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RimWorld

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Perfect Medieval Playthrough (Discontinued)
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Mod, 1.4
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Jan 20, 2023 @ 11:50am
Mar 12, 2023 @ 7:54am
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Perfect Medieval Playthrough (Discontinued)

In 1 collection by Adamas
Medieval Playthrough: Basics
16 items
Description
Warning: this patchmod is currently unmaintained. Not recommended to use in new games,it is merely kept online to support existing saves.

hile I was doing a medieval playthrough with Medieval Overhaul and a few other mods, I bumped into compatibility issues that were not patched, so I made some patches, then decided to add a Watermill, then some wild wheat, and things got out of hand really quickly.

To let other people enjoy my concoction, I decided to upload it, here goes:

Vanilla changes:
- Re-added the vanilla watermill where power generation is replaced by a wood-timber processor
- Recipe for beer wort is changed into 20xwheat and 5xhops
Vanilla tribal focussed changes:
- Added new plant wild wheat, which drops wheat and straw
- added recipe to cook wheat into some prehistory bread at the campfire.
- added recipe to grill a piece of meat at the campfire
- more tribal focus will be added after playtesting/balancing

Medieval overhaul changes:
- Overhauled the MO Apiary, it now needs flowers or fruit trees (MO apple tree, etc) around it to work, without any other input. It will pause during cold and rain. It needs tending by someone with animal skills.
(MO Fur beds now cure hypothermia) this is removed again, as MO includes this when VFEM is also installed.
- added linkables to vanilla and VFE Vikings beds
- Fix Honeycomb label
- Added MO straw as ingredient to make kibble
- Added MO straw from wheat harvest as a by-product
- Removed hay to straw rack.
- removed hay as by-product of weat milling.
- Dried Meat is now a storage option for raw meat: ratio is 75:75 when drying meat (opposed to 100:9)
nutrition value is lowered from 0.7 to 0.05(similar to raw meat) so it can be used as an ingredient when cooking. Smoked Meat stayed the same, as it is an edible meal/snack.
- The meat rack is now a processor, meaning you can have multiple batches of meat drying at the same time. The drying process speed is now also depending on the weather (rain,wind,sun).
- The furnace can only be fueld with coal and charcoal (wood burning does not reach the heat needed to smelt metals)
- Added quality to Wine production of medieval overhaul.
- beeswax versions of candles needs to be refuelled less often vs the tallow versions
- Research summary: wheat is now basic agriculture
- Recipe for ale wort is changed into 20xwheat and 5xspices
- in all starting scenarios that used to scatter around timber/planks it is now replaced with wood/logs
- tweaked stew recipes, the new basically include meat with onion and meat with onion and beer
- SirLalaPyon, feel free to include any changes in your mod and let me know so I can remove them :p

Apothecary compatibility patches:
- Allows apothecary plants to spawn in the dark forest and ancient forest medieval overhaul biomes, als Tundra is added.
- MO's smelter coal production now gives ahses aswell.
- Adds smokeleaf production to the apothecary table.
- Charcoal kiln and the bench recipe for charcoal now converts wood to charcoal at 150% efficiency (1 wood log = 1.5 charcoal)
- The kiln and bench recipe now use MO wood types
- Recipes that use Apothecary's tallow now use MO's tallow
- All Apothecary salt is now MO salt
- All Apothecary tallow is now MO tallow - recipe to make tallow from meat is removed
- Apothecary candles can be refuelled by MO tallow
- Apothecary and vanilla stove and smithy are removed, all bills can be found under the MO counterparts. Again to declutter the amount of benches with almost similar uses.
- Apothecary charcoal can be used in MO appliances and torches that use fuel, and while I was at it, timber is removed as fuel (raw wood, coal and tar stayed).
- Apothecary garlic is now called "Medicinal garlic" to distinguish it from MO garlic.
- Fix salted meat barrel (it had way too much salt and no wood as ingredients)


Vanilla factions expanded: medieval patches:
- VFEM Archery Target is now made from 20 straw and 4 wood (used to be 20 wood)
- The whole wine process from grape plant,grapes,must,wine is de-duplicated
- The manufacturable candle is changed to wax instead of meat

Vanilla fising expanded compatibility patches:
- Raw fish can be smoked at the VFEM smoker into smoked fish, I re-enabled the VFEM smoker as an alternative to the MO smoker (MO smoker is still there)

Windows patches:
- materialcost is changed to iron for normal windows an steel for reinforced windows

Dubs Bad Hygiene patches:
-BiosolidsComposter and BurnPit costs iron instead of steel
-Changes the techlevel of SepticTanks to industrial.
-MO waterbarrel moved to hygiene tab

Adobe Abode:
replace steel with iron for the mixing table


Some extras inspired by Vanilla cooking and plants expanded:
- Ale now adds an extra work speed buff
- Onion is resistent to blight - so they can be used to plant between other crops (4tiles wide) to prevent blight spreading.
- Cabbage is immune to toxic fallout
- Beet does not die in the winter

I got some inspiration from following patches, if you play with the exact same modlist as me, they are redundant:

Medieval Overhaul Apothecary Plants Patch
https://steamcommunity.com/sharedfiles/filedetails/?id=2579774726
Vandar's Medieval Overhaul Patches
https://steamcommunity.com/sharedfiles/filedetails/?id=2900968425
Medieval Overhaul Misc. Patches
https://steamcommunity.com/sharedfiles/filedetails/?id=2775878596
Medieval Overhaul Tweaks
https://steamcommunity.com/sharedfiles/filedetails/?id=2730497766
[DISCONTINUED, I gave up] Medieval Overhaul Adjustments
https://steamcommunity.com/sharedfiles/filedetails/?id=2602105949

I test this mod with following collection of mods only:
https://steamcommunity.com/sharedfiles/filedetails/?id=2920980390
(Load order is rather important:
Make sure that Rimedieval is your last mod and Perfect Medieval Playtrough is the one before it.
Vanilla Factions Expanded - Medieval should be before Medieval Overhaul)

Q: is it safe to add mid-game?
A: partially, there is a known issue with the meat drying rack and the apiary, you might need to dev-remove them and re-add them.

want support me or get an invite on my Discord channel where you can discuss about suggestions/bugs with me or just be in the loop on the progress of what I am working on? : https://ko-fi.com/adamaster

github repo: https://github.com/tomvd/PerfectMedievalPlaythrough
98 Comments
DeeHasApples Jan 21, 2024 @ 10:18am 
I don't have an issue, but wanted to point out that cutting grass and getting hay is not vanilla behavior. Pretty sure that was indeed from Medieval Overhaul.
AbsynthMinded Jan 20, 2024 @ 4:40pm 
This mod viable or unstable or suspended development?
Kriiks Dec 30, 2023 @ 8:51am 
Apothecary table still requires steel to make, so unless you somehow manage to find it you can't really do much with apothecary till you finally progress to steel age. Is it intended or I'm missing something?
Adamas  [author] Oct 29, 2023 @ 11:20am 
Yes
zyzyhasl Oct 28, 2023 @ 8:30pm 
So the QueenBee is useless?
Adamas  [author] Aug 28, 2023 @ 9:46am 
Hay from grass is just vanilla Rimworld. it's for feeding animals. Don't think the original mod ever changed anything to that.
GranSacoWea Aug 28, 2023 @ 9:27am 
I noticed the original mod gives me Hay while cutting grass but hay doesn't do anything and i can't even store it, hay has a lot of bugs
Rodjir Aug 9, 2023 @ 4:38pm 
Awesome
Surasu Undying Jul 28, 2023 @ 1:14am 
Sorry for the delay!!! I fixed it now. It was a vanilla expanded mod that adds wheat too and was replacing your whaet with the vanilla expanded one!!!!!! I used cherry picker and resorce dictionary to fix it. Again sorry for the delay.
Nicathaniel Jul 25, 2023 @ 1:16pm 
I would like to ask if these are compatible with the Lord of the Rims Series, as to make it a medieval phantasy setting.