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Topics - crusader2010

#1
General Discussion / Mods, compatibility, versions
June 06, 2021, 06:55:54 AM
Hi,

I haven't played the game in a while and would like to return to it. In order to do that I would like to know the answer to a few questions:

1. Are mods from v1 and v1.1 usually compatible with v1.2? I.e. did a lot change from 1.1 to 1.2 that more complex mods need updating?

2. Does anyone know a place for compatibility patches for the Combat Extended mod? For example, i'm searching for updated patches for GeneticRim, RimFire, etc. Unfortunately, most mod authors don't provide any hint about their mod's compatibility with CE, and i'm hoping for some consolidated place of patches.

Thanks
#2
Mods / [Mod Request] Refugee information
December 04, 2018, 01:42:17 PM
Hello,

I would like a mod that provides more information for the event that allows you to choose whether to help a pawn that is chased into your base by tribals/pirates/whatever.

Right now it only says that there "is no time to gather more information", which translates into the possibility of ending up with a useless pawn that you need to get rid of. It doesn't have to provide FULL stats/skills, but at least something to have an idea on what you're getting.

Making it configurable would be really nice too:
- one slider for telling you how many skills above (or equal to) a certain threshold the pawn has (between 0 to ALL), at maximum. Selecting a higher number than the amount of appropriate skills will simply show them all. E.g.: if a pawn has 4 skills above a certain threshold and you select 3 here, you will only ever see 3 (this is to make it a bit more of a difficult decision if that's what people like);
- one slider for the threshold from above (between 0 and 20);
- one checkbox for whether to enable the research that lets you know what those skills actually are (versus just telling you their number);

Features:
- At the beginning there could be a certain lack of information - "Pawn X has between 2 and 6 skills above Y points" (so only taking into consideration the second slider from above and to a lesser degree the first - just to provide a random interval).
- A research item that allows you to know the exact number of skills, but will always be at most the number from the configuration options above; probably industrial level tech;
- A research item that allows you to know the actual skill names (if enabled in configuration); probably industrial or spacer level tech;
- "A Rimworld of Magic" compatibility - a research item that allows detection of magically/physically gifted pawns, if this mod is present; maybe neolithic or medieval level tech (i.e. finding out through magic);

PS: I realize this mod would be very nicely suited as an addition to the mod "Spotted"  ;D

Thanks
#3
Mods / Help with mod interaction issues
October 09, 2018, 01:28:05 PM
Hello,

I'm seeing some strange behaviors in my games, consistently, but have no idea what mods could be causing them... Would really appreciate any help in tracking down the culprits (in the hopes that some of you guys had some similar occurrences).

1. The machining table. Only after loading a saved game, I cannot add any bills to the machining table (also, if I save the game when a pawn is on his way to build something, he simply goes to do something else after reloading). Its panel also appears fuzzy (some text gets overlaid the "add bill" button, or some random up/down buttons appear below it etc). Clicking anywhere on that panel (including on the "add bill" button) does cause the sound to go off properly, but nothing else happens. The only solution is to deconstruct the table and build it again... until the next reload :)

2. Notifications spam. It sometimes happens that I get spammed by several notifications per second when a pawn has a very low mood value and refuses to either eat or do something. Drafting and undrafting the pawn, several times, stops the spam and makes the pawn continue his activity properly. One time I wanted to see what happens if I don't do anything and the spam seems to stop after a while, but much later than when using draft/undraft. This spam only happens with pawns that are very low on mood (at the Extreme break threshold) but have not yet gotten a mental break. The notifications appear like "Cancelled: eating simple meal".

I've attached the mods' config file.

Any ideas are greatly appreciated :(

[attachment deleted due to age]
#4
Mods / [Mod request] Better choices for corpses
October 07, 2018, 11:56:51 AM
Hello,

I'm currently having issues with the Crematorium (and could be extended to stockpiles too, generally speaking) in the sense that I cannot set up a proper "ingredients" list for its bill called "Burn corpse for compost".

What I want to do is be able to select:
- human corpses, rotted or not
- animal corpses, only rotting or dessicated - so NOT fresh ones.

There is no easy/automatic way to do that currently - i.e. split corpses into fresh / rotting / dessicated + allow multiple combinations for ingredients based on their race type - human / animal / mechs.
Like I said above, this could be extended to stockpiles too, to better filter the corpse stages.

Thanks :)
#5
Mods / [Mod request] Forced activity when idle
October 06, 2018, 12:14:39 PM
Hello,

I would like a mod that automatically forces pawns that are idle to do certain activities, like:

[X] Make use of joy objects 
       [ ] Include those that can give addictiveness of at most { (1%) [===||=================] (100%) Value [11%] }
[X] Eat food if fullness is less than { (1%) [===========||=========] (100%) Value [50%] }
[X] Train pets and wild animals (if able)
       [ ] Include wild animals that can attack on failed attempts
[X] Go to sleep if rest is below { (1%) [=========||===========] (100%) Value [50%] }
[X] Prioritize the above options such that the one with the lowest value gets done  [X] First [ ] Last

Bonus:
[X] Make pawns eat before they go to sleep if fullness is below { (1%) [=========||===========] (100%) Value [50%] }

Thanks!
#6
Mods / [Mod request] I'm not a stupid fireman
October 06, 2018, 09:27:01 AM
Hello,

I would like a mod that prevents colonists from fighting outdoor fires when it rains.
There could be two adjustable sliders:
1. The amount of time to suppress fire fighting after it starts to rain (i.e. If the fire is still not put out, they will go do it).
2. The amount of time after which the mod takes effect after any kind of thunderstorm starts.

Thanks!
#7
Mods / [MOD REQUEST] Door logic and locks
October 03, 2018, 03:07:40 PM
Hello,

I'm looking for a mod that could do all of the following:
1. Allow custom locks for each door (possibly from other mods too) such that we can restrict it to
-- visitors
-- one or more colonists
-- pets (even pet mechanoids)
-- traders
-- any combination from the above (including all and none)

2. Allow setting up rules based on the pawn/pets's current job/activity. For example: pawns can open a door they are not allowed to, but only for cleaning or when hauling something from that room. Another example: a pet can enter a room but only when wanting to eat something (provided it's in the pet's allowed area also). They should also be forced to exit the room when not doing that activity anymore, regardless of the locking rules on the doors. Drafting a pawn will keep him in place, but undrafting will always force the pawn to exit the room and only then do something else.

3. Provide an option to prevent Pawns/pets/visitors/traders from getting stuck behind disallowed doors, i.e.
"
[X] Pawns can leave rooms through restricted doors (but not enter them);
         Only when [X] Drafted; [X] Undrafted;
[ ] Pets can leave rooms through restricted doors (but not enter them);
[ ] Visitors can leave rooms through restricted doors (but not enter them);
[X] Traders can leave rooms through restricted doors (but not enter them);
".

4. Timed logic for locking and/or opening doors. For example, to be able to have one door that locks up every 10 seconds or 50 days and allows only a certain pawn to open it after that point. If the pawn is dead or simply doesn't exist anymore, only the locking part should happen. Should have rules for the 4 possible "pawn" types from point 3 above.

5. Opening and locking "gate" logic for doors that are powered. For example, to be able to create an "AND" gate for two doors that, when open, will lock another door but only for certain pawns. Should have rules for the 4 possible "pawn" types from point 3 above.

I know there was a mod (I think "Lockable doors") but it was not updated to B19 nor 1.0. Also, what I'm asking for is more complex overall.

Thanks!
#8
Help / C# modding help with Rimworld structure
January 24, 2018, 12:37:54 PM
Hello,

I just started looking into how to mod Rimworld (decompiled the assembly, set up the programming environment + GIT, etc), but I need some help with understanding the inner structure of the code.

For now, my goal is the following: getting all the available buildable recipes for weapons and apparel (only), getting the stats of each of these items, then making a menu and displaying them there.

1. What mod do you suggest I take a look at that adds a new menu and is not very complicated?

2. How do I get a list of all the weapon&apparel recipes that are available to build at a certain point in the game (i.e. when the player clicks on the menu)?

Regarding this, I found a list that contains all of the Defs from the game, in the DefDatabase class:
DefDatabase<ThingDef>.AllDefsListForReading

In other methods I saw an iteration over each element of this list, and for that each element there seems to exist a list of recipes:

for (int i = 0; i < thingDefs.Count; i++)
{
    foreach (RecipeDef x in thingDefs[i].recipes)
    {
      //do something
    }
}


Questions: 

  • Is this the most efficient way to get all of the recipes?
  • How can you tell if a recipe is for a weapon/armor and not something else? There is a "IsWeapon" (also "IsApparel") property but it is under ThingDef. Should I first filter the defs using this property and then get the recipes?
  • In the DefDatabase class there is also a method called "AddAllInMods()" - do I need to call this method before checking for recipes, or is it called/cached when the game starts (or similar) ? I want to get all the recipes, not just the vanilla ones.
  • What does the property "AvailableNow" actually mean for instances of RecipeDef? Whether or not the recipe is suspended in the production table? If it's available to be built according to the technologies researched? Something else?

3. How do I get from a recipe to the item itself (even if not actually built), then to the item's stats (e.g. short accuracy, damage, burst shot count, blunt protection, social chat impact, etc ?

4. Is it possible to limit the recipes found above only to those that can be built (i.e. there are production tables on the map)?

Sorry for all the questions... just trying to understand the base structure of the code (and not being very successful)  :-X

Thanks
#9
Hello,

I'm looking for a mod that allows for keeping visitors in your medical beds until they get properly healed, plus allowing you to feed them wherever they are on the map. Should be compatible with Hospitality.

Here's what happened: a visitor came that had an addiction problem. While moving around the colony he collapsed from withdrawl. I rescued him and tried to cure his addiction, but the moment he could move (even if extremely slowly), the visitor wanted to exit the map. Of course he collapsed again somewhere away from my base and died from malnutrition (didn't care to rescue him again).

This is what I want a mod for: prevent visitors from leaving medical beds until they get cured of possible illnesses that can cause loss of motor functions. Also, the ability to feed a collapsed visitor no matter where he is on the map.

Thanks
#10
Hi,

There are three QOL features I would really like to have:

1. Make it clear, for each clothing item, also from any of the crafting benches (by mousing over the recipe), what layer it covers (OnSkin, Middle, Shell, Overhead, FullHead etc). There is a mod that did it for the tailoring bench (it categorized the clothing items into the body parts they cover and, on mousing over a recipe, it showed all of the stats - %armors, layer, body parts covered, stats). I would very much like a way to generalize this and make it mod-independent (i.e. to show this information no matter what items are added to your game, regardless of the crafting bench).

2. Similar to 1., but for weapons. For example, showing only stats like [range, damage, number of shots, cooldown, warmup, accuracies] is enough. They should show up for every crafting station and all weapons.

3. An item comparison tool. This is going to be rather complex, but extremely useful. As a general guideline:
Clothing:

  • - Clothing can be firstly filtered by the quality (just like in vanilla Rimworld - using a slider);
  • - Clothing can be secondly filtered by the body parts they cover (multiple checkboxes);
  • - Clothing can be thirdly filtered by the layer of skin it covers (multiple checkboxes);
  • - Should have added support for mods like "Infused" - a simple checkbox to include/exclude infused items;
  • - "Infused" items should have all of their stats counted in;
  • - Each stat an item can have should be able to be ticked on/off of the comparison list, thus including/excluding items that have that stat;
  • - The comparison list should allow for multiple column ordering.

Weapons:

  • - Weapons can be firstly filtered by the quality (using a slider);
  • - Weapons can be secondly filtered by their range (melee, short, medium, long) - by 4 checkboxes (maybe even allow players to configure these ranges, except melee);
  • - Weapons can be thirdly filtered by shooting multiple bullets with one burst or only one (by two checkboxes);
  • - Should have added support for mods like "Infused" - a simple checkbox to include/exclude infused items;
  • - "Infused" items should have all of their stats counted in;
  • - The comparison list should allow for multiple column ordering.

Special feature:

  • - The comparison tool should allow for the selection of a pawn in one side of the window, then allow you to preview the values of the pawn's stats by simply clicking on gear items. Basically a preview window where you can see how the pawn will look like and what stats he/she is going to have with the selected gear.
  • - Must definitely include information about which [body parts + layers] remained unprotected by the selected gear.

If someone wants to begin this project, I can draft a picture of how the comparison window could look like (if needed).

Thanks!
#11
Mods / [Mod request] Disable firefighting when raining
January 09, 2018, 01:58:43 PM
Hello,

Just as the title says, I'd love to have a mod that disables firefighting for every colonist each time it's raining outside. To make it a bit more advanced, a firefighting area could be configured, or to disable it only "outside" but not "indoors" etc.

Thanks :)
#12
Mods / [Mod request] Change room type
January 04, 2018, 03:59:12 PM
Hi,
I would like a mod that allows the changing of a room type (e.g. from Recreation to Workshop/Dining/etc), if the new type's conditions are met.

Putting some joy objects in a dining room incorrectly changes it to a "recreation" type and I really hate this. It also seems that colonists actually care about this room type, enough that they won't eat at the 2 huge, legendary tables that are present there.

Thanks
#13
Mods / [Mod request] Stockpile management
January 01, 2018, 10:10:59 AM
Hello,

I would like a provides more customization to stockpiles in general. For example, at the moment, if you have a general stockpile (with food, corpses and apparel) and set the required quality of items to [good -> legendary], animal corpses will not be brought to it anymore.

It would be really nice to have the ability to set the quality/hp% of each item category instead of the whole stockpile.

Thanks
#14
Hello,

I would like to request a mod that could set pawn work priorities according to the existing (powered) production tables on the map.
For example, with:

  • - 2 Mending tables
  • - 2 Machining tables
  • - 1 Bionics table
the mod should be able to do the following:

  • Set up a priority for each different crafting-related job (mending/machining/making bionics)
  • If there are more production tables available for a crafting-related job, allow for a second layer of priorities for them. Simply selecting the tables in the order you want should be enough. If no specific order is specified, it should be as it is currently (random?).
  • Allow for easy import/export of these setups (possibly even for new maps), except for number 2.
  • If a table gets deconstructed/moved/unpowered/etc, then the second layer of priorities should simply ignore it (maybe provide a warning somewhere).
  • When the general work priorities make a pawn do a certain job (e.g. Crafting), this mod should take effect.
  • The mod should be compatible with mods that add production tables or change them (e.g. Enhanced Worktable Management).
  • Possibly expand the mod to other general job types (e.g. Plant cut -> with selecting plants in the order you want them cut).

I'm basically asking for the opposite (kind of) of restricting a table to a certain pawn.

#15
Hello,

I'm having an issue with my colonists sometimes starting an endless loop when changing their clothes (dropping current item, picking up another, dropping this one, picking up the first one -> repeat indefinitely).

As for the mods, I am using Outfitter, Infused and the A17 patch for Outfitter Infused. The items that start the loop have different stats, but sometimes it also happened with identical items. Forcing colonists to wear certain items doesn't help either (they still do the loop).

Did anyone else have this issue? Is it even a bug, or am I doing something wrong? There are no errors in the logs when this happens.

Thanks

[attachment deleted by admin: too old]
#16
Help / Applying melee damage and cooldown to an item
December 30, 2017, 03:09:36 PM
Hello,

I would like to add melee damage and cooldown to a custom item (I'm basically trying to fix the following error:  https://ludeon.com/forums/index.php?topic=35678.msg388478#msg388478).

Can someone teach me how to do this properly in B18 (or what I'm missing)?

Thanks :)
#17
Mods / [Mod request] Changed eating behavior
April 07, 2017, 11:29:51 AM
Hello! The idea is quite simple actually (don't know if it's been suggested before):
- instead of having an activity called "Eating", make it more granular such that it contains more possible sub-activities. With this, one more survival aspect can be added: drinking! (non-alcoholic liquids).

Isn't it strange that after eating a lavish meal made up of a few kinds of meat and vegetables your pawns don't require any beverages? Well, I believe they should also drink something if they are to survive.

How much does drinking take up from our eating periods? Maybe 10-20%? No, it doesn't matter that you do it after you eat or during the meal.

Basically it boils down to this:
- create common drinks and ways to make them (water, fruit juice, etc);
- create containers with proper weight values and volumes (for simplicity, e.g., 1 bottle = 1litre = 1kg weight).
- create a new characteristic - Thirst;
- make it have different levels requiring different amounts of liquids to get rid of, over a small period of time;
- include Thirst in the "Eating" activity as taking up max 20% of it;
- make pawns always get something to drink as well as food (when they need to eat);
- if not having any refreshments to drink over a period of maybe 4 days(on average), they simply die of thirst;
- further possible enhancements to the idea:
* alcohol increases thirst after some time;
* weather conditions affect how quickly pawns can die of thirst(e.g. In the desert - less than a day);
* pawns can eat snow to replace the need for water but that makes them exhausted rather quickly and depending on the quantity eaten (yes, the body needs to expend more energy to liquefy/melt the snow and process it as water);
* under dire circumstances pawns can drink the water from puddles and such, with a high risk of getting really dangerous diseases;
* under the same dire cases, pawns can drink sea water but have an ever increasing chance of going crazy and doing some nasty stuff, as well as having their organs damaged permanently;
* some types of meals can quench thirst by some degree (e.g. Soup);

Obviously, there should be a way to restrict pawns from drinking certain beverages (and/or from different "natural" sources).

Thanks!

#18
Hello. Here are some ideas I would like implemented in the game as different mods (or even a single one). If any of them are already present in an existing mod (even a non-released one), please let me know!

  • A search box in the research tree, with a button to jump to each project containing the text (both in the title and in the description)
  • A way to compare weapons/apparel before crafting them. Outfitter does this in a way for clothes, but not exactly what I have in mind. The most suitable way would be through a menu (like Research, Assign, etc); simply show all the weapons/apparel you can currently craft (in 2 separate sections), allow me to tick a checkbox on the ones I want, then to press a button which will open a new contextual window (like the Compare Apparel Score from Outfitter mod). Here, all the stats will be written top-down, with each item on a different column, in order to immediately spot the differences. Would be probably best to make it compatible with Combat Realism :D
  • A way to improve the beauty factor of the natural stone walls from the map (i.e. all the walls that were/are not built by someone, like mountains). I do not want a "cheat" fix for this, but rather some way to build tapestries of increasingly better beauty and apply them on the walls. Basically like a carpet for walls that will change their appearance into something nicer without having to mine them and build your own.
  • Adding quality to stone blocks, differently than usual. When using the Stonecutter's Table we could have 5 possibilities for the desired quality: improvised, rough, normal, improved, superior. You choose one, and the stacks of stone blocks made at the table will have better stats: -20%, -10%, 0%, +10%, +20% more hit points for everything crafted with those blocks. The better the chosen quality, the more time it takes to make the blocks (and vice versa), like -40%, -20%, 0%, +30%, +60%. Not many will use the quick crafting options, but linked with my next idea there could be some situations where it is viable. This idea can be expanded to other crafting tables (eg: food - meals provide less/more nutrition, but take less/more time to be crafted). Basically, I want to apply the quality trait to some items for which it doesn't do anything right now and balance it in terms of crafting time. If you craft something from combined stacks in terms of quality, the result should be a weighted average.
  • An approximate "mob" timer. By mob I mean raids, mechanoids, mad animals, manhunter packs - basically anything that can move and come for your colonists in some form or another (not poison ships and such, for example). This timer will provide an approximate countdown, in hours, until the next mob appears. This is NOT a general disaster timer (i.e. showing the time between disasters show up). The approximation should be balanced, like +/-1 day. Obviously, this should require extensive research and resources to build and can even be the first target mobs go for when attacking your colony.
  • More details when pressing the "I" button on the animals from a trader. The missing key info is the kind of skills you can train that animal (e.g: it doesn't say anywhere that a monkey cannot be trained to haul things because it's too small. I think there are more game objects that should have more information displayed when pressing that button, but I don't remember which ones.
  • Allow building doors/walls and other objects over unbuilt power conduits.
  • Add more information for turrets, when selecting them as well as in the build menu (like explosion range, explosion damage, shot cooldown, range, warmup, etc). Would be really nice to have a way to improve their beauty factor and to make quality influence their stats.
  • Wireless power for forward defenses :) should be costly to build and quite inefficient, with some research options to improve it a bit.
  • Camouflage. For both pawns and turrets. Makes them invisible to enemies unless close enough or using certain items/tech/gear/etc to make spotting easier.
  • A complete overhall of the gear wore by pawns, in terms of stats. I would like to see, in an obvious/intuitive way, each section of the body with the %armor value for the different types of damage, as well as what apparel covers what parts, with the differences (in covered body parts and values) when I want to change the gear with something else.

Thanks!
#19
Hello. It is the second time I get wrecked by some kind of a bug.
The problem is that I cannot load any of my saved games anymore, after a sudden weather bug (not sure this is the real reason). The loading process seems to successfully get to 90% of "loading assets", but then the "Error while loading a map" message appears. I've tried loading older autosaves, but they do not work either. My only option is to start a new colony...

1. The first time it happened, my screen went black and could only see the colonist names moving on the map (no objects were visible anymore). Each movement direction the colonists took, on the way to their destinations the "ground" turned into rainbows (like the artifacts that show up when something is wrong with your video card). I know for a fact that it's not my video card (been testing it with much more demanding games), and the artifacts were only limited to the game window.

2. The second time it happened, it was a "foggy rain" weather outside (see the saved game below), which suddenly covered everything but the colonist names. This time there were no artifacts/rainbows, but the problem of not seeing anything else on the map remained (except the colonist names). There was no special action or event prior to this occurrence.

Link to the saved game: LINK

Any help is appreciated  :)

PS: there were some mod errors, but don't mind them. The game worked fine with everything loaded.

[attachment deleted by admin - too old]
#20
Outdated / [A13] Mod MEGA PACK - reloaded
June 07, 2016, 02:16:28 PM
Hello everyone!  :D

I have reposted this pack in order to make room for more information in the future, since the previous thread was very close to the character limit.




IMPORTANT:

  • This pack includes two mods that I modified slightly to try and get rid of the reported errors: LT_NoCleaningPlease and CombatRealism! If you find any game breaking issues please replace the .dll file from the "\[mod_name]\Assemblies\" folder with the one from "\[mod_name]\ORIGINAL DLL\". I did test them just now and everything SHOULD work fine - no "NULL" pawn errors, automatic turrets working, no "TraverseParms" errors, pawns not getting stuck while cleaning.

  • If you find any errors/bugs related to any mod, please check that mod's thread and this thread for previous occurrences! If the issue is not known, make sure you write a reply/PM to inform that mod's author about it!

  • The Combat Realism mod is at its last version (1.6.5) before NoImageAvailable ceased development for it. Please report any errors related to loadouts or other CR-related misbehavior IN THAT THREAD (also search for Skullywag's Github link for CR bug reporting!).

  • Make sure you always exit the game and reenter it after going into the Mods menu, even if you did not do any changes. If not, you may experience strange behaviors in your games or they might even become corrupted(i.e. unable to make things work properly).




DOWNLOAD LINK: LINK (latest version: v9.3, date: 09-06-2016; for MacOS use Keka or 7zX to extract, Winrar 5.0+ or 7zip otherwise)

GAMEPLAY VIDEOS/TUTORIALS:




NOTES:

  • If you're interested in making power armor helmets invisible, just comment/delete the following line from \Mods\CombatRealism\Defs\ThingDefs\Apparel_Hats.xml:
    <worngraphicPath>Things/Pawn/Humanlike/Apparel/PowerArmorHelmet/PowerArmorHelmet</worngraphicPath>

  • - The Rimsenal Security, AutoEquip and LT_RedistHeat are not currently working properly with this pack, thus I'm keeping them disabled; AreaUnlocker and DarknessRevamp have been disabled only for convenience - you may use them without issues. The AreaUnlocker mod seems to cause the problems ONLY on Linux/Mac; for me it's working perfectly, so you can keep it enabled if it works for you too (see mods' list for ordering).

  • - There is a simple method for changing the mods list when you want to play with more versions of them: start the game with the -savedatafolder="X:\path_to_other_folder\other_folder\" option. This way you can point the game to load from a different save data folder. This includes the ModsConfig.xml so it's actually really easy to switch between playing different mod packs. The game will automatically create the subfolders "Config" and "Saves" if it does not find them at startup. Thank you MarvinKosh for this piece of information!




KNOWN ISSUES:

  • - The CombatRealism mod used to bug out sometimes - either with a "TraverseParms" error or a "NULL" pawn error. I've made a few changes to the .dll file that will hopefully solve those errors. Let me know how it goes!

  • - The LT_NoCleaningPlease mod used to bug out sometimes - your colonists got stuck cleaning. I've made a few changes to the .dll file that will hopefully solve those errors. Let me know how it goes! This does not guarantee the mod won't bug out if you add more mods that influence terrain (e.g. Terraforming)!!

  • - The Rimworld Westernization mod may generate some error messages and may have some weapons bugged! Consider disabling it if anything game-breaking happens and make sure you let the author know about it!

  • - There is a mod overlap regarding hidden power conduits(you can ignore the research). This overlap is harmless and should be ignored; I simply did not want to edit the mods.

  • - The 81mm mortar seems to appear 3 times in the Security tab after researching everything.

  • - The blueprints you setup will not remain in the list after you save and load the saved game (not sure if this is intended).

  • - The ED-MoreVanillaTurrets mod doesn't seem to work with the latest turret improvements from CombatRealism. The turrets do work but they don't require ammo and such. If you find they are overpowered, simply disable the mod. Also, I modified one of the XML definitions of this mod to make Vulcan Cannons work (they weren't firing at all).




User guide to install:

1. Delete or move all mods from the "\Rimworld\Mods" folder (except "Core").
2. Go to:

  • For Windows users: C:\Users\[your user name]\AppData\LocalLow\Ludeon Studios\RimWorld\Config


    • (make sure you have the Hidden Files and Folders option enabled in your file manager if you explore through the path toward this folder).
  • For Linux users: "/home/[your user name]/.config/unity3d/Ludeon Studios/RimWorld/Config"
  • For Mac users: "/Users/[your user name]/Library/Application Support/RimWorld/Config"
Delete(or move/backup) all the files that exist in that folder and copy the new "ModsConfig.xml" file, which is at the root of the attached mod pack archive, in the Config folder.
3. Extract the archive(i.e. the folders) into the "\Rimworld\Mods" directory.
4. Start the game, check that the mods appear correctly (through the menu) and play!




CHANGELOG:

  • 15. Date: 09-06-2016 - Pack version v9.3 - Updated: ED-ReverseCycleCooler, Hospitality to v1.13c. Verified that the pack works properly with a fresh start.

  • 14. Date: 07-06-2016 - Pack version v9.2 - WILL REQUIRE A NEW COLONY! Updated: Caveworld Flora, ED-Plants24h, ED-Omnigel, ED-MoreVanillaTurrets, CCL to version v0.13.3; cleaned up the code for the changed .dll for LT_NoCleaningPlease - should work properly unless you add mods that alter terrain features that conflict with this mod; rechecked and retested that the changed .dll for CombatRealism works without the "NULL" pawns and "TraverseParms" errors.

  • 13. Date: 02-06-2016 - Pack version v9.1 - Changed the assembly of CombatRealism to fix an issue with the automatic turrets (they were not firing anymore).

  • 12. Date: 01-06-2016 - Pack version v9 - Updated Hospitality mod to v1.13b and VeinMiner. Re-enabled ED-Autoloader. Made a few changes to the assemblies of LT_NoCleaningPlease and CombatRealism to try and fix some of the reported errors. Added the Extended Storage mod. Might require a new colony to play! Make sure you read the "IMPORTANT" section!

  • 11. Date: 24-05-2016 - Pack version v8 - Updated Hospitality mod to v1.13 (now has CR compatibility) and the KNOWN ISSUES section; disabled DarknessRevamp and AreaUnlocker mods to prevent some reported issues - if you want/need them, do enable them again(check the mods' list for ordering)!; added the AnimalHideWorking mod, and the CombatRealism patch for ED-Shields.

  • 10. Date: 20-05-2016 - Pack version v7.1 - Updated CCL to version 0.13.2.1. This will get rid of the bug with loading saved games!

  • 9. Date: 19-05-2016 - Pack version v7 - Updated CCL to v0.13.2; updated CR to v1.6.51. Added more mods: LT_Soiling, DarknessRevamp(brighter)+more lights addon, More Traits. Updated the KNOWN ISSUES section.

  • ...
  • 1. Initial release