RimWorld

RimWorld

1,605 ratings
Vanilla Factions Expanded - Tribals
29
5
2
2
7
4
2
2
3
2
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
4.545 MB
11 Nov, 2023 @ 8:47am
10 Jul @ 5:26am
31 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
109 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]
Popular Discussions View All (1)
0
21 Jun @ 6:47am
Advice for Staying Cool?
Rune Iscariot
1,193 Comments
Caladan 3 hours ago 
Animal Handling research seems to be required to be able to chop trees / harvest

Basically makes Wild Men starts impossible unless you unlock with dev mode or add research to scenario starting conditions
RandomHero 6 hours ago 
Eh.. I think I can work around the issue by clicking on the blank idealigion for my pawns after the colony loads, and then loading the existing ones with dev mode. I am guessing this bug is rare because not many people are using this mod with ideology expansion, and also people who modify/setup the other faction ideologies.
RandomHero 10 hours ago 
There is a bug with loading saved ideologies for factions when using the wild men custom start (where your ideology is not in the list).. I suspect it's a null reference exception. When I try to load from a save, it deletes the faction from the list, and from the map. I'll try to create a bug report with the google forms.
Inglix 10 hours ago 
I've submitted a bug report and created a github issue for the errors that slugma was describing. The patch for Vanilla Fishing Expanded doesn't take into account whether Odyssey is installed.
Enrico 13 hours ago 
ideology requirement is :(
DitaDataDita 14 hours ago 
did it always need ideology or did it just change? cause i have been able to play this without ideology for a long time.
Oskar Potocki  [author] 14 hours ago 
Please report bugs using our google forms. The link is in the mod description. It will take you through all the bug reporting steps.
slugma 14 hours ago 
Seems like there is a weird interaction with this mod, Vanilla Fishing Expanded, and Odyssey. With only those 3 active (and their requirements), a couple errors pop up, and clicking on the X to hunt or tame animals in the wildlife tab breaks, and has another error popup.

The two errors on startup:

-Could not find a type named VCE_Fishing.Designator_ZoneAdd_Fishing

-Could not resolve cross-reference to Verse.WorkTypeDef named VCEF_Fishing (wanter=unlocksWorkTypes)

The two errors when clicking on the X in the wildlife tab:

-Exception filling window for RimWorld.MainTabWindow_Wildlife: System.ArgumentNullException: Value cannot be null.

-Mouse position stack is not empty. There were more calls to BeginScrollView than EndScrollView. Fixing.

If any of those 3 plugins is disabled, the problem disappears. I can provide more of the error logs if necessary but it seems pretty reproducible
Snomkip 9 Jul @ 11:41am 
LET'S FUCKING GO I CAN PLAY WILD MEN ON 1.6 MY LIFE IS YOURS OSKAR
Bloker 8 Jul @ 6:49am 
Hey there, is it possible to still get wild pawns to join you after tribal gathering when im in neolithic era already?