If you haven't already, go check out the modlists by trmplays, Loreplays, Kokoplays, Yeti's, Roll1D2Games, and Quarantine Games's and Barky's mod showcase videos. Those were the ones I watched while getting ideas for what to include, though a lot of other fine mod videos exist out there. I'm def not the best at modding or explaining what each one does - I'm just honestly really interested in these mods and how they make the game feel new to me again. I grateful for any knowledge of mod conflicts or other ones you might share with me, as usually that helps me explain it better in future videos. Haven't been in the modding world in awhile tho, so hopefully I did at least a little justice to these great mods! There's also a bunch I didn't include because they add a completely different facet to the game, like SOS and Hospitality, though those are fine too! This is not an exclusive list by any means. And if I haven't said it already, thanks to all the amazing people who mod the game and provide fun experiences for everyone!
I am a programmer. I have done some Rimworld mods. If you want you can send me your list of mods and your error logs and I will go through them for you to see what the errors are. Some of them will never affect you, some make it so things in the mod just don't show up in the game, and some will cause random crashes.
I've had a colonist literally bite off an entire arm of a guest in a "social fight", so I think the Ugh You Got Me sounds like a good adition to the game
Recently I've played without that mod, and in one playthrough there's been three social fights that have involved someones brain being gouged. **Confused hand gesturing**
If you play with Rimworld of Magic, then you will probably know just how bad a social fight can be if a monk is involved. Literally had a colonist die instantly because they insulted the generosity of the monk's uncle's son.
Along the lines of careful raiders, "Sometimes raids go wrong" adds an element of variety to raider spawns, as the name suggests, raids can go wrong for them in a multitude of ways, my personal favorite is when the raiders spawn in, alongside a hostile bear that attacks them, but there are plenty other events in a similar vein.
For me it mostly tends to spawn 2 raids from oposite factions at once, which can be lethal if handled poorly (ultra insect hive + an army of centipedes? what could go wrong amirite?), but is pretty fun because it adds more risk and reward
In my save (without SRGW) I have insect nests which spawned in near some choke points and raiders always end up getting eaten by em. It sucks for them cuz I got a mod that allows insects to impregnate people so it sucks REALLY hard.
So I was laying in my bed watching this video. and when he mentioned what "common sense" did I litterally sprung up and leapt at my computer to install it because food poisoning from dirty kitchen is my #2 problem for my current colony. #1 is that my storyteller is obsessed with cats and I keep getting cat related events, like 10 cats just joined your colony or 7 man-hunting cats have appeared and one of your colonists has been clawed almost to death.
@@zadikariamitchell1930 yes but you won't get negative stats from cooking on its surface. Unless I've been rolling some serious health checks from my surfaces. People have gotten sick from an incompetent chef but not from dirty surfaces. You do however get the ugly surface modifier. So long as you have beautiful stuff though it's not a huge negative to counter.
idk how i did it, but i never got issues with it, i think it's due to that garbage bins mod (which auto cleans an area around it over time) + the cleaning bots, they keep everything so clean that the food poisoning never happens
as a new player when he mentioned the mod that tells u what a mod is, I immediately got up and sat here with the workshop open because I can now tell whats modded and whats original, usually id ignore mods for weeks
You just got me watching an entire mod list video for entertainment and for ideas for an colony of my own, thanks for the mods and keep doing what you’re doing, but make sure you know what you want to do too.
I have a mod suggestion for you! Check out the Megafauna mod it adds some larger extinct animals (some very useful but need high taming skill and eat a lot). Some are really useful as battle mounts and others can be super useful with carrying stuff in caravans! They also look like they belong in the vanilla game so to me it's an absolute must!
A small note on Map Reroll, whenever you do it all the items that spawned with you will disappear, so make sure to put everything in your colonists inventory first.
@@AchmadBadra oh, I mean, at this point if I remember correctly, many of those mods have a "continued" version, and if not, there’s almost always a good alternative
Great now im downloading not only Kenshi but Rimworld because of you. Videos are just too great for me to just sit here and watch, i gotta experience it myself
Somehow, this vid just flew under my radar! I legit love Rimworld and modding, seeing some new mod ideas and combos is always awesome! Thanks for introducing me to doormats and dragable corners and mad skills! (I hate how fast the skills regress).
I already have a mod list with over 100 mods. While several of these mods I already have my mod list has grown by at absolute minimum 25 more. You’re a monster Ambiguous Amphibian.
I didn’t watch the whole thing, but I didn’t see “No Pause Challenge” in there. I’ve been playing with it and it adds more real time tactics. I’d think that’d be a great addition to wave survival to keep you on your toes.
I recommend dubs performance analyzer, helps identify what's killing the game's peroformance For me it turns out that the "Refill urgently" option from deep storage was killing the FPS
I know I'm late to the party but fluffys breakdown is awesome. Things will need fixing every so often or they will break. When they break you must fix them like normal vanilla with a component. This mode is a good way to conserve components.
Before you invest too much time into a series with androids, you need to know that they are horrendously unbalanced in terms of colony wealth. I've tried this before, and with just 3 t1 Androids and normal Crashlanded scenario beginning stuff, I was getting space pirate raids within a season on the middle difficulty. You may not think that's insane, but when you just have 4-6 wooden buildings, a bolt-action rifle and almost no security buildings, a tripple-rocket launcher is quite difficult to handle, so do be careful.
Is gonna be tuff at the beginning (off course) But when u had resources, man power, diplomatic relations (make friends is important) Androids army on your command ;) Also nukes from Rimtomics(To take out enemy base easily when u are bored) Btw ya I had at least 300+ mods And I am happy one of my first t1 android I build is still operating :D I loved mountain bunker base (Infestation is the only thing that hurts me) Grow humans, recruit humans, production of plasteel, chemfuel and yadayada~ Had lots of fun on Rimworld Recently just build a station and launched it to space(Mods: Save our Ship 2) Losing is fun *But winning is also fantastic*
i mean, they ARE op themselves, so you get bigger raids to compensate i personally have managed pretty well even without kill boxes remember that space pirates can come at any point (SPECIALLY with randy) but their size and equipment varies per wealth, i once got a single super soldier with a charge rifle as the initial raid, but my 3 colonists could kill it quickly with proper usage of cover and flanking
I just want to say that I love how perfect Rim World is as a platform for different genres and even franchises. You want Lord of the Rings? Absolutely. Star Wars? Got it. Halo? Sure. Furries? Why not? Medieval Stuff? Certainly, mi'lord. Warhammer? Yes, by the Emperor! It's just great.
i just want to thank you so much i've been wanting to get back into rimworld after playing for over 500 hours and this gives me so many ideas and im really thankful that you'd make a video like this for newer players and veterans alike. i'm so happy i've given you a sub and im probably going to give this video 12 veiws by myself. keep up the great content!
Thanks for the modlist, im happy you took the time to talk about them all. most of the time when i get mods i just want to get a list and play but never really look at what most the mods do. since this video im going to try out all these mods and see where it will go. you did a great job explaining all the mods too. the video of you using the mods was even a greater visual of understanding the mods. thanks!
I've been enjoying your videos, man. I'm a new rimworld player but by no means a new gamer. You're giving me a nice crash course and I love what i'm seeing when it comes to possibilities in this game.
QoL modes are things that I really like in every game I play, from Rimworld to Minecraft, and they increase the pleasure I get from the game to enormous levels. I have downloaded so many mods from this video(it will probably take me a few hours to try to install them all into the game) the game seems to have started all over again for me :) Thank you very much for this beautiful video, I hope that there will be more videos of this kind. I'm sorry for the bad language, I'm using yandex translation, but I don't see an error :))
I love using Simple Sidearms as it lets me build actual loadouts for my soldiers. I like having a composition of 1 Sniper 1 Light Machine Gunner 3 Assault Troopers 2 Grenadiers (these guys get regular rifles but switching to grenades make them so good against mechanoids.)
I love that mod! My colonists have a standard setup.. Base weapon, side autopistol, and side gladius. My reason for this is all of them can shoot, even if they lose their main weapon. The gladius is there in case they're melee attacked.
SNAP OUT AND MEDICAL TAB ARE SO FLIPPIN USEFUL! I tried them once and NEVER went back. And when I thought 'eh I don't use it much' and took it out, I realized just how useful it is. It tells you who's bleeding and how badly, pain levels, each stat, if they can self-tend, and apparently lets you set surgeries, but I haven't figured that bit out yet. I use it after raids to tell who needs to be treated first and who can take a backseat and when I'm making bionics to quickly tell who's missing parts so I can make the proper bionics.
Yeah maybe don't do that ;-) I'd recommend a few common sense ones (all hail the While You're Up) that made you go "yes zomg that should be in vanilla!!1!" let's say 5 max, any vanilla extended, (1x1 tables ftw, also the animal ones), and maybe 2 or 3 others. I like the fishing one a lot. Harmony and such don't count because they don't change anything themselves. Use Rimhud and other user interface ones to your liking. I do recommend at least Rimhud. Maybe limit yourself on others at first so you don't get lost in all the new UI. Oh and special mention to Giddy up. Because why the F can't I ride an elephant?
Great video, that windows mod looks really cool. The Rimcuisine 2 mods and the Vanilla Expanded Cooking/VEPlants mods play nice together and are fun for roleplay playthroughs. There's a drugs add-on for Rimcuisine 2 that lets you make painkillers even from neolithic beginnings, as well as brewing add-ons that are pretty fun. Also Dress Patients changed my life, it should just be a base game thing but it lets you dress downed pawns - like stripped wounded prisoners - and gets rid of easy mood debuffs by just putting some fucking pants on them. Like you do with IRL bedridden people. lol
You're the Born-Again-Christian of modding. You found your Mod-Jesus and now it's all you wanna talk about. As a peddler of mods, I approve of this while finding it amusing.
As of March 2023 this video, although outdated is still very useful. Some mods are now part of the base game, some don't have a 1.4 version but any still do and/or have been updated. Thanks!
Rimworld of Magic, Rimsaves, StartUp Impact, and Dragon's Descent are also VERY excellent mods. What The Hack?! also adds a lot of really cool new approaches to mechanoids.
Fluffy Breakdowns has been one of my highest priority mods from the moment it was created. Equipment maintenance is one of those things I just cannot accept as a pure random event. Switching breakdowns from a random event to a consequence of equipment condition was perfect, and saves so many headaches when it comes to budgeting components.
damn your video was insanely good for me, been playing this game and moding it for a while and you showed me really great mods i didn't know i needed until i saw what they did
I know this is from last year, but thank you. I recently found you and you've given me hours of entertainment! I've been binge watching your Rimworld series and when I saw this video, I admit, I got excited. Thank you again for all the great content! Keep up the amazing work!
25:27 I don't really know about this one but I think when I was playing not very modded gameplay with ZombieLand, the blood that was coming out of them was actually cleaning out itself after a rain rather than staying. I don't know if this was because of any mod's option or because it may disappear after some time, but if it's not in vanilla game then I think it's good that somebody added it. I still think filth should disappear much quicker.
pretty much the overview i was looking for, while being too tired to read through reddit posts, thanks! also, nicely chosen relaxing background music. good guide!
On the Research Pal mod at 11:20, you can use shift + scroll wheel to zoom in or out of the view .. keeps being readable until a certain threshold. - Zoom: shift + wheel scroll - Pan: shift + drag - Pan: wheel + drag - Scroll Vertical: wheel scroll - Scroll Horizontal: alt + scroll
rimfridge is awsome for the kitchen to! Put single fridges in your kitchen on the other side of your stove crafting position, and then set them to critical for all needed ingredients, (meat/animal product/veggies) and then the crafting is blazing fast as other people will keep the stash stocked
I'm definitely interested in mods that make the colonist behavior actually make more sense. The work mod is interesting too because I would like to prioritize different crafting stations that use the same skills/job duties. Have you ever done a play through where you make it to the other side of the map where the quest is for the off world ship at the beginning of the game? Might be a different objective to try.
Hashhash i love how last series he was "lmao this mods looks good idk if im into mods haha" and now he is like 100 MODS ESSENSIAL for your MODDED Rimworld EXPERIENCE!" i love u aa, keep doing ya thing
Dub Skylights is pretty much essential for me now, it seriously helps to cut down on power usage. Sunlamps take up so much but skylights don't need power and if you have a solar flare, you don't have your plants dying.
I had bad experiences with mods when I first switched over to PC gaming, in particular, with Factorio. The game was constantly updating, none of the mods would be updated promptly, and I was constantly being left with corrupted or unplayable save games. I'm happy to say that I have never had that issue with RimWorld mods. The only mod in my list that has ever broken was a mod to stop the forced time slowdown on events, but a replacement was easily found. Anyway, thanks for the mod tips, getting back in to RimWorld after over a year off and looking to enhance the game experience without purchasing those over-priced DLCs.
Can recommend an all-android run. The last Rimworld campaign I did was one, and it turned into a heavily-fortified nuclear launch-capable mountain bunker that made 90% of its money off of smokeleaf joints before building a spaceship and using it to bombard settlements from orbit.
Thanks a ton for this video. I mod a lot of the games I play, and I've already modded Rimworld a fair bit, but it's difficult to find those needles in the haystacks that is the modding community for Rimworld. You have very similar tastes for the types of mods I like for Rimworld and you've even inspired me to shirk my usual strategy to just build a large colony until I get bored and actually experiment with what Tynan insists is not simply a game you play to win, but a story simulator. The first thing I'm going to do is use that one dev tool option to spawn in a premade colony (bunch of pawns, clothes, weapons, workbenches, etc, but no walls or organization) on Randy Random "losing is fun" and just see what happens. I'm not sure if you'll like this game, but the modding scene and ease is similar, plus the people who like Rimworld seem to like it; try out Starsector. It may be a fun series for your channel.
Skylight is amazing as you can create greenhouses and farm during winter (if you of course build some heaters). There is also additional mode to LMV Storage mod, that adds single storage containters.
I like the mod that adds anti air turrets to shoot down drop pods. They are extremely expensive to build, but make total sense. They are also further balanced by having limited ammo, turning speed and take up a massive amount of space.
Lol I watched 27 minutes of this before I realized there wasn't anything else coming. I thought he was listing the mods he was gonna use in the video LOL
Bit of a bigger post ahead, sorry about that but yeah, figured I'd expand on a bit of an explanation of some of these: Something I would recommend you check out is a mod called Guards for me. It's, in my opinion, better than in defensive positions. What it does is adds a new work item called guarding, which plays off of your combat stats. You can set color-coded guard positions like in defensive positions that you can tell a colonist to go and man, or if a colonist who is set to guard in the work tab will go and man that position like any other job. It also adds color-coded patrol paths that functions the same way as to guard positions, except your pawns will follow a set route and make sure an area you place is protected. It doesn't stop there, as you can assign bodyguards to individual pawns, like with your last playthrough with Metannik, you can set pawns to follow and protect individual pawns until you tell them otherwise. Or if they have a need to handle like hunger or if you have this installed, dubs hygiene, and they need to go to the bathroom. You can find this here since straight searching for it on Steam requires you to scroll down a bit to find it: steamcommunity.com/sharedfiles/filedetails/?id=1855885448&searchtext=guards+for+me Something I would recommend to go with careful raids is raids can go wrong and Preemptive strike. Sometimes raids can go wrong (steamcommunity.com/sharedfiles/filedetails/?id=1551336515&searchtext=raids+can+go+wrong) basically makes it so a raid can have a small chance of going wrong and the raiders have to deal with a negative event at their raiding spot. Preemptive strike (steamcommunity.com/sharedfiles/filedetails/?id=2056230561&searchtext=preemptive+strike for current 1.1 version. Original 1.0 version and better description is here: steamcommunity.com/sharedfiles/filedetails/?id=1890377807&searchtext=preemptive+strike) Basically makes it so you can better prepare for any event that involves incoming groups, whether it be a raiding party, manhunter animal, or traders. This makes it so you can have guard towers keep a lookout for any of these events and report to you of any incoming groups. This will spawn them outside your settlement in the world map, and have them make their way towards you. This allows you to gather a preemptive strike force against them if you want, or you can use a comms console to contact them. With a comms console, you can try to negotiate with the raiders, meet their demands, pass a high speech check to draw them off, or just insult them if you want to raise the morale of your colonists. It's a mod that makes raids a bit more in-depth and allows you to plan for a raid. You can also just ignore them and let them pop in like usual. Another couple of QoL mods I would recommend is Pelador's Fire Extinguisher and Fire Warden mods. Adds a weapon item called a fire extinguisher, which does exactly what you'd think only it's not like fire poppers where you toss an object, and it explodes anti-fire stuff. This gives your colonists the ability to fight fires more effectively with directionally firing fire fighting foam. Fire warden gives you the option to have dedicated firefighters with a fire warden work tab. It makes it so colonists who have this work option will go for fire extinguishers over beating out fires, and colonists who aren't set to fire warden will go about their jobs like usual. This basically gives you the option to make a fire brigade within your colony and keep your settlement, for the most part, functional when a fire happens. Pelador's workshop IMO is one to look through as he adds a bunch of QoL mods that I enjoy playing with. Like Medical, Social, and Utility supplement mods, which expand on medicine and drugs like his Drug Response mod only much more expanded. Medial supplements give yous tuff like aspirin and inhalers to help with specific ailments. Social, as you can expect, does more mood-boosting social drugs and gives that whole system a bit more refinement. Utility is a bit different as it changes how you can use certain drugs and chemicals. For example, it allows you to use sprayers to spray toxins to a given area, smoke, and gas mortar shells, which extends to IDEs, grenades, and foam poppers. Overall a mod author that adds a bunch of great stuff. While I was looking through the workshop recently, I found this, which seems really interesting. If you're up for a different kind of playstyle with storytellers or you just want multiple types of storytellers with your playthrough, then this could fit that bill. Hotseat - Dynamic Storyteller Switcher, basically does what it says on the tin. It'll dynamically switch out your storyteller every now and then. You can customize this based on what percentage you want a specific storyteller(s) to appear, which ones you want, and don't want, and if it happens by event, a year passed, or a quadrum passes, or a combination of all three based on percentage. Sorry this again was a bit lengthy, but I hope I helped out a bit with expanding your modlist with stuff you'd like
i can agree with this. modding games has been some of the most fun ive ever had. rimworld and yes xcom is another great one to mod as well as fallout 4, fergettaboutit. endless good times.
I discovered your channel with Torsolo, and im realy glad , I want to play the games you play, they seem funny, may be more funny when you are playing them.Anyway thank you for this mod pack, I just downloaded Rimworld and this is gamechanging.Love your vids !
I started watching you on the coral island and found you funny, and so I continued watching your content and enjoying it. However, today sir you earned my sub and bell click...even though I knew about many of these mods this was a very well made video and you introduced me to some mods I am looking forward to trying myself. Good Job & Well Done!!
the more i watch this video, the more mods i add, then something goes wrong and i just end up unsubbing from all my mods because its too much work to find the exact mod that doesnt work, then i just repeat the process, im addicted to mods
Tynan Sylvester is a very talented man but my god is Rimworld made so much more playable with mods. It's one of those games where mods are virtually required to get the most of the experience, like Skyrim. I take nothing away from what Tynan has built, but good lord are there some talented people in the modding community.
If you haven't already, go check out the modlists by trmplays, Loreplays, Kokoplays, Yeti's, Roll1D2Games, and Quarantine Games's and Barky's mod showcase videos. Those were the ones I watched while getting ideas for what to include, though a lot of other fine mod videos exist out there. I'm def not the best at modding or explaining what each one does - I'm just honestly really interested in these mods and how they make the game feel new to me again. I grateful for any knowledge of mod conflicts or other ones you might share with me, as usually that helps me explain it better in future videos. Haven't been in the modding world in awhile tho, so hopefully I did at least a little justice to these great mods! There's also a bunch I didn't include because they add a completely different facet to the game, like SOS and Hospitality, though those are fine too! This is not an exclusive list by any means. And if I haven't said it already, thanks to all the amazing people who mod the game and provide fun experiences for everyone!
But im interested in you man
Love your content
Keep up the amazing work amphibian, also what’s your plan for the next kenshi challenge, I’m curious since it’s my favorite game I’ve seen you play.
I am a programmer. I have done some Rimworld mods. If you want you can send me your list of mods and your error logs and I will go through them for you to see what the errors are. Some of them will never affect you, some make it so things in the mod just don't show up in the game, and some will cause random crashes.
You should keep mods that are realistic, like run and gun and the holes in walls, we are human we are superior :/
Ambiguous tries just a few mods and now he's doing them like crack cocaine.
just like me lel
Mods are just like drugs
Thaaaaat's rimworld!
Sam King not gonna lie I thought the wall building mod was vanilla
If you're able to install just a couple and not anymore, you're not human. Are you a Mechanoid?
I've had a colonist literally bite off an entire arm of a guest in a "social fight", so I think the Ugh You Got Me sounds like a good adition to the game
Recently I've played without that mod, and in one playthrough there's been three social fights that have involved someones brain being gouged.
**Confused hand gesturing**
Bloodlust pawn vs Tough pawn is very bad
That and the "no slaughter" mod (removes slaughterer break) two of my essential QoF mods.
mm hungry
If you play with Rimworld of Magic, then you will probably know just how bad a social fight can be if a monk is involved. Literally had a colonist die instantly because they insulted the generosity of the monk's uncle's son.
ah, Rimworld, the perfect game to use your Cthulhu-praising Jedi Catgirl to kill some invading magic zombie-Xenomorphs....
You can say that again 🙃
Hell yeah
You need RJW on top og that
I actually have a jedi catgirl that praises cthulhu in my colony, for real
@@LazlaTheFallen dont
That was quick, you've fallen into the Rimworld Mod rabbit hole too.
In a matter of days...
It gets to the point where you never play vanilla again.
@@sameggenton1077 it just took me hours. Came to youtube for guides but fell into the mods rabbit hole.
And I found loverslab and found my dark side.
it's ridiculously easy to get addicted to it...because you suddenly realize you can make your game exactly how you want it XD
I’ve recently gotten into to rimworld do you think I should wait a bit before I start downloading mods or do you recommend any?
i love how after just 2 years, the rimworld devs managed to implement most of the mods shown in the video in the base game
The rimworld devs are by far the most inclusive and non judgmental devs when it comes to modding
Along the lines of careful raiders, "Sometimes raids go wrong" adds an element of variety to raider spawns, as the name suggests, raids can go wrong for them in a multitude of ways, my personal favorite is when the raiders spawn in, alongside a hostile bear that attacks them, but there are plenty other events in a similar vein.
Lmao i love the Jurassic Park mod when a pack of man hunter raptors have my base seiged and the raiders spawn in and get absolutely mauled.
Do both of them play well together, or is there any clashing with the mods?
For me it mostly tends to spawn 2 raids from oposite factions at once, which can be lethal if handled poorly (ultra insect hive + an army of centipedes? what could go wrong amirite?), but is pretty fun because it adds more risk and reward
I am using this mod. Had a raid spawn in which immediately got smashed by like 6 different gold/silver/copper(rimforge) meteors. 11/10
In my save (without SRGW) I have insect nests which spawned in near some choke points and raiders always end up getting eaten by em. It sucks for them cuz I got a mod that allows insects to impregnate people so it sucks REALLY hard.
So I was laying in my bed watching this video. and when he mentioned what "common sense" did I litterally sprung up and leapt at my computer to install it because food poisoning from dirty kitchen is my #2 problem for my current colony. #1 is that my storyteller is obsessed with cats and I keep getting cat related events, like 10 cats just joined your colony or 7 man-hunting cats have appeared and one of your colonists has been clawed almost to death.
Just build your kitchen without floors. Then no dirt problems, you can't get dirt dirty. Just clean up the blood after butchering.
Mogul DaMongrel Doesn’t dirt just count as a permanently dirty surface? I always thought it did.
@@zadikariamitchell1930 yes but you won't get negative stats from cooking on its surface. Unless I've been rolling some serious health checks from my surfaces. People have gotten sick from an incompetent chef but not from dirty surfaces. You do however get the ugly surface modifier. So long as you have beautiful stuff though it's not a huge negative to counter.
EVEN WITH GOOD COOKS IT STILL HAPPENS
idk how i did it, but i never got issues with it, i think it's due to that garbage bins mod (which auto cleans an area around it over time) + the cleaning bots, they keep everything so clean that the food poisoning never happens
Finally you embraced wall lights 😂 I've been pitching them to you for months!
Wall lights are life!
Why use any other lightsource when you have wallights. Other than the nightlight sculptures mod there's no other lamp mod that beats it
Outdoor Lightning is a great mod too. My colony has lamps that light up the roads but only turn on at night.
Comments from people like you are the reason why I have most the mods I do.
Just started playing and it was my first mod
"lets go for a vanilla experience this time!"
me 2 hours mod searching later: 27:38
LMAO same
This video took me nearly 2 hours tabbing to Workshop constantly. Thank you!
Yeah, I need to add at least 80% of these
as a new player when he mentioned the mod that tells u what a mod is, I immediately got up and sat here with the workshop open because I can now tell whats modded and whats original, usually id ignore mods for weeks
Instead of a top 10 mods, i like how this is just lets take a look at all these mods that i like, great video
Oh i wish rimworld was multiplayer. The sort of game i would love to play with my children.
17:15 ah yes, a mod that finally lets your pawns “move while they’re running”, finally
When will someone make a mod that allows pawns to run while moving?
It's really cool to find out some mod functions has been added into vanilla game. Shows the devs actually care about the community and players.
honestly, most of these mods should've been in the base game
Tynan agrees
You just got me watching an entire mod list video for entertainment and for ideas for an colony of my own, thanks for the mods and keep doing what you’re doing, but make sure you know what you want to do too.
Thanks! That's actually exactly what I was hoping would be the takeaway from the vid ^.^
I have a mod suggestion for you! Check out the Megafauna mod it adds some larger extinct animals (some very useful but need high taming skill and eat a lot). Some are really useful as battle mounts and others can be super useful with carrying stuff in caravans! They also look like they belong in the vanilla game so to me it's an absolute must!
I second this. Megafauna is balanced too and because it looks vanilla it doesn't break immersion at all
megafauna is better quality than some of the vanilla animal mods so yeah he should deffo check that out I would love to see it in his playthroughs
wow hes gonna be so happy when he looks up that mod thanks for sharing it im gonna use it in all my future play throughs
Thanks! I thought I had it on the separate list - Def one I'd like to add
Alpha animals as well. Nothing like making a mountain base dug out entirely by giant genetically engineered moles.
A small note on Map Reroll, whenever you do it all the items that spawned with you will disappear, so make sure to put everything in your colonists inventory first.
I've never had this problem, sounds like you might have a conflict somewhere.
I have also resolved the map, but didn’t lose any items. I did use prepare carefully, so that may be a factor.
Thanks for supporting the mod community and thanks for featuring at least six of my mods!
12:20 "so you can move when you are running" thank you i didn't know i can move when im running
Wrong timestamp?
@@LucyTheBox 17:19
Tynan: I´m gonna destroy this man whole career
**Releases Rimworld 1.2**
yeah, most of them are not compatible with 1.2
@@AchmadBadra oh, I mean, at this point if I remember correctly, many of those mods have a "continued" version, and if not, there’s almost always a good alternative
Great now im downloading not only Kenshi but Rimworld because of you. Videos are just too great for me to just sit here and watch, i gotta experience it myself
you can use ctrl+scroll wheel to zoom in and out in the research pal
Thanks for this!
@@ambiguousamphibian it's actually with shift, but yes ..
@@elQueFaltaba i may be using a different mod then
Pokey do you by chance know backyard monsters?
ah shit, my mouse wheel broke and i was using the keyboard for zoom
at least now i know how to do it for the future
Honestly, Thank you for your Mod Reviews! Half of them where already on my list, but the other half looks intresting too
I'd love a new version of this video. 1.4 has changed quite some stuff
I’ve watched the last few series and he had no mods. “Here is my 100+ mod list”... straight to the deep end I like it
Ahhh yes. They all fall eventually. Welcome to mods my favorite rimworlder.
Professional Rimmer
@@schwany6703 wow
Somehow, this vid just flew under my radar! I legit love Rimworld and modding, seeing some new mod ideas and combos is always awesome! Thanks for introducing me to doormats and dragable corners and mad skills! (I hate how fast the skills regress).
I already have a mod list with over 100 mods.
While several of these mods I already have my mod list has grown by at absolute minimum 25 more.
You’re a monster Ambiguous Amphibian.
I didn’t watch the whole thing, but I didn’t see “No Pause Challenge” in there. I’ve been playing with it and it adds more real time tactics. I’d think that’d be a great addition to wave survival to keep you on your toes.
I’ve never heard of this mod before but it sounds hella interesting! It would definitely make for super entertaining and fascinating gameplay
I like this one too!
Me: Looks at this video
My CPU: "My time has come."
I recommend dubs performance analyzer, helps identify what's killing the game's peroformance
For me it turns out that the "Refill urgently" option from deep storage was killing the FPS
I know I'm late to the party but fluffys breakdown is awesome. Things will need fixing every so often or they will break. When they break you must fix them like normal vanilla with a component. This mode is a good way to conserve components.
Before you invest too much time into a series with androids, you need to know that they are horrendously unbalanced in terms of colony wealth. I've tried this before, and with just 3 t1 Androids and normal Crashlanded scenario beginning stuff, I was getting space pirate raids within a season on the middle difficulty. You may not think that's insane, but when you just have 4-6 wooden buildings, a bolt-action rifle and almost no security buildings, a tripple-rocket launcher is quite difficult to handle, so do be careful.
This explains why my colony got obliterated yesterday.
Is gonna be tuff at the beginning (off course)
But when u had resources, man power, diplomatic relations (make friends is important)
Androids army on your command ;)
Also nukes from Rimtomics(To take out enemy base easily when u are bored)
Btw ya I had at least 300+ mods
And I am happy one of my first t1 android I build is still operating :D
I loved mountain bunker base (Infestation is the only thing that hurts me)
Grow humans, recruit humans, production of plasteel, chemfuel and yadayada~
Had lots of fun on Rimworld
Recently just build a station and launched it to space(Mods: Save our Ship 2)
Losing is fun
*But winning is also fantastic*
@@alphariusfuze8089 what is your mod List?🙂
i mean, they ARE op themselves, so you get bigger raids to compensate
i personally have managed pretty well even without kill boxes
remember that space pirates can come at any point (SPECIALLY with randy) but their size and equipment varies per wealth, i once got a single super soldier with a charge rifle as the initial raid, but my 3 colonists could kill it quickly with proper usage of cover and flanking
Just deactivate wealth scaling under custom difficulty
I just want to say that I love how perfect Rim World is as a platform for different genres and even franchises.
You want Lord of the Rings? Absolutely.
Star Wars? Got it.
Halo? Sure.
Furries? Why not?
Medieval Stuff? Certainly, mi'lord.
Warhammer? Yes, by the Emperor!
It's just great.
Adeptus Mechanicus Aproves.
i just want to thank you so much i've been wanting to get back into rimworld after playing for over 500 hours and this gives me so many ideas and im really thankful that you'd make a video like this for newer players and veterans alike. i'm so happy i've given you a sub and im probably going to give this video 12 veiws by myself. keep up the great content!
The Hygiene mod has become a must have for my in my recent games. It adds some basic elements that make the game a bit more realistic.
It's a bit unrealistic how people who are struggling to survive need to bath every day
Thanks for the modlist, im happy you took the time to talk about them all. most of the time when i get mods i just want to get a list and play but never really look at what most the mods do. since this video im going to try out all these mods and see where it will go. you did a great job explaining all the mods too. the video of you using the mods was even a greater visual of understanding the mods. thanks!
I'm sitting here working, making a list of all the mods I want to add tonight... amazing video, thanks for this
I've been enjoying your videos, man. I'm a new rimworld player but by no means a new gamer. You're giving me a nice crash course and I love what i'm seeing when it comes to possibilities in this game.
QoL modes are things that I really like in every game I play, from Rimworld to Minecraft, and they increase the pleasure I get from the game to enormous levels. I have downloaded so many mods from this video(it will probably take me a few hours to try to install them all into the game) the game seems to have started all over again for me :) Thank you very much for this beautiful video, I hope that there will be more videos of this kind. I'm sorry for the bad language, I'm using yandex translation, but I don't see an error :))
I love using Simple Sidearms as it lets me build actual loadouts for my soldiers.
I like having a composition of
1 Sniper
1 Light Machine Gunner
3 Assault Troopers
2 Grenadiers (these guys get regular rifles but switching to grenades make them so good against mechanoids.)
I love that mod! My colonists have a standard setup.. Base weapon, side autopistol, and side gladius. My reason for this is all of them can shoot, even if they lose their main weapon. The gladius is there in case they're melee attacked.
Researchpal - Shift and scroll is to zoom in and out
Omg thanks ALOT dude
SNAP OUT AND MEDICAL TAB ARE SO FLIPPIN USEFUL! I tried them once and NEVER went back. And when I thought 'eh I don't use it much' and took it out, I realized just how useful it is. It tells you who's bleeding and how badly, pain levels, each stat, if they can self-tend, and apparently lets you set surgeries, but I haven't figured that bit out yet. I use it after raids to tell who needs to be treated first and who can take a backseat and when I'm making bionics to quickly tell who's missing parts so I can make the proper bionics.
"run and gun, it lets you move while you run" ah yes, the mod we all needed
Hahaha I'm dead, this cracked me up.
I’m super looking forward for to all these mods! The only thing that might be tough is dumping all of them into a new play through all at once
Yeah maybe don't do that ;-)
I'd recommend a few common sense ones (all hail the While You're Up) that made you go "yes zomg that should be in vanilla!!1!" let's say 5 max, any vanilla extended, (1x1 tables ftw, also the animal ones), and maybe 2 or 3 others. I like the fishing one a lot. Harmony and such don't count because they don't change anything themselves.
Use Rimhud and other user interface ones to your liking. I do recommend at least Rimhud. Maybe limit yourself on others at first so you don't get lost in all the new UI.
Oh and special mention to Giddy up. Because why the F can't I ride an elephant?
@@mirjanbouma I meant having ambiguous dump them all into 1 play-through not me lmao
@@icecreamz3003 whoops, my bad!
Look forward to your content every day. Love you! And welcome to the rabbit hole that is rimworld mods. Last run I had about 200 mods and it was great
Thank you so much, this actually rekindled my fire for this game. It is grindy, but the mods you suggested tackled all of my issues.
I already had 20+ QOL mods installed. After this video I have installed about 20 more. Great summary.
Great video, that windows mod looks really cool. The Rimcuisine 2 mods and the Vanilla Expanded Cooking/VEPlants mods play nice together and are fun for roleplay playthroughs. There's a drugs add-on for Rimcuisine 2 that lets you make painkillers even from neolithic beginnings, as well as brewing add-ons that are pretty fun.
Also Dress Patients changed my life, it should just be a base game thing but it lets you dress downed pawns - like stripped wounded prisoners - and gets rid of easy mood debuffs by just putting some fucking pants on them. Like you do with IRL bedridden people. lol
You're the Born-Again-Christian of modding. You found your Mod-Jesus and now it's all you wanna talk about.
As a peddler of mods, I approve of this while finding it amusing.
Hahaha! This is actually a really funny image to put in my head
As of March 2023 this video, although outdated is still very useful. Some mods are now part of the base game, some don't have a 1.4 version but any still do and/or have been updated. Thanks!
Rimworld of Magic, Rimsaves, StartUp Impact, and Dragon's Descent are also VERY excellent mods. What The Hack?! also adds a lot of really cool new approaches to mechanoids.
"chuckles knowingly" Welcome to The Addiction that is rimworld mods.
Zombieland mod could make for an interesting survival play through especially with some of the OP combat mods you have
Currently playing a zombieland/war hammer 40k colony. Its been pretty brutal but loads of fun
Fluffy Breakdowns has been one of my highest priority mods from the moment it was created. Equipment maintenance is one of those things I just cannot accept as a pure random event. Switching breakdowns from a random event to a consequence of equipment condition was perfect, and saves so many headaches when it comes to budgeting components.
damn your video was insanely good for me, been playing this game and moding it for a while and you showed me really great mods i didn't know i needed until i saw what they did
I know this is from last year, but thank you. I recently found you and you've given me hours of entertainment! I've been binge watching your Rimworld series and when I saw this video, I admit, I got excited. Thank you again for all the great content! Keep up the amazing work!
Part 1 is basically: “Tynan please add this”
25:27 I don't really know about this one but I think when I was playing not very modded gameplay with ZombieLand, the blood that was coming out of them was actually cleaning out itself after a rain rather than staying. I don't know if this was because of any mod's option or because it may disappear after some time, but if it's not in vanilla game then I think it's good that somebody added it. I still think filth should disappear much quicker.
pretty much the overview i was looking for, while being too tired to read through reddit posts, thanks!
also, nicely chosen relaxing background music. good guide!
On the Research Pal mod at 11:20, you can use shift + scroll wheel to zoom in or out of the view .. keeps being readable until a certain threshold.
- Zoom: shift + wheel scroll
- Pan: shift + drag
- Pan: wheel + drag
- Scroll Vertical: wheel scroll
- Scroll Horizontal: alt + scroll
rimfridge is awsome for the kitchen to! Put single fridges in your kitchen on the other side of your stove crafting position, and then set them to critical for all needed ingredients, (meat/animal product/veggies) and then the crafting is blazing fast as other people will keep the stash stocked
Thank you for sharing your mod experience! I’ve been loving the recent content and I’m excited for more soon! I hope your new job is going well!
I'm and avid modder and I didn't know about some of these mods, great video! Here's to hoping it doesn't annihilate my compatibility...
I'm definitely interested in mods that make the colonist behavior actually make more sense. The work mod is interesting too because I would like to prioritize different crafting stations that use the same skills/job duties.
Have you ever done a play through where you make it to the other side of the map where the quest is for the off world ship at the beginning of the game? Might be a different objective to try.
Hashhash i love how last series he was "lmao this mods looks good idk if im into mods haha" and now he is like 100 MODS ESSENSIAL for your MODDED Rimworld EXPERIENCE!" i love u aa, keep doing ya thing
the BEST mod list on youtube, thanks!
Dub Skylights is pretty much essential for me now, it seriously helps to cut down on power usage. Sunlamps take up so much but skylights don't need power and if you have a solar flare, you don't have your plants dying.
With enough mods you too can experience the wonders of never being able to play above 1x game speed! :P
Rim Threaded exists now ;)
@@zacharyhutchison4006 And how I wish it worked with more than like 5% of mods. Maybe someday.
‘Rocket man’ mod for better performance
I had bad experiences with mods when I first switched over to PC gaming, in particular, with Factorio. The game was constantly updating, none of the mods would be updated promptly, and I was constantly being left with corrupted or unplayable save games. I'm happy to say that I have never had that issue with RimWorld mods. The only mod in my list that has ever broken was a mod to stop the forced time slowdown on events, but a replacement was easily found. Anyway, thanks for the mod tips, getting back in to RimWorld after over a year off and looking to enhance the game experience without purchasing those over-priced DLCs.
The latest dlc is quite great.
this vid is super chill. music choice made this vid for me tbh. perfection
I love the Rain washes the filth~ It makes the game run a bit faster.
Can recommend an all-android run. The last Rimworld campaign I did was one, and it turned into a heavily-fortified nuclear launch-capable mountain bunker that made 90% of its money off of smokeleaf joints before building a spaceship and using it to bombard settlements from orbit.
Gee whiz! Lol
I knew you by a project zomboid video, and i stay here for your content.It's really good.
this is a big help for me every couple of seconds i pause to download a mod
Oh thank god he's using the essential mods now. Watching that 100 colonist series when he didn't have the allow tool was nightmare inducing.
Thanks a ton for this video. I mod a lot of the games I play, and I've already modded Rimworld a fair bit, but it's difficult to find those needles in the haystacks that is the modding community for Rimworld.
You have very similar tastes for the types of mods I like for Rimworld and you've even inspired me to shirk my usual strategy to just build a large colony until I get bored and actually experiment with what Tynan insists is not simply a game you play to win, but a story simulator.
The first thing I'm going to do is use that one dev tool option to spawn in a premade colony (bunch of pawns, clothes, weapons, workbenches, etc, but no walls or organization) on Randy Random "losing is fun" and just see what happens.
I'm not sure if you'll like this game, but the modding scene and ease is similar, plus the people who like Rimworld seem to like it; try out Starsector. It may be a fun series for your channel.
Skylight is amazing as you can create greenhouses and farm during winter (if you of course build some heaters). There is also additional mode to LMV Storage mod, that adds single storage containters.
I like the mod that adds anti air turrets to shoot down drop pods. They are extremely expensive to build, but make total sense. They are also further balanced by having limited ammo, turning speed and take up a massive amount of space.
Lol I watched 27 minutes of this before I realized there wasn't anything else coming. I thought he was listing the mods he was gonna use in the video LOL
Bit of a bigger post ahead, sorry about that but yeah, figured I'd expand on a bit of an explanation of some of these:
Something I would recommend you check out is a mod called Guards for me. It's, in my opinion, better than in defensive positions.
What it does is adds a new work item called guarding, which plays off of your combat stats. You can set color-coded guard positions like in defensive positions that you can tell a colonist to go and man, or if a colonist who is set to guard in the work tab will go and man that position like any other job. It also adds color-coded patrol paths that functions the same way as to guard positions, except your pawns will follow a set route and make sure an area you place is protected.
It doesn't stop there, as you can assign bodyguards to individual pawns, like with your last playthrough with Metannik, you can set pawns to follow and protect individual pawns until you tell them otherwise. Or if they have a need to handle like hunger or if you have this installed, dubs hygiene, and they need to go to the bathroom.
You can find this here since straight searching for it on Steam requires you to scroll down a bit to find it: steamcommunity.com/sharedfiles/filedetails/?id=1855885448&searchtext=guards+for+me
Something I would recommend to go with careful raids is raids can go wrong and Preemptive strike.
Sometimes raids can go wrong (steamcommunity.com/sharedfiles/filedetails/?id=1551336515&searchtext=raids+can+go+wrong) basically makes it so a raid can have a small chance of going wrong and the raiders have to deal with a negative event at their raiding spot.
Preemptive strike (steamcommunity.com/sharedfiles/filedetails/?id=2056230561&searchtext=preemptive+strike for current 1.1 version. Original 1.0 version and better description is here: steamcommunity.com/sharedfiles/filedetails/?id=1890377807&searchtext=preemptive+strike) Basically makes it so you can better prepare for any event that involves incoming groups, whether it be a raiding party, manhunter animal, or traders. This makes it so you can have guard towers keep a lookout for any of these events and report to you of any incoming groups. This will spawn them outside your settlement in the world map, and have them make their way towards you. This allows you to gather a preemptive strike force against them if you want, or you can use a comms console to contact them. With a comms console, you can try to negotiate with the raiders, meet their demands, pass a high speech check to draw them off, or just insult them if you want to raise the morale of your colonists. It's a mod that makes raids a bit more in-depth and allows you to plan for a raid. You can also just ignore them and let them pop in like usual.
Another couple of QoL mods I would recommend is Pelador's Fire Extinguisher and Fire Warden mods. Adds a weapon item called a fire extinguisher, which does exactly what you'd think only it's not like fire poppers where you toss an object, and it explodes anti-fire stuff. This gives your colonists the ability to fight fires more effectively with directionally firing fire fighting foam. Fire warden gives you the option to have dedicated firefighters with a fire warden work tab. It makes it so colonists who have this work option will go for fire extinguishers over beating out fires, and colonists who aren't set to fire warden will go about their jobs like usual. This basically gives you the option to make a fire brigade within your colony and keep your settlement, for the most part, functional when a fire happens.
Pelador's workshop IMO is one to look through as he adds a bunch of QoL mods that I enjoy playing with. Like Medical, Social, and Utility supplement mods, which expand on medicine and drugs like his Drug Response mod only much more expanded. Medial supplements give yous tuff like aspirin and inhalers to help with specific ailments. Social, as you can expect, does more mood-boosting social drugs and gives that whole system a bit more refinement. Utility is a bit different as it changes how you can use certain drugs and chemicals. For example, it allows you to use sprayers to spray toxins to a given area, smoke, and gas mortar shells, which extends to IDEs, grenades, and foam poppers. Overall a mod author that adds a bunch of great stuff.
While I was looking through the workshop recently, I found this, which seems really interesting. If you're up for a different kind of playstyle with storytellers or you just want multiple types of storytellers with your playthrough, then this could fit that bill.
Hotseat - Dynamic Storyteller Switcher, basically does what it says on the tin. It'll dynamically switch out your storyteller every now and then. You can customize this based on what percentage you want a specific storyteller(s) to appear, which ones you want, and don't want, and if it happens by event, a year passed, or a quadrum passes, or a combination of all three based on percentage.
Sorry this again was a bit lengthy, but I hope I helped out a bit with expanding your modlist with stuff you'd like
Mods are literally the best concept to happen to games, got my XCOM2 with over 500 of em.
i can agree with this. modding games has been some of the most fun ive ever had. rimworld and yes xcom is another great one to mod as well as fallout 4, fergettaboutit. endless good times.
11:20 you can zoom in and out by holding Shift and then using the mousewheel
I discovered your channel with Torsolo, and im realy glad , I want to play the games you play, they seem funny, may be more funny when you are playing them.Anyway thank you for this mod pack, I just downloaded Rimworld and this is gamechanging.Love your vids !
I started watching you on the coral island and found you funny, and so I continued watching your content and enjoying it. However, today sir you earned my sub and bell click...even though I knew about many of these mods this was a very well made video and you introduced me to some mods I am looking forward to trying myself. Good Job & Well Done!!
Thanks :) Glad it helped somehow!
Just scrolling through at 1:30 in the morning and I see this is uploaded now it's good to work the night shift
Nice you convinced me to comeback into RimWorld
the more i watch this video, the more mods i add, then something goes wrong and i just end up unsubbing from all my mods because its too much work to find the exact mod that doesnt work, then i just repeat the process, im addicted to mods
Rimworld of magic plus it’s expansion pack bring SO much variety to the game. And a lot more difficulty to combat.
It’s funny you added that comment about the sims, just before I got addicted to rimworld I was playing a household in the sims 4.
Even while I play with so few mods as possible, it is very nice overview.
Tynan Sylvester is a very talented man but my god is Rimworld made so much more playable with mods. It's one of those games where mods are virtually required to get the most of the experience, like Skyrim. I take nothing away from what Tynan has built, but good lord are there some talented people in the modding community.
This video made you a wholesome UA-camr.
I don't even own rimworld, but I watched because he seemed so happy reviewing all of them, I never knew the temperatures were a mod.
combat mods that make pawns both allied and enemy stop missing 500 shots at 2 meters despite being a "regional expert" at shooting are a must
been waiting for a video like this. thanks!
I don't know how a video in the morning could make my day
Very nice video with lots of mods i haven't heard about after dozens of hours playing modded
"So you can move while you're running"
Yes, that's what running is
This list was super informative!