RimWorld

RimWorld

Progression: Production
73 Comments
kittehkatbar 16 Oct @ 8:13pm 
@Ayana I'll give that a shot, thank you!
Ayana 12 Oct @ 9:26am 
@kittehkatbar if you use World Tech Level you can manually set exceptions and change the allowed tech level for everything. Including research and items/buildings.
kittehkatbar 30 Sep @ 7:08am 
I like this mod but I realized that there was no way to get the Fueled Smithy in my medieval run so I had to remove it. There are items that I can only make via the Smithy (Harpsichord for example).
ferny  [author] 26 Sep @ 12:58pm 
@Dundertupp The research bench project is unlocked by default in industrial starts, if you are starting Neolithic then you'd need some way of researching first from some mod.
Dundertupp 26 Sep @ 7:26am 
I'm sorry if I'm just blind but I have neither VFE Tribal or MO and I just can't research? I need to research the research bench but I have no research spot and no options on the campfire to research? I can't find a way to, you know, kick things of.
ferny  [author] 24 Sep @ 5:21am 
v11 - improved compatibility with architect mods
ferny  [author] 18 Sep @ 6:53pm 
@Vague You research with the campfire if you have VFE Tribals.
Vague 18 Sep @ 4:06pm 
@ferny Does researching not work if you have VFE:Tribals installed? I am not able to build a research bench or even search for it in the research tab unless I remove Tribals. I am also using MO
ferny  [author] 12 Sep @ 11:54am 
v10 - moved SOS2 category patch to "Better Architect Menu"
ferny  [author] 26 Jul @ 11:01am 
@LioTheManlyBadAssHero nope
LioTheManlyBadAssHero 26 Jul @ 10:58am 
i dont use medieval Overhaul but i do use Vanillia expanded, will it remove my VE stuff?
ferny  [author] 18 Jul @ 2:03pm 
v9 - fixed error
ferny  [author] 18 Jul @ 2:02pm 
@Waffleman Fixed
Waffleman 18 Jul @ 10:58am 
I only have Medieval Overhaul out of the production mods this impacts, no SOS or VE (Besides Props)
Waffleman 18 Jul @ 10:56am 
I got an error that a patch failed removing the research for Brewing as a prerequisite for Medieval Overhaul's Textile Spinning Research. Idk if there is another research project that was meant to be removed, but I don't think Brewing was a prereq for Textile Spinning. Seems to be a harmless error.
ferny  [author] 13 Jul @ 10:20pm 
v8 - fixed error
ferny  [author] 13 Jul @ 12:42am 
@Futstub Idk i'd need to hear more
Futstub 13 Jul @ 12:41am 
If I find someone to commission a reskin of the VE anvit to (to something you'd like), would you implement it into the mod? I really like that it has such a cool unique effect. If you have someone in mind who could do that, I#d also take the tip. :)
BeeBro 12 Jul @ 4:34pm 
This comment is awaiting analysis by our automated content check system. It will be temporarily hidden until we verify that it does not contain harmful content (e.g. links to websites that attempt to steal information).
ferny  [author] 12 Jul @ 4:30pm 
@BeeBro Do you have Vanilla Factions Expanded - Tribals?
BeeBro 12 Jul @ 4:29pm 
@ferne Tribal start
ferny  [author] 12 Jul @ 4:26pm 
@BeeBro Are you starting in Neolithic/Tribal era or just an industrial crashlanded style start?
BeeBro 12 Jul @ 4:25pm 
@ferny thanks for the fast answer. But in my reseach tree its locked. And I cant find it in the buidling menu. I also have all your categorie mods if its a problem?
ferny  [author] 12 Jul @ 4:12pm 
@BeeBro You will start with the Research Bench already unlocked then
BeeBro 12 Jul @ 3:55pm 
How do I research when I have to research the research bench (no Medival Overhaul mod)?
Futstub 2 Jul @ 6:31am 
Neat, thanks!
ferny  [author] 30 Jun @ 8:18pm 
@Futstub Yep and yep
Futstub 30 Jun @ 9:31am 
Hey ferny, 2 quick questions if you don't mind:

The VFE crafting bench is only removed if the MO one is present, right?

Do you run MO dor colonies that get to later stages? Like you start as someone who knows nothing and play until spacer age?
ferny  [author] 29 Jun @ 7:12pm 
v6 - updated to 1.6
ferny  [author] 21 Jun @ 3:38pm 
v4 - new thumbnail
ferny  [author] 14 Jun @ 10:30am 
Will up to 1.6 when any of the mods that this patches updates
ferny  [author] 6 Jun @ 7:07pm 
@Exende Always assume the only required ones are the ones steam tells you to subscribe to if you try to subscribe.
Exende 6 Jun @ 5:46pm 
does this work without Medieval Overhaul?
Filleis 22 May @ 9:23am 
@S U P E R H Y P E The MO one? doesnt show up for me.
S U P E R H Y P E 22 May @ 9:18am 
@Filleis you can craft bronze at an anvil, that's where I saw it yesterday and realised it's recipe was pretty useless
Filleis 22 May @ 8:14am 
So it seems like there was an oversight with bronze as you currently cant make it before you get to industrial tech as while you can do the research in neolithic the way to actually craft bronze involves a smithy which are now locked to industrial tech. Would be really nice if you patched MOs furnace to make bronze. :dip:
S U P E R H Y P E 21 May @ 6:03pm 
Is there a way to change the recipe for bronze? As it is, it requires steel ingots to make, which makes bronze itself completely useless. Iron ore and a stone chunk, maybe?
ferny  [author] 13 May @ 2:12pm 
@Filleis Same as any other
Filleis 13 May @ 1:49pm 
Just a question about the VFE: Classical writing change. Is the tie to the republics the same as other Classical project in that they can also be researched by themselves OR is it hard-locked behind interacting with the republics?
Maal 30 Apr @ 7:56pm 
Checked again with a minimal modlist (this+vanilla medieval 2+MO+Tsamurai+requirements) and the anvil is still missing a lot of medieval/dlc stuff.

Tho I am not sure if its to be patch on one of the progression mod or MO.

And man, I'll need to resource dictionary some of that MO bloat.
Maal 30 Apr @ 5:02pm 
Not sure if it's in the purview of this progression mod or not. But the Anvil from MO cannot make helmets from VFEM 2, Vanilla Armour Expanded (shoulderpads, gloves, boots too), Roo's Minotaur, T's samurai helmet, royalty/boitech stuff, things from Animal Equipment... They can be made just fine in the industrial smithy. (in my mod list anyways. I should probably check with only these enabled)

I wonder if its just a tag missing on the Anvil, or rather I hope it's that simple.
Knuti 30 Apr @ 4:00am 
Hi @ferny, not sure if it falls under the scope of your progression mods. But the new 'Tabard' from VFE-Medieval2 has it's own category of 'Heraldry' in the vanilla tailor workbench and is therefor not included in the MO version. Could you patch this in?
emihead 13 Apr @ 1:38am 
would you consider a patch to make the Dark Ages: Medieval Tools auxiliaries work with the VFE:P electric workstations?
ferny  [author] 10 Apr @ 3:05am 
@Psyckosama What patches would you want?
Psyckosama 9 Apr @ 8:31pm 
Any chance of this for people who use VFE:M2 and not MO?
ferny  [author] 30 Mar @ 6:33pm 
v3 - added industrial smithing support for VFE Production, VE Helixien, Appliances Expanded, and Helixien Gas Production, renamed VFE Production's manufacturing research to large production benches, moved all Medieval stuff to medieval research tab
Billo J Dahka 30 Mar @ 5:02pm 
@ferny, that makes sense, thank you anyway!
ferny  [author] 30 Mar @ 1:41am 
@Billo J Dahka Sure as a favor, but I really don't bother with organzing the main research menu, I expect my users to use better research menu mods (Research tree stuff, semi random)
Billo J Dahka 30 Mar @ 12:06am 
could the medieval researches in MO be moved to the medieval tab instead of main?
ferny  [author] 29 Mar @ 12:13pm 
@Vex No, if there is a research directly tied to the function already then it stays there. Hence "machining" would still give you the machining table.
@Kasa Just the stuff at the top, so research bench project and neolithic tweaks
@Fizix I'll look into this