asgaros

Před vytvořením příspěvku musíte být přihlášeni.

Profil: rimworld mod load order tool 1.1 - Download Mod Order Guide

Webová stránka:
Last seen:
Seen 1 měsícem ago
Členem od:
20.10.2021
Začínáme:
0
Odpověď byla odeslána
0
Životopis:
Download rimworld mod load order tool 1.1     <a href="https://full-verseons.com/mod"><img src="https://i.ibb.co/XW6YkYM/unnamed.png"></a>     <b><a href="https://full-verseons.com/mod">CLICK DOWNLOAD</a></b>                                                                                                                                                                                                                                                                                     Mod Order Guide     [] [] BetterLoading v2No new game required Archives ? Page 4 of 34 ? RimWorld Base     this is RWMS , made by shakeyourbunny, will manage your mod list. › rimworld-mod-manager-load-order-xml. 55 votes, 22 comments. Here is my current list of working mods with no red errors on startup. That's over 10% of all mods currently. | A list of 25 of the Best RimWorld Mods selected by our moderators. jpg Mod List (In Order): HugsLib EdB Prepare Carefully Allow Tool Map Xeva's Rimhair.     No new game required Archives ? Page 4 of 34 ? RimWorld BaseMod Order Guide[] [] BetterLoading v2     Ludeon Forums. Please login or register. Home Help Search Login Register. Author Topic: [1. Hello all, Now supports both Rimworld 1. Following the success of my mod BetterLoading which I posted here a year or so back, I've finally been through, cleaned up the UI, added support for HugsLib's mod initialization which runs after the main game initializes , rewrote the backend to hopefully make it more stable, and also tried to reduce some of the really annoying freezing you see in vanilla RimWorld's loading process , especially towards the end. I'm happy to announce that this process is now finished and in theory the mod is ready for public consumption. However, I've had to make a pretty significant change to the loading process in order to fix the freezing, so mod incompatibilities might occur I just fixed an issue which could have affected a lot of mods, so hopefully we should be golden now. I don't know, I haven't looked at its code, but there is a little warning saying something like "Failed to measure time" at the bottom of its dialog box. Update 2. Please put this mod above core in the load order for best results! There are also a couple screenshots of the UI on that page. Hexwall Drifter Posts: 30 Refugee. Oh this seems neat! Will try it later and report back. Question, in which order should this be placed? Samboy Drifter Posts: 22 Refugee. Hi, sorry for the late reply. This should go above core in the load order. Canute Transcendent Posts: Refugee. Hi, personaly i found the display from v1 better. You have a display bar for each seperated step. Better information special when you miss it at first to look at it. And maybe a request, could be the display stay open until you pressed any button at the menu menu? How to download workshop mod's as non-steam user. How to activate mod's at a good way. So I tried this mod while I was also trying a new mod load order following a guide and this error kept popping all the time. I couldn't even press ESC to open the menu and close it, had to use the task manager. I tried the mod with my usual mod order and same thing happened. Quote from: Hexwall on February 17, , AM. Quote from: Canute on February 17, , AM. No big deal, since you don't split the screen the information would be minimal after the loading anyway. Quote from: Samboy on February 17, , PM. Privacy policy SMF 2. References to "I" or "me" are because I, Trisscar , the author of this modlist guide, finally got off my ass and went in to add explanations and flesh out the guide, as before it was short and terse due to Discord's character limit. Credit to Felinoel, Chevalier XLIV, and everyone else from Rim of Magic, Madness, LotR, and a few other servers who helped me figure out and post this entire mess of a guide, and the intricacies of modding with Rimworld in general, over the course of like Ya'll are awesome. If you have not done so recently, I highly recommend that if you use Steam to run Rimworld, that you go into your library, right click Rimworld, Properties, Local Files, Verify File Integrity or whatever it's called. This makes sure everything downloaded properly and tends to solve a lot of issues pretty much instantly. And make a bunch of empty folders named the various categories in a flashy and attention grabbing manner. Unless stated otherwise, categories further down override categories further up. Note that Vanilla Expanded is a set of mods that tend to follow their own rules to some degree, for instance Van. Faction Exp. CE is a compatibility mess that can more than double your modlist based on patches for mods, and then patches for those patches, alone. It's a cool idea, I just wish it's execution was better. Or at least less destructive. If you want to use it cool, but I highly recommend building the rest of your modlist first and adding CE and it's patches at the end of the process. Also note that people are starting to make mods that do things CE does, without the coding issues; you are not locked to CE just because you like a thing it does. I should note that CE itself is not overly to blame for the "patches for your patches" bit, as the first set of patches is usually done by other people who might not know exactly what they're doing. I'm still annoyed that CE overwrites vanilla bases to do what it does however. Try this if you have done everything else here and the error still occurs. Sometimes mods are just incompatible until the mod authors put in effort to fix their mods. As with most things, the truth is a bit more fine-grained. It's true that "Core, Mod 1, Mod 2, Mod 3" is the load order, and the last mod "wins", but the actual load order is a bit different. Core doesn't use xpath or load any C , so they're not in that list. The C for RimWorld is already loaded by that point, roughly speaking. So if Mod 3 overwrites something in XML, but Mod 2 overwrites it in xpath and Mod 1 overwrites it in C , it's Mod 1 that wins -- even though Mod 3 and Mod 2 come after it in the load order. If you are missing a dependency, you'll notice: You get a nice red error saying something like Could not find type named TurretExtensions. And then there is another insidious thing some XML mods do: overwrite abstract bases. This is something that's still unfortunately very frequently done, and it can cause havoc. The C summary slightly diverts from the truth. It even depends on how they instantiate the mod; there are two or three possible hooks and they happen at different times. Most mods that mess about with Defs will all have to do it in the second or third hook. There's inherit from mod , which happens before Defs are loaded. Generally mods can't screw around with Defs in there. There's the staticconstructoronstartup annotation which happens after Defs are loaded. This is where mods would screw around with Defs, for the most part. Finally there's Hugslibs' ondefsloaded , which is exactly like a staticconstructoronstartup , but it runs after the staticconstructoronstartup utility is done. I won't even mention the harmony conflicts which are way harder to detect or runtime conflicts which sometimes get logged, but not nearly always. The below picture is an image to use as quick reference. It is not a replacement for the guide if you have not read it yet. RimWorld of Magic Wiki Explore. Spells and Abilities. Explore Wikis Community Central. Register Don't have an account? Mod Order Guide. Edit source History Talk 0. Core Royalty If available, 1. As long as Harmony is the highest MOD on your list, you should be fine. Generally better to put it above Core though. SRTS if you load after Hugslib then the ships will show up in a colonist's inventory Hugslib Jecstools Humanoid Alien Races Prepare Carefully or Character Editor, not both unless you have a very good idea of what you are doing Libraries - Core file packets If something says it has no content, just code for other mods to build from, that's a library. Examples include Misc Core, Turret Extensions, and a few others. Terra Core goes here. It's also an overhaul mod, so if you are using it with a large modlist you'll probably get a lot of red errors and things breaking. You have been warned. Rimworld of Magic goes here. So does Medieval Times. Mostly because both tend to break things a little if they aren't up here. Also Rimwar. Try this if you use it and things are being silly. Tiberium Rim by Telefonmast or Maxim may want to go here. Grand Rivers and Archipelagos go here. Mods that add new stone types to mine should probably go here as well. Faction Control goes here. This category is mostly unused at this point due to most faction mods also adding races or items, so you probably won't see many things going here. Traits -Rainbeau's made a few of these. If it just adds traits, or adds slots, it goes here. Androids, Android Tiers, Misc Robots, any other mod that adds robot-style colonist pawns. This is due to a conflict with a medical mod or two. Medical -Yes this includes those that add new bionic parts, medical bills not the money kind , and new surgeries. No it does not include mods that ONLY add medical items. Pawnmorpher may want to go here. Apothecary may want to go here. Fun Part: There are some mods that are for lack of a better word, tetchy. They'll fight with other mods for seemingly no reason and break things consistently no matter where they go. This is not a comprehensive list, they are simply the most repeated offenders to one degree or another. Storytellers as well. Mods that change the textures of other mods, as opposed to the textures of the base game, are basically patches and should go under the mods they are affecting. Emphasis on GAME behaviour. Anything that is something that you can build or make or find as a quest reward goes here. Vanilla Hair Expanded goes just above Races due to some weird mod interactions, otherwise you can get stuff like pink boxes instead of colonist heads occasionally. They have some more troubleshooting stuff in their mod description, make sure to read it carefully. Anything that adds pawns this MAY include mods that add robots, but for now throw em up above medical till it's determined one way or another goes here. Something like "one does additive, one does multiplicative". Facial Stuff, and a few others that require that they're at the bottom for reasons. This includes a certain NSFW mod and possibly mods that add children. Dubs Performance Analyzer and RocketMan probably want to go here for patching reasons. I personally as the writer of it consider it to be more like Greek philosophy, but eh. So you gen the world, then do pawn stuff, then have items come into play, etc. Buuuuutt that's not likely to be how the code actually loads things usually , and also Races always work better at the bottom despite it seeming like they'd be second or third with this method. I still suggest people sort stuff, partially because it actually does help in some regards due to all the special rules that have been found, most if not all of which are included here. If you're running Nature's Pretty Sweet for example, that mod as of writing this is currently a major save killer, and it's easier to spot it if it's with all your other map generation mods near the top, instead of halfway down between Androids and VGP. However, having your modlist order be based exactly on a mod by mod guide is probably an exercise in frustration, since mods keep adding new stuff all the time and sometimes stuff wants to swap places to work correctly for no apparent reason because it happens to be on YOUR computer instead of someone elses. Hence the in-joke that modding is black magic. Sometimes mods will just be incompatible. There are a few things that matter with load order: - Does the mod require a different mod? There's like.. Categories Add category. Cancel Save. Universal Conquest Wiki. Magic Classes. Might Classes.