RimWorld

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What's the best mod collection right now and why?
Hi all, I was wondering what would be a good mod collection option, what are you using and why did you chose it?
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Showing 1-15 of 18 comments
Bathory Nov 20, 2022 @ 1:04pm 
Well, what specifically are you looking for? What are some of your favourite movies, books, etc? I use a few QoL mods, mods expand the medieval/neolithic eras, dinosaurs, ideology stuff, anima gear, and useful gems. I like to make the game more old school science fantasy with alien worlds and expanded melee combat options. Mostly the Vanilla Expanded stuff.
Last edited by Bathory; Nov 20, 2022 @ 1:05pm
Nihil Nov 21, 2022 @ 1:56pm 
Usually we assemble the modlist ourselves since our tastes differ alot and the are plenty of mods to satisfy almost every possible desire.
Stormbrew Nov 21, 2022 @ 1:59pm 
nothing because nobody is updating their mods.. they always claim something in their life changed.. or they had a baby.
boytype Nov 21, 2022 @ 2:03pm 
Here is my QoL and mechanic tweaking Mega Mod Pack, with 174 different mods that tweak numbers, change UI elements, and restore content that has been phased out over the various updates.

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.
Last edited by boytype; Nov 21, 2022 @ 3:20pm
Zane87 Nov 21, 2022 @ 2:05pm 
Originally posted by Alestair:
nothing because nobody is updating their mods.. they always claim something in their life changed.. or they had a baby.
Maybe update them yourself then? Those few important ones that aren't already....
And modlists are useless anyway, picking the mods according to ones playstyle is way better anyway
Bathory Nov 21, 2022 @ 2:23pm 
Originally posted by Zane87:
Originally posted by Alestair:
nothing because nobody is updating their mods.. they always claim something in their life changed.. or they had a baby.
Maybe update them yourself then? Those few important ones that aren't already....
And modlists are useless anyway, picking the mods according to ones playstyle is way better anyway
Depending on the mods, this might literally just be changing a single number in a single file. Most likely the comments on the mod links to an unofficial update, so neither the user nor the author need to do any work themselves.

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.
Last edited by Bathory; Nov 21, 2022 @ 2:25pm
sono Nov 21, 2022 @ 2:26pm 
Originally posted by boytype:
Here is my QoL and mechanic tweaking Mega Mod Pack, with 180+ different mods that tweak numbers, change UI elements, and restore content that has been phased out over the various updates.

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.

Would you be okay with me linking this in a guide? Seems like a pretty good list.
brian_va Nov 21, 2022 @ 2:43pm 
Originally posted by sono:

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.
boytype Nov 21, 2022 @ 3:06pm 
Originally posted by sono:

Would you be okay with me linking this in a guide? Seems like a pretty good list.

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)

Originally posted by brian_va:
that mod list probably works fine today... at some point there is going to be another patch. does this mod list still work?

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.
Last edited by boytype; Nov 21, 2022 @ 3:38pm
Vacknishkara Nov 21, 2022 @ 3:27pm 
rjw
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.
AlienWired Nov 21, 2022 @ 4:07pm 
All of them.....
Iridesence Nov 21, 2022 @ 6:48pm 
Here be my suggestions:

-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.
Last edited by Iridesence; Nov 21, 2022 @ 6:49pm
Bufu69 Nov 22, 2022 @ 12:59am 
After 2200 hours in the game I stopped playing QA tester and started playing the game vanilla.
Hoki Nov 22, 2022 @ 1:49am 
Originally posted by Mister Torgue Flexington:
Here be my suggestions:

-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)
these are enough imo to stay within vanilla themes for the most part without changing TOO much.
the 1.4 update showed how much of a VE addict i was. having to play without them showed me how unnecessary most of the stuff actually is. currently i only play with 3 of them (tools, chemfuel and psycasts)
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
Last edited by Hoki; Nov 22, 2022 @ 1:50am
sono Nov 22, 2022 @ 9:33am 
Originally posted by brian_va:
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.

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.
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Date Posted: Nov 20, 2022 @ 12:55pm
Posts: 18