RimWorld

RimWorld

Too Many Mods - Compats and Rebalances
527 Comments
Warachia  [author] 17 hours ago 
@Ned
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.)
Ned Jul 25 @ 9:43am 
This is an error i receive in the log: [17:38:50] [Too Many Mods - Compats and Rebalances - Start of stack trace]
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?
SketchyGalore Jul 23 @ 11:08pm 
Apologies! I think I was getting a similar error from Full Armor - Hands and Feet because it was trying to patch the updated armors in VAE, so I thought it was the same one I saw from this the other day. Seems like loading without that, then loading again fixed everything!
Warachia  [author] Jul 23 @ 5:27pm 
@SketchyGalore
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.)
SketchyGalore Jul 23 @ 3:37pm 
I can see the logic in a long cooldown for something like that, myself, since there aren't many low-tech vanilla mechanic breaking weapons, and it seems a bit like a short range early mortar. The only way I could see that being weak is if you were playing with embrasures of some kind that you could shoot through anyway (but I'd rather not have things balanced around those, personally).

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!
Warachia  [author] Jul 23 @ 7:44am 
@.wolf @Croaton
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.
Croaton Jul 23 @ 7:06am 
Agree with you .@wolf, in a game with so many powerful available things, nerfing the warbow so hard feels out of place, goes from useful in specific situations to mostly unusable
.wolf Jul 23 @ 6:38am 
I didn't miss the description. In my opinion, I don't know why that mod does not do the same for the longbow, honestly.

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.
Warachia  [author] Jul 23 @ 5:37am 
@.wolf
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
.wolf Jul 23 @ 4:17am 
Warbow: cooldown 1.5 -> 4.5, range 44.9 -> 24.9 (Medieval 2)

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.
Warachia  [author] Jul 22 @ 6:08pm 
@AJarOfDirt
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.
AJarOfDirt Jul 22 @ 2:57pm 
Never mind, doesn't look like there is much overlap.
AJarOfDirt Jul 22 @ 2:54pm 
I assume this mod makes Vanilla Genes Rebalanced redundant? I should probably remove that one.
AJarOfDirt Jul 22 @ 1:13pm 
Looks like a VE update is causing some issues:
[Too Many Mods - Compats and Rebalances - Start of stack trace]
Verse.PatchOperationReplace(xpath="Defs/ThingDef[defName="VAE_Apparel_HeavyMarineArmor"]/comps/li[@Class="VEF.Apparels.CompProperties_ShieldBubble"]/EnergyShieldEnergyMax"): Failed to find a node with the given xpath
Warachia  [author] Jul 21 @ 5:42pm 
@Schadock
- Changing the gene replacement interferes with existing saves - the corresponding genes in colonists will simply be deleted without warning.
- I usually prioritize genes from major mods unless there’s a clear advantage to doing otherwise (considering rule costs and the likelihood of mod changes).

So I’d need to be very convinced to make that change.
Schadock [The Angeloids] Jul 21 @ 8:58am 
@Warachia ah any specific reason?
mikester112 Jul 20 @ 9:53pm 
Sick.
Warachia  [author] Jul 20 @ 9:52pm 
@mikester112
Did :)

@Schadock
No :|
mikester112 Jul 20 @ 9:25pm 
Det just released the Half-foot xenotype wanna take a look at that?
Schadock [The Angeloids] Jul 20 @ 1:05pm 
can you make it so the Tox-bite from the "rimGnoblins" mod no longer gets replaced by the venom fang from "alpha genes"? i have found that the tox-bite is superiour compared to venom fang.
InertialMage Jul 19 @ 11:47pm 
@warachia, yeah i guess im not sure whats intersecting with it, i dont use B&S though, ill have to mess with it more later
Warachia  [author] Jul 19 @ 9:29pm 
@Zo_Confuzled
I generally try to set "loadAfter" whenever it's needed, so you shouldn't need to manually set load order, I hope.
Zo_Confuzled Jul 19 @ 12:36pm 
Hey, I was just wondering if there is any importance of when this is loaded in the load order? I use rimply and it seems to put it just alphabetically, but i would asumme this kind of mega pach would want to be at the botom?
Warachia  [author] Jul 19 @ 3:01am 
@InertialMage
I couldn't replicate that (tried with and without Big and Small, both directly adding the gene via devmode and getting the gene via geneline evolution).

If you have Big and Small, this mod makes Colossal gene use body size stat from B&S, so you might have a mod conflict with B&S and some other mods. (If you don't have B&S, this mod doesn't touch Colossal gene's body size mechanics in that case: so I'd be confused.)
InertialMage Jul 19 @ 12:59am 
noticed that the colossal gene with insectors and insectoids 2 seems to not make your pawn bigger. i havent tried it with just the 2 mods, but it works when i turned off the gene patch
Warachia  [author] Jul 16 @ 6:52pm 
@vincent_calgari
Yes, all the listed mods are optional.
vincent_calgari Jul 16 @ 4:00pm 
does this still work if i only have some of whats listed
Azylacus Jul 14 @ 4:14am 
@Maal
Yeah that was the issue, thanks!
Maal Jul 13 @ 1:17pm 
@Azylacus
Steam often do not automatically download update. Unsub resubing, or verifying the gave files fix it. Or if you use Rimsort it can check too. I tested yesterday and I had over 100 mods which hadn't updated automatically.
ChainmailPickaxe Jul 13 @ 11:03am 
The greatest mod Rimworlds ever seen is back!
Azylacus Jul 13 @ 10:59am 
Unless steam somehow messed up the update on my end
Azylacus Jul 13 @ 10:58am 
Think you might have forgotten to update the tag and there's no 1.6 folder in the files.
Laranja Jul 13 @ 8:30am 
yessirrrr
Warachia  [author] Jul 13 @ 6:37am 
Updated to 1.6 :)
TheGreenDigi Jul 12 @ 4:54pm 
Should try an be patient y'all, I imagine it'll be updated eventually, but for a mod that relies on other mods, I imagine it'll take some time to accommodate for ones that have/haven't updates, an any changes some of those might've had.

This is an amazing mod, but try not to rush an burnout
filipfrantz Jul 11 @ 11:44am 
A lot of mods that this patches have been updated to 1.6, so im wondering if this is gonna get updated too, a essential mod to my runs
Marty in the multyvers Jul 10 @ 2:45am 
1.6?
Kirisame usagi Jul 6 @ 4:15am 
1.6 plz
Kreneth Jun 25 @ 3:56am 
Ahhhh, yes that was it, thank you so much for mentioning the revive everything toggle. I re-checked it and then re checked and unchecked the basic removals, rebooted the game and now it's showing the gene, and I'm guessing some others possibly too.
Warachia  [author] Jun 25 @ 3:03am 
@Kreneth
Is your "toomanymods: uncheck then re-check this to revive everything" in Cherry Picker is unchecked? It contains every defs that are/were included in auto cherry-picker. (Otherwise I have no idea why that happens. I can't replicate it on my end.)
Kreneth Jun 24 @ 3:53pm 
Thank you, I will make sure the Never Dead gene isn't cherry picked. Edit- Seems the auto cherry picker still removes never dead even after me trying to manually adding it back.
Warachia  [author] Jun 24 @ 3:39am 
@Kreneth
WVC has WVC_Undead gene and WVC_NeverDead gene, and this mod currently replaces the former with the latter. ("Undeads: Revered/Reviled" precept works for WVC_NeverDead gene as well.)

However, a long time ago I wasn't aware of these precepts, and auto-cherry picker removed both genes back then iirc. If you've been using this mod since that time, you'll need to refresh auto cherry-picker (or simply un-cherrypick WVC_NeverDead in this case) to reflect the change. (Sorry for the inconvenience: it's not directly possible to automatically un-cherrypick something.)
Kreneth Jun 24 @ 1:01am 
I love this mod for fixing compat with a ton of other mods, but I noticed that removing the Undead gene, from WVC Xenotypes and Genes, messes with the Undeads Revered/Reviled precepts/meme in that same mod. That gene flags the xenotypes for those precepts, at least the base 4 undead in the mod itself, undead, resurgent, featherdust and ashen. As well as making a custom undead xenotype, if you use the auto cherry picker.
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.