RimWorld

RimWorld

Tribal Essentials [b18]
132 Comments
PikaJew 11 Dec, 2024 @ 11:27am 
rip o7
KOTEŁ 30 Nov, 2020 @ 11:43am 
1.2 please
BladeofSharpness 4 Nov, 2018 @ 1:40am 
Ok point taken!

Fluffly's mod manager don't like it, but that's another story...
E-Claire  [author] 3 Nov, 2018 @ 11:16pm 
@BladeofSharpness: The vast majority of mods are cross-compatible between b19 and 1.0. And if you read the comments on "Tribal Reborn," you'll see that a number of users have already reported that it seems to work just fine in 1.0.
BladeofSharpness 3 Nov, 2018 @ 10:54pm 
Sorry to say that ZARS Tribal Reborn is a 0.19 mod, not a 1.0 mod.

So we are still out of a 'tribe essentials' mod!
Rufus 21 Oct, 2018 @ 7:01pm 
danke schone:steamhappy:
E-Claire  [author] 21 Oct, 2018 @ 2:17pm 
There's a link to the b19/1.0 version right at the top of the mod's description.
Rufus 21 Oct, 2018 @ 1:53pm 
need 1.0 please i love this mod for my cannibals
Maverick 12 Sep, 2018 @ 11:18am 
update to A19 pls
Hydromancerx 11 Sep, 2018 @ 11:57am 
*nods* Thanks for all your work on this and your other amazing mods!
E-Claire  [author] 11 Sep, 2018 @ 11:47am 
And just to be clear, I'm happy he's doing it. As I said, I never gave this one the attention it needed. It's nice to know that someone else is. :)
Hydromancerx 11 Sep, 2018 @ 11:40am 
@Rainbeau Flambe - dracoix has been doing a great job in not only converting the mod to build 19 but also improving it by merging other mods. I am very happy he has taken over and its in such good hands.
E-Claire  [author] 11 Sep, 2018 @ 11:35am 
Kiame's already taken it upon himself to update "Faction Control." I wouldn't expect "Tribal Raiders" to be that hard to update, but since I haven't yet looked at *anything* related to B19, I could be completely wrong. ;)
dracoix 🐉 11 Sep, 2018 @ 10:35am 
I got you fam. It seems people picked up my clone of TE as a replacement. Although, the biggest mess that B19 put a hole in are Faction Control and Tribal Raiders which kinda makes TE moot.
E-Claire  [author] 11 Sep, 2018 @ 9:00am 
Hi, all. Apologies for my long absence. While I do plan to get back into modding (albeit more causally than before), I honestly don't see this mod as one that I'm likely to update. There was a lot that really needed to be done to improve it after I updated it to B18, which I never got around to doing, and I'm sure there's even more that would need to be done as part of an update to B19. It'd be a huge chore that I really don't want to commit to. And meaning no disrespect to those who enjoy them, frankly, tribal games have never really been all that interesting to me, anyway.
andrewjonjones 8 Sep, 2018 @ 4:27am 
It's a great mod this I do hope you find the time to update this and your other mods to Beta 19.
dracoix 🐉 5 Sep, 2018 @ 2:29am 
I'm in the process of porting it as a compatible clone: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1503813330 But I would love Rainbeau to do it instead. :(
Hydromancerx 2 Sep, 2018 @ 10:49am 
I hope not! I start all my games as tribal. This is a must have mod!
Dreay 1 Sep, 2018 @ 1:51pm 
Abandoned mod ? :steamsad:
Dreay 29 Aug, 2018 @ 7:34am 
b19 ! b19 !!!
Darth Jimmi 28 Aug, 2018 @ 11:39am 
what the guy below me said.
Hydromancerx 28 Aug, 2018 @ 11:05am 
b19?
Bejjo 5 Aug, 2018 @ 4:43pm 
Potentially dumb Q here, but when i start a game I dont have access to the basic research bench, so how does one research the tribal essentials, tribal warfare, and basic work benches..?
Terran 31 Jul, 2018 @ 4:23am 
This mod is a lot of fun, but Psychoid Tea seems kinda worthless. I guess you can have a bit of it on hand for sick people, but the -20% to consciousness is a serious negative, and compared to the vanilla Psychoid Pekoe...Any chances you'll change things up?
Dayhjawk 29 May, 2018 @ 10:17pm 
Q: Why are Earthen Mounds have a price tag to them? Aren't they made from dirt? Could possible remove the market price attached to them? Or make a verison of this mod where they don't have a market price?
Panda 23 May, 2018 @ 4:16am 
Hey, nice mod, I have little issue here, tribal armor get to outerwear slot, not to armor one, so it can't be equipped with duster or summer cape from Medieval Times oe even with woven cloak from this very mod, but can be equipped with armor vest and Armors from Medieval Times. Can you fix it?
Vyre 15 May, 2018 @ 12:23pm 
does this work with combat extended?
Texas Redhawk 6 May, 2018 @ 3:43am 
This mod causes an XML error with Medieval World due to a change to the hopper. My error log file can be found here: https://pastebin.com/Sg4rG8WX
Agape 30 Apr, 2018 @ 4:37pm 
Sometimes, my game crashes. So i downloaded RCC to check my mod list. According to Rimworld Conflict Checker, Tribal Essentials conflicts with MoreFloors and it is the only conflict i have. Do you think my CTD problem comes from there ?
Comrade Corwin 23 Apr, 2018 @ 11:06am 
I was wondering if you would consider making a patch for Expanded Woodworking, so log walls could be made with logs. That would make them a lot faster to build, since you don't need to make lumber to do it. Also, thematically, it fits. I would also suggest lowering the cost to only two logs, since each log is worth two lumber.
BlakBat 21 Apr, 2018 @ 12:10am 
Does this mod exist as individual mods? I'd only like to add the small smokepit and the work spots.
Arty 15 Apr, 2018 @ 10:00pm 
The fuel consumption per tick in rain for the smokepit is 10x what it's supposed to be, you forgot a 0.

It's currently 0.006, should be 0.0006
Oddworld86 18 Mar, 2018 @ 4:29am 
Hi, is your mod fully compatible with combat extended mod?
Decoherent 16 Mar, 2018 @ 12:45pm 
Does this mod affect the difficulty? I'm playing with Cassandra Extreme and it's been very easy so far, only one event in an hour.
cstoneburner 26 Feb, 2018 @ 1:55pm 
Does this mod affect tribal traders?
mundane_m 17 Feb, 2018 @ 10:04am 
I‘m playing happily all the time. I will report that I made Japanese translation MOD.
XeoNovaDan 13 Feb, 2018 @ 8:25am 
Just a quick comment regarding compatibility: this conflicts with my StoveTech mod. Might be worth mentioning that in the description.
RoYaL_Salus3 9 Feb, 2018 @ 2:08pm 
does this mod have any incompatabilities or "side effects"
GrumpyOldMan 3 Feb, 2018 @ 5:24am 
I used what little brain power i have and just added the research tribal essentials to the starting research.

The only thing i wish was slightly buffed is the length of the shelter heaters. I feel like i have to refuel them too often
thecatcherwry 31 Jan, 2018 @ 2:52pm 
@[H.C] JBonkerz Did you figure out which mod it is that added those rugs? I'm having the same issue over here. Thanks!
GrumpyOldMan 31 Jan, 2018 @ 10:56am 
https://steamhost.cn/steamcommunity_com/profiles/76561198014500655/myworkshopfiles/?appid=294100&browsefilter=mysubscriptions&p=1&numperpage=30

Hi dude i have this mod that let's me start as a faction that starts with no research whatsoever.
It's perfect for a masochist like me but this also means that i have no research spot/table.

Is it possible to make the research spot not have a requirement? I would appreciate it
Omega13 28 Jan, 2018 @ 12:50pm 
JENNEZAE - like most items that can be made out of stone, it will only show you granite as the default unless you have another type of stone blocks on the map.
Teal 18 Jan, 2018 @ 8:07am 
It seems to me the oven can only be made with granite blocks. Is this intentional or am I missing something?
Flesh Forge 11 Jan, 2018 @ 8:27pm 
Still missing some way to prepare/preserve food without fuel (drying, curing with salt or sugar, fermenting (kimchi), etc). I know a simple cooktable recipe can be made but it'd be nice if there was a "drying rack" or something that worked along the same lines as your compost bin from Fertile Fields, i.e. construct it with whatever ingredients (food ingredients + construction stuff e.g.) and wait, and eventually it yields prepared food like ham, candied meats/vegetables, pickled foods etc. Of course stuff like pickling or sugar/salt curing would require new materials and that might be more than you want to invest in this, but simple drying would be a great start. There is just no way around the "ate raw food" unhappy thought without burning fuel, which doesn't really model the real world tribal diet, they didn't all walk around bitching because they had to eat ham or beef jerky.
E-Claire  [author] 10 Jan, 2018 @ 8:35am 
Production at the various tribal crafting spots is already slower than at actual work benches. (I'm pretty sure, anyway, that that's true across the board. I can certainly double-check it as I work on the next update.) Adding some sort of graphic differentiation between them probably isn't a bad idea. I'll add it to my "to do" list.
Saucy Bagel 10 Jan, 2018 @ 7:50am 
I suggest modifying the different crafting spots graphics so they look distinct, such as adding a butcher's knife to the buthering spot and a chisel and mallet to the chipping spot, stuff like that, also maybe make them slower than the dedicated tables, just a couple suggestions.
E-Claire  [author] 10 Jan, 2018 @ 6:31am 
@Bagel: I can definitely take a look at doing that. Shouldn't be a problem.
Saucy Bagel 10 Jan, 2018 @ 3:53am 
Could you rename the Patchwork leather to Stiched leather or something so it doesn't get confused with Crusty Textiles? Great mod either way though.
Rous 8 Jan, 2018 @ 6:36pm 
That sounds like the happiest medium, in regards to cloaks vs where they stand. I love the hats sprites, not so much the cloaks-- Unless forced to make them, i just usually wait until parkas anyway, since the two look pretty similar to me. But in this case i'd be more likely to use them over parkas just to maintain the asthetic. And in regards to the stonecutting change, that's actually the option i was hoping for in the first place, but I didn't know about the whole free blocks bit being the reason why it wasn't like that initially. Thanks though, my tribals will have decorated cave walls here soon! :D
E-Claire  [author] 8 Jan, 2018 @ 2:11pm 
@Rous: What I'll probably do regarding cloaks is add fabric cloaks as an upgrade to the grass ones, with roughly the same insulation as dusters, which seems reasonable given some of the cloaks I've seen/worn over the years. Cloaks still won't be as good as parkas, but will be a viable option well into most games, for those who want to maintain a "tribal" look.

As to stonecutting, I put that tech where I did quite deliberately, as part of what it does is add another work bench, which really seems like something that ought to have "basic work benches" as a prereq. But while that's not likely to change, I could probably be persuaded to remove stone cutting as a prerequisite for smoothing walls. After all, that requirement was only ever put in to prevent tribal players from getting free blocks from smoothed walls, and smoothed walls haven't actually deconstructed to blocks since back in April, anyway....