RimWorld

RimWorld

VFE Tribals - Mod Patches
230 Comments
Zaljerem  [author] 3 Aug, 2024 @ 7:42am 
Ferny has released a mod that contains all the patches from this mod and more, including Medieval Overhaul! I highly recommend it.

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.
creatura.exe 19 Jul, 2024 @ 6:23pm 
I understand, I still hugeley appreciate the work you've put on this, I love playing wild man start and this mod keep everything else from slipping through the gaps 🙏🧡
Zaljerem  [author] 19 Jul, 2024 @ 3:36pm 
Hmmm, I guess I better take a little time and add a few more mods ... I still don't want to touch Medieval Overhaul, though ...
DenMit 17 Jul, 2024 @ 6:50pm 
ReBuild: Doors and Corners , please:)
Zaljerem  [author] 17 Jul, 2024 @ 2:09pm 
Ah oops, I missed that!
creatura.exe 17 Jul, 2024 @ 2:08pm 
@zljerm its hasn't been updated for 1.5 yet is all :/
Zaljerem  [author] 17 Jul, 2024 @ 12:16pm 
creatura.exe 17 Jul, 2024 @ 12:15pm 
also waiting for a medieval overhaul patch haha
ComradeCorvus 25 May, 2024 @ 12:11pm 
@StuffingPuffin as far as I am aware, no, none yet.
Flamangos 17 May, 2024 @ 7:07pm 
PLEASE MEDIEVAL OVERHAUL
Awkward Plant 6 May, 2024 @ 11:10am 
Does anyone know if there are any patches for VFE tribals and Medieval Overhaul that are released for 1.5?
Jaggid Edje 26 Apr, 2024 @ 10:21pm 
This mod is an awesome addition for anyone who plays with the VFE Tribals start, but I do have one feedback.

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.
MatrixVirus 26 Apr, 2024 @ 7:36pm 
Dubs Bad Hygiene lite please :)
ferny 24 Apr, 2024 @ 10:19pm 
Could we cop a patch for Basic Double Doors?
RealLifeHobgoblin 11 Apr, 2024 @ 5:55pm 
Anomaly patch?
ALE199 11 Apr, 2024 @ 9:48am 
Yup the author made a patch for VFE Tribals ^^
Zaljerem  [author] 11 Apr, 2024 @ 9:45am 
Just a note that Research Reinvented: Stepping Stones is now 1.5, and compatible with VFE - Tribals.
Zaljerem  [author] 8 Apr, 2024 @ 7:27am 
It's on the to-do list, I hope to work back on some of the remaining requested mods soon.
Ribera 8 Apr, 2024 @ 7:25am 
I have started first time tribals today, and i think your patch is god's work, for that mod

But i see some missing patches from: Biotech Expansion - Mythic
Zaljerem  [author] 8 Apr, 2024 @ 4:59am 
I'll officially update this today.
Kyrox 8 Apr, 2024 @ 4:41am 
Can we add this to our 1.5 list?
Zaljerem  [author] 8 Mar, 2024 @ 6:46am 
Updated: Removed Research Reinvented: Stepping Stones patch, causing more issues than it solves. Please ask the author of RR:SS to patch for VFE-Tribals.

I will be reviewing all remaining item requests and trying to get them added in the next few days.
SleepyNotDead 29 Feb, 2024 @ 8:10pm 
Gotcha, thanks for the swift reply and for maintaining all this well
Zaljerem  [author] 29 Feb, 2024 @ 8:05pm 
Yeah, upon further review that could be done (I was focused on items initially). It will be in the next update, coming in the next day or so.
SleepyNotDead 29 Feb, 2024 @ 7:59pm 
Was going to request a patch for ProxyHeat, but saw it in the "nothing to do" thingy
Does ProxyHeat already make the large fire give off heat? I haven't really tested admittedly.
Zaljerem  [author] 20 Feb, 2024 @ 3:43am 
That patch is best-effort, and was working (at least as far as it went), but patching is needed on the RR side for it to really be compatible. I will probably pull the patch altogether, soon.
Limburgse Kiwi 19 Feb, 2024 @ 9:42pm 
Had issues with what I think is a ResearchReinvented:SteppingStones combining with VFE Tribal. The Smithing research throws up an exception and is completely unresearchable.

Wonder if this patch misses something, or RR:SS is breaking something on its own.
Zaljerem  [author] 15 Feb, 2024 @ 6:58am 
Thanks for the report, I just pushed a fix ... remember everyone,conditional patches are your friends! :)
Inglix 15 Feb, 2024 @ 6:14am 
Your patch to add research prerequisites to the butcher table is failing. You're trying to add new items to the researchPrerequisites node, however TableButcher doesn't have an existing researchPrerequisites node, so you have to add that first.

https://gist.github.com/HugsLibRecordKeeper/e1068e951b36aa53148a9b666523f75a
PepperCat 14 Feb, 2024 @ 12:49pm 
Really appreciate it! I'm using this and the patch you mentioned in an animal-tribal-medieval gameplay and everything seems to work fine with the load order being: this patch first and then the MO patch
Zaljerem  [author] 14 Feb, 2024 @ 6:22am 
All disabled patches are available within the mod as text files if anyone wants to fool with them/re-work them/use all or part of them in another patch mod, etc. MO compatibility is more than I want to deal with for a mod I rarely if ever use. My apologies.
Zaljerem  [author] 14 Feb, 2024 @ 6:16am 
Update: Removed Medieval Overhaul patch. See here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3015529451
Cringe Shaymin 14 Feb, 2024 @ 6:16am 
@Zaljerem, appreciate it a lot! I agree MO has way too many patch mods to deal with, and I like what this does for VFE-T
Evyatar 14 Feb, 2024 @ 6:15am 
@Zaljerem who are the others who are doing it better?
Zaljerem  [author] 14 Feb, 2024 @ 6:11am 
I'm going to push an update momentarily to remove the MO patch. I don't really want to deal with it and there are others doing it better now.
Cringe Shaymin 14 Feb, 2024 @ 6:10am 
This mod puts the simple research bench behind the Complex Furniture research, which is locked behind the VFE-T research spot. The problem is that research spot gets overridden by the MO researching spot, so the research stays locked. Additionally, the MO advanced research bench ends up being earlier in the tree than the simple one.
PepperCat 11 Feb, 2024 @ 1:50pm 
Hello!! first of all, awesome mod! a lot of patches!
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.
Zaljerem  [author] 3 Feb, 2024 @ 4:26am 
Great! Send me a friend request.
Limfjorden 3 Feb, 2024 @ 1:26am 
Hi, is there place I can send you patches? I'd like to contribute.
loklan 2 Feb, 2024 @ 5:17pm 
Re your Primitive Workbenches patch, I'd recommend moving the Primitive Stonecutting spot from Construction to Mining or Fire, you need it to make flint which Primitive Workbenches has patched to be needed for a bunch of other stuff including bows and campfires. Makes sense to be able to make bows before you can make buildings.
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!
Paolini 30 Jan, 2024 @ 2:49am 
Research Reinvented: Stepping Stones i guess

No idea why anyone would use that along Tribals... do people even read what they're downloading lmao ??
Jirnu 29 Jan, 2024 @ 6:36pm 
wtf is SS
Hyomoto 19 Jan, 2024 @ 2:49pm 
SS and Tribals is more incompatible than one might expect. Tribals expects campfire->research spot->research bench. With SS, even with the tree patched, you still have a spot out of the gate and can't make a campfire. This patch is amazing, but SS should be seen as an alternative to Tribals since it seeks to change the tech progression but does so a) in a destructive way, and b) in a way that directly interferes with the progression of Tribals.

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).
Zaljerem  [author] 18 Jan, 2024 @ 12:55pm 
I've just uploaded a large update to the RR:SS patch. Having said that, this is probably about as far as I can take it.

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.
prince.mandor 18 Jan, 2024 @ 7:51am 
Research Reinvented: Stepping Stones marked as patched, but right now it creates two Fire nodes and two Agriculture nodes in research tree. Is it possible to either combine them in one, or rename?
Duke Flapjack 13 Jan, 2024 @ 7:27am 
Ooooh, also "Fortifications - Medieval - Materials" would be a good one as well! The first tier of available stones is basically just field stone picked up off the ground. It makes for a great early game material.
Duke Flapjack 13 Jan, 2024 @ 7:15am 
I actually did not know that Primitive Tools was exclusively stone and wood. I suppose that means that all the tiers could be paleolithic. At the very least I think tier 1 should be. I mean, trees are not easy to cut down with one's bare hands.
Duke Flapjack 13 Jan, 2024 @ 7:11am 
How about Primitive Tools? One of the huge differences between paleolithic and neolithic is the ability to make stone tools. The first and second "tiers" I think should be accessible earlier.
Hyomoto 3 Jan, 2024 @ 9:41am 
I feel like patch mods often don't get the respect they deserve and this is one hell of a patch mod, it really cleans up the tech tree even if you aren't playing tribal starts! I'm not sure it belongs here, but there is a VE problem that is Tribals adjacent: Vanilla Weapons Expanded. Gunpowder weapons are a natural progression, but they have always just sat a) outside the normal tree, and b) are vastly more expensive than other options making them rather pointless overall. This is normally just stupid, but doing a Tribal start makes it downright goofy. Makeshift weapons appears in this category as well.

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
Zaljerem  [author] 26 Dec, 2023 @ 7:19am 
Updated: Medieval Overhaul patch - large fire now requires/uses raw wood instead of timber, support for Medieval Lighting and Heat, [DBL]Awning and Roofs, Cloth Production Expanded, The Army of Fetid Corpses

Next up: more mod patches and a review of Stepping Stones