RimWorld

RimWorld

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Vanilla Factions Expanded - Tribals
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Mod, 1.4, 1.5, 1.6
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4.546 MB
11 Nov, 2023 @ 8:47am
30 Jul @ 12:23am
34 Change Notes ( view )
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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]
1,230 Comments
Sarg Bjornson  [author] 2 hours ago 
It sounds like a mod conflict, though. Generally we can't do much about those, as we can't even replicate the bug to begin with. You need to discover which mod causes that
alijons 9 hours ago 
Ah, well. I made that bug report. If I pick fluid ideology from the pop-up, the social tab seems to restore itself. If I pick "classic" then nothing happens whatsoever. Doesn't let me make ideology. If at this point I save and reload, game assigns me a random ideology.
Sarg Bjornson  [author] 13 hours ago 
Not a known issue
alijons 15 hours ago 
Researching Culture completely nukes the Social tab, makes it completely empty and unresponsive. I already submitted bug report, but maybe this is some well known issue with easy fix? It kind of makes the entire mod unplayable if one of the main features doesn't even work :(
Stupid Jerk 3 Aug @ 4:41pm 
Is there an indicator somewhere of which tech era each research project corresponds to? And if I have a bunch of extra research projects from Vanilla Expanded mods, do I need to research each of those as well to advance to the next tech level?
Tin 2 Aug @ 3:42pm 
disregard ~ I found the research spot ^^.
Tin 2 Aug @ 3:31pm 
Heya, I am advanced to the neolithic area via research, now i have two parts in my resarch screen at the top the passive coller and at the bottom the sealing platform. But now I am doing the tribal ritual as in the previous area, it says I am getting points but I am not seeting any progress whatsoever in the research screen. I have researched everything from basic including culture.
Solpel 2 Aug @ 2:01am 
bit of a weird one, not throwing any errors, but for the longest time with 1.6 and odyssey I was getting a massive spike in lag/stuttering(down to like 2 fps) whenever I selected a gathering spot item until I clicked off the item or unchecked the gathering spot option for it. This was with a regular crashlanded start. Tonight I finally researched all of the industrial tech's and did the advance to spacer tech level and now the lag is completely gone for the gathering spots. Which makes me now believe it was some sort of issue caused by either the huge amount of techs added by the vanilla series and other mods, or some other weird interaction specifically to do with the advancement stuff from in Tribals, which also explains why turning off a gathering spot fixed it, since that removed the advancement gizmo as well.
Aargh Tenna 29 Jul @ 5:23pm 
What is the reason behind Tribal gathering insisting on using campfire only, and not e.g. darklight fire pit? I was hoping to use night-vision darklight tribal primitives and could not without penalties.
RandomHero 27 Jul @ 2:51pm 
I was able to tend from the start in my game. Assuming it's by design, but don't know for sure. I think medicine just allows planting healroot.