RimWorld

RimWorld

Medieval Overhaul Patches
377 Comments
tehzipfile Sep 17 @ 12:39am 
This mod seems to make the Alchemy workbench no longer exist. With the mod the Alchemy workbench doesn't even appear in the Alchemy research, without this mod it's there and I can build it. Yes, I do have Esoteric studies researched.
Mythophile Sep 14 @ 4:17pm 
Needs regrowth 2 patch due to it adding Map Beautification as well.
Flurbel Aug 31 @ 8:07am 
@Guts I figured I would ask the mod author to see why exactly it is listed as incompatible.
Guts Aug 30 @ 11:17pm 
Incompatible with Medieval Overhaul Misc. Patches mod.
Flurbel Aug 26 @ 7:41pm 
Is this compatible with Medieval Overhaul Misc Patches? https://steamcommunity.com/sharedfiles/filedetails/?id=2775878596
space_powder Aug 23 @ 6:10am 
I swear I was getting hay from cutting regular old grass, but that doesn't seem to be the case anymore? Just wondering if this was changed or I need to fix up my mods
Apollyeon Aug 19 @ 1:56pm 
Please remove dried hay, I don't know why it's there but it seems pointless considering it doesn't do anything except replace straw.
Yakk Aug 13 @ 5:13am 
I've noticed that there's two types of salt when using medieval overhaul and vanilla cooking expanded.
Packaged Rations seem to use the vanilla cooking salt but I cant acquire that one at all. So I cant make packaged rations.
MLAnonymous Aug 12 @ 5:03pm 
Thanks again for the quick fix for the bug!
reeses4brkfst Aug 1 @ 12:15pm 
Some T-Shooting...

New map with this mod + 140 others. Spawned with no foliage on it except certain types added by MO (like the cursed DankPyon_Tree_Apple). Save game, try to load save, will not load unless MO Patches is removed.

I get "Error in Map.FinalizeLoading(): System.ArgumentException: An item with the same key has already been added. Key: DankPyon_Tree_Apple
[Ref 4D9DAEB9]"

Delete all apple trees and the issue persists.

Remove Progression: Agriculture and the issue is resolved. Map loads.

Haven't tested impact on farming/planting.

Debug regenerate current map spawns in a map with foliage, including those added by MO, so that's resolved.

I did NOT have to disable any settings related to plant spawning in the MO Patches mod settings.

The progression community can probably resolve this on their end if I had to guess.
KeiChan0215 Jul 31 @ 10:21pm 
This DankPyon_Tree_Apple has been terrorizing my saves lol
Soaryn ツ Jul 31 @ 4:21am 
@Pogrzebacz What would be the conflict?
Pogrzebacz Jul 31 @ 1:37am 
Hi, i just wanted to say, that this mod has propably some kind of conflict with ferny's mod series (progression). Idk with which one of them, so it may be worth mentioning in description that it's currently incompatybile
Soaryn ツ Jul 30 @ 9:32pm 
@Maal Yeah that works fine ^^
Maal Jul 30 @ 6:50pm 
To everyone who has issue with plants not spawning and stuff. Did you disable these in the mod's option?

"Remove Plant Duplicates"
"Wild MO Plants"

If you already use mods removing the duplicates like Progression Agriculture, and spawn MO plants like WildSpawn, they are redundant. Disabling these options and rebooting the game fixed the error preventing plants from spawning for me.
Kothliim Jul 29 @ 7:58pm 
@ViralReaction I have not, sorry. I'm still quite new to this. I'll join the dev discord and see what needs to be done.
ViralReaction  [author] Jul 29 @ 7:21pm 
@Kothliim Have you opened a bug report on the RW dev discord?
Kothliim Jul 29 @ 7:04pm 
>If a mod adds duplicate plants it will break biomes.

I wrote a patch that fixes that issue, available on the Realistic Planets 1.6 page for any modders who want to use it.
Soaryn ツ Jul 29 @ 6:05pm 
Yeah it's probably another mod adding it on top of yours
ViralReaction  [author] Jul 29 @ 5:36pm 
All my wild plant patches are as follows: <li Class="PatchOperationConditional">
<xpath>Defs/BiomeDef[defName="Tundra"]/wildPlants/DankPyon_Plant_Garlic</xpath>
<nomatch Class="PatchOperationAdd">
<xpath>Defs/BiomeDef[defName="Tundra"]/wildPlants</xpath>
<value>
<DankPyon_Plant_Garlic>0.03</DankPyon_Plant_Garlic>
</value>
</nomatch>
</li> They will not add the item if it already exists on a biome. Therefore it cannot be this mod adding duplicate plants.
Soaryn ツ Jul 29 @ 4:47pm 
The error everyone is saying is this probably: "Error in GenStep: System.ArgumentException: An item with the same key has already been added. Key: DankPyon_Tree_Apple".

The actual key is a random plant from MO.
I'm gessing it happens because of multiple patches trying to add the plant to spawn in the biome.
It should be conflicting with other mods that do the same thing.
ViralReaction  [author] Jul 29 @ 2:57pm 
I still don't understand as this was just fixing some texture paths
Bowen Jul 29 @ 2:50pm 
and today's update has fixed the flora issue (for me). My forests are forests again! Much appreciated!
我打不过我认输 Jul 29 @ 4:06am 
where can i get old version mod?im still using 1.5,but update broke my modlist.
ArsenArn Jul 28 @ 2:12pm 
All day today I also struggled with the problem of missing vegetation and trees (and it disappears only in the normal and tropical biomes, in the taiga or dark forest everything is ok). And using the GPT chat and going through mods, I came across your mod. After reading the comments, I decided to check and launched the game only with Medieval Overhaul and your patch, and unfortunately there is no vegetation and trees in some biomes, so the problem is probably here. I hope this will help you figure it out.
Here is my list to launch:
[Mod list length: 11]
Harmony
Core
Royalty [Official DLC]
Ideology [Official DLC]
Biotech [Official DLC]
Odyssey [Official DLC]
HugsLib
Vanilla Expanded Framework
[SYR] Processor Framework
Medieval Overhaul
Medieval Overhaul Patches
Content Crow524 Jul 28 @ 12:53pm 
@JoeOwnage its not a modlist its this mod
JoeOwnage Jul 27 @ 2:27pm 
@Sephira jo its not up to this guy to troubleshoot your modlist
Sephira jo Jul 27 @ 11:44am 
...wow okay. Thought you'd want to know about a problem that is happening. Especially with modlists that worked before. I have literally changed nothing with my modlist and this worked before. You know as well as I do with programming sometimes a box will spit out a bug the person who programmed didn't get and generally its good to sort this stuff out. If you don't want to be bothered with it, whatever I guess. Your loss. I would want to know what was causing problems but to each their own. I do love this mod and I wish you had the time to help troubleshoot since again nothing has changed on my list and this is the mod that adding to the game breaks plants on map generation. I'll post a few other places but I want you to know I'm not someone who just slides mods on randomly and doesn't know how this works. I've been trying to troubleshoot this since the update.
ViralReaction  [author] Jul 27 @ 10:43am 
You are better off going to the RW main discord as I don't have the time to troubleshoot whatever grab bag of a mod list you are using.
Sephira jo Jul 27 @ 9:47am 
...you have two people telling you there's a problem where there wasn't before. I posted on reddit for help but am getting radio silence. Do you have a discord where I could send you my modlist and we can figure out what's going on? Because nothing on my list had changed. Nothing else is adding plants that wasn't adding plants before. The only change I have is faction control 1.6 which doesn't add plants. Please tell me where I can send the modlist so I can at least figure out what the conflict is and remove that mod?
ViralReaction  [author] Jul 27 @ 8:19am 
If a mod adds duplicate plants it will break biomes. This mod safely patches the biomes and is not my problem some other modder is sloppy.
Content Crow524 Jul 27 @ 4:27am 
After disabling it I got my plants back. This mod has a problem where it just removes plants dont know why
Content Crow524 Jul 27 @ 4:17am 
@Sephira jo I got the same issue
Sephira jo Jul 26 @ 10:30pm 
Well, it is interacting with something where it was not before. The only thing that changed was the faction control mod, which doesn't add plants. My list is otherwise the same. I even slid your mod down to the bottom of the list to make sure it overrode anything else. Would you like me to post my list anywhere so if nothing else we can figure out what the interaction is?
ViralReaction  [author] Jul 26 @ 7:56pm 
As I properly conditional all my patches when adding plants to biomes it is not this mod.
Sephira jo Jul 26 @ 5:33pm 
I do not know what mod of mine it's interacting with or if it's a load order issue, but this is causing maps to generate with NO plants on them of any kind.
Mectus Jul 21 @ 1:41pm 
Forgot to reply before, you're good big dawg take your time :lunar2019piginablanket:
dr650cp Jul 14 @ 6:21pm 
1.6 pls
ViralReaction  [author] Jul 13 @ 7:15am 
@Mectus I am still sorting out issues with the main mod. So this will take some time
Mectus Jul 13 @ 2:43am 
Hope this gets an update, few bugs with missing textures since the main mod upgraded.
Sephira jo Jul 13 @ 1:29am 
Now that the main mod has an update, I'm really hoping this gets one too. Trying to load this right now with the game makes, well makes mine at least, explode.
BoyinRed Jul 1 @ 5:00am 
dried hay option ruins it for me zzzzz
ViralReaction  [author] Jun 18 @ 4:34pm 
What are mod options for 1000?
Sub Jun 17 @ 10:20pm 
This mod make me unable to plant corn..... I'm sad now....
Henrythepoet Jun 1 @ 4:26pm 
Hi my arcane crafting table doesn't have any bills associated with it at all. Can this be because of this mod?
NatureBoi May 30 @ 9:42pm 
To everyone complaining about the hay to straw issue - just go to the mod folder and go to 1.5/Patches/Medieval Overhaul, open up Straw_Poor_Nutrition.xml. On the 5th item, you'll see a PatchOperationReplace to turn StrawProcess to DriedHay. Press Enter below and above the entire operation (the line before <Operation Class... and the line after </Operation>) and on the line right above the operation, put "<!--" (minus the quotes) and on the line after the operation, put "-->"

It'll keep the code in case you mess it up, it just deactivates that operation. Don't forget to save the XML file after. You'll go back to drawing hay to straw. And if you have any questions, ask ChatGPT - I don't know shit about XML, that's what I did
✙Старийꑭ May 26 @ 3:14pm 
Incompatible with progression: defenses. Haven't tried it, but people saying it on the respective mod page
Deankiller Turnupseed May 12 @ 9:43am 
incompatible with progression: agriculture
Tubbs May 12 @ 6:59am 
Something about arbalests in your Combat Extended patch causes an error. Commenting out the last two operations in Insert_AmmoSets.xml made it go away.
Aether Apr 29 @ 7:51pm 
I feel the change of straw for dried hay should be something that people should be able to set via the mod options.