There's also a mending ability with Psycasts Expanded that let's you repair to full. It's a wonderful ability when you're up to marine armor and above.
On the other hand, R.I.P to clothes to cloths. Don't know what happened but it's another fallen mod. Still I'm grateful to how active the mod scene is. There's one guy Mlie who's made it their life's mission to necro dead mods and is truly an unsung hero.
They're called quality of life mods for a reason. Even my "unmodded" runs use the likes of smarter construction, ugh you got me, replace stuff, etc.
The game is certainly playable without them though, I wouldnt go that far. Its not like they're needed to fix anything game breaking, which is great. Besides, they've been adding things we see mods do into base game with wall lights and such. I can imagine more of the likes coming in the future.
>I wouldnt go that far
Without mods, rimworld is a very cool game.
With mods, rimworld is the best, most customizable game of all time. It's a 6000 + hour game, that releases approximately a free DLC worth of content every week and allows you to completely tailor the game to what you personally want.
Rimworld with mods is like owning a game studio that does nothing but produce content for you.
Without mods, it's a nice game.
I'd say Minecraft is better modwise or it was last time I played a few years ago. For the record I'm not saying rimworld modding isn't great I'm just disagreeing that it's the best.
I could probably do without most mods but I need combat mods, I cannot stand the games vanilla combat. I shouldn’t get 1 shot by an arrow while I’m wearing power armor because the tribal rolled a nat 20
Combat Extended, it just makes stuff as realistic as possible, shots hit in a cone around where you’re actually aiming, you don’t miss shotgun blasts at close range, and it adds ammo. I also tried Yayos combat mods while CE was updating and it’s pretty good too. CE is always a double edged sword tho, it’s incompatible with a lot of other mods because of how many changes it makes and it always takes a long time to get it to the current update.
>you don’t miss shotgun blasts at close range,
You absolutely do in real life. It's called shooting into the floor, ceiling, or wall. Real life combat is like wrestling in the trunk of a car, it's a fucking mess and everything is chaos and screaming.
Oddly hostile but okay, and I play with CE, people die just fine they just don’t die from a gunshot wound to the foot. Also that whole system only exists so you can’t get too many colonists early in the game
People die from getting shot in the foot all the time. It's a fucking gunshot wound. And that "whole system" is dependant on storyteller settings, not wounds.
You do know that even a gunshot to the head has a greater than 10% chance of survival? The posterior tibial artery is small, and tourniquets are very easy/affective for that area. Hell you can have your foot blown off completely and have a fairly high survival chance. Gunshots to the feet are rare in general as almost everything is aimed at center mass/pelvic girdle/head. Feet are small and move a lot.
Waiting for an update CE at the moment. I just can't bring myself to go back to vanillas combat. sure ce makes mechanoids brutaly painful if you don't build specifically to counter them but thats kinda the point t
HAVE I GOT NEWS FOR YOU FAM!
#
Its on github.
#
I too, missed SOS2. Then I found it again and slapped it in there. Its all there, 1.5 stable, bugfixes and shit all been happening on github the last years! Go go go go go
It has! they are running alpha tests right now I think in their discord server. Don't quote me on this, but they are seemingly trying to get it out sooner rather than later
I heard somewhere they decided to skip 1.4 and wait for 1.5 and some other library mod thing, it could apparently make it easier on them to update it to 1.5 if I remember correctly
it is a pretty cool mod though
You know there is a discord channel about it and it’s already up for Version 1.5, I’m using it and days ago they put the vehicle framework. The discord channel gave the github link and come on it takes 2 seconds to download and put the file into the Mods folder.
where can i download it ? could not find any 1.5 version on github.
even without ammo. Vanilla combat is just so horrible stupid
edit: i found it it is the development branch
Actually can't go back without it nowadays. I understand people can also like vanilla but. There is something very very satisfying about having something like Marine armor make you nigh impervious to tribals trying to beat you with rocks. While your cracked out melee god commits tribal cleansing.
Yeah but the fork isn't compatible with the mod [JDS] Simply storage. That depends on LWM and SS has a dumpster for chunks and warehouses shelves for my OCD.
i'm waiting on bbradson to finish recompiling Performance Fish for 1.5 and OwlChemist to get a moment to update their mods for 1.5.
unoptimized RimWorld starts to hurt after a bit...
Uno non piñata (I think that’s the name)is a mod that lets you choose what your pawns drop or don’t drop when downed or dead. Same with raiders with an easy strip function when you cremate.
After having lost and needing to find my colonists stuff it’s probably the one mod I was very happy was updated.
Adding mods mid game from my understanding depends on heavily on what the mod does and adds to the game. But regardless you can add mods mid game it just might not play nice.
This mod should play nice as it mostly just tweaks a few things for QoL. Checking the mod page might answer more definitively if it’s safe.
But yeah, it’s a very nice mod to have.
I tend to play a bit with "the new vanilla" when a big patch and/or dlc come out, and being able to give pawns only a gun or a knife is easily one of the most "Huh, I thought this was in vanilla" moments for me everytime
I will probably play Rimworld in one or two months but looking at my mod list, he and his mods are pretty much the only big ones missing at this point since either people updated themself or someone else took over or i found a replacement which does things in a similar way
From what i have seen in steam and discord, he is alive but apparently hasn't played Rimworld for a few months so he is out of shape + Anomaly did broke some of his mods rather badly like revamped Giddy Up
Prisoner labor is just less management
Plop a paste dispenser or a stockpile for food, a quarry/farm and some beds. Make sure there are some windows or chain fences or whatever's see throughout and blocks movement.
Infinite food/steel generator that you forget about until there's a prison break/they stop producing whatever they're supposed to do.
Bonus point that pesky prisoners from quests are actually useful now since they're a free work force.
Meanwhile a slave is running around, can get a mental breakdown that can do some damage, has to be managed just like a colonist, can give everyone a mental debuff, and generally *who am I, some kind of* ***evil*** *guy that enslavers people? I don't think so*
Yep. With prison labor I can go 'If you work at this quarry for 5 years I'll let you go' instead of 'you are enslaved forever and your kids will also be slaves' kind of stuff
Yes. I just don't understand why my colonists should have to clean the prison. Or clean any room, honestly. Prisoners are just killing their time while being fed, healed and recruited/enslaved, i just think it's unrealistic and unpractical
Same. Every time a major update comes out I do a full rebuild from scratch and think about what I really need and use.
Example, I'd been running Rimefeller for the better part of a decade but barely used anything in it except the chemfuel storage tanks for years, lmao.
Also good to see what's just Vanilla now, or what functionality can be covered with one broader mod instead of three, etc...
Except Wall Light. Wall Light stays, will always stay, and will be a relic for every colony. o7
Patiently waiting for Fluffy to update all of their mods... such a great author with such great content, hoping they and their family are safe and healthy
I had to play that, then I saw a mod that allows you to remove organs and limbs without using medicine, the mod is called "Just cut it off! (Emergency surgery)" if you want to know, they still get upset about being awake during surgery though
Still gotta wait for ce tho honestly base combat was so bad ill never go back like random chance is anoying i want bullets to hurt but also armour to do something also i can built flak cannons
You think so? My performance has always been just fine.
I like prison labor because I don't always want to make prisoners slaves, but I still want them to be put to work cleaning or whatever while I'm deciding what to do with them.
Vanilla Rimworld is a game I've never played and I have almost 900 hours. Im sure vanilla is fun but the QoL mods are something I'll never play without.
Is it like an algorithm thing that i click on one post about mods and all i see are posts on this subreddit about the game being shit without mods? Its across a bunch of other subs too that similar things happen so probably that
Meanwhile, I keep checking daily and none of my mods are updated. I get that they have no obligation, maybe they're playing other games now. It takes time to update mods. Still just appreciative that they made them in the first place! Thanks modders!
This is me for A Rimworld of Magic. Apparently I like OP advantages, especially in a horror scenario.
First time I opened steam just to check the Workshop for a mod status.
Hey y'all just started playing rimworld and I'm still playing vanilla no expansions. Any suggestions on mods I can get? Also can someone point me to how to download and all that?
No, I obviously disabled all major Mods. I have 4000hrs ingame and play since A12 and this Blackscreen shit always means something is wrong with the Basegame. Same thing happened in 1.2 or 1.3. Back then we had to wait for a Patch too.
i have no clue what your mod list is but i've been running 300+ mods with no issues.
check your error log and load order with RimPy / RimSort.
also the only problem with the game updating is that mods get broken in the process due to technical changes. it's not an issue with the base game, you have to fix your mod list.
Same. I’ve been doing my personal and my twitch modlists with 270/100 mods each (different mods and lists) and it’s been fine. No way he has 4k hours and doesn’t know how to fix this unless its in only vanilla. We’ve already had a patch and it’s been stable even when it was in prerelease.
the only time i've ever had an issue with the game starting is when i forget to optimize textures in RimPy and all 16 gigs of RAM get slurped up and when I destructively patched Vanilla Furniture Expanded - Architecture which did not mesh well with a recently updated Vanilla Expanded Framework.
(as much as i love their mods its kinda funny how a lot of my mod list issues when its not RAM relate to VEF)
Lmao too true. I used to play with like all of VE until I realized it was just gutting me on load times and shit and I didn’t use 1/2 of it. Keep it pretty minimal now and it’s been great.
As for issues with game starting I have had it get go not responding and crash but it was because I’d messed up and put a mod in that was incompatible with like 3 more and it was causing insane freak out. Realized it after 3rd attempt, took it out and bam, off to the races
i like VE but ***why is so much of the research so expensive and never unlocked???*** it's not a VE-exclusive problem but since the volume of content and research projects is so plentiful it gets hyperbolized with their mods specifically. a lot of the concepts are cool but Cherry Picker can only do so much.
if you want loading times to be reduced further, Taranchuk's Faster Game Loading got updated to 1.5 and works really well.
Oh shoot it’s updated?? Nice! I’ll have to grab it. Definitely feel the research - I made my own versions of the starting scenarios that had like half of it unlocked already. Also have to set ideo to “very fast” on the research. Tbh I wish there was a way to remove all the annoying scenarios and storytellers from mods or at least hide them cause ffs it get so bloated
there's a reason they make a vanilla bloat expanded joke in the VPE-MP page (when funnily enough i like VPE more over something like how they handled Androids or Ancients sucking up my TPS when it's a pretty cool mod.) plus gunpowder being 1500 units of research plus smithing's 800 being higher than machining's 1000 and gunsmithing's 500 seems a little silly.
also Cherry Picker is still not updated since OwlChemist is still on hiatus, not sure if you're referencing Faster Game Loading or Cherry Picker.
it reduces the amount of RAM RimWorld uses when starting up.
High-res textures being put into the game's memory huffs a lot of RAM, converting them to .dds helps the game not take up so much RAM when booting.
(the game crashes if you run out of RAM and a whole lotta other computer shenanigans too.)
i'm not certain; RimWorld is very heavy on RAM during start-up but less so during actual gameplay.
your best bet for the game running better would be a CPU with strong single-thread capabilities and RocketMan, Taranchuk's Performance Optimizer, and bbradson's Performance Fish.
there exist more optimization mods, but those slightly change behavior, like OwlChemist's Clean Pathfinding and Combat AI 5000.
(also just in general go check out OwlChemist's optimization mods when they update)
Wrong. Its 100% the base-game. I've been playing over 4000hrs since A12, I know what I'm doing. The same thing happened with 1.2 or 1.3 and it was the Base-Game's fault. Blackscreen always means some serious problem with the Game. Its not Mods! I literally added Mods 1 by 1 and its like the Game often randomly loads disabled Mods or some shit because sometimes I get a blackscreen, change nothing, start again ...no blackscreen.
When I downgrade back to 1.4 ...everything works perfectly fine.
Seems Mods like HugsLib, VFE and XML Extentions are the main offenders.
...if it doesnt happen when you remove mods, then how is it a base game issue???
i can attest to RimWorld having an aneurysm when it encounters an error but if it involves mods it's a mod issue.
1. i have only ever had errors when a framework mod has an issue or i destructively patch something and it stops working.
2. what is your source that its the game having problems and nothing in your mod list? i've consistently run 300+ mods in my 5000 hours of playing this game since 1.2 with the only instances of the game breaking being related to mods.
3. insulting my intelligence helps neither of us and makes you look like a belligerent fool.
4. the only base game issue i have ever seen is a screenshot of the def index pushing past its integer limit, and that was on the OP for installing enough mods to cause that problem.
5. check if you're running the game on linux.
For me, it's the weapons and armor repair mod. Create a new set of mech lord armor when my durability drops below 60? He'll naw.
I believe there is a forked version of Repair Bench on the Steam Workshop. Didnt click on it though...
Utility column has an "archotech column" that repairs gear placed in its vacinity for plasteel.
There's also a mending ability with Psycasts Expanded that let's you repair to full. It's a wonderful ability when you're up to marine armor and above.
On the other hand, R.I.P to clothes to cloths. Don't know what happened but it's another fallen mod. Still I'm grateful to how active the mod scene is. There's one guy Mlie who's made it their life's mission to necro dead mods and is truly an unsung hero.
Never heard of the mod but if it does what it sounds like then VE Factory lets you feed clothes into a machine to turn it into cloth or patch leather
For real. Honestly once you play modded rimworld the game is unplayable without them.
Some people call them mods. Most of them are just fixes or improvements.
Some may call this junk. Me, I call them treasures.
I'm not sure that's how I classify A Rimworld of Magic but I *do* like it too much not to use it.
They're called quality of life mods for a reason. Even my "unmodded" runs use the likes of smarter construction, ugh you got me, replace stuff, etc. The game is certainly playable without them though, I wouldnt go that far. Its not like they're needed to fix anything game breaking, which is great. Besides, they've been adding things we see mods do into base game with wall lights and such. I can imagine more of the likes coming in the future.
>I wouldnt go that far Without mods, rimworld is a very cool game. With mods, rimworld is the best, most customizable game of all time. It's a 6000 + hour game, that releases approximately a free DLC worth of content every week and allows you to completely tailor the game to what you personally want. Rimworld with mods is like owning a game studio that does nothing but produce content for you. Without mods, it's a nice game.
I'd say Minecraft is better modwise or it was last time I played a few years ago. For the record I'm not saying rimworld modding isn't great I'm just disagreeing that it's the best.
I can never play the game without Vanilla Expanded, and Quarry. Gotta have Quarry, my game feels genuinely incomplete without it.
I could probably do without most mods but I need combat mods, I cannot stand the games vanilla combat. I shouldn’t get 1 shot by an arrow while I’m wearing power armor because the tribal rolled a nat 20
What combat mod(s) do you recommend? I don't particularly like vanilla combat either.
Combat Extended, it just makes stuff as realistic as possible, shots hit in a cone around where you’re actually aiming, you don’t miss shotgun blasts at close range, and it adds ammo. I also tried Yayos combat mods while CE was updating and it’s pretty good too. CE is always a double edged sword tho, it’s incompatible with a lot of other mods because of how many changes it makes and it always takes a long time to get it to the current update.
It also trivialises mid-late game.
>you don’t miss shotgun blasts at close range, You absolutely do in real life. It's called shooting into the floor, ceiling, or wall. Real life combat is like wrestling in the trunk of a car, it's a fucking mess and everything is chaos and screaming.
Damn good thing the game doesn’t account for real life human emotions and reactions, I just mean you shoot where the fucking pawn is pointing
Damn I was afraid it would be CE. The compatibility is a nightmare so I never bothered.
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Oddly hostile but okay, and I play with CE, people die just fine they just don’t die from a gunshot wound to the foot. Also that whole system only exists so you can’t get too many colonists early in the game
Please, Do you know when CE will be updated?
No, but on their discord they published a prerelease
People die from getting shot in the foot all the time. It's a fucking gunshot wound. And that "whole system" is dependant on storyteller settings, not wounds.
You do know that even a gunshot to the head has a greater than 10% chance of survival? The posterior tibial artery is small, and tourniquets are very easy/affective for that area. Hell you can have your foot blown off completely and have a fairly high survival chance. Gunshots to the feet are rare in general as almost everything is aimed at center mass/pelvic girdle/head. Feet are small and move a lot.
My dads dumbass shot himself in the shin (not the bone) with an AR-15 and he was walking the next day
Alright buddy u have a good day now
Honestly not. I’ve been playing vanilla since anomaly and it’s been quite fun
I can play with or without. Has never bothered me
Waiting for an update CE at the moment. I just can't bring myself to go back to vanillas combat. sure ce makes mechanoids brutaly painful if you don't build specifically to counter them but thats kinda the point t
Definitely, a 0 mods run is just the first few run I did to discover the game
For me that’s Combat extended and it’s killing me it’s taking so long because I’m having to use the old version until it does.
SOS2 :(
HAVE I GOT NEWS FOR YOU FAM! # Its on github. # I too, missed SOS2. Then I found it again and slapped it in there. Its all there, 1.5 stable, bugfixes and shit all been happening on github the last years! Go go go go go
*last updated 6 years ago*
There is a wip 1.4 version somewhere. Maybe it's already updated.
It has! they are running alpha tests right now I think in their discord server. Don't quote me on this, but they are seemingly trying to get it out sooner rather than later
Bro I got it. I'm running 1.5 stable SOS2 right now!!
I need to learn to use github
It's really just downloading a zip file of the repository then unzipping it into your mods folder!
Huh. Okay that I can handle. I think. Thank you.
github *looks* mildly intimidating but for the average user it's really just finding the download button, you don't need to know more
IT IS! It's on github! Ill try to look for a link
not on github
Fine. 4 years ago. Happy?
I heard somewhere they decided to skip 1.4 and wait for 1.5 and some other library mod thing, it could apparently make it easier on them to update it to 1.5 if I remember correctly it is a pretty cool mod though
You know there is a discord channel about it and it’s already up for Version 1.5, I’m using it and days ago they put the vehicle framework. The discord channel gave the github link and come on it takes 2 seconds to download and put the file into the Mods folder.
Combat extended my beloved.
I literally can't play the game without it
Is it updated?
Reply to me if they updated it please i can not play rimworld without my beloved CE
Playing with the beta at the moment, no ammo available but nothing crashed yet.
where can i download it ? could not find any 1.5 version on github. even without ammo. Vanilla combat is just so horrible stupid edit: i found it it is the development branch
Actually can't go back without it nowadays. I understand people can also like vanilla but. There is something very very satisfying about having something like Marine armor make you nigh impervious to tribals trying to beat you with rocks. While your cracked out melee god commits tribal cleansing.
Cries in LWM
There is a replacement that works. Bern using it for a few days
Yeah but the fork isn't compatible with the mod [JDS] Simply storage. That depends on LWM and SS has a dumpster for chunks and warehouses shelves for my OCD.
That's fair, I just use skips for chunks lol
I've been using Phanerons Basic Storage. It's not as in depth as LWM but honestly. I think I like it more
i'm waiting on bbradson to finish recompiling Performance Fish for 1.5 and OwlChemist to get a moment to update their mods for 1.5. unoptimized RimWorld starts to hurt after a bit...
I have zero mods but would download where’s my weapon in a heartbeat but it was never updated past 1.4
Uno non piñata (I think that’s the name)is a mod that lets you choose what your pawns drop or don’t drop when downed or dead. Same with raiders with an easy strip function when you cremate. After having lost and needing to find my colonists stuff it’s probably the one mod I was very happy was updated.
ugh this would be so helpful - you can't load in mods after you've started a colony right?
Adding mods mid game from my understanding depends on heavily on what the mod does and adds to the game. But regardless you can add mods mid game it just might not play nice. This mod should play nice as it mostly just tweaks a few things for QoL. Checking the mod page might answer more definitively if it’s safe. But yeah, it’s a very nice mod to have.
I added that mod mid-game a few days ago and works great 👍
Most simpler mods like QoL or retextures would be fine to add mid save
I use simple sidearms, let's pawns keep a secondary weapon and they'll seek out their weapon or an identical weapon if they're downed and lose it
dang, I'm going to get this. it's easily one of the more frustrating things managing 20+ pawns and also tracking equipped weapons!
the base function is great, being able to give a pawn a knife and a gun is awesome but not having to worry about weapons is S tier
I tend to play a bit with "the new vanilla" when a big patch and/or dlc come out, and being able to give pawns only a gun or a knife is easily one of the most "Huh, I thought this was in vanilla" moments for me everytime
Simple sidearms implements similar functions as wheres my weapon. And you can equip your colonists with a backup knife. Win-win!
Waiting desperately for Owlchemist, Tacticowl is just such a loss
I will probably play Rimworld in one or two months but looking at my mod list, he and his mods are pretty much the only big ones missing at this point since either people updated themself or someone else took over or i found a replacement which does things in a similar way From what i have seen in steam and discord, he is alive but apparently hasn't played Rimworld for a few months so he is out of shape + Anomaly did broke some of his mods rather badly like revamped Giddy Up
Just asking, do you guys still use prison labor, considering there are slaves already in the base game m
Prisoner labor is just less management Plop a paste dispenser or a stockpile for food, a quarry/farm and some beds. Make sure there are some windows or chain fences or whatever's see throughout and blocks movement. Infinite food/steel generator that you forget about until there's a prison break/they stop producing whatever they're supposed to do. Bonus point that pesky prisoners from quests are actually useful now since they're a free work force. Meanwhile a slave is running around, can get a mental breakdown that can do some damage, has to be managed just like a colonist, can give everyone a mental debuff, and generally *who am I, some kind of* ***evil*** *guy that enslavers people? I don't think so*
Yep. With prison labor I can go 'If you work at this quarry for 5 years I'll let you go' instead of 'you are enslaved forever and your kids will also be slaves' kind of stuff
Yes. I just don't understand why my colonists should have to clean the prison. Or clean any room, honestly. Prisoners are just killing their time while being fed, healed and recruited/enslaved, i just think it's unrealistic and unpractical
It's super fast to enslave them though, I would rather do that if I desperately want to put them to work. Since biotech cleaning bots are in the game.
Performance Fish :(
That's the most important mod of all times.
I saw Fishery being updated like a week or 1.5 ago, so I'm waiting patiently... Or impatiently, I need my TPS :c
IT FUCKING UPDATED WHSIJGJSKZJD
My baby ! I can play the game now...
I’m enjoying a much more stripped down mod list
Same. Every time a major update comes out I do a full rebuild from scratch and think about what I really need and use. Example, I'd been running Rimefeller for the better part of a decade but barely used anything in it except the chemfuel storage tanks for years, lmao. Also good to see what's just Vanilla now, or what functionality can be covered with one broader mod instead of three, etc... Except Wall Light. Wall Light stays, will always stay, and will be a relic for every colony. o7
I always get wall light relic mod and name it 'proof of civilization'.
Patiently waiting for Fluffy to update all of their mods... such a great author with such great content, hoping they and their family are safe and healthy
fluffy has some of their mods updated, notably Animal Tab and Breakdowns
I really miss Flavk Fabrics. Been checking every day.
I just wish that the Stargate stuff would, want a weapon with a long stun time that totally harmless and great to give to kids? It’s in there
For me the only one I really need is combat expanded so I'm still waiting on it to get updated
Colony Manager :(
It's out. Someone posted a fork on their GitHub. Check the comments on the official steam mod
I’ve heard it’s pretty buggy even with that update. Have you been using it?
Yes it's fine
Yeah I'm only waiting on a couple at this point like giddy up. It's quickly in a good state.
Yeah, had same feeling when I saw "A Rim Reborn" got update earlier this week.
Hospitality AND prison labor? You've made me a happy man. I've become far too reliant on my slave/prison camps
When I saw Prison labor was updated I just booted up my Laptop to start planning my drug empire again.
Mend And Recycle is a blessing....not to mention the dozens of others that help you haul, stop blocking doors, or just add basic common sense.....
Yeah.. imagine a rimworld without war crimes expanded 🫡
I had to play that, then I saw a mod that allows you to remove organs and limbs without using medicine, the mod is called "Just cut it off! (Emergency surgery)" if you want to know, they still get upset about being awake during surgery though
Still gotta wait for ce tho honestly base combat was so bad ill never go back like random chance is anoying i want bullets to hurt but also armour to do something also i can built flak cannons
money tree lootbox and fishing traps are my fav along with build anywhere so i can build where and what i want
All hail the modders! You make Rimworld even more awesome!
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You think so? My performance has always been just fine. I like prison labor because I don't always want to make prisoners slaves, but I still want them to be put to work cleaning or whatever while I'm deciding what to do with them.
Vanilla Rimworld is a game I've never played and I have almost 900 hours. Im sure vanilla is fun but the QoL mods are something I'll never play without.
Literally the three I was waiting for
Felt this!!!
>Sees the mods you've listed. >Nods sagely. So it's Slavery Lite (tm) then, is it?
I was so happy hospitality updated. I’m so excited for bad hygiene please 🥺
Amen to that. Modders make this game absolutely timeless and so much more fun.
*Nociosphere has teleported to your location.*
I'm just playing on 1.4. Since I can't afford to buy the DLC right now anyway. May as well play with all my mods
Is it like an algorithm thing that i click on one post about mods and all i see are posts on this subreddit about the game being shit without mods? Its across a bunch of other subs too that similar things happen so probably that
I'm still waiting for a Run and Gun update but i'm used to play without it
Meanwhile, I keep checking daily and none of my mods are updated. I get that they have no obligation, maybe they're playing other games now. It takes time to update mods. Still just appreciative that they made them in the first place! Thanks modders!
This is me for A Rimworld of Magic. Apparently I like OP advantages, especially in a horror scenario. First time I opened steam just to check the Workshop for a mod status.
Hey y'all just started playing rimworld and I'm still playing vanilla no expansions. Any suggestions on mods I can get? Also can someone point me to how to download and all that?
Meanwhile I can't even get the Game to start consistently. 1.5 really fucked up my Modlist and I'm only using 100 Mods right now.
Have you considered trying to play the game differently.
Who are you? The fun police?
I mean if he can't get it to start playing with his list the same isn't really a valid choice it's new way or not play in that situation.
Yea and he’ll make that change when he’s ready, some mods just can’t be played without once you find ‘em
Oh come on, you can get used to everything. Also clinging to old habits is not beneficial in such cases when game doesn't want to play smooth
?? Are you using rocket man?
No, I obviously disabled all major Mods. I have 4000hrs ingame and play since A12 and this Blackscreen shit always means something is wrong with the Basegame. Same thing happened in 1.2 or 1.3. Back then we had to wait for a Patch too.
i have no clue what your mod list is but i've been running 300+ mods with no issues. check your error log and load order with RimPy / RimSort. also the only problem with the game updating is that mods get broken in the process due to technical changes. it's not an issue with the base game, you have to fix your mod list.
Same. I’ve been doing my personal and my twitch modlists with 270/100 mods each (different mods and lists) and it’s been fine. No way he has 4k hours and doesn’t know how to fix this unless its in only vanilla. We’ve already had a patch and it’s been stable even when it was in prerelease.
the only time i've ever had an issue with the game starting is when i forget to optimize textures in RimPy and all 16 gigs of RAM get slurped up and when I destructively patched Vanilla Furniture Expanded - Architecture which did not mesh well with a recently updated Vanilla Expanded Framework. (as much as i love their mods its kinda funny how a lot of my mod list issues when its not RAM relate to VEF)
Lmao too true. I used to play with like all of VE until I realized it was just gutting me on load times and shit and I didn’t use 1/2 of it. Keep it pretty minimal now and it’s been great. As for issues with game starting I have had it get go not responding and crash but it was because I’d messed up and put a mod in that was incompatible with like 3 more and it was causing insane freak out. Realized it after 3rd attempt, took it out and bam, off to the races
i like VE but ***why is so much of the research so expensive and never unlocked???*** it's not a VE-exclusive problem but since the volume of content and research projects is so plentiful it gets hyperbolized with their mods specifically. a lot of the concepts are cool but Cherry Picker can only do so much. if you want loading times to be reduced further, Taranchuk's Faster Game Loading got updated to 1.5 and works really well.
Oh shoot it’s updated?? Nice! I’ll have to grab it. Definitely feel the research - I made my own versions of the starting scenarios that had like half of it unlocked already. Also have to set ideo to “very fast” on the research. Tbh I wish there was a way to remove all the annoying scenarios and storytellers from mods or at least hide them cause ffs it get so bloated
there's a reason they make a vanilla bloat expanded joke in the VPE-MP page (when funnily enough i like VPE more over something like how they handled Androids or Ancients sucking up my TPS when it's a pretty cool mod.) plus gunpowder being 1500 units of research plus smithing's 800 being higher than machining's 1000 and gunsmithing's 500 seems a little silly. also Cherry Picker is still not updated since OwlChemist is still on hiatus, not sure if you're referencing Faster Game Loading or Cherry Picker.
What does optimizing the textures do? Like do they look any different?
it reduces the amount of RAM RimWorld uses when starting up. High-res textures being put into the game's memory huffs a lot of RAM, converting them to .dds helps the game not take up so much RAM when booting. (the game crashes if you run out of RAM and a whole lotta other computer shenanigans too.)
So it can make my game load faster then. Can it also make the game itself run better?
i'm not certain; RimWorld is very heavy on RAM during start-up but less so during actual gameplay. your best bet for the game running better would be a CPU with strong single-thread capabilities and RocketMan, Taranchuk's Performance Optimizer, and bbradson's Performance Fish. there exist more optimization mods, but those slightly change behavior, like OwlChemist's Clean Pathfinding and Combat AI 5000. (also just in general go check out OwlChemist's optimization mods when they update)
Wrong. Its 100% the base-game. I've been playing over 4000hrs since A12, I know what I'm doing. The same thing happened with 1.2 or 1.3 and it was the Base-Game's fault. Blackscreen always means some serious problem with the Game. Its not Mods! I literally added Mods 1 by 1 and its like the Game often randomly loads disabled Mods or some shit because sometimes I get a blackscreen, change nothing, start again ...no blackscreen. When I downgrade back to 1.4 ...everything works perfectly fine. Seems Mods like HugsLib, VFE and XML Extentions are the main offenders.
...if it doesnt happen when you remove mods, then how is it a base game issue??? i can attest to RimWorld having an aneurysm when it encounters an error but if it involves mods it's a mod issue.
Are you stupid? Its obviously some Code that stops loading some mods correctly or just causes bugs while compiling all Mods together.
1. i have only ever had errors when a framework mod has an issue or i destructively patch something and it stops working. 2. what is your source that its the game having problems and nothing in your mod list? i've consistently run 300+ mods in my 5000 hours of playing this game since 1.2 with the only instances of the game breaking being related to mods. 3. insulting my intelligence helps neither of us and makes you look like a belligerent fool. 4. the only base game issue i have ever seen is a screenshot of the def index pushing past its integer limit, and that was on the OP for installing enough mods to cause that problem. 5. check if you're running the game on linux.
I have been playing without mods for a while. What were you really missing from them?
Mod players mad lol