RimWorld

RimWorld

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Vanilla Factions Expanded - Tribals
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Mod, 1.4, 1.5, 1.6
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4.546 MB
Nov 11, 2023 @ 8:47am
Jul 30 @ 12:23am
34 Change Notes ( view )
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Vanilla Factions Expanded - Tribals

In 1 collection by Oskar Potocki
Vanilla Expanded
111 items
Description
[www.patreon.com]





See change notes.



Venture into the heart of primitive survival with Vanilla Factions Expanded - Tribals. Starting as unsophisticated wild men with nothing but fire at your disposal, face the harsh reality of the wilderness as you strive to form a new tribe. Experience the crucial tribal gatherings that unlock a pathway from basic doctoring to crafting simplistic weapons, all the way to unlocking the essence of culture, ideology, and beyond.

As you painstakingly progress through tech levels, cornerstone points become your vessel to choosing an ethos for your faction, granting notable enhancements to your people’s capabilities. The added challenge of survival makes every technological advancement feel like a monumental achievement.

This mod introduces new weapons, such as stakes and throwspikes, alongside communal structures like large fires and sitting spots, enriching both your early and endgame experience. Your journey from mere survival to ultratech advancements unfolds a narrative filled with trials, unity, and the essence of civilization.

I encourage you to subscribe to Vanilla Factions Expanded - Tribals if you’re looking to redefine your RimWorld experience from a raw, authentic beginning to a satisfying, technologically advanced ending. Your tale of humble beginnings to achieving ultratech glory is there for the taking.











































[forms.gle]

Mods such as Pawns Are Capable will obviously break the fact that Wild Men are incapable of jobs until they research them. Don't bother reporting that.

We are aware that due to some mod conflict, some of you are not receiving a letter to form ideology upon researching Culture. As such, we have added a dev mode option to form Ideology. Use it in that case.



Authors:

Oskar Potocki, an artist and a designer, responsible for the artwork and visual imagery.

Taranchuk, a programmer responsible for the code.

Sarg Bjornson, a programmer responsible for the code.

Xrushha, a programmer responsible for the xml.

Reel, master of screenshots.

Storyteller artwork by Vitalii

Rimworld is owned by Tynan Sylvester.

(CC BY-NC-ND 4.0)[creativecommons.org]



Q: I don't have a research spot or bench in my menu!
A: Please read carefully what this mod does. You don't get the research spot until you have done some tribal research, which is done via rituals.

Q: How do I do research as wild men, then?
A: You perform Tribal gatherings. They are guaranteed to give you some progress to random research projects, prioritising the selected one.

Q: Can I add this mod to an ongoing save?
A: Yes! You can add it to an ongoing save, but you will not be able to access the features of the Wild men starting scenario.

Q: Does this mod work with other research mods, including mods related to advancing to next tech levels?
A: It should. We helped patch a lot of research mods to work with our mod. It’s important to know that you get Cornerstones NOT for performing the tech advancement ritual, but for actually increasing your tech level. This means that you can use any other mods to advance to next tech level, and you will still get cornerstone points.

Q: Can I adjust how many tech projects I need to research to advance to the next tech level?
A: Not in this mod, no. There are other mods out there that add tech advancing that are more adjustable, and they should work just fine with Vanilla Factions Expanded - Tribal.

Q: I started as Wild men. I can build/craft XYZ from the start! Why?
A: We have patched all Vanilla Expanded mods and the base game to lock certain things behind Basic research projects - for example, to construct walls, you need to research construction. However, it is simply not feasible for us to also patch every single mod out there. Either use a mod to hide things from the architect tab, or execute restraint from building things added by other mods. We will NOT be patching other mods to lock their things behind our Basic research projects.

Q: Is this mod compatible with Combat Extended?
A: We do not handle CE patches. Best ask Combat Extended team on their discord/steam page. Do not ask here.

Q: Can I still get cornerstones even if I don’t use Wild Men start?
A: Yes. You get a cornerstone every time you advance to the next tech level. If you start as crashlanded, you start in industrial tech - which means you can get two cornerstones: one for advancing to Spacer, and then one for advancing to Ultratech. Of course I recommend starting as Wild men, as it will allow you to unlock a total of 5 cornerstones.

Q: I started as wild men. I couldn’t set up my ideology. Why?
A: Intended. You only form an Ideology upon researching Culture. After all, a bunch of wild people wouldn’t care about having rituals or moral leaders.

Q: Why do my wild men have spacer backstories? Why are they not all tribals?
A: Because Wild men are not Cave men, really. In RimWorld, wild men are people who abandoned their way of life to become one with nature. Check it yourself: Wild men that spawn can be anything, from tribal herders to ex-space marines.

Q: What if I get raided early on as wild men?
A: We actually added a system that lowers the chance of raids if you’re in Animal research era.

Q: I recognize this chunk! Are you a Rust fan?
A: Absolutely. I've been playing Rust for ages. This chunk is my homage to all the time I wasted on that game.

Q: I skipped the message to form my ideology! What do I do?
A: It should still exist in your history tab, but there is also a dev option to reform ideology!



[discord.gg]
Popular Discussions View All (1)
0
Nov 19 @ 9:27am
A few suggestions
Extinction
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.