RimWorld

RimWorld

Joe's 1.5 Medieval Fantasy Modlist (Playtested)
85 Comments
Legionnaire 28 Jun @ 9:02am 
Unfortunately it's not fixed. There's a 3.5 GB Player.log file...

The error in the log:

"[Analyzer] Failed to capture Harmony ctor, exception: Object reference not set to an instance of an object, occured at
Analyzer.Profiling.RememberHarmonyIDs:Prefix(string)

(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)"
Legionnaire 28 Jun @ 7:02am 
Thank you Joe, i'm going to download the stable version from your drive.
JoeOwnage  [author] 28 Jun @ 6:32am 
I don't think anything touches geysers no. I've dev added and removed them in my game with no issue
JoeOwnage  [author] 28 Jun @ 6:31am 
Mods are updating guys, if you use the live versions there are going to be issues right now.

I backed up all the pre-1.6 stuff to my drive. Download and put them into your local mods folder and unsubscribe from all of the live versions on steam if you want to keep playing 1.5
Legionnaire 27 Jun @ 12:58pm 
It keeps spamming the log below and lags the game all the time.
Legionnaire 27 Jun @ 12:57pm 
SoundChannel.cpp(152): Error executing m_FMODChannel->isPlaying(playing)
(The specified channel has been reused to play another sound.)
Legionnaire 27 Jun @ 9:55am 
I'm on day 74 with this mod collection, and I'm noticing a strange issue—while the game is running, it briefly stutters at regular intervals and then resumes as normal. This keeps happening over and over. Any idea how I can fix it?
Rayquaza1090 27 Jun @ 7:49am 
Any of these mods work with Geysers at all? I tried building a room around one so that I could build another room without everyone boiling alive and got nuked with errors in the debug log, same when I tried to remove it with Dev move. Just wasn't sure if any of these mods utilized Geysers in any way.
Rayquaza1090 21 Jun @ 3:27pm 
Thanks, Joe!
JoeOwnage  [author] 21 Jun @ 3:21pm 
@Rayquaza1090 maybe give the affected pawns some passions with character editor and hopefully the next round of babies will work properly. I think the mod youre looking for is Growth Moments Make Sense Now
JoeOwnage  [author] 21 Jun @ 3:18pm 
@ASS check mod options for NL custom portraits
JoeOwnage  [author] 21 Jun @ 3:17pm 
@RAYQUAZA1090 that's weird I haven't run into that before. There are a lot of mods in the process of updating to 1.6 so it could be that an update caused that issue. I backed up all of the 1.5 mods on my drive the day 1.6 was announced so maybe try using those versions in your local mod folder. At least the one having to do with growth moments
ASS 21 Jun @ 3:07pm 
why is colonist bar so huge? it's like 1/8 of screen height. how to change it?
Rayquaza1090 21 Jun @ 1:01pm 
Had another quick question if you don't mind, Joe. I have some child pawns that are growing up and they're doing so without passions. When one of them levels up, I get a screen that's something like this: https://i.imgur.com/h56cnha.png . The usual screen I get that allows for different passions to be leveled up is gone. Is this a feature of one of the mods used, or am I seeing a bug? Thanks!
JoeOwnage  [author] 21 Jun @ 12:43pm 
my RimSort list is out of date, see instructions
ASS 21 Jun @ 10:57am 
there is 11 yellow errors in rimsort if importing from your list.
is this how it should be?
littlebattousai 19 Jun @ 4:28pm 
Ah, well I did do that but was still getting mechs spawning on map gen...is that normal?
JoeOwnage  [author] 19 Jun @ 4:02pm 
If you put my configs into the config folder then it will use my preferences. Totally optional.
littlebattousai 19 Jun @ 2:18pm 
I followed the install stuff, but all the mods seem to be in their default state, is that intestinal ?
JoeOwnage  [author] 14 Jun @ 5:39am 
Yes I have had that issue, I've been trying to narrow it down for a while. It seems to be some kind of pathfinding issue with a particular work type.

Try changing your standing colonist's work priority to something else and see if they start moving again. It could be that whatever they are trying to do is blocked in some way. It will be the same for that work type across every pawn. So make sure whatever work they are trying to do has a path, try drafting/undrafting them, try sending them off the map and then bringing them back.

I've also fixed this in the past by rolling back to an earlier version of my save.
Rayquaza1090 14 Jun @ 5:13am 
Have you run into any issues where the pawns will just stand and make their activity "standing" and not do anything beyond that? I'm not seeing any errors for it in the debug log.
JoeOwnage  [author] 11 Jun @ 3:33am 
@jane I added a blurb to the description on what to do if RimSort sorting function doesn't work right. It's been spotty for me at times.
JoeOwnage  [author] 11 Jun @ 3:32am 
Beautiful. Enjoy!
Kat 10 Jun @ 6:11am 
So I figured out what was causing these issues, Rimsort didn't display every Anomoly-associated modlist, leading to blank screen. I looked through and removed these mods, and it works just peachy now.
JoeOwnage  [author] 8 Jun @ 6:33am 
Try starting rimworld up with no mods, then add a third of them and try to run, if that works add another third, you'll find which third has your problem mod. Then disable that third and add back a third of them at a time, etc. Until you narrow the issue down.
JoeOwnage  [author] 8 Jun @ 6:29am 
Sorry guys I haven't tested this without all of the DLCs
JoeOwnage  [author] 8 Jun @ 6:29am 
@jane yes just use RimSort sort function
MemeRunner 7 Jun @ 1:13pm 
I'm having this same issue
Kat 2 Jun @ 8:06am 
When I load the modpack with the Rimsort modlist, removing Anomoly-bound mods and keeping 1.4 version ones, the UI and custom background disappears after everything had loaded with nothing happening for several minutes after. Is it just me, or is there something I am missing?
jane959697 1 Jun @ 12:21am 
Hello, as far as i understand last update for modlist was sometime end of may and your rimsort modlist file in april, so there are 10 mods that are in "inactive". Can i just pop them in and press sort? Or is it gonna break something?
JoeOwnage  [author] 21 May @ 8:18am 
Give steam some time to download them first. I recommend rimsort
🌸♡Emily♡🌸 20 May @ 8:25am 
does this modpack actually work, i loaded into the game but it says i have no mods? even tho they are subscribed
JoeOwnage  [author] 17 May @ 4:37am 
I don't think it should cause any problems but I haven't used HAR in quite a while
Rayquaza1090 15 May @ 4:59pm 
Would adding some of the races from Humanoid Alien Races cause any conflict issues? Was just looking to add a few races into this before giving this a go. Thanks for making the modpack, can't wait to try it out.
JoeOwnage  [author] 9 May @ 12:00pm 
Sorry I have no idea. But probably yes.
Up&Up 9 May @ 9:00am 
Thanks! Also, if I added rimworld of magic would that potentially break things?
JoeOwnage  [author] 8 May @ 5:02am 
Mod settings for out of combat move speed
Up&Up 7 May @ 10:56am 
Even on normal speed the game plays way too fast, is there a way to slow it down?
JoeOwnage  [author] 4 May @ 7:43am 
Go to mod options>show hair/hats mod>decide when you want hats to show and when not to show
Katgoop 4 May @ 4:57am 
Why does my colonists not show them having a helmet :(
DJ lil nut 2 May @ 9:30am 
@JoeOwnage. I've had a similar issue as Yohann yesterday, but it works now today.

I also wanted to mention some weird interactions and buggy things, but I didn't get the rimsort file in my OG playthrough. I'll try and see if that fixes my issues.
JoeOwnage  [author] 2 May @ 3:07am 
@TSM Yohann why not? What's the issue?

@DJ lil nut Sounds to me like this might just be a Pawn Editor thing
DJ lil nut 30 Apr @ 12:22pm 
Similar issue to SimplyKorintine.
At first I thought that the previous game was bugged, but then I did the exact same thing on a second playthrough with the exact same results.

Idk why, but when you add the hediff of magical attunment for a pawn in the pawn editor menu, it only stays for the first game session. After that it disappears. But the game remembers all of the stats and upgrades from before it was removed, after you re-add the hediff through developer mode.

P.S. Just for the people who are wondering why the collection crashes at "fixing def" part of the loading around at the end. It hasn't crashed, it's just loading very slowly. My computer is 5 years out of date and it takes roughly 1 hour to load up the main menu.
JoeOwnage  [author] 25 Apr @ 5:16am 
Awesome, thanks for letting us know man.
SimplyKorintine 25 Apr @ 12:09am 
Just wanted to check back in and say that the Modlist is working perfectly fine so far and I haven't had any crazy issues.

Thinking back on it, I think part of the issue as well is that I had gotten a pawn with magical attunement, and then removed that Hediff from them in the pawn editor, and went to a different pawn and gave them Magical Attunement by adding the Hediff in the pawn editor as well. Which maybe left something behind on the old pawn and the game still was detecting them as having Magical Attunement so it was bugging out.

This second time around, instead of doing that, I did it all ingame using the developer mode and haven't had that issue this time. So if anyone else has this problem, maybe try adding the Hediffs whilst in developer mode instead of doing it in the pawn editor. Though it could also have just been that this was the 'one' and it just decided to all work right this time.
JoeOwnage  [author] 21 Apr @ 7:52am 
RimSort can be weird sometimes. It will show the official DLC as "missing xml" or sometimes not move the load order when you hit sort.

Sometimes I have to hit save to keep the mods in the right column and then refresh and sort 2 or 3 times for it to work right.

I've let the RimSort team know so hopefully they will figure that out
SimplyKorintine 20 Apr @ 8:05pm 
I didn't modify the list at all but I'll use your mod order on this next attempt and see if that's what it was. I assumed using the sort function on Rimsort was enough so that could be my bad
JoeOwnage  [author] 20 Apr @ 5:16am 
@SimplyKorintine I've got a long running colony with multiple psycasters, are you sure you didn't modify the list at all?

Try unsubscribing/re-subscribing to force everything to update.

My RimSort mod order file is in the files I linked in the description, maybe try using that.

@Isha some medieval overhaul researches require books. The research mod doesn't do a great job of showing that. https://imgur.com/a/KKWMrz8 you can also use the explorers table to scan for ruins/hideouts and find schematics there. In addition to the scholar caravan mentioned in the image, there is also a lore merchant I've added that sells the books and schematics
SimplyKorintine 19 Apr @ 7:26pm 
As an addition to my issue, and thinking on it, I believe the issue is coming from some sort of mod-conflict that is affecting colonists with spells/psy-abilities.

I followed the guide and used the sort feature on Rimsort, so my load order is in the correct way.

I even made a new colony after I got the bug and the issue persisted where a colonist I gave magical attunement in the pawn editor and another where I took their magical attunement in the editor almost swapped. Where the magic-less pawn suddenly gained a spells tab, and the attuned pawn lost their's and all of their gizmos.

This didn't happen after a fresh reinstall of the modpacks, so I'm assuming it's from some mod conflict that happens after files generate once you start a world.

I'm really not sure what the issue is though as I'm not too bright when it comes to stuff like this and I'm just hoping that by providing more info it will help figure out the issue.
Isha 19 Apr @ 6:35pm 
I have been unable to research intermediate cooking, gunpowder, or several other things :(