RimWorld

RimWorld

Vanilla Factions Expanded - Medieval 2
937 Comments
Stillness 20 minutes ago 
I read somewere that this will include the old mod vikings. is it true?
FierceStatue12 6 hours ago 
I feel like the medieval era is very underdeveloped. Most mods just confuse it with "fantasy" but this mod is amazing and different.
M 23 hours ago 
Fantastic mod it would be nice however if skirmish maps had enemies spawn in the middle or programmed NOT near your own pawns because spawning too close is not great lol however thanks for the mods cheers :D
DrBossWatson 24 Jun @ 3:41pm 
Will the moat-digging mechanic from the first one make a comeback? That was probably the best feature I've ever found because the water worked for VVE boats
ryhndo 23 Jun @ 11:40am 
@Magnaticos if you aren't using the start scenario from this mod, no
Nomad 21 Jun @ 6:59pm 
Do grape plants require a post to grow on? I researched wine but am not seeing it appear in the menu to plant them
Magnaticos 20 Jun @ 10:20am 
Is it normal if my colony has option to metal beds and get access to rifles at start?
Jet 19 Jun @ 7:20pm 
anyone else getting the no path bug for the training dummy? ive tried moving it around even into completely open space in the wilds and it still gives this issue
Dov 19 Jun @ 6:24pm 
This is just a silly suggestion but would it be possible to make the archery target give more exp (e.g 100) for every successful hit? That's all! goodluck on the 1.6 grind!1!!
//SlipperyPete:. 19 Jun @ 10:22am 
I know the Expanded team is probably very busy with getting ready for 1.6, but are there plans to modernise some of the ageing additions to the collection? In the case of Classical and Medieval, there are several buildings (most of them I think) that cannot be painted with the Dye system that was implemented into the base game. Allowing them to be painted would bring them into line with the base game and most other newer mods.
Gcloud 18 Jun @ 10:24pm 
Warning for anyone using the Aquebus or Hand Cannon: The negative armor penetration will DECREASE instead of INCREASE with higher quality. This means a masterwork weapon will have less armor penetration than a normal one. I recommend getting Excellent quality for the best overall performance.
//SlipperyPete:. 18 Jun @ 8:41am 
FYI the Thermaebath does not allow light to pass through it, and pawns using it are considered to be in darkness and get the negative moodlet unless they are blind or have appropriate related ideology or genes.
Gutterpunk 17 Jun @ 4:26pm 
Love the mod. Minor feedback: I love the warboe concept but find them both OP and a bit tedious; firing directly at people over walls makes for utterly one sided battles. Also makes them a far better hunting weapon than any other option. Getting the job done requires endless micro though, since I have to command archers to fire at every individual target.

Is it possible to have warbows fire like artillery? Archers would be directed to fire into an area, with a miss radius. Would make them easier to manage and also much less deadly to individuals, making their best use to fire into masses of enemies at choke points.

This would limit their use to softening up big groups, and needing to be used in numbers, fitting the "war" theme. They wouldn't be great at cleaning up individual pawns or firing near allies, giving them natural limitations.

Anyways, not sure of that's even possible, but I'd love to see it if you think the idea has merit.

Thanks again for a great mod
zoroththeawesome 17 Jun @ 2:27pm 
Hey guys I noticed that sometimes the castle doors will close when I uncheck the hold door open button without there needing to be a pawn to go through it. Can someone confirm this is intentional (I'm hoping so). It doesn't always work so if thats the case I will do some testing to see where the mod conflict is coming from.
zoroththeawesome 17 Jun @ 10:30am 
@Legiaseth I am trying to upload the mod but apparently my about file is formatted wrong and I can't figure out why. It's probably something small as it usually is in coding. Either way I don't have the patience to figure it out right now. If your still interested you can accept my friend request so we can chat and I'll send it to you some other way. Then all you need to do is drop the file into your mods folder. It's working great for me other than it saying in game that the mod author is unknown.
guardian1368 17 Jun @ 1:29am 
i cant sell leather helmets etc. that is from this mod
Legiaseth 17 Jun @ 1:05am 
@zoroththeawesome that would be awesome, thank you!
zoroththeawesome 16 Jun @ 9:58pm 
@Legiaseth I agree. The description is historically accurate but the mechanic that padded armor cant go under metal chest pieces isn't. So I made a patch for it, if you'd like I'll upload it to steam for you.

I also noticed that sandstone castle walls are stronger than slate or marble which doesn't make sense to me. Can anyone think of a reason for that or should I patch that too?
Alyssa 16 Jun @ 2:12pm 
Change

<Operation Class="PatchOperationAdd">
<xpath>Defs/ThingDef[defName="Glowstool"]/plant</xpath>
<value>
<sowTags>
<li>Ground</li>
<li>Hydroponic</li>
</sowTags>
<sowResearchPrerequisites Inherit="False">
<li>VFEM2_Alchemy</li>
</sowResearchPrerequisites>
</value>
</Operation>

To

<Operation Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName="Glowstool"]/plant/sowResearchPrerequisites</xpath>
<value>
<sowResearchPrerequisites>
<li>RG_MushroomCultivation</li>
<li>VFEM2_Alchemy</li>
</sowResearchPrerequisites>
</value>
</Operation>
<Operation Class="PatchOperationAdd">
<xpath>Defs/ThingDef[defName="Glowstool"]/plant</xpath>
<value>
<sowTags>
<li>Ground</li>
<li>Hydroponic</li>
</sowTags>
</value>
</Operation>
CLOCKWORK 16 Jun @ 11:43am 
I tried to retexture heraldics, but failed, and they are still the same in the game, despite being changed in the mod folder. Any suggestions why? My other retextures work fine
vin 16 Jun @ 10:21am 
@MajorityOfTheInternet
I will publish one soon.
vin 16 Jun @ 10:21am 
@guardian1368
I'm in the process of making one right now. Roughing out the detail right now.
guardian1368 16 Jun @ 2:39am 
just wondering why is there no castle embrasure
guardian1368 15 Jun @ 11:56pm 
can you add options to change what is used in the mod such as with this 1.5 version is different mods into 1 while the 1.4 version has them split up
MajorityOfTheInternet 15 Jun @ 10:40pm 
Is there an embrasure version of the castle wall as an addon mod somewhere? Preferably not Fortifications: Medieval by Aoba because they're not maintaining it anymore
jon.r.haley 15 Jun @ 7:32pm 
Will these clans ever progress to be able to use guns? or are they hard-locked onto specific technologies?
Legiaseth 15 Jun @ 2:07am 
am I missing something? the padded armor says often worn under heavier armor, but since it occupies the middle layer, nothing with any actual protection can fit on top, so is it just some misleading flavor text?
RethRath 14 Jun @ 1:41pm 
@Faleshar I think its Medieval 1 and Vikings you don't need. Empire is a seperate mod though
Faleshar 14 Jun @ 6:38am 
so i need only Medieval 2 now? and not vikings,empire or medieval 1 mods anymore?
or what factions is inside the pack now?
Rí-rá agus RuailleBuaille 12 Jun @ 3:01pm 
Is there any plan to bring in moats? Or any recommendations for mods that provide it.
Texas Redhawk 12 Jun @ 8:18am 
Suggestion/request: please add the ability to create tricolor heraldry for our banners, tabards etc. Probably the easiest way to do this without having to change the UI to offer three-color patterns would be to add a pattern with two thirds of the tricolor and then have the third stripe be the subordinary.
Zoomer 11 Jun @ 5:33am 
@Bitten try world tech level mod
Rond 10 Jun @ 7:11pm 
Warbows dont shoot over walls. Even by manually targeting enemies on the other side of the wall, the arrows impact the wall. I'm using the mod that speeds up bullets/projectiles I think its called gunplay
Scattersynth 10 Jun @ 6:45am 
Although sad that I can't resurrect my old Vikings play through, thanks so much for this, Oscar!
Groucho 9 Jun @ 6:14pm 
Looks like the Bannermen aren't spawning with their Banners in my game. I looked at the code and it seems that the "weaponTag" for the standard is "VFEM2_Standard," but the one the pawn was given was "VFEM2_MeleeWeapon_Standard"
Bitten 9 Jun @ 2:51pm 
Is there any way to lock the entire map to medieval tech? Maynard medieval doesn't seem to remove the industrial and above technologies and doesn't limit what the npcs can bring.
chaskyy! 9 Jun @ 10:20am 
When I generate a world with the new kingdom option, no pawns spawn and i get a game over message. https://gist.github.com/HugsLibRecordKeeper/d14e6bfd54ef3ed941d73ba47ab8b023
NerffffF 9 Jun @ 9:07am 
Trader pawns wont use the castle gate to travel instead the pawns just break the wall to move inside the settlement
Leonineus 8 Jun @ 3:55am 
Ignore me, A: it's working now and B: when I looked at my "last updated" this morning when it wasn't working I only saw what had updated this morning, not also last night wen ASF updated as well - my bad.
Oskar Potocki  [author] 8 Jun @ 1:08am 
Please report the issue using the Google forms with correct hugslib logs attached so that we can get to the bottom of it.
Knuti 8 Jun @ 1:08am 
@Ronin @Leonineus I seems to be causes by Adaptive Storage Framework. So probably an issue for 2/3 of Rimworld players.
Leonineus 8 Jun @ 12:43am 
@Ronin ah good, not just me then, was trying to figure out what was causing it.
Ronin 7 Jun @ 9:03pm 
My game crashes on loading now since the update. Had the mod active and working great before. Any idea how I can fix it? Thank you
Oskar Potocki  [author] 7 Jun @ 4:37pm 
Hopefully issues with Gunplay should be fixed now.
Games Dean 7 Jun @ 3:16pm 
I'm trying this mod out for the first time, it's really neat so far. In most of the new games I've started, the Ancient Danger is already open when I first spawn on the map. It usually has one or two blocks missing from a wall. Is that expected?
DrGestalt 7 Jun @ 6:53am 
Help, i cannot barter with Merchant Guild when traveling with my Helicopter, there's no option for barter when i visit one of it.
flumph 7 Jun @ 12:06am 
Hi, a raider showed up with the arquebus and starting firing like a machine gun.

Here's the logs: https://gist.github.com/HugsLibRecordKeeper/16257309c125feab3085f316df30ec8d
Steven Legstrong 6 Jun @ 5:02pm 
Hardweave my beloved! :luv::reheart:
Gcloud 6 Jun @ 12:21pm 
Can we get higher durability with quality for shields? Feels awful having to throw away Masterwork shields because they have the durability as a Normal one.
Reidlos 6 Jun @ 9:52am 
Is there a way to add another Merchants Guild to the map? I started with lower then avg faction pop and there is just 1 atm and id like more but they are not "traditional faction bases" so i can add on using somthing like world editor but its a perma base.