RimWorld

RimWorld

Medieval - Vanilla
255 Comments
Twee Jul 27 @ 8:24am 
It would be really great if this mod could be updated, I've been having so much fun with it! :steamthumbsup:
Ben ;) Jul 22 @ 1:22pm 
1.6 Update in the future?
Captain_Goose200K Jul 20 @ 6:57pm 
Update?
Stephea Jul 20 @ 8:43am 
I really hope this mod will get a 1.6 update - I enjoy playing a fully a medieval campaign!
Chromium Jul 3 @ 3:04am 
I had items dissapearing too, well now I have the answer why , thanks Monarch
Monarch Jul 2 @ 1:47am 
Medieval vanilla will sometimes Delete Refugees after A save reload for some reason?

The refugees spawn in fine and as long as you don't load a save they will behave normally
Chromium Jun 15 @ 4:57am 
Hi @SickBoyWi does your mod fights with Medieval Overhaul or Remove Industrial Stuff https://steamcommunity.com/sharedfiles/filedetails/?id=2294378964 Thanks the answer in advance
Papa Minty Aug 6, 2024 @ 2:26am 
@Asus Nonsense
If you Google "Bréviaire de Renaud de Bar" you'll find the background, along with similar pictures. They're called Marginalia, and are basically doodles in the footers of 700 year old medieval texts.
They are also the inspiration for the game "Inkulinati".
Yarrmor Jul 26, 2024 @ 4:23am 
Um Contra o Mundo, try installing "Ignorance Is Bliss"
Leléco Jun 26, 2024 @ 6:31am 
I'm playing with medieval overhaul but when I put this mod on there is no more raid or trade caravan, does anyone know how to fix it?
UofMTigerFan Jun 24, 2024 @ 8:21pm 
Does anyone know how to keep the rest of the mod's item removals active while re-enabling synthread and plasteel?
Not Wheatley Jun 24, 2024 @ 2:21am 
@SickBoyWi,
May I asketh where thou stumbled upon that sick fucking background for the thumbnail?
Amoc May 18, 2024 @ 1:17am 
Should i deactive DLCs(Biotech and Royalty) ? i don´t get it sorry
hardlyhuman Apr 17, 2024 @ 7:19pm 
Does this affect other factions or just the player faction? Since Vanilla Factions Expanded -- Medieval is *2 months out from being updated to 1.5 is there a mod that restricts ALL factions? Thanks in advance
Eshminima Apr 14, 2024 @ 2:25pm 
Chad medieval vanilla, updated to 1.5 free of charge
vs
Virgin Rimedieval, demands money to get updated to 1.5
SickBoyWi  [author] Mar 30, 2024 @ 6:34am 
UPDATE: Ready for 1.5, with the HAR compatibility defect fixed.
Tho Rung Mar 28, 2024 @ 6:57pm 
How does it affect vampires?
LoveBot<3 Mar 24, 2024 @ 3:33am 
No worries. There's no rush. I just posted here so you know about it. I simply removed Humanoid Alien Races from my stack, so I'm good.
SickBoyWi  [author] Mar 23, 2024 @ 6:33pm 
@LoveBot<3 - Noted. I have a defect open on that, and will work through fixing it as a part of getting my mods updated for 1.5. Finding that defect caught me at a bad time, due to the massive amount of updates I have to do to all these mods.

If you all have issues, you should take them to the Discord. Join up, and start a defect. You will get assistance much faster as I'm on there every day. I do not visit these Steam pages more than once or twice a month. I will put the Discord link in the description above.
SickBoyWi  [author] Mar 23, 2024 @ 6:29pm 
UPDATE: Ready for 1.5.
LoveBot<3 Mar 21, 2024 @ 7:48am 
Just leaving a note here (maybe it could be added to the mod's discussions): Mod seems to be incompatible with Humanoid Alien Races.
It fails silently with no warning, but I am unable to start a new colony / game.
I'm in RimWorld Vanilla, btw.
Huppias Feb 2, 2024 @ 6:14am 
I think there is a compatibility error between your Mod and Medieval - Vanilla:
https://steamcommunity.com/sharedfiles/filedetails/?id=839005762&searchtext=Humanoid+Alien+Races

Maps cannot be created with only two mods or no factions
SPC Dog Jan 12, 2024 @ 8:51am 
@Soapie
bruh you are a fucking life saver. I've had three colonist just randomly disappear after reloading a save. The most recent one that was came in in a hot air balloon (replaced crash pod with different mod) and the disease that keeps your paralyzed for like a month. Been trying to figure out wtf caused this for like the past few days since this now happened twice ultimately purging three colonist. The first already mentioned. One that came in with refugees(their sister somehow survived the purge) and a prisoner keeping quest that made me fail the quest. With your mention it seems this mod caused all three purges. Hopefully I can safely remove this mod and salvage my save
Vartarhoz Dec 10, 2023 @ 11:42pm 
This mods shows me why I hate Biotech as dlc. I want kid stuff without those genes etc. I hate Tynan clump stuff into one.
Soapie Sep 28, 2023 @ 1:58am 
Just a heads up to anyone using this mod, it will delete any pawns you gain from transport pod crashes, including the balloon transport crash variant from Medieval Overhaul. The pawn stays in your colony and behaves as normal, but once you save and reload, the pawn will be gone. This is due to the pawn being defined as a refugee (or drop pod refugee, or something similar), which is an industrial tech definition that is removed by this mod. It won't break the game, it just deletes the pawn, so it's easy to miss if you have a lot of colonists. I suspect this can affect reward pawns that arrive via drop pod too. You can fix this by changing their kindDef in the save file, or using Character Editor (though this will likely make other changes to the pawn). If anyone knows an easier way around this, please share!
Eshminima Sep 11, 2023 @ 4:01pm 
Does this limit the storyteller to medieval era stuff
The Ultimate Anime Enjoyer Jun 29, 2023 @ 6:03am 
Wait-wait. So my game will not work if I use this mod together with Biotech and Royalty? Or this mod just delete Spacer tech from those DLSs, but does not touch another parts of the DLSs?
FALKE Apr 15, 2023 @ 2:57pm 
I wanted to use this mod with other medieval mods and RimHammer mods. But after I installed the mod my planet can't even be generated. Sad...
SickBoyWi  [author] Feb 11, 2023 @ 8:39am 
@Sword game - Yes. This mod is incompatible with Royalty or BioTech, both of which rely on Spacer tech.
SickBoyWi  [author] Feb 11, 2023 @ 8:39am 
UDPATE: defect fixes and clean up. Nothing major.
Title Fight Enjoyer Dec 10, 2022 @ 10:31am 
does this get rid of the ancient litter added by biotech ?
Я з Донбасу Dec 5, 2022 @ 12:14pm 
Ty
Я з Донбасу Dec 5, 2022 @ 6:19am 
Ty
Kurugane Dec 3, 2022 @ 1:06pm 
Wait so is it not compatible with those mods or does it remove the future tech they add?
I.E. Do we still get children from Biotech?
SickBoyWi  [author] Dec 3, 2022 @ 6:30am 
UPDATED FOR 1.4. Note: NOT COMPATIBLE WITH BIOTECH OR ROYALTY. Those DLCs rely on future tech, and this mod removes that stuff from the game. Please report issues on Discord.
Я з Донбасу Nov 29, 2022 @ 5:03am 
I'm really looking forward to it, the best mod for fantasy builds, thanks ))
SickBoyWi  [author] Nov 28, 2022 @ 7:04am 
I will be updating this mod for 1.4 shortly. Note: WILL NOT BE ROYALTY OR BIOTECH COMPATIBLE.
klyf Nov 12, 2022 @ 8:47pm 
i have an issue with this mod, when i try to generate a world it sends me back to the create world screen.
NeroCloud Nov 1, 2022 @ 1:28pm 
any updates to this great mod
Basil Oct 5, 2022 @ 7:36am 
Cant research or craft any of the medieval armors and weapons, its just not there, i can buy them from traders, but cant make them myself or reaserch it in the first place..
Bloody Carrotkey Aug 24, 2022 @ 12:56pm 
After testing mods in my list, I found this mod to cause issues with quest charity hospitality_refugee quest. Upon loading my save, they disappear.
Teh T Aug 4, 2022 @ 7:19am 
@Greengojira It's the other way around, Prepare Carefully is notoriously incompatible, use Character Editor instead, does the same thing with more compat.
Greengojira Aug 3, 2022 @ 7:09pm 
Mod breaks Prepare Carefully's functionality.
SoSeth Apr 11, 2022 @ 10:41am 
Would love to see this mod updated, as its a great mod and I have no clue how to make the game medieval like the mod does it
abcdxyz Nov 9, 2021 @ 9:04pm 
@Delta1138 Oddly enough I've had the same issue, which I haven't had in 1.1 or 1.2. Strangely I'm not actually using this mod (just read the thread bc the mod looked interesting) or Vanilla Events Expanded, so I'm not sure why it happened. I have been using Lord of the Rims to limit tech however, I don't know if that could have impacted something
NeroCloud Oct 9, 2021 @ 7:32pm 
Was there a Hearth that this mod gave you if not that would work well with it. if it did i dont see it but could be looking in wrong place
Delta1138 Sep 22, 2021 @ 8:27am 
@SickBoyWi having the same issues as those below, pawns disappearing on reload of save, mostly wanderers and refugees, typically from events with an Outlander or any non-medieval faction that "doesn't" exist. Haven't had this problem since 1.1. If I were to hedge a bet, it's Vanilla Events Expanded (typically the traitor refugee incident) causing the conflict as I suspect that pools pawns from all faction defs or if it's because More Faction Interaction keeps all factions available for potential quests and settlement "conquests/re-conquests".
Yezus Sep 12, 2021 @ 11:40pm 
this mod is making wanderers disappear after saves
DragonKing Sep 6, 2021 @ 11:40am 
A few issues I have noticed:
reinforced barrel (vanilla item) -> still generates in quests, and is available
Ranged shield belt (vanilla accesories expanded) -> also still generates in quests and is available