RimWorld

RimWorld

Medieval Overhaul
 This topic has been pinned, so it's probably important
SirLalaPyon  [developer] 17 Apr, 2022 @ 3:18am
Bug Submission
This thread will now be ignored. Post any bugs you find in the bugs channel in the official MO discord server

https://discord.gg/FpvkWHdzcb
Last edited by SirLalaPyon; 29 Nov, 2022 @ 10:41am
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Showing 1-15 of 63 comments
犬走椛 22 May, 2022 @ 7:59am 
Hey, this isn't a bug report per se, as it's an issue with Combat Extended patch for Medieval Overhaul, but posting it here for awareness:
Originally posted by /"HC)hfsParK046GH)§u)@€HS+*/:
The Armour in Medieval Overhaul is still not properly patched.
The Material Effect Multipliers are still using Vanilla values, which lead to very unbalanced stats.

For example, a brigandine is still using a multiplier of 73%, while the Vanilla Plate Armour uses 300%. This means the Brigandine is more than 3 times worse than their Vanilla Counterpart.

Now I have actually checked the xml-Patches and noticed that there is actually a modifier of 2.4 (240% I presume), but it simply didn't take effect.

My Game was loaded with no mods other than the DLCs, Mod Manager, Combat Extended, Medieval Overhaul and any necessary dependencies.
Logs:
https://pastebin.com/3nbwJLUL
(HugsLib sharing function didn't work...)
Last edited by 犬走椛; 22 May, 2022 @ 8:18am
Kearse 31 May, 2022 @ 10:09am 
The Gold Chalice Filled Shelf has the same texture as the Silver one.

The Weapons Rack (the mixed one) and the Swords Rack names and descriptions are mixed up.
SirLalaPyon  [developer] 31 May, 2022 @ 10:41am 
@犬走椛 I see, altho problems with CE patches are best relayed on their server because I am not responsible for CE compatibility

@Kearse Will fix
Kearse 31 May, 2022 @ 11:40am 
Thank you. Loving the mod!
Kearse 31 May, 2022 @ 12:41pm 
Making Tar x5 requires 10 wood and 50 wood, instead of just 50 wood.
Rufert 4 Jun, 2022 @ 3:08am 
I can't find it in the items listed but I'll assume the Windmill is from this mod. If not disregard this post.

When breaking down it wants a regular component rather than a basic one.
SirLalaPyon  [developer] 4 Jun, 2022 @ 7:33am 
Is that feature in vanilla? I think that's from a mod
Hyeenu 8 Jun, 2022 @ 11:27pm 
Hello! I've been using this mod for a short while now and I love it! Though I do have a small issue. I'm using various Warhammer Fantasy race mods from the author KompadT, and primarily playing a Skaven settlement using the Medieval Overhaul mod to give it that true medieval fantasy feel. However with the Overhaul mod, it seems that all the names of pawns from the medieval factions (friendly or otherwise) spawn with Skaven pawn names, rather than human ones? It also seems to have affected pawns from Charity or Refugee quests as well, and I've never had this issue before I started using the mod.

I can't seem to spot anything in the debug log that might explain this, either. The other Warhammer styled factions from the respective mods by the same author have kept their race-specific names, so it doesn't seem to be affecting them.
SirLalaPyon  [developer] 9 Jun, 2022 @ 12:06am 
The problem is most likely be caused by his skaven mod
Fediani4 12 Jun, 2022 @ 3:40am 
Hello. There is a quesionable thing happening to drying racks. I noticed that it uses Salted meat from Apothecary(Continued) as ingredient for dried meat, as well as full barrels with the meat. After that incident I had ludicrous amounts of dried meat piling up next to the rack (like 800 or so). I have it recorded and here is the github(if I did it right as I am an idiot):
https://gist.github.com/cc9ca8ff28fcbd479c2499ef01c1a8e8
Pirotitan 12 Jun, 2022 @ 9:38am 
Hey! Love this mod, just wanted to report in case someone else hasn't yet,

The Packaged Rations recipes (single and 5x) take 1 nutrition worth of salt per ration(s) cooked when I think you might have intended them to take 1 unit or 0.02 nutrition of salt each.
I only say this as 1 unit or 0.02 nutrition of salt is 10 grams (a lot of salt for 0.3kg of food but that's why they don't rot!) but 1 nutrition of salt is 50 units, or 500grams. Only noticed because my colonists were using the "Cook packaged rations x5" recipe and it was taking 251 units of salt per batch, which is over 2.5Kg of salt. Makes for a funny mental image of food rations FULLY ENCASED in rock salt but I don't think that was the intention right?
Cheers, Thank you so much for the mod!
SirLalaPyon  [developer] 13 Jun, 2022 @ 6:15am 
@Pirotitan oh lmao, yeah definitly supposed to take 1 unit of salt for 1x Ration and 5 units of salt for 5x ration. Will fix
Fermuto 18 Jun, 2022 @ 2:24pm 
Apparently Roxes can eat Great Fir trees in Dark Forest....
Fermuto 18 Jun, 2022 @ 2:25pm 
And probably Great Oaks too
K_Patoche 30 Jun, 2022 @ 12:38am 
Originally posted by SirLalaPyon:
post any issues that you find in the mod.
I tried to start a game, the world is generating well but i when i select a map and try to start my game it says "Trying to get valid region..." multiple times, i only have medieval overhaul and mods that let me use it.
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