RimWorld

RimWorld

Medieval Overhaul
1,792 Comments
Cake Boss 12 hours ago 
Hi, I just found wild bee's and got really excited to build my very own apiary!
But, whenever I build one and feed it meat the game freezes with a shadowy square over the apiary.
I cant save and quit or reload - all I can do is to force my game to close and start it up again at my latest autosave.

Please help!
Zencake the Bob Nov 27 @ 2:55am 
@MaseyMase lol it took me so long to figure this out too. Gotta dry hay on a drying rack. I'm looking for a way te replace limbs (arms and eyes). If anyone can help me out
/\/0()b562 Nov 26 @ 7:11pm 
how does this interact with odyssey?
MaseyMase Nov 26 @ 12:16pm 
Idk if im being stupid but how do i make straw for beds?
Seizure Salad Nov 24 @ 7:36pm 
@Fangh I was confused at first too but Rox behave like other animals like dogs instead of like livestock animals. Rox can be assigned to stay within a specific area, and are smart enough to stay there without needing a pen. If you want them to stay in a pen, make an allowed area zone in the pen and assign your Rox to the zone.
Lobelia Nov 24 @ 3:54am 
I just checked the bug report and there's definitely a problem with a scroll that doesn't work and causes the interface to glitch.
NikkiDarkMatter, if you happen to see this (or anyone else), have you received a response from the mod author? Any solutions?
Nobody Nov 23 @ 10:39am 
how to get living wood
Fangh Nov 23 @ 9:56am 
rox cannot be putted in pen ?
AwesomeShite Nov 23 @ 4:55am 
So the golems tore 4 arms and 2 legs off. One pawn losing 2 arms and a leg. Luckily he can still plough the soil :D
Think you need to add a manipulation requirement or something to the "plowed soil" lol
DoomNet Nov 22 @ 6:31pm 
Is it possible to remove the treatise requirement for some of the techs? After so many play-throughs using this mod I want to avoid plumbing yet another dungeon for the next one.
deeznuts Nov 21 @ 4:53pm 
very fun mod, having trouble figuring out how to get dark wood tho as my colony isnt in a dark forest and for some reason cant enter non-settled cells which im fairly certain is just a vanilla feature.
Nova Nov 19 @ 4:21am 
Love the Stoneshard stuff.
Camalie Nov 16 @ 11:31pm 
no problem, I'm just glad I could help
toetruckthetrain Nov 16 @ 10:54pm 
the metal and timber production chains could use a little automation
Hyeenu Nov 16 @ 10:49pm 
Right! I completely forgot about the Workbench and crafting spot, sorry! There's a lot of crafting structures in this one so I overlooked the Workbench and the spot itself thinking it was too low-tech.
Camalie Nov 16 @ 10:33pm 
Does the crafting spot or workbench not have a smash mechanoid option anymore?
Hyeenu Nov 16 @ 5:55pm 
Yeah they're under a machining table bill, but kind of defeats the purpose to have a medieval tier creature needing to be butchered through that kind of structure, you should just be able to melt it down in the forge.
Camalie Nov 16 @ 5:44pm 
They might fall under mechanoid butcher rules then, try to see if they show up in the smashing mechanoid bill
Hyeenu Nov 16 @ 5:42pm 
@Camalie no, they're not butcherable, but I also have a forge and nothing I have in there seems to have a "break down golem" option or anything similar sounding.
Camalie Nov 16 @ 5:40pm 
I'd imagine you get them by butchering them, don't you?
Hyeenu Nov 16 @ 5:29pm 
How do I extract resources from the ore golems?
Curly Nov 16 @ 3:38pm 
Can you help, for some reason most of the item textures are missing, I'm very confused as it was working fine before, haven't changed anything.
AwesomeShite Nov 15 @ 8:47pm 
So i have a funny situation where 2 golden golems have teamed with the nearby mech cluster that dropped.
An incoming raid passing caused the mechs to stop defending the cluster and attack me
Now theres 2 golden golems and a bunch of mechs charging my base lol
Geisthander Nov 15 @ 12:59pm 
@laquillare Is it somehow weirder than fighting tribals?
菜到自己哭 Nov 14 @ 6:52pm 
After using a mod to change the terrain and make the land flatter, a large number of mushrooms grew on the land. Even after turning off the third-party damage indicator using a damage display mod, the large number of mushroom deaths still caused lag and frame drops. Upon checking the mushrooms growing on the land, it was found that they were produced by this mod. I hope an effect can be added so that these mushrooms won't die due to lighting, in order to reduce game lag.
(◣_◢)  [author] Nov 14 @ 7:20am 
you need a special mod for that.
SMERT_V_NISHETE Nov 14 @ 5:23am 
do this mod change melee animations or i need to find special mod for this?
(◣_◢)  [author] Nov 12 @ 1:24am 
The ancient orb can be used together with the exploration bench. When you build the exploration bench, you can build a linkable called "Tome of Knowledge" where you can find some additional information.
LordyWasHere Nov 12 @ 12:48am 
what is an ancient orb and why does the description say something about a moon cult?
Yeshee13 Nov 9 @ 9:08pm 
shelves wont show up
Psycho Penguin Nov 8 @ 5:47pm 
Hey cavalry spikes don't draw like walls anymore? Is a bug or intentional?
Laquillare Nov 8 @ 12:26pm 
Just a suggestion, make another mod without storytellers, factions or that House specific armor. Just give us the mechanics we love without the extra stuff so we can keep the story closer to the classic experience. It gets weird fighting knights by the time we hit the space age.
PRAXULON Nov 6 @ 12:04am 
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Grimdogx Nov 5 @ 2:01am 
Are the Biomes active? they don't seem to spawn for me.
Seemingly breaks ways in-standard ways of obtaining steel that other mods offer. Victim - Vanilla Recycling Expanded. Alloy Splitter supposed to give one steel, one plasteel, one gold, but in menu, due how materials were changed, it shows steel ingots. Only still ingot. Once it supposed to make ingot as the time bar finishes, it just gives nothing
bunnywife Nov 3 @ 1:30pm 
Hi! Was the loading cart orbital beacon removed from the misc menu? I can't find it anymore and can't pay ransoms via orbital beacon :o
Ano Oct 31 @ 6:28pm 
hey, I think it would be nice if you updated the signs. Not a fan of how they "rotate", doesn't fit to walls
Camalie Oct 30 @ 9:57pm 
@Knorr
Yes, but there will be some overlap in content if you don't use the Medieval Overlap Remover https://steamcommunity.com/sharedfiles/filedetails/?id=3455187565
Knorr Oct 30 @ 9:21pm 
is this compatible with VE Medieval Expanded
pug Oct 29 @ 7:20am 
I've toggled enable tree transparency on the settings and it does nothing. Already unnistalled the mod, installed it back, veryfied my files and it's still bugged.

By the log it seems like the game is searching for the texture on the wrong place, for example the game is looking for the Great Fir transparent texture on Transparent/Things/Plants/FullGrown/GreatFir but that path does not exist on the mod's folder, what does exist is Transparent/Plants/GreatFir

https://pastebin.com/DxHDcKLw
Super Birt ✯ Oct 28 @ 8:51pm 
Just got some pawns kidnapped, hopefully i dont need a comms console so a ransom deal can show up :(
Nick "Zorb" Cage Oct 24 @ 11:18pm 
If anyone else can't use schematics, go to Medieval Overhaul options and turn on Biotech Analyzer Schematics. Then select one you have and use Study gizmo on a pawn.
Chumbky Oct 24 @ 3:20pm 
i was playing with this mod earlier and now it says its incompatible?
Nick "Zorb" Cage Oct 24 @ 8:47am 
Same thing Geist.
Geisthander Oct 21 @ 9:59pm 
Not sure if a mod conflict or if it has changed, but I don't seem to be able to research schematics I have. I have placed them adjacent to the research bench, both on the floor and on a shelf, but the research option is still greyed out, saying "missing required research facilities". I have the advanced research bench. I found one post saying the schematic needs to be placed in a "lecturn", but I built one and it does not seem to be able to hold items.
Proletariat Bussy Oct 21 @ 7:10pm 
Im having an issue, my pawns are literally starving themselves to death before they will DARE touch a bit pf dried meat
Fabeco Oct 21 @ 4:31pm 
unfortunately I love this mod, unfortunately because I hate the research books
trexman2086 Oct 21 @ 12:05pm 
I love this mod it just changes the game in a way other overhauls can't.
addictedtotanks Oct 19 @ 5:27am 
I think there needs to be some tightening around weapons, there needs to be more clear and obvious roles and advantages. Take the militia spear and boar spear. The boar spear logically should be a noticable improvement, it is a tier above. Yet, the militia spear has double the dps. It has double the dps because it has 1s attacks instead of the boar spears 2.10s attacks. The boar spear only does approximately 1 point of higher stab damage. Hardly worth the massive reduction in attack speed.
Legentus Oct 19 @ 12:16am 
https://gist.github.com/HugsLibRecordKeeper/602fce4ee099a660e6ab5389c96f5168

Here is my log. More specifically it's this:

"Could not load reference to Verse.RecipeDef named DankPyon_Make_Timber_Tribal
Exception registering RimWorld.Bill_Production [excepted] in loaded object directory with unique load ID [excepted]: System.NullReferenceException: Object reference not set to an instance of an object
[Ref EB347734]
at RimWorld.Bill.GetUniqueLoadID () [0x00000] in <24d25868955f4df08b02c73b55f389fe>:0
at Verse.LoadedObjectDirectory.RegisterLoaded (Verse.ILoadReferenceable reffable) [0x000ce] in <24d25868955f4df08b02c73b55f389fe>:0
Some bills had null recipe after loading."