Howdy + 1.0 download ?

Started by sirdave79, March 01, 2020, 04:51:56 PM

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sirdave79

Howdy Ladies and Gentlemen.

I bought rimworld Last week. I followed it pretty closely back in 2014 but haven't looked at it since. I've seen plenty of lets plays on my youtube feed but not watched any. A friend was banging on about it recently, the royalty add on got him going.

I watched a heavily modded lets play and decided rimworld has come a long way and it was time for me to buy in. Its come a long way since 2014, even though the version history suggested otherwise to me. I posted here in 2014 asking Tynan some questions, he was quite active back then and he replied. I was asking him about possibly introducing an "adventure mode", \and whether he ever saw the game being relevant to anything outside the map youre playing on t the minute. The answers he gave made me think ill look back at this later.

Well when I saw the/a globe in the lets play, and the mods for factions I was interested. Since then repeated references to caravans, world quests, raiding enemy sites, multiple colonies etc really made me want in. I am super impressed a multiplayer mod has seemingly been made functional (from watching lets plays) even if I don't think ill ever use it.

Go ask Toady (dwarf fortress developer) if hell ever implement multiplayer or if its even possible in dwarf fortress via a mod (/ever). LOL.

Im currently setting up a modpack and an edb prepare carefully embark. I've grabbed the children and pregnancy mod (I grabbed 1.0 from steam as there seem to be a higher number of mods available for 1.0 than 1.1) which seems to work fine in 1.0. I want to setup a multi generational fort. Ive done 2 generations in dwarf fortress which takes way longer than rimworld.

Its basically cheating I know but im setting up 8 married couples at about 45 years old with 4 children each at about 20. Im then going to marry all the second gen children appropriately then setup 4 children at age  4ish for each of the second generation for 3 total generations inside the fort. I want to "breed" the clans/prime houses setup multiple colonies, dominate the world etc etc.

Now after rambling I have a question (s).

I have downloaded 1.1 from the direct link after paying ludeon. I've setup my steam version using their (ludeons) scheme. I have set steam to run the 1.0 version. Ive got a silly number of mods subscribed and im finding it difficult to narrow down the ones causing problems. I unselected all mods and im still getting errors in my debug log (lots). I assumed/imagined if I unselected all my listed mods they would not be run and I would  therefore see 0 errors in debug log but that doesn't seem to be the case. I figured id need to unsubscribe to all mods and favourite them so I can add them back. That's a lot of work I don't want to do. (about 200 mods).

I thought "I know ill copy my steam directory and place mods in the folder manually. Trouble is my copy of the steam folder is reading the workshop folder still (probably obvious this should be the case) and im getting errors in debug sill with 0 mods selected. Obviously copying the steam version to another location has made 0 difference.

Im wondering if anyone has ever requested a 1.0 download officially having received 1.1 ? If theres any way I could copy mods selectively from my steam install to a non steam install that is version 1.0 (since I have downloaded 1.1). Seems to me theres a lot of mods on the steam workshop that are much more easily obtained than anywhere else.

I will ask ludeon direcly but im hoping somone has set a precedent. In the meantime I guess I'll set about favouriting all my mods and clearing my steam directory.

sigh....... ill be playing soon

EDIT OK im having issues with harmony running some mods that I think may have been updated for 1.1.

Im getting harmony errors today that I know I wasn't getting last week.

Canute

QuoteIve got a silly number of mods subscribed and im finding it difficult to narrow down the ones causing problems.
Yep thats a generell problem for all new people who start to use mods.

Enabled developer mode at the option, so you have access to the log window (top icons).
Deactivate all mods at first.
Then activate mods at small batches.
Check the log window each batch if error's show, try to identify the mod which cause the error.
Confirm that all mod's have required mod loaded before the mod who need it.

Since you want to use 1.0 and many modder made 1.0/1.1 releases you will see many errorslike
QuoteXML error: <packageId>Mlie.AnimalHarvestingSpot</packageId> doesn't correspond to any field in type ModMetaDataInternal. Context: <ModMetaData><name>AnimalHarvestingSpot (Continued)</name><packageId>Mlie.AnimalHarvestingSpot</packageId>
You can ignore these, since 1.0 don't understand that syntax.
Prolly you see these warning too
Quote<targetVersion> in mod About.xml is deprecated! Use <supportedVersions> tag instead. (example: <supportedVersions><li>1.0</li></supportedVersions>)
Malformed (correct format is Major.Minor) version string on mod BioReactor from NukaFrog "1.0.0" - parsed as "1.0"
You can ignore that too, if you like you can manual edit the about.xml and replace the <targetVersion> part with the <supportedVersions> part like the warning mention.

Using the Fluffy modmanager maybe help you to see mod dependies easier.
Personaly i would activate at first Libary mods like hugslib,jecstool,Alien framework because many other mods need them.
Then Quality of life mods, tweaks,GUI mods.
Mods that add useful stuff you allways want to use, like storage,hygiene,power,...
at the end races,faction,big event mods.

Since i don't have steam i can't verify it myself.
Install 1.0, then copy/rename the install folder manualy. And start the rimworld.exe direct from there.
There is somewhere a guide to local copy the workshop mods.
Yes the workshop is an easy way to get mods, but it is easy for modder to drive player crazy when they doing updates and breaking player safegames too.
This happen alot during Rimworld release changes ! :-(

sirdave79

That was a better reply my post deserved, thank you. I was being lazy and whiny.

Last night I finished doing it the hard way, most of my desired mods are now running with 0 errors in debug log. Furthermore im much more familiar with which mods are throwing any errors and which errors are being thrown

Thanks for those example errors thrown by a 1.1/1.0 updated mod, thatll help. I'd planned to get as much as I could running with 0 errors and then closely examine the functionality of mods throwing single errors.

I did end up favouriting all my desired mods, unsubing to them all and then using my favourites to add them back 3 or so at a time. wasn't as bad as  id feared.

Also I don't like mod manager, I cant see enough of the list to move mods up or down a lot. I find default mod view is better for that when ur list is long. Steam workshop functioning is nice and user friendly but I didn't expect it to work the way it does never having used it to extensively mod before.

The friend banging on about royalty suggested I get 1.0 versions of mods that are throwing errors from their GitHub/ludeon forum/other source which is a good shout.

Also ive found performing a binary search is much easier in windows to move half my mods out of the mod folder without fiddling with the mod list.

Im working around inability now.

Cheers