
- #Rimworld steam workshop mods not working install
- #Rimworld steam workshop mods not working mod
- #Rimworld steam workshop mods not working mods
- #Rimworld steam workshop mods not working code
#Rimworld steam workshop mods not working mods
This is where mods would screw around with Defs, for the most part.įinally there's Hugslibs' ondefsloaded, which is exactly like a staticconstructoronstartup, but it runs after the staticconstructoronstartup utility is done.Īnd fwiw: that's just the Defs side of the equation There's the staticconstructoronstartup annotation which happens after Defs are loaded. Generally mods can't screw around with Defs in there. There's inherit from mod, which happens before Defs are loaded. Most mods that mess about with Defs will all have to do it in the second or third hook.
#Rimworld steam workshop mods not working mod
It even depends on how they instantiate the mod there are two or three possible hooks and they happen at different times. The C# summary slightly diverts from the truth. This is something that's still unfortunately very frequently done, and it can cause havoc. If you are missing a dependency, you'll notice: You get a nice red error saying something likeĬould not find type named TurretExtensions.CompProperties_Upgradable from node and missing a dependency like that will put the entire game in a corrupted and unplayable state.Īnd then there is another insidious thing some XML mods do: overwrite (abstract) bases. Does the mod require a different mod? Examples of that are mods that require HugsLib, Proper Shotguns, Turret Extensions, Alien Races, JecsTools, whatever. There are a few things that matter with load order: So if Mod 3 overwrites something in XML, but Mod 2 overwrites it in xpath and Mod 1 overwrites it in C#, it's Mod 1 that wins - even though Mod 3 and Mod 2 come after it in the load order. The C# for RimWorld is already loaded by that point, roughly speaking. Then it loads the C# from Mod 1, Mod 2, Mod 3Ĭore doesn't use xpath or load any C#, so they're not in that list. Then it applies all xpath patches from Mod 1, Mod 2, Mod 3 The game first loads all XML (defs, mostly) from Core, Mod 1, Mod 2, Mod 3

It's true that "Core, Mod 1, Mod 2, Mod 3" is the load order, and the last mod "wins", but the actual load order is a bit different. Sometimes mods will just be incompatible.Īs with most things, the truth is a bit more fine-grained. Sometimes mods are just incompatible until the mod authors put in effort to fix their mods. "Keep in mind that not all mod conflicts will be solved by shuffling load order around.
#Rimworld steam workshop mods not working code
There are also a few mod managers out there, both as mods and as external programs.Īnother option for sorting your mods is to follow this guide here:Īn explanation of how this works code wise It also has it's own auto-sort function if you want to see if that will help your issue: Rimpy is a useful tool that works outside the game, to make it easier to sort your mods. > "Select the beta you would like to opt into:"
#Rimworld steam workshop mods not working install
Steam Default Mod Install Folder: Ĭ:\Program Files (x86)\Steam\steamapps\workshop\content\294100 %appdata%\.\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\ConfigĬ:\Program Files (x86)\Steam\steamapps\common Save the "ModsConfig.xml" as this is your mod load order, and if you remove it you will lose your modded load order. Old mod config files are not automatically removed and may cause errors. "Clearing configs" refers to deletion of old/all configs in the aforementioned folder RimWorld configuration files and most mod settings are kept in this folder, and removing them will reset all settings to default. ~/.steam/steam/steamapps/common/Rimworld/Mods

Right-click the RimWorld application and show package contentsĬd Library/Application\ Support/Steam/steamapps/common/RimWorld There are some "ifs" and "buts" in this statement, but it's largely trueĬ:\Program Files (x86)\Steam\steamapps\common\RimWorld\Mods

In the instance of multiple mods that change the same thing, whichever is loaded last will take precedent How do we know which mods are incompatible? Reading mod descriptions, asking people who know things, and trial/error Mods should not/cannot be loaded with other incompatible mods.

Mods must be loaded beneath any and all dependencies.Įg: most mods depend on Core to function and must load below it Make sure no mods updated since you last played, if a game that was running fine suddenly broke the next time you loaded it. Check your mod order (instructions also below). Clear your configs (instructions below). Verify with Steam (if you use it to run Rimworld). "My game broke/crashed/the UI is gone/froze, what do I do?"
