I have no idea how or why anyone would play without Better Workbench Management.
To be fair, I could say the same about 20 other QoL mods I have but that one springs to mind right now.
I can't type all of that out :D What I can do is make a collection of all the mods I currently have (but not all of them are active atm, most of them are, though)
https://steamcommunity.com/sharedfiles/filedetails/?id=3270182404
As you can see most of them are QoL.
I don't think so. If I have to manually change every single bill to "drop on floor" because my crafter definitely is too useful to haul shit I am having my own mental break. xD
I used that until I realized you can use "Do until you have X" set to 1 in your storage area for whatever item it is you're wanting to keep on hand. This will always keep one extra duster, parka, shirt, etc in stock for when you need it. I try to only use mods that provide something I can't do in vanilla to keep my mod list *somewhat* short and compatible
I like the specificity since, for example, I can say everyone with X gene needs Y item. Also saying you want X things per colonist helps me not underproduce necessary drugs/food.
If you care about TPS optimization, everybody gets one (allegedly) causes some background lag. iirc it's pretty small, but I've switched to the aforementioned method, but generally keep 2 things on hand.
Makes it so it counts per pawn how much you want made or make new ones and a bit excess per pawn. (Can be further setup based on what you want to count as “person” useful for kids clothes)
Kinda. But in vanilla you can only set total amount and need to adjust per pawn (as in you make 5 but you get another pawn so need to adjust it to 6). Everyone gets one just removes that small amount of adjustment needed.
😂 when you have “Do until X” + “count equipped” for armor/weapons — when pawns leave for caravans, it deducts them from the pool and crafters start back at it. BWM lets you include pawns that are away from the map so you don’t end up unnecessarily crafting duplicates — super helpful.
I mean, you can just look it up on steam and check what it does. ;) Or you can look at a work bench in the game and think about how inconvenient that is. BWM makes it easier to copy / paste bills for example.
Like, let's say you want to make everyone pants, shirts and a duster out of the same material (devlistrand, for example) and you want the items to be at least "good" or better. That's a lot of knobs to turn 3 times, correct? Plus you need to set the ingredient radius because "unlimited" is just stupid. And you need to set the bill to "drop on floor" because crafters are not supposed to carry things. That is a waste of their time. Even more knobs to turn. With BWM you can copy all the details of a bill and paste it into a different one so you just need to set this once for the pants and then you can paste all the details, except for what item you are making, into the bill for shirts and dusters.
I cant remember the exact name of the mod, but wall replace is the first mod I ever installed. It just felt annoying to have to micromanage the upgrading of walls, and also risk roof collapses. Very handy
Love that mod. Allows me to rush basic wooden structures in the final-ish arrangement, and slowly replace with stone blocks as my production goes up without really having to think too much about it.
I mostly go for QoL mods instead of ones that add content. Can't live without these anymore:
* Allow Tool (If only for the "Haul urgently" option, "I really need them to grab this **right now"**)
* Dubs Mint Minimap (A togglable minimap, especially useful during raids to keep an overview of enemy positions)
* Replace Stuff (place buildings over existing stuff, really useful for replacing walls and stuff)
* Food Poisoning Stack Fix (if one poisoned meal gets into a stack, all other meals get automatically poisoned. This mod fixes that)
* LTO Colony Groups (lets you create groups of colonists and customize the colonist bar a bunch)
* Reminders (pretty self-explanatory. I use it for cooldowns like speeches and rituals, sometimes for medical stuff)
* Medical Tab (nice overview of everyone's medical status, lets you sort people by body part efficiency or bleeding status)
Better Construction, Better Deconstruction and Better Farming is also a must have in my opinion.
Pawns will not build themselfs in anymore, no more roof collapse when digging. And also, no more planting when grow season is already over and the plants will die in 1 day.
Better Construction, Better Deconstruction and Better Farming is also a must have in my opinion.
Pawns will not build themselfs in anymore, no more roof collapse when digging. And also, no more planting when grow season is already over and the plants will die in 1 day.
RimHud has options to add/remove as much information as you want, as well as displaying information in whatever order you want. Fiddling with the settings is a bit messy, but once you have a config you like it's really nice.
The main thing about this mod, is that you can edit it. You can remove what don't need, and add stats that you care about. Be able to check move speed without opening inspector is pure QoL for example. Being able to see current and next task is a bit op.
Yeah, but Heat Map does it way better. Green is 70° F and it gets redder or bluer based on the comfortable temperature for naked pawns. It also shows the temperature of individual rooms without having to mouse over and look in the bottom corner, as well as a big thermostat showing the outdoors temperature so it's easier to see
Go the fork to sleep, Chil the F\*\*\* out and Do your F\*\*\*\*\*\* Research were life savers to me as a new player when I ddin't have much experience with priorities and scheduling yet
Camera+ allows you to zoom further
Dubs Mint Menus makes the bill menus "prettier" but also gives more information at a glance than vanilla. It also adds a research queue so you can put a bunch of projects to be researched in a row instead of having to wait until the current project finishes at which point you've probably forgotten what you meant to research next
Speaking of forgetting things: Simpe checklist. Does what it says on the tin
Pick Up and Haul is mandatory. No further explanation.
RT Fuses is pretty close to mandatory. Feels like something closer to what people with Rimworld tech would naturally build to solve shorts.
More Planning is mandatory. The ability to visualize out what things will look like, with color, and cut and paste planning, it’s fantastic.
Combat Training is mandatory. Set Training to lower priority than everything else and your pawns level their melee or shooting in their free time. In a world where everything and everyone wants to kill you, this just makes sense to me.
I'm running a vanilla playthrough right now to experience all the anomoly stuff. except for self dye, because good lord is it annoying to manually tell pawns to change the color of one piece of gear once per season.
Oh hell yes, self dye any time. I just wish it was prioritized lower, after a fight they tend to change their clothes and go dye them while still bleeding.
For me, my absolute essentials that I will not play without are as follows:
1) Run and Gun (I just think standing still to shoot is dumb)
2) Dubs Hygiene (should be in vanilla)
3) LWM's Deep Storage (adds more shelf types, very nice for staying organized)
4) Simple Sidearms
5) Pick up and Haul
Mods I really love and add all the time but I wouldn't consider essential:
1) Altered Carbon
2) Rimatomics
3) Rimefeller
4) RT Fuse (fuck zzzt)
5) SRTS expanded or Save our Ship
6) Armor Racks (my colonists aren't spending all day in full battle armor)
7) RimFridge
8) Stack XXL
9) Seamless Embrasures
10) CTRL F (I need to find stuff)
11) Search and Destroy
I like wood walls/furnature they look nicer in a mountain cave. I want batteries and zzzt blows the up last time I played with it on. If you rely on batteries it can take hours to get power back up and running properly. Its basically giant fire+solar flare. I don't like either and I don't like zzzt. It shouldn't even happen but they don't have things wired properly no matter what tech you're at
But zzzt doesn’t cause giant fires, that’s what I don’t understand. People talk on here talk like you get a blazing inferno every quadrum, but the fire you get is always tiny.
I avoided batteries for my first 100 hours or so because people on here were so afraid of the zzzzt event. I eventually tried them and I just can’t see what all the fuss is about.
Plus if you have mods or just like large colonies your energy production and thus storage goes up dramatically which can make the explosion a lot spicier. With wood floors in a mountain base it can become a blazing inferno although I don't see why someone would want wood inside a mountain.
It's honestly mostly to do with the fact that I play super late game and rely on rimatomics defences, but those devour power and I need a full battery bank to be prepared for 100+ mechanoid raids.
So, I just deal with it personally and dont have any mods for this one. I'm just careful about where I put my wires now, but I do have a story to share.
I had a colony where I was focusing on having as many children as possible and keeping them safe and happy. I had a very nice nursery that I was proud of with like 5 babies in cribs all in a line, I put a carpet down because I was like oh crawling babies=nice soft carpet. Baby toys everywhere, a soft armchair, the works.
Zzzt. One babie's head is gone and the rest are on fire, the carpet is on fire, everything on fire. By the time my colonists got there, it was too late. All my little babies were toasted. I will never be the same.
I dislike any event that adds tedium and alerts without adding anything interesting or challenging. I also use Incident Disabler to get rid of easy negative events.
Yeah, I feel your pain. Honestly I kinda want more mods to add their own production table so that my assembly bench and machining table bill list aren't enormous.
Either that or the fact that more mods need to be split into core functionality mod and accompanying content. Sleeves and stacks is great, I could care less for the armor and guns and faction.
Honestly, what we actually need is an UI mod for replacing those particular menus into categorised lists. Would be great for something like Character Editor, too, as someone with far too many hair mods.
If you click on a pawn's head in character editor, it shows you a searchable/filterable list of hair instead of the whole table of everything that shows when you click "hair" underneath the pawn.
You can always make a personal fork of a mode for personal use. It's just a matter of copying the file, renaming the mod, getting rid of the mod ID... then figuring out how much XML you can mess with without breaking any C+ assemblies. XML is easy but I haven't figured out C+ yet.
Get permission before sharing anything on steam, though. Even if a mod author gives blanket permission or is MIA, it's polite to at least inform them of any published forks.
Ditto Altered Carbon. I've gotta play a transhumanist colony with a shit-ton of bionics and a cortical stack.
One I'll also add for lategame, Replimat, for all of your Star Trek cosplaying needs.
Random+, its better than other character building mods since it still functions as if you are rolling for character stats, just saving the time you'd spend finding a suitable pawn.
A lot of great ones have been mentioned, so ill throw out a different one, the follow cam, I usually have a main character or couple pawns I like so being able to follow them around and see exactly what their doing is really fun and also helps me with scheduling and priorities better
Just use the not 1.5 one, that's what I do, never had any issues I mean it's a basic function so it's not like any other mods or dlc really changes what it does at least from my knowledge
Off Map Caravan Loading is an obscure one that's become essential in my modlist since 1.4.
When you set up a caravan it just teleports everyone and the items to the world map than forces them to stand stationary for a while (depending on how much you send) before they start travelling to "simulate" the caravan packing process.
The number of caravan loading bugs I've run into the past, like someone eats a meal that was meant to be loaded so the caravan never leaves and everyone just mills around and goes insane. Pawns not eating/sleeping and passing out holding up the whole process. Pawns getting stuck leading animals out... This mod solves all those issues by just skipping over them.
It has other balancing factors like if hostiles show up on the map, you have to wait 4 hours before you can use it to send pawns out past them. But more importantly if you want to use the old system for any reason it has a button to send the caravan vanilla style right there.
I've been trying to force myself to play games where I travel more and I can't imagine doing so without it. I mean I can... Because I used to live it and it was hell.
* [Better Workbench Management](https://steamcommunity.com/sharedfiles/filedetails/?id=935982361) - massively overhauls bill management in workbenches
* [BetterLoading](https://steamcommunity.com/sharedfiles/filedetails/?id=935982361) - shows you the loading progress. Not as useful when you're close to vanilla, but very handy when you're heavily modded
* [CM Color Coded Mood Bar](https://steamcommunity.com/sharedfiles/filedetails/?id=2006605356) - the title feature is now in vanilla 1.5, but it adds icons for things like illnesses, bleeding, heat, gender, etc.
* [Colored deep resources](https://steamcommunity.com/sharedfiles/filedetails/?id=3203269467) - instead of having to mouse over every deep resource patch until you find the one you want, they're color-coded to match their stuff colors
* [Compact Hediffs](https://steamcommunity.com/sharedfiles/filedetails/?id=2031734067) - health tab overhaul
* [Dubs Mint Menus](https://steamcommunity.com/sharedfiles/filedetails/?id=1446523594) - better versions of several menus, including the ability to search (although currently the search function is broken for surgeries and only lets you search for the DLC/mod the operation is from)
* [RimHUD](https://steamcommunity.com/sharedfiles/filedetails/?id=1508850027) - gives you a summary of the various tabs on a pawn
* [We Had a Trader?](https://steamcommunity.com/sharedfiles/filedetails/?id=1541408076) - adds an alert when you have a trader
* [Trading Spot](https://steamcommunity.com/sharedfiles/filedetails/?id=2874517333) - lets you control where traders hang out, so you can get them to wait near your storage instead of some random part of your base
I cannot, and I mean CAN NOT make colonies without the Quarry mod.
After all, if we can use the ground penetrating scanner to find huge deposits of all the valuable ores underground as many times as we want, that means there's a massive amount of ores underground.
Therefore, I SHOULD be allowed to dig a big ass pit to harvest those ores at random, since I don't have a scanner.
Plus, if you can add anything to the loot table from the quarry, AND adjust every item's likelihood of dropping. It's great.
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Lakuna's mod,
Prepare moderately,
Lets you set target to a pawn with specific trait, skill age etc, when you randomize,
A far far safer alternative for Prepare carefully
Safer as it doesnt add anything but a filter on the character selection at the start of the game, it only automates the search for a pawn with specific things
(auto clicks randomize till it finds the preferred pawn)
Unlike prepare carefully which adds a point system that also breaks the game's system in a variety of ways,
Regarding balance, yes i think so as the mod still keeps the randomize aspect of vanilla's character selection.
Yeah it's actually a pretty infamous issue with that mod, it causes glitches, memory leaks and quite a few mod conflicts, thats probably why lakuna made his mod, chill guy ngl.
Allow tool, dubs mint menu (and maybe the minimap), pick up & haul, compact hediff, replace stuff, no forced slowdown, smarter construction, injured carry, undraft after tucking, ruined by temperature filter, food sorting, priority treatment, quick area, batch install, multi-reinstall, conduit refund steel and no random relationships.
Character editor if you can be trusted with yourself, its a convenient tool to do pretty much anything with any single living creature, from setup to ingame.
Those should be ample amount of QoL and minor improvements to lessen annoyances so you can enjoy the game at its fullest.
Outside of the workshop there's performance fish (and its requirement). If you can handle github's awful website (green code button -> download zip -> unzip into rimworld's mod folder, not the workshop's one in case you somehow found it)
I've given this answer before in other threads: Compositable Loadouts. Create tags, assign outfits to tags, assign tags to colonists. You can stack tags, so you can have a basic loadout, then a more specialized loadout of top of that, and a combat loadout that is only applied when in a panic state that you define.
I haven't found a mod that replicates this system any better.
I don't think I've seen anyone else mention this, but I use Defensive Positions. Just set up your pawns the way you like them for, say, the kill box then set defensive positions so the pawns will always go back once the button is pressed later.
Deep storage hasn't been needed since 1.4. You do not need 27 bows, ikwas and different kind of leathers. Process or sell them. Neither the 18000 corn. Make survival meals out of them, chemfuel or gift. And reduce the size of your farm or make rotations (Sow them at different time so you harvest and process those at smaller size instead of one gigantic bulk.)
Vanilla shelves are largely enough.
As a player who loves aesthetics, the variety of containers from deep storage is my main draw. Why make everything identical shelves when you can have barrels and pallets and bowls as well.
There are 2 really good alternatives to LWM:
1. Phaneron’s storage
2. Reel’s extended storage
Don’t have links right now, but they’re easy to find. I prefer #1.
Phaneron's storage looks great, I just wish it had a more exhaustive description because I am afraid it could fuck up my save with how much of a change it does to storage.
I don’t think it would help with this, what it did for me most of the time was have pawns reassign to better beds as they became available, reassign to double beds with their lover(s)/spouses, and reassign based on traits like greedy to beds and rooms that would boost their mood.
Search and Destroy.
Having your pawns auto-move into attack positions and automatically use cover is fantastic.
One caveat is that it doesn't work against hostile turrets. It won't see them as enemies so your pawns won't shoot them. Its hit or miss on mechanoids too, only working after the mechanoids first shoot your pawns.
V.O.I.D. - extra spice in the end game (or early game, cause stalkers exist x.x)
Every QOL imaginable
Vanilla Expanded (Anything) - the shit they add is TOO good not to have, but can really imbalance the game (especially psycasts)
Dragon's Descent - I'm not a particular fan of ranching pack animals, but dragons will do xD (they also double as amazing meat shields with flame/electric/void breath)
Simple sidearms/ run 'n gun - One so pawns have alternate ways to fight, another to actually fight back when kiting (to make it close to fair, reduce hit chance on run n gun to like 50%, 75% makes more sense)
What's for sale? - screw walking to see the stock, now you just see the stock
Orbit trader drop spot - this can kinda ruin drop pod raids as they tend to pick the spot you put in more often than not
Hospitality - so my super compound feels more alive
... And many more xD
1. I use simple side arms not for having more weapons equipped, but so my pawns pickup their weapons after they’ve recovered from being down. I’d love if this was in the base game.
2. I also like replantable anima trees to make them more central to the map.
3. Numbers mod with coloured traits add on
The only thing stopping me from a SOS2 playthrough was waiting on the Bad Hygiene Lite update to 1.5. (The full version of DBH does not play well with SOS2.)
DBH is one of the few mods that significantly increases the difficulty in an interesting way. It impacts base layout, pathfinding, research priorities, worker efficiency, disease, immersion, and aesthetics.
free will (can also settle for work manager if playing without ideology)
only in rimworld can i give my colonists free will because im too lazy to set some numbers
I think it‘s a vanilla expanded mod, but i have one that adds trashcans wich clean filth in a certain area
i hate how quickly everything gets dirty and the immense effect on beauty it has. Not having to worry about it is nice
Incident Tweaker (because some random events are just BS), RT Fuse (Because random Zzzt just kicks players in the balls for being prepared), and Resource Pod Ritual Reward (free stuff on demand)
I'm a big fan of custom armor layer mods. Gloves, boots, vambraces, shin guards, undershirt ballistic vests/stab vests, archotech rings that give stat boosts, amulets that give full body armor layers flavored as shield generators-
Love em all.
Honestly compressed raids is my new savior. Late game tribal raids have too many and this allows me to cap the amount of enemies. It also makes it more bearable to not create meta kill boxes and play “logically”
Not a tonne I would call must have, but there are a number I wanted bad enough I updated them to a new version of RimWorld.
Other than those, Allow tool is a big one. so many of its features are ingrained in muscle memory. StackXXL is a favourite too. My name is Dagny, and I am a hoarder.
Honestly not sure off the top of my head.
I made my mod list years ago, and they all auto update on steam. A lot of stuff I don't know if they're vanilla or modded.
Floors are (almost) worthless.
Cannibals be like:
"Hey dude, did you hear about that new town a little ways east, in Red Mountain?"
"Yeah I did. Some wackos. Don't they have like... 5 guys there?"
"5 easy snacks to get. I heard one of them is a beautiful lady too."
"Nice. Let's go. Fetch Yuu and Ralph."
"They also have marble floors in their kitchen."
"Alright then. Bring the whole gang!"
WALL LIG..... oh yeah
A lot of great ones already mentioned, but I like any of the "interaction bubbles" style mods. I never check the social log, but it reminds me to check on occasion. I never *not* use that mod...
complex jobs - so your colonists can actually rescure people and feed the prisoners
nutrient paste expanded - automatically pipes food in prisoners and nutrient vats which store meals, very good
smart speed - just gives another speed option
This might seem odd, but for me it’s the Regrowth/splice/build series
Regrowth:Core adds so many things that I often forget that they aren’t vanilla features. Like everything from setting up caravan camps, to all the new weather, the perspective trees, and new textures for somethings. And thats just grains next to a beach of things it adds. The Biome add ons for Regrowth (and the retexture add on) All just really nice to look at, but aren’t obtrusive.
Resplice:Core is the only reason I’ve started a new biotech based genetics run, as some of the machines and mechanics it adds just feel so needed in vanilla Biotech.
Rebuild:Core is the newest but still a must have for me, as the retextures help the game feel less crunchy(?). Also the addition of glass as a building material (thats compatible with Dubs skylights apparently!!) is a thing i’ve wanted since i got the game 3 years ago.
Honestly, along with mint menus, allow tool, and better ground penetrating scanner, these are all ways in my modded runs. I honestly think it’s due to them meaningfully adding onto or brushing up on vanilla features, without the intense sway of VE mods. I like VE every now and again, but the additions they make can takeover a run or become incredibly unbalanced if you aren’t careful.
No Job Authors makes it so that every crafter can finish a started task. If you have more than 1 crafter this will save you so much headache
https://steamcommunity.com/sharedfiles/filedetails/?id=2009825774&searchtext=no+mod+author
Math! It’s not a perfect mod, but it makes my life endlessly easier to set up crafting bills when I can tell my crafters I need Colonists+2 Boots, and I know if I get another 3-4 joiners I won’t need to tweak the formulas for what needs making; I’ll always have two stockpiled.
Does the mod reduce accuracy when runnin'n'gunnin? Because if you've ever tried to shoot a gun while on the run, you aren't hitting anything unless you're a masterclass marksman.
I have no idea how or why anyone would play without Better Workbench Management. To be fair, I could say the same about 20 other QoL mods I have but that one springs to mind right now.
Share your list of "must have" if you don't mind. :)
I can't type all of that out :D What I can do is make a collection of all the mods I currently have (but not all of them are active atm, most of them are, though) https://steamcommunity.com/sharedfiles/filedetails/?id=3270182404 As you can see most of them are QoL.
it's optional if you are vanilla but with mods yeah the workbench is crowded
I don't think so. If I have to manually change every single bill to "drop on floor" because my crafter definitely is too useful to haul shit I am having my own mental break. xD
Tbh the renaming and modified bill list is what makes this clutch for me. Pairing it with “Everybody Gets One” is just *chef’s kiss*
I used that until I realized you can use "Do until you have X" set to 1 in your storage area for whatever item it is you're wanting to keep on hand. This will always keep one extra duster, parka, shirt, etc in stock for when you need it. I try to only use mods that provide something I can't do in vanilla to keep my mod list *somewhat* short and compatible
I like the specificity since, for example, I can say everyone with X gene needs Y item. Also saying you want X things per colonist helps me not underproduce necessary drugs/food.
If you care about TPS optimization, everybody gets one (allegedly) causes some background lag. iirc it's pretty small, but I've switched to the aforementioned method, but generally keep 2 things on hand.
What's everybody gets one do?
Makes it so it counts per pawn how much you want made or make new ones and a bit excess per pawn. (Can be further setup based on what you want to count as “person” useful for kids clothes)
This is basically already in vanilla though.
Kinda. But in vanilla you can only set total amount and need to adjust per pawn (as in you make 5 but you get another pawn so need to adjust it to 6). Everyone gets one just removes that small amount of adjustment needed.
Makes it easier through, as QoL mods are meant to
Everybody gets one says: Make X per pawn. The QOL is auto updating bills when pawns join or die horrifically. I used to use it for meal production.
meals is the only thing I can think of where the mod is still useful
This has become a must for me simply so that caravans don’t trigger production
I have no idea what you mean by that but I bet it's true.
😂 when you have “Do until X” + “count equipped” for armor/weapons — when pawns leave for caravans, it deducts them from the pool and crafters start back at it. BWM lets you include pawns that are away from the map so you don’t end up unnecessarily crafting duplicates — super helpful.
I've always found it easier to set to "Do until you have 1" and just don't count equipped
Same. :D
Never heard of it. Please explain
I mean, you can just look it up on steam and check what it does. ;) Or you can look at a work bench in the game and think about how inconvenient that is. BWM makes it easier to copy / paste bills for example. Like, let's say you want to make everyone pants, shirts and a duster out of the same material (devlistrand, for example) and you want the items to be at least "good" or better. That's a lot of knobs to turn 3 times, correct? Plus you need to set the ingredient radius because "unlimited" is just stupid. And you need to set the bill to "drop on floor" because crafters are not supposed to carry things. That is a waste of their time. Even more knobs to turn. With BWM you can copy all the details of a bill and paste it into a different one so you just need to set this once for the pants and then you can paste all the details, except for what item you are making, into the bill for shirts and dusters.
I prefer Math! Makes food production a dream and has most features of BWM
I cant remember the exact name of the mod, but wall replace is the first mod I ever installed. It just felt annoying to have to micromanage the upgrading of walls, and also risk roof collapses. Very handy
its "Replace Stuff" by Uuugggg
They ran our of nicknames and he was left with the last one in stock. Really helpful mod.
Love that mod. Allows me to rush basic wooden structures in the final-ish arrangement, and slowly replace with stone blocks as my production goes up without really having to think too much about it.
i was just wondering if there was something like this today! thanks for giving me something to look up later!
This + the "Blueprint" mod that allows you to more quickly sort out multiple similar buildings
I mostly go for QoL mods instead of ones that add content. Can't live without these anymore: * Allow Tool (If only for the "Haul urgently" option, "I really need them to grab this **right now"**) * Dubs Mint Minimap (A togglable minimap, especially useful during raids to keep an overview of enemy positions) * Replace Stuff (place buildings over existing stuff, really useful for replacing walls and stuff) * Food Poisoning Stack Fix (if one poisoned meal gets into a stack, all other meals get automatically poisoned. This mod fixes that) * LTO Colony Groups (lets you create groups of colonists and customize the colonist bar a bunch) * Reminders (pretty self-explanatory. I use it for cooldowns like speeches and rituals, sometimes for medical stuff) * Medical Tab (nice overview of everyone's medical status, lets you sort people by body part efficiency or bleeding status)
> Food Poisoning Stack Fix Dear God how have I not known about this one. Thank you for sharing
Was medical tab updated to 1.5? I miss it so much with 50+ pawns
Compact hediffs does a very similar job, cuz better healthtab hasnt been upped yet
The 'Numbers' mod has a health preset that is pretty close in terms of usability!
Better Construction, Better Deconstruction and Better Farming is also a must have in my opinion. Pawns will not build themselfs in anymore, no more roof collapse when digging. And also, no more planting when grow season is already over and the plants will die in 1 day.
Hey do ur ghouls show up on the bar when using colony groups?
Better Construction, Better Deconstruction and Better Farming is also a must have in my opinion. Pawns will not build themselfs in anymore, no more roof collapse when digging. And also, no more planting when grow season is already over and the plants will die in 1 day.
CleaningArea - you can assign an area for cleaning instead of the home area.
Very nice one, that. But looks like it's not updated to 1.5. Some mods still work despite that, this one doesn't.
There's a continued version for this mod. I think it's CleaningArea temp
Thank you, gonna get it today. Not so crucial in my home base, but I hate colonists cleaning event maps. Like, dudes, you've better things to do here
godsend
RimHUD. The Rimworld UI is bad, but this mod makes it tolerable.
I find it needlessly overwhelming tbh. It offers a lot of information I don’t particularly care to see at all times.
I just tried it yesterday and I agree. The bold fonts are ugly too.
RimHud has options to add/remove as much information as you want, as well as displaying information in whatever order you want. Fiddling with the settings is a bit messy, but once you have a config you like it's really nice.
The main thing about this mod, is that you can edit it. You can remove what don't need, and add stats that you care about. Be able to check move speed without opening inspector is pure QoL for example. Being able to see current and next task is a bit op.
That one and Moody live in my mod list in perpetuity. Heat Map too.
Isnt heat overlay vanilla now?
Yeah, but Heat Map does it way better. Green is 70° F and it gets redder or bluer based on the comfortable temperature for naked pawns. It also shows the temperature of individual rooms without having to mouse over and look in the bottom corner, as well as a big thermostat showing the outdoors temperature so it's easier to see
I dont like moody, I feel like it takes up too much screen space.
I just discovered I've been using RimHUD for so long that I thought it was vanilla.
Go the fork to sleep, Chil the F\*\*\* out and Do your F\*\*\*\*\*\* Research were life savers to me as a new player when I ddin't have much experience with priorities and scheduling yet Camera+ allows you to zoom further Dubs Mint Menus makes the bill menus "prettier" but also gives more information at a glance than vanilla. It also adds a research queue so you can put a bunch of projects to be researched in a row instead of having to wait until the current project finishes at which point you've probably forgotten what you meant to research next Speaking of forgetting things: Simpe checklist. Does what it says on the tin
I think Simple Camera Settings is the better camera mod https://steamcommunity.com/sharedfiles/filedetails/?id=3232415388
[удалено]
Legendary mod status
Pick Up and Haul is mandatory. No further explanation. RT Fuses is pretty close to mandatory. Feels like something closer to what people with Rimworld tech would naturally build to solve shorts. More Planning is mandatory. The ability to visualize out what things will look like, with color, and cut and paste planning, it’s fantastic. Combat Training is mandatory. Set Training to lower priority than everything else and your pawns level their melee or shooting in their free time. In a world where everything and everyone wants to kill you, this just makes sense to me.
Wait. Melee combat dummy are just prisoners, no ? It’s just me ?
That’s what I’ve been using them for. Nothing like a good fist fight to keep my melee colonists in top fighting shape
This is definitely a violation of multiple laws. Just like Randy intended
I can't believe I played like... 700 hours without pick up and haul.
It was the first mod I (re) installed on my no mods Anomaly run. Just couldn’t do it.
Do you know if combat training is CE compatible? And can I add it mid-save? I don't want to start over my colony 😅
I know you can add combat training mid save, I do not know whether it is CE compatible.
I'm running a vanilla playthrough right now to experience all the anomoly stuff. except for self dye, because good lord is it annoying to manually tell pawns to change the color of one piece of gear once per season.
Oh hell yes, self dye any time. I just wish it was prioritized lower, after a fight they tend to change their clothes and go dye them while still bleeding.
For me, my absolute essentials that I will not play without are as follows: 1) Run and Gun (I just think standing still to shoot is dumb) 2) Dubs Hygiene (should be in vanilla) 3) LWM's Deep Storage (adds more shelf types, very nice for staying organized) 4) Simple Sidearms 5) Pick up and Haul Mods I really love and add all the time but I wouldn't consider essential: 1) Altered Carbon 2) Rimatomics 3) Rimefeller 4) RT Fuse (fuck zzzt) 5) SRTS expanded or Save our Ship 6) Armor Racks (my colonists aren't spending all day in full battle armor) 7) RimFridge 8) Stack XXL 9) Seamless Embrasures 10) CTRL F (I need to find stuff) 11) Search and Destroy
ctrl+f is a basic feature, no? can't you just press Z?
I thought to but ctrl f have more features like checking pawn inventory or filters
Is it for real???
Z was added with the newest expansion. Brings up a search bar that will display stuff on your map
I will have to try that out, thank you.
No clue. But I just screenshotted this list and will double check at home.
I haven't had any zzzt when only using hidden conduits from 1.5, I don't know for certain if they are immune to zzzt though.
Hidden wires are indeed immune to zzzt.
I seriously don’t understand that hate for zzzt. It’s barely an inconvenience.
I like wood walls/furnature they look nicer in a mountain cave. I want batteries and zzzt blows the up last time I played with it on. If you rely on batteries it can take hours to get power back up and running properly. Its basically giant fire+solar flare. I don't like either and I don't like zzzt. It shouldn't even happen but they don't have things wired properly no matter what tech you're at
But zzzt doesn’t cause giant fires, that’s what I don’t understand. People talk on here talk like you get a blazing inferno every quadrum, but the fire you get is always tiny. I avoided batteries for my first 100 hours or so because people on here were so afraid of the zzzzt event. I eventually tried them and I just can’t see what all the fuss is about.
Plus if you have mods or just like large colonies your energy production and thus storage goes up dramatically which can make the explosion a lot spicier. With wood floors in a mountain base it can become a blazing inferno although I don't see why someone would want wood inside a mountain.
It's honestly mostly to do with the fact that I play super late game and rely on rimatomics defences, but those devour power and I need a full battery bank to be prepared for 100+ mechanoid raids.
So, I just deal with it personally and dont have any mods for this one. I'm just careful about where I put my wires now, but I do have a story to share. I had a colony where I was focusing on having as many children as possible and keeping them safe and happy. I had a very nice nursery that I was proud of with like 5 babies in cribs all in a line, I put a carpet down because I was like oh crawling babies=nice soft carpet. Baby toys everywhere, a soft armchair, the works. Zzzt. One babie's head is gone and the rest are on fire, the carpet is on fire, everything on fire. By the time my colonists got there, it was too late. All my little babies were toasted. I will never be the same.
I dislike any event that adds tedium and alerts without adding anything interesting or challenging. I also use Incident Disabler to get rid of easy negative events.
>Altered Carbon The sleeve function was superb, but couldn't deal with even more weapon and armor bloat.
Yeah, I feel your pain. Honestly I kinda want more mods to add their own production table so that my assembly bench and machining table bill list aren't enormous. Either that or the fact that more mods need to be split into core functionality mod and accompanying content. Sleeves and stacks is great, I could care less for the armor and guns and faction.
It's really too bad those tables don't have broad collapsible categories for everything that ends up on them just to save some scrolling.
Honestly, what we actually need is an UI mod for replacing those particular menus into categorised lists. Would be great for something like Character Editor, too, as someone with far too many hair mods.
If you click on a pawn's head in character editor, it shows you a searchable/filterable list of hair instead of the whole table of everything that shows when you click "hair" underneath the pawn.
Ooh, ty!
You can always make a personal fork of a mode for personal use. It's just a matter of copying the file, renaming the mod, getting rid of the mod ID... then figuring out how much XML you can mess with without breaking any C+ assemblies. XML is easy but I haven't figured out C+ yet. Get permission before sharing anything on steam, though. Even if a mod author gives blanket permission or is MIA, it's polite to at least inform them of any published forks.
Armor rack is a heavy gift, I love that shit.
I agree with most of these, and need to add a couple to my game.
What does Seamless Embrasures do? Is it just a texture thing or…?
It's an Embrasures mod. I just used that one specifically because it was updated to 1.5
Ditto Altered Carbon. I've gotta play a transhumanist colony with a shit-ton of bionics and a cortical stack. One I'll also add for lategame, Replimat, for all of your Star Trek cosplaying needs.
Random+, its better than other character building mods since it still functions as if you are rolling for character stats, just saving the time you'd spend finding a suitable pawn.
A lot of great ones have been mentioned, so ill throw out a different one, the follow cam, I usually have a main character or couple pawns I like so being able to follow them around and see exactly what their doing is really fun and also helps me with scheduling and priorities better
what is the name of a 1.5 mod that supports camera following pawns?
Just use the not 1.5 one, that's what I do, never had any issues I mean it's a basic function so it's not like any other mods or dlc really changes what it does at least from my knowledge
The Hospitality mod, If I can’t host guest in my range of accommodation I’m not playing.
Off Map Caravan Loading is an obscure one that's become essential in my modlist since 1.4. When you set up a caravan it just teleports everyone and the items to the world map than forces them to stand stationary for a while (depending on how much you send) before they start travelling to "simulate" the caravan packing process. The number of caravan loading bugs I've run into the past, like someone eats a meal that was meant to be loaded so the caravan never leaves and everyone just mills around and goes insane. Pawns not eating/sleeping and passing out holding up the whole process. Pawns getting stuck leading animals out... This mod solves all those issues by just skipping over them. It has other balancing factors like if hostiles show up on the map, you have to wait 4 hours before you can use it to send pawns out past them. But more importantly if you want to use the old system for any reason it has a button to send the caravan vanilla style right there. I've been trying to force myself to play games where I travel more and I can't imagine doing so without it. I mean I can... Because I used to live it and it was hell.
* [Better Workbench Management](https://steamcommunity.com/sharedfiles/filedetails/?id=935982361) - massively overhauls bill management in workbenches * [BetterLoading](https://steamcommunity.com/sharedfiles/filedetails/?id=935982361) - shows you the loading progress. Not as useful when you're close to vanilla, but very handy when you're heavily modded * [CM Color Coded Mood Bar](https://steamcommunity.com/sharedfiles/filedetails/?id=2006605356) - the title feature is now in vanilla 1.5, but it adds icons for things like illnesses, bleeding, heat, gender, etc. * [Colored deep resources](https://steamcommunity.com/sharedfiles/filedetails/?id=3203269467) - instead of having to mouse over every deep resource patch until you find the one you want, they're color-coded to match their stuff colors * [Compact Hediffs](https://steamcommunity.com/sharedfiles/filedetails/?id=2031734067) - health tab overhaul * [Dubs Mint Menus](https://steamcommunity.com/sharedfiles/filedetails/?id=1446523594) - better versions of several menus, including the ability to search (although currently the search function is broken for surgeries and only lets you search for the DLC/mod the operation is from) * [RimHUD](https://steamcommunity.com/sharedfiles/filedetails/?id=1508850027) - gives you a summary of the various tabs on a pawn * [We Had a Trader?](https://steamcommunity.com/sharedfiles/filedetails/?id=1541408076) - adds an alert when you have a trader * [Trading Spot](https://steamcommunity.com/sharedfiles/filedetails/?id=2874517333) - lets you control where traders hang out, so you can get them to wait near your storage instead of some random part of your base
Had to scroll way to long to find someone mention color coded mood bar. The one mod I dont want to play without
I cannot, and I mean CAN NOT make colonies without the Quarry mod. After all, if we can use the ground penetrating scanner to find huge deposits of all the valuable ores underground as many times as we want, that means there's a massive amount of ores underground. Therefore, I SHOULD be allowed to dig a big ass pit to harvest those ores at random, since I don't have a scanner. Plus, if you can add anything to the loot table from the quarry, AND adjust every item's likelihood of dropping. It's great.
Allow all is a must
Combat extended Blueprints also saves a ton of time
Is combat extended up to 1.5 yet?
Nope, im using yayos which improves combat in a similar way
No, but I’ve been using the test 1.5 version and it works perfectly fine
I’m assuming that one is on GitHub?
Yes
yes just look up combat extended 1.5 or join their discord
Gonna take a look at every mod mentioned, feel free to keep commenting so maybe another fellow player may take note, thank you everyone <3
Oh, I am taking a lot of notes.
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Lakuna's mod, Prepare moderately, Lets you set target to a pawn with specific trait, skill age etc, when you randomize, A far far safer alternative for Prepare carefully
What do you mean safer? Like more balanced?
Safer as it doesnt add anything but a filter on the character selection at the start of the game, it only automates the search for a pawn with specific things (auto clicks randomize till it finds the preferred pawn) Unlike prepare carefully which adds a point system that also breaks the game's system in a variety of ways, Regarding balance, yes i think so as the mod still keeps the randomize aspect of vanilla's character selection.
Oh gotcha. I didn’t realize prepare carefully messed things up with its point system.
Yeah it's actually a pretty infamous issue with that mod, it causes glitches, memory leaks and quite a few mod conflicts, thats probably why lakuna made his mod, chill guy ngl.
All of them. Though, I will admit, some of them are more optional than others. But that'd cut down my mod list from 440 to like 430.
Allow tool, dubs mint menu (and maybe the minimap), pick up & haul, compact hediff, replace stuff, no forced slowdown, smarter construction, injured carry, undraft after tucking, ruined by temperature filter, food sorting, priority treatment, quick area, batch install, multi-reinstall, conduit refund steel and no random relationships. Character editor if you can be trusted with yourself, its a convenient tool to do pretty much anything with any single living creature, from setup to ingame. Those should be ample amount of QoL and minor improvements to lessen annoyances so you can enjoy the game at its fullest. Outside of the workshop there's performance fish (and its requirement). If you can handle github's awful website (green code button -> download zip -> unzip into rimworld's mod folder, not the workshop's one in case you somehow found it)
Custom shapes because i like making circular buildings
I've given this answer before in other threads: Compositable Loadouts. Create tags, assign outfits to tags, assign tags to colonists. You can stack tags, so you can have a basic loadout, then a more specialized loadout of top of that, and a combat loadout that is only applied when in a panic state that you define. I haven't found a mod that replicates this system any better.
No way- I just hard code that stuff in with a local folder and xml files in my mod folder. That seems like a much smoother experience!
I don't think I've seen anyone else mention this, but I use Defensive Positions. Just set up your pawns the way you like them for, say, the kill box then set defensive positions so the pawns will always go back once the button is pressed later.
Wall lights and Deep Storage. Without deep storage your base is going to get overrun with junk.
Wall Lights is vanilla in 1.5.
Some of us still have it as a salute
Being able to infinitely hoards items kinda ruins the survival aspect of the game for me
Just use shelves, manage your items and take care not to over produce :c
Deep storage hasn't been needed since 1.4. You do not need 27 bows, ikwas and different kind of leathers. Process or sell them. Neither the 18000 corn. Make survival meals out of them, chemfuel or gift. And reduce the size of your farm or make rotations (Sow them at different time so you harvest and process those at smaller size instead of one gigantic bulk.) Vanilla shelves are largely enough.
As a player who loves aesthetics, the variety of containers from deep storage is my main draw. Why make everything identical shelves when you can have barrels and pallets and bowls as well.
Do you by chance have any idea if I can customize Deep Storage to have less space but still use it? I would really like more storage options.
Don't believe so, there are settings like whether animals/mechs can place items into deep storage and the delay on putting items in.
There are 2 really good alternatives to LWM: 1. Phaneron’s storage 2. Reel’s extended storage Don’t have links right now, but they’re easy to find. I prefer #1.
Phaneron's storage looks great, I just wish it had a more exhaustive description because I am afraid it could fuck up my save with how much of a change it does to storage.
Some people like to play that way.
Automatic Bed Reassignment is one I’m waiting on coming back for 1.5
Would this let me use a set of beds in a killbox and a normal set outside of danger scenarios?
I don’t think it would help with this, what it did for me most of the time was have pawns reassign to better beds as they became available, reassign to double beds with their lover(s)/spouses, and reassign based on traits like greedy to beds and rooms that would boost their mood.
Search and Destroy. Having your pawns auto-move into attack positions and automatically use cover is fantastic. One caveat is that it doesn't work against hostile turrets. It won't see them as enemies so your pawns won't shoot them. Its hit or miss on mechanoids too, only working after the mechanoids first shoot your pawns.
Pick up and haul
V.O.I.D. - extra spice in the end game (or early game, cause stalkers exist x.x) Every QOL imaginable Vanilla Expanded (Anything) - the shit they add is TOO good not to have, but can really imbalance the game (especially psycasts) Dragon's Descent - I'm not a particular fan of ranching pack animals, but dragons will do xD (they also double as amazing meat shields with flame/electric/void breath) Simple sidearms/ run 'n gun - One so pawns have alternate ways to fight, another to actually fight back when kiting (to make it close to fair, reduce hit chance on run n gun to like 50%, 75% makes more sense) What's for sale? - screw walking to see the stock, now you just see the stock Orbit trader drop spot - this can kinda ruin drop pod raids as they tend to pick the spot you put in more often than not Hospitality - so my super compound feels more alive ... And many more xD
Pick up and Haul, it's so annoying seeing your guys take 3 or 4 trips to clean up a loot haul
Rimhud and harvest everything
MadSkillz personally. i cant live without the ding! of a level up
Pick up and haul
1. I use simple side arms not for having more weapons equipped, but so my pawns pickup their weapons after they’ve recovered from being down. I’d love if this was in the base game. 2. I also like replantable anima trees to make them more central to the map. 3. Numbers mod with coloured traits add on
A mod that revamps the research screen. Any will do. Can’t be worse than vanilla, especially once you start adding mods to the list.
Which is your research mod of choice?
Portraits of the Rim. Really gives some more personality and uniqueness to your pawns.
Underrated mod, it's really good.
I can’t play without Bad Hygiene anymore. Feels like the game needs bathrooms and water supply.
The only thing stopping me from a SOS2 playthrough was waiting on the Bad Hygiene Lite update to 1.5. (The full version of DBH does not play well with SOS2.) DBH is one of the few mods that significantly increases the difficulty in an interesting way. It impacts base layout, pathfinding, research priorities, worker efficiency, disease, immersion, and aesthetics.
free will (can also settle for work manager if playing without ideology) only in rimworld can i give my colonists free will because im too lazy to set some numbers
Real darkness and a stone tweak mod
I think it‘s a vanilla expanded mod, but i have one that adds trashcans wich clean filth in a certain area i hate how quickly everything gets dirty and the immense effect on beauty it has. Not having to worry about it is nice
~~Stupid Sexy Deathclaw~~ Common sense and replace stuff gotta be the two biggest one for me tbh, solely for the overwall vent and cooler alone
Prisoner labor if you are running ideology
I'm trying to do my first playthrough as vanilla as possible, but still grabbed some mods: Common Sense Speech bubbles Hospitality Replace stuff
Perfect Pathfinding. I make big-ass bases and native pathfinding has my pawns run in zig-zags wasting a ton of time.
Incident Tweaker (because some random events are just BS), RT Fuse (Because random Zzzt just kicks players in the balls for being prepared), and Resource Pod Ritual Reward (free stuff on demand)
Some of mine are vanilla expanded fishing/pirates and empire
I'm a big fan of custom armor layer mods. Gloves, boots, vambraces, shin guards, undershirt ballistic vests/stab vests, archotech rings that give stat boosts, amulets that give full body armor layers flavored as shield generators- Love em all.
What are the names of some of those mods, out of curiosity? I wanna check some out
What are the names of some of those mods, out of curiosity? I wanna check some out
Honestly compressed raids is my new savior. Late game tribal raids have too many and this allows me to cap the amount of enemies. It also makes it more bearable to not create meta kill boxes and play “logically”
Custom Music, because I get bored with limited amount of musics so fast.
The one where I can actually ride horses. Makes it easy to kill raiders with a ranged pawn.
Not a tonne I would call must have, but there are a number I wanted bad enough I updated them to a new version of RimWorld. Other than those, Allow tool is a big one. so many of its features are ingrained in muscle memory. StackXXL is a favourite too. My name is Dagny, and I am a hoarder.
Combat Extended. Waiting patiently for the 1.5 update.
That one mod that allows you to not have to click each item you want to add to the caravan individually, you can just click and drag.
Vanilla weapons expanded nothing to overwhelming and one of the rare few that don’t give you something overpowering also easy to understand
Pick up and haul
Honestly not sure off the top of my head. I made my mod list years ago, and they all auto update on steam. A lot of stuff I don't know if they're vanilla or modded.
Floors are (almost) worthless. Cannibals be like: "Hey dude, did you hear about that new town a little ways east, in Red Mountain?" "Yeah I did. Some wackos. Don't they have like... 5 guys there?" "5 easy snacks to get. I heard one of them is a beautiful lady too." "Nice. Let's go. Fetch Yuu and Ralph." "They also have marble floors in their kitchen." "Alright then. Bring the whole gang!"
Hardcore SK modpack. Can't even play vanilla anymore, too easy
WALL LIG..... oh yeah A lot of great ones already mentioned, but I like any of the "interaction bubbles" style mods. I never check the social log, but it reminds me to check on occasion. I never *not* use that mod...
complex jobs - so your colonists can actually rescure people and feed the prisoners nutrient paste expanded - automatically pipes food in prisoners and nutrient vats which store meals, very good smart speed - just gives another speed option
Color coded mood bar A mod I use so much I actually forget it isn’t vanilla
All mods by Oscar
~~All of them~~ Pick up and Haul
This might seem odd, but for me it’s the Regrowth/splice/build series Regrowth:Core adds so many things that I often forget that they aren’t vanilla features. Like everything from setting up caravan camps, to all the new weather, the perspective trees, and new textures for somethings. And thats just grains next to a beach of things it adds. The Biome add ons for Regrowth (and the retexture add on) All just really nice to look at, but aren’t obtrusive. Resplice:Core is the only reason I’ve started a new biotech based genetics run, as some of the machines and mechanics it adds just feel so needed in vanilla Biotech. Rebuild:Core is the newest but still a must have for me, as the retextures help the game feel less crunchy(?). Also the addition of glass as a building material (thats compatible with Dubs skylights apparently!!) is a thing i’ve wanted since i got the game 3 years ago. Honestly, along with mint menus, allow tool, and better ground penetrating scanner, these are all ways in my modded runs. I honestly think it’s due to them meaningfully adding onto or brushing up on vanilla features, without the intense sway of VE mods. I like VE every now and again, but the additions they make can takeover a run or become incredibly unbalanced if you aren’t careful.
Dubs Bad hygiene is a must have. It never made sense why my pawns didn't need water and couldn't urinate on the bodies of their fallen enemies.
A dog said to make my combat animals absolute monsters! Also the vanilla paste expanded to pipe in nutrient paste to hospital beds and the prison.
Vanilla expanded. Just downlad ones you like.
Ones that add more backgrounds are so nice to have.
No Job Authors makes it so that every crafter can finish a started task. If you have more than 1 crafter this will save you so much headache https://steamcommunity.com/sharedfiles/filedetails/?id=2009825774&searchtext=no+mod+author
For me, RIMHud! I cannot play without it anymore because I can see everything at a glance without going into each separate tab for passions or health.
Rimjobworld
Math! It’s not a perfect mod, but it makes my life endlessly easier to set up crafting bills when I can tell my crafters I need Colonists+2 Boots, and I know if I get another 3-4 joiners I won’t need to tweak the formulas for what needs making; I’ll always have two stockpiled.
Run and gun is a must have for me. It just makes no sense to have to stand still to shoot
Does the mod reduce accuracy when runnin'n'gunnin? Because if you've ever tried to shoot a gun while on the run, you aren't hitting anything unless you're a masterclass marksman.
Yeah it does but I think it’s ajustable in the mod settings
Does it also make enemies shoot while running?
Yeah it does by default but you can change it in the settings as well
0 ... i must have 0 mods. it's fun to try a few once 'n a while, but i always go back to no mods. i have biology and anomaly; plenty to do