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It adds mechanics were mechanoids drop in ships on the map, and you have to take them down (some factions do it for you sometimes) or the mechanoid raids get stronger and stronger.
I feel like it doesn't really match the vanilla gameplay but it's alright still.
There's so many mods in that set that it's hard to make a sweeping statement for all of them though.
Furniture mods: I think this is the most dicey of the mods as far as balance goes. It adds a lot of functionality that could make the game easier, like the garbage bins and repair shelf, more linkables to boost production, better medical options, etc. All stuff you'll need to work for, sure, but in the end it's going to raise the bar on how easy the game can potentially be if you follow through.
Animal mods: These are all fine IMO. But maybe only install ones relevant to your biome (or ones you'd really wanna import via traders) to avoid game bloat.
Armor and weapons: Not bad. The enemies will have these too, so... With a broader spectrum of armors available, you'll be able to increase pawn defense a bit more vs vanilla, though. I'd compensate by bumping up the difficulty settings a bit. EDIT: I did a tribal start and haven't much experience with the higher tech weapons yet, but most of the low tech stuff seemed fine.
Apparel and clothes: Much like furniture, it's more tools to optimize your pawns and their job. Pretty fun, I think, just keep in mind you're raising the bar on how productive your colony can be, and hence easier.
Traits: Ended up unsubbing from this one. I found the positive traits to be too OP, and the negative traits to just be downright annoying. (I'm also irked that Submissive and Rebel are fourth wall breaking. There are no orders, as the player is but a conscious).
Events: Some good ideas here but I ended up unsubbing because I found the events were either too punishing, too rewarding, or triggering in a way that didn't make sense (like hail during high temperature, or a drought during a rain storm)
Factions: I've only used vikings, settlers and medieval and they're all pretty solid IMO. Good work here.
Plants: Seems good to me, fits right in fine.
Vanilla mod expanded is pretty fun if you are not looking for anything remotely close to actual vanilla. Everything from a simple sword added HAS to have a function unique to THAT sword or THAT gun or THAT armor. It'd be fine if it was "X faction has special mechanic" but it's very un-vanilla for every item to be it's own quirky
EDIT: a rifle's armor pen is 27%. Not much better.
Yeah, this. ^
While the base game can certainly use some “expanding” and I use VE furniture so that I can make a 1x1 table and square chairs, the mods (like most mods) make the game unbalanced. That’s not necessarily a bad thing -there’s nothing wrong with having any easy run or dialing up the difficulty because mods make it easier, or just throwing a bunch of mods in because they look cool - but the idea that the VE mods balanced is just not correct and the problem is that it takes some experience to figure out how and in what ways the mods are disturbing the balance.
In addition to what’s mentioned above, items added by mods will prevent core items from appearing as regularly and it’s easier to jack your wealth by progressing too rapidly.
As far as I’ve seen, very few mods make the design tenant (Rimworld is a story generator) work better. They mostly clutter it up.
The TD/LR is “figure out what bugs you and find the mod that fixes it, don’t add mods to solve problems you don’t have.”
Play the game without mods for a bit to get a feel for the game. Once you have gone through a few colonies, then add some mods that add to the story you want.
Vanilla expanded is a great starting point to get into content mods but yea balancing is always an issue when it comes to mods. as soon as you use multiple mods at once you can be sure that the pre-balancing can go down the drain.
VFE-mechanoids is a mod i'd say only belongs into this set of families only because of the team making it. content wise it isnt vanilla anymore. doesnt make it any less intresting though
I will then mostly install "cosmetic" mods (furniture which don't really impact gameplay, such as wall lights), and install mods on a case-by-case basis, not the whole package, to make sure they match the vanilla experience.
Thanks for your help!