Overview
This guide will present you with the best mods workshop has to offer. We will focus on compatibility (aka no red errors on debug log) and, mainly, not breaking the vanilla balance of the game. Whenever a mod alters the balance, I will tell you. MODs not update and with serious compatibility issues will not be considered. For credibility issues, almost 2.500 hours of gameplay here, mostly modded. English is not my native language, as you could see, so expect some grammar and syntax erros.
IMPORTANT INFORMATION
IMPORTANT INFORMATION
CORE MODS
CORE MODS
GRAPHIC ENHANCER MODS
GRAPHIC ENHANCER MODS
SOUND ENHANCER MODS
SOUND ENHANCER MODS
QUALITY OF LIFE MODS (QoL)
QUALITY OF LIFE MODS (QoL)
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Room Sense
[link]Another one that colours up your rooms. Have bars that substitute that nefastous number system in every block and other things. Simple bars that shows your room cleaness, beuty, richness and overrall status. Another very important mod. Chheck in the bottom right square to find it.
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What is my Purpose
[link]Create a box in pawns bar that shows what he/she is doing. In a first glance, I didnt see extreely usage for this. But…. 100 hours later an 60 sad colonists, this became one of my favourites. Really simplifies you a lot of clicks to get the objective.
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Startup impact
[link]Time to blame that little *&%$* mod that take your precious time to load. With this mod you may see, individually, how much time each one of your mods takes to load. Usefully to turn off mods that you barely use but takes a lifetime to load.
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RuntimeGC
[link]Its a cleaner, just like CCleaner, but for rimworld. Has its up and downsides. Visible difference on low end rigs.
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Blueprints
[link]Stop making the same room everytime you got a new colonist. With blueprint, make a room and copy it to create another one (included floors and furniture!) in seconds. You will still need the materials and a pawn to construct it, of couse.
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Numbers
Ever asked yourself which colonist has the best shoot accuracy? Or compare the outfits among them? This colonist overview tab allows a lot of comparing without the need to open multiple tabs or search every colonist on the map.
* You will have a red error if you use this with dubs mints menu, because both use the Z for keybinding tab. Just change one of them in options menu to resolve this.
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Medical Tab
[link]Create, in the bottom bar a tab with medical information about all your colonists. In one click, compare all colonists manipulation, blood filtration and other medical status. Very useful.
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Pharmacist
[link]As the description says, never let your colonist again use your glitterword medicine on gutworms. Establish who receive and what kind of aid will receive, in few clicks.
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Animals Tab
[link]Make animal tab much more logic and simplier. Slaughter all of that usele… cough cough* beautiful yorkshire herd that recently joined your home! See the egg progression of all your hens in just one tab. And a lot more!
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Heat Map
[link]Create an icon in the bottom right screen that enable, in a colorful way, to check the temperature in every room of your base. Blue colors are cold and red colors for hot. Simple as that!
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DontBlockDoorMod1.0
[link]It major action: prevent itens to be dropped on same tile as doors, preventing it to not close. Finally.
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Roof Support 1.0
[link]Creat a pillar of any material to support your roof. Use 1 tile and prevents roof falling that certainly would cost an eye of your colonist when deconstructing rooms.
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Relations Tab
[link]Reform relations tab transforming numbers in visual links. See each faction leader. See all your colonist linked togheter in a way like affection tab in xenoblade series.
* if you have more than ten differents races/factions installed, when you acesses the tab, the links will literally explode. Go to mod options and set “initial temperature value” to 0.0005 or 0.005 (sorry, can’t remember now) and it will correct this anomaly).
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Inventory Tab
[link]Where in the world is my automatic cluster turret stolen in last month caravan?
Never lose an iten again. Serach with this mod in every stockpile, colonist pocket or dead pocket and find your item!
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Color Coded Mood Bar
[link]In a blink of the eye, see in what mood your pawn is (pawn background color). Extremely useful, this one don’t even spend a click to tell you it’s results.
* My friends always spoils me that I do not use Colonist Bar KF 1.0. Simple a matter of not getting with it. Too much information for a little space, didn’t get in my taste.
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Show Draftees Weapon
[link]Draft your pawn and see in the colonist bar witch weapon he/she is using. Very simple but very useful.
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RPG Style Inventory
[link]Changes display of pawn inventory Tab to a way better visually RPG style and a way better functionality. For example, see apparel degradation by color bar in a very beauty way. Very important.
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Dismiss Trader
[link]OMG, I don’t believe their tribal caravan have more than sixty members. What my grafic card will do about it?
Never suffer with slowing game because that tribal caravan with lots of junk… cough cough valuable itens stopping right above your farmfield. With one click, send them back home.
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Trade Spot
[link]Simple put a spot on the map where you want that caravans stop. Dont misuse it by puting the spot in the midle of a battlefield or near that marvelous raid group. God sees what you do in game, man…
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Animal Harvesting Spot
[link]Put a place spot in the map where your animal handler will go, then the animal will go, and it will be milked or cutted. No more animal products scattered over the map.
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Trade Ships Drop Spot
[link]Finally no more looking where those damn bought pods dropped. Waited so long for this!
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Show Mod Designators
[link]Click in an item, and in its description, see the mod that generates it. Very useful.
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QualityBuilder
[link]Do not, ever, load and load again (if your consciousness aloow this game mode) because that end table ended as awful as your extremy ugly pawn. With quality builder, set your best skilled contructor to build a masterpiece end table. He will automatically construct and demolish end tables until you got the quality you want. Of course, you may lose resources if the deconstruction process give you back less resources than you expent in constructing. I think that “deconstruct return fix mod” corrects this.
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Range Finder
[link]Double click ctrl with a selected pawn and you will have a weapon range continuosly turned on. Ctrl again and its off. Great for your sniper in that prisioner rescue quest with lots os enemies and turrets. No more wasting time calculating every step of your pawn in enemy field.
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Interaction Bubbles
[link]Now the social interaaction of your pawn appear as bubbles as they “talk” with other. The duration of this bubbles can be determined by you. I didn’t notice FPS drops with this mod. No more necessity of manually going to social tab to see what is going on with your colonists.
OTHER RECOMMENDED QoL MODS
OTHER RECOMMENDED QoL MODS