RimWorld

RimWorld

51 ratings
Neolithic Frankenpatch
   
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Mod, 1.5
File Size
Posted
Updated
2.257 MB
16 Sep, 2024 @ 2:02am
28 May @ 4:28am
7 Change Notes ( view )

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Neolithic Frankenpatch

In 2 collections by cyanobot
Cyanobot Plays 1.5 - Neolithic
47 items
Patches by Cyanobot
12 items
Description
This mod is a big pack of XML patches that aim to integrate a number of neolithic-era mods with each other in a smooth and balanced manner.

Core aims:
  • Integration: where different mods add mechanics that seem like they should interact with each other, make it so
  • Consolidation: where multiple mods add different takes on the same concept, remove one or the other or merge them together to avoid duplicates
  • Balance: where multiple mods add related content (eg. apparel), one should not be outright mechanically better than the other such that there's no reason to ever make/use the less good option
  • Availability: items and mechanics that seem like they should be available at a neolithic tech level should not be gated behind non-neolithic requirements
  • Plausibility: mechanics should not break suspension of disbelief

Patched mods:
For a full list of patches by function, see this discussion page.

Most patches revolve around having Vanilla Factions Expanded - Tribals and/or Primitive Workbenches as a base, but none of the patched mods are required. I don't recommend running this mod with none of the below mods, but theoretically it should work with any subset of the below.

In practice, I have not tested all possible combinations (that's a lot of combinations), so let me know if a combination does not work as expected.

All touched mods (some patches much larger than others):
Popular Discussions View All (1)
0
16 Sep, 2024 @ 3:11am
PINNED: All Patches
cyanobot
36 Comments
cyanobot  [author] 30 Jul @ 8:01am 
@scout
I think it should still work with those 3 in 1.5 but I can't promise. Give it a test on a fresh save before trying to include it in an active save.

You might see some errors adding to an existing save, especially I think if you already have a condiment table. My best guess would be that they won't be serious or game breaking, but again no promises. Make a backup of your save first if you try it.

(I've started work on the 1.6 version, for everyone's reference, but I'm pretty busy over the next week so we'll see how far I get.)
scout 29 Jul @ 10:27pm 
hello,
i am using only : VCE, VFE-tribals, VWE-tribal among on the list.
Is the mod works fine on 1.6?
if not, i will wait for 1.6 update :)

also, Is this mod okay to add on existing save?
cyanobot  [author] 21 Jul @ 1:47am 
@Jadefire
Fully intending to update to 1.6, don't worry. It might be a little while yet though.

I've left this one close to the end of my to-update list to allow some of the dependencies time to update. (And I can see some of the other modders working through their own collections updating).

Once I get to this one on my list (not that far now, but probably still days to weeks) I'll see what I can do regardless of how many of the others have updated.
Jadefire 20 Jul @ 8:21pm 
Is a 1.6 update in the works/even possible?
cyanobot  [author] 30 May @ 12:19pm 
@Stratatales
Hmm I don't think I did that on purpose. I'll have a look and see if it's a mistake I've made somewhere or not my fault, ha.
Stratateles 30 May @ 10:50am 
Oh hey, another small thing I have an issue with. I don't know if your mod is causing it or not but it seems that the regular spear cannot be crafted at a smithy? I can only make it at crafting spots and always with the same "primitive" ingredients, i.e. it's not stuffable. The only production bench that allows me to make a spear out of, let's say, steel is the Ancient Workshop from VFE - Ancients (however, spears on NPC pawns can be made out of anything).

Is this on purpose, an oversight or should I dig into my mods and search for a different culprit?
Stratateles 29 May @ 9:43am 
Oh my god, you're the absolute goat! Thanks a bunch!
cyanobot  [author] 28 May @ 3:48am 
@Stratatales
Done. :)

I've omitted a few of the gems that are in real life too soft or too fragile for tools (amber, etc) but on the whole I've erred on the side of allowing tools. (Also many of my judgements, especially for the rarer stones, were based on a very quick google search so take with a pinch of salt.)

I've not looked at balance at all regarding their stats as tool materials -- I could do this if there's interest.
Stratateles 22 May @ 1:28pm 
Hi there, loving the mod, it's a must-have in my playthroughs!

I do have a (maybe small, maybe big) request - would it be possible to add the "Flinty" category to gems from "Kura's Extra Gems" and to Obsidian from "Elk's Ilk of the Old Gods"? Would love to run around with an amethyst primitive spear!
kongkim 19 Mar @ 11:09am 
:)