RimWorld

RimWorld

The Tiny Tweaks Collection
80 Comments
Malhavoc Jul 27 @ 3:20pm 
Duly noted. Thanks for the quick response!
turkler  [author] Jul 27 @ 3:18pm 
@Malhavoc no
Malhavoc Jul 27 @ 3:15pm 
Are these various tweaks adjustable in Mod Options? Really love most of them, but a few I'd prefer to opt out of.
turkler  [author] Jul 13 @ 1:22pm 
@Mac oversight on my end :lilimsob: I do need to remake some of the patches so I'll do add that to the list of changes when I get started on that
Mac Jul 13 @ 1:15pm 
Thank you for going through the effort of making every patch its own little XML file, makes it so much easier to pick and choose. On another note, I did find at least one patch in the files that isn't listed in the List of Changes (padded armor on skin layer), but it is probably a PITA to log all this shit so I don't blame you.
turkler  [author] Jun 4 @ 4:36pm 
@Anta'el Feir it's not a joke, it just swaps the feline ears that come with ve highmates with the vanilla cat ears so that retexture mods work fine
Anta'el Feir Jun 4 @ 8:16am 
I don't understand the joke with the latest update. It added cat ears to everyone. I have a respectable colony of flesh sculpting vampires that inspire fear and awe, and now they just look ridiculous.
Maple38 Apr 26 @ 2:56pm 
Was just a suggestion smh :|
turkler  [author] Apr 26 @ 11:50am 
@Maple38 a shame that won't happen then, huh
Maple38 Apr 26 @ 11:05am 
Oh, it'd be nice if it was lol
turkler  [author] Apr 25 @ 9:56am 
@Maple38 no
Maple38 Apr 25 @ 7:31am 
Hey is this mod configurable?
Legeden Apr 19 @ 11:54pm 
I wanted to like it for the balance choices, but the many aesthetic choices it forces on me are a bit too much to get over.

If you ever decide to spin the shield core into it's own thing that would be great.
turkler  [author] Apr 4 @ 9:15am 
@Blueo lol
Smiley Face Killer Feb 16 @ 1:39pm 
@batafritada
You can always just delete the patches included that you don't like. Open the mods folder, then open the "Patches" folder,find the name of the mod being patched "Neat Storage" and delete the "Debloatening" text file

Gonna go ahead and say, no clue if that works but I assume it would. But also know, I think if Turkler updates the mod, you're gonna have to repeat the above method (that is, if it even works but it should I mean how's it gonna read something if it's gone yk)
Smiley Face Killer Feb 16 @ 11:02am 
yea too bad there's not a toggle for sections batafritada
batatafritada Feb 15 @ 6:29pm 
Now, the reason why I am writing this manifest is because I really don't wanna to have to choose between the tweaks and the storage. Like, come on lad, if something is bloat we have Cherry Picker for that.
Failure to comply will result in me writing 7 paragraphs to your War Queen telling her why she should break up with you.
batatafritada Feb 15 @ 6:25pm 
Hey mate, I love your mod but I really disapprove the changes to Neat Storage.
The moment a player chose to download a mod they are very aware of what's coming with the mod. That's why I, avoid downloading mods that add too much and I rather use mods that have specifically what I want. Yours is a exception.
Even tho I don't agree with all the tweaks most of them are good and change the game for better.

Now, the problem with Neat Storage is not with the tweaks itself, I like what you've done with the merging. But the moment you straight up remove an option it feels like a huge L. For example, not only the sudden removal messed with one of my saves, I've found later that I was unable to build the storage options I wanted to. The weapons' rack for example, which was one of the storage options I like to use, it's just unavailable now.
turkler  [author] Feb 15 @ 1:34pm 
@catharsis that does sound quite sensible, I'll see what I can do
catharsis Feb 15 @ 12:26pm 
Would you consider adding a tweak for when VFE: Classical is loaded, it changes the building cost of the paved tile and concrete tile to use concrete blocks from that mod instead of steel?
turkler  [author] Feb 8 @ 12:53pm 
@Victor yeah and it's your problem lol
Victor Feb 8 @ 12:47pm 
The problem is changing a modlist with hundreds of mods, and some mods not being flagged as incompatible after I removed the DLCs, and my game crashing without me knowing why.
turkler  [author] Feb 8 @ 10:52am 
@Victor if you download a mod that explicitly requires some dlc and then launching your game without said dlc then that's not my problem
Victor Feb 8 @ 10:40am 
This mod is missing the required mods tag in the About.xml, and it crashes the game if you remove the DLCs. Took me a long time to find out, please add the lines in the About file, thanks.
turkler  [author] Jan 28 @ 4:16am 
@Nettle no worries
Nettle Jan 28 @ 4:15am 
@nettle the malfunction was with my brain, thank you for your time.
Nettle Jan 28 @ 4:11am 
@turkler Huh. Let me check things out on my end. Will report back.
turkler  [author] Jan 28 @ 3:45am 
@Nettle I just checked and no, they're not buildable. might be a mod conflict? I can't replicate the issue with the bare mimum of mods
turkler  [author] Jan 27 @ 11:38pm 
@Nettle I'll take a look, thanks for the report
Nettle Jan 27 @ 8:34pm 
Hey chief,

Just a heads up - it looks like the tilable planter box is still build-able, unlike it's normal, un-tilable counterpart.
Matsay Jan 26 @ 2:22am 
Oh well. Local copy it is then.
turkler  [author] Jan 25 @ 10:50pm 
@Matsay no and no
Matsay Jan 25 @ 10:02pm 
Hey! Could you add a check for Too Many Mods before the patches you borrowed from them? They end up being applied twice leading to duplicate fields in the xml. Also, would you be open to create a cherry picker list (as TMM does) rather than rather than straight removing stuff with patchOperationRemove? This would avoid creating further errors if another mod tries to patch a def you already erased.
chunkylord2 Jan 23 @ 4:44pm 
Awesome, you're a hero lol
turkler  [author] Jan 21 @ 3:29pm 
I also patched rm2 mechs while I was at it
turkler  [author] Jan 21 @ 3:02pm 
@chunkylord2 done
turkler  [author] Jan 19 @ 9:47am 
@chunkylord2 will do
chunkylord2 Jan 19 @ 7:08am 
I love this mod but would you be able to patch in the shield core requirements to gestate the knight/advance knight that have shields in VFE-M?
turkler  [author] Jan 15 @ 1:25am 
@Computica one set of them, yes. otherwise you have two duplicate sets of cell walls
Computica Jan 15 @ 12:32am 
I think you removed the Cell Doors and walls From VFE Architect if ReBuild: Doors and Corners is used which a lot of mods depend on.
turkler  [author] Jan 9 @ 11:10am 
@SaveliyV3 no
SaveliyV3 Jan 9 @ 9:40am 
Why does this mod have the Biotech dependency? Will it work if I don't have Biotech?
turkler  [author] Jan 5 @ 9:01pm 
@Turkwise ok 👍
Turkwise Jan 5 @ 7:03pm 
I liked the wall mounted temperature appliances, the normal ones are ugly as hell.
Zer0_Requiem Oct 15, 2024 @ 8:25pm 
Okay, I'll let them know then. Thank you for taking a look!
turkler  [author] Oct 15, 2024 @ 8:19pm 
@Zer0_Requiem took a look, fixing it would require a change on their end. nothing I can do unfortunately
Zer0_Requiem Oct 15, 2024 @ 5:07pm 
Do you know if you could make this mod compatible with https://steamcommunity.com/sharedfiles/filedetails/?id=3241427647 ? As the feature that removes the backstory requirement for the Natural Meditation type doesn't work when used with your mod and I'm not sure why.
turkler  [author] Oct 13, 2024 @ 7:10pm 
@Paradox yay
Paradox Oct 13, 2024 @ 7:02pm 
Dunno how I never saw this before, I like the sound of these tweaks. Shield Core stuff especially
turkler  [author] Oct 11, 2024 @ 3:28am 
they're gone precisely because of that - they're way too cheap with little to no downsides. they're redundant with vfe architect so if you have both mods then they're just removed. as always, if there's a change you don't like, you're free to make a local copy for personal use