RimWorld

RimWorld

[DISCONTINUED, I gave up] Medieval Overhaul Adjustments
74 Comments
Scullex 27 Dec, 2024 @ 9:00pm 
thank you for your work
Serina  [author] 23 Oct, 2022 @ 8:48am 
Sorry for not replying for a year. I just gave up on using MO, sorry, there were just too many annoying bits about it/
Betute 2 Oct, 2022 @ 9:59am 
Could you patch the alcohol yields please? 25 wort to 5 ale is too much of a loss
Konkursipe 7 Sep, 2022 @ 1:07pm 
@Vindicator

Oh jeez thank you dude. I was losing my mind trying to figure out what was the problem.
Akry 3 Sep, 2022 @ 9:56pm 
Getting a lot of XML errors on startup.
Also 3 "could not resolve cross-reference errors."

Here is the log.
https://gist.github.com/bagalas/58dd0ecbc9c6fb2aa3941e8a88f6a5a0

Should I worry or these are harmless?
Vindicator 1 Sep, 2022 @ 2:17pm 
ATTENTION! Quick note to any others experiencing this issue:
For whatever reason, this mod seems to mess up Faction world generation for me such that an entire planet will contain only three or so factions with 1 settlement each. If you are having faction gen troubles on new game start, test by disabling this one to see if it solves your issue. I tested by using Faction Control and turning the minimum population up to 100, then removed this mod to compare.

I have traced it specifically to the mod folder's "Patches/MO_MedievalRoyaltyPatch.xml" file. Deleting this file makes factions generate normally again, so until the mod author fixes it, delete that file and you should be good to go. It does mean you won't get the Royalty empire changes, but at least means things generate properly.
NoctisTheBogWitch 20 Aug, 2022 @ 2:08pm 
Same problem as Metrod and the discussion.
NoctisTheBogWitch 20 Aug, 2022 @ 2:07pm 
This mod literally breaks the shattered empire worldgen.
(◣_◢) 7 Aug, 2022 @ 10:30am 
I have just released an update for Medieval Empire Overhaul which should fix the incompatibility problem of the two mods, so that all settlements should spawn again as usual during map generation.
AmesNFire 7 Jul, 2022 @ 9:21pm 
@Metrod125 and the other two: Can confirm that this mod was causing world generation issues, along with some sort of XML duplicate error with LWM's Deep Storage.
When I removed this mod the XML errors went away and world generation worked properly.
F3F8F1 5 Jul, 2022 @ 10:11am 
@Metrod125 exactly the same issue. strange why it just occurred suddenly in my game :(
Wolfette 4 Jun, 2022 @ 2:31am 
@Metrod125 having the same issue here, removed every mod but what I needed for MEO and this mod and by removing this mod map generation was fixed.
Metrod125 3 Jun, 2022 @ 12:54pm 
For some odd reason, the changes this 'patch' makes to the Shattered Empire faction causes the world map-generation to brake.
Sometimes its a single settlement on the world map, other times its only the empire settlement that when selecting it, says its neutral to you, but has +100 opinion. Other times selecting the empire settlement will just crash the game.

This is avoided by disabling the Shattered Empire faction in the faction list, and the world map generation functions normally.

It still continued as an issue when using Rimedieval (the mod that is mentioned to be Ogam's in the description).

Might only be an issue in my game, but am curious if anyone else had similar issues and such.
Kaz 2 Jun, 2022 @ 10:46am 
FYI the way this mod does patching adds nodes without checking if the node already exists. This causes a decent few red errors, and at least one major bug that I've found so far. On it's own the bug is semi harmless, but in a larger mod pack it will cause a CTD. Will post a discussion thread with further details.
Vesparian 26 May, 2022 @ 1:38pm 
Should technologies like Electricity still be showing up? Electricity has a pre-req of Engineering for me, but the Electricity technology is still present. I am running Rimedieval and Vanilla Extended mods (none that deal with anything like mechanoids or future tech), but that's about it other than QoL mods.
I SHOPLIFT @ WALMART 16 May, 2022 @ 5:42am 
After having installed the mod, I've butchered a wolf corpse, no leather. Is it normal ?
冰与火的蘑菇 27 Mar, 2022 @ 9:43pm 
After having installed the mod, I've butchered a wolf corpse, no leather. Is it normal ?
#6 19 Mar, 2022 @ 11:39am 
Also seeing the issue with the drying rack. Raw meat counts as .05 nutrition and so does Jerky but for whatever reason a full stack of raw meat is only producing about 2-4 jerky.
Vincent J. 8 Mar, 2022 @ 9:15am 
After having installed the mod, I've butchered a wolf corpse, no leather. Is it normal ?
the mean gremlin 6 Mar, 2022 @ 12:02pm 
As mentioned a little below, the drying racks are working incorrectly, and cut your meat to 1/10. The rest of this seems great! minus the red errors.
Paladin 2 Mar, 2022 @ 9:18am 
This mod causes lots of red errors.
Hardwood Panelling 13 Feb, 2022 @ 10:30pm 
any chance to add some compatibility to the VFE cooking/plants modules?
Nahinalau 30 Jan, 2022 @ 3:05am 
Am I crazy or is the drying rack suddenly causing dried meat, (now jerky), to be worth 1/10 of the nutritional value inputted? I read the rack contents and it's converting 100 units of raw meat into 10 units of jerky. But the jerky only has 0.05 nutrition per unit, same as the raw meat. What an awful ratio, is it some sort of mod conflict?
PORCINE DRIED BLOOD MEAL 31 Dec, 2021 @ 1:48am 
Mod Medieval Overhaul Adjustments dependency (DankPyon.Medieval.Overhaul) needs to have <downloadUrl> and/or <steamWorkshopUrl> specified.

Pls fix :(
TheLastBulletBender 30 Dec, 2021 @ 1:53pm 
With the new update for the racks with capacity being the only difference between the 1x2 and 2x2 version, it does not make sense to have 1x1 drying rack for the 2x2 version since it holds more hay and jerky now than the 1x2 one.
𝐖𝐑𝐄𝐓𝐂𝐇𝐄𝐃 24 Dec, 2021 @ 5:55am 
At the cooking table @mummy
Mummy savage 21 Dec, 2021 @ 9:24pm 
how do you get tallow i dont see any option at any of my production benches
𝐖𝐑𝐄𝐓𝐂𝐇𝐄𝐃 21 Dec, 2021 @ 4:02am 
@vertigo yeah i'm getting errors from the same thing.
Vertigo 7 Dec, 2021 @ 12:21pm 
Looks like the changes to the Stewpot in the original mod have caused issues with your patch.
Kaupmir 25 Nov, 2021 @ 12:17am 
@[Khorne] Shits'N'Giggles it shouldn't remove any of the vanilla benches. the medieval ones get replaced with the normal versions after progressing to researches like machining and electricity.
I can confirm atleast in my own playtrough, that the smelters and kitchen tables are still there.
and vanilla does not have a crafting bench.
[Khorne] Shits'N'Giggles 24 Nov, 2021 @ 6:43am 
Also would you be able to make an addition that adds back the vanilla production benches? I would love to use medieval overhaul things while still doing an industrial run but things like the normal crafting bench, smelter, and kitchen table are removed.
[Khorne] Shits'N'Giggles 22 Nov, 2021 @ 9:17am 
Recently noticed there is a linkage error thrown in the log

Mod Medieval Overhaul Adjustments dependency (DankPyon.Medieval.Overhaul) needs to have <downloadUrl> and/or <steamWorkshopUrl> specified.
why are we here? just to suffer? 15 Nov, 2021 @ 11:12pm 
10/10
SILVER 9 Nov, 2021 @ 7:35am 
I found this mod by accident. And it is my imagination for using medieval overhaul. THX!!!
NX 30 Oct, 2021 @ 6:14pm 
Ill try messin with it, not a huge issue. I would however like to request changing the work type of the mine shaft to quarrying. sucks when you have mining work qued and they always go to the mine shaft first.
CrackaJack 26 Oct, 2021 @ 3:07pm 
i mean if u gotta dev reset them, did u try just rebuilding them? since u probably added the mod before it worked again, is it possible you built the 2x1 dryers?
CrackaJack 26 Oct, 2021 @ 3:05pm 
i think that was the update. had that bug too, reset recipe, everything good again.
NX 26 Oct, 2021 @ 10:25am 
Great patch mod. Im having some issues with the meat smoker needing to be dev reset after every batch and the meat dryer producing infinite dried meat. Likely a mod conflict elsewhere, but id be happy to provide logs or lists.
theccccccccccccccccccccccccccccc 18 Oct, 2021 @ 4:54pm 
as lame as it might be i think a patch for vanilla architect expanded that makes the wood from the elven and dark trees work like the different types of wood from that mod would be nice just for some consistency
Serina  [author] 17 Oct, 2021 @ 1:10am 
Should be working now. You'll get some errors about missing permit defs, that's a missing file, will get fixed soon.
CrackaJack 17 Oct, 2021 @ 12:48am 
nooo problem, ty for fixing it man. cheers
Serina  [author] 16 Oct, 2021 @ 2:18pm 
Sorry for the quality controll mishap!
Serina  [author] 16 Oct, 2021 @ 2:05pm 
@Maxter thanks! Fixed the birds file.
Serina  [author] 16 Oct, 2021 @ 2:02pm 
also oh shit oh fuck
Serina  [author] 16 Oct, 2021 @ 2:02pm 
@CrackaJack I was using it, was a stupid design decision form MO author's part to do it not like that, he just really wanted pelts
CrackaJack 16 Oct, 2021 @ 7:35am 
btw theres a mod called simple chains: leather which adds pretty much the same production chain but without removing leather from unsupported modded animals, would something like that be possible? or to automatically give modded animals generic hide, instead of nothing?
Delta1138 16 Oct, 2021 @ 7:21am 
@Vertigo that's on me, I made that patch (copy paste error, you can fix it by opening the patch and making the crow fields match the defs above it). Should be fixed in the next update.
Generic 16 Oct, 2021 @ 6:37am 
it seems that the stew pot size were returned to the original size instead of 1x1? i dont get any error logs
Vertigo 15 Oct, 2021 @ 4:48pm 
Getting an error with one of your patches for sure.

Exception reading MO_BirdsTemperateForestMedievalOverhaulBiomePatch.xml as XML: System.Xml.XmlException: The '<' character, hexadecimal value 0x3C, cannot be included in a name. Line 17, position 15.

<BB_Crow<>