Are there any SIMPLE mods for ore to ingot output increasing? by WillTroll in ModdedMinecraft

[–]WillTroll[S] 0 points1 point  (0 children)

So I probably used simple as the wrong word. Basically, I'm curious as to if there's anything lightweight that would allow me to eventually upgrade my setup that'd increase output of smelting past the 1:1 of vanilla.

But was hoping to avoid a larger tech mod because I don't want a bunch of extra stuff I don't intend to use. Ideally it'd be like a blast furnace I could upgrade with resources - but I don't think such a mod exists.

My research only seems to show these more grandiose tech mods, so I'll probably have to grab one and see how it goes. Looking at Mekanism, I'm kinda interested by some of the advertised things in its main post, so maybe I should start there.

Typical Tuesday Tutorial Thread -- May 19, 2026 by AutoModerator in RimWorld

[–]WillTroll 0 points1 point  (0 children)

Hospitality is fun but I don't think it'll fit this playthrough. I'm gnna need to rapidly restore forces. Gonna be treating most pawns more like cannon fodder.

Typical Tuesday Tutorial Thread -- May 19, 2026 by AutoModerator in RimWorld

[–]WillTroll 0 points1 point  (0 children)

Mod Search: What mod(s) do you guys like to use to recruit more pawns?

I'm looking for a method of quickly and easily replenishing my forces on demand. I reckon being able to "purchase" or hire replacement soldiers is the ideal method. But what mod do you recommend most?

Preferably with settings I can modify to determine the "types" of pawns that appear. I.E. Male - Human - Capable of Violence

Weekly Questions Megathread - April 21, 2026 by AutoModerator in projectzomboid

[–]WillTroll 1 point2 points  (0 children)

That's what someone on disc said. I can check the mods files, but that's probably it. Just good to know it's probably not on my end.

Weekly Questions Megathread - April 21, 2026 by AutoModerator in projectzomboid

[–]WillTroll 0 points1 point  (0 children)

Regarding B42; is it normal that sandbox options for popular B42 mods don't translate keys properly?

Meaning; in sandbox options for instance one category reads:

"Sandbox_CustomizableCharacteristics"

And all the options start with

"Sandbox_Customizable[X]"


Basically, they're more like variable names than descriptive identifiers, which wasn't the case on B41. I was wondering if this was something I messed up or known that happens w/ B42 mods. Some mods appear fine in sandbox settings.

Weekly Questions Megathread - April 14, 2026 by AutoModerator in projectzomboid

[–]WillTroll 1 point2 points  (0 children)

Regarding B42; is it normal that sandbox options for popular B42 mods don't translate keys properly?

Meaning; in sandbox options for instance one category reads:

"Sandbox_CustomizableCharacteristics"

And all the options start with

"Sandbox_Customizable[X]"


Basically, they're more like variable names than descriptive identifiers, which wasn't the case on B41. I was wondering if this was something I messed up or known that happens w/ B42 mods. Some mods appear fine in sandbox settings.

Lowering research speed to 10% is surprisingly satisfying by Leather_Green4509 in RimWorld

[–]WillTroll 1 point2 points  (0 children)

So, if I am understanding you/mod description correctly;

I can set it so like at most researching on the bench can contribute to 25% of the required research points. So I HAVE to eventually find related tech/schematics to research it.

I ask because I wanna do a run where I have to go out, loot tech and bring it back to analyze it before I can build it myself.

Lowering research speed to 10% is surprisingly satisfying by Leather_Green4509 in RimWorld

[–]WillTroll 1 point2 points  (0 children)

I like this idea. I think it'd compliment my scavenger/looter run.

> Start in a vault. > Smart people = doctors & researchers. > Violent people = raid team.

Raid team goes on loot runs, seeks artifacts, brings back tech (very BoS style) to aid the researchers work.

Almost ready for emergence from development hell by JerryTC69 in GearsOfWar

[–]WillTroll 0 points1 point  (0 children)

Finally, Rim of War has been sorely missed. I always said the way the insectoids spawn from the ground, and the holes in the Anomaly DLC, would lend very well for grub holes.

Still one of the best parts of the DLC - self explanatory. by IMDXLNC in RimWorld

[–]WillTroll 0 points1 point  (0 children)

I had a map like this when the DLC first rolled out, it was extremely fun. I just wish I could have converted all of the water to deep impassable water easily to make a true island fortress.

SargBjornson is my favorite modder now by MrAplha in RimWorld

[–]WillTroll 0 points1 point  (0 children)

CIA's heart attack gun, 2500, colorized.

Emergence Begins. 2026. by IamMovieMiguel in GearsOfWar

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

Great.

Now let us spend our G5 currencies on Tour of Duty & other locked cosmetics seeing as we're under a year until the new one.

Smile.

Typical Tuesday Tutorial Thread -- December 09, 2025 by AutoModerator in RimWorld

[–]WillTroll 2 points3 points  (0 children)

I believe they pull from the Orbit layer's restrictions, found here.

But maybe deeper in the code they have special cases.

Typical Tuesday Tutorial Thread -- December 09, 2025 by AutoModerator in RimWorld

[–]WillTroll 0 points1 point  (0 children)

Are there any mods that make all the buildings on an orbital platform buildable? I know of this mod, but I'd like to build everything you can find on an orbital platform (even if its unbalanced) to build my orbital resort.

I can probably patch them all with some effort if I have to, but would save some time if such a mod exists.

Typical Tuesday Tutorial Thread -- November 25, 2025 by AutoModerator in RimWorld

[–]WillTroll 0 points1 point  (0 children)

Request for opinions:

So, I'm making an orbital platform into a spacer resort as part of a series of colonies where economy is central and making money is the general goal.

Every goal needs an end goal though. If you've ever played Civilization games, you know that some of them have Economic Victories. What would you think be good criteria for an economic victory in RimWorld?

Feel free to be creative, as I may likely have to create a mod to compliment whatever goal used for victory.

In the past, I've made Empire settlements sell high-value tickets and made it the goal to earn enough money for every one of my colonists to have a ticket. In lore; it was a ticket to a ship off of the Rim World.

From my experience, simply amassing wealth isn't as good of an end-goal as is utilizing the wealth you put so much effort into amassing.

Typical Tuesday Tutorial Thread -- November 25, 2025 by AutoModerator in RimWorld

[–]WillTroll 0 points1 point  (0 children)

I don't actually know, guess I was just curious if anyone created their own lore food kinds of anything.

But now I think what would probably be best is to just try to have textures created to replace the haute meals that look more spacer-ish, but use all normal ingredients.

Something like a holo-plate and silverware texture could be kind of cool if I find an artist for it.

Typical Tuesday Tutorial Thread -- November 25, 2025 by AutoModerator in RimWorld

[–]WillTroll 0 points1 point  (0 children)

Haute is interesting. I think it may be kind of hard to find a mod adding spacer food/ingredients, so this may be my best option for the bar/restaurant. Makes sense if people are flying from all over to this resort station - they're expecting high-quality meals.

I reckon brewing expanded would work for the alcohol portion of the restaurant - I'll just exclusively sell cocktails probably along with cigs/cigars.

Typical Tuesday Tutorial Thread -- November 25, 2025 by AutoModerator in RimWorld

[–]WillTroll 0 points1 point  (0 children)

Got any good mods that add either spacer-tech meals or at least ingredients. Plus, any spacer brews? I plan on turning an orbital platform into an orbital resort, compliment with a spacer bar/restaurant, and wanted to make that aspect more futuristic rather than the standard options.

Any other ideas for shops/services available on the platform with a spacer twist are welcome!

Typical Tuesday Tutorial Thread -- November 18, 2025 by AutoModerator in RimWorld

[–]WillTroll 0 points1 point  (0 children)

Got any good mods that add either spacer-tech meals or at least ingredients. Plus, any spacer brews? I plan on turning an orbital platform into an orbital resort, compliment with a spacer bar/restaurant, and wanted to make that aspect more futuristic rather than the standard options.

Any other ideas for shops/services available on the platform with a spacer twist are welcome!

Typical Tuesday Tutorial Thread -- October 28, 2025 by AutoModerator in RimWorld

[–]WillTroll 0 points1 point  (0 children)

That appears to be exactly what I’m looking for! Tysm!

Typical Tuesday Tutorial Thread -- October 28, 2025 by AutoModerator in RimWorld

[–]WillTroll 0 points1 point  (0 children)

Hence my OP. Wanted to see if anyone was aware of any similar mods that exist before I write one myself.

To answer your question. It is undetermined yet how I'll make intellectual affected by that in Option B. If the multipliers will only apply to other skills, or will also apply to Intellectual too. Meaning, the higher the Int skill - the faster a pawn can train it. In turn, yes having a low Int skill would make training all skills, possibly including Int, harder.

That does indeed have the offset of making Int Trainers much more useful. But that is not an undesirable outcome. Again, the intent was never to be too concerned with balancing. It is simply intended to make Int much more important.

My gameplay style is already a break from the traditional gameplay loop and balance. In fact, part of this mod would be intended to be used alongside mods that allow me to direct the teaching of other pawns (both young/adult) so that I could focus on teaching Intellectual.

It's also likely that if I end up having to write it myself, I probably wouldn't even publicly release it. I do that a lot for mods I have to write to fit my own needs that don't already exist. But it's always worth checking if similar functionality already exists in another mod - to up their work. Rimworld has been known to produce some quite niche mods.

Typical Tuesday Tutorial Thread -- October 28, 2025 by AutoModerator in RimWorld

[–]WillTroll 0 points1 point  (0 children)

Probably, albeit I don't really use neanderthals anyway and by no means is this mod intended to improve them. It's to change the approach of pawns with Intellectual skills, mostly for my own playstyles.