RimWorld

RimWorld

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Medieval Overhaul Tweaks
   
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Mod, 1.3, 1.4, 1.5, 1.6
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451.397 KB
24 Jan, 2022 @ 10:15am
16 Jul @ 2:11am
52 Change Notes ( view )

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Medieval Overhaul Tweaks

In 1 collection by zenlor
Medieval magical mashup
206 items
Description
IMPORTANT UPDATES


beta version is now the current version for 1.5

XMLExtensions is required only for 1.5!

As always report all the bugs! :)

Small tweaks to Medieval Overhaul and related mods

Released under MIT license[github.com]

A set of opinionated patches powered by Vanilla Expanded Framework tailored for a medieval playthrough.

The patch set should not send error messages, if there are errors or incompatibilities write in the comments or open a Github Issue[github.com] or post in the pinned discussion forums.


Options

The newer version of this mod uses Vanilla Expanded Framework Togglable Patches[github.com]. Toggles for the patches can be found in the Vanilla Framework Expanded mod menu, under Toggable Patches.

List of changes

Note this is a list of all historical patches. For a list of active patches check VFE mod menu.

Fixes

  • Workbench's recipe bills, it's possible to craft anything craftable in the crafting spot
  • Tailor Bench's recipe bills to accept anything craftable in a Hand Tailor Bench (RimWorld <= 1.5)
  • Cooking Table's recipe bills to accept anything made for Electric Stove (RimWorld <= 1.5)


General Changes

  • Dubs Bad Hygiene Irrigation is moved to medieval. Irrigation is a cornerstone of the medieval ages (*)
  • Early Medieval Medicine is cheaper to research and it's moved to neolithic tech (in the end it's just a set of bandages and medical herbs) (*)
  • Early Medieval Prosthetics is cheaper to research, this is still tied to the medieval era.
  • Anvil can be used as smithy. Its finally possible to craft Crowns using medieval tools.
  • Owlchemist's Packed Sand and Dirt support for Flowery soil found in Sarg's Alpha Biomes

Integration and patches


VFE Tribal integrations:

  • Neolithic Storage locked under Furniture.
  • Hay Rack locked under Agriculture
  • Dry Rack locked under Hunting
  • Butcher's Block requires Hunting and Construction (butcher's spot is available after Hunting)
  • Butcher's Table locked under Rustic Furniture
  • Mining Spot locked under Mining
  • Stonecutting Spot locked under Mining and Construction
  • rustic and slab door, log walls and palisades, log and metal gates are locked under Construction
  • hide and cloth tent walls are locked under Hunting
  • log table and chairs are locked under Furniture
  • industrial (vanilla) tables and chairs are locked under Complex Furniture
  • research spot, rustic cooking tables, cleaning bench and workbench are all locked under Culture
  • the Large Fire requires logs, not timber!
  • the Wild Men scenario doesn't provide timber but wood logs
  • cutting wood into lumber requires new tribal research Lumber




(*) Standalone patches. Patches marked don't require Medieval Overhaul. These might be useful for light-medieval or era-like playthrough (eg. using TechBlock or Tech Advancing).


[github.com]
Popular Discussions View All (2)
24
16 Jul @ 2:15am
PINNED: bug reports
zenlor
7
26 Mar @ 6:49am
PINNED: Feature Requests
zenlor
185 Comments
Tal'Raziid 9 Aug @ 10:15am 
Does this overlap with Ferni's Progression mods?
zenlor  [author] 29 Jul @ 10:16am 
@我打不过我认输 it is strange, I have a post-1.0 layout with each version separate from the other, I'm going to add a loadFolders.xml to force RimWorld to pick the right folder
我打不过我认输 29 Jul @ 4:06am 
where can i get old version mod?im still using 1.5,but update broke my modlist.
ARTEMIDA 24 Apr @ 5:47am 
@Amroth to remove matches: Medieval Overlap Remover https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3455187565
Azraile 29 Mar @ 12:48am 
don't supose you can you can patch it so the texture replacements in MO and the like are optional for tech advancing modpacks. Getting to the industry and unlocking factions that should have drop pods, still sending ballons, is a little weird.
Amroth 20 Mar @ 11:39am 
I just noticed that "Progression: Aesthetics" removes a couple overlaps between VFE: Medieval 2 and Medieval Overhaul, like walls.

The author seems to mainly do overlap patches, so he might consider doing it if someone were to ask?
zenlor  [author] 20 Mar @ 11:30am 
Thank @Amroth, I was about to write the same :)

Removing all duplicates is a lot of work, I'm playing right now with VFE:M2, there are a few inconsistencies (like being able to build beds and leather beds with a single research) I'd like to patch. I'll see if I have time/will to do it :D
Amroth 20 Mar @ 7:35am 
@Elmano Medieval 2 is not recommended to be used with Medieval Overhaul because of the major overlap between them.

If someone made a mod to remove the duplicate stuff from VFE: Medieval 2, then it might be worth it
Elmano 15 Mar @ 6:35pm 
with VFE: medieval 2 out, will you do a patch for medieval overhaul?
zenlor  [author] 25 Feb @ 5:13am 
@Monique_L33T thanks for the report. Just pushed an update with settings toggles