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After that, I'd add Harmony and Hugslib to ensure other mods work well. Character Editor is a popular one, alternatively Prepare Carefully if you use the most-up-to-date fork. Beyond that, there are so so many quality of life mods to choose from before even going into content. Quality Colors (continued) is a nice one that doesn't change much aside from making it easier to spot high and low quality items, Camera+ allows you to zoom in and out further, Compact Hediffs can make the health screen more manageable for some, Damage Indicators makes it easier to see how much damage things are doing to one another, Interaction Bubbles shows what pawns are saying to one another as little text bubbles, Killfeed adds a.... kill feed, RimHUD, Dubs Mint Minimap.... Heck, these are all just UI mods.
And I am one of the biggest mod advocates around.
The base game without any DLC is a great way to learn the basics and mechanics of Rimworld, at the very least until you can reliably make it through the game without running out of food, medicine, or colonists.
After that, I would say that small things that address specific mechanical "quirks" that annoyed you while you were learning would be the best way to go.
Fluffys "Tab" mods overhaul the different UI tabs that you use to control the game, and are some of the first I would suggest. Camera+, like Steelfleece said, is almost mandatory. Or things like texture and animation mods that dont really change or add much content.
None, start playing until something pisses you off.
Like "why are they dropping the damn food and blocking door tiles?!" then look up the workshop (which has the worst tags in gaming history, so good luck finding the mods) to see if there's a fix for that.
Spoilers: There is.
But the game would be considerably easier to comprehend and learn without all of the extra mechanics and items that are added with the DLC. Especially Ideology and Biotech, which add a ton of things that allow you to overhaul a lot of the way the game works to fit the players gameplay style.
Here are some QoL mods that do not change the game substantially or add a lot of unbalanced content;
https://steamcommunity.com/sharedfiles/filedetails/?id=725219116
https://steamcommunity.com/sharedfiles/filedetails/?id=715565817
https://steamcommunity.com/sharedfiles/filedetails/?id=712141500
https://steamcommunity.com/sharedfiles/filedetails/?id=867467808
https://steamcommunity.com/sharedfiles/filedetails/?id=1501832876
https://steamcommunity.com/sharedfiles/filedetails/?id=2478833213
RimHUD
Wall Light
Camera+
Allow Tool
Pick and Haul
Common Sense
Numbers
ResearchPowl
Medical Tab
...
Honestly the more you play the more you'll find out what mods you want/need and you just need to search for it.
It's ok, he has a whole 2.5 hours in the game. He's got this!
Probably already got his first ship launch under his belt then lol
To your question, "What's That Mod" shows what mods spawned something. Useful.
Also recommend Rocketman for performance. Won't matter until the mid-late game when you're past 15 pawns, but it does help.
https://steamcommunity.com/sharedfiles/filedetails/?id=2580837227
https://steamcommunity.com/sharedfiles/filedetails/?id=715565262
Free Will has absolutely transformed my game experience. It can be a bit irritating at times (as pawns act more like actual people and less like robots) but it makes it so you don't at all have to micromanage the work tab.
The latter automates a lot of resource gathering.
I'm running a little more than 400 mods and these two are pretty much my only absolute cannot play without them mods. I even don't mind playing with a random group of initial pawns as Free Will does a half-decent job of squeezing all available work out of any group of pawns.