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twice burned ice
Dec 29, 2008

My stove defies the laws of physics!
Thanks for the tips. I figure I'll stick entirely vanilla until this colony flames out. So far, so good, although I'm out of steel without enough to build a deep drill on a steel hotspot. Poor planning on my part.

Is there a list of the most helpful QoL mods anywhere?

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Danaru
Jun 5, 2012

何 ??
Those of us with giant mod lists generally accrued them one mod at a time, dont feel like you can only go vanilla or installing dozens at a time :v:

Mr Luxury Yacht
Apr 16, 2012


Yeah start with a few QOL things and eventually you'll be like the rest of us with somewhere just under 100 mods.

Katt
Nov 14, 2017

Can someone post a screenshot of a ship design that can tackle NPC capital ships?

I have 40 heat sinks and they burst into flames after a single volley from an NPC capital ship. And they have 20 radiators venting into space.

Danaru
Jun 5, 2012

何 ??
Show us your ship, fresh eyes might be able to spot what's not working. I only have 35 or so heatsinks and my shields are high impenetrable

Fajita Queen
Jun 21, 2012

Mr Luxury Yacht posted:

Yeah start with a few QOL things and eventually you'll be like the rest of us with somewhere just under 100 mods.

That is massively lowballing the average mod collection tbh

Katt
Nov 14, 2017



Still way early as I had to slice away like 80% of it to stop lag. It used to have twice as many bedrooms which is why the commons room is so large.

I need to close off the free airspace between the heat sinks and the rest of the ship but I get overheating problems otherwise from the generators.

The game is really finicky when it comes to vents and the game declaring a vacuum because I moved a wall.

StrixNebulosa
Feb 14, 2012

You cheated not only the game, but yourself.
But most of all, you cheated BABA

If anyone in here wants a basic vanilla / QOL list of mods try mine!

StrixNebulosa posted:

Strix's Mod List - for the most convenient/fun playthrough of this game.

HugsLib + Harmony - required for mods to work, set them at the top of the load order.

QoL - overall focus on stuff that should be in the game imho

Prepare Carefully - so popular I'm not linking it. Lets you customize your pawns before starting the game.

Psychology - linked because it's the 1.1 unofficial version. Makes your pawns more interesting, BUT trigger warning, it adds a mental break called "self-harm" where your pawns will snap and harm themselves. It's gross and out of place, but rare enough that I put up with it for the rest of the mod.

Interaction Bubbles - lets you actually see what your pawns are talking about instead of having to open the social tab, honestly this one should be in the base game it's so good and flavorful

Camera+ - because zooming in is fun

Allow Tool - useful UI buttons that remove tedium.

Animals Logic - Adds a bunch of useful functionality to animals that just makes sense - like animals owning beds

Pharmacist - tells doctors to use the right meds for the job; i.e. no glitterworld meds for a papercut. also sets global restrictions on who gets what meds so your prisoner doesn't get glitterworld meds.

Damage Indicators - makes what's invisible visible so you can see numbers flying out when damage is done.

Home Mover - lets you move things. It also links to Minify Everything, which lets you move walls as well. This is basically more QoL stuff.

Quality Builder - force pawns to rebuild furniture if it's not up to snuff.

While You're Up - fixes/adds to hauling so pawns are better about moving stuff around, especially if it's important.

Share the load - multiple pawns can deliver to a blueprint

I Clearly Have Enough - because come on, just because it's not in storage doesn't mean it's not available

Where is my weapon - Downed pawns will go get their weapons when they can walk again. sometimes.

GreenRim - makes green biomes have more growth in 'em. A forest should be full of trees, after all!
Beautiful Outdoors - Works hand in hand with GreenRim - makes outdoor stuff prettier. It's not OP either imho. I put these two under QoL because going outside IRL is one of the most beautiful things I can do for myself and I want my pawns to have that experience too.

Dubs Minimap - I can't play without it now

Faction discovery - if you add any factions to the game, use this to integrate them - even for in-progress saves.

Added items/interactions - because more is better.

Vanilla Expanded - a collection that adds vanilla friendly stuff, to the point that one of the mods from this set is now in the base game. There are also factions and weapons and all kinds of neat things that fit right in. Note that you need to make sure to remove the redundant 1.0 one - animals I think - that's now in the base game.

Bird Up - adds more birds to the game. They're regular birds so I think they're relatively balanced/vanilla-friendly

Animals Are Fun - Your pawns can fetch/walk pets! It's cute and makes sense - why have a dog if you can't play with it?

Utility Columns - pretty useful columns
RimFridge - fridges!

A Dog Said - animal prosthetics

Gamebreaking/twisting mods - add these to get away from vanilla

Stabilize Here - okay it should be in the base game but since it messes with difficulty I'll put it here. Lets a pawn heal a downed one on the spot.

Snap Out - your pawns can try to snap a pawn who is mental breaking out of it. Balanced, but it definitely changes from vanilla.

Expanded Prosthetic and Organ Removal - unsure how vanilla it is, haven't done much with it yet

Scar Removal Plus - using glitterworld meds, remove scars and other problems! This feels broken in the later game when you have access to glitterworld meds as then you can get rid of all those little debuffs you've picked up from combat.

Set up Camp - basically makes tiles enterable, and then you can mine or hunt or whatever. It makes thematic sense, but it also makes it super super easy to get steel and other minerals.

MendAndRecycle + HolyWasher - lets you repair, unmake, and wash taint off of clothes

Autocleaner
Misc Robots - these two add roombas and similar to the game. They're balanced in that they're expensive to research and build, but once you get one they're SO handy they belong in this category

Better Infestations 1.1 - messes with infestations!

Hospitality - makes it so you can toggle beds as guest beds, and then guests will arrive on a regular basis and use your rec area and eat your food and befriend your pawns. If they had a good time they'll leave behind goodies. I like the flavoring but it messes with balance and what you need to build - I have a guest barracks now. BE SURE TO LOAD IT LAST.

Realistic Rooms - shrinks the room size so a smaller room doesn't make a pawn unhappy.

Mad Skills - Tweaks to how skills decay/gain, adjust to what you like

Alpha Animals - adds weird sci-fi/magic critters, some are extremely dangerous, adds fun challenge and flavor
Magical Menagerie
Dinosauria
Megafauna

GouRIMet - adds new food options that I think are OP now that I've used them. They're pretty and add flavor but yeah, they fill up pawns too much. I'll go without it next time I think.

Warehousing - storage mods

Stack XXL
Deep Storage - best balanced, best looking imho

Danaru
Jun 5, 2012

何 ??

Katt posted:



Still way early as I had to slice away like 80% of it to stop lag. It used to have twice as many bedrooms which is why the commons room is so large.

I need to close off the free airspace between the heat sinks and the rest of the ship but I get overheating problems otherwise from the generators.

The game is really finicky when it comes to vents and the game declaring a vacuum because I moved a wall.

Looks like your aft shield would block the radiators from venting heat, fission generators and weapons also generate heat so theres a good chance your heatsinks are getting overloaded before anything even touches your shields.

twice burned ice
Dec 29, 2008

My stove defies the laws of physics!

StrixNebulosa posted:

If anyone in here wants a basic vanilla / QOL list of mods try mine!

Thanks for this!

Katt
Nov 14, 2017

Danaru posted:

Looks like your aft shield would block the radiators from venting heat, fission generators and weapons also generate heat so theres a good chance your heatsinks are getting overloaded before anything even touches your shields.

I thought the shields blocked the radiators regardless of if they covered them or not.

Danaru
Jun 5, 2012

何 ??

Katt posted:

I thought the shields blocked the radiators regardless of if they covered them or not.

Nope, if the radiators are outside of the shields, they'll vent just fine. If you scroll back up to my ship, all my radiators and heatsinks are out of shield range while also still protected by the hull. It doesnt matter for the heatsinks, but the radiators cant do anything inside of an active shield

Danaru fucked around with this message at 20:08 on Jul 13, 2020

StrixNebulosa
Feb 14, 2012

You cheated not only the game, but yourself.
But most of all, you cheated BABA

twice burned ice posted:

Thanks for this!

:cheers:

I'm no longer willing to play vanilla/close to it because mods are super super fun and crazy, but I will absolutely vouch for my modlist being a good time as I played to victory (royalty method) and had a really satisfying cheat-free game.

Now I'm still trying to figure out what my long-haul third game should be (I want to go to space) and I have 300+ mods and I just need to figure out if I want to go full naked brutality/random crash site or stick with the urban map or go more generic or hmmmmm.

Katt
Nov 14, 2017

Danaru posted:

Nope, if the radiators are outside of the shields, they'll vent just fine. If you scroll back up to my ship, all my radiators and heatsinks are out of shield range while also still protected by the hull. It doesnt matter for the heatsinks, but the radiators cant do anything inside of an active shield

I just assumed it was a balance thing to close the shields and then build up heat as much as you could handle and then drop the shields to vent it out. Oh well.


How do you guys get the insane amounts of components that this mod demands? On the ground you can head out for scanned nodes and get like 1000 in 10 minutes but space is less rich and a lot more dangerous at that.

StrixNebulosa
Feb 14, 2012

You cheated not only the game, but yourself.
But most of all, you cheated BABA

If you want to look at some really pretty colonies: Rimworld Porn

Danaru
Jun 5, 2012

何 ??

Katt posted:

I just assumed it was a balance thing to close the shields and then build up heat as much as you could handle and then drop the shields to vent it out. Oh well.


How do you guys get the insane amounts of components that this mod demands? On the ground you can head out for scanned nodes and get like 1000 in 10 minutes but space is less rich and a lot more dangerous at that.

Rimfeller let's you create components five at a time, which is a godsend. Otherwise you're pretty much stuck making them one at a time or scanning

Katt
Nov 14, 2017

Well I won my first capital ship fight. Mainly due to the heat I saved after the first volley from my 10 capital lasers instantly blew up all my shields. The enemy then gladly chewed on my armor and crew while the capital lasers recharged.


The second volley from the lasers cut the enemy ship in half down the middle and blew up the bridge and so won me the fight.

My ship still got wrecked so still much work left to do.

PERMACAV 50
Jul 24, 2007

because we are cat
It wasn't on the list up there so I'll just toss in that I'm already a big fan of this trading mod, especially since I routinely trade a poo poo load of stuff all at once. This makes it so you don't have to scroll up and down your list to see what you've bought/sold.

QuarkJets
Sep 8, 2008

Sex Hobbit posted:

It wasn't on the list up there so I'll just toss in that I'm already a big fan of this trading mod, especially since I routinely trade a poo poo load of stuff all at once. This makes it so you don't have to scroll up and down your list to see what you've bought/sold.

I love QOL mods like these, those look like super clean and nice improvements to the UI

Danaru
Jun 5, 2012

何 ??
It's an extremely good mod, I mainly use it to highlight plasteel and steel since most of the time that's what I'm looking for

PERMACAV 50
Jul 24, 2007

because we are cat

QuarkJets posted:

I love QOL mods like these, those look like super clean and nice improvements to the UI

It also does the thing when you're loading up your caravan, so you don't make the mistake I made a couple days ago and leave without the bionic ears you're supposed to trade :suicide:

Killer-of-Lawyers
Apr 22, 2008

THUNDERDOME LOSER 2020
I see that you have heaters in the same room as the heatsinks. That's part of the problem. Isolate that room like you would a cooler, airlock it, and crank the radiators down to absolute zero. You won't ever hit it, I think my radiator room goes down to -360 or so, but it makes a huge difference. Then you don't even need to worry about being shielded, it takes a while to overheat a room that cold.

Also you have a ton of guns for that small of a heatsink bank anyways.

OGS-Remix
Sep 4, 2007

Totally surviving on my own. On LAND!

Sex Hobbit posted:

It also does the thing when you're loading up your caravan, so you don't make the mistake I made a couple days ago and leave without the bionic ears you're supposed to trade :suicide:

I'll definitely give this trading mod a try. Once I forgot to bring 1 more normal+ pistol after a 4 day journey. That was definitely a devmode fix.

OwlFancier
Aug 22, 2013

Killer-of-Lawyers posted:

I see that you have heaters in the same room as the heatsinks. That's part of the problem. Isolate that room like you would a cooler, airlock it, and crank the radiators down to absolute zero. You won't ever hit it, I think my radiator room goes down to -360 or so, but it makes a huge difference. Then you don't even need to worry about being shielded, it takes a while to overheat a room that cold.

Also you have a ton of guns for that small of a heatsink bank anyways.

Instructions unclear crashed game due to making entire map undego bose einsteinian condensation.

On the other hand, simulation performance greatly improved as all entities quantum superpositioned onto same tile. Render performance melted graphics card from excessive overdraw.

ughhhh
Oct 17, 2012

OGS-Remix posted:

I'll definitely give this trading mod a try. Once I forgot to bring 1 more normal+ pistol after a 4 day journey. That was definitely a devmode fix.

Can you not use orbital pods to drop off stuff? Is that not possible to do when traveling for trade missions? I have been using it to drop off supplies during outpost missions.

PERMACAV 50
Jul 24, 2007

because we are cat

ughhhh posted:

Can you not use orbital pods to drop off stuff? Is that not possible to do when traveling for trade missions? I have been using it to drop off supplies during outpost missions.

I've never tried orbital pods but when your caravan gets to the target settlement, there's a specific "fulfill trade offer" button separate from the usual "trade" one.

Leal
Oct 2, 2009
I'm pending quarantine after my brother tested positive for Covid and looked up mods. God drat they really came up with a lot more stuff lately haven't they? Anything in particular that stands out?

silentsnack
Mar 19, 2009

Donald John Trump (born June 14, 1946) is the 45th and current President of the United States. Before entering politics, he was a businessman and television personality.

With all the discussion of shipmod I gave it a try, and made this Ludicrous Death Elevator that can instantly teleport entire waves of manhunters/raiders (or the occasional merchant caravan) into space.

Danaru
Jun 5, 2012

何 ??
I gotta ask

silentsnack
Mar 19, 2009

Donald John Trump (born June 14, 1946) is the 45th and current President of the United States. Before entering politics, he was a businessman and television personality.

Danaru posted:

I gotta ask



lmao yea got like 330 mods active and I keep forgetting to delete the ones I never use (or disable pointless features like that one)

I think that was from RIMMSqol and I'd guess it means "customize your minions" but tldr: it's a redundant (and bad) character editor/rpglike powerup thing. That mod also adds a bunch of other halfbaked crap like two completely independent "make your own faction" mechanics, neither of which is ever worth using (except to transfer colonists/prisoners which is functionally teleport+cryptosleep, or to pay silver+materials to craft stuff you haven't researched)

...now that I think of it basically everything that mod does outside of the actual 'quality of life' options is tacked-on feature creep.



edit: also after some more goofing around with the modlist I found out that Move Steam Geyser works in space, since apparently very few features include a sanity check for that. Rimefeller for instance lets you build an oil derrick on top of nothingness, and drill into the abyss for petroleum.

Though there may have been other types of sanity check failures to enable creating this monstrosity:



Commercial Server farm in space, powered by nuclear, solar, geothermal (somehow) and even some loving windmills.



Also upgraded it to allow takeoff and landing as well as interstellar travel, because once you own the entire world you obviously take your Doomsday Bitcoin Rig to ruin other planets. Though apparently things get incredibly laggy once you start attaching engines, and running the pre-launch check just softlocks the game with an inescapable popup. Might have something to do with having a few thousand buildings loosely tied together by XL Hardpoints.

silentsnack fucked around with this message at 09:31 on Jul 15, 2020

Vengarr
Jun 17, 2010

Smashed before noon

Leal posted:

I'm pending quarantine after my brother tested positive for Covid and looked up mods. God drat they really came up with a lot more stuff lately haven't they? Anything in particular that stands out?

SOS2, Android Tiers, Rimatomics, Rimfeller, Rimworld of Magic are the big ones people are always talking about.

If you go by "most popular/subscribed" on the steam workshop you won't go wrong.

Katt
Nov 14, 2017

I don't know what I'm doing wrong but fighting a capital ship my shields can take about 3 volleys before they overheat. The room with the heat sinks never go above minus 150 and heat drains very slowly.



Everything is properly connected by conduits.

SugarAddict
Oct 11, 2012

Katt posted:

I don't know what I'm doing wrong but fighting a capital ship my shields can take about 3 volleys before they overheat. The room with the heat sinks never go above minus 150 and heat drains very slowly.
Everything is properly connected by conduits.

Electrical conduits or heat conduits? As for "heat drains very slowly", you need ALOT of ship radiators to be able to effectively vent heat during combat, less so if they're not covered by shields. Then again it could be whatever you're doing combat with. Dealing damage is more heat efficient than taking damage.

Katt
Nov 14, 2017

I'm already at the point where my ship is too big to fight capital ships without the lag almost stopping the game. Feels sort of unfair when you consider how big the enemy ships get to be and the game is like "no you need to half that size or we stop the game"

SugarAddict
Oct 11, 2012
All I can say is "surround your ship in poly beta walls" and/or "bigass spinal mount weapons for more space/heat effiency"

Katt
Nov 14, 2017

Are torps any good? Do the EMP ones work better against shields?

Killer-of-Lawyers
Apr 22, 2008

THUNDERDOME LOSER 2020

Katt posted:

I don't know what I'm doing wrong but fighting a capital ship my shields can take about 3 volleys before they overheat. The room with the heat sinks never go above minus 150 and heat drains very slowly.



Everything is properly connected by conduits.

Why do you have reactors in the rooms with your heatsinks?

Isolate your rooms and super chill the heatsink rooms.

edit: Also I don't know why your ship slows to a crawl, I have a big colony and a growing ship that has entire cruisers that I've taken over on the map to scrap and the game runs fine during a fight.

Katt
Nov 14, 2017

Killer-of-Lawyers posted:

Why do you have reactors in the rooms with your heatsinks?

Isolate your rooms and super chill the heatsink rooms.

The rooms are super chilled down to minus 217 and in the heat of battle they never go warmer than minus 150. I keep the reactors there because they generate a ton of heat and need cooling too.

Killer-of-Lawyers
Apr 22, 2008

THUNDERDOME LOSER 2020

Katt posted:

The rooms are super chilled down to minus 217 and in the heat of battle they never go warmer than minus 150. I keep the reactors there because they generate a ton of heat and need cooling too.

I dunno what's up with your heat system then, you should be able to take a lot of volleys.

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Katt
Nov 14, 2017

Killer-of-Lawyers posted:

Why do you have reactors in the rooms with your heatsinks?

Isolate your rooms and super chill the heatsink rooms.

edit: Also I don't know why your ship slows to a crawl, I have a big colony and a growing ship that has entire cruisers that I've taken over on the map to scrap and the game runs fine during a fight.

What's a growing ship? Mine is 163x153 but then it contains my colony.

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