Ludeon Forums

Ludeon Forums

  • September 27, 2021, 09:23:45 PM
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: How to activate mod's at a good way  (Read 1774 times)

Canute

  • Transcendent
  • *****
  • Posts: 9999
  • Refugee
    • View Profile
How to activate mod's at a good way
« on: June 23, 2021, 07:10:10 AM »

There are 6500+ mods for Rimworld 1.2 on the Steam Workshop (june 2021) and not every mod is errorfree.
That mean's to check the mod discussion could be helpful before you add that mod.
And not every mod works fine with other mods.
If such incompactible are known, they are mosttimes a note at the mod description.

That mean's simple adding and activate mods mosttimes lead into trouble. Starting with not to generate a new colony with possible critical errors that don't let you load the savegame anymore or made the current colony unplayable.

As player your once chance for a succesful playthrough is to have no errors at the log window after you start Rimworld/activate mods.
Later during gameplay it is mosttimes impossible to find out what mod cause the problem, and even when you could find it out, not every mod is safe to remove from a savegame.

It is an good idea to have the developer mode on when you play with mods. Then the log window auto. popup when you got error's.
When you activate mod's do that in small batches. At this way you notice early when a mod throw out errors.
Identify the mod.
Check if the mod got some requirements and that these are loaded before the mod. Normaly you should easyly notice that at the mod window when the name is red. Mosttimes an autosort can fix that.
Take a look at the mod discussion if that error is already be known, if not leave a comment and ask the mod author.

Better don't use a mod that throw out error's one or more function of the mod don't work correct anyway.
If you got some expierence you can ignore some minor errors like when you see a missing sound.def.

Rimworld don't need a special mod loadorder anymore, or at last it is allready be displayed at the mod window if you need to load before/after some other mods. When the mod author know about it and add it at the mod.
Personaly i like to order/activate my mods at following
- libaries like Hugslib,Alienframework
- UI mods that enhance/modify the Userinterface but not the gameplay like Allowtool,More Planning
- gameplay enhancer, that made the pawn's smarter  like Common Sense or Smarter Construction
- Utility mod's you basicly like to use all the time, like Deep storage, furniture or Dub's hygiene
- Weapon and armor mods
- Races

And now go and play !


Does anyone got any improvents about this text, just post it. Even when it is one of my many grammar errors.