I had forgotten that this plops a destroyed city down wherever you choose to settle. Great for relatively dry, flat tiles; not so much anywhere else, especially with a lot of water. And no way to choose options, such as specifying how dense starting area ruins should be.
Real Ruins, which has a density slider + a default setting to tie ruin density to the proximity of nearby settlements, is better.
The Fallout Collaboration Project – the main file for which is here – looks to be a great companion for the Vault-Tec mod. Just one thing – it changes all currency to caps, even for non-Vault colonies, with no way to avoid and the modder has no plans to implement one.
ETA: I’m still trying to straighten out the issues with my modlist. To that end, I’ve temporarily installed RW on my tablet, saved a copy of my last functioning modlist in RimPy, and started using that as the basis for my new list.
Should have done that in the first place instead of simply starting over.
There are at least a few of its independent features that I’d love, like non-combatants seeking shelter. I’m a little leery of running it, though, since I can’t read the Chinese (?) comments so I don’t know if users are praising it or having difficulty.
I did go ahead and subscribed but I may not activate it yet; let me know if you do and how it works for you.
I ran a few comments through Google Translate; sounds like people are having issues with some options therein (such as map-wide power distribution) but I have no plans to use those.
Finally got the game to load with most of the mods I had been using plus some new ones, many of which I’ve mentioned recently. Virtually all subscribed weapon mods have been left out for now. Still takes about 25 minutes and switching to another window during loading can cause it to freeze.
Now, the question is if I can get a map to generate.
See, I had enough of enabling stuff in groups and simply went down the list, enabling everything I had been using which hadn’t been already and hoping for the best. And it worked!
I think the only weapon mods currently enabled are a couple of race-specific things, one of which is a prerequisite for enabling its race. Before adding more weapons, I want to add more races; I noticed that the Gerzee updated in October. And here’s a collection of Mass Effect races and other stuff plus xenotypes.
Hm. If I can’t figure out why my heavily-modded game is now crashing on worldgen, I’ll have to go back to my somewhat less modded list which does work.
ETA: apparently I was trying to play with too many factions.
It appears that my game is close to the mod limit; I’m guessing limits vary based on hardware capability. For example, my tablet isn’t capable of going much past Vanilla.
I have unsubscribed from some new race mods, such as ants and butterflies, and enabled RimCuisine 2 plus assorted submods. I expect to be able to play a new colony sometime this weekend; with or without RC2.
Another interesting race I’ve seen is the Bagi,* which has spidergirls among other things. I missed playing as Black Widows, which is one reason I have an alt account specifically for 1.4.
*English translation here and I still have both enabled. I did modify the mod’s folder to remove the No Random Relations requirement. Come to think of it, I’m not sure if Bagi are playable. Will unsubscribe if not.
Not really a “ding”, one comment says it’s the “level up” sound from WoW. I’ve replaced the default ogg file with with something more appropriate: an ominous “dong”.
I once tried making a caravan with one of those trucks and couldn’t even leave the home map. We settled near the northern edge and I paved the way to the edge of the map ( thanks to Change map edge limit ) but the game refused to let the caravan depart that way. Insisted on trying to send them out the SW corner, which was blocked by a mountain.
None of those vehicle mods are in my current list; SRTS transports are enough.