RimWorld

RimWorld

Uncompromising Tribal Faction
187 Comments
Evono May 19 @ 12:14pm 
@gender Bender dont use rimpy , use rimsort.
Gender Bender May 14 @ 11:58am 
Don't if this issue is from your end but rimpy is throwing error message saying missing dependencies for VWE - Tribal
Kimo' Mar 3 @ 5:30pm 
@Fuko That's indeed a fun way to do it, will definitely try it, thanks! :happyio:
Fuko  [author] Mar 3 @ 3:02pm 
@Kimo Yeah, I think he should have just implemented it as a mod option rather than tie it to storyteller. Might be better as a suggestion on his mod rather than here, as it's really an issue of his rather than mine ;p

But I'll give you a fun way to trick psycasters to spawn regardless of storyteller:
In the StorytellerDef of your preferred storyteller, change the defName to <defName>VPE_Basilicus</defName>.

Yep, the code in VPE simply checks if the defName is VPE_Basilicus to decide whether or not to add psycasters ;p

So all you have to do is rename the defName of any storyteller you want to use to VPE_Basilicus and it will spawn psycasters :MHRISE_Felyne:
Kimo' Mar 3 @ 1:26pm 
Tbh, I think locking game mechanics behind storyteller is kinda lame. You end up stuck if you want both basilicus psycaster and Han Hordemode waves raids, for exemple. Unlocking psycast raids allow to still enjoy your prefered storyteller
Fuko  [author] Mar 3 @ 1:22pm 
@Kimo Hmm, doesn't the Basilicus storyteller from VPE already add psycasters to raids? What would you like to happen beyond what Basilicus achieves?
Kimo' Mar 3 @ 8:50am 
Hey, very nice mod! I was wondering, for the sake of diversity in units, you would be willing to consider adding psycasters raid to impids and neandertals factions if VPE is loaded? Impids would make a wonderful use of the conflagrator tree, and neanderthals could potentially use the warlord tree. I attempted to try to add these myself on top of your mod, but I'm not good enough to make it work without one overwriting the other ^^' Anyway, thank you for your work!
Sandy Feb 8 @ 2:35am 
Sorry, the raids are spawning, but at a different raid points.
In one game, with 100, 200 and 300 raid points, it didnt work, but 400 raid points spawned the raid.
In another game, just 100 raid points spawned the raid.
Sandy Feb 8 @ 12:50am 
Latest game version, with Royalty and Biotech.
New game and even in Dev quick start, the issue is there.
i made another mod list without CE and the issue is still there.
I'll check with only this mod and reply back.

Also, savage tribe is permanently hostile, so not friends with them.
Fuko  [author] Feb 7 @ 11:53pm 
@Sandy Seems to spawn fine after doing some tests on my end.
1) What game version and DLCs are you running.
2) Are you able to reproduce the problem in a new game with the mods you are using?
3) Are you able to reproduce the problem with no mods other than this one?
4) If the problem doesnt exist in 3, You'll have to narrow down through process of elimination to find the conflicting mod.

Also could you perhaps have befriended the savage tribe? They won't attack you if you have positive relations with them.
Sandy Feb 7 @ 10:05pm 
Hi, thanks for the mod.
I have one problem, where with this mod, savage tribal raids are not happening. I cant even spawn them in dev mode.
Once i remove this mod, i can spawn the savage raids.
Is this happened before or any known mod conflict?
There is no error, so no logs.
Fuko  [author] Dec 31, 2024 @ 2:46pm 
@Dizzy Oh you're right. Their work amount wasn't set because they weren't meant to be craftable in the past. Fixed now.
Dizzy Ioeuy Dec 30, 2024 @ 4:11pm 
Mod author also forgot to mention he added flamebows to your recipes- but got the work amount wrong at instant. Maybe a fix is needed.
lobotomized larry Dec 27, 2024 @ 10:39pm 
you've ooga'ed your last booga.
Dizzy Ioeuy Dec 27, 2024 @ 10:21pm 
Nice mod, but the graphics for flamebow and great flame bow are just really bad.... 64x64? really? Will have to change these for my own use. And having them with a flaming arrow in them when not in use doesn't look great either.
Fuko  [author] Dec 21, 2024 @ 5:51pm 
@fyodord The molotov is merged with the CE's molotov changes, since this is simply using the molotov from vanilla, not modifying it.The smoke bomb is a new item that's independent than the one from CE, with simple crafting ingredients one can make in neolithic tech.
fyodord Dec 18, 2024 @ 2:43pm 
With CE, would the smoke grenade and Molotov be merged with existing one in that mod? Or is it considered different because this one is technologically tribal?
Fuko  [author] Dec 2, 2024 @ 6:32pm 
@Truepiggy :lunar2019madpig:
Truepiggy Dec 1, 2024 @ 9:38pm 
Been enjoying the the craftable great flamebows thoroughly. My Pyromaniac is gleefully sniping fools, lighting then on fire. The blaze that follows shortly afterward is also great for dealing with corpses that may be too far for my haulers to deal with in a timely matter.
Fuko  [author] Nov 30, 2024 @ 6:57pm 
@thegelbox LTS works since they designed it to be compatible with modded weapons. I haven't used Yayo Combat before so I'm not sure about Yayo. You can always do a quick test yourself: Activate dev mode, start a new game with both mods active, and spawn in some weapons, ammo, and enemies and see if it works.
thegelbox Nov 29, 2024 @ 9:58pm 
@Fuko what about for ammo? Is it compatible with the ammo in LTS or in Yayo?
Thank you so much for responding btw!
Fuko  [author] Nov 29, 2024 @ 8:37pm 
@thegelbox Yes, both smoke bombs and fire arrows are vanilla mechanics that should not have conflict issues.
thegelbox Nov 29, 2024 @ 4:11pm 
Does it work with yayos combat or combat reloaded?
VelxraTV Nov 29, 2024 @ 2:49pm 
best tribal mod. makes them the rock headed warriors they deserve to be.
LouIdZarcs Nov 13, 2024 @ 9:15pm 
THANKS ! YOU ARE THE BEST :steamhappy:
Fuko  [author] Nov 13, 2024 @ 6:08pm 
@LouldZarcs and Truepiggy
Okay, I made them craftable at the crafting spot. I didn't think players would really have a purpose for them since it's easy to set your own map on fire, plus the vanilla flamebows in biotech were also uncraftable, but who am I to stand against what the people want :P
Truepiggy Nov 12, 2024 @ 7:28pm 
Got a pyromaniac with decent shooting skills so decided to give them one of these bows, because why not, but imagine my chagrin when I discovered they weren't craftable. No Masterwork Great Flamebow for me I suppose. (Making it so they can only be crafted in the crafting spot would alleviate the bloat issue you're concerned about. Most colonies don't use that spot after all.)
LouIdZarcs Oct 9, 2024 @ 11:49pm 
Why i can't craft these flamebows , it's unfair:steamsad:
Fuko  [author] Aug 17, 2024 @ 11:55pm 
@Transer Yes, there's nothing there that overlaps with this mod.
Transer55619 Aug 17, 2024 @ 11:44pm 
Is Medieval Overhaul compatible?
Nutsworth Aug 7, 2024 @ 9:42pm 
made it even more gratifying to grease them with napalm, gud mod :steamthumbsup:
Goomba Aug 7, 2024 @ 7:24am 
@FuuChan You're welcome and thank you :) all your mods are amazing!
turkler Aug 6, 2024 @ 4:07pm 
thank you for the update!
Fuko  [author] Aug 6, 2024 @ 2:21pm 
@Goomba That's actually a pretty good idea. Done!
Goomba Aug 6, 2024 @ 1:17am 
Awesome mod! Gonna try this together with your fire mod and look forward to getting my colony torched xD
1 Thing I would like to ask tho, is it be possible to change it so that if "Vanilla Weapons Expanded - Tribal" is also installed it uses the Fire Bombs again instead of the Molotov Cocktails? Or maybe some mod options to toggle? I personally don't think the MCs fit a tribal playthrough visually and namewise as well as the FBs.
👁 Jun 16, 2024 @ 1:31pm 
Thank you FuuChan for making Tribals a viable threat.

I used to see a tribal raid and think "Ho ho ho, free prison labor"

Now I see a tribal raid and think "Oh no, they're going to burn my fields!"
meyermagic Apr 22, 2024 @ 10:01pm 
@FuuChan, consider contributing to RimSort. RimPy still has a better UI IMO but especially recently I've found better sorting with RimSort - switching fixed a conflict between Pawn Editor and Geological Landforms (presumably involving some other mods too).
Fuko  [author] Apr 21, 2024 @ 2:15pm 
@Beltane Kasa Hmm, thanks. I need to figure out how to get their database updated. You can just ignore that requirement for now.
Kasa Apr 21, 2024 @ 10:13am 
Heads up rimpy is saying this mod requires Vanilla Apparel Expanded and Vanilla Weapons Expanded - Tribal as dependency for this mod to function properly.
Schoppeng Apr 21, 2024 @ 3:58am 
Hello FuChan,

i love your mod idea and i'm excited to play with it!
Fuko  [author] Apr 20, 2024 @ 4:10pm 
@rako and Dumbuk The blood animations mod is outtt!!!
Dümbük Enişte Apr 20, 2024 @ 10:55am 
I was also curious about the blood mod, nice to hear it is coming out soon. No doubt it is gonna be another banger
Gerewoatle Apr 20, 2024 @ 12:11am 
@Beltane: Probably the RimPy database not being up to date.
Beltane Apr 19, 2024 @ 10:57pm 
Just a small thing really, but RimPy still marks this mod as being dependent on the Expanded mods, both Tribal and Accesories.
Fuko  [author] Apr 16, 2024 @ 9:16pm 
@Pog The blood mod? Yeah it should work with CAI 5000. I don't think any of my mods should have any problem with CAI.
Pogrzebacz Apr 16, 2024 @ 7:06am 
I wonder if that would work with CAI 5000 mod
rako Apr 13, 2024 @ 6:32pm 
Sounds good! Best of luck with development! :)
Fuko  [author] Apr 13, 2024 @ 5:48pm 
@Rako It's a mod I've been working since 1.4, and it should be ready soon! Look forward to it :MHRISE_Felyne:
rako Apr 13, 2024 @ 4:09pm 
What's this blood animations mod I can see in your preview? Can't find it on steam, is it a new drop? I love mods enhancing blood visuals so curious as fuck. 👀
Gerewoatle Apr 11, 2024 @ 1:09am 
Thanks for the answer, sounds like a sensible thing to do in that case.