RimWorld

RimWorld

Shavius's Vanilla Expanded Patches
261 Comments
Shavius  [author] Sep 9 @ 12:35am 
Crossbows and this mod both edits the same VWE Crossbow research project. That error message should be harmless, just ignore it
Luckspeare Sep 8 @ 10:24pm 
I am not sure who to report this to, but I get errors on load that I have been able to isolate to a 4-mod interaction, and if I remove any of them, the errors disappear. So I'm reporting it to all 4.

Mods involved:

• Vanilla Weapons Expanded
• Vanilla Factions Expanded - Medieval 2
• Crossbows
• Shavius's Vanilla Expanded Patches

Mod load order has been switched around without effect.



Could not resolve cross-reference: No Verse.ResearchProjectDef named VWE_Crossbow found to give to Verse.RecipeMakerProperties Verse.RecipeMakerProperties

Could not resolve cross-reference to Verse.ResearchProjectDef named VWE_Crossbow (wanter=researchPrerequisites)



https://gist.github.com/HugsLibRecordKeeper/bc329bb7d4645c0215c7dcec292ed80d
ggfirst Sep 6 @ 9:29am 
ohise
Shavius  [author] Sep 6 @ 12:41am 
Nah, its xml only
ggfirst Sep 5 @ 3:14am 
configurable?
Shavius  [author] Jul 31 @ 11:54pm 
这个……有点难做,要不你先试试打个Research Tree
Hush Jul 31 @ 8:04am 
佬,很多派系拓展加的研究项目会因为位置冲突导致在研究页面上挤成一团,能给它们单开一页吗?
Labrat_09 Jul 11 @ 1:14pm 
I'm guessing a 1.6 update is coming
vincent_renevot Apr 17 @ 8:58am 
@Shavius I understand what you're saying but thrumbos are vanilla and so a heavy leather armor can have 176% armor, that is the same of a space tech armor. Maybe they will correct it anyway... Thank you for correcting the tech tree <3
PS: "Longbow" should be linked to "greatbow" instead of "recurvebow" don't you think?
Shavius  [author] Apr 16 @ 6:51am 
Now warbow will be unlocked by longbow and arbalest will be unlocked by crossbow
The balancing issue doesn't seem like a serious problem to me, since Gallatros is not a vanilla creature, and it is designed to be super tough.

As for the new cryptogear, it is now said to be a very special technology that can only be crafted in the one and only cryptoforge, it cannot even appear in quest rewards anymore. So I now find it a bit inappropriate to become a ideology relic.
vincent_renevot Apr 16 @ 5:16am 
@Shavius When you have unlocked "curvedbow" you can go into "greatbow" to unlock greatbow warbow and arbalest or go into "longbow" to unlock longbows and after you unlock "longbow" you can go into "crossbow" xD please take a look this is madness.
Shavius  [author] Apr 15 @ 4:49pm 
What is wrong with the tech tree?
vincent_renevot Apr 15 @ 10:46am 
@Shavius Crypto Hello, tech tree between weapon expanded and medieval 2 is broken. Armors stats of armour expanded and medieval 2 are broken too. My wiking got his heavy leather armor in gallatros leather (212.5% armor) and he is invincible to modern era weapons...
Alexander Zagirov Apr 14 @ 1:03pm 
@Shavius Crypto armor from new VE Cryptoforge mod need the same patch as old one from Vikings.
Disco Dec 16, 2024 @ 6:24am 
very nice to know that the features i installed this for have been incorporated, i no longer need this, but thank you for your work, you will be remembered on the pantheon of my next colony (unless i forget).
PyroRaider47 #ILikeIt0001 Aug 13, 2024 @ 12:25pm 
thank you for doing the lords work
玉米先生N May 3, 2024 @ 2:38am 
我好像回错地方了,是古典风味包和中世纪风味包的背景名称正常,但是描述的中文失效了
Shavius  [author] May 3, 2024 @ 1:14am 
比方说哪些?
玉米先生N May 3, 2024 @ 12:58am 
大佬,背景描述部分的中文失效了,包括古典的
Shavius  [author] May 2, 2024 @ 1:03am 
Thx for reporting
Inglix May 1, 2024 @ 4:46pm 
Your patch for the VRE - Highmates mod is no longer necessary. They added the same change directly in the mod recently.

https://github.com/Vanilla-Expanded/VanillaRacesExpanded-Highmate/commit/51d02dc73af145773925267163d129c1f424c609
Inglix Apr 3, 2024 @ 8:08pm 
Small suggestion, but could you replace the "Translation" tag with the "Mod" tag on this workshop page? I tend to filter out translations when browsing or searching for mods, and that excluded this mod from being visible.
Shavius  [author] Feb 3, 2024 @ 11:00am 
: D
Art Student Feb 3, 2024 @ 8:18am 
The vanilla Gunsmithing tech will now require Gunpowder tech from this mod.

this is what i was looking for this whole time lol, i just think it doesnt make sense without this

and i see you play lobotomy corp, man of culture
Shavius  [author] Jan 31, 2024 @ 3:33pm 
Yes
Deadmano Jan 31, 2024 @ 2:07pm 
I see that the 1.3 folder had many patches for Vanilla Weapons Expanded, but the 1.4 folder does not have them. I also noticed you said in the description that "In 2023/5/26, large part of the features have been incorporated into the VE mods" does that mean those patches are now included in Vanilla Weapons Expanded?
Shavius  [author] Jan 29, 2024 @ 9:34am 
How about now?
Fablazou Jan 29, 2024 @ 9:01am 
Yeah... its A Dog Said --> Easy Patcher -->VFE Vikings --> This mod. Could it be something else thats interfering?
Shavius  [author] Jan 26, 2024 @ 12:50pm 
Are you sure the loading order is ADS-VFE-This mod?
Fablazou Jan 26, 2024 @ 7:20am 
Heya! Downloaded this with the hope of being able to use A Dog Said to put prosthetics on my wolfhound, but for some reason it still doesnt work. I have the easy patcher and the original mod, is there something im doing wrong?
NBB Dec 13, 2023 @ 4:07am 
能不能把植物扩展的耕地改成受种植技能加成的
ersatzCossack Dec 5, 2023 @ 5:52pm 
could we please get a ptach that makes aerocraft from AF count as flying for the skyseeker ideology of Vanilla Vehicles Expanded?
MagicPurplePony Oct 31, 2023 @ 12:50am 
Could you add gunpowder to Vanilla Weapons Expanded - Makeshift?

I even already wrote this:

<Operation Class="PatchOperationFindMod">
<mods>
<li>Vanilla Weapons Expanded</li>
</mods>
<match Class="PatchOperationAdd">
<xpath>/Defs/ResearchProjectDef[defName="VWE_MakeshiftWeapons"]</xpath>
<value>
<prerequisites>
<li>VWE_Gunpowder</li>
</prerequisites>
</value>
</match>

but I think it would work better if there was a condition that checked if prerequisites were already there, and created them if not, and only then added gunpowder.
Leantath Sep 24, 2023 @ 3:08pm 
Getting red errors on startup referencing this mod:

https://gist.github.com/HugsLibRecordKeeper/4fcde7831d41f4d32fba05f560a25bc4

I appreciate your work!
TurtleShroom Sep 23, 2023 @ 3:29pm 
I can confirm that I am experiencing the same error as One.
TUNNEL JEW Sep 23, 2023 @ 2:37pm 
3) Not sure what this error is:
Could not execute post-long-event action. Exception: System.NullReferenceException: Object reference not set to an instance of an object

Can't post the entire error here
TUNNEL JEW Sep 23, 2023 @ 2:36pm 
New errors on update.
1)
Verse.PatchOperationAdd(xpath="/Defs/HediffDef[ @Name="VRE_BondHediff_Base" or
@Name="VFEV_CryptoBleedBase""): '/Defs/HediffDef[ @Name="VRE_BondHediff_Base" or
@Name="VFEV_CryptoBleedBase"' has an invalid token.

2)
Patch operation Verse.PatchOperationAdd(/Defs/HediffDef[ @Name="VRE_BondHediff_Base" or
@Name="VFEV_CryptoBleedBase") failed
file: C:\SteamLibrary\steamapps\workshop\content\294100\2763415519\1.4\Patches\Mech_Serum_Dont_Heal.xml
头铁断金砖 Aug 2, 2023 @ 1:21am 
能否提出一个建议,将血族拓展中的使用血源管道的建筑像营养膏管道拓展一样作为一个建筑的大类,或者直接和合并到管道拓展之中?
BIG SOUP Jul 8, 2023 @ 3:07pm 
Gj on being noticed by Sarg and Oskar! Moreso having your awesome patches integrated.

(I assume this is now mostly redundant?)
BigDorbo Jun 30, 2023 @ 7:40am 
I wanted to thank you for the work you did on this. Your mod was essential to my collection and now that most of the patches have been incorporated I am able to remove one more thing from my list.

Your work won't be forgotten!
Shavius  [author] Jun 13, 2023 @ 2:14pm 
The majors and generals of mercenery faction do spawn with war cascket, at least that's what is written in the code.

The VE team is currently working on VFE-Deserter, I'll see if I can change anything after that mod is released
Lordlynel Jun 13, 2023 @ 1:28pm 
IIRC, the junkers have standard warcaskets and maybe advanced-tier warcaskets (don't remember), but I'm almost certain they don't have spacer-tier warcaskets. I thought the mercenaries don't have warcaskets at all currently, just elite foot soldiers.

Also, didn't see the cannon change since it isn't in the description or changelog.

If they don't currently, maybe the VFE empire deserters should have VE psycasters like imperials and tribals (especially since the deserter armour is psy-gear).

Thank you for this excellent mod, btw
Shavius  [author] May 27, 2023 @ 6:00am 
@Lordlynel Done with the gunpowder one, and I think merceneries and junkers can already use the spacer warcaskets
Virstag May 27, 2023 @ 3:12am 
I just wanted to say never remove mention of past changes that are now incorporated into VE mods. You did a great job, which was really their job, to be honest. This should not be forgotten. Making changes like this is a bit of technical xml work, no big deal - but thinking them over and figuring out how best to fit and balance them is another thing entirely. I remain a user of your mods as I like the other changes.
Lordlynel May 26, 2023 @ 6:49pm 
Also, maybe a rare unit for the mercenary faction that uses a spacer era warcasket would be cool, so they aren't player exclusive.
Lordlynel May 26, 2023 @ 6:40pm 
Given that currently the VFE ballista and catapult require both siege equipment and smithing to make, while the VFE pirates cannon currently only requires smithing, maybe the cannon should require both smithing and gunpowder, so theoretically you could be able to make one but not the other?
Shavius  [author] May 26, 2023 @ 5:43pm 
@turkler Not all features are incorporated, check the updated description and see if you still need it
Leon The Hero May 26, 2023 @ 11:46am 
I have bestowed upon you a Take My Points award to commemorate your patches becoming official
turkler May 26, 2023 @ 11:37am 
looking at the other comments, is this mod now redundant?
Shavius  [author] May 26, 2023 @ 10:18am 
:steamhappy: