I would love to post my modlist but it's quite big.

Also have a !!FUN!! bug! :I
It starts off with an Outlander trade caravan arriving (alongside a medieval one from the mod Medieval Times)
The TRADER/MERCHANT is an annoying PYROMANIAC.
Who goes into a SPREE and starts burning stuff--they tried burning the table and chairs I've set for their eating, and now she moved on to burn my stone walls. While my colonists do douse anything before hilarity occurs [Firefighting at priority "1"], I'm annoyed, so I saved the game before any of these.
I decided to arrest them because
faction relations drop whenever you do even a slight scratch to them (and they blame you).This is a good enough reason to arrest them--I'll just release them anyway!
And yet when I DO 'take them in' to stop them from doing what they're doing...as it's seemingly unstoppable just like 'social fights'.
They take it as 'capture' >_>
Also the person in question doesn't have that 'Guilty' debuff or something; it shows up in the prisoner tab that's open in the picture below for people who are guilty for a set # of hours. I forgot what that means.
The "Bad Will" hit! This means my allies now became grumpy enemies and will...strangely, somehow, DIG their way out of the base--far easier and actually destructive than attacking the walls or doors. Strangely this is far more effective than any kind of breaching tactic.
Also the mods don't do this, if ever the thought occurred ._.;
But I mean it's just one tiny thing right?

Of course. It gets set to 'hated enemy forever'.
Also playing with Rimsenal for late-game fun!
I've got a good deal of other more intensive mods than these (e.g. Glitter Tech), and some of these may be too much for your tastes (e.g. Stack XXL, though it's configurable).
I recommend Stack XXL too--very nicely configurable, and you can edit it right before editing your modlist so it will restart on its own instead of doing it manually. Also Static Quality//Tech Advance.