RimWorld

RimWorld

Borg Race (Revisited)
Sophist88  [developer] 23 Jul, 2020 @ 5:55pm
Mod compatibility and performance discussion
To whom it may concern,

I have some bad news for you. You are running too many mods. I can understand that you are trying to compile a master mod list so that you can do an epic playthrough from neolithic to spacer. I have mod lists like that, and I enjoy that play experience as well. We love mods and additional content.

However, this is an experimental mod. We are hobbyists with normal jobs and backgrounds in electronics who are trying to push the limits of the game by tinkering with the best mechanics from other mods and fitting them to a universally recognized IP that we are both familiar with like Star Trek. This mod is a reflection of us learning how to mod the Unity engine and our desire to implement and expand upon cool mechanics like SoS. It may actually be the case that we are already pushing really hard on the limits of the game with just a basic QoL mod list, SoS2, and our experimental mod.

We could just release reskins on Rimworld all day. Most race/weapon/building mods are almost entirely XML, and you can churn out infinite new races of colonists that are functionally identical. That is boring. We want our new races to do something different, and we want them to be fun to play. Take the new O21 Star Trek mod as an example: It's a beautiful mod with stunning art and cool buildings and races. However, it is ultimately just a reskin of the vanilla game. The klingons in that mod are just reskinned humans who still farm rice and get upset if they eat without a table. When we release Klingons we want them to have a cool mechanic that changes the entire way that you play the game.

That isn't a knock on O21. I love their toolbox, and they put out high quality content. However, their race mods are safe and easy. This is a good move because it makes it maximally compatible with other mods, which is good because most players are building these master mod lists to play with. It makes sense for them because they are a serious group with a Patreon and everything. We are not that, however. We are making mods for ourselves that we think are cool and challenging to create. In fact, this is the only mod we have ever bothered putting on Steam because we wanted to have this kind of interaction with players.

Back to the point, this mod will not play well with a master mod list because it is too complicated to play nice with some other mods. They either change the same things (sometimes) or they collectively cost too much of the game's performance and ruin the experience. Most complicated mods are like this.

My general strategy for forming mod lists is to avoid master lists. I think about the experience that I am going for and pick mods accordingly. Borg are a Spacer tech faction who dont need recreation and can only eat their own food. You don't need RimBees or Rimwriter or any mods dealing with low tech. Your Borg will not be doing any of things. You should focus on QoL mods that are universal to all of your playthrough and just save mod lists for different styles of playthrough you desire. I use modswitch to achieve this, as I prefer it to other similar mod managers.

All of that being said, the problem probably isn't Rimwriter or Rimbees (although Bees is a pretty incredible mod!). It's probably something strange and lame like a mod order issue. However, even if you did get into the game then your performance would be affected. You would need the Character editor to teleport your characters around when they get stuck from dumb bugs that arise from behind-the-scenes mod interactions. Explosions will freeze your game up. Your pawns may even act in bizarre ways like just standing there. All of that is fine to me, as I enjoy modding the game more than playing it anyway so I expect it. However, it wouldn't be worth it because you can't possibly even use most of those features that are ruining your game. Borg can't use magic wands!

As a side note, if you are playing as another faction with the Borg mod because you want to fight harder endgame enemies then that is a slightly different situation. I am very sympathetic to this position. Our focus moving forward with this mod is to enhance the Borg-as-enemy aspect of the game and to increase the performance by overhauling our own mechanics as our own skills improve. For the time being, I suggest that you do an industrial or spacer mod list to fight against the Borg. It might get laggy, but that's the best we can do at the moment.

This is my basic QoL mod list that I use regardless of the playthrough I am going for. I then add specific mods to this list to enhance the playthrough I am hoping for. Not all of these mods work together. Specifically, Combat Extended doesn't play well with dual wield and simple sidearms. I only included it because I do have a CE patch that is about 95% effective. Anyone is welcome to go into the patch folder and take a stab at it if you feel like you can do it. I am just exhausted from working on it unsuccessfully TBH.

Necessary
1. Harmony- 4- 2009463077
2. HugsLib- 4- 818773962
3. HAR- 4- 839005762
4. Multiplayer- 4- 1752864297
5. ModSwitch - 0- 1139051045
6. Restart Rimworld- 0- 2066258211
7. Mint menus - 4 - 1446523594
8. RimHUD - 4 - 1508850027
9. Performance analyzer- 4- 2038874626
10. Character editor - 0- 1874644848
11. Camera+ - 4 - 867467808
12. Achtung - 3 - 730936602
13. Allow tool - 1 - 761421485
14. Numbers - 4 - 1414302321
15. Complex Jobs - 4 - 2069684319
16. JECS Tools - 2- 932008009
17. Toolbox - 4 - 2016186459
18. Power Logic - 4- 812653710
19. Blueprints - 0- 708455313
20. O21 toolbox - 0 - 1660622094
21. O21 alien race tools - 0- 2059800009

Great
22. Ingame wiki - - 2113685739
23. No job authors - 4- 2009825774
24. Reverse commands - 0- 858744731
25. What is my purpose - 0- 1346064449
26. Awesome inventory - 1 - 2050289408
27. Combat Extended - 1 - 960196012
28. Share the load - 4 - 1356838246
29. Loading in progress - 1- 1975622772
30. Pick up and haul - 4 - 1279012058
31. Jobs of opportunity - 4 - 2034960453
32. Stack XXL - 4 - 826366050
-
Nice
33. Targeting modes - 0 - 1508165821
34. Damage indicators - 4 - 2016331497
35. Interaction bubbles - 4 - 1516158345
36. Dual wield - 4 - 1628211313
37. Run and gun - 3 - 1204108550
38. Simple sidearms - 1 - 927155256
39. Search and destroy*- 0 - 1467764609
40. Better speed - 0 - 1556062106
41. Pawn target fix - 4- 2014789938
42. Carry capacity fixed- 4- 1906760965
43. Guards for me - 1 - 1855885448
44. Common sense - 3- 1561769193
45. Improved load transports- 0- 1554201803
46. Removes skill decay - 0- 2006396200
47. More than capable - 4 - 1803932954
48. Just ignore me passing - 0 - 1231617602
50. Avoid Friendly fire - - 1134165362
51. Fog of war - 0 - 836245605
52. Realistic darkness - 4 - 1531882210
53. Path avoid - 1 - 1180719857

Content
54. SOS2 - 0- 1139655706
55. Rimcities - 0- 1775170117
57. Powerful faction bases - 0- 1570960972

*Search and Destroy doesn't seem to be working but isn't kicking errors.
The 0-4 is the multiplayer compatibility rating. The other number is just my quick reference to steam addresses.
This list will inevitably get longer as we release more complicated stuff that requires other mods.
Last edited by Sophist88; 23 Jul, 2020 @ 5:59pm
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Showing 1-4 of 4 comments
The guy who asked 23 Jul, 2020 @ 8:02pm 
i will start testing which ones don't work tomorrow
on my list.
Last edited by The guy who asked; 23 Jul, 2020 @ 8:02pm
The guy who asked 25 Jul, 2020 @ 1:06pm 
i had to take a third of my mods away maybe fourth but either way most of the mods are either just adding stuff that doesn't matter or is a fun mod but doesn't fit the theme
Sophist88  [developer] 26 Jul, 2020 @ 8:13am 
Good to hear it. You can still use those mods for those playthroughs. lmk if things get better.
The guy who asked 26 Jul, 2020 @ 1:42pm 
i was able to play a couple days ago but not now for some reason and i also removed more mods but still doesn't work
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Showing 1-4 of 4 comments
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