RimWorld

RimWorld

1.4 Biotech Megapack (rev21-Feb 15th, '23)
73 Comments
Ghostlemon 20 Jul @ 2:43pm 
any idea why?
Ghostlemon 20 Jul @ 2:41pm 
the game black screens after it (what i assume) finishes loading
Yutake 9 May, 2024 @ 3:08am 
Really hope to see a 1.5 version. Loved this mod pack. Thanks for your contribution!
CurrentlyFapping  [author] 21 Mar, 2024 @ 4:02pm 
@matty https://jmp.sh/0Xbtn0Dy

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.
matty 16 Mar, 2024 @ 1:02pm 
Can I still get the xml for this pack? the download link doesn't seem to work
CurrentlyFapping  [author] 15 Feb, 2023 @ 10:43am 
Turns out Granih had some outdated mods is all, things shaped up.

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.
CurrentlyFapping  [author] 15 Feb, 2023 @ 8:44am 
Uh oh. Did something else update, I wonder, lol.

I'll give this a look today, thank you for the heads up @Granih.
Granih 15 Feb, 2023 @ 8:31am 
Hi, modpack seem broken recently. When loading a saved gamefile, pawns don't move and UI starts to flicker. No mods were added, just subscribed to all modpack files and changed Humanoid Alien Races (HAR) like recommanded.

Here are console logs: https://pastebin.com/UwfaaDAh
CurrentlyFapping  [author] 3 Feb, 2023 @ 1:45pm 
To anyone confused where to find the old version of Humanoid Alien Races (HAR), we specifically want this version: https://github.com/erdelf/AlienRaces/tree/f88cf9180516d6477de41d6ad24851ada61a81cc

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.
CurrentlyFapping  [author] 3 Feb, 2023 @ 1:00pm 
Nope wasn't RocketMan, I figured it out.

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
CurrentlyFapping  [author] 3 Feb, 2023 @ 12:48pm 
It may very well be RocketMan broke (at a guess) with an update. I'll do some testing and push through a revision 21 once things stabilize on my end. Thanks for saying something,
MangyMinotaur 1 Feb, 2023 @ 11:07pm 
Yeah im running it as is, Ill try to make another start and see whats up
CurrentlyFapping  [author] 1 Feb, 2023 @ 8:56pm 
@MangyMinotaur
> 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.
MangyMinotaur 1 Feb, 2023 @ 5:44pm 
Hi ya'll idk if somethings fubar or if its intended but 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?
ꐟ Nebula ꐟ 24 Jan, 2023 @ 3:00pm 
Saw you liked your facial animations! Haven't gotten to putting together things yet but these two mods might pique your interest.
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.
CurrentlyFapping  [author] 14 Jan, 2023 @ 10:13am 
@Ghoul : Yep, feel free to suggest any mods.

• 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. :Yonah:
ꐟ Nebula ꐟ 13 Jan, 2023 @ 10:53pm 
I don't know if you take mod suggestions but this might be worthwhile:
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.
CurrentlyFapping  [author] 11 Jan, 2023 @ 2:18pm 
@Ghoul
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 :Yonah:
ꐟ Nebula ꐟ 11 Jan, 2023 @ 12:54pm 
@CurrentlyFapping
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).
CurrentlyFapping  [author] 10 Jan, 2023 @ 5:22pm 
@Ghoul I'd say your largest concern will be adding heavy UI mods or specific shortcut edits such as right click pawn interactions. Power mods should be fine.

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.
ꐟ Nebula ꐟ 9 Jan, 2023 @ 9:56pm 
Been looking for an alternative to the Veterans mod collection for a while, this may just be it! Though I do worry if the personal flavor mods I use will work with it(Race, Weapon, Armor, and depending on if its included stuff like Vanilla Expanded mods and Nuclear Power, Oil, Robots, and stuff like the Void Faction.) Guess I'll find out one way or another, there is that new Vanilla Expanded alternative to Rimatomics I haven't tried yet as well.

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.
CurrentlyFapping  [author] 1 Jan, 2023 @ 12:49pm 
@Rypins It's working on my end, so there may be some extra factor going on.
CurrentlyFapping  [author] 1 Jan, 2023 @ 11:05am 
@Rypins, oh dang, the only thing that comes to mind is Reasonable Components: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1542915888

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?
Rypins 1 Jan, 2023 @ 7:30am 
hello loving the collection but it seems there is no such thing as advanced components, i cant craft them or spawn them when i craft them they appear as normal components any suggestions?
CurrentlyFapping  [author] 30 Dec, 2022 @ 9:40pm 
With Revision 17 I tracked down a large TPS loss and also noted that despite some updates the TPS loss from Zombieland remains substantial. Other than that, no changes. :dmc5_red_orb:
RaptorTamer 23 Dec, 2022 @ 1:17am 
Amogus
CurrentlyFapping  [author] 21 Dec, 2022 @ 10:26pm 
@Games4476 Yeah, the only trick I could find for dodging Event Spawn lag was saving and loading, which kinda sucks.

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.
Games4476 21 Dec, 2022 @ 10:22pm 
Thanks for the update! I was strictly using them for event only btw so that recommendation will not work it really struggles with the initial spawn as they come out of the ground haha.
CurrentlyFapping  [author] 21 Dec, 2022 @ 10:06pm 
@Games4476 Dang, absolutely right, that's very unfortunate. I think it has to do with just how variable the clothing and looks can be for the zombies, so it bottlenecks before finishing EACH zombie.

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.
Games4476 21 Dec, 2022 @ 10:31am 
Hey, I think the zombie mod is cool but man does it cause MASSIVE and I mean massive lag the way its implemented. Every attack is a good 10-30 seconds of 1fps / stuttering. I have a an I9 12900, 32 DDR5, and SSD drive. Might want to consider removing this until they get that figured out. Otherwise been having a blast.
CurrentlyFapping  [author] 20 Dec, 2022 @ 5:26pm 
Anytime, it's great to hear people enjoying such a behemoth of a collection. :praisesun:
Games4476 20 Dec, 2022 @ 3:43pm 
I did add it before I knew about the shelves, and yes it functioned correctly.

Thank you for the modpack and proofing. Saved me a ton of time :)
CurrentlyFapping  [author] 20 Dec, 2022 @ 2:48pm 
@Games4476 There's a stackable chunks mod in this, but with the new shelves in 1.4 I haven't felt the need to add StackXXL or anything.

Should be okay to add a stack mod of your own.
Games4476 19 Dec, 2022 @ 7:49pm 
Does this have a stack mod?
CurrentlyFapping  [author] 14 Dec, 2022 @ 11:08am 
@Muldivine
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!
iizoll 14 Dec, 2022 @ 7:15am 
me.lubar.prisoncommons.temp seems to be missing now, i guess it's because it was a temporary file. Really like this pack so hope it will be updated soon ^^
CurrentlyFapping  [author] 12 Dec, 2022 @ 4:17pm 
@Seidan
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.
Seidan I FR 12 Dec, 2022 @ 4:04pm 
Hello thanks for the mod collection, i have a question about your modpack is any of your mod removing the character information tab ? ( this : https://i.imgur.com/NShkYyl.png ) because i can't find it anymore, i didn't play for some time soo maybe it was removed or hidden somewhere
CurrentlyFapping  [author] 12 Dec, 2022 @ 3:18am 
Can you link the TPS mod you specifically use? I'll test an unmodded save and then this modpack with the map setup you described to get a better perspective on this.
ASS 12 Dec, 2022 @ 3:07am 
i use mod specifically made to check TPS and another mod to unlock 4th speed/disable forced slowdown.
CurrentlyFapping  [author] 12 Dec, 2022 @ 3:03am 
Do you use Dub's Performance Analyzer to check TPS or some other method?
ASS 12 Dec, 2022 @ 2:55am 
12 tribals, 10 animals, barracks inside a mountain, tiny kitchen and storage room with 3 workbenches, throneroom, royal bedroom and large prison with 5 prisoners working to produce stone blocks / mine ore and feed vampires.
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.
CurrentlyFapping  [author] 11 Dec, 2022 @ 3:47pm 
@Pirate
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.
CurrentlyFapping  [author] 11 Dec, 2022 @ 1:28pm 
Jumping in game right now to test TPS, I really should have lol. From my experience I don't have significant slowdown in the early or early-mid game with this pack, but I haven't had the time to get a large colony rolling yet.

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.
ASS 11 Dec, 2022 @ 1:18pm 
huh, i use this one
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?
CurrentlyFapping  [author] 11 Dec, 2022 @ 1:11pm 
@Pirate
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.
ASS 11 Dec, 2022 @ 12:04pm 
what central processing unit are u using, btw?
CurrentlyFapping  [author] 11 Dec, 2022 @ 11:42am 
@Pirate Understandable, I should probably warn people more that the spec requirements are steep.
ASS 11 Dec, 2022 @ 10:45am 
decided to stop playing this modpack, too slow.