RimWorld

RimWorld

Medieval Overlap Remover
111 Comments
JoeOwnage  [author] 27 Jul @ 1:48pm 
I only use a few of them these days
Boxy 27 Jul @ 11:19am 
yeah i might as well remove it, not much it adds that I like. Just mass installed all VE and alot of them have given me issues
JoeOwnage  [author] 27 Jul @ 6:47am 
I don't usually play with classical
JoeOwnage  [author] 27 Jul @ 6:46am 
No I don't think so, Ferny's mod pack includes both and makes them work together, he might have removed some of the overlap
Boxy 27 Jul @ 12:47am 
Is there something like this for other mods like VE Classical? It adds a bunch of stuff already covered in medieval
ChickenMadness 23 Jul @ 4:59am 
Thank you for this mod.
Sephira jo 22 Jul @ 2:03pm 
*fireworks* Yay, thank you!
JoeOwnage  [author] 22 Jul @ 1:52pm 
updated to 1.6
JoeOwnage  [author] 13 Jul @ 2:01am 
Yea that's the plan
Sephira jo 12 Jul @ 7:12pm 
Given MO just updated, I do hope you can update this to 1.6 soon :)
JoeOwnage  [author] 5 Jul @ 6:14am 
First I've heard of it. I'll check it out
Aimotaduo 4 Jul @ 8:16pm 
contunued:)

Verse.LoadedModManager:LoadAllActiveMods (bool)
Verse.PlayDataLoader:DoPlayLoad ()
Verse.PlayDataLoader:LoadAllPlayData (bool)
Verse.Root/<>c:<Start>b__6_1 ()
Verse.LongEventHandler:RunEventFromAnotherThread (System.Action)
Verse.LongEventHandler/<>c:<UpdateCurrentAsynchronousEvent>b__28_0 ()
System.Threading.ThreadHelper:ThreadStart_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object)
System.Threading.ThreadHelper:ThreadStart ()
Aimotaduo 4 Jul @ 8:15pm 
hi,is this a new problem?
[Medieval Overlap Remover] Patch operation Verse.PatchOperationSequence(count=55, lastFailedOperation=Verse.PatchOperationReplace(Defs/ThingDef[defName="VFEM2_HearthDarklight"]/label)) failed
file: D:\SteamLibrary\steamapps\workshop\content\294100\3455187565\1.5\Patches\Medieval2Patch.xml
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch5 (string)
Verse.PatchOperation:Complete (string)
Verse.PatchOperationSequence:Complete (string)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.LoadedModManager.ClearCachedPatches_Patch3 ()
Pippintastic 11 Jun @ 4:39am 
@JoeOwnage thank you! its worked and has returned to the list.
JoeOwnage  [author] 11 Jun @ 3:21am 
@yyyyy I'm not sure, it depends how the VE team set up their factions. If the apparel they choose is specified explicitly, then probably not. If the apparel they choose uses tags, then possibly.
JoeOwnage  [author] 11 Jun @ 3:19am 
@Pippintastic for sure, just copy this mod into your local mods folder, then go into the mod files and edit the patch. Comment out the section on castle walls <!-- like this -->
yyyyy 9 Jun @ 10:30pm 
Can the enemies in VFEM2 use the weapons and costumes from MO?
Pippintastic 9 Jun @ 1:49pm 
is it possible for me to re-add in the castle walls from VFEM2? I like using the walls from that in my builds.
JoeOwnage  [author] 8 Jun @ 9:25am 
@exosais I am currently using MO palisade walls and embrasures but I'm using the VFEM2 texture. that might be the cause of the confusion
JoeOwnage  [author] 8 Jun @ 9:24am 
I think that one should work fine. Back up your save game and try it. Let me know if you have any errors and I'll update the description.
Aquila15 2 Jun @ 5:59am 
Can you specify which of Ferny's Progression Mods are incompatible or incorporated? I'm adding Progression: Hospitality to my mod list and I want to know which specific progression mods from Ferny will conflict with this mod for future reference
JoeOwnage  [author] 22 May @ 8:10am 
@exosais I thought I fixed that, will take another look
Exosais 21 May @ 5:15pm 
@Jives look in the changelog for this mod
Exosais 21 May @ 5:14pm 
hi, i think something went wrong with the xml to replace the wooden palisades from vfem2 with mo ones. i tried out a mod list with just mo, vfem2, your mod, and only required mods, and regardless of the order (whether auto-sorted or not), only vfem2 palisades & embrasures showed
Jives 21 May @ 1:37pm 
I'm adding another ping to pizzabaeker123's comment - this overlap removing disables the New Kingdom colony start from Vanilla Factions Expanded M2. I only have MO and VFEM2, plus their requirements. If I disable this mod and no others, it comes back.

If anyone knows a workaround, that would be grand. I live the peasant revolt start
Head 21 May @ 1:23pm 
Thanks for making this mod
McPickleTickler 16 May @ 9:49pm 
Has anyone else run into the issue where wheat is not an option in growing zones while using VFE, MO and this?
JoeOwnage  [author] 10 May @ 7:34pm 
Ah, ok, thanks for letting me know
Iturbah 10 May @ 6:51am 
Hi. This mod looks great, would love to try it out. Unfortunately, it seems to be incompatible with SeedsPlease: Lite Redux, which, for some reason, scans colony resources every few seconds and spams errors in debug log:

Looked for nonexistent key VFEM2_Wine in counted resources
Looked for nonexistent key VFEM2_RawGrapes in counted resources
Looked for nonexistent key VFEM2_Must in counted resources
Looked for nonexistent key VCE_Flour in counted resources

Going to look into replacing SeedsPlease: Lite Redux with something else, cheers!
JoeOwnage  [author] 30 Apr @ 7:33am 
@pizzabaecker123 yea I removed that, it's in the changelog

@Cactus.jpg you can choose which factions you want at world gen
Cactus.jpg 28 Apr @ 3:27pm 
Shouldn't this disable either the kingdoms from VFE:M or the noble houses from MO?
pizzabaecker123 26 Apr @ 8:49am 
Hi, just wanted to let you know that your mod seems to remove the VFE: Med.2 "New Kingdom" scenario. I have around 400 other mods active, none of which should have a (known/listed) incompability. For me its not a major problem since i just added this mod afterwards, just wanted to let you know. Thx for this mod! :)
JoeOwnage  [author] 25 Apr @ 5:18am 
I will add that it does work ok with progression core and progression scenarios. I have tested those with it
JoeOwnage  [author] 25 Apr @ 5:09am 
Yea it's not compatible with Ferny's mods because he's doing the same compatibility stuff in his mods that this mod does. It is bound to cause conflicts.
慕柯 24 Apr @ 6:18pm 
@JoeOwnage I know why this is happening. Because I found that in the "progression: defense" section, there is a line of code that replaces the palisades from the "Medieval overhaul" with those from "VFEM 2", but you also have a line of code that hides the walls of VFEM 2... Although I know you stated that it's not compatible with "progression", in my opinion, these two mods have obvious differences and neither can be replaced by the other. So this is my concern. I might modify the code in the local files, but if you have plans to update and make them compatible, please let me know. Thank you again for your great mod.
JoeOwnage  [author] 24 Apr @ 6:03am 
@dodoku that is correct. Here is my testing list for an idea of load order: https://imgur.com/a/8gCpZxP
JoeOwnage  [author] 24 Apr @ 6:00am 
@慕柯 I tested this in my testing list with about 30 mods and also in my ongoing save with over 500 mods and I wasn't able to recreate the issue. https://imgur.com/a/HhLxpa5

Try an unsubscribe/resubscribe or validate your files
ARTEMIDA 24 Apr @ 5:53am 
dude you are freacking awesome. is the correct order to put this mod is after MO and VFEM2 at modlist?
JoeOwnage  [author] 24 Apr @ 5:21am 
Yea that is intentional. I will have a look thanks for the info
慕柯 24 Apr @ 3:32am 
I noticed that
"<!--<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName="VFEM2_Palisade"]/stuffCategories</xpath>
<value>
<stuffCategories>
<li>DankPyon_RawWood</li>
</stuffCategories>
</value>
</li>-->

<!--<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName="VFEM2_Palisade"]/costStuffCount</xpath>
<value>
<costStuffCount>8</costStuffCount>
</value>
</li>-->" in the code didn't take effect. Is this normal?Did you do this on purpose or by accident?
慕柯 24 Apr @ 3:30am 
They not showing up in the build menu at all.However, the PalisadeWalls that I built previously are still there, although I can't demolish or duplicate them.
慕柯 24 Apr @ 3:30am 
They not showing up in the build menu at all.However, the PalisadeWalls that I built previously are still there, although I can't demolish or duplicate them.
JoeOwnage  [author] 24 Apr @ 2:23am 
What is the issue exactly? Can you place the blueprint or are they not showing up in the build menu at all
JoeOwnage  [author] 24 Apr @ 2:21am 
It worked when I tested it but I'll take another look
慕柯 24 Apr @ 1:29am 
The most recent update has made it impossible for me to build PalisadeWalls.
jacrispy360 22 Apr @ 7:41am 
Cant wait to try this mate
El lobo 21 Apr @ 10:54pm 
I do think that if you have the time you should go over the items from VFE- Medieval2 and rebalance them to the stats of Medieval Overhaul, as they are balanced around the technological progression of base rimworld, which means they are either cheap and bad, or very fast to make, as they are meant to get an edge over the more advanced technologies of later eras that way.
El lobo 21 Apr @ 10:48pm 
Another thing I noticed is regarding the padded surcoat added by medieval overhaul and padded armor added by VFE - ME2. The surcoat takes much more time to make compated to the armor, while offering much worse stats.
JoeOwnage  [author] 21 Apr @ 7:54am 
Hmm, I have noticed my palisades get shredded by raiders pretty easily. Thanks for telling me I'll sort that out
El lobo 21 Apr @ 1:58am 
As you have taken the palisade from VFE- Medieval2, it has very low hitpoints, while the embrasure version from Medieval Overhaul has 4 times as many.