RimWorld

RimWorld

1,732 ratings
Vanilla Factions Expanded - Tribals
30
6
2
2
7
4
2
2
3
2
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
4.546 MB
11 Nov, 2023 @ 8:47am
30 Jul @ 12:23am
34 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
Vanilla Factions Expanded - Tribals

In 1 collection by Oskar Potocki
Vanilla Expanded
110 items
Description
[www.patreon.com]





See change notes.



Venture into the heart of primitive survival with Vanilla Factions Expanded - Tribals. Starting as unsophisticated wild men with nothing but fire at your disposal, face the harsh reality of the wilderness as you strive to form a new tribe. Experience the crucial tribal gatherings that unlock a pathway from basic doctoring to crafting simplistic weapons, all the way to unlocking the essence of culture, ideology, and beyond.

As you painstakingly progress through tech levels, cornerstone points become your vessel to choosing an ethos for your faction, granting notable enhancements to your people’s capabilities. The added challenge of survival makes every technological advancement feel like a monumental achievement.

This mod introduces new weapons, such as stakes and throwspikes, alongside communal structures like large fires and sitting spots, enriching both your early and endgame experience. Your journey from mere survival to ultratech advancements unfolds a narrative filled with trials, unity, and the essence of civilization.

I encourage you to subscribe to Vanilla Factions Expanded - Tribals if you’re looking to redefine your RimWorld experience from a raw, authentic beginning to a satisfying, technologically advanced ending. Your tale of humble beginnings to achieving ultratech glory is there for the taking.











































[forms.gle]

Mods such as Pawns Are Capable will obviously break the fact that Wild Men are incapable of jobs until they research them. Don't bother reporting that.

We are aware that due to some mod conflict, some of you are not receiving a letter to form ideology upon researching Culture. As such, we have added a dev mode option to form Ideology. Use it in that case.



Authors:

Oskar Potocki, an artist and a designer, responsible for the artwork and visual imagery.

Taranchuk, a programmer responsible for the code.

Sarg Bjornson, a programmer responsible for the code.

Xrushha, a programmer responsible for the xml.

Reel, master of screenshots.

Storyteller artwork by Vitalii

Rimworld is owned by Tynan Sylvester.

(CC BY-NC-ND 4.0)[creativecommons.org]



Q: I don't have a research spot or bench in my menu!
A: Please read carefully what this mod does. You don't get the research spot until you have done some tribal research, which is done via rituals.

Q: How do I do research as wild men, then?
A: You perform Tribal gatherings. They are guaranteed to give you some progress to random research projects, prioritising the selected one.

Q: Can I add this mod to an ongoing save?
A: Yes! You can add it to an ongoing save, but you will not be able to access the features of the Wild men starting scenario.

Q: Does this mod work with other research mods, including mods related to advancing to next tech levels?
A: It should. We helped patch a lot of research mods to work with our mod. It’s important to know that you get Cornerstones NOT for performing the tech advancement ritual, but for actually increasing your tech level. This means that you can use any other mods to advance to next tech level, and you will still get cornerstone points.

Q: Can I adjust how many tech projects I need to research to advance to the next tech level?
A: Not in this mod, no. There are other mods out there that add tech advancing that are more adjustable, and they should work just fine with Vanilla Factions Expanded - Tribal.

Q: I started as Wild men. I can build/craft XYZ from the start! Why?
A: We have patched all Vanilla Expanded mods and the base game to lock certain things behind Basic research projects - for example, to construct walls, you need to research construction. However, it is simply not feasible for us to also patch every single mod out there. Either use a mod to hide things from the architect tab, or execute restraint from building things added by other mods. We will NOT be patching other mods to lock their things behind our Basic research projects.

Q: Is this mod compatible with Combat Extended?
A: We do not handle CE patches. Best ask Combat Extended team on their discord/steam page. Do not ask here.

Q: Can I still get cornerstones even if I don’t use Wild Men start?
A: Yes. You get a cornerstone every time you advance to the next tech level. If you start as crashlanded, you start in industrial tech - which means you can get two cornerstones: one for advancing to Spacer, and then one for advancing to Ultratech. Of course I recommend starting as Wild men, as it will allow you to unlock a total of 5 cornerstones.

Q: I started as wild men. I couldn’t set up my ideology. Why?
A: Intended. You only form an Ideology upon researching Culture. After all, a bunch of wild people wouldn’t care about having rituals or moral leaders.

Q: Why do my wild men have spacer backstories? Why are they not all tribals?
A: Because Wild men are not Cave men, really. In RimWorld, wild men are people who abandoned their way of life to become one with nature. Check it yourself: Wild men that spawn can be anything, from tribal herders to ex-space marines.

Q: What if I get raided early on as wild men?
A: We actually added a system that lowers the chance of raids if you’re in Animal research era.

Q: I recognize this chunk! Are you a Rust fan?
A: Absolutely. I've been playing Rust for ages. This chunk is my homage to all the time I wasted on that game.

Q: I skipped the message to form my ideology! What do I do?
A: It should still exist in your history tab, but there is also a dev option to reform ideology!



[discord.gg]
1,271 Comments
Aargh Tenna 2 hours ago 
When I say "quite a while", it could have been more than 2 years.
Aargh Tenna 2 hours ago 
So I started as a lonely wild man. In a jungle. With all the illnesses etc, took me quite a while to progress to neolithic. Shortly before that, still at animal stage, I got a relic quest. Mind you I did not have culture researched and ideology formed. Relic quest was like "we heard about [relic name] important for all [worshipper name]". So clearly, something broke with relic quests if you are stuck at animal stage for too long.

Also, playing on Randy 300%, at some stage I started getting one invasion of wild men after another, and each was about 7 to 9 wild people, while I had 3 wild men in my group. Not quite sure if it was meant to be like that.
maxvmaxvmax 26 Aug @ 1:53am 
is this compatible with vanilla base generation, just double checking
Witski 25 Aug @ 2:42am 
To advance to medieval stage i have to research every thing that's doesn't tell me im in neolithic era? Even if it's not on main tab? Such as vanilla cooking expanded?
Elfini13 20 Aug @ 2:35am 
I completed the first, second, and third research tasks without any problems. Then I accepted the Archonexus task, which took me to a different location on the map and caused me to lose some of my research. Now, after completing the research again, the game won't let me continue. I can't move on to Ultratech because the game says I haven't completed all the research, and I don't know what's missing. I have the Research Tree (Continued) mod and I don't see any missing research.
I wonder if accepting the Archonexus quest caused some kind of glitch in the game.
5 pesos 19 Aug @ 8:39am 
this mod causes an explosion of console messages, not sure why but i can send a copy of it tho
MisterRed 17 Aug @ 11:56am 
Great mod, but is there any chance of adding mod settings? Maybe the ability to increase the chances of wild men joining, or decrease the chances of farm animals. The start of the mod is very rocky, as is likely intended, but i'd like to have a higher chance of wild joiners than sheep, can't even make pens for them at the start lol
Gafrudal 17 Aug @ 11:33am 
great job my friend
Öffentliches Ärgernis 16 Aug @ 5:57am 
I got a request to add a little feature, don't know if this is the right place:
Could it be possible to choose the "Tribal Headdress" as a Leader apparel option if I start as Wild Men? It is locked for Tribal factions, and the faction I startet as through VFE - Tribal doesn't seem Tribal enough.
The Moon Itself 15 Aug @ 11:20am 
I'm having issues making a custom scenario that depends on this mod that starts with no tech like the wild man start. How can I do that without my new scenario directly inheriting from the scenario in this mod?