RimWorld

RimWorld

Sparkling Worlds - Full Mod
938 Comments
JoeOwnage Jul 30 @ 1:58pm 
I'm using it with Odyssey it works fine. Park close and caravan over. It would be nice if ship crash sites gave grav panels
SIGMA BOI Jul 26 @ 2:23am 
that's good to hear - thank you for your hard work :)
Albion  [author] Jul 26 @ 2:08am 
I'm currently in the process of looking into it. The mod is still compatible with Odyssey. You simply can't land directly on the quest sites but as a workaround you can land next to them and send a caravan over to it.
I'm working on trying to migrate the Events into the vanilla quest system.
SIGMA BOI Jul 25 @ 4:26am 
o7 won't work with odyssey
Captain George Zappy Jul 24 @ 9:12am 
Hi there. I've noticed that your Mind Altering Device can remove pawn traits which are forced by specific genes (like the Kind trait given by the Kind Instinct gene) and I'm pretty sure that's not supposed to happen. Do you think you can fix this, please?
I've also noticed that the user can receive traits which are usually exclusive to Anomaly creepjoiners, and I'm not sure if that's supposed to happen either.
PcCriminal Jul 22 @ 3:53pm 
unfortunately mod doesn't work with the dlc
ExterminaTor Jul 21 @ 4:05am 
XD
Albion  [author] Jul 13 @ 11:10am 
Unfortunately either someone will have to gift me the DLC or I'll have to see if I can find "alternativ sources".
I don't actually play Rimworld anymore and I'm not going to pay for a DLC I don't intend to use.
ExterminaTor Jul 13 @ 10:31am 
Klaynes me too, no work with new DLC ! The same problem with emitter event
Klaynes Jul 13 @ 8:15am 
Yeah, I have the new DLC. Started a new world to play it and I didn't consider the difference between base 1.6 and 1.6 w/ the new DLC. No worries.
Albion  [author] Jul 12 @ 3:26pm 
Do you use the new DLC?
I was only able to test it with the base game which worked fine.
Klaynes Jul 12 @ 1:22pm 
Seems to be breaking my game. Got the emitter event, but can't enter the location. Caravan just stops on top of the spot and clicking the 'approach emitter' just flashes a text box 'Generating map of new encounter' for a split second on the screen and then nothing happens. Hunting lodge I entered but the scene didn't change and I could only see the names of pawns copying itself as i moved the camera over the overworld UI. Saved in that state and reloaded and it loaded me in a completely empty map. Removed the mod and now the game completely breaks when I enter the world map. I don't have combat extended but I do have about 20 other mods. Everything was working fine until I started using the caravan.
Yeured Jul 9 @ 5:48am 
thanks you, Albion
Kwaan Jun 16 @ 12:09am 
thanks you
Albion  [author] Jun 15 @ 2:09pm 
You should get various errors on loading your savegame since everything related to this mod disappears but apart from that it is safe to remove.
Kwaan Jun 15 @ 7:15am 
Can I remove this mod from my savegame?
horologium Jun 15 @ 12:25am 
im just a sucker for nostalgia with old mods that tend to stick around lol. thanks for maintaining!
Albion  [author] Jun 15 @ 12:24am 
I'm happy you enjoy it. My life changed significantly since I published this Mod 8 years ago. I married my girlsfriend, built a house and had 2 kids. Between demanding job and family there is not much time left over to maintain my mods so I hope you'll have some patience until I fix eventual bugs. I also didn't test the mod super thoroughly but I think it should be fine.
horologium Jun 14 @ 11:29pm 
im glad this mod continues to follow me through the years. thanks for the fun!
Albion  [author] Jun 14 @ 3:56pm 
Updated to 1.6 Enjoy!
Please report any issues.
Albion  [author] Jun 5 @ 4:10am 
@micelus: You'll definitely have some red error messages, especially if you have items from the chemical extraction and/or boomalopes in your colony. Also all related recipes and the neutroglycerine will disappear. Apart from that you should be good to go and should not have any adverse effects whatsoever.
micelus Jun 4 @ 6:15pm 
Hi, first of all, excellent mod! I've been using this for years.

I have a save with the full mod. If I removed it and then used all the modular versions except for the chemical extraction mod, would the save still recognise everything from those modules as identical to the full mod? I.e. no adverse effects on the save?
Albion  [author] May 26 @ 8:43am 
@waffleookiez: the problem is that they are naturally hostile. Even if you befriend them (which you can do) it will require constant care since the relationship will deteriorate on it's own. They are also intended to give a tougher challenge than the normal pirates but have better loot.
If you don't want to have them as an enemy you can open the mod and edit the file in Defs/FactionDefs. Simply remove the line with <naturalEnemy>true</naturalEnemy> and they won't be an enemy in your next colony. Please beware that it might not affect your relationships in your current savegame.
waffleookiez May 26 @ 12:30am 
I have tried looking through but there are too many comments to easily find and I don't believe I can search (if I can please let me know how).

Is it possible to edit Blue Moon Corporation factions natural goodwill? I am happy to have factions that dislike me but maybe not so much.
Albion  [author] May 7 @ 11:28pm 
I'm happy to support anyone doing CE compatibility. I simply don't have the time to do it myself. If I remember correctly there also need to be changes made to the pawn loadouts for the faction.
FiauraTheTankGirl May 7 @ 6:24pm 
I have an honest question because we have a manual patcher, would you be willing to work with someone to create a CE Version or for CE Capatibility?
Assuming everything loads and works, I think all we have to do is add ammunition to the weapons and then put in CE Stats.
Albion  [author] Mar 6 @ 12:18pm 
Yes. Only the faction and the guns cause issues with CE, so using the modular parts you can pick and choose everything else and you're compatible.
2017632033 Mar 6 @ 3:59am 
If I use the modular version of the mod (with features separated) and don't use the weapons and faction - related content, will it be compatible with CE?
Adrianeses Mar 4 @ 8:05am 
should have read this mod is incompatible with ce but the guns with infinite ammo did that job too
Albion  [author] Nov 26, 2024 @ 3:09am 
There might be issues with the weapons and the faction. However I didn't look into it too much. You can always request a patch from the CE Team.
yiersa Nov 26, 2024 @ 1:53am 
why this mod incompatible with CE?I remember version 1.4 working fine
Albion  [author] Nov 19, 2024 @ 12:53am 
My pleasure. I created a mod I wanted to use myself which is balanced with the vanilla experience. I think I mostly succeeded in that attempt. Enjoy the mod.
Teh Link Nov 18, 2024 @ 3:12pm 
this is one of the few mods i keep coming back to on my play throughs.thank you for keeping it alive
Albion  [author] Nov 14, 2024 @ 12:41pm 
@Axiom: for some reason the progress bar is broken at the moment. The pawn needs to stay inside for a few hours (up to a day maybe). If he stays in longer something might be broken.
Axiom Nov 14, 2024 @ 10:27am 
I put a pawn in the mind altering device and nothing seems to be happening. Am I supposed to just leave them in there for a long time or is this broken with other mods?
ChickenBooties Oct 31, 2024 @ 6:33pm 
So I’m trying to figure out how to make neutroamine, but am completely unable to figure out how to use the neutroglycerine for stuff other then chemfuel
⪼ṪÎΣΞɃΞƝΔΞƦ⪻ Oct 25, 2024 @ 12:31pm 
Oh thanks for the quick answer. It's just sometimes hard to find things when you have 300+ mods XD
Albion  [author] Oct 25, 2024 @ 12:28pm 
You need the matter weaver and the corresponding research. There you can weave synthread (and hyperthread).
⪼ṪÎΣΞɃΞƝΔΞƦ⪻ Oct 25, 2024 @ 12:25pm 
So I can't seem to find where to make synthread. A bit of help?
Albion  [author] Oct 23, 2024 @ 11:59pm 
Yeah. The easiest way was to just spwan it at the point where the pod leaves. I could have gone the route of dropping it in via a new pod but the first option was easier and clearer to me.
JemPickens Oct 23, 2024 @ 7:47pm 
Nevermind, im dumb, I just realised where it is.
JemPickens Oct 23, 2024 @ 7:46pm 
How exactly do you use the Beam Cannon after launch? It says I should get control of it after it is in space, but I see no controller?
Rektsmarshal Oct 21, 2024 @ 12:29pm 
Sorry. That incident was from VFEI. My bad.
Albion  [author] Oct 20, 2024 @ 4:21pm 
@Rektsmarshal: please check if they are actually from this mod. I think some other mod copied the event.
I updated the mod a few months ago so the chunks should be viewed as hostile similar to the normal hives and get attacked automatically. Also there is a hard cap on the maximum amount of chunks. I think it's somewhere around 60 but I would have to check the code.
Rektsmarshal Oct 20, 2024 @ 1:38pm 
I regret not turning off infested ship chunks. I got 400+ of those in a single event and manually attacking the chunks is a PITA lol
FatalFox Oct 17, 2024 @ 5:51pm 
Thank you Albion, I didn't realize I had to unload the pack animals, it makes sense though. Still love the mod!
Albion  [author] Oct 17, 2024 @ 1:09pm 
@michallenik8: I would be happy to include other textures if they are provided. Since I'm not a pixel artist myself I had to rely on stuff other people were willing to create for me (most of them for free).
michallenik8 Oct 17, 2024 @ 4:34am 
Im surprised that no one had ever made reskin mod for it. So it would match the vanilla style.
Shimmer Oct 17, 2024 @ 2:46am 
@Stellar

Combat Extended compatibility is something their dev team does, it is not, and will never be, something that's the responsibility of other mod devs.

CE has an inbuilt autopatcher if you're desperate to use this mod with it, otherwise? Literally be patient, CE adds compatibility for the most popular mods on the workshop.
Albion  [author] Oct 16, 2024 @ 10:58pm 
Unfortunately it is not exactly intuitive. You have to set up a stockpile, drop all your caravan stuff you want to trade into it and then walk up to the different traders to trade.