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@allaryin
Last active February 6, 2017 04:54
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Allaryin's Rimworld Modlist - a16

The mod collection is available on Steam at http://steamcommunity.com/sharedfiles/filedetails/?id=841353149.

A16 is in full swing with a rich assortment of mods finally available, so it's time to put together an interesting pack. This set of mods is pretty extensive so it might be a bit overwhelming and will definitely clutter your tech tree. But I like it, it feels like a good balance.

Mods marked with a (-) make the game tangibly easier (or at least more accessible). Mods with (+) have the potential to make the game significantly more difficult.

(!) HugsLib - Important library used by many a16 mods, load this first.

Fluffy's Mods

(-) Colony Manager - Adds in-game method for scheduling tasks, including several types of work that Crafting Hysteresis can't regulate for you such as animal handling, butchering, forestry and forraging). Also great for spreading tasks across multiple workbenches.

( ) Animal Tab, Medical Tab, Work Tab - UI improvements to the tabs in question. Of course, there is no vanilla medical tab, so if you only include one of these mods, that should be the one.

(-) Fluffy Breakdowns - Gets rid of the awful breakdown events that drain your settlement of components and replaces them with recurring maintenance tasks.

Misc UI

( ) Moody - A nice floating panel that gives you information on your entire colony's moods, skills, current tasks, and temperature comfort. Takes a bit to get used to and can occupy a lot of screen real estate, but it's worth a look.

( ) Wildlife Tab - Gives you a list of all of the wild animals on your map, along with some status information and easy tame/hunt buttons. Overlaps somewhat with functionality provided by Colony Manager, but entirely useful on its own.

Zorba's Mods

(-) Crafting Hysteresis - Adds a better control on when to resume work on recurring bills. Really nice for simple recurring tasks that should happen occasionally, but not constantly. Works very well in combination with Colony Manager once you realize what both mods can do.

( ) A World Without Hat - Hides hats on the colony summary at the top of the screen, but not in game. Lets you gaze upon their glorious hair and facial features.

( ) I Can Fix It! - Automtically replaces broken buildings with blueprints to rebuild. Good for things that burn or explode on occasion.

( ) Look At Me, I'm the Worker Now - Lets you force someone to take over a job for someone else... without having to cancel the original colonist's claim on the task first.

( ) Step Away From The Medicine - Gives you finer grained defaults for which levels of medical care to use on people/animals/enemies/friends/etc...

Gameplay Rebalances

( ) Hand Me That Brick - Allows haulers to take resources to blueprints instead of waiting for builders to do it.

(-) Efficient Light - Cuts the power cost of standing lamps to 25W.

(-) GHXX Tech Advancing - Allows your colony to advance in tech levels once they have fully researched their current tier. Mainly useful for tribal starts so you don't get a permanent research penalty even as you near the end of the tech tree. NB: Many mods add techs to the tree, and many of them add them at neolithic - which can make the first step a doozy here.

(-) Mad Skills (Tiered) - Softens the impact of skill decay so your people won't ever level down from it. There are two other versions of the mod out there with different behaviors, but this one is my favorite.

( ) Outfitter - Gives you way more variables for your colonists to base their apparel selection on. Also provides an additional UI tab for individual colonist outfit state (similar to, but much more informative and useful than the vanilla Gear tab, which remains unchanged).

(+) Crash Landing - Adds a new start mode (that is GLORIOUS) where you don't land on the planet gently, but in a rain of fire and steel. And possibly livestock. But definitely fire. Lots of fire. Even in games that don't start with this condition, the AI will occasionally rain ship parts on you. And light things on fire. But maybe give you cool stuff if you can save it first.

(-) Hospitality - The best mod. Adds the ability to interact socially with and build guest accomodations for visitors. They will use the facilities (instead of just standing in your garden or something) and might pay you for it. Based on their experience, your standing with their faction can change. You may also try to convince visitors from particularly friendly factions to join up (at a cost to standing - but less than if you had kidnapped them).

Medicine and Sanitation

(+) Psychology - Adds a ton more social/mental options to colonists. Also actively updated, so if you install it via the workshop, expect regular broadcasts from the developer explaining changes. Anxiety is bad.

(-) Expanded Prosthetics and Organ Engineering - EPOE. Adds multiple tiers of craftable prostheses and organs. Vastly improves medical care options in a base, and is very well balanced.

( ) A Dog Said (No Crafting) - Adds the ability to construct prosthesis for and perform surgery on animals. But because we have EPOE, we don't want this mod's crafting recipes.

( ) A Dog Said (EPOE Patch) - Adds the animal prosthesis recipes to EPOE benches. (Load after EPOE and A Dog Said)

( ) LT-DoorMat - A simple mod that adds craftable door mats upon which people may brush their feet. Building these inside your entrances will reduce the amount of time spent cleaning.

(+) Dubs Bad Hygiene - (Disclaimer: I've not used this mod yet). Supposedly adds hygiene needs and moods to colonists, so that's one more thing to juggle in your bases.

Gaps in the Tech Tree

(-) Medieval Times - This mod is big. Think of it as an expansion pack. It adds a plethrora of medieval tech options to the game (in between neolithic and industrial). It also adds factions (friendly and hostile) that use these technologies. Adds adobe as a building material and iceboxes as a refrigeration method.

( ) Medieval Coal - Adds a new fuel source (coal) to vanilla and Medieval Times structures that normally just burn wood. Also adds chemfuel as an acceptable input to fueled generators while it's at it.

(-) Industrial Rollers - Conveyor. Belts. Seriously. They're pretty cool, but kind of tricky to get working right. Each conveyor block works like a conduit and costs 5W of energy to power, but they can sort items, push and pull from stockpiles, and haul everything from your farm to your freezer to your kitchen and back to the freezer if you do it right.

( ) Power Switch - Of the several mods that upgrade the vanilla power switch, I like this one (Haplo's) the best. Allows you to trigger switches based on pawn proximity or time of day.

(-) RT Fuse - This wonderful mod allows you to control the damage from those otherwise completely random and unpreventable battery explosions that vanilla loves so much.

(+) Glitter Tech (No Surgery) - Again, the no surgery version because EPOE. This mod adds a lot of high tech end-game content... and factions that use it. Angry mercenaries with plasma rifles have ruined many of my colonies.

Food Production and Climate Control

(-) Vegetable Garden - Adds a ton of crops to the game, in tiers that need to be unlocked by research. Also adds more options for food production, preparation and preservation. Adds a spinning step to cloth production, the ability to blend leathers, and more options for producing drugs and medicine. Worth reading the whole feature list.

( ) GouRIMet - Adds a handful of more interesting cooking recipes, most notably eliminates simple meals in favor of "vegemush" and "meatballs". Also adds higher tier food that provides buffs and the ability to smoke meat over campfires for preservation. (Load after Vegetable Garden)

(-) FishIndustry - Adds a variety of fish that hunters can collect from water at a regular interval. At present, the production rate is a bit overpowed and the fishing pier must be forbidden to stop hunters from spending all day there... but it's a good way to supplement food or leather production.

( ) RedistHeat - The best mod. Adds tiered heating and cooling options as well as improved vents. Previously, this mod had a ducting system for carrying heat around the base, but that is not included in the initial a16 release.

(-) RimFridge - Adds small refrigerator units for keeping 1-2 stacks of something frozen (at -10C). The power cost is actually quite balanced, and this can dramatically improve your kitchen efficiency.

Security

( ) More Vanilla Turrets - Adds a handful of nicely balanced gun emplacement options (both powered and manned) to the game that fit in with the overall vanilla aesthetic. Also lets you dig shallow moats.

( ) Barbed Wire - Adds the ability to run barbed wire across fields to slow your enemies down. Does not provide them any cover, but slows them down dramatically as they cross it.

(-) ED-Embrasures - The best standalone embrasure mod (Jaxxa's). Provides walls with holes in that you can shoot through. They are full height and can support ceilings. Not to be confused with Medieval Times' embrasures, which are not full height walls and can be scaled.

Cosmetic and Other

( ) FacialStuff - Adds a bunch of variety to colonist faces.

( ) FashionRIMsta - Adds a reasonable number of new clothing options to the game, including skill-enhancing work clothes for various professions (like chefs and doctors). Goes well with Outfitter.

( ) MoreFloors - Adds a couple dozen new flooring designs so you don't get sick of staring at the same wood and granite floors all day.

Early this year (Jan 2017), I decided to record a modded a16 let's play series - primarily using mods from the above list. But the mods I am using in the play series differ slightly from the Steam workshop pack... so here is the full actual list in the exact (somewhat random) order I added them in my prologue video for the series.

  • HugsLib
  • Mod List Backup - Tool to easily save and load modlists.
  • Dermal Regenerator - Skully's mod to remove scars, will try to use this if I ever tech up to this level :)
  • EPOE
  • Colony Manager
  • Medical Tab
  • Work Tab
  • Animal Tab
  • Wildlife Tab
  • ED-Embrasures
  • GlitterTech (No Surgery)
  • RT Fuse
  • Misc Training
  • Efficient Light
  • More Vanilla Turrets
  • Crash Landing
  • [T] More Floors
  • Power Switch
  • Mad Skills (Tiered)
  • GHXX Tech Advancing
  • Medieval Times
  • Psychology
  • FashionRIMsta
  • FishIndustry
  • Hand Me That Brick
  • Crafting Hysteresis
  • Vegetable Garden
  • Industrial Rollers
  • Misc Bees'n'Honey
  • Barbed Wire
  • Step Away From The Medicine
  • Look At Me, I'm The Worker Now
  • I Can Fix It!
  • Facial Stuff
  • A Dog Said... (No Crafting)
  • A Dog Said... (EPOE Compatibility Patch)
  • RimFridge
  • Packified Animals - Allows a few other animals to be used as beasts of burden for caravans.
  • GouRIMet
  • Set-Up Camp - Allows caravans to choose to temporarily camp (for hunting, healing, etc...).
  • Misc MapGen FactionBase - Adds more interesting map types when raiding the neighbors.
  • RedistHeat
  • Camping Stuff - Adds more options for caravans when setting up camp (tents, butchering spots, etc...).
  • UV Ground Lights - More options for lighting hydroponics farms.
  • Moody
  • Path Avoid - Adds a layer to designate alternative pathing priorities to regions of the map.
  • Medieval Coal
  • Travel rations: MREs - Adds craftable travel meals.
  • Fluffy's Breakdowns
  • Outfitter
  • Hospitality
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