RimWorld

RimWorld

Too Many Mods - Compats and Rebalances
 This topic has been pinned, so it's probably important
Warachia  [developer] Jun 13, 2024 @ 11:14am
Suggestions
You can post suggestions here too. Posting suggestions in the comments is also fine. (If you have a long list of suggestions, probably you want to post it here.)

Note: You can post compat requests for unsupported mods and I'll look into them, but I might just ignore it instead of commenting why I decided not to touch them D:
Last edited by Warachia; Sep 18, 2024 @ 10:42am
< >
Showing 1-15 of 71 comments
I didn't see this reflected in the screenshots so I'll suggest it just in case:

Could you add an attack to all horns with damage scaling based on size. Most horns currently are purely cosmetic, deterring me from picking them over the ones that add horns with an attached attack.
I know some mod added horns already have this (from either the Alpha Genes mod or Outland Genetics mod), so you could base it off of those values.
Warachia  [developer] Jul 1, 2024 @ 2:31pm 
Thanks! Just added horn integration (which can be toggled)

- Alpha Gene's "Oversized horn" hediff is renamed to "Horn", and cooldown is increased to 3s from 2s (damage is still 16)
...This is still great for unarmed pawns (notably shamblers), but only slightly increase melee DPS with ranged weapons, and won't matter with good melee weapons (since they are free cosmetic genes and you shouldn't be punished too much for not having horns for cosmetic purpose)
- Small horn genes from Alpha Genes gets Horn hediff
- Horn genes from Vanilla, Beliar Xenotype, Big and Small and Biotech Expansion - Mythic gets Horn hediff
- Moved these horn genes to Alpha Genes' horn gene category (this patch is active with or without this option)
Warachia  [developer] Jul 12, 2024 @ 3:26am 
Added compats for Rim-Elves and RIm-Gnoblins. (Rim-Shek doesn't seem to have any overlaps with supported mods, and this mod doesn't enthusiastically support mods related to other franchise, so... D: )

[Rim-Elves compats]
- Elve gets Tox vulnerability gene. Chemical susceptibility loses tox resistance debuff and gets met 5 -> 3 instead. (req: Alpha Genes)
- Elve uses Large frame gene instead of Gigantism gene (req: Big and Small)
- Elve uses Long lifespan gene and Slow aging gene instead of Slow development gene (req: Det’s Stoneborn, VRE - Pigskin)
- Mental fanaticism: 60%/35%/125%/25%/35% -> 50%/25%/125%/25%/25%

[Rim-Gnoblins compats]
- Gnoblin uses Venom fangs gene instead of Tox-fangs gene (req: Alpha Genes)
- Gnoblin uses Small frame gene instead of Extreme dwarfism gene (req: Big and Small)
- Gnoblin gets Fast aging gene, and Rapid development gene is repurposed for Short lifespan gene. (req: VRE - Pigskin)
- Shard (Rim-Gnoblins) is renamed to Shiver (name overlap with Anomaly)
Atlantispy Jul 27, 2024 @ 11:34am 
Hello! First of all I wanted to thank you for such an amazing mod, it makes life so much easier when you install overlapping mods!

I was hoping for my suggestions you'd be able to cover a decent number of prosthetic/implant/body part mods. There is quite a few instances of body part manufacturing ending up split across many work benches, similar prosthetics for the same fuction/tier such as "advanced bionic eye" from Glittertech as well as EPOE.

For the list of mods for potential compatibility that I can think of:
-Expanded Prosthetics and Organ Engineering Forked (or original) https://steamcommunity.com/sharedfiles/filedetails/?id=1949064302
-Cleaning Limbs https://steamcommunity.com/sharedfiles/filedetails/?id=2673504697
-Cybernetic Organism and Neural Network continued https://steamcommunity.com/sharedfiles/filedetails/?id=3228123498
-Elite Bionics Framework https://steamcommunity.com/sharedfiles/filedetails/?id=1665403571 (This doesn't explicitly add body parts, but adds an extra health system for body part max HP, that could be applied to other mods but often isn't)
-Evolved Organs Redux https://steamcommunity.com/sharedfiles/filedetails/?id=2424381146
-Integrated Implants (which I know you already have included, but for purposes of crossover I'm listing)
-Questionable Ethics Enhanced (continued) https://steamcommunity.com/sharedfiles/filedetails/?id=2850854272 (Again whilst it doesn't directly add body parts and prosthetics, there is great potential for crossover, such as growing the body parts from Evolved Organs Redux in the organ vats)
-Vanilla Expanded, I'm sure there's some body parts included in one of the mods, but I struggle to remember which.
-Winter's Utility Bionics Extension https://steamcommunity.com/sharedfiles/filedetails/?id=3129564363
-Superb Prosthetics https://steamcommunity.com/sharedfiles/filedetails/?id=2714931682
-Alpha Implants https://steamcommunity.com/sharedfiles/filedetails/?id=3275091331
-EPOE-forked: Royalty DLC Expansion https://steamcommunity.com/sharedfiles/filedetails/?id=2008970276
-A Dog Said... Animal Prosthetics 2 https://steamcommunity.com/sharedfiles/filedetails/?id=3238353862
-Vanilla Genetics Expanded https://steamcommunity.com/sharedfiles/filedetails/?id=2801160906 (I know you have this already, but having their implants not cause other already installed implants to be uninstalled would be great)
-Medical System Expansion 2 https://steamcommunity.com/sharedfiles/filedetails/?id=2056706586 (interesting one that allows some "modules"/prosthetics to be installed on bionics, such as a drill arm being installed as a slot on a bionic arm, rather than the drill arm being the whole prosthetic)
-Xenobionic Patcher https://steamcommunity.com/sharedfiles/filedetails/?id=1911273785 (Whilst not adding bionics itself, would be great to know that it works for patching all other prosthetics and surgeries across xenotype and animals).


These are the mods I personally use, but I know there are more such as RBSE, KEP:Toolbox Bionics (Continued), Maleficus' Fleshmass Mutations, Pawn Suppression Implants, Visible Cybernetics and Yet another prosthetic expansion mod.

I know it's a lot of work, and if you do start on these I appreciate that it would be immediate but thanks for taking the suggestion!
Last edited by Atlantispy; Jul 27, 2024 @ 11:36am
Linnun Aug 20, 2024 @ 5:15am 
Any chance that you are interested in bringing some order to the "angelic" vs. "demon" thing? Here are my thoughts to it.

I noticed there are 2 things that reference to "angelic" beings. One being the Aspiration "VAspirE_MeetAngelicPawn" from VAspE which is only satisfied by the thought "AG_Awe" (Alpha Genes) which is only caused by the gene AG_Beauty_Angelic (Alpha Genes).

The other one being the Beliar Xenotype that has a natural hate against angelic beings and defines them in the thought "BX_DemonRacism" which checks for the genes "Grace" or "GS_WingsC" (nephilim/Seraphim)

Maybe it is possible to align these mods to consider the same stuff angelic? Here are some things that *might* be worth considering as "angelic":
- Angelic Beauty (Alpha Genes)
- Angelic halo (nephilim)
- Angelic wings (nephilim)
- Holy hymn (nephilim)
- Grace/Grace-infused blood (nephilim/seraphim)
- Pure halo(?) (Seraphim)

---

As a second thought, maybe it's worth a thought to also implement a "meet a demon" Aspiration. As starter I recommend taking the following genes as demonic identifier, as they are already used in BX_AngelRacism (Beliar Xenotype):
- BX_ProfaneHead (Beliar Xenotype)
- BX_ProfaneHorns (Beliar Xenotype)
- Hemogenic
- Headbone_MiniHorns
- RS_Tail_Spiked (ReSplice: Charmweavers)
- RS_Wing_Batlike (ReSplice: Charmweavers)
- RS_Headbone_MediumHorns (ReSplice: Charmweavers)
- RS_Headbone_LargeHorns (ReSplice: Charmweavers)
- RS_Headbone_RamHorns (ReSplice: Charmweavers)


There may be more genes that qualify for both categories. You probably have a better idea of which qualify for this :)
Warachia  [developer] Aug 20, 2024 @ 8:51am 
Thanks for the suggestion. Just updated the mod:

- Halo genes (except False halo and Menacing halo from B&S) , True form (angelic) (B&S), Angel beauty and Angel hands (WVC) triggers Demonic enmity.
- Demon tail genes (AG, B&S, WVC), Demon wings/horn genes (AG, B&S), Bloodfeeder (demon), Demon ears, True form (demonic) genes, Tyrant crown (B&S) and Demon beauty (WVC) triggers Angelic enmity
- Efreet (AG) gets Demonic enmity gene
- Name change option changes genes to include “demon” or “angel” in the name if and only if they trigger enmity (exception: Enmity genes themselves, Hemogenic and Grace).
- Added “Become a demon” aspiration: accepts any genes which triggers angelic enmity except Hemogenic gene

I think "Angelic beauty" from Alpha Genes isn't acutally considered "angel" (Drakonori looks rather demon actually). Name change option changed its name to "Uncanny beauty" only when WVC is loaded (which has Angel beauty gene), but now it's also active with Nephilim Xenotype to avoid confusions. (It also covers VAsE.)

Genes with Grace gene requirement are also left untouched.
Linnun Aug 20, 2024 @ 1:29pm 
You're fast :)
Warachia  [developer] Aug 23, 2024 @ 3:47am 
@Yukari the White
Not interested ):
NightLorde Aug 23, 2024 @ 12:38pm 
Would it be possible to make food made with insect jelly preserves from VCE work for the insect jelly dependency from VRE insectors?
Naraxa Aug 23, 2024 @ 5:11pm 
That's a good idea from NightLorde, I'm also wondering if there could be some additional overlap with VRE insectors and Alpha Genes, as I find it weird insectors don't have, say, insectoid voices, insectoid rally, or unsettling appearance for example
Warachia  [developer] Aug 24, 2024 @ 2:30am 
Thanks for suggestions :)

@NightLorde
Although I want to implement this, I think it's difficult on this mod's end.
(In order to achieve that, I need to make harmony postfixs for
- Gene_Resource_InsectJelly.Notify_IngestedThing to accept meals with Insect preserves as a condiment
- JobGiver_ConsumeInsectJelly so that AI can automatically seek for them
, but I don't know whether it's possible to make DLL which requires 2 mods without making one of the mod as a dependency. I've asked around but judging from the reactions there might not be a easy way for that.)

@Naraxa
Renamed "Hiveling voice" in Alpha Genes to "Insect voice", and added it to Insector. (I kinda want to preserve the difference between Insector and Hiveling, so omitted Insectoid rally and Unsettling appearance.)
Naraxa Aug 24, 2024 @ 6:02pm 
Originally posted by Warachia:
Thanks for suggestions :)

@NightLorde
Although I want to implement this, I think it's difficult on this mod's end.
(In order to achieve that, I need to make harmony postfixs for
- Gene_Resource_InsectJelly.Notify_IngestedThing to accept meals with Insect preserves as a condiment
- JobGiver_ConsumeInsectJelly so that AI can automatically seek for them
, but I don't know whether it's possible to make DLL which requires 2 mods without making one of the mod as a dependency. I've asked around but judging from the reactions there might not be a easy way for that.)

@Naraxa
Renamed "Hiveling voice" in Alpha Genes to "Insect voice", and added it to Insector. (I kinda want to preserve the difference between Insector and Hiveling, so omitted Insectoid rally and Unsettling appearance.)

Valid, mkay cool, thanks for doing so!
NightLorde Aug 25, 2024 @ 10:18am 
The "Become Big" aspiration should count the colossal mutation from insectors
< >
Showing 1-15 of 71 comments
Per page: 1530 50