Whats is this mod?
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DocWorld-Lite is a fork of the mod [url=https://steamcommunity.com/sharedfiles/filedetails/?id=1568744597] DocWorld [/url] that focuses on the Multi Mod Support part, removing the original mod changes to architect tabs and dropdown menus.
Features
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For the complete list of the mod features go here: [url=https%3A%2F%2Fgithub.com%2Fleugimimi%2FDocWorld-Lite%2Fwiki] Docworl-Lite Wiki [/url][github.com]
The original mod features breakdown is available here: [url=https%3A%2F%2Fgithub.com%2FDrZhivago1%2FDocWorld%2Fwiki] Original Docworl Wiki [/url][github.com].
I decided to keep this mod focused on the Multi-mod support side. This means you won't find all the features of the original mod here.
So let's now see what Docworld Lite [b]DOES HAVE[/b]:
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[*] New biome foraged food types in caravans.
[*] Beds require cloth (nullified by specialized bed mods).
[*] More buildings can be minified, hand selected choices from Vanilla and Mods.
[*] Glass lights actually requiring glass. Requires either [url=https://steamcommunity.com/sharedfiles/filedetails/?id=826153738] Glass+Lights [/url] or [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2045368641] Just Glass [/url]. Don't use both together.
[*] More linkable furniture support for various linkables where sensible.
[*] More items can be stuffed.
[*] Multi Mod Support that improves the compatibility and integration.
[*] Changes to research prerequisites of some mods.
[*] Some misc changes that defy categorization.
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My version [b]DOESN'T HAVE[/b] the following features:
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[*] Tab Sorting. Use [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2138635288] Tab-sorting [/url] instead for complete control over your Tabs, with mod settings and compatibility with every mod. Or use [url=https://steamcommunity.com/sharedfiles/filedetails/?id=1446523594i] Dubs Mint Menui [/url] and you won't even care about the amount of tabs you have due to the changes brought by it's UI. Or use both together.
[*] Dropdown Designator changes condensing similar mods.
[*] Custom Architec Icons.
[*] New mod textures.
[*] Original Content like the underground conduit or rock furniture that the original had. While I liked this, I removed it to keep the mod focused. For the conduits, I suggest using [url=https://steamcommunity.com/sharedfiles/filedetails/?id=1735421319] Underground Power Conduits [/url]
[*] Props usable as storage from the mod [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2102143149] Vanilla Furniture Expanded - Props and Decor [/url] with [url=https://steamcommunity.com/sharedfiles/filedetails/?id=1617282896] LWM's Deep Storage [/url]. Use [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2574097280] Functional Vanilla Expanded Props (Continued) [/url] instead.
[*] Changes to energy consumption of vanilla lamps and sun lamps. [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2695164414] [O21] Tweaks Galore [/url] has mod settings to modify the energy consumption of both lamps and [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2228219259] Turn It On and Off - RePowered [/url] has a alternative way of managing energy consumption. You can also go for [url=https://steamcommunity.com/sharedfiles/filedetails/?id=951619111] [FSF] Efficient Utilities [/url] to have a simple 1/3 cut to power consumption of vanilla and many mods utilities.
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[u]All the categories above can be enabled or disabled in the mod settings. By default, no change is enabled. A restart of the game is required for the changes to take effect.[/u]
A important observation is that the directives for the patches is a bit different from the original Docworld. I avoid removing or replacing defs from other mods that are similar, keeping only some few patches that seek to improve compatibility by combining resources. If you really need to remove a def from your game, you can easily do that with [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2633276599] Cherry Picker (dev) [/url]now.
Compatibility, Performance and Load Order
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Minimal impact in load time. As you enable more categories, and have more mods being patched, the load time will increase a bit. The FindMod part of the patch is near instant, so the patches not being executed will not matter.
This is purely a xml patching mod that has no code impacting perfomance midgame.
Due to it's nature, it will be rare and difficult for this mod to conflict with other mods, with the following caveats
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[*] Mods that also modify the same things being modified by one of my patches. The consequence will be that the mod that is loaded last will win the conflict;
[*] Mods that remove the defs being patched, evidently.
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This mod is compatible with Combat Extended.
For load order, this mod should preferentially be put after the mods being patched, as low as possible, to win conflicts. There is no need to fret too much about it though, basically the only possible problems are some other patch conflicting with this mod patches. In this case, report the bug as instructed below.
Non-Steam Download
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The latest release is on github [url=https%3A%2F%2Fgithub.com%2Fleugimimi%2FDocWorld-Lite%2Freleases%2Fdownload%2Fv1.4.2%2FDocWorld.Lite.zip%2F] Click for direct download [/url][github.com]
Bug Reports
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Please go [url=https://steamcommunity.com/workshop/filedetails/discussion/2730410892/3193616770336334743/] here [/url] for bug reports, where detailed instructions are available.
Patches Suggestions or Balance
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For patch suggestions, balance discussions, go [url=https://steamcommunity.com/workshop/filedetails/discussion/2730410892/3193616770336351431/] here [/url]
Credits
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A very special thanks to [url=https://steamcommunity.com/profiles/76561198062060169] Dr Zhivago [/url] for making the original Docworld. I started learning patching by looking at his mod and modifying it.
Also, [url=https://steamcommunity.com/id/Mlie] Mlie [/url], who took the time to help me by updating the dll file with the mod settings.