(https://dl.dropboxusercontent.com/u/7717507/RimWorld/rye.jpg)
Description:
Actually, these are just the mods I'm playing with and this is the reason I've decided not to name it a "modpack", intentionally. I really care about the balance and hate any sorts of cheating. You may take a look at modlists below, if you want to be sure it fits for you. It was published just to save some time for you and one of its strong sides is the update's frequency. Personally, I do know how much time does it need to find a precious modification and to place it with the right order to play without any bugs. I hope it will solve your problem.
Legal policy:
If you are an author of mods contained in the archive and you want me to exclude them, please name their folders and I'll do it as fast as possible. Once again, this is my private mod-collection -- no more, no less. All the rights are yours. If you have found your mod in it, I should thank you a lot. You -- yes, you -- made my playing experience perfect.
What does it contain?
The most current and right-ordered modlist can be found
here (https://dl.dropboxusercontent.com/u/7717507/RimWorld/modlist.txt) (
html with descriptions (https://dl.dropboxusercontent.com/u/7717507/RimWorld/modlist.html)).
Does it contain «Combat Realism»?
No, it doesn't. There are no overhaul modifications in it, so you won't see any muffalo-riding spidermen. It will be a vanilla-like feeling on steroids.
Does it make the game harder?
Oh, yes. Your begining could be a really tough one. However, it is a survival, am I right?
Update policy:
a) This mod collection is absolutely dynamical. It updates automatically every time I run the game, so it will always be up-to-date. Until I quit, of course.
b) The mods from "294100" folder are the newest ones - due to some well known reasons. See the instructions inside.
c) Those ones from the "Mods" folder are updating too, but without that lighting-fast speed.
d) Not everything is activated by ModsConfig file. The mods disabled by default need careful checks for compatibility and balance.
e) WARNING: some of these modifications — and I've tried to mark them — was forked a bit by me for my personal gameplay. No big changes — just some def-corrections for greater compatibility, so, for example, some mods will use technologies connected between each other. If you deem it the reason you want your mod to be excluded from the collection, please name its folder.
You can get it from these sources:
google.drive (http://bit.ly/rimworld-essentials-google) | yandex.drive (http://bit.ly/rimworld-essentials-yandex) (not the yellow one)
(dropbox is down because of the high traffic here)
I'm also going to write a batch script so you will be able to update your mods automatically if needed.
Reports and suggestions are welcome.
How did you get prepare for romance working. It was bugged when I tried it and figured that was why it didn't have a forum post that I could find.
What kind of bugs did you have? I'm playing with dev-mode on, auto-pausing everytime some errors detected, but it seems to work alright. At least, I saw some heart-symbols few times + had one romance between a couple of pawns.
Quote from: ambivalence on January 07, 2017, 05:11:36 PM
No, it doesn't. There are no overhaul modifications in it, so you won't see any muffalo-riding spidermen. It will be a vanilla-like feeling on steroids.
... Includes: Call of Cthulhu - Cosmic Horrors V1.5 A16
what mods are from 294100 ? that is the steam app-ID for rimworld.
Quote from: carpediembr on January 07, 2017, 06:47:34 PM
... Includes: Call of Cthulhu - Cosmic Horrors V1.5 A16
That's fair :) I was going to exclude it a couple of hours ago.
Quote from: 123nick on January 07, 2017, 07:11:19 PM
what mods are from 294100 ? that is the steam app-ID for rimworld.
This is the workshop folder. However, to get them work you should unpack it right in your «Mods» folder, even if you have steam.
Quote from: ambivalence on January 07, 2017, 07:14:44 PM
Quote from: carpediembr on January 07, 2017, 06:47:34 PM
Quote from: ambivalence on January 07, 2017, 05:11:36 PM
No, it doesn't. There are no overhaul modifications in it, so you won't see any muffalo-riding spidermen. It will be a vanilla-like feeling on steroids.
... Includes: Call of Cthulhu - Cosmic Horrors V1.5 A16
That's fair :) I was going to exclude it a couple of hours ago.
Dont.. it's an amazing mod :P
Either way, saw that you have ALOT of light/lamp mods there... some of them overlap eachother.
yeah, this can use some work, because I saw couple mods that don't feel very vanilla, but yeah, there's a lot of em I use, too and I seriously appreciate the effort, I believe it can be helpful :) Even for me, would you keep it updated :D But that would be a helluva effort )
Quote from: carpediembr on January 07, 2017, 07:16:01 PM
Either way, saw that you have ALOT of light/lamp mods there... some of them overlap eachother.
Personally, I love to have options :) But! I agree, there
/is/ a problem. The authors are trying to implement their own technologies into the game, here and there, and sometimes there's absolutely no need in them. I mean, if you're creating some stuff – let's say power-saving LED-lamp – it would be better to use
the same technology def using in similar projects. I guess, this is the way to clean all the mess we see in our research tree. Nevertheless, I understand that the community needs an organisation to make it real – some kind of forum thread to public these ideas or some library that merges the similar stuff.
Quote from: WoodyDaOcas on January 07, 2017, 07:37:56 PM
I believe it can be helpful :) Even for me, would you keep it updated :D But that would be a helluva effort )
Thanks :) I'll try to keep it updated as long as possible. However, when I'll get tired of the game, I can give up the leading right so it will be updated by someone else.
Glad to see both my mods on there!
Looks really similar to the mod pack I was going to create!
I plan on making CombatRealism patches for Medieval Times and LewisDTC's mods, and then a sort of compatibility patch between Veggie Garden and Medieval Times (they're compatible, but have redundant features). It's possible to also have RimFire and RT's weapon pack, but they have so many new pieces of ammo, it would be unmanageable anyways IMO.
Quote from: Psychology on January 07, 2017, 09:01:13 PM
Glad to see both my mods on there!
Your mods are the most valuable ones, really. Especially when you've implemented ≈ meltdown features. Thanks a lot for your modifications! The social system is too interesting and too important to ignore.
Quote from: Adalah217 on January 07, 2017, 09:06:56 PM
Looks really similar to the mod pack I was going to create! I plan on making CombatRealism patches...
«Combat Realism» is a very good one. One of the reasons I've prefered not to use it is the lack of compatibility patches – it changes the game's heart so deeply, so I found it to break some other useful mods – don't remember which ones. If you have a time for developing these patches, I'd be glad to see it :) Especially for LewisDTC's mods.
you dropbox links have been disabled.....'Too much traffic'....it said.
Quote from: Adalah217 on January 07, 2017, 09:06:56 PM
Looks really similar to the mod pack I was going to create!
I plan on making CombatRealism patches for Medieval Times and LewisDTC's mods, and then a sort of compatibility patch between Veggie Garden and Medieval Times (they're compatible, but have redundant features). It's possible to also have RimFire and RT's weapon pack, but they have so many new pieces of ammo, it would be unmanageable anyways IMO.
I have a mostly functional Rimfire Combat Realism patch for current CR based upon an old patch with lots of fixing. Still some bugs and few weapons may not work beyond CR normal, but its playable.
Quote from: Sefin on January 07, 2017, 10:28:24 PM
you dropbox links have been disabled.....'Too much traffic'....it said.
Updated the links. Didn't expect it.
This collection is really chaotic, mess on screen, mess in tabs, many logical issues...
Example
UV lamps, hydroponics, hydroponics uv, dubwise skylight, soil from vegetable garden, tilled soil..
No logic here, so... maybe you try do something like HardcoreSK, keeping all logic, but really lite version ? not that complicated ?
Most of my mods (around 45 of them) are quality of life and some mods that deepen existing features of the game, I've handpicked them to work with combat realism. I'll probably edit this post later with a list or make a new post.
Quote from: Marduk on January 07, 2017, 10:45:26 PM
Quote from: Adalah217 on January 07, 2017, 09:06:56 PM
Looks really similar to the mod pack I was going to create!
I plan on making CombatRealism patches for Medieval Times and LewisDTC's mods, and then a sort of compatibility patch between Veggie Garden and Medieval Times (they're compatible, but have redundant features). It's possible to also have RimFire and RT's weapon pack, but they have so many new pieces of ammo, it would be unmanageable anyways IMO.
I have a mostly functional Rimfire Combat Realism patch for current CR based upon an old patch with lots of fixing. Still some bugs and few weapons may not work beyond CR normal, but its playable.
I think the Rimfire mod page already has one working anyways.
Quote from: ambivalence on January 07, 2017, 06:11:32 PM
What kind of bugs did you have? I'm playing with dev-mode on, auto-pausing everytime some errors detected, but it seems to work alright. At least, I saw some heart-symbols few times + had one romance between a couple of pawns.
threw an error at pawn picking screen so I didn't use it's functions and started the game as normal. Map spawned with no pawns or gear from the sernerio. Was kinda weird, Dev mode the wander joins event and started with that pawn. Should be said, this was not an issue with your pack. I had tried prepare for romance on my own MOD list.
Quote from: Lerin on January 08, 2017, 02:55:30 AM
UV lamps, hydroponics, hydroponics uv, dubwise skylight, soil from vegetable garden, tilled soil.. No logic here, so...
Thanks for your report. You were right, there were some things to get deal with. Now it seems to be cleaned up a bit. However, it's absolutely impossible to get rid of all the messiness using so many mods. The player is always free to disable anything he don't want to use – it's a much faster way to get a decent gameplay. If there's something you deem wrong, please tell – maybe I didn't mentioned it.
Great collection.. Thanks for sharing your list. I'm going to start a new game with the addition of many mods from your list. It'd be nice to have the mods by name, instead of numbers, in the 294100 folder. That way I can just take out the mods that I want to use.. But thanks for the share!
that's just the way Steam workshop does it, sorts it that way
Quote from: coldcell on January 09, 2017, 03:42:42 AM
It'd be nice to have the mods by name, instead of numbers, in the 294100 folder. That way I can just take out the mods that I want to use.. But thanks for the share!
It's nice to hear you like it. However, there's no way I'll make your wish come true: on the one hand it needs some time to make an autorename work, and on the other hand we're talking about 200mb of our disk storage. You should consider to copy everything into your mods folder and turn off those things you don't need. The modifications have all-proper names in the game. The other one resolution is to open the essentials' current modlist.txt (https://dl.dropboxusercontent.com/u/7717507/RimWorld/modlist.txt) and mention the link's ids.
Guys, give me a feedback about my english, please.
Wow, quite the list. Nice to see my own Taiga Creatures mod there! But for those of us using the DRM free version steam links aren't very helpful. :-/
Quote from: Thirite on January 09, 2017, 03:56:28 PM
But for those of us using the DRM free version steam links aren't very helpful. :-/
These links were extracted automatically from xmls, so you can review it and make a decidion. But no matter if you have a DRM-free version or Steam, you're able to download the collection with all of the mods listed.
I also should mention that the creation of modlists is made with help of
Modlist addon (https://steamcommunity.com/sharedfiles/filedetails/?id=829721125) by apk.
Quote from: Thirite on January 09, 2017, 03:56:28 PM
Nice to see my own Taiga Creatures mod there!
Thanks for your mod :3 I hope you'll maintain it.
so how would one go about installing this? there are no install instructions and I am a bit confused.
I would like to point out that this has been done in the wrong order. You get permission first then release. Sorry to be the bad guy but we dont want to be a community that does it the other way. It only leads to more trouble.
If you have perms then fine but your OP doesnt read that way.
For some reason I can't build sun lamps; and I can't find a research for them. Do you know what mod would change this?
What is the modification that is leaving the environment dark and foggy?
I just downloaded it. Its about time we got a "modpack" the congregate all the good works of people.
Skully, is right though. It as very smart to allow moders to request a mod out, but not very ethical.
Nevertheless, Im downloading it, cous if you go "the right way", we will only be seeing this, in november.
We dont want that do we? No, we want freaking huge colony base with 1000 of different lamps to show the machines who is their bosses
Hey, guys, I didn't name it the only–one–right–collection–for–all. You may always turn off everything you don't like – moreover, I'd do it on your place. You say there're a lot of lamps and maybe you're right – even after I've cut some of them few days ago – but may be it just what I needed? As I said previously here, I like to have options. It's totally normal to build different bases, different rooms and so on, you know it. Probably there's something I don't understand myself. When you open the thread with 150 mods mentioned in its topic, you don't wait for limits. It's just a game after all.
However, I agree that someone may deem it unfair; all the permissions etc. I'll cut the links soon – not because I actually think that there's someone who wanna restrict some mod to use here, but because it's formally right + I don't want to maintain it publically this much to get all the contacts. The only thing I wanted to do is to save someone's time to get all the mods separately, with all the respect to their authors. This community is pretty new for me, but personally I already remember all the mighty contributors by nicknames and cannot imagine the game without them.
As for bugs...
Quote from: rayfcrols on January 12, 2017, 01:18:59 PM
What is the modification that is leaving the environment dark and foggy?
Do you mean «Realistic Darkness»?
Quote from: Phocks on January 11, 2017, 06:03:22 AM
For some reason I can't build sun lamps; and I can't find a research for them. Do you know what mod would change this?
There's no mod I remember, that changes vanilla lamps. I've double-checked it right after your post, but it seems alright – sun lamps are here. Try do download the last version of the pack before I delete the links. I advise to make backups – both save and mod folders – because there can be something I removed or added, so it wouldn't be super-compatible.
Quote from: Keneron on January 10, 2017, 09:39:28 AM
so how would one go about installing this? there are no install instructions and I am a bit confused.
I haven't mentioned that the instruction file lost in some moment. Now it is in.
By the way, here's a simple math. To get all the modifications – I mean to find them, to sort them, to figure out if they're good – you need at least a day, if it's new for you. For this moment, there're about 1000 of downloads. So, roughly speaking, it's about 3 human years. I've already spent my day, so the end user has the option if he wanna do the same or not. There's nothing complicated against the heavy work of modders, anyone can download something that he didn't actually make, but I hope it helped someone.
I cannot say I recommend including both Romance Diversified and Psychology in a mod pack by default. If people want to use them together, absolutely; that's why I provided the option for Psychology to disable its features for compatibility with the former. But I don't approve of telling other people to do it when they aren't fully aware of the consequences of doing so. Please include a disclaimer or remove one or the other from the modpack.
Quote from: Psychology on January 13, 2017, 05:49:46 PM
I cannot say I recommend including both Romance Diversified and Psychology in a mod pack by default.
Thanks for your comment on that. Could you describe what the «Psychology» features are disabling in the case of compatibility mode? I've played this way for days and it was all right. At least, I saw both romance features and at least some of the psychology's ones.
Hi, question... I have issues with the dev console window ingame, it stays open when unpaused and i can't close it with the buttons(close/clear), never had this issue with rimworld/mods before. Any solution? :(
Are there any red-type errors in-game? If so, PM please or show them here.
(https://i.gyazo.com/fffcd87ca73ba23b6945e51d2666a071.png)
Here's an error I got when I installed it on the startup screen.
Doing a little bit of digging I saw that the folders for said mods were empty, was this an extraction error or were these mods meant to be removed?
This is the dev console window that only disappear when i pause the game...and the buttons in the right corner does not work...
[attachment deleted by admin due to age]
Which mods are changing textures of Packaged Meal, Steel, Sandstone and Mine order? I want to turn them off and get back vanilla textures. Can`t find any mods with those changes in description.
Screenshot here: http://puu.sh/toEBy/a4c0625baf.jpg
Quote from: Borschik on January 16, 2017, 04:14:08 PM
Which mods are changing textures of Packaged Meal, Steel, Sandstone and Mine order? I want to turn them off and get back vanilla textures. Can`t find any mods with those changes in description.
Screenshot here: http://puu.sh/toEBy/a4c0625baf.jpg
I found it myself. Changed textures are in the /Mods/Core folder. Are those texture changes are absolutely necessary? Can I replace it with vanilla core folder or something will break?
This looks like a wonderful compilation, I'll definitely give it a try once I'm back stateside again.
Just DL'ed the game. Opened the Mods Folder. Came here and DL'ed this Mod. Unpacked it in the Mods Folder. Started the Game. Error Window Opened. Turned it Off. Opened Mods Menu. Everything is Red but Core. What did I do wrong?