RimWorld

RimWorld

424 ratings
T's Seal the Spirits - Tribal Anomaly
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Mod, 1.5
File Size
Posted
Updated
613.168 KB
20 Apr @ 5:41pm
1 May @ 5:38am
4 Change Notes ( view )
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T's Seal the Spirits - Tribal Anomaly

Description
Seal the dark spirits!
This mod is a low tech Anomaly mod. Good for tribal or medieval starts as it does not need electricity. Currently there are a few basic techs that should help with containing dark entities.

*5/1/2024*
Decided to remove anomaly requirement to unlock tech. It's confusing when adding this mod mid save. You'll just have to forgive the immersion breaking of knowing what entities and bioferrite are before finding them.

*4/23/2024*
Added cauldron and did a simple set of balance to some items.

This mod adds
Sealing Platform: Low tech containment platform. Does not disturb nature so it can be built outside near nature shrines.

Inhibiting Incense: This calms the entities and increases containment. Does not disturb nature so it can be built outside near nature shrines. Requires Smoke and Psychoid leaves.

Sealing Door: Sturdy door that is very slow to open.

Rendering Cauldron: Can create bioferrite with twisted meat and steel.

Future Plans/Ideas
Bioferrite stuff, simple tools, maybe weaving
Bioferrite harvester non electric, slow
Recipes for cauldron, maybe use parts/corpses to make weird soups/tonics
Better sealing options
Better integration with discovering tech like base Anomaly

Compatible with
Simple FX: Smoke

Check out my other mod
T's Samurai Faction

Enjoy
Popular Discussions View All (1)
1
23 Apr @ 9:39am
Suggestions
lol
88 Comments
Scorpio 5 Aug @ 7:42am 
+1 on a bulky version of cauldron recipe
m11kire 4 Aug @ 12:02pm 
i'd love for the cauldron to have a bulk recipe
shimizu01 2 Aug @ 6:59am 
oh thank you very much for this mod ! !
I like tribal parties, and I was extremely frustrated when I saw that it was almost impossible to play the latest dlc with this style of game
Ideally I would like the entirety of what requires electricity to be replaced by new items or rituals
I'm trying it now! :D
JoeOwnage 26 Jul @ 11:33am 
This would be cool to make a medieval dungeon containment facility if you added some dungeon style stuff like containment doors that are iron bars, things like shackles to bind them against a wall, maybe stocks/pillory to immobilize them
Pengus 8 Jun @ 7:52pm 
finally can play medieval with anomaly on lets fucking GO
Dietrich 11 May @ 9:09pm 
I'm honestly just wanting the cauldron or something else to function like a Serum lab.
Survivor Samuel 11 May @ 3:26pm 
i have a few ideas for alot of stuff i think is needed like medieval biofirite tools, gear and weapons, medieval fantasy devices to contain, supress, harvest biofirite, do surgery, make magic fuled meccanoids that are made from wood and iron, i think a huge medieval/tribal overhaul is needed now that alot of mods are dead now plus the new dlc makes it harder to do
Raggsockan 11 May @ 7:04am 
This mod is causing some light conflicts when combined with research trees mods and tech progression. The research in this mod is set to a tech level while the "normal" anomaly research is set to basic.
For example with VFE Tribal you cant progress because you havent researched everything and with a tech tree mod you cant see the research either.
Dietrich 9 May @ 3:48pm 
I'm looking forwards to the future stuff, and seeing if you'll make any interesting Psychic Rituals too. Not many are doing anything with the rituals it seems.
Morcalvin 9 May @ 7:22am 
Which research do I need for these to be buildable?