Billy's Improved Load Transport Mod
http://steamcommunity.com/sharedfiles/filedetails/?id=960731735
As it stands in vanilla, the way loading a transport pod works is pretty stupid. One colonist (and only one) has to run back and forth carrying armloads of what you've directed to be put in the pod. This is stupid because the pod has a weight limit (150kg) but no numerical item limit, whereas a colonist hauling stuff has a numeric limit (One stack of whatever, be that something that stacks in 10(food) or 75 (most everything else) or 500 (money)) but no weight limit ("Carry that muffalo to the infirmary? No problem, boss!") If you've designated a pod to be filled with, say, 300 steel, this doesn't take so long. 3000 cloth, though, and it'll take days to load the stupid pod. This mod fixes that somewhat by allowing multiple colonists to load the pod simultaneously. It still takes longer to load 3000 cloth than 300 steel, but at least now co-operation makes it get done so very much faster.
Expanded Prosthetics and Organ Engineering 2.0
http://steamcommunity.com/sharedfiles/filedetails/?id=725956940
It never made sense to me that, no matter how much I research, I can manufacture power armor and plasma rifles... but not a simple prosthetic arm. Also that I can easily replace lungs, livers, hearts, kidneys, jaws, even eyes, but not ears or noses. This mod addresses those shortcomings in a very balanced way. It makes all prosthetics craftable (with the proper space-age tech tier research and the construction of appropriate fabrication benches), and divides them into grades - IE, crude (peg legs and hooks), simple (shaped wood and metal with hinges), bionic (stronger, faster,
cooler), and advanced bionic (OVER NINE THOUSAAAAAAND) - each requiring their own research and exponentially more expensive ingredients. Plus, it adds in things like bionic ear implants and prosthetic noses so that there's a way to get rid of those pesky -15 to social "disfigured" debuff for people who've had ears and noses shot/bitten off. Also, bionic hands and feet, so that you're not lopping off at the shoulder what should be addressed at the wrist, and for less resources. It also lets you fabricate replacement organs (so you don't have to butcher a captive or deal with seedy merchants for that replacement liver for your favorite alcoholic) from various materials, also separated into tiers, and my favorite - brain surgery, which lets you implant neural stimulators and AI augmentation chips to restore function to otherwise "permanently" damaged brains, or make anyone better at certain tasks (for example, an Agricultural supplemental AI implant will let a colonist harvest faster and receive greater yields. The good stuff is really expensive, though. Of course.