RimWorld

RimWorld

34 ratings
[Experimental] 1trickPwnyta's Defaults
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Mod, 1.5, 1.6
File Size
Posted
Updated
1.540 MB
Jul 10 @ 8:34pm
Sep 16 @ 3:19pm
9 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.

Default Settings Categories
Mobile friendly version[i.imgur.com]




Updates
09/16/2025: Add support for Priority Master mod
08/27/2025: Fix bug that breaks player mechs when default work priorities are enabled
08/26/2025: Several minor bug fixes
08/26/2025: Fix bug that resets this mod's settings back to default when game language is changed.
08/11/2025: Add default work priorities, allow removing items from outfit stands by default, fix bugs with default workbench bills and allowed areas
08/05/2025: Add compatibility with Quick Stockpile Creation
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
96 Comments
VitaKaninen Sep 27 @ 10:39am 
Ok, no worries.
1trickPwnyta  [author] Sep 27 @ 10:17am 
@VitaKaninen I think I would have to add a check to make sure everything in the drug policy is considered a drug and remove those that aren't. I can update that in the future, but for now, you should be able to just delete and recreate the drug policies to get rid of the error. Or you could edit the chocolate out of the settings file manually.
VitaKaninen Sep 27 @ 3:25am 
I noticed a small bug. When I use the mod, Chocolate Drug Policy , and then save my drug policy, if I then start a new game without that mod active, the chocolate still appears in the drug category, but it throws errors.
https://gist.github.com/HugsLibRecordKeeper/11ca09ae34b6d376f56b491841d955d2
Blub-Blub I'm a submarine Sep 25 @ 6:48pm 
Welp, I sorted my load order differently (put Dark Ages: Beast and Monsters after CE) and the errors cleared.
1trickPwnyta  [author] Sep 25 @ 2:52pm 
@Blub-Blub I'm a submarine The first four could potentially break the mod but I think the two below are probably okay for the most part, as long as you don't reset your policy settings or try to load any vanilla default policies.
Blub-Blub I'm a submarine Sep 25 @ 2:15pm 
four like this:

Error in static constructor of Defaults.DefaultsModInitializer: System.TypeInitializationException: The type initializer for 'Defaults.DefaultsModInitializer' threw an exception. --->

Then the two below:

SaveableFromNode exception: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.TypeInitializationException: The type initializer for 'Defaults.Policies.VanillaPolicyStore' threw an exception. ---> System.NullReferenceException: Object reference not set to an instance of an object


Could not resolve cross refs: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.TypeInitializationException: The type initializer for 'Defaults.Policies.VanillaPolicyStore' threw an exception. ---> System.NullReferenceException: Object reference not set to an instance of an object

I know those aren't the full logs, please let me know if you want more info
1trickPwnyta  [author] Sep 25 @ 6:24am 
@Blub-Blub I'm a submarine What are the errors?
Blub-Blub I'm a submarine Sep 25 @ 5:45am 
Great mod! The stable version seems to throw errors when I install the newly updated Combat Evolved. Is this version patched for CE or can I ignore those errors?
1trickPwnyta  [author] Sep 23 @ 8:48pm 
@Pillar I'll add it to my list!
Pillar Sep 23 @ 7:15pm 
Can you add support for Mod Medicine Patch 1.6 please?
https://steamcommunity.com/sharedfiles/filedetails/?id=3550702277