alex007132 Posted July 15 Posted July 15 1 hour ago, Samson_ said: 是的,2.0版本将在Patreon上以付费形式发布。计划在夏末/九月中旬发布——届时将包含期待已久的团队动画(3+角色)重做,以及许多其他改进。 I’m really looking forward to version 2.0, and I hope you add more payment options. It’s actually quite tricky to send money out of China, haha. Also, have you considered releasing the group animations (3+ pawns) as a separate free feature? Or is this multi-character group animation feature the main reason for the paid model? And will there be localization support / translation interfaces for these group animations (3+ pawns)?
Ndodo231 Posted July 16 Posted July 16 Well i cant Extract all from Modpart1 somehow.. it shows me an Error to extract it. Someone got the Error too? I followed the Instruction.
Samson_ Posted July 17 Author Posted July 17 On 7/15/2026 at 4:42 PM, DIKZZZZ said: 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? Hey! First off, welcome to RimWorld and jumping straight into a modded playthrough is quite a dive) This is a known bug in some versions of RJW. You can edit the file: RimWorld\Mods\rjw\1.6\Defs\Drugs\Humpshroom.xml (lines 38–41) and remove or comment out the relevant lines.
Samson_ Posted July 17 Author Posted July 17 On 7/15/2026 at 5:22 PM, alex007132 said: I’m really looking forward to version 2.0, and I hope you add more payment options. It’s actually quite tricky to send money out of China, haha. Also, have you considered releasing the group animations (3+ pawns) as a separate free feature? Or is this multi-character group animation feature the main reason for the paid model? And will there be localization support / translation interfaces for these group animations (3+ pawns)? Currently, I'm using Patreon and Ko‑fi as the main platforms, and for now, I can't offer any other payment options ;c Version 2.0 will be a paid release, available on both Patreon and Ko‑fi. Besides the group animations, it will also include a large number of other improvements and reworks. Localization will be English only for the time being.
alex007132 Posted July 17 Posted July 17 3 hours ago, Samson_ said: 目前,我主要使用Patreon和Ko-fi作为主要平台,目前无法提供其他支付选项;c 2.0版本将作为付费版本发布,可在Patreon和Ko-fi平台获取。除了团队动画,游戏还将包含大量其他改进和重制。本地化目前将仅为英文。 Good!
weeweeki Posted July 19 Posted July 19 (edited) Combat extended mortar accuracy and yayo combat 3 continued are not compatible with one another what to do? Edited July 19 by weeweeki
Samson_ Posted July 21 Author Posted July 21 On 7/20/2026 at 2:50 AM, weeweeki said: Combat extended mortar accuracy and yayo combat 3 continued are not compatible with one another what to do? Use the provided modlists – don't mix mods manually. The pack includes separate modlists for CE and Yayo's Combat 3. If you're using the CE list, Yayo's Combat 3 won't be active, and vice versa. Pick the one you prefer and load its corresponding .rml file. That way, everything stays compatible and stable.
gekkolizzard Posted July 26 Posted July 26 I have this problem where pawns just wonder and don't do jobs, i already turned off Gravship, smart farming and Pandora frontier, and it is still issue on new saves
Samson_ Posted July 28 Author Posted July 28 On 7/26/2026 at 11:25 PM, gekkolizzard said: I have this problem where pawns just wonder and don't do jobs, i already turned off Gravship, smart farming and Pandora frontier, and it is still issue on new saves Try updating Vanilla Expanded Framework and Pick Up And Haul to their latest versions. These two mods are known to cause pawn job assignment issues when outdated.
YATTAY Posted July 28 Posted July 28 Which mod controls the darkness at night? Because it gets pitch black every night outside the base (lighting range), even with the moon at 60–70%.
Samson_ Posted July 28 Author Posted July 28 1 hour ago, YATTAY said: Which mod controls the darkness at night? Because it gets pitch black every night outside the base (lighting range), even with the moon at 60–70%. Moonlight
HamburglarV2 Posted July 28 Posted July 28 The config thing doesnt work and Im not really sure why. I put the "Place the contents into the rimworld by ludeon" zip in the right spot, extract it in the configs folder, but it doesn't do anything. is there something I'm missing?
HamburglarV2 Posted July 28 Posted July 28 1 hour ago, HamburglarV2 said: The config thing doesnt work and Im not really sure why. I put the "Place the contents into the rimworld by ludeon" zip in the right spot, extract it in the configs folder, but it doesn't do anything. is there something I'm missing? I figured it out I was stupid
Samson_ Posted July 29 Author Posted July 29 11 hours ago, HamburglarV2 said: I figured it out I was stupid 😅
YATTAY Posted July 29 Posted July 29 (edited) 23 hours ago, Samson_ said: Moonlight Even after disabling Moonlight, it still stays pitch black after 6 PM... I know the image shows the moon isn't in the sky—so it won't provide light—but that's exactly what I want to remove... I'm not into that level of "realism." Which mod do I disable to get the vanilla night back? Edited July 29 by YATTAY Complement
YATTAY Posted August 5 Posted August 5 I think I found a bug; shouldn't the Warcasket line be there? There's an option to remove it, but not to "add" it. Or maybe the modpack changed how the research is unlocked, and there's no information about it anywhere.
TonStar Posted August 8 Posted August 8 (edited) Hi, do we need to do anything with the other parts that was needed to download or just to extract the first part and thats it to start with the modpack, sorry, new to all of this. Also, how do we change prisoners to slaves? Edited August 9 by TonStar
ZeeK1337 Posted August 11 Posted August 11 Good mod pack but i have a question how to remove these ai backgrounds ngl its slop
tommyboyx595 Posted August 12 Posted August 12 I don't know what i'm messing up here. Downloaded all parts, extracted only the first part as directions say. Copied mod folder over. then did the config part. Booted game, wont load past intializing. its a fresh install. Tried again but extracted every part since i was worried that somehow i was misunderstanding. I see the mods but theyre all disabled. Anyone run into any similar issues, or can point out some obvious thing i'm missing from being dumb?
tommyboyx595 Posted August 12 Posted August 12 Welp, i left it to go shower and when i came back it was loaded. Although theres still several dozen mods that are disabled, im not sure if thats how its supposed to be or not.
Zalcoatl Posted August 12 Posted August 12 (edited) Hello, I’m experiencing extremely long startup times with this modpack on RimWorld 1.6.4850. The game shows “Not Responding” during initialization but eventually reaches the menu after approximately 19 minutes. Player.log reports around 36,000 textures, with 31,756 textures compressed at startup and about 7.7 GB of non-streaming texture memory. Sized Apparel previously reported “Total textures loaded: 27567.02MB”. Windows commit usage has reached approximately 51.7/54 GB. My system is an i5-13420H, RTX 5050 Laptop GPU, 24 GB RAM and NVMe SSD. I’m still very new to RimWorld modding, so I may need simple instructions if any manual configuration or optimization is required. Is this startup time expected? Is there a recommended persistent DDS/precompressed texture cache or safe Sized Apparel optimization for this modpack? I want to preserve all RJW/NSFW functionality, animations, pregnancy, gender, body and apparel systems. I would prefer a compatibility or performance solution instead of disabling those mods. Edited August 12 by Zalcoatl
thepwnerer Posted August 12 Posted August 12 Not sure if this is just an RJW issue or modpack issue, but I'm experiencing a weird bug with cumflation. Two of my pawns now have ended up with severe cumflation that permanently reduces their movement to 0. If I heal it off or remove it in the character editor, it just comes back after 5-10 seconds. I managed to get rid of it from one pawn by adding another minor cumflation condition then using a chair to deflate them, but that doesn't seem to be working for the second pawn. I would happily just disable that mechanic to stop this, but that doesn't seem to be a togglable setting. Anyone have any ideas?
Samson_ Posted August 13 Author Posted August 13 On 8/5/2026 at 4:20 AM, YATTAY said: I think I found a bug; shouldn't the Warcasket line be there? There's an option to remove it, but not to "add" it. Or maybe the modpack changed how the research is unlocked, and there's no information about it anywhere. I disabled that research by default. You can re-enable Warcasket in the Cherry Picker mod settings
Samson_ Posted August 13 Author Posted August 13 On 8/11/2026 at 12:31 PM, ZeeK1337 said: Good mod pack but i have a question how to remove these ai backgrounds ngl its slop
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