RimWorld

RimWorld

Too Many Mods - Compats and Rebalances
566 Comments
TurtleShroom Aug 25 @ 7:54pm 
Oh, good, I didn't know those existed, so I've never written them.
Warachia  [author] Aug 25 @ 5:40pm 
@TurtleShroom
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.)
TurtleShroom Aug 25 @ 10:57am 
What do you mean by wild cards in Patches?
Warachia  [author] Aug 24 @ 5:44pm 
@TurtleShroom
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.
TurtleShroom Aug 24 @ 10:07am 
From one Mod maker to another, I must ask: I struggle with INITIAL loading times, that is, getting to the Main Menu, not performance in the game. Nothing that I have ever written has caused lag within the actual game. However, when it takes thirty minutes to load eighty Mods, something is VERY, VERY wrong. (I used to have a thousand Mod long list that took eighty minutes to load. Now, I get that same time with eighty.)
TurtleShroom Aug 24 @ 10:01am 
OP, you and I sure think the same on this. I too have a personal Mod that patches dozens, if not over a hundred, Mods. I made so many changes that I couldn't document what I did. Maybe one day I'll publish mine. To be frank, I'd personally love to share my work with you, just to see what you think.
Askesis Aug 23 @ 1:16am 
I don't suppose you could merge the titanium resource from Titanium+ and GlitterTech? O:-)
femoral2 Aug 22 @ 6:22pm 
It's fine now, Awesome work! thanks
Warachia  [author] Aug 22 @ 5:50pm 
@femoral
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!
femoral2 Aug 22 @ 5:44pm 
I am getting a red error since last update, could it be because I don't have Vanilla Armour Expanded? https://ibb.co/xKZfNfzq
Computica Aug 16 @ 4:28pm 
Go ahead and start that Ko-Fi:2018bestcoffee:
Warachia  [author] Aug 16 @ 8:55am 
@Mirvra @Fenchel-Honig @Virstag
Thanks.
Virstag Aug 15 @ 3:40pm 
The work you're doing on this mod is impressive, thank you for your efforts. It's one of those tedious and meticulous modding jobs that not everyone is willing to devote themselves to :steamthumbsup:
Fenchel-Honig Aug 15 @ 7:27am 
Just want to say I really appreciate you taking the time and sorting all the genes into categories—big props!
Mirvra Aug 14 @ 1:38am 
So, I subscribed to this mod quite a while ago, and didn't really think much of it. But recently I actually properly went through it and checked all the changes and options and such, and I just want to say THANK YOU.

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! :Aste_Roy:
Warachia  [author] Aug 13 @ 3:05pm 
@J
Yep (Auto-sort should work though: all mods that should be loaded before this mod are included in <loadAfter> unless I overlooked some.)
J Aug 13 @ 2:49pm 
so I just put this near the end of the modlist
and cherry pick overlapping things?
Requiem_Phantom Aug 10 @ 2:22pm 
Thanks!
Warachia  [author] Aug 10 @ 1:58pm 
@Requiem_Phantom
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.
Requiem_Phantom Aug 10 @ 1:47pm 
I have this pop up, but no idea if I need to worry about it or what it means as a warning. Also it mentions royalty and I do have the dlc so I have no idea what this means and whether it’s just nothing to be worried about or if I should. Appreciate any help or advice.

[Too many mods-Compats and rebalances] patch operation on VEF.patchOperationonToggaSequence(count=13, lastFailedOperation=Verse.patchOperationonFindMod(Royalty)) failed
Jack Salem Aug 10 @ 12:06pm 
just want to say that your endless attempt to sweep a whole bunch of disparate mods into one single monolith is admirable work.
Warachia  [author] Aug 10 @ 6:24am 
@milester112
Yeah, it’s a cool mod. I’m just wondering what to do, considering VRE - Insector exists :|
mikester112 Aug 10 @ 6:19am 
DetVisor released a new xenotype, think you could check that out?
Warachia  [author] Aug 10 @ 12:45am 
@maqadamia
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.)
maqadamia Aug 10 @ 12:35am 
I like everything in the Stronger Enemies option BUT the metalhorrors are like wayyyy more powerful than anything else on that list. Dunno how anyone else feels but I'm gonna disable that setting exclusively for them lol
Warachia  [author] Aug 8 @ 1:43am 
@vortexhelios320
Subsequent patches in the same <operations> will be inactive. Other patches will remain unaffected.
vortexhelios320 Aug 7 @ 9:18am 
[Too Many Mods - Compats and Rebalances] Patch operation Verse.PatchOperationFindMod(Big and Small - Genes & More) failed

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.
Ashnal Aug 6 @ 7:09pm 
There's a new Trait mod around, Traits Plus, from an author with a few mods that integrate. Worth looking for overlap/integration in here?
Lt. Horatio Caine Aug 5 @ 2:56pm 
You sir are a legend
Warachia  [author] Aug 4 @ 2:21am 
@Mamick
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.
Mamick Aug 3 @ 11:36pm 
The dev of B&S said on discord:

> 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.
Mamick Aug 3 @ 10:01pm 
I think "Raid wealth multiplier (B&S) now scales with body size, and all B&S body size genes lose raid wealth multiplier factors and offsets" is incorrect, looking at how it's implemented. In particular, it affects animals so large animals (like thrumbos or dragons) have a wealth much much higher than they should (since their size is already taken into account in their 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.
Warachia  [author] Aug 3 @ 7:07pm 
@HoningKoning
This mod doesn’t change wood outputs at all.
[WAR]HoningKoning Aug 3 @ 4:12pm 
Bro, why let trees give nearly 80 wood per tree its absurdly op :/
Not Dvdyyz Jul 31 @ 7:21am 
Well looks like the new impact weapons dropped and includes a direct powercreep of cataphract
Hush Jul 30 @ 8:11am 
Can you please add a patch for Outland - Genetics? I really like the texture of the wings and horns in that mod
Hak'uHunter Jul 27 @ 9:19am 
@Warachia
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!
Warachia  [author] Jul 26 @ 10:40pm 
@Hak'uHunter
Hmm I couldn't replicate that. (Tested with B&S mods alone / B&S and other gene mods.)
Hak'uHunter Jul 26 @ 7:42pm 
So maybe I've missed something obvious, but for some reason when it comes to the size genes, they are counting double for things like Mass carrying capacity and stuff, so instead of a pawn with body size .4 having 40% carrying capacity, they end up having 16% (40% of 40%). Or vise versa (1.5 has carrying capacity of +75%). The genes themselves don't mention that they change the stats directly, since I have the gene re-balancing turned on. Most of the other stats (like mining speed) are fine and only affected once. I don't know if there's a setting I messed with that did it or maybe it is intentionally exponential when it comes to carrying capacity, but I thought I'd ask to help clear it up. Thanks in advance!
Warachia  [author] Jul 25 @ 8:48pm 
@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.