RimWorld

RimWorld

406 ratings
Too Many Mods - Compats and Rebalances
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Mod, 1.5
File Size
Posted
Updated
2.634 MB
May 20, 2024 @ 6:38am
Apr 29 @ 11:36pm
305 Change Notes ( view )
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Too Many Mods - Compats and Rebalances

Description
Tons of compats and rebalances for a lot of mods.

Details
When you run a large modlist,
  • A lot of things will overlap or contradict with each other, and won't be well-connected. This mod integrates them in every corner of the game as much as possible.
  • Balance will be wacky and the game will be easier. This mod mitigates this by rebalancing both vanilla and modded features.

Also contains a lot of tweaks and fixes. A lot.

This mod mainly supports the following mods:
  • Alpha Animals / Biomes / Crafts / Genes / Mechs / Memes / Mythology
  • ATH's style Draconic
  • Beliar Xenotype
  • Big and Small - Genes & More
  • Big and Small - Races / H&H / L&S / More Xenotypes / Slimes / V&U / Yokai
  • Biotech Expansion - Core / Mammalia / Mythic
  • Biotech xenotype expanded - Rotfish
  • Bundle Of Traits
  • Consolidated Traits
  • Det's Xenotypes - Avaloi / Bogleg / Brawnum / Keshig / Stoneborn / Venator
  • Dinosauria
  • Eltex Weaponry
  • Erin's Corvyia
  • Euglena Xenotype
  • Goji's Fantasy Race: Merren
  • Highborn Xenotype
  • Integrated Implants
  • March of the Archocubes
  • Mechanoid Invaders
  • Megafauna
  • Moloy Traits
  • Nephilim / Seraphim Xenotype
  • New Anomaly Threats
  • Pathfinding Framework
  • ReBuild: Doors and Corners
  • ReGrowth: Aspen / Boiling / Extinct Animals
  • Reinforced Mechanoid 2
  • ReSplice: Charmweavers
  • Rim-Elves / Gnoblins
  • Rimsenal - Core
  • Rimsenal Factions
  • Rimsenal - Feral / Federation / Spacer Faction Pack
  • Rimsenal Xenotype Pack - Askbarn / Harana
  • Roo's Faun / Satyr / Minotaur Xenotype
  • Stoneborn - Dwarven Style Pack
  • Vanilla Animals Expanded
  • Vanilla Anomaly Expanded - Insanity
  • Vanilla Apparel Expanded
  • Vanilla Armour Expanded
  • Vanilla Aspirations Expanded
  • Vanilla Backstories Expanded
  • Vanilla Base Generation Expanded
  • Vanilla Books Expanded
  • Vanilla Brewing Expanded
  • Vanilla Cooking Expanded
  • Vanilla Genetics Expanded
  • Vanilla Factions Expanded - Ancients / Classic / Deserters / Empire / Insectoids 2 / Medieval 2 / Pirates / Tribals
  • Vanilla Fishing Expanded + Fishing Treasure AddOn
  • Vanilla Furniture Expanded
  • Vanilla Furniture Expanded - Art / Architect / Security / Spacer
  • Vanilla Psycasts Expanded
  • Vanilla Races Expanded - Archon / Genie / Fungoid / Highmate / Hussar / Insector / Phytokin / Sanguophage / Saurid / Waster
  • Vanilla Social Interactions Expanded
  • Vanilla Weapons Expanded
  • VSIE Rational Trait Development
  • Vanilla Ideology Expanded - Memes and Structures
  • Vanilla Vehicles Expanded + Tier 3
  • WVC - Xenotypes and Genes

Full list of changes + Cherry Picker list:
https://docs.google.com/document/d/15UyiJzPbr1-7XtGnmbgzh1vTbno7l92GZenST5AcDvM/edit?usp=sharing

Options
  • Rebalances and some tweaks are optional.
  • Options can be found in "Options - Mod options - Vanilla Expanded Framework - Toggleable pathces".
  • The game needs to be reloaded in order for options to work.

Cherry Picker

Mid-save
  • This mod is mid-save compatible, but some changes are not retroactive.

Performance
  • TLDR; Don't worry, it's literally negligible.
  • Currently this mod only has 2~7 harmony patches other than xml (the number depends on loaded mods), and all of them had ~0.001ms average when checked with Dub's Performance Analyzer.

Bug Reports
  • Highly appreciated.
  • If you saw a red error on startup, it's highly likely that either
    - patched mod updated and changed something this mod touches
    - another mod already did something in the same place
    - some patches for the mod you don't have are conditioned to activate without that mod
    which means you don't need to worry as it doesn't do anything. Regardless, please report it if you find any.

Suggestions
Feel free to suggest anything. But I'll feel free to ignore it if I'm not interested :)
(Mods with features of different games or movies etc. are generally not supported: just personal preference.)
Popular Discussions View All (2)
88
22 hours ago
PINNED: Bug Reports
Warachia
69
Apr 7 @ 8:19am
PINNED: Suggestions
Warachia
473 Comments
force200 17 hours ago 
Could you add a patch that would make the concrete foundation from VFE Architect use concrete instead of steel if a mod that adds it, like e.g. RF Concrete, is loaded?
Warachia  [author] 22 hours ago 
@神说万岁
You can use Cherry Picker for simple removals.
神说万岁 23 hours ago 
Will the Spirits mod be added to this patch? This mod has created 2 ghost mutants
Maal Apr 28 @ 1:56pm 
@AdaChanDesu
Medieval Overhaul also split the weapons into several projects, and they are still split after applying TMM merging (since MO is not supported).

I assume the same will happen for that mod.
AdaChanDesu Apr 28 @ 1:14pm 
Anyone test the research merging with Gun Research Overhaul? It splits the various firearm unlocks into specialised categories so you don't get every firearm from one research project and I like that, plus the decluttering/sensible merging in TMM.
Nettle Apr 28 @ 10:07am 
Thanks a ton!
Warachia  [author] Apr 28 @ 10:03am 
@Nettle
1. PawnKindDef of added psycaster pawnkinds (they can be just Cherry Picker-ed too) (ex: TMM_Horaxian_Caster_Necropath)
2. pawnGroupMakers entries of existing psycaster pawnkinds for normal raids
3. VanillaPsycastsExpanded.PawnKindAbilityExtension_Psycasts for existing pawnkinds (to make them psycaster)
Nettle Apr 28 @ 9:14am 
Ah. Fair. If I were to make a local patch, what would I be looking for if I wanted to remove them?
Warachia  [author] Apr 28 @ 9:12am 
@Nettle
It would take some effort to do that (either make counter-patch in your local mod or make this mod local and remove the patches you don't like) (the latter is easier but can't get updates)
Nettle Apr 28 @ 8:42am 
Hey!

I’ve got another quick question. I’m a big believer in doing it yourself rather then hassling a modder for a boutique option.

In that vein - I like much of what stronger enemies does, but I’d like to remove the feature which adds psycasters to normal raids. What would I need to remove yo effect this?

Thank you for all you do.