RimWorld

RimWorld

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[Experimental] 1trickPwnyta's Defaults
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Mod, 1.5, 1.6
File Size
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1.404 MB
10 Jul @ 8:34pm
26 Jul @ 8:26pm
3 Change Notes ( view )

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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
38 Comments
Joren 14 Jul @ 8:34am 
[ continued from previous message ]

- In general, I think it'd be nice to make windows tend to be larger to show more things, since there shouldn't be anything wrong with covering more of the space around the windows. For example, the default medicine settings almost fit, and it'd be nice to not need a scrollbar there.

- I tried searching for an option within one of the categories, but then found that it only searches the categories themselves. It'd be nice if it could search all options within them, but that's probably a lot of work, so maybe a simpler improvement would be to add placeholder text or text next to the search that says something like "Search categories".

- I think the category icons could be a bit cleaner than this pixel style. I'm a web dev and have done lots of UI work, and would be happy to help with some icon graphics work if you'd be up for that. While I'm not an outright illustrator, I have some ideas on options for those.
Joren 14 Jul @ 8:34am 
This experimental version is looking great! I really like the initial screen showing icons now instead of just text buttons, and some of the new options look super useful.

Unfortunately it doesn't seem to carry over my settings from the standard release, so I guess I'll switch back and wait to use this after that one gets the upgrade. I'm guessing that existing settings should carry over seamlessly when that happens?

I also have a few recommendations/requests:

- On the initial screen it's already close to showing all the icons, and they'd all fit if you used 5 columns instead of 4. It'd be nice to not have some things hidden behind scrolling. With a 5x3 layout you could also try centering them to see if the trailing options look better that way.

[ apparently I wrote too much, so splitting this to another message 😅 ]
1trickPwnyta  [author] 14 Jul @ 6:29am 
@super_tsar Yes it does.
super_tsar 14 Jul @ 6:18am 
does this have diet, equipment, drug and reading profiles? those are my least favourite thing to set up when i start a run
Complete Casual 13 Jul @ 4:00pm 
Q_Q it is BEAUTIFUL omg
VitaKaninen 13 Jul @ 12:20pm 
It seems to be working now, but I will let you know if it happens again.
1trickPwnyta  [author] 13 Jul @ 12:16pm 
@VitaKaninen Then maybe the reading mod doesn't load the def normally at startup? I've noticed some mods do it in a weird way such that the defs are not available at startup and are loaded later.
VitaKaninen 13 Jul @ 10:40am 
I did not remove the mod, so I am not sure why it did that. I'll let you know if it happens again when I change the schedule again.
1trickPwnyta  [author] 13 Jul @ 10:20am 
@VitaKaninen In that case, is it possible that the reading schedule mod was disabled at one point? Disabling it would cause this mod to remove that schedule block since the definition doesn't exist anymore. I'll need to add some code to replace it with something else so it doesn't break the schedule and cause errors. Thanks!
VitaKaninen 13 Jul @ 9:25am 
Yes, replacing the missing entries in the config file allows the map to load normally, and there are no errors.