// Management · RimWorld Mod

Medieval Overhaul Tweaks

by zenlor

1.61.51.41.3
Steam ↗

Small tweaks to Medieval Overhaul and related mods Released under MIT license A set of opinionated patches powered by Vanilla Expanded Framework tailored for a medieval playthrough.

Small tweaks to Medieval Overhaul and related mods

Released under MIT license A set of opinionated patches powered by Vanilla Expanded Framework tailored for a medieval playthrough. The patch set should not send error messages, if there are errors or incompatibilities write in the comments or open a Github Issue or post in the pinned discussion forums.

Options

The newer version of this mod uses Vanilla Expanded Framework Togglable Patches. Toggles for the patches can be found in the Vanilla Framework Expanded mod menu, under Toggable Patches.

List of changes

Note this is a list of all historical patches. For a list of active patches check VFE mod menu.

Fixes

  • Workbench's recipe bills, it's possible to craft anything craftable in the crafting spot
  • Tailor Bench's recipe bills to accept anything craftable in a Hand Tailor Bench (RimWorld <= 1.5)
  • Cooking Table's recipe bills to accept anything made for Electric Stove (RimWorld <= 1.5)

General Changes

  • Dubs Bad Hygiene Irrigation is moved to medieval. Irrigation is a cornerstone of the medieval ages (*)
  • Early Medieval Medicine is cheaper to research and it's moved to neolithic tech (in the end it's just a set of bandages and medical herbs) (*)
  • Early Medieval Prosthetics is cheaper to research, this is still tied to the medieval era.
  • Anvil can be used as smithy. Its finally possible to craft Crowns using medieval tools.
  • Owlchemist's Packed Sand and Dirt support for Flowery soil found in Sarg's Alpha Biomes

Integration and patches

VFE Tribal integrations:

  • Neolithic Storage locked under Furniture.
  • Hay Rack locked under Agriculture
  • Dry Rack locked under Hunting
  • Butcher's Block requires Hunting and Construction (butcher's spot is available after Hunting)
  • Butcher's Table locked under Rustic Furniture
  • Mining Spot locked under Mining
  • Stonecutting Spot locked under Mining and Construction
  • rustic and slab door, log walls and palisades, log and metal gates are locked under Construction
  • hide and cloth tent walls are locked under Hunting
  • log table and chairs are locked under Furniture
  • industrial (vanilla) tables and chairs are locked under Complex Furniture
  • research spot, rustic cooking tables, cleaning bench and workbench are all locked under Culture
  • the Large Fire requires logs, not timber!
  • the Wild Men scenario doesn't provide timber but wood logs
  • cutting wood into lumber requires new tribal research Lumber

Biotech Integrations via SpawnThoseGenes!

These patches require: SpawnThoseGenes!. Check my collection for an almost lightweight fantasy themed medieval psycast expanded playthrought invented by the ingenious madness of a certain streamer.
  • Vanilla Psycast Expanded - Biotech Integrations integrations. Spawn psycaster genes in Baseliners, weighted random (values are beta)
  • Spawn genes for body sizes, random
  • Spawn genes for skin colors, weighted random (values are beta)
  • Spawn genes for ears, weighted random (values are beta)

(*) Standalone patches. Patches marked don't require Medieval Overhaul. These might be useful for light-medieval or era-like playthrough (eg. using TechBlock or Tech Advancing).