RimWorld

RimWorld

Vanilla Factions Expanded - Medieval 2
933 Comments
Nomad 13 minutes ago 
Do grape plants require a post to grow on? I researched wine but am not seeing it appear in the menu to plant them
DJ Salad Bar 47 minutes ago 
now with more bloat?
Magnaticos Jun 20 @ 10:20am 
Is it normal if my colony has option to metal beds and get access to rifles at start?
Jet Jun 19 @ 7:20pm 
anyone else getting the no path bug for the training dummy? ive tried moving it around even into completely open space in the wilds and it still gives this issue
Guy Jun 19 @ 6:24pm 
This is just a silly suggestion but would it be possible to make the archery target give more exp (e.g 100) for every successful hit? That's all! goodluck on the 1.6 grind!1!!
//SlipperyPete:. Jun 19 @ 10:22am 
I know the Expanded team is probably very busy with getting ready for 1.6, but are there plans to modernise some of the ageing additions to the collection? In the case of Classical and Medieval, there are several buildings (most of them I think) that cannot be painted with the Dye system that was implemented into the base game. Allowing them to be painted would bring them into line with the base game and most other newer mods.
Gcloud Jun 18 @ 10:24pm 
Warning for anyone using the Aquebus or Hand Cannon: The negative armor penetration will DECREASE instead of INCREASE with higher quality. This means a masterwork weapon will have less armor penetration than a normal one. I recommend getting Excellent quality for the best overall performance.
//SlipperyPete:. Jun 18 @ 8:41am 
FYI the Thermaebath does not allow light to pass through it, and pawns using it are considered to be in darkness and get the negative moodlet unless they are blind or have appropriate related ideology or genes.
Gutterpunk Jun 17 @ 4:26pm 
Love the mod. Minor feedback: I love the warboe concept but find them both OP and a bit tedious; firing directly at people over walls makes for utterly one sided battles. Also makes them a far better hunting weapon than any other option. Getting the job done requires endless micro though, since I have to command archers to fire at every individual target.

Is it possible to have warbows fire like artillery? Archers would be directed to fire into an area, with a miss radius. Would make them easier to manage and also much less deadly to individuals, making their best use to fire into masses of enemies at choke points.

This would limit their use to softening up big groups, and needing to be used in numbers, fitting the "war" theme. They wouldn't be great at cleaning up individual pawns or firing near allies, giving them natural limitations.

Anyways, not sure of that's even possible, but I'd love to see it if you think the idea has merit.

Thanks again for a great mod
zoroththeawesome Jun 17 @ 2:27pm 
Hey guys I noticed that sometimes the castle doors will close when I uncheck the hold door open button without there needing to be a pawn to go through it. Can someone confirm this is intentional (I'm hoping so). It doesn't always work so if thats the case I will do some testing to see where the mod conflict is coming from.
zoroththeawesome Jun 17 @ 10:30am 
@Legiaseth I am trying to upload the mod but apparently my about file is formatted wrong and I can't figure out why. It's probably something small as it usually is in coding. Either way I don't have the patience to figure it out right now. If your still interested you can accept my friend request so we can chat and I'll send it to you some other way. Then all you need to do is drop the file into your mods folder. It's working great for me other than it saying in game that the mod author is unknown.
guardian1368 Jun 17 @ 1:29am 
i cant sell leather helmets etc. that is from this mod
Legiaseth Jun 17 @ 1:05am 
@zoroththeawesome that would be awesome, thank you!
zoroththeawesome Jun 16 @ 9:58pm 
@Legiaseth I agree. The description is historically accurate but the mechanic that padded armor cant go under metal chest pieces isn't. So I made a patch for it, if you'd like I'll upload it to steam for you.

I also noticed that sandstone castle walls are stronger than slate or marble which doesn't make sense to me. Can anyone think of a reason for that or should I patch that too?
Alyssa Jun 16 @ 2:12pm 
Change

<Operation Class="PatchOperationAdd">
<xpath>Defs/ThingDef[defName="Glowstool"]/plant</xpath>
<value>
<sowTags>
<li>Ground</li>
<li>Hydroponic</li>
</sowTags>
<sowResearchPrerequisites Inherit="False">
<li>VFEM2_Alchemy</li>
</sowResearchPrerequisites>
</value>
</Operation>

To

<Operation Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName="Glowstool"]/plant/sowResearchPrerequisites</xpath>
<value>
<sowResearchPrerequisites>
<li>RG_MushroomCultivation</li>
<li>VFEM2_Alchemy</li>
</sowResearchPrerequisites>
</value>
</Operation>
<Operation Class="PatchOperationAdd">
<xpath>Defs/ThingDef[defName="Glowstool"]/plant</xpath>
<value>
<sowTags>
<li>Ground</li>
<li>Hydroponic</li>
</sowTags>
</value>
</Operation>
CLOCKWORK Jun 16 @ 11:43am 
I tried to retexture heraldics, but failed, and they are still the same in the game, despite being changed in the mod folder. Any suggestions why? My other retextures work fine
vin Jun 16 @ 10:21am 
@MajorityOfTheInternet
I will publish one soon.
vin Jun 16 @ 10:21am 
@guardian1368
I'm in the process of making one right now. Roughing out the detail right now.
guardian1368 Jun 16 @ 2:39am 
just wondering why is there no castle embrasure
guardian1368 Jun 15 @ 11:56pm 
can you add options to change what is used in the mod such as with this 1.5 version is different mods into 1 while the 1.4 version has them split up
MajorityOfTheInternet Jun 15 @ 10:40pm 
Is there an embrasure version of the castle wall as an addon mod somewhere? Preferably not Fortifications: Medieval by Aoba because they're not maintaining it anymore
jon.r.haley Jun 15 @ 7:32pm 
Will these clans ever progress to be able to use guns? or are they hard-locked onto specific technologies?
Legiaseth Jun 15 @ 2:07am 
am I missing something? the padded armor says often worn under heavier armor, but since it occupies the middle layer, nothing with any actual protection can fit on top, so is it just some misleading flavor text?
RethRath Jun 14 @ 1:41pm 
@Faleshar I think its Medieval 1 and Vikings you don't need. Empire is a seperate mod though
Faleshar Jun 14 @ 6:38am 
so i need only Medieval 2 now? and not vikings,empire or medieval 1 mods anymore?
or what factions is inside the pack now?
Rí-rá agus RuailleBuaille Jun 12 @ 3:01pm 
Is there any plan to bring in moats? Or any recommendations for mods that provide it.
Texas Redhawk Jun 12 @ 8:18am 
Suggestion/request: please add the ability to create tricolor heraldry for our banners, tabards etc. Probably the easiest way to do this without having to change the UI to offer three-color patterns would be to add a pattern with two thirds of the tricolor and then have the third stripe be the subordinary.
Zoomer Jun 11 @ 5:33am 
@Bitten try world tech level mod
Rond Jun 10 @ 7:11pm 
Warbows dont shoot over walls. Even by manually targeting enemies on the other side of the wall, the arrows impact the wall. I'm using the mod that speeds up bullets/projectiles I think its called gunplay
Scattersynth Jun 10 @ 6:45am 
Although sad that I can't resurrect my old Vikings play through, thanks so much for this, Oscar!
Groucho Jun 9 @ 6:14pm 
Looks like the Bannermen aren't spawning with their Banners in my game. I looked at the code and it seems that the "weaponTag" for the standard is "VFEM2_Standard," but the one the pawn was given was "VFEM2_MeleeWeapon_Standard"
Bitten Jun 9 @ 2:51pm 
Is there any way to lock the entire map to medieval tech? Maynard medieval doesn't seem to remove the industrial and above technologies and doesn't limit what the npcs can bring.
chaskyy! Jun 9 @ 10:20am 
When I generate a world with the new kingdom option, no pawns spawn and i get a game over message. https://gist.github.com/HugsLibRecordKeeper/d14e6bfd54ef3ed941d73ba47ab8b023
NerffffF Jun 9 @ 9:07am 
Trader pawns wont use the castle gate to travel instead the pawns just break the wall to move inside the settlement
Leonineus Jun 8 @ 3:55am 
Ignore me, A: it's working now and B: when I looked at my "last updated" this morning when it wasn't working I only saw what had updated this morning, not also last night wen ASF updated as well - my bad.
Oskar Potocki  [author] Jun 8 @ 1:08am 
Please report the issue using the Google forms with correct hugslib logs attached so that we can get to the bottom of it.
Knuti Jun 8 @ 1:08am 
@Ronin @Leonineus I seems to be causes by Adaptive Storage Framework. So probably an issue for 2/3 of Rimworld players.
Leonineus Jun 8 @ 12:43am 
@Ronin ah good, not just me then, was trying to figure out what was causing it.
Ronin Jun 7 @ 9:03pm 
My game crashes on loading now since the update. Had the mod active and working great before. Any idea how I can fix it? Thank you
Oskar Potocki  [author] Jun 7 @ 4:37pm 
Hopefully issues with Gunplay should be fixed now.
Games Dean Jun 7 @ 3:16pm 
I'm trying this mod out for the first time, it's really neat so far. In most of the new games I've started, the Ancient Danger is already open when I first spawn on the map. It usually has one or two blocks missing from a wall. Is that expected?
DrGestalt Jun 7 @ 6:53am 
Help, i cannot barter with Merchant Guild when traveling with my Helicopter, there's no option for barter when i visit one of it.
flumph Jun 7 @ 12:06am 
Hi, a raider showed up with the arquebus and starting firing like a machine gun.

Here's the logs: https://gist.github.com/HugsLibRecordKeeper/16257309c125feab3085f316df30ec8d
Steven Legstrong Jun 6 @ 5:02pm 
Hardweave my beloved! :luv::reheart:
Gcloud Jun 6 @ 12:21pm 
Can we get higher durability with quality for shields? Feels awful having to throw away Masterwork shields because they have the durability as a Normal one.
Reidlos Jun 6 @ 9:52am 
Is there a way to add another Merchants Guild to the map? I started with lower then avg faction pop and there is just 1 atm and id like more but they are not "traditional faction bases" so i can add on using somthing like world editor but its a perma base.
MeinHerzinFlammen Jun 5 @ 10:28pm 
The problem described below was fixed by reinstalling Harmony, vanilla expandet framework and VFE M2. I reinstalled first through the game, then through rimpy. I can assume that maybe different versions of harmony and vef conflicted with VFE M2. Now it plays well. I hope this will help someone.
SSS-class Warlock Jun 5 @ 2:59am 
Can anyone tell me where on the Rims I can create Tabards? I got the research, checked the Mint Bill Menu, checked all halfway feasible production buildings and still i come up empty.
Orfanclub6 Jun 4 @ 1:34pm 
Can M2's handcannon be renamed to hand gonne, as so to not cause confusion with V.W.E's handcannon. (Like how VFEP's "handcanon" is called: hand-held cannon). Pretty please. :cat3:

@Kajnake remove them with cherry picker :broflex:
Kajnake Jun 4 @ 11:44am 
Matchlock seems to go crazy for me, turning into an actual shower of harmless shrapnel. Could be something with gunplay? But I dont have any mods that should affect other modded guns other than that