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For anyone that may be confused, the download link for the .xml is hidden behind the ". . ." triple dot on the top right of the website.
Discord changed it's upload structure a month or so ago from what I noticed, broke a ton of my stuff lol. It also seems Steam now breaks the links as well. This link should fix it and allow you to get the .xml
NOTE: I haven't touched this modpack in a while, warning to everyone . I'll likely update this megapack for the new expansion at some point, hope this helps.
I cleaned the Megapack up and split a few more mods into the "Extras" .xml with revision 21.
There's some more QoL mods that were suggested as well but for now I think I'll wait to make sure things are stable as is. Everything's working as intended on my end.
I'll give this a look today, thank you for the heads up @Granih.
Here are console logs: https://pastebin.com/UwfaaDAh
Where to Click: https://cdn.discordapp.com/attachments/749919309714948146/1071178094230118410/image.png
Click the green "Code" button and then "Download ZIP". From there, unzip and manually place the folder in your Rimworld Local Mods folder.
Load up RimPy to confirm it's using the Local copy of HAR, hit save, exit RimPy, and from there this modpack will work again.
Once HAR is fixed on the main branch I'll update this collection's description.
Humanoid Alien Races pushed an update that completely bricked facial animation mods.
I'm terribly sorry for the inconvenience everyone, that is far from an easy fix. If I could, I'd have rooted out HAR before I posted this megapack, but it had some dependency.
I'll be spending this weekend seeing what I can do. Next revision of this modpack (rev21) will strip a few more optional mods. I'll also heavily consider ditching HAR if possible.
In the meantime, you can attempt to find older versions of the HAR mod on github and attempt a manual installation: https://github.com/erdelf/AlienRaces
> I just got an infestation and every bug I fully killed, id instantly get a research finished for some reason. Has anyone encountered this before?
Woa that's wild, I've not had anything like that happen. Are you only running the mods in this pack or adding on with more? I can do a bit of focus testing to see what's up if that's just the pack as is.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2889716301
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2899534833
Its mostly personal preference. But hey, you might like it.
• Generic Item sounds great for helping debug and avoid crashes, thank you.
• Gloomy furniture works just fine with this pack.
• There are a few linkables added but they're primarily for research if I recall right, depending on the linkables mod itself it should be fine.
• There's a nice mod called "Designator Shapes" that does additional base prep stuff, give that one a look if you want more planning tools.
It is a bit difficult to get a good view of all the mods in this collection at the moment. The load order's built into the collection but you can't see how I categorized it all. Hopefully sooner rather than later I can get a spreadsheet made.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2169353373
Also do any of the mods add linkable facilities for production boosts? Or perhaps a planning mod like more planning? Or furniture expansion mods like Gloomy Furniture. I did browse through the mod list(I'm kinda dumb ngl so I might've missed stuff) and didn't notice much in that regard but I still wanted to ask as its mostly just simple stuff.
Ah the texture conversion process is with the program RimPy. You can find the links and an explanation of that program on the main description of this modpack.
Essentially you're telling a program to take all the .png image files within Rimworld (Base+Modded). Then, those bulky / slow images are converted to the image filetype .dds, which is a massive load time reduction. It can easily shave half an hour off a modpack like this.
Click here for the Steam .dds conversion guide.
As for helping you debug what mods work with this pack, by all means ask, I enjoy doing that. Commenting here or starting a new thread in the Discussions section are both fine. A topic might be easier to organize.
The simplest thing is to just list the mods you'll want to add, that helps me focus on what has changed. Cheers
I appreciate the thoughtful reply! I'll be sure to send you the modified collection in case you're interested once I spend time figuring out any errors that may be spat out me, though let me know if you'd prefer for me to send that here or message you directly somehow. Another curiosity though, could you tell me more about .PNG to .DDS conversion? I assume that's not something I do myself but rather something the developers of mods are responsible for.
Since you mentioned UI mods I'll probably come back to you with that first and ask, after I figure out if all the UI mods I like are already included inside the pack(which they probably are tbh since its basic stuff).
Factions should be just fine, while Vanilla Expanded integrates very well and quite a lot of that is already in this pack. The reasoning for any exclusion is generally to reduce load time and file size. Proper .PNG -> .DDS conversion should solve major issues though
Glad to hear you're interested, if you have any issues feel free to share a list of the mods you added. I plan to create a spreadsheet to give everyone a better look at what this pack contains in detail.
It's funny you mentioned mods to avoid, I have an old disjointed list of things I've kept track of that note what I've removed. I may incorporate that into a discussion post to help.
Hope this is the right place to ask, but is there any kind of mods that I should avoid adding? Say... for example, if a large amount of mods that include power generation methods are incompatible? Not asking for a long list of mods to avoid, that's impossible to ask for. Generally I find mod collections and use them as a base for things I add, so I hope that's viable with this.
Nothing else (off the top of my head effects it), I'll do some testing today to see if I can reproduce the bug.
You've tried spawning them with the dev console and only got basics?
If some players are willing to put up with that I made a note in the update discussion. The zombies *are* playable after spawn at least.
Thanks again for the heads up & feedback, it's always appreciated.
I just checked the Zombieland discord and Brainzz is actively working on it.
I'm testing with mod options to see if I can get a good TPS setup for it... but for now I agree, I'll remove Zombieland from the main collection. Once the zombie spawn issue is fixed I'll add it back. Thanks for your comments on this.
I hadn't noticed because I only tested on pre-spawned zombies. Oops.
Some thoughts:
• Under "How should zombies spawn?" use "Only as events"
• Disable "Use Custom Textures" at the bottom of the Zombieland mod options.
Thank you for the modpack and proofing. Saved me a ton of time :)
Should be okay to add a stack mod of your own.
Ah yes, the one I had chosen was removed from the workshop but Mlie created a (Continued) version. Feel free to add it to the pack, it should be fine. I simply left it out after updating here.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2898000489
Glad you're enjoying the pack!
Generally rendering bugs happen due to the initializing code stopping mid execution.
From what I can see on RimHud's page there's only the standard 6 tabs as is (Log, Gear, Social, Bio, Needs, Health), so I'm not sure what you mean by Character Information tab?
You can select the "i" icon just below the Needs & Health tab for a detailed breakdown of all their stats if that is what you meant.
Wishing you the best, I'll help more of your questions if I can.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2874527504
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1419593453
embrasures on the sides of mountain connected by tunnels.
i played before this modpack at 900 TPS with 100 mods, had a slowdown to 600 in lategame.
Ah getting a refresher on what a good TPS is, Dub's Performance Analyzer was saying that the base game wants to hit 60 TPS at 1x speed. At 360TPS you have the game at the maximum speed increase, which is intended behavior.
I could be misunderstanding something but this is what I know.
With that in mind, mind providing a screenshot or details about how large your colony is and what you're placing down? That'll help me isolate performance hits. Generally speaking I stay at a steady 350+ when speeding up, but I'll need hours to truly scale up a proper end game colony.
Testing now, but also: Noted bootup time just now was roughly 4 minutes and 30 seconds for me. Yes it absolutely hangs on "WorkDynamicRef" but once you hear a noise go off that means it's finished and parsing the last bits. RocketMan is a big help with the final leg of it.
https://www.intel.com/content/www/us/en/products/sku/134896/intel-core-i59600k-processor-9m-cache-up-to-4-60-ghz/specifications.html
operating at 4.8ghz
but it still kind of slow, i barely reach 360 ticks and it is not even late game, more like mid-late and it gonna get slower... how about you?
https://www.newegg.com/core-i7-8th-gen-intel-core-i7-8086k/p/N82E16819117932?Item=N82E16819117932
Intel chipset operating at 4.0ghz with 6 cores. I appreciate this question, I'll add my system specs to the guide as a reference for others.
I don't believe Rimworld takes advantage of multiple cores very well BUT that's a google question.