RimWorld

RimWorld

2,186 ratings
Medieval Overhaul
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
122.928 MB
Apr 11, 2024 @ 2:59pm
Jun 10 @ 4:14pm
106 Change Notes ( view )

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Medieval Overhaul

Description
Updated on behalf of SirLalaPyon by EvilEyes and ViralReaction until they are able to upload.







Hello, my name is is SirLalaPyon, to cut it short, one thing led to another and then suddenly I made an overhaul. Figured might as well make everything I want in my medieval playthrough and put it into one mod. And so, lo and behold, my first actual mod.



This mod is mainly inspired by Medieval Times, Battle Brothers, KeeperRL, Thea, and Crossroads Inn. It adds some features of each game/mod, catered to my preferences.

The main goal of this mod is to prolong and enhance the medieval and tribal experience of rimworld. Making it more enjoyable, especially for medieval peeps like me.



-Unfertilized egg market values are nerfed to the point where they can actually make profit when making meals
-Grass drops hay
-Simple research bench retextured
-Removed unused leathers
-Removed steel, plasteel, and components mineable spawns
-Steel is researched locked
-Edited and moved Longblades, Plate armor, recurve bow, and Greatbow research to Medieval Tab



-This overhaul will be incompatible with any other mod that touches steel, silver and gold defs

-Any mod that retextures the simple research bench, Steel, and Gold. Place this mod below it to override their retexture.















































Q: Where can I make tannin?
A: Campfire and rustic stove

Q: How get coal?
A: Mineable coal spawns throughout the map. There is also a bill to create charcoal in the furnace.

Q: Does this mod block research ?
A: It does not.

Q: But why?
A: My mod will rely on Remove Industrial Tech, World Tech Level, or any other external mod for limiting of tech.

Q:Is this compatible with VE Medieval?
A:Yes, the onehanded weapons are configured to be useable with their shields.

Q: How can I make steel?
A: Research alchemy then steel in order for the recipe to show up at the furnace

Q:Is this CE compatible?
A:Not sure, ask CE


  • SirLalaPyon - author of Medieval Overhaul
  • Arisher - collaborator, owner of apparel, made the crossbow art
  • Bodiah - staff writer, has written weapons, biomes, armors, and etc.
  • Thog - staff writer, has written weapons, food, thoughts, and etc
  • Hahkethomemah - hired writer, author of 1-2-3 Personalities.
  • Zomuro - hired writer, has written scenarios, descriptions and etc.
  • JangoD'soul - artist, created all of the initial armors and helmets of MO
  • SickBoyWi - Inspiration for Dark Forest Biome
  • OwlChemist - Inspiration for leather production chain, xml patches.
  • Ogliss - C# coder. made the code for animals dropping fat and bones.
  • Taranchuk - Hired C# coder, made trees transparent whenever there is a pawn or item behind tall trees
  • TrahsPanda - hired xml coder, responsible for plants, recipes, food, thoughts and bugfixes.
  • "Cause your stinky code stank" - TrahsPanda 30/07/2021
  • My wonderful testers, without them this would be a hot pile of mess, not that it isnt kek.
  • Gerrymon - Slave outfits
  • Vanilla Framework Expanded
  • Oskar Potocki - created the rimworld art tutorial which got me started making RW art. Inspiration for crossbow art.
  • sulusdacor - Medieval comms inspiration
  • OttersHoldingHands - preview image
  • IcyCheeseCake - made the wonderful griffin texture
  • The wonderful bunch at TittyRick's that kept me company as I worked on the overhaul
  • Korean translation by inbae
  • Chinese translation by snoper
  • Updated on behalf of SirLalaPyon by EvilEyes and ViralReaction for 1.5 until they are able to upload.

Join my discord server for bug reports and faster feedback : Medieval Overhaul Discord[discord.gg]

(CC BY-NC-ND 4.0)
Popular Discussions View All (131)
639
Aug 12 @ 11:11pm
PINNED: Bug Reports
ViralReaction
4
Jul 19 @ 9:26am
PLEAS HELP HELP HELP
ФУФЕЛШМЕРЦ
4
Jun 15 @ 9:31am
Basic Components
fruteloop23
2,126 Comments
1 hour ago 
Thank you very much for a fantastic mod! There's a slight issue with ancient attunement at the moment though. Instead of increasing stats below 0C, it now massively nerfs them (e.g. psychic sensitivity x0.10 instead of x1.10 like frozen attunement).
Aug 8 @ 3:07pm 
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Aug 7 @ 9:50am 
Is there anything that replaces the moisture pump in vanilla ?
Aug 2 @ 12:28pm 
im using better trees and i cant select the great firs and oaks back again?
Aug 2 @ 9:28am 
i think ive found out that you cant sell bread to traders or at faction bases. Is this by design or a bug?
Aug 1 @ 12:27pm 
Quiver ( For bows ) gives 0.25x fire rate multiplier. Is that suppose to be x0.75?
+25% would already be great, right now, it's absolutly broken.
Plus quality doesn't seem to affect it's strength.
Aug 1 @ 12:21am 
some scroll dont have name just their quality (normal) and then the UI breaks...
Jul 31 @ 4:58am 
Named weapons have no quality, so when assign job to melt weapon, even if we only allow melting awful and poor weapons, pawns will still melt named weapons, unless you also deselect named weapons in the job menu.
Only when I started questioning why all the named weapons that I bought/found gone missing that I realized what might had happened and tested it my self and found out the hard truth, RIP all the named weapons that I once had. ;(
Jul 26 @ 1:30pm 
Hello
There happens to be a problem with auto-sorting when those are loaded together:

Vanilla Textures expanded
Medieval Overhaul
Generic Ammo experience


It's compatible but because of a cyclic dependency between VTE, Medieval Overhaul and GAE it's loading order cannot be resolved. The only fix without removing one of those three is removing the VTE load order requirement line from MO About.xml

Is it possible on your side?
Jul 25 @ 11:41am 
Hi, I have a suggestion and feel free to ignore if this is something you're working on, but would you consider Medieval themed school things? Blackboard, writing desk and the like?