RimWorld

RimWorld

[FSF] FrozenSnowFox Tweaks
 This topic has been pinned, so it's probably important
FrozenSnowFox  [developer] 6 Jan, 2024 @ 1:49pm
Mod Support
If a tweak is missing support for a mod you use, leave a comment below about it with a link to the mod in question and I'll see about adding it.
< >
Showing 1-15 of 26 comments
MrAndaren 5 May, 2024 @ 1:34pm 
Hi, first of all, awesome mod. Huge QoL boost after going through the mod setting and enabling most of the tweaks

Could you make a sub-optional under the Less Desireable Long Term Food option to include the VFE Classical jerky? I feel like that falls under the intended category of long term food, as far as I can tell, it is not currently on the list. My neolithic tribe are eating through the Jerky supply alongside simple meals, I need the Jerky for caravans.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2787850474
FrozenSnowFox  [developer] 5 May, 2024 @ 4:09pm 
Originally posted by MrAndaren:
Hi, first of all, awesome mod. Huge QoL boost after going through the mod setting and enabling most of the tweaks

Could you make a sub-optional under the Less Desireable Long Term Food option to include the VFE Classical jerky? I feel like that falls under the intended category of long term food, as far as I can tell, it is not currently on the list. My neolithic tribe are eating through the Jerky supply alongside simple meals, I need the Jerky for caravans.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2787850474

I've uploaded a fix that patches Jerky alongside the other foods. For some reason Jerky has a preferability of Fine Meals which is why they were eating all of it.
Dr. Nolegs 9 Jun, 2024 @ 3:55pm 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2842502659

Finally getting around to doing what you asked, although specifically for your psycast tweaks

Noted Differences, First.
Skip is Called VPE_Skip in the code
Skip is not considered Inately Hostile
Skip cannot go through walls

Skipshield doesn't innately allow outgoing projectiles, but there other mods that do it
Solar Pinhole isn't sunlight
Waterskip doesn't cast on targets
Flashstorm is the same as vanilla, other than having a VPE dictation at the start.


Hope this helps in that regard.
FrozenSnowFox  [developer] 9 Jun, 2024 @ 3:59pm 
Originally posted by Dr. Nolegs:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2842502659

Finally getting around to doing what you asked, although specifically for your psycast tweaks

Noted Differences, First.
Skip is Called VPE_Skip in the code
Skip is not considered Inately Hostile
Skip cannot go through walls

Skipshield doesn't innately allow outgoing projectiles, but there other mods that do it
Solar Pinhole isn't sunlight
Waterskip doesn't cast on targets
Flashstorm is the same as vanilla, other than having a VPE dictation at the start.


Hope this helps in that regard.

Thanks that definitely saves me some time researching things.
FrozenSnowFox  [developer] 23 Jun, 2024 @ 2:34pm 
Originally posted by Victor:
Better Utility Layers could have a patch for these mods:

I just searched for ApparelUtility using Rimpy on my active modlist and found these add worn utilities, I'm not really sure if all of them deserved some tweak.

I haven't used any of those mods so I know nothing about their utilities. If you could provide some suggestions what slots they should take it would make it quicker and easier.

Waist is typically reserved for Shield belts or similar items. Legs is for small items like grenades and orbital targeters. Torso is for large items that look like they cover the back. Shoulders is for larger items that you could reasonably sling over your shoulder like the psychic lances or a gun.
Victor 23 Jun, 2024 @ 4:47pm 
I'm gonna write the ThingDef and the suggested slot for each:
Alpha Mechs:
AM_BeamcasterPack Torso
Artifacts Expanded:
Apparel_ArchotechSacrificerBelt Waist
Apparel_PsychicCowardiceLance Shoulder
Anomaly Portal:
AP_Apparel_PackTeleport Torso
More Utility Packs (Continued):
SGC_Apparel_Jetpack Torso
SGC_Apparel_CommandTower Torso
SGC_Apparel_CombatMechPack Torso
SGC_Apparel_INDMechPack Torso
SGC_Apparel_MechJet Torso -This one requires Royalty too
SGC_Apparel_RoboticRig Torso
SGC_Apparel_TraumaKit Torso
SGC_Apparel_SurvivalPack Torso
SGC_Apparel_RescueFrame Torso
SGC_Apparel_Forklift Torso
SGC_Apparel_FieldMortar Shoulders Maybe too overpowered? Probably better as a Torso
Net Gun (Continued):
YP_Apparel_NetBelt Legs
[AV] Sparkling jade:
AV_EnergyCellPack Legs Probably wouldn't be overpowered to carry this along any other belt or pack
Vanilla Weapons Expanded - Heavy Weapon:
VWE_Apparel_Exoframe Shoulders Well, 'Packs aren't Belts' created a layer just for exoskeletons I believe. If you can't do that, I'd suggest using shoulders.

I haven't actually used all of these apparels, so please feel free to test them out and decide it for yourself
FrozenSnowFox  [developer] 23 Jun, 2024 @ 5:06pm 
Originally posted by Victor:
I'm gonna write the ThingDef and the suggested slot for each:
Alpha Mechs:
AM_BeamcasterPack Torso
Artifacts Expanded:
Apparel_ArchotechSacrificerBelt Waist
Apparel_PsychicCowardiceLance Shoulder
Anomaly Portal:
AP_Apparel_PackTeleport Torso
More Utility Packs (Continued):
SGC_Apparel_Jetpack Torso
SGC_Apparel_CommandTower Torso
SGC_Apparel_CombatMechPack Torso
SGC_Apparel_INDMechPack Torso
SGC_Apparel_MechJet Torso -This one requires Royalty too
SGC_Apparel_RoboticRig Torso
SGC_Apparel_TraumaKit Torso
SGC_Apparel_SurvivalPack Torso
SGC_Apparel_RescueFrame Torso
SGC_Apparel_Forklift Torso
SGC_Apparel_FieldMortar Shoulders Maybe too overpowered? Probably better as a Torso
Net Gun (Continued):
YP_Apparel_NetBelt Legs
[AV] Sparkling jade:
AV_EnergyCellPack Legs Probably wouldn't be overpowered to carry this along any other belt or pack
Vanilla Weapons Expanded - Heavy Weapon:
VWE_Apparel_Exoframe Shoulders Well, 'Packs aren't Belts' created a layer just for exoskeletons I believe. If you can't do that, I'd suggest using shoulders.

I haven't actually used all of these apparels, so please feel free to test them out and decide it for yourself

Thanks, I'll note it down for later. I'll check over them a bit when I do them and make the final decision. The exoframe is pretty large and bulky so chances are I'll put that on the Torso. It seems like a pretty fair trade off to use such a massive weapon.
PHCGamer 5 Aug, 2024 @ 4:39pm 
Does the VPE unlock tweak work for VPE submods like puppeteer?
FrozenSnowFox  [developer] 5 Aug, 2024 @ 5:56pm 
Originally posted by PHCGamer:
Does the VPE unlock tweak work for VPE submods like puppeteer?

The unlock tweak is intended to work for all VPE mods. If one is missing let me know and I'll add it. Puppeteer has already been patched though.
SnowBearVodka 26 Dec, 2024 @ 4:43pm 
Greetings. Could you add tweaking to vre sanguophage and helixien gas expanded pls. Im using all piping systems except for the neutromine one (androids in raids didnt die proparly, so i just removed the whole mod), and its a bummer that i can tweak chemfuel and nutrien paste, but not hemogen and gas;) i tried LTS storage patch, but it just multiplies by 10, which is op imo, the ability to tweak to your own playstyle/preference is awesome.
PS: many thanks for this tweak collection, many of these tweaks i didnt know i wanted until i opened up the xml of the mod and read about. Very handy. Also its very nice that by default they are all off, so no funky ♥♥♥♥ happeneds to your colony unless you specifically ticked the box.
FrozenSnowFox  [developer] 26 Dec, 2024 @ 4:54pm 
Originally posted by SnowBearVodka:
Greetings. Could you add tweaking to vre sanguophage and helixien gas expanded pls. Im using all piping systems except for the neutromine one (androids in raids didnt die proparly, so i just removed the whole mod), and its a bummer that i can tweak chemfuel and nutrien paste, but not hemogen and gas;) i tried LTS storage patch, but it just multiplies by 10, which is op imo, the ability to tweak to your own playstyle/preference is awesome.
PS: many thanks for this tweak collection, many of these tweaks i didnt know i wanted until i opened up the xml of the mod and read about. Very handy. Also its very nice that by default they are all off, so no funky ♥♥♥♥ happeneds to your colony unless you specifically ticked the box.

I'll make a note of it and try to get it done soon. I think I'll also shift all the other pipe stuff from their random mod categories to a pipe network section under Vanilla Expanded Framework. It'll be easier if they're all in one place.

I'm glad you like my tweaks collection. There's a a lot of little things you can do/fix but the majority of it simply isn't worth releasing as standalone mods. Having a collection means I can just keep adding random things as they annoy me.
FrozenSnowFox  [developer] 30 Dec, 2024 @ 1:24pm 
Originally posted by Zauk:
Hi, thanks for your work! The mod are awesome. Could you make a patch for these two mods?

There's probably over a hundred tweaks in this collection at this point. You're going to have to be a bit more specific, what are you asking to be patched? The vehicle movement speed tweak should work on all vehicles without changes. The Helicopter take off/landing change though will need to be done for each mod. If its something else though I'm not sure what it'd be.
Zauk 30 Dec, 2024 @ 10:42pm 
Originally posted by FrozenSnowFox:
Originally posted by Zauk:
Hi, thanks for your work! The mod are awesome. Could you make a patch for these two mods?

There's probably over a hundred tweaks in this collection at this point. You're going to have to be a bit more specific, what are you asking to be patched? The vehicle movement speed tweak should work on all vehicles without changes. The Helicopter take off/landing change though will need to be done for each mod. If its something else though I'm not sure what it'd be.
Helicopter take off/landing
< >
Showing 1-15 of 26 comments
Per page: 1530 50