Mod List Problem

Started by cjayr369 | KagoMakoto, November 11, 2019, 05:57:58 AM

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cjayr369 | KagoMakoto

I'm having a problem with my mods. By problem I mean, I don't know how to arrange it without getting any conflicts like telling me I don't have wood to make a table when I had a lot of stacks of woods.

I'm not asking to make you fix my mods for me, but I'm asking to compare how I should have arranged it, cuz I don't know what mod conflict on which one. So please tell me which one should be on top of which.

Here is my Mod list

Core
Startup impact
RuntimeGC
HugsLib
Humanoid Alien Races 2.0
JecsTools
TD Enhancement Pack
Forsakens
Miscelleneous 'CORE'
More Planning
Project RimFactory-Core
Doors Expanded
Fishing
Replace Stuff
Facial Stuff 1.0
Alien Faces
Androids
Rimmu-Nation-Clothing
Misc. Endgame
Cargo Pod Transport
Nature is Beautiful v2.0
Seasonal Weather
Real Ruins
Realistic Darkness (Light Version)
Enhanced Battery
RimFridge - 10
Tilled Soil
Go Explore!
Misc.Bees'n'Honey
Electric Butcher Table
Quarry 1.0
Smoked meat
MendAndRecycle
Veinminer R1.0
Blueberries
Hydroponics Growth Sync
Harvest Sync
Harvest Yield Patch
Reclaim, Reuse, Recycle
Anti-tunnel Wall
Fences Amd Floors
Support Beans
ED-Embrasures
Red Horse Furniture
Mechanoid Power
Shield Generators by Frontier Developments
Cybernetic Organism and Neural Network
Vanilla Furniture Expanded Core
Vanilla Furniture Expanded Medical Furniture
Replimat
Sun Lights
Glass+Lights
Dubs Skylights
Portable Power Generator
Industrial Rollers
PowerSwitch
Turn It On and Off v1.3
Advanced Powergeneration
Coffee amd Tea
Rimworld Spartan Foundry
Advanced Parka Mod
Vanilla Apparel Expanded
Vanilla Armour Expanded
Gloomy Hair
Lovely Hair Style
Rimsenal-Rimhair
Chicken Mitchell - Hairstyles
MoreDetailBody
Blueprints
Misc. Training
Dual Wield
RunAndGun
Search and Destroy
Lockable Doors Ex
Therapy
Ugh You Got Me
Share The Load
Please Haul Perishables
Pawn Rules
Just Ignore Me Passing
Run and Hide
Cleaning Priority
Common Sense
Dubs Rimkit
Misc. Robots
Misc. Robots++
Vanilla Animals Expanded
Panzer Muffalo
Achtung!
Defensive Machine Gun Turret Pack
Mass Graves
Spotted
More Vanilla Turrets
MGS-CQC Takedown
MGS-Incident Sound Effects
MGS-Faction Militaires San Frontieres
Avoid Friendly Fire
Simple sidearms
Misc. TurretBase, Objects
Vanilla Weapons Expanded
Rimmu-Nation - Weapons
Set Up Camp
Faction Discovery
More Faction Interaction
Faction Control - 1.0
Five Second Rule
Toggles
No more sleeping Z's
No Random Construction Quality
Steel Slag Buff
Stack XXL
Stockpile Stack Limit
Labels on Floor
ED-EnchancedOptions
Better Workbench Management
Dubs Mint Minimap
Dubs Mint Menus
Defensive Positions
Relations Tab
RimStory
Research Tree
Squad UI Tweaks
Toggle Harvest
Camera+
Allow Tool
Conduit Deconstruction
Better Pawn Control
QualityBuilder
Interaction Bubbles
Food Alert
Numbers
Blueprint Totals Tooltip
I Clearly Have Enough!
RimHUD
RimThemes
RimSaves
Rimworld Search Agency
Area Unlocker
Incident Person Stat
Colonist Bar KF 1.0
Tribal Headgear Retexturing
Vanilla Weapons Retextured
EdB Prepare Carefully
RPG Style Inventory
Jabbamonkey's Graphic Overhaul
Bulk craft
DermalRegenerator 1.0
Expanded Prosthetics and Organ Engineering
Scar Removal
Tenants
Treated Cloth
Uranium Color is Uranium!
BugOff
Prison Labor
Don't Drop Weapon
Bullet Casings
DontBlockDoorMod
Light Radius
Level Up!
More visible pause
Stone Rebalance
Auto Seller
Auto Caravan Equip
Mod Manager

Canute

Hi,
there are only a few mods that matter the load order, and normaly it is writen at the mod description.
Like many mods need hugslib, or when you add a race you need the Alienframework.
You can try out mod sorting tools like
https://ludeon.com/forums/index.php?topic=49371.0
https://ludeon.com/forums/index.php?topic=48518.0 (use the windows executeable if you use windows)

But it allways can happen that mod's didn't work well together with other mods.
That why it is important to keep your mods updated (if you installed them manualy) and activate mods at small batches, so you can see early if a mod throw out error's.

Better don't use a mod that give your error's on Rimworld startup then to risk a critical error later at the gameplay.

cjayr369 | KagoMakoto

Quote from: Canute on November 11, 2019, 06:28:31 AM
Hi,
there are only a few mods that matter the load order, and normaly it is writen at the mod description.
Like many mods need hugslib, or when you add a race you need the Alienframework.
You can try out mod sorting tools like
https://ludeon.com/forums/index.php?topic=49371.0
https://ludeon.com/forums/index.php?topic=48518.0 (use the windows executeable if you use windows)

But it allways can happen that mod's didn't work well together with other mods.
That why it is important to keep your mods updated (if you installed them manualy) and activate mods at small batches, so you can see early if a mod throw out error's.

Better don't use a mod that give your error's on Rimworld startup then to risk a critical error later at the gameplay.
Yeah~~~ I'm using the non-steam one, so the first one wouldn't work as I was told. And while the second is I'm not completely sure it actually works when it somehow messed it some of the arrangement around.

I just want to get a guide for me from those that use tons of mods loaded or maybe have someone who had the mod already download and sorted and get a picture of it for a guide.

Canute

At first.
- Mod Manager and mod's that change the rimworld appearance like Rimtheme,Better loading.
- Libaries, like hugslib.
- mods that change/add something to the GUI, improve handling of the gameplay like Allowtool, Rimworld Search Agency.
- small mod's that add useful item's, like Tradingspot,RimFridge or storages.
- other mod's you want to have allways at any colony you start.
- Weapon and armor
- Complete faction/race.

I would keep mods from a series together, like the Giddy Up ones, even when it isn't nessesary but then you have a better overview.
BUT allways keep an eye on the dependies of a mod, so that mod is loaded before the mod which need it.
Some mod author's say that their mod need to be loaded at last (Yes,Vehicles) or before Core.

Don't activate all mod's at once, do it at small batchs.
Then you notify early if error's appear at the log window (you need to have dev. mode on) and can exclude that mod.

ForeverZer0

Quote from: cjayr369 | KagoMakoto on November 15, 2019, 01:41:35 PM
Yeah~~~ I'm using the non-steam one, so the first one wouldn't work as I was told.

There is no difference in either between "Steam" and "Non-Steam", it is simply a matter of where it comes from. Steam Workshop simply automates downloading and extracting the mod to your mod folder.

cjayr369 | KagoMakoto

@Canute
Thanks for the guide, I'll try to reply back on the result after I fixed it.

@ForeverZer0
I know there's no different from the two, but the two links that were given to me are different. One is dependent on the steam user while the other link is used for both steam and non-steam.

Penchekrak

Both of them are steam independant. Canute gave you wrong information. But your problem may be not in mod order but in mod incomaptilities or lack of mod-to-mod compatibility patches.

Canute

Yep, both mod sorting tools can be used without steam just tried it out myself.
I just thought RimPy wouldn't work since the database in on steam, but he included a local (ofcouse it isn't update) database at the package.
Since Rimpy got a nice GUI, RWMS got the better database IMO.

But even Fluffy's Modmanger would show mod dependies, and mark mods which are miss other mods or are at the wrong position.

cjayr369 | KagoMakoto

@Penchekrak @Canute
Oh, didn't know that. The first time I tried the RimPY is on Window 10 and it won't open, and when I tried it at home it only arranged by alphabetical. So gonna tried again outside cuz I don't have any internet connection at home. So~ yeah.