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?
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 Sunday at 08:25 PM Posted Sunday at 08:25 PM 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 Tuesday at 08:54 AM Author Posted Tuesday at 08:54 AM 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 Tuesday at 03:25 PM Posted Tuesday at 03:25 PM 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 Tuesday at 04:33 PM Author Posted Tuesday at 04:33 PM 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 Tuesday at 07:25 PM Posted Tuesday at 07:25 PM 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 Tuesday at 09:15 PM Posted Tuesday at 09:15 PM 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 Wednesday at 08:16 AM Author Posted Wednesday at 08:16 AM 11 hours ago, HamburglarV2 said: I figured it out I was stupid 😅
YATTAY Posted Wednesday at 03:55 PM Posted Wednesday at 03:55 PM (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 Wednesday at 04:11 PM by YATTAY Complement
seneca12345 Posted 19 hours ago Posted 19 hours ago I don't have the menstruation status window. Any ideas?
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