RimWorld

RimWorld

Uncompromising Tribal Faction
216 Comments
Vlad Draculea 31 Aug @ 5:11am 
does this mod still make tribal raiders spawn with guns?
Fuko  [author] 22 Aug @ 8:02am 
@batstealer :lunar2019laughingpig:
Bat stealer 21 Aug @ 4:16pm 
i cranked the fire mod to the max. THE SHEER HORROR OF A TRIBAL SHOOTING MY (wooden) SUPERSTRUCTURE BASE gives me a heart attack every time
vortexhelios320 9 Aug @ 10:30am 
@Fuko oh? thank you! I was starting to think it might be a weird conflict from a THIRD mod causing those two others to not interact properly, but was having trouble getting the error to actually show up again when I needed it to. That will be a great workaround, thanks again.
Fuko  [author] 9 Aug @ 2:46am 
@vortexhelios Strange, there doesn't seem to be any condition on wearing them both together, and my pawns/spawned raids seem to be able to wear both.

But still, I removed the quiver from being spawned on ChiefRanged, which should put an end to that.
Fuko  [author] 8 Aug @ 7:26am 
@vortexhelios Oh that's new. I wonder if either vanilla expanded or rimworld added some condition on what apparel can be worn together. I'll look into it.
vortexhelios320 7 Aug @ 9:27am 
I keep getting an error every few launches or so.

Config error in Tribal_ChiefRanged: required apparel can't be worn together (UncompromisingTribalFaction_Apparel_SmokeBomb, VAEA_Apparel_Quiver)

Reinstalling the mod fixes it, but it keeps coming back. And reinstalling a mod and waiting through additional load screens is a little tedious when you have to do it every other day. Any idea what could be causing it?
Stupid Jerk 5 Aug @ 9:26am 
Suggestion: adding tamed attack animals to tribal raids is a great way to make them stronger while staying on theme.

Another cool raid type could be like a tribal version of a mech cluster, but more offensive. They bring shamans along to do a ritual that afflicts your colony with psychic suppression until the shamans are dead.

Also, it would be kinda cool if the neanderthal raids were more likely during weather events that reduce ranged accuracy, like raining/fog and at night.
Smiley Face Killer 5 Aug @ 5:03am 
Fair enough, I just had nothing going on at that second and I saw the missing banner comment.
Fuko  [author] 4 Aug @ 11:20pm 
@Smiley Oh thanks. I'll probably just make a new opaque 1.6 corner and paste it over all my banners. Since I have more than one mod I need to update that for ;p
Smiley Face Killer 4 Aug @ 5:48am 
I'm not an artist by any means but I did like a 1 minute edit to the banner for you
All I did was make it say "1.6" in the fastest way possible, hopefully the imgur link doesn't get flagged as spam but here you go
https://imgur.com/a/ve9mC44
femoral2 30 Jul @ 8:40pm 
any other mod that goes well with this one to make tribals more challenging and stronger?
Fuko  [author] 28 Jul @ 8:26am 
@Latex Good to hear. After Biotech added Impids a bit of the uniqueness went away, but glad people still like it ;3
Latex Santa 28 Jul @ 5:30am 
@Fuko
With this mod, the tribals are finally a legitimate threat.
Thanks for the update, been a fan of this mod for a while.
LyNX_019 27 Jul @ 8:51am 
ty for the update :)
Aulwynd 27 Jul @ 4:15am 
Lets goooo :wolf_swag:
KawaiiAngel-chan 26 Jul @ 9:42am 
thanks for updating your mods I love them :Mousou:
Fuko  [author] 26 Jul @ 8:02am 
@Mangan Whoops, thanks. Deleted one too many folders when removing useless compilation artifacts ;p
Dealer Mangan 26 Jul @ 8:01am 
Great Flame Bow, Great Flame Bow Arrow and Smoke Bomb are missing textures, throwing errors on startup.
Full log:
https://gist.github.com/HugsLibRecordKeeper/a3a62833a922d4485c502829bda3126c
Quiana 26 Jul @ 7:35am 
Hi Fuko, just wanted to let you know, it seems the texture for the upgraded flamebow is missing, so it's throwing a minor error trying to find the texture for it and the smoke bomb.

Could not load Texture2D at 'Things/Item/Equipment/WeaponRanged/GreatFlamebow' for def 'UncompromisingTribalFaction_GreatFlamebow' in any active mod or in base resources.
MatFrom with null sourceTex.
Could not load Texture2D at 'Things/Projectile/GreatFlamebowArrow' for def 'UncompromisingTribalFaction_FireArrow' in any active mod or in base resources.
MatFrom with null sourceTex.
Could not load Texture2D at 'Things/Pawn/Humanlike/Apparel/SmokeBomb/SmokeBomb' for def 'UncompromisingTribalFaction_Apparel_SmokeBomb' in any active mod or in base resources.
MatFrom with null sourceTex.

Thank you tremendously for the updates!
Fuko  [author] 26 Jul @ 6:50am 
1.6 Update is Here!!!!! (Don't mind the 1.5 in the image, I don't have the banner files with me ;P)

Sorry for the long wait. I've been in a different country for the last several months, so very low on time as you can imagine.

I don't have time to extensively test, so tell me if there's any new content/mechanics in the DLC that the mod isn't quite working with or newly introduced issues!

The mod can be added in the middle of a saved game, so no need to restart.

Also to a question asked a long while ago, mod load order doesn't matter. This mod doesn't have any interdependencies with other mods, so it will behave identically no matter where it is. In general, just obey the load order suggestions of other mods, like performance mods that suggest to be loaded last.

Have fun~!
Aulwynd 20 Jul @ 10:45am 
This and blood animations are must have mods please prioritize them :wolf_swag:
condottiere 19 Jul @ 11:39am 
Ha ha wow, I had forgotten that you were the author of 3 of my preferred mods -- tribals, evasion, and uncompromising fires. Already left a best wishes comment on your fire mod. I'll look forward to updates, but won't ask since you've probably been inundated with demands on your blood animation mod.

This mod + tribals have guns + your fire mod made me fear tribal raids far later into my RW runs, and forced me to significantly and permanently change my play style and strategies. You've been responsible for some of my most memorable early/mid-game wipes. :D
Marty in the multyvers 19 Jul @ 5:24am 
@Fuko welcome back
Fuko  [author] 19 Jul @ 4:08am 
Oh, new Rimworld expansion is out :lunar2019shockedpig:

I've been in a different country for the last several months, so very low on time as you can imagine, but I brought the source code along :MHRISE_Felyne:

I'll try to get my mods updated in the next few weeks.
Jingo 14 Jul @ 7:49am 
Mod author hasn't been online in 150 days :c
Solei 11 Jul @ 7:43am 
Also curious about 1.6 compatibility! Great mod!
MajorityOfTheInternet 4 Jul @ 12:08am 
Can this work in 1.6 without needing an update?
Sudo Modding 21 Jun @ 12:52pm 
Note that you can remove the rimpy warning by removing this from \db\db.json

"2454918552": [
"Vanilla Weapons Expanded - Tribal", "https://gtm.steamproxy.vip/workshop/filedetails/?id=2454918552"
],
"2521176396": [
"Vanilla Apparel Expanded — Accessories",
"https://gtm.steamproxy.vip/workshop/filedetails/?id=2521176396"
],

Which made me realize, rimpy isn't updated since years, rimsort it is then for the next playthrough
Sudo Modding 21 Jun @ 10:07am 
(Still playing with Rimworld 1.4 and CE 1.4)
Rimpy thinks it needs VAE and VWE as dependencies
There's also an error on launch on the 1.4/Patches/VAE_Accessories.xml and 1.4/Patches/VWE_Tribal.xml files
Removing them solves the problem, and the mod works flawlessly without them
Evono 19 May @ 12:14pm 
@gender Bender dont use rimpy , use rimsort.
Gender Bender 14 May @ 11:58am 
Don't if this issue is from your end but rimpy is throwing error message saying missing dependencies for VWE - Tribal
Kimo' 3 Mar @ 5:30pm 
@Fuko That's indeed a fun way to do it, will definitely try it, thanks! :happyio:
Fuko  [author] 3 Mar @ 3:02pm 
@Kimo Yeah, I think he should have just implemented it as a mod option rather than tie it to storyteller. Might be better as a suggestion on his mod rather than here, as it's really an issue of his rather than mine ;p

But I'll give you a fun way to trick psycasters to spawn regardless of storyteller:
In the StorytellerDef of your preferred storyteller, change the defName to <defName>VPE_Basilicus</defName>.

Yep, the code in VPE simply checks if the defName is VPE_Basilicus to decide whether or not to add psycasters ;p

So all you have to do is rename the defName of any storyteller you want to use to VPE_Basilicus and it will spawn psycasters :MHRISE_Felyne:
Kimo' 3 Mar @ 1:26pm 
Tbh, I think locking game mechanics behind storyteller is kinda lame. You end up stuck if you want both basilicus psycaster and Han Hordemode waves raids, for exemple. Unlocking psycast raids allow to still enjoy your prefered storyteller
Fuko  [author] 3 Mar @ 1:22pm 
@Kimo Hmm, doesn't the Basilicus storyteller from VPE already add psycasters to raids? What would you like to happen beyond what Basilicus achieves?
Kimo' 3 Mar @ 8:50am 
Hey, very nice mod! I was wondering, for the sake of diversity in units, you would be willing to consider adding psycasters raid to impids and neandertals factions if VPE is loaded? Impids would make a wonderful use of the conflagrator tree, and neanderthals could potentially use the warlord tree. I attempted to try to add these myself on top of your mod, but I'm not good enough to make it work without one overwriting the other ^^' Anyway, thank you for your work!
Sandy 8 Feb @ 2:35am 
Sorry, the raids are spawning, but at a different raid points.
In one game, with 100, 200 and 300 raid points, it didnt work, but 400 raid points spawned the raid.
In another game, just 100 raid points spawned the raid.
Sandy 8 Feb @ 12:50am 
Latest game version, with Royalty and Biotech.
New game and even in Dev quick start, the issue is there.
i made another mod list without CE and the issue is still there.
I'll check with only this mod and reply back.

Also, savage tribe is permanently hostile, so not friends with them.
Fuko  [author] 7 Feb @ 11:53pm 
@Sandy Seems to spawn fine after doing some tests on my end.
1) What game version and DLCs are you running.
2) Are you able to reproduce the problem in a new game with the mods you are using?
3) Are you able to reproduce the problem with no mods other than this one?
4) If the problem doesnt exist in 3, You'll have to narrow down through process of elimination to find the conflicting mod.

Also could you perhaps have befriended the savage tribe? They won't attack you if you have positive relations with them.
Sandy 7 Feb @ 10:05pm 
Hi, thanks for the mod.
I have one problem, where with this mod, savage tribal raids are not happening. I cant even spawn them in dev mode.
Once i remove this mod, i can spawn the savage raids.
Is this happened before or any known mod conflict?
There is no error, so no logs.
Fuko  [author] 31 Dec, 2024 @ 2:46pm 
@Dizzy Oh you're right. Their work amount wasn't set because they weren't meant to be craftable in the past. Fixed now.
Dizzy Ioeuy 30 Dec, 2024 @ 4:11pm 
Mod author also forgot to mention he added flamebows to your recipes- but got the work amount wrong at instant. Maybe a fix is needed.
Dizzy Ioeuy 27 Dec, 2024 @ 10:21pm 
Nice mod, but the graphics for flamebow and great flame bow are just really bad.... 64x64? really? Will have to change these for my own use. And having them with a flaming arrow in them when not in use doesn't look great either.
Fuko  [author] 21 Dec, 2024 @ 5:51pm 
@fyodord The molotov is merged with the CE's molotov changes, since this is simply using the molotov from vanilla, not modifying it.The smoke bomb is a new item that's independent than the one from CE, with simple crafting ingredients one can make in neolithic tech.
fyodord 18 Dec, 2024 @ 2:43pm 
With CE, would the smoke grenade and Molotov be merged with existing one in that mod? Or is it considered different because this one is technologically tribal?
Fuko  [author] 2 Dec, 2024 @ 6:32pm 
@Truepiggy :lunar2019madpig:
Truepiggy 1 Dec, 2024 @ 9:38pm 
Been enjoying the the craftable great flamebows thoroughly. My Pyromaniac is gleefully sniping fools, lighting then on fire. The blaze that follows shortly afterward is also great for dealing with corpses that may be too far for my haulers to deal with in a timely matter.
Fuko  [author] 30 Nov, 2024 @ 6:57pm 
@thegelbox LTS works since they designed it to be compatible with modded weapons. I haven't used Yayo Combat before so I'm not sure about Yayo. You can always do a quick test yourself: Activate dev mode, start a new game with both mods active, and spawn in some weapons, ammo, and enemies and see if it works.
thegelbox 29 Nov, 2024 @ 9:58pm 
@Fuko what about for ammo? Is it compatible with the ammo in LTS or in Yayo?
Thank you so much for responding btw!