RimWorld

RimWorld

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1trickPwnyta's Defaults
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Mod, 1.5, 1.6
File Size
Posted
Updated
1.143 MB
8 Jul, 2024 @ 5:21pm
3 Jul @ 10:05pm
21 Change Notes ( view )

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1trickPwnyta's Defaults

Description
Support for version 1.6 is confirmed, but more testing is needed. Please report any bugs in the comments. Thank you!

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.

Now automatically adds content from newly enabled DLC/mods to various settings, such as stockpile zones. Such settings can be locked to prevent this, if desired.

Full list of settings
  • Storyteller settings: Allows you to set the default storyteller/difficulty settings to use for a new colony, including custom difficulty settings.
  • World settings: Allows you to set the default world settings to use for a new colony.
  • Map settings: Allows you to set the default map size and starting season.
  • Colonist schedules: Allows you to 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: Allows you to set custom default apparel, food, drug, and reading policies that will be copied to each new colony.
  • Medicine settings: Allows you to set the default medicine settings to use for a new colony.
  • Reward preferences: Allows you to set the default reward preferences to use for a new colony.
  • Expanded resource categories: Allows you to set which resource tree categories are expanded by default in categorized mode.
  • Stockpile zone types: Allows you to configure the default settings for stockpile zones and dumping stockpile zones. You can also create your own custom stockpile zone types with their own settings.
  • Shelf storage settings: Allows you to configure the default storage settings for shelves.
  • Default hostility response: Allows you to set the default hostility response to use for new colonists.
  • Default medicine to carry: Allows you to set the default medicine type that new colonists will carry (if you assign them to carry any).
  • Default pregnancy approach: Allows you to set the default pregnancy approach that new romantic colonist relationships will take.
  • Default auto rebuild setting: Allows you to set the default auto-rebuild setting to use for a new colony.
  • Default auto home area setting: Allows you to set the default auto-home area setting to use for a new colony.
  • Use manual work priorities by default: You can do this.
  • Default plant type: Allows you to set the default plant type for new growing zones.
  • Default temperature targets: Allows you to set the default temperature targets for heaters and coolers.



Updates
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
  • Mod icon: @mouse_draws
197 Comments
1trickPwnyta  [author] 8 hours ago 
@Joren I'm not 100% sure, but I think that issue might be fixed in the latest update available on the experimental branch -- https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3522445452&tscn=1752423901

I know I fixed it at one point and tested it, I just don't remember what fixes are where at the moment and I won't be able to check until later.
Joren 9 hours ago 
Bug report: It seems that the names I set in Defaults for workbench bills don't carry over. The bills themselves seem fine, but they just don't get all the names that I set up.

I tried disabling "Better Workbench Management" in case that was causing an issue, but it's the same even without that.

This is in 1.6, I didn't check if the bug existed in 1.5.

Thanks for your work on this amazing mod!
1trickPwnyta  [author] 12 hours ago 
@|[Ger]\Hempflingclub/[Eng]| Looks like the problem is that there is some modded drug named "Martyrvail" that existed at one point, but then the mod for it was disabled.

1trickPwnyta's Defaults will generate an error when attempting to load the default drug policies since that drug cannot be found. This error is safe to ignore and should go away after restarting the game.

However, the auto test mod is catching that error and immediately shutting down the game. Because of this, 1trickPwnyta's Defaults doesn't get a chance to save a new config file with that drug removed, so you'll keep getting this error on every startup attempt.

To fix this, disable the auto tester mod, launch the game, observe the error from 1trickPwnyta's Defaults, quit the game gracefully, and then relaunch with the auto tester mod enabled. The error should go away.
Sure here are my logs, with most stable expected mod load order and some notes
https://notebin.de/?aa132225c803bd79#FgoEXB5HLBLNeSwfdR28e4vrzK6W8pjtt4X5meUKpEvq
1trickPwnyta  [author] 15 hours ago 
@|[Ger]\Hempflingclub/[Eng]| Thanks for letting me know! Do you have a log file you can post?
Loading this mod in any mod order with this Stability Testing mod ( https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3497629017 ) causes a crash on startup
1trickPwnyta  [author] 12 Jul @ 3:47pm 
@Arganot I'll put that on my list but it might be a bit before I get there. Glad you're enjoying it!
Arganot 12 Jul @ 1:07pm 
Is there a way for the workbench section to be compatible with No Max Bills (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1588831229) so more than 15 default bills can be loaded?

Also ability to save Better Workbench Management's (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=935982361) "Count additional Items" when using 'make until X bills.'

You have made an amazing helpful mod and I look forward to what else you might add to it.
BHZRD_guy2 3 Jul @ 9:01am 
I have but I didn't enable it
1trickPwnyta  [author] 3 Jul @ 6:20am 
@BHZRD_guy2 Do you have Biotech? Those textures won't exist without it. I most likely failed to add a check for DLC for settings that require it. I'll try to make an update to fix that soon. Thanks for reporting!