Tuesday, September 3, 2024

Planet Crafter: Points of Interest

Points of interest includes crashed ships, underground bunkers, and evidence of previous lifeforms on the planet.

Vaults and golden crates often contain terra tokens as well as better than average loot. Blue crates contain average loot. Blue crates and normal debris provides iron when deconstructed. Gold crates provide aluminium and super alloy when deconstructed. Technical debris requires an advanced deconstruction tool and provides circuit boards when deconstructed. Some wrecks require nuclear fusion cells or explosives to access certain areas, so sometimes it may be necessary to come back and re-visit an area once terraformation and available technology has improved.

Aluminium Hills

 


The small crashed shuttle is in the middle of the Aluminium Hills. Climb up the rock nearby to get into the ship which contains a few crates and some technical debris.

Slightly to the northeast of the Aluminium Hills is a procedural wreck buried into the cliffs. It requires about 3 explosives to enter and the layout may vary between different savefiles. I found it had at least three floors and a nuclear reactor that required 1 nuclear fusion cell that unlocked several rooms. Explosives may be needed to clear paths inside the wreck. A vault required an access key card (found within the wreck) and had multiple large lockers. A lot of loot available. Flares may be helpful for navigation.

Arches


This cargo bay is partially buried and contains a single room full of cargo containers with machines to deconstruct and some crates and wardrobes. May be tricky to navigate (like a jumping puzzle).

Central Plateau


 A wrecked cruiser in the north of the biome contains some crates and seeds.

Cracked Spires

 


Several large cargo containers seem to have crashed amongst the spires. They contain some crates and machines to deconstruct.

Dune Desert

A wrecked battleship in the middle of the desert contains three floors, a hidden room and a nuclear reactor (requires 1 nuclear fusion cell) that unlocks additional areas in the wreck (a room on the top floor with a vault and a room on the main floor with some crates). There is also a spacesuit locker and lots of crates and some seeds. The bridge can be entered from outside (much easier later in the game) but doesn't have much loot.

 A small underground bunker has a transmission message from a previous planet crafter.

Gate Desert


A large crashed warp gate. It becomes partially flooded. Contains a spacesuit locker and lots of crates and some machines that can be deconstructed. There is a nuclear reactor that requires 1 nuclear fusion cell. The nuclear reactor unlocks a room with a vault, crates and technical debris. 


A small underground bunker is located in one of the valleys. It contains a transmission message and becomes flooded.

The crashed satellite is like a crate and contains a small amount of loot.

Grand Rift

Too small and/or damaged to enter, the crashed scout-ship at the northwest end of the canyon contains a microchip cannister and a transmission message.

Grasslands

It requires 2-3 explosives to enter this procedural wreck and the layout may vary for different savefiles. I found it had at least three floors and a nuclear reactor that required 1 nuclear fusion cell. Explosives may be needed to clear paths inside the wreck. A vault required several access key cards (found within the wreck) and had multiple large lockers. A lot of loot available. Flares may be helpful for navigation.




There is a large cave hidden behind a waterfall that requires at least 3 explosives and 5 access keys to enter. Contains jumi frog ponds. This is Ihklas' final camp with everything he needed to survive - several buildings with heaters, solar panels, food growers etc. There are several spacesuit lockers. There is also a damaged rocket launching platform with collapsed rocket supports. Did he make it off the planet? 

Highlands


The crashed satellite is near the intersection of the Dune Desert, Arches and Highlands. Like a crate, it contains a small amount of loot.

There is a small underground bunker in the south of the Highlands with a transmission message.

This procedural wreck in the north of the Highlands requires at least 2 explosives to enter and the layout may vary for different savefiles. I found it had 3 floors, a nuclear reactor (requires 1 nuclear fusion cell) that opens additional areas and a large vault requiring access key cards (found in the wreck), plus lots of loot.

Labyrinth Canyons

This small crashed space station contains some crates, a spacesuit locker and some technical debris.

Meteor Crater


This underground bunker becomes flooded and contains a transmission message from a previous planet crafter.

Another underground bunker is located further up the Meteor Crater sides. This is quite a large loop of connected rooms with some secret areas, crates and more transmission messages from a previous planet crafter.

Red Falls


The crashed cruiser is accessed by following the rocky path beside the ship then climbing on top of the ship and dropping down onto the flight deck. It contains a spacesuit locker, some ruberu tree seeds (like the red trees in the picture) and some crates and technical debris.

The crashed shuttle contains a few crates and some technical debris.

Starting Valley

A small piece of cliff can be deconstructed, revealing a cave-in and the remains of a former planet crafter. 

Steep Hill

Transmissions indicate that this was the Cargo Ship Cirella-IV. There is a nuclear reactor room (requires 1 nuclear fusion cell) that unlocks a room with a vault, a spacesuit locker, crates, machines to deconstruct and some technical debris. There is also a golden crate on the roof of the hull.

Volcano


Follow the arrows to the entrance

Enter via the lower level of the flight deck

This huge crashed ship is broken into several parts but only one part is accessible and the entrance can be tricky to find. There are two floors with a nuclear reactor (requires 2 nuclear fusion cells) that unlocks more areas including a room with a vault. Contains spacesuit lockers, seeds, crates and technical debris. 


 An underground bunker with a transmission message from a previous planet crafter.

Wastelands

There is an abandoned camp in the Wastelands with a landing pod and a couple of small living compartments and some basic non-functional equipment.

There is also an underground bunker with some transmission messages from a previous planet crafter.
 

Waterfall

In the cave under the waterfall is a graveyard for the crew and passengers of the Cinitat-II cruiseship. There is a crate with lots of basic equipment like backpacks, exoskeletons, agility boots etc.


Behind the waterfall is the wreck of the Cinitat-II. There are two levels and a nuclear reactor that requires 3 nuclear fusion cells to unlock several rooms including a vault. There are also spacesuit lockers, crates and technical debris to loot.

Planet Crafter: World Map and Biomes Gallery

Planet Prime Map - September 2024 (map from map.fistshake.net/planetcrafter/, labels by me)

Links:

 

Co-ordinates System

Co-ordinates are written X:Z:Y and are shown in the bottom left of the screen.

  • X represents the vertical direction (positive values = North, negative values = South)
  • Z represents the altitude (spoiler: map floods up to Z=25 in Starting Valley)
  • Y represents the horizontal direction (positive values = West, negative values = East)

 The centre of the map 0:Z:0 is in the Meteor Fields.

Biomes Gallery

Aluminium Hills

Ancient City

Arches

Balcony

Beach

Beach (Underwater)

Cascades

Cenote

Central Plateau

Coral Cave

Cracked Spires

Dune Desert

Gate Desert

Grand Rift

Ice Fields (aka Grasslands)

Grasslands

Highlands

Iridium Mine

Labyrinth Canyons

Lost Paradise

Lush Desert

Meteor Crater (early)

Meteor Crater (later)

Meteor Fields

Mushroom River

Rainbow Caves

Rainbow Caves: Blazar

Rainbow Caves: Magnetar

Rainbow Caves: Pulsar

Rainbow Caves: Quasar

Rainbow Caves: Solar

Red Falls

Sandfalls

Starting Valley (early)

Starting Valley (later)

Steep Hill

Sulfur Fields

Toxic Caves

Volcano

Wastelands

Waterfall

Zeolite Cave

Sunday, October 8, 2023

Rimworld 1.4 Mods Review

Rimworld crashed. Probably due to one of my 348 active mods. To find out which one it was, I started uninstalling them. Turns out the problem was actually an operating system update that messed with Steam and caused my other Steam games to crash too. I rolled back my computer and the problem was gone, but my mods were still gone too. Doh!

So now I get to re-install them one by one. Maybe now is a good time to ask, "Do I really need this mod?" So, I'm going to classify them as I go - essential, recommended, situational, unnecessary or broken.

All the mods mentioned are available on Steam and are compatible with Rimworld 1.4. They are not in any particular order within a category (the numbers are just to show how many mods have been reviewed).

Essential Mods

To me, an essential mod:

  • improves the display of important information in the game, or
  • fixes an annoying quality of life issue, or
  • is a dependency for other major mods

Here is my list of essential mods:

  1. Harmony - required by other mods
  2. Hugslib - required by other mods
  3. Vanilla Expanded Framework - required by other mods
  4. [LTS] Systems - required by other mods 
  5. Music Expanded Framework - adds music manager in-game
  6. ReGrowth Core - required by other mods (improves biomes)
  7. RimHUD - shows character information at a glance
  8. Replace Stuff - replace structures and items without deconstruction
  9. Allow Tool - haul items urgently, mine connected ores, select similar items, ...
  10. Minify Everything - most items can be packed up and moved
  11. Wall Light - lights on the wall instead of cluttering the floor with cables
  12. Common Sense - QOL improvements like cleaning the kitchen before cooking
  13. Evil Tactician's Rimworld Tweaks - QOL improvements (recipes, power use rebalance, ...)
  14. Pick Up and Haul - pawns can carry more than one item in inventory
  15. Snap Out! - try to stop pawns that are having mental breaks
  16. Ugh You Got Me - most pawns stop social fighting if they get hurt 
  17. Achtung! - more control over pawns, e.g. command to do specific task NOW
  18. Bionic Icons - adds icons to prosthetics to show what it is
  19. Better Pawn Control - set policies for colonists/pets about zoning, outfits, food etc.
  20. Smarter Construction - stops pawns trapping themselves while building
  21. Animals Logic - QOL improvements for managing pets
  22. Defensive Positions - control positions of pawns or groups of pawns during combat
  23. Search and Destroy - pawns will hunt down nearby enemies
  24. Realistic Rooms Rewritten - pawns don't need big rooms to be happy
  25. Door Clearance - prevents items on the ground from holding doors open
  26. Stabilize Here - pawns can apply first aid out in the field
  27. RimSaves - preview saved games, organise save-game files
  28. Better ModMismatch Window - clearly shows changes to modlist since last save
  29. Vanilla Expanded Royalty Patches - makes Vanilla Expanded mods Royalty-compatible
  30. Vanilla Expanded Ideology Patches - makes Vanilla Expanded mods Ideology-compatible
  31. Reasonable Components - makes crafting components easier
  32. TD Enhancement Pack - QOL improvements including overlays and UI tweaks
  33. Use Bedrolls - colonists try to find a bedroll if no beds are available
  34. No Job Authors - multiple people can work on the same crafting project
  35. Trade UI Revisited - splits trade UI to clearly show what each trader can buy/sell
  36. Trading Spot - traders will wait here to trade
  37. Walls are Solid - buildings and walls not so easy to damage/breach
  38. Set Owner for Prisoner Bed - assign beds to specific prisoners
  39. Permeable Terrain - liquid filth (e.g. blood) disappears more quickly
  40. Self Dyeing - pawns can dye clothing to match ideology or favourite colour
  41. Persistent Precepts - when adding new settings to ideology, don't randomise existing
  42. Research Info - show current project and progress when research table is selected
  43. Hunters Use Melee (Continued) - enables hunting with melee weapons
  44. Offspring Inherit Xenogenes - passes on xenotype genes to offspring
  45. Pawn Badge Fan Fork [Adopted] - adds skill icons to colonist portrait
  46. Aligned Turbines - makes wind turbines and solar panels the same width
  47. Hospitality Vending Machines - guests can buy food or items
  48. Device Standby - turn appliances off when not in use (save power)
  49. Misc Endgame - new town charter win condition
  50. Expanded Roofing - transparent roofing (greenhouse) and solar panels on roof
  51. New Game+ - saves settings used for every new colony
  52. Improve This - mark existing buildings to improve quality, no deconstruction
 

Recommended Mods

 These are mods I use in every game because they significantly enhance gameplay:

  1. Geological Landforms - adds more variety to the types of maps that can be generated
  2. Biome Transitions - maps that are adjacent to other biomes become slightly blended
  3. More Vanilla Biomes - adds more biomes
  4. Regrowth Boreal - enhances the Boreal Forest biome
  5. Regrowth Tundra - enhances the Tundra biome
  6. Regrowth Temperate - enhances the Temperate Forest biome
  7. Regrowth Swamp - enhances the Swamp biome
  8. Regrowth Tropical - enhances the Tropical Rainforest biome
  9. Regrowth Arid Expansion - enhances the Arid Shrubland and Desert biomes
  10. Regrowth Aspen - adds new Aspen Forest biome (permanent autumn colours)
  11. Regrowth Wasteland - adds new Wasteland biome (polluted, mutated plants/animals)
  12. Regrowth Boiling - adds new Boiling Forest biome (colourful plants and hotsprings)
  13. Interaction Bubbles - see what pawns are talking about at a glance
  14. Dubs Bad Hygiene - adds bathrooms and water management
  15. Hospital - patients arrive seeking medical aid, boosts faction relations on recovery
  16. Hospitality - look after guests and improve faction relations
  17. Hospitality Casino - guests can pay to use poker table and slot machines etc. 
  18. Hospitality Spa - guests can pay to use swimming pool/sauna/hot tub
  19. Map Preview - see what a map looks like before settling there
  20. Misc Training - adds training dummies to improve combat skills and recreation
  21. Quarry [Adopted] - adds a pit for mining rocks and resources 
  22. Mend and Recycle - repair damaged clothing and weapons 
  23. Utility Columns - combines lighting with heaters/freezers/trade beacons etc.
  24. Vanilla Furniture Expanded Core - adds lots of extra furniture and recreation options
  25. Vanilla Furniture Expanded Power - adds more power generators and batteries 
  26. Vanilla Furniture Expanded Art - adds lots of art options
  27. Vanilla Furniture Expanded Architect - adds more structures (floors, bridges, fences etc.)
  28. Vanilla Furniture Expanded Props and Decor - adds non-functional decorations
  29. Vanilla Weapons Expanded - adds lots of extra weapons
  30. Vanilla Armour Expanded - add lots of armour
  31. Vanilla Apparel Expanded - adds lots of clothing
  32. Vanilla Apparel Expanded Accessories - adds useful accessories
  33. Vanilla Hair Expanded - adds more hairstyles and beards so pawns don't look the same
  34. Vanilla Fishing Expanded - adds fishing 
  35. Fish Traps - adds passive fishing
  36. Vanilla Animals Expanded Core - adds more animals 
  37. Vanilla Animals Expanded Endangered Animals - save endangered animals
  38. Vanilla Animals Expanded Waste Animals - adds animals that survive pollution
  39. Vanilla Plants Expanded - adds more variety of food crop plants
  40. Vanilla Plants Expanded More Plants - add more variety of food crop plants
  41. Vanilla Plants Expanded Mushrooms - adds more plant life in caves
  42. Vanilla Cooking Expanded - adds more food crops and cooking recipes 
  43. Vanilla Brewing Expanded - adds more drinks and smokes
  44. Vanilla Brewing Expanded Coffee and Tea Module - adds several coffee and tea types 
  45. Vanilla Helixien Gas Expanded - adds natural gas power network
  46. Vanilla Psycasts Expanded - adds lots more psycasting 
  47. Vanilla Social Interactions Expanded - pawns affect others around them more
  48. Vanilla Traits Expanded - pawns have more personality
  49. Vanilla Backstories Expanded - pawns have more personality
  50. Vanilla Events Expanded - adds more events (some long-term)
  51. Vanilla Ideology Expanded Memes and Structures - adds more ideology customisations
  52. Alpha Memes - adds more ideology customisations
  53. Vanilla Factions Expanded Settlers - adds new factions and equipment
  54. Vanilla Factions Expanded Viking - adds new factions, equipment and events
  55. Vanilla Factions Expanded Medieval - adds new factions, equipment and tech-limiting
  56. Vanilla Factions Expanded Pirates - adds new factions, warcaskets, hire mercenaries
  57. Vanilla Chemfuel Expanded - new ways to obtain chemfuel and power appliances
  58. Alpha Animals - adds lots of interesting wild alien creatures
  59. Alpha Mythology - adds lots of mythological creatures 
  60. Alpha Bees - breed bees that can produce all sorts of resources
  61. Grains and Brewing [1.4] - adds more grain crops and alcoholic drinks
  62. RPG Style Inventory Revamped - changes visual display of pawn's gear
  63. Stack XXL -  increases stockpile storage limits
  64. Tech Advancing - researching increases colony technology level so takes less time 
  65. Giddy-up 2 - can ride mounts 
  66. EPOE-Forked - adds more prosthetics 
  67. Smart Farming - turn off planting if crops won't survive, auto-cut blighted crops etc.
  68. Windows - adds windows 
  69. Simple Utilities Fridge - small freezer that stops food rotting
  70. Rim of Madness Bones - butchering provides bones that can be used like wood
  71. Sometimes Raids Go Wrong - chance for unexpected events during raids
  72. Altered Carbon Ultratech Unleashed - adds transfer of consciousness to another body
  73. Project RimFactory Revived - adds automation
  74. Jewelry - adds gemstones and craftable jewelry (boosts social impact) 
  75. Animals Are Fun - play fetch or take pets for walk etc.
  76. Romance on the Rim - pawns can go on dates and lovers have more social interaction
  77. Temperature Control Unit - over-wall combined heater/cooler
  78. Housekeeper Assistance Cat - pet cat that hauls and cleans
  79. More than Capable - pawns can do work types they hate but mood will suffer
  80. [LTS] Furnishing - adds more furniture and structures
  81. Nurse Job - adds nursing job for non-medical patient-care tasks like feeding/visiting
  82. Run And Hide (Continued) - marks a spot for people/animals to flee to when in danger
  83. Farmable Neutroamine - grow neutroaleaf that can be processed into neutroamine
  84. Research Whatever - if no research is set, automatically choose cheapest project
  85. Erin's Decorations - Adds doormats and decorations for the home
  86. [ATW] House Decor - adds pot plants and decorations for the home
  87. [T] More Floors 1.4 - adds lots of flooring variations
  88. Stuffed Floors - adds flooring styles that can be made from various materials 
  89. More Vanilla Fences - adds impassable fences
  90. Appliances Expanded - adds more appliances that run on chemfuel
  91. P-Music - adds a lot of background music to the game
  92. Music Expanded Core - adds lots of background music
  93. Music Expanded Wasteland - more background music
  94. Actually Vanilla Music Expansion - adds more background music
  95. Remedies - adds more medicine options
  96. RT Power Switch - can auto-connect/disconnect batteries to manage power storage 
  97. Custom Prisoner Interactions - more options for converting and releasing prisoners
  98. Modular Table and Chairs - can make L-shape tables or long benches 
  99. River's Tribal Shoes - adds neolithic shoes
  100. Smokeleaf Industry Reborn [Adopted] - lots of new uses for smokeleaf
  101. BallGames - adds basketball, volleyball and soccer as recreation activities
  102. Carbon - make synthetic materials from chemfuel at biofuel refinery
  103. ShowModDesignators (Continued) - shows which mod an item or research comes from
 

Situational Mods

These are mods I might use occasionally, are nice-to-have but not essential or would be useful for a themed save-game:

  1. Dubs Rimatomics - nuclear power and advanced weapons
  2. Rimefeller - drill for oil and process into synthetic materials
  3. Vanilla Furniture Expanded Security - adds more defensive structures
  4. Vanilla Furniture Expanded Production - adds more crafting benches
  5. Vanilla Furniture Expanded Farming - adds more planters and hydroponics
  6. Vanilla Books Expanded - write skill books that others can read and learn from
  7. Vanilla Outposts Expanded - send pawns to a resource gathering campsite 
  8. Vanilla Factions Expanded Empire - adds more depth to Royalty expansion
  9. Vanilla Factions Expanded Deserters - go to war with the Royalty empire
  10. Vanilla Factions Expanded Ancients - search vaults for advanced tech
  11. Vanilla Factions Expanded Classic - adds pseudo-Roman empire and neolithic tech 
  12. Vanilla Races Expanded Sanguophage - adds more depth to vampire xenotype
  13. Vanilla Races Expanded Phytokin - adds more depth to dryad xenotype
  14. Vanilla Races Expanded Hussar - adds more depth to hussar xenotype
  15. Vanilla Races Expanded Highmate - adds more depth to highmate xenotype
  16. Vanilla Races Expanded Genie - adds more depth to genie xenotype
  17. Vanilla Races Expanded Saurid - adds lizard-people xenotype
  18. Vanilla Races Expanded Android - adds sentient robot xenotype
  19. Vanilla Plants Expanded Succulents - adds wild succulents and houseplants
  20. Vanilla Animals Expanded Royal Animals - adds animals with benefits from Royalty
  21. Vanilla Weapons Expanded Grenades - adds various grenades
  22. Vanilla Cooking Expanded Stews - adds medieval tech stews
  23. Vanilla Cooking Expanded Sushi Module - adds sushi and Japanese meals
  24. Vanilla Nutrient Paste Expanded - pipe nutrient paste to dispensers 
  25. Vanilla Skills Expanded - colonists with level 15+ skills gain specialisation bonus
  26. Vanilla Backgrounds Expanded - new backgrounds for menu and loading screens
  27. Alpha Biomes - adds new extreme biomes 
  28. Alpha Genes - adds lots of new genes and xenotypes
  29. Alpha Mechs - adds extra mechanoids
  30. Alpha Vehicles Neolithic - adds simple vehicles for transporting items and people 
  31. Vehicle Framework - enables vehicles
  32. Vanilla Vehicles Expanded - adds lots of vehicles
  33. Det's Xenotypes Stoneborn - adds a dwarf-like xenotype
  34. Anthrosonae - adds new animal-influenced xenotypes
  35. Beautiful Outdoors - plants and natural environments make pawns happier
  36. Overflowing Flowers - adds more flowers and plant density
  37. Megafauna - adds dinosaurs and other extinct animals
  38. Dinosauria - adds dinosaurs
  39. Regrowth Extinct Animals - adds extinct animals
  40. Xeva's Rimhair - adds more hairstyles
  41. Erin's Hairstyles Redux - adds more hairstyles
  42. Erin's Auronya - adds a cat-person xenotype 
  43. Erin's Fenrisulfr - adds a dog-person xenotype
  44. Erin's Shisune - adds a nature-loving deer/fox-person xenotype
  45. Erin's Japanese Furniture - adds Japanese style furniture
  46. Erin's Japanese Cuisine - adds Japanese style meals
  47. Erin's Cottage Collections - adds cottage-style furniture, clothing and decor
  48. T's Samurai Faction - adds samurai factions, equipment and furniture
  49. Edo Themed Expansion - adds bamboo forest, samurai equipment and furniture
  50. Edo Themed Backstories - adds samurai backstories
  51. VFME Simple Tofu - adds tofu production and recipes
  52. T's Wild Child Rags - adds neolithic clothing for children
  53. Simple Utilities Ceiling - adds ceiling lights
  54. Fortifications Neolithic - adds more defensive structures 
  55. Sparkling Worlds Full Mod - adds new factions and advanced technology
  56. Statue of Colonist - immortalise important pawns as a work of art
  57. Statue of Animal - immortalise important pets as a work of art
  58. Medpod - advanced hospital bed for treating injuries, disease, missing body parts
  59. Roo's Painting Expansion - create paintings at an easel
  60. Autocleaner - simple cleaning robot
  61. Gene Ripper - choose which gene to extract, but pawn dies
  62. Power Tab 2 - shows what is generating and using power
  63. Cyber Fauna - adds prosthetics and surgery for animals
  64. Floordrawings - children can draw more pictures on the floor 
  65. Childrens Drawings - children can draw more pictures on the floor
  66. Signs and Comments - add signs to label rooms or leave comments on floorplans
  67. 1-2-3 Personalities M1 - adds a personality type that affects behaviour 
  68. 1-2-3 Personalities M2 - adds more social interactions based on personality type
  69. Biotech Cloning - create clones 
  70. Food Poisoning Cures - cure food poisoning
  71. Gemstones - adds more precious gems that can be used for art, structures or trading
  72. Tribal Warrior Set - adds more tribal clothing and armour
  73. Plant Human - a unique way to get more wild (wo)men that could become colonists
  74. [LTS] Tenants - guests pay to stay long-term
  75. We Are United - easier to recruit family members of colonists
  76. Cargo Container - condensed storage 
  77. Cargo Waste Container - waste pack storage and degradation without pollution
  78. Devilstrand Animals - animals that produce devilstrand
  79. Pygmy Muffalo - cute minature muffalo that produce wool and milk
  80. Flommel - like pokemon, these animals have many variations and uses
  81. Wild Pokemon 1.4 - lots of pokemon creatures to collect
  82. Meat Blend 1.4 - combine different meats into generic meat blend (saves space)
  83. Resource Trees - resources (e.g. components, silver) grows on trees
  84. Rimworld Farming - adds tilled soil without being overpowered
  85. AnyPlant - grow any plant in pots (including crops and miniature trees)
  86. Gardens - adds a garden zone for random flowers and trees from options list
  87. Diary - make daily notes to record your colony's story, saved to a text file
  88. Simple Checklist - adds a To-Do list on screen, can be moved
  89. Garden Light - small solar-powered lamp for outside
  90. Lava Lamps - funky coloured indoor lamps
  91. Metaflora - adds mechanical plants for decor, no green thumb required
  92. Terrasecurity - grow organic weapons in the garden, for low-tech natural defence
  93. Vanometric Generator - adds a fuelless power generator
  94. Animal Discovery - notification when selected wild animals are on map (e.g. thrumbo)

Unnecessary Mods

These are mods that I have tried but either didn't like, didn't think it enhanced gameplay or there is another mod that does the same thing better. This is my personal opinion and some people may disagree and love these mods more than I do. If you enjoy them, that's great!

  1. OgreStack - increases stockpile storage limits
  2. Vanilla Furniture Expanded Medical Module - adds more hospital furniture
  3. Vanilla Furniture Expanded Spacer Module - adds space-age furniture
  4. Vanilla Base Generation Expanded - adds more layouts to foreign bases 
  5. Vanilla Factions Expanded Insectoids - adds more insects, weapons and armour
  6. Vanilla Factions Expanded Mechanoids - adds more mechanoids, technology and war
  7. Vanilla Animals Expanded Caves - adds spiders and other cave-dwelling creatures
  8. Vanilla Genetics Expanded - formerly GeneticRim, semi-obsolete due to xenotypes
  9. Vanilla Trading Expanded - adds stock market
  10. Pawnmorpher - mutate pawns, giving animal features
  11. Door Mat - adds door mats to reduce dirtying rooms
  12. Misc Robots - utility robots (similar to labor mechanoids in Biotech)
  13. Dubs Skylights - lets light through the roof (i.e. for indoor greenhouse)
  14. World Map Beautification Project - makes the world map prettier
  15. Gloomy Furniture - different style of furniture
  16. Victorian Decorations - different style of furniture/decor
  17. Dubs Paint Shop - change colour of buildings and items (now part of base game)
  18. SpeakUp - adds more dialogue options
  19. Rah's Bionics and Surgery Expansion - adds more prosthetics
  20. VGP Vegetable Garden - adds more food crops (similar to Vanilla Plants Expanded)
  21. Simply More Bridges (Continued) - can build more types of bridges
  22. [LTO] Colony Groups - advanced group management and pawn display 
  23. Open the Windows - adds windows
  24. LightsOut - turns off lights and machines when not in use
  25. Gastronomy - create a restaurant with colonists as waiters
  26. Infused - adds random enchantments to equipment
  27. Vein Miner R1.1 - mine connected ores
  28. Replimat - store ingredients in a tank then create meals on demand at replicator
  29. Small Shelf - 1x1 shelf, now part of base game
  30. Dreamer's Dreams - dreaming while sleeping impacts mood
  31. Tribal Medicine 2.0 - new medical plants and restorative teas
  32. LWM's Fuel Filter - options to restrict what types of fuel can be used for refueling
  33. Quality Builder - control who can build items and set minimum quality for building

Broken Mods

These are mods that I uninstalled because they caused minor graphical glitches or performance issues or major problems like crashing the game:

  1. JecsTools - caused errors for me
  2. RimFridge Updated - caused errors for me 
  3. Numbers - caused lots of lag
  4. Where is my Weapon?[1.0-1.4] - caused lots of lag
  5. Avoid Friendly Fire - caused lots of lag
  6. Human Alien Races - caused graphic glitches with Biotech xenotypes
  7. Doors Expanded - caused game-breaking UI bugs for me
  8. Water Freezes - caused glitches and lag for me
  9. Bunk Beds - some bugs with who can use bunk beds
  10. Rim-Robots_ - caused errors for me
  11. Turn It On and Off - UI bug doesn't show if it's working or not
  12. [SYR] Prosthetic Table - doesn't work for me (no recipes assigned to bench) 
  13. [KV] Save Storage, Outfit, ... Operation Settings [1.4] - not working for me :(
  14. Research Tree - caused game-breaking bugs for me :(
  15. Better Electronics - not preventing solar flares/breakdowns/short circuits