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报告翻译问题
While the VE series of mods do provide a huge extension for the game, they also massively rebalance (read: unbalance) the gameplay, add insanely OP elements, totally change the development speed of research, dramatically alter the balance of combat, and flood all crafting benches and menus with a crazy number of new items and buildings.
For example, adding all of the Vanilla Animals Expanded mods could result in you having 25 new different types of meat and leathers/furs, related to all of the new animals that have been added to your biome. This could very easily make managing your storage areas and refrigerator totally impossible because the different types of things do no stack or adding so many animals to the spawn list that you do not have the opportunity to get large enough quantities of a single animals resources to be useful.
VE mods should be selectively used to address specific issues you have with game systems, and be added one at a time.
Especially since most of them have a very "vanilla" style to their art, using VE before you have experience with the base game is likely to mean that you have no idea what parts are from the actual base game and what are added by mods.
TLDR: VE is great for advanced users or people looking to change the game up after a TON of hours in game, but they alter the game in such massive ways that they should not be blindly added to any game without research and experience with mods.
At this point I would not suggest anyone try to use the entire collection, there's just way too much there and you don't need all of it every game. Look through all the VE mods, decide what you want to do in your next playthrough, enable just the ones you think would be good for that type of run. Note that some of them intentionally make the game a lot more difficult with much harder enemies and much more challenging events, you really need to pay attention to which ones you want to use and make sure you are ready and able to deal with them.
I'd only subscribe to the mods out of the series that immediately interest you. You can always add more later. If they don't look like your thing and aren't required for other mods, there's no harm in skipping.
Same with those like.. brewing mods. Okay yes I want to make more booze. No I do not want a million mixed drinks.. Why can't mixed drinks be its own mod?
You can add that mod and just brew the booze without making all the fancy cocktails.
Granted, it's easier when you're an experienced player and know what's simple and what's complex relative to the base game, so maybe not the best mod for a new player.
As someone who runs with most of VE, pick and choose what you want because the entire point of VE is to give you O P T I O N S while being in theme to both vanilla and being balanced similarly to vanilla.
Id start with factions expanded, Chemfuel expanded, apparel expanded, accessories expanded, and weapons expanded then work your way to what sounds neat.
VE is a good swathe of beginner friendly mods to get your feet wet in what interests you, but when you run a bunch of them theres overlap and fluff. What people complain about with "bloat" is usually stuff like "WhY dO i NeEd TeN nEw TrIbAl wEaPoNs!!!!!!!!!" ignoring those ten new tribal weapons come from a dedicated mod and two other weapon add ons.
Or the decoration options. People HATE those for some reason.
Definitely.
Even if you only look at it from a pacing perspective, the amount of additional time required just to research the new techs added by Vanilla Expanded (if adding a lot, or god forbid, all of them) is gonna way more than double the time it will take you to reach the later parts of the tech tree.
However, the wealth and raid mechanics in the game do not take that into account at all. So while you are stalling out your progress researching parallel researches from VE that do not provide you with new weapons, armor, or items to help improve your survivability (like furniture, clothing, or new types of vegetables), the game difficulty continues to ramp up expecting you to have developed flak armor and automatic rifles.
Or the item management problems I mentioned by adding tons of new weapons, hundreds of animals that have meat and skins that dont stack, etc.
The VE storytellers and factions can have especially huge impacts on the game, especially when used without fully understanding the mechanics. They can prevent any factions from spawning at all (VE Storytellers: Classic, Medieval, and Industrial), add ultra-powerful enemy factions that do not obey the difficulty curve of the games raid mechanics (VE Factions: Pirates, Insectoids, and Ancients), or add new mechanics that can totally destroy a colony if they are not abided by (VE Factions: Vikings).