Not gonna lie, 80% of my hundreds of mods are just QoL. No, they don't make the game load in a timely fashion, but the actual gameplay experience is lovely.
Highly recommend "Missing Fabrication Recipes" Make Plasteel from Steel and Chemfuel Make Neutroamine from Psychoid and Herbal Medicine Its expensive and Time consuming, so pretty balanced in my Opinion.
9:50 "But that's where this mod comes in. It solves this problem by making the colonists eat the most spoiled food first. Now the colonists will prioritize the food closest to decomposition. Same thing (Where people will eat the freshest food first) happens in real life, but of course, it's Rimworld, and realism comes first, right?" That's called rotating your stock and literally every restaurant and grocery store does this. Every time you go out to eat, you are eating that establishment's oldest product that hasn't passed its expiration date or been otherwise noticably ruined, even if they got a new truck of product that morning. Hell, it's what I was raised to do by my parents, who couldn't afford to keep throwing away good food just because they went to the store that day. So yeah, I feel like this mod is pretty realistic. Maybe it could be more realistic if pawns with "gluttonous" or something like it would ignore the restriction because some people just believe they deserve the best at everyone's expense, but it's more realistic than vanilla at least. Source: I have worked in a lot of restaurants, both high end and dives, over the past 15 years of my working life, and they all operate like this. Also, no one wants to throw away food that they paid for, that's just common sense.
A few mods I call Quality of Life Fluffy Breakdown: Electric devices won't simply break down and require a component. instead, they will require maintenance by a construction pawn. if maintenance is neglected, it will still break down. Materials or time, your pick Research Reinvented: Instead of just slamming their heads against the desk, pawns will study materials, talk with other friendly factions and attempt to build prototype structures when trying to come up with new things. These alternatives are faster than normal research, but come at the disadvantage of more complex logistics as your science corner has to be closer to storage. Prototype builds are the same item as the original one, but start out broken down, damaged and if they have quality, they will be of a lower quality. Still, it can be fun playing as a tribe with slow research with this mod. Minsc Training: Set up a shooting range and training dummys for training and relaxation, but make sure people don't walk across the shooting range. This allows to practice weapon skills outside of dangerous combat and offers training task in the work priority. No more need to fire at a granite wall with someone repairing it from behind Quality Builder: Want that excellent bed for all colonists? Quality makes your best builder build furniture and if it doesn't meet a wanted standard it gets automatically torn down and rebuild. This really is just a quality of life mod without balance changes. Interaction Bubbles: when pawns talk to each other, you can see it in the log, now it pops up in game in a speech bubble, making the colony look more lively No Job Authors: Know that problem? you want to produce one piece of clothing. Pawn A starts it, has to go to bed, the next day pawn B sees the same talsk, starts another craft of that item and finishes it, and the materials of pawn A are stuck in the unfinished product. with No Job Author, they will continue wrking on the same piece and author and quality are picked from the pawn to does the last touches. MendAndRecycle: Adds a mending bench where equipment can be repaired at the cost of time and low material cost. you can also recycle clothes into scraps of what they were made off. a nice way to deal with tainted cloth if you don't want to incinerate everything tainted.
24:47 It's worth noting that any mods that mess around with growth vats can KILL your tick rate in game. For example, I had 8 growth vats all with growth accelerators attached. My normal tick speed on 1x speed was 60, but it went down to 30 when these growth vat accelerators were in effect. Please use these with caution, it can kill your game speed. I recommend growing no more than 2 colonists with accelerators
Excelent QOL mods that are not in the list but are excelent: 1- "Wololoo better conversion and recruitment" - When you convert a prisioner, their resistance are reduced drasticaly 2- "Mechanoid tweaks" - it is possible change a lot of stuff from the biotech mech 3- "[AV] mechanoids spots" - when you mechanoids have nothing to do, they will go to these spots and stay in a wait mode (help a lot with lag) 4- "Better children skill learning" - This improve the study of the child, the more skilled the theacher, the better they will learn 5- "Better workbench management" 6- "Better ground-penetrating scaner" - the scanner will slowly find random materials 7- "Destroy item" 8- "Device standby" 9- "Comon sense" 10- "Ferny's easy caravan formation" - This is the best one, make the caravan form instantly when the map is clear from enemies 11- "gene extractor tiers" 12- "Just put it overthere" 13- "map wide trade beacon" 14- "need bar overflow" 15- "RIMMsqol" 16- "replace stuff" 17- "trade ship drop spot" 18- "layered destruction" 19- "snap out" 20- "one bed to sleep with all" - if you have a colonist with lots of wives, this will help out a LOT 21- "out of combat move speed boost" 22- "prisioner ransom" 23- "romance of the rim" - This mod is perfect, cant play without this 24- "simple warrant" 25- "smart farming" 26- "whats missing" 27- "whats that mod" 28- "trading spot" 29- "save storage, craft, outfit, drug..." 30- "[LTS] maintenance" - anoters mod that i cant play without 31- "CPERS- Arrest here"
do you guys use Pocket Sand? ive used it for a while, but i barely ever heard it talked about. it lets pawns equip weapons from their inventory. it just makes sense!
Sometimes the visual on the screen has nothing todo with the mod. Visuals are just generally confusing sometimes, underplaying the mod. Used to love your videos, but this one feels like the video was made out of necessity, not out of passion :(
I honestly appreciate that feedback. i have some new people helping me after this long break and we are trying some new stuff. i will take this to heart and make sure i dont let the quality of content decay. please feel free to reach out with any other concerns you might have about the quality we are posting turning viewers away is definetly not my goal.
*Me, having recently been told by the Vanilla Achievement Expanded Mod, that I reached 100 mods already* "I don't need it... I don't need it it... I dont need it.... I NEED IT!"
To me, QOL mods and mods that make the game easier are two different things. Take Stabilize Here for example. I can put a sleeping spot underneath a pawn that's downed and then change their medicine settings and have my doctor stabilize them that way, Stabilize Here just makes it way more convenient, but it doesn't actually make the game's difficulty easier than it would be otherwise. A mod that adds automatic farms... that's not QOL, that's a difficulty affecting mod.
You know you can force a pawn to tend without a bed by drafting them, right? Assign your doctors to always carry meds on them, then draft a doctor, right click a pawn (downed or walking) and you'll have an option to tend with medicine if they have the medicine that matches the pawns policy. If they don't, either adjust the pawns medicine in their health tab to what the DR is carrying, or manually send the Dr for the right meds first
supriesed mod "Clean textures" didn't make it here. makes ground look much more appealing and with "World Map Beautification Project" your planet map will as well. it's compatible with many biom mods
@@NoobertI guess? But you titled the video "100+ RimWorld QOL mods", and maybe one out of four is QoL, which... isn't really even clickbait, it's just literally untrue 🫤
If you do vehicles, try the HK tank M.O.T.H.E.R. 😅 shameless plug but for the safety of your colonies it's worth it. ❤love your videos, they got me into this hard-core lol
Idk who will see this but does anyone know how the outposts contribute to wealth scaling with the colonists? Will you still get a 15 colonist level raid when you have 6 of them in outposts?
does anyone know of deco mods that add larger plants? i'd love to have big plants, either on walls, taking up tiles, or even over top of everything (like its on the ceiling), to make my stone boxes a bit nicer looking
I have been trying to figure out how to get my prisoners to work before I release them. Kinda like making raiders work off the debt they caused by attacking.
it's not no pals. It's no-pal-les XDDDD at least if you're talking about the cactus. My mestiza ass just had a fit xd thanks for the vid though lots of mods to check out
Pin me Noobert, Pin me…. PIN MEEEE
The following are the list of QOL Mods.
1. 0:10 - Imperial Functionality 1.5
2. 0:31 - Growing Zones +
3. 0:52 - Research Tab Colors - V1.5
4. 1:13 - Rottenfood - V1.5
5. 1:41 - River Energy - V1.5
6. 1:56 - Simply Wheel Barrow - V1.5
7. 2:14 - Bioscluptor Pod Variations - V1.5
8. 2:43 - Ancient Hydroponics - V1.5
9. 2:57 - Scenario Searchbars - V1.5
10. 3:20 - Children Drawing - V1.5
11. 3:45 - Retend - V1.5
12. 4:18 - Vanilla Nutrient Expanded - V1.5
13. 4:44 - Initial Motivation - V1.5
14. 5:07 - Vanilla Textures Expanded - V1.5
15. 5:25 - Clocks - V1.5
16. 5:56 - Conduit Deconstruct - V1.5
17. 6:12 - Life Support Continued - V1.5
18. 6:31 - Bunk Bed - V1.5
19. 6:56 - Auto-Cut Blight - V1.5
20. 7:15 - Coinage Lite [HH] - V1.4
21. 7:33 - Architecture of the Rim - V1.4
22. 7:54 - Early Vehicle Parts - V1.4
23. 8:16 - Life Lesson - V1.5
24. 8:32 - Garaunlen Tea Brewery - V1.5
25. 8:54 - OP Atomizer - V1.5
26. 9:09 - Explosive Radius - V1.5
27. 9:22 - More Plant Products - V1.5
28. 9:42 - Eat Spoiling Food First - V1.5
29. 10:04 - Fixed Ideo Style - V1.5
30. 10:20 - Mark That Pawn - V1.5
31. 10:44 - Berries and Milk - V1.5
32. 11:03 - Automatic Slave Outfit - V1.5
33. 11:10 - Treasures - V1.5
34. 11:30 - Simple Sidearms - V1.5 (10/10 Would recommend actually)
35. 11:39 - Stock Pile Limit Forked - V1.4
36. 11:55 - Expanded Biotech Styles Genes - V1.5
37. 12:21 - Growth Speed Makes Sense Now - V1.5
38. 12:32 - Surgery Meds - V1.5
39. 12:50 - More Animal Beds - V1.5
40. 13:02 - Fast Meals - V1.5
41. 13:18 - [FSF] Complex Jobs - V1.5
42. 13:34 - Combat Shields - V1.5
43. 14:06 - Better Tradable Items - V1.5
44. 14:23 - Macros - V1.5
45. 14:40 - Manual Lovin’ - V1.5
46. 14:59 - Dispensary Mod - V1.5
47. 15:25 - Onimods - Column Lights - V1.5
48. 15:43 - Hospitality - V1.5
49. 16:03 - Vanilla Outposts Expanded - V1.5
50. 16:21 - Animals Logic - V1.5
51. 16:42 - Allow Tool - V1.5
52. 16:58 - Pawn Tracker - V1.4
53. 17:21 - Skill Master - V1.5
54. 17:28 - Packaged Nutrient Paste - V1.5
55. 17:37 - Blueprint Material Debt - V1.5
56. 17:49 - Movable Tech- V1.5
57. 17:58 - Predator Animal Patch - V1.5
58. 18:15 - Wall Light - V1.5 o7
59. 18:24 - I Have Materials - V1.5
60. 18:43 - Utilities: Fridge - V1.5
61. 18:51 - Removed Radius for Anima Trees - V1.5
62. 19:06 - Sauced Bakes - V1.5
63. 19:19 - Door Clearance - V1.5
64. 19:37 - Damage Indicators - V1.5
65. 19:52 - Defensive Positions - V1.5
66. 20:08 - Pollution Tweaks - V1.5
67. 20:26 - Political Compass - Mort’s Ideologies - V1.5
68. 20:53 - Simple Automation - V1.5
69. 21:22 - Clean Pathfinding 2 - V1.5
70. 21:37 - Cleaning Area - V1.5
71. 21:55 - Increased Stack - V1.5
72. 22:12 - Milk pipe Network - V1.5
73. 22:25 - Smarter Construction - V1.5
74. 22:39 - Simple Prosthetcs Rebalance - V1.5
75. 23:19 - Custom Infestations - V1.5
76. 23:37 - Default Ingredient Radius - V1.5
77. 24:01 - Pyromaniac is Fun - V1.5
78. 24:17 - Foam Dart Gun - V1.5
79. 24:28 - Camera+ - V1.5
80. 24:43 - Growth Accelerator - V1.5
Why is there soo much?? To be fair 100+ is stated in the video
81. 24:54 - No Roof Collapse - V1.5
82. 25:05 - Expedient: Wastepack Solution - V1.5
83. 25:18 - Mood Alerts - V1.5
84. 25:38 - PlaySettingSetter - V1.5
85. 25:48 - Replace Stuff - V1.5
86. 26:06 - Useful Filth - V1.5
87. 26:26 - Heat Pumps - V1.5
88. 26:37 - Loading in Progress - V1.5
89. 26:48 - Combat Draft - V1.5
90. 27:09 - Substance Abuse - V1.5
91. 27:34 - Prisoner Utils - V1.5
92. 27:50 - Erin’s Cottage Collection - V1.5
93. 28:11 - Peer Pressure - V1.5
94. 28:27 - Hospitality: Spa - V1.5
95. 28:47 - Alpha Prefabs - V1.5
96. 29:02 - Spike Trap Blues - V1.5
97. 29:15 - Stack Gap - V1.5
98. 28:37 - Custom Acrtions - V1.5
99. 29:54 - ProxyHeat [1.2-1.4 Only]
Hey wait a minute, its only 99 QOL mods, ohhhhhh clickbait title.
Nah Jokes man, keep up the good work Noobert.
Not all heros wear capes
For proxy heat you can also use vanilla temperature expanded for 1.5
pinned :)
Thank you!
DADDY NOOBERT
Not gonna lie, 80% of my hundreds of mods are just QoL. No, they don't make the game load in a timely fashion, but the actual gameplay experience is lovely.
Highly recommend "Missing Fabrication Recipes"
Make Plasteel from Steel and Chemfuel
Make Neutroamine from Psychoid and Herbal Medicine
Its expensive and Time consuming, so pretty balanced in my Opinion.
I bet they will add some of those in an update
9:50 "But that's where this mod comes in. It solves this problem by making the colonists eat the most spoiled food first. Now the colonists will prioritize the food closest to decomposition. Same thing (Where people will eat the freshest food first) happens in real life, but of course, it's Rimworld, and realism comes first, right?"
That's called rotating your stock and literally every restaurant and grocery store does this. Every time you go out to eat, you are eating that establishment's oldest product that hasn't passed its expiration date or been otherwise noticably ruined, even if they got a new truck of product that morning. Hell, it's what I was raised to do by my parents, who couldn't afford to keep throwing away good food just because they went to the store that day.
So yeah, I feel like this mod is pretty realistic. Maybe it could be more realistic if pawns with "gluttonous" or something like it would ignore the restriction because some people just believe they deserve the best at everyone's expense, but it's more realistic than vanilla at least.
Source: I have worked in a lot of restaurants, both high end and dives, over the past 15 years of my working life, and they all operate like this. Also, no one wants to throw away food that they paid for, that's just common sense.
Noobert coming in blessing us with this, thank you!
A few mods I call Quality of Life
Fluffy Breakdown: Electric devices won't simply break down and require a component. instead, they will require maintenance by a construction pawn. if maintenance is neglected, it will still break down. Materials or time, your pick
Research Reinvented: Instead of just slamming their heads against the desk, pawns will study materials, talk with other friendly factions and attempt to build prototype structures when trying to come up with new things. These alternatives are faster than normal research, but come at the disadvantage of more complex logistics as your science corner has to be closer to storage. Prototype builds are the same item as the original one, but start out broken down, damaged and if they have quality, they will be of a lower quality. Still, it can be fun playing as a tribe with slow research with this mod.
Minsc Training: Set up a shooting range and training dummys for training and relaxation, but make sure people don't walk across the shooting range. This allows to practice weapon skills outside of dangerous combat and offers training task in the work priority. No more need to fire at a granite wall with someone repairing it from behind
Quality Builder: Want that excellent bed for all colonists? Quality makes your best builder build furniture and if it doesn't meet a wanted standard it gets automatically torn down and rebuild. This really is just a quality of life mod without balance changes.
Interaction Bubbles: when pawns talk to each other, you can see it in the log, now it pops up in game in a speech bubble, making the colony look more lively
No Job Authors: Know that problem? you want to produce one piece of clothing. Pawn A starts it, has to go to bed, the next day pawn B sees the same talsk, starts another craft of that item and finishes it, and the materials of pawn A are stuck in the unfinished product. with No Job Author, they will continue wrking on the same piece and author and quality are picked from the pawn to does the last touches.
MendAndRecycle: Adds a mending bench where equipment can be repaired at the cost of time and low material cost. you can also recycle clothes into scraps of what they were made off. a nice way to deal with tainted cloth if you don't want to incinerate everything tainted.
I feel that they are going to add that last one
24:47 It's worth noting that any mods that mess around with growth vats can KILL your tick rate in game. For example, I had 8 growth vats all with growth accelerators attached. My normal tick speed on 1x speed was 60, but it went down to 30 when these growth vat accelerators were in effect. Please use these with caution, it can kill your game speed. I recommend growing no more than 2 colonists with accelerators
Excelent QOL mods that are not in the list but are excelent:
1- "Wololoo better conversion and recruitment" - When you convert a prisioner, their resistance are reduced drasticaly
2- "Mechanoid tweaks" - it is possible change a lot of stuff from the biotech mech
3- "[AV] mechanoids spots" - when you mechanoids have nothing to do, they will go to these spots and stay in a wait mode (help a lot with lag)
4- "Better children skill learning" - This improve the study of the child, the more skilled the theacher, the better they will learn
5- "Better workbench management"
6- "Better ground-penetrating scaner" - the scanner will slowly find random materials
7- "Destroy item"
8- "Device standby"
9- "Comon sense"
10- "Ferny's easy caravan formation" - This is the best one, make the caravan form instantly when the map is clear from enemies
11- "gene extractor tiers"
12- "Just put it overthere"
13- "map wide trade beacon"
14- "need bar overflow"
15- "RIMMsqol"
16- "replace stuff"
17- "trade ship drop spot"
18- "layered destruction"
19- "snap out"
20- "one bed to sleep with all" - if you have a colonist with lots of wives, this will help out a LOT
21- "out of combat move speed boost"
22- "prisioner ransom"
23- "romance of the rim" - This mod is perfect, cant play without this
24- "simple warrant"
25- "smart farming"
26- "whats missing"
27- "whats that mod"
28- "trading spot"
29- "save storage, craft, outfit, drug..."
30- "[LTS] maintenance" - anoters mod that i cant play without
31- "CPERS- Arrest here"
Great video Noobert! Thank you!
Our man, the legend "HE HAS RETURNED"
21:40 Depends if you want your flower patch covered with filth or not.
Its strange to not see your little rimworld self, i miss him! Thanks for the video~
I'm gonna ask something OT, what's the name of the song that starts roughly at 2:20? It's stuck in my head :D
do you guys use Pocket Sand? ive used it for a while, but i barely ever heard it talked about. it lets pawns equip weapons from their inventory. it just makes sense!
Wow that's some good ass timing, was thinking about starting a new playthrough after being away for a few months
Sometimes the visual on the screen has nothing todo with the mod. Visuals are just generally confusing sometimes, underplaying the mod. Used to love your videos, but this one feels like the video was made out of necessity, not out of passion :(
I honestly appreciate that feedback. i have some new people helping me after this long break and we are trying some new stuff. i will take this to heart and make sure i dont let the quality of content decay. please feel free to reach out with any other concerns you might have about the quality we are posting turning viewers away is definetly not my goal.
*Me, having recently been told by the Vanilla Achievement Expanded Mod, that I reached 100 mods already*
"I don't need it... I don't need it it... I dont need it.... I NEED IT!"
yippee yay! noopert truly makes my spurs go jingle jangle jingle
thankya XD
@@Noobert If you ever played New Vegas i would love to hear you speak Mr New Vegas lines.
I have work to do today but i can't wait to watch this and play my very first modded run later.
Combat extended is the best mod you can run if you dont want a huge change from vanilla, just makes the combat a bit more realistic and enjoyable
To me, QOL mods and mods that make the game easier are two different things. Take Stabilize Here for example. I can put a sleeping spot underneath a pawn that's downed and then change their medicine settings and have my doctor stabilize them that way, Stabilize Here just makes it way more convenient, but it doesn't actually make the game's difficulty easier than it would be otherwise. A mod that adds automatic farms... that's not QOL, that's a difficulty affecting mod.
You know you can force a pawn to tend without a bed by drafting them, right? Assign your doctors to always carry meds on them, then draft a doctor, right click a pawn (downed or walking) and you'll have an option to tend with medicine if they have the medicine that matches the pawns policy. If they don't, either adjust the pawns medicine in their health tab to what the DR is carrying, or manually send the Dr for the right meds first
"Bertha has a hard life her owners..." Whilst talking about a bull
13:33 Quality of life, no... but quantity of life, sometimes!
You should definitely do video about holy grail of mods: Performance mod, Rocketman AND Performance fish. It made my 50 ppl colony run in 200fps
i wish there was a collection of these mods in steam for ease of access :)
*walks up to dispensary*
500 smokeleaf blunts
Could you possibly list the mods in description or if there might be a workshop pack?
I can make the effort to do that in the future.
HAVE MERDY I'M ALREADY AT 500+ AND I'VE SORTED MY LIST TO JUST OPEN THE MAIN MENU 3 TIMES NOW!
supriesed mod "Clean textures" didn't make it here. makes ground look much more appealing and with "World Map Beautification Project" your planet map will as well. it's compatible with many biom mods
Noobert, this isn't what "quality of life" means 😅
he I mentioned it at the start XD
@@NoobertI guess? But you titled the video "100+ RimWorld QOL mods", and maybe one out of four is QoL, which... isn't really even clickbait, it's just literally untrue 🫤
Excellent, as always. Thanks again
does the dispensary mod still work?
If you do vehicles, try the HK tank M.O.T.H.E.R. 😅 shameless plug but for the safety of your colonies it's worth it. ❤love your videos, they got me into this hard-core lol
3:30 Mostly? Are you telling me that your children can draw not innocent drawinds? I have so many questions.
Noobert, can you recommend mod that clean up unnecessary data from saves game? Tried save game shrinker didnt work
I don't know of any sorry
@@Noobertah im sorry it worked! I just forget to activate it in mod settings
Idk who will see this but does anyone know how the outposts contribute to wealth scaling with the colonists? Will you still get a 15 colonist level raid when you have 6 of them in outposts?
Why isn't there a collection on steam workshop with all of these... Or at least a list in the description I can search
Is there a mod to only execute the next "modification" on a prisoner when they reach a certain health-level again? =D
Substance abuse in Starsector AND Rimworld!? Is the venn diagram of those two is a circle? Well, I love to play both.
does anyone know of deco mods that add larger plants? i'd love to have big plants, either on walls, taking up tiles, or even over top of everything (like its on the ceiling), to make my stone boxes a bit nicer looking
I don't but check out the ve aspirations mod makes the game sims like
@@Noobert ah neat, i think that would go well with the psychology mod (which i don’t have enabled)
Welp, looks like my modlist is gonna get much bigger.....again
He bacc n he bigg
Is there a mod to edit the preset food and clothing assignments so jew games adopt the already saved adjustments?
Export agency does this
HE HAS AWOKEN!!!
Just continually saying Quality of Life does not make many of these QOL mods, lol
100+ mods... Lists 99.
one is 2
My favorite nooooooobert
DADDY NOOBERT
I liked the idea of coinage lite, but it says its 1.4
aren’t most of these just soft overhauls to the game rather then QoL? especially the Vanilla Expanded overhauls lmao
I have been trying to figure out how to get my prisoners to work before I release them. Kinda like making raiders work off the debt they caused by attacking.
slavery and proper zoning we have a video on prisoner management:)
Well my 140 auto managament and performance mods will definitely look at this as something worth
Must have:
While You Are Nearby
Storage Refill Hysteresis
O love you man
If he doesn't check the other side of the world, how will he ever find the All-Blue?
Time to add more to my 900 list of mods, maybe I can finally get to 1,000 Active mods. (edit - I just added 59 new mods. The rest I already had).
pause, search, download, unpause x98 (i had two). Ive never checked but im sure my mod folder is bigger then my game....before i added these
I would pay $12 a year for u to add timestamps or a list of most or anything
Me watching as a console rimworld player.
I LOVE pipes
you dont know what QOL modes means, right?
Invaluable!
it's not no pals. It's no-pal-les XDDDD at least if you're talking about the cactus. My mestiza ass just had a fit xd thanks for the vid though lots of mods to check out
First hi noobert
🎉😊
Only 99
Doesn't even mention Better Workbench Management 😂
Or Compact hediffs 😂
Brooo ... you doing this on purpose so I will comment yeh?
:-)
yooo im the first
that just made my day thanks for liking my comment, if you see this one haha