边缘世界 RimWorld

边缘世界 RimWorld

Too Many Mods - Compats and Rebalances
684 条留言
Warachia  [作者] 6 小时以前 
@Kay Avalon
If some mods have things that require removed research project, you won't be able to build / craft them. (It will spit red errors on startup, so you should be able to notice it at least.)
Kay Avalon 7 小时以前 
Just wanna make sure it wont cause problems
Kay Avalon 7 小时以前 
Heya, had a question about the Research Merging, if you add mods that have dependancies on removed research projects, what exactly happens? Does this mod redirect ornremove the dependancy?
Warachia  [作者] 11 月 27 日 上午 6:19 
@Hugalafutro
Now they do. Thanks for all the feedbacks and suggestions :)
Hugalafutro 11 月 27 日 上午 5:22 
I am once again asking for your support with Lullabloom :D Not linking to the new Bunk Beds from the gravtech research from VGrE ch1.

Many thanks for all the fixes. I'm on a war against Interrupted sleep moodlet ;)
deadmanreaper13 11 月 26 日 下午 7:40 
awesome, thanks 👍
Warachia  [作者] 11 月 26 日 下午 6:28 
@deadmanreaper13
Thanks. Done (along with Jewish tile, Jewish fine tile, Kemetic tile, Kemetic fine tile and Ocular tile) (also added Vacstone variants)
deadmanreaper13 11 月 26 日 下午 5:29 
would it be possible to have Steampunk Tiles (Alpha Memes) be buildable with Aurelian stone (Gulden Biome) ?
Warachia  [作者] 11 月 26 日 下午 4:45 
@Hugalafutro
Thanks, re-added VGE's Deepchem to auto cherry picker.
Hugalafutro 11 月 26 日 下午 1:05 
Hi, I'm seeing duplicate Deepchem resource with Vanilla Chemfuel Expanded and the other one is from Vanilla Genetics Expanded.
screen: https://steamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3612935238
modlist: https://rentry.co/marh3988
log: https://gist.github.com/HugsLibRecordKeeper/38d06f0722b10e4a4e052a97f81ef3df
Seyren 'D' Windsor 11 月 26 日 上午 4:13 
Thank you for balancing the double crossbow as well as the incredible effort that goes into maintaining everything.
Warachia  [作者] 11 月 26 日 上午 3:32 
@Hugalafutro
Thanks, it should link now. (I switched to manual patching, and Crib was overlooked.)
Hugalafutro 11 月 26 日 上午 1:46 
Sorry for going on about the Lullabloom haha, but it's still not linking to baby Crib.

Links to Hospital and Normal bed - https://steamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3612628739

The one in the baby room is 100% grown but inactive - https://steamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3612629130
Kay Avalon 11 月 25 日 下午 6:51 
Fair enough, and also, "Enchant quality can directly target buildings" Thank you, this is the only thing ive ever wanted from Enchant Quality
Warachia  [作者] 11 月 25 日 下午 5:14 
@Kay Avalon
The name “Close combat armor” is already justified since the armor's built-in shield blocks outgoing projectiles and therefore is practically limited to melee pawns. Being fast is important for ranged pawns too. It's nerfed because it was overpowered

...But yeah I noticed the armor's description was changed to include "Fast", which was not the case in ~1.5. I semi-reverted the description and also mitigated the speed nerf (as I think I haven't changed that value from 1.5 as well.)
Kay Avalon 11 月 25 日 下午 2:37 
Was curious why the ‘Close Combat Armor’ has its move speed bonus set to a malus, cause the point of it seems to be getting up close and personal with the enemy (close combat and all)
Warachia  [作者] 11 月 25 日 上午 7:36 
@Seyren 'D' Windsor
Thanks, I overlooked the existence of that weapon itself. Just nerfed it in equipment rebalance patches.
Hugalafutro 11 月 25 日 上午 7:04 
Never, I made a screenshot :P
Warachia  [作者] 11 月 25 日 上午 6:58 
@Hugalafutro
AAAAAAAAAAAAAAAAAAA

Thanks for reporting that. Probably the most stupid thing I've ever done...It's fixed now. Please forget everything I said in the previous comment D:
Hugalafutro 11 月 25 日 上午 6:34 
Not sure if related to the Lullabloom changes, but now other linkables do not link to the hospital bed (Vitals Monitor - vanilla, Intravenous drip stand - VFE Medical)
Seyren 'D' Windsor 11 月 25 日 上午 4:12 
Hello there. In a tribal start, Dragon's Descent adds a double crossbow that is readily available at the same time as regular bows (after basic research) except that it deals almost double damage, has the highest armor penetration and very good range.

It renders even early guns obsolete and is very cheap to craft.
Hugalafutro 11 月 24 日 上午 6:48 
\o/ no more upset babies and patients, thanks!
Warachia  [作者] 11 月 24 日 上午 6:33 
@Hugalafutro
Yeah...it looks like they forgot to move patches that make it connect with anything, including vanilla beds D:

I made them connect with everything that inherits vanilla base bed or sleeping spot instead of manually patching everything like they did in 1.5. This includes the ones from Alpha Memes, VFE - Medieval, VFuE, VFuE - Medical and VFuE - Spacer.
Hugalafutro 11 月 24 日 上午 5:49 
Hi for some reason Lullabloom from VPE Mushrooms stopped linking to Hospital Bed and Crib (iirc not linking to the spacer beds from VE Furniture spacer and Operating table from VFE - Medical I built in last save) is that something you could address? Thanks in any case!
Gilded Wraith 11 月 23 日 上午 4:18 
@Warachia I mean playing as Gnoblins while using other mods to lock the world tech level to "Medieval". No Industrial factions, no Industrial technologies, nothing above Medieval tech-level.

I realise that's a unique scenario that only arises when combining multiple mods, but I thought "Medieval runs" where more wellknown and popular
Warachia  [作者] 11 月 23 日 上午 3:00 
@Glided Wraith
I also added a process that directly converts raw meat to dreg (with less efficiency), so probably don't bother.
Warachia  [作者] 11 月 23 日 上午 2:38 
@Glided Wraith
That change also added Biofuel refining as a starting research for Gnoblin scenario, so I'm confused here. When you say "Medieval Gnoblin runs", does that mean you start with bunch of Gnoblins when it has nothing to do with the scenario, and can't get enough Chemfuel from tradings and lootings until you research Biofuel refining (from the point where you already unlocked the research for Dreg coffin)?

I honestly don't care, so you don't need to tell me. I made a small mod that disables the changes related to dreg coffins, specifically for your needs. Just put this into your local mod folder. https://drive.google.com/file/d/1ongtitWVgSBk81OfYhOaqgy6ViiFFeGG/view?usp=drive_link
Gilded Wraith 11 月 23 日 上午 1:51 
Can you please undo your changes to Dreg Coffins? It COMPLETELY breaks Medieval Gnoblin runs.
Fenchel-Honig 11 月 22 日 上午 3:06 
Really dig the additional aspiration goals. Thanks!
Warachia  [作者] 11 月 21 日 上午 9:07 
@Maux
Done. Thanks.
Maux 11 月 21 日 上午 3:36 
Hiya! Currently there is compatibility issue with RimPsyche - Disposition and I was wondering if you could make this mod compatible with it. I tried to make the compatibility patch on my end, but it would require
1. forcing mod order
2. removing your patch
3. reinstating vanilla factor
all while checking for mod. So I was hoping you would implement it on your end.

The compatibility just requires you to add "<li>Rimpsyche - Disposition</li>" under <li>Combat Extended</li> in AA1C_TraitRebalance for ShootingAccuracy trait.
I hope this could be done on your end. If you can't then let me know! I'll try to find a way to do this on my end.
Warachia  [作者] 11 月 19 日 上午 11:47 
@Hugalafutro
Thanks :)
Hugalafutro 11 月 19 日 上午 10:44 
I just wanted to say thanks for this mod, I did something similar for Fallout3 patches and still have nightmares about parsing thousands of records in FO3Edit manually. It's a lot of work and I appreciate you doing it for RW.
Warachia  [作者] 11 月 17 日 上午 3:07 
@Tastes Purple
That mod includes several identical patches that the author borrowed from this mod (with permission, of course), so I’m not entirely sure whether it’s safe to use the two together...I added a mod condition for the corresponding patch, though.
Tastes Purple 11 月 16 日 下午 5:05 
There's a conflict with your mod and The Tiny Tweaks Collection. Your AA4A_CapitalizationFix.xml file references the casual t-shirt from Vanilla Expanded Apparel, which Tiny Tweaks removes. I was able to alter your patch (should be line 345 on) to run a find mod for Tiny Tweaks and only do the replacement patch on no match. Booted without errors. The patch fail actually makes more than one error because the sequence fails, which seems to cause issues with other things.
Warachia  [作者] 11 月 16 日 上午 5:10 
@神说万岁
Uhhh I already have Erin's Japanese Furniture and T's Samurai Faction, so I probably don't want to go for yet another Japanese-themed mod D:
神说万岁 11 月 16 日 上午 3:57 
Can Edo Themed Expansion receive the same treatment as T's Samurai Faction:steamsad:
Warachia  [作者] 11 月 14 日 下午 8:49 
@xuanxuan
Thanks :)
xuanxuan 11 月 14 日 下午 8:40 
Ah, now I see. The problem is solved. I like your mod. You've worked hard
Warachia  [作者] 11 月 14 日 下午 7:41 
@xuanxuan
Steam keeps saying "This comment is awaiting analysis by our automated..." stuff and I can't read your comment D:
xuanxuan 11 月 11 日 上午 12:50 
此留言正在等待我们的自动内容检查系统分析。在我们证实其内容无害之前(例如试图窃取信息的钓鱼站点链接),留言将暂时隐藏。
Warachia  [作者] 11 月 10 日 下午 2:03 
@KneeCappo
Seen a player with the same issue in my discord, solved by:

(Quote) "it's based on the community rules; someone specified that Progression: Aesthetics should be loaded after TMM-CaR. Remove this rule from the editor (right click on P:A -> Miscellaneous options -> Edit mod with rule editor)"

It says this rule is added because "PA creates new research project and moves stuff inside it. TMM moves this back to the original place.". I think this is referring to the patch for Cell wall, which I just blacklisted for Progression: Aesthetics. So it should be fine as well.
KneeCappo 11 月 10 日 上午 11:10 
hey, i think your mod causes a loop when using ferny's mods heres the error i get on RimSort:

ferny.progressionproduction -> ferny.progressionaesthetics -> wara.toomanymods -> ferny.progressionscenarios

wara.toomanymods -> ferny.progressionscenarios -> ferny.progressionaesthetics
Andy 11 月 8 日 上午 1:15 
thanks for making this mod I really like the balence changes
Andy 11 月 8 日 上午 1:13 
also found the cause of the problem aparently to start as desters you need to be able to attack the more you know anyway really sorry thank you for your time
Andy 11 月 8 日 上午 1:05 
cool give me like 10 mins
Warachia  [作者] 11 月 8 日 上午 1:04 
@Andy
The only change this mod has for violence disabled gene is changing the metabolic efficiency, which shouldn't cause something like that. Please send me a minimal mod condition to replicate the issue, if this mod is involved.
Andy 11 月 8 日 上午 1:01 
I was messing arond with stuff after the glitch and was testing stuff it did work for me when I just did crashlanded
Andy 11 月 8 日 上午 12:58 
@Warachia it breaks deseters starts
Andy 11 月 8 日 上午 12:57 
note it only breaks highmate/violence disabled when in a deserter start (so far only tested new safe haven so idk how it works not a modder) I have no clue why even in debug mode when the glitch happens the screen just removes the charecter preview only having (I have androids vanilla expanded)
(means either is a button or emoticon if (inside () it means status))

create charecters show headgear(tick)
show apparal(tick)







(back button (works)) (android editor(works)) (xenotype editor(works) (start(doesn't work)