RimWorld

RimWorld

Vanilla Factions Expanded - Tribals
1,197 Comments
RandomHero 1 hour ago 
Thanks for all your hard work!
Sarg Bjornson  [author] 1 hour ago 
There isn't. We are absolutely overwhelmed, so be patient. Bear in mind Odyssey has made RW surpass max users by 23000 from all time peak, and climbing
RandomHero 1 hour ago 
Is there no way to see status for bug reports? I saw the one bug with fishing was fixed, but I wonder if I should just go ahead with a different scenario and give up on this mod since I don't want to wait another few days to start the new run. (not complaining about response-time.. i just don't have any way to gauge how long it will take.. i know you guys have a lot of mods to update and this is probably the busiest time.)
Brent Kerman 3 hours ago 
Not impossible, just extremely difficult. I pulled it off. Means eating corpses of animals only. Still, needs fixing.
twsta 3 hours ago 
Caladan THANK YOU
Caladan 10 hours ago 
Animal Handling research seems to be required to be able to chop trees / harvest

Basically makes Wild Men starts impossible unless you unlock with dev mode or add research to scenario starting conditions
RandomHero 17 hours ago 
There is a bug with loading saved ideologies for factions when using the wild men custom start (where your ideology is not in the list).. I suspect it's a null reference exception. When I try to load from a save, it deletes the faction from the list, and from the map. I'll try to create a bug report with the google forms.
Inglix 17 hours ago 
I've submitted a bug report and created a github issue for the errors that slugma was describing. The patch for Vanilla Fishing Expanded doesn't take into account whether Odyssey is installed.
Enrico 20 hours ago 
ideology requirement is :(
DitaDataDita 21 hours ago 
did it always need ideology or did it just change? cause i have been able to play this without ideology for a long time.
Oskar Potocki  [author] 21 hours ago 
Please report bugs using our google forms. The link is in the mod description. It will take you through all the bug reporting steps.
slugma 21 hours ago 
Seems like there is a weird interaction with this mod, Vanilla Fishing Expanded, and Odyssey. With only those 3 active (and their requirements), a couple errors pop up, and clicking on the X to hunt or tame animals in the wildlife tab breaks, and has another error popup.

The two errors on startup:

-Could not find a type named VCE_Fishing.Designator_ZoneAdd_Fishing

-Could not resolve cross-reference to Verse.WorkTypeDef named VCEF_Fishing (wanter=unlocksWorkTypes)

The two errors when clicking on the X in the wildlife tab:

-Exception filling window for RimWorld.MainTabWindow_Wildlife: System.ArgumentNullException: Value cannot be null.

-Mouse position stack is not empty. There were more calls to BeginScrollView than EndScrollView. Fixing.

If any of those 3 plugins is disabled, the problem disappears. I can provide more of the error logs if necessary but it seems pretty reproducible
Snomkip 9 Jul @ 11:41am 
LET'S FUCKING GO I CAN PLAY WILD MEN ON 1.6 MY LIFE IS YOURS OSKAR
Bloker 8 Jul @ 6:49am 
Hey there, is it possible to still get wild pawns to join you after tribal gathering when im in neolithic era already?
Futstub 5 Jul @ 8:01am 
@GalacticBlizzard: there are mods that color code the tech level of any research option or sort them in different ways (like tech level) or group them. You chosing to annoy yourself with searching your unsorted research list for mods you want/need to research is kinda on you, and not on this mods mechanics.
Rikaiu 4 Jul @ 11:34am 
Getting an error with this mod:

[Vanilla Factions Expanded - Tribals] Patch operation Verse.PatchOperationFindMod(Vanilla Weapons Expanded - Tribal) failed
file: E:\Games\Steam\steamapps\workshop\content\294100\3079786283\1.5\Patches\Mods\VanillaWeaponsExpandedTribal.xml
GalacticBlizzard 30 Jun @ 4:31am 
It's so annoying how the advancement works, requiring you to research current tech before going to the next tier. stuck on neolithic because I can't figure out what research I actually need with my many many mods that add research. Especially with the story teller sending raids when you research too much.

However I really started to like starting tribal and having to figure out without a kill box to defend against foes with machined weapons.
Sarg Bjornson  [author] 29 Jun @ 4:01am 
We haven't done it because everyone plays with a research mod anyway, and we don't need to reinvent the wheel
Gidwelion 29 Jun @ 3:44am 
you should really make a vanilla research expanded mod where you either sort/combine/seperate all the research your vanilla expanded mod series adds by either tech era, category or whatever else can come to mind.

most of the time i need to dive and sift through that sea of randomly thrown in research in the vanilla expanded research tab just to find that between 12 spacer researches and 7 medieval ones theres that 1 neolithic one thats literally just making pots.

Dont get me wrong im a huge fan of your series. I frankly cant play without it anymore. Its like a high quality, unoffical, ever expanding dlc to me. However, with each entry you make in the series, the research tab looks more and more chaotic.

If you do not have any plans of doing a mod along those lines would you please be so kind and recommend a mod that does something similar and works with your series ?
Seaweed 18 Jun @ 8:31pm 
Is there a way to tell which tech is needed to advance an Age.
On Neolithic I just found out what is needed on dev logs when I do tribal gathering.
Slip 18 Jun @ 8:07pm 
My table always has a button to "begin advance to X" tech. I just went from neolithic, and its immediately available again without any of the tech researched. I do have a bunch of tech mods such as Vanilla Expanded. But wondering how i could fix this bug?
Jet 16 Jun @ 7:50pm 
Can you guys add compatibility with this mod? research paper https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3492739424
Eve Hawthorne 15 Jun @ 7:44am 
I feel silly asking, but where do I find the menu to pick a cornerstone? I cannot for the life of me find it
Haerzog 14 Jun @ 1:40pm 
The Large Fire doesn't actually produce any light...
Cole 11 Jun @ 1:30pm 
@elgate I had the same issue. It turns out I did get the notification to create an ideology, but I had dismissed it. I was able to resolve this by going to history > messages and finding the notification that I could create an ideology.
Rye! 8 Jun @ 5:47pm 
Consider looking into compatibility with Research Papers :eyes:
Guineatown20806 6 Jun @ 10:29am 
@JollilyJime You have no idea how much I must thank you! I have had this bug since I played with VE-Tribals and never knew how to fix it. I believe it has to do something with Tech advancing or Tech level progression advancing you techlevel to lets say industrial but the gathering spots staying stuck in the advance to industrial while you are already industrial tech which than causes the bugged gatherspots.
Elgate 5 Jun @ 5:58am 
I have advanced to the neolithic age but didn't get the opportunity to pick an ideology. As a result, I still don't have one a couple of hours in the neolithic age. Is there a way to manually trigger it?
https://gist.github.com/HugsLibRecordKeeper/4e3ad7ecc4cfcf3d9752a4f47475a592
DrBossWatson 29 May @ 6:42pm 
What's the music that plays when advancing to medieval from? It's so familiar but I can't place it...
Felnel 28 May @ 3:27pm 
Very nice mod, im curious to know if there have been any updates to the tribe factions mechanics, specifically in regards to their AI behavior in combat, i believe it would be beneficial to reduce the number of invaders, but make them more formidable by improving their equipment and battle tactics. additionally, i'd like to suggest giving the nudist meme a significant buff and immunity boost to make up for their lack of equipment, this could make them a more interesting and challeging faction to encouter
Sarg Bjornson  [author] 26 May @ 11:03pm 
@lostormisplaced: Don't feed the troll lol
lostormisplaced 26 May @ 8:05pm 
@CrazyOatmeal but oskar isn't even the one who does the coding???
I'm blind as ♥♥♥♥ 25 May @ 5:54pm 
>Sitting spots barely count as a chair
>They have a -2 beauty value

Yo, why
Sarg Bjornson  [author] 23 May @ 2:51am 
@CrazyOatmeal: It's not Oskar deleting your comments. Go troll somewhere else
Eldar Farseer 22 May @ 3:13pm 
neolithic tech is in the main vanilla techtree
Kaitian 20 May @ 12:59am 
Question, I just did all the wild man, animal tech, where is the neolithic tech or is that just the normal tribal start for vanilla tech tree?
Eldar Farseer 18 May @ 8:47am 
is there any other way to fix the missing gizmos bug at the fireplace after reforming your ideoligion? i tried jollily jimes advice but it did not work. the icons at step 6b are not back and i cant return the rituals since the games says no more than six.
stups 18 May @ 5:53am 
Is it intended that completing the culture research doesn't unlock the research table? Because there lis no tech to unlock it in vanilla.
feline.insomnia 17 May @ 2:49pm 
Are the devs ever going to fix the disappearing gathering spots after reforming the ideology issue? I can't play with this mod as this issue is completely game breaking. Or does anyone know how to download the last version of this mod before they updated it and it broke?
Legeden 16 May @ 1:25am 
@5ColouredWalker should be considered an art job, I often have it on low priority, try bumping it up with manual priorities or remove their jobs and see then for comparison
5ColouredWalker 16 May @ 12:27am 
Having trouble making my pawns produce Floor Painting without me riding them, does anyone know how to set up a work type so I can make my cave painter... Paint caves?
Got a room I'm looking to turn into my 'painted cave room' for fun before advancing, but riding a pawn to make him do his job is fun sapping.
Deankiller Turnupseed 12 May @ 8:11pm 
@ActiveMars828 i use arcane technology and colonist tech background
lol 9 May @ 7:55am 
@ActiveMars
Tech Advancing is a long-standing mod for that: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=735268789
ActiveMars828 4 May @ 8:55am 
Does anyone have any recommendations for a technology advancing mod with customizable tech requirements?
B.A.N 3 May @ 10:29pm 
Word of Warning, Jolli's solution reset my entire social tab for all my pawns with the same religion, i strongly advise against using it unless absolutely necessary.

I had to remove rituals that werent even part of the ones they mentioned because of the 15 rituals limitation.

I hope that the mod devs are watching this and allow a way to bypass this as well, or a button to revert the hidden rituals back, since most people will inevitably come here, see Jolli's fix and sadly see the results of it later on.
JollilyJime 2 May @ 7:37pm 
For anyone having the disappearing gizmos for gathering spots, this seems to have worked for me for now:
1. Options > General
2. Enable Development Mode
3. Go to ideology screen
4. In top right enable both DEV: Show all, DEV: Edit mode
5. Scroll to rituals
6. Click on each of the "Advance To" rituals (e.g. Advance to Medieval) and select remove. Do this for ALL of them.
6b. You can skip this step. If you want to see if it has worked, exit ideology screen, click a "Gathering Spot" object, you should now see all the gizmos except for "Advance to" gizmo. Make sure you return to the Ideology screen.
7. Click "Add Ritual" in the same rituals section
8. Add all of the "Advance to" rituals back in
9. Exit ideology screen and go to a gathering spot object, you should now see all gizmos, including the "Advance to" gizmo.

I don't know the bug cause, only it happens after reforming an ideology.
I'm not a coder, so I can't troubleshoot if this doesn't work for you. Good luck!
Umbra Animo 24 Apr @ 5:21pm 
I feel the research system could you some improvement. mostly in how long anything thing takes. maybe we could have things like stone carvings and other tribal themed furniture that can be used to improve the thinking spot?
Andariel 23 Apr @ 2:29pm 
Even when I used dev mode to finish all the Anomaly techs it still said I hadn't researched all neolithic techs. Idk
Andariel 23 Apr @ 8:58am 
I seem to be having an issue where I cannot progress to Medieval from Neolithic. I triple-checked and I am sure I have researched all of the neolithic techs. (I even got the achievement from Vanilla Achievements Expanded for completing all neolithic techs) I am going to start Anomaly research to see if that is the problem, but otherwise it may be a bug.