login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Help us translate Steam
If you're relatively new to the game, best to learn the game as it is - rather than getting used to mod support and then finding you're not sure how to do stuff if a mod becomes obsolete or breaks.
If you're thoroughly familiar with the game, then the question becomes: What parts of the game do you WANT to change?
For me, the first mod I added was https://steamcommunity.com/sharedfiles/filedetails/?id=708455313 because I didn't want to have to keep re-designing my buildings at the start of the game, over and over.
Since you are looking for suggestions, I'll recommend these two: https://steamcommunity.com/sharedfiles/filedetails/?id=1507748539&searchtext=Mod+manager + https://steamcommunity.com/sharedfiles/filedetails/?id=1399212509
* By "prominent", I mean that those people I've noticed who are long-time regulars on the forum, who provide informative insights on things & are generally nice people to have about. :-)
If you don't mind a different art style, then some of the "Gloomy" mods are pretty neat too. ^_^
https://steamcommunity.com/sharedfiles/filedetails/?id=1558635181&searchtext=Gloomy
Note that the Gloomy Hair and Gloomy Face mods both have a "mk2" release that is for the current (1.2) version of the game.
IE: The one that stops them from droping stuff on doors keeping a full freezer open all the time, that's annoying and it's more of a patch/fix than a mod.
Maybe some interface changes if you're not satisfied with how things look or the data.
But other than that mods really aren't essential, even the most innocent ones like adding an extra need, or making dirt disappear by itself will give you a massive advantage over time and make the game a lot simpler/easier.
IMO players delude themselves thinking that cluttering features add to the game, most mods reduce the experience more than they enhance, IE: Being abtle to craft any body parts makes it so you'll never really have to worry or seek a certain rare body replacement for your colonist, maybe he had a shattered spine and is now permanently down or something, and you're traveling the world looking for a bionic spine, but the mod could just give it to you.
Or in a real game you may even reroll characters a lot, but you'll never have a "perfect dude" and will have to learn with that great resistant brawler guy you got and his pyromaniacal breakdowns from time to time, while the modder just plays with perfect dolls that never even have breakdowns.
Or the anguish of trying to hurry back to a base under attack while you were selling stuff while the modder just zooms through the entire map very quickly and gets to every city within a day.
Or you usually need to actually manage your inventory and space, create optimal solutions for a massive freezer, then worry about storing space for all the junk you've been collecting, or just cheat with a mod that stacks everything to 10k in a single tile and never manage anything, also, free temperature
IMO most mods don't have the attention the gamedev had, they don't care for balance and often ruin it, there are some good ones, often the big ones that work like one big expansion pack and are not compatible with anything else, visual ones and bugfix mods are often great too, but the cluttering "add needs, add weapons, add armors, add crafts, add features, add junk" mods are something I personally tend to avoid.
It's similar to playing GTA, spawning a tank and an army of space marines and just blowing ♥♥♥♥ up, that's not really the GTA experience, but the explosions are pretty.
I could also recommend quality of life mods if you want.
I think mods that add new traits are fun to play with. Nice variety and changes things up in miniscule ways. I wouldn't ever turn those back off unless I'm adding more :)
Rimfridge.. Gotta have that rimfridge.
The 'vanilla expanded mods' can be a bit off balance tho the textures are vanilla like. I think most of the animal mods are solid tho. Check em out
Biome mods are quite fun too.
Which is why I tend to caution new players against filling their game with mods, until they know what's going on first.
It's not clear how much time this player has with the game, and I haven't seen them about here - so I decided *not* to assume they had 300hrs so far, and instead give them more useful advice than flooding the thread with 50+ "must-have" mod Collections.
I would add rimfridge because it helps me organize my kitchens.
https://steamcommunity.com/sharedfiles/filedetails/?id=1180721235
Wall lights because it helps to keep floors uncluttered.
https://steamcommunity.com/sharedfiles/filedetails/?id=1423699208
Hide conduits for ascetics.
https://steamcommunity.com/sharedfiles/filedetails/?id=2013416365
Medical tab for keeping up with disease, etc.
https://steamcommunity.com/sharedfiles/filedetails/?id=715565817
Rim Hud for info.
https://steamcommunity.com/sharedfiles/filedetails/?id=1508850027
Mood bar
https://steamcommunity.com/sharedfiles/filedetails/?id=2006605356
Armor rack
https://steamcommunity.com/sharedfiles/filedetails/?id=1875828205
Some game changing ones.
No mech raids because it gets old at the endgame.
https://steamcommunity.com/sharedfiles/filedetails/?id=1557017785
Turret fix.
https://steamcommunity.com/sharedfiles/filedetails/?id=2028662113
Dub's break mod because it makes it more better.
https://steamcommunity.com/sharedfiles/filedetails/?id=1722398508
'i wanna add mods but i wanna keep the RW-feel' - thats still an enormous group of mods we're talking about.
If its just about adding more content then vanilla expended definitly is a good place to start. but not everything of it preserves the vanilla feel to be honest.
if you can provide some pointers what you want modded we can more specificly provide suitable recommendations.
this is the best start when looking for mods.
i usually play with something around 200 mods with about 80 of them being my always goto 'coremods' containing frameworks, changes to AI, tools for detailing colonies and for troubleshooting (and a lot of textureswaps).
who doesnt like shrimps?