RimWorld

RimWorld

958 ratings
Dark Ages : Medieval Tools
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Mod, 1.4, 1.5
File Size
Posted
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2.748 MB
Aug 31, 2023 @ 4:01am
Mar 27 @ 5:03pm
13 Change Notes ( view )

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Dark Ages : Medieval Tools

Description

Dark Ages : Medieval Tools aims to give your peasants a bit more to work with than hands. Giving a variety of tools to improve the harvest, speed up the construction of the new barracks or simply hack off a limb before the infection drags your faithful knight under the ground.

If i forgot anything, scream it in the comments.

Consider liking and subscribing, it helps me grow and is really appreciated!

















Q: What's Dark Ages ?
A: See it as a series of mods that would add a bit more around medieval/fantasy settings.

Q: So is this a Medieval Overhaul related mod ?
A: No but the artstyle is aimed to be similar to fit in, it was also a big inspiration so i heavily invite you to check it out.

Q: What mods are used in the screenshots beside this one ?
A: Medieval Overhaul/Clean Textures/Regrowth : core

Q: I found a bug !
A: If it throws you some error toss the logs, i can't do much without.

Q: Will the crane work for quarries ?
A: I don't think i can really link it as is to the quarry, but maybe one day.

Q: What research do you need for the tools ?
A: All smithing except the broom, as for the buildings they're tied to the same research as the workbenches.

Q: Can it be added mid-save ?
A: Yes.

Q: Can i suggest something ?
A: You totally can, i think i covered most of what i'd consider useful but if you spotted something i didn't i want to hear it!



Sir Van for the art and xml.
Taranchuk for the extra c#.
Visandar for his help on the design of the thumbnail.
SirLalaPyon for being absent so i can make things before he does.
You for reading the credits and actually paying attention to the description.

And everyone that i forgot !

This mod is distributed under Creative Commons Attribution 4.0 International, which means that you can use and modify this mod as long as you credit me and others who worked on it.

RimWorld is owned by Ludeon Studios.

[ko-fi.com]



198 Comments
WJSabey May 31 @ 1:03pm 
It would be great to have a neolithic/medieval beacon, like a torch/brazier with a green flame that can define shuttle landing places for colonies without electricity.
ElysianEcho May 14 @ 7:36am 
love the mod! extremely minor nitpick that doesn't even make a real difference in gameplay, the left and right sprites on the buthering tools appear to have been swapped, when turning the table clockwise the sprite flips the wrong way - doesn't affect gameplay in any way as you can just turn it 2 more times and get the correct sprite, just thought i'd mention it
Monolith May 5 @ 6:52pm 
when i try to get a pawn to equip a scythe, they immediately shove it in storage. it is then un equipable by any pawn. might be a problem with simple sidearms
cyu4770 May 4 @ 3:20pm 
Thank you for this mod!! def something that was missing from base game. Much appreciated!!
HappyTrigg May 4 @ 2:26pm 
If you want more tool ideas you could add a sickle for another plant related thing and shears for animal harvest yield
Eevee Apr 27 @ 7:53am 
also what about a water bucket to make putting out fires faster
Eevee Apr 26 @ 5:48am 
so i already see someone suggested the axe but what if the axe and scythe did plant cutting differently one had better yield one had more speed could do something similar with a prospecting pick slower then the pickaxe but better yield im mostly suggesting this because im using this for a industrial locked world and well the hatchet from vanilla expanded works, it doesnt look right i want a axe with wooden handle and metal head not a axe that is just metal and tbh looks a bad compared to the tools in this mod.
meowingpiggy Apr 1 @ 2:37pm 
I know,this one was missing from the doclist. thanks! will give it a try later either way :)
Sir Van  [author] Apr 1 @ 2:00pm 
@meowingpiggy There is a channel in the RWMultiplayers discord where you can check if any mod is compatible or not. I personally did not patch anything for multiplayer and i do not know what may or may not breaks.
meowingpiggy Apr 1 @ 1:20pm 
Does it work for multiplayer or would it cause desyncs? :)