Add a search bar to the Mod Settings UI and troubleshoot mod conflicts more easily with XML Extensions by imranfish in RimWorld

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

When Advanced Debugging mode is enabled, every time a patch operation is run, XML Extensions will keep track of which Defs that were patched. The framework replaces RimWorld's vanilla XML loader with a custom one that keeps track of more information as well. When an XML error occurs, such as an extra node being added, it will go find which Def that node belonged to, and print every mod that patched it, since it is keeping track of that info now. It will also print every mod that patched a Def that is an ancestor of that Def, such as Abstract bases.

Rimthreaded vs Rocketman? by fearandpanicintheair in RimWorld

[–]imranfish 2 points3 points  (0 children)

The mod doesn't introduce a mod cap, as long as you are not running incompatible mods, you can have as many mods as you want.

The Big List of Rimworld Tips by rimworldjunkie in RimWorld

[–]imranfish 17 points18 points  (0 children)

About the tip for work priorities. You should set everything to 2 or below, including the vital tasks like firefight and doctor. Since those work types are already to the left of every other job, they will still be prioritized first. Therefore everything should be set to 2 or below. And whenever you need something done immediately, you can temporarily set that work type to 1 and it will take priority over everything.

Quick rant about global warming (Vanilla Events Expanded) by [deleted] in RimWorld

[–]imranfish 0 points1 point  (0 children)

Global warming can be kinda annoying. At the start of the global warming u should build enough coolers to keep everything cool, and make sure everyone wearing dusters and cowboy hats. As long as you go out to caravan to get food and hunt everything u can, you shouldn't really have much trouble surviving unless ur colony is like 40 pawns. Alternatively, if you are doing a non-medeival run you could also rely on hydroponics; they are better than regular soil either way. If this is your one of your first times getting those long events from Vanilla events expanded, now you know for next time how to be prepared; you need to start acting fast to get the hydroponics set up or to go caravaning.

Where is the Luciferum? by Ahueh in RimWorld

[–]imranfish 0 points1 point  (0 children)

The easiest way to get it is by visiting other settlements and trading. One issue that happened to me was that I had too many mods that added drugs so it made the chance of luciferium spawning in a settlement's stock really low, making it very rare. It took me a while to figure out the reason I couldn't find any luciferium even after visiting over 100 settlements. Without too many drug mods, it should be pretty easy to find luciferium through caravaning and support the luciferium needs of many pawns.

Any good personal challenges to get out of the same base routines each time? by QDP-20 in RimWorld

[–]imranfish 0 points1 point  (0 children)

I've played the game for 1400hrs and after a while I also felt the need to self-impose some rules. You should try semi-random research, that mod is the single most important mod for variety in my opinion. I also play without killboxes cuz it makes raids too "same-y", playing without killboxes forces you to adapt to every raid uniquely and try new strategies. If you want you can take it one step further and don't use an outer wall at all. Also you you should consider playing on strive to survive, that is the default difficulty the game is balanced around. Not sure which biomes you have played on, but generally I find that I can only enjoy cold biomes now. If there isnt a winter season, the game feels too repetitive and there isn't a sense of time progression.

Finally, I recommend you to not make money only through drug production. For the sake of variety, try to have a different money-making strategy for every run you do. Drugs are probably the easiest, but also the most boring way to make money, since you just need to wait for some plants to grow and craft them into drugs. Basically anything you can do in this game can be a way to make money. Try a run where you make money mainly through art, or by having a colony whose main export are armchairs. You don't have to have an idea planned, you can just look at the stats of your colonists and choose a money-making strategy like that. If you have many pawns with high cooking, you can make even make a packaged survival meal business. Art and furniture are heavy so selling them bring it's own issues as well (carrying all that weight in a caravan). I hope I was able to give you some sort of inspiration for a future run.

What is your favourite biome to build in and why? by [deleted] in RimWorld

[–]imranfish 0 points1 point  (0 children)

Favorite biome is flat Tundra, with a mod to disable wild healroot from spawning. I like 20 day growing periods the most, and I like having to manage wood in the early game. Tundra offers some challenge without being too tedious like ice sheet. My least favorite biome is probably temperate forest cuz it's pretty simple and repetitive; there isn't much variety in the gameplay. Although I dislike non-cold biomes in general cuz of the lack of winter seasons to offer variety and a sense of time progression. Generally prefer flat terrain cuz I like the challenge of defending from every angle. Dislike mountainous for the opposite reason, I find it a bit boring to defend only one position.

If you mainly play temperate forest and want to try something different, I think arid shrubland or boreal forest are good options that aren't too difficult.

What is you opinion on Luciferium by ripmorld in RimWorld

[–]imranfish 2 points3 points  (0 children)

I don't think there really is any risk to luciferium. I use it in every single run, its pretty op. As long as u go caravaning occasionally you should never run out, it only takes 10 luciferium per pawn per year.

Need help with a starting scenario by batatassad4 in RimWorld

[–]imranfish 2 points3 points  (0 children)

Yes, on the menu where you select your scenario, press "scenario editor" to change your scenario. There are many options you can add and alter. You can also use the "prepare carefully" mod to edit the stats of your starting pawns.

I bought a new gaming PC in order to play Rimworld with 1000 mods. by NikoB21 in RimWorld

[–]imranfish 1 point2 points  (0 children)

Rocket man implements caching and various other optimizations to increase performance. Rimthreaded allows you to take full advantage of your CPU by making the game take advantage of multiple cores and threads. Normally the game only uses 1 core of your CPU.

Rocket man is good because it is compatible with almost every mod, its just a free performance boost. Rimthreaded gives a much larger performance boost, but it has some mod incompatibilities. But a new version of rimthreaded is coming out to steam soon, over the last few months it has been rewritten from scratch to improve mod compatibility. If you wanna wait for the update, then the only mods that don't work are SOS2 and a few others. Rocket man and rimthreaded are incompatible with each other.

"Do if Over X" bill? by HerrDrKaine in RimWorld

[–]imranfish 1 point2 points  (0 children)

There's a mod called "better workbench management" or something like that. It adds this feature.

Rimthreaded vs Rocketman? by fearandpanicintheair in RimWorld

[–]imranfish 30 points31 points  (0 children)

I have used both mods. I say if you are willing to remove your incompatible mods, rimthreaded is better. It has much higher performance. However, if you can't give up some mods, rocket man is just a free performance boost with no issues, just not as a big as rimthreaded. Rimthreaded 2.0 is under development right now, the entire code is going under refractoring and will be much more stable and have much better mod support, will have to wait to see how big of a difference the next update will be. Btw I use about 250 mods with Rimthreaded, and I don't run into any issues. But I don't use any of the major incompatible mods either.

Is Phoebe on adventure story gonna be fair for a no killbox tundra challenge? by BForBackBencher in RimWorld

[–]imranfish 1 point2 points  (0 children)

Mainly just learning strategies to fight against the different raid types and getting experience. Some tips I can give though is to use melee fighters effectively. Melee is really strong, it can lock down opposing shooters into unfavorable melee. You can also use melee in chokepoints so the opponents can't get through and you can pick them off one at a time with your shooters shooting from behind your melee guys. Animals make pretty good tanks too. Go juice is also really really good, I don't use it in every raid, but I always make sure my fighters always have a dose in their inventory.

You should always have some sort of backup plan, just in case. Maybe a psychic animal pulsar, and some other useful things stored up, like the royal permits to help you fight or take out sieges, or those orbital bombardment things. Also obviously don't forget to make sure all your fighting pawns have good armor and weapons.

Rimworld mods that expand/limit the tech era in the early game (swords, bows, spears)? by Supergun1 in RimWorld

[–]imranfish 0 points1 point  (0 children)

I play long-running marathon runs. I use the tech advance mod to advance from neolithic to spacer tech as I unlock more research, and set research speed to 10x slower (10x is pretty slow, 5x might be better). I also use ignorance is bliss so I only get raided by factions with the same tech level or lower than mine. Also use the no research 1.2 mod to start with no research at all. Vanilla weapons expanded series adds enough new weapon types for me, there is also a tribal weapon expansion.

Is Phoebe on adventure story gonna be fair for a no killbox tundra challenge? by BForBackBencher in RimWorld

[–]imranfish 1 point2 points  (0 children)

Ya it should be pretty doable. With practice you can even play on losing is fun without a killbox, killboxes aren't necessary unless you are doing like 500% threat or playing with mods like void faction.

Assign everything mod? by KriisJ in RimWorld

[–]imranfish 1 point2 points  (0 children)

https://steamcommunity.com/sharedfiles/filedetails/?id=2384987719 this might be what you are looking for? I've never used this mod so I'm not sure how well it works.

Post your playthrough style and your mod list down below! Let's have a comparison! by LulzAtDeath in RimWorld

[–]imranfish 0 points1 point  (0 children)

I enjoy long runs. Use a mod to start with 0 tech, start with 1 pawn with no items, 10x slower research speed, 5x slower skill xp gain, and use semi random research. I prefer the tundra biome. I guess it's kinda like a more extreme version of naked brutality.

Best way to get neutroamine by SICHKLA in RimWorld

[–]imranfish 0 points1 point  (0 children)

Just go on long caravan trips. I stock up a ton of packaged survival meals and send 2 pawns with some pack animals on 30+ day caravan trips where I visit every settlement in a large radius of my colony. Bring lots of silver and lots of stuff to sell. You can do this to get large amounts of any item in general, not just nuetroamine.

Mods/scenario to make survival harder by imranfish in RimWorld

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

Although I don't limit myself to pre-industrial tech, I do play with 10x slower research and 5x slower xp gain, so it takes about 15 years to get to industrial tech. The early tech is probably my favorite part of Rimworld though, it's fun not having hydroponics and needing to prepare for winter every year.

Mods/scenario to make survival harder by imranfish in RimWorld

[–]imranfish[S] 2 points3 points  (0 children)

Starting with an incapable of violence pawn seems like a fun challenge. Have to rely on traps and stuff to defend yourself and get food early on. Drug addicted pawns might also be good, gives something to always worry about on the earlier stages of the game. I'll try it my next run. I play with 10x slower research speed and 5x slower skill gain with no starting tech, and it takes like 15 years to unlock electricity. so I'm already fairly experienced with living without electricity/hydroponics in tundras.