Imagine if we could do something like that IRL. Whenever someone is in a vegetative coma, instead of offering to unplug them, the doc would offer to turn them into a happiness beacon by putting a weird thing into their head and then drugging them into an a artificial bliss forever.
yes i also love common sense its a real time saver to have pawns clean bedrooms before sleep and clean their work areas. only sucks if you have a ton of pawns that wont clean.
@@yanozera lol yep just make the room small because they will only clean in an area around the work station i like 5x7 or 4x8 for my kitchen and i also put drug labs
One thing I love in Numbers is you can display bad hediffs. I use it all the time to keep track of missing toes or fingers and install bionics late game.
You are one of the best rimworld youtubers out there. Keep finding myself on your videos when I am looking for Rim content and you never fail to disappoint.
Imma go shill this one really underrated mod: Fluffy Worktab Splits each worktype into individual tasks and gives more priority levels, so you can fully micro work priority, e.g... Have the passionate scrubs practice with safe jobs like make weed and coke while the chefs actually cook food Have everyone(specially largely useless slaves) bring stuff to builds first then the actual builder goes out and builds everything at once in a single trip, minimizing the back n forth Have cheerful speedy boys feed people instead of your neurotic elderly master medics and recruiters Have everyone prioritize helping the travelers pack up or unload without fully committing to just carrying crap around all day Lay out priority through multiple work types, like "First glue our people together, then our base, then grab the fresh healroot, feed the patient in case someone didn't get around to it and afterwards you can make your ikea sofas" Not have to deal with some goofy vanilla worktab design choices, like drug making being under crafting and thus risking your nerds getting into the dank rock crushing caves with the slaves Only allow psychos to deal with corpses
"Work Tab" is great, but it's a little too powerful for my tastes. 9 work priority levels is far more than I will ever use, same with changing the work priorities or zones based on the time of day. It's a mod for very skilled players. "Personal Work Categories" is great, but is also far too powerful for my tastes. It lets you split, combine, and merge ALL jobs in the. It is even more powerful than Worktab in some ways, though it lacks the schedule feature. "FSF Complex Jobs" is just about right for me. It splits what I need split (mainly the skilled crafting vs unskilled crafting, surgery vs nursing) while not making any complex changes.
That is a real QOL Mod List Francis John!!! I appreciate you taking the time to inform us about your personal favs. I have seen you use these mods many times and kept forgetting to look up your mod list.
Love these types of in depth explanation videos, I don't know how you are able to make them so enjoyable. Didn't know I missed so many quality of life features!
Colony Manager is great as well, adds a building and task for pawns to manage the colony for tedious recurring tasks like slaughtering surplus animals, clearing your killbox of vegation/cover and harvesting grown ambrosia plants. More on the other side of QoL you can add tasks for designating trees for chopping when you run low on wood etc., though colonists still have to spend time managing, which keeps it on the non-cheaty side for me. // Edit: More planning also came to mind, it's the default planning but with more color options in case you want to ... plan more I guess.
Colony Manager is a must have for me. The only feature I've used is the wood chopping, and I tell you that it changed everything. My colony always has at least 500 wood in it's stockpile. If I use some, it's stocked back up by the end of one in game day. That's easily worth 1-2h of work from one pawn. It can also be used for animals and hunting, but I prefer to handle that with the vanilla autoslaughter and drafted hunt (forgot which mod adds the latter). Oh, and I haven't tried it yet, but the "hunting squad" mod does most of the things colony manager does, with it's own spin on things. It sends hunters out in groups instead of solo, for example.
24:09 about putting the alpacas and other pen animals in the stockpile, you can put a pen marker in the storeroom and only tick the pack animal so they will be sent there, but mind that you have to tick it off on all other pen marker and also need to reverse it so they can be sent out to graze again.
Wow... Thank you. I had over 100 mods and you still showed me a whole bunch of new ones, all of them make the game more playable. This is why I have a small gripe over the new content cost, while it takes the solid work of the modding community to make the game actually enjoyable to play. Like i have at least 35 mods in my "almost vanilla" mod-list which is 99%QOL mods as a baseline. I have dubs bad hygiene on my really modded world as well, it TOTALLY changes the game style because suddenly you have to use the toilet twice a day and what happens when nature calls in the middle of combat...! I love this game so much and all because of the mods. Can you *imagine* trying to do half of what you do in vanilla? just a standard playthrough becomes tedious enough... What do you think of the haul to stack and common sense?? Heat statistics is another good one. So many awesome mods. I plan on donating to dubs one day, when i can spare something.
Never used pick up and haul, my policy to mods is to solve a problem that requires a lot of clicks. So it's very much reactive mod adding. As for common sense I don't mind a bit of manual cleaning it keep me honest and I still get the occasional food poisoning to remind me to stay on top of things. Though I can see how many would find that fustrating.
I used most of these already but found a few new ones to try out. Also... Allow Tool user for years here, and totally didn't realise I could right-click :)
Another one i like is the "Level Up!" mod. It's shows a small notification in the top left, and plays a sound when they level up. It also does that when they lose a level, so it's a good way to keep track of colonists that might be spending too much time on one job, and forgetting their other important job. There's also "Growing Zone Priorities (continued)". It allows you to set a priority on a growzone, so you can keep your food and devilstrand more important, and your smokeleaf less important.
@@rcwills So far i've only seen the one above their head. This mod makes it more clear if you aren't looking. Also makes it quite easy to hear if someone loses a level.
great video. I've just gotten back into rimworld and this list definitely helped. I already had some of the mods but had no idea what they did. One question... why are we extracting the skulls of the careful shooters at the end there?
The skulls thing was just from a thematic run, I was running a colony of quick shooters and we wanted skull spikes to up peoples mood. We could have taken random skulls but picking a type of pawn to hate was more fun.
Great list, Francis. One thing about "Manual Inventory Unload:" it even more useful with unzoneable animals! You can either make a loading pen or just pause and unload the animals when they are as close to your stockpile as they'll get. Since you can't zone them, it's even more useful to be able to drop everything without having to click through a dozen pack animals. And what about Fluffy's Work Tab!?!
I'm more of a complex jobs man myself, though I have heard good things about Fluffy's work Tab. I tend not to add mods unless they resolve an annoyance I am trying to get rid off.
OH MY FRAG. Aside from the fact that I had just added a load more mods that I didn't already have (pretty much have the entire list now, except for tainted clothing rename, since I don't think it's that worth it for me, but I know it's there if I change my mind), I have learned stuff about the mods I was ALREADY using since day one. I had no idea Haul Urgently WASN'T vanilla, since before I started the first time, I asked for a load of must-have QoL mods, and Allow tool, quality builder and Rimhud were top of the list. I can't imagine playing it without it. But I'cve been playing with Allow Tool for, like 300 hours and I never noticed the right-click menu on mining. Nor had I twigged I can change the display on Rimhud! I start to see now how people end up with 200 mods (I must now be pushing 60, the majority of which are just this stuff - QoL mods. (And only, what, 10% are extra content (of which Rimworld of Magic is the most extensive, the others add, like, one item). I even, before starting my current playthrough, went down the workshop and picked a load more stuff up, but there's big difference seeing it showcased and going "right, nNOW I see why you would want that!" I also have used Common Sense since the start, and Animal Logic I also found really useful.
It goes in waves for me, if I'm playing nomadic there are must have mods, if it's 100+ pawns different mods again, so I tend to go back through my mod list every so often and cull out the ones I don't need any more.
Since then, the alert/CTRL+F mods combo is out. They save a lot of time too. CTRL+F allows to find pretty much anything from either a text or an arbitrarily complex set of parameters Alert will use these searchs to put down an alert on the right when any such search finds a match. Things from manhunter wildlife to sick colonists, forgotten degrading weapons or forbidden animal corpses some predator did abandoned after their meal. A bit difficult to use, but so very useful!
I do understand that, it's just that the amount of leather excluding lost limbs never changes. Movement speed and surgery success chance tend to fluctuate a lot.
If I had a dollar for the amount of times a pawn walked to the very edge of map mined one block. Then proceeded to walk all the way home to eat a meal.
Oh that quality builder is going to save me some time I usually just tell them to build like 10 furniture in a space and then deconstruct the ones that are bad.
Was trying to avoid mods that change game balance to much, the ability to carry multiple items really does change the game a lot. I tend to stick with the caravan trick early on if I really need to move a lot of small items.
Succinct and comprehensive for quality of life mods with the example uses. Only thing that would make this better is a time index to the playback for each mod.
Much appreciated video. Wow. This game is fun, but there are so many holes of tedium that it feels unfinished. I guess others would say the joy is in the monotony if micro-managing every little task constantly, but it feels like it could be a much better game focused on events, travel and replays. My top recommendation is blueprints, but here are some more that are mostly QoL oriented. Going thru configuring these mods is some work but it pays off: Achtung AllowTool Better Bed Assignment Better Pawn Control Blueprints Camera Plus Caravan Adventures Colorblind Minerals convert cooldown notification Damage Indicators Dont Block Door Drop All Inventory Dubs Mint Menus Dubs Mint Minimap Fixable Mood Debuffs Alert Fluffys Mod Manager Fluffys Pharmacist Tab Fluffys Relations Tab Fluffys Research Tree Fluffys Work Tab Follow Me Food Alert Gear Up & Go Ground Targeter Heat Map Hold the Grenades Ignorance Is Bliss *this is for sensible game progession lto colony groups Numbers Numbers Extract Skull AddOn Numbers Trait Addon Progress Render Quality Builder Quest Expiration Critical Alert Quick Stockpile Creation Rename Colony Replace Stuff RimHUD Smart Speed Tainted Renaming Trade Helper Unlimited Threat Scale Visible Raid Points
I'm a new player entering mid-game right now and I dont like modding games when I first start playing them. Yet most of the mods you showed I found myself saying yeah that would make the game much funner overall and yeah that's a pain in the a**.
I was in the same boat as you when I started playing. Was very adverse to modding, but as I would complain about issues in the game people would suggest mods in the comments. Slowly became a convert, it just gets rid of some unnecessary clicking and makes the game more fun.
Just organised my list 5 mins ago. Have most of these. Need to get that pawn group one. Does lots in 1, thx! Really recommend you try the rim effect stuff!
i found a work around the caravan animal problem: when you go or come back from a caravan, keep the doors open on the pan. you will get a warning that the pan is not enclosed and an option to rope animals. rope animals will take all unenclosed animals to the closest caravan packing spot, there you can unload more efficiently. warning: it can be kind of extreamlly broken. rope all your animals and never worry about the pan. but i use it to unload caravans mostly.
I think you forgot to mention [FSF] Complex Jobs. I see you use it quite often. And, to be fair, I don't know how to play Rimworld efficiently without this mode. Also I recommend checking Designator Shapes mode. Very useful to plan your beautiful organic squares.
Have played around with designator shapes, unfortunately it does not do Octagons :) but I found it got really confusing really quickly. I would set planning tool to hollow square and it did the same for claiming buildings and deconstructing. I would really only use it very infrequently.
I cannot find "abilities cooldown notification" mod anywhere...and I'm a pretty good mod hunter .. Is it "convert cooldown notification" perhaps?... I have dug through the comments and haven't noticed anyone else asking this... Thanks again FrancisJohn... Would LOVE to see you play/guide out some "Don't Starve " or "Don't Starve Together " 😉
Well, I'm sold on Colony Groups now. It seemed like a very weighty kind of change to RimWorld's UI, but I have long needed a reliable way to change apparel loadouts for specific groups of colonists. Better Pawn Control promises such features, but in my experience, it had a tendency to lose track of my saved settings...
Cool video, very helpful. However, you use incorrect and even different names for mods in your speech, for chapter select and in the More description panel, which makes things a little confusing to find mods especially when some folks make other mods using similar names. Also there's no chapter break for Tainted Renaming (Timestamp also is wrong). Minor, pedantic issues but does cause some confusion. Again, excellent information here that's helped me find a few additional mods I'm excited to use, so thanks!
Allow tools haul urgently feature is so good it could be its own mod on its own. If anything get allow tool just for haul + trust me it saves HOURS of wating for pawns to haul stuff for you
FYI - your Production Specialist role's +1 quality also applies to constructed buildings like beds and chairs. Get your specialists' skills up in crafting, art, and construction or make one for each skill to cover the whole trifecta. You'll never see anything less than excellent again.
The pawn has to have a 6 in construction or crafting to become a production specialist, my artist is at 5 in construction but is set to repair everything they can so I can get that up to 6.
Thank you very much for this amaizing collection!! Sadly my game becomes really laggy when i use this mods - even with a new game. But i really want the QOL improvements :( do you use some kind of Performance optimiser?
Is there a mod out there for slaver raids? Like, the game can load in sapper raids or siege raids or whatever for their strategies, but I don't recall ever seeing a raid where the main strategy was to capture your colonists as fast as possible and get out. It just seems like something raiders of the rim would potentially want to do, especially now that there are ideologies that allow for slavery.
If I recall correctly the base game will tell you if the mods need reordering, but I have been using Fluffy's Mod Manager for a year or so and it definitely does.
Dubs Menus is also a great QoL mod, specially the quick access menu since I can finally use those extra mouse keys to bind actions I use a lot and don't want to hunt down in other menus.
Mod suggestion for this example 25:43 "Don't Block Doors". This mod prevents pawns from dropping items in doorways. No longer will a raid enter your base because you drafted a pawn who was hauling a chunk outside/inside your base, who happened to drop it in a doorway! Such a small, but crucial QOL change that I am surprised its not listed here.
If you have performance issues do not use Camera+. It can make your colony very laggy. Additionally any other mods that affect the UI can cause lots of lag too, any colonist bar altering mod can cause FPS issues, including LTO colony groups. Rimworld isn't really built for its UI to be tampered with by mods and on large colonies/bad pcs you'll notice
thx for all the great videos! you mentioned in the great tribal wizzard series that you save pawns with a hotkey e.g."alt + 1" what and where could this be achieved?
If you're a fan of oxygen not included and wish pawns were as smart as dupes (in terms of job priorities and storing loose materials) check out the mods: complex jobs, pick up and haul, common sense, and stockpile limit Pawns will never be as smart as dupes because ONI has a global list of jobs that need doing and dupes can look ahead to the future and try to plan ahead. But in rimworld, theres no list of jobs. When a pawn finishes a job, they only look for the next highest priority job without considering what they'll do after that. Helps the game run on my shitty laptop but its frustrating watching them run back and forth for no reason Stockpile limit lets you set limits on item stacks for individual stockpiles and set the threshold for when pawns can get a job to refill the stack. Put 3 1x1 stockpiles in the hospital set to each type of medicine and set the refill thresholds to 50%. Then the gopher pawns will only go in the hospital to refill each stack if the doctor has used up 50% of it. Do this with nearby stockpiles for each crafting bench so your skilled crafters dont waste time hauling, and your haulers dont waste time refilling 98% full stockpiles
I think I will have to make a beginners tutorial first to cover what I consider the default playstyle before I go tackling all the options that Ideology give you to change things up.
W... What? Why would you need to extract the skulls of careful shooters? I'm not sure why you need to extract skulls at all but I can understand that partially with Ideology. But specifically with a trait? Huh?
We can't just go around taking all the skulls, for one we would be swimming in them. Secondly it's nice to look at an inbound attack and see a few more potential skulls walking towards you. Then they break and try to run and your chasing them for their skulls. We did not have to pick a trait to harvest, we wanted to. Scarcity and the chase added to the playthrough. Careful shooter was picked because we were playing a trigger happy colony so it seemed appropriate. That mod was so helpful as we ended up with hundreds of skulls.
What do you think about stackXXL (or simmilar) and Deep storage, I cant live without those, huge inconvenient stockpiles for all your resources is a very unfun mechaninc in my opinion, 20 corpses should fit into one tile of meathooks in my freezer, bajillion articles of clothes should not take all your storage. Also Pick up and Haul so your colonists can pick more than one tiny hat at a time. Theres also a mod to make your beacon cover the whole map, pretty handy. Going further with mods that might go beyond simple QoL, I also use Mad Skills to remove the skill decay, since I dont like passively losing progress.
problem with stackXXL and deep storage is that it removes part of the challenge of storage and building sufficiently big buildings to store all your stuff. while personally i think it's more fun to play with these mods there is no denying they change how the game is played wich is not same for the mods shown in the video
@@frankpot4271 I agree with this in some ways. I've stopped using Deep Storage because I kept getting colonists trapped in loops but I liked to build warehouses with pallets and walkways. This did increase the storage but not by as much as you'd think because I sort of pretended they needed paths to reach them.
The least cheaty storage mod that I've found is called "Cargo Container" by AOBA. It adds 2x2 and 2x4 buildings that can be 'stuffed' with all the common resources. If I have 3000 cloth, I can save a bit of storage space by building one 2x4 building that uses 1200 cloth. If I run out of cloth, I deconstruct my cloth storage building. It only saves on space by about half, but it also has the side effect of partially hiding wealth from raids. All of the powerful storage mods, like deepstorage, rimfactory, etc., are a bit fragile and prone to bugs. Increasing stack sizes works but that feels too cheaty for me.
I tend to stick to stuff that does not affect game balance to much and modifying the stacks does that a bit to much. Though I have used wardrobes and weapons lockers in the past as having clothes and weapons take up so much room can be really frustrating.
drop everything can still be used with all animals you just have to make a secondary pen in your storage stockpile and change the options on the markers to make animals be put there. if im using muffalo i just keep them in my freezer anyway that way when i slaughter them they are in the right place and i can drop caravan stuff inside under a roof.
"their medical success chance not their successful medical chance it's two different stats." I wait what? Why are there two completely different stats for that? It should only take into the account of the doctor's successful medical stat. Then apply a negative modifier based on injuries or the surgery in question. Why are there two different stats with the same name that do two what?
@@FrancisJohnYT But wait that would make it make more sense? Why did the doctor get sick oh because he was in cloth gloves then ate food while in a room with a bloody floor with an exposed stab wound. Actually that's how you can do it is the doctor wounded yes ok minor wound 10% chance for infection to spread.
Oh Yunners, so young and full of life. He has no clue what fate is about to come to him.
Died like he lived... on his back!
@@Sparhafoc at least it was a happy life
Imagine if we could do something like that IRL. Whenever someone is in a vegetative coma, instead of offering to unplug them, the doc would offer to turn them into a happiness beacon by putting a weird thing into their head and then drugging them into an a artificial bliss forever.
@@Tamizushi until a plague hits them
I like the mod Common Sense; having cooks automatically clean the kitchen before cooking is great among other things.
yes i also love common sense its a real time saver to have pawns clean bedrooms before sleep and clean their work areas. only sucks if you have a ton of pawns that wont clean.
Is that a thing? My God you just saved a kitchen full of animal shit
@@yanozera it's an amazing mod.
@@yanozera lol yep just make the room small because they will only clean in an area around the work station i like 5x7 or 4x8 for my kitchen and i also put drug labs
It's more than a quality of life mod. It--for all intents and purposes--completely removes the 'dirt in kitchen' mechanic of the game.
A note on quick stockpile creation... if you select multiple items and do a quick stockpile, it will allow all selected items.
Oooh, didn't know that one.
Handy tip.
One thing I love in Numbers is you can display bad hediffs. I use it all the time to keep track of missing toes or fingers and install bionics late game.
I like the mods "Common Sense" and "While You Are Nearby". They are essential mods to my play now.
Ah I was wondering why I couldnt clean the rooms in 1 go anymore. Was driving me crazy. Thanks man
Man Francis, remember to check the "Common sense" mod, it's such a quality of life and saviour mod
I just finished sorting my mod list late last night and I'm happy to report I have everything from this list that I wanted. Great showcase John!
Holy crap, how it can be taking the T in front of the clothes is such an improvement!
High quality mod, been looking for this.
It's crazy how such a small change can make such a huge difference, I can't play without it any more.
You are one of the best rimworld youtubers out there. Keep finding myself on your videos when I am looking for Rim content and you never fail to disappoint.
Imma go shill this one really underrated mod: Fluffy Worktab
Splits each worktype into individual tasks and gives more priority levels, so you can fully micro work priority, e.g...
Have the passionate scrubs practice with safe jobs like make weed and coke while the chefs actually cook food
Have everyone(specially largely useless slaves) bring stuff to builds first then the actual builder goes out and builds everything at once in a single trip, minimizing the back n forth
Have cheerful speedy boys feed people instead of your neurotic elderly master medics and recruiters
Have everyone prioritize helping the travelers pack up or unload without fully committing to just carrying crap around all day
Lay out priority through multiple work types, like "First glue our people together, then our base, then grab the fresh healroot, feed the patient in case someone didn't get around to it and afterwards you can make your ikea sofas"
Not have to deal with some goofy vanilla worktab design choices, like drug making being under crafting and thus risking your nerds getting into the dank rock crushing caves with the slaves
Only allow psychos to deal with corpses
Worktab is great! A simpler mod is Complex Jobs and is compatible with Better Pawn Control work policies.
"Work Tab" is great, but it's a little too powerful for my tastes. 9 work priority levels is far more than I will ever use, same with changing the work priorities or zones based on the time of day. It's a mod for very skilled players.
"Personal Work Categories" is great, but is also far too powerful for my tastes. It lets you split, combine, and merge ALL jobs in the. It is even more powerful than Worktab in some ways, though it lacks the schedule feature.
"FSF Complex Jobs" is just about right for me. It splits what I need split (mainly the skilled crafting vs unskilled crafting, surgery vs nursing) while not making any complex changes.
WorkTab is great for the simple reason it allows you to prioritize deconstructing structures and roofs before building them.
To be fair, Fluffy Work Tab allows you to adjust number of priority levels in mod options, so you can have anything between 4 and 9
@@r3dp9 yep i like that one splits the difference
That is a real QOL Mod List Francis John!!! I appreciate you taking the time to inform us about your personal favs. I have seen you use these mods many times and kept forgetting to look up your mod list.
Imagine having spent a whole hour burning alive and then living to remember it. Jesus, Seanbeag.
In his first youtube playthrough of Rimworld, one of his pawns at the end had 9.4 days spent on fire! ruclips.net/video/Tj9c58lmcHg/видео.html
Thanks for the time stamp, was trying to remember that moment and could not remember for the life of me.
I have most of these mods yet every time I re-watch this video I learn new ways to make the mods even more useful
back playing rimworld omg some these mods id missed total changed my game please keep doing rimworld stuff ocasionaly
thank yoooou gonna get all these. except the threat scaler. you madman.
Keep up the great work Francis. Your rimworld videos make my day every time.
Love these types of in depth explanation videos, I don't know how you are able to make them so enjoyable. Didn't know I missed so many quality of life features!
this would help me saving so much time to sort out countless tasks in my playthrough. thanks for sharing!
Thanks so much for revisiting this topic. Really useful.
Had a few requests recently and had been meaning to do it for a while. It's amazing how quickly your mod list grows when your not looking.
I haven’t commented lately how much I love your channel but here I am now
Without any mods I usually used an auto-clicker for the letters and forming caravans/trading. I'm learning a lot from this channel lol
Colony Manager is great as well, adds a building and task for pawns to manage the colony for tedious recurring tasks like slaughtering surplus animals, clearing your killbox of vegation/cover and harvesting grown ambrosia plants. More on the other side of QoL you can add tasks for designating trees for chopping when you run low on wood etc., though colonists still have to spend time managing, which keeps it on the non-cheaty side for me.
// Edit: More planning also came to mind, it's the default planning but with more color options in case you want to ... plan more I guess.
Colony Manager is a must have for me. The only feature I've used is the wood chopping, and I tell you that it changed everything. My colony always has at least 500 wood in it's stockpile. If I use some, it's stocked back up by the end of one in game day. That's easily worth 1-2h of work from one pawn.
It can also be used for animals and hunting, but I prefer to handle that with the vanilla autoslaughter and drafted hunt (forgot which mod adds the latter). Oh, and I haven't tried it yet, but the "hunting squad" mod does most of the things colony manager does, with it's own spin on things. It sends hunters out in groups instead of solo, for example.
24:09 about putting the alpacas and other pen animals in the stockpile, you can put a pen marker in the storeroom and only tick the pack animal so they will be sent there, but mind that you have to tick it off on all other pen marker and also need to reverse it so they can be sent out to graze again.
that or putting a caravan hitching spot and telling your pawns to rope the animals in, and when you're done - delete the spot
@@apostle602gmail yeah, that also works and it's less finicky, it works also as a way to keep roaming animals outside a pen in the open
The actual problem is that animals in pens are passive as of 1.3. The alpaca police are officially retired.
@@bodaciouschad yeah pen animals, most of the time, are just wealth bloat now
As always quality content and we thank you for it.
Colourblind Minerals is my only must have mod. My eyesight isn't good and scouring the entire map for minerals is a chore without this mod. :)
Love this video, save me a lot of time to dig through a pile of the mods on steam workshop
Wow... Thank you. I had over 100 mods and you still showed me a whole bunch of new ones, all of them make the game more playable. This is why I have a small gripe over the new content cost, while it takes the solid work of the modding community to make the game actually enjoyable to play. Like i have at least 35 mods in my "almost vanilla" mod-list which is 99%QOL mods as a baseline. I have dubs bad hygiene on my really modded world as well, it TOTALLY changes the game style because suddenly you have to use the toilet twice a day and what happens when nature calls in the middle of combat...! I love this game so much and all because of the mods. Can you *imagine* trying to do half of what you do in vanilla? just a standard playthrough becomes tedious enough...
What do you think of the haul to stack and common sense??
Heat statistics is another good one.
So many awesome mods. I plan on donating to dubs one day, when i can spare something.
Never used pick up and haul, my policy to mods is to solve a problem that requires a lot of clicks. So it's very much reactive mod adding. As for common sense I don't mind a bit of manual cleaning it keep me honest and I still get the occasional food poisoning to remind me to stay on top of things. Though I can see how many would find that fustrating.
I used most of these already but found a few new ones to try out. Also... Allow Tool user for years here, and totally didn't realise I could right-click :)
Another one i like is the "Level Up!" mod. It's shows a small notification in the top left, and plays a sound when they level up. It also does that when they lose a level, so it's a good way to keep track of colonists that might be spending too much time on one job, and forgetting their other important job.
There's also "Growing Zone Priorities (continued)". It allows you to set a priority on a growzone, so you can keep your food and devilstrand more important, and your smokeleaf less important.
I think they added level up notifications to the base game sometime during 1.2
@@rcwills So far i've only seen the one above their head. This mod makes it more clear if you aren't looking. Also makes it quite easy to hear if someone loses a level.
I am expecting a lot of shooting exp levelling in the near future, Level up might be nice to highlight that.
great video. I've just gotten back into rimworld and this list definitely helped. I already had some of the mods but had no idea what they did.
One question... why are we extracting the skulls of the careful shooters at the end there?
The skulls thing was just from a thematic run, I was running a colony of quick shooters and we wanted skull spikes to up peoples mood. We could have taken random skulls but picking a type of pawn to hate was more fun.
Time on fire is truly a vital stat for a FJ playthrough.
wow Rimhud was so good? i didnt know. Am sure other mods i already use will be even better after watching this, thank YOU
Great list, Francis. One thing about "Manual Inventory Unload:" it even more useful with unzoneable animals! You can either make a loading pen or just pause and unload the animals when they are as close to your stockpile as they'll get. Since you can't zone them, it's even more useful to be able to drop everything without having to click through a dozen pack animals.
And what about Fluffy's Work Tab!?!
I'm more of a complex jobs man myself, though I have heard good things about Fluffy's work Tab. I tend not to add mods unless they resolve an annoyance I am trying to get rid off.
OH MY FRAG.
Aside from the fact that I had just added a load more mods that I didn't already have (pretty much have the entire list now, except for tainted clothing rename, since I don't think it's that worth it for me, but I know it's there if I change my mind), I have learned stuff about the mods I was ALREADY using since day one.
I had no idea Haul Urgently WASN'T vanilla, since before I started the first time, I asked for a load of must-have QoL mods, and Allow tool, quality builder and Rimhud were top of the list. I can't imagine playing it without it. But I'cve been playing with Allow Tool for, like 300 hours and I never noticed the right-click menu on mining. Nor had I twigged I can change the display on Rimhud!
I start to see now how people end up with 200 mods (I must now be pushing 60, the majority of which are just this stuff - QoL mods. (And only, what, 10% are extra content (of which Rimworld of Magic is the most extensive, the others add, like, one item). I even, before starting my current playthrough, went down the workshop and picked a load more stuff up, but there's big difference seeing it showcased and going "right, nNOW I see why you would want that!"
I also have used Common Sense since the start, and Animal Logic I also found really useful.
It goes in waves for me, if I'm playing nomadic there are must have mods, if it's 100+ pawns different mods again, so I tend to go back through my mod list every so often and cull out the ones I don't need any more.
Didn't realise LTO Colony Groups was that useful! Added that one right away, along with couple otjers :)
Since then, the alert/CTRL+F mods combo is out. They save a lot of time too.
CTRL+F allows to find pretty much anything from either a text or an arbitrarily complex set of parameters
Alert will use these searchs to put down an alert on the right when any such search finds a match. Things from manhunter wildlife to sick colonists, forgotten degrading weapons or forbidden animal corpses some predator did abandoned after their meal. A bit difficult to use, but so very useful!
I dunno Francis, how much leather someone is worth is important to some of us out there on the rim.
I do understand that, it's just that the amount of leather excluding lost limbs never changes. Movement speed and surgery success chance tend to fluctuate a lot.
If I had a dollar for the amount of times a pawn walked to the very edge of map mined one block. Then proceeded to walk all the way home to eat a meal.
I'm Iron Willed! YAY! OH NO... I'm also jealous... I'm so banished...
Oh that quality builder is going to save me some time I usually just tell them to build like 10 furniture in a space and then deconstruct the ones that are bad.
Never mind that last comment then.
(I go through comments in chronological order, oldest first.)
Thanks, Francis, very useful list!
Thanks for the video! Picked up some mods for myself. Though I wonder, why didn't you mention the mod called "pick up and haul"?
Was trying to avoid mods that change game balance to much, the ability to carry multiple items really does change the game a lot. I tend to stick with the caravan trick early on if I really need to move a lot of small items.
I believe that the “=“ button is a vanilla feature that selects all the same ore types in a vein, so allow tool really doesn’t change the game balance
Succinct and comprehensive for quality of life mods with the example uses. Only thing that would make this better is a time index to the playback for each mod.
Added time index, that was the original plan but was pushed for time when releasing it.
That Babylon 5 Drop. Nice
The best part about Dubs Mint Menus is the quick right click wheel
Thanks so much for this. I’ve been looking for a list like this.
Love your Vids!!
"AND WE'RE BACK!!!"
... I believe that will be my next DnD character LOL
thanks for update list of the must have mod FJ! now i can expand more!
Better Pawn Control = the ability to assign allowed areas in one click to prevent animals and people from venturing outside during a raid
I just use multiple zones..Red Alert where my workers flee to the med bay bunker or yellow alert if the threat is outside of the colony.
@@temparalflux914 lol yes, that's the normal way of doing it. Hence why I said "in one click"
Much appreciated video. Wow. This game is fun, but there are so many holes of tedium that it feels unfinished. I guess others would say the joy is in the monotony if micro-managing every little task constantly, but it feels like it could be a much better game focused on events, travel and replays. My top recommendation is blueprints, but here are some more that are mostly QoL oriented. Going thru configuring these mods is some work but it pays off:
Achtung
AllowTool
Better Bed Assignment
Better Pawn Control
Blueprints
Camera Plus
Caravan Adventures
Colorblind Minerals
convert cooldown notification
Damage Indicators
Dont Block Door
Drop All Inventory
Dubs Mint Menus
Dubs Mint Minimap
Fixable Mood Debuffs Alert
Fluffys Mod Manager
Fluffys Pharmacist Tab
Fluffys Relations Tab
Fluffys Research Tree
Fluffys Work Tab
Follow Me
Food Alert
Gear Up & Go
Ground Targeter
Heat Map
Hold the Grenades
Ignorance Is Bliss *this is for sensible game progession
lto colony groups
Numbers
Numbers Extract Skull AddOn
Numbers Trait Addon
Progress Render
Quality Builder
Quest Expiration Critical Alert
Quick Stockpile Creation
Rename Colony
Replace Stuff
RimHUD
Smart Speed
Tainted Renaming
Trade Helper
Unlimited Threat Scale
Visible Raid Points
I'm a new player entering mid-game right now and I dont like modding games when I first start playing them. Yet most of the mods you showed I found myself saying yeah that would make the game much funner overall and yeah that's a pain in the a**.
I was in the same boat as you when I started playing. Was very adverse to modding, but as I would complain about issues in the game people would suggest mods in the comments. Slowly became a convert, it just gets rid of some unnecessary clicking and makes the game more fun.
@@FrancisJohnYT A response to a 11 month old video. You're the MVP man. Keep pushing the channel and making well thought out videos!
That's a solid list!
Appreciating the afford of constantly Loading the game without mod and again with mod to show the example. I guess that was time consuming!
Yeah that was a bit of a pain, but I think it was worth it. Seeing the difference really shows how much of an improvement it can be.
Just organised my list 5 mins ago. Have most of these. Need to get that pawn group one. Does lots in 1, thx! Really recommend you try the rim effect stuff!
i found a work around the caravan animal problem:
when you go or come back from a caravan, keep the doors open on the pan.
you will get a warning that the pan is not enclosed and an option to rope animals.
rope animals will take all unenclosed animals to the closest caravan packing spot, there you can unload more efficiently.
warning: it can be kind of extreamlly broken.
rope all your animals and never worry about the pan.
but i use it to unload caravans mostly.
Very amazing list, thank you!
I think you forgot to mention [FSF] Complex Jobs. I see you use it quite often. And, to be fair, I don't know how to play Rimworld efficiently without this mode. Also I recommend checking Designator Shapes mode. Very useful to plan your beautiful organic squares.
Have played around with designator shapes, unfortunately it does not do Octagons :) but I found it got really confusing really quickly.
I would set planning tool to hollow square and it did the same for claiming buildings and deconstructing. I would really only use it very infrequently.
@@FrancisJohnYT hmm. It could be a feature of my brain but I've adapted to this behaviour like really fast.
I cannot find "abilities cooldown notification" mod anywhere...and I'm a pretty good mod hunter ..
Is it "convert cooldown notification" perhaps?...
I have dug through the comments and haven't noticed anyone else asking this...
Thanks again FrancisJohn...
Would LOVE to see you play/guide out some "Don't Starve " or "Don't Starve Together " 😉
Looks like it got name changed to "Convert Cooldown Notification" by Psyche's
@@FrancisJohnYT
Okay, thank you much!
Well, I'm sold on Colony Groups now. It seemed like a very weighty kind of change to RimWorld's UI, but I have long needed a reliable way to change apparel loadouts for specific groups of colonists. Better Pawn Control promises such features, but in my experience, it had a tendency to lose track of my saved settings...
Really helpful video thanks !
and what's mod that showing pawn's equipping weapon on portraits ???
Cool video, very helpful. However, you use incorrect and even different names for mods in your speech, for chapter select and in the More description panel, which makes things a little confusing to find mods especially when some folks make other mods using similar names. Also there's no chapter break for Tainted Renaming (Timestamp also is wrong). Minor, pedantic issues but does cause some confusion. Again, excellent information here that's helped me find a few additional mods I'm excited to use, so thanks!
Just go in the video description and click the collection: you won't even have to search for them. Well, a bit late, now…
Thank you so much for this. So many mods I didn't know about, and I didn't even have to listen to Noobert beg for me to like and subscribe 5 times.
That really is starting to get old when I watch those videos. I actually DONT like and subscribe when the creator puts that in their videos lol
Allow tools haul urgently feature is so good it could be its own mod on its own. If anything get allow tool just for haul + trust me it saves HOURS of wating for pawns to haul stuff for you
9:00 You can see the medical related status just passing the cursor over the medicine skill, same for the other status that are hidden
FYI - your Production Specialist role's +1 quality also applies to constructed buildings like beds and chairs.
Get your specialists' skills up in crafting, art, and construction or make one for each skill to cover the whole trifecta. You'll never see anything less than excellent again.
The pawn has to have a 6 in construction or crafting to become a production specialist, my artist is at 5 in construction but is set to repair everything they can so I can get that up to 6.
Thanks for the video, great mods in here!
Quality builder aslo makes it so taht your best Builder (who is assigned) to construction takes over building anywith with a quality level.
Thank you very much for this amaizing collection!! Sadly my game becomes really laggy when i use this mods - even with a new game. But i really want the QOL improvements :( do you use some kind of Performance optimiser?
No guarantees, but try Rocketman - Performance Mod.
@@billzerkeley thank you very much, i will try this :)
Is there a mod out there for slaver raids? Like, the game can load in sapper raids or siege raids or whatever for their strategies, but I don't recall ever seeing a raid where the main strategy was to capture your colonists as fast as possible and get out. It just seems like something raiders of the rim would potentially want to do, especially now that there are ideologies that allow for slavery.
Hi Francis, are the mods in the workshop colleciton in correct loading order?
If I recall correctly the base game will tell you if the mods need reordering, but I have been using Fluffy's Mod Manager for a year or so and it definitely does.
They are the same way I load them, though excluding the numbers mods add on it should not matter.
Also auto sort should be just fine.
Dubs Menus is also a great QoL mod, specially the quick access menu since I can finally use those extra mouse keys to bind actions I use a lot and don't want to hunt down in other menus.
Mod suggestion for this example 25:43
"Don't Block Doors". This mod prevents pawns from dropping items in doorways. No longer will a raid enter your base because you drafted a pawn who was hauling a chunk outside/inside your base, who happened to drop it in a doorway!
Such a small, but crucial QOL change that I am surprised its not listed here.
This is going to sound crazy but I like to leave the option in, it's adds a spice to the playthrough.
@@FrancisJohnYT crazy? chaotic is more like it
"hey, who let the raid in?"
If you have performance issues do not use Camera+. It can make your colony very laggy. Additionally any other mods that affect the UI can cause lots of lag too, any colonist bar altering mod can cause FPS issues, including LTO colony groups. Rimworld isn't really built for its UI to be tampered with by mods and on large colonies/bad pcs you'll notice
My PC is pretty beefy so I have not noticed anything yet.
thx for all the great videos! you mentioned in the great tribal wizzard series that you save pawns with a hotkey e.g."alt + 1" what and where could this be achieved?
That was to save camera positions in camera+
Press Alt + Number to save a location then press Shift + Same Number to return to that location.
hey thanks francis, this is helpful! and rip yunners.
If you're a fan of oxygen not included and wish pawns were as smart as dupes (in terms of job priorities and storing loose materials) check out the mods: complex jobs, pick up and haul, common sense, and stockpile limit
Pawns will never be as smart as dupes because ONI has a global list of jobs that need doing and dupes can look ahead to the future and try to plan ahead. But in rimworld, theres no list of jobs. When a pawn finishes a job, they only look for the next highest priority job without considering what they'll do after that. Helps the game run on my shitty laptop but its frustrating watching them run back and forth for no reason
Stockpile limit lets you set limits on item stacks for individual stockpiles and set the threshold for when pawns can get a job to refill the stack. Put 3 1x1 stockpiles in the hospital set to each type of medicine and set the refill thresholds to 50%. Then the gopher pawns will only go in the hospital to refill each stack if the doctor has used up 50% of it. Do this with nearby stockpiles for each crafting bench so your skilled crafters dont waste time hauling, and your haulers dont waste time refilling 98% full stockpiles
Pls make a tutorial about the different memes - advantages / disadvantages and the best play style related to it!
I think I will have to make a beginners tutorial first to cover what I consider the default playstyle before I go tackling all the options that Ideology give you to change things up.
W... What? Why would you need to extract the skulls of careful shooters? I'm not sure why you need to extract skulls at all but I can understand that partially with Ideology. But specifically with a trait? Huh?
We can't just go around taking all the skulls, for one we would be swimming in them. Secondly it's nice to look at an inbound attack and see a few more potential skulls walking towards you. Then they break and try to run and your chasing them for their skulls. We did not have to pick a trait to harvest, we wanted to. Scarcity and the chase added to the playthrough.
Careful shooter was picked because we were playing a trigger happy colony so it seemed appropriate. That mod was so helpful as we ended up with hundreds of skulls.
How do you have the Cosmetic Armor Capes mod working? It doesn't work in 1.4 currently.
This video is from Jan 2022, not sure it works with the 1.4 build.
@@FrancisJohnYT Oh, I didn't realize. My bad.
Thanks for the video man 😋😋✌️✌️
10 / 10! Very good mods!
Guess i've found a reason to start a new game with some spice...
What do you think about stackXXL (or simmilar) and Deep storage, I cant live without those, huge inconvenient stockpiles for all your resources is a very unfun mechaninc in my opinion, 20 corpses should fit into one tile of meathooks in my freezer, bajillion articles of clothes should not take all your storage. Also Pick up and Haul so your colonists can pick more than one tiny hat at a time. Theres also a mod to make your beacon cover the whole map, pretty handy. Going further with mods that might go beyond simple QoL, I also use Mad Skills to remove the skill decay, since I dont like passively losing progress.
problem with stackXXL and deep storage is that it removes part of the challenge of storage and building sufficiently big buildings to store all your stuff.
while personally i think it's more fun to play with these mods there is no denying they change how the game is played wich is not same for the mods shown in the video
@@frankpot4271 I agree with this in some ways. I've stopped using Deep Storage because I kept getting colonists trapped in loops but I liked to build warehouses with pallets and walkways. This did increase the storage but not by as much as you'd think because I sort of pretended they needed paths to reach them.
The least cheaty storage mod that I've found is called "Cargo Container" by AOBA. It adds 2x2 and 2x4 buildings that can be 'stuffed' with all the common resources. If I have 3000 cloth, I can save a bit of storage space by building one 2x4 building that uses 1200 cloth. If I run out of cloth, I deconstruct my cloth storage building. It only saves on space by about half, but it also has the side effect of partially hiding wealth from raids.
All of the powerful storage mods, like deepstorage, rimfactory, etc., are a bit fragile and prone to bugs. Increasing stack sizes works but that feels too cheaty for me.
I tend to stick to stuff that does not affect game balance to much and modifying the stacks does that a bit to much. Though I have used wardrobes and weapons lockers in the past as having clothes and weapons take up so much room can be really frustrating.
Very nice video!
A quality of life mod for real life is FJ talking about Rim World.
camera+ brakes save our ships 2 a bit. while the ship is going into orbit the planet is a bit broken
Useful
Now i have like 200 Mods or so for Rimworld ^^
Carpenter's Table is an interesting alternative to Quality Builder
drop everything can still be used with all animals you just have to make a secondary pen in your storage stockpile and change the options on the markers to make animals be put there. if im using muffalo i just keep them in my freezer anyway that way when i slaughter them they are in the right place and i can drop caravan stuff inside under a roof.
Man u really wish Tynan would put some of these mods in the base game...
He's busy ruining fun things in the game like the Alpaca Police Force
@@davidjr4903 Alaca police was OP. Yes, there could be more QOL stuff but this weird grudge against the guy is very silly.
@@pendantblade6361 Alpaca Police was Fun. He's doing his best to take as much fun out of RW as possible
I just use numbers for your rimhud needs
"their medical success chance not their successful medical chance it's two different stats." I wait what? Why are there two completely different stats for that? It should only take into the account of the doctor's successful medical stat. Then apply a negative modifier based on injuries or the surgery in question. Why are there two different stats with the same name that do two what?
I have no idea, best guess it's that your medical tending does not end up with infection?
@@FrancisJohnYT But wait that would make it make more sense? Why did the doctor get sick oh because he was in cloth gloves then ate food while in a room with a bloody floor with an exposed stab wound.
Actually that's how you can do it is the doctor wounded yes ok minor wound 10% chance for infection to spread.
Thanks!
I have been using the allow tool for some time and never knew i could right click the command buttons
nice mods
My names Mitch so that was weird when you searched it lol
Dope!