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LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

Reik posted:

For a first playthrough, do people typically recommend vanilla no mods? What about the expansions?

If it winds up going on for long enough without a string of catastrophes ending it all, most mods can be added to a game in progress. If they can't be, their workshop page will almost always say so.

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Piell
Sep 3, 2006

Grey Worm's Ken doll-like groin throbbed with the anticipatory pleasure that only a slightly warm and moist piece of lemoncake could offer


Young Orc
Copying from me from earlier in the thread, a list of mods that are still entirely vanilla gameplay but some UI/ease of use that I still recommend even if you want a vanilla experience

Piell posted:

Basically Required Mods: Prepare Carefully, RimHUD, Allow Tool, Replace Stuff, Dubs Mint Menus, Color Coded Mood Bar, Work Tab if you want no real changes to the gameplay and just want a better UI/less micromanagement. Add Pick Up and Haul, Share the Load, Deep Storage (or other increased storage mod), Dub's Bad Hygiene, Trading Spot, CleaningArea if you're ok with some gameplay improvements.

Mods that don't change gameplay and that aren't necessarily required but are very good
Veinminer lets you click a mineable thing and it will select every connected one that is same type. Makes it so you don't have to babysit mining out big chunks of steel.
QualityBuilder lets you set a minimum quality level for something and it will keep being destroyed and rebuilt until you get an item of at least that quality.
Room Sense lets you toggle between displays to easily check room beauty, cleanliness, etc.
Ranged DPS gives you an actual way to easily compare ranged weapons.
Level Up lets you know when a pawn increases or decreases in skill.
Auto Cut Blight automatically sets the blighted plants to be cut when the event triggers.
Simple Search Bar adds a search bar to a bunch of things.
Show Draftee's Weapon shows what weapon a pawn has equipped when they are drafted.
Trade Helper greatly improves the trading screen.
Best Mix (Continued) lets you order an item to be made with the best materials you have based on a certain criteria (best cold resistance, best sharp resistance, best blunt damage, etc)
Better Spots make crafting/butchering/etc spots actually look distinct.
Settlement Descriptions prints the faction description into the settlement description (more useful if you have a bunch of new factions).

Prepare Carefully has been basically replaced by Character Editor but the rest should still be good

Piell fucked around with this message at 02:41 on Aug 27, 2022

Azhais
Feb 5, 2007
Switchblade Switcharoo
Prepare Carefully/Character Editor let you cheese pretty hard if you're going for a vanilla feel.

RandomPlus at least means you still have to random, it just rolls for you, so you end up a little less optimized anyway
https://steamcommunity.com/sharedfiles/filedetails/?id=1434137894

Other Mods:
Dub's Mint Minimap
https://steamcommunity.com/sharedfiles/filedetails/?id=1662119905

Prepare Landing
https://steamcommunity.com/sharedfiles/filedetails/?id=1095331978

isndl
May 2, 2012
I WON A CONTEST IN TG AND ALL I GOT WAS THIS CUSTOM TITLE

Piell posted:

Copying from me from earlier in the thread, a list of mods that are still entirely vanilla gameplay but some UI/ease of use that I still recommend even if you want a vanilla experience

Prepare Carefully has been basically replaced by Character Editor but the rest should still be good

I think Veinminer is redundant if you have Allow Tool, or at least I have the ability to right-click the Mine widget and get the option to mark connected ores for mining from somewhere.

DoubleNegative
Jan 27, 2010

The most virtuous child in the entire world.
Better Workbench Management lets you rename job bills. It also lets you copy all the jobs at one workbench and paste them on another, while leaving them linked so changes on one reflect on the other.

To give an example, say you have a job set up on your kitchen to make simple meals, and you don't want your colonists to use milk. Setting one of the stoves to not use milk will propagate the change to every other workbench with the linked bill. It eliminates a lot of tedious fiddling with the bill menus if you're setting up an industrial-grade workshop.

Goast
Jul 23, 2011

by VideoGames

Reik posted:

For a first playthrough, do people typically recommend vanilla no mods? What about the expansions?

honestly the mods make the game but you should learn the basics without the added stuff

it's kinda jank and railroads you into the "get the gently caress outta this planet" objective, but it's difficult enough to make you lose in fun ways before you solve the vanilla game

that allows you to find what you do and don't like and mod the gently caress out of it, just beware the forever initial load times that can occur

Azhais
Feb 5, 2007
Switchblade Switcharoo
Which reminds me, you should also get the better loading screen mod so you can better appreciate how long it takes to load your 400 mods

Goast
Jul 23, 2011

by VideoGames
rimworld really is a different game to every player and the mods are what allows for that

it's just a question of learning what the vanilla game is, and what you want the game to be

Goast
Jul 23, 2011

by VideoGames
also never, ever alt tab away from the launch loading screen when you have mods

click the button and walk away until its done, that poo poo will crash for no reason if you click anywhere or press any buttons

Ms Adequate
Oct 30, 2011

Baby even when I'm dead and gone
You will always be my only one, my only one
When the night is calling
No matter who I become
You will always be my only one, my only one, my only one
When the night is calling



Couple of quick mod questions;

Is there anything out there that lets you charge visitors to use, say, entertainment objects? Kind of want to make some kind of debauched casino-club-cinema complex to sit alongside Gastronomy and Hospitality.

Is there anything out there that adds new skills? I ask because I saw a screenshot of RJW that added a Sex skill and whilst the notion of a level 20 sex god with archotech bits is amusing, it's not really the kind of thing I'm interested in for a game like this. But the possibilities for adding new skills do intrigue me.

And I guess I'm always curious about lesser known mods people dig, especially those that were first released after Ideology dropped.

Thanks babes!

E; also can you do things like invite visitors to take part in a ritual? Whether you'd want to let them would vary wildly by what it is, but a bunch of chill hippies throwing a party would absolutely be cool with the trader caravan hanging out for example.

Ms Adequate fucked around with this message at 08:19 on Aug 27, 2022

pixaal
Jan 8, 2004

All ice cream is now for all beings, no matter how many legs.


Reik posted:

For a first playthrough, do people typically recommend vanilla no mods? What about the expansions?

Add mods during the run as things annoy you. You'll probably have bad starts anyway trying to figure out surviving the first the year.

If the UI is bothering you though dont wait to lose search for a mod ask for a mod. Someone probably knows something. Even if you go you know what would make my day, if a Beholder came. Because there is a dnd monster mod.

isndl
May 2, 2012
I WON A CONTEST IN TG AND ALL I GOT WAS THIS CUSTOM TITLE

Goast posted:

also never, ever alt tab away from the launch loading screen when you have mods

click the button and walk away until its done, that poo poo will crash for no reason if you click anywhere or press any buttons

I've never had the game crash during load and I'm always tabbed out for the loading sequence. I even got a mod to make a loud noise when the game finishes loading since it's in the background. :shrug:

Asimo
Sep 23, 2007


Goast posted:

also never, ever alt tab away from the launch loading screen when you have mods

click the button and walk away until its done, that poo poo will crash for no reason if you click anywhere or press any buttons
Eeh, alt-tabbing is fine. Just don't alt tab back in until it's done. :v:

GaylordButts
Feb 19, 2009

Asimo posted:

Eeh, alt-tabbing is fine. Just don't alt tab back in until it's done. :v:

In my experience that hasn't been a problem either. It will report the program as non-responsive, but if I click to wait it will still eventually figure itself out, even if I click away from it again.

Eiba
Jul 26, 2007


isndl posted:

I've never had the game crash during load and I'm always tabbed out for the loading sequence. I even got a mod to make a loud noise when the game finishes loading since it's in the background. :shrug:
I know I could probably find it with a bit of searching, but do you happen to know what mod that is off the top of your head? It sounds really useful.

Duct Tape Engineer
Feb 16, 2005

Look at you, hacker: a pathetic creature of meat and bone, panting and sweating as you run through my corridors. How can you challenge a perfect, immortal machine?

Eiba posted:

I know I could probably find it with a bit of searching, but do you happen to know what mod that is off the top of your head? It sounds really useful.

Ding on Game Loaded

QuarkJets
Sep 8, 2008

I run a pretty small set of mods compared to most people, Vanilla is a complete and good game and I think it's made better by adding nuclear power, warcaskets, and enemy psycasters. But still a totally good game without those things!

Chef Boyardeez Nuts
Sep 9, 2011

The more you kick against the pricks, the more you suffer.
Counterpoint: load at least 400 mods sight unseen and step into chaos.

DoubleNegative
Jan 27, 2010

The most virtuous child in the entire world.
Someone on Reddit posted their RimFridge setup and this is a pretty smart idea.

Complications
Jun 19, 2014

Eiba posted:

I know I could probably find it with a bit of searching, but do you happen to know what mod that is off the top of your head? It sounds really useful.

Just leave the main menu music on. When the game loads, you'll hear the music start up.

Inexplicable Humblebrag
Sep 20, 2003

mm, not a fan of the one-wall thick freezer there. but wall freezers as walls makes a lot of sense

OwlFancier
Aug 22, 2013

Yeah I use part of that setup, put the kitchen adjacent to the main hall and put wall freezers in for the meal types. I usually just put some freestanding freezers in the kitchen for ingredients but making another wall betwen the freezer and kitchen would be a good idea too.

QuarkJets
Sep 8, 2008

Probably relies a lot on having stacks be 750 food ingredients rather than 75; at 75 you run out of ingredients pretty quickly. I like having the wall fridges for the dining room though, that's way better than a meal shelf

Not sure why the butcher tables are outside, iirc the penalty for being outside is the same as the speed penalty for bad temperature. I guess that way only cooks have access to the meat freezer and haulers can still pick up the leather?

Krowley
Feb 15, 2008

Inexplicable Humblebrag posted:

mm, not a fan of the one-wall thick freezer there. but wall freezers as walls makes a lot of sense

Would that be why he's got a wall of coolers for a pretty small area?

Mzbundifund
Nov 5, 2011

I'm afraid so.
They're probably outside because butcher tables are inherently dirty and they're trying to keep the kitchen clean.

Gadzuko
Feb 14, 2005
Someone in the comments of that reddit post suggests setting a fridge to a higher temperature and using it as a reliable incubator for eggs, which is something I never thought about or needed tbh but is interesting nevertheless

OwlFancier
Aug 22, 2013

I use the default stack size and it still helps, if you set the wall fridges (or kitchen fridges) to a higher priority it basically means that rather than your cook going in and out of the freezer to get ingredients every time, they can use them from the fridge and then someone comes along and hauls a stack to refill the fridges. If you make the freezer wall fridges then they don't even have to haul it into the kitchen, they just shuffle it into the wall fridges and your cook can take from there. Either way it eliminates some hauling jobs which is generally good.

Falcorum
Oct 21, 2010
You can also use the rimindustry rollers to keep the fridges topped up at default stack size

QuarkJets
Sep 8, 2008

Mzbundifund posted:

They're probably outside because butcher tables are inherently dirty and they're trying to keep the kitchen clean.

The meat freezer cleanliness doesn't really matter, though

Gadzuko
Feb 14, 2005
Butcher table outside means more room in freezer. I always leave it outside because the speed penalty is inconsequential and I want as much freezer floor space as possible

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

I just build a freezer annex connected by vents, put the butcher table in there, and eat the speed penalty for being freezing. Animal corpse storage zone is the floor of that room, except for a walkway between the door and the table, so once hauled they keep forever and once butchered the meat isn't ticking down on spoilage while waiting to be hauled into the freezer.

If I wind up needing to mass-manufacture kibble, a second butcher table with chair-adjacent freezer for meat and stool-stockpile for hay can be put into any work area, or have a new niche built for it to contain the inherent squick factor. I've not needed to do this, though, I'm just using the freezer table to turn any insect or human meat into kibble for my crows. They're from a mod and like chickens, they're small and hard to hit, but do more damage per strike so they have been fantastic ablative defenses.

Not really needed anymore since I've been further stacking gear Infusions anytime I get Masterwork devilstrand items out and into usage, but if ever I have every able fighter off the map at once the caretaker crew might have to expend them.

Reik
Mar 8, 2004
Thanks for all the input, gonna start without mods and add them if something irks me midway. Found a nice tropical rainforest I'm sure I'll get super malaria from in no time.

tracecomplete
Feb 26, 2017

Reik posted:

Thanks for all the input, gonna start without mods and add them if something irks me midway. Found a nice tropical rainforest I'm sure I'll get super malaria from in no time.

Don't be a fool.

You can't get super malaria without mods

Regular malaria will kill you dead just fine though

Mindless
Dec 7, 2001

WANTED: INFO on Mindless. Anything! Everything! Send to
Pillbug

Reik posted:

Thanks for all the input, gonna start without mods and add them if something irks me midway. Found a nice tropical rainforest I'm sure I'll get super malaria from in no time.

Beeline penoxiciline research and get it on the social drugs list as scheduled once every 5 days and you will be fine except for the flu, gutworms, and muscle nanobots.

Azhais
Feb 5, 2007
Switchblade Switcharoo
A jungle without junglelisks? What's even the point!?

Piell
Sep 3, 2006

Grey Worm's Ken doll-like groin throbbed with the anticipatory pleasure that only a slightly warm and moist piece of lemoncake could offer


Young Orc

Ms Adequate posted:

Is there anything out there that adds new skills? I ask because I saw a screenshot of RJW that added a Sex skill and whilst the notion of a level 20 sex god with archotech bits is amusing, it's not really the kind of thing I'm interested in for a game like this. But the possibilities for adding new skills do intrigue me.

Funny you should say that, check what just came out today.

Vanilla Skills Expanded

quote:

Vanilla Skills Expanded is a new mod that expands on the vanilla skills system by introducing expertise to the extremely broad skill categories that vanilla has. Only 1 expertise per pawn can be gained. Expertise can only be gained in skills with both a passion and more than 15 levels. In addition, other mods can add more to account for their own additions of tasks.

Expertise will allow your pawns to truly excel in specific skills that fit their abilities and backstories. From planet-known farmers and architects to professional chefs and master duelists, this mod aims to add much more character to all the pawns.

Expertise is a permanent choice, so be careful what you pick!

This mod also introduces three new passion types - critical passion, natural passion and apathy!

isndl
May 2, 2012
I WON A CONTEST IN TG AND ALL I GOT WAS THIS CUSTOM TITLE
I've thought about using wall fridges heavily before but decided against using them for inputs, especially because I'm not using a stack mod. Works fine for outputs, though usually I put it off for power/resource reasons and forget to do it entirely.

One thing I've been meaning to do was wall fridges for prison cells, to simplify feeding prisoners with smaller cells (to cut down on mass breakout risks) and keeping herbal medicine nearby without spoilage when the cells are going unused for a while. Which also reminds me that I need to figure out what's breaking Kanban Stockpiles so I can limit items to single stacks again.

Reik
Mar 8, 2004

Azhais posted:

A jungle without junglelisks? What's even the point!?

I traded my yak for a breeding pair of turkeys so the jungle turkey farm is on.

Telsa Cola
Aug 19, 2011

No... this is all wrong... this whole operation has just gone completely sidewaysface
The bug war modlist has expanded, that advanced mobility suit or whatever (those exosuits from avatar) are great for letting colonists go toe-to-toe with the jungalisks.

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Viscous Soda
Apr 24, 2004

Inexplicable Humblebrag posted:

mm, not a fan of the one-wall thick freezer there. but wall freezers as walls makes a lot of sense

I actually grabbed a mod so I could eliminate double walling, Insulation (Continued).

Insulating my current base was really necessary. I set the planets axial tilt to max, so it's around -10F in the winter and 120F in the summer, and you really lose a lot of space with double walls.

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