RimWorld

RimWorld

Age of the Rim
72 Comments
karolkrg Aug 25, 2020 @ 6:55am 
Thanks for the answer. I will just probably revert game to 1.0
NECEROS  [author] Aug 24, 2020 @ 3:23pm 
No, this is for 1.0. Search for Immersion+ for mods that probably work. It's 1.1, but most 1.1 mods work. Others that don't work can be found on the workshop being continued by other devs.
karolkrg Aug 24, 2020 @ 1:46pm 
Does it work with Royalty? After loading mod order, mods are grey and game doesn't start.
NECEROS  [author] Mar 17, 2020 @ 11:51am 
This list is for 1.0. It's abandoned.
Coldbody° Mar 17, 2020 @ 7:55am 
So.... I load the modpack, Neither Mod Manager nor Harmony are even in the mod pack so that causes issues, then when I let Rimworld reload everything, all my mods are back to being disabled. I know it says
"You may find some mods in the collection that aren't used in the actual list you load from. These are optional, and you can choose to use them if you wish."
but it looks like over 50% isn't actually used.
I've uninstalled Rimworld, verified, uninstalled all mods, reinstalled the modpack and XML and nothing is changing.. :|
Venticuliar Feb 23, 2020 @ 4:13pm 
After doing a full reinstall and restarting my computer, everything works fine now. Guess it must've been on my end, sorry :P
NECEROS  [author] Feb 23, 2020 @ 12:28pm 
@Venticuiliar

I don't have this problem, so it's very hard for me to fix it. If you wait long enough does it generate? Lots of people have to wait a while for it to spawn, if you have a slightly older PC.
Venticuliar Feb 23, 2020 @ 10:57am 
I also have the problem where the new planet is failing to generate, but I disabled the fence mod, and it still doesn't work.
rev Feb 21, 2020 @ 12:23pm 
The mod Vanilla Fences updated to add 1.1 support and busted everything. Load without that mod and it fixes everything.
rev Feb 21, 2020 @ 11:53am 
That's what I figured, thanks for the reply. I wish the workshop made it easier to see which subscribed mods updated and when.
NECEROS  [author] Feb 21, 2020 @ 11:43am 
Hmmm. Perhaps a mod "updated" and screwed us 1.0 players over. I can't keep this list stable while this is happening. We just need to wait.
rev Feb 21, 2020 @ 11:39am 
I think I have the same issue as Tomo, my saves now load without pawns. Also new game seems to fail when generating a new planet.
NECEROS  [author] Feb 21, 2020 @ 11:35am 
I don't have this problem, Tomo
tomo***** Feb 21, 2020 @ 11:29am 
After last update, I don"t see my pawns anymore.How to fix it?
bb 80 Feb 15, 2020 @ 2:03pm 
Ah ok and one thing that confused me. At the beginning I have an oven or something to make steel but beds are still not invented. Is that intentional?
I'm also getting a few error messages (I think).
NECEROS  [author] Feb 15, 2020 @ 11:31am 
@bb 80 yep
bb 80 Feb 15, 2020 @ 1:12am 
Is it possible to disable the magic stuff without messing up the rest?
NECEROS  [author] Feb 14, 2020 @ 7:48pm 
@greenking13 Look in the options for OgreStack. I prefer the "OgreStack Defaults" but you can choose whatever's good.
greenking13 Feb 14, 2020 @ 6:38pm 
So, wait, quick question. Is there any storage options within this pack, besides vanilla zoning?
NECEROS  [author] Feb 7, 2020 @ 1:45pm 
Should do @Tomo
tomo***** Feb 7, 2020 @ 5:30am 
Hello, does naked brutality work properly in this collection?
[iTG] Mr Snowman Feb 5, 2020 @ 7:20am 
Am I able to do Magicyte refining without getting the drug lab?
Hokuan Feb 4, 2020 @ 1:16am 
Any idea how to fix the naming errors for factions and characters. "Could not resolve Root" or something like that.
NECEROS  [author] Feb 2, 2020 @ 8:36pm 
Альфарий make sure you have your mods all updated through workshop. I you don't load prepare carefully, then you can't see the button for it.
GallantChar Feb 2, 2020 @ 8:28pm 
@rynwinkler I tried to load the game without EdB. When creating pawns there will be button Prepare Carefully even if you haven't turned it on.
rynwinkler Feb 2, 2020 @ 3:59pm 
To the guy whose name i don't have the keys for... Mine stops there too it just takes quite a while to load. like a half hour
Raxx Feb 2, 2020 @ 5:34am 
May I suggest the Faction Discovery mod by Orion? I installed it just after hugslib and now it ensures I have at least 1 of each faction type on the map. If not to add to the modpack but info for anyone who is missing factions on worldgen
GallantChar Feb 2, 2020 @ 4:27am 
I tried to load this modpack, but when I add Prepare Carefully, the game stops loading at the end of CarefullyRelationship defs. Is this fixable?
rynwinkler Feb 1, 2020 @ 8:05pm 
A few of my pawns just standing there. They all have jobs to do. i just started a new colony and i used prepare carefully, so i got those pink squares on some. they went away after i loaded my world again. Could is have something to do with me not getting them to a barber's table? How do i get my pawns to work?
Raxx Feb 1, 2020 @ 1:45pm 
I'm on Randy Random, over time will the other factions advance too then? I've been playing for 10+ hours and still the highest sort of enemies i've faced (Except mechanoids) are using basic plate armour and smgs
NECEROS  [author] Feb 1, 2020 @ 12:59pm 
@Raxx the factions are not at all limited. If you used the Maynard storyteller then they will never get above medieval. Should have the full spectrum of factions
Raxx Feb 1, 2020 @ 11:47am 
Hey another great collection from you, quick question regarding factions. Are the factions that spawn on world gen the only ones there are or do more generate later? Or do they advance their tech levels too as time goes on? I don't fancy getting to space age and only fighting off mainly tribes/medievel factions
ILoveBeer Jan 31, 2020 @ 4:05pm 
oh ok, didn't known that. But nice modpack tho
NECEROS  [author] Jan 31, 2020 @ 3:00pm 
@onelostcub @newbier

Pink squares come from Vanilla Hair Expanded, because you're using Facial Stuff, or loaded pawns using prepare carefully or character editor. There's a reason they aren't in the pack ;)

You can fix it by building a Barber's Table and bringing affected pawns to it.

@Loading...

Feel free. I dislike Work Tab. Rimefeller was removed because it ended up causing a lot of lag. Every pipe added was a logarythmic increase to the ticks per second once you get enough pawns (like more than 16.)

Rimefeller was one of my favorite mods, but in the end it caused a bit of lag and ended up being too easy. Once I removed it I liked my game more.
ILoveBeer Jan 31, 2020 @ 10:21am 
Please add also the Fluffy's Work Tab Mod.I loaded it in myself bc i really need the more priority options and i think many other people too & its not game-changing. Also perhaps rimefeller too? :D
lanman100806 Jan 31, 2020 @ 7:51am 
I believe it was caused by Boats being above Simply Bridges post Rimpy sort
lanman100806 Jan 31, 2020 @ 7:13am 
Sorting the mods with Rimpy actually produces an error that I think is related to Simply More Bridges so your mod ordering is better.
n3wb1er Jan 31, 2020 @ 7:11am 
@Onelostcub; i have the same problem. No clue which mod
n3wb1er Jan 31, 2020 @ 6:21am 
Which story teller do you guys use?
Onelostcub Jan 31, 2020 @ 2:40am 
hey all i've just installed the modpack and booted it up and my sprites are pink squares i could use a hand if anyone is able to help thank you
NECEROS  [author] Jan 30, 2020 @ 7:06pm 
@lanman

It's a neat tool. I'll test to see if it's any better than my own ordering abilities.

I don't expect people to download this to load the collection, though. I believe the current process is easier than having to setup RimPy for the average user.
lanman100806 Jan 30, 2020 @ 6:33pm 
Ever consider using Rimpy for sorting/making this a modpack
NECEROS  [author] Jan 30, 2020 @ 2:19pm 
Pushed an update today. You can add the new mods to your current game if you wish. Removing Raiders Never Die is fine.
NECEROS  [author] Jan 30, 2020 @ 1:43pm 
@Sofa293 It's the Vanilla Events Expanded mod, and the devs have claimed it's been fixed. If not you can remove that mod and it will stop dropping weapon parts from cargo pods.
Sofa293 Jan 30, 2020 @ 10:27am 
@Cheesecookie do you know which mod does that? Should they just not drop in the first place via cargo drops or should they just not be used by pawns?
Mutiny Jan 30, 2020 @ 5:13am 
2nd Tip: Save Our Ships 2 did not load with the XML file. Make sure to load it AFTER Hugslib else the world will not generate.
Mutiny Jan 30, 2020 @ 4:47am 
Ok basically the "fix" is to wait for 15 minutes for the Definition to load, it DOES go faster the 2nd time around, only about 3 minutes to load. I am not a mod master so I have no idea why. CPU is a Ryzen 7 1700X with 16 GB of Ram
Mutiny Jan 30, 2020 @ 4:30am 
@Commie Kermit How did you resolve your issue mine is doing the same thing Stopping at def 187
EnSuch Jan 30, 2020 @ 1:14am 
@sofa293 that’s because the weapon you picked up is a turrets weapon not one intended for pawns to have.
Sofa293 Jan 29, 2020 @ 10:54am 
I run into a weird, maybe intentional behavior. When getting a weapon cargo drop with e.g. a charge rifle , my colonist picks it up and brings it home but it disappears the second he drops it off. No erro thrown in the consol. Any advise/ideas?

And Save Our Ships has some problems with HiveTick or something like this, turned it off for now again