RimWorld

RimWorld

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Vanilla Expanded Rebalanced
   
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Mod, 1.3
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28 Apr, 2022 @ 3:31pm
21 May, 2022 @ 4:42am
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Vanilla Expanded Rebalanced

Description
Vanilla Expanded Rebalanced

I love the Vanilla Expanded mod series. I don't find it bloated, I love the diversity and I don't want to remove their items from my game. If you do, check out Clean Vanilla Expanded, it's a lot more complete and very well done.

Still, some items are overpowered compared to Vanilla - or even to other mods from the series. I made this patch to enjoy my games and the items added by the VE team without feeling dirty using them. It's a WIP and I'm making updates as I'm playing so feel free to make suggestions or post pull requests/issues on the Github[github.com] repo.

Vanilla Weapons Expanded
List of changes[github.com]

- Reduced the bonus from the tools. They shouldn't give bonuses similar to bionics given the low investment they require. They are still useful, especially if you use a sidearm mod to automatically switch to the relevant tool.
- Reduced damage of most tools as some of them had higher DPS than more sophisticated weapons.
- Slightly reduced damage of Combat knife as DPS was higher than gladius.
- Reduced armor penetration of halberd.
- Reduced armor penetration of crossbow.


Vanilla Weapons Expanded - Tribal
List of changes[github.com]

- Reduced damage of Shiv to keep DPS between a knife and a battle axe.


Vanilla Furniture Expanded
List of changes[github.com]

- Slightly reduced mood effect of radio.
- Increased consumption of street lamp to account for its larger radius.
- Modern chairs cost 1 component to account for their very high comfort bonuses.
- Reduced fuel consumption rate and heat output of stone campfire.


Vanilla Factions Expanded - Vikings
List of changes[github.com]

Armor ratings of leather armors are nerfed but can still reach very high values with good leather and high qualities. The very high cold insulation multipliers of armor, coats and capes were making cold maps trivial. Cold insulation are still higher than Vanilla alternatives but it's greatly reduced.

- Reduced armor rating of leather armor, ravager armor, and leather helmet. Armor ratings are still higher than Gambeson and Quilted Vest from Vanilla Armour Expanded, but they only become more protective than plate armors at high qualities and with the best leathers.
- Added move speed maluses to leather armor and ravager armor. Malus is still smaller than with flak vests.
- Reduced cold insulation of armors, coats and capes. Armors are combat-oriented gear and shouldn't provide more insulation than specialized clothing. Insulation of coats and capes were not in line with values from Vanilla and Vanilla Apparel Extended.


Vanilla Armour Expanded
List of changes[github.com]

- Decreased move speed for plate armor, wooden armor and advanced vest
NB: Didn't touch boots and gloves as I remove them from my game using Cherry Picker and use the Universal Armor Patcher: Hands & Feet instead.

Vanilla Apparel Expanded
List of changes[github.com]

- Reduced work speed bonus of work outfits. They are still useful, especially if they are stacked with bionics, tools and accessories.
- Slightly reduced armor rating of jeans and jumpsuits. Still slightly better protection than vanilla pants and shirts.
- Nerfed insulation of tribal kilt and poncho given their low material cost and research requirements.
- Greatly reduced cold insulation of pelt coat - still more than a duster, but not parka-level.
NB: Boots and gloves break the game balance IMO. The high insulation factors make it very easy to support -50°c temperature in early game. I didn't touch them though as I just remove them from my game using Cherry Picker.

Vanilla Factions Expanded - Classical
List of changes[github.com]

- Large passive cooler cannot cool below 12°C.

Vanilla Factions Expanded - Medieval
List of changes[github.com]

- Increased weight of claymore and heavy mace.
- Reduced damage and armor penetration of heavy crossbow.

Vanilla Furniture Expanded - Medical Module
List of changes[github.com]

- Removed cleanliness malus of surgical table.
- Increased construction cost of research counter.

Vanilla Furniture Expanded - Production Module
List of changes[github.com]

- Reduced work speed bonuses of large production tables.
- Reduced work speed bonus of electric stone cutter table.


FAQ

I have a balance change to suggest, can you add it to the mod?
Yes! Comment or open an issue/pull request in the Github repo.

There is change I don't like. Can I remove it?
XML patches are in the "Patches" directory of your mod folder. You can edit the relevant value or just remove the whole <li> block if you want to remove the change. Also don't hesitate to leave a comment with your opinion - maybe the nerf should be removed from the mod.
49 Comments
Thundercraft 19 Mar, 2024 @ 2:10pm 
Has anyone tried this in RimWorld 1.4?
Joy 5 Aug, 2023 @ 6:11am 
Does this still work for 1.4?
rayraythekid 24 Mar, 2023 @ 1:24pm 
1.4?
ProfileName 6 Feb, 2023 @ 4:52pm 
@LAJ-47FC9 (Liara) Fun fact: THE FILES ARE STILL THERE. THEY ARE JUST DISABLED IN NORMAL GAMEPLAY.

WHICH IS PRETTY WEIRD. I don't really get it, honestly. But, other than that, I don't think anything will exactly go wrong - these are patches, correct?
LTFreeBorn 15 Jan, 2023 @ 1:00pm 
All of these changes... Are reasonable.
LAJ-47FC9 31 Oct, 2022 @ 11:13pm 
Something you might like to be aware of: as of the latest update for Vanilla Weapons Expanded, the tools have actually been removed. Don't know if that'll affect things in this mod, but I thought it might be nice to know.
Vetracious 21 Oct, 2022 @ 7:52am 
Would it be possible to look into rebalancing the bins of VFE? It'd be great if they'd require to be emptied by cleaners.
Cectut 3 Sep, 2022 @ 7:11pm 
It would be nice to give the AC unit some heat output, so it doesn't remove temperature management from base design entirely; Maybe keep the spirit of the original item by having it produce slightly less heat than 2 coolers would at the cost of slightly more power than 2 coolers would.
Moros 28 Aug, 2022 @ 12:45am 
Vanilla Factions Expanded - Medieval and Vanilla Armour Expanded have a bit of an issue that it'd be great if this mod fixed.

Medieval adds the 'light plate helmet,' which has a whopping -4.0 shooting accuracy citing it 'slightly restrict[ing] the wearer's field of vision.' Except it's an open-front helmet.

Armour adds the 'plate helmet' which has a paltry -0.1 shooting accuracy and no such mention. They both otherwise have the exact same stats except Armour's plate helmet covers the eyes, nose, and jaw (as it should).

The issue is that it seems the two items have their shooting accuracy backwards. Armour's plate helmet should have the -4.0 shooting accuracy and Medieval's light plate helmet shouldn't have any.
fallenscion 8 Aug, 2022 @ 6:29am 
Is it possible to nerf the alliance bonuses of VFE:Classical? Ideally including a limit on the "I can recruit hundreds of pawns for free" capstone.