RimWorld
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[Experimental] 1trickPwnyta's Defaults
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Mod, 1.5, 1.6
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1.540 MB
10 jul om 20:34
4 okt om 17:43
11 wijzigingsnotities (weergeven)

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[Experimental] 1trickPwnyta's Defaults

Omschrijving
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
10/04/2025: Prevent non-colonists/slaves from getting default work priorities assigned as it can cause log spam
10/03/2025: Fix bug where default landmark density does nothing
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
107 opmerkingen
Caramel 11 okt om 0:46 
Can you add a separate button to disable the storage building setting? I am used to using the storage area to copy to the storage building. There are too many storage buildings and I don’t want to adjust
veoba 5 okt om 13:51 
As i know you can save your one food rule or appareal rule in game...
1trickPwnyta  [auteur] 5 okt om 11:59 
@veoba I'm not aware of such a feature. Is that from another mod?
veoba 5 okt om 11:06 
No. Those you can save alone, in separate file and load them after in any game.
1trickPwnyta  [auteur] 5 okt om 10:16 
@veoba You mean the ones saved in a game save file when you save your colony?
veoba 5 okt om 9:16 
Does this mod interact with saved polices, which stored in users directory?
VitaKaninen 5 okt om 7:32 
Ok. If it happens again, I will try to narrow down the exact cause. Thanks!
1trickPwnyta  [auteur] 4 okt om 17:45 
@VitaKaninen I wasn't able to reproduce it on my end, but I added an extra check to hopefully prevent it. Let me know if it works.
dr_bobs 4 okt om 5:59 
we cant see the original version of this mod
1trickPwnyta  [auteur] 4 okt om 1:59 
@VitaKaninen I'd say there's a good chance it's this mod. And I think I know why. I'll look into it more tonight. Thanks!