edit: One of the several mods I have downloaded borked up and reset the whole list.
Well, yeah - if you just dump a whole heap of mods in at once you'll likely have problems. Maybe put one or two in at a time, see which ones work with one another? Or, better yet, check if these mods have detailed notes on compatibility in their descriptions.
I definitely recommend picking the game back up, it can be a lot of fun. The new update is quite interesting, too.
I just had my first "murderous rage" mood break - some ex-pirate jerk murdered the poor dromedary knight who showed up to help out (and was promptly pressed into being little more than a janitor and woodcutter). Probably could have saved him if I'd ordered other colonists to stop his attacker as soon as the mental break occurred, but for some reason I thought this so-called dromedary knight and his club could look after himself. Whoops.
Teddy (the pirate)
does have a melee skill of 12, four points higher than the other guy... still, he only had a plasteel knife. They always seem to be really useless in my experience. Whatever, this prick can have plenty of chance to further demonstrate how deadly his knife is - welcome to boomalope hunting duty.
R.I.P. Humps. You will be missed - you were the only one useless enough to devote plenty of time to cleaning without the colony losing efficiency.
For some reason he was the victim of another targeted mental break, too - an insulting spree. And in that case the person was his friend, and even the guy who killed him was indifferent to the guy usually (and he has two people at -15 relation). Do colonists prefer to pick on newcomers? A pecking order of psychosis? Interesting.
Oh yeah! Can't forget to mention one of my new favourite mods: RunAndGun!
Basically does what it says on the tin, allows pawns to fire weapons whilst moving, whilst incurring significant penalties to accuracy and speed.
That doesn't sound all that amazing, but it can lead to some very cool moments. And it
definitely makes the end of raids more exciting than usual - rather than having your attackers simply running away and you having to do some vague mental calculations to figure out whether it's worthwhile to try and have someone catch them, in case they're slowed down enough by injuries or terrain, now the routed attackers flee whilst firing wildly back at their pursuers, and your colonists can run from cover to cover, taking potshots after them.
...That ended up far more wordy than it should have. I must be tired. Whatever, the mod is great fun!
I've just started using Rainbeau's (or however you spell it) fishing+bridges mods, too. Mainly just wanted the bridges, they're pretty neat.
Edit: Just recruited everyone's favourite pawn, Giggles! She crashlanded nearby and is actually a rather useful pawn in this incarnation.
A green thumb with good growing, melee, medicine
and intellectual skills, as well as a passion for art.
Shortly after she decided to join (still in her hospital bed... er, floor) a pretty dang huge force of tribals showed up. Oh shit. Eleven of them.
I guess that's not
that many, considering I have eight colonists, but one of ours is incapable of violence, a few others a lacking very high combat skills, and I don't have much in the way of weaponry. Also, half of my decently-skilled fighters are melee specialists. This could get messy. D: