Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
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.)
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.
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!
Thanks.
Like seriously, this mod plus some of ferny's stuff fixes so many 'issues' with a larger modlist, and it makes it so much easier to not get stuck only using items from one mod due to it being ''better'' than the others thanks to balance changes. It especially fixes a lot of the pet peeves I have with how badly Vanilla expanded integrates with itself, and how random it's balance can be.
I just have to figure out why enabling the research merges breaks some world tech level stuff, and then this mod is probably going to be a permanent stable of my playthroughs.
Tl:dr, Thank you for an amazing mod that fixes so many small things!
Yep (Auto-sort should work though: all mods that should be loaded before this mod are included in <loadAfter> unless I overlooked some.)
and cherry pick overlapping things?
That's an error on some optional patch sequence (I think you have a mod conflict). Subsequent patches in the same option will be inactive. It's harmless other than that.
[Too many mods-Compats and rebalances] patch operation on VEF.patchOperationonToggaSequence(count=13, lastFailedOperation=Verse.patchOperationonFindMod(Royalty)) failed
Yeah, it’s a cool mod. I’m just wondering what to do, considering VRE - Insector exists :|
Haha, well, fighting a lot of metalhorrors usually happens right before the anomaly ending, and I wanted that to be challenging. :)
(I just finished my first Odyssey playthrough, and the Anomaly ending was noticeably more difficult than the Odyssey ending. I might patch the Odyssey ending fight as well.)
Subsequent patches in the same <operations> will be inactive. Other patches will remain unaffected.
Does this mean the entirety of Big and Small - Genes and More won't integrate properly with the other mods? I've tried reinstalling both that mod and this one, but it didn't work.
Thanks! That wasn't intended. I've just pushed an update to make raid wealth scale with (bodySize / baseBodySize) instead, so animals won't be affected unless they're gigantified or minified.
> Applying to animals enlarged via the animal gigantizer is probably fine, but it shouldn't apply to the base animal's size, or unmodified large races.
> If some other mod adds giants then they presumably already factor this size into the character's base value.
> Their statpart probably just needs to look at the change rather than the literal size.
> Which could be easily fetched by comparing the BodySize to the def's body size.
<li Class="PatchOperationAdd">
<xpath>Defs/StatDef[defName="SM_RaidWealthMultiplier"]</xpath>
<value>
<parts>
<li Class="StatPart_BodySize" />
</parts>
</value>
</li>
It seems like this affects all pawns, including animals, and I'm seeing my colony value be weirdly inflated from this.
This mod doesn’t change wood outputs at all.
I don't know if there's a place where I can upload a picture, but it basically looks like this in the stat screen
"Max Carrying Capacity: 14.00KG
"Offset for body size: x.40"
"Final: 5.60KG"
So it's as if it applies both directly and due to body size, even though the description of the gene says it shouldn't. My assumption is that it is some mod I have somewhere, since I have the entirety of Progression and am also using most of the mods on your changed list, so I assume there's some incompatibility maybe. I'll trying looking through and seeing if I can't find an obvious culprit. Thanks again!
Hmm I couldn't replicate that. (Tested with B&S mods alone / B&S and other gene mods.)
Several subsequent name change patches will be inactive, safe other than that. (Assuming you did not copy&pasted the log.)
I think you have a mod that removes vanilla Cannibal meme, which was causing the conflict. The error should be gone now. (I added the check for that.)
Verse. PatchOperati onRepl ace(xbath="Defs/MemeDeffdefName="Cannibal"1/label"): Failed to find a node with the eiven xpath
[17:38:52] [Too Many Mods - Compats and Rebalances] Patch operation VEF. PatchOperati onToggabl eSequence(count=95,
astFailedOperation=Verse. PatchOperati onSeauencefcount=2.
Is it safe to ignore?
Hmm I think VAE error should be fixed now. Did you try to unsub and resub this mod? (Steam doesn’t check for mod updates very frequently.)
Unrelatedly, I'm still getting the VAE error that AJarOfDirt mentioned yesterday, though I am trying to get a new modlist running with an old config for this mod. Would it be worth trying to reset that and start over?
Many thanks!
The ability to shoot over walls without line of sight is overpowered. You can hide in unroofed rooms and attack enemies one-sidedly. If anything, it's rather undernerfed.
"Can you tell me what gave you the idea to make the CD so long, and why you settled with 25 range specifically?" - Because it makes Warbow one of the worst medieval bows in terms of raw DPS-to-range curve. Its DPS becomes slightly lower than the VWE crossbow but with +3 range—and none of those bows can shoot over walls.
"Did you know that the warbow becomes quite useless when enemies stand in front of a wall of any kind" - The warbow can shoot at enemies standing in front of walls just fine. Only 33.3% of the cover effectiveness applies when the shooter is directly in front of the target's cover. An excellent-quality warbow, when used by a pawn with Shooting 10, has about 42% accuracy against normal-sized pawns, even at 2 tiles away over walls.
If that's the case, can you tell me what gave you the idea to make the CD so long, and why you settled with 25 range specifically? And, did you know that the warbow becomes quite useless when enemies stand in front of a wall of any kind (that you are shooting over).
Thanks for the reply.
I assume you missed the description where Warbow can shoot through walls without line of sight, right? Imagine what you can do with that.
Also, I've run the numbers before touching around ranged weapons. (While I haven't updated it to 1.6 yet, it would be still useful for comparing actual ranged weapon DPS.): https://docs.google.com/spreadsheets/d/1Oe_ZOwq_lptSA7__v-qsIfXUv5OuPyM1ho4PZH8aHaM/edit?gid=0#gid=0
This entry is quite extreme. The MO War bow is sitting at 31 with much nicer stats. I feel that you have doubled down on nerfs here when you perhaps should have gone with something akin to the MO bow (31 range) and somewhere close to that one for the cooldown. It would be even better if both were merged in someway even, or at the very least 2-3 CD. 4.5 is absolutely barbaric for a weapon that fires arrows.
I say this because I went from using this bow, to abandoning it completely.
The error is fixed, thanks.
As for Vanilla Genes Rebalances, there are actually a lot of overlapping changes. The overlapping patches will be disabled if VGR is loaded, but I wouldn't recommend using both the gene rebalance option and that mod together.