RimWorld

RimWorld

Medieval Overhaul: House Zahir
77 Comments
Gooby King  [author] 10 Oct @ 12:50am 
The way the crafting works for shields is contingent on medieval overhaul so unless they changed this on their end it should work fine. Make sure you have the Zahir Culture research researched.
Gooby King  [author] 10 Oct @ 12:48am 
I will look into this. Havent had time for rimworld in a bit but I'm trying to set some time aside this weekend to take a look hopefully.
Emperor Arcturus Mengsk 25 Sep @ 11:43am 
I am having trouble crafting the shield and heraldic helmet - they do not have crafting recipes. Atleast, not for me.
Brett 23 Sep @ 8:20am 
Thanks for your quick reply, Gooby King.

My initial guess was that the problem is the result of a conflict with the mod "[SYR] Processor Framework (Continued)". To my knowledge, it exchanges the barrel with a "universal" barrel that should be compatible with everything in theory. Unfortunately, it doesn't list the Boza as a receipt. Perhaps even more receipts are missing, who knows? I only came to know of the problem when a pawn was preparing boza mash which couldn't be processed any further...

Then again, Medieval Overhaul is dependent on the mod "[SYR] Processor Framework (Continued)", so I guess, the error stems from someplace else.
Gooby King  [author] 22 Sep @ 4:37pm 
@Brett the rustic fermenting barrel is from MO itself
Brett 21 Sep @ 8:13am 
How do I build the rustic fermenting barrel in order to further process the boza mash? I'm only able to build a "normal" fermenting barrel. I've unlocked House Zahir and Brewing in research.

Thanks for your help
DripChecker1991 18 Sep @ 1:53am 
I LOVE this mod! I have had in my mind a Ottoman style colony forever now and you've really allowed me to bring that into reality. Can't wait to see what else you add over time, keep up the good work!:steamhappy:
Kriston 4 Sep @ 11:21am 
FOR THE LORD!!
Kriston 4 Sep @ 11:20am 
WE'RE GOING ON A CRUSADE AGAIN BROTHERS!!!
Joanne 2 Sep @ 6:53am 
cool :)
Gooby King  [author] 2 Sep @ 1:22am 
I do have some plans to eventually compile together some of this to an Islamic style change pack expansion mod
Joanne 1 Sep @ 7:53am 
Any chance of getting some of these textures as an ideo style for use outside of Medieval Overhaul? Would love to have the jezzail texture on VWE muskets for example
Gooby King  [author] 21 Aug @ 5:03pm 
Fixed some reported issues and added new ideograms to the House Zahir style.
Gooby King  [author] 21 Aug @ 12:01pm 
The factions have static ideologies and fixed faction names. More than one of each would generate 2 indistinguishable identical factions
ТоЬЫэЯ™ 21 Aug @ 10:29am 
@Gooby King
That seem to be the trick - i already use the 'Xenotype control' mod but never looked into the pawnkind section. I spawned a few Zahir raids and no Efreets anymore.

Is there a reason you limited the amount of Zahir factions that can be set at world creation tho? (So you can only add 1 fierce & 1 civil atm)
Gooby King  [author] 21 Aug @ 9:09am 
you can use xenotype control to disable their spawns, you need to use the pawnkind options rather than global faction spawns. Efreet are handled by a pawnkind individual xenotype override but it should be overrriden by xenotype control if you just override the specific pawnkinds instead.
ТоЬЫэЯ™ 21 Aug @ 8:46am 
Is there a way to prevent Efreet xenotypes from spawning? I use a xenotype control mod that seems to work every factions beside those added by your mod. :/ I wanted to make a less fantasy-inspired medieval playtrough this time.
Gooby King  [author] 17 Aug @ 10:17am 
I'm planning an expansion with a third faction dedicated to represent some sub-saharan inspired medieval content as well. I am no where near ready to release but it's in the pipeline currently.
Seal Enthusiast 15 Aug @ 7:45pm 
Oh hell yeah, finally something more then basic bitch knights and samurais
Gooby King  [author] 15 Aug @ 6:37pm 
Been looking into it but not yet
Vlad Draculea 15 Aug @ 9:04am 
combat extended compat?
Gooby King  [author] 9 Aug @ 12:20am 
Vastly improved the (tbh) horrendous shield texture (how did I decide that one was okay to publish) Now it actually looks good lol.
Snowman 9 Aug @ 12:07am 
Thank you very much!
Gooby King  [author] 8 Aug @ 11:56pm 
Update out, fixed the texture issues, let me know if any remain. It's actually every custom lootable building that was affected but it should be fixed now, I tested them all after fixing them so they should be fine now.
Gooby King  [author] 8 Aug @ 11:08pm 
bizarre, I will check. Have a suspicion of what it might be though
Snowman 8 Aug @ 9:42pm 
Idk what mod causes this, either this or HoZ royalty. Either way, scimitar rack seems to lack texture when they are opened. They become a big X square.
howardts168 8 Aug @ 7:11pm 
nice !
Gooby King  [author] 8 Aug @ 6:59pm 
@Sarleth I reccomend opening XML files from mods and the base game in a text editor and just experiment. It's how I learned
Gooby King  [author] 8 Aug @ 3:13pm 
Update with some balance changes and fixes
Sarelth 5 Aug @ 11:57pm 
How do you go about setting up a Factions bases?
Starting to try to make my own MO Faction, but not finding my way. Mind you I have no clue what I am doing, just tinkering.
Gooby King  [author] 2 Aug @ 3:17pm 
@Addie Van Winters Omg thank you, your mod has always been in my medieval modlists and was an inspiration to make my own along with House Roxmont. I'm glad you liked it!
Addie Van Winters 1 Aug @ 3:58pm 
this is awesome! this mod is done so well you've motivated me to hold my own medieval faction mod to a higher standard
Gooby King  [author] 28 Jul @ 2:33pm 
Thank you! I spent an embarrassing amount of time designing them. They all have custom loot buildings like cult hideouts. The FPS has been fine in my tests but I will look into if 1.6 has changed this somehow.
Maal 28 Jul @ 2:28pm 
Visited (attacked, cause the visit mod isn't updated) a Zahir town. It looked glorious. Poor FPS, but glorious lol.
Gooby King  [author] 28 Jul @ 12:33pm 
https://gtm.steamproxy.vip/sharedfiles/filedetails/?edit=true&id=3536829465 new royalty add-on for House Zahir, does not replace the regular empire faction!
Gooby King  [author] 28 Jul @ 12:27pm 
New update out! Balance changes, some small fixes but most importantly new gear, style changes and a new add-on mod for royalty features to the faction!
Gooby King  [author] 28 Jul @ 12:26pm 
I'll look into it and see what I can do
Nathanial Kray 28 Jul @ 11:49am 
This might sound like a strange request, but do you think you could Port your fantastic update to the crafting (The Zahir Culture Technology and everything that follows) backwards to 1.5 as well?

I'm playing with two different versions on two different versions of the game and the previous 1.5 versions still got the bugged crafting!
THE ArNoLd 28 Jul @ 9:38am 
ooo my Crusader runs will be much more funny with this mod! thank you
Gooby King  [author] 24 Jul @ 12:10pm 
Prepare carefully is notoriously incompatible, I would recommend using character editor instead
Setheroph 24 Jul @ 2:17am 
Just so you know, this mod seems to break Prepare Carefully.
Gooby King  [author] 18 Jul @ 1:32pm 
@Nathaniel Kray Thank you! I've added the relevant crafting tags plus a minor research project so it doesn't clutter the crafting menus for those that don't care much for crafting the stuff.
Nathanial Kray 18 Jul @ 6:57am 
Awesome! I just love the way everything looks and my current playthrough is a Zahir pretender state. So being able to craft the armour would be amazing. Thank you so much!
Gooby King  [author] 18 Jul @ 5:50am 
The armor is meant to work as their version of uncraftable faction armor, I can add a recipe for them though, I'll upload it later today probably
Nathanial Kray 17 Jul @ 9:02pm 
It would also appear the Heraldic Heavy Hauberk is also not craftable, I had to purchase it from a Zahir Colony
Gooby King  [author] 17 Jul @ 3:56pm 
I might have forgotten to add a recipe tag for it, let me look into it.
Nathanial Kray 17 Jul @ 3:22pm 
Apologies, the Humbaraci Helmet! There's no workbench its assigned to?
Nathanial Kray 17 Jul @ 3:20pm 
Hi! Am I able to build the Jannissary Helmet? As of currently It doesn't tell me any workbench I can use to create it? If you have any idea what could be causing this please let me know!
Gooby King  [author] 17 Jul @ 4:53am 
Patched a reported Issue with the provided patch for VAE Royal Animals 1.6 version being incompatible when having the Odyssey DLC enabled. The fix means that the Zahir will no longer have a chance to sell VAE:RA Royal Peacocks but instead have a chance to sell Royal Tigers instead.
Nathanial Kray 13 Jul @ 7:14pm 
I found where the armours at, great mod!