BaernOG Posted July 3 Posted July 3 I wanted to start a medieval playthrough since my current save is bugged after disabling the gravship extended (pawns refuse to auto-plant crops) and it appears that the world tech level mod isn't in the pack or isn't recognized when trying to load the modlist.
Samson_ Posted July 3 Author Posted July 3 13 hours ago, sad 'n bad said: Is there any reason why my pawns refuse to sow plants? All zones are in season, good temperature etc. but my main pawn for planting is just wandering around day after day or relaxing socially. I can make him sow manually, but it's frustrating doing it tile after tile. It was fine when I started the game yesterday, loaded it up today, after one harvest no replanting has been done for days. But overall have been enjoying this great modpack, thanks! Try removing the Smart Farming mod and let me know if that helps.
Samson_ Posted July 3 Author Posted July 3 1 minute ago, Samson_ said: Try removing the Smart Farming mod and let me know if that helps. Vanilla Gravship Expanded can also cause this issue
Samson_ Posted July 3 Author Posted July 3 12 hours ago, BaernOG said: I wanted to start a medieval playthrough since my current save is bugged after disabling the gravship extended (pawns refuse to auto-plant crops) and it appears that the world tech level mod isn't in the pack or isn't recognized when trying to load the modlist. I removed the World Tech Level mod from the Medieval modlist because it was causing the map to break after restarting the game. Without it, the Medieval pack works perfectly now. I just forgot to re‑save the modlist to remove the warning – so that message is harmless and can be ignored. The mod itself is gone, and the setup is stable. 1
BaernOG Posted July 4 Posted July 4 (edited) Are there possibly other mods that could affect planting, both gravship expanded and smart farming are disabled, fresh save, and they still won't plant without constantly telling them too even if it is their only task. I apologize for the constant complaining, it is a fun modpack when it does work. ps it works fie when they were enabled but then there is the other issue with gravship and generating other maps. edit: no errors showing up in dev log either Edited July 4 by BaernOG
BaernOG Posted July 4 Posted July 4 1 hour ago, BaernOG said: Are there possibly other mods that could affect planting, both gravship expanded and smart farming are disabled, fresh save, and they still won't plant without constantly telling them too even if it is their only task. I apologize for the constant complaining, it is a fun modpack when it does work. ps it works fie when they were enabled but then there is the other issue with gravship and generating other maps. edit: no errors showing up in dev log either I finally got an error message, though not for farming but another task saying "CangiveJob and JobOnX methods may not be synchronized and clicking on it shows only 1 mod and the core system attempting to interact. it is Harmony
BaernOG Posted July 4 Posted July 4 (edited) 17 minutes ago, BaernOG said: I finally got an error message, though not for farming but another task saying "CangiveJob and JobOnX methods may not be synchronized and It appears to be vanilla expanded framework I didn't look correctly it said VEF at the beginging of the error log so its vanilla expanded framework seems others have been having issues on steam too Edited July 4 by BaernOG
BaernOG Posted July 4 Posted July 4 41 minutes ago, BaernOG said: I didn't look correctly it said VEF at the beginging of the error log so its vanilla expanded framework seems others have been having issues on steam too Sorry, final update, the steam version was updated today and using the current updated version seems to have fixed my issues
sad 'n bad Posted July 4 Posted July 4 On 7/3/2026 at 4:50 PM, Samson_ said: Try removing the Smart Farming mod and let me know if that helps. That seemed to fix it, though I'm not completely sure that was the cause, I also messed around with taking my jobs off the numbered scale of priorities back to the basic checklist and toggling through it a few times, maybe that had some effect. Anyways, it's solved, thanks! 1
kkiiodl Posted July 5 Posted July 5 On 7/2/2026 at 3:55 PM, Samson_ said: Hey! Yes, this is a known issue. The problem is caused by the Vanilla Gravship Expanded mod. To fix it, simply disable or remove that mod from your modlist. The game should work fine after that. Thank you very much, that fixed it! Another question if you don't mind: are group animations basically broken? I mean, group sex triggers during rituals and such, but the animations look horrible. Pawns overlap each other, and it's just painful to watch. With so many animation sub-mods installed, I was expecting a lot more.
illegalFrog Posted July 6 Posted July 6 (edited) I started having the issue with auto-farming mid save but also noticed that this was applying to all work types, I am having pawns not automatically clean nor haul (Note: they haul sometimes but not most of the time). I tried disabling Vanilla gravships and smart farming to see if that would help but even after disabling those mods, they only seem to do very basic work types, like entertaining guests or childcare. They do those work types automatically but most of the time I need to tell them manually to construct or farm instead of them going by work priorities Edit: Disabling Grav ship expanded fixed it but required a whole new save Edited July 6 by illegalFrog 1
Samson_ Posted July 6 Author Posted July 6 16 hours ago, kkiiodl said: Thank you very much, that fixed it! Another question if you don't mind: are group animations basically broken? I mean, group sex triggers during rituals and such, but the animations look horrible. Pawns overlap each other, and it's just painful to watch. With so many animation sub-mods installed, I was expecting a lot more. Currently, group sex animations (3+ pawns) can look messy, with pawns overlapping and clipping. This is because the animation framework wasn't originally designed for large groups, and many of the sub‑mods add animations that don't always align well together. In the upcoming Patreon version 2.0, I'm rewriting the animation code specifically for this modpack. Group animations will be properly supported – 3+ pawns will be positioned correctly, with better sync and no overlapping. It's a major overhaul, and I'm confident it'll make a huge difference. This version is expected to be released around the end of summer (late August – early September). It will definitely happen – it's already in active development and will be released once it's fully tested and stable. 3
bruhpotato2 Posted July 10 Posted July 10 I just installed this modpack and it looks pretty sweet, but my colonists refuse to build any furniture or floors, and I can't prioritize the task. I read somewhere that Vanilla Furniture Expanded could be causing issues, but deleting that and it's sub mods didn't really do anything. Does anybody know how to fix that issue?
NorbertUwU Posted July 10 Posted July 10 So i installed everything like you said in the PDF. Now the mods are loaded in and everythings fine, but once i wanna load a save or change the modload preset in RimWorld it tells me that more than half the mods arent installed. The mods folder after extracting the 5 mods rars by doing it with the first one gets me 430 mods. 7zip also warns me that theres "Data after the payload data", so maybe the mods didnt unpack correctly? I mean a lot of mods are active ingame but even major ones like CE and RJW didnt get extracted as it seems. Any idea what i did wrong? Did i even do anything wrong?
scp096213 Posted July 11 Posted July 11 Heya idk if you respond anymore but amazing mod pack, really. anywho everytime I try to set up camp it gives the error of "trying to get valid region at but regionandroomupdater is disabled the result may be incorrect" and I found out removing the Vanilla Gravship Chapter 1 mod fixes the issue, is that a common issue or do I need to get a update for it?
NorbertUwU Posted July 11 Posted July 11 13 hours ago, NorbertUwU said: So i installed everything like you said in the PDF. Now the mods are loaded in and everythings fine, but once i wanna load a save or change the modload preset in RimWorld it tells me that more than half the mods arent installed. The mods folder after extracting the 5 mods rars by doing it with the first one gets me 430 mods. 7zip also warns me that theres "Data after the payload data", so maybe the mods didnt unpack correctly? I mean a lot of mods are active ingame but even major ones like CE and RJW didnt get extracted as it seems. Any idea what i did wrong? Did i even do anything wrong? Managed to get all the files by manually extracting every single one of the 5 mod part rars into the same folder! The pack plays really nice man, good job 1
Samson_ Posted July 11 Author Posted July 11 20 hours ago, bruhpotato2 said: I just installed this modpack and it looks pretty sweet, but my colonists refuse to build any furniture or floors, and I can't prioritize the task. I read somewhere that Vanilla Furniture Expanded could be causing issues, but deleting that and it's sub mods didn't really do anything. Does anybody know how to fix that issue? Try updating the Vanilla Expanded Framework to the latest version.
Samson_ Posted July 11 Author Posted July 11 8 hours ago, scp096213 said: Heya idk if you respond anymore but amazing mod pack, really. anywho everytime I try to set up camp it gives the error of "trying to get valid region at but regionandroomupdater is disabled the result may be incorrect" and I found out removing the Vanilla Gravship Chapter 1 mod fixes the issue, is that a common issue or do I need to get a update for it? Yes, that's a known issue. Removing Vanilla Gravship Chapter 1 is exactly the right fix – it's a common conflict that causes that error. I'm already working on a mini‑fix update that will remove the mod and also update Vanilla Expanded Framework to the latest stable version. Should be out soon.
scp096213 Posted July 11 Posted July 11 On 6/21/2026 at 12:37 PM, Samson_ said: That's a known issue. The culprit is Vanilla Gravship Expanded – it's causing the freeze when you send a caravan to another settlement or make a camp. For now, you can simply disable this mod manually. Once it's turned off, the problem should no longer occur. I'm working on a proper fix for the next update. Thanks for reporting it, and sorry for the inconvenience! Also I found out if you remove the gravship from this one and download the one on steam and place it back into the mod list It starts to work fine whenever people try setting up camp
Samson_ Posted July 12 Author Posted July 12 Fix uploaded! 1. Removed Vanilla Gravship Chapter 1 (it was causing map and camp errors). 2. Updated Vanilla Expanded Framework to the latest stable version. 1
WildWehraboo Posted July 13 Posted July 13 On 2/2/2026 at 5:12 PM, jobanzbrod said: having a problem with the modpack where my pawn cant breed with animals and doesnt result in any pregnancy even tho she has been fertilized What mod gives the visuals of the Breasts, vagina and the pussy? I just want that mod only
alex007132 Posted July 15 Posted July 15 Is Patreon Version 2.0 a paid release? I’m really looking forward to the update for group animations (3+ characters).
Samson_ Posted July 15 Author Posted July 15 On 7/13/2026 at 5:56 AM, WildWehraboo said: What mod gives the visuals of the Breasts, vagina and the pussy? I just want that mod only [RJW] Menstruation Retexture
Samson_ Posted July 15 Author Posted July 15 5 hours ago, alex007132 said: Is Patreon Version 2.0 a paid release? I’m really looking forward to the update for group animations (3+ characters). Yes, Version 2.0 will be a paid release on Patreon. It's scheduled for late summer / mid‑September – and it will include the long‑awaited group animations (3+ pawns) rework, along with many other improvements.
DIKZZZZ Posted July 15 Posted July 15 Great modpack, first time playing rimworld and I'm doing it while having this modpack. Had a pretty big problem before where I couldn't prio my pawns on a modded building, then half of my pawns are all on a wander loop. This presists after multiple reinstalls of the game and modpack itself. Figured out which game version the mod was last used on in a data folder, downgraded and now everything is working fine. I have gone into another issue altogether now though, I can't seem to grow humpshroom. I tried using a hydroponic basin, but the light it emitted is killing itself. This has been the case when I played the game in a incompatible version, and since I'm a noob, I just thought there must be a way to grow it in the later stages of the game. Turns out that rummaging through forums tells me that the humpshroom would only be growable in the hydroponic basin and that the self emitting light thing shouldn't kill itself. In all of my attempts to grow it, it is always in an enclosed space where hovering at the area shows 0% light level. Inside the hydroponic basin, the light level shows 50% and inspecting the humpshrooms details that it is dying because of the light level. I am at a loss on how to grow it now, automatic hydroponic doesn't even have an option to grow humpshroom. Does anybody know how to deal with this?
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