RimWorld

RimWorld

Medieval Overhaul
tanyfilina Sep 1, 2021 @ 7:56am
1
Some feedback after playing with tons of mods
Hello!
I love the concept and most of this mod, but I have some questions/notes/suggestions after several days of playing with it.
1) Please, make more patches for different things to be built not from steel. Like Artist workshop (vanilla) or Dub's Bad Hygiene stuff.
2) Let us make hides from baby animals (and add the info about hides drop).
3) I want to suggest to make rustic furniture to be considered as such for Ideology (and your special Scenarios to have rustic preferred style).
4) Currently the vanilla end table and dresser don't count for Medieval beds and vice versa.
5) Not sure, if it is vanilla or modded, but I can prohibit to refuel torches and bonfires. Please, consider adding such feature to candles.
6) I think that Rox should give wool, nuzzle and be pack animal. By the way, how can I meet other Medieval animals and trees with elven wood? I've got only Dark forests with dark wood.
7) I've built a workbench, but there is not a single recipe. Is it a bug? Shouldn't there be at least the same recipes as in work-place?
8) Currently the Hearth is not a point of socializing.
9) What is the purpose of reinforced tables? And what is generally the difference between your tables and vanilla? (apart from the round table of course) 1x1 table would be a nice addition, since your mod is an alternative to Gloomy furniture.
10) I have the "spin cotton" recipe at the tailor bench, although I've no textile spinning tech yet - but pawns don't perform it ))
11) OMG, I've just discovered another two bunches of Medieval technologies )) Maybe you could consider moving them a bit closer to previous. And by the way I can build a tailor bench with vanilla tailoring, even without your tailor tech.
12) Probably Noble and Imperial techs and items should not be available without Royalty dlc?
Last edited by tanyfilina; Sep 4, 2021 @ 8:17am
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Showing 1-15 of 22 comments
tanyfilina Sep 3, 2021 @ 10:38pm 
I also suggest you to add the button to campfire and torch UI to allow to refuel them with coal and other wood for campfires and tallow and other wood for torches. And to fueled stoves and workshops.
Alu Sep 9, 2021 @ 2:24pm 
I think refueling torches should just be an option you can enable or disable in a menu. Just for performance reasons more than anything. There's a "no refueling torches" mod in the workshop for a reason.
tanyfilina Sep 10, 2021 @ 9:39pm 
Well, I thought that boars don't drop hides because I have a mod that adds boar tusks (there was red error on that in log), but chinchillas? Why cannot I get nice chinchilla fur? (
tanyfilina Sep 17, 2021 @ 9:25am 
Well, for those who cannot like the hides change in its current state (and I cannot, sorry) - go to the 1.3 - Patches folder and remove the folder HidesRelatedPatches. Seems like it works.
Last edited by tanyfilina; Sep 17, 2021 @ 9:25am
tanyfilina Sep 25, 2021 @ 1:20am 
Gloves and boots can only be produced at smithy - a bug probably? I think they should be available at the tailor's bench.
tanyfilina Sep 26, 2021 @ 9:08am 
Wheat seems to be greatly overpowered. 1 plant gives 34 wheat harvest, 30 can be turned to 30 flour and 30 hay, then 30 flour into 100 units of bread, each of 0.40 nutrition!
mattal85 Oct 2, 2021 @ 10:23am 
I'd love to see better integration with Vanilla Expanded series since this mode often overlaps with stuff added there. Like VEF: Vikings and selection of axes added there could be moved in tech tree or removed, Same i like VE: Weapons for selection of tools from there and i get second branch of tech for bows while using both.
tanyfilina Oct 8, 2021 @ 7:03am 
Maybe it's just my bad luck, but other Kingdoms don't trade salt (and btw there are only weapon and armory medieval traders). So if I run out of salt on my map, I'm stuck with all recipes that require it.
tanyfilina Oct 8, 2021 @ 10:00am 
Also I suggest to make your egg-using recipes to use fertilised eggs, since it is really hard to keep the chicken separate.
mattal85 Oct 20, 2021 @ 9:59am 
Originally posted by tanyfilina:
Maybe it's just my bad luck, but other Kingdoms don't trade salt (and btw there are only weapon and armory medieval traders). So if I run out of salt on my map, I'm stuck with all recipes that require it.

Research mining then build a mine shaft.
Enju Saion-ji Dec 13, 2021 @ 11:11am 
i play with pretty much all of the vanilla expanded mods including the medieval and vikings. would you be able to change the way the workbench works to have all the recipes the crafting spot has, (and only show recipes that have been researched ofc) because at the moment, the workbench has very few recipes and seems kinda useless.
SirLalaPyon  [developer] Dec 14, 2021 @ 9:52pm 
@Enju Saion-ji latest update included all of the recipes from the crafting spot into the MO workbench
SirLalaPyon  [developer] Dec 14, 2021 @ 10:05pm 
1. Patched the styling station, cannot find artist workbench. Dubs will be patched soon
2.Animals have three life stages, with the way hides are written right now (not good), It will take 3x the work of applying hides to animals.
3. Done
4 I made it like that to prevent clutter due to the many endtables and dressers in MO
5. Done
6. Rox will be fully redone in the future
7. Should be fixed now
8. Fixed
9. Reinforced tables are there simply because it fits the style of an Iron fortress colony that I usually make. There really is not much any difference with my tables vs Vanilla except for the rustic artstyle.
10.Fixed
11. Research should be intuitive unless you are using research UI mods, which I avoid due to them being weirdly incompatible with some mods the last time I played. Fixed
12. Not sure what you mean with royal and imperial techs and items
Last edited by SirLalaPyon; Dec 14, 2021 @ 10:05pm
tanyfilina Dec 15, 2021 @ 12:38am 
Originally posted by SirLalaPyon:
1. Patched the styling station, cannot find artist workbench. Dubs will be patched soon
...
4 I made it like that to prevent clutter due to the many endtables and dressers in MO
...

12. Not sure what you mean with royal and imperial techs and items

Great, thank you!
1. That is the workbench used to make statues in vanilla, I might mis-name it as I play in russian...
4. Why would that clutter anything? I mean that if I build MO endtable near the vanilla bed, it doesn't increase the comfort...
12. Like noble swords and imperial architecture and such things.
Last edited by tanyfilina; Dec 15, 2021 @ 12:39am
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