Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Thanks in advance.
A big fan.
but I hope my mod manager is still good, reason is that important mods or mods that I know get changes often or are likely to get removed (forks) I had the mod manager I had download a copy.
No the copy wont get updated, but it also wont get removed if the content on steam is removed.
-Yes, I still saved a copy folder seperate from that manual folder to double make sure. This way if steam or the mod manager both flaked on me I have a extra backup. That has saved a few games of rimworld for me about 7 of them. Redundancy is great, especially for Forked mods
https://steamcommunity.com/workshop/discussions/18446744073709551615/2659870916608451301/?appid=294100
hi if this mod is only making notes about timing, im guessing that you can still play your game even without this mod. (for example in an older version i was using this in i think v1.1 or 1.2, to help me track down some other mod issues, and then once i got things working ok again, i didnt need to use this particular as well. (it did a good job and did its job) :)
one thing you can do is to make a full backup of your game and ludeon folders with saves, and then give it a go to see if anything else happens.
(for me, i actually only enable & use mods that are in my games "mods" subfolder, to avoid the risk of any mod suddenly changing or vanishing from workshop, but it requires a 2nd copy of all mods, and doubles the space used by the game :)
https://steamcommunity.com/sharedfiles/filedetails/?id=2899340990
instead for the moment
ho ho ho chi minh
ho ho ho chi minh!
Clearly this mod is not working as intended.
Actual startup was 392s
Tested with 344 mods
Didn't work like that before, but I guess at this point the mod's broken
The game took about 20 minutes to startup, but startup impact is only claiming about 6 minutes with the largest time sink being vanilla expanded framework at 1 minute.
So the utility is still useful, the mods taking the most time are the culprits of extended loading time. Just don't use the time reported as an absolute measure of the issue.
Not directly related to mods: 49.7s - alllright, whatever - I guess that's fine...
Not measured: 401.6seconds.
Cool. That's super informative and helps me narrow down what's go - no come on what the fuck does that even mean? This is useless.