RimWorld

RimWorld

1,074 ratings
Rimedieval
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Mod, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
47.147 MB
13 Jun, 2021 @ 11:30pm
19 Oct, 2024 @ 6:39am
14 Change Notes ( view )

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Rimedieval

In 2 collections by Ogam
Ogam`s medieval times 1.3
368 items
Ogam`s medieval times 1.4
239 items
Description




What is Rimedieval?
Rimedieval is an ultimately compatible with all DLC replacement for "Medieval - Vanilla" and "Vanilla Factions Expanded - Medieval". A new way to immerse yourself in a true medieval RPG with all your favorite mods.

Mod settings
Disable mechanoids - disabling any mechanoids related features from spawn
Allow pre-industrial era - instead of medieval only it will limit player`s researches to pre-industrial (electricity)

How it works?
Instead of removing technologies and things, mod patches each pawn and faction, hiding technologies higher than the medieval ones. Now every faction have it`s own marker with current tech level in the description. And even more! We've patched all the quest rewards, which Medieval - Vanilla didn't.

- Auto-patching every pawn and faction to be medieval or neolithic via transpilers. Even modded.
- Medieval Royalty DLC and Ideology DLC without technological memes and clutter.
- Medieval biotech with an option to be vampire and rise baby.
- Royalty shuttle and drop-pods retextured as well.
- All quest rewards patched to fit medieval game.
- Players researches limited to medieval. Inplants removed to accept wooden ones.
- Compact machinery and plasteel excluded from spawn as ore. You have to raid and trade for it.
- Mechanoids removed, you can toggle it on or off via mod settings. But to be sure better uncheck them on world gene screen too.
- Ancient danger patched to have medieval loot and enemy, also crypto casket art changed.
- New analog of comm - Signal fire. Contact with your friends and enemy like your grandgrandgrandfathers did.
- CE compatible but CE not patched
- ResearchFowl compatible but dont use grouping by tech levels feature.


Are you a modder?
Are you a modder? Have you created weapon mod or even race and faction mod? Feel free to make medieval patch for your features and become a part of our true medieval experience community!

What should be patched?
- Tech level of your features
- Balanced stats
- Patching your custom pawns to fit medieval

Don`t forget to join our discord server https://discord.gg/RuVcy7Mfdp !




Compatibility:
Compatible with almost any mod and compatible with saved games.
Ideology DLC - compatible
Royalty DLC - compatible
Biotech DLC - now compatible too!
Compatible with Multiplayer
Incompatible with ResearchPal grouping by tech levels feature.
However, given that the mod hides all technology from player and spawning right after medieval tech level, adding high-tech mods makes no sense and will be completely useless.
Any modded race and faction will be automaticaly patched to hide all the advanced technology and prevent it from spawn. So some balance from developer`s side may be required. Any cyborgs or robots will be usless and broken.
Combat Extended compatible but not patched.

NOT COMPATIBLE WITH Medieval - Vanilla.
Safe to add mid-game, not safe to remove.

IMPORTANT
If Vanilla Framework Expanded asks you to add factions from this mod - don`t do this.

Load order:
-Core
-Other mods
-Rimedieval
Medieval Royalty
-Something that changes Biotech
-Rocketman
Always try to place bellow your mod list!

Recommended mods:
Medieval Overhaul
Vanilla Factions Expanded - Medieval
[O21] Forgotten Realms
Rocketman



Join our discord for more info and chat with creators and community!
https://discord.gg/fGejcxbSY5

Credits:
Commissioned by Ogam
Code: C# - Taranchuk, XML - ILuvSilicon, Chisato
Art: Ogam, AOBA, Morgante


You can commission art from me via Discord
[discord.gg]
[boosty.to]
Popular Discussions View All (7)
91
3 Mar @ 10:52am
PINNED: Bug report
Ogam
0
15 Jun, 2021 @ 10:42am
PINNED: Join our discord channel!
Ogam
0
15 Jun, 2021 @ 12:03am
PINNED: Rimedieval patches
Ogam
723 Comments
Big Cheese 16 May @ 1:07pm 
Thanks unc!
Ogam  [author] 14 May @ 3:02am 
@Big Cheese yes in mod settings
Big Cheese 13 May @ 2:17pm 
is there a way I can make it so it will allow early industrial (think U.S civil war) items and below? Where in the mod file does it have the tags that are restricted. I plan to use cherry picker to take out things I don't like cause I'm planning to do a Hunt: Showdown playthrough
Ogam  [author] 16 Apr @ 1:32am 
@Cleave this one can be ignored
Cleave 15 Apr @ 11:58am 
[Rimedieval - Start of stack trace]
Verse.PatchOperationReplace(xpath="/Defs/QuestScriptDef/*//li/value[text()="Mechanoids"]"): Failed to find a node with the given xpath
Verse.PatchOperationSequence: Error in the operation at position=3
Verse.PatchOperationFindMod(Royalty): Error in <match>
[End of stack trace]
The top operation is the one that failed, the ones below it are the parents
Source file: D:\Steam\steamapps\workshop\content\294100\2516523040\1.5\Patches\RemoveMechClustersFromQuests.xml
Is there any way to remove the research tech-level restriction for the player?
Ogam  [author] 3 Apr @ 3:39am 
@「カ//𝚜𝚢𝚗𝚊𝚙𝚝𝚒𝚌」 im too lazy for this sry
Why do the options included in-game not match the ones presented by your screenshots? Please fix.
GA-YUKI 11 Feb @ 8:00am 
Removed Mechanoids by default, which caused golems in Medieval Overhaul to not spawn.
Maedry 7 Feb @ 3:30pm 
Hello, I just want to write that the mod is not compatible with Medieval Overhaul: House Roxmont 1.5