RimWorld

RimWorld

Medieval - Vanilla
229 Comments
SickBoyWi  [author] 19 Dec, 2020 @ 4:40pm 
This mod needs a separate mod to make it compatible with Royalty. Something that makes Royalty medieval compatible.

@TotalAbyss - See the link above. At the top of the description.
TotalAbyss 12 Dec, 2020 @ 2:18pm 
any chance of an update to the current version of 1.2?
high_speedchase 11 Dec, 2020 @ 3:40pm 
Game killed by royalty as well... And I don't get the royalty spacer argument because the tribal pathway is not hi-tech at all. Purely a quasi spiritual power system. Hope this can be fixed at some point.
Hcup 17 Oct, 2020 @ 7:41am 
No, I don't own Royalty. I can start a game normally just no faction exists. Nothing else on the map besides my humble tribal shack. Not asking you to do a fix for now! I'm done with Medieval because it's so fucking boring.
SickBoyWi  [author] 16 Oct, 2020 @ 6:22pm 
@の⁠ヮ⁠の - This mod is not compatible with Royalty.
Hcup 30 Sep, 2020 @ 4:45pm 
Every faction disappeared when I tried this. Even the tribal. The log shows nothing wrong.
SickBoyWi  [author] 28 Sep, 2020 @ 7:34pm 
@ahoellrich10 - See my response to kingbmet. I suspect that's your issue.
SickBoyWi  [author] 28 Sep, 2020 @ 7:33pm 
@kingbmet - That happens when you're using Royalty usually. Royalty is all about spacer tech, and this mod is all about medieval. Either you need a mod to make Royalty DLC medieval, and there are a few out there, else you have to drop this or Royalty.
SickBoyWi  [author] 28 Sep, 2020 @ 7:32pm 
@ric - The issue is that mods create new pawnkinds. Those pawnkinds can be set to have a certain weapon. If that's the case, then it is what it is. I cannot account for what every mod is doing. If a mod makes a medieval or earlier faction and pawns, but adds a gun to one of them, then the game will make it. It turns out that just removing everything from the game at startup doesn't fix that issue, but those items get hardcoded/saved on the pawns; therefore removing them from the game's def database doesn't stop them from showing up on individual pawns. It sucks, but I'm not sure at this point how to do it. Perhaps I can patch the pawn generation, but that could lead to other issues, so I'm hesitant to do it.
TheCastleKeeper 27 Sep, 2020 @ 1:49pm 
Not sure if it is from this mod as I have quite a few loaded, but since @kingbmet mentioned it I also have the problem of the game freezing when I open the world map. But it can take almost a year(in game) for this to occur with no obvious trigger.
kingbmet 18 Sep, 2020 @ 6:23am 
Game freezes when I open the world map. Anyone else having that issue?
ric 15 Sep, 2020 @ 4:32pm 
Actually I should have mentioned - I'm still on 1.1.
ric 15 Sep, 2020 @ 4:27pm 
Hey SickBoy this mod is so good can't play Rimworld without it! Glad you're keeping this project alive. Works for me almost 100% but sometimes rarely I'll get travelers or traders spawning in with combat handguns and shotguns, etc.. I'm using over 100 mods with no red errors or anything but what can I do to help you with this? Is there a way to find out why they would randomly spawn in with things I can't even dev mode in? Maybe it's the faction? It was the medieval kingdom ones from the VFE mod.
DrinkEnemyBlood 13 Aug, 2020 @ 2:22pm 
SickBoyWi, alright thank you for the response.
SickBoyWi  [author] 13 Aug, 2020 @ 5:21am 
@DrinkEnemyBlood - They should play just fine together, since they're both medieval themed (and it should not add anything that is beyond medieval). If you're using 1.1, make sure you get that version. The 1.1 version of this mod (linked above) will be updated for 1.2 shortly.
DrinkEnemyBlood 4 Aug, 2020 @ 4:04pm 
Hello, will this mod conflict with Medieval times mod?
SickBoyWi  [author] 26 Jul, 2020 @ 7:35am 
@YeahJacko - Once removed, you should be able to save (perhaps save under a new name), then reload the game and things should reappear.
Skelli 24 Jul, 2020 @ 6:42am 
I added this mod and then realised it stops some of my armour mods from working so I disabled it but the armour mods still wont work and the research has not reappeared - Will I have to start a new game?
Ethan 24 Jun, 2020 @ 1:01pm 
Note that I had no issues removing this mod from an on going save. Just in case anyone was wondering.
Qanak 14 Mar, 2020 @ 2:15pm 
Ah! Commented on the wrong mod. But yeah, I am using the 1.1 one. Though will double check just to be double sure.
SickBoyWi  [author] 14 Mar, 2020 @ 11:36am 
@Qanak - No one else has said anything. You grabbed the 1.1 version from the link at the top of the description, right? This version is for 1.0, and may cause you issues.
Qanak 14 Mar, 2020 @ 11:30am 
Hey there! Quick question. Have there been reports of this mod significantly slowing the game down? This wasnt a problem for me in 1.0, but with the current one, it seems to be slowing the game down massivly.
Explosive Eggshells 13 Mar, 2020 @ 4:05pm 
Okay cool, I appreciate it!
SickBoyWi  [author] 13 Mar, 2020 @ 2:20am 
@Explosive - I'll have to look at that mod and see how those are set up. It should be easy to make a patch, or just fix what is removing those (since I agree with you that they shouldn't be removed).
Explosive Eggshells 12 Mar, 2020 @ 11:38pm 
This mod seems to remove the crafting bills for explosive pots and quicklime pitch in the "Medieval Times" mod... I can see how that could easily happen due to them technically being explosive, but they are medieval themed. Is there anyway to make an exception to this removal?
SickBoyWi  [author] 3 Mar, 2020 @ 7:50am 
Link fixed. Sorry.
Professor 2 Mar, 2020 @ 7:05pm 
Can't access the link to the 1.1 version. It gives me the generic "Problem accessing item" error.
SickBoyWi  [author] 29 Feb, 2020 @ 12:13pm 
SickBoyWi  [author] 25 Feb, 2020 @ 5:23pm 
Working on it @Jesus
Jesus 25 Feb, 2020 @ 3:39pm 
1.1?
SickBoyWi  [author] 23 Feb, 2020 @ 5:06pm 
Currently it does. I'm working on an update for it though, so for 1.1 that and the existence of plasteel will be settings controllable by the player.
Sillycybin 23 Feb, 2020 @ 7:49am 
Does this disable Uranium from spawning
SickBoyWi  [author] 17 Feb, 2020 @ 5:28pm 
@BUTTERSKY11 - Yeah, I'll definitely be getting all the mods updated to 1.1. I'm actually starting that work today. Some of my mods use other mods that aren't updated yet, so I have to wait for the mod authors to update their mods, or I have to incorporate the parts of their mods that I reference into my own. I prefer working their stuff into my mods so I'm not dependent upon them, but that's a project in and of itself; plus some folks frown upon that.
Uncertainty 17 Feb, 2020 @ 3:03pm 
yea the guy in the discussion said "The biggest issue I experienced was that quest rewards still provide the higher tier rewards, but then this mod removes them after they spawn, so the game then generates a bunch of item stash quests and bandit camps with a 0$ value reward."

I believe you can fix this in the next update of rimworld 1.1 because changelog said it will help you make/change quest.
Uncertainty 17 Feb, 2020 @ 2:59pm 
How do I fix getting quest about getting modern tech as a reward.
SickBoyWi  [author] 14 Feb, 2020 @ 11:49am 
@gnida - Good! Glad you figured it out.
@DarkArtistryNKP - The mod will remove things, assuming the techlevel is set on the items in question, regardless of where they come from. Some things will reference those items in that mod perhaps though, so you could see some errors pop up if you're in dev mode. Most the time they can be ignored, and those items simply wont' show up in game
brown freighter operator 13 Feb, 2020 @ 5:03am 
Nevermind, I figured it out myself
brown freighter operator 12 Feb, 2020 @ 10:49am 
This mod apparently removes CE ammo for muskets from Medieval Times. Is it possible to whitelist that ammo, so that it wouldnt be removed?
DarkArtistryNKP 3 Feb, 2020 @ 12:53pm 
So then any mod that adds factions or items beyond medieval tech would have to be adjusted for on an individual basis?
SickBoyWi  [author] 2 Feb, 2020 @ 5:56pm 
@DarkArtistryNKP - It's both. I can remove much of the items and events with config, but the game saves things in the part of the memory where it generates sets for traders and pawns. That I'm intercepting in code and preventing from popping out in game.
DarkArtistryNKP 31 Jan, 2020 @ 3:59pm 
so wait the process of this is removing various individual content from the game, rather than cuttinng out the industrial tech level and above from the game entirely...?
SickBoyWi  [author] 28 Jan, 2020 @ 6:35pm 
@Kurugane - It's in the faction config XML. You can scan the config files for <techlevel>, and that should turn them up; if you have a file scanning tool like NotePad++ that will scan a directory full of files for you.
Kurugane 27 Jan, 2020 @ 5:27am 
How can you find the tech level of a faction?
My biggest concern now is raiding settlements only to find mortars and turrets waiting for me.
SickBoyWi  [author] 26 Jan, 2020 @ 5:31pm 
@Kurugane - Yeah, different (non-vanilla) factions can do anything really, so it's hard to say how they configured their pawns. Obviously they've done so with weapons. I had to remove non-tribal factions from the game to get pawns to stop showing up with guns and such, since that's how they're configged and it all gets stored and loaded up early, and it's seemingly impossible to dig through all the defs and pull them out after the fact.
Kurugane 21 Jan, 2020 @ 7:39pm 
Still having issues. A group of traders just showed up Fully kitted with fire arms. What compounds things is for some reason Dual wield doesn't register fire arms so folks are waling around with 2 rocket launchers and the like. It's a race/faction I added AFTER the game had already started. Not sure if this effects anything?
SickBoyWi  [author] 14 Jan, 2020 @ 7:42am 
@OttersHoldHands - I'm not sure on that. It should be doing something very similar to any mod that is removing tech from the game, so if one of those is doing that then this one will be redundant. If they aren't, then this could be used to remove all tech from the game post medieval. If any other mod references something newer than medieval tech level, you'll get error messages, but most the time everything will still work.
OttersHoldHands 12 Jan, 2020 @ 7:06pm 
Does this mod work with medieval times mod and Lord of the Rims mod?
Kurugane 11 Jan, 2020 @ 5:10am 
thanks!
SickBoyWi  [author] 11 Jan, 2020 @ 3:43am 
@Kurugane - Typically, those are due to some mod that adds in or messes with those items/factions. You can try placing this mod at the bottom of your mod list, and see if it catches things other mods have mucked with. I've had great success with that.
Kurugane 10 Jan, 2020 @ 4:49am 
I just got raided by a group with both a pump action shotty and an autopistol.
Can you help me troubleshoot?