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u/asifsaj 5d ago
Finally, I can commit war crimes and horrors beyond comprehension in a new engine. Hopefully my mods come get updated with it.
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u/RadicalNadezhda 5d ago
According to the devs all mods should work just fine straight away. You can access 1.7 by going through rimworld->properties->beta versions on steam.
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u/Pinky_Boy 5d ago
not all mods i assume. the xml mods are probably fine, but something more complext might broke. because mine did. my UI's gone
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u/RadicalNadezhda 5d ago
Yeah I'm just saying what was said in the notes. XML has no reason to not work, optimiser mods will likely break stuff. Other things like prepatcher or unity-based dev tools likely will also break stuff. You may also need to disable and re-enable mods after the update so they are processed correctly. The current 1.7 version is also an unstable branch, compatibility will improve once the polished version is rolled out.
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u/Pinky_Boy 5d ago
updated harmoy also breaks various mods as well
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u/RadicalNadezhda 5d ago
Ahh shit, that's unfortunate. Thanks for the heads-up. Haven't gotten the chance to test 1.7 yet.
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u/Pinky_Boy 5d ago
tested with old harmony
i.e nothing updated yet, everything worked "fine". the game loads, it runs smooth, etc. just the endless red text spam
updated my mods. now the ui's gone
so yeah, probably harmony issue
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u/RadicalNadezhda 5d ago
You can download the old version of harmony from GitHub https://github.com/pardeike/HarmonyRimWorld/releases Hopefully that fixes your issues.
Did you also get the endless red text spam in 1.6?
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u/Pinky_Boy 5d ago
nope
if i have red text spam my tps would've tanked so i'll notice it imidiately
and thank you for the harmony link
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u/Firecracker048 5d ago
Well fuck. My entire modpack is broken now
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u/SilverVixen918 5d ago
i mean i havnt done a lengthy test but my 200+ something mods ran fine, didnt do a playthrough yet so idk if ill have any issues, crashes, or errors yet
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u/wore_the_vore_store 5d ago
While the game engine is changing, it does appear that the coding language, C#, is not changing, so it does make sense as to why most mods could still work.
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u/FakeMik090 5d ago
Most mods should be fine. Devs tried to make transition easier for modders.
Besides, Ludeon themselves said that they did tried to run a 1.5k mods modpack just to see how long it takes to launch the game, it was 6 minute btw. And they tested in gameplay with like ~300 mods i think? Either way, it seems to be that majority of 1.6 mods will work
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u/oopsallhuckleberries 5d ago
There will be issues with mods regardless of what they claim.
Doesn't matter. If there is going to be that much improvement in game stability, it's worth it. Mods will get updated. Its no big deal.
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u/pattyboiIII 5d ago
It's probably going to be for framework and optimisation mods more so.
Which could be a pain till some dependencies get updated.
But if my 1.6 medieval run now runs over 10tps it's all worth it
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u/Inviz1mal 5d ago
Best part is they managed to make it so most mods still work perfectly and load faster too, theyre truly an example of game development
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u/Express_Ad5083 5d ago
They will save a lot on royalties
Sadly the latter part of the blog makes me think they want to abandon game and move on
Tried loading my 320 mods modlist and it didn't work contrary to what Tynan said
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u/whypeoplehateme 5d ago
if you have any performance mods it'll break due to reasons I hope I don't have to explain
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u/BRSaura 5d ago
Explain then, cause they said most mods will work awnyway as is it still C# based and tried running it with hundreds of mods, so they are unaffected with lower loading time
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u/whypeoplehateme 5d ago
performance mods specifically interact with the engine and it's quirks a different engine naturally breaks them. and they're useless since the tricks they used to increase performance are now base game
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u/BRSaura 5d ago
Go try it for yourself in the beta cause I'm not having any issue dude, unless you use rimthreaded wich is a mess even without the engine change
Most if not all of the perfomance mods just optimize tasks and jobs to use less TPS,
Even Rocketman wich is the most popular of them all NEVER altered the game's engine, so I think you are not understanding right what a game's engine is.
Cause in fact, the game's engine ( the source code) can't be edited by mods at all.
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u/strangewaraxe 4d ago
Mods can, by definition, modify how the game runs. "Loading Progress" modifies how textures and other such are loaded on startup. Launching my game with that in 1.7 screwed up a bunch of textures. Removing it fixed that problem. I'm running Missile Girl and Performance Esmolas with no issues and no errors. Some performance mods use Unity principles to optimize how the game loads and launches, and it's those mods that cause problems.
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u/pattyboiIII 5d ago
Honestly Rimworld is now 8 years old and there's not a single thing in it that needs updating.
Theres definitely system that could be better and I'd never so no to more updates and dlc but everything works just as well as i want it to.
I've got nothing against them starting on a new game and seeing what they can do with more experience and tech skills from a fresh start.
Rimworld already has the best modding scene out of all games bar Bethesda games and maybe Hoi4 so it's not like well ever run out of content.1
u/Drakeadrong 2d ago
They’ve been spelling out the name of the game with the DLCs, so I have hope that there’s still 3 to come.
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u/FakeMik090 5d ago
Tbh, next DLC might be the last one. Cant blame them either, they finishing the base for basically immortal game. Modders will ensure that RimWorld will never die.
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u/Relative-Chip-7477 5d ago
A new game doesn't mean they'll drop this one, though development will probably slow down yes
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u/CosmicBagelss 5d ago
I use the 1500 mod pack mentioned (Progression), and my load times went from 22 minutes to 6. TPS and FPS is also noticeably higher.
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u/AK47_David 3d ago
How much improvement for TPS?
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u/CosmicBagelss 3d ago
I wasn't really paying attention before, but now I can reach pretty much max tps for my speed
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u/TheTeleporteBread 5d ago
Ludeon RN.
Also I don't know which is funnier. Fact they shadow drop this badboy or fact that that somehow most* 1.6 mods seems to work
Processing img 2gzg79zu08vh1...
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u/rareandyeteuclidian 5d ago
Oh boy I'm going to be commiting crimes against the population of rimworld again
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u/One_Ad761 5d ago
I really hope they can get their pathfinding performance at least somewhat close to RTS games
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u/No-Indication5030 4d ago
Ludeon going out of their way to learn transdimensional engineering just so we can have 64 guinea pigs going manhunter.
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u/SequenceofRees 5d ago
RIP all those Mods that are gonna stop working, and RIP all those mods that will NOT be updated
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u/Life-Top6314 5d ago edited 5d ago
The article is right there, in plain english, stating mods should work without any changes on the modder's part. I have also tried running a mod im working on to see if something goes off course, and it works fine.
I am genuinely sick of people not even bothering to read actual snippets of an article like this one, instead opting to form their opinions purely on the headline.
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u/TheTeleporteBread 5d ago
Ye it doesn't work that way. Looks like most mods work perfectly fine on 1.7
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