RimWorld

RimWorld

Vanilla Factions Expanded - Medieval 2
966 Comments
Karkinos 15 hours ago 
Also, the halberd added by Vanilla Weapons Expanded is added alongside the halberd from this mod if both are installed, creating minor confusion.

Also double checked the plate helmet values, and it offers a mere 5% pierce and 3% blunt buff over the simple helmet. At the cost of worse shooting accuracy and worse melee hit chance, I do not see it as being worth the trade-off even if it does protect more of the head than the simple helmet.
Karkinos 15 hours ago 
Heavy plate armor is directly inferior to regular plate armor in every way possible. It has lower armor values around the board, is more expensive to make, and has a greater move speed penalty. It does not even cover the hands or feet as advertised. Is this intended?

The plate helmet is also only a very marginal upgrade to the simple helmet at the cost of vision.
Oskar Potocki  [author] 18 hours ago 
It's not a medieval overhaul and this mod can't be used to do a medieval-only playthrough.
Godsuya 20 hours ago 
does this mode include an alternative to go-juice? will my hussars die if i want to make a medieval playthrough?
Tuuxx 11 Jul @ 8:05am 
Did they get rid of the wooly cow?
мачача 11 Jul @ 2:40am 
Has anyone encountered the problem that colonists won't be doing recreational work with this mod?
ThcGM 10 Jul @ 3:31am 
I'm guessing chemdrench is used for warcrimes?
Sarg Bjornson  [author] 10 Jul @ 2:49am 
Yes, we think it is a base game bug, we have reported it to Ludeon
Viri 10 Jul @ 2:47am 
i get chain error with this mod even if loaded alone most containing something like
XML format error: Raw text found inside a list element. Did you mean to surround it with list item <li> tags? <li>ManualDumb</li>
for difrent job types.
jatravartids 9 Jul @ 10:09pm 
Same as @moo.
I deleted the disabled worktypes from Apparel_Headgear.xml but still got one error.

In ThingDefs_Misc/Apparel_Various.xml there's
<modExtensions>
<li Class="VEF.Apparels.ApparelExtension">
<workDisables>
<li>ManualDumb</li>
</workDisables>
</li>
</modExtensions>

and getting rid of that made the errors go away.
Gidwelion 9 Jul @ 2:39pm 
The castle walls and doors seem to be overpowered when compared to your armored walls and doors from VFE -Architect. Would you consider buffing armored walls and doors to be the technologically more advanced and tougher version ?
moo 9 Jul @ 1:49pm 
I found a really odd group of XML errors that lists out a number of worktypes that are "raw text found inside of a list element". Just like this:

XML format error: Raw text found inside a list element. Did you mean to surround it with list item <li> tags? <li>Commoner</li>

While digging for the causer, I found the VFEM2_Apparel_KingsCrown thingDef inside Apparel_Headgear.xml has disabled work types listed that 100% match the sequence of XML errors as they were reported (ManualDumb, Manual Skilled, Violent ... ). But I see that they are all wrapped in list tags, but I figure I'll report it here
germfire 8 Jul @ 12:13pm 
@Rhyme, just use another mod.
StoicLemming 5 Jul @ 10:58pm 
Not sure if i have a mod conflict but seems like a lot of the raider load-outs for these factions have zero variety; no helmets, always plate armour, t-shirts and pants. Its like they don't use a item pool as in vanilla.
GoofyGuy73 5 Jul @ 8:47pm 
uhh... i have no idea why but when i started a new kingdom, i spawned with no people
NobodyATL 4 Jul @ 11:12pm 
Skirmishes are annoying due to me almost always entering right next to the enemy forces.
King-Of-♥♥♥ 4 Jul @ 11:06am 
If I cherry picker away a large amount of the weapons/armor here, will the factions use tasty armory equipment by chance?
RhymeZ 2 Jul @ 9:23pm 
Please bring the terraforming back from the original, specifically the moats that could be filled with water.
Oskar Potocki  [author] 1 Jul @ 12:20pm 
Adding heraldry to shields is a gargantuan task as each shield has 4 different graphics, and each would need it's own heraldry 'rotation'.

Shields should be colorable just like any apparel.
Marcus 30 Jun @ 8:08pm 
no more moats ?
vortexhelios320 29 Jun @ 12:04pm 
The heater and round shield both seem to lack any color. I would have assumed that it was because they would display heraldry like the other 'blank' items this mod adds, but that doesn't seem to be the case according to the mod page. If it isn't a glitch, then would you consider either adding heraldry to them or having them take their color from their materials?
Cormac 29 Jun @ 6:28am 
is there any way to remove/change the 10°C temp. requierment for the apiarys?
Kirboh 29 Jun @ 5:43am 
@CloudSeeker
The original Medieval mod had a meat smoker that allowed meat to last a much longer time. I winder why it was removed?

Sarg, Oskar, any chance you could bring back the meat smoker? Or at least give us the old code for it so we can make a mod that adds it back into the game? Maybe do the same for the herbal medicine tree?
bellwu1688 29 Jun @ 2:07am 
I can't trade with merchant guild while using VVE tier 3 helicopter land on guild, it didn't show up trade option
CloudSeeker 28 Jun @ 8:26am 
This is a great mod, but i has some very serious downsides that require other mods to make this mod actually playable in a real game.

1. There is no way to reliably store food. Pemmican is going to be your staple food because nothing else can last long enough.
Just add root cellers or something that provide some kind of refrigeration.

2. Castle walls are serisouly OP compared to base game. They are the late game best option.
Low castle walls are also useless as they are not impassable. Just get embrasures and play with normal walls and you get a better experience.
I suggest that you make low castle walls impassable until they gone below 50% or something.

3. There is a fertility draught but not an infertility draught. Add an infertility draught. I have no idea how this can have been missed.

While the author say this mod is supposed to be a "smooth transition". I have to say this mod fails in fullfilling that goal. It is in fact a rather rough one because of these 3 flaws.
Kryth 28 Jun @ 2:24am 
Hey, i tried changing the setting on the shields on the mod settings, and when i toggled some weapons off, specifically the recurve bow to X, it could still use them. I tried spawning new ones to see if thats the issue, and they still say they can use it, I have tried restarting the game and loading the save, still the same issue.

Is there something im doing wrong?
Kirboh 27 Jun @ 2:49am 
How many tiles of flowers do you need nearby to get the maximum possible honey out of your apiaries?
Sarg Bjornson  [author] 26 Jun @ 10:50pm 
Both system work together, but independently
Chrome Beetle 26 Jun @ 3:24pm 
Is there any compatibility/synergy/conflict between the honey and beehives from this mod and Alpha Bees? I want to do a mead-themed drunken viking colony, and I'm wondering how to best set that up.
Love your mods by the way, Rimworld just wouldn't be the same without your contributions!
Stillness 26 Jun @ 1:09pm 
I read somewere that this will include the old mod vikings. is it true?
FierceStatue12 26 Jun @ 6:37am 
I feel like the medieval era is very underdeveloped. Most mods just confuse it with "fantasy" but this mod is amazing and different.
M 25 Jun @ 2:20pm 
Fantastic mod it would be nice however if skirmish maps had enemies spawn in the middle or programmed NOT near your own pawns because spawning too close is not great lol however thanks for the mods cheers :D
DrBossWatson 24 Jun @ 3:41pm 
Will the moat-digging mechanic from the first one make a comeback? That was probably the best feature I've ever found because the water worked for VVE boats
ryhndo 23 Jun @ 11:40am 
@Magnaticos if you aren't using the start scenario from this mod, no
Nomad 21 Jun @ 6:59pm 
Do grape plants require a post to grow on? I researched wine but am not seeing it appear in the menu to plant them
Magnaticos 20 Jun @ 10:20am 
Is it normal if my colony has option to metal beds and get access to rifles at start?
Jet 19 Jun @ 7:20pm 
anyone else getting the no path bug for the training dummy? ive tried moving it around even into completely open space in the wilds and it still gives this issue
Dov 19 Jun @ 6:24pm 
This is just a silly suggestion but would it be possible to make the archery target give more exp (e.g 100) for every successful hit? That's all! goodluck on the 1.6 grind!1!!
//SlipperyPete:. 19 Jun @ 10:22am 
I know the Expanded team is probably very busy with getting ready for 1.6, but are there plans to modernise some of the ageing additions to the collection? In the case of Classical and Medieval, there are several buildings (most of them I think) that cannot be painted with the Dye system that was implemented into the base game. Allowing them to be painted would bring them into line with the base game and most other newer mods.
Gcloud 18 Jun @ 10:24pm 
Warning for anyone using the Aquebus or Hand Cannon: The negative armor penetration will DECREASE instead of INCREASE with higher quality. This means a masterwork weapon will have less armor penetration than a normal one. I recommend getting Excellent quality for the best overall performance.
//SlipperyPete:. 18 Jun @ 8:41am 
FYI the Thermaebath does not allow light to pass through it, and pawns using it are considered to be in darkness and get the negative moodlet unless they are blind or have appropriate related ideology or genes.
Gutterpunk 17 Jun @ 4:26pm 
Love the mod. Minor feedback: I love the warboe concept but find them both OP and a bit tedious; firing directly at people over walls makes for utterly one sided battles. Also makes them a far better hunting weapon than any other option. Getting the job done requires endless micro though, since I have to command archers to fire at every individual target.

Is it possible to have warbows fire like artillery? Archers would be directed to fire into an area, with a miss radius. Would make them easier to manage and also much less deadly to individuals, making their best use to fire into masses of enemies at choke points.

This would limit their use to softening up big groups, and needing to be used in numbers, fitting the "war" theme. They wouldn't be great at cleaning up individual pawns or firing near allies, giving them natural limitations.

Anyways, not sure of that's even possible, but I'd love to see it if you think the idea has merit.

Thanks again for a great mod
zoroththeawesome 17 Jun @ 2:27pm 
Hey guys I noticed that sometimes the castle doors will close when I uncheck the hold door open button without there needing to be a pawn to go through it. Can someone confirm this is intentional (I'm hoping so). It doesn't always work so if thats the case I will do some testing to see where the mod conflict is coming from.
zoroththeawesome 17 Jun @ 10:30am 
@Legiaseth I am trying to upload the mod but apparently my about file is formatted wrong and I can't figure out why. It's probably something small as it usually is in coding. Either way I don't have the patience to figure it out right now. If your still interested you can accept my friend request so we can chat and I'll send it to you some other way. Then all you need to do is drop the file into your mods folder. It's working great for me other than it saying in game that the mod author is unknown.
guardian1368 17 Jun @ 1:29am 
i cant sell leather helmets etc. that is from this mod
Legiaseth 17 Jun @ 1:05am 
@zoroththeawesome that would be awesome, thank you!
zoroththeawesome 16 Jun @ 9:58pm 
@Legiaseth I agree. The description is historically accurate but the mechanic that padded armor cant go under metal chest pieces isn't. So I made a patch for it, if you'd like I'll upload it to steam for you.

I also noticed that sandstone castle walls are stronger than slate or marble which doesn't make sense to me. Can anyone think of a reason for that or should I patch that too?
Alyssa 16 Jun @ 2:12pm 
Change

<Operation Class="PatchOperationAdd">
<xpath>Defs/ThingDef[defName="Glowstool"]/plant</xpath>
<value>
<sowTags>
<li>Ground</li>
<li>Hydroponic</li>
</sowTags>
<sowResearchPrerequisites Inherit="False">
<li>VFEM2_Alchemy</li>
</sowResearchPrerequisites>
</value>
</Operation>

To

<Operation Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName="Glowstool"]/plant/sowResearchPrerequisites</xpath>
<value>
<sowResearchPrerequisites>
<li>RG_MushroomCultivation</li>
<li>VFEM2_Alchemy</li>
</sowResearchPrerequisites>
</value>
</Operation>
<Operation Class="PatchOperationAdd">
<xpath>Defs/ThingDef[defName="Glowstool"]/plant</xpath>
<value>
<sowTags>
<li>Ground</li>
<li>Hydroponic</li>
</sowTags>
</value>
</Operation>
CLOCKWORK 16 Jun @ 11:43am 
I tried to retexture heraldics, but failed, and they are still the same in the game, despite being changed in the mod folder. Any suggestions why? My other retextures work fine
vin 16 Jun @ 10:21am 
@MajorityOfTheInternet
I will publish one soon.