RimWorld

RimWorld

Edo Themed Expansion
337 Comments
Hei  [author] 25 Sep @ 10:14pm 
More or less how vanilla rimworld does it but, fuck it why not. Kamado is now made from 80 stuff, (wood, metal or stones) instead of 70 steel and 10 wood
QOMRADEQUEER 25 Sep @ 9:03pm 
Would it be possible for you to change the cost list for the kamados to be wood stuffable like the rest of your buildings? Its the only one that has a set cost list with woodlogs instead of category woody. XD
Square Eyes 22 Aug @ 1:42am 
No problem thanks for the reply! Again, such an amazing mod
Hei  [author] 21 Aug @ 11:00am 
Sorry, not much I can do because I dont work for the Vanilla Expanded team, VFEC comes from the vanilla expanded framework.

That being said on a side note, I do think I recall having that happen a long time ago, and if I recall it was a mod compatibility issue between Vanilla Expanded Framework and another mod. You might strip down your modlist and see if it still persists.

Other then that there isn't much I can do, sorry!
Square Eyes 21 Aug @ 6:22am 
Hey, love this mod so much thanks, one thing I am noticing is that the VFEC_Outershell does have the correct drawOrder and for the front and sides the cloak appears on top of shell, in this case (parka) but on the back the parka appears above the VFEC_Outershell, any help here?
Hei  [author] 20 Aug @ 11:29am 
Not much I can do to help sorry, that seems to be something medieval overhaul adds or does.
atana 20 Aug @ 8:36am 
i have no textures of Bamboo Logs and Bamboo Planks, found it on start. right now i use Medieval Overhaul and Edo Themed Expansion. It says that Bamboo Logs and Bamboo Planks are from Medieval Overhaul. can u please help?
Hei  [author] 17 Aug @ 11:08am 
It adds no content for current or future tech but you can use it, although samurai might not perform well against rocket launchers but who knows.

It should work with that mod but ive never used that.
LioTheManlyBadAssHero 17 Aug @ 8:27am 
will it work with current/future tech?
Hei  [author] 16 Aug @ 11:59am 
Still works. I'd go options, mod options and ensure the enable Bamboo Forest Biome is checkmarked.

If it is and biomes are not generating in new worlds still, you've got some other mod causing issues.
Richard 16 Aug @ 11:13am 
dont see bamboo biome anymore.
Hei  [author] 15 Aug @ 12:17am 
My mod does not touch or remove any vanilla research or other mods research trees. Adds a separate tab to distinguish so perhaps you are swapped into edo's own research tab, and need to head back to the main one.
IBLACKHAWKI 14 Aug @ 11:22pm 
Haven't been playing RimWorld for long but, this mod is something that I looked forward to trying. Anyway, I installed it, enjoying it so far but I noticed the research tree is small, I missing things like Medicine Making and wonder if this is by design or if I did anything wrong?
Protok 12 Aug @ 5:53am 
I think it is necessary to indicate in the description that the mod adds 3 factions.
Hei  [author] 10 Aug @ 3:41pm 
Looking at the stats its *somewhat* intended, albeit over tweaked.

TLDR the armor stats were based off popular similar mods at the time, such as VFE medieval. In Vfe medieval, plate helmets would add something like -2.0 Melee hit chance, ect.

The idea was to have stats be slightly lower but focus on stat benefits, that being said It appears I got lost along the way. Early content I made like that tends to have some over tweaking and ill probably nerf the stats a bit to bring them more in line with other mods and offerings. It wont be too exhaustive though as I don't actively play rimworld as much anymore, so in regards to fine tuning i might be a bit out of touch.
Hei  [author] 10 Aug @ 3:14pm 
Or TLDR im gonna check my files to make sure I didn't know better years ago then I do now.
Hei  [author] 10 Aug @ 3:14pm 
I am inclined to say that it is a typo but i'll need to check and make sure the stats behave how I expect them to, that armor was made many years ago and sometimes there are very fine differences in stats that mean different things.
Falc 10 Aug @ 1:58pm 
I think the Kensei Kabuto's stats are, like, 10 times higher than they should? 600% dodge chance when every other apparel has 20%? Hit chance +6 when others have +0.2 and +0.4?
fantasia5thsymphony 3 Aug @ 6:41am 
Yooooo shikkui walls are paintable now very cool thanks!
surenu 25 Jul @ 2:58am 
That's some of the most gorgeous headgear I've ever seen in Rimworld, kudos
Thank you for updating to 1.6!
fantasia5thsymphony 23 Jul @ 10:41pm 
Hey, did you ever revisit the possibility of painting the shikkui walls?
Hei  [author] 19 Jul @ 1:19pm 
Update is a small patch to fix issues with the Vanilla fishing expanded patch and Odyssey dlc
Hei  [author] 17 Jul @ 3:06am 
I can probably just write some code to not do the patch if you own the dlc, or poke around and see what the key difference is. Its no issue I just needed to confirm what was causing it.
Maal 17 Jul @ 1:41am 
I have it. But I can just use that new nifty "disable bamboo biome" button until you get the DLC one day.
Hei  [author] 17 Jul @ 1:11am 
Do you have odyssey dlc? ive had a similar report in bug reports but unable to recreate it. Digging into fishing expanded I found they have separate versions for 1.6 with and without the dlc, but I havent purchased the dlc yet so I cant confirm this is the cause.
Maal 17 Jul @ 12:07am 
I think some of the fishing extended patch need updating as it changed to adapt itself to the new fishing system.

https://gist.github.com/HugsLibRecordKeeper/167a843c14e218425aa2d5e1ff74293b

[Edo Themed Expansion - Start of stack trace]
Verse.PatchOperationAdd(xpath="/Defs/VCE_Fishing.BiomeTempDef[defName="VCEF_BiomeWarm"]/biomes"): Failed to find a node with the given xpath
Verse.PatchOperationFindMod(Vanilla Fishing Expanded): Error in <match>
Hei  [author] 16 Jul @ 11:42am 
I'm not sure what the problem is? are you saying LTS Furnishing is overwriting the games royalty titles? That might be a post better directed to that mods creator then; Unless im not understanding the issue.
Vanyor 15 Jul @ 7:28pm 
Hello, thank you for the mod! When using (1.5) [LTS]Furnishing mod, there is an issue with the Royal title bedroom requirements since it uses their bed, Hemnes bed, as a requirement, not a royal bed or anything. Is there a fix for this?
In any case, thank you for the mod!
Hei  [author] 15 Jul @ 12:11pm 
Latest update is Bug fixes
Fixed Haiku spot cost error
Fixed Shikui wall blueprints not being drag-able
Hei  [author] 15 Jul @ 11:33am 
Wall's got changed in the recent update, although the exact ways i'm not 100% sure. Ill dig in and find a fix for this sometime today.
fantasia5thsymphony 15 Jul @ 9:13am 
Hey thanks for the update! just wanted to report the shikkui wall rn is acting like a building that can only build 1 click at a time rather than the drag click of normal walls.
Hei  [author] 14 Jul @ 10:58am 
Haven't tested it, always forget about that one. In theory it shouldn't be broken but the VEF devs made changes to keywords used in code, so its possible things are broken. ill check it out later today.
Pippintastic 14 Jul @ 3:44am 
quick question, should the T Samurai redundancy patch still work in 1.6?
Lucabaduka 12 Jul @ 10:19am 
Thanks very much for the update!
Va1 12 Jul @ 10:05am 
Glad for the update! Adore this mod!!
Monkster 12 Jul @ 9:09am 
Hero! Thanks for this!
Hei  [author] 11 Jul @ 2:29pm 
I squashed every bug that I could find but I did not extensively test it. If you find something please make sure to throw it in "Bug Reports" in discussions.
Hei  [author] 11 Jul @ 2:27pm 
Updated for 1.6

For the folks who don't want the biome, there is a change in how you toggle it off. Now, instead of using VEF's toggle-able patches Edo Themed Expansion has its own dedicated mod settings page. By default the biome is enabled, switch it off before generating your save if you don't want the biome.
Hei  [author] 11 Jul @ 2:18pm 
Doing some final tests here; Had to reinstall some code programs since the Biome code needed re-writing. If all is well I expect it to be uploaded in 10-30 minutes.
Keerith 11 Jul @ 2:14pm 
You are fantastic, thank you! :D I am really looking forward to using these in my colony.
Hei  [author] 11 Jul @ 11:59am 
For anyone coming to check on the mod for 1.6, I am in the process of updating it and should have it ready in a few hours if all goes well.
Hei  [author] 11 Jul @ 11:58am 
Hey. Sorry its about half a month late but I never got an alert. it can be crafted in Crafting spots, hand or electric tailoring benches. It requires the edo clothing research to be completed first.
ГРЯЗНЫЕ_ЖОПЫ 27 Jun @ 9:24am 
Hi, where can I get a cloak, I just don't have it anywhere in the crafts, even after studying the technology from the mod
Hei  [author] 10 Jun @ 3:55pm 
I will continue support until 1.6, I tend to be pretty quick when I can but since this mod depends on other stuff, such as V.E framework, it also depends firstly on how fast they update their mods.

Although the ve team tends to be pretty quick.
fantasia5thsymphony 10 Jun @ 1:13pm 
Really hoping this mod will get updated when 1.6 drops, one of my favorites on my modlist.
Hei  [author] 1 Jun @ 11:05am 
The item is converted on harvest, I was originally going to have it be crafting for the paste but that didn't seem to fit the general spirit of rimworld, which tends to avoid crafting chains like that. So I decided to keep it simple instead.
Pippintastic 1 Jun @ 4:04am 
Perhaps its because I'm blind/stupid... but how do I make the bean paste?
Head 12 May @ 9:44pm 
Awesome mod!