RimWorld

RimWorld

Uncompromising Tribal Faction
191 Comments
Solei 11 Jul @ 7:43am 
Also curious about 1.6 compatibility! Great mod!
MajorityOfTheInternet 4 Jul @ 12:08am 
Can this work in 1.6 without needing an update?
Sudo Modding 21 Jun @ 12:52pm 
Note that you can remove the rimpy warning by removing this from \db\db.json

"2454918552": [
"Vanilla Weapons Expanded - Tribal", "https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=2454918552"
],
"2521176396": [
"Vanilla Apparel Expanded — Accessories",
"https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=2521176396"
],

Which made me realize, rimpy isn't updated since years, rimsort it is then for the next playthrough
Sudo Modding 21 Jun @ 10:07am 
(Still playing with Rimworld 1.4 and CE 1.4)
Rimpy thinks it needs VAE and VWE as dependencies
There's also an error on launch on the 1.4/Patches/VAE_Accessories.xml and 1.4/Patches/VWE_Tribal.xml files
Removing them solves the problem, and the mod works flawlessly without them
Evono 19 May @ 12:14pm 
@gender Bender dont use rimpy , use rimsort.
Gender Bender 14 May @ 11:58am 
Don't if this issue is from your end but rimpy is throwing error message saying missing dependencies for VWE - Tribal
Kimo' 3 Mar @ 5:30pm 
@Fuko That's indeed a fun way to do it, will definitely try it, thanks! :happyio:
Fuko  [author] 3 Mar @ 3:02pm 
@Kimo Yeah, I think he should have just implemented it as a mod option rather than tie it to storyteller. Might be better as a suggestion on his mod rather than here, as it's really an issue of his rather than mine ;p

But I'll give you a fun way to trick psycasters to spawn regardless of storyteller:
In the StorytellerDef of your preferred storyteller, change the defName to <defName>VPE_Basilicus</defName>.

Yep, the code in VPE simply checks if the defName is VPE_Basilicus to decide whether or not to add psycasters ;p

So all you have to do is rename the defName of any storyteller you want to use to VPE_Basilicus and it will spawn psycasters :MHRISE_Felyne:
Kimo' 3 Mar @ 1:26pm 
Tbh, I think locking game mechanics behind storyteller is kinda lame. You end up stuck if you want both basilicus psycaster and Han Hordemode waves raids, for exemple. Unlocking psycast raids allow to still enjoy your prefered storyteller
Fuko  [author] 3 Mar @ 1:22pm 
@Kimo Hmm, doesn't the Basilicus storyteller from VPE already add psycasters to raids? What would you like to happen beyond what Basilicus achieves?
Kimo' 3 Mar @ 8:50am 
Hey, very nice mod! I was wondering, for the sake of diversity in units, you would be willing to consider adding psycasters raid to impids and neandertals factions if VPE is loaded? Impids would make a wonderful use of the conflagrator tree, and neanderthals could potentially use the warlord tree. I attempted to try to add these myself on top of your mod, but I'm not good enough to make it work without one overwriting the other ^^' Anyway, thank you for your work!
Sandy 8 Feb @ 2:35am 
Sorry, the raids are spawning, but at a different raid points.
In one game, with 100, 200 and 300 raid points, it didnt work, but 400 raid points spawned the raid.
In another game, just 100 raid points spawned the raid.
Sandy 8 Feb @ 12:50am 
Latest game version, with Royalty and Biotech.
New game and even in Dev quick start, the issue is there.
i made another mod list without CE and the issue is still there.
I'll check with only this mod and reply back.

Also, savage tribe is permanently hostile, so not friends with them.
Fuko  [author] 7 Feb @ 11:53pm 
@Sandy Seems to spawn fine after doing some tests on my end.
1) What game version and DLCs are you running.
2) Are you able to reproduce the problem in a new game with the mods you are using?
3) Are you able to reproduce the problem with no mods other than this one?
4) If the problem doesnt exist in 3, You'll have to narrow down through process of elimination to find the conflicting mod.

Also could you perhaps have befriended the savage tribe? They won't attack you if you have positive relations with them.
Sandy 7 Feb @ 10:05pm 
Hi, thanks for the mod.
I have one problem, where with this mod, savage tribal raids are not happening. I cant even spawn them in dev mode.
Once i remove this mod, i can spawn the savage raids.
Is this happened before or any known mod conflict?
There is no error, so no logs.
Fuko  [author] 31 Dec, 2024 @ 2:46pm 
@Dizzy Oh you're right. Their work amount wasn't set because they weren't meant to be craftable in the past. Fixed now.
Dizzy Ioeuy 30 Dec, 2024 @ 4:11pm 
Mod author also forgot to mention he added flamebows to your recipes- but got the work amount wrong at instant. Maybe a fix is needed.
lobotomized larry 27 Dec, 2024 @ 10:39pm 
you've ooga'ed your last booga.
Dizzy Ioeuy 27 Dec, 2024 @ 10:21pm 
Nice mod, but the graphics for flamebow and great flame bow are just really bad.... 64x64? really? Will have to change these for my own use. And having them with a flaming arrow in them when not in use doesn't look great either.
Fuko  [author] 21 Dec, 2024 @ 5:51pm 
@fyodord The molotov is merged with the CE's molotov changes, since this is simply using the molotov from vanilla, not modifying it.The smoke bomb is a new item that's independent than the one from CE, with simple crafting ingredients one can make in neolithic tech.
fyodord 18 Dec, 2024 @ 2:43pm 
With CE, would the smoke grenade and Molotov be merged with existing one in that mod? Or is it considered different because this one is technologically tribal?
Fuko  [author] 2 Dec, 2024 @ 6:32pm 
@Truepiggy :lunar2019madpig:
Truepiggy 1 Dec, 2024 @ 9:38pm 
Been enjoying the the craftable great flamebows thoroughly. My Pyromaniac is gleefully sniping fools, lighting then on fire. The blaze that follows shortly afterward is also great for dealing with corpses that may be too far for my haulers to deal with in a timely matter.
Fuko  [author] 30 Nov, 2024 @ 6:57pm 
@thegelbox LTS works since they designed it to be compatible with modded weapons. I haven't used Yayo Combat before so I'm not sure about Yayo. You can always do a quick test yourself: Activate dev mode, start a new game with both mods active, and spawn in some weapons, ammo, and enemies and see if it works.
thegelbox 29 Nov, 2024 @ 9:58pm 
@Fuko what about for ammo? Is it compatible with the ammo in LTS or in Yayo?
Thank you so much for responding btw!
Fuko  [author] 29 Nov, 2024 @ 8:37pm 
@thegelbox Yes, both smoke bombs and fire arrows are vanilla mechanics that should not have conflict issues.
thegelbox 29 Nov, 2024 @ 4:11pm 
Does it work with yayos combat or combat reloaded?
VelxraTV 29 Nov, 2024 @ 2:49pm 
best tribal mod. makes them the rock headed warriors they deserve to be.
LouIdZarcs 13 Nov, 2024 @ 9:15pm 
THANKS ! YOU ARE THE BEST :steamhappy:
Fuko  [author] 13 Nov, 2024 @ 6:08pm 
@LouldZarcs and Truepiggy
Okay, I made them craftable at the crafting spot. I didn't think players would really have a purpose for them since it's easy to set your own map on fire, plus the vanilla flamebows in biotech were also uncraftable, but who am I to stand against what the people want :P
Truepiggy 12 Nov, 2024 @ 7:28pm 
Got a pyromaniac with decent shooting skills so decided to give them one of these bows, because why not, but imagine my chagrin when I discovered they weren't craftable. No Masterwork Great Flamebow for me I suppose. (Making it so they can only be crafted in the crafting spot would alleviate the bloat issue you're concerned about. Most colonies don't use that spot after all.)
LouIdZarcs 9 Oct, 2024 @ 11:49pm 
Why i can't craft these flamebows , it's unfair:steamsad:
Fuko  [author] 17 Aug, 2024 @ 11:55pm 
@Transer Yes, there's nothing there that overlaps with this mod.
Transer55619 17 Aug, 2024 @ 11:44pm 
Is Medieval Overhaul compatible?
in the time of chimpanzees 7 Aug, 2024 @ 9:42pm 
made it even more gratifying to grease them with napalm, gud mod :steamthumbsup:
Goomba 7 Aug, 2024 @ 7:24am 
@FuuChan You're welcome and thank you :) all your mods are amazing!
turkler 6 Aug, 2024 @ 4:07pm 
thank you for the update!
Fuko  [author] 6 Aug, 2024 @ 2:21pm 
@Goomba That's actually a pretty good idea. Done!
Goomba 6 Aug, 2024 @ 1:17am 
Awesome mod! Gonna try this together with your fire mod and look forward to getting my colony torched xD
1 Thing I would like to ask tho, is it be possible to change it so that if "Vanilla Weapons Expanded - Tribal" is also installed it uses the Fire Bombs again instead of the Molotov Cocktails? Or maybe some mod options to toggle? I personally don't think the MCs fit a tribal playthrough visually and namewise as well as the FBs.
👁 16 Jun, 2024 @ 1:31pm 
Thank you FuuChan for making Tribals a viable threat.

I used to see a tribal raid and think "Ho ho ho, free prison labor"

Now I see a tribal raid and think "Oh no, they're going to burn my fields!"
meyermagic 22 Apr, 2024 @ 10:01pm 
@FuuChan, consider contributing to RimSort. RimPy still has a better UI IMO but especially recently I've found better sorting with RimSort - switching fixed a conflict between Pawn Editor and Geological Landforms (presumably involving some other mods too).
Fuko  [author] 21 Apr, 2024 @ 2:15pm 
@Beltane Kasa Hmm, thanks. I need to figure out how to get their database updated. You can just ignore that requirement for now.
Kasa 21 Apr, 2024 @ 10:13am 
Heads up rimpy is saying this mod requires Vanilla Apparel Expanded and Vanilla Weapons Expanded - Tribal as dependency for this mod to function properly.
Schoppeng 21 Apr, 2024 @ 3:58am 
Hello FuChan,

i love your mod idea and i'm excited to play with it!
Fuko  [author] 20 Apr, 2024 @ 4:10pm 
@rako and Dumbuk The blood animations mod is outtt!!!
Dümbük Enişte 20 Apr, 2024 @ 10:55am 
I was also curious about the blood mod, nice to hear it is coming out soon. No doubt it is gonna be another banger
Gerewoatle 20 Apr, 2024 @ 12:11am 
@Beltane: Probably the RimPy database not being up to date.
Beltane 19 Apr, 2024 @ 10:57pm 
Just a small thing really, but RimPy still marks this mod as being dependent on the Expanded mods, both Tribal and Accesories.
Fuko  [author] 16 Apr, 2024 @ 9:16pm 
@Pog The blood mod? Yeah it should work with CAI 5000. I don't think any of my mods should have any problem with CAI.
Pogrzebacz 16 Apr, 2024 @ 7:06am 
I wonder if that would work with CAI 5000 mod