RimWorld

RimWorld

Medieval Overlap Remover
126 kommentarer
Scavenger 4. okt. kl. 12:27 
<3
JoeOwnage  [ophavsmand] 4. okt. kl. 8:55 
@Scavenger and @toetruckthetrain, will be added once I push the update
JoeOwnage  [ophavsmand] 4. okt. kl. 8:53 
@Virtuous I can't really fix it properly without replacing the Rombones assembly.
Scavenger 23. sep. kl. 14:57 
Hey VFE adds arquebus aswell, and they use chemfuel, any way you can put them behind gunpowder?
JoeOwnage  [ophavsmand] 16. sep. kl. 16:38 
Good ones to add for sure thanks
toetruckthetrain 16. sep. kl. 16:28 
could this also disable the fact that mineable salt from MO is not a different item from VCE salt?
Virtuous 13. sep. kl. 0:37 
hey man, could you add the overlap with the bones between MO and Rimworld of Madness: Bones?
acKo2 1. sep. kl. 4:37 
@AntiTrust No expertise, but I've seen similar complaints in the Medieval Overhaul mods, seems that the code for weapon reach was phased out in 1.6
AntiTrust 30. aug. kl. 1:02 
I'm having an issue using any reach weapon, pawns just stand there "watching for targets". Not running CE or VWE - Heavy, anyone got thoughts on what could be the cause?
Thorin 16. aug. kl. 9:19 
Nice one, thanks! The leaflessimmature 2d texture is for immature trees during winter I believe. It could have something to do with the majestic foliage mod. I have the 3 of them. But they had no errors before. So i don't know whats up.
JoeOwnage  [ophavsmand] 16. aug. kl. 8:49 
I don't think I touch anything called leafless
JoeOwnage  [ophavsmand] 16. aug. kl. 8:48 
VE or MO May have changed the def name of the hearth I'll look into it when I have time
Thorin 16. aug. kl. 8:40 
Overlap remover caused a few red errors. Looks like it can't find something called "hearthdarklight" and caused some LeaflessImmature 2d stuff to not be found. Anyone know what that is doing? All mods loaded without error prior to adding overlap remover and the other mod it requires. game seems to still run though. Thanks for any insight!


RimWorld 1.6.4543 rev1065
JoeOwnage  [ophavsmand] 11. aug. kl. 15:03 
The viral reaction one? Worked fine last time I tried it but he may have made changes.
DonYohKu 10. aug. kl. 8:40 
How would this work with medieval overhaul patches? would they conflict at all?
JoeOwnage  [ophavsmand] 27. juli kl. 13:48 
I only use a few of them these days
Boxy 27. juli kl. 11:19 
yeah i might as well remove it, not much it adds that I like. Just mass installed all VE and alot of them have given me issues
JoeOwnage  [ophavsmand] 27. juli kl. 6:47 
I don't usually play with classical
JoeOwnage  [ophavsmand] 27. juli kl. 6:46 
No I don't think so, Ferny's mod pack includes both and makes them work together, he might have removed some of the overlap
Boxy 27. juli kl. 0:47 
Is there something like this for other mods like VE Classical? It adds a bunch of stuff already covered in medieval
ChickenMadness 23. juli kl. 4:59 
Thank you for this mod.
Sephira jo 22. juli kl. 14:03 
*fireworks* Yay, thank you!
JoeOwnage  [ophavsmand] 22. juli kl. 13:52 
updated to 1.6
JoeOwnage  [ophavsmand] 13. juli kl. 2:01 
Yea that's the plan
Sephira jo 12. juli kl. 19:12 
Given MO just updated, I do hope you can update this to 1.6 soon :)
JoeOwnage  [ophavsmand] 5. juli kl. 6:14 
First I've heard of it. I'll check it out
Aimotaduo 4. juli kl. 20:16 
contunued:)

Verse.LoadedModManager:LoadAllActiveMods (bool)
Verse.PlayDataLoader:DoPlayLoad ()
Verse.PlayDataLoader:LoadAllPlayData (bool)
Verse.Root/<>c:<Start>b__6_1 ()
Verse.LongEventHandler:RunEventFromAnotherThread (System.Action)
Verse.LongEventHandler/<>c:<UpdateCurrentAsynchronousEvent>b__28_0 ()
System.Threading.ThreadHelper:ThreadStart_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object)
System.Threading.ThreadHelper:ThreadStart ()
Aimotaduo 4. juli kl. 20:15 
hi,is this a new problem?
[Medieval Overlap Remover] Patch operation Verse.PatchOperationSequence(count=55, lastFailedOperation=Verse.PatchOperationReplace(Defs/ThingDef[defName="VFEM2_HearthDarklight"]/label)) failed
file: D:\SteamLibrary\steamapps\workshop\content\294100\3455187565\1.5\Patches\Medieval2Patch.xml
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch5 (string)
Verse.PatchOperation:Complete (string)
Verse.PatchOperationSequence:Complete (string)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.LoadedModManager.ClearCachedPatches_Patch3 ()
Pippintastic 11. juni kl. 4:39 
@JoeOwnage thank you! its worked and has returned to the list.
JoeOwnage  [ophavsmand] 11. juni kl. 3:21 
@yyyyy I'm not sure, it depends how the VE team set up their factions. If the apparel they choose is specified explicitly, then probably not. If the apparel they choose uses tags, then possibly.
JoeOwnage  [ophavsmand] 11. juni kl. 3:19 
@Pippintastic for sure, just copy this mod into your local mods folder, then go into the mod files and edit the patch. Comment out the section on castle walls <!-- like this -->
yyyyy 9. juni kl. 22:30 
Can the enemies in VFEM2 use the weapons and costumes from MO?
Pippintastic 9. juni kl. 13:49 
is it possible for me to re-add in the castle walls from VFEM2? I like using the walls from that in my builds.
JoeOwnage  [ophavsmand] 8. juni kl. 9:25 
@exosais I am currently using MO palisade walls and embrasures but I'm using the VFEM2 texture. that might be the cause of the confusion
JoeOwnage  [ophavsmand] 8. juni kl. 9:24 
I think that one should work fine. Back up your save game and try it. Let me know if you have any errors and I'll update the description.
Aquila15 2. juni kl. 5:59 
Can you specify which of Ferny's Progression Mods are incompatible or incorporated? I'm adding Progression: Hospitality to my mod list and I want to know which specific progression mods from Ferny will conflict with this mod for future reference
JoeOwnage  [ophavsmand] 22. maj kl. 8:10 
@exosais I thought I fixed that, will take another look
Exosais 21. maj kl. 17:15 
@Jives look in the changelog for this mod
Exosais 21. maj kl. 17:14 
hi, i think something went wrong with the xml to replace the wooden palisades from vfem2 with mo ones. i tried out a mod list with just mo, vfem2, your mod, and only required mods, and regardless of the order (whether auto-sorted or not), only vfem2 palisades & embrasures showed
Jives 21. maj kl. 13:37 
I'm adding another ping to pizzabaeker123's comment - this overlap removing disables the New Kingdom colony start from Vanilla Factions Expanded M2. I only have MO and VFEM2, plus their requirements. If I disable this mod and no others, it comes back.

If anyone knows a workaround, that would be grand. I live the peasant revolt start
Head 21. maj kl. 13:23 
Thanks for making this mod
McPickleTickler 16. maj kl. 21:49 
Has anyone else run into the issue where wheat is not an option in growing zones while using VFE, MO and this?
JoeOwnage  [ophavsmand] 10. maj kl. 19:34 
Ah, ok, thanks for letting me know
Iturbah 10. maj kl. 6:51 
Hi. This mod looks great, would love to try it out. Unfortunately, it seems to be incompatible with SeedsPlease: Lite Redux, which, for some reason, scans colony resources every few seconds and spams errors in debug log:

Looked for nonexistent key VFEM2_Wine in counted resources
Looked for nonexistent key VFEM2_RawGrapes in counted resources
Looked for nonexistent key VFEM2_Must in counted resources
Looked for nonexistent key VCE_Flour in counted resources

Going to look into replacing SeedsPlease: Lite Redux with something else, cheers!
JoeOwnage  [ophavsmand] 30. apr. kl. 7:33 
@pizzabaecker123 yea I removed that, it's in the changelog

@Cactus.jpg you can choose which factions you want at world gen
Cactus.jpg 28. apr. kl. 15:27 
Shouldn't this disable either the kingdoms from VFE:M or the noble houses from MO?
pizzabaecker123 26. apr. kl. 8:49 
Hi, just wanted to let you know that your mod seems to remove the VFE: Med.2 "New Kingdom" scenario. I have around 400 other mods active, none of which should have a (known/listed) incompability. For me its not a major problem since i just added this mod afterwards, just wanted to let you know. Thx for this mod! :)
JoeOwnage  [ophavsmand] 25. apr. kl. 5:18 
I will add that it does work ok with progression core and progression scenarios. I have tested those with it
JoeOwnage  [ophavsmand] 25. apr. kl. 5:09 
Yea it's not compatible with Ferny's mods because he's doing the same compatibility stuff in his mods that this mod does. It is bound to cause conflicts.
慕柯 24. apr. kl. 18:18 
@JoeOwnage I know why this is happening. Because I found that in the "progression: defense" section, there is a line of code that replaces the palisades from the "Medieval overhaul" with those from "VFEM 2", but you also have a line of code that hides the walls of VFEM 2... Although I know you stated that it's not compatible with "progression", in my opinion, these two mods have obvious differences and neither can be replaced by the other. So this is my concern. I might modify the code in the local files, but if you have plans to update and make them compatible, please let me know. Thank you again for your great mod.