RimWorld

RimWorld

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TP Bedouin Faction Expanded
   
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Mod, 1.4, 1.5
File Size
Posted
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2.898 MB
5 Nov, 2023 @ 12:15pm
15 Apr @ 9:00am
4 Change Notes ( view )

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TP Bedouin Faction Expanded

Description
This mod contains bedouin/arabic tribal faction, mostly made for unique names. This faction mod contains player- and non-player factions with inclination toward Islamic (or, more rare, Christian) origin and arabic names.

Russion translation included.

This is an extended version with some additional stuff:
1. Date palm (wild and cultivated, with a patch for RimCuisine2 ) and decorative jasmine bush.
2. Patches that make horses and donkeys milkable and add dromedary wool.
3. Ornamental carpets for Islamic structure (2*3 and 3*4, require CarpetMaking tech).
4. Kufiya and Bedouin helmet.
5. Unique pawn kinds for raiders and traders, with designated clothes and weapons.
6. Patches that add desert robe from ETRT: Tribal Apparel and primitive guns from T's Samurai Faction for this pawn kinds.

Update from 18.11.2023:
1. Hijab with variants, Islamic style for Tribal Apparel.
2. Patch that adds desert head wrap from ETRT: Tribal Apparel to ghazi.
3. Oil lamps made from metal and chemfuel to save sparse wood; new recipe to produce chemfuel from meat (like it is melt from animal fat).
4. If you have Vanilla Expanded Framework, settlements of bedouin factions will spawn only in arid biomes.
5. Fixed a russian translation for starting scenario.

Update from 28.01.2024 (final)
1. Variants for Kufiya, decrease of Bedouin helmet size.
2. Some xenotype diversity for Bedouin factions if Biotech is installed (impids, hussars, genies).
3. I've found several music mods to recommed: Stronghold Crusader - Soundtrack, Pharaoh - Soundtrack, Nebuchadnezzar Music.

Feel free to use anything in this mod in any way.

Here [drive.google.com] are [drive.google.com] some [drive.google.com] AI-generated previews that are rather out of place but too nice to hide :)
11 Comments
Enthused Nudist 21 Jan @ 9:57pm 
Great work Tany,

I love desert cultures as well
Hal Cortese 28 Dec, 2023 @ 5:22pm 
респект, пожалуйста обновляй этот мод по возможности :steamthumbsup:
tanyfilina  [author] 19 Nov, 2023 @ 12:17am 
TurtleShroom, thank you, actually, this code is redundant anyway, I think, MoreVanillaBiomes catch modded plants itself. I'll check again and probably just remove this part. I have a final update almost finished.
TurtleShroom 18 Nov, 2023 @ 4:57pm 
Hey dude, I just noticed that you made a mistake in the code of your Date Plant.

Not every player has the Coastal Dunes Biome ( ZBiome_CoastalDunes ), but you forgot to add your MAYREQUIRE statement.

You need to change it to this: " <ZBiome_CoastalDunes MayRequire="zylle.MoreVanillaBiomes">0.05</ZBiome_CoastalDunes> ".
tanyfilina  [author] 12 Nov, 2023 @ 10:06pm 
I'll try, thank you for the code.
TurtleShroom 12 Nov, 2023 @ 12:48pm 
Do you think that you could add support for the Bedouin Dates to function as Fruit for the Vanilla Factions Expanded Cooking Mod?

To do that, insert this into the Thing Categories: <li MayRequire="VanillaExpanded.VPlantsE">VCE_Fruit</li> .
Zaljerem 6 Nov, 2023 @ 10:32am 
You're welcome, thanks for the mod!
tanyfilina  [author] 5 Nov, 2023 @ 9:57pm 
Zaljerem, thank you, I think I can use it!
Zaljerem 5 Nov, 2023 @ 4:20pm 
<Operation Class="PatchOperationReplace">
<xpath>Defs/PawnKindDef[defName="PawnKind"]/apparelRequired/li[1]</xpath>
<value>
<li>ThingDef</li>
</value>
</Operation>
Zaljerem 5 Nov, 2023 @ 4:16pm 
Specify the li in your xpath: apparel required/li[1]...or li[2] etc. If that isn't clear let me know, I'll try to whip up a better example.