RimWorld

RimWorld

Medieval Overhaul: Toggleable Stuff
205 Comments
Virtuous 27 Jul @ 11:05am 
can it be toggled so far as to only add the unique creatures to the game? or is there perhaps a submod for that
(◣_◢)  [author] 27 Jul @ 10:59am 
Np.
Let me know if something wasn't covered.
But I think we put everything important there.
Virtuous 27 Jul @ 10:35am 
Thanks, i had no idea
(◣_◢)  [author] 27 Jul @ 10:30am 
MO's production chains can be disabled in its settings since 1.5.
Vodakhun 27 Jul @ 7:57am 
Would love to have a 1.6 update for this, the MO resource changes are a pain
dr650cp 14 Jul @ 6:37pm 
1.6 pls
Virtuous 21 Jun @ 2:15am 
Heyo, could you extend this mod and remove the leathers system form MO as well?
Quirkyorc 12 Jun @ 4:20pm 
Running into an issue, even with this installed and the options toggled in the MO mod, the changes are not making any impact to new saves. Like I want to shut off the lumber and leather process, but theyre still running ever after changing the settings and reloading the game.
null 12 May @ 9:07am 
i dont have any toggleable options??? only tree transparency
AtoshDustosh 1 May @ 8:53pm 
Should I subscribe to the 1.4 Medieval Overhaul or the 1.5 version for this mod?
I'm confused
Drakomir 28 Apr @ 1:55pm 
No worries. In your own time. And have fun on your vacation. ;)
(◣_◢)  [author] 27 Apr @ 11:03pm 
I am on vacation right now. I can have a look at it afterward.
Drakomir 26 Apr @ 7:23pm 
Seems like one of the options has disappeared somehow even though it worked before.
The option is => Undoing medieval overhaul mechanics for wood
Skyl3lazer 23 Mar @ 9:11am 
Vent patch doesn't seem to work, it's toggled on, restarted the game, etc, but vents can only be built with steel.
(◣_◢)  [author] 18 Feb @ 10:52am 
fixed
(◣_◢)  [author] 17 Feb @ 9:36pm 
Oh, I will fix this in the evening.
seems like the latest Update to medieval overhaul broke Remove the required research schematics part, my tech tree did not break but the requirements for the schematics are back with the patch on
crafty1983 13 Feb @ 3:20pm 
Never mind, I should've looked at the screenshots first. I want to thank you for this mod, it fixes a major problem I was having with Medieval Overhaul. Great job.
crafty1983 13 Feb @ 8:07am 
where are the toggables found?
(◣_◢)  [author] 13 Feb @ 2:22am 
Should be. But remember, after you activate a patch operation in the menu, you have to restart the game to see its effect.
crafty1983 13 Feb @ 2:07am 
is this midgame safe?
(◣_◢)  [author] 21 Oct, 2024 @ 3:38am 
I wouldn't say "quick" ^^ ... but no problem
Freya 20 Oct, 2024 @ 2:31pm 
@(◣_◢) Amazing, thanks for quick fix :)
(◣_◢)  [author] 20 Oct, 2024 @ 8:14am 
MO Schematics can be removed again
(◣_◢)  [author] 13 Oct, 2024 @ 2:00am 
yeah. scheamtics in MO have been reworked and i haven't had the time to adapt to the new ones :-(
Freya 12 Oct, 2024 @ 2:35am 
Ditto comment below, patch does not seem to work for schematics
Richard 13 Jul, 2024 @ 5:42am 
I tried enabling everything but nothing works even after restarting my entire PC. Does it mean start a new save when it says "restart required"? the tallow candle still requires tallow and the research still requires schematics
(≡◉‿‿◉≡) 22 May, 2024 @ 6:42am 
@(◣_◢) Hello, you mean the one being updated for 1.5 right now on disccord? or is this added on the forked version as well?
Zero Enna 16 May, 2024 @ 5:46pm 
Did you remove the option to deconstruct rusted weapons, helmets, crates, barrels, and carts? I can not find a way to turn that back on and telling a guy to stand there and hit one at a time is mind numbing lol
TracerFoxTEK 3 May, 2024 @ 2:19pm 
Glad to hear the good news and looking forward to it!
(◣_◢)  [author] 3 May, 2024 @ 1:40pm 
The following features were already included in MO 1.5 and will therefore be removed from the 1.5 version of this mod:
*) Restore vanilla wood mechanics
*) Restore vanilla mineable generation
*) Medieval long range scanner
*) Remove fuel for torches & lamps

Since the hornets have been fixed and nerfed, I no longer see the need for this removal patch.

I will keep the removal/reduction patches for schematics for 1.5.
I can update this mod either this weekend or next weekend.
TracerFoxTEK 3 May, 2024 @ 1:31pm 
Any chance you could include something in the description or discussions on which features have been integrated into MO 1.5?
(◣_◢)  [author] 16 Apr, 2024 @ 2:28am 
A lot of it will be or is already implemented in MO 1.5 either as a toggleable patch or generally speaking. But I will upgrade that mod to have an option to remove the schematics.
Not Erik 15 Apr, 2024 @ 2:01pm 
Although it works (or looks like it works), I would love to see an update!
Sean Vandetta 14 Mar, 2024 @ 1:17pm 
Thank you. Appreciate the mod and all its elements. Leather system is great as well. Only reason i bring it up is for when doing full tech playthroughs. Keep up the great creation.
(◣_◢)  [author] 5 Mar, 2024 @ 11:40pm 
@(Georgeuous) Ginger George :
-) There is already an option to spawn vanilla ores during map creation. If you enable this patch, MOs and vanilla ore will be spawned on every new map. This will keep MO's iron ore mechanic, but you can mine plasteel, steel and components.
-) Unfortunately it's not that easy to deactivate the leather stuff, but the day might come when I manage it.

@Sotetsu : Yes, that would be possible. I should have more time soon, then I'll add this patch.
Sotetsu 5 Mar, 2024 @ 12:32pm 
Thank you for this mod! Would it be possible to add an additional toggle that removes Medieval's "Basic Component" and replaces all required instances of it with normal Components?
(Georgeous) Ginger George 15 Feb, 2024 @ 8:16pm 
Awesome Mod!! I have a few recommended options if possible.

-Remove ore/Ingot Mechanic or atleast allow spawning of plasteel/components while keeping the ore mechanic
-Hides/Tanning to either disable or fix missing hides to keep variety
-Disable cooking stuff
-Disable Crops

Some gripes I have when you don't want a specifically medieval play-through but want some of the things in the mod while giving fixes and configs to the game. Appreciate your work even if these never get added or thought of your mod is now a must have for me!
Sean Vandetta 15 Jan, 2024 @ 4:45am 
Is there an option for Hides / Tanning? Or do you know of a good mod that incorporates that. I prefer to just get my leathers from butchering and unfortunately the way leather is done in the Overhaul I have less variety of materials.
Three-legged Wolf 4 Jan, 2024 @ 4:05am 
I also encountered a few issues when toggling on the "no schematics" option. After restart of the game, the schematics were still required. I then tried "Pudding Deity's" solution to also enable the reduced schematics, but alas the research tree did not change. I ended up moving this mod all the way down of my load order via rimpy. That did it for me.
jimmyjhons7896 1 Jan, 2024 @ 8:57am 
how do you activate the changes
Power To Noellieve 27 Dec, 2023 @ 4:31pm 
how do i use this mod? there is no mod options for VFE
Velvet 15 Dec, 2023 @ 3:24pm 
No worries, it ultimately still works, and it could even just be something weird on my end.
(◣_◢)  [author] 15 Dec, 2023 @ 12:42pm 
That shouldn't be the case. I'll have a look, but probably not before the end of the year, as I'm in the process of moving house.
Velvet 15 Dec, 2023 @ 9:41am 
Odd thing I've noticed that isn't immediately obvious. It seems that the option to remove the required tech schematics only works if you also enable the option to reduce required tech schematics. If that's intended behavior and not a bug on my end it'd probably be best to include a line saying that somewhere as I'd initially assumed you should only have one on.
Velvet 15 Dec, 2023 @ 9:27am 
Its in Vanilla Framework Expanded. If VFE doesn't have mod options you're either clicking on the wrong thing (Depending on how many VE mods you have there might be multiple VFE mod settings), or there's something wrong on your end.
Ckinggaming 7 Dec, 2023 @ 2:35pm 
how do you toggle things with the mod? ive check vef, medieval overhaul, and this mod, none have mod options so i cant seem to toggle anything
Tinda 5 Dec, 2023 @ 7:57am 
Would it be possible to add a toggle to restore vanilla leather mechanics? Most animal mods don't have compatibility patches, so you just en up getting no leather at all.
Thanks for a great mod :)
(◣_◢)  [author] 1 Dec, 2023 @ 12:07pm 
Hello, i can take a look at it, a bit later though.
mountainofcheezo 29 Nov, 2023 @ 11:17pm 
No worries. Sorry for calling it ugly, it’s more just not my taste.