RimWorld

RimWorld

Medieval Overhaul
StandPeter Jan 13, 2022 @ 8:45pm
Really enjoying this so far - here's some feedback!
So I've been using this in a non-medieval-exclusive modded playthrough and I think this is one of my new essential mods! It bridges the gap between neolithic and industrial very well. I'm doing a standard start and building an electrical infrastructure feels far less urgent than it normally is - I can just take my time and focus on growth, first.

Some of the things I really like:

- I love the emphasis on doodads (like the chest and grindstone) because I'm a sucker for functional decorative buildings
- Excellent art
- The wheat grinding, mining, and cotton spinning mechanics are the best implementations of each I've seen. I can finally drop the old "continued" mods I'd been keeping around exclusively for those things!
- I appreciate the effort to consolidate all the different leathers/hides/wools into a much shorter list.

Classification and text errors I've noticed:

- Gloves and boots are made at the anvil and not at the tailoring bench.
- Because the 'spin fabric' action is available on the Tailoring Bench, pawns assigned to "Craft" work will attempt to do "Tailoring" actions, even if they are not assigned to it.
- There is no recipe to make quivers.
- Some names are redundant or don't fit very well ("Leather leather vest", "Steel ingot longsword")
- Padded Surcoat is a skin item, and isn't worn over anything like the name/description implies.
- Decaying Roxes get a giant pink box placed over them.
- Noble Rustic furniture should probably go in the same research node as the other noble furniture.
- Heavy fur and Thick Leather still use the Muffalo and Bear leather descriptions, respectively. Also, Heavy Fur should be colored megasloth beige instead of muffalo blue imo.
- There is a duplicate definition for Leather.

Mod patches that I think would help:

- The Dark Forest biome doesn't have any Vanilla Plants Expanded fruit trees attached to it.
- There are a lot of overlapping names/items with VPE and VFE-Medieval; this has been discussed in other threads, but I want to mention it here.
- Wheat is really inconvenient to store using Deep Storage. I think Wheat should qualify for Food Baskets and Haylofts.

Some balance and feature suggestions:

- The big dark forest trees could use a less-big sprite before they're fully grown.
- I think the Rox should be a pack animal, should grow wool, and should have a pretty significant revenge rate for failed taming.
- Roxes, Thrumbos, Muffalos, and other iconic creatures should get their own leather/cloth category back to preserve their unique statistics.
- Flour actually spoils considerably faster than Wheat irl. I think Wheat should last longer and be easier to bulk store, whereas Flour should have a large stack size to make it best suited for shelf storage in the kitchen.
- It's really hard to even minimally armor arms/legs before you reach chainmail. Protective Clothing should add some sort of padded undergarment, or the Gambeson should include arms.
- Armors shouldn't include Neck because that would overlap with most helmets in this mod and give an absurd armor rating in a traditionally vulnerable place. (but really, I want it so my armored pawns can wear capes)
- The quiver is mad OP. You might want to consider limiting the weapons it works with and nerfing it.

Some things I don't like but that's just my opinion man:

- There are a lot of weapon techs for really minimal upgrades. Maybe they could be consolidated?
- I really dislike the cooking bench clutter. "Fried Eggs" are generally called "Simple Meal" in Rimworld.
- Aside from the wood piles, I don't think any of the storage options look great. I generally just stick to Deep Storage's options.
- I think the Scribe's Table should just be removed so another mod can fill the gap for medieval era. Unless you have a total medieval overhaul that bird will be trading with ships in orbit.
< >
Showing 1-1 of 1 comments
SirLalaPyon  [developer] Jan 14, 2022 @ 10:57pm 
Thanks for the detailed feedback.

1. I don't think its possible to reduce the size of the trees when they are still young, at least in XML

2.I could put back the unique characteristics of the muffalo. I don't think I have touched the thrumbo hide.

3.I can make the wheat last longer than flour, didn't really thought of their lifespan that much.

4.Yeah tbh the quiver wasn't supposed to be in the mod yet, I accidentally enabled it. Goota tweak em soon

5. I put the gloves and boots stuff in the anvil just so to keep it all in one workbench

6.The duplicate def for the leather is a dummy def for the processor framework.

7.I think the spin fabric is assigned to the crafting skill, ill take a look and change it to tailoring skill if it is

8.Will update the rox together with the new animals I plan on putting in the mod.

9. I'll integrate the vanilla royal research and put it in the Medieval tab

10. I removed the necks for the chest pieces originally for CE compatibility, but I'm adding them back in to fit vanilla, then remove neck protection from helmets.

Ima fix the other bugs that you posted, appreciate it
< >
Showing 1-1 of 1 comments
Per page: 1530 50