RimWorld

RimWorld

Vanilla Factions Expanded - Medieval 2
1,166 Comments
Jim Jam 5 hours ago 
Does the Amnesia Draught remove unwavering loyalty on prisoners? I recall seeing somewhere it did but I believe I am mistaken.
Aug Freeman 23 hours ago 
Are you not able to play as a viking clan? im not seeing the scenario
Hard Computer Player 21 Oct @ 9:14am 
I can trade with about half the merchant guilds on the map, the other half only have the option to be attacked. Is there some specific cooldown on trading with merchant guilds? No, i have not committed violence against them (yet). Is that a bug? Can it be fixed with devmode? Thanks
kalle2000 21 Oct @ 8:34am 
Vacstone should be forbidden to be sold by the Medieval settlements, its incredible tempting to buy the 500 blocks thats they stock but that would completely ruin the Odessey experience...
Sarg Bjornson  [author] 21 Oct @ 8:33am 
No changes here since release
Reddie 21 Oct @ 8:09am 
Since when were trader's guild nerfed? Last time I had so many options to buy but now it like 10% of what it used to be available :(
Sarg Bjornson  [author] 20 Oct @ 2:25pm 
No, that wouldn't cause any problems
bing bong 멍청한 병신 20 Oct @ 2:15pm 
after visiting a merchants guild my game is now slightly broken
the generator questline is giving me endless errors causing lag and now all of my caravans stopped moving on the map

i suspect this happened because i encountered the ARC components in the merchants inventory before i was supposed to
Klapperschlanke 20 Oct @ 8:58am 
any german translations alreadY?
Sarg Bjornson  [author] 19 Oct @ 7:43am 
Vanilla Quests Expanded - Cryptoforge
bolemeus 19 Oct @ 7:41am 
Are the cryo weapons from the viking heroes going to make a comeback, possibly in some other mod? I loved playing around with those weapons and armour
Mostima 18 Oct @ 8:40am 
Ok I started a new game with quickstart with all the same mods and the items worked fine. So I can only assume corrupted save.
Mostima 18 Oct @ 8:33am 
I tried to disable all my mods bar this one but that cause my save to melt down
Sarg Bjornson  [author] 18 Oct @ 8:25am 
NullReferenceException is not a very useful error with 150 other mods. You'd have to discover which mod is conflicting
Mostima 18 Oct @ 8:13am 
Alright I submitted a bug report as well. Kind of hard to find since steam blocks every imgur embed.
Mostima 18 Oct @ 8:06am 
I tried deconstructing all the items that use processes; the dryer, the leather pot and mead barrel, but the errors are still popping up.
Mostima 18 Oct @ 7:45am 
Ok I looked in devmode and the only real thing I could see in the errors that might be helpful is

Hauler Bot (Tier 1) 3 threw exception in WorkGiver PS_BringToProcessor: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 5C8B1E0D] Duplicate stacktrace, see ref for original

Any ideas?
Mostima 18 Oct @ 7:31am 
For some reason my pawns have stopped doing the processes of the items added by the mod. I can still right rick-click to make them load them, but they're not doing it by themselves. They were doing to begin with but seem to have just stopped. I can't see any mod that would of made them just stop but I wasn't sure if anyone else has had this problem or not.
gazza_m_bolton 15 Oct @ 2:27pm 
Sorry to ask but is there any plans to expand the viking style to the more modern items such as marine armour flak etc? I'm just wondering on the flak helmet or armors and marine to have a "medieval" twist
Bolchak le russe 13 Oct @ 8:51am 
With the Revolution start, my colony started with eletricity, is this intended ?
sharkcrisp049 11 Oct @ 11:13pm 
does any have same issues that the game is keep spawning faction bases when ve medieval 2 is actived?
DanZinagri 10 Oct @ 4:21am 
@random_noob I somewhat forgot about that. I'm using the "too many mods" compatability mod so it re-balances the numbers to but them more in line anyways so i don't need to do any manual editing for now.
random_noob 4 Oct @ 12:31pm 
@DanZinagri It's because 1.6 changed plate armor effect to 90%, and also buffed flak jacket+pants and a few less optimal weapons, you can read the changes in the changelog. This is a problem for VE weapons and armors, considering they were balanced around pre-1.6 stats. Oh well, time to manually edit them to my liking!
Falkner 4 Oct @ 12:19pm 
A visit to the traders guild balloons my savegame size to the point the music starts skipping when i try to reload it. This is a great mod, but not performance friendly.

I think It tries to do too much in one package and i'd like it better if it was split into three independent mods. i.e The medieval, the Vikings and the traders.
GrobmotoriGER 4 Oct @ 10:14am 
Someone should take away their vacstone and gravlite panels...
Give them a nice <excludedThingDefs>
<li MayRequire="Ludeon.RimWorld.Anomaly">Bioferrite</li>
<li MayRequire="Ludeon.RimWorld.Odyssey">GravlitePanel</li>
<li MayRequire="Ludeon.RimWorld.Odyssey">BlocksVacstone</li>
</excludedThingDefs>
to their raw resources stockpile generator please :)
Northward Bound 3 Oct @ 1:57pm 
is it true this mod use to have a wooly cow? i saw a post on reddit about it regarding ve vikings
deron 3 Oct @ 12:53pm 
Is it possible to copy-paste heraldrics or is it planned? Having to set it individually is a bit counter intuitive for such a nice feature.
BTAxis 3 Oct @ 7:41am 
The palissade does seem able to support a roof in my game.
Brighteyed_Dragon 2 Oct @ 10:35am 
@Darkstar I've had a similar issue. I went out to trade with a couple of merchant caravans, and the TPS dropped to around 80. Dub's Performance Analyzer specified WorldObjectHolderTick as one of the most likely issues. Clearing world pawns only improved TPS by about 4. Once the merchants moved, the TPS jumped back up to 200-250. I'm planning to have any future caravans arrive a few hours before the merchants leave, in order to minimize the time spent with lower TPS.
DadRadSkittle 30 Sep @ 7:09pm 
Is there a way to disable the Merchant Guild caravans sites from spawning with Minified structures?
DanZinagri 30 Sep @ 1:24pm 
Maybe i'm missing something but i noticed the heavy plate is supposed to provide the best protection of the era, but i noticed the vanilla plate armor has a 90% rating, putting it at 81% vs sharp for steel.
But the heavy plate seems to be 85%, ending up at 78% vs sharp for steel.

I double-checked the wiki and it seems those are the numbers, and i checked the XML just to make sure my numbers weren't being somehow overwritten by something else.

It just seemed odd to me it was worse than the vanilla armor unless there's something i'm missing.
Morton 30 Sep @ 8:59am 
@Darkstar Did you manage to make the errors completely disappear? I don't know much about editing saves to the point of removing the barter list entirely. (saves are so big all I can is ctrl+F items the log was crying about)

I had to cherry pick the Merchant's Guild entirely, it's just so incompatible with some mods and I got too tired. Already reported it in multiple places. This mod is so popular and yet I have seen 2 mentions of this issue here and 2 people noticing it with holograms mod. As if people just accepted that their game runs like glue and sometimes even their caravans just stop moving after bartering and that it's completely fine. I wonder how many people even reported the bugs they have encountered instead of waiting for a miracle to happen.

I've sent you a friend request. I'm curious now, because removing the entire list seems more efficient than items one by one, even if it's still annoying after evey barter.
Phenax 30 Sep @ 7:31am 
I noticed that the surgery tools don’t stack with the operating table, was wondering if could be fixed?
Sarg Bjornson  [author] 30 Sep @ 6:46am 
Carcoona 30 Sep @ 5:04am 
Dude, we can't see any of the images above in the mod description. I'm in the UK and it says this "Content not viewable in your region". When you click on an image it takes it to your patreon. I get that using patreon to support your excellent work, but it should not overlap with the descriptions for your mod that is available to all.
Oskar Potocki  [author] 29 Sep @ 2:12pm 
Original is not 1.6 compatible so obviously you cannot run the original with this one.
king potato 29 Sep @ 9:33am 
do you need to run the original with this or are they incompatible
Darkstar 28 Sep @ 3:29am 
Has anyone else experienced any TPS issues after visiting the merchant's guild? Maybe this will help someone else:

I play with a pretty hefty mod list, and I went to visit them during my first year (save file = 49MB). It took almost 5 mins for the barter screen to load :p After visiting, my TPS tanked hard due to WorldObjectHolderTick and it took me a while to trace it back to that visit. (I first tried the World Pawn Cleaner mod here on the workshop, but it didn't fix the lag.)

Turns out my save file had ballooned to 74MB too. 30% of the file was just the contents of that barter screen from the one visit. After I deleted them, my save went back to 49MB and my TPS went back to normal.
ggfirst 24 Sep @ 3:49am 
Any chance Apiary can be built and work under roof? I see no point why. Love the mod thanks Oskar (but I don't really love Merchant guild, but what can I do..)
STEALTHY¥ 21 Sep @ 3:31pm 
I noticed an issue with the "cobblestone walls" for some reason raiders dont treat them like walls or something?

Through testing with spawning raids even with a massive hole/gap in my wall around a colony raiders will still run to the cobble walls and when they reach them they get confused? and then try break in but asoon as i replaced the cobble walls with a different wall they pathed through the gap like normal
Nezeltha 19 Sep @ 8:05pm 
Which plants count as flowers for the apiary? Does it not count hyroponics?
Good Old Jim 19 Sep @ 4:07am 
Quick question, is the Merchant Guild's barter value influenced by the trade price disadvantage setting? And if not could we maybe get a mod menu slider to affect its general pricing advantages/disadvantages?

(Long short of it is I found their EXPANSIVE inventory a fairly easy one stop shop to get anything at all you'd need so I was kinda wishing I could make them harder to buy from for the sake of balance).

Thanks for your consideration.
Werewolfie 18 Sep @ 4:34am 
Would be cool if some of the draughts also satisfied the genetic dependencies certain xenotypes like Hussars have. One just crash landed into my colony and I'm not looking forward to them just wasting away because I'm medieval.
wikicon83 17 Sep @ 12:49pm 
@POP I have that exact same problem. I don't know which mod is messing with the tile generation but I can't ever start the New Kingdom scenario because of it.
Sarg Bjornson  [author] 16 Sep @ 10:56pm 
No problems like that here
P O P 16 Sep @ 3:42pm 
Yo there is a bug on the little 8 pawn castle raid start where it automatically opens up the ancient danger. Lost a run just because of that and now I have to go back into the character creator for another 30 mins ;-;
AbsoluteGato 16 Sep @ 4:23am 
sorry if it has been asked before, but is this safe to remove mid save?
Red 15 Sep @ 5:23pm 
I have a question does the overlap mean that there are duplicates or that it just modifies the existing weapons? Or is there something I need to disable? I just want to know before I enable the mod.
ggfirst 15 Sep @ 4:54pm 
Love the mod. but please do something about barter. YOu can't 'CherryPick Barter from the mod. Or at least balance it. Not reasonable. Its almost hardselling. Separte mod Barter please..
Fion 15 Sep @ 4:47pm 
The tabard whenever pawns look behind (Their backs to us the camera) The tabbards go over hair and head.