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Medieval Overhaul Tweaks

Small tweaks to Medieval Overhaul and related mods [url=https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fgithub.com%2Flitteram%2Frimworld-mods]Released under MIT license[/url][github.com] A set of opinionated patches powered by [url=https://steamcommunity.com/workshop/filedetails/?id=2023507013]Vanilla Expanded Framework[/url] tailored for a medieval playthrough. The patch set should not send error messages, if there are errors or incompatibilities write in the comments or [b]open a [url=https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fgithub.com%2Flitteram%2Frimworld-mods%2Fissues]Github Issue[/url][github.com][/b] or post in the pinned discussion forums. Options The newer version of this mod uses [url=https://steamcommunity.com/workshop/filedetails/?id=2023507013]Vanilla Expanded Framework[/url] [url=https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fgithub.com%2FVanilla-Expanded%2FVanillaExpandedFramework%2Fwiki%2FToggable-patches]Togglable Patches[/url][github.com]. Toggles for the patches can be found in the [b]Vanilla Framework Expanded[/b] mod menu, under [b]Toggable Patches[/b]. List of changes Note this is a list of all historical patches. For a list of active patches check VFE mod menu. Fixes [list] [*] Workbench's recipe bills, it's possible to craft anything craftable in the crafting spot [*] Tailor Bench's recipe bills to accept anything craftable in a Hand Tailor Bench (RimWorld <= 1.5) [*] Cooking Table's recipe bills to accept anything made for Electric Stove (RimWorld <= 1.5) [/list] General Changes [list] [*] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=836308268]Dubs Bad Hygiene[/url] Irrigation is moved to medieval. Irrigation is a cornerstone of the medieval ages [i](*)[/i] [*] Early [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2109206579]Medieval Medicine[/url] is cheaper to research and it's moved to neolithic tech (in the end it's just a set of bandages and medical herbs) [i](*)[/i] [*] Early [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2101545242]Medieval Prosthetics[/url] is cheaper to research, this is still tied to the medieval era. [*] Anvil can be used as smithy. Its finally possible to craft Crowns using medieval tools. [*] Owlchemist's Packed Sand and Dirt support for Flowery soil found in Sarg's Alpha Biomes [/list] Integration and patches [list] [*] Rimworld Royalty [i]Piano[/i] tech moved to Medieval, only the Stellarch and his small court can appreciate the sounds of this device, only few in the world can build and accord such a contraption. [*] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3079786283]VFE: Tribals[/url] research prerequisites integrations. [*] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=1103809207]More Linkables[/url] buildings can [i]link[/i] to [i]rustic[/i] medieval benches. [*] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2271578989]Simple Landfill[/url] Soil Laying tech moved to Medieval, Moat tech moved to neolithic. [*] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2451324814][SYR] Trait Value[/url] integration for [i]Fighter[/i] and [i]Veteran[/i] traits [*] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2501487160]Fortifications - Medieval - Material[/url] replace steel ingots with iron. [*] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2506046833]Cash Register[/url] replace industrial components. [*] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2553700067]Medieval Overhaul[/url] Gemstones are mineable using a MineShaft. Finding and polishing stones is a lengthy process. [*] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2571189146]Windows[/url] replace Steel ingots with Iron ingots, replace Plasteel with Steel ingots. [*] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2630669656]RimFantasy Gemstones[/url] can be mined using a mineshaft with enought time [*] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2787850474]Vanilla Faction Expanded: Classical[/url] uses Bronze instead of Steel for most buildings. Bronze requires smelting Iron Ore (for a way to do it in the neolithic age try [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2327252470]Primitive Workbenches[/url]). This patch can be toggled. [*] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=735241897]MendAndRecycle[/url] re-implement [url=https://steamcommunity.com/sharedfiles/filedetails/?id=]Mending Medieval[/url]. [*] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=836308268]Dubs Bad Hygiene[/url] Heating moved to Medieval. [i]Disabled by default[/i]. [*] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=836308268]Dubs Bad Hygiene[/url] Sprinklers use Basic Components [*] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2896217209]Adobe Abode[/url] recipe patches. [*] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2079862064]Simple Recycling[/url] research patch. [/list] VFE Tribal integrations: [list] [*] Neolithic Storage locked under [i]Furniture[/i]. [*] Hay Rack locked under [i]Agriculture[/i] [*] Dry Rack locked under [i]Hunting[/i] [*] Butcher's Block requires [i]Hunting[/i] and [i]Construction[/i] (butcher's spot is available after Hunting) [*] Butcher's Table locked under [i]Rustic Furniture[/i] [*] Mining Spot locked under [i]Mining[/i] [*] Stonecutting Spot locked under [i]Mining[/i] and [i]Construction[/i] [*] rustic and slab door, log walls and palisades, log and metal gates are locked under [i]Construction[/i] [*] hide and cloth tent walls are locked under [i]Hunting[/i] [*] log table and chairs are locked under [i]Furniture[/i] [*] industrial (vanilla) tables and chairs are locked under [i]Complex Furniture[/i] [*] research spot, rustic cooking tables, cleaning bench and workbench are all locked under [i]Culture[/i] [*] the Large Fire requires logs, not timber! [*] the Wild Men scenario doesn't provide timber but wood logs [*] cutting wood into lumber requires new [b]tribal[/b] research Lumber [/list] Biotech Integrations via [BT]SpawnThoseGenes! These patches require: [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2898044088][BT] SpawnThoseGenes![/url]. Check my [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2855794773]collection[/url] for an almost lightweight fantasy themed medieval psycast expanded playthrought invented by the ingenious madness of a certain streamer. [list] [*] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3110971925]Vanilla Psycast Expanded - Biotech Integrations[/url] [i]integrations[/i]. Spawn psycaster genes in Baseliners, weighted random (values are beta) [*] Spawn genes for body sizes, random [*] Spawn genes for skin colors, weighted random (values are beta) [*] Spawn genes for ears, weighted random (values are beta) [/list] [hr] [i](*)[/i] Standalone patches. Patches marked don't require Medieval Overhaul. These might be useful for light-medieval or era-like playthrough (eg. using TechBlock or Tech Advancing).