RimWorld

RimWorld

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Medieval Overhaul Tweaks
   
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Mod, 1.3, 1.4, 1.5
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371.884 KB
24 Jan, 2022 @ 10:15am
18 Jul @ 12:36pm
44 Change Notes ( view )

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Medieval Overhaul Tweaks

In 1 collection by TheCakeIsALie
my medieval testing modlist
104 items
Description
IMPORTANT UPDATES


beta version is now the current version for 1.5

XMLExtensions is required only for 1.5!

As always report all the bugs! :)

Small tweaks to Medieval Overhaul and related mods

Released under MIT license[github.com]

A set of opinionated patches powered by Vanilla Expanded Framework tailored for a medieval playthrough.

The patch set should not send error messages, if there are errors or incompatibilities write in the comments or open a Github Issue[github.com] or post in the pinned discussion forums.


Options

The newer version of this mod uses Vanilla Expanded Framework Togglable Patches[github.com]. Toggles for the patches can be found in the Vanilla Framework Expanded mod menu, under Toggable Patches.

List of changes

Note this is a list of all historical patches. For a list of active patches check VFE mod menu.

Fixes

  • Workbench's recipe bills, it's possible to craft anything craftable in the crafting spot
  • Tailor Bench's recipe bills to accept anything craftable in a Hand Tailor Bench
  • Cooking Table's recipe bills to accept anything made for Electric Stove


General Changes

  • Dubs Bad Hygiene Irrigation is moved to medieval. Irrigation is a cornerstone of the medieval ages (*)
  • Early Medieval Medicine is cheaper to research and it's moved to neolithic tech (in the end it's just a set of bandages and medical herbs) (*)
  • Early Medieval Prosthetics is cheaper to research, this is still tied to the medieval era.
  • Anvil can be used as smithy. Its finally possible to craft Crowns using medieval tools.
  • Owlchemist's Packed Sand and Dirt support for Flowery soil found in Sarg's Alpha Biomes

Integration and patches


VFE Tribal integrations:

  • Neolithic Storage locked under Furniture.
  • Hay Rack locked under Agriculture
  • Dry Rack locked under Hunting
  • Butcher's Block requires Hunting and Construction (butcher's spot is available after Hunting)
  • Butcher's Table locked under Rustic Furniture
  • Mining Spot locked under Mining
  • Stonecutting Spot locked under Mining and Construction
  • rustic and slab door, log walls and palisades, log and metal gates are locked under Construction
  • hide and cloth tent walls are locked under Hunting
  • log table and chairs are locked under Furniture
  • industrial (vanilla) tables and chairs are locked under Complex Furniture
  • research spot, rustic cooking tables, cleaning bench and workbench are all locked under Culture
  • the Large Fire requires logs, not timber!
  • the Wild Men scenario doesn't provide timber but wood logs
  • cutting wood into lumber requires new tribal research Lumber




(*) Standalone patches. Patches marked don't require Medieval Overhaul. These might be useful for light-medieval or era-like playthrough (eg. using TechBlock or Tech Advancing).


[github.com]
Popular Discussions View All (2)
14
22 Mar @ 12:53pm
PINNED: bug reports
TheCakeIsALie
2
18 Jul @ 11:46pm
PINNED: Feature Requests
TheCakeIsALie
151 Comments
creatura.exe 20 Jul @ 2:35pm 
latest update seems to have gotten rid of some errors, but I still get one more: https://gist.github.com/HugsLibRecordKeeper/e16178532c83ab50be2b94626e01f7b4
RadioAk7iV 19 Jul @ 11:49am 
I'm not completely sure, but somehow my dried meat is no longer used as an ingredient in meals. Is it the mod or something else?
TheCakeIsALie  [author] 19 Jul @ 9:52am 
@creatura.exe pushed a fix a few hours back (it was just a copy paste error)
creatura.exe 17 Jul @ 3:42pm 
ah, immediately getting this error log upon adding it to my mod list:
https://gist.github.com/HugsLibRecordKeeper/ed535e64daa5a0793a6994d5bd76b4de
creatura.exe 17 Jul @ 2:12pm 
OMG! you're my savior, i was just looking for VFE Tribals integrations!
Fabeco 16 Jul @ 5:18am 
Thanks for the update! :3
TheCakeIsALie  [author] 15 Jul @ 10:51pm 
@nchorbajian wooupsie :D thanks
nchorbajian 15 Jul @ 8:43pm 
Thank you for the update I noticed the MOT_MakeOre_jade products is supposed to be <Jade>1</Jade> (the j should be Capital)
Fabeco 26 Jun @ 11:42am 
I'm desperate for an update :(
ComradeCorvus 19 May @ 2:04pm 
Something does seem to be going wrong with this when I use it on 1.5, so I wouldn't necessarily say that.

The game loads up all fine, but it spits a bunch of recursive research errors in the log. I can generate a world and all that, but the second it goes to generate the map I chose, the game crashes. Removing this mod fixes the problem, so its definitely an issue with something this mod is doing.