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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4.274 MB
11 Nov, 2023 @ 8:47am
10 Nov @ 2:10pm
23 Change Notes ( view )
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Vanilla Factions Expanded - Tribals

In 1 collection by Oskar Potocki
Vanilla Expanded
103 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]
1,019 Comments
Thallo Vas Normandy 8 Nov @ 1:39am 
The previously mentioned issue has been solved for me. It was related to another mod that I failed to update at the same time I got this mod, which led to some confusion on my part. Apologies for the trouble!
z8ta 7 Nov @ 6:22pm 
I am getting a raid almost every time I do a tribal gathering. No errors seem to come up for it, but it has to be connected to tribal gathering because in a year in game I was raided more that 10 times the same second that the tribal gathering finished. Perhaps it's a weird interaction with the More Ritual Rewards (1.4+) mod since one of the rewards is a raid. But the gathering is not on my ideology, so not sure how I could fix that.
Thallo Vas Normandy 7 Nov @ 4:43am 
I have begun running into an issue where only a singular person can participate in the Tribal Gatherings. Everyone else is locked out for no apparent reason. Is this a known issue?
Fabu 5 Nov @ 10:51am 
Small issue with this mod. When I have a pawn with a "great animals gene" the +8 to the skill does not apply after unlocking the skill. The number is a green 0 as if I should have the bonus, but just doesn't apply it.

Aside from that absolutely love the faction and the difficult but slow build up.
ColinOreo 3 Nov @ 7:05am 
If a pawn has multiple romances,when I create an ideology,they will break up randomly till only one remain even the ideology allow them to have a lot.It will mess up whole relation network.Is it normal?:steamsad:
Sniggles 2 Nov @ 1:41am 
During the pre-ideology period when the tribe is on the Animal research level it seems like nothing exists to restrain them from entering into romances with anybody. No exaggeration, my entire colony got engaged to each other during this time. Everyone had at least one partner, sometimes as many as three.

I assume I just got "unlucky" with how successful everyone's romantic advances were, but none ever failed and they were happening incredibly frequently (I got the Culture tech about 45 days in, and everyone had a partner before 30 I'd say). No pawns with traits or backgrounds which should make them more romantically adventurous, either. I don't know if this could be a weird mod interaction, but if not it might be something to consider patching to prevent pre-ideology tribals from taking multiple spouses, solely as a convenience to the player (since the player could feel forced to avoid memes which prohibit multiple spouses if their pawns already have them).
Shadowpaw 30 Oct @ 2:24pm 
Is there a way to disable the wild man join chance from the ritual?
Or maybe a mod that adds a popup that asks if you want them to join?
Nevloz 27 Oct @ 11:32pm 
You should be able to play with ideology disabled when you play as wild men.
Natrukei [ ] 26 Oct @ 10:25pm 
Perfect, thank you <3

Is there a way you could put this as an FAQ on this mods page so that other people with such mods have an easier way around?
Oskar Potocki  [author] 26 Oct @ 1:08pm 
If you have some other mod that clears the history tab, no, I have no idea how to retrieve it. There is, however, a dev mode option to reform ideology.