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@pajora
in modding usually
USUALLY
if a mod is incompat
you will see it in the description
or in the mod menu
modders if they know about it
usually will tell you directly
obviously if a modder doesnt know thats a whole other story
@Alu Yeah, oops o.o 😂
All of these are meant to be used together then? No clashing, they kinda need each other too?
I've been a console gamer since I was tiny so I'm very new to mods haha. I started getting into Rimworld mods in the last couple weeks and I think I've only ever had low-impact ONI and AoM mods before that. I'm so excited lmao, this is wonderful stuff!
He asked if hugs lib was compat with harmony on hugs page too
<overlayClasses>
<li>VFECore.WeatherOverlay_Custom</li>
</overlayClasses>
<li>WeatherOverlay_Rain</li>
<li>WeatherOverlay_Fog</li>
<li>WeatherOverlay_Effects</li>
</overlayClasses>
And the regular functions just won't work if I simply don't add the overlay.
I did verify my game files and check after, no luck.
for more context the story teller is "Randy" on "Losing is fun" and he's trying to do a solo colonist desert survival run. I'm doing a similar run in a frozen wasteland and have had a few people join through this even but haven't had any issues.
I think it's either a mod conflict or he's just REALLY unlucky but any suggestions or help are appreciated thanks in advance
I take it you haven't tried to tell people how to install rimpy much?
Somehow in thr process of extracting rimpy
A few people managed to delete their windows
click github link in post
choose release snapshot
place mod in local mod folder
really man
the wiki is for modders using the framework not someone expecting a hand-holding session on basic local mod installation
And well, it is somewhat expected that you know how to do the baseline of RW mods, like adding a dependency. For reference.. if you look at the top right of this page, you see Harmony under the required items. The RW wiki can help you with the base stuff.
And manual install of mods is not covered because it has little to do with the purposes of the wiki. We want you to have the version that automatically updates.. so the idea is if you don't know how to do it.. you probably shouldn't in the first place.
This is a gif from someone else, but it shows that this issue isn’t just happening to me—it’s affecting other players as well.
When using the VEF_MeleeWeaponRange feature, for example, if the weapon's range is set to 2.84, the pawn won’t move toward a position to attack a target that's roughly 3 to 6 cells away. It only starts moving if the target is farther than that.
This behavior seems to follow a specific pattern. For instance, if the range is 3.84, the issue occurs when the target is between 4 to 8 cells away. It's as if there's a bug that causes the pawn to not move if the target is within the range of Mathf.Ceil(range) to range × 2.
Guess that's one thing to remember to do if steam fucks up again with the workshop lol, it was strange that only did it to vanilla expanded mods but whatever, it's finally fixed.
im using oct 2024 version and its very stable
When I closed the game, it "updated" with nothing and checking the vanilla expanded mods on rimsort some of them had their files deleted, again.
Don't know what the hell I can do to fix this at this point, It's crazy that this shit started happening out of nowhere and even not using any mod at all still causes it.
especialy graphic one's from 1.4 in 1.5 and then wondering
why they are getting dozens of errors.
In 1.3 i ended up installing Notepad+ for better handling
and for 1.4 i had to learn some very basic C# to get mods to work the way i wanted.
But thats why im saying to isolate the modlist from the workshop.
Nothing worse than spending another hour because of an update.
We see them in the discords periodically with exceptionally broken games as they refuse to remove the broken mods so they aren't really a great example for
"You can do this and not break the game"
Last week i spend 4 afternoons getting a 320 modlist to work properly.
And ive heard of people that are using close to 1000.
Even if its unlikely the chance of having everything shot and then first needing
to check which mod just got an update is horrifying.
And thats before we get into my personal changes to mods,
which would constantly be overwritten.
If a mod does end up getting deleted i would still have it on my PC
and can continue using it until Rimworld itself gets a large update.
Only problem I can see with using the steam workshop folders is if they delete a mod or something and the game updating removes it, but I saw that happen like twice in years so i don't care much about it.
I just got this strange problem happening today and idk why, that's the reason I asked if anyone knew why it happens.
Get a separate installation with its own copy of mods and
regularly make backups of the configs.
If i wanted to i could go all the way to 1.3 and the SoS2 modlist i played back then,
complete with the original configs used.
If you have never done this before it will take a while to learn how and where everything is stored
and sorted but its worth it.
I go reinstall them, check with Rimsort to see that it detects them fine and everything, but after a while or when I restart steam or close the game, it happens again.
I was playing just fine like a couple hours ago and suddenly after a restart the game didn't even have a loading window in the middle, so I closed it and this started happening.
Apart from reinstalling the mods each time it happens, I also verified integrity of the game already, restarted pc, but it keeps happening and idk what the hell is wrong with it.
Don't know where else to ask so I posted this here.
I haven't seen any overt issues, but there are occasional desyncs. Not sure if this could be the cause.
I also get that error, but are there any actual issues caused by it? Haven't had any myself.
[Vanilla Expanded Framework] Patch operation Verse.PatchOperationFindMod(Royalty) failed
bro,will u fix it?