RimWorld

RimWorld

BlueDragonXD Oct 17, 2018 @ 3:03pm
Top Five Best Mods for 1.0?
Please only post mods that will likely get updated to 1.0.

If your a new player I suggest playing without mods to learn the game first. But it won't hurt to look at what mods are available to get excited.

I like to use about 20+ mods... here are my top 5... I have many others that rank high as well! But I'm going to stand firm and limit it to five. If you feel you must post more than five please do so. But don't overload people brand new players may see this. So try to keep it simple. And of course you may use the sames ones I do if they are your tops as well.

Also HugsLib is excluded as many mods need it. So it's natrually very important.
https://ludeon.com/forums/index.php?topic=28066.0

These are all top mods I can't play without.

1. EdB Prepare Carefully
https://ludeon.com/forums/index.php?topic=6261.msg435952#msg435952

2. Vegetable Garden Project (Mainly the Primary mod but other parts of it are good too.)
https://ludeon.com/forums/index.php?topic=36926.0

3. Hospitality
https://ludeon.com/forums/index.php?topic=11444.0

4. Expanded Prosthetics and Organ Engineering 2.22
https://ludeon.com/forums/index.php?topic=10571.0

5. Mad Skills - No more Skill degradation!
https://ludeon.com/forums/index.php?topic=11148.0

If you don't know what these mods are... click the links. Read about them. I last used them all together in A17. That is the last version of Rimworld I played a lot. In fact I still play A17 on Non-Steam Version. But these mods should be 100% compatible together. They always have been before. They will all be updated to 1.0 very soon probably.

I'm going to be playing 1.0 A lot... B18 and B19 had bugs I disliked but those bugs were fixed just recently. So 1.0 is good.
Last edited by BlueDragonXD; Oct 17, 2018 @ 3:12pm
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Showing 1-6 of 6 comments
KalkiKrosah Oct 17, 2018 @ 3:23pm 
1. Prepare Carefully
2. Medieval Times
3. Expanded Prosthetics and Organ Engineering
4. Prison labor
5. Hospitality

Prepare Carefully to customize my starting colonists because making a celebrity version of Rimworld starring Alex Trebek, Danielle Brigoli and Gilbert Gottfried is amusing to me.

Medieval Times because I collect swords in real life and love some medieval elements in my games.

EPOE because losing a limb on one of my favorite colonists and then waiting years for a trade ship to arrive with the desired replacement limb is annoying. Rather make my own new limb.

Prison labor because having prisoners cut my rocks, butcher my game and tend my crops makes them productive members of my colony as opposed to being moochers who sit around all day and eat all my food.

And hospitality because you asked for 5 mods I like and this one gives me free gifts if I make rooms for travelers and give them tables to hang out at.

BlueDragonXD Oct 17, 2018 @ 3:27pm 
Seems legit... I don't care to much for Medieval Times but it's been a while since I looked at it. So I will check it out again. And Prison Labor is brand new to me. So I have to check it out. Thanks.

Originally posted by Mission00I:
I love the Fishing Mod, I cant remember who made it but it skipped 0.9 but super happy 1.0 is out.

Also a new mod to me.... Not surprised so many mods and I have been stuck playing A17. lol Every mod in this forum that anyone suggests I'm going to look into. I'm probably not going to play 1.0 until about the weekend sadly. I need to collect mods. First I make a list... then I wait for 1.0 releases... then I check that they work and don't have conflicts. So reading other peoples suggestions and answering questions here gives me stuff to do while I wait for mods to be updated. I already played 1.0 a bit.
Last edited by BlueDragonXD; Oct 17, 2018 @ 3:32pm
Mission001 Oct 17, 2018 @ 3:29pm 
I love the Fishing Mod, I cant remember who made it but it skipped 0.9 but super happy 1.0 is out.
BlueDragonXD Oct 17, 2018 @ 4:40pm 
B19 was way to buggy in my opinion. I'm amazing more mod makers did not skip it.
Last edited by BlueDragonXD; Oct 17, 2018 @ 4:40pm
Zapier Oct 17, 2018 @ 5:52pm 
1. Crash Landing https://steamcommunity.com/sharedfiles/filedetails/?id=730384702&searchtext=Crash+Landing

Easy or hard landings and experience regret from the first ship section coming down! Saved people from the cryptosleep pods? Well, you let that food section burn up while you were medding and are now starving. Put out the fires around the weapon deck so you could start with some beefy weapons and turrets? All that medicine also burned up and now the colonists you saved are dying from infection while the remaining fires burn up everything you can't get to!

Basically, I enjoy the surprise of wondering what I'll get to start with and risks of what to save or let go, while dodging debris coming down.

2. Simple Sidearms https://steamcommunity.com/sharedfiles/filedetails/?id=927155256&searchtext=simple+sidearms

Very vanilla friendly and allows your soldier who's good at range and melee to have both! Not dual wield style but swap in combat. Makes for some varied loadouts which is nice.

3. No more missing fingers https://steamcommunity.com/sharedfiles/filedetails/?id=1507613205&searchtext=no+more+missing+fingers

Hopefully will come back for 1.0 since it's a bit of a tweaking from an older mod. Certainly not everyone's cup o'tea but I enjoy it. Makes bodies a little tougher so you don't lose parts quite as easy, but it also ramps up the pain from wounds and bleeding is a priority. Fights tend to be more decisive good or bad.

4. Smart Medicine https://steamcommunity.com/sharedfiles/filedetails/?id=1309994319&searchtext=Smart+Medicine

Goes very well with the above mods I think since it's the one that I believe allows you to set pawns to carry medical supplies as gear, you can set it so you can tend anywhere so that middle of combat patch up could be a real life saver.

5. Death Rattle https://steamcommunity.com/sharedfiles/filedetails/?id=1499824971&searchtext=death+rattle

Since I enjoy some pain obviously, this is both some great little immersive stuff at worst or a real life saver at best. An example of both being when I had someone shot in the neck that nearly severed their head. Complete oxygen loss to the brain because of inability to breath. Quick patchwork was able to restore just enough so they lived but with some pretty bad brain damage. Went on to be productive but slow for quite awhile! The immersive, something sad/satisfying when your crack shot soldier who saved you from countless threats racking up an impressive kill count gets that unlucky hit to the chest that destroyed his heart. Clinical death, no pulse. You have no heart to use and all you can do is watch them either bleed out first or just simply die because of no pulse. It's a feeling of helplessness... and satisfying when its the enemy squirming!

Edit: Getting links for B19 or 1.0 if there already

Edit2: Thanks to the above modders and their predecessors who may have started them but didn't bring them all the way to now. I play with over 120 mods as of B19 and expect to keep that number in 1.0 and beyond most likely as long as the great modders continue it.

Previously mentioned mods in this topic are some great choices as well and many I personally use too. So many choices and so as a bit of a disclaimer I made my picks based on what I enjoy out of the risk/reward part of combat and some of the mods that maybe don't get as much attention due to the clear usefulness of others.


Basically, modding this game is great. Or don't. It's still great.
Last edited by Zapier; Oct 17, 2018 @ 6:01pm
Zorlond Oct 17, 2018 @ 6:51pm 
1. RF's Fertile Fields. Well-balanced and very in-depth terraforming mod.
2. VGP Vegetable Garden. So many options to farming and food preparation.
3. RunAndGun. Now using machine pistols makes sense.
4. Prepare Landing. (I hope) Not currently working, but the best way to find a landing site.
5. Numbers/WeaponStats. Basically two mods that do the same thing: Present info to the player in one big modifiable and sortable table.
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Date Posted: Oct 17, 2018 @ 3:03pm
Posts: 6