![]() ( ) A Dog Said (No Crafting) - Adds the ability to construct prosthesis for and perform surgery on animals. Vastly improves medical care options in a base, and is very well balanced. Adds multiple tiers of craftable prostheses and organs. ![]() (-) Expanded Prosthetics and Organ Engineering - EPOE. Also actively updated, so if you install it via the workshop, expect regular broadcasts from the developer explaining changes. (+) Psychology - Adds a ton more social/mental options to colonists. You may also try to convince visitors from particularly friendly factions to join up (at a cost to standing - but less than if you had kidnapped them). Based on their experience, your standing with their faction can change. They will use the facilities (instead of just standing in your garden or something) and might pay you for it. Adds the ability to interact socially with and build guest accomodations for visitors. But maybe give you cool stuff if you can save it first. Even in games that don't start with this condition, the AI will occasionally rain ship parts on you. (+) Crash Landing - Adds a new start mode (that is GLORIOUS) where you don't land on the planet gently, but in a rain of fire and steel. Also provides an additional UI tab for individual colonist outfit state (similar to, but much more informative and useful than the vanilla Gear tab, which remains unchanged). ( ) Outfitter - Gives you way more variables for your colonists to base their apparel selection on. There are two other versions of the mod out there with different behaviors, but this one is my favorite. (-) Mad Skills (Tiered) - Softens the impact of skill decay so your people won't ever level down from it. NB: Many mods add techs to the tree, and many of them add them at neolithic - which can make the first step a doozy here. Mainly useful for tribal starts so you don't get a permanent research penalty even as you near the end of the tech tree. (-) GHXX Tech Advancing - Allows your colony to advance in tech levels once they have fully researched their current tier. (-) Efficient Light - Cuts the power cost of standing lamps to 25W. ( ) Hand Me That Brick - Allows haulers to take resources to blueprints instead of waiting for builders to do it. ( ) Step Away From The Medicine - Gives you finer grained defaults for which levels of medical care to use on people/animals/enemies/friends/etc. without having to cancel the original colonist's claim on the task first. ( ) Look At Me, I'm the Worker Now - Lets you force someone to take over a job for someone else. Good for things that burn or explode on occasion. ( ) I Can Fix It! - Automtically replaces broken buildings with blueprints to rebuild. Lets you gaze upon their glorious hair and facial features. ( ) A World Without Hat - Hides hats on the colony summary at the top of the screen, but not in game. Works very well in combination with Colony Manager once you realize what both mods can do. Really nice for simple recurring tasks that should happen occasionally, but not constantly. (-) Crafting Hysteresis - Adds a better control on when to resume work on recurring bills. Overlaps somewhat with functionality provided by Colony Manager, but entirely useful on its own. ( ) Wildlife Tab - Gives you a list of all of the wild animals on your map, along with some status information and easy tame/hunt buttons. Takes a bit to get used to and can occupy a lot of screen real estate, but it's worth a look. ( ) Moody - A nice floating panel that gives you information on your entire colony's moods, skills, current tasks, and temperature comfort. (-) Fluffy Breakdowns - Gets rid of the awful breakdown events that drain your settlement of components and replaces them with recurring maintenance tasks. Of course, there is no vanilla medical tab, so if you only include one of these mods, that should be the one. ( ) Animal Tab, Medical Tab, Work Tab - UI improvements to the tabs in question. Also great for spreading tasks across multiple workbenches. (-) Colony Manager - Adds in-game method for scheduling tasks, including several types of work that Crafting Hysteresis can't regulate for you such as animal handling, butchering, forestry and forraging). (!) HugsLib - Important library used by many a16 mods, load this first. Mods with (+) have the potential to make the game significantly more difficult. Mods marked with a (-) make the game tangibly easier (or at least more accessible). But I like it, it feels like a good balance. This set of mods is pretty extensive so it might be a bit overwhelming and will definitely clutter your tech tree. Ī16 is in full swing with a rich assortment of mods finally available, so it's time to put together an interesting pack. The mod collection is available on Steam at.
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