RimWorld

RimWorld

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Vanilla Factions Expanded - Tribals
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Mod, 1.4, 1.5, 1.6
File Size
Posted
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4.546 MB
11 Nov, 2023 @ 8:47am
12 Jul @ 6:09am
32 Change Notes ( view )
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Vanilla Factions Expanded - Tribals

In 1 collection by Oskar Potocki
Vanilla Expanded
109 items
Description
[www.patreon.com]





See change notes.



Venture into the heart of primitive survival with Vanilla Factions Expanded - Tribals. Starting as unsophisticated wild men with nothing but fire at your disposal, face the harsh reality of the wilderness as you strive to form a new tribe. Experience the crucial tribal gatherings that unlock a pathway from basic doctoring to crafting simplistic weapons, all the way to unlocking the essence of culture, ideology, and beyond.

As you painstakingly progress through tech levels, cornerstone points become your vessel to choosing an ethos for your faction, granting notable enhancements to your people’s capabilities. The added challenge of survival makes every technological advancement feel like a monumental achievement.

This mod introduces new weapons, such as stakes and throwspikes, alongside communal structures like large fires and sitting spots, enriching both your early and endgame experience. Your journey from mere survival to ultratech advancements unfolds a narrative filled with trials, unity, and the essence of civilization.

I encourage you to subscribe to Vanilla Factions Expanded - Tribals if you’re looking to redefine your RimWorld experience from a raw, authentic beginning to a satisfying, technologically advanced ending. Your tale of humble beginnings to achieving ultratech glory is there for the taking.











































[forms.gle]

Mods such as Pawns Are Capable will obviously break the fact that Wild Men are incapable of jobs until they research them. Don't bother reporting that.

We are aware that due to some mod conflict, some of you are not receiving a letter to form ideology upon researching Culture. As such, we have added a dev mode option to form Ideology. Use it in that case.



Authors:

Oskar Potocki, an artist and a designer, responsible for the artwork and visual imagery.

Taranchuk, a programmer responsible for the code.

Sarg Bjornson, a programmer responsible for the code.

Xrushha, a programmer responsible for the xml.

Reel, master of screenshots.

Storyteller artwork by Vitalii

Rimworld is owned by Tynan Sylvester.

(CC BY-NC-ND 4.0)[creativecommons.org]



Q: I don't have a research spot or bench in my menu!
A: Please read carefully what this mod does. You don't get the research spot until you have done some tribal research, which is done via rituals.

Q: How do I do research as wild men, then?
A: You perform Tribal gatherings. They are guaranteed to give you some progress to random research projects, prioritising the selected one.

Q: Can I add this mod to an ongoing save?
A: Yes! You can add it to an ongoing save, but you will not be able to access the features of the Wild men starting scenario.

Q: Does this mod work with other research mods, including mods related to advancing to next tech levels?
A: It should. We helped patch a lot of research mods to work with our mod. It’s important to know that you get Cornerstones NOT for performing the tech advancement ritual, but for actually increasing your tech level. This means that you can use any other mods to advance to next tech level, and you will still get cornerstone points.

Q: Can I adjust how many tech projects I need to research to advance to the next tech level?
A: Not in this mod, no. There are other mods out there that add tech advancing that are more adjustable, and they should work just fine with Vanilla Factions Expanded - Tribal.

Q: I started as Wild men. I can build/craft XYZ from the start! Why?
A: We have patched all Vanilla Expanded mods and the base game to lock certain things behind Basic research projects - for example, to construct walls, you need to research construction. However, it is simply not feasible for us to also patch every single mod out there. Either use a mod to hide things from the architect tab, or execute restraint from building things added by other mods. We will NOT be patching other mods to lock their things behind our Basic research projects.

Q: Is this mod compatible with Combat Extended?
A: We do not handle CE patches. Best ask Combat Extended team on their discord/steam page. Do not ask here.

Q: Can I still get cornerstones even if I don’t use Wild Men start?
A: Yes. You get a cornerstone every time you advance to the next tech level. If you start as crashlanded, you start in industrial tech - which means you can get two cornerstones: one for advancing to Spacer, and then one for advancing to Ultratech. Of course I recommend starting as Wild men, as it will allow you to unlock a total of 5 cornerstones.

Q: I started as wild men. I couldn’t set up my ideology. Why?
A: Intended. You only form an Ideology upon researching Culture. After all, a bunch of wild people wouldn’t care about having rituals or moral leaders.

Q: Why do my wild men have spacer backstories? Why are they not all tribals?
A: Because Wild men are not Cave men, really. In RimWorld, wild men are people who abandoned their way of life to become one with nature. Check it yourself: Wild men that spawn can be anything, from tribal herders to ex-space marines.

Q: What if I get raided early on as wild men?
A: We actually added a system that lowers the chance of raids if you’re in Animal research era.

Q: I recognize this chunk! Are you a Rust fan?
A: Absolutely. I've been playing Rust for ages. This chunk is my homage to all the time I wasted on that game.

Q: I skipped the message to form my ideology! What do I do?
A: It should still exist in your history tab, but there is also a dev option to reform ideology!



[discord.gg]
1,213 Comments
Akry 12 hours ago 
I have turned off anomaly events in my game, which means no horrors and no monolith. The DLC is on still however.
This means that the game registers anomaly research as industrial tech, despite having no means to actually research them as there is nothing to "dark study".
This causes the issue that its impossible to advance the tech level to spacer.
Any solution to this problem?
Grace Scarlett 21 Jul @ 8:02pm 
I have actually figured it out, I had another mod installed that was causing the issue, Tech Level Progression. Sorry about that.
Count 21 Jul @ 5:43am 
@BussyButcher
It's a known issue, as you can read in the mod description. The authors added a dev mode option to form ideology manually. debug actions --> ”Form ideology”
RandomHero 20 Jul @ 7:20pm 
I didn't have any of the 3 below issues with my run. When I researched culture, the "form ideology" event came up on the right and i could set my ideology. when I completed the tech for animal, a notification came up for me to set a cornerstone (I think the button was on the ideology screen). Also didn't have any issue with completing research items. I will say that loading ideologies for the NPC factions through dev mode (since I couldn't do it at game-start) has caused some other bugs... And reforming my fluid ideology caused the large campfire to bug out and I had to reload the most recent save to fix it. So this mod is not without its issues. Hard to tell for sure if it is this mod, or an interaction between other mods, though. I am using Research Tree if that makes a difference for people. It's hard for me to narrow down specific bugs, so I'm not going to bother with bug reports at this point. The mod is playable. I did have to do some save-file editing at one point, though.
Grace Scarlett 20 Jul @ 4:58pm 
I can't tell if it is this mod or something wrong with some settings, but whenever I finish a research, I have to readvance to neolithic again which gives another cornerstone point. Now, this isn't to say that I can't continue to research, but my level up only stays good for one research project and then I'm back at animal stage
Bussy Butcher 20 Jul @ 12:04am 
I researched Culture, but it didn't prompt me to start my ideology, nor can I see the ideology icon in the HUD (near the faction button, etc.)
SaintD 19 Jul @ 11:54pm 
Anyone else having a problem where no option to advance the tech level comes up? Is there a dev mode intervention to force it to happen and get the cornerstone point?
RandomHero 17 Jul @ 3:09pm 
I'm enjoying this mod so far... Basic Furniture only has "bench, simple bed, simple double bed" and Complex Furniture has like 50 pieces of furniture including "couch" and "armchair"... It doesn't seem very balanced. I think Basic Furniture should include "single/double shelf" and maybe "vent" and "dining chair". Maybe "fur bed" from Medieval too, but that's fine.
RandomHero 15 Jul @ 4:22pm 
Also, could the mod suppress the "Need research bench" warning?
RandomHero 15 Jul @ 9:25am 
When raids happen, the enemies seem to prioritize attacking tribal cobblestone walls, which I've never seen before. They don't seem to destroy other types of walls or structures, so it seems like maybe they are misclassified somehow as being wealth-oriented? Maybe it's nothing, but it seemed noteworthy. Could be new 1.6 behavior, I guess.