RimWorld

RimWorld

Daily mod amount used
Hey fellow rimworlders I had a Question for all you if your willing to answer or able . for your Daily playthroughs how many mods do you use in your mod List me personally I use 336 mods. though this number is growing a bit higher as i'm adding even more mods to my Every day mod List. Also if anyone has any cool mods they are willing to share Please throw me the name i am always willing to take a look at new mods to add to my daily mods.
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Showing 1-15 of 17 comments
I haven't figured a good way to tell but as I'm only even subscribed to 83 mods and only have like half or so of those active it's safe to say I'm nowhere close to that.
If you use the Vanilla expanded Achievement Mod it will show you the current amount of mods you have Active and do to one of the achievements it has is based on the amount of mods you have running
Haperski Apr 23 @ 12:30am 
231 mods subbed and about 1 page of them (so that you don't need to scroll) in the mod menu is inactive. I browse the workshop everyday so these are bound to increase.

Beginning of games where I only have 1-2 pawns I get 650 TPS on 3x speed but mid-late game with 6-8 pawns I get like 150 TPS on 3x speed. I'm running smallest map because I hate when it takes a full day just to get from one end of the map to the other hahaha.
Originally posted by Haperski:
231 mods subbed and about 1 page of them (so that you don't need to scroll) in the mod menu is inactive. I browse the workshop everyday so these are bound to increase.

Beginning of games where I only have 1-2 pawns I get 650 TPS on 3x speed but mid-late game with 6-8 pawns I get like 150 TPS on 3x speed. I'm running smallest map because I hate when it takes a full day just to get from one end of the map to the other hahaha.
i get that about the map i only run medium/%50 map size to make it easier with all my mods on but for me to travel all across the map doesn't take too long since i have a lot of transport mods though at the same time i don't travel around the map much normally focusing more on getting my Colony map fortified
Joe Apr 23 @ 1:02am 
From 300+, I cut down my mods to around 250. Still planning to cut it down further since I've encountered a minor error where dead enemies refused to stay dead and continue to move even if they're technically dead, greatly slowing down the game till I use the dev tool to kill them, save, and reload the game. One mod that caught my interest is Vatgrown Hate then I make a playthrough to be like some sort of being a small detachment of Grineer sent to occupy this side of the Rimworld.

Or hospitality and make an overly strong character using character editor and making it a story that the protagonist is almost impossible to die but has to make sure that his tenants stay happy in his cozy inn while getting raided by bandits and all sorts of creatures.
Haperski Apr 23 @ 1:12am 
Originally posted by icepanda0525:
i get that about the map i only run medium/%50 map size to make it easier with all my mods on but for me to travel all across the map doesn't take too long since i have a lot of transport mods though at the same time i don't travel around the map much normally focusing more on getting my Colony map fortified

Bro, sure if its standard plain or hotter biome map. But I'm playing in the dark forest from Medieval Overhaul (or was it Vanilla Expanded Medieval ??). Bushes, trees and random debris slows down your pawn so much especially because I build my bases on one edge of the map to reduce defensive zone (Im anti-killbox faction).

Btw I started a new game this week, trying a puppeteer playthrough with Vanilla Psycast Expanded - Puppeteer. I just got the 1 of the 2 required psytrainer last night from caravaning all around the world. I havent even get the Psylink Neuroformer yet ! I do love the struggle.
Originally posted by Joe:
From 300+, I cut down my mods to around 250. Still planning to cut it down further since I've encountered a minor error where dead enemies refused to stay dead and continue to move even if they're technically dead, greatly slowing down the game till I use the dev tool to kill them, save, and reload the game. One mod that caught my interest is Vatgrown Hate then I make a playthrough to be like some sort of being a small detachment of Grineer sent to occupy this side of the Rimworld.

Or hospitality and make an overly strong character using character editor and making it a story that the protagonist is almost impossible to die but has to make sure that his tenants stay happy in his cozy inn while getting raided by bandits and all sorts of creatures.

i have seen the Vatgrown hate mod myself and it looks really good for like a Empire like play-trough if you feel like taking over or try to take over your entire world

Also the hospitality is a really great mod been using it myself for a good while plus pair with the other Hospitality add-on on mods you can run gift shops and restaurants or even have food vending machines and i believe things like spas as well though i tend not to use all the other mods that go with it.
Haperski Apr 23 @ 1:18am 
Theres add on mod for hospitality ?

The gift shop (and restaurant if you set up properly) and vending machines is already available in the base mod, no ?
Originally posted by Haperski:
Theres add on mod for hospitality ?

The gift shop (and restaurant if you set up properly) and vending machines is already available in the base mod, no ?
if you look at the hospitality Mod there is a mod-list in the page that says Mods to use with Hospitality that was set up by the mod maker
Haperski Apr 23 @ 1:32am 
I have subscribed to hospitality since forever bro dahahah. I never had the need to reopen the mod page because the legend himself keeps updating it even after I take a break from the game one or two years at a time.
More than I thought, I have 26 active mods. 6 of them are just new hair styles.

I used to run more but I found the majority really screwed with game balance and made everything play kind of funky.

I will swear by the Quality of Building mod though. It makes it so low quality furniture and art look janky and bad. Really great mod to visually show you where you need to improve your base.

If you have Biotech and do gene editing: Random's Gene Assistant, AutoExtractGenes, and Gene Bank Indicators are amazing mods. Random's mod marks genes you have isolated as green, grouped genes as yellow, and missing genes as red. Simple but really efficient at conveying information at a glance. AutoExtract adds a button to queue up someone to use the gene extractor when their genes regrow. Great for prisoners so you don't need to micromanage them. Gene Bank Indicators changes the visual of gene banks to indicate how much room is left in a gene bank so you can tell if you need to build more at a glance. All around great stuff.
ODevil Apr 23 @ 3:30am 
770 active mods.
Currently doing an ages playthrough, starting from pre-neolithic thanks to VFE Tribal and aiming for space with SOS2. Also have some mods to restrict tech and faction interactions, mods like Ignorance is Bliss, Arcane Technology and Tech Background.
Joe Apr 23 @ 3:33am 
Originally posted by ODevil:
770 active mods.
Currently doing an ages playthrough, starting from pre-neolithic thanks to VFE Tribal and aiming for space with SOS2. Also have some mods to restrict tech and faction interactions, mods like Ignorance is Bliss, Arcane Technology and Tech Background.
Did you manage to make pre-existing enemy factions progress technology levels with you to higher tech levels too? Planning to do something that starts from medieval to spacer level sometime after my current run.
ODevil Apr 23 @ 2:44pm 
Originally posted by Joe:
Did you manage to make pre-existing enemy factions progress technology levels with you to higher tech levels too? Planning to do something that starts from medieval to spacer level sometime after my current run.
Nope, I just have a lot of factions on my world...
RimSort tells you a tally, at least.

I run 226 mods active on my current game, and still have a hundred that are inactive. (I'm doing a transhumanist run, so I have a bunch of bionics/cyborg/robot mods going, along with a bunch of Vanilla Expanded stuff. I actually screwed up and have two different mods that add animal prosthetics, which is annoying because it both clutters the menus and skews the quest reward pools to things I can't use like bionic beaks, but I was too far in to go back and I don't want to risk disabling a mod mid-save, so, I'm just going on with duplicate prosthetic paw options.)
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