RimWorld

RimWorld

Vanilla Factions Expanded - Medieval 2
1,127 Comments
STEALTHY¥ Sep 21 @ 3:31pm 
I noticed an issue with the "cobblestone walls" for some reason raiders dont treat them like walls or something?

Through testing with spawning raids even with a massive hole/gap in my wall around a colony raiders will still run to the cobble walls and when they reach them they get confused? and then try break in but asoon as i replaced the cobble walls with a different wall they pathed through the gap like normal
Nezeltha Sep 19 @ 8:05pm 
Which plants count as flowers for the apiary? Does it not count hyroponics?
Good Old Jim Sep 19 @ 4:07am 
Quick question, is the Merchant Guild's barter value influenced by the trade price disadvantage setting? And if not could we maybe get a mod menu slider to affect its general pricing advantages/disadvantages?

(Long short of it is I found their EXPANSIVE inventory a fairly easy one stop shop to get anything at all you'd need so I was kinda wishing I could make them harder to buy from for the sake of balance).

Thanks for your consideration.
Werewolfie Sep 18 @ 4:34am 
Would be cool if some of the draughts also satisfied the genetic dependencies certain xenotypes like Hussars have. One just crash landed into my colony and I'm not looking forward to them just wasting away because I'm medieval.
wikicon83 Sep 17 @ 12:49pm 
@POP I have that exact same problem. I don't know which mod is messing with the tile generation but I can't ever start the New Kingdom scenario because of it.
Sarg Bjornson  [author] Sep 16 @ 10:56pm 
No problems like that here
P O P Sep 16 @ 3:42pm 
Yo there is a bug on the little 8 pawn castle raid start where it automatically opens up the ancient danger. Lost a run just because of that and now I have to go back into the character creator for another 30 mins ;-;
AbsoluteGato Sep 16 @ 4:23am 
sorry if it has been asked before, but is this safe to remove mid save?
Red Sep 15 @ 5:23pm 
I have a question does the overlap mean that there are duplicates or that it just modifies the existing weapons? Or is there something I need to disable? I just want to know before I enable the mod.
ggfirst Sep 15 @ 4:54pm 
Love the mod. but please do something about barter. YOu can't 'CherryPick Barter from the mod. Or at least balance it. Not reasonable. Its almost hardselling. Separte mod Barter please..
Fion Sep 15 @ 4:47pm 
The tabard whenever pawns look behind (Their backs to us the camera) The tabbards go over hair and head.
McLets Sep 14 @ 11:09am 
ahaha heavy leather helmet (but then I took an arrow in the knee)
vincent_renevot Sep 9 @ 3:48pm 
Hello, i find that the shields give -500% chance to dodge a melee atack, maybe you would give it -5% but it gives -500% so pawns with shields never dodge ennemy's attaks.
Xanthiras Sep 8 @ 10:27pm 
Is it possible to have the text of the caravan raid quest include which faction's caravan are you raiding? At the moment the text only includes the name of the questgiver's faction (which is friendly)
dominicawb Sep 6 @ 11:37am 
So there's a few things missing from VFEM2 that I REALLY wish it would add, that Medieval Times had: Food Preservation/Temperature Systems like the gathering of Ice for Ice Boxes, as well as the Artillery pieces that could use Stone Chunks for ammo like the Catapault. IS there anywhere I can find besides MT itself that adds equivalents of these?
SanDimas Sep 2 @ 4:42pm 
just to ask XML error: <li>108~190</li> doesn't correspond to any field in type PawnKindDef. Context: <PawnKindDef ParentName="VFEM2_ClanBase"><race>Human</race><defaultFactionType>VFEM2_CivilClan</defaultFactionType><maxGenerationAge>60</maxGenerationAge> whats this about?
Revan145 Sep 2 @ 4:22am 
Ok so after going through my mods list there seems to be an issue with VFE medieval and GTG orbital traders. I prefer this mod so I'll be keeping this one on instead. Just wanted to let others know in case they had issues. Sorry if this was long winded.
tehalmightytaco Aug 31 @ 11:58pm 
Hey so back when the Vikings were their own mod there was the structure that you could encounter with a viking dude in cryosleep, i often liked to start with a map that had that structure on it, is it still in one of the mods, if so where is it on the add structure thingy when doing a custom start?
kd5crs Aug 31 @ 12:10pm 
Hello! Padded armor says it is something worn under heavier armor, but both padded armor and plate/legionnaire/centurion/leather armor also take the middle slot. Is there supposed to be an outer-only metal armor? Like chainmail exists as a skin only metal armor. Or is padded armor just a way to get some kind of armor under a parka? Thanks, love the mod.
Sarg Bjornson  [author] Aug 29 @ 11:29pm 
@lloki: 7-30 ms is not a tps impact, it is a looping error being constantly vomited on the log
Morton Aug 29 @ 2:28pm 
OK I have been sending quite a bit bug reports for this mod already (and frankly I don't even know if some of them are useful at all, I'm very sorry I'm just not good with this error stuff). I need help from anyone since I'm going slightly insane. Merchant's Guild is just a hive for bugs to happen. I'm looking for incompatibilities using binary method and already found some and even reported one and it's fixed but there is still more. The worst part is I love this mod and I love the merchant's guild T_T

Please people when you find bugs send them with the google forms, include your logs (hugslib has an option to copy everything), I just hope nobody is saying there is broken stuff and not even including the log!!!

NGL kinda wish merchant's guild was like a different mod without all the other medieval stuff because it's seriously giving some gamebreaking stuff like looping errors that make the game basically unplayable...
lloki Aug 29 @ 1:27pm 
Merchant Guild camps are destroying the tps lategame. There are so many sites and each one is ticking like hell. I just destroyed all of them and suddenly WorldobjectsHolder:WorldObjectsHolderTick is showing 0.190 ms max, while just before it was 7-30ms
Simikiel Aug 29 @ 5:57am 
@Firelemms22 I'm still relatively early into using it, but it's great! Loads of things to make actual castles, workshop additions that are applicable across all time periods, I definitely suggest giving it a try!
Firelemms22 Aug 29 @ 3:09am 
just checking with people using this mod, it doesn't feel like overkill to have it on? Especially with a fairly long mod list. By overkill I mean does it integrate into the base-game well; i only play vanilla-like mods (yes i know it's a vanilla expanded mod).

I'm not all that interested in a solely medieval playthrough, i'm just seeing if it would go well with your average rim playthrough, because i think the vanilla medieval content is lacking
ggfirst Aug 29 @ 2:52am 
theres gotta be a reason why sweetrolls are'nt considered as Dessert from VCE.
Simikiel Aug 28 @ 9:35am 
Ah I just realized I'm stupid! The embrasure is from Combat Extended so is a poor example. Disregard that part of the question, I'd still like to know though!
Simikiel Aug 28 @ 9:32am 
What's the reasoning behind being able to walk over Low Castle walls? I would have figured they'd need to be in the damaged state to be able to do that.

Like, the low castle wall's cover height is 1.05m, and for comparison, the Embrasure's cover height is 1.23m, and the embrasure cannot be traversed.

I'm not mad about it, just wanting to know the reasoning behind it.

Absolutely love ya'll work <3
Geisthander Aug 28 @ 8:57am 
Is it intended that the castle gate opens slower than the castle door? They both have the same HP when stuffed the same, and it would think that the gate (using steel for the moving part) would open quicker that the solid granite door. either way, doesn't make a huge difference, but it seemed odd so I thought I'd ask.
HalfMoon95 Aug 27 @ 5:19pm 
When if ever are you going to bring Freya back? I liked the raid mood mechanic.
Simikiel Aug 26 @ 6:39am 
@Lobanych Sounds like you're using Combat Extended? I had something like that happen except with an Antigrain bomb from the Deserters mod (Made so many fragments go so far that it wiped out half my cattle and three of my seven colonists lmao) I recommend disabling the fragments from walls in the mod settings of it.
JACK Aug 24 @ 8:31pm 
are there any modded flowers that work with the apiary, or is it just vanilla flowers?
BorisTheAnimal Aug 23 @ 6:38pm 
can vehicles go through castle gates?
firsbacman35 Aug 22 @ 11:21pm 
is it possible to add our own custom simbles for the heraldry banners
Lobanych Aug 21 @ 5:08am 
Why the hell walls from this mod EXPLODES on severe damage with fragments just like grenade???
Morton Aug 21 @ 2:06am 
Yea, sent a bug report about it. I had to remove a thing from the save that was causing these errors (washing machine from DBH or slot machine from Hospitality Casino or whatever happened to make an error and was being sold by the guild at that particular moment). It spams the log to death, kills TPS, makes all caravans unable to move.

Haven't tried sending the caravan to a tile next to the guild, how would that work if I wanna trade with them? < <
Luke TasRook Aug 20 @ 10:23pm 
Whenever I send a caravan to a merchant's guild the caravan becomes pretty much unresponsive. I have to send it a tile next to the guild in order not to completely brick it. It tanks TPS as well and breaks fast forward speed. Just FYI.
JustDragoon112 Aug 20 @ 2:55pm 
If this has already been noticed then my bad, i'm not sure if its another mod or not but i have this and Weapons Expanded installed, the overlap they have is causing matchlock and gunpowder to be directly linked and related to each other, meaning you cant research one to unlock the other without researching the other- but you cant cause they're linked and require the other to be researched etc
Anker Aug 20 @ 1:04am 
Does anyone know if one of the draughts helps a colonist snap out of catatonic shock faster?
Vojtason Aug 19 @ 9:57am 
so the matchlocks are a bit mistaken as their tech level is set to industrial
Arkitekt Aug 18 @ 7:31pm 
I believe there's a bug with the merchant guild. Whenever I have someone visit a site to trade, they eventually become fascinated with the cube. I do not have a golden cube on my map.

Dunno if this is a bug or intended.

I play with it, because they technically see the cube at the merchants, which could lead to them being interested in it.
Dr.Idot Aug 18 @ 12:39am 
Did you purposefully make Bee keeping locked behind researching Pemmican first?
Seems a bit odd and unrelated, just wanted to check.
Brutus Aug 17 @ 11:55am 
Something is definitely wrong with the raid point calculation for the viking faction, sending 20 people on a raid where a tribal faction was only sending 10
chewyderbs Aug 17 @ 8:49am 
I'm sorry if this has been asked before (tbh I don't want to scroll through 100 pages of comments) but do you think you would be willing to add the Barter trading system as an independent mod? Seems like it could apply to a lot of playstyles.
Jood122 Aug 17 @ 5:28am 
Any update on the Monster Hunt VQE? I'm curious because I miss my mythical beast hunts, and I don't seem to find it anywhere on Steam. Great work on the rest y'all, truly.
Valargent Aug 16 @ 2:43pm 
How do you put your heraldry on your heater shield?
Ivan HellDriver Aug 15 @ 9:19pm 
I just wanna say I think it's really cool of you guys to mention a different mod if someone intended to have a medieval only play-through. That's what I was looking for but next playthrough I am for sure gonna try out this mod. :)
daz_ian Aug 15 @ 8:42am 
Is it intended behavior for siege camps to potentially spawn with significantly more bedrolls than raiders?

My first two (both at 25% threat scale) have been:

Fight 1 at the camp or 2 at your base, and the camp has 17 bedrolls to loot.
Fight 2 at the camp or 5 at your base, and the camp has 11 bedrolls to loot.
Ronin Aug 15 @ 3:25am 
@The CandyMew Vanilla Expanded Framework has an option under the mod config menu
The CandyMew Aug 14 @ 3:52pm 
anyone knows how to add the savage kingdom and savage clan to and existing save? i forgot to enable them :(
akira Aug 14 @ 12:30am 
What niche does the cloth wall fulfill?