RimWorld

RimWorld

Too Many Mods - Compats and Rebalances
495 Comments
Laranja 1 hour ago 
yessirrrr
Warachia  [author] 3 hours ago 
Updated to 1.6 :)
TheGreenDigi 16 hours ago 
Should try an be patient y'all, I imagine it'll be updated eventually, but for a mod that relies on other mods, I imagine it'll take some time to accommodate for ones that have/haven't updates, an any changes some of those might've had.

This is an amazing mod, but try not to rush an burnout
filipfrantz 11 Jul @ 11:44am 
A lot of mods that this patches have been updated to 1.6, so im wondering if this is gonna get updated too, a essential mod to my runs
Marty in the multyvers 10 Jul @ 2:45am 
1.6?
Kirisame usagi 6 Jul @ 4:15am 
1.6 plz
Kreneth 25 Jun @ 3:56am 
Ahhhh, yes that was it, thank you so much for mentioning the revive everything toggle. I re-checked it and then re checked and unchecked the basic removals, rebooted the game and now it's showing the gene, and I'm guessing some others possibly too.
Warachia  [author] 25 Jun @ 3:03am 
@Kreneth
Is your "toomanymods: uncheck then re-check this to revive everything" in Cherry Picker is unchecked? It contains every defs that are/were included in auto cherry-picker. (Otherwise I have no idea why that happens. I can't replicate it on my end.)
Kreneth 24 Jun @ 3:53pm 
Thank you, I will make sure the Never Dead gene isn't cherry picked. Edit- Seems the auto cherry picker still removes never dead even after me trying to manually adding it back.
Warachia  [author] 24 Jun @ 3:39am 
@Kreneth
WVC has WVC_Undead gene and WVC_NeverDead gene, and this mod currently replaces the former with the latter. ("Undeads: Revered/Reviled" precept works for WVC_NeverDead gene as well.)

However, a long time ago I wasn't aware of these precepts, and auto-cherry picker removed both genes back then iirc. If you've been using this mod since that time, you'll need to refresh auto cherry-picker (or simply un-cherrypick WVC_NeverDead in this case) to reflect the change. (Sorry for the inconvenience: it's not directly possible to automatically un-cherrypick something.)
Kreneth 24 Jun @ 1:01am 
I love this mod for fixing compat with a ton of other mods, but I noticed that removing the Undead gene, from WVC Xenotypes and Genes, messes with the Undeads Revered/Reviled precepts/meme in that same mod. That gene flags the xenotypes for those precepts, at least the base 4 undead in the mod itself, undead, resurgent, featherdust and ashen. As well as making a custom undead xenotype, if you use the auto cherry picker.
Warachia  [author] 21 Jun @ 2:32pm 
@alf.lord51
Fixed. Thanks.
alf.lord51 21 Jun @ 1:50pm 
VanillaApparelExpandedAccessories.xml Mini turret pack patch needs to check for anomaly(turret packs are anomaly only)
Arthur GC 1 Jun @ 9:59pm 
I was going to create a mod to unify the egg layer genes from saurid, corvyid and alpha genes.

Imagine my surprise when I found this mod hahaha

Thanks!
Warachia  [author] 20 May @ 12:46am 
@Adadid
Thanks. It's fixed now.
Adadid 19 May @ 4:56am 
This is pretty minor, but could you perhaps add a check to only patch WVC anomaly genes only if you have anomaly enabled? This would just remove like 2 red errors from my log, so I'd be thankful as long as that wouldn't be a problem (I think the genes in question are Fleshmass Armour and Self Devour Stomach). Great mod BTW
Warachia  [author] 17 May @ 9:46pm 
@Eclair
You can turn off gene rebalance if that's the case. I might try to prioritize effect changes when it can be done naturally. However, in the end, a lot of genes have qualitative effects and can't be modified / balanced via value changes.
Eclair 17 May @ 6:45am 
I love this mod for various re-balances. But changing biostatMet leads to messing around overall metabolism, other mods which adds some xenotypes for example. If this mod simply changes just the effect of genes, it would be very good...I admire you for making such a big contents though.
Warachia  [author] 9 May @ 3:58am 
@Kirboh
That bug might be actually irrelevant with Same Sex IVF if you didn't check the condition to replicate the bug (not that I checked anything). If the egg gene is incompatible with that mod, report it to the author. |:

@GingerLio
I'm currently considering about what to do with VFEC concrete patches (which I've already made, but can imagine a lot of people won't like, as it locks vanilla concrete floors behind a niche research project and also introduces slight color inconsistentency). Possibly after that.
Maal 8 May @ 2:22pm 
@GingerLio
It rebalance the mods listed, it doesn't contain any mods nor does it require any. It's just one big compatibility patch.
Kirboh 8 May @ 9:36am 
Can you add the Same Sex IVF mod by Radiant Dreamer into this pack? I tried creating a child between a Corvyia and a (female) Drakonori, and the result was an egg that mysteriously disappeared after a while, without hatching. Dunno how this happened.
GingerLio 8 May @ 3:13am 
Hey, so you add this instead of all the other mods or all together and this mod just rebalances and tweaks all the active mods? Thank you for your time trying to reduce the amount of mods im using
force200 30 Apr @ 4:08am 
Could you add a patch that would make the concrete foundation from VFE Architect use concrete instead of steel if a mod that adds it, like e.g. RF Concrete, is loaded?
Warachia  [author] 29 Apr @ 11:39pm 
@神说万岁
You can use Cherry Picker for simple removals.
神说万岁 29 Apr @ 10:12pm 
Will the Spirits mod be added to this patch? This mod has created 2 ghost mutants
Maal 28 Apr @ 1:56pm 
@AdaChanDesu
Medieval Overhaul also split the weapons into several projects, and they are still split after applying TMM merging (since MO is not supported).

I assume the same will happen for that mod.
AdaChanDesu 28 Apr @ 1:14pm 
Anyone test the research merging with Gun Research Overhaul? It splits the various firearm unlocks into specialised categories so you don't get every firearm from one research project and I like that, plus the decluttering/sensible merging in TMM.
Nettle 28 Apr @ 10:07am 
Thanks a ton!
Warachia  [author] 28 Apr @ 10:03am 
@Nettle
1. PawnKindDef of added psycaster pawnkinds (they can be just Cherry Picker-ed too) (ex: TMM_Horaxian_Caster_Necropath)
2. pawnGroupMakers entries of existing psycaster pawnkinds for normal raids
3. VanillaPsycastsExpanded.PawnKindAbilityExtension_Psycasts for existing pawnkinds (to make them psycaster)
Nettle 28 Apr @ 9:14am 
Ah. Fair. If I were to make a local patch, what would I be looking for if I wanted to remove them?
Warachia  [author] 28 Apr @ 9:12am 
@Nettle
It would take some effort to do that (either make counter-patch in your local mod or make this mod local and remove the patches you don't like) (the latter is easier but can't get updates)
Nettle 28 Apr @ 8:42am 
Hey!

I’ve got another quick question. I’m a big believer in doing it yourself rather then hassling a modder for a boutique option.

In that vein - I like much of what stronger enemies does, but I’d like to remove the feature which adds psycasters to normal raids. What would I need to remove yo effect this?

Thank you for all you do.
v1RUS™ 27 Apr @ 1:45am 
Just wanna say good job, modders are awesome
Maal 26 Apr @ 1:00pm 
No worry, if I am doing a neolithic run one day, there's isn't that much tech to research anyways in that era. So I won't mind the few extra techs from disabling that option.

Keep up the good work! :steamthumbsup:
Warachia  [author] 25 Apr @ 11:29pm 
@Maal
All of senators' research projects are mostly first (and second at best) techs in the tree, at least in my modlist...I guess you have some mods that changes stuff around there (probably MO?). And yeah, if that's the case I'd just turn the option off D:

Although I noticed it's possible to unlock every animal-level techs in VFET senario with research merging 2 or Progression: Core, and that's fixed (now you need to unlock Culture to speak with senators).
Maal 25 Apr @ 4:21pm 
The one thing I noticed while searching for the various technologies while testing is about the vanilla faction classical stuff.
The techs are merged a bit far in the tree, middle of medieval techs. So if we do the Senator neolithic scenario, it pre-unlock plate armour and all of its medieval prerequisite. If we go and recruit a senator instead, in unlock all of the medieval prerequisite to their tech too (for those that are linked to medieval techs).

Might just be simpler for the users to just disable Merge 2 themselves when playing a VFE classical neolithic game than you finding new neolithic replacement merge techs or just cross merge the roman stuff amongst themselves. That's probably part of why the merges are split to begins with.
Maal 25 Apr @ 3:35pm 
Trying it now~~

Merge 1 works.
Merge 2 works.
Merge 3 works.

It appears the log had found everything that was creating issues! Nice. Thanks for the quick patching!
Warachia  [author] 25 Apr @ 3:52am 
@Maal
Thanks, your log contained 4 conflicts related to this mod and they should be fixed now. (You had conflicts on both research merging 1 and 2 and subsequent patches in these merging options were dormant.)

(I hope you don't have any other conflicts below the ones fixed, but if you do, feel free to drop the log again. It's helpful.)
Maal 25 Apr @ 3:27am 
Went to check the patches above the research merges ones. The first one above is the faction patch. The Gentle Mammalkin tribe and the Mythic House of Fire both are preselected on planet generation. So I assume this means that the conflict either start with merge 1 or is not related to the VE Framework.

Here's the log: (a new one with less error this time, somehow)
https://gist.github.com/HugsLibRecordKeeper/9ae29f7fd7fa19632116b4966305b5d6
Seems much more detailed than the in-game one. And make me feel like a mod addict with a "just one more mod..." issue. Seems to be more conflict than I though if I just search for "failed" or "error".

Side note. I know your mod doesn't really touch Medieval Overhaul and MO touch techs a lot too, but the issue exist even without the overhaul. Just in case.
Warachia  [author] 24 Apr @ 6:45pm 
@Maal
If one patch in the option in VE Framework fails, the following patches in the same option won't work and I think you're encountering that.

Although it should output an error on startup (unless you have a radical mod that mutes them), and anything in the other two merging option / patches above the conflicting one should work (unless you also have conflicts on every option / the first one is failing).

I don't play with Progression mods except Progression: Core. I just tested with a few and did find several errors with Progression mods and fixed it, but likely you'd have more conflicts. You can send me a HugsLib log when the patch is still not working.
Maal 24 Apr @ 3:12pm 
Love what you are doing, cross-mod compatibility, removing redundancy, balancing, etc...

I do have a small problem, the merge research options do nothing. No error or anything. I might have a conflict or something, the research tweaks from the Progression mods work fine, but you have Progression mods in your google doc so I assume its something else that mess things up.

My most list is preeeetty large and I don't feel like enabling/disabling for hours. Oh well, no biggy. I can hide the ugly tech tree behind Semi Random Research and just boost the storyteller research speed to compensate for the research bloat.
Warachia  [author] 22 Apr @ 9:14pm 
@Vartarhoz
Yeah this mod uses it.
Vartarhoz 22 Apr @ 11:05am 
Do I need VEF even if I don't use mods that use that framework?
Warachia  [author] 22 Apr @ 2:09am 
@Mortagon
Thanks, it should be fixed this time. (The check wasn't properly implemented) .
Mortagon 21 Apr @ 8:49pm 
@Warachia Stil no luck, and never had this error before the April 17 update unfortunately :(
SuwinTzi 21 Apr @ 1:17am 
At least most of the mod options are toggleable.
Warachia  [author] 20 Apr @ 11:48pm 
@mrckz8
This mod doesn’t touch max hemogen value (nor any hemogen values other than some hemogenic genes’ metabolic efficiencies) D:
mrckz8 20 Apr @ 4:00pm 
I'm not sure if this mode change the hemogen of Sanguophages change 100 to 200. I have problem in my game, the hemogen keep switching 100 to 200 or 200 to 100. I couldn't find a entry in the list of changes. Awesome mod, by the way.
Warachia  [author] 18 Apr @ 12:57am 
@Mortagon
I think either you loaded VTE after this mod (which should give you a warning about load order), or you have a mod which removes research prerequisite from Throwing rocks (or Throwing rocks itself). In any case, the corresponding patch now checks the existence of prerequisite in advance.
Mortagon 17 Apr @ 8:44pm 
also '[Too Many Mods - Compats and Rebalances - Start of stack trace]
Verse.PatchOperationReplace(xpath="Defs/ThingDef[defName="VWE_Throwing_Rocks"]/recipeMaker/researchPrerequisite"): Failed to find a node with the given xpath
Verse.PatchOperationSequence: Error in the operation at position=1
Verse.PatchOperationFindMod(Vanilla Factions Expanded - Tribals): Error in <match>
Verse.PatchOperationFindMod(Vanilla Weapons Expanded): Error in <match>
[End of stack trace]
The top operation is the one that failed, the ones below it are the parents"