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Masters Of The World Modding Tool Crack

  1. Masters Of The World

Seeing a lot of threads for this so here's a large list of my favorite mods that work for 1.0 right now. These are all compatible with each other and can be run at the same time. I'd love some suggestions of stuff I haven't tried yet or missed.Unfortunately hasn't been updated and has issues, particularly with Hospitality.

It seems to run fine, but eventually weird things start to happen that didn't with the B19 versions of roughly the same mods. Bricked a year 3 colony of mine. I'd highly recommend it when it updates. Pairs nicely with for some really interesting pawns.' Should be vanilla' means I think it's balanced and should be part of the core game. Probably should have done this a couple months ago when Tynan was asking about that.EDIT Fixed some links and created a as per requestPregame/world generation:.- Does nothing on its own, but you need this to run many other mods. Get it and put it at the top of the mod order so you don't have to worry about it again.- A much better mod menu.

Should be vanilla. IMO it's must have if you're running more then a couple mods.- Techs added by mods get placed randomly and often on top of each other on the vanilla tech tree, this makes the tech tree dynamic. Can get a little odd looking, but it's vastly preferable to not being able to read techs. Also adds a search box to the tech tree. There is also which does the same thing with slightly different layout rules. You can only use one and can't switch after you've started a colony.- More robust menus for bills, very useful when you have mods that add items.

It'd be nice to see the vanilla menu system improved like this.- Tooltips note what mod an object comes from. Should probably be a vanilla options menu toggle.- Lets you reroll pawns until it gets one that matches your requirements when picking your starting colonists.

Speeds things up as long as you don't ask too much. IMO use it for when you just need a pawn with one or two stats (ie you need someone who can build and doctor or a grower who can plant healroot and will haul things). If you want to build your own pawns from scratch there's. Slightly unbalanced to flat out broken depending on how you use it.- Allows configuration of the number and type of factions that spawn when you start a game.

I find vanilla faction generation a bit boring and this helps a lot. I like 8 factions with density turned up one notch above vanilla.Quality of life:.- Exactly what the title says and nothing more.

I have a hard time picking names so I like this a lot. Great for when you want something less generic like “Death by Muffalo” after an unfortunate incident. It should probably be vanilla.- Adds a tab that you can customize to show skills and stats for every colonist; everything from medical level to mining yield to time spent in bed. Just a super convenient way of viewing data. Should be vanilla.- A more advanced work tab that lets you tweak job priorities A LOT more. Should be vanilla.- Highlight and save a room to easily be recreated.

Very useful for adding additional bedrooms. Works between different playthroughs.- Save all the bills on a workbench and quickly add them to another. Works between different playthroughs.- Adds a widget showing outdoor temp in the top right and a toggled overlay to see how hot/cold rooms are by color. Should be vanilla.- Shows pawn's mood level behind their icon at the top of the screen. Should be vanilla.- Shows how many days of food you have.

Should be vanilla.- Add a 'spot' (like party and wedding spots) that visiting trades will park themselves near. Should be vanilla.- Lets you zoom in and out more, also adds colored dots on the map to show enemies/visitors/colonists.- Lets you make zones that increase the AI pathing 'cost' of movement through them so pawns will try to find a way around. I use it to prevent people from disturbing sleeping pawns by walking through bedrooms and tracking mud through the kitchen for no reason. If their destination is in the zone it won't change anything and they'll still go sleep/cook/whatever like normal.

There should be a system like this in vanilla.- Adds a ton of useful orders that help you select things faster. Also has a cool 'drafted hunt' that lets your pawns shoot animals while drafted so you can sweep the map for food or take down a big predator more easily. Also has an 'Unforbid All' button (default is Home key) that you can tap once in awhile to unforbid everything that was automatically forbidden like things raiders drop or animals killed by wild predators.- Can set treatment level for types of medical conditions, have doctors carry meds with them (so they don't have to make trips to storage), and patch people up without a bed. Very useful for saving people bleeding out after raids, normally you have to place a sleeping spot next to them and set it to medical to do this, this eliminates a lot of tedious micro.

Tiny balance effect, normally you don't have meds so you have to check doctor care only when manually forcing a field treatment.- Lets you create zone restriction configurations (and apparel, food, drug, etc) and switch between them quickly. Great for sending all the animals inside and forcing your pawns to gear up when you get raided.- Adds a tab that lets you quickly see the health of all your colonists.- Forces construction items to be rebuilt until they have the quality you set. No more awful beds slipping through the cracks.- Adds an alert when one of your pawns is being hunted by a predator. Lasts until they stop hunting instead of fading away after a few seconds like it does in vanilla.

You can also mouse over it for the normal alert arrow.- Adds an alert when you have blighted plants.- Adds orders that let you quickly harvest mature trees and blighted and fully grown plants. No more carpel tunnel inducing wack-a-mole every time there's a blight!

Would be nice if they make at least that part of it vanilla.- Allows you to upgrade or replace objects in one action instead of having to deconstruct then build. Minor balance issue when upgrading walls since you'd normally have to place a wooden wall on one side to prevent the room becoming outdoors during construction.- Adds more quests from factions and lets you build relationships with the traders they send. Spices up factions considerably.

Minor balance changes (more quests = more opportunities, more factions = more assholes that want to raid you). Pirates will also establish new bases periodically.- Displays conversations that normally can only be seen in the log menu as bubbles above pawns heads. Brings out a lot of the immersive comedy of the rim. Can be a bit much if you have a lot of people in the same spot.- Pawns try to pick up their dropped guns after they recover from being downed. Helps a lot with micro.- Mark locations to send pawns to in the event of a raid and trigger with a button or hotkeys.- Combat movement orders and stuff. Lets you easily position and pawns in a formation as well as force undrafted pawns to preform a job outside their current restricted area without having to micro them back and forth between restrictions.Minor mods:.- Adds techs for fuse boxes to mitigate ZZZT!

I hate those, it really bugs me that my dudes can build a space ship, but can't follow basic wiring procedures well enough to prevent an electrical fire every few months. They cost resources and require research, but makes the game a bit easier.- More lighting options and windows. Some of the new items can have beauty and quality so there is a slight effect on balance.- Adds several small refrigerators that act like shelves. Requires the same tech as vanilla coolers for walk-ins, costs components but can be moved around. I'd say it make the early game on crash landed significantly easier.

I refuse to play without it.- Allows you to establish camps with caravans, uses a small caravan event style map (like an ambush). No real downside, but not particularly exploitable over just setting up a new colony.- Make glass at a smelter and install it in a roof to allow natural light in. Can be used for greenhouses, which is impossible without grow lamps and their high power requirement in vanilla. This is pretty powerful compared to vanilla balance. If I can build a spaceship. I don't use this one much, but being able to build greenhouses can be fun.- Adds a decaying maintenance stat to all electronics that use components to rework the breakdown system.

Construction pawns must regularly maintain everything to prevent a breakdown that requires a component to repair. Vanilla breakdowns and completely random and always require a component this lets you have some control over that at the expense of labor. This means you might spend less components repairing, but things can go south very quickly if your construction pawns get incapacitated for a long time and everything starts breaking down.- I fucking love this mod.

It lets ALL pawns shoot while moving with an accuracy and movement penalty. IMO it's a straight side grade from vanilla balance and makes combat a lot smoother (and more fun). The first time you chase down a fleeing tribal with a shotgun is a blast. Goes well with other combat mods.- makes animal AI a little smarter and allows you to assign animals beds and designate medical animal beds. No real effect on balance.- Increases stack size limits.

This is very unbalanced compared to vanilla, but having half of your base dedicated to storing some corn and parkas is really annoying. Allows you to adjust stack sizes to be as broken as you like too or play hardcore and make one rice take up a whole cell.Major mods:.- Adds a new job that will automatically issue orders according to rules you set when a pawn completes it. Lets you hunt, forage, chop trees, tame, cull herds and automatically split males/females into restriction zones to prevent breeding. Extremely useful. Doing the managing work takes a significant amount of time for the pawn so I'd say this actually makes the game harder but less tedious since they could be doing research or producing something while you can always pause and do these things manually. This is one of my favorite mods and one of the few major/non-cosmedic ones I don't want to play without.- This is my favorite non-QOL mod, it adds pooping.

Gives all human pawns a cleanliness and bladder stat and mood effects (“-20 soiled myself”, “-8 open deification”, etc). Adds plumbing, showers, sinks, hot water boilers, wells, pumps etc. Also includes central heating and air conditioning. Most things require research from a tech branch about as large as the one for guns. Balance is a real toss up, but I think it overall makes the game harder.

And a lot more fun. You can also make fertilizer out of poop, but it isn't compatible with farming mod recipes (yet?), it will however stack with them. That might be a little opop. I really like how this mod handles central heading and air conditioning, including walk in freezers.- Expands the visitors system by letting you designate guest beds and areas, zones they can shop from, and even let you make recruitment attempts without having to lock them up (still pisses of the faction slightly). If they enjoy their stay they might leave you a random item from their inventory (very often poor quality clothing or meds, but once one gave me his doomsday rocket.).

They will use your facilities and track mud in like other pawns and you have to build rooms and beds for them, but overall I think this makes the game a bit easier. I really enjoy it though and would rather not play without it.- All pawns have an inventory in vanilla, but only use it with a few AI actions. This lets you manually force pawns to pick things up and will automatically have them use their inventory to haul.

This lets them haul more then one object/stack at a time and is limited by the item's weight and their carrying capacity. This speeds up mass hauling by a lot and is very unbalanced compared to vanilla. I love it though. I won't play without it. I refuse to believe a grown ass man has to take twelve trips to move twelve T-shirts on the rim. I think vanilla hauling is very gamy in the that way and like this way of balancing it much better.

Masters Of The World

Masters

I highly recommend you install the mod and come over to the dark side. Carrying capacity stat is from vanilla (same as when they caravan) and is fairly well balanced. You can actually achieve a similar effect in vanilla by creating a caravan, canceling it after they've picked up the stuff, drafting them, and moving them where you want to drop it (google rimworld super hauling).- Expanded farming and terraforming with a ton of features. Rich soil becomes temporary and must be resupplied with fertilizer, use rotted food and new plant clippings to compost fertilizer, and plow rich soil before each crop to speed up growth even more.

Cut wild plants drop plant clippings that animals can eat. Change the type of ground using new soil/clay/crushed rocks resources. You can fill in lakes and drain swamps too. Even make rough rock floors and deep water. All of this takes a ton of work from pawns and I think everything but the deep water is fairly well balanced. Being able to create a mote with deep water is realistic, but really strong vs normal raids.

There are always drop pod raids and sieges though. Personally I love being able to make pretty smoothed rock floors all over my base on a flatlands map, even if it does take a level 20 construction pawn about a year start to finish for a large room.- Replace prettymuch every bit of a pawn that can get damaged. I don't see why you can make someone a bionic arm, but not fix their nose. It is a buff though. Also some of the really high end options are overpowered. There is also which does many of the same things.

They are not compatible with each other.- Animal prosthetics. Compatible with most other prosthetics mods. Augmented puppers can be pretty strong, balance really depends how you use it.- More things to grow! Some cosmetic, some with different stats in line with vanilla. Has many addon mods that affect balance considerably (grow plants to weave into synthread, etc). It's a fun addition to gardening and I usually use it to spice things up.

Big ups for compiling this, esp helpful for newer players who just joined in 1.0 like me.Are there any go to armor/weapon mods for 1.0? Sorta like how immersive weapons and armors is the go to for skyrim. I noticed ranged combat to be underpowered sometimes, so something to buff it along with buffing armors would be nice.A power armor wearer should not go down to arrows after taking 4/5 of them from tribal warriors with no tech.Another big thing is hauling chunks back and forth to be made into stone so you can build without using wood, chunks don't stack and you can only carry one at a time, is there a way to make this more efficient?. About hauling chunks and stone cutting: I recommend building a 'workshop' area where you can place a 5-10 square stockpile of chunks right beside the stone work table, and put this stockpile to 'critical' important. That way your pawns and animals will keep feeding that stockpile full (especially with the mentioned mods, like Pick Up and Haul). Your stone cutter will only need to take a few steps to grab a chunk to use and it really speeds things up.If you want to go futher, create a single square low-priority stockpile right near the bench to drop off the block you just made.

You can name that 'Limestone Block Dropoff' or whatever and then on the bill on the stone cutting workstation you go into 'details' and tell it to drop off created blocks there. Again only a couple steps away, and your haulers will then transfer blocks away from there to your 'normal' stockpile area (or use them for building of course).That may sound complicated but it's really not once you give it a try.

The time your pawns will save over their (short) lives adds up significantly, and the faster you can bump out blocks to build with instead of wood the better.