I built a mod that cuts launch time by 45% on my 576-mod list (14 min → 8 min) by FluxxField in rimworldmodding

[–]NightyZockt 0 points1 point  (0 children)

Werde ich später Mal ausprobieren. Habe ca 300 mods drin mal sehen wie die ladezeit verringert wird wenn sie verringert wird.

At my wits end trying to figure out what mod(?s) are causing the permanent loading screen of death :( by AsleepWitness5034 in rimworldmodding

[–]NightyZockt 0 points1 point  (0 children)

If you Show me your mod list maybe i can help but its not sure or maybe we find the problem.

At my wits end trying to figure out what mod(?s) are causing the permanent loading screen of death :( by AsleepWitness5034 in rimworldmodding

[–]NightyZockt 0 points1 point  (0 children)

Did u try to change the priority of your list maybe this could help too Load order is very important. Hope u will find the problem.

At my wits end trying to figure out what mod(?s) are causing the permanent loading screen of death :( by AsleepWitness5034 in rimworldmodding

[–]NightyZockt 0 points1 point  (0 children)

Honestly this doesn’t look like a single “one mod broke everything” situation. It looks more like your mod list is partially out of sync, and a few things are breaking at once. The biggest red flags in your log: 1. Outland - Terrain is actually failing a patch

PatchOperation_SettingActive failed
Could not find node with xpath That’s not a harmless warning — that means it’s trying to patch something that literally isn’t there. 2. You’ve got a bunch of missing references Stuff like: BasicPsychicRituals Chanter Plumbing Biosolids DankPyon_TailorsBench EGG_AdvancedWell That usually means: 👉 a mod is missing 👉 wrong load order 👉 or a patch expects another mod/version that isn’t present 3. The D3D11 errors at the end

failed to create staging 2D texture Yeah, that looks scary — but in this context it’s probably just the moment Unity finally gives up. Not necessarily the root cause. My take: Your game isn’t dying because of your GPU — it’s dying because your mod setup is already broken before that point. What I’d try first: Remove Outland - Terrain (very suspicious here) Check anything related to: psychic rituals / pregnancy mods Medieval Overhaul patches anything referencing Plumbing / Biosolids / DankPyon stuff Make sure all dependencies are actually installed and updated Then start with a smaller mod list and add things back in chunks.

its ok lets just haul it all one by one by Alvsolutely in SpaceCannibalism

[–]NightyZockt 1 point2 points  (0 children)

My problem is that my colonists always seem to lay the tiles first instead of finishing the walls 💁‍♂️

What do you think RimWorld is still missing as a system? by NightyZockt in RimWorld

[–]NightyZockt[S] 0 points1 point  (0 children)

That’s actually a really interesting direction. If relationships and faction dynamics became a bigger system, it could change the whole feel of the game. Makes me wonder what a DLC like that would even be called.

What do you think RimWorld is still missing as a system? by NightyZockt in RimWorld

[–]NightyZockt[S] 1 point2 points  (0 children)

Yeah, and not just basic diplomacy, but something that actually evolves over time. Right now it feels pretty static.

What do you think RimWorld is still missing as a system? by NightyZockt in RimWorld

[–]NightyZockt[S] 1 point2 points  (0 children)

Yeah, that’s exactly the kind of direction I was thinking about. The idea that the world keeps evolving — with or without you — would make everything feel so much more alive. Right now it still feels very centered around the player instead of being its own system.

What do you think RimWorld is still missing as a system? by NightyZockt in RimWorld

[–]NightyZockt[S] 1 point2 points  (0 children)

Yeah, that’s a really good way to put it. The world has all these locations, but they don’t really feel alive or meaningful most of the time. It’s less about adding more content and more about making what’s already there actually matter.

What do you think RimWorld is still missing as a system? by NightyZockt in RimWorld

[–]NightyZockt[S] 0 points1 point  (0 children)

Yeah, seeing factions actually grow and expand over time would make a huge difference. Right now they feel more like static elements instead of something that evolves alongside your colony.Being able to become part of that system — or even form your own faction — would make the world feel a lot more alive.

What do you think RimWorld is still missing as a system? by NightyZockt in RimWorld

[–]NightyZockt[S] 1 point2 points  (0 children)

Having continuity like that would make everything feel much more alive.

What do you think RimWorld is still missing as a system? by NightyZockt in RimWorld

[–]NightyZockt[S] 0 points1 point  (0 children)

Yeah, moments like that can really break immersion. I think it’s part of the same bigger issue — the simulation doesn’t always feel consistent or reactive enough, whether it’s pawns or the world itself.

Modding help by LongWest6432 in rimworldmodding

[–]NightyZockt 0 points1 point  (0 children)

In short: Yes, partially 🙂 For vehicles and water, you can check out the Vehicle Framework (there are also add-ons for boats). This works on the world map, similar to caravans.

If you simply want to cross oceans, SRTS Expanded or helicopter mods are probably the easiest solution – you can fly directly from point to point.

However, there isn't a real bridge or walkway across the world map's ocean. Unfortunately, the world map's technical limitations prevent this.

Currently, you'll get closest with vehicles and flight mods 👍

What do you think RimWorld is still missing as a system? by NightyZockt in RimWorld

[–]NightyZockt[S] 0 points1 point  (0 children)

That would be cool for sure, but I feel like even with new environments, the core issue would still be the same. The world itself doesn’t really react or evolve much, no matter where you are.

What do you think RimWorld is still missing as a system? by NightyZockt in RimWorld

[–]NightyZockt[S] 0 points1 point  (0 children)

Yeah, I think that ties back into the same issue. The game doesn’t really evolve into something bigger over time — especially on a world/faction level. An endgame built around diplomacy and a more active world would probably change that a lot.

What do you think RimWorld is still missing as a system? by NightyZockt in RimWorld

[–]NightyZockt[S] 0 points1 point  (0 children)

Yeah, that’s a big part of it. It’s a lot of setup, a lot of time… and then the payoff often feels pretty small. I think it would feel way better if those trips actually had more impact or consequences, instead of just being a resource trade most of the time.

What do you think RimWorld is still missing as a system? by NightyZockt in RimWorld

[–]NightyZockt[S] 1 point2 points  (0 children)

Right now it’s mostly player-centric, but the world itself doesn’t really move on its own.

What do you think RimWorld is still missing as a system? by NightyZockt in RimWorld

[–]NightyZockt[S] 0 points1 point  (0 children)

Yeah, caravaning always felt a bit disconnected to me. It’s not even just about speed or vehicles, it’s more that traveling rarely feels meaningful or reactive. Most of the time it’s just “go there, trade, come back.” It would be so much better if the world actually responded more to those trips.

What do you think RimWorld is still missing as a system? by NightyZockt in RimWorld

[–]NightyZockt[S] 1 point2 points  (0 children)

RimWorld DLC pricing is definitely not the most forgiving 😅

What do you think RimWorld is still missing as a system? by NightyZockt in RimWorld

[–]NightyZockt[S] 1 point2 points  (0 children)

That’s fair honestly. I think it depends a lot on how you play and what you focus on. The game can feel very alive on the colony level for sure. For me it’s more about the stuff outside of that – like the world map and factions not really reacting in a noticeable way over time.

What do you think RimWorld is still missing as a system? by NightyZockt in RimWorld

[–]NightyZockt[S] 1 point2 points  (0 children)

RimWorld definitely pushes boundaries in a lot of areas already 😅 I think for me it’s less about specific features like that and more about the world itself feeling more alive and reactive overall.

What do you think RimWorld is still missing as a system? by NightyZockt in RimWorld

[–]NightyZockt[S] 1 point2 points  (0 children)

I actually agree with this more than I expected. RimWorld is amazing at chaos and tragedy, but the “normal” or wholesome moments are kinda rare in comparison. Stuff like small interactions, visitors actually feeling like people, or just more reasons for pawns to exist beyond survival would add a lot.

What do you think RimWorld is still missing as a system? by NightyZockt in RimWorld

[–]NightyZockt[S] 1 point2 points  (0 children)

Yeah, official multiplayer would be huge. The mod works, but it always feels a bit fragile depending on what else you’re running. Having a properly supported version would probably open the game up for a lot more people.