RimWorld

RimWorld

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Too Many Mods - Compats and Rebalances
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Mod, 1.5
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Posted
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1.420 MB
20 May @ 6:38am
24 Jul @ 3:33pm
113 Change Notes ( view )
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Too Many Mods - Compats and Rebalances

Description
Tons of compats and rebalances for a lot of mods.

Details
When you run a large modlist,
  • A lot of things overlap or contradict with each other, or some of them are just not well-connected. This mod tries to integrate them as much as possible.
  • Everything tend to get easier. This mod mitigates this by rebalancing both vanilla and modded features.

Also contains a lot of tweaks and fixes.

This mod currently includes compats/tweaks mainly for those mods (only active when corresponding mods are present):
  • Alpha Animals
  • Alpha Biomes
  • Alpha Genes
  • Alpha Mechs
  • Alpha Memes
  • ATH's style Draconic
  • Beliar Xenotype
  • Big and Small - Genes & More
  • Big and Small - Races
  • Big and Small - Heaven and Hell
  • Big and Small - Lamias and other Snake-People
  • Big and Small - More Xenotypes
  • Big and Small - Slimes
  • Big and Small - Yokai
  • Biotech Expansion - Core
  • Biotech Expansion - Mammalia
  • Biotech Expansion - Mythic
  • Biotech xenotype expanded - Rotfish
  • Consolidated Traits
  • Det's Xenotypes - Avaloi
  • Det's Xenotypes - Bogleg
  • Det's Xenotypes - Stoneborn
  • Det's Xenotypes - Venator
  • Dinosauria
  • Eltex Weaponry
  • Erin's Corvyia
  • Euglena Xenotype
  • Goji's Fantasy Race: Merren
  • Integrated Implants
  • Megafauna
  • Moloy Traits
  • Nephilim Xenotype
  • Pathfinding Framework
  • ReBuild: Doors and Corners
  • ReGrowth: Aspen
  • ReGrowth: Boiling
  • ReSplice: Charmweavers
  • Rim-Elves
  • Rim-Gnoblins
  • Rimsenal - Core
  • Rimsenal Factions
  • Rimsenal - Feral Faction Pack
  • Rimsenal - Federation Faction Pack
  • Rimsenal - Spacer Faction Pack
  • Rimsenal Xenotype Pack - Askbarn
  • Rimsenal Xenotype Pack - Harana
  • Stoneborn - Dwarven Style Pack
  • Vanilla Animals Expanded
  • Vanilla Books Expanded
  • Vanilla Brewing Expanded
  • Vanilla Cooking Expanded
  • Vanilla Genetics Expanded
  • Vanilla Factions Expanded - Deserters
  • Vanilla Factions Expanded - Empire
  • Vanilla Factions Expanded - Pirates
  • Vanilla Factions Expanded - Tribals
  • Vanilla Fishing Expanded
  • Vanilla Fishing Expanded - Fishing Treasure AddOn
  • Vanilla Furniture Expanded
  • Vanilla Furniture Expanded - Spacer Module
  • Vanilla Psycasts Expanded
  • Vanilla Races Expanded - Archon
  • Vanilla Races Expanded - Genie
  • Vanilla Races Expanded - Fungoid
  • Vanilla Races Expanded - Highmate
  • Vanilla Races Expanded - Hussar
  • Vanilla Races Expanded - Phytokin
  • Vanilla Races Expanded - Sanguophage
  • Vanilla Races Expanded - Saurid
  • Vanilla Races Expanded - Waster
  • VSIE Rational Trait Development
  • Vanilla Ideology Expanded - Memes and Structures
  • Vanilla Vehicles Expanded
  • WVC - Xenotypes and Genes
  • and more!

Full list of changes + Cherry Picker list:
https://docs.google.com/document/d/15UyiJzPbr1-7XtGnmbgzh1vTbno7l92GZenST5AcDvM/edit?usp=sharing

Options
  • 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
  • Now this mod is mid-save compatible, but some changes are not retroactive.

Performance
  • TLDR; Don't worry, it's literally negligible.
  • This mod currently has only 1 custom code which runs only if Vanilla Genetics Expanded is loaded: it just counters their hard-coded capitalization of hybrid qualities (vanilla doesn't capitalize qualities in parentheses). Even after a hybrid raid, it's 0.001ms average when checked with Dub's Performance Analyzer.

Bug Reports
  • Highly appreciated!
  • If you saw a red error on startup, it's highly likely that some patches for the mod you don't have are conditioned to activate without that mod, or another mod already did something in the same place: which means you don't need to worry as it doesn't do anything. Regardless, please report it if you find any!

Suggestions
Feel free to suggest anything. I don't know I can or want to implement those, but I'm all ears.
(Mods with features of different games or movies etc. are generally not supported: just personal preference.)
Popular Discussions View All (2)
7
16 Jul @ 4:25pm
PINNED: Bug Reports
Warachia
4
12 Jul @ 3:26am
PINNED: Suggestions
Warachia
192 Comments
Maconnais 20 Jul @ 6:46pm 
Very quick update, thanks!
Warachia  [author] 16 Jul @ 11:19am 
@Ashen
Umm if you're using VPE storyteller that would happen (VPE storyteller adds psycasts in addition to pawnkinds' psycasts with or without this mod) (or otherwise other mods might be messing with, at least doesn't happen on my end)
Ashen 16 Jul @ 6:31am 
Yeah I was mainly talking about deserter raids, although I somehow managed to get both mind control and berserk applied on one of my colonists during that impid tribal raid from before. I didn't even see a harmonist in the list of psycasters on the raid letter.
Warachia  [author] 16 Jul @ 5:48am 
@Ashen
Thanks! I wasn't aware of that. Enemy harmonists won't get mind control now (assuming you're talking about B&S heaven raids or deserter raids: if other factions get harmonists, that would be from other mods.)
Ashen 16 Jul @ 1:07am 
The main issue I had with mind control is that it resets stuff like work priorities/allowed area/etc when a colonist recovers from the mind control. Not a big issue when it's only one pawn but can get annoying when 3 or 4 pawns get affected each tribal raid. This doesn't happen with berserk I believe.
Warachia  [author] 15 Jul @ 11:03pm 
@Kreneth
They usually won't. If they do,
1. The game needs to be reloaded to reflect some changes iirc (like not showing cherry-picked stuff in xenotype editor, research unlocks etc. I think?)
2. If other mods refresh cherry picker's change, it can be overridden. (ex. changing Tab-sorting setting will make cherry-picked buildings appear in building menu.)

@Keikikkun
As Flockerkill said, psycast path locks were removed (one month ago).
Warachia  [author] 15 Jul @ 11:00pm 
I'm not planning to nerf enemy psycasters yet D:

1. If you're having no/little problem dealing with them, but bothered by fight taking too much time: consider using "No Forced Slowdown" and/or "Search and Destroy"
2. It would highly depend on modlist and playstyle so I don't really know how things are working on other players' environments, but some of these might work: "set them on fire", "summon anomalies/pirates/friendlies to fight them", "use decoys like mehcanoids/animals or just VPE decoy", "kill/control/stun/ice them first", "use psychic nullifying equipments (which is micro-management and I hope you don't need to though)", "keep non-psycaster colonists psychically deaf (bad for lots of other stuff though)" "Word of serenity in case for colonists going berserk (also you can search for archotechist in advance but I might fix that)"
3. It can be still bad for some environments I guess. At worst you can turn off "Stronger enemies" option
Flockerkill 15 Jul @ 8:46pm 
that got removed from this mod as it blocked the psycaseters in the raids aswell
Keikikkun 15 Jul @ 8:43pm 
is this the mod that makes psycasting have some pre requisites? Cause in one of my playthrough my psycaster needs to have this to unlock the desired psycast. Then on my next playthrough it's gone. Can someone help me
Flockerkill 15 Jul @ 8:23pm 
For thoose fear guys I send in some decoy mechanoids, they get feared for 0 seconds and resume