RimWorld

RimWorld

Vanilla Factions Expanded - Medieval 2
766 Comments
Nero Sima Apr 25 @ 2:42am 
Medieval 1 terraforming is gone, will it ever come back?
Hanz Apr 24 @ 10:55pm 
I could be missing something obvious, but the flavor text and descriptor for padded armor seems off. I'm finding very little in the Vanilla expanded catalog that fits just on the outer layer that makes sense in terms of "worn under heavier armor", and the only thing in the base game I'm finding is the flak jacket. There are plate shoulders added by Vanilla Armor Expanded and the Janissary cuirass from VFEE from that fit exclusively in the outer layer, but those are all I can find. All armor added by this mod also takes up the middle layer, so the padded armor isn't compatible with any of them. Can't tell if this is intended or not.
SuwinTzi Apr 24 @ 3:54pm 
Hello, rendering bug with the melee training dummy; rain effects render over the dummy when it's under a roof.
Mintpenguin Apr 24 @ 6:19am 
Any chance of getting the viking hairs back? I miss them haha
KingLehr Apr 23 @ 1:44pm 
It'd be great if there was a Viking starting scenario.
Demonic Apr 23 @ 10:56am 
All the new workshop linkables work fine with electric and large variants of production tables from VFE except the butcher stuff, works with regular table but not electric.
Oskar Potocki  [author] Apr 23 @ 2:00am 
Then we can't help you, sorry.
2B Apr 22 @ 6:16am 
Hello, my game is crashing when I open trade with merchant guild, I get no error log tho
神说万岁 Apr 22 @ 3:42am 
Medieval Overlap Remover @Zeτα This mod will meet your needs
Zeτα Apr 21 @ 11:47pm 
this looks ultra cool. is there any way to just grab the cosmetics like the armour and style without touching any of the other things that would overlap with Medieval Overhaul? the jester hat and plague mask are so cute. it's been a while since I touched Cherry Picker and I've heard it's had some issues since 1.5 so I don't want to rely on it.
or maybe, someone can point me to a tutorial so I can modify it myself? I've messed with xml before but that's the extent of my knowledge.
hopefully someone has plans to make a compat patch between this and Medieval Overhaul that would be awesome
Skaadi Apr 21 @ 6:49pm 
Yes yeeeeeeeees, yes yesyesyes! Time to blow my modlist up again!
SolarFlare1234 Apr 20 @ 8:06pm 
medieval 2: total war
NewNordic Apr 20 @ 5:26pm 
When I use a Healing Drought it applies toxin to my pawns, causing build up until the effects are gone itself. Says nothing of this in the description. Just had a pawn die when they were close to death and i applied the draught to them.
Eggnog98 Apr 20 @ 1:33pm 
@JujedieFR76 it's just weird because there is no issue with the Heavy Shield from VFE - Classical.
Eggnog98 Apr 20 @ 1:27pm 
The meat smoker is gone :(
JujedieFR76 Apr 20 @ 5:11am 
@Eggnog98 I think it's due to the fact that some prosthetics arms remove hands or fingers
Snappa Apr 20 @ 2:38am 
What about wooly cow :(
Eggnog98 Apr 19 @ 3:26pm 
Apparently you can't equip the heater shield if you have bionic or archotech arms, I haven't tried with prosthetic arms yet.
skrotkanon Apr 19 @ 9:35am 
Huzzah! Rimworld just isn't the same without axes and leather armours!
Fabeco Apr 19 @ 9:17am 
The mod works for one thing and cuts the other. The mod is good, but it is removing raids, and also when I disable it and leave only medieval overhaul the merchant scholars do not appear
Сизлер Apr 19 @ 7:17am 
will there be a version made to work with medieval overhaul? this adds a lot of stuff it doesnt have would be cool to see one that removes the overlap
Fire Pixsel Apr 19 @ 6:52am 
Plague mask apears wrong way when pawn is walking. When they have thier back turned towards the player the mask is turned as if they walking with thier face toward camera
itsmallyshev Apr 17 @ 11:39am 
Guys where can i find the same quality or close
Wine addition without all other medivial stuff... its so upsetting that VCE brewing mod or VFE classical mod doesnt add wine for some reason, but VFE medivial does..
Eggnog98 Apr 16 @ 7:33pm 
Does anyone else have an issue where the 3 and 4 wide castle doors/gates don't line up with the walls in the left/right direction?
M Apr 16 @ 11:53am 
Awesome stuff. Was hoping for more quests like the viking tombs but looks like those are going to be more separated from VFE now? Thanks for your work. Cheers
JoeOwnage Apr 15 @ 7:57am 
glowstool patch is conflicting with Regrowth Core
vincent_renevot Apr 15 @ 6:03am 
And to kick away long bow and crossbow of weapons expanded you can take the mod "cherry picker". Or put them in the same research of the rest of warbows and arbalests called "greatbow" with MQOL.
vincent_renevot Apr 15 @ 5:57am 
@Fibre🌹 The fix is to go into gunplay's settings and disable Enable Trails. You're welcome.
To make gunpowder a prerequise to gunsmithing you can use x-correction or Shavius's Vanilla expanded patches that make that, or MQOL and modify all tech tree to your plaisure, or balance the incridibly op heavy leather armor that is both a parka and a more protective of a heavy plate armor. Thrumbo heavy leather armor 176% amor, plasteel heavy armor 97% amor, heavy leather armor in simple leather is 70% armor, a plate armor in steel is 65%... I know that thrumbos are legendary and hard to posses but well... 176% armor is normaly SPACE TECH. Maybe the team should take a boy responsible of BALANCE. Balance was always a preocupation for POTOCKI so i don't know what happened... Or maybe they are thinking to make a mod named Vanilla Expanded Balanced i don't know ;)
BigGovernment Apr 15 @ 4:40am 
I swear this map generation is borked.
Fibre🌹 Apr 14 @ 10:14pm 
I'm having the same problem where the flintlock or any "powder age" weapon shoots, it'll shoot like a mini gun and drop the FPS to 2-5 until I delete the bullet trails using devmode.

Will there be a patch for gunplay or nah?
Bronk Hotblast Apr 14 @ 7:54pm 
I am getting a conflict between this mod and Regrowth: Core.
vincent_renevot Apr 14 @ 3:52pm 
When i research the matshlock technology next i can choose to take "gunpowder" for 2400 or i can directly take "gun weaponery" and electricity and factory for 4500. For 2000+ i have a small medieval upgrade but for 2000 more i can have 3 major modern upgrade. that have no sens and so "gunpowder" is totaly useless. i can jump to mastchlock to 20th century guns without passing to musket and gunpowder. tried to find a patch for vanilla weapon extended + medieval 2 but i didn't find it. Amazing mods, really, but well, they have redondent content that don't merge together AT ALL, despite the description. If a modder see my comment, feel free to make a patch for the plaisure and the glory of all. Kiss
vincent_renevot Apr 14 @ 3:52pm 
First of all i have a real respect for the team and the work. I will tell you my experience with weapon expended + medideval 2. I play rimworld in neolithic strat in french language. The french traduction for "greatbow" is "arc long" that means "long bow". I play with vanilla weapon expended and mediaval 2, they add respectively a long bow and a warbow, a cross bow and an arbalest. So now my game have 2 different long bows with different stats and cost and effects and tech tree!! + a war bow that is a variant of the "great bow" or "arc long" or "longbow". That is amazingly confusing. I have two different crossbows that i unlock with different tech trees, i can have the heavy arbalest without researching the crossbow.
ishe Apr 14 @ 9:36am 
Amending my last comment, fur beds don't link to any linkables. I'm trying to use Hugslib to get my logs but not having much success and I don't have an output.log in my rimworld64 data folder. Hope this can help still!
CT Apr 14 @ 4:57am 
But did you bring back the woolly cow from the old mod?
Dannyboy Apr 14 @ 2:55am 
just solved it, the problem has to do with gunplays trails
Sarg Bjornson  [author] Apr 14 @ 2:55am 
Gunplay is the usual culprit
Dannyboy Apr 14 @ 2:51am 
@Luckless02 im having the same issue flintlock pistols fire 100s of rounds a second
Luckless02 Apr 14 @ 2:25am 
Soooo Musket, Flintlock, and handconnon are firing faster than a minigun
Lobanych Apr 14 @ 12:59am 
Error generating starter map in mountains or hills
NyamiNyamiNyami Apr 13 @ 9:01pm 
does this work with multiplayer? like all the other VFE mods?
Innocuous Apr 13 @ 1:39pm 
Visual bug report: Training Dummies show weather effects (rain, snow, etc) regardless of underground construction status.
Shady Suspicious Smiling Man Apr 13 @ 10:00am 
is it just me or is Fine Matting tagged as "floor quality: common" in the build menu?
Abster Apr 13 @ 9:03am 
@Oskar Potocki: Wow! Taht's really cool! Looks I've been missing out on some amazing mods because I thought the VE Factions are useless to me if I won't be playing as those factions.

Will use them on a new save, just to be safe. I've really enjoyed all the Vanilla Expanded mods, many thanks for that!

Am I ok to use all the VE mods together at the same time, or would you not recommend that? (On the VE factions mods' page, there's come user comments that there is incompatibility between some of the VE mods, like Medieval 2 with other VE mods, this isn't officially true is it?)
ishe Apr 13 @ 7:32am 
Don't think this merits a full bug report since it just seems to be a feature overlook. The fur bed does not link to the surgery tools, whereas the surgery tools says it can link to ANY bed.
Oskar Potocki  [author] Apr 13 @ 5:50am 
@Abster
Yes you can. You don't need to play as the medieval start to enjoy the content of this mod. Same goes for all of our other mods. I use Medieval 2 while I play as a sci-fi nation of insectors just so the medieval knights occasionally come to my megahive so that I can kill them.
Mac Apr 13 @ 2:58am 
@Sarg I don't envy your position, for sure.
Sarg Bjornson  [author] Apr 13 @ 2:25am 
And you can't see the bugs people have actually reported in the form. 97% of them are unusable. People literally report "This mod fails, I have no other mods active", and you see in the log they have 700 other mods. It's madness
Sarg Bjornson  [author] Apr 13 @ 2:24am 
So, next mod release in 2047, right XDD