RimWorld

RimWorld

Medieval Anomaly
65 Comments
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Amentus 4 Oct @ 4:27am 
@Paolini Finish "Bioferrite extraction" research then turn it on in the Holding Platform's entity tab. Pawns will extract it manually on cooldown until the harvester is powered and the cooldown ends.
(this is not from a mod)
Paolini 30 Sep @ 2:15pm 
Awesome art ! Just don't understand smth, both generators want bioferrites to build but to get bioferrites you need the harvester which needs electricity to work :'D what am i missing ?
IQ250 27 Sep @ 6:44pm 
yes
OkagrimGaming  [author] 27 Sep @ 12:20pm 
You talk about bioferrite powerconduit?
IQ250 27 Sep @ 12:10pm 
This mod is not compatible with the world tech level and cannot be used to adjust the era of the buildings inside. If the world tech level is set and the technology is limited to before the Middle Ages, unlocking the live iron cable will not work because it is in the electricity and the electricity is not unlocked. The solution is to directly search for the live iron cable in the construction list, which will display it to you and then you can build it
IQ250 27 Sep @ 11:18am 
这个模组不兼容world tech level,不能用这个来调整里面建筑的时代,导致如果打了world tech level后并且把科技限制在中世纪之前的话,解锁了活铁电缆后是不能用的因为这个东西在电力里面,而电力没有解锁,解决方法是直接在建造列表里面搜索活铁电缆它就会给你显示出来然后就能造了
Fion 14 Sep @ 10:42pm 
Oh hell yes! This is the mod I have been looking for! Awesome work!!!
Laquillare 12 Sep @ 2:31am 
:O why was my previous comment deleted?
OkagrimGaming  [author] 11 Sep @ 6:21pm 
Hi everyone! If you enjoy my work and want to support me in continuing my creations, consider buying me a coffee.
https://ko-fi.com/okagrim
OkagrimGaming  [author] 11 Sep @ 9:11am 
thank you :)
TheWelp 11 Sep @ 8:39am 
This is honestly a really cool idea.
[Akolit] 11 Sep @ 5:13am 
Всем привет. Перевел на русский, если вдруг надо , ссылка вот. Создателю мода респект .
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3566175713
OkagrimGaming  [author] 11 Sep @ 4:08am 
yeah no problem midgame
AC241155 10 Sep @ 8:41pm 
this looks great! is this safe to add mid-game?
OkagrimGaming  [author] 10 Sep @ 4:00am 
- Fixed some distorted textures
- Added an early craft of the industrial component to the bioferrite shaper
KnkyEtay 9 Sep @ 8:32pm 
ok thank you !:steamthumbsup:
OkagrimGaming  [author] 9 Sep @ 8:25pm 
Mmmh nop but I can add an earlyer recipe for industrial component. For steel it's not a problem, you can craft steel in MO
KnkyEtay 9 Sep @ 8:07pm 
Is there a patch that replaces the components and steel with iron and simple components of medieval overhaull??
thesoupiest 9 Sep @ 7:58am 
Yeah can it Doggias this rules
Gut 8 Sep @ 9:51am 
Was desperately looking for something like this. The normal look of the anomaly stuff is kinda meh to me, even on high tech runs. This looks like a wonderful replacement.
OkagrimGaming  [author] 8 Sep @ 9:08am 
because not everyone is a coder. Moreover, this is not a simple texture replacement mod, there are modifications to make most of the anomaly tools usable in medieval technology. If you do not want to activate the mod, nothing forces you to. I am happy that the mod finds its audience, but it is not imposed on anyone :)
Doggias 8 Sep @ 9:04am 
Why does everybody keep making texture replacers instead of adding dropdowns or toggles so they can coexist with non-overhauled modlists? Most of them look industrial anyway
I like these more than the base game textures
OkagrimGaming  [author] 7 Sep @ 4:38pm 
<3
Necirays 7 Sep @ 4:27pm 
We are getting a lot of Anomaly love in this workshop lately, can't say I'm not pleased.
This will definitely go in my new medieval playthrough !
OkagrimGaming  [author] 7 Sep @ 3:40pm 
thank you for loving it :) I make mods out of passion above all and I enjoy sharing my creations with the Rimworld community, thank you for your enthusiasm
Harmonica 7 Sep @ 2:48pm 
Thanks for making this.
OkagrimGaming  [author] 7 Sep @ 7:28am 
the lab was in a highly compatible design, so I didn't touch it, it's usable
Tone-DEAF 7 Sep @ 7:17am 
is the serum lab also in this mod? I have been looking for a mod like this so i'm very excited about this
White Foreman 7 Sep @ 6:00am 
This is literally the type of flavor the base game ought to have
OkagrimGaming  [author] 7 Sep @ 4:41am 
I am considering, if I have time, an alternative version that is more pure medieval, more focused on stone, wood with metal binding. But one thing at a time
OkagrimGaming  [author] 7 Sep @ 4:39am 
I understand and I agreed :)
handsomegrape 7 Sep @ 3:43am 
Gotta say, these don't look particularly medieval. You've got smooth metal all over without as much as a seam, that kind of casting wasn't possible in medieval times, and they certainly wouldn't have that amount of metal to spend so frivolously. And no wooden details either, every single work surface would have been wood, not metal. Just my ten cents.
Magikarp 7 Sep @ 2:48am 
Okay, this is pretty dang cool, and I agree with the idea adding as a progression step rather than a replacer would be sweet, but even so, still deffo using this. Also, holy crap necro-aethership? all of the yes.
viperro 7 Sep @ 1:21am 
foaming at the mouth rn
OkagrimGaming  [author] 6 Sep @ 5:27pm 
@Falkner: I take the comment into account, I admit that I did not choose the color pattern. Basically I took a piece of bioferrite and took the colors of the fragment from it.
Falkner 6 Sep @ 5:21pm 
I think these are great, i always love new looks and styles to the standard game, the occult holding platform is especially nice, if i had any feedback for improvement id only say they look a little dark on the preview - but remember it's just my opinion, it doesn't count for everyone's here. 5 stars.
OkagrimGaming  [author] 6 Sep @ 2:25pm 
- Added the holding spot in same design
OkagrimGaming  [author] 6 Sep @ 12:45pm 
I’ll leave that to those who are more skilled in programming, my field is limited to graphics with a bit of XML.
Roque the Rogue 6 Sep @ 12:39pm 
Oh that would be awesome! I have some necromancy collections where it would suit it incredibly, undead spelljammer

Wonder once VE team stops cooking whatever the gravship mod is, where it will have gravship combat if we'll get many ship variants where it would be less hardcoded to create our own special designs, flying islands, animal ships, spelljammers, flying boats, so many ideas there.

Another suitable area of expansion is necromancy mixed with advanced technology, where you take corpses and turn them into mechanoid undead, take skulls and turn it into a drone, potential is infinite there
OkagrimGaming  [author] 6 Sep @ 12:32pm 
I understand your point of view, thank you for the feedback, I’ll take it into account for the future. I’m not done with the medieval theme yet. For example, I’m thinking of making an undead version of the Aetheric ship :) Something like black crystals, bone constructions, I have plenty of ideas, I just need to balance it with my real life and my commissions :)
Roque the Rogue 6 Sep @ 12:29pm 
It's not at all that the design doesn't suit later technological stages, it's that they would be a perfect layer for early as additionals, if they didn't replace the later techs, like rimworld has both versions for fueled smithy and electronic smithy, key factor being speed and efficiency.

I understand not wanting to bloat the tab and it's extra work on the mod after all too.
However I will respect your design philosophy here, sometimes simplicity and straightfoward is the best course

it is quite well made as it is, reminds me of a odd server I used to read up lore for SS13 with the blending of a medieval setting and anomolous science bundled with magic and futuristic scifi concepts, sorta technomagic as you put it.
OkagrimGaming  [author] 6 Sep @ 12:21pm 
Roque the Rogue : To be honest, I mostly just wanted access to the content as it is. As mentioned earlier, I created this mod more for myself than for the majority. There are some interesting mods out there that rework or add systems for the Neolithic or Medieval eras.

My frustration here came from a mod (which I will not mention out of respect) that unlocked technologies without changing their design, which left me with futuristic machines. On top of that, the mod replaces the original files instead of using a patch, which is really a poor way to proceed.

So, here is this mod, providing a setting that feels somewhat pre-industrial within the Medieval period. It leans more toward a bioferrite-based steampunk than a copper-based one.

Once again, this is a personal vision.
OkagrimGaming  [author] 6 Sep @ 12:15pm 
Sorry if the design doesn't suit everyone, everyone has their own vision of things :)
@Autismus Maximus actually, I was a bit lazy, but I'll probably do a mix between the new summoning spot and the basic holding spot.
Roque the Rogue 6 Sep @ 12:13pm 
Instead of Reworking, why you didnt start with standalone items bound by earlier research techs? this is awesome enough to be its own unique system rather than a replacer

I surmise some of these are easily unlocked as soon as smithing and early anomaly research, but would be at a less efficiency and radious of effect than the electronic alternatives,

That way, if you're doing a neolithic animal playthrough all the way to spacer, the technology evolves just as your tribe does, clear visual changes as the vanilla anomaly items look complex, full of electronic bits and refined designs

this one looks raw, simplistic, like the scientists are trying to put together a system to comprehend the void.... it's art, so beautifully perfect for a early anomaly tech that slowly evolves.

You're getting quite good with your mods, thanks for sharing
Autismus Maximus 6 Sep @ 12:10pm 
AWESOME
All it needs now is custom holding spots
Darkstar 6 Sep @ 8:50am 
Another awesome mod! You are seriously cranking them out :)

Anyone tried this with T's Seal the Spirits?

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3228158975
OkagrimGaming  [author] 6 Sep @ 6:42am 
haha yes, need no more cleavage