RimWorld

RimWorld

Joe's 1.5 Medieval Fantasy Modlist (Playtested)
95 Comments
JoeOwnage  [author] 9 Aug @ 6:42am 
I'm not sure guys I haven't run into these issues and I'm not currently playing this list
The_Telekinetic 8 Aug @ 2:50pm 
Started a run with this modpack and everything was working fantastic up until I tried to assign a role for my ideoligion. Whenever I try to assign any roles at any of the ritual spots/altars it makes most of my HUD/UI vanish as soon as the ritual finishes. The only parts that don't disappear are all of the little head icons at the top of the screen to the left of the one who got the role. No idea what's causing it, but I can provide any info that might be needed by more knowledgeable folks.
Shawy 31 Jul @ 2:51pm 
My right click is not working for some reason
Rayquaza1090 24 Jul @ 2:42pm 
I found it, it's Big and Small - More Xenotypes, you can see it as one of the Hive Queen's:
https://imgur.com/igQYQer

Thanks for the help!
Rayquaza1090 24 Jul @ 2:34pm 
I thought so, but the icon looked more like a fertilized ovum undergoing Mitosis. I'm sure I'll find it and this should hopefully make a good stand-in, thanks though!
Rayquaza1090 24 Jul @ 1:43am 
Joe, I was wondering if you could help me. I'm trying to put together a modlist for a new run and I cannot for the life of me seem to find the mod that gives the gene for the litter births. I thought it might be Outland but I'm not seeing it. Would you have any idea which one houses it?
Strider the Hunter 23 Jul @ 10:44pm 
Seems like the final boss of my journey to making this mod-list playable again is a very strange bug having todo with assigning a colonist pawn with a ideology role, everytime a pawn is given any role, multiple U.I elements on screen completely disappear. Any advice or fixes or ideas in this instance? Kind Regards.

https://gist.github.com/HugsLibRecordKeeper/6e31d2b9941a179cfb6c455f1341ecd4
JoeOwnage  [author] 23 Jul @ 2:16am 
This is what it's all about, I love hearing stuff like this. Good luck 👍
Strider the Hunter 22 Jul @ 9:17pm 
Just wanted to say, this mod pack has been amazing to play through, I played as a single primitive vampire right from the animal tech start until I gotten to a major crimson fortress served with an army of skeleton undead soldiers fending off armies of beastmen and knights from other house holds.

This mod pack has really taken over my life in the best way imaginable. Sadly the damn update has cursed me with some odd bugs, but I hope to go in and roll back with your backed up mods from the drive. Wish me luck!
Warden 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)"
Warden 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
Warden 27 Jun @ 12:58pm 
It keeps spamming the log below and lags the game all the time.
Warden 27 Jun @ 12:57pm 
SoundChannel.cpp(152): Error executing m_FMODChannel->isPlaying(playing)
(The specified channel has been reused to play another sound.)
Warden 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 :(