RimWorld

RimWorld

Too Many Mods - Compats and Rebalances
484 Comments
Warachia  [author] Jun 21 @ 2:32pm 
@alf.lord51
Fixed. Thanks.
alf.lord51 Jun 21 @ 1:50pm 
VanillaApparelExpandedAccessories.xml Mini turret pack patch needs to check for anomaly(turret packs are anomaly only)
Arthur GC Jun 1 @ 9:59pm 
I was going to create a mod to unify the egg layer genes from saurid, corvyid and alpha genes.

Imagine my surprise when I found this mod hahaha

Thanks!
Warachia  [author] May 20 @ 12:46am 
@Adadid
Thanks. It's fixed now.
Adadid May 19 @ 4:56am 
This is pretty minor, but could you perhaps add a check to only patch WVC anomaly genes only if you have anomaly enabled? This would just remove like 2 red errors from my log, so I'd be thankful as long as that wouldn't be a problem (I think the genes in question are Fleshmass Armour and Self Devour Stomach). Great mod BTW
Warachia  [author] May 17 @ 9:46pm 
@Eclair
You can turn off gene rebalance if that's the case. I might try to prioritize effect changes when it can be done naturally. However, in the end, a lot of genes have qualitative effects and can't be modified / balanced via value changes.
Eclair May 17 @ 6:45am 
I love this mod for various re-balances. But changing biostatMet leads to messing around overall metabolism, other mods which adds some xenotypes for example. If this mod simply changes just the effect of genes, it would be very good...I admire you for making such a big contents though.
Warachia  [author] May 9 @ 3:58am 
@Kirboh
That bug might be actually irrelevant with Same Sex IVF if you didn't check the condition to replicate the bug (not that I checked anything). If the egg gene is incompatible with that mod, report it to the author. |:

@GingerLio
I'm currently considering about what to do with VFEC concrete patches (which I've already made, but can imagine a lot of people won't like, as it locks vanilla concrete floors behind a niche research project and also introduces slight color inconsistentency). Possibly after that.
Maal May 8 @ 2:22pm 
@GingerLio
It rebalance the mods listed, it doesn't contain any mods nor does it require any. It's just one big compatibility patch.
Kirboh May 8 @ 9:36am 
Can you add the Same Sex IVF mod by Radiant Dreamer into this pack? I tried creating a child between a Corvyia and a (female) Drakonori, and the result was an egg that mysteriously disappeared after a while, without hatching. Dunno how this happened.
GingerLio May 8 @ 3:13am 
Hey, so you add this instead of all the other mods or all together and this mod just rebalances and tweaks all the active mods? Thank you for your time trying to reduce the amount of mods im using
force200 Apr 30 @ 4:08am 
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] Apr 29 @ 11:39pm 
@神说万岁
You can use Cherry Picker for simple removals.
神说万岁 Apr 29 @ 10:12pm 
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.
v1RUS™ Apr 27 @ 1:45am 
Just wanna say good job, modders are awesome
Maal Apr 26 @ 1:00pm 
No worry, if I am doing a neolithic run one day, there's isn't that much tech to research anyways in that era. So I won't mind the few extra techs from disabling that option.

Keep up the good work! :steamthumbsup:
Warachia  [author] Apr 25 @ 11:29pm 
@Maal
All of senators' research projects are mostly first (and second at best) techs in the tree, at least in my modlist...I guess you have some mods that changes stuff around there (probably MO?). And yeah, if that's the case I'd just turn the option off D:

Although I noticed it's possible to unlock every animal-level techs in VFET senario with research merging 2 or Progression: Core, and that's fixed (now you need to unlock Culture to speak with senators).
Maal Apr 25 @ 4:21pm 
The one thing I noticed while searching for the various technologies while testing is about the vanilla faction classical stuff.
The techs are merged a bit far in the tree, middle of medieval techs. So if we do the Senator neolithic scenario, it pre-unlock plate armour and all of its medieval prerequisite. If we go and recruit a senator instead, in unlock all of the medieval prerequisite to their tech too (for those that are linked to medieval techs).

Might just be simpler for the users to just disable Merge 2 themselves when playing a VFE classical neolithic game than you finding new neolithic replacement merge techs or just cross merge the roman stuff amongst themselves. That's probably part of why the merges are split to begins with.
Maal Apr 25 @ 3:35pm 
Trying it now~~

Merge 1 works.
Merge 2 works.
Merge 3 works.

It appears the log had found everything that was creating issues! Nice. Thanks for the quick patching!
Warachia  [author] Apr 25 @ 3:52am 
@Maal
Thanks, your log contained 4 conflicts related to this mod and they should be fixed now. (You had conflicts on both research merging 1 and 2 and subsequent patches in these merging options were dormant.)

(I hope you don't have any other conflicts below the ones fixed, but if you do, feel free to drop the log again. It's helpful.)
Maal Apr 25 @ 3:27am 
Went to check the patches above the research merges ones. The first one above is the faction patch. The Gentle Mammalkin tribe and the Mythic House of Fire both are preselected on planet generation. So I assume this means that the conflict either start with merge 1 or is not related to the VE Framework.

Here's the log: (a new one with less error this time, somehow)
https://gist.github.com/HugsLibRecordKeeper/9ae29f7fd7fa19632116b4966305b5d6
Seems much more detailed than the in-game one. And make me feel like a mod addict with a "just one more mod..." issue. Seems to be more conflict than I though if I just search for "failed" or "error".

Side note. I know your mod doesn't really touch Medieval Overhaul and MO touch techs a lot too, but the issue exist even without the overhaul. Just in case.
Warachia  [author] Apr 24 @ 6:45pm 
@Maal
If one patch in the option in VE Framework fails, the following patches in the same option won't work and I think you're encountering that.

Although it should output an error on startup (unless you have a radical mod that mutes them), and anything in the other two merging option / patches above the conflicting one should work (unless you also have conflicts on every option / the first one is failing).

I don't play with Progression mods except Progression: Core. I just tested with a few and did find several errors with Progression mods and fixed it, but likely you'd have more conflicts. You can send me a HugsLib log when the patch is still not working.
Maal Apr 24 @ 3:12pm 
Love what you are doing, cross-mod compatibility, removing redundancy, balancing, etc...

I do have a small problem, the merge research options do nothing. No error or anything. I might have a conflict or something, the research tweaks from the Progression mods work fine, but you have Progression mods in your google doc so I assume its something else that mess things up.

My most list is preeeetty large and I don't feel like enabling/disabling for hours. Oh well, no biggy. I can hide the ugly tech tree behind Semi Random Research and just boost the storyteller research speed to compensate for the research bloat.
Warachia  [author] Apr 22 @ 9:14pm 
@Vartarhoz
Yeah this mod uses it.
Vartarhoz Apr 22 @ 11:05am 
Do I need VEF even if I don't use mods that use that framework?
Warachia  [author] Apr 22 @ 2:09am 
@Mortagon
Thanks, it should be fixed this time. (The check wasn't properly implemented) .
Mortagon Apr 21 @ 8:49pm 
@Warachia Stil no luck, and never had this error before the April 17 update unfortunately :(
SuwinTzi Apr 21 @ 1:17am 
At least most of the mod options are toggleable.
Warachia  [author] Apr 20 @ 11:48pm 
@mrckz8
This mod doesn’t touch max hemogen value (nor any hemogen values other than some hemogenic genes’ metabolic efficiencies) D:
mrckz8 Apr 20 @ 4:00pm 
I'm not sure if this mode change the hemogen of Sanguophages change 100 to 200. I have problem in my game, the hemogen keep switching 100 to 200 or 200 to 100. I couldn't find a entry in the list of changes. Awesome mod, by the way.
Warachia  [author] Apr 18 @ 12:57am 
@Mortagon
I think either you loaded VTE after this mod (which should give you a warning about load order), or you have a mod which removes research prerequisite from Throwing rocks (or Throwing rocks itself). In any case, the corresponding patch now checks the existence of prerequisite in advance.
Mortagon Apr 17 @ 8:44pm 
also '[Too Many Mods - Compats and Rebalances - Start of stack trace]
Verse.PatchOperationReplace(xpath="Defs/ThingDef[defName="VWE_Throwing_Rocks"]/recipeMaker/researchPrerequisite"): Failed to find a node with the given xpath
Verse.PatchOperationSequence: Error in the operation at position=1
Verse.PatchOperationFindMod(Vanilla Factions Expanded - Tribals): Error in <match>
Verse.PatchOperationFindMod(Vanilla Weapons Expanded): Error in <match>
[End of stack trace]
The top operation is the one that failed, the ones below it are the parents"
Mortagon Apr 17 @ 8:41pm 
Hi, getting a nw red error "[Too Many Mods - Compats and Rebalances] Patch operation Verse.PatchOperationFindMod(Vanilla Weapons Expanded) failed
file: B:\SteamLibrary\steamapps\workshop\content\294100\3250762483\1.5\Patches\VanillaFactionsExpandedTribals.xml
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch3 (string)"
Warachia  [author] Apr 17 @ 5:43am 
@神说万岁
Wing integration was applied to Outland Genetics as well by request, but I'm not interested in further compats.
神说万岁 Apr 17 @ 5:17am 
Can Outland Genetics also be added to this mod?
Warachia  [author] Apr 10 @ 8:24am 
@ferny
Thanks :)
ferny Apr 10 @ 7:50am 
Weapon spreadsheet is nice, awesome dude
Warachia  [author] Apr 9 @ 11:23pm 
Yeah that’s this mod.
Demonic Apr 9 @ 9:48pm 
So I'm not 100% if it's this mod but, but are cultists suppose to be spamming "Word of Fear" when the stronger enemies patch is enabled?
Cringe Shaymin Apr 9 @ 7:49am 
Thank you very much!!
Warachia  [author] Apr 9 @ 7:37am 
@Cringe Shaymin
Simple overlap removals and label changes are done. I'll work on more compats later :)
Cringe Shaymin Apr 8 @ 7:44am 
Would you consider adding a patch to remove some of the redundancies between Vanilla Weapons Expanded and the Rimsenal Augmented Vanilla pack?
Warachia  [author] Apr 6 @ 6:31pm 
@Jirro
Thanks! I totally forgot "[FSF] Advanced Bionics Expansion" includes everything in non-advanced one. It's fixed now.

@Horny Cat
Thanks! I wasn't aware of that... I've added a temporary patch that disables the weapon swap ability for Goliath (weapon will be randomly chosen) and updates the description accordingly when both mods are loaded. (This doesn't affect already built one though.)