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Im not sure if all of this works the same way if you set the game to use cloud saves though, or if you would have to copy or zip the save folder and then place it again after you have done your wipe.
It definitely is possible though. Just by not deleting old saves, I have been able to Verify Files and Repair for a fresh install and wipe all of the mod and temp folders to get rid of all of the old data, while retaining my old save integrity and the mod list that is saved with them. I have saves as old as 1.1 still that I am able to load and they will ask for me to load the old mod list.
It does, in two different forms. All you really need to do is use import/export list. Mods in RimWorld are not placed in the base game directory, you don't need to uninstall anything to play vanilla, just disable the mods on the list. So you take a mod list you like and may want to use again in the future, click the export list button to create a file that contains that mod list, and then you can import from that file whenever you want to switch to those mods. This functionally works like "profiles" that you mentioned.
The other option in RimPy is to create a mod pack, this allows you to store the current mod files in addition to the mod list and any configs so you can return to that exact game state whenever you want, this allows you to protect a save from potential breakage if any of those mods update on the workshop because you are storing and using offline copies instead. This is the "create pack" button in RimPy, then you can swap between packs in the "mod packs" tab, though you need to save the packs to a certain folder for them to show up there (might be the base game mods folder, I don't remember). Mod updates breaking saves is very rare so this is not a feature I personally use, but if you play very long term saves or want to return to a save many months later and want that extra security, the option is there.
I personally only use workshop mods because they will auto update and with Github mods I will need to go download the updated mod then replace the old mod. I am lazy.
I could but nothing on Github interests me other than Hardcore SK and that mod I run on my non steam Rimworld and SK has an option to check and update files when you start the game. SK is the only reason I have my non steam Rimworld installed because I have been a big fan of that mod since they first released it. I would say it ranks as my most favorite mod of all time.
Most mods on Git make it to the workshop anyway or at least the ones I like do so it is all good.
By the way. Thanks for sharing SK. I wasn't aware of it, so I watched a short YouTube video. It looks awesome. I might have to check it out.
It is a really stable mod pack that makes big changes to the game. In the past installing it was not that easy but they now have a self installer and it works great. They recommend you drop the difficulty down a level from what you usually play at because it does make it harder and I agree because at higher difficulties it will get brutal fast.
The nice part is they modified most of the big mods they included to work nicely with the other mods in the pack so it is very stable, they even got CE to run stable and play nice with other mods. Hope you enjoy it.