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My pawns residing at "McReynold's Bistro" are doing well. ^_^
Well, aside from when Cosmic Horrors show up (that mod is in there too) - but who said working at a burger place was easy? :-p
Were you looking for mod suggestions to suit those playthroughs? Or looking for more ideas to add to your list?
As for fleshing out a current proposal, I might head toward a grim radiation world with zombies, so what would be some good mods about them? I know there is a cave biome, but is it compatible with the radworld world?
Ah, and I'm very fond of Combat Extended, I just can't play without ammo or proper firing solutions.
I did a playthrough with Cosmic Horror already but the events get a bit repetitive. But it was like 2 years ago. Add Aliens for added fun :-)
For some reason all the squishy humans are getting upset about the whole thing.
If you're looking for Zombies, then I don't know of many mods which do it - but this would be your best bet: https://steamcommunity.com/sharedfiles/filedetails/?id=928376710 (There may be others, but I've yet to see them.)
For radiation, then the obvious pick is https://steamcommunity.com/sharedfiles/filedetails/?id=2474160202 but this may also have some radiation effects (I've not used it myself) https://steamcommunity.com/sharedfiles/filedetails/?id=1127530465
In the mod description for RadWorld, it says this so you may be in luck:
For an alternative to CE, if you're primarily after ammunition, then Yayo's Combat has an optional ammo system which you can toggle on in the mod settings: https://steamcommunity.com/sharedfiles/filedetails/?id=2038409475
You're already familiar with Cosmic Horrors, so let's add a Lovecraftian storyteller and a patch for Genetic Rim so you can make your own eldritch abominations: https://steamcommunity.com/sharedfiles/filedetails/?id=2246088032 https://steamcommunity.com/sharedfiles/filedetails/?id=2249250199 https://steamcommunity.com/sharedfiles/filedetails/?id=1138962461
But yeah, I tend to add Cosmic Horrors just to add variety to the hostile creatures, rather than making it the single mod which my game is centred around. :-)
I don't have a lot of content mods that I've played, but I'd be keen for more additions to my own list of things to choose from: https://steamcommunity.com/sharedfiles/filedetails/?id=2450116776
I'm intrigued by Yayo Combat versus Combat Extended. What are the benefits of each compared to the other? From what I read of Yayo, ammo are more 'generic', subdivided by category and era. Also the accuracy algorithm does not trace the trajectory for real. So would Yayo mod be the 'streamlined' version of CE somehow? Simple but sometime simple is good, so I'm not judging here.
https://www.youtube.com/watch?v=2gv_Uil_62k
Take the lessons it teaches to heart to get an idea of how to run your colony
Tribal start
No research (yes can't research anything)
Starting research: all tribal techs (great bow, brewing, devilstrand, etc)
Everyone in colony : psychic hypersensitive (aka tribal psicasters)
No prisoner recruitment (slaves to be sold, released for reputation ) unless they were psychic capable (not dull, but sensitive rather than just normal pawns)
Between not needing most of the metals mined, and the loot to be sold they were quite a successful colony