RimWorld

RimWorld

Too Many Mods - Compats and Rebalances
632 Comments
Warachia  [author] 20 Oct @ 10:21am 
@Sanakara
My bad. Vanilla loot option of Ancient Urban Ruins must be toggled on when enabling that option, but I only wrote that to Steam change notes and forgot to warn that in the docs. Sorry for the inconvenience!
Ancalagon 20 Oct @ 7:14am 
@Bitterholz Thanks for the mod link!
Sanakara 20 Oct @ 7:00am 
I activated the urban ruin patch, and the recipes appearing in the machining table, but not the the functions to disassemble those ruin items for ressources. Do I miss sth. here?
Bitterholz 18 Oct @ 1:37pm 
The fix for both of you, Ressource Dictionary:

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2817607528
Ancalagon 18 Oct @ 9:13am 
Two very popular mods, ReBuild: Doors and Corners and Glass+Lights, both introduce "glass". It would be cool if this "glass" could be unified into a single resource set instead of two duplicated kinds of glass resource, but I'm not sure if you play with these mods in your mod pack.

ReBuild: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3262718980
Glass+Lights: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=826153738
Warachia  [author] 17 Oct @ 2:09am 
@MisterIgor
Fixed. (I wasn't aware there's an unofficial fork of ReGrowth: Boiling now.)
MisterIgor 16 Oct @ 4:14am 
Hey, im getting this errors with my current modlist:
Could not resolve cross-reference: No Verse.PawnKindDef named AEXP_Tiger found to give to RimWorld.BiomeAnimalRecord RimWorld.BiomeAnimalRecord
UnityEngine.StackTraceUtility:ExtractStackTrace ()


Here is the full log:
https://gist.github.com/HugsLibRecordKeeper/46fdd784f453ef2742b7dac5e6c697f0
Mortagon 13 Oct @ 10:06pm 
Thanks so much you are amazing!
Warachia  [author] 12 Oct @ 8:26pm 
@Mortagon
Fixed. Thanks. (The patch was conditioned for Det's Xenotype Keshig instead of Brawnum)
Mortagon 12 Oct @ 7:09pm 
Getting a red error from this mod with the Big and Small mod: "Could not resolve cross-reference: No Verse.GeneDef named DV_Melee_Slow found to give to BigAndSmall.DefAltNamer+RenameGene BigAndSmall.DefAltNamer+RenameGene

Possible Matches:
[Source: Too Many Mods - Compats and Rebalances]
[File: B:\SteamLibrary\steamapps\workshop\content\294100\3250762483\1.6\Patches\AA1B_GeneRebalance.xml]
[Source: Too Many Mods - Compats and Rebalances]"
Warachia  [author] 10 Oct @ 7:55am 
@DanZinagri
Huge thanks! Just pushed the fix.
DanZinagri 10 Oct @ 5:03am 
I saw in the document glowstool are supposed to now be light immune just like the alpha biomes one.

I bring this up as VFE medieval allows you to grow them (as they're necessary for the alchemy system). When i attempted to grow them enough of them got together and raised the light level to 50% to which they all started dying.
This seemed odd as i saw it was supposed to be "immune to daylight like the Alpha Biomes one"

So after some digging i noticed you set the <cavePlant>false</cavePlant> but i noticed the base game parent has the tag <diesToLight>true</diesToLight>, which the AlphaBiomes one lacks.

So i added <diesToLight>false</diesToLight> to the patch right below the <caveplant> and it no longer was dying.
DanZinagri 9 Oct @ 3:30am 
Thanks; makes sense, with the nerfs to the various genes delicate probably isn't required anymore to bring them to a more reasonable level.
Warachia  [author] 3 Oct @ 9:05pm 
@DanZinagri
Thanks! It's fixed now. (I could do something like adding Toughness_Positive tag to all positive toughness genes and make Mystic warrior only conflict with those genes, but I chose to simply remove Delicate gene from Authority.)
DanZinagri 3 Oct @ 3:49pm 
So an oddity i noted. If you have gene category and the gene rebalance mod patches on in the settings it makes delicate conflict with mystic warrior.
With both on delicate overwtites it, while if the category patch is off mystic warrior overwites delicate.

This mostly matters because big and small heaven and hell mod the Authority race has both, and just spawns in with only delicate active.
Based on the google doc this doesn't seem like the intended interaction, it seems like a consequence of changing how it stacks with the tough and other such genes.
I just turned off the gene category patch for now but thought id make a mention of it
Babaloo321 24 Sep @ 5:25pm 
Posting again, here, just in case it wasn't seen, but how about Dubs Bad Hygiene compatibility with Vanilla Expanded mods/Other mods? There are a lot of old patches on the Workshop that look like they either have problems or are not updated to 1.6.

Sorry, don't mean to be annoying :P

Great mod btw! Excited to start using it!
DragonWings 24 Sep @ 9:58am 
:D any chances on adding an mod called glitterworld destroyer 5?
Warachia  [author] 23 Sep @ 6:00pm 
@KaelynZ
Thanks. It's fixed. (The patch was conditioned to activate with B&S + any of its content mods, but it looks like these pawnkind defs were moved to B&S Races on 9/8.)
KaelynZ 23 Sep @ 2:11pm 
Sorry for the lack of a log, but I has a red error on startup that went away: this mod was looking to tweak BS_Ogre_Cook and couldn't find it, in patches/AA4_NameChange.xml. I had Big and Small Framework and BS Genes installed, but not BS Races. When I added BS Races, the error went away. looking at that xml file, it's at line 4190, and is conditionalized on multiple mods, not just Races. obviously not a problem, but just wanted to let you know, to help get all the red out.
Warachia  [author] 22 Sep @ 10:35pm 
@Mr. F
You likely have a mod conflict (I don't get these errors at least). I won't download all your mods and search for what mod is conflicting. If you provide me with a minimal mod condition to reproduce the error, I can disable the patch with that mod.
Mr. F 22 Sep @ 11:29am 
I'm getting some red errors on startup. As you don't like them aswell, I provide a log for them. Thank you for your mod. :-)

https://gist.github.com/HugsLibRecordKeeper/5a69a515669e4289311b17bcdb91e1ce
Warachia  [author] 22 Sep @ 6:51am 
@Excel.exe
Reported conflicting patches are, and will be disabled if CE is loaded. However, I don't check CE compatibility myself.
Excel.exe 21 Sep @ 2:59pm 
is this compatible with CE?
Warachia  [author] 21 Sep @ 12:34pm 
@Ancalagon
Removed corresponding patches.

@Victoria on Fire
The only recent changes that touches Altered Carbon 2 is adding Factication as research prerequisite to Advanced shield reseqarch project. The only patch this mod has for sleeve gestation just changes stat values of quality genes. I just tested Sleeve gestation works fine with this mod.

I don't think you checked your issue is caused by this mod, but even if you did, it doesn't matter if you don't write about it in the comment.
Victoria on Fire 21 Sep @ 9:21am 
After the latest update gestating sleeves in Altered Carbon 2 no longer seems to function.
Ancalagon 21 Sep @ 7:12am 
Rimsenal Factions might have fixed their bug, according to their comments and changelog: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3530301107
Ancalagon 17 Sep @ 5:05pm 
@Warachia THANKS for all your hard work on this! And thanks for fixing Rimsenal Factions!
Warachia  [author] 11 Sep @ 11:24pm 
@Ryuuoo_
Late. Auto-sort also works.
Ryuuoo/KT 11 Sep @ 6:25am 
Where should I place this on load order, late or early on list?
I/O 9 Sep @ 7:21pm 
Wow, you added a new optional tab—thank you so much! That’s really cool!:steamhappy:
I/O 9 Sep @ 6:40pm 
I tried setting all the options to "False" under Options → Mod Options → Vanilla Expanded Framework → Toggleable Patches, but it didn't seem to work.

Could you please point out which specific option controls the sorting function? That would really help me troubleshoot the issue.

Thanks again for your help!:dsheart:
Warachia  [author] 9 Sep @ 6:26pm 
@I/O
That's actually intentional. Genes are sorted by functionality as a result of gene cateogry reallocations: I had to either move every modded archite genes to archite category which is placed on top, or move every archite genes to their corresponding categories if any. I chose the latter.

But I just made gene category reallications optional, so you can turn it off if you don't like it.
I/O 9 Sep @ 5:37pm 
Hello, Warachia. In the vanilla game, Archite genes should appear at the top of the list, but after using this mod, the order of the genes has become messy. May I kindly ask if you could fix this issue? Thank you!:dssmile:
Warachia  [author] 8 Sep @ 4:32am 
@RiqueGaming
This mod doesn't touch BoneReapers mod at all. I don't remember any changes that would affect your issue, either.
Bobkiri 3 Sep @ 11:26pm 
Could you please merge the content from [SH]Gene Expand?
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3558760095
Vinni Pukh 2 Sep @ 5:26am 
You are amazing thank you so much :lunar2019piginablanket:
Warachia  [author] 2 Sep @ 1:39am 
@Vinni Pukh
The conflict with Gondragon's tech tree should be resolved now.
Vinni Pukh 1 Sep @ 10:29pm 
After some hunting around to try and figure out what mod it is adding to the gunpowder research, aka searching all the xml files in my mod folder for VWE_Gunpowder... I've narrowed it down to Vanilla weapons expanded, Vanilla factions expanded medieval 2, and Gondragon's tech tree. Maybe its' the last one causing the error?

But I won't act like I'm confident about that lol
Vinni Pukh 1 Sep @ 6:57pm 
Thank you so much for the insight and also the patch, you're a legend!! :D
Warachia  [author] 1 Sep @ 6:03pm 
@Vinni Pukh
- I think you have a mod that add some stuff to Gunpowder reseach project from VWE, which research merging (1) option removes. You won't be able to craft it.
- The conflict from research merging 2 option should be resolved by the update I just pushed, but you might get another error from another patch.
- No conflict from research merging 3 option (if you enabled it)
Vinni Pukh 1 Sep @ 9:39am 
So I love the idea of using the combined research patches that you made up, but of course because of my huge mod list, (research reinvented, stepping stones, ferny's progression, those are probably the biggest offenders) enabling them gives me those red errors on startup that you mention in the description lol...

But I wonder if they're game breaking or not, I honestly haven't been brave enough to play a save with it enabled as much as I want to, so I humbly come forward with a log and ask your opinion.

This is the log here: https://gist.github.com/HugsLibRecordKeeper/953904daa3549b4f2140813f24eaf8a4
Warachia  [author] 1 Sep @ 5:22am 
@Zriatt
Thanks. I could replicate the issue, and it was resolved by removing the patches that scale raid wealth multiplier / mass carrying capacity with body size. (I still haven't figured out why that happens though. Since it only occurs when loading the save twice, there might've been some weird interactions with body size cachings of these mods.)
Zriatt 31 Aug @ 5:54pm 
I apologize, I meant to have "applied to brain" written there. (I did write it but I rewrote my comment a few times before posting that I forgot.) And I forgot I had removed all mods relying on HAR for the testing.

Retested without HAR and it is not a factor. Another factor that can foul the testing is any body size traits not related to the Frost Jotun xenotype. During retest, the "Small" trait made the Jotun only fall unconscious instead of outright killing.

https://youtu.be/kqMrJ4qRA3g
Warachia  [author] 31 Aug @ 4:19pm 
@Zriatt
I couldn't replicate the issue. I firstly tried (save with B&S + Alpha Genes then add TMM / save with B&S only then add Alpha Genes and TMM) * (Load twice without resave / Load, save, load), then I noticed your log contains HAR, so I tried them again with HAR, and still couldn't replicate that.

https://youtu.be/MXWG2XUgj4A
https://youtu.be/al7gHkz6pG0
Zriatt 31 Aug @ 3:29pm 
https://gist.github.com/HugsLibRecordKeeper/407a781c400c79d6638c4d9839c47ee0
https://gist.github.com/HugsLibRecordKeeper/985d1f3694273711c31cf0f96513c845

Created test world while loading either Alpha Genes, or Too Many Mods - Compats & balances.
Spawned 2 children, 13 years of age, applied one of them Jotun xenotype, the other Frost Jotun. Apply 5 scratch hediffs to each so they have around 10 hp of damage. (Done this way to rule out Character Editor)
Save game and enable Alpha Genes and Too Many Mods, load the save twice, and the Frost Jotun consistently dies.

Loading twice with just one of these two (Alpha Genes/ Too many Mods) does not replicate the issue.

Still don't know if it's this mods fault or Alpha Genes' fault.
Benetrator - Beton 31 Aug @ 4:36am 
Thank you for the quick reply. I'm in the process of figuring it out and I'm reducing the modlist one by one. With TMM active 3 out of 20 dev mode caravan generations failed, without it 0/20 - not saying it's due to TMM but it's probably one of the patched mods that has some strange incompatibility. There's no reference to a specific mod in the log though, so it might just be random chance. Was just wondering whether this issue popped up before and someone mentioned it to you so I could narrow it down.
Warachia  [author] 31 Aug @ 4:29am 
@Benetrator - Beton
With what mod? How did you check this mod is involved? I've never heard anything like this, and have zero memory of adding xenotypes that is incapable of violence to any factions or pawnkinds.
Benetrator - Beton 31 Aug @ 4:13am 
This mod is one of the magnum opuses (opi?) of large modlist overlap removal next to Ferny's patches. Essential mod for my giga modlist. However I need to figure out one issue. With the mod active, the game throws up errors when generating friendly caravans, because the game is not able to spawn a town_guard that is capable of violence. I'm wondering whether it tries to place a highmate or phytokin as a caravan guard but this should be impossible due to the capableofviolence check. Have you had an issue like this reported before? Thx.
Warachia  [author] 31 Aug @ 3:46am 
@Zriatt
And you can consistently replicate the bug with this mod?

This mod doesn't touch anything around save / load, killing pawns nor brain damage. And this mod is incapable of replacing something (like genes or hediffs) of pawns that already generated. The log you attached doesn't indicate involvement of this mod either.

If this mod is actually involved, you likely have a weird mod conflict, and I can't help you without reproduction steps with minimal mod list.