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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3301868772
At this time I am ceasing development on this mod. Thank you everyone, and my apologies to those whose mod requests I did not get to.
Right now it is set up to patch the Camping Tent mod such that neolithic furniture needs to be researched to build the various tents. Construction is unlocked before furniture with VFE: Tribals, and it doesn't make any sense that building tepees and basic tents takes more time to learn then building walls, roofs, etc. Just mho, those two tent types should unlock with Construction, if not before it.
But i see some missing patches from: Biotech Expansion - Mythic
I will be reviewing all remaining item requests and trying to get them added in the next few days.
Does ProxyHeat already make the large fire give off heat? I haven't really tested admittedly.
Wonder if this patch misses something, or RR:SS is breaking something on its own.
https://gist.github.com/HugsLibRecordKeeper/e1068e951b36aa53148a9b666523f75a
Question, it patches Medieval Overhaul, but Medieval Overhaul itself already has a mod that patches a lot of other mods, so I I want to play with VFE - Tribal and Medieval Overhaul, in which order would you recommend to load this patch and MO patch? as both patches a couple other mods such as Dubs Bad Hygiene.
For similar reasons, I'd recommend moving the tents from the Tents mod to Tribalwear, that way they can be built before buildings too. (I feel like the vanilla bedrolls should go there too)
Thanks so much for this amazing patch!
No idea why anyone would use that along Tribals... do people even read what they're downloading lmao ??
I know anyone stubborn enough to install them both won't care, but for casual observers SS and Tribals seek to change the same part of the game, have a different opinion of how it should work and if you want a stranger's opinion: Tribals does more to make the early tech progression interesting than SS does. (Strongly recommend RR and RD though, they work perfectly and compliment nicely).
1. I can't remove any RR research, it's hard-coded in that mod. I have renamed several to remove duplicates in the tree.
2. I cleaned up the tree, RR research is now a pre-req for Culture.
3. I can't seem to patch the Thinking Spot no matter how hard I try.
More work could be done allocating various items to various research, but to be honest, I don't use the mod and I'm not really able or willing to put the time in lately that would be necessary to balance that out more fully.
I will mark this support as partial. For a true, complete patch that resolves all issues, the mod owner of RR:SS will need to get involved and create his own patch. Thanks for your patience and understanding.
In my case I pushed them in Smithing -> Gunpowder -> Makeshift Weapons -> Gunsmithing. As I said, I don't know this is Tribal-specific but a Tribal start really makes the omission stand out as you can easily research modern firearms before ever discovering gunpowder XD
Next up: more mod patches and a review of Stepping Stones