RimWorld

RimWorld

Medieval Overhaul Tweaks
 This topic has been pinned, so it's probably important
TheCakeIsALie  [developer] 25 Nov, 2023 @ 5:22am
Feature Requests
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Provide some description and, if applicable, links to the mods to integrate
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Showing 1-7 of 7 comments
Exosais 18 Jul, 2024 @ 7:31pm 
A toggle for mechanoids to spawn
TheCakeIsALie  [developer] 18 Jul, 2024 @ 11:46pm 
Originally posted by Exosais:
A toggle for mechanoids to spawn
I think it's already possible to disable mechanoids during world creation, do you mean something else? (also I'm sure rimedieval also stops them from spawning)
Naraxa 13 Jan @ 3:33pm 
Given VFE classical and Medieval Overhaul have meat drying mechanics, would it be worth it to bridge the two at all?
TheCakeIsALie  [developer] 15 Jan @ 12:44am 
Originally posted by Naraxa:
Given VFE classical and Medieval Overhaul have meat drying mechanics, would it be worth it to bridge the two at all?

Meat drying is gated behind medieval overhaul research (renamed from pemmican), In any case primitive people should have found how to conserve meat using fire. Probably a way to craft strips of dried and smoked meat that can last a few weeks, unlocked with butchering.

I'll see what I can do :)
Naraxa 15 Jan @ 8:20am 
Originally posted by TheCakeIsALie:
Originally posted by Naraxa:
Given VFE classical and Medieval Overhaul have meat drying mechanics, would it be worth it to bridge the two at all?

Meat drying is gated behind medieval overhaul research (renamed from pemmican), In any case primitive people should have found how to conserve meat using fire. Probably a way to craft strips of dried and smoked meat that can last a few weeks, unlocked with butchering.

I'll see what I can do :)

Thank you, appreciate it. I mainly asked because jerky is imperishable and dried stuff isn't despite both being made by the same means, so it seemed inconsistent in my eyes. If you don't see a problem or already patched the two, no worries there. And yeah preserving meat by fire makes sense so I also think it's a good idea hehe
Medieval overhaul makes 2 changes i find problematic:

The art bench requires complex furniture research

Smithing is moved to medieval research and requires rustic furniture.

People were using swords long before medieval times, and the art bench change is unnecessary and conflicts with things like furniture expanded: art. Its common to have art research that predates medieval overhauls complex furniture, which is nonsensical.

I know its not your job to accommodate other mods but I don't think these changes added to the overhaul in a positive way in the first place, our access to art shouldn't be limited to a late media period

My 2c, i appreciate what you do
Also with the current set up i can create stone blocks before clay blocks which defeats the whole point of clay as a building material if im being honest
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