RimWorld

RimWorld

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Vanilla Outpost Expanded Medieval Overhaul Patch
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Mod, 1.4, 1.5
File Size
Posted
Updated
760.010 KB
19 Feb, 2023 @ 8:39am
29 May, 2024 @ 5:57pm
3 Change Notes ( view )

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Vanilla Outpost Expanded Medieval Overhaul Patch

Description
This mod replaces Vanilla Outpost Expanded with medieval ones made from Medieval Overhaul Assets!

Since 1.5 the Vanilla outpost framework has got its code changed and they removed their layout system so no more medieval farms and stuff. the only thing this mod does right now is add more products to mining/drilling and production outposts till Vanilla Outpost Framework is in more stable version

But since Vanilla Outpost Framework 1.4 is left unchanged, I have also left my 1.4 version of the mod unchanged and it should be still usable with working medieval layouts in your outposts.

Special Thanks to SirLalaPyon for the Preview Artwork and his amazing mod and all the lovely people at Rimworld Discord for all their help with troubleshooting and teaching me how to make this mod!

Version: 1.5.0
64 Comments
whitespacekilla 26 Feb @ 3:44pm 
Most Notably:
This mod destructively overwrites what other mods (like jewelry) may have added to the outposts
whitespacekilla 26 Feb @ 3:40pm 
Similar to other commenters, I realized what this patch does today:
It completely replaces the products of those 3 outposts. This simultaneously makes those 3 too high tech and then too low tech once you've advanced.

There are more dynamic patching operations available and I can't recommend this patch to players in its current state.
Dracon 23 Feb @ 11:19pm 
The mining outpost shows me only the stones and Jade, uranium and components as possible resources. The gems and other stuff is strangely missing for me.

Load Order:
Outposts expanded
VOE: Additional Outposts
This mod
ScarlettDarling 10 Feb @ 11:27am 
Seconding Joe's Suggestion please!
JoeOwnage 6 Feb @ 11:21am 
I realize that this mod is kind of in the middle of a rework based on the description.

I was wondering if you could make the patch apply only while on medieval tech level so it would be friendly to tech traversal?

I'm using world tech level mod to control that.
Dorka 21 Jan @ 5:26pm 
Love the mod, quick question, i can't seem to get rox to be at the ranching outpost? I have over 35 animal skill there, am i missing something? Does it need to be higher?
UltraEmailMan 21 Jan @ 1:35pm 
Disabling the leather production chain in MO's mod settings makes ranches and hunting camps give actual leather again.
Agraza 3 Jan @ 2:19am 
the hides do suck. good mod tho
Perchance ? 3 Nov, 2024 @ 6:47pm 
I second the issue with MO hides showing up as only worth 1 leather when processed. Would be great if there was a temp fix through RIMMSqol even until it could be worked on!
Edmund 9 Jul, 2024 @ 10:38am 
Thanks for this mod!

I've noticed that, in place of leather, my hunting outpost is sending me hides equal to the leather quantity. Each hide is worth 1 fur/leather. Any chance this could be patched to send either finished leather or a proper number of properly-sized hides?