RimWorld

RimWorld

[1.0] Vanilla Factions Expanded - Medieval
735 Comments
firespark84 30 Aug, 2021 @ 3:23pm 
the plate helmet from vanilla armour expanded gives less of a shooting accuracy penalty than the light plate helmet from this mod which covers none of the face. could this oversight be fixed?
Foreman 30 Dec, 2020 @ 5:08pm 
wait, what is the end goal?
NATTAN 25 Sep, 2020 @ 10:51pm 
May have been reported already, but VGP - Vegetable Garden is not liking the crossreference with this grape.

Is it possible to make it compatible?
bud 21 Apr, 2020 @ 5:48am 
DrakeSteele 22 Mar, 2020 @ 5:42pm 
Thanks @IceMaverick that's exactly what I came looking for.
IceMaverick 15 Mar, 2020 @ 10:04pm 
@Everyone Please check Oskar's Workshop, the 1.1 version has been uploaded as a separate mod file.
perfektmind 15 Mar, 2020 @ 8:14am 
Github activity looks promising!
Kurugane 15 Mar, 2020 @ 7:10am 
I know it's asked quite frequently.
But How goes the update? Not a modder by any means so I doubt any response would give me any insight.
Love your work, makes the games for me. Thanks!
HappyHead 14 Mar, 2020 @ 8:01pm 
Q, How does the space emperor feel about dirty tribal peasants having their own "kingdoms" and claiming to be royals?

Can we curry favor with the Rim-lord like we can with the space emperor? Perhaps for more... eccentric, less useful benefits?
ShadowCreator_ 14 Mar, 2020 @ 11:52am 
I'm definitely excited about this mod. It is the last mod I'm waiting on before playing the new Rimworld update. Can't wait!
SingABrightSong 12 Mar, 2020 @ 6:30pm 
@Lumi MercuryDoll: Point of order: GiddyUp already has integration; knights will in fact spawn riding animals. I'm asking about armour specifically on these animals, but this of course depends on sprites being made for them in addition to the coding concerns.
MercuryDoll 12 Mar, 2020 @ 4:21am 
Can't wait for the update, mostly need it for the storyteller's "disable everything post-medieval" feature.

@SingABrightSong feels like that would just be out-of-scope feature bloat, especially since GiddyUp does exactly what you described with pretty much every animal you want.
SingABrightSong 11 Mar, 2020 @ 5:08pm 
Just saying, I think it would be really nifty if medieval knights could have armoured horses, perhaps by integration with Dylan's Animal Gear. Might be a bit of a can of worms though; I'd expect people would want other animals supported and before you know it we're looking at making gear for the entirety of VANX.
Cegorach 11 Mar, 2020 @ 1:38pm 
@XeoNovaDan will this mod still replace the grapes and wine from Rimcuisine?
Videogameplayer 11 Mar, 2020 @ 12:55pm 
brilliant work with this mod my dude, and for the time put into keeping it updated too
fist bump*
Disruptive жопа с ручкой 11 Mar, 2020 @ 3:02am 
So when should we expect the update?
XeoNovaDan  [author] 11 Mar, 2020 @ 12:42am 
Most of the 1.1 update is done except medieval tournaments and castle ruins which both need to be ported over to the overhauled quest system
Sir Gamealot 11 Mar, 2020 @ 12:40am 
same
Kirbyofdeath 10 Mar, 2020 @ 6:53pm 
hopefully the update comes soon. Really want to do this with the new exp, sounds hella fun
KhanKanin 7 Mar, 2020 @ 10:29pm 
Is there any chance you could add some kind of special sword if this gets an update? I think it'd be pretty cool if there was a medieval version of the monosword or something along those lines.
Kinoniko 7 Mar, 2020 @ 4:06pm 
so, how is the update progress looking? any news you guys could give us? i'm eagerly waiting on this and the the settlers mod, so i can start my new colony.
MapleSierrap 7 Mar, 2020 @ 1:30pm 
This mod is the reason I play Rimworld. There is nothing more beautiful than building a medieval castle with 80 colonists, half of them being soldiers and fighting off sieges and raids.
Stain 7 Mar, 2020 @ 12:01pm 
sweet thanks this is the last piece of the puzzle i need
Kal 7 Mar, 2020 @ 11:04am 
@Akkarin same here lol
Akkarin 5 Mar, 2020 @ 6:34am 
Damnit.. i just found this mod and it looks amazing... i was looking forward to doing a full medieval playthrough...

Turns out the mod isn't updated QQ
tilarium 4 Mar, 2020 @ 7:55am 
Awesome to hear the update!
XeoNovaDan  [author] 3 Mar, 2020 @ 11:36pm 
@Cegorach - Best person to ask for that would be Oskar.

News regarding the update by the way: Latest RW hotfix fixes custom base generation, so progress can resume with this whenever I find the fime!
Cegorach 2 Mar, 2020 @ 7:00pm 
@XeoNovaDan any chance the armor from this mod could get moved over to Vanilla Armor Expanded in the meantime?
tilarium 2 Mar, 2020 @ 6:14pm 
Aw man. I just picked up the game and was really excited to find this mod only to find the update is a ways away.
hartmansgrad 2 Mar, 2020 @ 4:29am 
Any chances of a temporary fix without the Base Generation features? I'm surprised that this is what caused issues in updating given all the new moving parts in 1.1. Regardless, it'll be worth the wait
XeoNovaDan  [author] 2 Mar, 2020 @ 12:25am 
Just a heads-up: there are difficulties getting custom base generation working, so it could be quite some time before an update for this particular mod is released
Dr. Quackers M.D. 1 Mar, 2020 @ 5:21pm 
Cant wait for this its one of only 3 mods I need to pick right up. RIMWORLDS MOD COMMUNITY IS THE BEST EVER!!
hartmansgrad 1 Mar, 2020 @ 9:04am 
Super excited for the 1.1 update...I'll be interested to see if Royalty can be made compatible with medieval requirements
thorman123456789 29 Feb, 2020 @ 4:05pm 
Drug Policy Fix
SkopBrown 29 Feb, 2020 @ 8:06am 
up please!
Boyar 29 Feb, 2020 @ 1:15am 
update please!
BigSweatyHotWing 25 Feb, 2020 @ 11:19pm 
@Furfante I don't think the new DLC is similar to this mod's content in the slightest. I'd take this mod over the DLC any day, so I'd be disappointed if it were affected by it.
Furfante 24 Feb, 2020 @ 8:43pm 
Any planned changes with the new DLC?
Dwang Zhongson 22 Feb, 2020 @ 1:29pm 
@XeoNovaDan

Any new balance decisions in updated version?
jojobe 22 Feb, 2020 @ 8:53am 
@ huntsman If you have magic in your game USE the Magical Things Mod makes thing freeze.

XeoNovaDan  [author] 22 Feb, 2020 @ 8:48am 
Note for 1.1: The 1.1 version of this mod will be uploaded by Oskar Potocki, so this particular release will no longer be maintained, but stay tuned for Oskar's updated release. Work on updating this mod hasn't started yet
Cole3050 21 Feb, 2020 @ 7:47pm 
I really wish this mod added a way to preserve food as a medieval society as sadly having to micro food is the most boring part of this game and this mod forces you to do that..
jojobe 20 Feb, 2020 @ 4:45pm 
anyone use this with bad hygene figured out how to get water hot.
nuwaa 19 Feb, 2020 @ 1:51am 
Why every pawn wear a tuque hat?
MercuryDoll 18 Feb, 2020 @ 2:06pm 
Is it just me or is the storyteller overtuned AF? after both a manhunter and raid back to back that my 5 out of 6 combat capable pawns barely survived, he seriously throws in an elemental assault. an event that can wipe colonies on their own already.
he also doesn't send NEARLY as many trading caravans as you need to survive this bullsheet. instead he loves to throw me ridiculous quests and random animals while my colony is close to starving
"The" SeanMacLeod 18 Feb, 2020 @ 1:40pm 
@Pirate383
Those ideas sound inteesting; maybe broach them to the author of "RimMagic", @Magical Liopleurodon.
Pirate383 18 Feb, 2020 @ 1:00pm 
SUGGESTION: witches and mages maybe ? also maybe mages can have some kind of magic crystal that functions as a long range mineral scanner.
Pirate383 18 Feb, 2020 @ 12:57pm 
SUGGESTION:Make kingdoms have villages and that you can designate a king and make it so that you can create AI villages that belong to you and you can raise army levies from them or something like that and also make a throne that can be assigned to a king also make realistic teritories so a kingdom cant have castles and vilagges on the other side of the world in the middle of enemy teritory.
Jage 17 Feb, 2020 @ 6:17pm 
SUGGESTION: Medieval Long range mineral scanner, that doesnt need electricity. Medieval theme is awesome and battle apparels need alot of steel, but its hard to gather more resources in long game saves.
Noefex 17 Feb, 2020 @ 10:40am 
Well that makes no sense. All factions are supposed to be medieval yet I have factions from this very mod spawning with frag grenades while wearing plated armor and all other soldiers carry swords and bows?

Whats the point of installing a medieval mod that removes all tech and then spawns enemies with it anyways?