1) Efficient Light
http://steamcommunity.com/sharedfiles/filedetails/?id=727862986
Changes lamps from using the ridiculous vanilla 75w to a more reasonable 25w
2) Cheaper Components
http://steamcommunity.com/sharedfiles/filedetails/?id=725488168
Reduces the amount of steel needed to machine a component to 10, and reduces the work time to a less idiotic amount.
3) Organized Research Tab
http://steamcommunity.com/sharedfiles/filedetails/?id=882641145
Makes it easier to see what you need to research to get what.
4) Stack Merger
http://steamcommunity.com/sharedfiles/filedetails/?id=857164561
Adds a super low-priority task to the "hauling" job that causes hauling pawns to consolidate stacks of items if possible. How this was not in vanilla, I'll never understand.
5) Rimfridge
http://steamcommunity.com/sharedfiles/filedetails/?id=933372949
Introduces new buildable Refrigerators (that unlock by researching coolers) that act as 1 or 2 space frozen storage zones. A must have, imo. Great for the kitchen, so your cook isn't constantly running back and forth to your walk-in freezer.
6) Extended Traits
http://steamcommunity.com/sharedfiles/filedetails/?id=930207055
More traits for people to be generated with, both good and bad. Makes for even more variety in newcomers.
7) Prepare Carefully
http://steamcommunity.com/sharedfiles/filedetails/?id=930207055
Lets you customize your starting colonists and their equipment. Optionally uses a "points" system so that you can do so while arguably not "cheating" so long as you balance out the points before and after (IE start with less money but have better stats, etc)
8) Trading Spot
http://steamcommunity.com/sharedfiles/filedetails/?id=948572545
Lets you pick the spot that trade caravans gather when they arrive. Again, how this was not in vanilla... what, they just watched the caravaneers just slam all your bedroom doors all night and thought "yep this is how this is supposed to work?"
9) AllowDeadMan'sApparel
http://steamcommunity.com/sharedfiles/filedetails/?id=879105471
Storage areas already have a checkbox for "Allow Non-Deadman's apparel," this adds the other one - specifically so it can be UNCHECKED to disallow deadman's clothing. Makes everything less infuriating when organizing clothing.
10) Change Dresser
http://steamcommunity.com/sharedfiles/filedetails/?id=878965937
Adds "dresser" and "mirror" furniture that can be used to store clothing and alter the appearance of your pawn's hair/body and recolor their hair/clothes. Be advised, though, clothing in a dresser won't show up for sale to caravans and trade ships.
11) Where's the Gravel?
http://steamcommunity.com/sharedfiles/filedetails/?id=892937516
Changes the color of gravel tiles so they can actually be distinguished at a glance from regular soil. Important, given that gravel has lower fertility and will cause plants to grow slower.
12) RT Fuse
http://steamcommunity.com/sharedfiles/filedetails/?id=892937516
Creates "Makeshift Fuse" and "Circuit breaker" buildables that must be researched individually (researching fuses requires already having electricity researched, researching circuit breakers requires fuses and the multiwhatsit addon for the high tech research bench) that, when attached to your electrical grid, will each mitigate 3000w (3 batteries) worth of damage in a "Bzzt..." event. They don't prevent the event, they simply lower the power of the explosion (or eliminate it if you have enough), and the batteries will still all completely discharge their stored power. The fuse must be repaired with a component after each use, but the circuit breaker just needs to be toggled back on by a pawn to reset it.
13) A Dog Said...
http://steamcommunity.com/sharedfiles/filedetails/?id=746425621
Enables surgical options for animals that mirror (or perhaps in some areas exceed) those available for humans, as well as introduces animal-specific prosthetics and bionics. Now you can put limbs back on those poor animals that can't move because they lost all their limbs!
New mods start here ->
14) HugsLib
http://steamcommunity.com/sharedfiles/filedetails/?id=746425621
While not altering the game itself, this mod is required for many of the mods listed below.
15) See Deep Ores
http://steamcommunity.com/sharedfiles/filedetails/?id=949894479
Allows you to determine the identity of the ores revealed by the deep scanner without having to build a drill on them only to disassemble the drill and waste materials when it turns out that it's something you don't want.
16) Allow Tool
http://steamcommunity.com/sharedfiles/filedetails/?id=761421485
Adds functionality to the toolbar to more easily get what you want done. For example, mark items as urgently needing hauling without having to micromanage pawns, automatically mine all adjacent connected resources of the same type you click on, etc.
17) Set-up Camp
http://steamcommunity.com/sharedfiles/filedetails/?id=932951772
Allows caravans to stop and camp at will, creating small (75-90) size maps for them to rest, hunt, reorganize, etc. Camps are temporary and their map is deleted when the last pawn leaves (unless you set the "permanent camps" option).
18) Refugee Stats
http://steamcommunity.com/sharedfiles/filedetails/?id=935262269
Gives you a small preview of the configuration of the refugee asking for shelter, so you are in a better position to decide whether you want them or not. No more "Thanks for defending me from those pirates, by the way, I don't haul, cook, clean, research, or craft and also I'm incapable of violence. Good to be aboard!"
19) Balanced Neutroamine Production
http://steamcommunity.com/sharedfiles/filedetails/?id=903253578
Allows you to grow and refine your own Neutroamine (which is required for drug/medicine manufacturing) instead of having to buy it from merchants at exorbitant prices. Neutroleaf is even harder to farm than Devilstrand (requires skill 12 to sow), and refining it into Neutroamine requires research that prereqs drug manufacturing research.
20) Simple Sidearms
http://steamcommunity.com/sharedfiles/filedetails/?id=927155256
Allows pawns to carry more than one weapon, IE, a gun and a melee weapon. When their opponent closes the distance, they will automatically switch to the melee weapon (since meleeing with a ranged weapon counts as punching) and switch back automatically when appropriate.
21) AC-Enhanced Crafting
http://steamcommunity.com/sharedfiles/filedetails/?id=927155256
Gives you finer controls over bills added to workstations. Lets you limit specifically by colonist name, rename the bill, etc.
22) JTReplaceWalls
http://steamcommunity.com/sharedfiles/filedetails/?id=936562361
Lets you replace an existing wall with another kind of wall, skipping the disassemble-existing-wall step.
23) Hardworking Animals
http://steamcommunity.com/sharedfiles/filedetails/?id=933324235
Makes animals who are trained to haul things do it more often, instead of occasionally when the mood strikes them. This is balanced out by increasing the training level of "haul" from 7 to 9.
24) SS Damage Indicators
http://steamcommunity.com/sharedfiles/filedetails/?id=942369931
Damage motes (little numbers will briefly appear and float up then disappear for how much damage was done on an attack, also calls out melee misses).
25) Headgear Frame
http://steamcommunity.com/sharedfiles/filedetails/?id=942369931
Alters the way wearing hats works so that pawns' hair is still seen below the hat (assuming the hairstyle is long enough for that to be realistic) and pawns graphically "remove" (but still have) their hats to sleep in bed.
26) Heat Map
http://steamcommunity.com/sharedfiles/filedetails/?id=947972722
Adds a toggleable overlay that depicts room temperatures by color, with green being 20c, and it going up to red or down to blue from there.
27) Better workbench management
http://steamcommunity.com/sharedfiles/filedetails/?id=947972722
Lets you tell your bills to be more picky about counting what you have, IE, "make shirts until you have 10" can be changed to "until you have 10 of normal quality or better," etc
28) Zombie Apocalypse
http://steamcommunity.com/sharedfiles/filedetails/?id=937683051
You will periodically be attacked by small, medium, or large groups of zombies. Zombies move at walking speed and only melee, but any human they bite will sicken and die within 24 hours (unless bitten on an extremity that you immediately amputate), and rise again as a zombie.
29) Packed Lunch
http://steamcommunity.com/sharedfiles/filedetails/?id=926660910
Adds an item called "packed lunch" which can be made at kitchens, that basically lets you put a meal in a sack for people to carry with them instead of regular meals on trays. Eating a packed lunch with no table does not invoke the "ate without table" mood debuff, so it's good for travelling or performing tasks far away from your dining room. Lunches must be packed 1 by 1, still rot in 3 days like regular meals, and the job of packing a lunch takes about twice as much time as it did to cook the meal in the first place.
30) [SS]Lovely Hair Style
http://steamcommunity.com/sharedfiles/filedetails/?id=817996020
Anime-looking hairstyle options for female pawns.
31) My Cute Ear
http://steamcommunity.com/sharedfiles/filedetails/?id=931408176
Even more anime-looking hairstyle options for female pawns, including rainbow-colored "Mary Sue" hair and hair with "animal ears."