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Medieval Overhaul Tweaks

Small tweaks to Medieval Overhaul and related mods

Released under MIT license[github.com]

A set of opinionated patches powered by Vanilla Expanded Framework tailored for a medieval playthrough.

The patch set should not send error messages, if there are errors or incompatibilities write in the comments or open a Github Issue[github.com] or post in the pinned discussion forums.

Options

The newer version of this mod uses Vanilla Expanded Framework Togglable Patches[github.com]. Toggles for the patches can be found in the Vanilla Framework Expanded mod menu, under Toggable Patches.

List of changes

Note this is a list of all historical patches. For a list of active patches check VFE mod menu.

Fixes

  • 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)

General Changes

  • Dubs Bad Hygiene Irrigation is moved to medieval. Irrigation is a cornerstone of the medieval ages (*)
  • Early Medieval Medicine is cheaper to research and it's moved to neolithic tech (in the end it's just a set of bandages and medical herbs) (*)
  • Early Medieval Prosthetics 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

Integration and patches

VFE Tribal integrations:

  • Neolithic Storage locked under Furniture.
  • Hay Rack locked under Agriculture
  • Dry Rack locked under Hunting
  • Butcher's Block requires Hunting and Construction (butcher's spot is available after Hunting)
  • Butcher's Table locked under Rustic Furniture
  • Mining Spot locked under Mining
  • Stonecutting Spot locked under Mining and Construction
  • rustic and slab door, log walls and palisades, log and metal gates are locked under Construction
  • hide and cloth tent walls are locked under Hunting
  • log table and chairs are locked under Furniture
  • industrial (vanilla) tables and chairs are locked under Complex Furniture
  • research spot, rustic cooking tables, cleaning bench and workbench are all locked under Culture
  • the Large Fire requires logs, not timber!
  • the Wild Men scenario doesn't provide timber but wood logs
  • cutting wood into lumber requires new tribal research Lumber

Biotech Integrations via [BT]SpawnThoseGenes!

These patches require: [BT] SpawnThoseGenes!. Check my collection for an almost lightweight fantasy themed medieval psycast expanded playthrought invented by the ingenious madness of a certain streamer.

  • Vanilla Psycast Expanded - Biotech Integrations integrations. 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)

(*) 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).

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