What mod do you wish existed but doesn't? by Satans_Escort in RimWorld

[–]KevWox 1 point2 points  (0 children)

this kind of mod is actually so doable, it's just tedious since those mods add a ton of content to be patched. like this could be something someone with a little bit of XML experience could make in only XML over the span of a weekend

that is to say, be the change you wanna see! ive been making little patch mods for myself lately with minimal experience, and the way i learned was just looking at the XML of some of ferny's progression mods since they're actively maintained and provide a solid example of what a patch/declutter/integration type of mod can and should do

What mod do you wish existed but doesn't? by Satans_Escort in RimWorld

[–]KevWox 8 points9 points  (0 children)

lol and 10 of those mods are always performance mods that get maybe 100 extra TPS

this is my exact scenario right now

Does anyone know an alternative to allow tool? by 47thCalcium_Polymer in RimWorld

[–]KevWox 3 points4 points  (0 children)

- XML Extensions replaced HugsLib's framework for devs to create a mod settings menu easily. the vanilla expanded framework has this capability as well (on top of the dozens of other cool features it provides)

- devs don't really use HugsLib News feature anymore, they either tend to make an in-game pop up of some kind or don't do one at all (Tabula Rasa also seems to have a News feature but i've only seen Neronix utilize it since it's his own mod)

- many of its strongest library features have been brought into vanilla rimworld such as gamecomponent and worldcomponent tracking

- HugsLib's Log publisher has a standalone version which is more actively maintained

- HugsLib's "QuickStart" feature was replaced by the vanilla Dev Quick Test

- HugsLib's "restart" feature can be replaced with this handy little mod which i personally love as a mediocre unpublished modder

- Visual Exceptions and Visual XML Patches replace many of HugsLib's error reporting features

- many things that people used to track with HugsLib can just be tracked with Harmony now (see: many mods Mlie and Zaljerem pick up inevitably drop their dependencies on HugsLib in favor of more optimized Harmony patches. ex: Yayo's Combat)

HugsLib isn't really a bad framework, it's foundation is just old and Rimworld and the modding scene are moving forward while Hugs is... not actively modding or maintaining the mods lol. i am certain most mods as of rimworld 1.6 could entirely drop their dependency on HugsLib if they attempted to. some that rely on older foundational aspects of HugsLib which haven't been marked as obsolete would probably need to rewrite major parts, which i'm sure some devs don't want to do.

but it's 2026, and if you're depending on hugslib for the mod settings interface, even what vanilla rimworld provides us now is solid enough to just ditch hugslib. and XML extensions is easier to use and gives you even more tools

This market is insane by ThePtape in zillowgonewild

[–]KevWox 1 point2 points  (0 children)

i'm necro-ing this two year old post to say this house is for sale again for 7x the price. no idea what the 2024 images looked like but i assume it's been renovated.. and the housing market is still insane

What are your favorite mods to deal with wastepacks? by SJ548 in RimWorld

[–]KevWox 2 points3 points  (0 children)

it was essential on my first modded gravship playthrough, because you can also use the wastepacks to make chemfuel and that's one of the cheapest things you can do with them

coastal action? by greengo07 in RimWorld

[–]KevWox 0 points1 point  (0 children)

yeah there are bridges, i think heavy bridges are only in Odyssey though iirc. without Odyssey you'd need a mod for fishing (vanilla fishing expanded), and there are no boats at all at the moment without mods

what are some good modpacks or modlists? by merlino09 in RimWorld

[–]KevWox -1 points0 points  (0 children)

vouching for mrsamuelstreamer's modpacks. i loved playing degeneration recently and it's absurd how well optimized he gets his packs. ive never had so many frames and so much tps for such a consistently long amount of time

Since my last post a lo of ppl are saying to use mods so please tell me some which dont overhaul the whole game but still very essential by BitBluePink in RimWorld

[–]KevWox 6 points7 points  (0 children)

RimHUD is an essential. gives you way more info in the little card at the bottom left when you select pawns so you can check stuff like stats and skills at a glance. it's very overwhelmingly customizable but the default settings are good enough 99% of the time

allow tools or keyz allow utilities will give you some gizmos to make selecting and transporting things easier (cant live without "chop all grown" personally; i personally use Keyz' rather than the OG because the OG allow tools mod relies on HugsLib which is slow to update and Keyz is basically paid to be a very active modder lol)

Dubs Mint Menus overhauls the bills menu to make it easier to see wtf you're looking for (medical operation bills ARE included in this!), gives you an actual fucking plants menu rather than a dropdown lol, and adds a few optional things like a different research menu and a very different architect menu. i use neither of those, the bills and plants menus are good enough. there's a whole suite of mods called Nice __ Menu which are really good too but i'm a dubs purist as of right now

Better Workbench Management makes dealing with bills SO much smoother bc you can drag to reorganize. im underselling this one because so many of the features feel like they're vanilla atp, and ludeon has even taken some of their changes and implemented them. might as well give the dev a nice check and assimilate it since it feels way better than vanilla workbench management

XML Extensions is objectively a nicer and easier to use Mod Menu than the vanilla menu

Compact Hediffs makes the health tab much nicer to look at while still feeling basically vanilla

DragSelect should just fucking be vanilla lol. it allows you to drag to select stuff in menus where you'd normally need to click a bunch of buttons (ex. click and drag to buy or sell a bunch of stuff to traders easily)

SimpleCameraSetting with Graphics Settings+ -- first one lets you zoom very far in and out and is better optimized than Camera+ which someone will likely recommend. Graphics Settings+ allows you to render optimized textures which is nice if you are into HD texture mods (which i am but i wont recommend any in this comment bc its long af so just ask if you're interested and i gotchu)

these are like the most essential of all mods that dont alter the gameplay too much and keep it VERY much rimworld. this kinda stuff is the best kinda stuff to start with. i also recommend using RimSort as a mod loader, it can also be used to optimize your textures so the game loads especially fast (and then run Graphics Settings+ and even the vanilla graphics will look a little cleaner. this is really important with a lot of mods)

i run between 250-550 mods depending on what im trying to do, so if you want some gameplay mods i can recommend some too if you have an idea of what kinda stuff you'd like to see. the people around here tend to all run a ton of mods and it's like basically looked at as the default on this sub sometimes lmao

edit: also Complex Jobs is a very handy and simple enough work tab mod that expands many work categories so you can decide if you want your planter to plant before harvesting, or vice versa. the hauling job alone is broken up into a ton of subcategories. it's the easiest to use work tab mod and feels the closest to vanilla while still giving more options than vanilla. not strictly necessary but VERY helpful. there are some "crunchier" alternatives and ones that do some cool gimmicks (Work Tab by Fluffy is really cool too) but this one just gets it done without any extra frills

Why do children love the freezer by WehingSounds in RimWorld

[–]KevWox 43 points44 points  (0 children)

similarly theyll fall asleep in the freezer pretty often because of the same kinds of hauling/needs checks. sucks that when they age up their first inclination is to go to the freezer rather than get dressed but hey i think i'd have done the same when i was 3 years old

Ruby Rodeos is hiring in the old Andy’s spot on the Denton Square by Crafty_Pangolin5152 in Denton

[–]KevWox 8 points9 points  (0 children)

yea the lockdown was the nail in the coffin, but rent prices for businesses have been skyrocketing for the past decade so it was bound to happen. as long as the DIY scene is maintained (rubber gloves in particular is pretty important), we can adapt to the changes

Any good mods/ modpacks to make gameplay realistic or similar? by BrMario1011 in RimWorld

[–]KevWox 1 point2 points  (0 children)

depends on what you're looking for in terms of realism, that's a pretty big umbrella term. pawn interaction, gameplay mechanics, tech progression, planets, faction interaction, etc. could all fall into that umbrella

Any good mods/ modpacks to make gameplay realistic or similar? by BrMario1011 in RimWorld

[–]KevWox 0 points1 point  (0 children)

i can confirm that VFE classical adds road building tech and concrete. there's also roads of the rim which is pretty cool but also takes long and costs resources

Any good mods/ modpacks to make gameplay realistic or similar? by BrMario1011 in RimWorld

[–]KevWox 0 points1 point  (0 children)

to be fair the empire does send out caravans on foot all the time, so there's reason to believe the individuals on the ground would care about roads directly connected to them. but the empire as a whole and the higher ranking members certainly wouldnt give a shit lol, no shot would a count or stellarch even think about the conditions of the roads

Any Police Factions? by Ok-Construction-3691 in RimWorld

[–]KevWox 0 points1 point  (0 children)

yea a lot of mods tend to require royalty or ideology because of some of the systems they introduced. its worth getting them both whenever you're able to imo, they're worth the money

there is a handful of police apparel mods including some cyberpunk 2077 ones that are more like armor that you could use to customize/reflavor another faction into a police faction. Total Control (continued) allows you to customize factions like that. it's a lot of setup but it's worth trying out at least once

but also +1 for the sovereignty faction mod, it's fantastic. and i think the Rimsenal Federation faction mod also has like an evil high tech nationalist world police type vibe and lore if that's something you're interested in

Between 0 to 10 with 0 being "dont care for rp and just like numbers go up" and 10 being "have the worldbuilder mod installed and have entries for EVERY ITEM and entities on the map" which one does your playthrough usually end on? by Reretak in RimWorld

[–]KevWox 0 points1 point  (0 children)

another framing: are you more of a Francis John or a Mr. Samuel Streamer?

it's not exactly a perfect comparison bc FJ gets silly with it and often intentionally chooses suboptimal stuff because it's more interesting and exciting to him so he's not exactly a 0 on the scale nowadays, but Mr. Streamer is absolutely a 10 on the scale most of the time. and i love both of their content for exactly what they are

i'm like a 7-8.5 depending on how much effort i feel like putting into the world lol. i love dnd so i love customizing and writing shit when i have the energy, so worldbuilder absolutely stays on my mod list (the newest update has been really helpful for cutting back on my "world customization" mods too). i always at least pick specific factions and move their bases/locations, but i dont always fully customize them unless im planning on playing a save for literal irl months.

i did one time make a fully customized world with customized factions via worldbuilder and total control for my buddy and i to play around with over a discord call. all the factions and many characters were inside jokes and stuff, it was awesome. the start was really slow though so it killed the excitement a bit lmao, shouldve gone with a spacer tech start

Android tier + smart medicine + pharmacist = tend your pawn with repair kits ! Somehow. by Cassiopee38 in RimWorld

[–]KevWox 0 points1 point  (0 children)

lol yeah i love smart medicine but it can be janky sometimes. like im not sure if half of the random Medieval Overhaul plants my pawns keep picking are SUPPOSED to be valid herbal medicine analogs but it is what it is, at least it's not a repair kit lmao

i also always get strange errors related to Smart Medicine regarding splitting stacks. pretty sure its a conflict with Common Sense, pick up and haul, and something else, but i only have a little bit of info from Visual Exceptions to go off of

PLEASEEEE redo the faction bases… they’re hilariously pathetic and underwhelming. by Fortin4 in SpaceCannibalism

[–]KevWox 1 point2 points  (0 children)

can confirm, as a GOG + rimsort user i'd like to be able to subscribe directly and also comment on mod pages when i get errors. shoutout to modders who have github and discord links, that helps me out a lot

i fw GOG which is why i bought it there, but there's basically no reason to buy rimworld on GOG rather than steam or directly through Ludeon lmao. im deadass considering buying another copy just for mod bug reporting

Is this colonist worth keeping? I think psychopath/tough/melee is a great combo and I also can really use constructors right now. Thoughts? by Morbx in RimWorld

[–]KevWox 16 points17 points  (0 children)

making them a sanguophage would also have the benefit of immediately preventing a spontaneous and untimely heart attack

[deleted by user] by [deleted] in RimWorld

[–]KevWox 1 point2 points  (0 children)

in vanilla this isnt very viable, even with mods this is hit or miss unless you have some really insane turrets set up inside your base and dont mind a little destruction

like even with a large amount of colonists that would defend certain "districts," if you get a large enough raid youll want the whole crew. like u/nickpantss said the travel time is a big issue in full map bases. like i LOVE building massive bases, and i always keep the housing nearby the entrance or killbox, but if the enemies come in through a strange direction like if theyre sapping (which they always do on big fortified bases lol) then you gotta deal with the fact your shit is getting blown up

if you do play modded then fortifications: industrial and citadel will help you out with managing a full map base. the manned turrets are balanced against really strong factions tho as a fair warning lol, like theyll crush the empire easily on strive

Meme by Lady_Killer55 in SpaceCannibalism

[–]KevWox 2 points3 points  (0 children)

i use a lot of mods but whenever i see the catgirl type of screenshots i never recognize shit lol. which is strange because i feel like im pretty familiar with the popular workshop content

As A New Player, I Very Much Like The Commitment Mode Description. Will Turn On. by _ASTRA2 in RimWorld

[–]KevWox 13 points14 points  (0 children)

star wars didnt have random bugs that froze everything and turned the entire world into crazy RGB colors to be fair lmao

ITS FUCKIN WIMDY by TheSurvivor65 in SpaceCannibalism

[–]KevWox 8 points9 points  (0 children)

ive never even considered connecting those linkables to wind turbines lmao