RimWorld

RimWorld

The Masterlist 1.6 [fast & customizable]
12 kommentarer
Raptor  [ophavsmand] For 4 timer siden 
Well, if anyone needs still support just ask here. For some strange reasons this list got bad ratings which lead to 3 stars only - which means the list will drop in the collection lists and not get much more traffic. Strange, the first one got much higher rankings...
Why other lists get higher ratings which will implode 100% midgame even on my mashin is beyond my understanding... I will add some more mods to the list i play by myself and which are compatible. Use them to customize the list further. Note that most frameworks are compatible with the masterlist like Humanoid Alien Races or so can be safely added. What the Heck? is fully compatible (just we have already many mech mods in) and modular mods like modular implants, mechanoids upgrades or modular weapons are compatible too. Just have in mind that such mods needs program hook added to manage such extra attachments which will add up over time in terms of game load. You have to balance it.
Raptor  [ophavsmand] 30. nov. kl. 11:20 
I remember now that i had the 2 chemful tanks unbanned in the past, they get removed by "Too many mods" mods. I find that not the best idea because alot blueprints use them. Also not sure how VGE deals with that. Perhaps i ask the author of that mods to add that patches to the VFE options so we can option out here. But again, thats up to him.
Raptor  [ophavsmand] 30. nov. kl. 11:11 
@Hallow: There are at last 2 springlers in the game, one from dubs and one from VE Farming i think. Perhaps even 2. Look at the mods, there should be only one left. But i think you can recover the banned one too. You can also remove the patch mod - again, it is about you and how you like to play. That stuff is only there to ensure people do not get confused by x different buildings doing the same or one using water and one not.
Raptor  [ophavsmand] 30. nov. kl. 11:08 
The rimworld wiki is simply a auto generated index of all objects in the game and all mods. So, if you find out where building X is now, just search for it. It will list also the references - what resource project it is related to and such. You can find there missing stuff. If its NOT there, then it is usually removed by cherry picker or QOL. Try to dig a bit in that mods - they give you fully control over the modlist. If you can't find anything - then usually a mod had hard removed/patched that stuff away. Give me a note and i look into it. Usually there is a good reason (but not always).
Raptor  [ophavsmand] 30. nov. kl. 11:08 
Ok, i will look in that and write some more docs - i have also "fixed" the nutrient pipe mod which is somewhat broken.

First, go the mod settings and check the cherry picker. The "Too many mods" and i have removed alot of redundant or not fitting stuff. But if you WANT or used to play with some tech or mod - fell free to enable it. There are only a few things which really breaks stuff.

Also, to find out where stuff is - if you started a game, the right bottom menu is now a dropdown (up) where you can see the original rimword menu, the performance analyzer and the rimworld wiki.
†åmågð¢hï 30. nov. kl. 6:08 
Solved! ❤️
After searching through the modlist I finally found the culprit — Cherry Picker. For some reason it had the Odyssey chemfuel tanks (and a few other items from different mods) disabled by default. As soon as I turned them back on, everything appeared instantly.
Thank you so much for this amazing modpack! It’s literally the first time in years that my RimWorld loads THIS fast. Huge respect and gratitude to the author, awesome job!
†åmågð¢hï 30. nov. kl. 4:16 
Hi!
Not sure if this is a bug or mod conflict, but the chemfuel tanks from Odyssey (small and large) have completely disappeared for me. They're missing from the Architect menu, research tree.
What I've tried so far (no fix):

Disabling all Odyssey expansion mods, including Vanilla Gravships Expanded.
Disabling Vanilla Chemfuel Expanded (and its Odyssey patch).
Restarting the game, verifying files, new save.

Key details:

On the starting Odyssey gravship scenario, the tanks do appear but can't be repaired or allow building copies.
Disabling all mods restores them perfectly (vanilla + Odyssey only works fine).
Game version: 1.6.x (latest stable).

Feels like something is overriding/hiding their defs entirely. I'm searching the modlist now to isolate the culprit, but has anyone else run into this? If it's a known issue in the pack, any pointers?

*English is not my native language so sorry for any possible misunderstanding
Hollow 29. nov. kl. 21:38 
hi, I may have found a bug. After completing the irrigation research and viewing everything in the hygiene bode, I couldn't find the irrigation sprinkler anywhere.
Raptor  [ophavsmand] 28. nov. kl. 10:13 
Thanks. The gravship is a bit the problem - i included VGEc1, which is *really* new at this point and dropped some other grav mods. It seems to be ok but small problems can happen. Thats a really massive mod. Do not hesitate to report other problems or questions. Have fun.
Hollow 28. nov. kl. 9:21 
tps is great, the only problem I found was at the beginning (I started with a grav ship), when I flew away from the launch platform to another location, it was somehow considered a base and loaded without pawns, but I just deleted the settlement through the map and everything was fine. Thank you for making a good build, you're the second person I've seen who really struggled with it, the first was before the release of Ideology. Respect!:steamthumbsup:
Raptor  [ophavsmand] 28. nov. kl. 6:18 
Go to Mod Options -> Performance Optimizer -> UI Settings (the left upper setting area) -.> deactivate "Hide resource readout"

Btw, when we talk about performance - how are your tps? Any problems so far beside this?
Hollow 28. nov. kl. 1:24 
I can't figure out how to enable the colony's resource panel, and I don't like viewing resources in the bottom menu