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RimWorld

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[Experimental] 1trickPwnyta's Defaults
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Mod, 1.5, 1.6
File Size
Posted
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1.404 MB
Jul 10 @ 8:34pm
Jul 26 @ 8:26pm
3 Change Notes ( view )

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[Experimental] 1trickPwnyta's Defaults

Description
This is the experimental edition of 1trickPwnyta's Defaults. For a more stable experience, use that mod. To enjoy earlier updates and newer features, use this mod.

Description
Tired of having to go through the same ritual every time you start a new colony of configuring your colonists' schedules, setting your quest reward preferences, turning down the medicine setting so you don't waste your good medicine on bruises, and more? This mod allows you to customize various default settings to use during gameplay, such as the default schedules your colonists will assume. See below for a full list of settings.

Compatibility
Supports all DLC and can be safely added mid-playthrough, however many settings will only apply to new colonies.

Full list of default settings
  • Storyteller settings: Set the default storyteller/difficulty settings to use for a new colony, including custom difficulty settings.
  • World settings: Set the default world and map settings to use for a new colony.
  • Colonist schedules: Set custom default schedules for colonists. You can create alternating schedules and the mod will cycle between them when assigning them to new colonists.
  • Policies: Set custom default apparel, food, drug, and reading policies that will be copied to each new colony.
  • Baby feeding settings: Set the default autofeed setting for colonists based on relationship to baby and whether they are lactating. Also allows you to set which foods babies can be fed by default.
  • Medicine settings: Set the default medicine settings to use for a new colony as well as the type and amount of medicine that new colonists will carry.
  • Reward preferences: Set the default reward preferences to use for a new colony.
  • Expanded resource categories: Set which resource tree categories are expanded by default in categorized mode.
  • Storage settings: Configure the default settings for stockpile zones, dumping stockpile zones, and storage buildings such as shelves. You can also create your own custom stockpile zone types with their own settings.
  • Workbench bills: Set default bills for workbenches that will populate automatically upon building a workbench.
  • Allowed areas: Create default allowed areas for new colonies and control which types of pawns get automatically assigned to which areas.
  • Hostility response: Set the default hostility response to use for new colonists.
  • Pregnancy approach: Set the default pregnancy approach that new romantic colonist relationships will take.
  • Auto rebuild setting: Set the default auto-rebuild setting to use for a new colony.
  • Auto home area setting: Set the default auto-home area setting to use for a new colony.
  • Use manual work priorities by default: You can do this.
  • Plant type: Set the default plant type for new growing zones.
  • Temperature targets: Set the default temperature targets for heaters and coolers.
  • Mech work modes: Set the default work modes for the initial two mechanitor control groups as well as a mode for all additional control groups granted by control sublinks.



Updates
07/26/2025: Add compatibility with Research Reinvented: Stepping Stones, bug fixes
07/24/2025: Allow uncapping workbench bills in global bill settings (vanilla caps at 15), UI changes, bug fixes, added compatibility with Better Workbench Management, No Pause Challenge, Mod Options Sort, and RimForge.
07/10/2025: Massive overhaul! Brand new searchable and categorized settings UI with additional features, various bug fixes, and new settings for default allowed areas, baby feeding, and mech work modes.
07/03/2025: Remove pregnancy approach option if Biotech not enabled
06/12/2025: Fixed position of policy lock icon, updated OOTB default policies to match the new vanilla ones.
06/12/2025: Updated to 1.6, fixed some minor bugs
05/05/2025: Add mod compatibility with Research Reinvented and Mines 2.0
04/24/2025: Fix bug that breaks atmospheric heaters
04/10/2025: Add compatibility with mods that increase max skill level, add null check when building new workbenches
04/09/2025: Add default workbench bills
04/03/2025: Fix bug where default shelf settings apply to non-shelf buildings such as nutrient paste hoppers
03/08/2025: Fix bug where hidden factions are duplicated
01/26/2025: Add default reading policies, pregnancy approach, target temperature, and shelf settings. Add button to set a policy as default. Add settings locks.
01/08/2025: Add null pawn check when setting hostility response
11/05/2024: Add setting for whether guests will be set to carry medicine automatically
10/29/2024: Fix issue when world settings include more than one of same faction type
10/10/2024: Add default food policies
09/21/2024: Add extra error check
09/11/2024: Added default drug policies
08/20/2024: Added default apparel policies
08/02/2024: Added default map settings
07/31/2024: Fixed bug that prevented hidden factions from being generated
07/23/2024: Fixed bug that caused incompatibility with the Blueprints mod, added error handling for situations where previously installed mods or DLCs are removed.

Credits
  • Settings category icons: Jerek Dain
  • Mod icon: @mouse_draws
34 Comments
Gravenwitch Jul 24 @ 9:44pm 
As someone with chronic restartitis this mod has saved irl years of time applying my desired defaults
1trickPwnyta  [author] Jul 17 @ 10:22am 
@aonyx @Zeress I'll try to address that in the next update. Thanks!
Zeress Jul 17 @ 7:29am 
@aonyx Thank you for that. I was wondering what was causing that just now
aonyx Jul 16 @ 12:35am 
Just in case someone face the same issue:
using with Mod Options Sort ( https://steamcommunity.com/sharedfiles/filedetails/?id=2910865748 ) will have the 1trickPwnyta's Defaults interface option interface become blank
VitaKaninen Jul 15 @ 8:40pm 
No prob!
1trickPwnyta  [author] Jul 15 @ 8:38pm 
@VitaKaninen Ohhh okay that makes sense! I thought they were two separate issues. Sorry about that!
VitaKaninen Jul 15 @ 8:24pm 
That was the same situation. The missing hours in the schedule config file messed things up so badly, and that was the side effect. They all had the same ideology, but it was like they could not see each other.

I could select one person, and they were the only one who showed up in the schedule tab, and if I tried to start the engine, they were the only one who showed up for the ritual. If I selected another person, then they were the only one who showed in the schedule tab or for starting the engine ritual.
1trickPwnyta  [author] Jul 15 @ 8:12pm 
@VitaKaninen No, you said there was an issue in the gravship scenario where you couldn't launch it because they all had different ideologies?
VitaKaninen Jul 15 @ 12:29pm 
You mean the problem with the game loading from a few days ago due to missing the reading schedule?
1trickPwnyta  [author] Jul 15 @ 12:23pm 
@VitaKaninen Regarding the issue with not being able to launch the gravship, I'm unable to reproduce the same error on my end. Is it still not working for you?