RimWorld

RimWorld

Vanilla Factions Expanded - Tribals
1,171 Comments
Guineatown20806 Jun 6 @ 10:29am 
@JollilyJime You have no idea how much I must thank you! I have had this bug since I played with VE-Tribals and never knew how to fix it. I believe it has to do something with Tech advancing or Tech level progression advancing you techlevel to lets say industrial but the gathering spots staying stuck in the advance to industrial while you are already industrial tech which than causes the bugged gatherspots.
Elgate Jun 5 @ 5:58am 
I have advanced to the neolithic age but didn't get the opportunity to pick an ideology. As a result, I still don't have one a couple of hours in the neolithic age. Is there a way to manually trigger it?
https://gist.github.com/HugsLibRecordKeeper/4e3ad7ecc4cfcf3d9752a4f47475a592
DrBossWatson May 29 @ 6:42pm 
What's the music that plays when advancing to medieval from? It's so familiar but I can't place it...
Felnel May 28 @ 3:27pm 
Very nice mod, im curious to know if there have been any updates to the tribe factions mechanics, specifically in regards to their AI behavior in combat, i believe it would be beneficial to reduce the number of invaders, but make them more formidable by improving their equipment and battle tactics. additionally, i'd like to suggest giving the nudist meme a significant buff and immunity boost to make up for their lack of equipment, this could make them a more interesting and challeging faction to encouter
Sarg Bjornson  [author] May 26 @ 11:03pm 
@lostormisplaced: Don't feed the troll lol
lostormisplaced May 26 @ 8:05pm 
@CrazyOatmeal but oskar isn't even the one who does the coding???
I'm blind as ♥♥♥♥ May 25 @ 5:54pm 
>Sitting spots barely count as a chair
>They have a -2 beauty value

Yo, why
Sarg Bjornson  [author] May 23 @ 2:51am 
@CrazyOatmeal: It's not Oskar deleting your comments. Go troll somewhere else
Eldar Farseer May 22 @ 3:13pm 
neolithic tech is in the main vanilla techtree
Kaitian May 20 @ 12:59am 
Question, I just did all the wild man, animal tech, where is the neolithic tech or is that just the normal tribal start for vanilla tech tree?
Eldar Farseer May 18 @ 8:47am 
is there any other way to fix the missing gizmos bug at the fireplace after reforming your ideoligion? i tried jollily jimes advice but it did not work. the icons at step 6b are not back and i cant return the rituals since the games says no more than six.
stups May 18 @ 5:53am 
Is it intended that completing the culture research doesn't unlock the research table? Because there lis no tech to unlock it in vanilla.
feline.insomnia May 17 @ 2:49pm 
Are the devs ever going to fix the disappearing gathering spots after reforming the ideology issue? I can't play with this mod as this issue is completely game breaking. Or does anyone know how to download the last version of this mod before they updated it and it broke?
Legeden May 16 @ 1:25am 
@5ColouredWalker should be considered an art job, I often have it on low priority, try bumping it up with manual priorities or remove their jobs and see then for comparison
5ColouredWalker May 16 @ 12:27am 
Having trouble making my pawns produce Floor Painting without me riding them, does anyone know how to set up a work type so I can make my cave painter... Paint caves?
Got a room I'm looking to turn into my 'painted cave room' for fun before advancing, but riding a pawn to make him do his job is fun sapping.
Deankiller Turnupseed May 12 @ 8:11pm 
@ActiveMars828 i use arcane technology and colonist tech background
lol May 9 @ 7:55am 
@ActiveMars
Tech Advancing is a long-standing mod for that: https://steamcommunity.com/sharedfiles/filedetails/?id=735268789
ActiveMars828 May 4 @ 8:55am 
Does anyone have any recommendations for a technology advancing mod with customizable tech requirements?
B.A.N May 3 @ 10:29pm 
Word of Warning, Jolli's solution reset my entire social tab for all my pawns with the same religion, i strongly advise against using it unless absolutely necessary.

I had to remove rituals that werent even part of the ones they mentioned because of the 15 rituals limitation.

I hope that the mod devs are watching this and allow a way to bypass this as well, or a button to revert the hidden rituals back, since most people will inevitably come here, see Jolli's fix and sadly see the results of it later on.
JollilyJime May 2 @ 7:37pm 
For anyone having the disappearing gizmos for gathering spots, this seems to have worked for me for now:
1. Options > General
2. Enable Development Mode
3. Go to ideology screen
4. In top right enable both DEV: Show all, DEV: Edit mode
5. Scroll to rituals
6. Click on each of the "Advance To" rituals (e.g. Advance to Medieval) and select remove. Do this for ALL of them.
6b. You can skip this step. If you want to see if it has worked, exit ideology screen, click a "Gathering Spot" object, you should now see all the gizmos except for "Advance to" gizmo. Make sure you return to the Ideology screen.
7. Click "Add Ritual" in the same rituals section
8. Add all of the "Advance to" rituals back in
9. Exit ideology screen and go to a gathering spot object, you should now see all gizmos, including the "Advance to" gizmo.

I don't know the bug cause, only it happens after reforming an ideology.
I'm not a coder, so I can't troubleshoot if this doesn't work for you. Good luck!
Umbra Animo Apr 24 @ 5:21pm 
I feel the research system could you some improvement. mostly in how long anything thing takes. maybe we could have things like stone carvings and other tribal themed furniture that can be used to improve the thinking spot?
Andariel Apr 23 @ 2:29pm 
Even when I used dev mode to finish all the Anomaly techs it still said I hadn't researched all neolithic techs. Idk
Andariel Apr 23 @ 8:58am 
I seem to be having an issue where I cannot progress to Medieval from Neolithic. I triple-checked and I am sure I have researched all of the neolithic techs. (I even got the achievement from Vanilla Achievements Expanded for completing all neolithic techs) I am going to start Anomaly research to see if that is the problem, but otherwise it may be a bug.
Emily Apr 20 @ 6:04am 
Figured out it has something to do with reforming fluid ideologies, possibly related to Ideology Development+? To anyone looking for a quick fix, set your colony to a new ideology using dev mode, and use dev mode to edit your ideology instead of reforming a fluid one.
Emily Apr 20 @ 5:15am 
Yeah, having a similar issue to other people. Campfires, Tables and Gathering Spots lose their gizmos, including deconstruct.
I'm really loving the Wild Men start, although I have one issue. I have a trio of characters whom I just love, and whom I always use as my starting pawns. The issue is, one of them is an impid, and without any clothes she just dies of hypothermia (right next to the campfire though). I wonder if there's a way to actually warm up by the campfire without needing to build any walls to keep the heat in?
Lannater Apr 17 @ 10:49am 
Still having the same issue as feline.insomnia as well.
Camarade Germaine Apr 14 @ 11:24am 
I have the same issue as feline.insomnia, hoping for a fix!
feline.insomnia Apr 14 @ 7:45am 
Whenever I try and reform my fluid ideology all my gathering spots (table, campfire) lose all interaction. I also submitted a bug report. Not being able to adjust my ideology as my colony advances is a real bummer... Hopefully it's fixed soon
Rottie_ Apr 14 @ 1:32am 
having the same issue as Vingy, however the workaround does not work for me. All gathering spots are missing any sort of interaction at all and i have a fluid ideology too so im guessing its the same cause of it.
NylonWorms Apr 13 @ 3:52am 
I don't think this is a bug but if your having issues not having the option of "Tribal Gathering" it might be because you have to have it marked as a "Gathering Spot" for some reason.
I just spend 4 hours trying to figure out why I didn't have that option. hopefully this helps someone else.
Eggnog98 Apr 12 @ 3:41pm 
Love the Wild Man start, only issue I have is children born/raised in the neolithic tech era aren't getting tribe child backgrounds to get natural meditation. Is there a workaround for this?
DaGreatGreenProphet Apr 10 @ 2:37pm 
So anomaly locks the advance tech level option. If anyone knows how to disable it or circumvent this lmk !
Vulkandrache Apr 8 @ 8:25am 
The mod does that automaticaly if you are not animal tech yourself.
Tribals itself is behaving as it should but something is messing up your techlevel.

Check your techtree and see if there are any finished that shouldnt be
and if any research or techtraversal mod might be hocking into that.
11Bullets Apr 8 @ 8:11am 
It's probably a mod conflict, but upon loading a save my 'wild man' start suddenly completes all the animal level research.
Vulkandrache Apr 7 @ 12:42pm 
What i hadent realized is that advancing in to the next era actualy changes your techlevel.
As in the higher technologies are no longer more expensive.
I hate that. Can we have a cornerstone for the ritual without the advancement in techlevel?
power724win Apr 4 @ 7:36pm 
there is issue Tribal gatherings...do not end...
organize pawn lost control. can not do anything
lostormisplaced Apr 4 @ 6:06pm 
@Xean Didn't you know that cave men knew how to use basic semiconducters? I thought that was common knowledge
Xean Apr 4 @ 5:46pm 
Just got a wildmen start with electricity and deathrest researched somehow
Vingy Apr 4 @ 8:41am 
For anyone having the same issue as me, I believe there is a bug with this mod and fluid ideologies. Whenever I just click the reform ideo button it will permanently break any gathering spots (campfires, tables) unless i reload to before clicking the button. I've submitted a bug report to their google form, hopefully it gets noticed.
Vulkandrache Mar 28 @ 10:57pm 
Did you change the rituals from the baseline ideology thats automaticaly applied?
Cerulean or whatever its called.
NIMSQUID Mar 28 @ 9:40pm 
yeah no option to do tribal gatherings on campfires or anything, guess my tribal playthrough will have to wait
dabeek Mar 26 @ 8:38pm 
Anyone else having issues with colonists not automatically making cave paintings when they have nothing else to do and they're assigned to art?
Iceobeasty Mar 26 @ 1:38pm 
to drink
Iceobeasty Mar 26 @ 1:38pm 
How do we get water with Dubs Bad Hygiene?
Die Toilette Mar 26 @ 9:54am 
After a wild men group attacked me, I captured a bunch of them but am now unable to recruit or tame them. As soon as I release them they attack me. Am I missing a mechanic or are they not supposed to be recruitable like this?
Jangurs Mar 26 @ 6:40am 
The children born in my wild men colony do not have natural meditation focus, is this deliberate?
micizzle Mar 25 @ 11:28am 
Just a PSA to anyone also running Toddlers: if they attend Gatherings, they’ll break them and you won’t get any experience but the cooldown WILL reset (couldn’t find for the LIFE of me a debug option for that)
Vulkandrache Mar 24 @ 7:06am 
The research itself is irrelevant.
Its how you survive long enough to unlock the next one.
In 1.4 i played a campaign with 20 times faster aging
and 20 times slower research.
It was amazing, mainly because research wasnt just a given.
Spending several pawnlifes worth of labor on a single tech
meant that each needed to be carefuly considered.



I have changed the research cost on the file from 50-70
to 100 and 150 respectively.
Yet it does nothing ingame.
I cannot find anything that would patch this.
I checked every mod that could even theoreticaly do so
and the tribals DLL file has no indication of technology being
generated in code. What gives?
StockSounds Mar 24 @ 6:51am 
The only thing worse than having your pawn sit at a table doing nothing while you wait for a bar to fill is having all your pawns get together and grunt at a fire then roll a number between 28 and 70 to tell you how much research you get.