Editing Mods
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* '''Cosmetic''': This category of mods, changes only how the game ''looks'', not how it ''plays''. Examples are hairstyles, clothing colors and styles, existing animals that come in a greater variety of coloration, an adaptation of an existing feature with simply a different appearance, etc. You could have a “vanilla” ''playing'' game that looks far from the vanilla game. | * '''Cosmetic''': This category of mods, changes only how the game ''looks'', not how it ''plays''. Examples are hairstyles, clothing colors and styles, existing animals that come in a greater variety of coloration, an adaptation of an existing feature with simply a different appearance, etc. You could have a “vanilla” ''playing'' game that looks far from the vanilla game. | ||
− | * '''User Interface''': There are many utility mods that add new, useful menus, lists and/or commands. These are “quality of life” improvements, which (usually) do not change how the game plays, but make playing the game ''much'' easier. Examples would be an expanded and detailed inventory, medical lists for all colonists/prisoners/animals/hostiles, or a 10-color “planning” overlay. | + | * '''User Interface''': There are many utility mods that add new, useful menus, lists and/or commands. These are “quality of life” improvements, which (usually) do not change how the game plays, but make playing the game ''much'' easier. Examples would be an expanded and detailed inventory, medical lists for all colonists/prisoners/animals/hostiles, or a 10-color “planning” overlay. Other GUI changing mods are [https://steamcommunity.com/sharedfiles/filedetails/?id=1508850027/ RimHud], [https://steamcommunity.com/sharedfiles/filedetails/?id=2683622537/ Trading UI revised] and [https://steamcommunity.com/sharedfiles/filedetails/?id=1414302321/ Numbers] there are a lot more mods that change how the GUI looks but you can find out by yourself. |
− | * '''Game changes''': These actually change the game itself, adding additional items and/or complexities. It might be as subtle as a new lighting item or orange jump-suits you can make for prisoners; a moderate change with a favorite new animal species, dog breed or furniture type. Or might be a mod that adds overpowered weapons that will instantly kill anyone when getting shot with. You can even have a “magical” RimWorld that replaces anything “technological” with spells and potions (although that ''could'' be | + | * '''Game changes''': These actually change the game itself, adding additional items and/or complexities. It might be as subtle as a new lighting item or orange jump-suits you can make for prisoners; a moderate change with a favorite new animal species, dog breed or furniture type. Or might be a mod that adds overpowered weapons that will instantly kill anyone when getting shot with. You can even have a “magical” RimWorld that replaces anything “technological” with spells and potions (although that ''could'' be purely cosmetic, depending on). No one (except the authors themselves and player “peer review”) checks these for “game balance”, so anything is fair game, limited only by the creativity (and sanity) of fan coders. Consider before you slap in something like this, then enjoy your decision. Some mods might not work together if they have overlap or add a lot of content to the game. Be aware about mod collections from steam workshop! They are not recommended to use, you can select some mods from the collection, but don't sub to the whole collection, unless you are sure it's sorted with external mod sorting program like RimPy or RimSort. |
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− | Some mods might not work together | ||
== Installing Mods == | == Installing Mods == |