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They more often than not break the balance.
Secondly they're not quite in line with the dev's vision, lore & mechanics of the game, this is my main gripe.
And finally they do not have continued support like patches & bugfixes since they're not an official paid content.
No offence to modders.
If i do use mods, its usually quality of life mods that improves the UI. Preferably dev certified/approved mods(i.e. UI mod in Stellaris or community mod in X3 so i can get achievements), not applicable in Rimworld though.
I do on occasion play overhaul & theme mods for a change of environment but rarely. Eventually i'll drop back to vanilla.
Some mods might just be too OP for you though and you can't find a way to make them work in a fun way, either because the mod is all power and no cost, or the "cost" isn't really a cost and just feels like free power. For me personally, Pick up and Haul would be an example of the former, and Vanilla Outposts Expanded an example of the later.
I've been removing a lot of mods lately though, because after a point when you've played with their content they start feeling like bloat and you might as well remove them to bring the proper difficulty back. VFE outposts for example is really fun for a while and the idea is excellent, then you realize you can just use it as a cheat dumping your useless pawns into free-generated resources / mortar bots, and it doesn't really bring anything gameplay-wise. Never really played with the more obvious gamebreaking mods, like the ones balanced around the void faction, or rimworld of magic and the likes.
I do play a lot of vanilla psycasts expanded, because while some of the paths are absurdly broken, the base game psycasts are too lackluster and I couldn't even justify buying royalty if not for VPE
You could also just try to add difficulty mods to balance out the overpowered ones, I used to play a lot with the cthulhu mods and some of the raids (the "deep ones" I believe) are way stronger than regular ones. The witcher mod also has brutal fights that may very well feel properly balanced against psycasts expanded.
I do draw the line at embrasures. Zero fun, zero content added, core mechanics of combat changed for no reason, just to make the player absurdly overpowered. Straight-up cheat, I don't really see a point
It was balanced against itself; but I found it didn't add anything for me except needless risk of colony-wipes, because that power level didn't suit my preferred playstyle. :-)
But, then you limit yourself, and you use whatever mods you like in a way that preserves the challenge you like. At worst you can always go up one difficulty.
Though that little speech over with I went on an SG-1 binge a few months back and so was excited to find a Stargate mod. And it is an excellent mod. But it is also a mod that mostly provides 10 archotech eyes and 10 ressurrector mech serums to you every 30 days, and because doing events associated with the stargates adds more events you just end up infinitely propagating loot. Otherwise an amazing mod, but that particular aspect makes me quite sad.
IMO, those are clearly "balanced", they just spare me from mindless micromanagment and de-installing the game in a rage quit.
Most mods i use are either visuals, or QOL with 0 impact on actual gameplay/
Armors and weapons are "ok" as most of the time ennemy raids can also use them. so it's sorta balanced.
I avoid defense buildings mods as most are op and not used by world generation.
could u name the cleaning one please
Tynan's very deliberate and intentional design ruined for me forever. Thanks obama.
Because my reasoning is, at the end of the day: It's my game. The rules are whatever I say they are.
(Same as a self-imposed challenge in other games. The rules are what I say they are, not what somebody else thinks, or other people's "tradition")
If I want to play on a Casual difficulty, with Phoebe, and reloading saves, that's my call to make.
While playing this, if I feel a bad outcome happened because of the game brainfarting, then I may rule to veto that outcome.
Sure, some people may whine about it, but it's not their game.
(Mind you, if it was a legit outcome, like being wounded in battle or dying of disease, I'll allow it. That's also my call to make.)
Same with mods. I add what I see fit to add, not what other people say.
Most of mine are just QoL tweaks, like gaining EXP from stonecutting, or the ability to later on clone organs (and eventually colonists. Balanced by it taking a lot of materials and time, and the clone having debuffs for a month).
Or adding custom races I wanted, because it's fun.
Overall I am pretty strict with not adding OP stuff. There's a weapon mod here and there but with 80% of the stuff Cherry Picked removed and the like but I'd say it's *mostly* balanced.