RimWorld

RimWorld

Survival Expanded - Bare Essentials
28 Comments
MightNight 24 May, 2024 @ 8:05pm 
Sounds good. Thanks and looking forward to it!
dracoix 🐉  [author] 23 May, 2024 @ 10:19pm 
I've been busy the past few weeks with other things, once I get back to Rimworld I'll do some housecleaning.
MightNight 21 May, 2024 @ 6:26pm 
Hey Draco. I would love to use your survival mods but, even though the dirt, sand, and ice doors are correctly located in the survival tab, the walls are still locked behind the "construction" research technology of VFE - Tribals. Could you also switch the basic walls to the survival tab?
HotLemonadeBoy 28 Apr, 2024 @ 7:39pm 
HotLemonadeBoy 28 Apr, 2024 @ 7:38pm 
If you build a wall, floor, or something on top of the grasses, then you won't get any hay from them. You can still get hays from growing zones.
Kylo 15 Apr, 2024 @ 9:15pm 
Changed tags to 1.4 seems to work
Kylo 15 Apr, 2024 @ 8:45pm 
@dracoix, awesome mods thank you, is it possible to backport this to 1.4?

Same for production spots?

I have ZARS but it would be nice to get the streamlined versions on 1.4. Are they compatible?
dracoix 🐉  [author] 10 Apr, 2024 @ 11:33am 
Fun, I'll see if I can patch into VGP and make it play nicely
Lost ( Kai )  10 Apr, 2024 @ 7:25am 
There is an incompatibility with VGP Garden Plants' line of mods. The patch that assigns meager hay outputs to purposeless plants that don't have yields is hooking into the VG_Plant abstracts, and assigning harvestTag nodes they don't need. The purpose node isn't in the abstract, so it sees that harvestYield is also missing and says MMMM, MINE.

This ends in (harmless) red errors. Those particularly bothered can slip <purpose>Food</purpose> directly into the XML for VGP's abstracts, and the patching method will leave them alone.
dracoix 🐉  [author] 22 Mar, 2024 @ 11:31pm 
Most of my mods are pure vanillafied XML files as I'm keen on keeping the ticks up, mod settings require C#. So if and when Ty and the gang give us a base XML modsettings to tweak and switch off mod defs, I'll do it that way. Right now it's locked behind C# and this mod is already a split from the original monolithic old mod.

And yes, things will be added as Anomaly DLC comes out and Vanilla Expanded Framework updates. Us modders are scrambling to make sure all the puzzle pieces fit back together in our collective community discords before 1.5 drops publicly. A lot of my own ideas are on the back-burner and being tested and set aside to pull out of my pocket when needed.
PhearedPhantom 22 Mar, 2024 @ 11:07pm 
Also instead of patching you could add the option to remove it in mod options which would make compatibility along with the features added if someone wants to use less mods
PhearedPhantom 22 Mar, 2024 @ 11:04pm 
This is interesting, it seems to make the game more realistic. Do you plan on adding more to it?
dracoix 🐉  [author] 22 Mar, 2024 @ 10:59pm 
There was also one with hay tribalwear. ;)

If they don't update them, I'll make/up-port a basic apparel mod.
Michael Tiberius 22 Mar, 2024 @ 10:52pm 
There used to be a mod which added a hay skirt...
dracoix 🐉  [author] 22 Mar, 2024 @ 11:48am 
done, also made some balancing with arctic mats and slag boxes.
silverskene 22 Mar, 2024 @ 5:51am 
Yeah, sounds like a great mod and I totally agree with removing cloth and wood from hay being removed. Having them would be absurd and maybe OP.
ALE199 19 Mar, 2024 @ 1:28am 
yeah that sounds perfect!
dracoix 🐉  [author] 19 Mar, 2024 @ 1:00am 
I might just remove my cloth conversions all together in the name of balance. I don't wish to patch other mods as that ends up to be a can of support worms. Conversions were a carry over, I have no issue removing them so others can use another mod that does them. :)
ALE199 18 Mar, 2024 @ 9:35pm 
Pop_of_Two 18 Mar, 2024 @ 5:35pm 
That is what I had to do. So far it is working nicely. Thanks for the mod pack work. Enjoying the challenge. Might try a Mech run soonish
dracoix 🐉  [author] 18 Mar, 2024 @ 3:12pm 
you might have to unsub and resub or validate game files to even get new mod updates for 1.5, I've been doing it for the past few days.
Pop_of_Two 18 Mar, 2024 @ 2:59pm 
1.5 low mod count. I did remove all mods from this line and then added back after game restart and currently no errors are being generated. Will be testing the game play shortly
dracoix 🐉  [author] 18 Mar, 2024 @ 2:04pm 
@Pop_of_Two Are you playing on 1.4 or 1.5?
Pop_of_Two 18 Mar, 2024 @ 1:54pm 
When playing in snow/ice and using bare Essentials. During load ti errors out on the slag box and then during play it keeps throwing errors. Unable to copy and paste them and the crafting box stops responding.
dracoix 🐉  [author] 18 Mar, 2024 @ 8:29am 
Emergency update, apparently I accidentally left the food in the arctic.
dracoix 🐉  [author] 17 Mar, 2024 @ 7:42pm 
@Elementyo they are quick to build, and cost no resources, but only have 1 HP. Other mods do adobe and mud much better and I do not wish to override or interfere with them.

Basically Arctic Paradise has ice-only Snow Walls, Bare Essentials has soil-only Dirt Walls, and Desert Dreams will have sand-only Sand Walls. All with 1 HP.
Element 17 Mar, 2024 @ 7:30pm 
do dirt walls require a lot of work to build or are they quick but with bad insulation or something
Fae 17 Mar, 2024 @ 5:32pm 
Oooh! As somebody who does mostly tribal runs I'm pretty thrilled with this! Love the dirt wall and dirt doors. Rather hyped by your "to do" list too! Cloth bed mats and boulder tables plus stools would be fantastic! :D