RimWorld

RimWorld

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[Experimental] 1trickPwnyta's Defaults
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Mod, 1.5, 1.6
File Size
Posted
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1.404 MB
10 Jul @ 8:34pm
26 Jul @ 8:26pm
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[Experimental] 1trickPwnyta's Defaults

Description
This is the experimental edition of 1trickPwnyta's Defaults. For a more stable experience, use that mod. To enjoy earlier updates and newer features, use this mod.

Description
Tired of having to go through the same ritual every time you start a new colony of configuring your colonists' schedules, setting your quest reward preferences, turning down the medicine setting so you don't waste your good medicine on bruises, and more? This mod allows you to customize various default settings to use during gameplay, such as the default schedules your colonists will assume. See below for a full list of settings.

Compatibility
Supports all DLC and can be safely added mid-playthrough, however many settings will only apply to new colonies.

Full list of default settings
  • Storyteller settings: Set the default storyteller/difficulty settings to use for a new colony, including custom difficulty settings.
  • World settings: Set the default world and map settings to use for a new colony.
  • Colonist schedules: Set custom default schedules for colonists. You can create alternating schedules and the mod will cycle between them when assigning them to new colonists.
  • Policies: Set custom default apparel, food, drug, and reading policies that will be copied to each new colony.
  • Baby feeding settings: Set the default autofeed setting for colonists based on relationship to baby and whether they are lactating. Also allows you to set which foods babies can be fed by default.
  • Medicine settings: Set the default medicine settings to use for a new colony as well as the type and amount of medicine that new colonists will carry.
  • Reward preferences: Set the default reward preferences to use for a new colony.
  • Expanded resource categories: Set which resource tree categories are expanded by default in categorized mode.
  • Storage settings: Configure the default settings for stockpile zones, dumping stockpile zones, and storage buildings such as shelves. You can also create your own custom stockpile zone types with their own settings.
  • Workbench bills: Set default bills for workbenches that will populate automatically upon building a workbench.
  • Allowed areas: Create default allowed areas for new colonies and control which types of pawns get automatically assigned to which areas.
  • Hostility response: Set the default hostility response to use for new colonists.
  • Pregnancy approach: Set the default pregnancy approach that new romantic colonist relationships will take.
  • Auto rebuild setting: Set the default auto-rebuild setting to use for a new colony.
  • Auto home area setting: Set the default auto-home area setting to use for a new colony.
  • Use manual work priorities by default: You can do this.
  • Plant type: Set the default plant type for new growing zones.
  • Temperature targets: Set the default temperature targets for heaters and coolers.
  • Mech work modes: Set the default work modes for the initial two mechanitor control groups as well as a mode for all additional control groups granted by control sublinks.



Updates
07/26/2025: Add compatibility with Research Reinvented: Stepping Stones, bug fixes
07/24/2025: Allow uncapping workbench bills in global bill settings (vanilla caps at 15), UI changes, bug fixes, added compatibility with Better Workbench Management, No Pause Challenge, Mod Options Sort, and RimForge.
07/10/2025: Massive overhaul! Brand new searchable and categorized settings UI with additional features, various bug fixes, and new settings for default allowed areas, baby feeding, and mech work modes.
07/03/2025: Remove pregnancy approach option if Biotech not enabled
06/12/2025: Fixed position of policy lock icon, updated OOTB default policies to match the new vanilla ones.
06/12/2025: Updated to 1.6, fixed some minor bugs
05/05/2025: Add mod compatibility with Research Reinvented and Mines 2.0
04/24/2025: Fix bug that breaks atmospheric heaters
04/10/2025: Add compatibility with mods that increase max skill level, add null check when building new workbenches
04/09/2025: Add default workbench bills
04/03/2025: Fix bug where default shelf settings apply to non-shelf buildings such as nutrient paste hoppers
03/08/2025: Fix bug where hidden factions are duplicated
01/26/2025: Add default reading policies, pregnancy approach, target temperature, and shelf settings. Add button to set a policy as default. Add settings locks.
01/08/2025: Add null pawn check when setting hostility response
11/05/2024: Add setting for whether guests will be set to carry medicine automatically
10/29/2024: Fix issue when world settings include more than one of same faction type
10/10/2024: Add default food policies
09/21/2024: Add extra error check
09/11/2024: Added default drug policies
08/20/2024: Added default apparel policies
08/02/2024: Added default map settings
07/31/2024: Fixed bug that prevented hidden factions from being generated
07/23/2024: Fixed bug that caused incompatibility with the Blueprints mod, added error handling for situations where previously installed mods or DLCs are removed.

Credits
  • Settings category icons: Jerek Dain
  • Mod icon: @mouse_draws
50 Comments
rausmaus 2 hours ago 
Oh man, that would be lovely! Absolutely no pressure, but if you do then I would super appreciate it. I've scoured for mods for this and I've never found anything.
VitaKaninen 3 hours ago 
Oh, well that makes it easy! Thanks!
1trickPwnyta  [author] 3 hours ago 
@rausmaus I'm not aware of one, but I could add that to this mod. It'll probably be a bit before I get to it though.
1trickPwnyta  [author] 3 hours ago 
@VitaKaninen Yes. You can remove the limit with this mod as well so having both would be redundant. It's in the global bill settings on the workbench bills setting screen, I believe.
rausmaus 4 hours ago 
Is there a mod similar to what this does that sets default hair lists for creating ideologies? I have a set group of hairs I like for all my tribal ideos and it's so time consuming to select them each time I create a new one or change a meme when creating one.
VitaKaninen 5 hours ago 
Well, it would probably be No Max Bills: Redux, then.

What would you suggest? Stop using that mod?
1trickPwnyta  [author] 6 hours ago 
@VitaKaninen Okay thanks, looks like whatever mod is conflicting, if there is one, is patching the method at an earlier stage in the game startup. It doesn't show any other mod patching the method though besides Better Workbench Management, so that's weird. Unfortunately this would probably require disabling mods to narrow it down. It is almost certainly going to be a mod that changes the limit of the number of bills allowed on one workbench.

If you don't want to do that you can just disable the workbench bills category in the mod settings and the startup error should go away.
1trickPwnyta  [author] 9 hours ago 
@VitaKaninen This sounds likely to be a mod conflict. Could you try moving this mod near the top of your mod list in case that helps? If it does, great! If it doesn't, then the conflicting mod might then throw an error instead, and then we would know which mod it is.
VitaKaninen 15 hours ago 
I am getting an error on game start, that I think is coming from this mod.
https://gist.github.com/HugsLibRecordKeeper/63c666ada954e0f7dfd36eb3af581b28

Error in static constructor of Defaults.DefaultsModInitializer: System.TypeInitializationException: The type initializer for 'Defaults.DefaultsModInitializer' threw an exception. ---> HarmonyLib.HarmonyException: Patching exception in method RimWorld.Bill RimWorld.BillStack::DoListing(UnityEngine.Rect rect, System.Func`1<System.Collections.Generic.List`1<Verse.FloatMenuOption>> recipeOptionsMaker, UnityEngine.Vector2& scrollPosition, System.Single& viewHeight) ---> System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.InvalidOperationException: Sequence contains no matching element