RimWorld

RimWorld

Primitive Core
64 kommentarer
Ivan_Karamazov 30. sep. kl. 15:34 
Great mod, looking forward to 1.6!
Annabellee 13. aug. kl. 11:40 
any update on 1.6 for the mod set?
ANONYMOU$TACH 10. aug. kl. 17:36 
it looks like the mod is working on 1.6
Balthazad 9. aug. kl. 15:38 
1.6 plz =)
Bananabob 29. juli kl. 17:01 
any chance for a general ETA on when the primitive series will be brought to 1.6?
velcroboy333  [ophavsmand] 4. juli kl. 14:31 
It's just a failed patch. It's relatively harmless move been aware of it for a while. It will be fixed soon when I get around to the 1.6 update
gunns22 4. juli kl. 13:59 
@velcroboy333
LOG! https://gist.github.com/HugsLibRecordKeeper/7a5c6ab83efefc67aa1a588f0568d85c

Some kind of incompatibility with Medieval Overhaul. I didn't test it, as I was trying to narrow down the source of a caravan-related bug with my new Fantasy modpack, and I've just been shotgunning every red error I can find.
tanyfilina 25. juni kl. 0:08 
Does this mod series work on 1.6 as is?
SFH 25. maj kl. 0:45 
CE compatible?
Deankiller Turnupseed 16. maj kl. 20:42 
take your time
Firenis 14. maj kl. 22:47 
I appreciate it. Thank you for your hard work and making this mod.
velcroboy333  [ophavsmand] 13. maj kl. 18:49 
Hi guys, I know I've been absent. Haven't had much time for modding lately. I'll try to get a fix for these patch errors in the next day or two.
Firenis 13. maj kl. 18:47 
I am getting this error. I looked at the code and vanilla expanded furniture's and it seems that the issue is with the stone campfire patch. Vanilla expanded furniture no longer has a costlist for stone campfires that I can find. So that might be the issue.
[Primitive Core] Patch operation Verse.PatchOperationFindMod(Vanilla Furniture Expanded) failed
file: D:\SteamLibrary\steamapps\workshop\content\294100\2877845748\Common\Patches\MiscFlintPatches.xml
AtoshDustosh 2. maj kl. 4:02 
Still getting the error after the hotfix
[Primitive Core] Patch operation Verse.PatchOperationFindMod(Medieval Overhaul) failed
file: F:\SteamLibrary\steamapps\workshop\content\294100\2877845748\Common\Patches\MiscFlintPatches.xml
glenninjapan 9. mar. kl. 5:10 
getting a couple of red errors after start up, are they anything to worry about?

[Primitive Core - Start of stack trace]
Verse.PatchOperationRemove(xpath="Defs/WorkGiverDef[defName="DankPyon_DoBillsStonecut"]"): Failed to find a node with the given xpath
Verse.PatchOperationSequence: Error in the operation at position=1

and

[Primitive Core] Patch operation Verse.PatchOperationFindMod(Medieval Overhaul) failed
file: Z:\Steam\steamapps\workshop\content\294100\2877845748\Common\Patches\MiscFlintPatches.xml

https://gist.github.com/HugsLibRecordKeeper/f2051a7bb22c2091a23dc10f797033f5
valentijn78 6. mar. kl. 1:04 
I like most aspects of this mod, but the flint material is unacceptably intrusive. It -always- appears in orbital bulk traders' inventories, and displaces other stone blocks. And now it's showing up as a starting material in all of the default scenarios. And a patch is needed just to make fires work normally? :steamfacepalm:

My preference would be for flint to not exist as a material, and just use stone chunks and/or blocks as the required material instead. Uninstalled, sadly.
cyanobot 16. jan. kl. 1:49 
Thanks!
velcroboy333  [ophavsmand] 15. jan. kl. 12:41 
Pushed a hotfix for the MO patch.
cyanobot 14. jan. kl. 8:58 
Getting an XML error with the 1.5 update of Medieval Overhaul:

[Primitive Core] Patch operation Verse.PatchOperationFindMod(Medieval Overhaul) failed
file: C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\2877845748\Common\Patches\MiscFlintPatches.xml
Christian Seagaard 12. nov. 2024 kl. 6:20 
Fore some reason, I'm missing the stonecutting spot in my new game. I am playing with 'VE Tribals', but this was not a problem before, and I haven't tampered with any other mods. Any idea what could cause this?
M0rr1s0n 10. nov. 2024 kl. 11:24 
just wanted to report a weird interaction between this, Medieval Overhaul and the mod "Neolithic Frankenpatch" https://psteamcommunity.yuanyoumao.com/workshop/filedetails/discussion/3332114705/6404770789946779650/ :
this mod patches the Stonecutter's Spot from MO to be able to build flints, too. But Neolithic Frankenpatch then removes the ability to be able to build stone blocks from the start with your Stonecutting spot, and therefore removes it for MO stonecutting spot, too. I guess it's not even bad for balance reasons, but as the MO spot needs resources to build, the functionality is fitting imho.
Reported this on the Neolithic Frankenpatch's page too
velcroboy333  [ophavsmand] 23. sep. 2024 kl. 15:40 
There's a stone smashing spot you can use until you unlock the masonry table
Eidolan 23. sep. 2024 kl. 8:57 
What work stations allow you to smash rocks for flint? I only have access to crafting spots at the moment and I can't find anyway to get flint, kinda causing an issue.
Speck 4. aug. 2024 kl. 18:57 
Hello! I'm loving this mod, but I seem to be having an issue with the primitive hay crib. Once built, I can't assign an infant to the crib, or interact with it at all... well other than deconstructing it. It very well could just be a conflict with another mod, but I thought I'd let you know nonetheless.
velcroboy333  [ophavsmand] 10. juli 2024 kl. 13:36 
Ok, fixed now
velcroboy333  [ophavsmand] 10. juli 2024 kl. 7:56 
@none I have not made any patches for CE and don't intend to. (Nothing personal against CE. I just don't have the time.) If CE patches/adjustments are needed, please ask the CE team. They do all that in-house anyway.

@Profile, thanks for the report, looking into it now.
Profile 7. juli 2024 kl. 9:24 
This mod as well as the primitive workbenches mod display's an inspectstring error on the HUD when selecting the crafting spots/workbenches.

For this mod: the problem is in "ThingDefs_Buildings\Primitive_Production.xml"

Lines 33-35 (causes error):
<li>
<compClass>CompReportWorkSpeed</compClass>
</li>


Replace with:
<li Class="CompProperties_ReportWorkSpeed">
<workSpeedStat>WorkTableWorkSpeedFactor</workSpeedStat>
</li>


The research spot/bench in the Primitive Workbenches mod will also have a bad comp entry in PrimitiveBuildings_Production.xml.
Jurgman Chinguz 23. juni 2024 kl. 3:12 
just letting you know that with CE on the bows still need flint to make which doesnt make sense because you can make arrows with flint.
velcroboy333  [ophavsmand] 18. juni 2024 kl. 18:21 
Azzkal, I would suggest unsubbing from the mod, allowing it to completely uninstall. Then resub/reinstall and look again.
Azzkal 18. juni 2024 kl. 13:15 
The mod does not work, in the game it is considered incompatible, supposedly created for version 1.4
In the about folder it is also not written that the mod supports version 1.5, and there is no folder for version 1.5.
:skullpuss:
Dinivateres 25. maj 2024 kl. 1:17 
Thank you! <3
Kyrox 22. maj 2024 kl. 19:58 
Thank you for the update!
velcroboy333  [ophavsmand] 22. maj 2024 kl. 18:36 
Updated for 1.5. No major changes made. Let me know if any bugs pop up.
Cheers.
evirae 13. apr. 2024 kl. 21:34 
Whether it comes to 1.5 or not, thanks for making this mod. Definitely missing it in my playthrough, along with the other dependent Primitive mods. <3
Bearzapt34 13. apr. 2024 kl. 19:49 
oof 1.5?
velcroboy333  [ophavsmand] 18. nov. 2023 kl. 8:58 
Correct. If you are on 1.3 you do not need to use this mod.

You do need the Workbench mod though, if you are also using the Tools mod.

The Storage mod only relies on LWM Deep Storage. Rimsence and Primitive Floors have no required mods.
gwog. 18. nov. 2023 kl. 6:02 
ok so that bit at the beginning: does that mean I don't need this mod for the rest of the series to work correctly in 1.3? The wording is a bit confusing for me is all
velcroboy333  [ophavsmand] 11. nov. 2023 kl. 11:40 
Yes, I will take a look at it to determine what patches it might need.
Colonel.EXE 11. nov. 2023 kl. 11:10 
Hi! Do you have plans to patch this to work nicely with the new Vanilla Factions Expanded - Tribal?
RedDrake704 15. okt. 2023 kl. 10:13 
I think it's worth changing the color of the bricks to a more gray one.
PepperCat 13. okt. 2023 kl. 16:25 
Thank you for your fast response! looks promising the combination of these two set of mods!! will definitely make a playthrough with this!
velcroboy333  [ophavsmand] 13. okt. 2023 kl. 16:21 
If you start tribal, this mod does a lot of patching to make it so you have to progress through tribal level before unlocking medieval. But it does not block you from progressing in any way.

Yes, I will look into the cribs soon.
PepperCat 13. okt. 2023 kl. 16:18 
Hello!
Just found the primivite storage mod and discovered the entire primitive series. I'm really interested in its content for a Primitie - Medieval run but I have a question related to that that I couldn't understand. Is this aimed to block the progress into the primitive era or this content can be combined with Medieval Overhaul to have a playthrough full Primitive-Medieval?
(≡◉‿‿◉≡) 7. okt. 2023 kl. 17:47 
Hello, can you update the room type for Primitive Cribs?

It keeps showing up as Barracks instead of Nursery
velcroboy333  [ophavsmand] 20. feb. 2023 kl. 10:38 
Silly me. That should be fixed now
Daedalus 20. feb. 2023 kl. 9:15 
hey there! In the Patch file FlintPatches.xml where you try to patch the Early Firearms mod is an error. Both defNames for the Musket and the Pistol are wrong. They are actually the labels and not the defNames.
velcroboy333  [ophavsmand] 30. dec. 2022 kl. 15:11 
They do not. I meant to add that to the description. Thanks for reminding me!
i am a piece of bread 30. dec. 2022 kl. 15:10 
do your primitive mods require this mod for 1.3?
taimat715 27. dec. 2022 kl. 5:25 
I used to maintain a primitive tech mod for rimworld but just don't have the time anymore. Thank you so, so much for your hard work. I've been waiting for someone to pick up the torch and run for ever. Great job!!
Darp 8. dec. 2022 kl. 15:42 
Thats good to know