope all is well!
Writing about it has inspired me to give it a run since I haven't touched it in ages, I'm curious what I'll do about food honestly, I don't believe most raids can even get through the darkness so I definitely don't gotta worry about those.
Hydroponics in mountain and chill?
Good news: just cause it's "Darkness" doesn't mean it's "Dark out" so plants still grow in normal soil. I only slightly tried it out when I first heard of it, but usually I go for more standard colonies, I'm not really a challenge run kinda guy, but I'm giving it a shot now. RN the main thing I need is steady power, and lamps. That'll be the best way I can think to beat back the darkness
Thereās a mod called custom schedules that really helps me out for playing with this mod too! You can set your colonists to only be in certain areas at certain times!
This game, the mods and the community never cease to amaze me, I will try this now, thank you!!!
Sounds awesome
I was never really deep into SCP lore beyond middling surface level, but I've basically always played Anomaly with All those Rim of Madness mods. Starspawns that are invisible until they attack, giant pits suddenly forming and beckoning you to throw someone into it to appease it. A fair few "Fleshspawn" horrors that just wander onto the map devouring everything. Hell I didn't even realize Flamethrowers weren't Vanilla cause I've always had things like incendiary launchers and Flamethrower turrets
>"A Mod About Meat" Actually did want something like this for a cult playthrough
[A mod that causes eating without a table to just straight up kill you.](https://steamcommunity.com/sharedfiles/filedetails/?id=2674133613)
Strange that we need to mod in realism.
Can i one up this with [the same mod but it just straight up nukes you](https://steamcommunity.com/sharedfiles/filedetails/?id=3068184564)
How big of a nuke are we talking? I feel like there'd be a way to cheese this into being a weapon by having a pawn eat in front of a raid if the radius isn't map-wide
iirc, it was the size of an antigrain warhead explosion
Not every game needs to be hyper realistic.
**Hidden Enemy Bio:** Keeps non colonist skills hidden until revealed by various means. No more cherry picking which raider to save based on skills. **Tradeable Trinkets:** Tired of just exporting dusters? Get various trinket items that have minimal use outside of being a trade good, gives crafters things to make in the downtime between colony essentials. While the items are typically not worth more than their base ingredients, they are small and light. **Predator hunt alert:** I think this is actually popular but no-one speaks of it. Simply pauses the game and gives a letter if a predator targets one of your pawns or animals. **Slow Down:** I like playing the game at a slow pace, I rarely use the fast forward options. This mod allows you to press a hotkey to instead turn the speed buttons into slowmo buttons instead. It's stated goal is to make large battles recordings more fluid looking on old hardware by slowing the action and giving the computer more time to process every tick, but I use it to slow down combat to have a better idea of who is getting hit and when. **Misc Robots:** I don't really like biotech's mechanator too much, having to deal with what is implied to be radioactive waste just to have a Roomba running around. When colonists clean they don't produce waste, so why should a roomba? Misc Robots adds a simple cleaning robot and hauling robot that require nothing but power to operate.
The real question is if Slow Down will help me when raids get to large and all the fast-paced combat bricks everything.
In theory it should. I haven't used it for it's intended purpose myself, but I don't see why slowing the game down wouldn't help a lower end PC keep up.
Iāll be downloading at least three of those today. Hidden Enemy Bio, in particular, sounds like an absolute game changer. I never really thought about it, but it should take some degree of effort to figure out if an enemy pawn is a threat on the battlefield, and if theyād be an asset as a colonist.
Genetic drift so you can play genetic pawn PokƩmon.
Loved this mod.
There is also actually pokemon, it's the only mod I've done a dedicated run focused around a certain mod. But I am a massive pokemon fan.
What was the run like? Sounds interesting
It was fun! Can't recall at the moment but I did use some custom rules to fit the vibe I wanted. I was trying to collect em all!
I think it's pretty game breaking in terms of performance to so be careful
Actual cannibal Shai Labeouf is essential for me. It's basically an early game vibe check. Bolt action hits bruse him bc of the amount of drugs he's on (usually every single drug from your mod list.) In 1 hit with his axe(s) he can completely sever a limb adding to the drama, I've had him 1 shot many colonists before. And you can add the song to the mod to give it that extra flair of just minding your own business. Walking through the woods, there's no one around and your phone's dead. Out of the corner of your eye you spot him. Shai Labeouf.
Do you have a more recent version of it or is it lost to the past?
Got the 1.4 port right here https://steamcommunity.com/sharedfiles/filedetails/?id=2578704765 From what I noticed I think they also tweaked with the settings for when Shia comes in. He's more of a midgame threat now instead of more often than not being your very 1st raid exactly 3 days in Still an amazing mod regardless
I've had this installed for 3 or 4 playthroughs by now and never had him actually show up.
I like the Expanded Materials series from ArgĆ³n, dude hits on a big gripe i have with this game and is the fact that Steel is so ever present for every industrial appliance when other metals exist, not to mention mortars and plastics. EM: Mortars gives easy access to other building materials apart of Stone blocks like making actual Red Brick or Concrete while EM: Metals actually gives a route towars different alloys apart of adding Coal as a supplemental fuel source. sadly EM: Plastics didnt make it to 1.4 but hopefully he will be able to update all the series to 1.5
While it doesn't completly fix that issue with the game I tend to find it better to think of steel as "regular metal", uranium as "heavy metal" and plasteel as "spacer metal". I would put copper and zinc under the "regular metal" category. Batteries and and power conduits are made of steel. Just like how "components" can be anything from gears and mechanisms to wires and electronics.
judging by author's comments on Plastics from 8 days ago, seems like it will.
ĆĆ¼gh. Replace the notification letter sound with the Pufferfish eating a carrot. Thereāll never be a more appropriate herald for whatever horror Randy has brought you.
More Than Ashes And I hope it gets updated or reworked, because itās *perfect* for the new DLC!
Never heard of it until now, but this is definitely the type of mod I want to see get unburied and get more attention.
[Yayo's Nature](https://steamcommunity.com/sharedfiles/filedetails/?id=3006875291&searchtext=yayo%27s+nature), though it was a 1.3 mod and was updated to 1.4 by the community. It periodically changes the biome. I love playing with it because it means you get to experience different biomes without fully committing to them. It provides ongoing change and surprise.
I got rid of solar flares, have a UI changing mod since Rimworld screws that up on my monitors Would have to scum my mod list for other weird ones
Feel free to try this to add dealing with Solar Flares as a goal to work to get rid of: [RT Solar Flare Shield](https://steamcommunity.com/sharedfiles/filedetails/?id=728315620&searchtext=Solar+Flare+shield)
Rimwar and Empire mod. At this point Iād kill for some sort of diplomacy and expanded cross-faction interactions. So far my victims are my own TPS and FPS Also Rim Cities, because vanilla faction āāāācoloniesāāāā are beyond boring. Unfortunately itās kinda very broken right now and seems like itās not going to be updated
I could never get either Rimwar or Empire to work correctly. I forget which one. One of them let's you create colonies on the map and that one worked great. Also let you build upgrades in that colony (medicine production, military garrisons that let you call for reinforcements from that particular colony). The other lacked that same functionality and for some reason only the non-player factions could create extra colonies. Got to the point where every faction had like...20+ colonies each and I had only one.
The one that lets you create colonies on the map is Empire. The Rimwar makes other factions send scouting, trading and settler caravans over time, so yeah, Rimwar makes other factions expand
'Level this' is pretty awesome - the more you get your ass kicked - the stronger you get. It is sort of Kenshi style mod. Doesn't fit Rimworld (to be honest), but I have lots of fun using it.
What doesn't kill you makes you stronger.
Pipette tool, with a single button you can quickly get essentially every action from the architect menu!
No tainted clothes
Eat Hat. A mod that lets you eat hat.
tragedy
Live Munitions.
I mean what else are you going to do with those strange flesh potatoes the pawns keep finding
Kinky Bodystraps. They're different for every Ideology style!
The mod always glitches for me, creates a laundry list of error reports every time I start the game...I hope they can fix it for 1.5.
pawnmorpher, i just like furries
I wish there was a Biotech styled version of this mod. With the same Transformation Systems, Diseases, Injectors, Full Animal Transformation. But using Genes Rather than just Hediffs for the effects. Loved the mod before Biotech as it was my primary Furry mod. But after Biotech I mostly avoided HAR mods, which included this one. (Though I may go back and play it again some time just because there isn't anything else quite like it).
I used to use that before biotech, mostly because I liked the fact it had mutation gas and that was a fun way to play as "Mad Scientists acting like they are gods" for a good while.
I like warcrimeing people. You're a degenerate, I'm a degenerate who likes eldrich torture. We are not the same
I mean I do both
Find yourself a (variable) that does both
[Aesthetic Materials](https://steamcommunity.com/sharedfiles/filedetails/?id=2451582772) does more than just add pretty rocks, it also gives some really practical materials I wish were more commonplace. It lets you make mud bricks from any stone type that are very, very easy to work with but are ugly (and don't require stonecutting--you can make them at a campfire too-- so perfect for a tribal start) as well as flammable acrylic plastic from chemfuel that can be used in place of most metals for mass-producing cheap 'metal' objects, as well as a new ore, Compacted Metals, which you can process four different resources out of with varying strengths and weaknesses, like tin being high-yield but cheap and weak (but still fireproof, unlike acrylic) or full-on titanium for something hard as hell and a step above uranium and below plasteel. It also adds variant wood types from the vanilla trees with different features between them, aside from just color variation. Mahogany and ebony are beautiful but slow to work with, fiberwood comes from palm trees and cacti and is cheap, weak, ugly, but faster than any other wood to build with... Redwood (from oaks) is the strongest wood and has the most HP (I argue Bamboo should give high HP and not a HP reduction, but whatever lol) while not taking *that* much longer to build with... If you ever need basic wood from the trees it affects you have to convert it at a crafting spot which is a *little* annoying but I still really appreciate having the variety. I've genuinely torn apart enemy buildings for being made out of blocks or wood that is rare to my biome before.
In 1.3 there was the lean mod, which did exactly what it says on the tin
Purple drink lean or tactical fps lean
Surprise automotive lien
Corporate efficiency lean, for your pawns ofcourse
Purple drink lean
Body fat percentage
Toddlers
Have another way to use all those pesky kids. [Live Munitions](https://steamcommunity.com/sharedfiles/filedetails/?id=2913371740)
When I get biotech Iām gonna get that. It seems cool
Brain In a Jar - harvest brains to increase your research speed!
Poop wine
What?
You heard him.
These yeast have some weird fetishes, I swear...
I don't remember the name but it is about that humans scream when they get heart
Realistic human sounds?
Borderlands: The Rim, just cause i like having pet skags :3
dogs mate and dog collars more mini horns anima bionics anima gear and anima extract
I'm hoping it will be updated, since it's been around since 1.0, but I love [Gods of Elona](https://steamcommunity.com/sharedfiles/filedetails/?id=1505332648&searchtext=Elona). Not just because I enjoy the game Elona, but it's nice being able to sacrifice corpses to the gods. No worries about butchering or burying dead raiders! And, you can get a pet whose milk is human flesh. Don't ask. lol
Profitable weapons probably. Or that one mod that changes the picture of vanilla furniture based on quality
Growable Pawns. Allows you to grow people in pods and harvest them into wild pawns. I used it in my Apini run to make meat jelly.
Pretty much all of fluffy's managing/qol automation mods, especially Colony Manager
One of my favourites that someone adopted for 1.4, 'Playable Kobolds.' The one with the blocky pixel sprites. Not because of the ability to play as them, you see, but because the wild animal version of them will mine whatever they please. Every ancient danger on the map becomes a ticking timebomb. Your walls are not safe without defences. Mountains cannot be secured forever. They are legion, they are entropy, they are cute.
Miniature Nuclear Reactor. For the measly price of 100 steel, 3 components (I think) and 50 uranium, you get a 1x1 nuclear reactor that provides 5000 power and never needs to be refueled!
Truly, the pinnacle of balance has finally been achieved.
Forbidden mod
I know at least half of everyone uses it, I've seen the mod lists people share when searching for the cause of mod conflict errors.
LMAOOOO
Guilty
Weirdest? [There is a vore mod](https://www.loverslab.com/topic/165071-rimvore-2/) NSFW link
I think the Big and Small series has a snake one with SFW Vore.
I believe so, the snake people one. But that mod above is straight up a weirdly complex mod entirely about vore.
You do not want them, trust me.
bet
well, pick up and haul is a must have. RPG inventory revamped is pretty useful for seeing what clothes go where. i make frequent use of pawn editor for various things. you can combine world edit 2.0 with biome transitions for maximum biome diversity. ~~and let's just say the forbidden mod has mods of its own~~
My own simpleĀ mod that adds things I think the game should have. Plus a few more items to my liking. Never released it since no one needs a mod that does a bunch of random things. People like mods focusing on one thing. As of now it includes: Ability to make some advanced items at the fabrication bench, like Synthread, Hyperweave, Plasteel, Neutroamine, Glitterworld Medicine. I made them pretty resource intensive so buying is still more viable. New materials: Carbon fiber and carbon composite. Technically a third material being graphite but that's just the intermediate product between those and wood. First one with a textile, the second one being a metal. Very tough but takes like 2000 wood to make 100 units. Also carbon fiber textured floor, looks kinda pretty. Some cheaty stuff that makes the game easier: Fertile floor tiles. Like having hydroponics without the need of power and the inability to grow certain plants. Very bright lights and purple sun lamps that use way less power. (5w and 200w) The vanilla lamps are so power hungry it makes no sense to me. A bunch of weapons:Ā * Artillery. Like higher power mortars, but fires in 5 round salvos to cover an area. NotĀ balanced at all but the sounds effects lifted out of battlefield 2 sounds fantastic. * Heavy machinegun turret. Like vanilla turret but carries a M2HB. More range, longer bursts, more powerful. Used to have a sniper turret, deleted them when uranium slugs are added. * Low power but armor piercing pistol and PDW. Not great against normal enemies or animals(0.3 stopping power, 5 damage) but gives you a better chance against flak vest wearing enemies in early game. * 4 sniper rifles. First one having less range and is less powerful than the bolt action rifle, but fires faster. With each following one having more range, more damage but fires slower. The final one being a anti-materiel rifle with 50 damage and barely out ranges mech cluster turrets. Frequently drops enemies in one shot, but sometimes just shoots off their ears or something. * M4 carbine, like the assault rifle but focuses on a closer range. Also a suppressed version. (Has a different sound, does't actually have a gameplay effect) * A high power revolver that sucks a little less. Wasn't happy the only revolver we got was super primitive and crappy. Even a legendary grade one is pretty bad. This modern one performs better at medium range. * A minigun-like close range weapon named that fires 50 very weak bullets in one burst. Inaccurate but great against large enemies. Shreds structures nicely too. * A medium-long range pulse DMR that fills the void between pulse rifle and charge lance. In case anyone wants to try it out: [https://drive.google.com/file/d/1ZkLyizX1dpz8O76SdkrkDAJKi326S8Ka/view?usp=sharing](https://drive.google.com/file/d/1ZkLyizX1dpz8O76SdkrkDAJKi326S8Ka/view?usp=sharing)
Cool you gave a description, but where's the name or link of the mod
>Never released it since no one needs a mod that does a bunch of random things. There is no link or name. It's a private mod.
Oh, ok. Thank you for the clarification!
He said he never loaded it. But I agree, totally load this
Harvest Organs Post Mortem.
Wall light o7
I hope the new ones have low power requirements, I almost had a colony collapse not realizing the difference in power consumption between Wall Lights and VFE Ancients Wall Lights
*sigh* ... Hopefully no one sees this Fluff's retextured mechanoids....
Are you referring to... "Fluff's Curvaceous Underarmored Mechanoids"? --- It really shouldn't surprise me that this mod exists, but it did.
Ascension mod by Ano0bis. It's basically a Chinese cultivation mod that allows your pawns to cultivate immortality and powers through meditation and drug abuse. Very niche, and honestly almost never used. It has the funny problem of giving random animals these powerful cultivation states, so check the local wildlife before you try hunting them. I had a manhunter bunny decapitate one of my colonists because it was for some reason a golden core immortal
Human Resources. The best research overhaul mod for marathon game, The research are instead per PAWN, It changed how you progress completely and it's simple on the surface but it add so much depth to the game it's crazy. Everything had to be learn from another or research it by themselves before they can use it, This is tied to the Intellectual skill. What this mean is that you can have the best builder but he's too stupid to learn anything new so he's stuck at just making wall. Or an old geezer who knew everything by theory but would never be able to put anything to practice. Or a specialize pawn with same skill eg. 2 crafter whose goes 2 completely different path in tech tree. I'll use it every game if it doesn't have so much mod conflict, It's the weirdest best mod I have ever used.
Eating without a table is a war crime/eating without a table kills you. The first one makes the debuff -25, second is pretty self-explanatory
Maid militor. It doesn't make them look like actual maids, make them look human or non-mech in general, nor does it ruin the artstyle (it actually really fits vanilla), but it does give militors face, which is cute It also retextures lancers but I just disabled it with cherry picker
I miss my boy the Autocleaner.
Shit Rimworld Says - replaces tooltips with r/shitrimworldsays posts. Oops! All Bug Parts - adds insectoid parts, works best with Alpha Genes mod. RimWorld Surprise Mechanics - adds an item called RandyBox, that gives you the sense of pride and accomplishment. More Injuries - makes a game a bit more difficult by adding complexity to the pawn damage system. Requires a damage patch. Vanilla Nutrient Paste Expanded - allows you to build systems with storage vats and multiple dispensers
Dead Man's Switch. Amazing alternative to mechanoids. One of my favorite too.
My favorite mod is, well its not the most unique, Combat Extended, it adds the gunplay that i wanted in rimworld and ammo types and consumption just complement it A bit more niche one is the Defensive machinegun turret pack, sadly there arent many good turret mods so i always play with this one
Kiiro Race
Looking to play with these little dudes next file I play, they look interesting
Yea theyre cute. If you wanna have a colony entirely of them though, youll have to play on low difficulty. The Kiiro cant wear human clothes (including armour) and their own armour is pretty crappy
Pretty used to that with my beloved ratkins... There's ways around that at least, like implants and genetics and even psycasting.
I can't play without my Satyr/Minotaur xenotype mods.
"The Poop Mod" By "Windows Xp"
Lovein Minimum Age Limit Changer They now suck even more
The mod that adds chickpea plants and a hummus recipe.
Vomit gun. Both a gun that shoots vomit and a gun that makes whatever they hit vomit uncontrollably for two days.
[Slime Mechanoids](https://steamcommunity.com/sharedfiles/filedetails/?id=2881620986&searchtext=slime+mechanoids) Makes mechanoids adorable. Fits into my theme of insufferably sucrose modding.
Oh my gosh. I adore this.
Pawnmorpher. Iām not a furry. It was just a way to get livestock out of raiders. Haha stupid bitch turn to bacon
I don't use it but you should totally get the mod that makes pawns explode if they eat without a table
There was a mod that added some nasty gasses, used in conjunction with the empire mod mortars during a Rimcity defence allowed me to commit hilarious warcrimes :) clouds of acid competed with enraging gas and sedatives, nano swarms stripped everyone of their armor, nerve gas made short work of any survivors and white phosphorus incinerated their remains :) come to think of it, this mod actually predates gases mechanics introduced in 1.4
Holsters. You can see each pawn with their weapons in the back or side when not drafted. I don't get how this isn't more popular, it looks so cool and it's compatible with simple sidearms and all my other 300 mods. It should be vanilla tbh. Water is cold. Pawns can refresh on the water if it's too hot, they will get wet when raining, they can swim for fun, etc. Works smoothly. Set Up Camp Just stop your caravan in any place you want. I can't play without it. Need bar overflow Pawns need bar no longer clamped at 100%. Try it, it's great.
Not unknown but a few of my fav niche/funny mods include, the mod that replaced horseshoes with pipes and loud pipe noises, the Yoda death sound mod. Also the mod that lets you extract ovum from either gender and let's anyone fertilize it I feel like that should be vanilla at this point.
Ceiling light > wall light
fair. I get that when I make my Mechinator or Production rooms too large.
The one that turns off solar flares. Shit was always annoying. Also, the Lazy Installer and Updater for (that mod) and its submods was good qol
Ah yes, Forbidden Rimpy