RimWorld

RimWorld

Tribal Essentials Reborn
83 Comments
Annabellee Aug 17 @ 9:51am 
Thank you for the update.
Dweebus Rex Jul 30 @ 10:38pm 
thank you zaljerem for my life
rausmaus Jul 28 @ 5:09pm 
Yes! Excited to see this on 1.6 now.
violue Jul 23 @ 9:18pm 
\o/ YAY!!
Annabellee Jul 22 @ 6:41pm 
Any update on timeframe for 1.6 ? I know you have a lot of mods to update.
VitaKaninen Jun 7 @ 7:34am 
I have an issue where I can not tell my pawns to keep the Tribal Psychoid Tea in their inventory via the drug policy editor. The entry field will only accept a zero.
Annabellee Jan 9 @ 7:12am 
Anyway we can get modded stones support for the rough paving?
caroline Dec 5, 2024 @ 2:30am 
can someone make a retexture mod for this mod please
mrpietero Jul 4, 2024 @ 12:57pm 
I got a bug when i was using Vanila trbial expanded with this mod I coudn't reaserch complex furniture because it requerd researcher spot from vanilla mod and because this mod repalce it I was soft lock(to reaserch it I need to turn of vaniall expannded). Could you fix it pls it.
Zaljerem  [author] May 30, 2024 @ 1:24pm 
Updated: Fix to log walls, should now be paintable and allow wall hanging. Thanks for your patience.
aquaricorn May 30, 2024 @ 11:36am 
Is there a way to code the tailoring/crafting spots to also allow for mending and recycling? There are mods that add that feature but it's for like post-tribal tech.
созерцатель Apr 6, 2024 @ 9:46am 
Thanks for your work. I can't place new vanilla wall torch lamps on log walls.
Aira Mar 5, 2024 @ 1:21am 
hi i wanna say that with this modlist, stone cutting which is neolithic research are locked behind basic workbench which is medieval tech lvl and that kinda ruin a bit of starting run https://rentry.co/fkib3z6h
Frostiken Nov 13, 2023 @ 11:21am 
Hahah I just came back here to comment that I suddenly noticed all the TER stuff was gone and you patched it, you cheeky fucker you :)

I was going to next do EXACTLY WHAT YOU ARE DOING and work on some kind of broad patch for all the other stuff. You've correctly identified most of the 'major' mods that need patches (obviously patching EVERY mod ever is a little unrealistic but you're hitting the big ones that anyone interested in Tribal starts is probably rocking).

Well. That's how I was going to spend my day. Um. Thanks man!
Zaljerem  [author] Nov 13, 2023 @ 11:01am 
The last update I pushed recently contained VFE - Tribals compatibility for this mod, its Log Wall should be hidden. When I have a moment, I will try to put a patch into place to address VFE:Architect as you describe. I'm a little busy working on this combined patch mod for VFE - Tribals at the moment: https://steamcommunity.com/sharedfiles/filedetails/?id=3080282352
Frostiken Nov 13, 2023 @ 10:47am 
Should the Log Wall be deprecated? An identical wall is provided by Vanilla Furniture: Architect.

I was going to take a swing at making a patch for this for VFactionsE: Tribals and noticed there was a log wall already in their research tree, yet I had a log wall available from the start... turns out there's two log walls.

Since the 'Vanilla' series of mods are a little more broadly supported by the community, could a patch be introduced that upon detecting VFE:Architect it disables this log wall altogether so as to not double up?
Zaljerem  [author] Jun 26, 2023 @ 8:54am 
Thanks for the report. I've pushed an update that patches Greatbow to require basic fabrication; can you test and see if that worked? If so I'll address the other research projects.
Niniisan Of Waterdeep Jun 26, 2023 @ 6:28am 
I don't know if the problem is from this mod but I've got a lot of research locked as in, I can't research them even though they have no pre-requisites. I'm using the Life Lessons mod, but my colonists have the proficiencies required to research, and using Cherry Picker shows I have not disabled those research. They all are in the medieval/tribal era so my tribal colonists SHOULD be able to research them... For example, I can't research the Greatbow; it's locked even though it's a tribal-era research and I have the pre-requisite researched being the Recurve Bow. I'm getting no errors about it, so I'm quite confused.
Zaljerem  [author] Jan 23, 2023 @ 5:51am 
Updated: Added baby food recipes to Stone Oven if you run Biotech. Thanks for letting me know.
V Jan 22, 2023 @ 9:36pm 
Could you add the bills to make baby food x1 and x4 to the stone oven? Biotech recipe patch needed
pickpickpickpickpickpickpickpick Dec 21, 2022 @ 4:19pm 
Thank you so much :) you're a charm
Zaljerem  [author] Dec 21, 2022 @ 7:06am 
Sure, I added some screenshots.
pickpickpickpickpickpickpickpick Dec 20, 2022 @ 8:38pm 
Could you please add pictures of the items? Or is there somewhere that I can view them. I'd like to see what all the textures look like
TaM_tHe_JaM Nov 13, 2022 @ 6:01pm 
OMG THANK YOU SO MUCH!!!
Zaljerem  [author] Nov 13, 2022 @ 5:23pm 
Updated: Added woven cloaks and hats for children if you run Biotech.
TaM_tHe_JaM Nov 13, 2022 @ 3:13pm 
Excuse me, but may I request something? I'd like to know if you can make woven cloaks accessible for children.
Zaljerem  [author] Oct 22, 2022 @ 7:25pm 
Thanks for the report, I've just pushed a fix.
Colonel.EXE Oct 22, 2022 @ 6:26pm 
Oh, here's more:

Source file: F:\Games\SteamLibrary\steamapps\workshop\content\294100\2597790751\1.3\Compat\PrimitiveWorkbenches\Patches\CraftingBasket.xml
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
Colonel.EXE Oct 22, 2022 @ 6:25pm 
Getting this error on start when running with this mod and Primitive Workbenches. I don't know modding very well, but I think it's got something to do with Tribal Essentials Reborn looking for the 1.3 version of Primitive Workbenches instead of the 1.4 version.

[Tribal Essentials Reborn - Start of stack trace]
Verse.PatchOperationAdd(xpath="Defs/ThingDef[defName = "VBY_PrimitiveKiln_Rotated"]/comps/li[@Class = "CompProperties_AffectedByFacilities"]/linkableFacilities"): Failed to find a node with the given xpath
Verse.PatchOperationSequence: Error in the operation at position=3
Verse.PatchOperationFindMod(Primitive Workbenches): Error in <match>
Annabellee Sep 14, 2022 @ 7:42am 
I think I missed remembered about the pemmican my bad sorry
Zaljerem  [author] Sep 14, 2022 @ 5:10am 
I'm seeing both regular and bulk pemmican and tea recipes on the Stone Oven when I do a tribal start. I know "Tribal essentials" research is required for the tea (and Pemmican research for ... pemmican). Anyone else having problems?
Annabellee Sep 13, 2022 @ 5:16pm 
you can't make pemmican at the stone oven.
Zaljerem  [author] Sep 13, 2022 @ 1:13pm 
I can add a bulk tea recipe pretty easily; what do you mean by "pemmican can"?
Annabellee Sep 3, 2022 @ 8:42pm 
was there a plan to add a pemmican can to the stone oven and bulk tribal tea?
Darth Ginny Jun 15, 2022 @ 12:16pm 
Thank you for reviving this mod. My favorite game is advancing from tribal. This mod and the medieval mod are essential for that experience <3
Zaljerem  [author] May 31, 2022 @ 9:55am 
Updated: stuffability should now work correctly on apparel re: armor, heat&cold.
Zaljerem  [author] May 31, 2022 @ 7:55am 
This is indeed a bug, some missing settings for stuffability. I will push an update soon.
MSJ-06II-C May 31, 2022 @ 7:21am 
Just a small question, is it a bug or intended that the tribal armour does not seem to be affected by the materials its made out of? As is, it seems irrelevant (at least in regards to the actual armour, the market value is correctly affected) if I make it out of patchleather or Thrumbo fur
makuna Apr 29, 2022 @ 10:23am 
After adding this mod, I seem to have a problem with my cooks prioritizing butchering and cooking . I have a butcher spot and the stone oven. I have to keep manually forcing them even though the cook is set at pri 1. It doesn't always happen, sometimes I spot them doing it correctly. The cook doesn't have any other work set above a 3 (originally had cooking at 2)
Annabellee Apr 2, 2022 @ 8:14pm 
Just a FYI Vanilla Factions Expanded - Clan Changes smithing to tribal tech.
Sunny Mar 27, 2022 @ 1:06pm 
Yeah, I switched out Fluffy's Research Tree with ResearchPal, and the research shows up normally now, so I think it's a problem with Fluffy's...?
Zaljerem  [author] Mar 26, 2022 @ 8:02am 
I use ResearchPal and it seems to be ok ... it might have something to do with the X & Y settings on the research item (which I admit I don't fully understand). When I get a chance I'll pull down Research Tree and see what I can do.
Sunny Mar 25, 2022 @ 2:30pm 
1.3*, my bad.
Sunny Mar 25, 2022 @ 2:29pm 
Is anyone else unable to find the Tribal Essentials research? I'm using the 1.8 version of Fluffy's Research Tree, along with a no research tribal start, so maybe that's the problem..? I can still search it up in the searchbar, but it wont actually show the research thing.

Research Tree: https://steamcommunity.com/sharedfiles/filedetails/?id=2608058938&searchtext=research+tree

No Research: https://steamcommunity.com/sharedfiles/filedetails/?id=2007422044&searchtext=no+research
Unex Jan 17, 2022 @ 2:21pm 
Wow, insane speed on the update, much appreciated. Unluckily for me, deconstructed the traps so will need to rebuild :D
Zaljerem  [author] Jan 17, 2022 @ 11:08am 
Updated: De-cheesing the pit trap - now one-use - much less damaging, slightly less expensive and more work to create than the spike trap.
Zaljerem  [author] Jan 17, 2022 @ 10:12am 
Thanks for the feedback. I'll take a look at refactoring the traps; this is an old mod that's been around awhile, they've probably needed an update for some time.
Unex Jan 17, 2022 @ 10:08am 
Good mod, but pitfall traps are highly unbalanced, 2M colony wealth late game raid that lagged my pc for 3mins got destroyed by 3 rows of stone pitfall traps in mere seconds.

What just doesn't make sense to me is why don't these traps need a rearm, cause enemies just ignore 50 prior bodies that fell into the trap and walk into their doom. If you want to keep the AI as it is, the traps need to be single use during the battles (rearm mechanic) otherwise they provide infinite value.

I still think that they would be too cost efficient compared to vanilla single use traps even with rearm, but that would be a step into the right direction (vanilla traps cost 45 (40% more) and deal 10% more damage, require 20% less work compared to pitfall, and are, most importantly, single use).

Right now, the traps are a complete cheese, in my opinion at least.
Zaljerem  [author] Dec 17, 2021 @ 7:57pm 
None that I am aware of.