Modding Troubleshooting Tips and Guides (2024)

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Contents

  • 1 Basic Troubleshooting Things You Should Do
    • 1.1 Basic Load Order Rules:
    • 1.2 Local Mods:
    • 1.3 Config Files:
    • 1.4 Steam Default Install Location:
    • 1.5 Steam Default Mod Install Folder:
    • 1.6 Verify Game Files with Steam:
    • 1.7 Change Game Version with Steam:
    • 1.8 Load Order:
    • 1.9 Common things people do that they should be doing differently
    • 1.10 -YOU NEED HARMONY. AND UNO.

Basic Troubleshooting Things You Should Do[edit]

"My game broke/crashed/the UI is gone/froze, what do I do?"


You should:

- Verify with Steam (if you use it to run Rimworld).

- Clear your configs (instructions below).

- Check your mod order (instructions also below).

- Make sure no mods updated since you last played, if a game that was running fine suddenly broke the next time you loaded it.

Basic Load Order Rules:[edit]

Mods must be loaded beneath any and all dependencies.

eg: most mods depend on Core to function and must load below it

Mods should not/cannot be loaded with other incompatible mods.

How do we know which mods are incompatible? Reading mod descriptions, asking people who know things, and trial/error

In the instance of multiple mods that change the same thing, whichever is loaded last will take precedent

There are some "ifs" and "buts" in this statement, but it's largely true

Local Mods:[edit]

Windows: C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Mods

orC:\Program Files (x86)\RimWorld\Mods

Mac OS X: Right-click the RimWorld application and show package contentscd Library/Application\ Support/Steam/steamapps/common/RimWorld

Linux: ~/.steam/steam/steamapps/common/Rimworld/Mods;

Config Files:[edit]

--RimWorld configuration files and most mod settings are kept in this folder, and removing them will reset all settings to default.

--"Clearing configs" refers to deletion of old/all configs in the aforementioned folder

--Old mod config files are not automatically removed and may cause errors.

--Save the "ModsConfig.xml" as this is your mod load order, and if you remove it you will lose your modded load order.%appdata%\..\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Config

Steam Default Install Location:[edit]

C:\Program Files (x86)\Steam\steamapps\common

Steam Default Mod Install Folder:[edit]

C:\Program Files (x86)\Steam\steamapps\workshop\content\294100

Verify Game Files with Steam:[edit]

> Steam Library

> Right Click RimWorld

> Properties

> Local Files

> Verify Integrity of Game Files...

Change Game Version with Steam:[edit]

> Steam Library

> Right Click RimWorld

> Properties

> Betas

> "Select the beta you would like to opt into:"

Load Order:[edit]

Rimpy is a useful tool that works outside the game, to make it easier to sort your mods. It also has it's own auto-sort function if you want to see if that will help your issue:

https://steamcommunity.com/sharedfiles/filedetails/?id=1847679158&searchtext=rimpy

There are also a few mod managers out there, both as mods and as external programs.

Another option for sorting your mods is to follow this guide here:

https://rwom.fandom.com/wiki/Mod_Order_Guide


An explanation of how this works code wise;

"Keep in mind that not all mod conflicts will be solved by shuffling load order around. Sometimes mods are just incompatible until the mod authors put in effort to fix their mods.

Sometimes mods will just be incompatible.

As with most things, the truth is a bit more fine-grained. 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.

- XML

- xpath

- C#

The game first loads all XML (defs, mostly) from Core, Mod 1, Mod 2, Mod 3

Then it applies all xpath patches from Mod 1, Mod 2, Mod 3

Then it loads the C# from Mod 1, Mod 2, Mod 3

Core doesn't use xpath or load any C#, so they're not in that list. The C# for RimWorld is already loaded by that point, roughly speaking.

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.

There are a few things that matter with load order:

- Does the mod require a different mod? Examples of that are mods that require HugsLib, Proper Shotguns, Turret Extensions, Alien Races, JecsTools, whatever. If you are missing a dependency, you'll notice: You get a nice red error saying something likeCould not find type named TurretExtensions.CompProperties_Upgradable from node <A lot of XML> and missing a dependency like that will put the entire game in a corrupted and unplayable state.

And then there is another insidious thing some XML mods do: overwrite (abstract) bases. For that, I refer you to https://github.com/RimWorld-CCL-Reborn/AllYourBase. This is something that's still unfortunately very frequently done, and it can cause havoc.

The C# summary slightly diverts from the truth. It even depends on how they instantiate the mod; there are two or three possible hooks and they happen at different times. Most mods that mess about with Defs will all have to do it in the second or third hook.

There's inherit from mod, which happens before Defs are loaded. Generally mods can't screw around with Defs in there.

There's the staticconstructoronstartup annotation which happens after Defs are loaded. This is where mods would screw around with Defs, for the most part.

Finally there's Hugslibs' ondefsloaded, which is exactly like a staticconstructoronstartup, but it runs after the staticconstructoronstartup utility is done.

and fwiw: that's just the Defs side of the equation

I won't even mention the harmony conflicts (which are way harder to detect) or runtime conflicts (which sometimes get logged, but not nearly always)

take the world edit mod: I can't remember which page it was, but basically if you click next somewhere and from there on you get redirected to world edit's version of whatever the next screen would've been.

There's like.. almost zero chance of detecting that programmatically"

Common things people do that they should be doing differently[edit]

These are the opinions of one particular troubleshooting group, and not of the rest of the maintainers of this article. If you take offense, please direct your fury at the Unofficial Rimworld Discord server, thank you.

-Do not run out of date mods. This means mods that are for a different version of the game than you are running. The only exception is Allyourbase at this time.

-If asked to add and use Allyourbase, do NOT turn on Verbose Logging till you are asked to do so.

-Do not run two copies of the same mod. This causes things to break horribly.

-Do not use modpacks. They are almost always partially out of date, almost always partially broken, and you will be told to make your own list if you present them to a troubleshooter.Also Samuel Streamer needs to either stop editing around all the dev commands they use, or they need to stop giving people the packs without FIXING them first.

-Do not come into a troubleshooting area with "Can someone help?" and nothing else. Do not even come into such an area with that and a log. Come with a description of your problem, AND a log, so that troubleshooters do not have to spend multiple minutes asking for a description of your problem.

-If a troubleshooter asks you to do something that does not ACTUALLY BREAK LAWS OR PUT YOU IN HARMS WAY, do it. Even if you did it already. You're not being asked as a delaying tactic, or as a power trip; you are being asked to do that thing so that they can help you fix your game.

-If you come from modding Skyrim or Fallout and you are used to the LOOT filter: Guess what, Rimpy exists, it hasn't had enough time to get to where LOOT is (though the devs are working on it). Use it.

-Always provide a Hugslog if possible. Yes, even if it has to come from the main menu. Yes, even if it has to come from a restart before the error occurs. It will STILL be useful. (Hugslogs are acquired by adding the Hugslib mod, and then either pressing Ctrl+F12 while in game, or navigating to the dev mode console window and hitting the green "Share Logs" button.)

-It's (almost always) not Achtung or Rocketman.

 ~Both of these mods check what other mods are doing to try to make bugs easier to notice and fix. They are probably not the cause of whatever they catch.

-YOU NEED HARMONY. AND UNO.[edit]

Modding Troubleshooting Tips and Guides (2024)

FAQs

How many mods is too many RimWorld? ›

Uninstalling and reinstalling mods during a playthrough can also corrupt your save file and cause crashing issues. Given the number of logs I've seen over the years I would say a "normal" amount of mods for RimWorld is between 100 and 300, with a surprisingly large number of players in the 500-600 mods range.

How to troubleshoot Skyrim SE mods? ›

Troubleshooting Guide
  1. Make sure you've downloaded the Latest Version of the mod.
  2. Make sure you've properly installed SKSE and SkyUI.
  3. Make sure you aren't using Incompatible Mods.
  4. First try disabling then re-enabling the mod by going to MCM > General and unchecking "Enabled"
  5. Do not use any save games with 1.0.
Aug 12, 2022

How do you reset the mod list in RimWorld? ›

How to recover if you actually DO need to reset your modlist. You'll need to rename or delete your ModsConfig. xml file. This resets your modlist, and the next time RimWorld starts, it will do so with no mods, just as if auto-reset was enabled.

How to check BG3 mods? ›

Open the BG3 Mod Manager. The mod you just dragged into the Mods folder should appear on the right of the screen. If it does not, try clicking Refresh above it. The Patch 3 Mod Fixer is an exception, and does not appear in the mod manager nor does it need to be activated.

Is there a 12 faction limit RimWorld? ›

Other factions are permanently hostile and exist only to send attacks. Starting 1.3, you can set which faction can exist for your current gameplay setup when creating worlds. However, at 1.4, the limitation for how many can exist are 12, excluding Mechanoid Hive and Insect geneline.

What is the maximum wealth in RimWorld? ›

The maximum wealth is 1,000,000 for the purposes of raid points, and the maximum number of raid points is 10,000. If one of these two caps are reached, then there is no point managing wealth any further.

Can mods corrupt Skyrim? ›

Yes, incompatible or conflicting mods are a common cause of Skyrim save corruption. Ensure that your mods are up-to-date and compatible with your game version to minimize this risk.

How to tell if Nexus mods are working? ›

The Mods tab contains all the mods and files that you have downloaded or added to your game manually. The Mods tab contains a few details about all the files you are currently using: The checkbox tells you whether the mod is activate or inactive.

Why won't Skyrim start after mods? ›

If you are having issues loading or starting the game after activating a large number of mods, you should clear all mods on your Xbox by clearing the Reserved Space for the title. If on PlayStation 5, the entire game will have to be uninstalled and reinstalled.

How do you know if mods are working RimWorld? ›

Open game, click Mods tab. Ones with a green tick are active. Red cross are not.

What are RimWorld mods coded in? ›

RimWorld mods are created using XML and C# code. XML is used to define the content of the mod, and C# is used to add functionality to the mod, and also to modify existing items.

Do RimWorld mods update automatically? ›

This app will automatically update itself whenever you launch it, so you don't have to worry about downloading updates. If you are using a non-Steam version of the game, go to the "Settings" tab and select your Rimworld folder. In that folder there must be a Mods subfolder and a Version. txt file.

How to free the girl in bg3? ›

To save Shadowheart in Baldur's Gate 3, you must find an Eldritch Rune that's hidden nearby. You can then insert this into the console by her mind flayer pod, which then allows you to use it to save Shadowheart.

How do I get Astarion? ›

Astarion can be found early on in Baldur's Gate 3 similar to the other companions, Shadowheart, Gale, and Lae'zel. Find him southwest of the Roadside Cliffs near the Nautiloid ship wreckage on the beach.

Where can I find master Halsin? ›

Where is Halsin? Head through the Shattered Sanctum until you see the priestess, then head to the right and look for a rickety wooden bridge leading off to the right. Follow the bridge round and you'll see three goblins alongside a rat and a door ahead. Go through the door and you'll arrive at the Worg Pens.

How big is an infestation RimWorld? ›

Natural infestations require an area larger than 1x1, where at least one tile has the overhead mountain roof, within 30 tiles of a colony structure. They are centered around a single "valid" tile, which must have a temperature higher than -17 °C (1.4 °F ).

Do mods slow down RimWorld? ›

The more mods you have, the slower the game will be as you continue to play. It doesn't matter how good your computer is. The game can't handle 400 mods. Some mods have a greater impact on performance than others.

What are the chances of overdose RimWorld? ›

Overdose[edit]

Overdose is an ailment that can occur when taking hard drugs (flake, yayo, go-juice, wake-up), though penoxycyline can also add to an overdose. There is a 0.5% to 1.5% chance to immediately gain a Major-level overdose upon taking a hard drug (dependent on the drug).

Can RimWorld be endless? ›

While RimWorld can be played for as long as you want, the game can come to an end in a few different ways. Counting all available DLC, there are 4 distinct ways to see the credits screen: Finding or building a ship to take you to the stars. Joining the court of the High Stellarch of the Empire.

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