RimWorld

RimWorld

Vanilla Factions Expanded - Tribals
1,285 Comments
yololejoueur Sep 15 @ 5:37am 
hello hello its me again i used a mod named "tech progression mod" and it was that, that was making my faction go back to the tribal age :steamhappy:
yololejoueur Sep 15 @ 5:21am 
hello,i have a problem i started on wild men start and every time i restart the game it make my faction go back to the tribal age even tho im in the medieval period
Shmoits Sep 13 @ 5:45pm 
I reformed my idealogy after receiving 10 points and I'm no longer able to have a tribal gathering. I'm still neolithic.
STEALTHY¥ Sep 11 @ 7:32am 
dunno if it is intended or not, But when progressing from wild men to neolithic and making your ideology you are unable to use war masks, tribal headdresses or tribal clothes in the ideology for preferred or role apparel.
ThcGM Sep 9 @ 9:50am 
probably why it works now maybe because i dont have that mod anymore
tanyfilina Sep 6 @ 7:05am 
" they don't go to draw themselves, only if I tell them"
I've found the reason - it was due to Quality Builder mod.
Faelan Sep 5 @ 7:35am 
totally fixed it thank you!
Nekomimi Sep 5 @ 5:33am 
To other people who have this issue: VFE: Tribal actually changes your level of tech - remove the Tech Progression mod
Faelan Sep 4 @ 11:43am 
Maybe it's an interaction with another mod, but it seems like every time i reset the game it moves the faction back to tribal, forcing me to do the faction advancement ceremony again. I already have 4 cornerstone points and im just in medieval.
Clypsedo Sep 4 @ 3:26am 
Very nice mod ! But wouldn't it make sense to make the floor painting don't count as an artificial building (for anima tree purpose) ?
tanyfilina Sep 3 @ 12:56pm 
What is necessary for pawns to draw on the floor? The closed room?
I can put the drawing place, but they don't go to draw themselves, only if I tell them.
Kinish Aug 31 @ 9:03pm 
Your face when the first technology discovered was clothing... without skins and cotton... :steamfacepalm:
Xenogray Aug 29 @ 10:36am 
Welp, this mod locks me out of tech advancing, since some research are race locked and I don't have these races in my colony. Does cherry picker allow you to disable the tech advancing feature ?
Ultragrunt777 Aug 29 @ 9:01am 
Ok so i'm confused whats the difference of the ideologies? i'm trying to start a wild men run but the game says i need to make my ideology but i don't know which one is mine even when i turn off all other factions there's like three ideology's unless their all mine.
Aargh Tenna Aug 28 @ 1:24am 
When I say "quite a while", it could have been more than 2 years.
Aargh Tenna Aug 28 @ 1:23am 
So I started as a lonely wild man. In a jungle. With all the illnesses etc, took me quite a while to progress to neolithic. Shortly before that, still at animal stage, I got a relic quest. Mind you I did not have culture researched and ideology formed. Relic quest was like "we heard about [relic name] important for all [worshipper name]". So clearly, something broke with relic quests if you are stuck at animal stage for too long.

Also, playing on Randy 300%, at some stage I started getting one invasion of wild men after another, and each was about 7 to 9 wild people, while I had 3 wild men in my group. Not quite sure if it was meant to be like that.
maxvmaxvmax Aug 26 @ 1:53am 
is this compatible with vanilla base generation, just double checking
Witski Aug 25 @ 2:42am 
To advance to medieval stage i have to research every thing that's doesn't tell me im in neolithic era? Even if it's not on main tab? Such as vanilla cooking expanded?
Elfini13 Aug 20 @ 2:35am 
I completed the first, second, and third research tasks without any problems. Then I accepted the Archonexus task, which took me to a different location on the map and caused me to lose some of my research. Now, after completing the research again, the game won't let me continue. I can't move on to Ultratech because the game says I haven't completed all the research, and I don't know what's missing. I have the Research Tree (Continued) mod and I don't see any missing research.
I wonder if accepting the Archonexus quest caused some kind of glitch in the game.
5 pesos Aug 19 @ 8:39am 
this mod causes an explosion of console messages, not sure why but i can send a copy of it tho
MisterRed Aug 17 @ 11:56am 
Great mod, but is there any chance of adding mod settings? Maybe the ability to increase the chances of wild men joining, or decrease the chances of farm animals. The start of the mod is very rocky, as is likely intended, but i'd like to have a higher chance of wild joiners than sheep, can't even make pens for them at the start lol
Gafrudal Aug 17 @ 11:33am 
great job my friend
Öffentliches Ärgernis Aug 16 @ 5:57am 
I got a request to add a little feature, don't know if this is the right place:
Could it be possible to choose the "Tribal Headdress" as a Leader apparel option if I start as Wild Men? It is locked for Tribal factions, and the faction I startet as through VFE - Tribal doesn't seem Tribal enough.
The Moon Itself Aug 15 @ 11:20am 
I'm having issues making a custom scenario that depends on this mod that starts with no tech like the wild man start. How can I do that without my new scenario directly inheriting from the scenario in this mod?
Nekomimi Aug 15 @ 11:19am 
Update to my bug report: Seems like the actual issue is from picking Ideology *after* performing neolithic ritual.

Other playthrough didn't have the bug until I picked ideology
Mystery Man Aug 15 @ 2:02am 
The throwspikes doesnt have a "techlevel", the melee weapons have the appropriate techlevel (neolithic). I do wonder if its intentional, maybe to avoid having enemies use them?
Nekomimi Aug 14 @ 2:34pm 
I got a silly bug, would rather mention it.

After adding the Vanilla Cooking Expanded series to my modlist, I'm able to repeatedly (without any cooldown) hold the "Advance to Neolithic" ritual. It gives cornerstone each time, too...

Please note that it worked properly (ritual only available once) with all the mods on this list MINUS the cooking ones.
https://pastebin.com/Xs3iy5zc
Fenc Aug 12 @ 5:00pm 
eh ill just figure it out eventually
Fenc Aug 12 @ 4:56pm 
ive been playing with the same modpack on different saves and such, but when i started a true start i dont have access to basic anomaly holding spot
Northward Bound Aug 11 @ 5:14pm 
turns out i may have some sort of mod conflict. it took me just starting a game as wildmen to realize it never was my tech level. i cannot initiate the tribal gathering. It made an interesting challenge though lol how long can you survive with just being able to forage steal eat raw meat and maybe on occasion have enough wood to build a firepit. not very long lol but it was fun. migrated south when weather got cold. ran into a manhunter grizzly. thanks wandering hunters...
Lord Pompax Aug 11 @ 3:42pm 
Guess I could use dev mode to force change the ideo of one of my pawns to perform the ritual and then change it back to my ideo, but I was wondering if anyone ran into this issue before and came up with a solution not involving dev mode.
Lord Pompax Aug 11 @ 3:38pm 
Hi, I don't really know where to post this, but I ran into an issue where the game won't let me start the age progressing ritual because none of my pawns are part of an ideoligion I didn't even create. This is the ideo of the Royalty DLC empire, which I barely interacted with apart from a few quests. Anyone ran into this issue ? I can't report it using the "official" way since I don't have any logs to provide.
bloomer Aug 11 @ 8:34am 
@Northward Bound The republic techs are considered neolithic FYI if that could be preventing advancing.
Northward Bound Aug 10 @ 12:48pm 
@rob yeah, i grabbed those too. maybe because i researched electricity without the ritual? no idea, its like the old tribal challenge so no big deal if its a bug, i just wanted to see how corner stones worked.
Rob Aug 10 @ 3:17am 
@Northward Bound i got it, i can advance, i researched condiments, pottery, carvings and obelisks (so basically everything that didn't say it was a medievil tech or more)
Rob Aug 10 @ 2:53am 
@Northward Bound yea exactly lol, if i discover something i will update you
Northward Bound Aug 10 @ 2:07am 
@rob lol me too bud. i cant figure out whats hampering my ritual
Northward Bound Aug 10 @ 2:06am 
can anyone give me an idea what ve techs are considered neolithic? by any chance are there anomaly techs that are, or are those republic faction's tech neolithic? i am having a hard time initiating the ritual.
Rob Aug 10 @ 2:04am 
i have a lot of vanilla expanded mods, is there a way to see which technologies i still need to research to advance?
Elfini13 Aug 9 @ 3:57pm 
Every piece I choose is incapable of extinguishing fires. I can't change that. Is that how it should be?
mountainofcheezo Aug 9 @ 12:13pm 
I captured a wildman from a raiding tribe and i'm not seeing the option to recruit them. releasing them makes them hostile so i can't tame them.
alijons Aug 8 @ 12:56pm 
@JayleeVT: It does sound like you might be having some mod conflicts and other issues. Are you 100% sure that your campfire doesn't have "begin tribal gathering" option?
Sarg Bjornson  [author] Aug 8 @ 1:12am 
@JayleeVT: It is perfectly usable, what you have is several bugs and you are not reporting them properly.

Rituals don't need an ideo.
mountainofcheezo Aug 7 @ 7:37pm 
My pawns seem to prioritize hanging out at the campfire for very very low recreation gain over things like meditating or other recreation. Is there a way to improve the recreation gain for that so they aren’t just doing it all day?
Fenris Aug 7 @ 6:22pm 
Has anyone tried to use this mod with Tech Advancing mod by GHXX? I wanted to be able to ascend from neolithic by just completing the research nodes on the main branch, but as so as I do that the option to get the cornerstone advancement from neolithic to medieval goes away and is replaced with medieval to industrial.

I have a lot of mods running that add new tech, mostly the vanilla expanded series, so I really don't want to have to research all technologies.
SquirrelCover Aug 7 @ 4:21pm 
@JayleeTV

Once you research far enough (I forget exactly HOW far, I think all the way through pre-neolithic?), you'll get a letter to set up your colony's ideology.
JayleeVT Aug 7 @ 4:04pm 
I'm very confused. We don't start with an ideology at all, but ideologies are required to perform rituals, aren't they? I click on the fire, and even placed a gathering and ritual spot, but none of them allow me to do a ritual for the research?

I also made a little .... NPC ideology? at the beginning, but it had vanished. I couldn't even click the lightbulb at the bottom to even look at ideologies, and character editor said all of my characters had no ideology at all.

It seems like a lot of other people are having this same issue?

My people also have fire researched and they go to the fire to cook food, but when the meal is done cooking they switch to "standing." and start cooking it all over. No meal is produced. So I'm just very confused.

I LOVE the idea/concept behind this, and wish it was usable.
Bler Aug 7 @ 9:32am 
I think my issue had something to do with ideology. The initial ideology was seemingly randomly selected, because of the whole "you don't get a real ideology until you unlock culture" thing. I used Character Editor to switch a colonist's ideology to a different random one, and then suddenly the tribal gathering ritual was working. I think that's why spawning a new one worked, because the new guy had a different ideology.
CoffeeChippy Aug 7 @ 9:10am 
Do you think it would be possible to fix compatibility with the Multiplayer mod? I understand if not
Bler Aug 6 @ 2:25pm 
How does the "organizer" for the tribal gathering ritual work? I started my scenario with 4 people. For 2 of them, trying to make them the organizer does nothing. For the other 2, trying to make them the organizer also does nothing, but with a message that only a wild man can fill the role. So I was unable to do the ritual.
I went into dev mode and spawned in a new colonist, and then I was suddenly able to set one of the initial people to be the organizer and start the ritual.