rimworld мод на средневековье
Последнее обновление: 15.09.21.
Причина: Мод обновлен до версии 24.07.21
Мод (Неофициальное обновление) добавляет в игру множество контента, связанного со средневековьем:
Если вы хотите поиграть в средневековый RimWorld, то вот оно!
Для более атмосферного старта рекомендуем начинать с «племенного» сценария.
Версия 11.05.20 для Rimworld (v1.1)
Для того, чтобы установить мод для игры Rimworld необходимо скопировать папку из скачанного архива по пути Путь к установленной игре\Rimworld\mods и включить мод в меню.
Рекомендуем ознакомиться с полным руководством на тему: «Как установить моды для Rimworld?»
Информация о файле
- Добавил: Den Martin Автор: Gotgass Формат файла: ZIP Размер: 16.0 mb Источник: Перейти
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Rimworld мод на средневековье
This is the culmination of various testing and researching on the quest to find the perfect Modlist for a balanced Medieval Rimworld Experience.
This works out of the box however ID RECCOMEND USING THE MOD MANAGER MOD TO INSTALL AND SORT YOUR MODLIST
Be sure to disable the non Kingdom/Viking factions before you start your game
This modlist includes dynamic diplomacy which will allow NPC factions to war and make peace with each other. Once the mod «EMPIRE» is updated to 1.3 i will add it to this list
Empire will add the ability to create armies and vassal kingdoms on your overworld map, and will allow you to protect your vassals, call your banners, and collect taxes from your vassals. Empire is the missing piece of this modlist. Sadly, as of 08/28 its currently not updated still.
If you like this modlist check out my «»Bare Minimum Rimworld Modlist» where i have all my QOL mods! Works in conjunction with this list!
Simply copy/paste this into notepad ++, then move that file to
C:\Users\Chris\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\ModLists
And you can load the list automatically with mod manager!
Rimworld мод на средневековье
This mod adds some ancient asian weapons.
A set of tools to make your life on the Rim a bit easier.
Easily forbid and unforbid items, select similar things, have things hauled urgently and affect the entire map with powerful new tool extensions.
Allow Tool can be safely added to existing games.
Instead of haul one by one, colonists haul as possible as they can and store to the nearest storage.
If a stockpile is farther than working ground or the colonists is incapable of hauling, they work as vanilla.
Adds extra functionality to the Animals tab
Does not require a new save game.
Can safely be enabled/disabled in ongoing saves.
You want more zoom and different paning? This little mod enhances the in-game camera so you can zoom in much more than usual. Perfect for this one great screenshot or for showing your viewers all the details while streaming.
Colony Manager allows you to make colonists do the more tedious parts of managing a colony, making sure you’re never out of vital resources again*.
Increases map fertility (vegetation and trees) moderately, and increases vegetation graphical size.
Adds Kompot, a russian / slavic / I don’t know drink / fruit punch that has excellent shelf life, and is enjoyable in both the winter and summer.
Requires 25 berries to make 5 jars, the jars have no expiration. When drank, they provide some nutrition a.
IMPORTANT : «There’s no need; it’s already included in A17.»
Seems this mod will become obsolete upon A17 release as a vanilla feature.
Tired of the Vanilla pathfinding not taking the shortest route? Well no more!
THIS IS AN EMERGENCY UPDATE TO A17. YOUR *OTHER* TABS MIGHT LOOK FUNKY.
I MIGHT UPDATE THIS SOMETIME IN 2019.
When you use mods that add research projects, your Research Tab gets cluttered, someti.
Adds a customizable general overview tab, allowing you to see stats on all pawns at once in a single window.
This mod adds a shift-click ability to the bill amount changing mechanic. Shift-Clicking it changes 5 at a time. Control-Clicking it changes 25 at a time.
Compatible with every mod not changing the RimWorld.Bill_Production.DoConfigInterface met.
Lowers the required room sizes to better match realistic sizes of a house. This is also for those who like smaller packed bases. This mod was sugested by Gwazi Magnum.
Note: For anyone curious it does work with the new Multiplayer Mod
This mod adds a new tab that conveniently lists all wild animals. Animals belonging to a faction are excluded from this list (with the exception of the insectoid faction).
VERSIONS:
The version on the steam workshop will always target the latest stable.
Rimworld: Medieval Edition, adds new medieval factions, weaponry and items to Rimworld.
Make your haulers understand that a tidy stockpile is an efficient stockpile.
«Ahlright, lemme take a look at that. Hmmm. Leg’s been shot a few times, but nuthin’ I cahn’t fix! How about some glitterworld medicine for that? Ahl’s just walk over her.
Creates an alert when traders are on the map.
What can I say, I kept forgetting ¯\_(ツ)_/¯
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Medieval Times
New maps created will possess at least 3 new settlements; 2 medieval societies and 1 medieval warband. societies are similar to outlander towns, warbands are similar to raiders in terms of functionality.
Mod is focused primarily on medieval era items, buildings and equipment, some other additions where added for context/fun such as the «Charge-10 MG» made famous by Robo-Wilis.
Mod was heavily inspired by the works of; «IshOfTheWoods», «Shinzy» and various other modders.
This mod started as a personal mod combining «Ish’s Medieval» and Shinzy’s «Norbals», however it’s current incantation does not use any of the assets or coding from either, all the coding should be using core files as a base for it’s coding. if you notice anything creeped in let me know.
— Most mods, if you remove them outright after saving with the mod active, will leave your save-game «broken». Because of this, it is always recommended to do a new save when trying out mods or adjusting your mod lineup.
— In order for the factions to appear in-game you need to start a new save as the factions are created at the map-generation stage.
— Medieval Times does not remove any core content such as guns or factions from the game, it merely expands upon it.
— Save-buster Updates are generally reserved for Alpha Updates, if one occurs a Notice will be placed beforehand.
— Help, You’re save buster broke my save!
> Legacy versions of the mod are available at the nexus, simply download and install the old version and you can still play the last alpha of this mod. Keep in mind though, legacy versions will be missing many of the cool new features and items newer versions have.
— If you want to remove embrasures from the mod, you can do so via the: New Game
> Disallow Building. Simply select embrasures. (Note: The embrasures in this mod are not your typical embrasures as they can eventually be scaled, meaning enemies will fire at you from the other side)
-Winter Cloaks and cloaked items meant to act as medieval style replacement for parka’s, Yes they look cool, but their primarily meant as winter wear so warbands dont freeze to death while raiding your ice-castle. As such wearing Winter Cloaks in hot enviroments will always lead to heat stroke.
I’m considering an overhaul. However, you have to realize that doing that means cutting a whole swath of content from the game, if your going to do that you need to replace it with something else.
While this mod does have alot, i dont think it has enough(at least not yet) to justify a full overhaul. If i do one eventually, it will be after I’ve made more content for this mod, enough to justify an overhaul and it would have to be a seperate mod/download.
Maintaining two mods would require more time and mean that i’d have less time to update / finish this one. With the game in early-access their is still alot of work to be done in terms of future updates. Every update means that every mod i have out needs to be individually updated for the new alpha. (which w/ tynan can occur monthly in some cases)
so my thought process is make one mod, make it good, keep it up to date, than once the game is stable / «finished» and once my mod is stable / «finished» i can look at all the things like peicemealed items, compatability patches, extra mods, overhaul versions, ect.
this mod itself isnt finished or polished or fully balenced, It has a long way to go on getting it right and that should be done before I consider other projects.
alotta mods and projects get started great, but than never get finished, or they never make it to the end line in terms of early-access mods. I figure if i stay commited to the cause of one, the chances of making the end-line are simply better.
Once this mod is «done» first re-iteration will probably be the Overhaul, after which id consider other iterations and compatability patches.
In summary, Its a whole lotta work, maybe in the future, but definitly not right now.
Mod should play nice with other mods
If their are any big/important mods that this is incompatible with (as in non-functioning) let me know and i can prolly make a compatibility patch for em at a later date (after this mod is finished (Combat realism is noted and on the list))
Any work I do is free of charge, if anyone try’s to distribute/sell you this mod at a location other than here or the nexus, it’s not me and is probably a scam.
If you see anyone asking for money on my behalf or claiming to be me and asking for money/items, be it patreon or otherwise, it’s not me and probably a scam.
This work should not be distributed or reproduced without my express written consent. please do not include my work in modpacks or upload to other locations without first contacting me and receiving my written consent.
Feel free to use this mod in your Let’s Play, if you do, feel free to post a link in the Let’s Play Discussion.
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Medieval Overhaul
WARNING! THIS MOD IS HEAVILY WORK IN PROGRESS. USE WITH CAUTION
Hello, my name is is SirLalaPyon, to cut it short, one thing led to another and then suddenly I made an overhaul. Figured might as well make everything I want in my medieval playthrough and put it into one mod. And so, lo and behold, my first actual mod.
This mod is mainly inspired by Medieval Times, Battle Brothers, KeeperRL, Thea, and Crossroads Inn. It adds some features of each game/mod, catered to my preferences.
The main goal of this mod is to prolong and enhance the medieval and tribal experience of rimworld. Making it more enjoyable, especially for medieval peeps like me.
-Unfertilized egg market values are nerfed to the point where they can actually make profit when making meals
-Grass drops hay
-Simple research bench retextured
-Removed unused leathers
-Removed steel, plasteel, and components mineable spawns
-Steel is researched locked
-Edited and moved Longblades, Plate armor, recurve bow, and Greatbow research to Medieval Tab
-This overhaul will be incompatible with any other mod that touches steel, silver and gold defs
-Any mod that retextures the simple research bench, Steel, and Gold. Place this mod below it to override their retexture.
Currently added patches are the following
Erin’s Mountain Animals
Vanilla Animals Expanded — Desert
Vanilla Animals Expanded — Temperate Forest
Vanilla Animals Expanded — Boreal Forest
Vanilla Animals Expanded —Tropical Rainforest
Vanilla Animals Expanded — Ice sheet
Vanilla Animals Expanded — Endangered
Vanilla Animals Expanded — Arid Shrubland
Vanilla Animals Expanded — Cats and Dogs
Vanilla Expanded — Medieval
HOW TO PATCH?
https://docs.google.com/spreadsheets/d/1jKbILEMha0WhXAVaQVG4Hzbqwa08NHzzVgta2BLdas0/edit#gid=0
Q: Why did you add too many weapons?
A: Weapons are researched locked in tiers to promote a sense of progression and also enable the player to choose their weapon specialization. Soon weapons will have custom abilities and the research locks will make more sense.
Q: But why?
A: My mod will rely on rimedieval or remove industrial for limiting of tech.
Q:Is this compatible with VE Medieval?
A:Yes, the onehanded weapons are configured to be useable with their shields.
Q:Why are animals not dropping hides?
A:If its already patched, you need to butcher animals at their last lifestage. Otherwise, they are not yet patched.
Q: Where can I make tannin?
A: Campfire and rustic stove
Q: How can I make steel?
A: Research alchemy then steel in order for the recipe to show up at the furnace
Q:Is this CE compatible?
A:Is this CE compatible?
If you like the mod and would like to give support or contribute for funds, I would greatly appreciate such a kind gesture. [ko-fi.com]
Korean translation by inbae
Chinese translation by snoper