RimWorld

RimWorld

535 ratings
Too Many Mods - Compats and Rebalances
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Mod, 1.5, 1.6
File Size
Posted
Updated
4.983 MB
May 20, 2024 @ 6:38am
Aug 27 @ 8:17am
405 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
  • Ancient urban ruins
  • Beliar Xenotype
  • Big and Small - Genes & More
  • Big and Small - Races / H&H / L&S / More Xenotypes / Simply Robots / Slimes / Yokai
  • Biotech Expansion - Core / Mammalia / Mythic
  • Bundle Of Traits
  • Consolidated Traits
  • Cybranian - Anomaly Ghosts
  • Det's Xenotypes - Avaloi / Bogleg / Brawnum / Buzzers / Half-foot / Keshig / Stoneborn / Venator
  • Dinosauria
  • Eltex Weaponry
  • Goji's Fantasy Race: Merren
  • Highborn Xenotype
  • Integrated Implants
  • March of the Archocubes
  • Mechanoid Invaders
  • Megafauna
  • Nephilim Xenotype
  • New Anomaly Threats
  • ReBuild: Doors and Corners
  • ReGrowth: Core / Aspen / Boiling / Extinct Animals
  • Reinforced Mechanoid 2
  • ReSplice: Charmweavers
  • Rim-Elves / Gnoblins
  • Rimsenal - Core
  • Rimsenal - Augmented Vanilla Pack
  • Rimsenal - Security Pack
  • Rimsenal Factions
  • Rimsenal Faction Pack - Feral / Federation / Spacer
  • Rimsenal Xenotype Pack - Askbarn / Harana / Zohar
  • Roo's Faun / Satyr / Minotaur Xenotype
  • Rustspark crisis
  • Spacer Arsenal
  • Vanilla Arsenal
  • 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 - Classic / Deserters / Empire / Insectoids 2 / Medieval 2 / Pirates / Tribals
  • Vanilla Fishing Expanded
  • Vanilla Furniture Expanded
  • Vanilla Furniture Expanded - Art / Architect / Spacer
  • Vanilla Psycasts Expanded
  • VPE - Aeromancer / Fleshshaper / Hydromancer
  • Vanilla Races Expanded - Archon / Genie / Fungoid / Highmate / Hussar / Insector / Phytokin / Sanguophage / Saurid / Waster
  • Vanilla Social Interactions Expanded
  • Vanilla Weapons Expanded (+ Coilgun / Frontier / Quickdraw)
  • VSIE Rational Trait Development
  • Vanilla Ideology Expanded - Memes and Structures
  • WVC - Xenotypes and Genes

Full list of changes + Cherry Picker list:
https://docs.google.com/document/d/18FcN9pKtXemnLX5w5W76vkS-OQkeKoyOUUgw-LeTn3I/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 2~8 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. But please specify the minimal mod condition to replicate the bug / error.
  • If you saw a red error on startup, it's highly likely one of the following:
    - one of the patched mods updated and changed something this mod touches
    - another mod already did something to the same place
    - some patches for the mod you don't have are conditioned to activate without that mod
    In any case, you don't need to worry: they just mean some patches of this mod are failed and not active. 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)
161
8 hours ago
PINNED: Bug Reports
Warachia
86
Aug 17 @ 5:36pm
PINNED: Suggestions
Warachia
566 Comments
TurtleShroom Aug 25 @ 7:54pm 
Oh, good, I didn't know those existed, so I've never written them.
Warachia  [author] Aug 25 @ 5:40pm 
@TurtleShroom
For example, using // in XPath can be slow since it checks all descendants instead of just direct children. Similarly, something like "contains(defName, "Turret")" might become time-consuming if you overuse them. (I think you would need A LOT of them to make the loading that slow, though.)
TurtleShroom Aug 25 @ 10:57am 
What do you mean by wild cards in Patches?
Warachia  [author] Aug 24 @ 5:44pm 
@TurtleShroom
idk, I was going to ask if you’d tried Loading Progress, but then I saw your comment on that mod’s page. Using a lot of heavy XPath (like wildcards) could cause that, but I have no idea what’s going on in your modlist.
TurtleShroom Aug 24 @ 10:07am 
From one Mod maker to another, I must ask: I struggle with INITIAL loading times, that is, getting to the Main Menu, not performance in the game. Nothing that I have ever written has caused lag within the actual game. However, when it takes thirty minutes to load eighty Mods, something is VERY, VERY wrong. (I used to have a thousand Mod long list that took eighty minutes to load. Now, I get that same time with eighty.)
TurtleShroom Aug 24 @ 10:01am 
OP, you and I sure think the same on this. I too have a personal Mod that patches dozens, if not over a hundred, Mods. I made so many changes that I couldn't document what I did. Maybe one day I'll publish mine. To be frank, I'd personally love to share my work with you, just to see what you think.
Askesis Aug 23 @ 1:16am 
I don't suppose you could merge the titanium resource from Titanium+ and GlitterTech? O:-)
femoral2 Aug 22 @ 6:22pm 
It's fine now, Awesome work! thanks
Warachia  [author] Aug 22 @ 5:50pm 
@femoral
Yeah one of the new patches had wrong mod condition. It was fixed 10 minutes after the update, but I guess your Steam updated the mod before that. Sorry for the inconvenience!
femoral2 Aug 22 @ 5:44pm 
I am getting a red error since last update, could it be because I don't have Vanilla Armour Expanded? https://ibb.co/xKZfNfzq