@@Ghaladh Tbh so do conveyors. Actually, conveyors should be in base game, hauling metal/ chunks from across all of the map is a great pain in butt. I thought about how great conveyors would be, but never looked for a mod.
@@SirNyanPanda I'm using them now and while they do an excellent job, they are not game-breaking. You merely save a lot of time, so that your colonists can do more rather than going back an forth transporting stuff. Planting and raising people, on the other hand, is quite game breaking.
A note: There's an alternate version of Research Pal called Research tree, which generates research trees that are ordely and don't mash neolithic, industrial and spacer techs together while keeping the Research Pal aestetic and searchbar.
Dehl Fudge thanks so much for this, I had some sort of mods mismatch and so had to delete ResearchPal from my (very long) modlist. This sounds great, especially for games using a lot of lategame content/tech mods.
@@doouug There are also mods for a better mod missmatch window and a better modlist UI, I reccomend those if you don't have them as it makes troubleshooting a lot easier.
I'm glad to see a lot of Mods I already prefer on this list. Personally, I mod the game with a "Keep in the faith of Vanilla" mindset. I have just about all of the mods Owl has made that attempt to bring back abandoned mods. Especially my favorite, the Cactecea race. I also have the "vanilla" mods (the ones with the pleasant green backgrounds, can't recall the two that buld them off the top of my head). Those are the ones where they add animals, clothes, and weapons that are vanilla flavored. I also have the Pshycology, Rumors, and some mods that add extra events. One of the more recent additions is Real Ruins. It's a mod that uploads copies of player bases who use the mod. Then chunks (which you can customize in content and complexity) can be found in random map generation and special quests. The catch is that it certainly can make your game harder. Think "why are there three scythers on the open map as I land?" And of course, Hospitality.
I have a love hate relationship with Real Ruins. It can be a great addition if you're doing more of a caravan/world map playthrough where you travel a lot and those ruins can be worth exploring. But they do pose a big danger if you're not careful. Using one too many mods gave one of those ruins a row of automated mortars that wiped out my whole squad in seconds :D
@@KokoplaysMB I had a pristine ruin quest that made me LOVE those automated turrets. Someone had filled their whole map with really hardcore ones, but some were disconnected. I looted for 24 hours after finding a hole in the line while all the raiders died trying to beat up the turrets. I left when the raiders started winning.
I really like using Hospitality, but i got a Problem maybe you can help me. I had an Event where Transport Capsules Landed on my map, i rescued the people and my colonist carried them to my infirmary, so far so good. But now they dont leave anymore, i have the guest tap but i can only adjust what Medicine they should recive. I had to take them to my prison or they would have died, could it ne that the Hospitality mod is to far down on my mod list or shouldnt be that a Problem?
First 9 are good suggestions, downloaded them, but just can't wrap my head around the Plant Human mod. Hospitality, for me, is just more rationally immersive. Still a great mod list overall.
Hospitality is a great mod I completely agree. Plant Human is... funny. It's not something I'd use often but on the occasions I do it's always in chill relaxed playthroughs.
Colony manager is an interesting mod. I find it more of a skill balancer mod for the player, not so much for the colony. A newish player will love the automation for basic resource management, things like keeping 150 food, 82 wood, 47 million leather (you can set all the limits) while an experienced player will hate it for taking 2 hours of 1 pawns time per day basically handicapping them. There's a few mods (while you're up, pick up and haul, hauling+, etc...) which make hauling items more efficient depending on how cheasy you want to get from things I find reasonable like a pawn will pick up a near by stack of items and carry it to where it's supposed to go if they are going that general area next anyway, to full on doing the caravan carry cheese of forming a caravan to expand its carrying capacity to more weight and lots of items... Finally there's mods for managing your stockpiles which seems stupid, but use it once and you'll hate vanilla. All it does is puts a search bar at the bottom of any screen that shows contents like a stockpile or a crafting table for use with restricting materials. Do you have any idea how much time I've wasted going from one modpack to another than having to find out where herbal medicine is hiding in those lists so I can tell them to put it there, or to store only marble, granite and/or slate? SIMPLE SEARCH BAR. I should put this at the top, but being a convenience mod video, I'm too lazy to do it.
@@KokoplaysMB You can treat colony manager like a search bar for rare things, like compacted steel to mine and simply deconstruct it/forbid it afterwards. It will catch the inside corner compacted steel if you're blind like me and can't see the small corner gradient. So it could have some use for people who are at the point where it's mostly worse than useless. It won't mine things that aren't visible, but it will catch anything that is, even if it's only slightly visible.
I only ever use Colony Manager to keep my animal farm in check. Usually I forget about them and they crowd the place or eat all of my food. It's also really handy to manage animal zones. For example, I keep my young chickens outside of the wall. They can feed on the gras there and act as decoys for raiders. If they are grown up they move inside the walls, so my colonists can collect the eggs and feed them more easily.
Matthias Hub Yeah have these people never had a chicken farm? Shit gets out of hand fast, I ain’t pausing my game every hour just to slaughter chickens.
I picked up this lovely game about 3 weeks ago. I can safely say I have the status Whole Body: Rimworld Addiction. I did find nearly all of these mods after spending hours searching the steam workshop but I did not know of Better Spots and Industrial rollers. I DID find plant human....I am not using it in my current vanilla run but I absolutely plan to use it in my Evolved Organs game ;)
Nearly 2 years later and actually got some good mods from this vid! I've had rimworld for a while but never played much of it and now that I've come across this video I'm gonna be playing it a lot more. Thanks for this!
A few mods I would suggest is -simple turrets as there is many different turrets to suit different attack methods and types of raids -prisoner ransom so you get more silver with not wanted captured raider
I'm currently sitting on 70 mods. All the red lines on startup were scary at first but now i find the loading screens give me a good opportunity to work on my novel
@@TheTeremaster those are rookie numbers, you need to up it to 200 to start! Then you'll have time to make a drink, get a snack and have a nap before you get to play.
I just got this game about 2 weeks ago, been playing vanilla and im glad to see a list of mods like this, the steam workshop is a bit overwhelming ay first
I'd recommend two mods for QOL: Allow Tool (adds a ton of functionality about allowing/disallowing items, a separate work category for urgent hauling, and much more) and QualityBuilder (allows you to set a target quality and will have your best constructor work on the item... they will build it, deconstruct it, and rebuild it until they hit that selected quality level. Less useful at the beginning, but so very useful in the middle game when you are trying to get high quality beds, etc for your pawns.)
It clearly is overwhelming with this game, but there are so many good mods it's really worth browsing every once in a while ! My advice is : sort the whole workshop by most subbed (not by rating), this will provide you with a list of all the most solid mods that most of the community uses. Browse the pages reading about the ones that intrigue you until you feel like the quality/relevance is going downhill. The game can handle a huge amout on them : I curently play with 90 ish mods, mostly quality of life (like "Better Workbench Management" or "MT - silent doors"), some adding gameplay like "Dubs Bad Hygiene" or the excelent "Psychology". Have fun !
I had no idea this mod existed, that's awesome (not that i have friends willing to play this game ¯\_(ツ)_/¯ but still a really cool add) The comments seem to indicate that it works, but is a bit laggy with x2 and x3 game speed, which makes sense. The commenters also stressed that you want to load the same mods in the same orders for it to work, other than that just follow the spreadsheet and guide and it should work fine.
Two mods that I feel are essential - Numbers, and Better Pawn Control. Numbers lets you set up your own views of colonist/enemy/prisoner/animal/wildlife stats - including things like mining speed - things that you can normally access only one colonist at a time through the "i"nfo button on their colonist panel, and to sort them by any of the chosen columns. It makes it easy to answer questions like "who is going to give me the best trade discount"? Better Pawn Control expands the handling of defaults for zones, foods, etc - it lets you specify what foods are and are not permitted to be eaten by colonists/prisoners/animals - no more needing to keep your pets away from your fields because you can now ban them from eating the farm plants. It also lets you quickly toggle between one preset and another - so you can create a "Pasture" set of zone defaults for animals and a "Safety" set of zone defaults, and toggle between them by changing one dropdown box value to send all pets into a safe area when under attack. Three others well worth looking at: List Everything, [WD] Soil Contrast, and Color Coded Mood Bar. You can create your own alerts based on any combination of search tags with List Everything - e.g. get an alert when an animal on the map dies that points to the corpse, so you can go and get any remains as free food when the predator finishes their meal. Soil Contrast makes the fertile soil a rich dark brown so you can see the difference between soil types more easily. Color Coded Mood Bar tints the background highlight for colonists according to their current mood so you can see at a glance who is on the edge of breaking.
Great video! I have used several of these for years, but not all. Going to definitely be adding them. A few QoL mods I recommend are/can't play without: Map Reroll, Configurable Maps, Lock Doors, Character Editor, All For One, Better Traders, Orge Stack.
without even watching more than one video, i can tell from scrolling down the comments that you're very dedicated to your work and fanbase, mr kokoplays. you have my respect
i originally got rimworld because a german youtuber played it and i was like "oh that looks interesting" and everytime i play it i completely get lost playing an entire day without noticing. its sooooo good
Great video! You should consider making a version of this for non-futuristic stuff. The Rimhammer - The End Times mod series is really coming along, and has tons of fun stuff. There's also Medieval Times, and the LotR stuff that very much make the game whole new experience.
I am usually a purist, but I do believe you’ve swayed this woman’s opinion. I am new to Rimworld and I simply must have these! First thing in the morning I will be downloading them all.
Not mentioned here but a mod that saves so much frustration is "While you're up". It makes it do that pawns can grab multiple things instead of needing a separate trip for every different thing, like when you've stripped a downed enemy and want to haul their stuff back to storage. I'm mostly a QoL and "in the spirit of vanilla Rimworld" mod user. While You're Up is an AI fix and less of a mod IMO.
There is one, I cannot think of the exact name atm, called like "Prepare" or something like that which basically allows you to set everything for your colonists before you start. You can set specifics for their age/gender/backstory/past injuries/stats/perks and so on and so forth for each of your colonists, choose how many colonists you wish to start with, as well as what materials/items/resources/gear you want your colonists to start with when they crash land on the planet. It is a really handy and helpful mod for those new to the game because allows players to give themselves a bit of an edge when they first start off and allow them to get a nice foothold with a base before the game starts to beat them down.
It's called Prepare Carefully, the reason I didn't include it in this video is because I went with lesser known mods and that one is pretty much the most downloaded mod for RimWorld.
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I feel like pick up and haul // while you're up should be on this list.. pick up and haul lets your colonists grab armfuls of stuff as long as they have the weight to do so (ie an entire stack of clothing). While you're up allows colonists to autonomously haul nearby things on the ground to stockpiles near where they are headed when they decide to move.. really makes hauling life easier.
beig a long time rimworld player I was looking through this going "use it, use it, use it", then I reached the end, plant humans, wow, that looks awesome, I'm installing that right now! lol
I already knew 8/10 mods. I dont really see the better spots mod as THAT great but I'll definitely check out the rpg style inventory. The rest were all mods I played with before. Still thanks for the recommendations!
I played many mods and If I may suggest one. Combine industrial rollers with rimfactory. Because why play factorio when you can harvest organs and have bee hives on top.
@@KokoplaysMB btw i recomend: Vanila extended series Rimbees Medival times Save our ship 2 Run N gun Simple sidearms And to have a lot of fun playing. Its nice to see that someone explaining rimworld mods. And you sure are awesome at it. Great work
I've installed the RT fuse and RT fuse plus for the short circuits. Then /i got the wild animal alerts, the mod that lets you settle impassible terrain and then just never stopped adding :))))
Do you know of mods that add various armors or more crafting? Or one that lets caravans treat themselves without having to settle temporarily just to have them treat a random gut worms outbreak or something? I'm pretty new to mods in rimworld and only run a few like prepared carefully, and a few animal packs (adds dog breeds and horses as pack animals).
The Vanilla series will give a bunch of crafting that doesn't skew the game hard in your favor. Caravans automatically try to treat wounds either by default or with whatever medicine is available. The forage indicator is only for food like berries or agave, it doesn't mean they will harvest herbal medicine to use. So just make sure that they have some available during caravanning. Unfortunately I only use the medieval mod for extra armor and I have no experience with other armor mods. Medieval has armor for hands and feet so you won't lose so many fingers and toes which gets annoying after surviving a few years. That 'in pain' debuff keeps getting bigger. As an extra, the Rambo weapons mod adds a bunch of real world guns with their own varying stats. Everything has pros and cons to them so it's balanced. The bad is that there is a plethora of guns it adds that it can get overwhelming. Especially since there is so many guns that the mod author hasn't written descriptions for any of them. Making it hard to tell if some are pistols or machine guns. After you play and win/lose a few times branch out to other mods that give rpg elements, factions, species, magic, technology, etc.
Generally any new faction you add will have special armor/weapons unique to them. There's also Vanilla Expanded mod series that improves on that. For really a ton of new armor and clothing to craft check out Apparello 2: steamcommunity.com/sharedfiles/filedetails/?id=728381322
"Set up camp" I think is called let you set up a camp on the map that is like a mini colony or an encounter map, you can use it as an outpost for exploration or just use it to rest
Great mod list, well except for the last one. There are three I would add to the list as irreplaceable. Embrasures for defense, since I first played vanilla I always wondered why I couldn’t make a wall with a slit to shoot out of. Rimfridge, this works so well with Industrial Rollers it’s crazy. And best for last, Rimatomics. This gives great but very expensive power and defense options for late game. Without this mod I would get bored and my games wouldn’t last half as long.
I'm going to add Better Spots asap! A mod I love is Numbers... it allows you to display custom tabs showing every stat you want! For example I have a simple work assignment tab where I can see all my colonists' skills at once and assign them the main jobs. It's amazing to train the shooting skill of my pawns by bumping up their hunting priority, or choose the best pawn in town for trading, etc. I also have a drafting tab where I can see the gear, useful combat stats such as accuracy, moving speed, and their health condition. I also love the Work Tab mod! 9 priority levels instead of 4, a breakdown of most jobs into their basic sub tasks, and even a function to only allow a certain task at a certain time of day! Only my best animal handlers can tame wild beasts, everybody can feed a patient, only the best doctor can do surgery, everybody can deliver materials to blueprints, but only the good builders actually build... It's an amazing tool! Just know that it resets your work priorities when you first install it, so take a screenshot before! I had to find out the hard way haha Achtung!, Allow Tool, Please Haul Perishables, Path Avoid... there are plenty of QoL mods that are just so great at reducing micromanagement!
@@KokoplaysMB I think the real beauty of it is the separation of tasks! Especially that everybody helps with the construction, I don't have to micro it anymore. I have installed Pick Up And Haul as well, that has a great synergy with this, the Haul Urgently function of Allow Tool and Please Haul Perishables!
I'm using More floors - steamcommunity.com/sharedfiles/filedetails/?id=1543561093 and Stuffed Floors - steamcommunity.com/sharedfiles/filedetails/?id=853043503
Amazing mod list! A lot of these I've heard of or seen played but haven't tried yet for myself. Some of these I'm definitely installing for my next run. Thanks for this summary of them. #1: so THAT'S how babby is formed. XD Well done.
Lately I've been looking for a Factorio or management style game that's also a colony game and I'm glad there's a mod for it. I've never heard of the Blueprints mod before. I wish it was apart of the game from the start. I would have exported so many base designs. :) I think there used to be a mod to replace walls and the like but this version seems to be very polished. I had no idea the RPG Invintory had such a quick way to go back and forth. That might help me give it a try.
When I first started using RPG inventory it had an issue where it would clip over so you couldn't see the max and min temperature so that back and forth helped a lot. Really cool mod that one.
@@KokoplaysMB After subbing to a hand full of these mods I'm wondering if I should race to finish my current play through without the mods or start a new game with them now.
Can you come up with a medevil withcer mashup? More along need for special weapons for certain monsters and the enspansive creature types from both games
Fences. God i LOVE the Fences mod. It allows me to build propper animal pens, fence off reactors and dangerous areas and lets me designate personal gardens to my colonists houses. What? I like to make a pretty village sometimes.
My only problem with Research Pal and the Original Research Tree is that when you have a ton of mods with tons of research it becomes a scrambled mess since research isn't grouped by mod so trying to find a specific mods research becomes are chore specially if you dont know the name of the research
@@KokoplaysMB it never did for me though. I think I'll need to check it again. Maybe I was mistaking research pal and the og research tree, though I do like the tabbed style of the normal game I wish we could manually reorganize the nodes for a cleaner ui
But.. it's only 2 months old! The reason why I didn't include Prepare Carefully is because it's one of the most downloaded mods ever and it's been around for more than 5 years. I tried to find lesser known mods here.
@@KokoplaysMB What I meant to say is with the new DLC and update it MIGHT be considered old. I just wrote it wrong. I did get most of those mods cause they seemed really good.
I use mostly QOL mods the only onea i think i use that are game breakers ia stack xl qnd dwep storage. When your whole harvest fita in one tile you can make everything smaller q 8x8 fridge saves q ton of pawn time and a single warehouse for everything except chunks ia great. Weapon qnd clothes lockers let me instantly see what i have instead of squinting my eyes lookong at the stock pile
i always play with the monster girl mod as it makes them animals to tame and once tamed and trained they will cut, mine, clean, haul and rescue and one or two things i forgot atm. also the pawn prep mod and replace mod but they are widely known
@@KokoplaysMB its MGE with the selection but there is on MG human part aside from norm animal bond. and you can add it without messing up the game since its basically a animal add on
00:20- Plays highly modded Rimworld, builds sophisticated bases with a wide range of vanilla and modded context mixed in and working well, but still cant create an Animal area outdoors.
I didn't like the blueprint mod for a simple reason: electric lines and water conducts (from Bad Hygiene) sometimes, prevent the construction of other things that you placed in the same cell. I was forced to wait placing those just to make the blueprint and I couldn't make a functional blueprint once they were placed. Great selection of mods, though.
@@KokoplaysMB It does indeed. I removed it simply because it wasn't essential to my gameplay, but the others you listed are truly too good. I didn't try the industrial roller because I didn't know they were able to grab autonomously the goods. Now that I know, thanks to you, I'm gonna use the hell out of them. I'd like to build the cultivation fields away from my main building and have the walk-in freezer close to the kitchen. That mod makes it feasible. Thanks for the suggestion.
I was prepared for some new bonkers BS, which mod collectors usually seem to end up with when they collect 250+ mods, but 7 of these are actually nice, and I use them too. Minify, rollers, and human plants are gamechanging tho.
Well I think no death randomness is great and another I like is faction resources or rim war and what must have is enemy self preservation, I am much prefer not to kill anyone and ruining my zen garden so yeah raider that is severely hurt should retreat it is make sense, unless they are insect or mechanoid I like fighting this two since they are more profitable than human corpse, the other reason is I like pawn they looks cute and I don't like hurting them, I also like killing predator animal than those herbivores like mufallo or alpaca, yeah I hunt bears and wolf to extinction but rarely even hurt rats unless it is stray bullet. I like hospitality and gastronomy, if I ever stranded on the rim I want to make my own tavern and inn, being drug dealer is fine nothing can go wrong with few weed but never I being savages cannibal organ harvesting cartel.
Hey I was wondering can you play orcs and goblins with mods. I don't know much about this game. I was thinking about buying it however I want to make sure there is mods that I like
"Not game changing"
- Industrial rollers
- Plant Human
Exactly.
@@KokoplaysMB Koko, the latter actually makes RimWorld way easier, to be fair.
@@Ghaladh Tbh so do conveyors. Actually, conveyors should be in base game, hauling metal/ chunks from across all of the map is a great pain in butt. I thought about how great conveyors would be, but never looked for a mod.
@@SirNyanPanda I'm using them now and while they do an excellent job, they are not game-breaking. You merely save a lot of time, so that your colonists can do more rather than going back an forth transporting stuff.
Planting and raising people, on the other hand, is quite game breaking.
You could create a conveyor system using animals :v
Just don't inform PETA.
A note: There's an alternate version of Research Pal called Research tree, which generates research trees that are ordely and don't mash neolithic, industrial and spacer techs together while keeping the Research Pal aestetic and searchbar.
Dehl Fudge thanks so much for this, I had some sort of mods mismatch and so had to delete ResearchPal from my (very long) modlist. This sounds great, especially for games using a lot of lategame content/tech mods.
@@doouug There are also mods for a better mod missmatch window and a better modlist UI, I reccomend those if you don't have them as it makes troubleshooting a lot easier.
Thank you very much, I had the same issue with mods not working well together and for some reason researchpal is the one mod that forces a crash.
00:51 10. Better Spots
01:46 9. Industrial Rollers
03:13 8. Interaction Bubbles
04:09 7. Researchpal
05:00 6. Blueprints
06:06 5. Replace Stuff
07:12 4. Minify Everything
07:58 3. RPG Style Inventory
09:00 2. RimHUD
09:56 1. Plant Human
9. Industrial Rollers. You mean factorio mod xD
Edit: to anyone liking this concept of belts and automation then factorio is the game to play
I'm glad to see a lot of Mods I already prefer on this list. Personally, I mod the game with a "Keep in the faith of Vanilla" mindset. I have just about all of the mods Owl has made that attempt to bring back abandoned mods. Especially my favorite, the Cactecea race. I also have the "vanilla" mods (the ones with the pleasant green backgrounds, can't recall the two that buld them off the top of my head). Those are the ones where they add animals, clothes, and weapons that are vanilla flavored. I also have the Pshycology, Rumors, and some mods that add extra events. One of the more recent additions is Real Ruins. It's a mod that uploads copies of player bases who use the mod. Then chunks (which you can customize in content and complexity) can be found in random map generation and special quests. The catch is that it certainly can make your game harder. Think "why are there three scythers on the open map as I land?" And of course, Hospitality.
I have a love hate relationship with Real Ruins. It can be a great addition if you're doing more of a caravan/world map playthrough where you travel a lot and those ruins can be worth exploring. But they do pose a big danger if you're not careful. Using one too many mods gave one of those ruins a row of automated mortars that wiped out my whole squad in seconds :D
@@KokoplaysMB I had a pristine ruin quest that made me LOVE those automated turrets. Someone had filled their whole map with really hardcore ones, but some were disconnected. I looted for 24 hours after finding a hole in the line while all the raiders died trying to beat up the turrets. I left when the raiders started winning.
I really like using Hospitality, but i got a Problem maybe you can help me. I had an Event where Transport Capsules Landed on my map, i rescued the people and my colonist carried them to my infirmary, so far so good. But now they dont leave anymore, i have the guest tap but i can only adjust what Medicine they should recive. I had to take them to my prison or they would have died, could it ne that the Hospitality mod is to far down on my mod list or shouldnt be that a Problem?
Been playing this game ever since 1.00 came out. I thought I knew everymod out there and I was gladly wrong. Thank you for showing us these gems man!
Glad you found something new, hope you enjoy playing with them!
First 9 are good suggestions, downloaded them, but just can't wrap my head around the Plant Human mod. Hospitality, for me, is just more rationally immersive. Still a great mod list overall.
Hospitality is a great mod I completely agree. Plant Human is... funny. It's not something I'd use often but on the occasions I do it's always in chill relaxed playthroughs.
@@KokoplaysMB
I prefer the Human farming mod, with Its trees that produce humans every 2 weeks, as is custom.
@@semi-useful5178 it helps supplement the human meat needs of a healthy cannibalistic colony.
@@cursedsummoner
Or sacrifices for more tentacles!
@@semi-useful5178 will a little organ harvesting on the side, some slave labor and between us we've got a sweet party going :))))
Colony manager is an interesting mod. I find it more of a skill balancer mod for the player, not so much for the colony. A newish player will love the automation for basic resource management, things like keeping 150 food, 82 wood, 47 million leather (you can set all the limits) while an experienced player will hate it for taking 2 hours of 1 pawns time per day basically handicapping them.
There's a few mods (while you're up, pick up and haul, hauling+, etc...) which make hauling items more efficient depending on how cheasy you want to get from things I find reasonable like a pawn will pick up a near by stack of items and carry it to where it's supposed to go if they are going that general area next anyway, to full on doing the caravan carry cheese of forming a caravan to expand its carrying capacity to more weight and lots of items...
Finally there's mods for managing your stockpiles which seems stupid, but use it once and you'll hate vanilla. All it does is puts a search bar at the bottom of any screen that shows contents like a stockpile or a crafting table for use with restricting materials. Do you have any idea how much time I've wasted going from one modpack to another than having to find out where herbal medicine is hiding in those lists so I can tell them to put it there, or to store only marble, granite and/or slate? SIMPLE SEARCH BAR. I should put this at the top, but being a convenience mod video, I'm too lazy to do it.
Gotta love search bars for sure! And I totally agree with you on Colony Manager, I could never play with it..
@@KokoplaysMB You can treat colony manager like a search bar for rare things, like compacted steel to mine and simply deconstruct it/forbid it afterwards. It will catch the inside corner compacted steel if you're blind like me and can't see the small corner gradient. So it could have some use for people who are at the point where it's mostly worse than useless. It won't mine things that aren't visible, but it will catch anything that is, even if it's only slightly visible.
I only ever use Colony Manager to keep my animal farm in check. Usually I forget about them and they crowd the place or eat all of my food. It's also really handy to manage animal zones. For example, I keep my young chickens outside of the wall. They can feed on the gras there and act as decoys for raiders. If they are grown up they move inside the walls, so my colonists can collect the eggs and feed them more easily.
Matthias Hub Yeah have these people never had a chicken farm? Shit gets out of hand fast, I ain’t pausing my game every hour just to slaughter chickens.
@@Salmon_Toastie seperate the rooster from hen if you don't want more chicken
I had research pal turn off and I literally thought my game broke.
A mod that can help with pawns getting stuck is "Smarter Construction"
I picked up this lovely game about 3 weeks ago. I can safely say I have the status Whole Body: Rimworld Addiction. I did find nearly all of these mods after spending hours searching the steam workshop but I did not know of Better Spots and Industrial rollers. I DID find plant human....I am not using it in my current vanilla run but I absolutely plan to use it in my Evolved Organs game ;)
Nothing wrong with a bit of human farming... nothing wrong at all :D
Project rim factory has better rollers and much more.
Nearly 2 years later and actually got some good mods from this vid! I've had rimworld for a while but never played much of it and now that I've come across this video I'm gonna be playing it a lot more. Thanks for this!
Glad you liked it! Also reminds me I should make another video if it's been almost two years..
Rimhud is so seamless, intuitive, and downright amazing, I've been using it for so long, and only now do I realize that it is, in fact, a mod.
It's great indeed
it's funny, because i always forget that it's a mod when i'm using it until i play vanilla lmao
I thought this was 100 mods and I was about to play all of them to see how it went
That's totally my next video.
A few mods I would suggest is
-simple turrets as there is many different turrets to suit different attack methods and types of raids
-prisoner ransom so you get more silver with not wanted captured raider
Thanks!
I'm currently sitting on 70 mods. All the red lines on startup were scary at first but now i find the loading screens give me a good opportunity to work on my novel
@@TheTeremaster those are rookie numbers, you need to up it to 200 to start!
Then you'll have time to make a drink, get a snack and have a nap before you get to play.
I just got this game about 2 weeks ago, been playing vanilla and im glad to see a list of mods like this, the steam workshop is a bit overwhelming ay first
Glad I could help!
I'd recommend two mods for QOL: Allow Tool (adds a ton of functionality about allowing/disallowing items, a separate work category for urgent hauling, and much more) and QualityBuilder (allows you to set a target quality and will have your best constructor work on the item... they will build it, deconstruct it, and rebuild it until they hit that selected quality level. Less useful at the beginning, but so very useful in the middle game when you are trying to get high quality beds, etc for your pawns.)
It clearly is overwhelming with this game, but there are so many good mods it's really worth browsing every once in a while !
My advice is : sort the whole workshop by most subbed (not by rating), this will provide you with a list of all the most solid mods that most of the community uses. Browse the pages reading about the ones that intrigue you until you feel like the quality/relevance is going downhill.
The game can handle a huge amout on them : I curently play with 90 ish mods, mostly quality of life (like "Better Workbench Management" or "MT - silent doors"), some adding gameplay like "Dubs Bad Hygiene" or the excelent "Psychology".
Have fun !
I saw one for a multiplayer mod, does that actually work? Ide be verry interested if it did
I had no idea this mod existed, that's awesome (not that i have friends willing to play this game ¯\_(ツ)_/¯ but still a really cool add)
The comments seem to indicate that it works, but is a bit laggy with x2 and x3 game speed, which makes sense.
The commenters also stressed that you want to load the same mods in the same orders for it to work, other than that just follow the spreadsheet and guide and it should work fine.
Two mods that I feel are essential - Numbers, and Better Pawn Control.
Numbers lets you set up your own views of colonist/enemy/prisoner/animal/wildlife stats - including things like mining speed - things that you can normally access only one colonist at a time through the "i"nfo button on their colonist panel, and to sort them by any of the chosen columns. It makes it easy to answer questions like "who is going to give me the best trade discount"?
Better Pawn Control expands the handling of defaults for zones, foods, etc - it lets you specify what foods are and are not permitted to be eaten by colonists/prisoners/animals - no more needing to keep your pets away from your fields because you can now ban them from eating the farm plants. It also lets you quickly toggle between one preset and another - so you can create a "Pasture" set of zone defaults for animals and a "Safety" set of zone defaults, and toggle between them by changing one dropdown box value to send all pets into a safe area when under attack.
Three others well worth looking at: List Everything, [WD] Soil Contrast, and Color Coded Mood Bar. You can create your own alerts based on any combination of search tags with List Everything - e.g. get an alert when an animal on the map dies that points to the corpse, so you can go and get any remains as free food when the predator finishes their meal. Soil Contrast makes the fertile soil a rich dark brown so you can see the difference between soil types more easily. Color Coded Mood Bar tints the background highlight for colonists according to their current mood so you can see at a glance who is on the edge of breaking.
Good mods right there, thanks for mentioning them!
Great video! I have used several of these for years, but not all. Going to definitely be adding them. A few QoL mods I recommend are/can't play without: Map Reroll, Configurable Maps, Lock Doors, Character Editor, All For One, Better Traders, Orge Stack.
Thanks!
The vanilla version definitely need to work on their UX & UI... Glad that there are mods that improve them.
Indeed!
Yes, also AI of pawn and other quality of life stuff. I hope they are going on that!
without even watching more than one video, i can tell from scrolling down the comments that you're very dedicated to your work and fanbase, mr kokoplays. you have my respect
You've clearly not seen me yell at the pawns named after my subs when they go on an insulting spree because they've eaten without a table then.. :D
@@KokoplaysMB haha nice
i originally got rimworld because a german youtuber played it and i was like "oh that looks interesting" and everytime i play it i completely get lost playing an entire day without noticing. its sooooo good
I know how that feels!
I missed an important exam first time I started playing it :D
Thanks to your list my experience with rim world got a lot better. Thanks
Great to hear!
Great video! You should consider making a version of this for non-futuristic stuff. The Rimhammer - The End Times mod series is really coming along, and has tons of fun stuff. There's also Medieval Times, and the LotR stuff that very much make the game whole new experience.
I love the Lotr mods and A RimWorld of Magic stuff. Need to check the Rimhammer you mentioned.
I am usually a purist, but I do believe you’ve swayed this woman’s opinion. I am new to Rimworld and I simply must have these! First thing in the morning I will be downloading them all.
Mods are the way to go, hope you enjoy them!
After installing these, i will officially have 100,010 mods installed
Not mentioned here but a mod that saves so much frustration is "While you're up". It makes it do that pawns can grab multiple things instead of needing a separate trip for every different thing, like when you've stripped a downed enemy and want to haul their stuff back to storage.
I'm mostly a QoL and "in the spirit of vanilla Rimworld" mod user. While You're Up is an AI fix and less of a mod IMO.
Good point, that is a great mod!
@@KokoplaysMB thanks! I think it was the first mod I ever installed. Three round trips for three items of clothing is BS!
ResearchPal and ReplaceStuff are basically mandatory mods at this point for anyone.
Also happy organ harvesting noises for that last mod.
It's a great one for organ farming for sure!
There is one, I cannot think of the exact name atm, called like "Prepare" or something like that which basically allows you to set everything for your colonists before you start. You can set specifics for their age/gender/backstory/past injuries/stats/perks and so on and so forth for each of your colonists, choose how many colonists you wish to start with, as well as what materials/items/resources/gear you want your colonists to start with when they crash land on the planet. It is a really handy and helpful mod for those new to the game because allows players to give themselves a bit of an edge when they first start off and allow them to get a nice foothold with a base before the game starts to beat them down.
It's called Prepare Carefully, the reason I didn't include it in this video is because I went with lesser known mods and that one is pretty much the most downloaded mod for RimWorld.
Your articulation is so perfect, I want your voice king
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RimHud looks so useful. I've got to try that one.
I feel like pick up and haul // while you're up should be on this list.. pick up and haul lets your colonists grab armfuls of stuff as long as they have the weight to do so (ie an entire stack of clothing). While you're up allows colonists to autonomously haul nearby things on the ground to stockpiles near where they are headed when they decide to move.. really makes hauling life easier.
Two great mods right there 100% agree!
beig a long time rimworld player I was looking through this going "use it, use it, use it", then I reached the end, plant humans, wow, that looks awesome, I'm installing that right now! lol
It's a fun mod :D
I've never seen someone explain how research pal works....so I appreciate this and also now I want to install it XD
Maybe you should try installing it
Thanks for some of these mods got the game two days ago and some of these mods should help make the game more enjoyable
Hope you enjoy em!
One mod I personally love is the mountain miner mod
I feel like the one thing is it gives too much chunks and should be locked behind higher research.
One can never have enough chunks.
I already knew 8/10 mods.
I dont really see the better spots mod as THAT great but I'll definitely check out the rpg style inventory. The rest were all mods I played with before. Still thanks for the recommendations!
4:00
I am watching this while looking for war crime mods **A really **_chill_** game**
"and playing without makes you feel like, you´re missing an Arm" KEKW so nothing changes for me XD
I played many mods and If I may suggest one. Combine industrial rollers with rimfactory. Because why play factorio when you can harvest organs and have bee hives on top.
RimFactory is a great one for sure!
@@KokoplaysMB btw i recomend:
Vanila extended series
Rimbees
Medival times
Save our ship 2
Run N gun
Simple sidearms
And to have a lot of fun playing. Its nice to see that someone explaining rimworld mods. And you sure are awesome at it.
Great work
Thanks buddy!
how do the industrial rollers and plant human mod interact?
does it put the harvested human on the belt or something like that?
*THIS SOUNDTRACK...*
I knew most of these, but the three I did not know (Blueprints, Rollers and Rearch Pal) look awesome.
Glad you found something new!
Colored mood bar ?
That's a good one!
I literally can't live without Research Pal. Essential mod.
It's a great one for sure!
@@KokoplaysMB Downloaded it once to try it, and i am unable to stop using it
Minify Everything Mod is *really* considered cheating lol, you can deconstruct a whole ennemy base and bring it home ..
They never have anything actually useful though.
@@KokoplaysMB I raided a raider base (not outpost) and those raiders actually have an armory full of guns
*Leans in and whispers* "It's free real estate."
Hippidy hoppidy your base is now my property😎
Well, if you can deconstruct stuff, bring materials with you and built it on a new place, why cant you just take the thing with you?
Alright, just watched this and now I'm getting some new mods to help myself out.
Research Pal, oh I needed that one.
And better spots.
Yeah ResearchPal is gold!
I've installed the RT fuse and RT fuse plus for the short circuits. Then /i got the wild animal alerts, the mod that lets you settle impassible terrain and then just never stopped adding :))))
Love RT fuses, such a game saver right there!
It's on!
Jerry and Beth are going to marry sometime soon, prepare a marriage spot if you want to control where it happens.
Do you know of mods that add various armors or more crafting? Or one that lets caravans treat themselves without having to settle temporarily just to have them treat a random gut worms outbreak or something?
I'm pretty new to mods in rimworld and only run a few like prepared carefully, and a few animal packs (adds dog breeds and horses as pack animals).
The Vanilla series will give a bunch of crafting that doesn't skew the game hard in your favor. Caravans automatically try to treat wounds either by default or with whatever medicine is available. The forage indicator is only for food like berries or agave, it doesn't mean they will harvest herbal medicine to use. So just make sure that they have some available during caravanning. Unfortunately I only use the medieval mod for extra armor and I have no experience with other armor mods. Medieval has armor for hands and feet so you won't lose so many fingers and toes which gets annoying after surviving a few years. That 'in pain' debuff keeps getting bigger. As an extra, the Rambo weapons mod adds a bunch of real world guns with their own varying stats. Everything has pros and cons to them so it's balanced. The bad is that there is a plethora of guns it adds that it can get overwhelming. Especially since there is so many guns that the mod author hasn't written descriptions for any of them. Making it hard to tell if some are pistols or machine guns. After you play and win/lose a few times branch out to other mods that give rpg elements, factions, species, magic, technology, etc.
Generally any new faction you add will have special armor/weapons unique to them. There's also Vanilla Expanded mod series that improves on that. For really a ton of new armor and clothing to craft check out Apparello 2: steamcommunity.com/sharedfiles/filedetails/?id=728381322
"Set up camp" I think is called let you set up a camp on the map that is like a mini colony or an encounter map, you can use it as an outpost for exploration or just use it to rest
Rimsenal is great for extra armor and stuff
One of the Rimworld Mods that I like without naming it:
"I am Incompatible" =)
Combat extended?
That's a great example :D
Great mod list, well except for the last one. There are three I would add to the list as irreplaceable. Embrasures for defense, since I first played vanilla I always wondered why I couldn’t make a wall with a slit to shoot out of. Rimfridge, this works so well with Industrial Rollers it’s crazy. And best for last, Rimatomics. This gives great but very expensive power and defense options for late game. Without this mod I would get bored and my games wouldn’t last half as long.
I talked about Rimatomics in my top rimworld expansion mods, it's truly an amazing one! Also love rimfridge!
It would be cool showing new mods of rim just like the steam section but more entertaining
Maybe
conveyor belts is not quality of life improvement. it is a game changer.
I guess depends on how much you want to use them.
I am suprised you dont mentioned the "Just Ignore me passing" mod. With that your builders no longer stops building just because your cat passes by.
Can't mention em all.
First colonist I had die was from a roof falling on him. Broke my heart.
RIP
I'm going to add Better Spots asap!
A mod I love is Numbers... it allows you to display custom tabs showing every stat you want!
For example I have a simple work assignment tab where I can see all my colonists' skills at once and assign them the main jobs. It's amazing to train the shooting skill of my pawns by bumping up their hunting priority, or choose the best pawn in town for trading, etc.
I also have a drafting tab where I can see the gear, useful combat stats such as accuracy, moving speed, and their health condition.
I also love the Work Tab mod! 9 priority levels instead of 4, a breakdown of most jobs into their basic sub tasks, and even a function to only allow a certain task at a certain time of day!
Only my best animal handlers can tame wild beasts, everybody can feed a patient, only the best doctor can do surgery, everybody can deliver materials to blueprints, but only the good builders actually build... It's an amazing tool! Just know that it resets your work priorities when you first install it, so take a screenshot before! I had to find out the hard way haha
Achtung!, Allow Tool, Please Haul Perishables, Path Avoid... there are plenty of QoL mods that are just so great at reducing micromanagement!
Allow Tool is a great one for sure. I used Work Tab in the past but figured I'm fine with 4 priorities most of the time.
@@KokoplaysMB I think the real beauty of it is the separation of tasks! Especially that everybody helps with the construction, I don't have to micro it anymore. I have installed Pick Up And Haul as well, that has a great synergy with this, the Haul Urgently function of Allow Tool and Please Haul Perishables!
what mod you use for those wooden floors on your bar?
I'm using More floors - steamcommunity.com/sharedfiles/filedetails/?id=1543561093 and Stuffed Floors - steamcommunity.com/sharedfiles/filedetails/?id=853043503
I have decided to subscribe to the majority of this list, thx.
Glad you like em!
Research pal can also sort by tech level so you can see what you need to research to tech up.
Good point, thanks!
Amazing mod list! A lot of these I've heard of or seen played but haven't tried yet for myself. Some of these I'm definitely installing for my next run. Thanks for this summary of them. #1: so THAT'S how babby is formed. XD Well done.
Yup, that's EXACTLY how the babby is formed :D
The rimworld modding community is amazing
Yes, yes it is.
Lately I've been looking for a Factorio or management style game that's also a colony game and I'm glad there's a mod for it.
I've never heard of the Blueprints mod before. I wish it was apart of the game from the start. I would have exported so many base designs. :)
I think there used to be a mod to replace walls and the like but this version seems to be very polished.
I had no idea the RPG Invintory had such a quick way to go back and forth. That might help me give it a try.
When I first started using RPG inventory it had an issue where it would clip over so you couldn't see the max and min temperature so that back and forth helped a lot. Really cool mod that one.
@@KokoplaysMB After subbing to a hand full of these mods I'm wondering if I should race to finish my current play through without the mods or start a new game with them now.
about Minifyeverything, I think reinstalling things is in base game now, idk if it's for EVERYTHING but i know it's an option.
Everything means everything, in base game only a couple of things can be reinstalled.
What mod is that samurai armor?
That's from the Kenshi apparel.
1:51 how did you put traps this dense? no one block gap?
Better Spike Traps mod
Minify Everything can result in raiders running off with half your base, because if you can pick it up, so can they...
This is true. It's funny when you build strong walls made of titanium and they go like "NOPE, this is mine now!" :D
These are great. Thanks mate.
Glad you like them!
2:45 Yes !!!! To this mod to be put in the game!
It's a very nice one
Plant human? All I need is a star wars clone trooper mod and a mod for training firearms. I think you know where this is going.
Awww yisss!
Can you come up with a medevil withcer mashup? More along need for special weapons for certain monsters and the enspansive creature types from both games
There's a bunch of medieval mods + you have the cthulhu monsters and RimWorld of Magic mods. Could do well combined.
@@KokoplaysMB thank you been playing for a bit now but can't seem to get a good medevil play without someone somewhere having fire arms
Now for an Amazon fulfillment centre in the Rim!
Indeed
Fences. God i LOVE the Fences mod. It allows me to build propper animal pens, fence off reactors and dangerous areas and lets me designate personal gardens to my colonists houses.
What? I like to make a pretty village sometimes.
Nothing wrong with a bit of pretty fencing!
And when the raid come. They drop in the garden
My only problem with Research Pal and the Original Research Tree is that when you have a ton of mods with tons of research it becomes a scrambled mess since research isn't grouped by mod so trying to find a specific mods research becomes are chore specially if you dont know the name of the research
ResearchPal does sort research by mods though.
@@KokoplaysMB it never did for me though. I think I'll need to check it again. Maybe I was mistaking research pal and the og research tree, though I do like the tabbed style of the normal game I wish we could manually reorganize the nodes for a cleaner ui
Minify Everything gives me PTSD~ Raiders stole my WALL! My FUCKING WALL! Who does that?
This is an old vid but have to add Prepare carefully is my one mod I MUST have.
Also excellent vid (:
But.. it's only 2 months old! The reason why I didn't include Prepare Carefully is because it's one of the most downloaded mods ever and it's been around for more than 5 years. I tried to find lesser known mods here.
@@KokoplaysMB What I meant to say is with the new DLC and update it MIGHT be considered old. I just wrote it wrong. I did get most of those mods cause they seemed really good.
I use mostly QOL mods the only onea i think i use that are game breakers ia stack xl qnd dwep storage. When your whole harvest fita in one tile you can make everything smaller q 8x8 fridge saves q ton of pawn time and a single warehouse for everything except chunks ia great. Weapon qnd clothes lockers let me instantly see what i have instead of squinting my eyes lookong at the stock pile
Rimatomics is my favourite mod forever
It's a great one for sure!
The rimhammer mods are pretty good
I use most of these. Mandatory for a great game :)
Nice!
At 4:07 what are the things he is storing the beer and milk in?
Fridges from Rim Fridge mod. As long as they have power food in there never spoils.
@@KokoplaysMB Thank you :)
i always play with the monster girl mod as it makes them animals to tame and once tamed and trained they will cut, mine, clean, haul and rescue and one or two things i forgot atm. also the pawn prep mod and replace mod but they are widely known
Monster girl you say... hmmm
@@KokoplaysMB its MGE with the selection but there is on MG human part aside from norm animal bond. and you can add it without messing up the game since its basically a animal add on
@@KokoplaysMB hope you got to try it by now. hope you like it
Does fluffy's blueprint mod support rinworld 1.3?
Yes
00:20- Plays highly modded Rimworld, builds sophisticated bases with a wide range of vanilla and modded context mixed in and working well, but still cant create an Animal area outdoors.
They are family!
great modlist, i am a new player to rimworld, still, i already used a lot of it
Thanks!
Thanks great list
Glad you enjoyed
I didn't like the blueprint mod for a simple reason: electric lines and water conducts (from Bad Hygiene) sometimes, prevent the construction of other things that you placed in the same cell. I was forced to wait placing those just to make the blueprint and I couldn't make a functional blueprint once they were placed.
Great selection of mods, though.
Yeah that can be a bit of a pain, but in general it works pretty good.
@@KokoplaysMB It does indeed. I removed it simply because it wasn't essential to my gameplay, but the others you listed are truly too good.
I didn't try the industrial roller because I didn't know they were able to grab autonomously the goods. Now that I know, thanks to you, I'm gonna use the hell out of them. I'd like to build the cultivation fields away from my main building and have the walk-in freezer close to the kitchen. That mod makes it feasible. Thanks for the suggestion.
@@KokoplaysMB Man, I tried industrial rollers... it's an amazing mod! Thanks for the suggestion :)
Cheers man
I was prepared for some new bonkers BS, which mod collectors usually seem to end up with when they collect 250+ mods, but 7 of these are actually nice, and I use them too. Minify, rollers, and human plants are gamechanging tho.
Glad you found something useful!
rimthreaded. it gives rimworld mutlithreading which even witha powerful cpu is a much needed feature for mid to late game
Great suggestion!
Aww great! You’re a kenshi player, shall I look upon you with envy?
Yes
of course, if someone played rimworld they probably also play kenshi
If you dont like research pal. Then you can use dubs mint menus instead
your missing out on the sidearms mod its amazing
I've used it many times and currently using it in twitch playthrough. Indeed a great mod.
Time to open STAM and start getting those yummy mods.....
Unfortunately a lot of these yummy mods got wrecked by the new 1.1 update and might take a bit to be updated.
Well I think no death randomness is great and another I like is faction resources or rim war and what must have is enemy self preservation, I am much prefer not to kill anyone and ruining my zen garden so yeah raider that is severely hurt should retreat it is make sense, unless they are insect or mechanoid I like fighting this two since they are more profitable than human corpse, the other reason is I like pawn they looks cute and I don't like hurting them, I also like killing predator animal than those herbivores like mufallo or alpaca, yeah I hunt bears and wolf to extinction but rarely even hurt rats unless it is stray bullet.
I like hospitality and gastronomy, if I ever stranded on the rim I want to make my own tavern and inn, being drug dealer is fine nothing can go wrong with few weed but never I being savages cannibal organ harvesting cartel.
The beauty of RimWorld: there's so many ways to play it and mods make it all possible.
Love the kenshi names
Kenshi for president!
Hey I was wondering can you play orcs and goblins with mods. I don't know much about this game. I was thinking about buying it however I want to make sure there is mods that I like
Yes, there's multiple mods for both goblins and orcs, there's tons of mods that add various fictional races or races from other movies/games.
4:30 I tried research pal... I had so many mods, it just crashed and couldn't find a way how to display all the researches properly lol
#WorkingAsIntended
What about research tree?
@@Delta-lb1ck What do you mean?
its another mod that is similar to research pal.
why do ur floors look so good? is that a texture pack or something
Check out Stuffed Floors - steamcommunity.com/sharedfiles/filedetails/?id=853043503
did plant human mod have any other site beside steam workshop?
I only use Steam Workshop so can't help you there I'm sorry.
we are looking for mods that enchance some graphic elements and adds HD textures into the game.
Check out Better Ground Textures mod.
@@KokoplaysMB ok! thanks so much 💓
An excellent video thank you, some great mods here, many of which I wasn't aware of.
Glad you liked it!
You should do another video about expansion mods.
Like Save our Ship 2, and Hospitality.
That's a good idea for sure!