RimWorld

RimWorld

Vanilla Expanded - Raccoon's Patch
42 Comments
Mayano Topgun 1 Apr @ 9:34am 
confirmed not CE compatible, and also probably doesn't work for newer version of VFES because i'm seeing this patch trying to patch something that doesn't exist
TheAuditor 17 Dec, 2024 @ 1:06am 
is it safe to remove midgame?
TorMechia 16 Apr, 2024 @ 5:33pm 
Any plans for 1.5?
Vyckalino 18 Feb, 2024 @ 6:18am 
update?
Narada 31 Oct, 2023 @ 2:46pm 
@Inventor Raccoon ok thank you!
Inventor Raccoon  [author] 31 Oct, 2023 @ 11:20am 
@Narada Doesn't affect the fishing mod. I thought I saw a mod that condenses the fish into just large/medium/small but I don't know it off the top of my head.
Narada 31 Oct, 2023 @ 5:16am 
I mostly just use fishing, does this one cover that too? I would love if there was just fish, and not different kinds. Quite odd to have only potato rice and corn in my game, and then 500 different fish :D
Darkness 8 Aug, 2023 @ 9:06am 
come across a very weird bug/major problem for some resean this mod alone likes to shut down my steam hence forth if you have a similer problem this is the calpret
123nick 6 Aug, 2023 @ 5:33am 
can there be a mod-settings menue added for this mod, to allow for more configurability on which patches are enabled/disabled? i like raiders using belts from accessories expanded, but im also a HUGE fan of throwing rocks, and id like to keep them aswell!
Cephalon Sithalo 1 Jun, 2023 @ 3:03pm 
I always thought the weapons should link together more fluidly but have no idea how to make such things happen. I wanted to make something like this with a focus on multiple weapon mods but again, no clue about modding RW.

I know it wasnt VE's point to link everything together fluidly so not blaming them.
Its just personally a little jarring to have VFE Medieval include a "Gunpowder" tech that is not needed for vanilla "Gunsmithing" and then also have the VFE Weapons Expanded - Frontiers added tech to come after "Gunsmithing"

Its like you get the ability to make guns without understanding gunpowder and then get the ability to make old west guns after gaining the ability to make modern guns.

Id have made it where if you had Medieval you need to research gunpowder before gunsmithing and if you had VFEWE-F that would be like a middle ground before the more modern stuff was available.
TorMechia 13 Nov, 2022 @ 12:26am 
Might want to change out the ResearchPal dependency for ResearchProwl, 1.4 fork of ResearchPal 1.3 fork

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2877856030
maqadamia 12 Nov, 2022 @ 12:43am 
much appreciated for making the artillery actually useful <3
Endymion 9 Nov, 2022 @ 6:42pm 
Thanks for updating, the ranged shield belts being cheap as hell and only usable by colonists in particular kind of ticked me off. The massive research tree bloat sucks with semi-random research too.
Inventor Raccoon  [author] 9 Nov, 2022 @ 12:33pm 
1.4 now! See changelog. Or don't, because I changed essentially nothing. As a reminder, this is primarily a personal patch and I will update it as I feel necessary (and only when I'm in a Rimworld mood).
MeatBeatMarv 12 Jul, 2022 @ 5:01pm 
any chance for an option to re-enable tools?
Breakleg Bonesnapper 4 Feb, 2022 @ 7:09pm 
I mean it hasn't been touched in half a year
SalmonToastie 12 Jan, 2022 @ 9:27pm 
@Jelly Creeper Wtf do you mean? They don't have to update 24/7
Jelly Creeper 23 Nov, 2021 @ 8:31am 
Abandoned?
SpaceMKP 16 Nov, 2021 @ 7:16pm 
@MrPainting its due to the fact the way it edits the Research path :winter2019happyyul:
turkler 28 Oct, 2021 @ 11:47am 
@Coolchilion I'm running a local copy of this patch with a few things changed. The patches themselves are impressingly well labeled and even someone with very little knowledge of modding should be able to edit out changes as they desire.
MrPainting 21 Oct, 2021 @ 11:44pm 
Why does this mod need ResearchPal?
rayraythekid 20 Oct, 2021 @ 8:44pm 
is this safe to remove from saves? i was enjoying it but i kinda miss my tools
Tequila Sunset 24 Sep, 2021 @ 2:40pm 
So this mod includes modifications for:
Vanilla Apparel Expanded - Accessories
Vanilla Factions Expanded - Mechanoids
Vanilla Weapons Expanded
Vanilla Furniture Expanded

and nothing else?
Smaug 26 Aug, 2021 @ 10:07am 
Is the mod like totally dependent on ResearchPal or could you run it without it?
SkyLarkBlue 25 Aug, 2021 @ 3:45pm 
I want to second wanting the accessories feature only. I actually enjoy using tools as melee weapons so I especially would never get rid of that, but I like the idea of raiders using accessories. (I use a sidearms mod, so colonist use tools for their jobs and then have something available to whack people when they are disarmed, since I never have melee fighters unless it's a brawler. I could give everyone a knife to be more real to life, but that's kind of boring imo.)
H-72 24 Aug, 2021 @ 3:08am 
Unrelated but was looking up at the bee up there and wondering is anyone ever added giant bees to this game? Could be fun alternate to old hive infestations, with bulletproof ceramic-paper walls and giant space bee honey...
5katz 15 Aug, 2021 @ 2:43am 
is there a way to only get the accesoires feature?
Gadget 14 Aug, 2021 @ 2:56pm 
Since you mentioned it, is this compatible with Clean Vanilla Expanded?
Smaug 13 Aug, 2021 @ 4:11pm 
Thank you for this, all great changes.
Inventor Raccoon  [author] 13 Aug, 2021 @ 11:00am 
@President Matt Damon Thanks for the heads-up, that sounds like an issue on CE's end (though I can't blame them for expecting the weapons to actually exist).
President Matt Damon 13 Aug, 2021 @ 10:48am 
combat expanded isn't compatible it seems. weapons it patches are removed and causes the patch operation in their patches for VWE to fail
Inventor Raccoon  [author] 11 Aug, 2021 @ 2:49pm 
I might look into separating this single patch mod into a few separate ones. It already seems like it'd be best to have another one for upcoming changes to VFE Mechanoids, for technical and convenience reasons.

If/when that happens, I'll be sure to put all the bloat-removal in its own mod so people who like whips and wrenches can still have them, and look into a mod-settings menu.
Nianor 11 Aug, 2021 @ 2:17pm 
Seconding Darktoes' suggestion. I could totally go for this mod, but I'm kind of a fan of weapon/tool bloat just because the variety in enemy equipment makes things more interesting.
Xurker 11 Aug, 2021 @ 1:18pm 
some good ideas in here, I like the changes! is this compatible with "Uncompromising Tribal Faction"(mod that adds VE accessories to tribals) or "Immersive Technology Tree (BTTP)"(mod that tweaks the research trees for the VE series) ?
Wack 11 Aug, 2021 @ 7:13am 
Yeah i agree with darktoes, having setting menu would be cool
darktoes 10 Aug, 2021 @ 9:42pm 
Personally I quite like the tool melee weapons, they're nice to give a little work speed boost early on when you gun down a horde of tribals and can give them to your farm worker as a sidearm.

Have you considered making a mod setting menu that lets you choose which items are disabled?
OptimusPrimordial 10 Aug, 2021 @ 5:44pm 
Fuuchan released a mod to make the VWE tribal gear show up on tribal raids. If you decide to rebalance/remove stuff from that VWE tribal please keep it in mind so compatibility doesn't break.
Inventor Raccoon  [author] 10 Aug, 2021 @ 3:37pm 
@Ezoteryco Oh, hello there, and thanks! Definitely not neglecting my modding duties in another community, hah... hah...
Inventor Raccoon  [author] 10 Aug, 2021 @ 3:26pm 
@Farnhain Possibly? I'd load it after this mod.
Roque the Rogue 10 Aug, 2021 @ 3:24pm 
INVENTOR RACCOON! taking a break from Starsector I see, nice to see you around here, nice tweaks, I'm really looking fowards to see factions getting more integrated with VFE, especially with accessories the miniturrets, plus mods like dual wield should make for some very interesting foes.
DeluvianSenecca 10 Aug, 2021 @ 3:05pm 
can i have this and clean vanilla expanded at the same time?
Inventor Raccoon  [author] 10 Aug, 2021 @ 12:53pm 
@turkler check the VAE Accessories patch, it's at the end