RimWorld

RimWorld

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Dragon's Medieval Patches
   
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4
File Size
Posted
Updated
660.607 KB
Dec 9, 2021 @ 8:04am
Nov 8, 2022 @ 6:55am
7 Change Notes ( view )

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Dragon's Medieval Patches

Description

"Features"
This mod contains an amalgam of patches that I made to customize my Rimworld medieval playthrough. By request from the community, I am making these available on the workshop to anyone who wants a similar experience. You should be able to leave out mods you dont want, therefor I wont set them as requirements. For a reference on which mods are modified, check further down. Until I have made some ingame options for each mod, you will have to make a local copy and edit the XML files to remove any changes you might not want.

The goal of these patches is to:
Change various research to become medieval tech.
Harmonize, merge and split research for bows and crossbows to make it more streamlined.
Alter descriptions and other aspects of buildables/craftables to be more medieval friendly.
Make certain non-stuffable things stuffable (bows and crossbows for instance).
Change some stats on certain things to be more useful.

It all works through the use of xpath patching, and I try to account for absent mods, so it should always work. Let me know in the comments if something misbehaves, as it is rather difficult to simply test every single scenario when so many mods are modified.

Why did I make this?
There are a lot of really cool medieval themed mods, and others that add cool functionality, but have parts of it blocked by being industrial tech. Because of this, I started to make my own patches to both get better at patching as a learning experience, but also to improve my gaming experience. I also noticed a bunch of craftable weapons were not stuffable, breaking compatibility with some of the other mods I use, and I like variety!

What is included/changed?
The following changes are made:

A Dog Said... Animal Prosthetics
Makes animal healing research a medieval tech.

A Rimworld of Magic
Making ranged weapons stuffable.

Amrita
Makes Amrita research a medieval tech and becomes cheaper to research.

Apothecary (Continued)
The coal fueled smithy can now craft a lot of things from other mods, that the regular smithy already can.

Arrow Please (Continued)
Making bows and crossbows stuffable. Bows and crossbows can be made of "Woody" stuff, where crossbows can now also be made out of anything "Metallic". I also establish a separate "Fire Arrows" research, and make weapons require both the bow type and fire arrows research to become craftable. Fireshot longbow from "Medieval Madness" is also subject of this change. Bows and siege equipment research is also split, where bows and crossbows get merged into the Medieval Madness research where appropriate.

Carpets++ 1.3
Remove electrical wires from carpets, as well as the steel cost that they originally have.

Fertile Fields [1.1]
Makes "Terraforming" research medieval tech.

Fortifications - Medieval
Makes castle walls and reinforced ditches stuffable with "Metallic".

Raise The Roof 1.3
Makes "Overhead Mountain Removal" research medieval tech.

Medieval Madness: Tools of the Trade
"CraftingWorkBench" has been added as a valid craft spot for all bows and crossbows from other mods. The stat modifiers of the tools have been tweaked to offer more diversity and specialization, as well as more utility for those that felt lacking.

Medieval Prosthetics
Prosthetics can be made in more places, if the relevant mods are present.

Crafting Work Bench (Medieval Madness)
Charcoal Smithy (Apothecary)
Electric Smithy (for non-medieval-only runs, cause why not?)

Simple Material Weaves
Makes all research medieval tech.

[SC]Thrumbo Horn Weapons
Thrumbo bow and thrumbo horn blade are now stuffable.

Tribal Warrior Set!
War bow is now stuffable with "Woody"

Vanilla ore commonality double
(can be disabled in "More Mod Settings")
Doubles the commonality of vanilla ores. Useful when adding modded ores:

compacted steel 1.0 -> 2.0
silver ore 0.1 -> 0.2
gold ore 0.07 -> 0.14
uranium ore 0.12 -> 0.24
compacted plasteel 0.05 -> 0.1
jade 0.065 -> 0.13
compacted machinery 1.0 -> 2.0

Vanilla Factions Expanded - Medieval
Merges the heavy crossbow research into that from "Medieval Madness". Also makes the heavy crossbow stuffable with "Woody" and "Metallic" stuff.

Vanilla Weapons Expanded - Tribal
Sling is now stuffable out of "Fabric" and "Leathery" stuff.

What this does not do
There is no removal of research, nor is there anything that limits higher tech research etc. I recommend using Rimedieval for that.

How to use this
I always suggest that you put patches towards the bottom of your modlist.

How can I support your work?
If you enjoy the content I put out, consider supporting me, it would be greatly appreciated!

[ko-fi.com]
20 Comments
Annabellee Jul 13, 2022 @ 2:14pm 
yea I was just doing some de-bugged my log
DragonKing  [author] Jul 13, 2022 @ 1:55pm 
Then it is just a warning you can ignore. Not an elegant way to do patches, but it does not break anything. I could do mod checking, but at the moment, I don't have the time to implement it.
Annabellee Jul 13, 2022 @ 6:35am 
Yea it does
DragonKing  [author] Jul 13, 2022 @ 2:40am 
@Annabellee does the mod still work?
Annabellee Jul 12, 2022 @ 4:07pm 
so love patches but i am getting this error Could not resolve cross-reference to Verse.ThingDef named AYCharcoalSmithy https://gist.github.com/HugsLibRecordKeeper/2efe15050ade38cc9171c3384f027e84 since I am not running apothecary
DragonKing  [author] Jan 27, 2022 @ 2:16am 
issue should be fixed now.
Serilyn Jan 26, 2022 @ 9:29pm 
Thanks, and yeah I already fixed them on my side. :)
DragonKing  [author] Jan 25, 2022 @ 3:04am 
@Serilyn I will take a look at it when I have time, if you are not scared of looking at XML, you can try and remove the RWOM patches for now manually.
Serilyn Jan 24, 2022 @ 2:18pm 
Great mod but there's a couple issues with A Rimworld of Magic that cause red errors on load. https://gist.github.com/4cf20a684d29c2d79ca78cbef347417f
TM_BlazingPowerStaff is listed twice in Generic_Item_Patches.xml and RWOM already has stuff categories and count defined for TM_DemonFang.
DragonKing  [author] Dec 30, 2021 @ 7:33am 
Thank you for the reply @oicher