RimWorld

RimWorld

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Vanilla Factions Expanded - Tribals
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Mod, 1.4, 1.5
File Size
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4.274 MB
Nov 11, 2023 @ 8:47am
Apr 23 @ 1:28pm
21 Change Notes ( view )
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Vanilla Factions Expanded - Tribals

In 1 collection by Oskar Potocki
Vanilla Expanded
96 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.



[discord.gg]
858 Comments
Vermilion 4 hours ago 
My wild men (before researching Culture) have all adopted one of the pre-generated ideologies and are being hit with heavy mood penalties from being unable to fulfill their tenets. Is there any way to 'delete' the ideology my pawns follow until culture is researched. Mental breaks make this already difficult play style really grueling.
Svuber Jun 10 @ 11:32am 
Hey! Love the mod. I did have a few questions though:

1. Is there any intention to add an adjustable setting for how long since your last research to avoid the punishment by the storyteller?

2. Does research related to Vanilla Vehicles Expanded - Tier 3 count as research required to progress to the next tech level?
Jaggid Edje Jun 8 @ 8:58pm 
@phir, Until you unlock the "research spot" technology, the only way to progress research is by having a tribal gathering. These can be performed at any gathering spot, which includes campfires and the large bonfire that is added by this mod.

You need to have it set as a "gather spot". It is enabled by default when you build new campfires/bonfires/tables/etc, but if you toggled it off, then he tribal gathering option won't be available.
phir Jun 8 @ 8:55pm 
how do I research?
Ordellus Jun 8 @ 12:26pm 
@Jaggid

1) The thing that makes me think it's not intentional is that the tribal gathering recruits tribals with the correct backstories and ONLY tribals with correct backstories - so they at least want you to be an actual tribe that recruits actual tribals

2) So they don't take feedback at all from the only place I've found to leave comments? I find that hard to believe

3) Bug report is a good idea
ShiningKatana Jun 7 @ 6:44pm 
Looking through the mod, this seems way more like VFE "wildmen" than VFE "tribals".
Jaggid Edje Jun 7 @ 2:53pm 
It is intentional insofar as the way the game works, you only automatically get Natural focus based on backstory. If you do a vanilla game this occurs automatically if you choose the "New Tribe" start because children get the Tribe Child backstory.
This mod uses its own game start scenario and is not set to give a natural focus backstory for new children.

Now whether they actually thought of natural focus at all when making the mod is another story, so in that respect, it may not have been intentional, just a failure to consider it.

It's been reported repeatedly here in the comments, but you should do a proper bug report if you want them to consider changing it. Just posting it here in comments isn't likely to accomplish that.
Ordellus Jun 7 @ 2:18pm 
@Jaggid

I'm not so much trying to "solve" it as find out if it's intentional that the VFE tribal faction isn't actually tribals (which would be very silly, and should be changed)--- OR if I'm having a bug I can't test b/c I don't know how to dev mode instant births to see if it's a conflict
Jaggid Edje Jun 6 @ 11:28pm 
@Ordellus, my solution to the issue you describe was to also use this mod, which makes Natural Focus a gene which passes on to children.

https://steamcommunity.com/sharedfiles/filedetails/?id=2885843634
Ordellus Jun 6 @ 10:53pm 
Update: Opened two different save files and the my actual tribals have the faction "PlayerTribe" while my wild men have the faction "VFET_Wildmen"

Does the game only give children the natural focus if they're born into "PlayerTribe"?