RimWorld

RimWorld

RIMMSqol
Nommy Jan 25, 2020 @ 11:53pm
Compatibility?
This looks awesome! I want to use it, but also with a bunch of other mods and I didn't see compatibility mentioned anywhere here.

1. What mods conflict with this?
a. Reported problems?
b. Ones that obviously will conflict?
c. Types or what type of functionality is likely to conflict?

2. Are there any mods that this has been patched to work with (that would otherwise not)?

3. Any advice or requirements on where this mod would be best placed in the mod list relative to other types of mods?

4. Is there a way to disable the path finding or other features from being installed to remove any possibility of issues with other mods which may rely on vanilla or override this behaviour?

Cheers.
Last edited by Nommy; Jan 25, 2020 @ 11:56pm
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Showing 1-5 of 5 comments
#6 Feb 4, 2020 @ 5:36pm 
As far as I can recall there are only a handful of mods that just refuse to work with this. More Planning and Path Avoid are the two that I know of. Basically with this installed both of those mods buttons fail to show up in the architect menu. There may be others but that is what I remember.
Jet May 25, 2020 @ 7:51pm 
But you are supposed to be able to fix that in this mods general settings and clicking avoid designator refresh. Unfortunately that doesn't seem to work for me....
troy8558 Jun 1, 2020 @ 7:55am 
I found a wierd bug, i couldnt train my animals with rimmsqol on. I got quite a lot of mods running and that might be some incompatibilities. I got the save file and mod list but how do i upload it though
SquarelyCircle Jul 12, 2020 @ 8:36pm 
I've been messing around trying to get More planning to work. First thing I did was move them after RIMMSqol in the load order. Path Avoid works fine for me, and I haven't ever seen a problem with it. It might be that there's some function that I just don't use, so I don't recognize what's wrong. I just see the four options: normal, avoid, hate, and strong (whatever they're called)

At some point, "More Planning" was working, and I tried not to change anything that might affect it since then. For some reason, though, the colored boxes aren't showing up again.
I've tried clicking the designators thing as well as ticking the "Avoid Designator Refresh" options. I haven't been entirely thorough or systematic, so I'm pretty lost in my trouble-shooting process.

Is there a known reason why These mods cause problems? Is there something I can mess with locally to get them working well together?
RedPine May 11, 2022 @ 8:00pm 
1.a Known Conflicts (1st hand)

'Make Anything Craftable'
'Make Anything Buildable'

These two mods have severe conflicts that prevent ANY mods from loading properly if combined with RIMMSqol. This is because they overlap with RIMMSqol, which can freely edit defs in game in real time.


1.b Obvious Conflicts (2nd hand)

'Path Avoid'

I'm not surprised that 'Path Avoid' doesn't work, as RIMMSqol has the same feature (RIMMSqol has a LOT of features).


1.c Suspected Conflicts (theoretical)

Anything and everything that does what RIMMSqol does. RIMMSqol allows editing ANY def in real time. That's any thought, recipe, building, stats, race, pathing, storyteller, and more.

It's fine to have thought, recipe, building, etc., mods that add/overwrite defs ONCE on loading the game. What ISN'T compatible is mods that edit those defs in game in real time.

'More Planning' works for me, as do Pick Up and Haul and the usual QoL mods that slightly tweak AI.


2&3 N/A, if a mod is incompatible with RIMMSqol, it's because it's redundant with RIMMSqol and therefore not needed in your modlist.


4. See my answer to 1.c. Pathing mods should be fine to add, as long as they only edit pathing once with a single overwrite during gameload (RIMMSqol's live def editing happens after game load).

The only potential conflicts would be mods that allow live editing of pathing rules, in which case you are better off using RIMMSqol instead, and taking advantage of the ability to write custom pathing rules (possibly even copying them from other mods)

Lastly, bear in mind that due to being configurable, much of RIMMSqol's code is in C#, ie an Assembly. You can't just edit it's XML. To remove a feature you need to decompile it, carefully rewrite the unwanted code, then recompile it. Honestly, it would be less work to figure out how to use RIMMSqol instead.


TLDR; When the mod auth says this mod was meant to REPLACE the majority of mods on the workshop, he wasn't kidding. You can and should replace the majority of mods with RIMMSqol config files. In the rare cases of conflicts, you are probably better off with RIMMSqol.
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