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Does not add much content, mostly just alters the balance and look of the base game.
https://steamcommunity.com/sharedfiles/filedetails/?id=2891414708
Pick and Choose the mods you like to make your own Pack, or just "Subscribe To All". Nothing on the list conflicts and it will all run together if you choose to go that way.
All mods are verified currently working with the latest patch for 1.4 Biotech, Royalty, and Ideology.
And modlists are useless anyway, picking the mods according to ones playstyle is way better anyway
The small change I'm referring to is changing the XML reference from 1.3 to 1.4. I believe it's in the mod's About.xml.
If the mod is just basic weapons, apparel, or recipes, this is likely all that is needed. I've done this for some of the mods I use and haven't had an issue.
Would you be okay with me linking this in a guide? Seems like a pretty good list.
this is all my opinion, take it or leave it, no disrespect intended.
that mod list probably works fine today. its probably gonna be fine tomorrow, and even next week. at some point there is going to be another patch. does this mod list still work? more than likely, but its possible something becomes broken. how about a year from now or so when 1.5 comes, or another dlc? its a fair bet at least one of those mods wont be updated, and your guide no longer works.
if your'e gonna do a guide with a mod list, at a minimum you should make it clear it works TODAY, and going forward is 50/50 as to it working or not. or use your own list, and do what you can to ensure it works as time goes on.
again, no disrespect intended either way, just throwing out an opinion.
Absolutely. Go ahead. I have reorganized the mods into both category and alphabetical order to help make it easier to see what is there. It goes;
[Core Mods & Libraries] (5)
[UI Mods] (14)
[Combat Tweak Mods] (14)
[Texture Overhaul Mods] (8)
[Pawn Makeover Mods] (9)
[Added Items Mods] (11)
[Quality of Life Mods] (80)
[Fluffy 'Tab' Mods] (8)
[Owlchemist Mods] (9)
[Glowing Things Texture Mods] (3)
[Vanilla Expanded Mods & Patches] (13)
Brian is totally right about the longevity of mod lists in general. No question.
Just to verify, all of these mods DO work right now. They are all either updated to 1.4 or verified to work and have been added to No Warning Message by Mlie, which is included in the pack to help prevent error messages.
And they all work together without any conflict.
You can hit "Subscribe To All" on that pack and it will work.
sos2
rimatomics
dubs hygiene
rimfeller
rimworld of magic
Thoses are probably the biggest game changer mods i'v met in this game
if you happen to put all of them at the same time you could end up having your mages colonists doing nsfw things on an atomic space dreadnough.
-vanilla expanded series(all of them) are must-haves for me (if anything, get these)
-newratkinplus is a mod i never go without as well. (its absolutely great for medieval playstyles)
-Silkiera Race mod (simply because i like some of the items & structures it gives, i disable the actual faction ingame)
-Moyo race (adds a bunch of cool energy-type weapons, and expands the drug markets as it were)
-alpha biomes (more places to challenge myself)
these are enough imo to stay within vanilla themes for the most part without changing TOO much.
races kinda are a thing for those that do not own biotech. if you own it the trend currently is heading towards running races via xenotypes (its still early stages though and theres no universal framework for extended stuff yet)
modpacks are best made by the player themself or at least their input. that ets you know what a mod does and what you could do in case something goes awry
I'm aware, but the same can be said for anything I've put in my guide. While most thins are pretty definitive, anything can be changed by the devs if they feel like it. There's a reason I mention the game version in the title, as many other guides are hopelessly outdated and there's no way to tell.
I'm adding it to a minor section at the bottom of the guide, pointing out some mods that can be used, but the guide is about vanilla gameplay for new players. Anything that helps them find useful mods without combing through the workshop can be useful. If any mods stop working, it barely affects the guide.