边缘世界 RimWorld

边缘世界 RimWorld

Vanilla Factions Expanded - Tribals
1,325 条留言
Rena the Lunatic 20 小时以前 
@Goldengear1111 The campfire doesn't work? Nor a table?
Goldengear1111 12 月 10 日 上午 5:18 
My tribal gathering spot is missing
lorosexn 12 月 9 日 下午 10:08 
Welp disregard my previous comment. Thanks to Ferny the research requirement is now configurable with his Progression: Core mod. Still would be nice to have as an option natively though.
lorosexn 12 月 9 日 下午 8:39 
Slight bit of criticism but the requirement to have ALL of an era's technology researched before moving on to the next era seems a bit tedious/silly. Especially in a heavily modded environment in which tons of new research projects will be required. You could just say "well don't play with them" or "no ones forcing you to use those mods" but that feels a bit disingenuous considering the type of player a mod like this appeals to. Torn between this and Tech Advancing as I think Tech Advancing handles the progression better but I like the additional content this mod provides
Viri 12 月 2 日 上午 3:49 
I played with this mod before, and its a lot of fun, but i did in a normal rimworld setting with all the tech, now, i wanted to play with a medieval overhaul modpack, and i thought this would fit perfectly, sadly, when i choose the storyteller and/or the wild men start, it bugs out the number of factions it generates at start. It should be ok, all are tribal or medieval. when i choose Maynard Medieval story teller, and any other start it works fine, just the story teller and wild men start. Probably its from one of the mods i dont know, but its not even a big modpack, 200+/- mods. Anyone experienced this?
Morcalvin 11 月 30 日 上午 4:40 
Is there a way to change how much of the research is required to be completed to advance an era? Like change it to 50% instead of all?
crossmr 11 月 29 日 下午 2:37 
any notes on what factions to start with? It auto selects a bunch of things like wasters, but I assume those are modern tribes? I've just switched those off and added every tribe, removed mech too, because I assume mechs would wreck this.
RocketRacoon 11 月 26 日 上午 3:30 
Anyone found a mod to know when 4 days passed since the last research? So you don't get a raid
Ledan 11 月 24 日 下午 11:57 
I just finished culture research and advanced to neolithic, however there is no research spot in my productions tab to continue researching neolithic techs. if i enable god mode it shows up.
kirra queen 11 月 24 日 下午 1:44 
is there a way to see which tech i have left to research before advancing
SheakZarnn 11 月 22 日 上午 12:51 
@Hedgehog if your question about custom xenotypes is still relevant, you could try https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2891975564 . Takes some time to configure all spawn probabilities, but it's worth it IMO.
Extinction 11 月 16 日 下午 2:38 
One suggestions i have, that would make this mod even better, is disallowing all the quests until you actually reach culture. Why would a spacer level empire contact pre cavemen tribes to help them assist in labour or research projects. Or some strange research/mining site quests. How would a monkeh even know what that is or interact with it in any way.
Wintermist 11 月 15 日 上午 5:23 
Does research requirement included like all mod researches? Basically, all other tabs of research in order to progress era? Or just the vanilla tech?
Nashu Mhakaracca 11 月 10 日 上午 6:16 
since i have passed from the very 1st age to the 2nd one, how the hell i am advancing to medieval since there's no researches for it?
New fat dwarf 11 月 10 日 上午 2:16 
I faced with sad problem. When i reform my ideology, tables stoped to show Gizmos buttons (such as deconstruct and build copy). I've start new game only with VFE -Tribals, but this problem still happends.
lamb 11 月 9 日 上午 1:08 
Are floor paintings a priority for the colonists by themselves? I have them assigned to both art and construction, but they wont work on the floor painting unless I manually assign them to it.
Reestock 11 月 8 日 下午 1:06 
Oooooh neat
Oskar Potocki  [作者] 11 月 8 日 上午 11:49 
It adds temporary wild men factions and serves as a bridge from animal to tribal. Classical mod serves as a bridge between tribal and medieval.

Vanilla Factions Expanded - Medieval covers medieval. Vanilla Factions Expanded - Settlers covers Industrial. Vanilla Factions Expanded - Empire and Deserters covers spacer tech and ultratech.

There's a method to our madness.
Reestock 11 月 6 日 下午 12:22 
oh well. I guess I can't imagine you all didn't give great consideration when you did that.

While we're at it, why is it called "Vanilla Factions Expanded - Tribals" when it doesn't affect factions and revolves mostly around the animal tech level which isn't that of the tribal factions?
Reestock 11 月 6 日 下午 12:17 
I don't really get it. Why not just make it clear to anyone interested that Ideology is optional if it can be?
Personally, this mod, (though, moreso Ancients), is one of the main reasons I got Ideology, and I don't even like Ideology.
(Remade the comment because I worded it bad
Sarg Bjornson  [作者] 11 月 6 日 下午 12:16 
Because people don't read. If we don't add an automated system, people would load the game without any DLC, notice it doesn't work, and report it endlessly. There is no "making things clear". It needs to be a physical check. And the one in place is the only one that Steam let's us do.

In a perfect world there'd be a check, either in Steam or in RimWorld for "this mod requires ANY DLC" but that doesn't exist, so we have to do it with Ideology, for example.
Sarg Bjornson  [作者] 11 月 6 日 上午 11:54 
Yeah, but it's worthless, the only important thing is what is on the about.xml, as that makes the game NOT EVEN LOAD if the player doesn't have the DLC
Reestock 11 月 6 日 上午 11:44 
But you realize there's a big THIS MOD REQUIRES IDEOLOGY graphic anyway?
Sarg Bjornson  [作者] 11 月 6 日 上午 11:35 
You mean a custom disclaimer that people won't read? :)
Reestock 11 月 6 日 上午 11:03 
In that case, why specifically force it to be the unrelated Ideology DLC inatead of using a custom disclaimer?
Sarg Bjornson  [作者] 11 月 5 日 下午 11:06 
Rituals require ANY DLC. There is no way to specify that on Steam
Reestock 11 月 5 日 下午 7:11 
Ideology doesn't add rituals, that's why you can launch a gravship in odyssey, do a speech in royalty, give birth in biotech, and do a different kind of ritual in anomaly, so why does this require ideology?
MaxDergCat 10 月 30 日 下午 3:39 
im confused. I have researched all neolithic and under techs that are not anomaly and yet i still can't tech advance, does this mod take anomaly techs into consideration???
Hedgehog 10 月 27 日 下午 4:38 
is there a randome chance what xenotipe the whild men from the ''whild men joyns'' event has?
started with custome xenotyxpes and the whild men is a baseliner. is this intentional? :)
NightTree23 10 月 24 日 上午 9:33 
I finally managed to become a tribe but in the map it still names my colony as a Garo, does anyone know any mod that changes how the colonists are refered as they progress through the tech levels?
Sain 10 月 23 日 上午 5:49 
Advancing to culture no longer gives ideology options.
Zrg 10 月 20 日 下午 3:01 
Can the research spot be placed outside without any penalties? I'm asking because I'm confused with the values from the information window.

I have one placed outside with a base value of 25%, Outdoors penalty mentioned of x75% but again a total of 25%.

Shouldn't that be 0.25 * 0.75 * 100 = 18.75 % ?

Is the penalty completely ignored or am I missing something?
CoffeeFlavor 10 月 18 日 上午 11:14 
For anyone who played with Fluid Ideo and realized it was broken, I made a discussion with the steps needed to revert a fluid to a normal Ideo.
ShadowX116 10 月 15 日 上午 2:36 
@StockSounds Uh.. The foundation of this mod revolves around doing 'research' which is conducted as a ritual. Which comes from Ideology. I found this page 5 minutes ago and learned that. You just gotta read the page.
Reestock 10 月 14 日 上午 9:01 
I still can't tell what about this mod requires Ideology.
Zero 10 月 12 日 下午 4:28 
when this mod is installed any saved ideology that you try to load erases the faction and the ideology creation screen from the map.
kittyshusky 10 月 10 日 上午 5:43 
@Sly Marbo Totally agree. My workaround is to change the background story manually in dev's mod but that is not very immersive. Hope the VE team could fix this.
Sly Marbo 10 月 5 日 上午 4:11 
Very disappointing that the children produced by my wild men turned tribals have child backstories that don't allow natural meditation focuses. It makes no sense that my original pawns all have natural unlocked but their children don't.
BTAxis 10 月 3 日 上午 3:47 
The in-game description of Talon Tribal is incorrect. The description says that he will retaliate if the player completes research projects more than twice within a four day period, which is not the same as "at least 4 days between research projects", like it says on the mod page.
Spider Cricket 9 月 28 日 下午 6:47 
Are you supposed to be able to build the cobblestone walls from "VFE Medieval 2.0" at the start? I wonder if that's maybe a bug. Might be worth checking out :>
yololejoueur 9 月 15 日 上午 5:37 
hello hello its me again i used a mod named "tech progression mod" and it was that, that was making my faction go back to the tribal age :steamhappy:
yololejoueur 9 月 15 日 上午 5:21 
hello,i have a problem i started on wild men start and every time i restart the game it make my faction go back to the tribal age even tho im in the medieval period
Shmoits 9 月 13 日 下午 5:45 
I reformed my idealogy after receiving 10 points and I'm no longer able to have a tribal gathering. I'm still neolithic.
STEALTHY¥ 9 月 11 日 上午 7:32 
dunno if it is intended or not, But when progressing from wild men to neolithic and making your ideology you are unable to use war masks, tribal headdresses or tribal clothes in the ideology for preferred or role apparel.
ThcGM 9 月 9 日 上午 9:50 
probably why it works now maybe because i dont have that mod anymore
tanyfilina 9 月 6 日 上午 7:05 
" they don't go to draw themselves, only if I tell them"
I've found the reason - it was due to Quality Builder mod.
Faelan 9 月 5 日 上午 7:35 
totally fixed it thank you!
Nekomimi 9 月 5 日 上午 5:33 
To other people who have this issue: VFE: Tribal actually changes your level of tech - remove the Tech Progression mod
Faelan 9 月 4 日 上午 11:43 
Maybe it's an interaction with another mod, but it seems like every time i reset the game it moves the faction back to tribal, forcing me to do the faction advancement ceremony again. I already have 4 cornerstone points and im just in medieval.
Clypsedo 9 月 4 日 上午 3:26 
Very nice mod ! But wouldn't it make sense to make the floor painting don't count as an artificial building (for anima tree purpose) ?