RimWorld

RimWorld

538 ratings
Too Many Mods - Compats and Rebalances
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Mod, 1.5, 1.6
File Size
Posted
Updated
5.002 MB
20 May, 2024 @ 6:38am
30 Aug @ 11:47pm
410 Change Notes ( view )
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Too Many Mods - Compats and Rebalances

Description
Tons of compats and rebalances for a lot of mods.

Details
When you run a large modlist,
  • A lot of things will overlap or contradict with each other, and won't be well-connected. This mod integrates them in every corner of the game as much as possible.
  • Balance will be wacky and the game will be easier. This mod mitigates this by rebalancing both vanilla and modded features.

Also contains a lot of tweaks and fixes. A lot.

This mod mainly supports the following mods:
  • Alpha Animals / Biomes / Crafts / Genes / Mechs / Memes / Mythology
  • Altered Carbon 2
  • Ancient urban ruins
  • Beliar Xenotype
  • Big and Small - Genes & More
  • Big and Small - Races / H&H / L&S / More Xenotypes / Simply Robots / Slimes / Yokai
  • Biotech Expansion - Core / Mammalia / Mythic
  • Bundle Of Traits
  • Consolidated Traits
  • Cybranian - Anomaly Ghosts
  • Det's Xenotypes - Avaloi / Bogleg / Brawnum / Buzzers / Half-foot / Keshig / Stoneborn / Venator
  • Dinosauria
  • Eltex Weaponry
  • Goji's Fantasy Race: Merren
  • Highborn Xenotype
  • Integrated Implants
  • March of the Archocubes
  • Mechanoid Invaders
  • Megafauna
  • Nephilim Xenotype
  • New Anomaly Threats
  • ReBuild: Doors and Corners
  • ReGrowth: Core / Aspen / Boiling / Extinct Animals
  • Reinforced Mechanoid 2
  • ReSplice: Charmweavers
  • Rim-Elves / Gnoblins
  • Rimsenal - Core
  • Rimsenal - Augmented Vanilla Pack
  • Rimsenal - Security Pack
  • Rimsenal Factions
  • Rimsenal Faction Pack - Feral / Federation / Spacer
  • Rimsenal Xenotype Pack - Askbarn / Harana / Zohar
  • Roo's Faun / Satyr / Minotaur Xenotype
  • Rustspark crisis
  • Spacer Arsenal
  • Vanilla Arsenal
  • Vanilla Animals Expanded
  • Vanilla Anomaly Expanded - Insanity
  • Vanilla Apparel Expanded
  • Vanilla Armour Expanded
  • Vanilla Aspirations Expanded
  • Vanilla Backstories Expanded
  • Vanilla Base Generation Expanded
  • Vanilla Books Expanded
  • Vanilla Brewing Expanded
  • Vanilla Cooking Expanded
  • Vanilla Genetics Expanded
  • Vanilla Factions Expanded - Classic / Deserters / Empire / Insectoids 2 / Medieval 2 / Pirates / Tribals
  • Vanilla Fishing Expanded
  • Vanilla Furniture Expanded
  • Vanilla Furniture Expanded - Art / Architect / Spacer
  • Vanilla Psycasts Expanded
  • VPE - Aeromancer / Fleshshaper / Hydromancer
  • Vanilla Races Expanded - Archon / Genie / Fungoid / Highmate / Hussar / Insector / Phytokin / Sanguophage / Saurid / Waster
  • Vanilla Social Interactions Expanded
  • Vanilla Weapons Expanded (+ Coilgun / Frontier / Quickdraw)
  • VSIE Rational Trait Development
  • Vanilla Ideology Expanded - Memes and Structures
  • WVC - Xenotypes and Genes

Full list of changes + Cherry Picker list:
https://docs.google.com/document/d/18FcN9pKtXemnLX5w5W76vkS-OQkeKoyOUUgw-LeTn3I/edit?usp=sharing

Options
  • Rebalances and some tweaks are optional.
  • Options can be found in "Options - Mod options - Vanilla Expanded Framework - Toggleable pathces".
  • The game needs to be reloaded in order for options to work.

Cherry Picker

Mid-save
  • This mod is mid-save compatible, but some changes are not retroactive.

Performance
  • TLDR; Don't worry, it's literally negligible.
  • Currently this mod only has 2~8 harmony patches other than xml (the number depends on loaded mods), and all of them had ~0.001ms average when checked with Dub's Performance Analyzer.

Bug Reports
  • Highly appreciated. But please specify the minimal mod condition to replicate the bug / error.
  • If you saw a red error on startup, it's highly likely one of the following:
    - one of the patched mods updated and changed something this mod touches
    - another mod already did something to the same place
    - some patches for the mod you don't have are conditioned to activate without that mod
    In any case, you don't need to worry: they just mean some patches of this mod are failed and not active. Regardless, please report it if you find any.

Suggestions
Feel free to suggest anything. But I'll feel free to ignore it if I'm not interested :)
(Mods with features of different games or movies etc. are generally not supported: just personal preference.)
Popular Discussions View All (2)
169
34 minutes ago
PINNED: Bug Reports
Warachia
87
29 Aug @ 2:29pm
PINNED: Suggestions
Warachia
574 Comments
Warachia  [author] 1 hour ago 
@Vlad Draculea
This mod already patches B&S - VU (as I can't just leave their genes cherry-pickered without replacing them). But I'm not interested in giving all hemogenic xenotypes Hemogen-eater, as it would make them less distinctive.
Vlad Draculea 3 hours ago 
Please make a compat /rebalance between genes of xenotypes from VRE - Sanguophage, and Big and Small - Vampires and the Undead

The B&S vampire mod makes use of a gene called Hemogen-eater for some of its xenotypes, but I think it would make sense for all other xenotypes that are Hemogenic to also have the Hemogen-eater, including the ones from VRE

As vampires are satiated off of drinking blood, I think it makes sense, especially for those using Dub's Bad Hygiene which adds a thirst mechanic for drinking water. Pawns with Hemogen-eater will have no need to drink water and eat food.
Warachia  [author] 29 Aug @ 2:51am 
@Anubis
Thanks. Just pushed the patch update.
Anubis 28 Aug @ 7:38pm 
I don't know the direct cause since both mods recently updated but - there're currently errors between this and "Big & Small Genes and More".

[Too Many Mods - Compats and Rebalances - Start of stack trace]
Verse.PatchOperationReplace(xpath="Defs/GeneDef[defName="LoS_Snake_Tail"]/label"): Failed to find a node with the given xpath

[Too Many Mods - Compats and Rebalances] Patch operation VEF.PatchOperationToggableSequence(count=124, lastFailedOperation=Verse.PatchOperationFindMod(Big and Small - Genes & More)) failed
Warachia  [author] 28 Aug @ 7:34pm 
@Grey
Patches are applied after def loading, so it should be fine (This mod has loadAfter if this mod patch patches form other mods)

@TurtleShroom
Well, glad your problem is solved.
TurtleShroom 28 Aug @ 7:12pm 
@Warachia

I found the culprits, which are here:

https://www.steamcommunity.com/app/294100/discussions/0/664963107066534130/?ctp=2#c600787986327686398

Oddly, they weren't wildcard problems. Rather, they were PATCHOPERATIONINSERT commands that had specific targets.
Grey 28 Aug @ 1:05pm 
I take it I load this after all of the mods it is patching, right? Saw Rimpy sets Altered Carbon below your mod in load order despite one of your recent updates rebalancing stuff in AC.
Vinni Pukh 28 Aug @ 10:57am 
You're a legend for this mod thank you for your hard work!
TurtleShroom 25 Aug @ 7:54pm 
Oh, good, I didn't know those existed, so I've never written them.
Warachia  [author] 25 Aug @ 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.)