RimWorld

RimWorld

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Neolithic Frankenpatch
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Mod, 1.5, 1.6
File Size
Posted
Updated
811.298 KB
16 Sep, 2024 @ 2:02am
5 Sep @ 4:06am
10 Change Notes ( view )

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Neolithic Frankenpatch

In 3 collections by cyanobot
Cyanobot Plays 1.5 - Neolithic
47 items
Patches by Cyanobot
12 items
Cyanobot Plays 1.6 - Neolithic
39 items
Description
This mod is a big pack of XML patches that aim to integrate a number of neolithic-era mods with each other in a smooth and balanced manner.

Core aims:
  • Integration: where different mods add mechanics that seem like they should interact with each other, make it so
  • Consolidation: where multiple mods add different takes on the same concept, remove one or the other or merge them together to avoid duplicates
  • Balance: where multiple mods add related content (eg. apparel), one should not be outright mechanically better than the other such that there's no reason to ever make/use the less good option
  • Availability: items and mechanics that seem like they should be available at a neolithic tech level should not be gated behind non-neolithic requirements
  • Plausibility: mechanics should not break suspension of disbelief

Patched mods:
For a full list of patches by function, see this discussion page.

Most patches revolve around having Vanilla Factions Expanded - Tribals and/or Primitive Workbenches as a base, but none of the patched mods are required. I don't recommend running this mod with none of the below mods, but theoretically it should work with any subset of the below.

In practice, I have not tested all possible combinations (that's a lot of combinations), so let me know if a combination does not work as expected.

All touched mods (some patches much larger than others):
Popular Discussions View All (1)
0
16 Sep, 2024 @ 3:11am
PINNED: All Patches
cyanobot
43 Comments
Ivan_Karamazov 28 Sep @ 5:05am 
Great work!!!
TurtleShroom 15 Aug @ 2:29pm 
Okay.
cyanobot  [author] 15 Aug @ 12:35pm 
@TurtleShroom
Steam is not very reliably updating mods at the moment (I don't know why). Unsubscribe and resubscribe. You may need to do it a few times, and it may need to happen while RimWorld isn't running. Ideally you want to see the downloading bar at the bottom of the Steam window to prove it's fetched the new version.
TurtleShroom 15 Aug @ 11:29am 
For some reason, despite this Mod saying here that it works for V1.6 , my client saide copy still says it's only for V1.5 . Am I doing something wrong and the Mod has not updated?
scout 8 Aug @ 3:28am 
@cyanobot
thank you!
Techlich 7 Aug @ 12:47pm 
If you want, there is the Colony Manager mod which lets you build a management desk immediately, rather than maybe some less efficient leadership slot first until you invent furniture.
Just a suggestion in case you were looking for more mods for the mega patch.
cyanobot  [author] 7 Aug @ 6:17am 
1.6 version is live.

Patches are still included for the mods that haven't updated to 1.6 yet in the hope that they'll just work when those mods update, but they may need revisiting.

As ever, I'm not able to test all possible combinations of mods, so let me know if you find a combo that doesn't work as expected.
cyanobot  [author] 30 Jul @ 8:01am 
@scout
I think it should still work with those 3 in 1.5 but I can't promise. Give it a test on a fresh save before trying to include it in an active save.

You might see some errors adding to an existing save, especially I think if you already have a condiment table. My best guess would be that they won't be serious or game breaking, but again no promises. Make a backup of your save first if you try it.

(I've started work on the 1.6 version, for everyone's reference, but I'm pretty busy over the next week so we'll see how far I get.)
scout 29 Jul @ 10:27pm 
hello,
i am using only : VCE, VFE-tribals, VWE-tribal among on the list.
Is the mod works fine on 1.6?
if not, i will wait for 1.6 update :)

also, Is this mod okay to add on existing save?
cyanobot  [author] 21 Jul @ 1:47am 
@Jadefire
Fully intending to update to 1.6, don't worry. It might be a little while yet though.

I've left this one close to the end of my to-update list to allow some of the dependencies time to update. (And I can see some of the other modders working through their own collections updating).

Once I get to this one on my list (not that far now, but probably still days to weeks) I'll see what I can do regardless of how many of the others have updated.