RimWorld
Tribal Essentials Reborn
84 megjegyzés
Annabellee szept. 1., 12:25 
Small thing the earthen mounds are not drag able
Annabellee aug. 17., 9:51 
Thank you for the update.
Dweebus Rex júl. 30., 22:38 
thank you zaljerem for my life
rausmaus júl. 28., 17:09 
Yes! Excited to see this on 1.6 now.
violue júl. 23., 21:18 
\o/ YAY!!
Annabellee júl. 22., 18:41 
Any update on timeframe for 1.6 ? I know you have a lot of mods to update.
VitaKaninen jún. 7., 7:34 
I have an issue where I can not tell my pawns to keep the Tribal Psychoid Tea in their inventory via the drug policy editor. The entry field will only accept a zero.
Annabellee jan. 9., 7:12 
Anyway we can get modded stones support for the rough paving?
Caroline 2024. dec. 5., 2:30 
can someone make a retexture mod for this mod please
mrpietero 2024. júl. 4., 12:57 
I got a bug when i was using Vanila trbial expanded with this mod I coudn't reaserch complex furniture because it requerd researcher spot from vanilla mod and because this mod repalce it I was soft lock(to reaserch it I need to turn of vaniall expannded). Could you fix it pls it.
Zaljerem  [készítő] 2024. máj. 30., 13:24 
Updated: Fix to log walls, should now be paintable and allow wall hanging. Thanks for your patience.
aquaricorn 2024. máj. 30., 11:36 
Is there a way to code the tailoring/crafting spots to also allow for mending and recycling? There are mods that add that feature but it's for like post-tribal tech.
созерцатель 2024. ápr. 6., 9:46 
Thanks for your work. I can't place new vanilla wall torch lamps on log walls.
Aira 2024. márc. 5., 1:21 
hi i wanna say that with this modlist, stone cutting which is neolithic research are locked behind basic workbench which is medieval tech lvl and that kinda ruin a bit of starting run https://rentry.co/fkib3z6h
Frostiken 2023. nov. 13., 11:21 
Hahah I just came back here to comment that I suddenly noticed all the TER stuff was gone and you patched it, you cheeky fucker you :)

I was going to next do EXACTLY WHAT YOU ARE DOING and work on some kind of broad patch for all the other stuff. You've correctly identified most of the 'major' mods that need patches (obviously patching EVERY mod ever is a little unrealistic but you're hitting the big ones that anyone interested in Tribal starts is probably rocking).

Well. That's how I was going to spend my day. Um. Thanks man!
Zaljerem  [készítő] 2023. nov. 13., 11:01 
The last update I pushed recently contained VFE - Tribals compatibility for this mod, its Log Wall should be hidden. When I have a moment, I will try to put a patch into place to address VFE:Architect as you describe. I'm a little busy working on this combined patch mod for VFE - Tribals at the moment: https://steamproxy.net/sharedfiles/filedetails/?id=3080282352
Frostiken 2023. nov. 13., 10:47 
Should the Log Wall be deprecated? An identical wall is provided by Vanilla Furniture: Architect.

I was going to take a swing at making a patch for this for VFactionsE: Tribals and noticed there was a log wall already in their research tree, yet I had a log wall available from the start... turns out there's two log walls.

Since the 'Vanilla' series of mods are a little more broadly supported by the community, could a patch be introduced that upon detecting VFE:Architect it disables this log wall altogether so as to not double up?
Zaljerem  [készítő] 2023. jún. 26., 8:54 
Thanks for the report. I've pushed an update that patches Greatbow to require basic fabrication; can you test and see if that worked? If so I'll address the other research projects.
Niniisan 2023. jún. 26., 6:28 
I don't know if the problem is from this mod but I've got a lot of research locked as in, I can't research them even though they have no pre-requisites. I'm using the Life Lessons mod, but my colonists have the proficiencies required to research, and using Cherry Picker shows I have not disabled those research. They all are in the medieval/tribal era so my tribal colonists SHOULD be able to research them... For example, I can't research the Greatbow; it's locked even though it's a tribal-era research and I have the pre-requisite researched being the Recurve Bow. I'm getting no errors about it, so I'm quite confused.
Zaljerem  [készítő] 2023. jan. 23., 5:51 
Updated: Added baby food recipes to Stone Oven if you run Biotech. Thanks for letting me know.
V 2023. jan. 22., 21:36 
Could you add the bills to make baby food x1 and x4 to the stone oven? Biotech recipe patch needed
pickpickpickpickpickpickpickpick 2022. dec. 21., 16:19 
Thank you so much :) you're a charm
Zaljerem  [készítő] 2022. dec. 21., 7:06 
Sure, I added some screenshots.
pickpickpickpickpickpickpickpick 2022. dec. 20., 20:38 
Could you please add pictures of the items? Or is there somewhere that I can view them. I'd like to see what all the textures look like
TaM_tHe_JaM 2022. nov. 13., 18:01 
OMG THANK YOU SO MUCH!!!
Zaljerem  [készítő] 2022. nov. 13., 17:23 
Updated: Added woven cloaks and hats for children if you run Biotech.
TaM_tHe_JaM 2022. nov. 13., 15:13 
Excuse me, but may I request something? I'd like to know if you can make woven cloaks accessible for children.
Zaljerem  [készítő] 2022. okt. 22., 19:25 
Thanks for the report, I've just pushed a fix.
Colonel.EXE 2022. okt. 22., 18:26 
Oh, here's more:

Source file: F:\Games\SteamLibrary\steamapps\workshop\content\294100\2597790751\1.3\Compat\PrimitiveWorkbenches\Patches\CraftingBasket.xml
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
Colonel.EXE 2022. okt. 22., 18:25 
Getting this error on start when running with this mod and Primitive Workbenches. I don't know modding very well, but I think it's got something to do with Tribal Essentials Reborn looking for the 1.3 version of Primitive Workbenches instead of the 1.4 version.

[Tribal Essentials Reborn - Start of stack trace]
Verse.PatchOperationAdd(xpath="Defs/ThingDef[defName = "VBY_PrimitiveKiln_Rotated"]/comps/li[@Class = "CompProperties_AffectedByFacilities"]/linkableFacilities"): Failed to find a node with the given xpath
Verse.PatchOperationSequence: Error in the operation at position=3
Verse.PatchOperationFindMod(Primitive Workbenches): Error in <match>
Annabellee 2022. szept. 14., 7:42 
I think I missed remembered about the pemmican my bad sorry
Zaljerem  [készítő] 2022. szept. 14., 5:10 
I'm seeing both regular and bulk pemmican and tea recipes on the Stone Oven when I do a tribal start. I know "Tribal essentials" research is required for the tea (and Pemmican research for ... pemmican). Anyone else having problems?
Annabellee 2022. szept. 13., 17:16 
you can't make pemmican at the stone oven.
Zaljerem  [készítő] 2022. szept. 13., 13:13 
I can add a bulk tea recipe pretty easily; what do you mean by "pemmican can"?
Annabellee 2022. szept. 3., 20:42 
was there a plan to add a pemmican can to the stone oven and bulk tribal tea?
Darth Ginny 2022. jún. 15., 12:16 
Thank you for reviving this mod. My favorite game is advancing from tribal. This mod and the medieval mod are essential for that experience <3
Zaljerem  [készítő] 2022. máj. 31., 9:55 
Updated: stuffability should now work correctly on apparel re: armor, heat&cold.
Zaljerem  [készítő] 2022. máj. 31., 7:55 
This is indeed a bug, some missing settings for stuffability. I will push an update soon.
MSJ-06II-C 2022. máj. 31., 7:21 
Just a small question, is it a bug or intended that the tribal armour does not seem to be affected by the materials its made out of? As is, it seems irrelevant (at least in regards to the actual armour, the market value is correctly affected) if I make it out of patchleather or Thrumbo fur
makuna 2022. ápr. 29., 10:23 
After adding this mod, I seem to have a problem with my cooks prioritizing butchering and cooking . I have a butcher spot and the stone oven. I have to keep manually forcing them even though the cook is set at pri 1. It doesn't always happen, sometimes I spot them doing it correctly. The cook doesn't have any other work set above a 3 (originally had cooking at 2)
Annabellee 2022. ápr. 2., 20:14 
Just a FYI Vanilla Factions Expanded - Clan Changes smithing to tribal tech.
Sunny 2022. márc. 27., 13:06 
Yeah, I switched out Fluffy's Research Tree with ResearchPal, and the research shows up normally now, so I think it's a problem with Fluffy's...?
Zaljerem  [készítő] 2022. márc. 26., 8:02 
I use ResearchPal and it seems to be ok ... it might have something to do with the X & Y settings on the research item (which I admit I don't fully understand). When I get a chance I'll pull down Research Tree and see what I can do.
Sunny 2022. márc. 25., 14:30 
1.3*, my bad.
Sunny 2022. márc. 25., 14:29 
Is anyone else unable to find the Tribal Essentials research? I'm using the 1.8 version of Fluffy's Research Tree, along with a no research tribal start, so maybe that's the problem..? I can still search it up in the searchbar, but it wont actually show the research thing.

Research Tree: https://steamproxy.net/sharedfiles/filedetails/?id=2608058938&searchtext=research+tree

No Research: https://steamproxy.net/sharedfiles/filedetails/?id=2007422044&searchtext=no+research
Unex 2022. jan. 17., 14:21 
Wow, insane speed on the update, much appreciated. Unluckily for me, deconstructed the traps so will need to rebuild :D
Zaljerem  [készítő] 2022. jan. 17., 11:08 
Updated: De-cheesing the pit trap - now one-use - much less damaging, slightly less expensive and more work to create than the spike trap.
Zaljerem  [készítő] 2022. jan. 17., 10:12 
Thanks for the feedback. I'll take a look at refactoring the traps; this is an old mod that's been around awhile, they've probably needed an update for some time.
Unex 2022. jan. 17., 10:08 
Good mod, but pitfall traps are highly unbalanced, 2M colony wealth late game raid that lagged my pc for 3mins got destroyed by 3 rows of stone pitfall traps in mere seconds.

What just doesn't make sense to me is why don't these traps need a rearm, cause enemies just ignore 50 prior bodies that fell into the trap and walk into their doom. If you want to keep the AI as it is, the traps need to be single use during the battles (rearm mechanic) otherwise they provide infinite value.

I still think that they would be too cost efficient compared to vanilla single use traps even with rearm, but that would be a step into the right direction (vanilla traps cost 45 (40% more) and deal 10% more damage, require 20% less work compared to pitfall, and are, most importantly, single use).

Right now, the traps are a complete cheese, in my opinion at least.