RimWorld

RimWorld

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Ancient Rim - Core (Continued)
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
2.252 MB
15 Apr, 2021 @ 1:22pm
24 Jun @ 12:29pm
27 Change Notes ( view )

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Ancient Rim - Core (Continued)

In 1 collection by Mlie
Mlie's resurrected mods
925 items
Description

Update of konis mod
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1734135259

- Corrected equipped angle of the Sling
- Updated the patches for MedievalTimes, RiceCultivatingCivilization and SimpleCoal
- Works well with Remove Industrial Stuff
- This battle-music fits well Ancient Greek or Roman Battle Music
- Added support for Cupros Alloys
- Removed Jecs-tools dependency, imported some methods and Converted some properties to the Enable Oversized Weapons mod instead. 1.2 and earlier will still have Jecs tools dependency, it will just not show in the mod-manager
- Added patch for Storytime Official Mod
- Added patch for Expanded Materials - Metals and [LITE]Expanded Materials - Metals
- Added support for Simple FX: Smoke
- Added support for Glowstone



This mod has been replaced by Ancient Rim Mods (Continued) (TSP) by TurtleShroom

[dsc.gg]
[github.com]


Ancient Rim is a mod series which expands the cultural and technological timeline beyond the vanilla neolithic, industrial and space stages.
The Core mod keeps all shared content of the other mods of the series, like research projects, work stations and apparel.

Details:
In the Core mod you'll find following content:
Metals: Iron, copper and bronze as they were some of the most important metals from until and during the Middle Ages.
Work stations: A fueled smelter to process these metals and a tailoring bench for your historical fashion needs
Weapons: a lance and a curved sword named falx
Shields: the famous Pelte shield originating from Paeonia and Thrace
Apparel: Armor, hats and capes that were widely used in the ancient world.
An entire new research tree featuring metal processing, armor crafting or cultural expansion

Compatibility:
I haven't tested the mod much for compatibility issues with other mods but Ancient Rim supports fuel for its crafting stations from Medieval Times and Rice Cultivating Civilization. If you need more compatibilities let me know.

Credits:
Nearly everything of the mod series content is made by myself but I've still have to give credits:
Jecrell for creating JecsTools and making complex apparel shaders a thing
Kubouch for creating and Syrchalis for updating the Universal Fermenter framework
cera13 for the vegetable box texture
Marnador for his RimWorld font
Flubbl3 for taking care of grammatical correctness

Notes:

Most of the items shown in the pictures, that are white, will get the colour of their materials in game.The contents of this mod may be very unbalanced and I might change this more or less often. Also my mods are still under construction.English isn't my first language so I ask you to forgive any grammatical mistakes. If you can, correct me, please.


  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Post your error-log using HugsLib or the standalone Uploader and command Ctrl+F12
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods


87 Comments
TurtleShroom 25 Jun @ 6:23pm 
I have continued this Mod for V1.6 as part of the Ancient Rims Mod: https://www.steamcommunity.com/sharedfiles/filedetails/?id=3507862392 .
Gakko 4 Mar @ 7:50am 
I tried reviving Infinite Refuelables by okradonkey, but I don't have any experience in coding. It's not working as intended for 1.5 and I wish the Ancient Rim mods were patched for Infinite Refuelables, especially for the hypocaust. Is there any chance of seeing it happen? Don't know if anyone else likes the Ancient/Medieval runs and gets annoyed by the micromanaging of lighting and heating.
Traveler Norae 23 Jul, 2024 @ 8:18pm 
Shields from this modpack are counted as art, not shields. Shield from Medieval mods do work. Any ideas?
Mlie  [author] 25 Jun, 2024 @ 9:58am 
@NerffffF Should be fixed now
NerffffF 25 Jun, 2024 @ 4:00am 
I think there're some incompatibility with VFE:Classic where if you enable both of them together for some reason
Naptime Hyena 22 Jun, 2024 @ 7:56pm 
Rome is so back baby
Mlie  [author] 22 Jun, 2024 @ 2:00pm 
Added a custom version of the shield-code now since the one in Jecs Tools have not been fixed and the author has gone quiet.
Mlie  [author] 6 Jun, 2024 @ 8:53am 
@Naptime #SAVETF2 No, I meant that their shield code did not work in their 1.5 update
Naptime Hyena 6 Jun, 2024 @ 8:13am 
@Mlie yeah im pretty sure Jecs is in 1.5 now so like oversized weapons mod and all that should work now too
Mlie  [author] 6 Jun, 2024 @ 8:10am 
@Naptime #SAVETF2 I would but it depends on Jecs Tools and the shields code in that didnt work after the 1.5 update last I checked.