RimWorld

RimWorld

Fallen world (Royaltly) [1.0-1.2]
49 kommenttia
Alu 10.8.2021 klo 0.42 
This def needs an update since there's new cannibal raider factions that have advanced tech. I know you can turn them off and just keep the tribal ones active, but then you don't got any medieval era cannibals so that kinda sucks.
Iamokay13 7.8.2021 klo 11.57 
Does this work with 1.3?
Ausar the Vile 1.8.2021 klo 13.55 
1.3?
SalmonToastie 31.5.2021 klo 20.42 
@Meakin I looked through the xml and it looks like the factions do only get two forced outfits and thats about it, i added other tags and removed them. It was probably done because its easier instead of having to add like 50 tags as well as mod requirements.
svlla 13.5.2021 klo 7.23 
i wanted low tech empire for my medieval play and you delivered. thanks!
dlwocnd124 22.4.2021 klo 23.52 
Unable to bring in the Imperial Tribute Collector.
Imperial Merchant Error
Please fix it ..
Meakin 15.3.2021 klo 15.49 
Could you add in some more integration with other mods that add in medieval apparel? This mod seems to do a really solid job at limiting world tech, but factions are very boring in terms of apparel variety now. The outlanders, pirates and empire factions seem to just turn up with two "outfits": A generic tribal outfit (often with wooden armour and a tribal war mask from VE armour), and then a vanilla plate and tribal headdress outfit. So some things from VE are being used, but most of it isn't. This mod would be ten times better if VE medieval armour was spread through the factions alongside the vanilla stuff
Cybranian  [tekijä] 17.2.2021 klo 0.03 
@Turkey

The game has categories of items. Be it medieval or hi tech armor, or weapons, etc. If mods do not create their own special categories of items, then everything will work correctly. Better to try.
Turkey 16.2.2021 klo 23.52 
So stuff like VWE, where stuff like Gunpowder is its own research? That doesn't work?
Cybranian  [tekijä] 16.2.2021 klo 23.33 
@Turkey

If these mods don't create their own item categories, but use vanilla ones, then it should work.
Turkey 16.2.2021 klo 22.33 
Does this work with mods that add medieval equipment?
Daisuke 15.2.2021 klo 7.53 
No idea but I don't see how developer mode does this either since it does not do it unmodded. I think it may an incompatability with other mods that disable tech above medieval as those disable royal faction since they're high-tech perhaps? I'll do a bit of testing when i get the chance
Cybranian  [tekijä] 15.2.2021 klo 6.01 
@๖ۣۜDaisuke

All the mod does is change the equipment. How can he influence this?
Daisuke 15.2.2021 klo 4.00 
After disabling developer mode I no longer got any royalty quests, and this does not happen to me when not using this mod so it's clear it's the mod causing it in some way or another, I guess it might be incompatible with something since it seems very few others have this issue
Cybranian  [tekijä] 14.2.2021 klo 16.11 
@๖ۣۜDaisuke

I don't know about the fix. Most likely this is a function for testing quests that the developer used, so I see no way other than disabling developer mode.
Daisuke 14.2.2021 klo 6.37 
Is there a fix or am I forced to disable developer mode?
Cybranian  [tekijä] 14.2.2021 klo 6.10 
@๖ۣۜDaisuke

This occurs in a regular game if developer mode is enabled.
Daisuke 14.2.2021 klo 5.39 
I've been having issues where quests are called like "ERR: The[adjany] [asker_royalTitleInCurrentFaction]" and where quest descriptions are all messed up with [asker_faction_name] and such, any idea why?
Cybranian  [tekijä] 6.2.2021 klo 16.00 
@Medic Olkie

Just random color
Cybranian  [tekijä] 6.2.2021 klo 16.00 
@Absol

Downgrade vanilla pirates and outlanders.
Medic Olkie 6.2.2021 klo 8.46 
What material is the red armour in your screenshot made of?
Spinnock Durav, Hustbearer 2.2.2021 klo 14.48 
Does this 'upgrade' vanilla tribes or only downgrade vanilla pirates and outlanders?
Vertigo 3.1.2021 klo 18.43 
Yeah I'm still trying to track it down. That being said this is the default Civil Outlander faction that keeps getting this error, not a modded faction. Previously I just removed them with Faction Control, but I was hoping to track this one down.
Cybranian  [tekijä] 3.1.2021 klo 18.37 
@Vertigo

My mod does not in any way touch factions from other mods.

Also, in my opinion, I did not touch the merchants. That is, all I did was re-equip the pawns at will. I don’t think it could affect the trade.
Vertigo 3.1.2021 klo 17.00 
I'm trying to track down a trade caravan issue. I'm unsure if it is this mod, but since your mod touches the def I figured I would ask.
The error starts with this.

Cannot generate arriving trader caravan for Nation of Cool because there is a pawn kind (Town trader) who is not a trader but is in a traders list.

It basically makes it impossible to get traders from this faction. (Civil Outlander)
Cybranian  [tekijä] 14.12.2020 klo 14.23 
@bagelhe

It does not matter.
bagelhe 14.12.2020 klo 8.45 
hey, where should we place that mod up high or low for the load order?
SalmonToastie 2.12.2020 klo 2.43 
Anyway to not use required apparel tags? Tired of seeing them all use plate armour lmao.
Ravinglegend 25.10.2020 klo 20.27 
Best solution for low tech playthroughs i've seen. Especially now that the game will bug you about missing factions if you use a mod that removes higher tech factions. Great mod.
the mean gremlin 6.10.2020 klo 9.27 
@DimonSever000, unfortunately it appears it either doesn't work with CE, or perhaps it's having trouble switching out tribals into low tech gear, or something else? I could have it wrong in my load order? i'm definitely seeing lower level firearms from the vanilla tribal factions
SalmonToastie 5.10.2020 klo 21.02 
@DimonSever000 always add the CE compatible lmao. Makes people froth.
Cybranian  [tekijä] 5.10.2020 klo 13.33 
@slammato

Why shouldn't he work with him? The mod simply changes the pawn templates.
the mean gremlin 5.10.2020 klo 12.14 
does this mod work with combat extended?
SalmonToastie 23.9.2020 klo 20.16 
Just letting anyone else know that it doesn't include VAE stuff because they use their own categories, you'd have to change the tags to match the medieval kingdom if you want the royalty faction to have better stuff.
Cybranian  [tekijä] 15.9.2020 klo 2.14 
@PremierVader
I could do this a little later, as I am currently updating my prosthetic mod.
PremierVader 15.9.2020 klo 1.36 
This looks great! Can you make another version for 1800s plauthroughs where you can have cowboys with revolvers and rifles but no Spacer technology stuff?
The Dutchman 14.9.2020 klo 5.54 
Have yet to see any issues. Played a Medieval run with 150+ mods, nothing showed up that shouldnt have
CatLover366 13.9.2020 klo 20.35 
those mods are currently full of issues
The Dutchman 12.9.2020 klo 6.52 
Theres other mods that do the same thing this does
Nidstang 11.9.2020 klo 21.44 
This is exactly what I was looking for. I sort of wish there was a plug-in for the medieval stuff pack, since the armors and weapons would look great with this.
Cybranian  [tekijä] 9.9.2020 klo 13.47 
@Sentenza

You can use anything you want, but all the factions around use only medieval weapons and equipment.
Cybranian  [tekijä] 9.9.2020 klo 13.45 
@Oracle of Thessia

If the mods did not add their own categories of clothing and weapons, but used existing ones, then Yes.
Sentenza 9.9.2020 klo 13.28 
does it lock tech and all mechanic above medieval?
The Dutchman 9.9.2020 klo 12.55 
Theres a mod that converts the Empire to medieval Empire
Oracle of Thessia 9.9.2020 klo 7.31 
Will this use medieval equipment from mods that you have installed? Eg, Vanilla Expanded Armour/Apparel/Factions Medieval?
Dødens sjel 9.9.2020 klo 7.04 
Dutchman, this one is for the Royalty DLC, the other one doesnt cover the empire because it would mess with the games code
The Dutchman 9.9.2020 klo 6.46 
....? This is already a mod