边缘世界 RimWorld

边缘世界 RimWorld

Sparkling Worlds - Full Mod
953 条留言
destiny akino 10 月 22 日 上午 3:27 
Can you fix one of you gun that no aiming time no reload full auto everything pls. It too op and empire can have that weapon that impossible to fight without unstopable xenogene pls fix it.
Ayanami 10 月 18 日 下午 10:04 
It's okay, this is a minor issue.
Albion  [作者] 10 月 18 日 下午 12:25 
Yeah, I know. I'm working on a fix for that. For now you can land right next to it and caravan one tile over.
Ayanami 10 月 17 日 下午 10:31 
The map tile generation task created by this MOD will conflict with Odyssey's spaceship landing site, displaying that this block is already occupied, preventing the spaceship from landing.
YnFa 9 月 2 日 上午 11:12 
You can take a look at the screenshots in my file. It's a bit difficult to explain.
Albion  [作者] 9 月 2 日 上午 7:44 
Can't open whatever that link is. Please also use the error and bug report discussion topic for any reports.
YnFa 9 月 2 日 上午 3:13 
Could you adjust the MOD a little bit? The problem I encountered today
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3560724359
oldmanwhistler 8 月 31 日 下午 3:21 
the doctor events don't seem to work properly if you shuttle over, or maybe it's just because I'm using a modded shuttle (orca shuttle)
Solarius Scorch 8 月 25 日 上午 10:16 
I love this classic mod, and I'm sad that I'm unable to use it now due to using CE. Maybe I'll cook up a patch some day.
That Defensive Guy 8 月 25 日 上午 9:11 
Thanks for maintaining this mod for so long. I can't play without this mod, at all. Feels like vanilla to me.
Albion  [作者] 8 月 21 日 下午 11:59 
Thank you. This is exactly what I was going for. I heard a lot of feedback from people that they forgot that this mods content is actually not vanilla Rimworld, especially regarding the events.
Omega13 8 月 21 日 下午 4:57 
I have loved this mod for years. I like that it adds a high tech edge to the game, but unlike almost every other mod that strives to do the same, it's not wildly unbalanced and doesn't force you to focus only on its content at the expense of everything else, (like altered carbon or genetic rim) it also adds a nice diversity of content so that it is always quietly sitting there, improving your experience, even when you aren't at endgame.
Protok 8 月 12 日 上午 11:45 
Oh, now I see the Blue Moon )
Albion  [作者] 8 月 12 日 上午 11:35 
It's mentioned in the list of Features.
Protok 8 月 12 日 上午 7:01 
Please note that the mod adds a faction.
JoeOwnage 7 月 30 日 下午 1:58 
I'm using it with Odyssey it works fine. Park close and caravan over. It would be nice if ship crash sites gave grav panels
SIGMA BOI 7 月 26 日 上午 2:23 
that's good to hear - thank you for your hard work :)
Albion  [作者] 7 月 26 日 上午 2:08 
I'm currently in the process of looking into it. The mod is still compatible with Odyssey. You simply can't land directly on the quest sites but as a workaround you can land next to them and send a caravan over to it.
I'm working on trying to migrate the Events into the vanilla quest system.
SIGMA BOI 7 月 25 日 上午 4:26 
o7 won't work with odyssey
Captain George Zappy 7 月 24 日 上午 9:12 
Hi there. I've noticed that your Mind Altering Device can remove pawn traits which are forced by specific genes (like the Kind trait given by the Kind Instinct gene) and I'm pretty sure that's not supposed to happen. Do you think you can fix this, please?
I've also noticed that the user can receive traits which are usually exclusive to Anomaly creepjoiners, and I'm not sure if that's supposed to happen either.
PcCriminal 7 月 22 日 下午 3:53 
unfortunately mod doesn't work with the dlc
ExterminaTor 7 月 21 日 上午 4:05 
XD
Albion  [作者] 7 月 13 日 上午 11:10 
Unfortunately either someone will have to gift me the DLC or I'll have to see if I can find "alternativ sources".
I don't actually play Rimworld anymore and I'm not going to pay for a DLC I don't intend to use.
ExterminaTor 7 月 13 日 上午 10:31 
Klaynes me too, no work with new DLC ! The same problem with emitter event
Klaynes 7 月 13 日 上午 8:15 
Yeah, I have the new DLC. Started a new world to play it and I didn't consider the difference between base 1.6 and 1.6 w/ the new DLC. No worries.
Albion  [作者] 7 月 12 日 下午 3:26 
Do you use the new DLC?
I was only able to test it with the base game which worked fine.
Klaynes 7 月 12 日 下午 1:22 
Seems to be breaking my game. Got the emitter event, but can't enter the location. Caravan just stops on top of the spot and clicking the 'approach emitter' just flashes a text box 'Generating map of new encounter' for a split second on the screen and then nothing happens. Hunting lodge I entered but the scene didn't change and I could only see the names of pawns copying itself as i moved the camera over the overworld UI. Saved in that state and reloaded and it loaded me in a completely empty map. Removed the mod and now the game completely breaks when I enter the world map. I don't have combat extended but I do have about 20 other mods. Everything was working fine until I started using the caravan.
Yeured 7 月 9 日 上午 5:48 
thanks you, Albion
Kwaan 6 月 16 日 上午 12:09 
thanks you
Albion  [作者] 6 月 15 日 下午 2:09 
You should get various errors on loading your savegame since everything related to this mod disappears but apart from that it is safe to remove.
Kwaan 6 月 15 日 上午 7:15 
Can I remove this mod from my savegame?
horologium 6 月 15 日 上午 12:25 
im just a sucker for nostalgia with old mods that tend to stick around lol. thanks for maintaining!
Albion  [作者] 6 月 15 日 上午 12:24 
I'm happy you enjoy it. My life changed significantly since I published this Mod 8 years ago. I married my girlsfriend, built a house and had 2 kids. Between demanding job and family there is not much time left over to maintain my mods so I hope you'll have some patience until I fix eventual bugs. I also didn't test the mod super thoroughly but I think it should be fine.
horologium 6 月 14 日 下午 11:29 
im glad this mod continues to follow me through the years. thanks for the fun!
Albion  [作者] 6 月 14 日 下午 3:56 
Updated to 1.6 Enjoy!
Please report any issues.
Albion  [作者] 6 月 5 日 上午 4:10 
@micelus: You'll definitely have some red error messages, especially if you have items from the chemical extraction and/or boomalopes in your colony. Also all related recipes and the neutroglycerine will disappear. Apart from that you should be good to go and should not have any adverse effects whatsoever.
micelus 6 月 4 日 下午 6:15 
Hi, first of all, excellent mod! I've been using this for years.

I have a save with the full mod. If I removed it and then used all the modular versions except for the chemical extraction mod, would the save still recognise everything from those modules as identical to the full mod? I.e. no adverse effects on the save?
Albion  [作者] 5 月 26 日 上午 8:43 
@waffleookiez: the problem is that they are naturally hostile. Even if you befriend them (which you can do) it will require constant care since the relationship will deteriorate on it's own. They are also intended to give a tougher challenge than the normal pirates but have better loot.
If you don't want to have them as an enemy you can open the mod and edit the file in Defs/FactionDefs. Simply remove the line with <naturalEnemy>true</naturalEnemy> and they won't be an enemy in your next colony. Please beware that it might not affect your relationships in your current savegame.
waffleookiez 5 月 26 日 上午 12:30 
I have tried looking through but there are too many comments to easily find and I don't believe I can search (if I can please let me know how).

Is it possible to edit Blue Moon Corporation factions natural goodwill? I am happy to have factions that dislike me but maybe not so much.
Albion  [作者] 5 月 7 日 下午 11:28 
I'm happy to support anyone doing CE compatibility. I simply don't have the time to do it myself. If I remember correctly there also need to be changes made to the pawn loadouts for the faction.
FiauraTheTankGirl 5 月 7 日 下午 6:24 
I have an honest question because we have a manual patcher, would you be willing to work with someone to create a CE Version or for CE Capatibility?
Assuming everything loads and works, I think all we have to do is add ammunition to the weapons and then put in CE Stats.
Albion  [作者] 3 月 6 日 下午 12:18 
Yes. Only the faction and the guns cause issues with CE, so using the modular parts you can pick and choose everything else and you're compatible.
2017632033 3 月 6 日 上午 3:59 
If I use the modular version of the mod (with features separated) and don't use the weapons and faction - related content, will it be compatible with CE?
Adrianeses 3 月 4 日 上午 8:05 
should have read this mod is incompatible with ce but the guns with infinite ammo did that job too
Albion  [作者] 2024 年 11 月 26 日 上午 3:09 
There might be issues with the weapons and the faction. However I didn't look into it too much. You can always request a patch from the CE Team.
yiersa 2024 年 11 月 26 日 上午 1:53 
why this mod incompatible with CE?I remember version 1.4 working fine
Albion  [作者] 2024 年 11 月 19 日 上午 12:53 
My pleasure. I created a mod I wanted to use myself which is balanced with the vanilla experience. I think I mostly succeeded in that attempt. Enjoy the mod.
Teh Link 2024 年 11 月 18 日 下午 3:12 
this is one of the few mods i keep coming back to on my play throughs.thank you for keeping it alive
Albion  [作者] 2024 年 11 月 14 日 下午 12:41 
@Axiom: for some reason the progress bar is broken at the moment. The pawn needs to stay inside for a few hours (up to a day maybe). If he stays in longer something might be broken.
Axiom 2024 年 11 月 14 日 上午 10:27 
I put a pawn in the mind altering device and nothing seems to be happening. Am I supposed to just leave them in there for a long time or is this broken with other mods?