0:16 Replace Stuff 1:11 Camera 2:20 Dub’s Mint Mini Map 3:47 Color Coded Mood Bar 4:36 RimHud 8:19 Show Draftees Weapon 9:25 Numbers 13:55 Numbers Trait Add-on
I forgot RimHud was a mod, it's that good! It really feels like that info screen should just be part of the base game. Can't imagine playing without it.
Honestly, if I had the option, I would be okay with a 100% unprofessional, nonparty president. Not third party, nonparty altogether. It can't be worse than entrenched incumbents with outside interests, or so I would hope.
Manually selecting/and klicking things is an efford, wich is a price - sometimes i'm happy with a result because it costed me a price as opposed to that it was given by me by the game and taking it for granted, this increases my joy for playing the game. same goes for looking things up, that are not immediately apparent, it gives a sense of surprise and discovery. Also, think it adds to the replayability of the game, because the curve/slope of discovering new things is slowed down. I don't have a job - and have way to much time for timesinks like this. these mods are great for a quicker playtrough. Gamedesign choices are not in the objective facts buisness, but in the value buisness, and we all value different things for different reasons :) Thank you for taking the time to showcase these mods Francis!
I agree, that's actually why I'm not gonna go for the numbers mod, sometimes I like going into every detail by hand. That said, I wouldn't want to live without RimHUD for the stuff you need every single in-game day. Checking that your injured doctor still has a better tend quality than your second-best doctor who's not injured is not really a discovery ;) So yeah, I'm gonna go the middle path.
RimHUD and cheatiness: you can set the "Activity" item to only show for your pawns. Uncheck the "Other Humanlike" in the bottom right after selecting that element in the content tab.
I was just done with Brothgar's series on ONI mods, and here you are with a video about Rimworld mods. How serendipitous. Great video, good in depth explanation of each mod,thank you FJ. I do like QoL mods. Others are more hit and miss - I don't enjoy mods that move away too far from the OG, or anything that influences balance too much. Praise RimHUD! In regards to content expansion I love the vanilla extended animals and furniture mods. Just in case you're considering another video on mods.
Thanks. I was looking for mods that would improve my rimworld experience without breaking it like 2 or 3 days ago. This video is exactly what I needed. I will now install ALL of them.
I love RimHUD, too, but never noticed that settings icon. Very handy! I'll be using that to add the medical tend quality, thanks for the tip. Move speed is also great, I never noticed that (or is that custom too? Will add that!)
Great mod list! (So happy you included "NUMBERS"). But replace stuff and minimap I wouldn't recommend for new players, those dip into making game balance too easy. With replace stuff, you just don't have to worry about how far away your stockpile is from the construction project, or upgrading walls in the middle of combat, or upgrading freezer walls when the outside air is hot and could rot your food. It's convenient but it also removes risks.
I can't argue that their are cases were they help a little to much, but I find in most instances the same effect can be achieved with either to much planning or excessive micromanagement and time investment.
Could make a workshop collection with these mods and link it in the description, so that you could easily open it and subscribe to mods you want. Also there are several colour coded mood bar mods, from different authors, would clear that confusion as well
@@geraldp8022 steamcommunity.com/id/annoyingannoyance/myworkshopfiles/?appid=294100&browsefilter=myfavorites&browsesort=myfavorites&p=1 here i favorited the mods (the Harmony mood is a tool mod needed for colour coded mood bar mod)
While I've used many of these myself or at least heard of them, I never realized Rim hud was so handy. ooh, I saw Quill18 use Show Draftees Weapon but never knew what it was called. That's another super useful one. 😲Numbers could be a Very powerful mod for larger colonies and give me a reason to go beyond the 6-10 I usually stick with. Thanks for this video.
Thanks for putting together this list! I really like your mod selection but previously I just had to go through your videos and try to find when you mentioned a mod
Two others that I particularly like are "We had a trader?" which just puts up a notification on screen the whole time a trader is hanging around outside your base or in orbit, and "RaiderInfo" which tells you how many raiders are still on the map. Handy for drop pod attacks if there's a guy off destroying your solar array while you're busy dealing with the main force. I don't think they _particularly_ affect balance, unlike "Defensive Positions", which I love, but I understand kind of makes the most micro-managey part of a killbox and just puts it on a button, which kind of makes killboxes even more attractive.
This is a great list, and like usual your clear explanations are interesting even for this 300 hour+ player. I use most of these mods and Numbers and RimHUD in particular I consider essential. That said, I don't want to, but I gotta do this. I gotta be THAT guy... There are no actual "just QoL mods." I get what you mean in that "in comparison to mods that directly affect balance, like VE or Fluffy's Breakdowns or LMV's Deep Storage or Simple Sidearms (all of which I use) they have a minimal effect on the game," but all of the mods make the game easier, some subtly, some not so subtly. Sometimes these mods enhance vanilla in ways that Ludeon would probably agree with and were probably left out due to development constraints, but sometimes not. One of the core design philosophies is "the best stories come out of doing what you can with what you've got" so it seems at least somewhat intentional that not having complete information is part of not having complete control over the pawns (Of course the other design philosophy would be "mods rule," which is somewhat counter to my point, lol). For example, a mod that told you what the best potential romance partners would be so that you could make sure to have the pawns spend time together would just be "providing more information," but that's definitely unbalanced. Here's how I feel some of the mods in the list make gameplay easier: 1. Replace Anything removes the chance that I've finished the deconstruction but not reconstruction when the raid shows up, and it removes the PITA / micro factor that makes me less likely to do it. Allow All and Haul+ fall into this category as well. 2. Gaining more information with RimHUD and Numbers allows me to make much better decisions much faster. Without numbers my pawns would be using "my best guess" weapons rather than the best ones available for the job, I'd lose more pawns/time/resources to medical events, and I'd make wrong assumptions about who's the best pawn for a job. Yes, I COULD dig into the numbers in the regular interface, but I wouldn't if it weren't as easy as those mods make it. Sometimes, especially when I'm kicking butt because I'm spending lots of time crunching stats and the Yayo song comes on, I get the feeling the game is telling me not to. 3. Mini-map greatly lessens the chance that you won't see something happening on the map. I love it for the fast-map move but don't use it anymore. The lack of complete awareness seems to be an intentional design choice -many of my most hair-raising, epic moments come from realizing I'd missed something going on off screen. Anyway, just my thoughts. And I'd add Fluffy's Work Tab to the list, even though it's probably the least "just QoL" of them all.
Everyone has a slightly different threshold on what they think is acceptable. I think the core of the matter is the game has a pause button. Every mod listed just provides a feature that you could use by pausing the game and making a lot of clicks. On uncomfortable difficulties I ended up pausing a lot to do things to give me an edge I needed. I am that person who will keep scanning the map again and again to see if I missed any enemies. So excluding the replace stuff mod, I feel like the mods listed just allowed me to relax and enjoy playing the game more. It also allowed me to get more game played in less time, your time is valuable. I don't think the QoL debate will ever truly be solved.
@@FrancisJohnYT Yeah I don't disagree with that at all (and of course use almost all the same mods). I definitely agree that the QoLs help me to relax, but then I find that my most relaxing sessions are the ones when I'm the most divorced from the consequences and can laugh off or empathize with the breaks and mistakes. That's one of the things that I like about your playstyle. I won't have time for another week or so but on my next playthrough I'm going to do your tomb-raider run precisely because taking a break from base design seems really relaxing.
3:14 my Tribal Jedi Collective take great offense to this! But yes, my next playthrough will be For The Empire, so I am definitely going to need to pick up a few of these mods. Thanks Francis!
I believe those quality of life mods are also worth mentioning: Better pawn Control Better Workbench Management Designator Shapes Area Unlocker ItemListSelector WeaponStats Everybody Gets One And a side note, rimhud can show trade price improvement too :P
'Better Pawn Control' *used* to (1.0) have a conflict with the Animals tab in game; it wouldn't allow you to 'one-click-zone-control' them, option never even showed up. Fixed in 1.1-1.2? cheers R.
Replace stuff does have one benefit that isn't just QoL, you never 'break' the room, like you would if you deconstructed the wall - This is especially powerful if you are playing in a really cold climate, and deconstructing a wall will kill your heat, and maybe your crops.
You sure about that? I thought that for a split second their is no wall and the temp equalizes instantly? Either way I still consider it QoL as if you are using greenhouses you have the skills or resources to replace a wall without negative consequences.
@@FrancisJohnYT It even says so in the mod descriptions "Because Replace Stuff doesn't break down the existing building, this means: Upgrading walls doesn't break the room, and keeps freezers indoors and cold." Maybe it's just because I've been playing Sea Ice Challenge, but it's not a negligible benefit
Just as an FYI, while not complete gospel Dubwise who made the minimap mod and other mods has a list of mods that can be laggy, and color coded mood bars can steal quite a few frames lategame. I think there are a couple of other ones as well, and the best is Smart Colonist bar
how accurate i started with searching for replace stuff mod. like my very first mod ever. And i learnt how to actually use the numbers mod. i am under using it so far
Another part of dubs mino map is the ability to highlight every other copy of a thing on the map. Want to know where that pawn dropped that doomsday? Click the magnifying glass and click the doomsday you have in your warehouse it will highlight the one put in the field.
Wait a minute. You showed off Sir White. Did you get him out of the spaceship?? We need him and Anita back! EDIT: OMG it's the gang, all back! I've missed this crew since that series ended.
amazing stuff, appreciate the detail you give as a lot of people just list the mods and give a brief reasoning. Do you stream the game at all or do a let's play?
I was tempted to put in allow tool but it can allow you to do a few things that are maybe a little more than QoL. I use both allow too and achtung, the ability to drag pawns out in a line and priority haul are just so handy.
That minimap would be nice as a featue, lets say you install radar -> minimap appear, solar flare/no power take down radar -> minimap goes down. tiny imersion.
I didn't see it in the list of videos, but what about WeaponStats mod? It shows the weapon DPS and also shows what gear the pawns are wearing and the %HP of it.
Since I made the last base lovin video 3 days ago I have gotten 7 more submissions, at that rate I can never catch up on base lovin unless I do nothing but it. So since I will never have enough time I guess I'll just have to be pickier and sleep less :) So why not try rimworld bases as well.
@@FrancisJohnYT Please don't sacrifice your sleep for this. You could put up a notification video of sorts requesting people to not make more submissions until ""X date", for example.
It's fine, I have this week off so I'm going to go through and categorize the lot and give them a rough label, then I can group interesting one's together and do a little compare and contrast of features. It should be easier that way. Also have a couple of other non standard things I want to do. Oh also birthday party :)
I would also suggest "Animal Tab" and "Animals Gender On Caravan" - the former allows filtering your animals, and assigning all currently visible ones to a single defined area, that's sometimes a huge click- and time- saver. The latter should be obvious, makes it much easier to f.ex. avoid sending potentially pregnant female pack animals with a caravan.
I've always found it annoying that you have to mod to replace stuff. But I realized after you mentioned though, they have a dam medical system that is realistic... ish, and really in depth. So I guess same goes for building. You have to demolish the old or build in a different place, just like in real life. I never thought about it till you mentioned it. Just modded it moved on, and was confused why they hadn't implemented it. Totally forget its an RP game sometimes
The role playing is fine. I just find half demolishing a wall to replace and then repeating the process is not difficult it's just time consuming. It's like the example of getting pawns to put on foil helmets during a drone, I can and have manually gotten pawns to put them on. But that is not fun or difficult to do, it's just time consuming and usually done while paused. With numbers you can get it done in a few clicks and get on with your game, more fun gaming for less time invested.
@@FrancisJohnYT oh yeah totally agree, it's the old problem that some aspects of realism can be fun. Like dupes needing the toilet. Wiping their ass however, would not be fun =) p.s Same person, phone account
I'll see your mood bar and raise you a rest and food bar, "Dynamic Portraits." Also, gotta have Deep Storage, bc throwing everything on the floor is lamesauce.
@@FrancisJohnYT It's great for seeing who needs food before combat and waking up sleepers at 90% to get their butts to work. Deep storage is nice because he actually made an effort to make it balanced with cost, type, and time it takes to interact with storage shelves.
Some of these I will add but I disagree strongly that some give an unfair advantage. Unless their was a research project to give you this tech. I guess some people like to RPG in their games more.
Thanks for some good learning! I have seen a mod that lets you se how well your pawns have cover or chance to hit a specific target in a handy toolbox if you have them selected and hover over them, but i cant find that mod or function. Does someone know how to make that happen?
The best thing about the camera+ is the ability to disable "zoom to mouse". And its such a shame that the game is essentialy unplayable without some of these mods. Its as if the creator treats information obfuscation as a mechanic. Hotkeys was the first one i installed. Having "Cancel" be two menus deep with one of them not even having a hotkey is insane. Its been forever since ive had a game give me wristache within an hour of playing from all the mouse movement.
The last mod "Numbers trait AddOn" is requiring two "Numbers" mods that are not the one you are linking to, that is made by shakeyourbunny. How do I solve that?
Also very handy when recording videos, you hotkey the location where the camera is on when you stop recording. Then later when you start recording again you can go back and start from that location so as not to confuse the viewer.
@@FrancisJohnYT Sounds useful for the purpose of your cuts :) I'd have a few recommended mods that shouldn't change the balance of the game in any way but provide decent QoL improvements - trade helper - smarter construction - KV trading spot - no forced slowdown - wall light (this one might affect balance a bit)
I actually had trade helper in there recorded and all, (just before the numbers mod) but it was causing an error to pop up so I could not in good conscience recommend it. I did find it really handy. Wall light is a bit less time saver and more easier to make rooms. Will have to check out the rest.
@@FrancisJohnYT If it's a yellow then shouldn't be an issue, but it's all up to you. I still hope to one day see a better trade screen, the one we have rn is rather confusing (for me personally). Good luck :)
ONI is a very different beast, it actually much more straight forward to play. Well I suppose pliers is a must have.... You know what I'll do a bit of research but I'm pretty sure ONI would be a much shorter video.
Oh you are in for a treat, you can colour code based of trait. So you could have all the cannibals highlighted in red if you want. You will be able to skim through a sea of potential recruits and only need to look at cannibals.
Yo, I can't happen to find the Traits AddOn for 1.2, as I am using a DMR free version of Rimworld i do not know how to acces the steam workshop. I find it really cool and helpful, anyone can help?
Hey guys can anyone help me out with the mods. I have tried using the numbers mod and every time I try to use it the game freaks out on me. I dont know if I am using an outdated version of the numbers mod and the modder made a new one or what. (The Numbers mod is yellow but the numbers add on is still white) Sorry I dont know much about modding rimworld
It's great for sample video's. I hate demonstration videos that are only in fake hypothetical bases. Also my last playthrough was on hardcore so I don't have any saves from it that I can use for demonstrations and tutorials, was a bit of a mistake on my part.
0:16 Replace Stuff
1:11 Camera
2:20 Dub’s Mint Mini Map
3:47 Color Coded Mood Bar
4:36 RimHud
8:19 Show Draftees Weapon
9:25 Numbers
13:55 Numbers Trait Add-on
thank you!
13:24 sorts by 'time on-fire'... lol, what a game
I forgot RimHud was a mod, it's that good! It really feels like that info screen should just be part of the base game. Can't imagine playing without it.
Oh my freak'n nuts
He mentioned Command & Conquer and Red Alert in it, childhood gaming on point
Those memories! Good times.
@@mirjanbouma establishing battlefield control
standby
reinforcement has arrived
I'm still playing CC sometimes there are great mods, I wouldn't play vanilla ofc
@@Yuyu93Salmi *flashbacks of the good kind*
"...you don't have to be looking around the map like some sort of savage..." Francis for Prez 2020
Honestly, if I had the option, I would be okay with a 100% unprofessional, nonparty president. Not third party, nonparty altogether. It can't be worse than entrenched incumbents with outside interests, or so I would hope.
I don't have Rimworld installed and I will never benefit from this mods. But these quotes are why I watch these videos.
Oh, the pawns of series 1.
I miss you so.
You luceferium junkies, immortal zombies and mostly robotic Cyborgs.
They changed that world forever, it was a much more sparsely populated place when they left.
@@FrancisJohnYT some say for the better.
Manually selecting/and klicking things is an efford, wich is a price - sometimes i'm happy with a result because it costed me a price as opposed to that it was given by me by the game and taking it for granted, this increases my joy for playing the game.
same goes for looking things up, that are not immediately apparent, it gives a sense of surprise and discovery.
Also, think it adds to the replayability of the game, because the curve/slope of discovering new things is slowed down.
I don't have a job - and have way to much time for timesinks like this.
these mods are great for a quicker playtrough.
Gamedesign choices are not in the objective facts buisness, but in the value buisness, and we all value different things for different reasons :)
Thank you for taking the time to showcase these mods Francis!
I agree, that's actually why I'm not gonna go for the numbers mod, sometimes I like going into every detail by hand. That said, I wouldn't want to live without RimHUD for the stuff you need every single in-game day. Checking that your injured doctor still has a better tend quality than your second-best doctor who's not injured is not really a discovery ;) So yeah, I'm gonna go the middle path.
Note that rimhub shows information that is not visible anywhere in vanilla, which technically removes it from the quality of life mods
RimHUD and cheatiness: you can set the "Activity" item to only show for your pawns. Uncheck the "Other Humanlike" in the bottom right after selecting that element in the content tab.
Great guide! And yes, as usual - "I will install a dozen qol mods and thats all"... -"200 mods, wait what?"
I was just done with Brothgar's series on ONI mods, and here you are with a video about Rimworld mods. How serendipitous. Great video, good in depth explanation of each mod,thank you FJ. I do like QoL mods. Others are more hit and miss - I don't enjoy mods that move away too far from the OG, or anything that influences balance too much. Praise RimHUD!
In regards to content expansion I love the vanilla extended animals and furniture mods. Just in case you're considering another video on mods.
I love how the mini map pings when the raiders attack your pawns/walls.
Thanks. I was looking for mods that would improve my rimworld experience without breaking it like 2 or 3 days ago. This video is exactly what I needed. I will now install ALL of them.
Defensive Positions. There are so many good QoL mods, but defensive positions is definitely the one that has reduced annoyance the most for me.
Thank you FJ. Even tho you talk about such a relatively simple thing i do enjoy listening to you and what you have to say 😀
(looks at my 530 modlist)
what a fine addition to my collection
Damm, how long does it take the game to load. From desktop to playing I'm about 3 minutes and I only have about 20 mods.
keep on the great work, u really do great tutorials, greetings, Spooky
I love RimHUD, too, but never noticed that settings icon. Very handy! I'll be using that to add the medical tend quality, thanks for the tip. Move speed is also great, I never noticed that (or is that custom too? Will add that!)
Great mod list! (So happy you included "NUMBERS").
But replace stuff and minimap I wouldn't recommend for new players, those dip into making game balance too easy. With replace stuff, you just don't have to worry about how far away your stockpile is from the construction project, or upgrading walls in the middle of combat, or upgrading freezer walls when the outside air is hot and could rot your food. It's convenient but it also removes risks.
I can't argue that their are cases were they help a little to much, but I find in most instances the same effect can be achieved with either to much planning or excessive micromanagement and time investment.
Could make a workshop collection with these mods and link it in the description, so that you could easily open it and subscribe to mods you want. Also there are several colour coded mood bar mods, from different authors, would clear that confusion as well
Yeah i have this a issue on the steam workshop you search for a mentioned mod and there is like a ton of mods with the exact same name.
@@geraldp8022 I wanted to make a collection just now, but i actually have to own the game haha
@@geraldp8022 steamcommunity.com/id/annoyingannoyance/myworkshopfiles/?appid=294100&browsefilter=myfavorites&browsesort=myfavorites&p=1
here i favorited the mods (the Harmony mood is a tool mod needed for colour coded mood bar mod)
Good points, have linked each individual mod in the description and have put together a collection that is also linked.
While I've used many of these myself or at least heard of them, I never realized Rim hud was so handy.
ooh, I saw Quill18 use Show Draftees Weapon but never knew what it was called. That's another super useful one.
😲Numbers could be a Very powerful mod for larger colonies and give me a reason to go beyond the 6-10 I usually stick with.
Thanks for this video.
It's good to see Asshopper again
Thanks for putting together this list! I really like your mod selection but previously I just had to go through your videos and try to find when you mentioned a mod
Two others that I particularly like are "We had a trader?" which just puts up a notification on screen the whole time a trader is hanging around outside your base or in orbit, and "RaiderInfo" which tells you how many raiders are still on the map. Handy for drop pod attacks if there's a guy off destroying your solar array while you're busy dealing with the main force. I don't think they _particularly_ affect balance, unlike "Defensive Positions", which I love, but I understand kind of makes the most micro-managey part of a killbox and just puts it on a button, which kind of makes killboxes even more attractive.
This is a great list, and like usual your clear explanations are interesting even for this 300 hour+ player. I use most of these mods and Numbers and RimHUD in particular I consider essential. That said, I don't want to, but I gotta do this. I gotta be THAT guy...
There are no actual "just QoL mods." I get what you mean in that "in comparison to mods that directly affect balance, like VE or Fluffy's Breakdowns or LMV's Deep Storage or Simple Sidearms (all of which I use) they have a minimal effect on the game," but all of the mods make the game easier, some subtly, some not so subtly. Sometimes these mods enhance vanilla in ways that Ludeon would probably agree with and were probably left out due to development constraints, but sometimes not. One of the core design philosophies is "the best stories come out of doing what you can with what you've got" so it seems at least somewhat intentional that not having complete information is part of not having complete control over the pawns (Of course the other design philosophy would be "mods rule," which is somewhat counter to my point, lol). For example, a mod that told you what the best potential romance partners would be so that you could make sure to have the pawns spend time together would just be "providing more information," but that's definitely unbalanced. Here's how I feel some of the mods in the list make gameplay easier:
1. Replace Anything removes the chance that I've finished the deconstruction but not reconstruction when the raid shows up, and it removes the PITA / micro factor that makes me less likely to do it. Allow All and Haul+ fall into this category as well.
2. Gaining more information with RimHUD and Numbers allows me to make much better decisions much faster. Without numbers my pawns would be using "my best guess" weapons rather than the best ones available for the job, I'd lose more pawns/time/resources to medical events, and I'd make wrong assumptions about who's the best pawn for a job. Yes, I COULD dig into the numbers in the regular interface, but I wouldn't if it weren't as easy as those mods make it. Sometimes, especially when I'm kicking butt because I'm spending lots of time crunching stats and the Yayo song comes on, I get the feeling the game is telling me not to.
3. Mini-map greatly lessens the chance that you won't see something happening on the map. I love it for the fast-map move but don't use it anymore. The lack of complete awareness seems to be an intentional design choice -many of my most hair-raising, epic moments come from realizing I'd missed something going on off screen.
Anyway, just my thoughts. And I'd add Fluffy's Work Tab to the list, even though it's probably the least "just QoL" of them all.
Everyone has a slightly different threshold on what they think is acceptable.
I think the core of the matter is the game has a pause button. Every mod listed just provides a feature that you could use by pausing the game and making a lot of clicks. On uncomfortable difficulties I ended up pausing a lot to do things to give me an edge I needed. I am that person who will keep scanning the map again and again to see if I missed any enemies. So excluding the replace stuff mod, I feel like the mods listed just allowed me to relax and enjoy playing the game more. It also allowed me to get more game played in less time, your time is valuable.
I don't think the QoL debate will ever truly be solved.
@@FrancisJohnYT Yeah I don't disagree with that at all (and of course use almost all the same mods). I definitely agree that the QoLs help me to relax, but then I find that my most relaxing sessions are the ones when I'm the most divorced from the consequences and can laugh off or empathize with the breaks and mistakes. That's one of the things that I like about your playstyle. I won't have time for another week or so but on my next playthrough I'm going to do your tomb-raider run precisely because taking a break from base design seems really relaxing.
Oh my, thank you so much for this!
Really well presented, as per ususal.
cheers Francis.
3:14 my Tribal Jedi Collective take great offense to this! But yes, my next playthrough will be For The Empire, so I am definitely going to need to pick up a few of these mods. Thanks Francis!
The minimap can be linked to technology research or a building, if you think it is too powerful.
Thank you so much for this!
I believe those quality of life mods are also worth mentioning:
Better pawn Control
Better Workbench Management
Designator Shapes
Area Unlocker
ItemListSelector
WeaponStats
Everybody Gets One
And a side note, rimhud can show trade price improvement too :P
'Better Pawn Control' *used* to (1.0) have a conflict with the Animals tab in game; it wouldn't allow you to 'one-click-zone-control' them, option never even showed up.
Fixed in 1.1-1.2?
cheers R.
@@wreckcelsior it works fine for me
Holy cow I didn't know there was an addon to Numbers for traits. That's amazing!
You can even colour code traits as well so they stand out more.
A great set, and surprisingly I was already using several of them.
Wall lights is the best addon ever, they don't occupy square and looks much better.
Replace stuff does have one benefit that isn't just QoL, you never 'break' the room, like you would if you deconstructed the wall - This is especially powerful if you are playing in a really cold climate, and deconstructing a wall will kill your heat, and maybe your crops.
You sure about that? I thought that for a split second their is no wall and the temp equalizes instantly? Either way I still consider it QoL as if you are using greenhouses you have the skills or resources to replace a wall without negative consequences.
@@FrancisJohnYT It even says so in the mod descriptions
"Because Replace Stuff doesn't break down the existing building, this means:
Upgrading walls doesn't break the room, and keeps freezers indoors and cold."
Maybe it's just because I've been playing Sea Ice Challenge, but it's not a negligible benefit
@@AQJ_DK I'm betting your experienced enough to make your rooms the right way first time round :-)
Still gotta replace steel walls with brick as you can afford it ;)
Excellent list! Love the explanations. I would only add “Allow Tool” to your list. Great mod that adds the ability to haul specific things.
Just as an FYI, while not complete gospel Dubwise who made the minimap mod and other mods has a list of mods that can be laggy, and color coded mood bars can steal quite a few frames lategame. I think there are a couple of other ones as well, and the best is Smart Colonist bar
Nice, thanks for the info
Oh this is handy, thanks!
Hella useful, thanks!
"Smart Colonist Bar" is a good alternative for "Color Coded Mood Bar". The later is known to be quite a lagger.
how accurate i started with searching for replace stuff mod. like my very first mod ever.
And i learnt how to actually use the numbers mod. i am under using it so far
Another part of dubs mino map is the ability to highlight every other copy of a thing on the map. Want to know where that pawn dropped that doomsday? Click the magnifying glass and click the doomsday you have in your warehouse it will highlight the one put in the field.
All of these mods should be part of the base game.
Can you make the mods authors name more clear? I noticed especially with Numbers that there are multiple instances all by different people.
Wait a minute. You showed off Sir White. Did you get him out of the spaceship?? We need him and Anita back! EDIT: OMG it's the gang, all back! I've missed this crew since that series ended.
amazing stuff, appreciate the detail you give as a lot of people just list the mods and give a brief reasoning. Do you stream the game at all or do a let's play?
in terms of game balance mods, have you taken a look at dubs hygene? I love it
I'd like to make a suggestion to include the mod "Brr and Phew". Really useful for tackling heatstroke, cabin fever and hypothermia.
Allow tool and achtung are 2 of my must have too. Specially Allow tool.
I was tempted to put in allow tool but it can allow you to do a few things that are maybe a little more than QoL. I use both allow too and achtung, the ability to drag pawns out in a line and priority haul are just so handy.
@@FrancisJohnYT I think you are right about AT changing some stuff. They are minor but it certainly does.
modmanager and rimsaves are also essential
Show draftees weapon is baked in now.
Took them a couple of years, but totally worth the wait.
one dislike is Mia the chunky example for colored mood bars.
That minimap would be nice as a featue, lets say you install radar -> minimap appear, solar flare/no power take down radar -> minimap goes down.
tiny imersion.
mmm command and conquer
I didn't see it in the list of videos, but what about WeaponStats mod? It shows the weapon DPS and also shows what gear the pawns are wearing and the %HP of it.
Can you explain your heat trap? It looks awsome
A heat trap maze/killbox in action.
ruclips.net/video/jAaT366cAdU/видео.html
Is there a possibility of a "colony check"? where you look at people's RW bases? or would your schedule overflow?
Since I made the last base lovin video 3 days ago I have gotten 7 more submissions, at that rate I can never catch up on base lovin unless I do nothing but it. So since I will never have enough time I guess I'll just have to be pickier and sleep less :) So why not try rimworld bases as well.
@@FrancisJohnYT Please don't sacrifice your sleep for this. You could put up a notification video of sorts requesting people to not make more submissions until ""X date", for example.
It's fine, I have this week off so I'm going to go through and categorize the lot and give them a rough label, then I can group interesting one's together and do a little compare and contrast of features. It should be easier that way. Also have a couple of other non standard things I want to do. Oh also birthday party :)
@@FrancisJohnYT happy birthday!
Happy bday!!
I would also suggest "Animal Tab" and "Animals Gender On Caravan" - the former allows filtering your animals, and assigning all currently visible ones to a single defined area, that's sometimes a huge click- and time- saver. The latter should be obvious, makes it much easier to f.ex. avoid sending potentially pregnant female pack animals with a caravan.
I would mention a few more but i'd end up listing about at least 100 lol.
Achtung! and Haul urgently are super handy though
I've always found it annoying that you have to mod to replace stuff. But I realized after you mentioned though, they have a dam medical system that is realistic... ish, and really in depth. So I guess same goes for building. You have to demolish the old or build in a different place, just like in real life. I never thought about it till you mentioned it. Just modded it moved on, and was confused why they hadn't implemented it. Totally forget its an RP game sometimes
The role playing is fine. I just find half demolishing a wall to replace and then repeating the process is not difficult it's just time consuming. It's like the example of getting pawns to put on foil helmets during a drone, I can and have manually gotten pawns to put them on. But that is not fun or difficult to do, it's just time consuming and usually done while paused. With numbers you can get it done in a few clicks and get on with your game, more fun gaming for less time invested.
@@FrancisJohnYT oh yeah totally agree, it's the old problem that some aspects of realism can be fun. Like dupes needing the toilet. Wiping their ass however, would not be fun =) p.s Same person, phone account
I'll see your mood bar and raise you a rest and food bar, "Dynamic Portraits." Also, gotta have Deep Storage, bc throwing everything on the floor is lamesauce.
I'm going to give Dynamic Portraits a shot it looks amazing.
@@FrancisJohnYT It's great for seeing who needs food before combat and waking up sleepers at 90% to get their butts to work. Deep storage is nice because he actually made an effort to make it balanced with cost, type, and time it takes to interact with storage shelves.
Some of these I will add but I disagree strongly that some give an unfair advantage. Unless their was a research project to give you this tech. I guess some people like to RPG in their games more.
Thanks for some good learning! I have seen a mod that lets you se how well your pawns have cover or chance to hit a specific target in a handy toolbox if you have them selected and hover over them, but i cant find that mod or function. Does someone know how to make that happen?
The chance to hit is built in. If you have a pawn target an enemy or another pawn you can see the chance to hit in a pop up.
The best thing about the camera+ is the ability to disable "zoom to mouse".
And its such a shame that the game is essentialy unplayable without some of these mods.
Its as if the creator treats information obfuscation as a mechanic.
Hotkeys was the first one i installed.
Having "Cancel" be two menus deep with one of them not even having a hotkey is insane.
Its been forever since ive had a game give me wristache within an hour of playing from all the mouse movement.
I have to install hotkeys, that cancel thing has been annoying me.
Even with that its far from perfect. But its much better.
Very useful, thx :)
The last mod "Numbers trait AddOn" is requiring two "Numbers" mods that are not the one you are linking to, that is made by shakeyourbunny. How do I solve that?
Works fine for me, I am using the mods listed in the description.
I like yo suggest pharmacist mod . The Best medicine for every situation so no more glitterworld medicine on those social fight bruises
Well tbh camera hotkey locations is a very RTS feature specially useful in pvp.
Also very handy when recording videos, you hotkey the location where the camera is on when you stop recording. Then later when you start recording again you can go back and start from that location so as not to confuse the viewer.
@@FrancisJohnYT Sounds useful for the purpose of your cuts :)
I'd have a few recommended mods that shouldn't change the balance of the game in any way but provide decent QoL improvements
- trade helper
- smarter construction
- KV trading spot
- no forced slowdown
- wall light (this one might affect balance a bit)
I actually had trade helper in there recorded and all, (just before the numbers mod) but it was causing an error to pop up so I could not in good conscience recommend it. I did find it really handy. Wall light is a bit less time saver and more easier to make rooms. Will have to check out the rest.
@@FrancisJohnYT If it's a yellow then shouldn't be an issue, but it's all up to you. I still hope to one day see a better trade screen, the one we have rn is rather confusing (for me personally). Good luck :)
12:39 how did you do that changing multiple drop down boxes at the same time???
You hold down left click and drag. It works for a bunch of the menus.
I didn't know Camera+ had an save for camera spots ^^'
does anyone know if he uses a mod for return transport pods? I saw him using something like that in his previous video
Don't have a mod like that, but have used the Farskip ability to return home with.
yaa how dont you have 120+mods
can you do the same for ONI
ONI is a very different beast, it actually much more straight forward to play. Well I suppose pliers is a must have.... You know what I'll do a bit of research but I'm pretty sure ONI would be a much shorter video.
he only uses the snip utilities mod in ONI, i think
Can you search by traits with numbers mod. Gonna download the addon. I have a mod that gives every pawn up to 8 traits. I am looking for cannibals
Oh you are in for a treat, you can colour code based of trait. So you could have all the cannibals highlighted in red if you want. You will be able to skim through a sea of potential recruits and only need to look at cannibals.
@@FrancisJohnYT thankyou. Really easy to keep cannibals fed. Have like 15k human meat in 3 giant freezers. Plus the skin sells high
Yo, I can't happen to find the Traits AddOn for 1.2, as I am using a DMR free version of Rimworld i do not know how to acces the steam workshop.
I find it really cool and helpful, anyone can help?
Sorry no idea, I have only ever used the steam version.
Have a look at the "Rimpy" download manager. There should be a tutorial here if you search and it absolutely works for me.
After many days, at last i found a site that let you download the mod just by copy-paste the steam workshop url.
Problem solved :]
could not find numbers trait addon mod ㅠ_ㅠ
You might like the Hotkeys mod I wrote.
sold
Hey guys can anyone help me out with the mods. I have tried using the numbers mod and every time I try to use it the game freaks out on me. I dont know if I am using an outdated version of the numbers mod and the modder made a new one or what. (The Numbers mod is yellow but the numbers add on is still white)
Sorry I dont know much about modding rimworld
That in general means your using the older version.
@@haroldadriaansen1344 what's the new version
why did you come back to that old run?
It's great for sample video's. I hate demonstration videos that are only in fake hypothetical bases. Also my last playthrough was on hardcore so I don't have any saves from it that I can use for demonstrations and tutorials, was a bit of a mistake on my part.
the minimap would be even better if there is some kind of radio station that needs to be manned in order for it to pop up
Why is Sora 3 Poor? lol
I honestly can't remember, that was a testing map for bedrooms so I may have been testing dirt floors on her.