RimWorld

RimWorld

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Medieval - Vanilla
 
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Mod, 1.0
File Size
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11.501 MB
Jan 3 @ 3:39pm
Feb 17 @ 7:57am
3 Change Notes ( view )

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Medieval - Vanilla

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Description
This mod removes everything from the game after the Medieval Era. Everything else stays vanilla.

This mod should be placed at the top of the mod list, after any non-game-changing-in-their-own-right mods (like Jec'sTools, or Hug's Lib).

How long can you survive what the storyteller is throwing at you?! There really isn't an end game here, since you can't make a spaceship and fly away.

Notes:
This will conflict with any other mods that reference vanilla items that are post-medieval.
This may not work with scenarios that have post-medieval items as a part of the starting items list.

I made this at the request of several players who were interested. Special thanks to the authors of the Lord of the Rims mod for great examples on how to accomplish this.

Discuss this at Ludeon: https://ludeon.com/forums/index.php?topic=47626.0

Please consider supporting me on Patreon: https://www.patreon.com/SickBoyWI

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Changelog
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1.0.0.2 2019-02-17
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Removed modern items that traders would show up with.

1.0.0.1 2019-01-25
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Corrected bug preventing colonists that wander in from being respawned after loading a save game. This won't fix existing saves, unless you manually edit it to make the PawnKind of the pawns in question colonist instead of villager. It will prevent the problem going forward.

1.0.0.0 2019-01-03
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Created



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51 Comments
g0jira Feb 22 @ 2:56am 
well thats nice idea tbh.
SickBoyWi  [author] Feb 21 @ 4:36pm 
@g0jira I removed the ancient shrines from the Rimhammer mod series, so it isn't hard to do. I just wasn't sure what people using this mod would prefer. I'd like to recode them to put insects in them,and non modern items; but that is going to take more time than I can spare in the next week or two.
g0jira Feb 20 @ 1:21am 
there is a mod that removes them, you can study it, or recommend to use it with your mod
SickBoyWi  [author] Feb 19 @ 7:15pm 
@g0jira - the ancient shrines that have mechanoids in them.

@Caja de Té - I'll put it on the list! Good catch!
Caja de Té Feb 19 @ 8:54am 
I had an immersion issue, the item stash/bandit camp quests and similar ones have modern items as rewards, ¿Could you fix it?, Awesome mod btw :8bitheart:
Jimmy Feb 17 @ 2:13pm 
Yeah, remove them from the game.
g0jira Feb 17 @ 9:54am 
which ancient dangers? you mean ruins with pods or mechanoids i.e?
SickBoyWi  [author] Feb 17 @ 7:58am 
I updated this mod today. Removed modern items that traders would be carrying when they showed up to visit.

QUESTION: I'm thinking of removing ancient dangers from the game. They're empty at this point, with just a few items in them (sometimes modern ones). I've been looking at removing those items from them, but it isn't as simple as I'd like. Removing them from the game entirely would solve the issue. Thoughts?
peanut Feb 16 @ 3:58am 
Has anybody had issues similar to this?- I have a male pawn who is not gay, but is trying to romance fellow male colonists, also he has a females hair. Pretty novel, but trying figure out the source. Thanks!
SickBoyWi  [author] Feb 9 @ 11:30am 
@g0jira top