RimWorld

RimWorld

Medieval Overhaul Tweaks
182 Comments
ARTEMIDA 24 Apr @ 5:47am 
@Amroth to remove matches: Medieval Overlap Remover https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3455187565
Azraile 29 Mar @ 12:48am 
don't supose you can you can patch it so the texture replacements in MO and the like are optional for tech advancing modpacks. Getting to the industry and unlocking factions that should have drop pods, still sending ballons, is a little weird.
Amroth 20 Mar @ 11:39am 
I just noticed that "Progression: Aesthetics" removes a couple overlaps between VFE: Medieval 2 and Medieval Overhaul, like walls.

The author seems to mainly do overlap patches, so he might consider doing it if someone were to ask?
TheCakeIsALie  [author] 20 Mar @ 11:30am 
Thank @Amroth, I was about to write the same :)

Removing all duplicates is a lot of work, I'm playing right now with VFE:M2, there are a few inconsistencies (like being able to build beds and leather beds with a single research) I'd like to patch. I'll see if I have time/will to do it :D
Amroth 20 Mar @ 7:35am 
@Elmano Medieval 2 is not recommended to be used with Medieval Overhaul because of the major overlap between them.

If someone made a mod to remove the duplicate stuff from VFE: Medieval 2, then it might be worth it
Elmano 15 Mar @ 6:35pm 
with VFE: medieval 2 out, will you do a patch for medieval overhaul?
TheCakeIsALie  [author] 25 Feb @ 5:13am 
@Monique_L33T thanks for the report. Just pushed an update with settings toggles
Monique_L33T 19 Feb @ 8:59am 
Hey, do you think it would be possible to make the adaptive primitive storage patch also an optional toggle? Things go very haywire when used alongisde ferny's Progression Storage. Doesn't throw any errors on game load,. but as soon as you scroll to any related storage items in filter/research window/info card, UI goes crazy and spams hundreds of "Exception filling window" errors
TheCakeIsALie  [author] 16 Feb @ 7:45am 
@forthespirit thanks, fixed and updated
forthespirit 15 Feb @ 6:12pm 
Hello! I found that the RoxPatch has wrong XmlExtensions <key>:

file name:
MedievalOverhaul_RoxPatches.xml

line 11:
<key>mot-workbench-recipes</key>

<key>mot-milkable-rox</key>
TheCakeIsALie  [author] 26 Jan @ 1:34am 
@ChoppyPanda4559 I was able to craft a small amount of planks at the crafting bench, the recipe is unlocked upon timber research. It's slow but it works with the help of primitive furniture added by MO
ChoppyPanda4559 25 Jan @ 6:35pm 
also quick question when i researched lumber, i couldn’t find the wood planks
TheCakeIsALie  [author] 24 Jan @ 3:30pm 
@ChoppyPanda4559 there no content in the mod but it still adds some recipes to workbenches, this might create issues. You can try https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3261311100 (need to load a save and then go in the mod's option to make it work) if there are issues. Be sure to have different saves with and without the mod.
ChoppyPanda4559 23 Jan @ 11:38pm 
can i remove this mod from my existing save?
Prophet Of Merci 23 Jan @ 12:10pm 
Alrighty
TheCakeIsALie  [author] 23 Jan @ 10:19am 
@Prophet Of Merci as far as I know the other mod overlaps a bit in functionality. You can toggle most of my patches so, if you want to use both you'll have to look at the options
Prophet Of Merci 22 Jan @ 9:20pm 
@TheCakeIsALie

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3015529451&searchtext=medieval

Is this mod here incompatible with yours by any chance? I was going to start up another medieval playthrough, but I need to update everything first.

Just wanted to check ahead of time just in case.
burrex 14 Jan @ 5:40pm 
Thank you very much for the reply, really appreciate it. Managed to get it.
TheCakeIsALie  [author] 13 Jan @ 12:08pm 
new update fixing a bunch of red errors (these should be harmless but annoying)
TheCakeIsALie  [author] 13 Jan @ 11:36am 
@chainlinc3 mmm that should have been fixed eons ago ... maybe ... let me check :D
chainlinc3 12 Jan @ 6:59pm 
Pretty sure this tracks back to this mod:
"(1x) XML error: <tag>mot-integration-vfetribal</tag> doesn't correspond to any field in type OptionalPatch. Context: <li Class="XmlExtensions.OptionalPatch"><modId>zenlor."
https://gist.github.com/HugsLibRecordKeeper/a66b9591876df108a9eabf138d986e64
TheCakeIsALie  [author] 12 Jan @ 12:19am 
@burrex that's from Medieval Overhaul, you'll need to process hay

@bretticus Probably some research projects are being changed by Progression:Core
bretticus 6 Jan @ 1:33am 
I believe this may be incompatible with Progression: Core
burrex 3 Jan @ 7:20pm 
how do you get straw?
Scarlet Sade 9 Oct, 2024 @ 4:51am 
Thank you. No more error. You rock.
TheCakeIsALie  [author] 7 Oct, 2024 @ 6:35am 
Thanks @Scarlet Sade , just pushed a fixed version (same ol' typo)
Scarlet Sade 6 Oct, 2024 @ 7:18pm 
I'm getting an error when I run this with VFE Classical : https://gist.github.com/HugsLibRecordKeeper/f70faac244258257b1497451db96a3c4
Zaphiel 11 Aug, 2024 @ 3:57am 
Thank you. :Gifting:
TheCakeIsALie  [author] 11 Aug, 2024 @ 12:48am 
@Zaphiel you can try. If you do be sure to disable overlapping patches in one of the other mod
Zaphiel 10 Aug, 2024 @ 1:32pm 
Hello, can we use this along with the "Medieval Overhaul Patches" mod?
Flamangos 30 Jul, 2024 @ 3:54am 
second on the meat not being an ingredient. Its the reason i use this mod!
creatura.exe 20 Jul, 2024 @ 2:35pm 
latest update seems to have gotten rid of some errors, but I still get one more: https://gist.github.com/HugsLibRecordKeeper/e16178532c83ab50be2b94626e01f7b4
RadioAk7iV 19 Jul, 2024 @ 11:49am 
I'm not completely sure, but somehow my dried meat is no longer used as an ingredient in meals. Is it the mod or something else?
TheCakeIsALie  [author] 19 Jul, 2024 @ 9:52am 
@creatura.exe pushed a fix a few hours back (it was just a copy paste error)
creatura.exe 17 Jul, 2024 @ 3:42pm 
ah, immediately getting this error log upon adding it to my mod list:
https://gist.github.com/HugsLibRecordKeeper/ed535e64daa5a0793a6994d5bd76b4de
creatura.exe 17 Jul, 2024 @ 2:12pm 
OMG! you're my savior, i was just looking for VFE Tribals integrations!
Fabeco 16 Jul, 2024 @ 5:18am 
Thanks for the update! :3
TheCakeIsALie  [author] 15 Jul, 2024 @ 10:51pm 
@nchorbajian wooupsie :D thanks
nchorbajian 15 Jul, 2024 @ 8:43pm 
Thank you for the update I noticed the MOT_MakeOre_jade products is supposed to be <Jade>1</Jade> (the j should be Capital)
Fabeco 26 Jun, 2024 @ 11:42am 
I'm desperate for an update :(
ComradeCorvus 19 May, 2024 @ 2:04pm 
Something does seem to be going wrong with this when I use it on 1.5, so I wouldn't necessarily say that.

The game loads up all fine, but it spits a bunch of recursive research errors in the log. I can generate a world and all that, but the second it goes to generate the map I chose, the game crashes. Removing this mod fixes the problem, so its definitely an issue with something this mod is doing.
TheCakeIsALie  [author] 6 May, 2024 @ 11:31pm 
I’ll be updating this as soon as I can, it should work for 1.5 disregarding the incompatibility warning
Vakaria 5 May, 2024 @ 10:22am 
This mod is SO useful! Thank you!! Will you be updating to 1.5, please?
Cinna 12 Apr, 2024 @ 8:26am 
How to complete research in VFE-T if the research spot is locked at the end of the VFE-T research tree under Culture ?
MercuryRiver 11 Mar, 2024 @ 10:48pm 
Could you consider adding wheelchair patch? I was bummed its so far down in research when it should totally be possible with wood and wheels. Tried and failed fixing it myself ha
Sublime 23 Feb, 2024 @ 9:03pm 
One of the original issues between VFE Tribals and Medieval Overhaul was that you learn to make walls and doors with VFE Tribals but then lose them the moment to research any MO techs until you research the MO tech that gives you walls and doors.

Apparently there's still issues with this, in my game I started with walls and doors and then lost them the moment I got research points into construction from the wildmen start.
TheCakeIsALie  [author] 13 Feb, 2024 @ 4:52pm 
That's true, I'll update the description, VFE doesn't have a way to add descriptions in-game
Cringe Shaymin 13 Feb, 2024 @ 4:01pm 
@TheCakeIsALie thanks for the update, though do you think you could add in the mod description more details for what each toggle does? I don't know the difference between "VFE-T research integrations" and "VFE-T research generic patches", and I have no clue what "Generic dangerous MO recipe patches" could mean.
TheCakeIsALie  [author] 13 Feb, 2024 @ 3:31pm 
Weapons are using Logs finally
TheCakeIsALie  [author] 13 Feb, 2024 @ 2:51pm 
@Cringe Shaymin

Fixed in latest version, It's VFE-T that adds Complex Furniture as prerequisite and MO simply _adding_ Simple Furniture as requisite. I did test it with my wip fork of MO, so I didn't catch it