RimWorld

RimWorld

603 ratings
Too Many Mods - Compats and Rebalances
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Mod, 1.5, 1.6
File Size
Posted
Updated
6.323 MB
20 May, 2024 @ 6:38am
2 Dec @ 4:52pm
552 Change Notes ( view )
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Too Many Mods - Compats and Rebalances

In 1 collection by Warachia
Too Many Mods
413 items
Description
Details
Tons of compats and rebalances for a lot of mods. Also contains a lot of tweaks and fixes.

This mod mainly supports the following mods (and more):
  • Alpha Animals / Biomes / Crafts / Genes / Mechs / Memes / Mythology
  • Altered Carbon 2
  • Ancient urban ruins
  • Beliar Xenotype
  • Big and Small - Genes & More
  • Big and Small - Races / H&H / L&S / More Xenotypes / Simply Robots / Slimes / Yokai
  • Biotech Expansion - Core / Mammalia / Mythic
  • Bundle Of Traits
  • Consolidated Traits
  • Cybranian - Anomaly Ghosts
  • Dark Ages: Beasts and Monsters
  • Det's Xenotypes - Avaloi / Bogleg / Brawnum / Buzzers / Half-foot / Keshig / Stoneborn / Venator
  • Dinosauria
  • Divine Order
  • Eltex Weaponry
  • Geist Xenotype
  • Glittertech Expansion
  • Goji's Fantasy Race: Merren
  • Gulden Biome
  • Hauts' Added Traits
  • Highborn Xenotype
  • Integrated Implants
  • Lost Factory Mechanoids
  • March of the Archocubes
  • Mechanoid Invaders
  • Megafauna
  • Melee Animation
  • Mythic Ages: Megafauna Bestiary
  • Nephilim Xenotype
  • New Anomaly Threats
  • ReBuild: Doors and Corners
  • ReGrowth: Core / Aspen / Boiling / Extinct Animals
  • Reinforced Mechanoid 2
  • ReSplice: Charmweavers
  • Rim-Elves / Gnoblins
  • Rimsenal: Murder diversified
  • Rimsenal - Augmented Vanilla Pack
  • Rimsenal - Security Pack
  • Rimsenal Factions
  • Rimsenal Faction Pack - Feral / Federation / Spacer
  • Rimsenal Xenotype Pack - Askbarn / Harana / Zohar
  • Roo's Faun / Satyr / Minotaur Xenotype
  • Rustspark crisis
  • Spacer Arsenal
  • The Sims Traits
  • T's Samurai Faction
  • Vanilla Arsenal
  • Vanilla Animals Expanded
  • Vanilla Anomaly Expanded - Insanity
  • Vanilla Apparel Expanded
  • Vanilla Armour Expanded
  • Vanilla Aspirations Expanded
  • Vanilla Backstories Expanded
  • Vanilla Base Generation Expanded
  • Vanilla Books Expanded
  • Vanilla Brewing Expanded
  • Vanilla Cooking Expanded
  • Vanilla Genetics Expanded
  • Vanilla Gravship Expanded - Chapter 1
  • Vanilla Factions Expanded - Classic / Deserters / Empire / Insectoids 2 / Medieval 2 / Pirates / Tribals
  • Vanilla Fishing Expanded
  • Vanilla Furniture Expanded
  • Vanilla Furniture Expanded - Art / Architect / Spacer
  • Vanilla Psycasts Expanded
  • VPE - Aeromancer / Fleshshaper / Hydromancer
  • Vanilla Races Expanded - Archon / Genie / Fungoid / Highmate / Hussar / Insector / Phytokin / Sanguophage / Saurid / Waster
  • Vanilla Social Interactions Expanded
  • Vanilla Vehicles Expanded / Tier 3
  • Vanilla Weapons Expanded (+ Coilgun / Frontier / Quickdraw)
  • VSIE Rational Trait Development
  • Vanilla Ideology Expanded - Memes and Structures
  • WVC - Xenotypes and Genes

Full list of changes + Cherry Picker list:
https://docs.google.com/document/d/18FcN9pKtXemnLX5w5W76vkS-OQkeKoyOUUgw-LeTn3I/edit?usp=sharing

Options
  • Rebalances and some tweaks are optional.
  • Options can be found in "Options - Mod options - Vanilla Expanded Framework - Toggleable pathces".
  • The game needs to be reloaded in order for options to work.

Cherry Picker

Mid-save
  • This mod is safe to add mid-save, but some changes are not retroactive.

Red Error on Startup
  • If you saw a red error on startup regarding this mod, it's likely one of the following:
    - You have a mod conflict: another mod already touched something this mod also touches
    - One of the patched mods updated and changed something this mod touches
  • In any case, you don't need to worry: they just mean some patches of this mod are failed and not active. Regardless, please report it if you find any. I don't like red errors either.

Bug Reports
  • Please specify the minimal set of mods required to reproduce the bug or error, and attach a HugsLib log unless you're sure that's unnecessary. Make sure this mod is involved.

Link
Popular Discussions View All (2)
222
30 Nov @ 1:28pm
PINNED: Bug Reports
Warachia
712 Comments
Hugalafutro 14 hours ago 
Completely understandable, you manage enough mods as it is. I removed the cargo holds as there were some other issues, but guess there's still some overlaps with medieval adaptive storage sbz storage shelf reel storage and such, but that's my issue to solve. It's not that I can't find any storage to store Packaged Survival Meal on Gravship, but I'm trying to find one with more of a sci-fi aesthetics than a warehouse shelf. Thanks for the answers as always!
Warachia  [author] 14 hours ago 
@Hugalafutro
As a side note, storage patches assume you have [sbz] Neat Storage and [sbz] Fridge and no other storage mods, as stated in the description. You are free to add / use any unsupported storage mods, but storages from these mods are not patched, and likely not balanced with. (And I have no intention of adding support for more mods: having multiple storage mods is rather harmful in my perspective, and I won't waste my time supporting it.)
Warachia  [author] 15 hours ago 
@Hugalafutro
Packaged survival meal can be stored on Open shelf, Tall display shelves etc. One important aspect of storage patches is that you don't need to manually set storage options among tons of modded items. If Packaged survival meal can be stored on freezer or cooler box, a lot of players would need to manually uncheck it.

@Reverie
Based on the authors’ response, it seems that this only affects cases where you try to set pawnkinds on existing pawns with custom races. Other than special cases like spawning left-behind pawns via dev mode, pawnkinds are usually determined first and then genes are assigned (including raid spawns). So I assume there wouldn’t be any impactful issues.
Hugalafutro 15 hours ago 
Hi, what do you use to store Packaged Survival Meal with storage patches enabled? It counts as fresh, but doesn't want to go to freezer or cooler. So far only thing I found that accepts it (and chunks and corpses too, maybe by mistake?) is the 1-3 stack of hay baskets, but I have to say they look mighty out of place on the gravship :D I was hoping the 2x1 spacer crate from reel's storage would accept them that fits right on the spaceship.
Reverie 15 hours ago 
Thanks :) Glad you could at least replicate it and it's not a result of a 50-mod tangle spaghetti ^^' And yeah, I'm sorry if I made it sound like it was your mod's fault. I just meant that it added the "problematic" tag to many other genes. Mea culpa!

Btw - I think your mod added some new aspirations and that was a joy to see. I ran out of unique desires for my colony and was like "oh! give me!" ;)
Warachia  [author] 16 hours ago 
@Reverie
Thanks, I could replicate that only with B&S Framework and B&S Genes & More (without this mod), so I'll report that issue to the author. I'm still not sure about them not spawning in raids part (at least winged humanoid xenotypes are still showing up on raids), but I'll remove the patches if the issue turns out to have non-negligible impacts on the gameplay and the issue won't be resolved.
Reverie 17 hours ago 
Because this mod was the only thing I added recently :) I then redid some xenotypes due to changes in nutrition, which caused the "Winged Humanoid" to be applied to them and I could no longer spawn them (the list in DevMode is blank after picking their name). I then removed the Wings patch from your mod, redid those two pawns without this tag, and they spawn fine since.

Basically, the exact steps for me to trigger the issue (with Wings patch active) were:

1. Create a xenotype with "Winged Humanoid" gene wings
2. Save the xenotype and apply to a pawn
3. Have this pawn be "Left Behind" in the world (I'm using Pawn Editor, but I don't think it changes anything in this case)
4. In game, go to DevMode, click "Spawn World Pawn" and find the name of your left-behind pawn, click it

This is when I got a blank list being incapable of spawning them.

I have no idea why this interaction takes place this way...
Warachia  [author] 17 hours ago 
@Reverie
I just tested it, and xenotypes with wing genes (winged humanoids) spawn normally in raids on my end. How did you conclude that your issue is related to your xenotype being tagged as a winged humanoid?
Reverie 17 hours ago 
This mod edits Wings defs to add Big & Small's "Humanoid With Wings" to many genes - this resulted in my custom winged xenotype pawns being tagged with it and they wouldn't spawn in raids. Trying to spawn them by using "Spawn World Pawn" would also be impossible. I'm not sure why this affects spawn abilities this way, but I figured better to report it in case others step into it too :(
Scryie 2 Dec @ 7:06am 
My only Gripe with machtlocks? their crafting skill requirement does not make much sense,
would be better at 7 or 8 then an 4, I just find it weird an pawn can make an Complex matchlock
firearm but not an dammed spear

Yes industrial firearms have an requirement of 3-4, but that's liekly because
they are made at an advanced machining table rather then an smithy,
which would have all sorts of tools to assist in the process,
In the current day it might be easier to make an sub machine gun or Assault Rifle
then an longsword