RimWorld

RimWorld

Medieval Overhaul: Toggleable Stuff
234 Comments
(◣_◢)  [author] Sep 1 @ 9:13pm 
MO has its own settings for that. Take a look into MO's mod menu. You can disable a lot of stuff there.
ziplock9000 Sep 1 @ 1:45pm 
Can you make a toggle to put plasteel back into the game that MO removes?
(◣_◢)  [author] Aug 28 @ 11:25pm 
How are bamboo planks related to this mod?
Deep-Friar Aug 28 @ 4:30pm 
I seem to have a missing texture with bamboo planks
Davi Aug 12 @ 1:12pm 
I did find these 2 mods but they're out of date and seem to only work on some things. Idk if you can maybe add it to your mod? https://steamcommunity.com/sharedfiles/filedetails/?id=3109675320
Davi Aug 12 @ 12:29pm 
awesome thanks😘
(◣_◢)  [author] Aug 12 @ 3:09am 
I will have a look at it
Davi Aug 12 @ 1:40am 
Is that something you could add? :)
(◣_◢)  [author] Aug 11 @ 10:20pm 
Should be no problem at all.
Davi Aug 11 @ 1:40pm 
How big of a problem would it be to add the ability to toggle hearths, burning stoves and any other fire structure off. Currently you either have to destroy them or wait until the fuel runs out and it's really annoying to deal with when spring/summer starts.
(◣_◢)  [author] Aug 7 @ 10:54pm 
@Valentine : If I had had a complete log file right from the start, it would have been possible to see that the problem was caused by that patch, because an error message appears as soon as the game is launched... That's why these logs are very helpful.

If you do not want to use HugsLib, you might try this one, it's just the Log Publisher: https://steamcommunity.com/sharedfiles/filedetails/?id=2873415404

@Kaldreth : I revised the patch for the schematics yesterday, making it more robust and ensuring that it should no longer cause any problems . This is regardless of what other mods are doing or which settings are activated in MO. If you still encounter any errors, please let me know.
Kaldreth Aug 7 @ 8:58pm 
I'm here for the vents and schematic removal. Is that still fine to enable?
(◣_◢)  [author] Aug 7 @ 12:15pm 
It seems that the patch no longer works.
Sadly, VEF has removed or changed the required feature. I will have to look into this in more detail :-(
(◣_◢)  [author] Aug 7 @ 12:02pm 
I see. Thanks for checking and letting me know.
I didn't check compatibility for that patch when upgrading to 1.6, as nothing should have changed there, but I'll take a look at it.
Valentine Aug 7 @ 11:29am 
If you can't recreate the issue it might not be the worst unless others start reporting it as removing the schematics was my primary reason for downloading this mod and as long as I disable the animal helmet patch it seems to work fine. Either which way, thank you for the mod and for bearing with me.
Valentine Aug 7 @ 10:00am 
By enabling the patches in this mod one by one I found out that it's the Animal Helmet patch that causes the issue, not the research schematic patch. It also happens even after resetting my MO settings to default.
Valentine Aug 7 @ 9:34am 
I'm afraid it's still happening with the same error even after unsubscribing, making sure the mod is completely gone and then resubscribing. Once again tested on a fresh save with no mods besides requirements and all DLC.

My MO settings are:

General: All production chains OFF, Agriculture settings ON
Map Generation: Vanilla mineables ON, Remove hornets nests ON, the rest are all OFF
Misc: Remove fuel requirements from torches ON, Retexture vanilla meals ON, Medieval component repair ON, Biotech analyzer schematics ON (though I tested this one off as well and the bug still occurred) The rest are OFF.

My settings for your mod in vanilla expanded framework are all three patches ON which is the Animal Helmet patch, Battlefield remains deconstructable and remove the required research schematics.
(◣_◢)  [author] Aug 7 @ 9:10am 
I just took a wild guess and revised the patch operation for the schematics. Can you please resubscribe to my mod to force an update and then see if your problem still exists?
Valentine Aug 7 @ 5:25am 
Hugslib is showing its age and mods using it are considered bad for performance and ideally avoided since mods who uses it will constantly be calling for this big library even for functions that can now be done in vanilla or bundled with the mod as far as I understand from spheres centered around optimizing Rimworld.

As for my setup I was on the most up to date current version of 1.6 and running all DLCs. No mods besides this and its requirements for testing. If it works fine on your end perhaps there are some settings that if changed in MO cause this mod to break?
(◣_◢)  [author] Aug 6 @ 11:14pm 
I am not sure what you mean by infamous hugslib. It is actually one of the most widely used and helpful mods, especially for debugging and clean log uploads.

What RimWorld version are you using?
And do you have the biotech dlc enabled?
Valentine Aug 6 @ 6:38am 
Does the pastebin link not work? I do not use Hugslib due to its infamous reputation. Besides it would taint the results as it could serve as a culprit for errors when I made sure this error happens with just this mod and its requirements.
(◣_◢)  [author] Aug 6 @ 6:33am 
Do you have HugsLib? Then you can upload and share the log file directly from the console.
Valentine Aug 6 @ 6:14am 
There is no easily apparent way to provide it with no discussion for bug reports and a github that hasn't been touched for years. Hopefully this pastebin link is not removed, it features just the error that occurs when attempting to click on anything in the research tab: https://pastebin.com/GnBv0kT7
(◣_◢)  [author] Aug 5 @ 8:51pm 
There is nothing i can do, without a log file.
Valentine Aug 5 @ 2:36pm 
Dearest mod creator, I regret to inform you that your mod causes issues within my game, namely upon selecting any research in the research window. I have tested with no other mods besides yours and its requirements.
Kuro Aug 4 @ 11:13am 
Sick, thanks
(◣_◢)  [author] Aug 4 @ 11:11am 
now it should work with doormats as well.
You can resubscribe to my mod, to force an update.
(◣_◢)  [author] Aug 4 @ 11:03am 
for now only with dracoix's varion. but i can take a loot at the other one as well
Kuro Aug 4 @ 10:49am 
Does the new patch work with the other doormat mod too? Or does it only work with dracoix's version?
Virtuous Jul 27 @ 11:05am 
can it be toggled so far as to only add the unique creatures to the game? or is there perhaps a submod for that
(◣_◢)  [author] Jul 27 @ 10:59am 
Np.
Let me know if something wasn't covered.
But I think we put everything important there.
Virtuous Jul 27 @ 10:35am 
Thanks, i had no idea
(◣_◢)  [author] Jul 27 @ 10:30am 
MO's production chains can be disabled in its settings since 1.5.
Vodakhun Jul 27 @ 7:57am 
Would love to have a 1.6 update for this, the MO resource changes are a pain
dr650cp Jul 14 @ 6:37pm 
1.6 pls
Virtuous Jun 21 @ 2:15am 
Heyo, could you extend this mod and remove the leathers system form MO as well?
Quirkyorc Jun 12 @ 4:20pm 
Running into an issue, even with this installed and the options toggled in the MO mod, the changes are not making any impact to new saves. Like I want to shut off the lumber and leather process, but theyre still running ever after changing the settings and reloading the game.
null May 12 @ 9:07am 
i dont have any toggleable options??? only tree transparency
AtoshDustosh May 1 @ 8:53pm 
Should I subscribe to the 1.4 Medieval Overhaul or the 1.5 version for this mod?
I'm confused
Drakomir Apr 28 @ 1:55pm 
No worries. In your own time. And have fun on your vacation. ;)
(◣_◢)  [author] Apr 27 @ 11:03pm 
I am on vacation right now. I can have a look at it afterward.
Drakomir Apr 26 @ 7:23pm 
Seems like one of the options has disappeared somehow even though it worked before.
The option is => Undoing medieval overhaul mechanics for wood
Skyl3lazer Mar 23 @ 9:11am 
Vent patch doesn't seem to work, it's toggled on, restarted the game, etc, but vents can only be built with steel.
(◣_◢)  [author] Feb 18 @ 10:52am 
fixed
(◣_◢)  [author] Feb 17 @ 9:36pm 
Oh, I will fix this in the evening.
seems like the latest Update to medieval overhaul broke Remove the required research schematics part, my tech tree did not break but the requirements for the schematics are back with the patch on
crafty1983 Feb 13 @ 3:20pm 
Never mind, I should've looked at the screenshots first. I want to thank you for this mod, it fixes a major problem I was having with Medieval Overhaul. Great job.
crafty1983 Feb 13 @ 8:07am 
where are the toggables found?
(◣_◢)  [author] Feb 13 @ 2:22am 
Should be. But remember, after you activate a patch operation in the menu, you have to restart the game to see its effect.
crafty1983 Feb 13 @ 2:07am 
is this midgame safe?