RimWorld

RimWorld

1,877 ratings
Vanilla Factions Expanded - Medieval 2
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Mod, 1.5, 1.6
File Size
Posted
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25.341 MB
14 Mar @ 11:22am
20 Jul @ 1:52pm
13 Change Notes ( view )

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Vanilla Factions Expanded - Medieval 2

In 1 collection by Oskar Potocki
Vanilla Expanded
110 items
Description
[www.patreon.com]



See change notes or GitHub for detailed change lists.



A worthy successor to our beloved Vanilla Factions Expanded - Medieval and Vanilla Factions Expanded - Vikings, VFE-Medieval 2 builds upon everything that made the originals great. While this isn’t a medieval overhaul that removes late game content in favor of medieval content, we’ve carefully designed it to seamlessly fill the gap between the neolithic and industrial eras, ensuring medieval technologies remain relevant even as you advance.

Here’s what you can look forward to:

- New Medieval Factions & Warfare: Encounter fortified castles, viking towns and merchants’ caravans. Engage in castle sieges and skirmishes, as well as barter!

- Meaningful Medieval Technology: Unlock medieval advancements that don’t become obsolete: matchlock firearms, alchemy, and powerful fortifications that remain useful well into the industrial era.

- New Economy & Industry: Produce fine wines, rich honey, and crafted armors, establishing a thriving medieval economy that supports both trade and warfare.

- Expanded Crafting & Equipment: Wield an expanded arsenal of medieval weaponry, from warbows and arbalests to halberds and pikes with extended attack range, and dress your warriors and base in custom heraldic apparel and structures, displaying your faction's colors.

- Challenging Storyteller: Maynard Medieval: A storyteller who embraces drama, suffering, and slow technological progress, forcing you to earn every breakthrough through blood and toil.

After many months of development, Medieval 2 is our most refined medieval era expansion yet, delivering a unique experience without restricting your playstyle or halting your technological progression.













































































Gunplay causes the ranged weapons to go haywire and spew hundreds of projectiles (and red errors) constantly.

If you encounter any issues, report them using the google form linked below. Bug reports in the comments section of the mod will be ignored.

[forms.gle]



Authors:

Oskar Potocki, an artist and a designer, responsible for the mod design and art.

Taranchuk, a programmer responsible for the code.

Xrushha, a programmer responsible for the xml.

Sarg Bjornson, a programmer who’s coded loads of mechanics here.

Reel, master of screenshots.

Storyteller artworks by Vitalii.

Visandar The Unliving, an artist responsible for some of the walls in this mod.

Oracle of Thessia, an artist responsible for some of the walls in this mod.

RedMattis, responsible for the behemoth of the heraldry code.

Rimworld is owned by Tynan Sylvester.

(CC BY-NC-ND 4.0)[creativecommons.org]



Q: Can I add this mod to an ongoing save?
A: Yes, as long as you never had Medieval 1 or Vikings on that save. Vanilla Factions Expanded - Medieval 2 is not compatible with any save files that ran the previous versions of the mods due to extensive changes to factions.

Q: Can I use it alongside Medieval Overhaul?
A: Yes, but it’s not recommended due to the extensive content overlap. Both mods add same things. Medieval Overhaul is an overhaul-style mod which focuses heavily on medieval era and changes the game to fit medieval era. Our mod is focusing on creating a smooth transition between neolithic and industrial periods, and is not meant to be used for ‘Medieval-only’ playthroughs. After all, we don’t want to remove the industrial content from the game. We’re Vanilla Expanded, not ‘Vanilla Replaced and Removed’.

Q: Does Maynard Medieval still limit the technology of the game?
A: No it does not. See above. We recommend using the following mod to limit tech: World Tech Level

Q: There seems to be some overlap with Vanilla Weapons Expanded
A: That’s right. This mod changes some content in Vanilla Weapons Expanded - for example, flintlock and musket will now be direct upgrades to matchlock weapons, offering longer range and actual armor penetration.

Q: Is this mod compatible with Combat Extended?
A: We do not handle CE patches. Best ask Combat Extended team on their discord/steam page. Do not ask here.

Q: What about Crypto weapons?
A: Those will arrive in Vanilla Quests Expanded - Cryptoforge.

Q: And what about the monster hunts?
A: Those will arrive in Vanilla Quests Expanded - Monster Hunt.
1,155 Comments
Mostima 1 hour ago 
Ok I started a new game with quickstart with all the same mods and the items worked fine. So I can only assume corrupted save.
Mostima 2 hours ago 
I tried to disable all my mods bar this one but that cause my save to melt down
Sarg Bjornson  [author] 2 hours ago 
NullReferenceException is not a very useful error with 150 other mods. You'd have to discover which mod is conflicting
Mostima 2 hours ago 
Alright I submitted a bug report as well. Kind of hard to find since steam blocks every imgur embed.
Mostima 2 hours ago 
I tried deconstructing all the items that use processes; the dryer, the leather pot and mead barrel, but the errors are still popping up.
Mostima 2 hours ago 
Ok I looked in devmode and the only real thing I could see in the errors that might be helpful is

Hauler Bot (Tier 1) 3 threw exception in WorkGiver PS_BringToProcessor: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 5C8B1E0D] Duplicate stacktrace, see ref for original

Any ideas?
Mostima 3 hours ago 
For some reason my pawns have stopped doing the processes of the items added by the mod. I can still right rick-click to make them load them, but they're not doing it by themselves. They were doing to begin with but seem to have just stopped. I can't see any mod that would of made them just stop but I wasn't sure if anyone else has had this problem or not.
gazza_m_bolton 15 Oct @ 2:27pm 
Sorry to ask but is there any plans to expand the viking style to the more modern items such as marine armour flak etc? I'm just wondering on the flak helmet or armors and marine to have a "medieval" twist
Bolchak le russe 13 Oct @ 8:51am 
With the Revolution start, my colony started with eletricity, is this intended ?
sharkcrisp049 11 Oct @ 11:13pm 
does any have same issues that the game is keep spawning faction bases when ve medieval 2 is actived?