If you want to use it cool, but I highly recommend building the rest of your modlist first and adding CE and it's patches at the end of the process.ĬE now houses a ton of patches internally for many mods, due to the hard work of the latest team to take it on.I'd still prefer it not need to do that in the first place, but it would require a rewrite of most of the code, so the workaround is at least nice.Īlso if you are adding CE, and you have not checked that every mod you add EXPLICITLY states, via CE or the mod itself, that it is compatible Your errors will be no one's fault but yours.Īlso note that people are starting to make mods that do things CE does, without the coding issues you are not locked to CE just because you like a thing it does. It's a cool idea, I just wish it's execution was better. If running Combat Extended, it is theorized that it should go right above Third Age, patch to both goes right below both.ĬE is a compatibility mess that can more than double your modlist based on patches for mods, and then patches for those patches, alone.THEN immediately after libraries, What the Hack (this mod is a silly one that way) and then.It's also an overhaul mod, so if you are using it with a large modlist you'll probably get a lot of red errors and things breaking. Examples include Misc Core, Turret Extensions, and a few others. Libraries -Core file packets (If something says it has no content, just code for other mods to build from, that's a library).Prepare Carefully or Character Editor, not both unless you have a very good idea of what you are doing.SRTS (if you load after Hugslib then the ships will show up in a colonist's inventory). wants to go below the sets item mods if you want the factions to use said items. Note that Vanilla Expanded is a set of mods that tend to follow their own rules to some degree, for instance Van. (e.g., If a mod is adding both map gen AND pawns, it goes in Races if it adds items but it's a faction mod, it goes in items etc.). Unless stated otherwise, categories further down override categories further up. (This may work better on 1.1 than 1.2, if you encounter issues there are other offline mod list accessibility options such as Rimpy) Useful out-of-game mod sorter if you hate load times (No, it does not sort it for you): (Or just use LOMS on the Workshop, since that does it for you without the console spam that empty folders tend to have.)Įxamples: "++++=Items=++++" "69xxxRACESxxx96" "L_quiet-in-the-LIBRARIES_L" ☀C:\Program Files (x86)\Steam\steamapps\common\RimWorld\ModsĪnd make a bunch of empty folders named the various categories in a flashy and attention grabbing manner. If the mod list tends to make your eyes bleed, one possible helpful tip: go to your mods folder in your computer's files, path (if on Windows) This makes sure everything downloaded properly and tends to solve a lot of issues pretty much instantly. If you have not done so recently, I highly recommend that if you use Steam to run Rimworld, that you go into your library, right click Rimworld, Properties, Local Files, Verify File Integrity or whatever it's called. Credit to Felinoel, Chevalier XLIV, and everyone else from Rim of Magic, Madness, LotR, and a few other servers who helped me figure out (and post) this entire mess of a guide, and the intricacies of modding with Rimworld in general, over the course of like. References to "I" or "me" are because I, Trisscar, the author of this modlist guide, finally got off my ass and went in to add explanations and flesh out the guide, as before it was short and terse due to Discord's character limit. At this point the Rimpy server probably has a better idea of what newer mods tend to do in various places, but I'm going to leave this up for people who want to play on older versions of the base game, or find that it produces better results. This guide has been partially updated as of Aug 2022.
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