Fortifications: Industrial - is also another good QoL mod since it allows access to the Cement Mixer, which lets you turn any stone chunk or block into Cement, greatly simplifying your stockpiles and provides excellent strength to walls and other structures that can be built with stone. Concrete floor tiles are also easy to build and can even be aesthetically pleasing if you choose the highest (fine) quality. Best of all: you can pack up the stacks of concrete so it doesn't eat up all of the space in your stockpiles like stone would. Definitely a lifesaver.
I love A Dog Said so much. I had an Arctic Wolf bonded with a colonist that become the mascot of the colony. Watching it grow old, slow and blind made replacing its limbs and organs to revitalize it was awesome.
I'd like to add a couple (20) others I use that I now cannot play without. Also in ascending order: 20: "Prisoners Are Not Swines" makes prisoners clean their own cells. 19: "Choose Your Recipe" lets you hide bills you know you won't be using. Especially good for heavily modded colonies with dozens of possible bills per table. 18: "Keep Bed Ownership" preserves a bed's owner even if they leave on a quest or caravan. 17: "Camera+" enables closer and further zooms than vanilla does. 16: "Share the Load" lets multiple pawns deliver to the same order. 15: "Home Area Radius" lets you toggle how far out the home area expands around your structures. By default it's 4, but I like to set it to 3 so fires are ignored outside of the 3-tile area they can spread to. 14: "No Default Shelf Storage" removes guns, etc. being allowed on shelves by default and just clears it. 13: "Just Put it Over There" makes traders haul the stuff you bought to your best stockpile. Although if you buy more than 1 stack of something they will still leave the rest of it on the floor. Nonetheless a very good mod. 12: "I Clearly Have Enough!" Another essential mod kept alive by our lord and savior Mlie. Your construction orders won't complain if the materials aren't specifically in your stockpile zones, it'd now check the entire map. 11 & 10: "Conduit Deconstruct" and "Subsurface Conduits" are two I'll lump together. The former lets you specifically target conduits with your deconstruction orders (it's under the Power tab) and the latter hides them visually for a higher (yet adjustable) steel and work cost. 9: "[KV] Path Avoid" is useful for when you want your pawns to not walk over traps or through shelves. Has different degrees of bias you can set on a tile to make them reserve walking there for more or less dire situations. 8: "Quality Colors" gives different quality items a color. I love being able to skim my stockpiles and roughly see how good my spare apparel/weapons are. 7: "CM Color Coded Mood Bar" is another one that lets you see important information at a glance without opening a UI. The colonist bar at the top will color your pawns' moods accordingly with how close they are to breaking or how happy they are. 6: "Wall Light" is that one anybody on r/Rimworld has seen. Anytime someone over there asks about good QoL mods this mod is a top comment. 5: "[FSF] Complex Jobs" breaks the work tab's jobs into more detailed ones. For example, you can set a colonist's Repair/Deconstruct/Construct priorities independently, various hauling-related tasks such as delivery and caravan loading are separated, etc. One way I use this mod is by having pawns I want to train construction with set to repair or deconstruct while my best builders can focus on making high quality furniture. 4: "Numbers" Personally I'm not a fan of how RimHUD looks, and I kinda like the vanilla format. Numbers gives you a separate panel and lets you fully customize what you want to see about any group of pawns, from prisoners to wild animals to raiders, to your own colonists of course. Lets you set up displays for stuff like their current job, their infection immunity rate, and even incredibly tiny details like lifetime stats. 3: "Everybody Gets One" lets you set bills to make things such as food or gear according to how many colonists you have, automatically adjusting how much it should make with your pawn count. Can even adjust what individual bills target such as slaves. 2: "Follow Me" makes the camera automatically follow whatever you want it to, even items that are being or will be hauled. 1: "Colony Manager" is a balanced way to remove SO MUCH micro. It adds a production station and a job for it that lets pawns with good intellectual/social skill automatically queue up orders to chop wood, plant cut in areas, forage, hunt, mine, and even slaughter excess animals or go out and tame certain wild ones. Absolute lifesaver.
DO NOT USE PREPARE CAREFULLY. Sorry for the caps, just thought I should point this out. It is a terribly coded mod that causes pawn corruption, and it can ruin your saves. Use character editor instead if you need to.
a little bit of warning. Edb prepare carefully used a radically different way on dealing with headiff and worldpawns that basically turn it into a ticking time bomb that can corrupt your saves the long you play and the more mods you play. most of the problem it causes such as save corrupt was mistakenly pointed on other mods you have installed due to the general nature of the mod. along with the problem it causing was invinsible from a regular gameplay and can be only seen on code is the reason why it is left unnoticed for years until now. thousands of save corrupt that is mistakenly assumed to be caused by an another large mod can be tracked from this single mod.
Hey loved the video! One suggestion is turning the music down a bit. At some points it was hard to hear you over the music and I was having trouble balancing my volume so it wasn't too loud but I could still hear your explanation of the mods! Other than that great and very useful/informative video!
_Pick up and haul_ is so good for farming, trading, moving your shelves or storage zones, and cleaning up after raids. It really reduces the amount of hauling jobs, since one pawn can reserve multiple stacks, instead of five pawns each crossing the map to pick up half a stack of food or one piece of clothing. They can already use their inventory for caravans, so doing it for hauling is fair.
In large modpacks Cherry Picker and RIMMSQol are must-haves. First one allows you to disable stuff from mods you don't need and the second one allows you to modify stats of almost everything during the game.
I wouldn't recommend prepare carefully and instead recommend character editor. The prepare carefully dev does not want to facilitate mod integration and even going as far as making it harder. Character editor on the other hand easily goes with mod, though the ui is definitely not the easier to master, it works. For pick up and haul, while it might seem a great mod, it's a bit broken. Because pawn will gather several type of stuff to carry, if they do and you use specialized stockpiles they will go left and right to put down everything they did haul in the correct stockpile. Making it worse in the end. It's great if you're the type of dump everything in one giant stockpile type of player.
@@hardbrocklifethe dev is just... incompetent. there's almost always an error when there's multiple other mods and some users report entire saves being broken
What also would be cool as a QOL mod is a interaction schedule, so you can line up specific things in one order your pawn should do, not like telling him/ her to do it now by force. Like in the sims game.
I'm not even playing RW right now but I will come back to it eventually so I saved this video in my RW YT folder and I appreciate the content. When I do get back into it, I'm definitely going to have update all my mods.
Prepare Carefully has been known to cause issues with other mods and potentially completely breaking some if they rely on character creation. Character Editor is almost the same, and will not break the game
It depends IMO if you’re pairing it with Ogre Stack, like I do. Deep Storage will still have you making large warehouses, just not ridiculously large ones that count for half of your bases footprint, while I’ve gotten away with a comparatively tiny 10X6 box room with Ogre Stack just fine. That being said, some containers, like the metal skip, don’t benefit fully from this, because how can you increase the stack size of a *rock,* which is fine by me, and I’m still planning on moving my storage elsewhere to renovate the workshop
Of these, havent used cleaning area or labels on floor. Unfortunately comments report some bad AI looping issues with the first one, and pretty severe performance impact with the latter. Really wish one of the 'planning' type mods would also let you say 'ok, now its planned to my satisfaction, so please do build it now' without further intervention, that would be really awesome. For me, I would rather just use designator shapes and blueprints instead so it actually does the work. But I do use many of the others here, and all are VERY useful, esp replace stuff, PUAH (I also really love Haul mined chunks, While you're up (opportunistic hauling) and I clearly have enough).
I've been looking for a pawn manager mod for ages, my last run had 25 people. Some with weapons and some only assigned to base tasks. The Colony Groups mods will be a game changer i bet!!
I had been looking for something else but when I saw this vid pop up I instantly told myself "Screw that stuff this is far more important!!" I have no idea what I originally wanted to watch but now I'm off to download some mods! 😁
I love these kind of videos especially from this channel. Straight to the point and very informative. And speaking of mods has anyone ever heard of a mod where its like the zombie land mod but for insectoids?
My favorite QoL mod remains Camera +. The basic level of zooming in just doesn't cut it, and it's a lot easier to find things on a map when you can zoom all the way out.
@Noobert this made me subscribe. I've been watching for a while but this made my day and helps my minute gripes with the game. More like this please 🙏 ❤
Yeah BUT you still have to select the blighted crop units; and then it spreads a bit more, so you have to again select them and order the cut. With the mod it places the cut order automatically as soon as a crop plant gets the blight, from what i understood. I have yet to try the mod myself.
Hey hoobert. Loving the content. Only weird mod on this list is prepare carefully. Sure it is nice and convenient for various things. But that mod is on life support at this point. Having it in your mod list exponentially increases the likelihood that somthing in your save will make. Character editor is mildly harder to use at first but is not only more powerful in terms of features/control but also in long term save stability.
I wish RimHud didn't look so weird. Like all the text and bars and such are completely different from Vanilla so it just screams "I'M A MOD!" It really needs a vanilla retextre.
A mod I recently encountered and didn't realize I needed is Shoo!. It lets you chase animals out of buildings/areas. I will never play without it again.
Man I love pickup and haul. at first I was looking at it going "Eh I don't need that. I will just prioritize hauling." Then on one save there was so many items it took 2 hours to haul 10% of the mess of items. I said "Hmm.. That haul mod can't hurt." Took them 10 minutes to clear the other 90% "How much was there?" Wiston wave with 3 tribal attacks back to back. "....." Exactly.
One that I've found is the Put it Over There mod, which will make pawns from a visiting trade caravan grab and haul things you've decided to trade from them like if you sell a couple thousand silver worth of various leathers and cloth to a textiles trader and buy some raw synthweave and hyperweave while you're at it, they'll take everything into your stockpiles for you, so no more leaving components, weapons, clothing, armor, and anything else that could deteriorate from being outside and unroofed. There's also the Reuse Drop Pods mod, which will allow drop pods that are coming down from friendly factions, like if you've got things set to land from trade ships in one specific spot, the drop pods the ship sends down will land in the gantries of pod launchers in a mod added outdoor appliance that guilds the pods down and allows them to land in a way that allows them to go right back up when you're ready to launch them full of supplies towards friendly settlements or raid the raiders. Also, vanilla Rimworld does let you set a specific dropspot for orbital traides. Just set up a trade beacon outside, as they are rain resistant, and will be a big "drop products here" sign for the orbital traders.
Huge shoutout to the waste bin mod that auto cleans rooms for you over a period of time. Helps on older PCs and saves time for pawns to do literally every othet task than cleaning. I get the realism the mechanic adds but after a while its just tedious to deal with
I prefer character customizer over EDB Prepare Carefully because I do a lot of creative games, and it allows me to do things EDB couldn’t, like edit the stats of items and edit mid-game. It doesn’t have any balancing for regular gameplay, so I exclusively use it for creative.
Prepare carefully is also not great since it can cause long term issues with saves, due to the method it uses to overwrite pawn data. When it does cause problems it's usually misattributed to other mods because the issues hide in the background.
A mod I really love that's not on here is [LTO] Colony Groups. Imo that's an essential mod for any colony over 15 pawns as it makes managing your pawns so much easier. I can't go back to manually configuring everything on a per pawn basis anymore.
„cyber fsuna”, „Smart medicine” , „use bedrolls”, „common sense”, „hunt for me”, „Just ignore me passing”, „do not block door” and of course „rocket man ”.
it was only like 3 days ago i learned i could actually stick the doormats INSIDE the doors so they slow down inside the doorway. idk if thats useful, but it can just look nicer sometimes.
do not use prepare carefully, it often breaks with other mods and causes errors. there's also a chance for your save to be corrupted when using it. character editor is a better alternative
LMAO okay I felt kind of bad when you said don't skip just yet and then I remembered yeah he must totally see the analytics a people doing exactly that
Really enjoying your videos Noobert, super informative! The mods one are good, and this is in no way, shape or form a criticism of you or your channel, but it's always disappointing to go to the workshop and see a mod that you recommended and thatI think would be great is now abandoned or unupdated so it's not useful. Ah well, nature of the beast, and like Montu, updating with info about the newest stuff certainly provides you with job security : D
Prepare Carefully is very incmpatible with many mods, especially anything to do with alien/new races. It is absolutely not something you always want installed, especially when Character Editor has most of the same functionality but not the massive incompatibility issues.
just want to say something real quick. if you dont want to use runtime mod and are just playing vanilla, just use molotove, works like a charm for clearing bodies and trashes, just you gotta grind a bit of fuel out but its way more realistic and for me , my mod list is somewhat working and the same time not working, its on a wired balance and i am afraid to break the balance XD
@@skuncle3036 my reaction to loosing a colonist (unless they are an absolute god" is always "oh no :( i'll find a replacement soon". My reaction to loosing a pet is pure violence against whoever did it. I would wipe their faction off the map, no matter how long it takes.
In 1.4 Prepare Carefully comes with a tons of alerts about how it is not compatible with a bunch of mods like Phycology. Now I am conflicted if I should be using it, using it differently, or what. I mean, do I just start with a bunch of vanilla pawns and then create them with Character Creator when I get to the map?
Prepare Carefully is quite hated among modcreators, because it´s a mess of old code spaghetti. I don´t know why people still recommend it. If you want something similar with less problems I woukld suggest "character editor".
-Non uno Pinata (don't drop it) -No Shelf quality -No Default Shelves -New Game Plus -No Lazy Doctors -Not a weapon -Cherry Picker -Resource Dictionary There are tons but I'm at 463 mod right now.
I was really excited about the no default shelves one, having had to remove standard defaults on every fricken one of em to date, then I got to the 'only on new saves' and ground my teeth.
0:21 Replace Stuff 0:32 Allow Tool 0:42 Trader Helper 0:56 Predator Hunt Alert 1:16 Auto-cut Blight 1:38 Auto Night Owl 1:52 Bulk Stonecutting/Smithing 2:20 Begone Message 2:40 Rim-Quest Continued 3:01 Filth Vanishes with Rain and Time 3:34 Runtime GC 3:51 Trading Spot 4:03 Drop Spot 4:14 Not My Fault 4:35 Designated Shapes 4:54 Door Mats 5:11 Pickup and Haul 5:26 Self Dyeing (I learned the differences between dieing, dying and dyeing because of this) 5:45 RT Fuse 6:07 Rim Hub 6:28 Prepare Carefully 6:47 More Than Capable 7:06 Ground Targeter 7:27 Tainted Renaming 7:35 Toggleable Overlays 7:50 Toggle Harvest 8:06 More Planning 8:19 Allow Dead Animals 8:38 Bionics Icon 8:54 Colony Groups 9:11 A Dog Said 9:41 Labels on Floor 9:55 Cleaning Area 10:16 Do the F Series
More than Capable and Do Your F Research do NOT work together. Also people really need to stop suggesting PrepC. The mod has a LOT of brokenness behind the scenes that break saves. Most mod creators suggest you stay the hell away from it. Character Editor may not be as pretty but it doesn't have the same issues.
One issue i had with pick up and haul is that, my pawns can no longer carry heavy object. For example, I want to haul a dead elephant to my stockpile. But the game just said "too heavy". Did any of you have this issue before?
I do. Sometimes is appears to relate to if I have anything else in my inventory, but some stuff is just beyond haul capacity. Now Im kinda wondering if there might be a setting to change it.
Prepared carefully is directly against the design philosophy of Tynan and rimworld. Also the mod is actually pretty terrible programming wise, it can cause lots of long term issues with the methods it uses to customize pawns, they tend to cause problem many years into a colony because of how it can overwrite the underlying data.
Predator Hunter is not base game? I always get a notification that some predator is hunting some pawn or animal of mine. Does this just pause the game? Or warn you there is a predator on the map at 0 food or something?
The vanilla only informs you if the animal is already attacking. The mod informs you as soon as the animal decides to eat one of your pawns. This gives you much more time to react.
Noobert Greatly enjoy your videos. I recently found the game AColony and have been enjoying it with my friends. Would love to hear your take on the game. Thanks for the content!
is there a mod that makes pawns ignore fire that's being put out by rain? I hate when there's lightning strikes in rain and my pawns keep stopping their work to run to fires that are out before they get there.
Isn't edb prepare carefully extremely buggy? Was it fixed? I switched to "Character Editor" mod long time ago, maybe it has been fixed or changed in that time, I'm not sure.
I need to find or make a mod that removes EMI dynamos. Theyre worse than solar flares, and you can disable solar flares during scenario setup but not dynamos. That would improve the quality of my life
If you enjoy the video, please consider smashing that subscribe button! it lets me know I did a good job!
you did an absolute great job!
You did not mention vanilla expanded, are you the real noobert?
maybe, but if you had a mod for that ....
Thanks... added Rim-Hud to my long list of mods
Fortifications: Industrial - is also another good QoL mod since it allows access to the Cement Mixer, which lets you turn any stone chunk or block into Cement, greatly simplifying your stockpiles and provides excellent strength to walls and other structures that can be built with stone. Concrete floor tiles are also easy to build and can even be aesthetically pleasing if you choose the highest (fine) quality.
Best of all: you can pack up the stacks of concrete so it doesn't eat up all of the space in your stockpiles like stone would. Definitely a lifesaver.
Love your vids! Thanks for what you do!
Holy crap i really appreciate it. this month been really hard I cant thank you enough mate. Stay awesome and i promise there are more to come!
@@Noobert glad I can help, and no promises necessary, bro! You do a bangup job!
My man just casually dropped 50 USD
@Koelkast just trying to be the change I want to see.
I'd love to like this comment but it's at 69...
Everybody who knows about the rim and noobert instantly clicked this after they saw it
XD
@@Noobert only dedicated people
No cap lol
Indeed
of course!
I love A Dog Said so much. I had an Arctic Wolf bonded with a colonist that become the mascot of the colony. Watching it grow old, slow and blind made replacing its limbs and organs to revitalize it was awesome.
Cyber fauna works for all animals without seperate mod and let you repair skars with medizine.
1:02 thats already in vanilla, it will give you a warning when your colonist is getting hunted by an animal
I'd like to add a couple (20) others I use that I now cannot play without. Also in ascending order:
20: "Prisoners Are Not Swines" makes prisoners clean their own cells.
19: "Choose Your Recipe" lets you hide bills you know you won't be using. Especially good for heavily modded colonies with dozens of possible bills per table.
18: "Keep Bed Ownership" preserves a bed's owner even if they leave on a quest or caravan.
17: "Camera+" enables closer and further zooms than vanilla does.
16: "Share the Load" lets multiple pawns deliver to the same order.
15: "Home Area Radius" lets you toggle how far out the home area expands around your structures. By default it's 4, but I like to set it to 3 so fires are ignored outside of the 3-tile area they can spread to.
14: "No Default Shelf Storage" removes guns, etc. being allowed on shelves by default and just clears it.
13: "Just Put it Over There" makes traders haul the stuff you bought to your best stockpile. Although if you buy more than 1 stack of something they will still leave the rest of it on the floor. Nonetheless a very good mod.
12: "I Clearly Have Enough!" Another essential mod kept alive by our lord and savior Mlie. Your construction orders won't complain if the materials aren't specifically in your stockpile zones, it'd now check the entire map.
11 & 10: "Conduit Deconstruct" and "Subsurface Conduits" are two I'll lump together. The former lets you specifically target conduits with your deconstruction orders (it's under the Power tab) and the latter hides them visually for a higher (yet adjustable) steel and work cost.
9: "[KV] Path Avoid" is useful for when you want your pawns to not walk over traps or through shelves. Has different degrees of bias you can set on a tile to make them reserve walking there for more or less dire situations.
8: "Quality Colors" gives different quality items a color. I love being able to skim my stockpiles and roughly see how good my spare apparel/weapons are.
7: "CM Color Coded Mood Bar" is another one that lets you see important information at a glance without opening a UI. The colonist bar at the top will color your pawns' moods accordingly with how close they are to breaking or how happy they are.
6: "Wall Light" is that one anybody on r/Rimworld has seen. Anytime someone over there asks about good QoL mods this mod is a top comment.
5: "[FSF] Complex Jobs" breaks the work tab's jobs into more detailed ones. For example, you can set a colonist's Repair/Deconstruct/Construct priorities independently, various hauling-related tasks such as delivery and caravan loading are separated, etc. One way I use this mod is by having pawns I want to train construction with set to repair or deconstruct while my best builders can focus on making high quality furniture.
4: "Numbers" Personally I'm not a fan of how RimHUD looks, and I kinda like the vanilla format. Numbers gives you a separate panel and lets you fully customize what you want to see about any group of pawns, from prisoners to wild animals to raiders, to your own colonists of course. Lets you set up displays for stuff like their current job, their infection immunity rate, and even incredibly tiny details like lifetime stats.
3: "Everybody Gets One" lets you set bills to make things such as food or gear according to how many colonists you have, automatically adjusting how much it should make with your pawn count. Can even adjust what individual bills target such as slaves.
2: "Follow Me" makes the camera automatically follow whatever you want it to, even items that are being or will be hauled.
1: "Colony Manager" is a balanced way to remove SO MUCH micro. It adds a production station and a job for it that lets pawns with good intellectual/social skill automatically queue up orders to chop wood, plant cut in areas, forage, hunt, mine, and even slaughter excess animals or go out and tame certain wild ones. Absolute lifesaver.
XD time to make another vid
I guess with all of that rim world just play itself
Thanks!
Yeah The Best One Here For Me Is I Clearly Have Enough As I Almost Lost Most Of My Food Cuz Of This LOL XD
You can't play without mods? You are sad. Also all The mods you listed are not even needed.
Compact Hediffs mod is also a really good mod. I mostly just use it for diseases but that visual indicator is so useful to see who needs help
I got it for infections. Feels pretty mandatory there.
DO NOT USE PREPARE CAREFULLY.
Sorry for the caps, just thought I should point this out. It is a terribly coded mod that causes pawn corruption, and it can ruin your saves. Use character editor instead if you need to.
I'm going to say cap.
@@Anon_Octo Go ask in the official rimword server in the modding channel. They'll back me up.
Not cap. There are some mod authors that won't even look at an bug report if they find out the mod list contains prepared carefully.
@@Anon_OctoNot cap. Everyone in the modding community hates it
a little bit of warning. Edb prepare carefully used a radically different way on dealing with headiff and worldpawns that basically turn it into a ticking time bomb that can corrupt your saves the long you play and the more mods you play. most of the problem it causes such as save corrupt was mistakenly pointed on other mods you have installed due to the general nature of the mod. along with the problem it causing was invinsible from a regular gameplay and can be only seen on code is the reason why it is left unnoticed for years until now. thousands of save corrupt that is mistakenly assumed to be caused by an another large mod can be tracked from this single mod.
Hey loved the video! One suggestion is turning the music down a bit. At some points it was hard to hear you over the music and I was having trouble balancing my volume so it wasn't too loud but I could still hear your explanation of the mods! Other than that great and very useful/informative video!
_Pick up and haul_ is so good for farming, trading, moving your shelves or storage zones, and cleaning up after raids. It really reduces the amount of hauling jobs, since one pawn can reserve multiple stacks, instead of five pawns each crossing the map to pick up half a stack of food or one piece of clothing. They can already use their inventory for caravans, so doing it for hauling is fair.
In large modpacks Cherry Picker and RIMMSQol are must-haves. First one allows you to disable stuff from mods you don't need and the second one allows you to modify stats of almost everything during the game.
Oh very nice, never heard of these but I really like them. Will be adding them thank you!
First QOL mod video where I seen More Planning mentioned. My number one mod.
I wouldn't recommend prepare carefully and instead recommend character editor. The prepare carefully dev does not want to facilitate mod integration and even going as far as making it harder.
Character editor on the other hand easily goes with mod, though the ui is definitely not the easier to master, it works.
For pick up and haul, while it might seem a great mod, it's a bit broken. Because pawn will gather several type of stuff to carry, if they do and you use specialized stockpiles they will go left and right to put down everything they did haul in the correct stockpile. Making it worse in the end. It's great if you're the type of dump everything in one giant stockpile type of player.
Care to elaborated on the prepare carefully mod creator?
@@hardbrocklife Just read the steam workshop page's comment.
@@hardbrocklifethe dev is just... incompetent. there's almost always an error when there's multiple other mods and some users report entire saves being broken
filth vanishes with raina nd time is a must have for my games for shure!
Hasn’t this been added to the base game already making the mod unnecessary?
I use many of those mods, but Tainted Renaming was one I didn't know existed, but knew I needed as soon as I saw it. Thanks for that!
What also would be cool as a QOL mod is a interaction schedule, so you can line up specific things in one order your pawn should do, not like telling him/ her to do it now by force. Like in the sims game.
if you shift right click when you force it goes next in the queue
I'm not even playing RW right now but I will come back to it eventually so I saved this video in my RW YT folder and I appreciate the content. When I do get back into it, I'm definitely going to have update all my mods.
No worries!
the algorithm isn't reading my search history anymore, its reading my brain
HONESTLY THO
I love opening the config menu from RimHUD mod to add move speed so I can fast check MS from the creatures if my pawn can out run or not
I do the exact same thing! It's so convenient to see if my pawns can outrun an animal chasing without checking their info tab.
Prepare Carefully has been known to cause issues with other mods and potentially completely breaking some if they rely on character creation.
Character Editor is almost the same, and will not break the game
Confirmed.
Also there is Prepare Moderately, when the game auto-rolls till reaching the parameters you've set up.
Ha, never heard of bulk stone cutting, thanks for introducing that.
Would suggest deep storage too, but not sure if that count as QoL or cheat mod lol
It depends IMO if you’re pairing it with Ogre Stack, like I do. Deep Storage will still have you making large warehouses, just not ridiculously large ones that count for half of your bases footprint, while I’ve gotten away with a comparatively tiny 10X6 box room with Ogre Stack just fine.
That being said, some containers, like the metal skip, don’t benefit fully from this, because how can you increase the stack size of a *rock,* which is fine by me, and I’m still planning on moving my storage elsewhere to renovate the workshop
@@MrMaradok Stackable Chunks is what yo´re looking for, i think.
Of these, havent used cleaning area or labels on floor. Unfortunately comments report some bad AI looping issues with the first one, and pretty severe performance impact with the latter. Really wish one of the 'planning' type mods would also let you say 'ok, now its planned to my satisfaction, so please do build it now' without further intervention, that would be really awesome. For me, I would rather just use designator shapes and blueprints instead so it actually does the work. But I do use many of the others here, and all are VERY useful, esp replace stuff, PUAH (I also really love Haul mined chunks, While you're up (opportunistic hauling) and I clearly have enough).
Good list, a few on there I have never heard of 💪
Im glad there was some special ones in there for you bro!
@@Noobert is there a full list or do i have to search them all up on the steam workshop?
I've been looking for a pawn manager mod for ages, my last run had 25 people. Some with weapons and some only assigned to base tasks. The Colony Groups mods will be a game changer i bet!!
I had been looking for something else but when I saw this vid pop up I instantly told myself "Screw that stuff this is far more important!!"
I have no idea what I originally wanted to watch but now I'm off to download some mods! 😁
Heck yeah my plan worked!
Thanks!
Thanks more
I love these kind of videos especially from this channel. Straight to the point and very informative.
And speaking of mods has anyone ever heard of a mod where its like the zombie land mod but for insectoids?
I have been looking for this mod for ages. nobody knows. its a mythical mod at this point
@Noobert Does VFE Insectoids not satisfy? I'm pretty sure it turns the insectoids into a hostile and expanding faction?
@@dragnus12 yes. Very.
For 1.5 elitists there is the VE Insector mod too.
You just gained yourself a sub and got me into rimworld
Visible pants.
The fact i need a mod too see pants is insulting.
Thanks for posting!!
My favorite QoL mod remains Camera +.
The basic level of zooming in just doesn't cut it, and it's a lot easier to find things on a map when you can zoom all the way out.
@Noobert this made me subscribe. I've been watching for a while but this made my day and helps my minute gripes with the game. More like this please 🙏 ❤
Auto cut blight is not necessary anymore afaik since it has been added to the base game
Yeah BUT you still have to select the blighted crop units; and then it spreads a bit more, so you have to again select them and order the cut. With the mod it places the cut order automatically as soon as a crop plant gets the blight, from what i understood. I have yet to try the mod myself.
Hey hoobert. Loving the content. Only weird mod on this list is prepare carefully. Sure it is nice and convenient for various things. But that mod is on life support at this point. Having it in your mod list exponentially increases the likelihood that somthing in your save will make.
Character editor is mildly harder to use at first but is not only more powerful in terms of features/control but also in long term save stability.
I agree. The character editor mod is my favorite mod and is one of the few that I just can't play without
I wish RimHud didn't look so weird.
Like all the text and bars and such are completely different from Vanilla so it just screams "I'M A MOD!"
It really needs a vanilla retextre.
You can change everything about it if you press the little cogwheel icon on the lower right corner. :3
I genuinely forgot that the Rim-Hud features weren't in the basegame holy shit
A mod I recently encountered and didn't realize I needed is Shoo!. It lets you chase animals out of buildings/areas. I will never play without it again.
Man I love pickup and haul. at first I was looking at it going "Eh I don't need that. I will just prioritize hauling." Then on one save there was so many items it took 2 hours to haul 10% of the mess of items. I said "Hmm.. That haul mod can't hurt." Took them 10 minutes to clear the other 90% "How much was there?" Wiston wave with 3 tribal attacks back to back. "....." Exactly.
One that I've found is the Put it Over There mod, which will make pawns from a visiting trade caravan grab and haul things you've decided to trade from them like if you sell a couple thousand silver worth of various leathers and cloth to a textiles trader and buy some raw synthweave and hyperweave while you're at it, they'll take everything into your stockpiles for you, so no more leaving components, weapons, clothing, armor, and anything else that could deteriorate from being outside and unroofed.
There's also the Reuse Drop Pods mod, which will allow drop pods that are coming down from friendly factions, like if you've got things set to land from trade ships in one specific spot, the drop pods the ship sends down will land in the gantries of pod launchers in a mod added outdoor appliance that guilds the pods down and allows them to land in a way that allows them to go right back up when you're ready to launch them full of supplies towards friendly settlements or raid the raiders.
Also, vanilla Rimworld does let you set a specific dropspot for orbital traides. Just set up a trade beacon outside, as they are rain resistant, and will be a big "drop products here" sign for the orbital traders.
Thanks for the vid! I didn't know about some of these! This helped me out!
Huge shoutout to the waste bin mod that auto cleans rooms for you over a period of time. Helps on older PCs and saves time for pawns to do literally every othet task than cleaning. I get the realism the mechanic adds but after a while its just tedious to deal with
I prefer character customizer over EDB Prepare Carefully because I do a lot of creative games, and it allows me to do things EDB couldn’t, like edit the stats of items and edit mid-game. It doesn’t have any balancing for regular gameplay, so I exclusively use it for creative.
Prepare carefully is also not great since it can cause long term issues with saves, due to the method it uses to overwrite pawn data. When it does cause problems it's usually misattributed to other mods because the issues hide in the background.
thanks :D those are very nice to have and i didnt know half of them
will especially appreciate the auto cut blight
A mod I really love that's not on here is [LTO] Colony Groups. Imo that's an essential mod for any colony over 15 pawns as it makes managing your pawns so much easier. I can't go back to manually configuring everything on a per pawn basis anymore.
Thanks for the list I added 2 of them.
„cyber fsuna”, „Smart medicine” , „use bedrolls”, „common sense”, „hunt for me”, „Just ignore me passing”, „do not block door” and of course „rocket man ”.
I drop your channel everywhere, you really deserve to be over 100k by now.
it was only like 3 days ago i learned i could actually stick the doormats INSIDE the doors so they slow down inside the doorway. idk if thats useful, but it can just look nicer sometimes.
RimHUD, RT Fuse, Pick Up and Haul, and Prepare Carefully are essential and I never play without them.
do not use prepare carefully, it often breaks with other mods and causes errors. there's also a chance for your save to be corrupted when using it. character editor is a better alternative
i really think we need some mods for making raiding other bases more fun and worth it
My favorite mod, Runtime GC, is one mod I can never recommend enough. I could not play Rimworld without it.
Together with „rocket man” of course.
Great vid, learned a couple new mods I'll have to try
colonygroups has the options of the selfdying and the do the f mods included
Zamn!! Good video as always!!!
LMAO okay I felt kind of bad when you said don't skip just yet and then I remembered yeah he must totally see the analytics a people doing exactly that
oh i do XD
Ah, the curse of Console Rimworld
Really enjoying your videos Noobert, super informative!
The mods one are good, and this is in no way, shape or form a criticism of you or your channel, but it's always disappointing to go to the workshop and see a mod that you recommended and thatI think would be great is now abandoned or unupdated so it's not useful.
Ah well, nature of the beast, and like Montu, updating with info about the newest stuff certainly provides you with job security : D
Prepare Carefully is very incmpatible with many mods, especially anything to do with alien/new races. It is absolutely not something you always want installed, especially when Character Editor has most of the same functionality but not the massive incompatibility issues.
Ah my favorite time of the year
Great content but the music is too loud
Noobert when HAR will work with biotech? I need the multi races for warzones
Keep it up :)
just want to say something real quick. if you dont want to use runtime mod and are just playing vanilla, just use molotove, works like a charm for clearing bodies and trashes, just you gotta grind a bit of fuel out but its way more realistic and for me , my mod list is somewhat working and the same time not working, its on a wired balance and i am afraid to break the balance XD
A Dog Said is easily my favorite mod. I care 10x more about my animals than my pawns
Same lol
@@skuncle3036 my reaction to loosing a colonist (unless they are an absolute god" is always "oh no :( i'll find a replacement soon". My reaction to loosing a pet is pure violence against whoever did it. I would wipe their faction off the map, no matter how long it takes.
In 1.4 Prepare Carefully comes with a tons of alerts about how it is not compatible with a bunch of mods like Phycology. Now I am conflicted if I should be using it, using it differently, or what. I mean, do I just start with a bunch of vanilla pawns and then create them with Character Creator when I get to the map?
remember kids it's only a mod conflict only if you think it is (ignore the crashes)
Prepare Carefully is quite hated among modcreators, because it´s a mess of old code spaghetti. I don´t know why people still recommend it. If you want something similar with less problems I woukld suggest "character editor".
Predator hunt alert is vanilla for a while by now. Hell, I've had that alert in like the vanilla 1.0-1.1 age.
-Scenario Editor Mod
-Combat Readiness Check Mod
-Destroy Item Mod
-Non uno Pinata (don't drop it)
-No Shelf quality
-No Default Shelves
-New Game Plus
-No Lazy Doctors
-Not a weapon
-Cherry Picker
-Resource Dictionary
There are tons but I'm at 463 mod right now.
great additions
I was really excited about the no default shelves one, having had to remove standard defaults on every fricken one of em to date, then I got to the 'only on new saves' and ground my teeth.
THE MUSIC IS VEEEEERY ABNOXIOUS FOR THE LOVE OF GOD STOP THIS MADNESSSS
0:21 Replace Stuff
0:32 Allow Tool
0:42 Trader Helper
0:56 Predator Hunt Alert
1:16 Auto-cut Blight
1:38 Auto Night Owl
1:52 Bulk Stonecutting/Smithing
2:20 Begone Message
2:40 Rim-Quest Continued
3:01 Filth Vanishes with Rain and Time
3:34 Runtime GC
3:51 Trading Spot
4:03 Drop Spot
4:14 Not My Fault
4:35 Designated Shapes
4:54 Door Mats
5:11 Pickup and Haul
5:26 Self Dyeing (I learned the differences between dieing, dying and dyeing because of this)
5:45 RT Fuse
6:07 Rim Hub
6:28 Prepare Carefully
6:47 More Than Capable
7:06 Ground Targeter
7:27 Tainted Renaming
7:35 Toggleable Overlays
7:50 Toggle Harvest
8:06 More Planning
8:19 Allow Dead Animals
8:38 Bionics Icon
8:54 Colony Groups
9:11 A Dog Said
9:41 Labels on Floor
9:55 Cleaning Area
10:16 Do the F Series
Very helpful much thanks
2023 rimworld vids I love it 😊
/r/Rimworld be like "cAN't dO wItHouT WaLL liGhTs"
i do like me some wall lights
Thank you noobert
Colony Groups is a must have as soon as I get more than 6 pawnz
#22 alone is a wildcard enhancement that can be clutch.
Useful
More than Capable and Do Your F Research do NOT work together.
Also people really need to stop suggesting PrepC. The mod has a LOT of brokenness behind the scenes that break saves. Most mod creators suggest you stay the hell away from it. Character Editor may not be as pretty but it doesn't have the same issues.
Rain Cleans almost destroyed my computer
One issue i had with pick up and haul is that, my pawns can no longer carry heavy object. For example, I want to haul a dead elephant to my stockpile. But the game just said "too heavy". Did any of you have this issue before?
I do. Sometimes is appears to relate to if I have anything else in my inventory, but some stuff is just beyond haul capacity. Now Im kinda wondering if there might be a setting to change it.
has prep carefully actually been updated yet?
Welp.... looks like the mod list is growing some more 😆
Also, when will Prepare Carefully become a base game feature!
Prepared carefully is directly against the design philosophy of Tynan and rimworld.
Also the mod is actually pretty terrible programming wise, it can cause lots of long term issues with the methods it uses to customize pawns, they tend to cause problem many years into a colony because of how it can overwrite the underlying data.
Predator Hunter is not base game? I always get a notification that some predator is hunting some pawn or animal of mine. Does this just pause the game? Or warn you there is a predator on the map at 0 food or something?
its a little prompt at the top left same as if food rotted away. not very noticable
The mod makes it a letter rather than the notice is it in vanilla.
The vanilla only informs you if the animal is already attacking.
The mod informs you as soon as the animal decides to eat one of your pawns.
This gives you much more time to react.
Noobert Greatly enjoy your videos. I recently found the game AColony and have been enjoying it with my friends. Would love to hear your take on the game. Thanks for the content!
is there a mod that makes pawns ignore fire that's being put out by rain? I hate when there's lightning strikes in rain and my pawns keep stopping their work to run to fires that are out before they get there.
THANK YOU
Where's the link of bulk stonecutting
in description
Isn't edb prepare carefully extremely buggy? Was it fixed? I switched to "Character Editor" mod long time ago, maybe it has been fixed or changed in that time, I'm not sure.
it has most definitely not
You know it's RimWorld where you can't tell if the title means mods available in 2023 or if there's 2023 mods you should download
Id say for 2023 mods in one video it would be a multi hour video and a lot of bad mods
Whats the name of the mod ur using for the workbench hud? the one that u use on the bulk stone cutting part
i found it, its "Dub mint menus"
Can you do a review of rim war again to see if anything has changed or do a play through?
I need to find or make a mod that removes EMI dynamos. Theyre worse than solar flares, and you can disable solar flares during scenario setup but not dynamos.
That would improve the quality of my life
EPOE is pretty good, but OP last time I played with it. Goes well with A Dog Said
I already have a good amount of these QOL but some I don’t so it’s still nice 👍🏼
Glad it helped!
Custom alerts is THE one missing, with its sibling CTRL F. For next year, maybe?
uh, isnt predator hunt alert a vanilla thing?
how these are QOL mods when most of them directly affect gameplay?!
PSA: DO NOT USE PREPARE CAREFULLY
It will break saves and cause serious issues. Use character editor
never had any issue with it
Finally the no DLC mod list
Thats next vid actually. Mods that replace the dlc. We have succefully made a better rimworld without dlc XD