Didn't saw a list, so here it is: 1 - Bigger Camera Zoom Out 2 - GasOverlay 3 - ChainedDeconstruction 4 - Plan Buildings Without Materials 5 - Blueprints
1 - Meh The trick with the control groups: Really, really nice! 2 - Okay 3 - Cool but makes the game easier almost like a cheat... 4 - Same as 3... 5 - This one is great! The devs should make it an official part of the game so you dont need to hesitate with folders like in Anno!
I just think it's hilarious that before this video, I'd scrolled through all the mods on the site, and downloaded 10-15 I felt were mandatory ..these 5 were among the first ones I immediately was like YES on hahaha Plus getting the Stargate ZPM to have fun with Infinite energy hahaha Mods just make games so much better, letting the users improve a game After playing all the elder scrolls and fallouts with the 100-150 mandatory mods, vanilla is just a joke, I could never go back
@@KaladinVegapunk Really you think so? I would only see the fifth one as mandatory. I dont want mods to make the game easier for me. Infinite energy sounds like the whole energy element is gone for you. That wouldn't be cool for me.
I had 3/5 of these. Another I noticed when adding the other 2 is “wounded go to med bed” which will make injured dupes go to a med bed without being manually controlled. This should be default behaviour imo!,!
Agreed. I was browsing mods last weekend... saw this... and wondered why it wasn't default behavior. Seems like it would be. What's the edge case they're trying to avoid? Maybe having (minorly) wounded dupes taking up all the beds when a dupe goes down?
He didn't jump over a two tile gap, he jumped over a 1 tile gap to the ladder he had just removed, because the game has a delay system that means the ladder still exist for a very short time after being destroyed. This "problem" is also shown when trying to dig a tunnel and the dupe can't see the next tile to dig, before he remove one, sometimes he fails to see the next tile in line and run off, because there is this delay before the game update after dig/destroy operations.
Suppose there could have it collapse how long it would take to break all of them and then make the dupe work on it for that long, but I could see how that could cause trouble when the dupe runs off to pee or sleep.
I love the Gas Overlay mod. One complaint I have though, is I have trouble distinguishing the breathability of Oxygen without having to mouse over it. For example, there is very little difference in color between a 500g spot of O2, and a 1000g spot of O2.
I don't know how to feel about the chain desconstruct mod, I mean, it definitely solves one of the biggest annoyance in the game, but it's so fast it feels like cheating lol
It would have been better if the dubes could destruct the far end first and from there going to the beginning ladder. But I think that it would be too much to code, so the one way destruct is easier to code. ^^;
You're not wrong. It'd be nice if somehow it could sum the deconstruct time of all connected pieces but until something like this is implemented by Klei, because ladder deconstruction is garbage as is, I won't feel too bad.
@@Mandragoron nothing wrong with cheating in a singleplayer game, especially if you just remove a extreme annoying mechanic which doenst make anyhting harder.
If you have built something, you can copy with the B key, and place it down before you have the materials available to build it. It will be queued until you have them
I liked all the mods you went over except the Chained Deconstruction one, where the others were strictly quality of life mods, that one actually gives you a direct gameplay advantage that increases the overall efficiency of the dupes. It'd be a bit more acceptable if it took the amount of time it would take to deconstruct all the blocks individually to break them all grouped, but even that would be an efficiency boost I think. What would be better is if you could tell them the exact order to deconstruct things, bypassing the priority system. A third priority layer if you will. I mean, that would still technically be a gameplay advantage but I'd accept it at that point, because the dupes could technically do that in the default version, it'd just be finicky and annoying. Anyway good vid peace
Blueprints and PBWM YASSSSS finally i dont need to spend 2hrs to workout that i missed something small in a copy and can now design whenever i want!!! Thank u Brothgar (and modders)
Thanks for taking my suggestion Brothgar :D I'm a little miffed that my auto-pause mod (Critical Notification Pauser) isn't in there, but hey, these are actually more useful, so I can understand^^
5:23 as you can see, there are 16 duplicates in this base. there is also a suffocating alert. hmm... 5:38 now, there is no suffocating alert. good! however, if you take a look at the dupe count... there's 15.
to the blueprint mod... would be cool if the mod would be like the blueprint system in factorio... there you even can use blueprints from other savegames so you can test your design in sandbox mode and build it in your normal game then :)
May I recommend a few others? The best ones I’ve got at the moment are 1.Happy Digging: Dwarf Edition, 2.Better Air Filters, and 3.Rotatable Power Transformers. In ONI, apparently you only get half the mass of a material when digging. 100kg block of coal becomes 50kg after digging. Happy Digging makes it so that as you get a higher mining skill, you get more out of a block. #2 and 3 do the same thing. They let you mount air filters and transformers to walls and ceilings instead of just the floor. Also, if you like using the debug menu like a cheat menu while you play, I would also recommend ‘Debug Does Not Discover Map.’ That way you can cheat if you want while still having that sense of discovery and exploration. Hope this helps.😁
"j-s-o-n" made me giggle :) Also, while I'm here. I've watched an incredible amount of your content and have enjoyed all of it. Thanks for choosing this as your hobby/career!
I had to go into Steam to unsubscribe to a few mods because ONI was in a never-ending mod restart. The messages changed to those few mods being uninstalled (but they were still on the in-game list) and then the game restarted one last time and it works great.
"stats unlimited" (i think that's the mod name) can be configured so all new dupes are super dupes, instead of debugging and manually changing stats (like in your 100 super-dupe vid) i like having Mega dupes with base 10 skills, but the skill cap is like 500 so they have to work to be Super
i liked the mod that makes the conductive heavy watt wire holds more voltage, eventhough i never reached that much on any of my wires before also i found half door mod so useful and these mods are really helpful too and surely i do have some of them already ^^
actually the max morale benefit a duplicant can receive is 120, but you can still go over in spots to raise the average the dupe experiences during a cycle. it's really confusing imo
Something that would be cool for the Blueprints mod is if it could be used to copy only layers as well. Like electrical connections, pipes, wires and so on. Sometimes when you move a setup to another location, you don't want to connect everything exactly the same (or can't).
I know its frustrating but I swear a mod that changes how duplicants deconstruct things is game breaking. I honestly believe that their idiocy is for a purpose to try and get themselves killed. Changing how they work feels like it would make it easier to keep them alive.
The camera save points are great, that's what I've been wishing for a long time in order to jump to far off parts of base instantly. I thought it would've been part of game vanilla.
great mods, thanks for showcasing a bunch of mods thought this was a fantastic video. if it doesn't take too long to make maybe you can do one every quarter unless the mod community isn't as big as skyrim and new mods are not released.
my number 1 mod is the material color changes tile color mod. it adds a nice splash of color and helps you keep track of the materials you use without checking the mouseover menu.
Chain deconstruct seems OP to me; it's just too fast. If it were done all in the one spot but the required effort was summed up, I'd find it OK. Still a bit cheaty, but not so much that I wouldn't use it anyway just for the sheer QoL. I downloaded (or, in the case of Blueprints, already had) the other four though. Thanks!
The only reason I am fine using the chain deconstruct mod is because I don’t see the fun in having to deconstruct 2 ladders at a time across dozens of ladders. So it just makes the game a bit more fun personally speaking.
So I had a ton of mods downloaded and they stopped working with launch trail, (I am away from pc for a while) so they work now that the game is out of trail?
Quick question: Will installing mods on a save file that I've already several cycles into break that save file? I haven't touched any mods yet because I'm just starting to really get into the game, but these would REALLY help me out a lot. Thanks!
Is there a way to enable mods on an existing savegame? I get the message box "MOD DIFFERENCES" with the text: "Save game mods differ from currently active mods" It then lists the mods, in the form: "NOT DISABLED: mod name"
You can just press the Esc key to skip whenever it says you need to restart and it keeps saying it over and over. The message goes away without having to reload
oh i think they do. Because i have lots of ingame colony achievements but they didn't translated into steam achievements. And no i don't have sandbox enabled.
@@ashpoker7321 i always play with the mod Better Air Filters (lets you rotate the air filters, letting you place them on walls and such) and ive gotten the new achivements
Dev of the Blueprint mod here, mods themselves do not disable steam achievements. However any use of debug or sandbox mode will disable steam achievements, this includes revealing the mod with backspace, or even using the debug superspeed option.
The chained deconstruct looks more like a cheat. To properly deconstruct without getting entrapped you should prioritize the deconstruction blocks accordingly.
Oh btw, they did make a liquid bottler mod, just what you needed ^^ and also, i thought that maybe one day, you can try out the forced duplicants spawn to see how horribly would it be XD
I haven't played in a while but remember setting up critter farms required manual control. Something like there was not a way to slaughter X adults but keep a minimum amount. Has that been fixed/is there a mod?
Is there a way to enable mods for already existing bases? I've subscribed to some mods (on steam) and when I open my save game I mostly don't see any of them! Like for example the gas overlay
oh, nevermind I realize I was being dumb. For some reason, I thought the checkmark on the mods menu (in-game) was to DISABLE the mods. Yay reading comprehension
The only one I don't think is fair game is ChainedDeconstruction since you don't that to pay the full dupplicant labor. Everything else is just improvements on the user's interface and should basically be part of the base game.
I do not use them for 2 reasons: I've had issues with Steam achievments. Even if I did not use mods, still got problems with achievments counting. They show up only in-game. 2nd: with half of the mods I feel like i'm kinda cheating... if it makes the game so much easier (e.g. chained destruxtion), it counts as "cheat" :) I like it hardcore. BTW gas overlay must be a default thing in this game!!!!