RimWorld

RimWorld

Primitive Core
64 Comments
Ivan_Karamazov Sep 30 @ 3:34pm 
Great mod, looking forward to 1.6!
Annabellee Aug 13 @ 11:40am 
any update on 1.6 for the mod set?
ANONYMOU$TACH Aug 10 @ 5:36pm 
it looks like the mod is working on 1.6
Balthazad Aug 9 @ 3:38pm 
1.6 plz =)
Bananabob Jul 29 @ 5:01pm 
any chance for a general ETA on when the primitive series will be brought to 1.6?
velcroboy333  [author] Jul 4 @ 2:31pm 
It's just a failed patch. It's relatively harmless move been aware of it for a while. It will be fixed soon when I get around to the 1.6 update
gunns22 Jul 4 @ 1:59pm 
@velcroboy333
LOG! https://gist.github.com/HugsLibRecordKeeper/7a5c6ab83efefc67aa1a588f0568d85c

Some kind of incompatibility with Medieval Overhaul. I didn't test it, as I was trying to narrow down the source of a caravan-related bug with my new Fantasy modpack, and I've just been shotgunning every red error I can find.
tanyfilina Jun 25 @ 12:08am 
Does this mod series work on 1.6 as is?
SFH May 25 @ 12:45am 
CE compatible?
Deankiller Turnupseed May 16 @ 8:42pm 
take your time
Firenis May 14 @ 10:47pm 
I appreciate it. Thank you for your hard work and making this mod.
velcroboy333  [author] May 13 @ 6:49pm 
Hi guys, I know I've been absent. Haven't had much time for modding lately. I'll try to get a fix for these patch errors in the next day or two.
Firenis May 13 @ 6:47pm 
I am getting this error. I looked at the code and vanilla expanded furniture's and it seems that the issue is with the stone campfire patch. Vanilla expanded furniture no longer has a costlist for stone campfires that I can find. So that might be the issue.
[Primitive Core] Patch operation Verse.PatchOperationFindMod(Vanilla Furniture Expanded) failed
file: D:\SteamLibrary\steamapps\workshop\content\294100\2877845748\Common\Patches\MiscFlintPatches.xml
AtoshDustosh May 2 @ 4:02am 
Still getting the error after the hotfix
[Primitive Core] Patch operation Verse.PatchOperationFindMod(Medieval Overhaul) failed
file: F:\SteamLibrary\steamapps\workshop\content\294100\2877845748\Common\Patches\MiscFlintPatches.xml
glenninjapan Mar 9 @ 5:10am 
getting a couple of red errors after start up, are they anything to worry about?

[Primitive Core - Start of stack trace]
Verse.PatchOperationRemove(xpath="Defs/WorkGiverDef[defName="DankPyon_DoBillsStonecut"]"): Failed to find a node with the given xpath
Verse.PatchOperationSequence: Error in the operation at position=1

and

[Primitive Core] Patch operation Verse.PatchOperationFindMod(Medieval Overhaul) failed
file: Z:\Steam\steamapps\workshop\content\294100\2877845748\Common\Patches\MiscFlintPatches.xml

https://gist.github.com/HugsLibRecordKeeper/f2051a7bb22c2091a23dc10f797033f5
valentijn78 Mar 6 @ 1:04am 
I like most aspects of this mod, but the flint material is unacceptably intrusive. It -always- appears in orbital bulk traders' inventories, and displaces other stone blocks. And now it's showing up as a starting material in all of the default scenarios. And a patch is needed just to make fires work normally? :steamfacepalm:

My preference would be for flint to not exist as a material, and just use stone chunks and/or blocks as the required material instead. Uninstalled, sadly.
cyanobot Jan 16 @ 1:49am 
Thanks!
velcroboy333  [author] Jan 15 @ 12:41pm 
Pushed a hotfix for the MO patch.
cyanobot Jan 14 @ 8:58am 
Getting an XML error with the 1.5 update of Medieval Overhaul:

[Primitive Core] Patch operation Verse.PatchOperationFindMod(Medieval Overhaul) failed
file: C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\2877845748\Common\Patches\MiscFlintPatches.xml
Christian Seagaard Nov 12, 2024 @ 6:20am 
Fore some reason, I'm missing the stonecutting spot in my new game. I am playing with 'VE Tribals', but this was not a problem before, and I haven't tampered with any other mods. Any idea what could cause this?
M0rr1s0n Nov 10, 2024 @ 11:24am 
just wanted to report a weird interaction between this, Medieval Overhaul and the mod "Neolithic Frankenpatch" https://steamcommunity.com/workshop/filedetails/discussion/3332114705/6404770789946779650/ :
this mod patches the Stonecutter's Spot from MO to be able to build flints, too. But Neolithic Frankenpatch then removes the ability to be able to build stone blocks from the start with your Stonecutting spot, and therefore removes it for MO stonecutting spot, too. I guess it's not even bad for balance reasons, but as the MO spot needs resources to build, the functionality is fitting imho.
Reported this on the Neolithic Frankenpatch's page too
velcroboy333  [author] Sep 23, 2024 @ 3:40pm 
There's a stone smashing spot you can use until you unlock the masonry table
Eidolan Sep 23, 2024 @ 8:57am 
What work stations allow you to smash rocks for flint? I only have access to crafting spots at the moment and I can't find anyway to get flint, kinda causing an issue.
Speck Aug 4, 2024 @ 6:57pm 
Hello! I'm loving this mod, but I seem to be having an issue with the primitive hay crib. Once built, I can't assign an infant to the crib, or interact with it at all... well other than deconstructing it. It very well could just be a conflict with another mod, but I thought I'd let you know nonetheless.
velcroboy333  [author] Jul 10, 2024 @ 1:36pm 
Ok, fixed now
velcroboy333  [author] Jul 10, 2024 @ 7:56am 
@none I have not made any patches for CE and don't intend to. (Nothing personal against CE. I just don't have the time.) If CE patches/adjustments are needed, please ask the CE team. They do all that in-house anyway.

@Profile, thanks for the report, looking into it now.
Profile Jul 7, 2024 @ 9:24am 
This mod as well as the primitive workbenches mod display's an inspectstring error on the HUD when selecting the crafting spots/workbenches.

For this mod: the problem is in "ThingDefs_Buildings\Primitive_Production.xml"

Lines 33-35 (causes error):
<li>
<compClass>CompReportWorkSpeed</compClass>
</li>


Replace with:
<li Class="CompProperties_ReportWorkSpeed">
<workSpeedStat>WorkTableWorkSpeedFactor</workSpeedStat>
</li>


The research spot/bench in the Primitive Workbenches mod will also have a bad comp entry in PrimitiveBuildings_Production.xml.
Jurgman Chinguz Jun 23, 2024 @ 3:12am 
just letting you know that with CE on the bows still need flint to make which doesnt make sense because you can make arrows with flint.
velcroboy333  [author] Jun 18, 2024 @ 6:21pm 
Azzkal, I would suggest unsubbing from the mod, allowing it to completely uninstall. Then resub/reinstall and look again.
Azzkal Jun 18, 2024 @ 1:15pm 
The mod does not work, in the game it is considered incompatible, supposedly created for version 1.4
In the about folder it is also not written that the mod supports version 1.5, and there is no folder for version 1.5.
:skullpuss:
Dinivateres May 25, 2024 @ 1:17am 
Thank you! <3
Kyrox May 22, 2024 @ 7:58pm 
Thank you for the update!
velcroboy333  [author] May 22, 2024 @ 6:36pm 
Updated for 1.5. No major changes made. Let me know if any bugs pop up.
Cheers.
evirae Apr 13, 2024 @ 9:34pm 
Whether it comes to 1.5 or not, thanks for making this mod. Definitely missing it in my playthrough, along with the other dependent Primitive mods. <3
Bearzapt34 Apr 13, 2024 @ 7:49pm 
oof 1.5?
velcroboy333  [author] Nov 18, 2023 @ 8:58am 
Correct. If you are on 1.3 you do not need to use this mod.

You do need the Workbench mod though, if you are also using the Tools mod.

The Storage mod only relies on LWM Deep Storage. Rimsence and Primitive Floors have no required mods.
gwog. Nov 18, 2023 @ 6:02am 
ok so that bit at the beginning: does that mean I don't need this mod for the rest of the series to work correctly in 1.3? The wording is a bit confusing for me is all
velcroboy333  [author] Nov 11, 2023 @ 11:40am 
Yes, I will take a look at it to determine what patches it might need.
Colonel.EXE Nov 11, 2023 @ 11:10am 
Hi! Do you have plans to patch this to work nicely with the new Vanilla Factions Expanded - Tribal?
RedDrake704 Oct 15, 2023 @ 10:13am 
I think it's worth changing the color of the bricks to a more gray one.
PepperCat Oct 13, 2023 @ 4:25pm 
Thank you for your fast response! looks promising the combination of these two set of mods!! will definitely make a playthrough with this!
velcroboy333  [author] Oct 13, 2023 @ 4:21pm 
If you start tribal, this mod does a lot of patching to make it so you have to progress through tribal level before unlocking medieval. But it does not block you from progressing in any way.

Yes, I will look into the cribs soon.
PepperCat Oct 13, 2023 @ 4:18pm 
Hello!
Just found the primivite storage mod and discovered the entire primitive series. I'm really interested in its content for a Primitie - Medieval run but I have a question related to that that I couldn't understand. Is this aimed to block the progress into the primitive era or this content can be combined with Medieval Overhaul to have a playthrough full Primitive-Medieval?
(≡◉‿‿◉≡) Oct 7, 2023 @ 5:47pm 
Hello, can you update the room type for Primitive Cribs?

It keeps showing up as Barracks instead of Nursery
velcroboy333  [author] Feb 20, 2023 @ 10:38am 
Silly me. That should be fixed now
Daedalus Feb 20, 2023 @ 9:15am 
hey there! In the Patch file FlintPatches.xml where you try to patch the Early Firearms mod is an error. Both defNames for the Musket and the Pistol are wrong. They are actually the labels and not the defNames.
velcroboy333  [author] Dec 30, 2022 @ 3:11pm 
They do not. I meant to add that to the description. Thanks for reminding me!
i am a piece of bread Dec 30, 2022 @ 3:10pm 
do your primitive mods require this mod for 1.3?
taimat715 Dec 27, 2022 @ 5:25am 
I used to maintain a primitive tech mod for rimworld but just don't have the time anymore. Thank you so, so much for your hard work. I've been waiting for someone to pick up the torch and run for ever. Great job!!
Darp Dec 8, 2022 @ 3:42pm 
Thats good to know