RimWorld

RimWorld

Vanilla Factions Expanded - Tribals
1,320 Comments
Morcalvin Nov 30 @ 4:40am 
Is there a way to change how much of the research is required to be completed to advance an era? Like change it to 50% instead of all?
crossmr Nov 29 @ 2:37pm 
any notes on what factions to start with? It auto selects a bunch of things like wasters, but I assume those are modern tribes? I've just switched those off and added every tribe, removed mech too, because I assume mechs would wreck this.
RocketRacoon Nov 26 @ 3:30am 
Anyone found a mod to know when 4 days passed since the last research? So you don't get a raid
Ledan Nov 24 @ 11:57pm 
I just finished culture research and advanced to neolithic, however there is no research spot in my productions tab to continue researching neolithic techs. if i enable god mode it shows up.
kirra queen Nov 24 @ 1:44pm 
is there a way to see which tech i have left to research before advancing
SheakZarnn Nov 22 @ 12:51am 
@Hedgehog if your question about custom xenotypes is still relevant, you could try https://steamcommunity.com/sharedfiles/filedetails/?id=2891975564 . Takes some time to configure all spawn probabilities, but it's worth it IMO.
Extinction Nov 16 @ 2:38pm 
One suggestions i have, that would make this mod even better, is disallowing all the quests until you actually reach culture. Why would a spacer level empire contact pre cavemen tribes to help them assist in labour or research projects. Or some strange research/mining site quests. How would a monkeh even know what that is or interact with it in any way.
Wintermist Nov 15 @ 5:23am 
Does research requirement included like all mod researches? Basically, all other tabs of research in order to progress era? Or just the vanilla tech?
Nashu Mhakaracca Nov 10 @ 6:16am 
since i have passed from the very 1st age to the 2nd one, how the hell i am advancing to medieval since there's no researches for it?
New fat dwarf Nov 10 @ 2:16am 
I faced with sad problem. When i reform my ideology, tables stoped to show Gizmos buttons (such as deconstruct and build copy). I've start new game only with VFE -Tribals, but this problem still happends.
lamb Nov 9 @ 1:08am 
Are floor paintings a priority for the colonists by themselves? I have them assigned to both art and construction, but they wont work on the floor painting unless I manually assign them to it.
Reestock Nov 8 @ 1:06pm 
Oooooh neat
Oskar Potocki  [author] Nov 8 @ 11:49am 
It adds temporary wild men factions and serves as a bridge from animal to tribal. Classical mod serves as a bridge between tribal and medieval.

Vanilla Factions Expanded - Medieval covers medieval. Vanilla Factions Expanded - Settlers covers Industrial. Vanilla Factions Expanded - Empire and Deserters covers spacer tech and ultratech.

There's a method to our madness.
Reestock Nov 6 @ 12:22pm 
oh well. I guess I can't imagine you all didn't give great consideration when you did that.

While we're at it, why is it called "Vanilla Factions Expanded - Tribals" when it doesn't affect factions and revolves mostly around the animal tech level which isn't that of the tribal factions?
Reestock Nov 6 @ 12:17pm 
I don't really get it. Why not just make it clear to anyone interested that Ideology is optional if it can be?
Personally, this mod, (though, moreso Ancients), is one of the main reasons I got Ideology, and I don't even like Ideology.
(Remade the comment because I worded it bad
Sarg Bjornson  [author] Nov 6 @ 12:16pm 
Because people don't read. If we don't add an automated system, people would load the game without any DLC, notice it doesn't work, and report it endlessly. There is no "making things clear". It needs to be a physical check. And the one in place is the only one that Steam let's us do.

In a perfect world there'd be a check, either in Steam or in RimWorld for "this mod requires ANY DLC" but that doesn't exist, so we have to do it with Ideology, for example.
Sarg Bjornson  [author] Nov 6 @ 11:54am 
Yeah, but it's worthless, the only important thing is what is on the about.xml, as that makes the game NOT EVEN LOAD if the player doesn't have the DLC
Reestock Nov 6 @ 11:44am 
But you realize there's a big THIS MOD REQUIRES IDEOLOGY graphic anyway?
Sarg Bjornson  [author] Nov 6 @ 11:35am 
You mean a custom disclaimer that people won't read? :)
Reestock Nov 6 @ 11:03am 
In that case, why specifically force it to be the unrelated Ideology DLC inatead of using a custom disclaimer?
Sarg Bjornson  [author] Nov 5 @ 11:06pm 
Rituals require ANY DLC. There is no way to specify that on Steam
Reestock Nov 5 @ 7:11pm 
Ideology doesn't add rituals, that's why you can launch a gravship in odyssey, do a speech in royalty, give birth in biotech, and do a different kind of ritual in anomaly, so why does this require ideology?
MaxDergCat Oct 30 @ 3:39pm 
im confused. I have researched all neolithic and under techs that are not anomaly and yet i still can't tech advance, does this mod take anomaly techs into consideration???
Hedgehog Oct 27 @ 4:38pm 
is there a randome chance what xenotipe the whild men from the ''whild men joyns'' event has?
started with custome xenotyxpes and the whild men is a baseliner. is this intentional? :)
NightTree23 Oct 24 @ 9:33am 
I finally managed to become a tribe but in the map it still names my colony as a Garo, does anyone know any mod that changes how the colonists are refered as they progress through the tech levels?
Sain Oct 23 @ 5:49am 
Advancing to culture no longer gives ideology options.
Zrg Oct 20 @ 3:01pm 
Can the research spot be placed outside without any penalties? I'm asking because I'm confused with the values from the information window.

I have one placed outside with a base value of 25%, Outdoors penalty mentioned of x75% but again a total of 25%.

Shouldn't that be 0.25 * 0.75 * 100 = 18.75 % ?

Is the penalty completely ignored or am I missing something?
CoffeeFlavor Oct 18 @ 11:14am 
For anyone who played with Fluid Ideo and realized it was broken, I made a discussion with the steps needed to revert a fluid to a normal Ideo.
ShadowX116 Oct 15 @ 2:36am 
@StockSounds Uh.. The foundation of this mod revolves around doing 'research' which is conducted as a ritual. Which comes from Ideology. I found this page 5 minutes ago and learned that. You just gotta read the page.
Reestock Oct 14 @ 9:01am 
I still can't tell what about this mod requires Ideology.
Zero Oct 12 @ 4:28pm 
when this mod is installed any saved ideology that you try to load erases the faction and the ideology creation screen from the map.
kittyshusky Oct 10 @ 5:43am 
@Sly Marbo Totally agree. My workaround is to change the background story manually in dev's mod but that is not very immersive. Hope the VE team could fix this.
Sly Marbo Oct 5 @ 4:11am 
Very disappointing that the children produced by my wild men turned tribals have child backstories that don't allow natural meditation focuses. It makes no sense that my original pawns all have natural unlocked but their children don't.
BTAxis Oct 3 @ 3:47am 
The in-game description of Talon Tribal is incorrect. The description says that he will retaliate if the player completes research projects more than twice within a four day period, which is not the same as "at least 4 days between research projects", like it says on the mod page.
Spider Cricket Sep 28 @ 6:47pm 
Are you supposed to be able to build the cobblestone walls from "VFE Medieval 2.0" at the start? I wonder if that's maybe a bug. Might be worth checking out :>
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.