RimWorld

RimWorld

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Vanilla Factions Expanded - Tribals
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Mod, 1.4, 1.5
File Size
Posted
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4.278 MB
Nov 11, 2023 @ 8:47am
Mar 19 @ 3:23pm
29 Change Notes ( view )
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Vanilla Factions Expanded - Tribals

In 1 collection by Oskar Potocki
Vanilla Expanded
109 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]
1,173 Comments
Haerzog 15 hours ago 
The Large Fire doesn't actually produce any light...
Cole Jun 11 @ 1:30pm 
@elgate I had the same issue. It turns out I did get the notification to create an ideology, but I had dismissed it. I was able to resolve this by going to history > messages and finding the notification that I could create an ideology.
Rye! Jun 8 @ 5:47pm 
Consider looking into compatibility with Research Papers :eyes:
Guineatown20806 Jun 6 @ 10:29am 
@JollilyJime You have no idea how much I must thank you! I have had this bug since I played with VE-Tribals and never knew how to fix it. I believe it has to do something with Tech advancing or Tech level progression advancing you techlevel to lets say industrial but the gathering spots staying stuck in the advance to industrial while you are already industrial tech which than causes the bugged gatherspots.
Elgate Jun 5 @ 5:58am 
I have advanced to the neolithic age but didn't get the opportunity to pick an ideology. As a result, I still don't have one a couple of hours in the neolithic age. Is there a way to manually trigger it?
https://gist.github.com/HugsLibRecordKeeper/4e3ad7ecc4cfcf3d9752a4f47475a592
DrBossWatson May 29 @ 6:42pm 
What's the music that plays when advancing to medieval from? It's so familiar but I can't place it...
Felnel May 28 @ 3:27pm 
Very nice mod, im curious to know if there have been any updates to the tribe factions mechanics, specifically in regards to their AI behavior in combat, i believe it would be beneficial to reduce the number of invaders, but make them more formidable by improving their equipment and battle tactics. additionally, i'd like to suggest giving the nudist meme a significant buff and immunity boost to make up for their lack of equipment, this could make them a more interesting and challeging faction to encouter
Sarg Bjornson  [author] May 26 @ 11:03pm 
@lostormisplaced: Don't feed the troll lol
lostormisplaced May 26 @ 8:05pm 
@CrazyOatmeal but oskar isn't even the one who does the coding???
I'm blind as ♥♥♥♥ May 25 @ 5:54pm 
>Sitting spots barely count as a chair
>They have a -2 beauty value

Yo, why