Ludeon Forums

RimWorld => Releases => Mods => Outdated => Topic started by: Rimrue on May 15, 2017, 06:00:19 PM

Title: [A17] Rue's Tribal Essentials and mini mods (Tribal stuff, Poker, Packed Lunch)
Post by: Rimrue on May 15, 2017, 06:00:19 PM
(https://steamuserimages-a.akamaihd.net/ugc/771650973215594149/906BBE0E20A720B60D02955537E820361DF2BA30/)

For those players who want to play a Tribal scenario but don't want to rush into research or who want to add some tribal elements to their colony, this modpack combines my Tribal Joy, Tribal Beds, and Tribal production mods, plus more!

Furniture:
-Double Sleeping Spot (for scenarios starting out with couples)
-Blanket Beds (both single and double, made from fabric or hides, they're a step up from sleeping on the floor)
-Storage Box (a place to hide ugly items or protect them from the elements if stored outside)

Joy objects:
-Hoop and Arrows (tribal version of horseshoes)
-Three Stones Game (tribal version of chess)
-Tribal Lore Fire (a place for tribals to gather and share stories. Gives a small Social skill boost.)

Production:
-Butchering spot
-Brewing spot
-Art spot
-Stonechipping spot
-Tailoring spot
-Researching spot
-Stone Oven (a primitive oven for cooking food. A step up from the campfire.)
-Smokepit (a small fire to make smoked meat)
-Crafting Basket (tribal version of the toolchest, made from hay, boosts production speed)

Items:
-Smoked meat (preserved meat, can be eaten as is or made into pemmican)
-Psychoid tea (can be used as a social drug or to fight disease)
-Cooked eggs (since you can't use eggs in pemmican)
-Popcorn (gives joy, but not much nutrition)
-Large and small totems
-Large and small rugs
-Urns and decorative pots
-Patchwork Leather (low quality leather patched together at the crafting spot, a good use for all those scraps taking up space in your storage)

Weapons:
-Spear (craftable at the crafting spot, no research necessary)
-Great Bow (craftable at the crafting spot, requires Smithing research)
-Pila (same as Great Bow)

Security:
-Earthen Mounds. (Gives more protection than rock chunks, but not as much as sandbags. Constructable on diggable terrain.)
-Pitfall Trap (a pit with pointy spikes at the bottom, requires Basic Traps research)

Apparel:
-Woven hats and cloaks (made from dried grass or pounded bark, they keep the sun and rain off)
-Muffalo headdress (what every self-respecting Muffalo Shaman should be wearing on the Rim! Like the cowboy hat and bowler hat it gives a small Social boost to the wearer.)
-Tribal Helmet (a wooden tribal helmet, requires Smithing research)
-Tribal Armor (a tough hide coat with wooden slat armor, requires Smithing research)

Walls and Floors:
-Log walls (like wood walls, but with a log texture)
-Barn board floor (uses less wood to build)
-Rough paving (uses less stone to build)
-Random paving (requires research)

I intend to add tents when Nandonalt's Camping Stuff mod is updated for A17.

Credit in no particular order to:

* Earthen Mounds texture by CuproPanda

* Tribal Armor breastplates texture by 3DGrunge

* Pitfall Traps by Bacon Bits https://ludeon.com/forums/index.php?topic=25708.msg260860#msg260860

* Smokepit and patched leather by Tammabanana, https://ludeon.com/forums/index.php?topic=28381.0

* LogWalls by ItchyFlea, https://ludeon.com/forums/index.php?topic=10623.msg105055#msg105055

* Psychoid Tea by Mouflon https://ludeon.com/forums/index.php?topic=30011.msg305386#msg305386

* Stone and wood floors by Telkir, https://ludeon.com/forums/index.php?topic=4373.0

* Double Sleeping Spot by TrueDestroyer, https://ludeon.com/forums/index.php?topic=26249.0

* Pottery by MasterDihtung, https://ludeon.com/forums/index.php?topic=26910.msg272217#msg272217


Download Tribal Essentials V17.1.9 on Steam:
http://steamcommunity.com/sharedfiles/filedetails/?id=928716116 (http://steamcommunity.com/sharedfiles/filedetails/?id=928716116)

Download Tribal Essentials V17.1.9 on Dropbox:
https://www.dropbox.com/s/zdosthqkh17ejg5/TribalEssentialsModPack.zip?dl=0

-----

(https://steamuserimages-a.akamaihd.net/ugc/771651451520963704/9C63BE7ED360D88AD88E8DE18B45172701B5FB7D/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|637:358&composite-to%3D%2A%2C%2A%7C637%3A358&background-color=black)

Tribal Planet removes Outlander, Pirate, and Mechanoid factions from the game, leaving just Tribal factions and the Spacer faction (since it breaks Ancient Danger rooms to remove them). It also introduces a new Tribal Raider faction to replace the Pirate factions. Like Pirates, they raid you just because and can not be appeased with silver or by releasing prisoners.

***PLEASE NOTE: this mod now requires Humanoid Framework to run correctly!***

Subscribe to HAF here: http://steamcommunity.com/workshop/filedetails/?id=839005762

Download HAF on Github here: https://github.com/erdelf/AlienRaces/releases/

* Credit to sledrave for the idea http://steamcommunity.com/sharedfiles/filedetails/?id=845316690

Download Tribal Planet V17.0.1 on Steam:
http://steamcommunity.com/sharedfiles/filedetails/?id=932161110 (http://steamcommunity.com/sharedfiles/filedetails/?id=932161110)

Download Tribal Planet V17.0.1 on Dropbox:
https://www.dropbox.com/s/eb7ne2oo3lbuwhx/Tribal%20Planet.zip?dl=0

**Please also note HAF is not compatible with Children & Pregnancy. If you wish to run both Tribal Planet and Chlidren & Pregnancy, then please use the version of Tribal Planet linked below. You will need to install/subscribe to Rainbeau's Editable Backstories for the mod to run correctly.***

Tribal Planet REB on Dropbox
https://www.dropbox.com/s/eb7ne2oo3lbuwhx/Tribal%20Planet.zip?dl=0

Rainbeau's Editable Backstories:
https://ludeon.com/forums/index.php?topic=32192.msg329968#msg329968

Rainbeau's Editable Backstories Lite:
https://ludeon.com/forums/index.php?topic=32192.msg329969#msg329969

-----

(https://steamuserimages-a.akamaihd.net/ugc/771651451521707911/64739A133F4A5B22E416937C14AD5939AC9A9A2F/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|637:358&composite-to%3D%2A%2C%2A%7C637%3A358&background-color=black)

This mod adds a new Tribal Raider faction to the game. Just like pirates, they will raid just because and cannot be appeased with silver or released prisoners. Be forewarned, worlds which include Tribal Raider factions can be quite hostile to newcomers!

***PLEASE NOTE: this mod now requires Humanoid Framework to run correctly!***

Subscribe to HAF here: http://steamcommunity.com/workshop/filedetails/?id=839005762

Download HAF on Github here: https://github.com/erdelf/AlienRaces/releases/

Download Tribal Raiders V17.0.1 on Steam:
http://steamcommunity.com/sharedfiles/filedetails/?id=93228588

Download Tribal Raiders V17.0.1 on Dropbox:
https://www.dropbox.com/s/60wcw2muayg7m0y/TribalRaiders%20HAF%20Version.zip?dl=0

**Please also note HAF is not compatible with Children & Pregnancy. If you wish to run both Tribal Raiders and Chlidren & Pregnancy, then please use the version of Tribal Planet linked below. You will need to install/subscribe to Rainbeau's Editable Backstories for the mod to run correctly.***

Tribal Raiders REB on Dropbox
https://www.dropbox.com/s/sp56kquxz6nmddg/TribalRaiders%20REB%20Version.zip?dl=0

Rainbeau's Editable Backstories:
https://ludeon.com/forums/index.php?topic=32192.msg329968#msg329968

Rainbeau's Editable Backstories Lite:
https://ludeon.com/forums/index.php?topic=32192.msg329969#msg329969

-----

(https://steamuserimages-a.akamaihd.net/ugc/771650812165668635/D5BB6F5919793B73B7CFF395219C2B5A4E279455/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|637:358&composite-to%3D%2A%2C%2A%7C637%3A358&background-color=black)

Tribal Joy adds three new tribal Joy items. Three Stones Game is the tribal version of Chess. Hoop and Arrows is the tribal version of Horseshoes. And Tribal Lore Fire is a place for tribals to gather and share stories with each other. It even gives a slight boost to Social skills.

Download Tribal Joy V17.1.0 on Steam:
http://steamcommunity.com/sharedfiles/filedetails/?id=927848137 (http://steamcommunity.com/sharedfiles/filedetails/?id=927848137)

Download Tribal Joy V17.1.0 on Dropbox:
https://www.dropbox.com/s/572stcvh6qm5agm/TribalJoy%20%5BA17%5D.zip?dl=0

-----

(https://steamuserimages-a.akamaihd.net/ugc/771650812165974421/4FBEDBD8B66D1BA98B064EF38698ABA83982CA86/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|637:358&composite-to%3D%2A%2C%2A%7C637%3A358&background-color=black)

Tribal Beds adds new Tribal Blanket Beds. Made of fabric or hides, they're a step up from sleeping on the ground.

Download Tribal Beds V17.1.0 on Steam:
http://steamcommunity.com/sharedfiles/filedetails/?id=927871420 (http://steamcommunity.com/sharedfiles/filedetails/?id=927871420)

Download Tribal Beds V17.1.0 on Dropbox:
https://www.dropbox.com/s/hs3p89psbax1ohi/TribalBeds%5BA17%5D.zip?dl=0

-----

(https://steamuserimages-a.akamaihd.net/ugc/771651069816723249/EC126ACD6E010E44D4A8C3ABED0ED0E8FDC9C927/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|637:358&composite-to%3D%2A%2C%2A%7C637%3A358&background-color=black)

Tribal Production adds new production spots for art, stonecutting, butchering, tailoring, brewing, and researching. It also adds new tribal art (totems and rugs which can be created at the art spot), woven hats and cloaks and a muffalo headdress (which can be crafted at the tailoring spot), cooked eggs and popcorn, a storage box for hiding away your ugly items or to protect them from the elements if stored outside, and a crafting basket to boost productivity.

Download Tribal Production V17.1.1 on Steam:
http://steamcommunity.com/sharedfiles/filedetails/?id=928950643

Download Tribal Production V17.1.1 on Dropbox:
https://www.dropbox.com/s/19s8fc1m8a2aymh/TribalProduction%5BA17%5D.zip?dl=0


-----

(https://steamuserimages-a.akamaihd.net/ugc/771650812165797345/B03B25A56C95C5BFA0A4D6096D13F81487B27797/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|637:358&composite-to%3D%2A%2C%2A%7C637%3A358&background-color=black)

What's the one thing that's been missing from Rimworld? You guessed it. Poker! This mod adds a new poker table joy item. Not only does it give your colonists joy to play poker, but they get a small boost to Social skills too.

Download Pawns Play Poker V17.1.0 on Steam:
http://steamcommunity.com/sharedfiles/filedetails/?id=927867598 (http://steamcommunity.com/sharedfiles/filedetails/?id=927867598)

Download Pawns Play Poker V17.1.0 on Dropbox:
https://www.dropbox.com/s/kesq2h588451xbe/PawnsPlayPoker%20%5BA17%5D.zip?dl=0

-----

(https://steamuserimages-a.akamaihd.net/ugc/771650812165994073/660B71CE520983FDB0743E7068644FCA51A01F6A/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|637:358&composite-to%3D%2A%2C%2A%7C637%3A358&background-color=black)

Tired of your colonists being in a bad mood because they ate without a table? Now colonists can take a packed lunch instead.

Made from prepared meals, packed lunches can be eaten anywhere without getting the "ate without table" negative mood.

Credit to Aerial and DariusWolfe for the idea. :)

Download Packed Lunch V17.1.1 on Steam:
http://steamcommunity.com/sharedfiles/filedetails/?id=926660910 (http://steamcommunity.com/sharedfiles/filedetails/?id=926660910)

Download Packed Lunch V17.1.1 on Dropbox:
https://www.dropbox.com/s/mabvr0bqdwe3vgx/PackedLunch.zip?dl=0

-----

My A16 versions can be found here:
https://ludeon.com/forums/index.php?topic=31879.msg326327#msg326327

As with all my mods, please feel free to use them in a modpack if you like, just please credit me. :)

Thanks!
Title: Re: [A17] Rue's Mods
Post by: Rimrue on May 15, 2017, 06:03:17 PM
Reserved
Title: Re: [A17] Rue's Mods (Packed Lunch)
Post by: DariusWolfe on May 15, 2017, 09:02:22 PM
Details on how this works? Are there trade-offs? Is it a separate meal bill, or is it (like my suggestion in the original thread) something that a colonist does with an existing meal (trading time to negate the debuff)?
Title: Re: [A17] Rue's Mods (Packed Lunch)
Post by: Rimrue on May 15, 2017, 09:52:56 PM
Yes, packed lunches are made from meals. :)

There is still a chance that colonists might choose to take a simple meal with them when they go out mining or hunting or, like my ascetic gardener snack on potatoes while harvesting, and get the ate without table negative moodlet. Lol
Title: Re: [A17] Rue's Many Mods (Tribal Joy, Tribal Beds, Packed Lunch, Pawns Play Poker)
Post by: Rimrue on May 18, 2017, 01:30:44 AM
Tribal Beds, Tribal Joy, and Pawns Play Poker have all been added for A17. My A16 versions are still available here:

https://ludeon.com/forums/index.php?topic=31879.msg326327#msg326327 (https://ludeon.com/forums/index.php?topic=31879.msg326327#msg326327)
Title: Re: [A17] Rue's Tribal Essentials and mini mods (Tribal stuff, Poker, Packed Lunch)
Post by: Rimrue on May 19, 2017, 01:55:43 PM
Now added Tribal Essentials Modpack. :)
Title: Re: [A17] Rue's Tribal Essentials and mini mods (Tribal stuff, Poker, Packed Lunch)
Post by: Love on May 19, 2017, 04:19:10 PM
The Tribal Essentials Modpack looks neat, but it seems to have a lot of overlap with cuproPanda's Powerless (https://ludeon.com/forums/index.php?topic=32190.msg329348#msg329348) mod. And because everything is bundled I can't really separate what elements overlap.
Title: Re: [A17] Rue's Tribal Essentials and mini mods (Tribal stuff, Poker, Packed Lunch)
Post by: Rimrue on May 19, 2017, 04:27:29 PM
I found out after I'd made my mod that cuproPanda had a similar mod. But theirs seems to be more suited to the Crashlanded scenario, whereas mine is thoroughly tribal. ;)

I've listed the mods that I used in the Modpack in the description if you'd prefer to mix and match. I don't believe they are all updated for A17 yet. But hopefully they will be soon. If you can't wait, most of them are small enough that just updating the build to A17 in the About file will make them work.

Hope that helps!
Title: Re: [A17] Rue's Tribal Essentials and mini mods (Tribal stuff, Poker, Packed Lunch)
Post by: Love on May 19, 2017, 04:35:32 PM
I found out after I'd made my mod that cuproPanda had a similar mod. But theirs seems to be more suited to the Crashlanded scenario, whereas mine is thoroughly tribal. ;)

I understand that much, it's just a shame it's such a pain to use them together when they both offer so much.

The mod list doesn't seem to be very comprehensive, I don't see a source for any of these:

Code: [Select]
Furniture:
-Storage Box (a place to hide ugly items or protect them from the elements if stored outside)

Production:
-Butchering spot
-Brewing spot
-Art spot
-Stonechipping spot
-Tailoring spot
-Researching spot
-Crafting Basket (tribal version of the toolchest, made from hay, boosts production speed)

Items:
-Cooked eggs (since you can't use eggs in pemmican)
-Popcorn (gives joy, but not much nutrition)
-Large and small totems [Maybe Pottery?]
-Large and small rugs
-Patched Leather (low quality leather patched together at the crafting spot, a good use for all those scraps taking up space in your storage)

Apparel:
-Woven hats and cloaks (made from dried grass or pounded bark, they keep the sun and rain off)
-Muffalo headdress (what every self-respecting Muffalo Shaman should be wearing on the Rim! Like the cowboy hat and bowler hat it gives a small Social boost to the wearer.)

Walls and Floors:
-Barn board floor (uses less wood to build)
-Rough paving (uses less stone to build)
-Random paving (requires research)

Honestly curious if you could make a version of the modpack that strips out elements that Powerless touches upon. It could be forum-exclusive since I don't think cuproPanda has any plans on upload to the Workshop...
Title: Re: [A17] Rue's Tribal Essentials and mini mods (Tribal stuff, Poker, Packed Lunch)
Post by: Rimrue on May 19, 2017, 04:55:16 PM
Aside from the floors which can be found here: https://ludeon.com/forums/index.php?topic=4373.0 and the patched leather which can be found here: https://ludeon.com/forums/index.php?topic=28381.0, the rest are from my Tribal Production mod for A16. I wasn't planning to update it for A17 since I released the Modpack, but if there's enough interest, I can probably do that.
Title: Re: [A17] Rue's Tribal Essentials and mini mods (Tribal stuff, Poker, Packed Lunch)
Post by: Love on May 19, 2017, 05:12:20 PM
Aside from the floors which can be found here: https://ludeon.com/forums/index.php?topic=4373.0 and the patched leather which can be found here: https://ludeon.com/forums/index.php?topic=28381.0, the rest are from my Tribal Production mod for A16. I wasn't planning to update it for A17 since I released the Modpack, but if there's enough interest, I can probably do that.

Well, even with a Tribal Production update, there will still be some overlap with Powerless. I'd personally just love a compatibility version that strips out anything that Powerless does so the two mods could coexist.
Title: Re: [A17] Rue's Tribal Essentials and mini mods (Tribal stuff, Poker, Packed Lunch)
Post by: Rimrue on May 19, 2017, 05:23:19 PM
Looking at the Powerless mod, I don't believe there's any overlap between it and my Tribal Production mod. The list you posted is basically my Tribal production mod plus Tamma's patched leather and Telkir's floors. If those are the elements you are interested in, I can update it to A17. I may just do it anyway in case anyone else just wants it separate from the other stuff.
Title: Re: [A17] Rue's Tribal Essentials and mini mods (Tribal stuff, Poker, Packed Lunch)
Post by: Love on May 19, 2017, 05:29:10 PM
Looking at the Powerless mod, I don't believe there's any overlap between it and my Tribal Production mod. The list you posted is basically my Tribal production mod plus Tamma's patched leather and Telkir's floors. If those are the elements you are interested in, I can update it to A17. I may just do it anyway in case anyone else just wants it separate from the other stuff.

Stuff the overlaps with your modpack from Powerless:

Grilled Meals: Come in three varieties: Meat, Veg, and Fine. Provide a small mood bonus, but are slightly more time consuming to make.
Smoked Meat: Like grilled meals, but last for 20 days before rotting.
Grill: Alternative to the campfire for powerless meal production.
Hide Bed: Better than a sleeping spot. Crafted using animal leathers, and color is determined by leather used. The pillow changes color to show if the bed is for colonists, prisoners, or medical.
Charcoal Pit: A pit dug into the ground for burning a large amount of wood.
Smoker: Stone building that can be used to slowly cook meats, preserving them for a short period of time.
Forge: Allows crafting metal weapons using charcoal.
Bellows: Speeds up the crafting speed of the forge and charcoal pit.
Camp Butcher Table: A lightweight table for butchering animals.

Not sure if I missed anything..
Title: Re: [A17] Rue's Tribal Essentials and mini mods (Tribal stuff, Poker, Packed Lunch)
Post by: Rimrue on May 19, 2017, 08:02:50 PM
Yes, with my Modpack there's definite overlap with the smokepit, smoked meat, and the blanket beds. Possibly the butchering spot, though I'd argue it's different enough. Also, I think Powerless uses log walls, too. But I have no forge, smoker, grill (campfire already exists in the vanilla game), or bellows. The crafting baskets only boost the production spots, just like the tool chest in the vanilla game boosts the production benches. I'd need to check the coding on Powerless, but it's unlikely the bellows would have an affect on the production spots. So you'd need the baskets anyway, even if they did boost the forge and charcoal pit.

However, I was talking about my Tribal Production mod having no overlap. I've updated it for A17 now, if you want to use it. Tribal Joy has no overlaps, either.

Hope that helps!

Title: Re: [A17] Rue's Tribal Essentials and mini mods (Tribal stuff, Poker, Packed Lunch)
Post by: Love on May 19, 2017, 08:18:33 PM
Ah, that should work, thanks.
Title: Re: [A17] Rue's Tribal Essentials and mini mods (Tribal stuff, Poker, Packed Lunch)
Post by: Love on May 19, 2017, 08:37:43 PM
Tribal Production is throwing a couple warnings on startup

Code: [Select]
Config error in Hay: ingestible preferability > DesperateOnly but socialPropernessMatters=false. This will cause bugs wherein wardens will look in prison cells for food to give to prisoners and so will repeatedly pick up and drop food inside the cell.
Verse.Log:Warning(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:36)
Verse.DefDatabase`1:ErrorCheckAllDefs() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\DefDatabase.cs:134)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
System.Reflection.MethodBase:Invoke(Object, Object[]) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115)
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Gen\GenGeneric.cs:39)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:210)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__853() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:49)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:439)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__851() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:353)


Config error in Hay: ingestible preferability > DesperateOnly but socialPropernessMatters=false. This will cause bugs wherein wardens will look in prison cells for food to give to prisoners and so will repeatedly pick up and drop food inside the cell.
Verse.Log:Warning(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:36)
Verse.DefDatabase`1:ErrorCheckAllDefs() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\DefDatabase.cs:134)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
System.Reflection.MethodBase:Invoke(Object, Object[]) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115)
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Gen\GenGeneric.cs:39)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:210)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__853() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:49)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:439)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__851() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:353)
Title: Re: [A17] Rue's Tribal Essentials and mini mods (Tribal stuff, Poker, Packed Lunch)
Post by: Rimrue on May 19, 2017, 10:40:20 PM
You can pretty much ignore the error about hay. Wardens will never try to feed prisoners hay. Lol

I eventually plan to fix it, but it's never caused an issue for me so far.

Thanks!
Title: Re: [A17] Rue's Tribal Essentials and mini mods (Tribal stuff, Poker, Packed Lunch)
Post by: kb420 on May 20, 2017, 02:08:45 AM
was using vegetable garden and this mod, together it was not possible to get cloth from what i've seen. i could be wrong, but something to note.
Title: Re: [A17] Rue's Tribal Essentials and mini mods (Tribal stuff, Poker, Packed Lunch)
Post by: Rimrue on May 20, 2017, 02:11:24 AM
Thanks for letting me know. Which mod was it? Tribal Essentials? Pretty sure I didn't change any defs to cloth. If anything, I'd expect some incompatibilities with hay, but not cloth. Hmmm...
Title: Re: [A17] Rue's Tribal Essentials and mini mods (Tribal stuff, Poker, Packed Lunch)
Post by: kb420 on May 21, 2017, 01:15:12 AM
i used the essentials pack, with the vegetable garden mod the cotton changes to cotton fiber so that you have to craft cloth from it.
Title: Re: [A17] Rue's Tribal Essentials and mini mods (Tribal stuff, Poker, Packed Lunch)
Post by: SihvMan on May 21, 2017, 01:23:57 AM
i used the essentials pack, with the vegetable garden mod the cotton changes to cotton fiber so that you have to craft cloth from it.

That's just Veg Garden working as intended. You'll need to research Complex Clothing (or something like that), then build a Tailor Loom. You can turn cotton fibre into cotton cloth there.
Title: Re: [A17] Rue's Tribal Essentials and mini mods (Tribal stuff, Poker, Packed Lunch)
Post by: Rimrue on May 21, 2017, 01:26:42 AM
Ah, thanks, Sihvman. I couldn't figure out how my mod could affect cotton! I didn't touch those defs at all!
Title: Re: [A17] Rue's Tribal Essentials and mini mods (Tribal stuff, Poker, Packed Lunch)
Post by: SihvMan on May 21, 2017, 01:34:26 AM
Ah, thanks, Sihvman. I couldn't figure out how my mod could affect cotton! I didn't touch those defs at all!

No prob. Common mistake.
Title: Re: [A17] Rue's Tribal Essentials and mini mods (Tribal stuff, Poker, Packed Lunch)
Post by: kb420 on May 21, 2017, 03:49:25 AM
makes sense, i figured thats what it might have been. my mistake
Title: Re: [A17] Rue's Tribal Essentials and mini mods (Tribal stuff, Poker, Packed Lunch)
Post by: Rimrue on May 23, 2017, 01:50:50 PM
Added to Tribal Essentials:

A primitive stone oven for cooking meals that is a step up from the campfire. Faster food prep and won't disappear when out of fuel.  Costs stone to build.

-Great Bow and Pila now craftable at the crafting spot once Smithing is researched
Title: Re: [A17] Rue's Tribal Essentials and mini mods (Tribal stuff, Poker, Packed Lunch)
Post by: Rimrue on May 24, 2017, 05:13:46 PM
Added a new mod: Tribal Planet. Now you can colonize a totally Neolithic planet (well, except for maybe those Spacers in the Ancient Danger rooms or the ones who drop from escape pods! ;) ). Tribal Planet removes Outlanders, Pirates, and Mechanoids. It also replaces Pirates with Tribal Raiders.
Title: Re: [A17] Rue's Tribal Essentials and mini mods (Tribal stuff, Poker, Packed Lunch)
Post by: SurrealSadi on May 25, 2017, 01:40:34 AM
I'm not seeing the Stone Oven in the Dropbox version of Tribal Essentials... I have the other production spots, but no Stone Oven. I've looked through every tab, and no Stone Oven.

Edit: Okay. I checked the Steam version, and the Steam version HAS the Stone Oven. Um. Oops?
Title: Re: [A17] Rue's Tribal Essentials and mini mods (Tribal stuff, Poker, Packed Lunch)
Post by: Rimrue on May 25, 2017, 02:16:53 AM
Sorry. Forgot to update the Dropbox version. Done now. :)
Title: Re: [A17] Rue's Tribal Essentials and mini mods (Tribal stuff, Poker, Packed Lunch)
Post by: SurrealSadi on May 25, 2017, 03:30:08 AM
Thank you :)
Title: Re: [A17] Rue's Tribal Essentials and mini mods (Tribal stuff, Poker, Packed Lunch)
Post by: nihel on May 26, 2017, 01:18:32 PM
Could you upload A16 version of the mod?
Title: Re: [A17] Rue's Tribal Essentials and mini mods (Tribal stuff, Poker, Packed Lunch)
Post by: Rimrue on May 26, 2017, 01:31:28 PM
Sorry, I don't have an A16 version of Tribal Essentials. However, you could install the A16 versions of my three tribal mods plus the individual mods I added (most have A16 versions). Hope that helps! :)
Title: Re: [A17] Rue's Tribal Essentials and mini mods (Tribal stuff, Poker, Packed Lunch)
Post by: XeoNovaDan on May 28, 2017, 12:17:28 PM
This really adds a lot of depth and character to the tribal aspect of RimWorld, and some of the mods included here should definitely be part of the base game. Tribes in vanilla feel pretty lacklustre as they stand because there are very few tribal objects - although I guess that's down to the lore being more outlandish-centric than neolithic.
Title: Re: [A17] Rue's Tribal Essentials and mini mods (Tribal stuff, Poker, Packed Lunch)
Post by: Madpizzaboy on May 30, 2017, 02:41:04 PM
are the tribal planet dropbox link updated? because im having problem with the crashed ship event.also i have a question do mechanoid raid happen in tribal planet mod ?
Title: Re: [A17] Rue's Tribal Essentials and mini mods (Tribal stuff, Poker, Packed Lunch)
Post by: Rimrue on May 30, 2017, 02:55:46 PM
Thanks, XeoNovaDan! :)

Madpizzaboy, Aarrghh! Forgot to update Dropbox again. Sorry. :(

There should be no mechanoid raids in Tribal Planet. I removed the mechanoid faction entirely.
Title: Re: [A17] Rue's Tribal Essentials and mini mods (Tribal stuff, Poker, Packed Lunch)
Post by: Rimrue on May 30, 2017, 04:01:44 PM
I've updated the Dropbox file. Please note: you will need the Humanoid Alien Framework to run the new version. If you don't have it, you can find it here: https://github.com/erdelf/AlienRaces/releases/

Thanks!
Title: Re: [A17] Rue's Tribal Essentials and mini mods (Tribal stuff, Poker, Packed Lunch)
Post by: Madpizzaboy on May 30, 2017, 05:21:32 PM
No, Thank YoU  :D
Title: Re: [A17] Rue's Tribal Essentials and mini mods (Tribal stuff, Poker, Packed Lunch)
Post by: Napple on May 31, 2017, 04:22:54 PM
Would it be okay if you have all of your tribal stuff in their own tab in the architect list.
Title: Re: [A17] Rue's Tribal Essentials and mini mods (Tribal stuff, Poker, Packed Lunch)
Post by: Rimrue on May 31, 2017, 04:47:38 PM
Not sure what the benefit of that is. I'd be putting everything from furniture to joy objects into the same category. :/
Title: Re: [A17] Rue's Tribal Essentials and mini mods (Tribal stuff, Poker, Packed Lunch)
Post by: Napple on May 31, 2017, 04:56:53 PM
Not sure what the benefit of that is. I'd be putting everything from furniture to joy objects into the same category. :/
Didn't think about that. Maybe you could have some sort of research tribals already start with to reduce clutter from other mods if that is okay with you.
Title: Re: [A17] Rue's Tribal Essentials and mini mods (Tribal stuff, Poker, Packed Lunch)
Post by: Orpheus on June 04, 2017, 07:46:07 PM
I've updated the Dropbox file. Please note: you will need the Humanoid Alien Framework to run the new version. If you don't have it, you can find it here: https://github.com/erdelf/AlienRaces/releases/

Thanks!

Two questions:  Why do I need it?  And is there a way to get around this requirement?  (I use Children and Pregnancy, which is not currently compatible with Humanoid Aliens)
Title: Re: [A17] Rue's Tribal Essentials and mini mods (Tribal stuff, Poker, Packed Lunch)
Post by: Rimrue on June 04, 2017, 11:10:18 PM
Hi Orpheus,

This is just for the Tribal Planet or Tribal Raiders mod.

The reason it's necessary is because I needed a vehicle to add backstories to the game. I had a choice between Rainbeau's Editable Backstories or Humanoid Alien Framework. I opted for the latter as I figured more people would already have it installed.

Unfortunately, as you noted HAF is not compatible with Children and Pregnancy. However, Rainbeau's Editable Backstories (either Regular or Lite) is. So I've since created versions of Tribal Raiders and Tribal Planet that is compatible with it.

You can find Tribal Planet REB version in my Dropbox here:
https://www.dropbox.com/s/6zrxe5ecxd9c3k5/Tribal%20Planet%20REB%20Version.zip?dl=0

You can find Tribal Raiders REB version in my Dropbox here:
https://www.dropbox.com/s/sp56kquxz6nmddg/TribalRaiders%20REB%20Version.zip?dl=0

Be sure to install/subscribe to Rainbeau's Editable Backstories (either Regular or Lite) before running either mod.

Thanks!
Title: Re: [A17] Rue's Tribal Essentials and mini mods (Tribal stuff, Poker, Packed Lunch)
Post by: Rimrue on June 04, 2017, 11:31:34 PM
Tribal Essentials now has earthen mounds.  More protection than rock chunks, but not as much as sandbags. Constructable on diggable terrain.
Title: Re: [A17] Rue's Tribal Essentials and mini mods (Tribal stuff, Poker, Packed Lunch)
Post by: Rei-No on June 08, 2017, 11:23:37 PM
Ok, I have a Harmony.log.txt up on my desktop that is full of idiot Stories and trait changes to character that is full of error.  I don't like the looks of this story changer very much after I read thru it, because it was strange looking so I opened it with an editior to be safe. from i doing harm to my computer. but geez. its really into gays.  I don't mind playing one once in a while but every other line had to do with that choice its a little over the top I'd say. where do I send it.
Title: Re: [A17] Rue's Tribal Essentials and mini mods (Tribal stuff, Poker, Packed Lunch)
Post by: Rimrue on June 09, 2017, 01:59:00 PM
Hi Rei-No. I'm not sure I understand what the trouble is. I'm guessing this is to do with Tribal Raiders or Tribal Planet? None of my backstories mention the gay trait. It's either from the vanilla game or Rainbeau's Editable Backstories if you installed it instead of the Humanoid Alien Framework. Sorry I can't be of more help!
Title: Re: [A17] Rue's Tribal Essentials and mini mods (Tribal stuff, Poker, Packed Lunch)
Post by: Orpheus on June 16, 2017, 06:43:49 PM
Thanks for the quick and easy workaround.  Much appreciated!
Title: Re: [A17] Rue's Tribal Essentials and mini mods (Tribal stuff, Poker, Packed Lunch)
Post by: Rimrue on June 16, 2017, 07:32:34 PM
No problem! :)
Title: Re: [A17] Rue's Tribal Essentials and mini mods (Tribal stuff, Poker, Packed Lunch)
Post by: wwWraith on June 18, 2017, 02:09:09 PM
I think it'd be natural to make Tribal lore fire markable as Gather spot.
Title: Re: [A17] Rue's Tribal Essentials and mini mods (Tribal stuff, Poker, Packed Lunch)
Post by: Rimrue on June 18, 2017, 03:12:30 PM
At first I did have it as a gather spot, but found pawns would sit there and socialize rather than share tribal lore, so I changed it.

They should still chat and have deep talks while sharing tribal lore, though.

Thanks!
Title: Re: [A17] Rue's Tribal Essentials and mini mods (Tribal stuff, Poker, Packed Lunch)
Post by: JT on July 05, 2017, 10:45:42 AM
Went ahead and converted your hay to a patch so that I could delete the core override file.  Probably not necessary since there's a curious dearth of other mods that make modifications to hay (I know, shocking), but patching is best practice these days. =)

Code: [Select]
<?xml version="1.0" encoding="utf-8" ?>
<Defs>

<Operation Class="PatchOperationAdd">
<xpath>/Defs/ThingDef[defName="Hay"]</xpath>
<value>
<tickerType>Rare</tickerType>
<ingestible>
<foodType>Plant</foodType>
<preferability>RawBad</preferability>
<nutrition>0.05</nutrition>
</ingestible>
<stuffProps>
<stuffAdjective>grass</stuffAdjective>
<categories>
<li>Grassy</li>
</categories>
<color>(134,132,46)</color>
<commonality>1.4</commonality>
<allowColorGenerators>true</allowColorGenerators>
</stuffProps>
</value>
</Operation>

<Operation Class="PatchOperationAdd">
<xpath>/Defs/ThingDef[defName="Hay"]/statBases</xpath>
<value>
<MaxHitPoints>100</MaxHitPoints>
<Flammability>1.0</Flammability>
<DeteriorationRate>4</DeteriorationRate>
</value>
</Operation>

<Operation Class="PatchOperationReplace">
<xpath>/Defs/ThingDef[defName="Hay"]/statBases/MarketValue</xpath>
<value>
<MarketValue>1.2</MarketValue>
</value>
</Operation>

<Operation Class="PatchOperationAdd">
<xpath>/Defs/ThingDef[defName="Hay"]/comps</xpath>
<value>
<li><compClass>CompColorable</compClass></li>
</value>
</Operation>

</Defs>

(The XML file is also attached to the post for easy digestion.  A-hyuk.)

Was there a compelling reason that hay was made ingestible, incidentally?  Even in the richest hays (soybean chaff), the majority of their nutrients are locked within the cellulose structure -- which means we can't get to it at all because, unlike ruminants or hindgut animals, we have no cellulase enzymes to break them down.  Something less than 5%-10% of grass is actually digestible for humans, compared to around 75%-85% for fodder-eating livestock, and it's murder on our teeth.  Like celery, it does have a slight positive caloric gain, because our body barely expends any energy in its digestion -- but a dozen calories or so out of a stomachful of roughage isn't exactly something to write home about.  A human could eat hay all day long whenever there was room in their stomach and would suffer from starvation due to calorie intake well below the survival threshold. =)

Even puréeing it doesn't unlock a heck of a lot. Even things like oatgrass or wheatgrass blends are mostly indigestible, although because they're pulverised a larger amount of their nutrients are accessible (10%-30% depending on fineness).  Extracted juices do contain a much higher ratio of nutrients, but that's because most of the cellulose has explicitly been discarded or recycled for animal fodder.  The nutrition figure cited in the game, therefore, should be anywhere from 5 to 10 times less (0.01 to 0.005), which makes its inclusion somewhat irrelevant.  At 0.01 you'd need 50 hay to produce a single meal's worth, at 0.0066667 you'd need 75, and at 0.005 you'd need 100.

Of course, since in reality most juice extracts are really intended for "joy" beverage purposes only, a haygrass juice recipe would perhaps produce an ingestible juice worth 0.05 nutrition from 10 hay.  That won't even require hay to be marked as ingestible -- just use a standard production recipe based on a fixed ingredient list rather than on a nutrition amount. =)


Some other notes, digging around in the (hind)guts:

Most of your _Bases.xml files should be deleted; abstracts are inheritable across mods.  Any mod that includes those now generally won't break anything, but will be the source of esoteric strange behaviour if any of the core defs are changed with new releases of the game and the mod somehow rolls it back to an older version.

TribalProductionWorkGivers.xml also definitely needs to be separated out into a patch, since it won't be compatible with anything else that tries to modify those same workgivers via an XML override (which they shouldn't do either, but given a choice between one person doing it and everyone else patching, or everyone patching in the first place, I'd say the latter is wiser).

Since I don't want to step on toes and it'll be good to learn the procedure, it's as simple as:

<Operation Class="PatchOperationAdd">
   <xpath>/WorkGivers/WorkGiverDef[defName="DoBillsButcherFlesh"]/fixedBillGiverDefs</xpath>
   <value>
      <li>ButcheringSpot</li>
   </value>
</Operation>

...et al. for the rest. =)

[attachment deleted by admin due to age]
Title: Re: [A17] Rue's Tribal Essentials and mini mods (Tribal stuff, Poker, Packed Lunch)
Post by: Rimrue on July 05, 2017, 11:07:28 AM
Oh, wow! Thanks for the help! I have been struggling with patching. I know it is pretty straight forward, but I somehow always generate a ton of errors. :/

I'll update both mods with those patches today. :)

As for hay being ingestible, as I recall when I made the mod, animals didn't seem to want to eat it unless I added the ingestible tags. But I could test again without it. Maybe that's an A17 change I missed or something.

Thanks! :D
Title: Re: [A17] Rue's Tribal Essentials and mini mods (Tribal stuff, Poker, Packed Lunch)
Post by: JT on July 05, 2017, 12:10:15 PM
Yeah, patching is a bit of a mindwarp -- especially since you can wind up blackscreening the game if you malform the XML syntax... a good text editor with bracket/code highlighting is pretty much a must. =)

Weird about the animals -- it inherits from RoughPlantBase whose sole purpose is to include ingestible data for them.  (Actually, based on looking into that, my whole dietary diatribe, which I will now have to refer to as a "dietribe", was probably completely irrelevant.  Yay me!)

This might a case of the vanilla tag being marked for "DesperateOnly", which tries to encourage animals to eat it only as a last resort and to prefer grazing first.  I couldn't begin to explain the prisoner errors that are referenced on the thread, though. =)
Title: Re: [A17] Rue's Tribal Essentials and mini mods (Tribal stuff, Poker, Packed Lunch)
Post by: Rimrue on July 05, 2017, 12:31:59 PM
I haven't  managed to blackscreen the game yet. Lol Usually just get the old corrupted mod error. Or page long log of red errors. :P

To fix the prisoner error it needs <socialpropernessmatters>True</socialpropernessmatters> added to the ingestiblity tag. But since the error never caused any issues I just never got around to fixing it. I'll add it to the patch you shared. :)

Also, I should add hay smoothies now. Lol
Title: Re: [A17] Rue's Tribal Essentials and mini mods (Tribal stuff, Poker, Packed Lunch)
Post by: Rimrue on July 05, 2017, 02:30:20 PM
Okay, so it seems I don't need the ingestible part at all for hay, so I've removed it and now there shouldn't be an error about feeding prisoners anymore. :)
Title: Re: [A17] Rue's Tribal Essentials and mini mods (Tribal stuff, Poker, Packed Lunch)
Post by: lorebot on July 06, 2017, 09:19:43 AM
@Rimrue, is there a way to have your mod check for BaconBit's Trap Defence mod so it doesn't duplicate research for the Pitfall trap?
Title: Re: [A17] Rue's Tribal Essentials and mini mods (Tribal stuff, Poker, Packed Lunch)
Post by: Rimrue on July 06, 2017, 12:01:46 PM
Probably, but I am not sure how. I will look into it. Thanks!
Title: Re: [A17] Rue's Tribal Essentials and mini mods (Tribal stuff, Poker, Packed Lunch)
Post by: Rimrue on July 14, 2017, 04:32:46 AM
Updated Tribal Essentials:

-The stonechipping spot should now be able to chip any type of stone
-Spear, great bow, and pila now less wood to make (same amount as vanilla)
-Pitfall trap is less deadly
-Pitfall Trap should no longer require separate research if the Trap Defense mod is installed
Title: Re: [A17] Rue's Tribal Essentials and mini mods (Tribal stuff, Poker, Packed Lunch)
Post by: Ser Kitteh on July 23, 2017, 09:45:38 PM
Hey Rimrue, doing a tribal playthrough and with Tribal planet I'm having a blast!

Thought you might want to know of a problem: when building log walls, it seems I need to cancel the wall before needing to put in a door. It's not the biggest issue, but it's not like the utility of placing doors on vanilla either.

Gonna enjoy your mod some more. Thanks for your hard work, dude.
Title: Re: [A17] Rue's Tribal Essentials and mini mods (Tribal stuff, Poker, Packed Lunch)
Post by: Crow_T on July 26, 2017, 09:28:01 PM
Neat mod, but I can't figure out how to start a colony with the tribal essential research already done- it seems weird to be able to have research bench, bed, stonecutter table, etc. before the tribal equivalents.  Is there a good way to set up a colony using this mod to get a real primitive start?
Title: Re: [A17] Rue's Tribal Essentials and mini mods (Tribal stuff, Poker, Packed Lunch)
Post by: SpaceDorf on July 27, 2017, 07:26:37 AM
Neat mod, but I can't figure out how to start a colony with the tribal essential research already done- it seems weird to be able to have research bench, bed, stonecutter table, etc. before the tribal equivalents.  Is there a good way to set up a colony using this mod to get a real primitive start?

the scenario editor has a "start with research" option you can add any research you want there.
If you add a  very advanced research ( like spaceships ) you will also start with every required research.
Title: Re: [A17] Rue's Tribal Essentials and mini mods (Tribal stuff, Poker, Packed Lunch)
Post by: Crow_T on July 27, 2017, 05:27:10 PM
the scenario editor has a "start with research" option you can add any research you want there.
If you add a  very advanced research ( like spaceships ) you will also start with every required research.

Yeah I tried that, it's not in my menu of choices though. Do mods not get populated in that menu?
*just checked my big modded install that has more vanilla turrets, EPOE, and more- only mending shows up which is from a mod. Interesting.
Title: Re: [A17] Rue's Tribal Essentials and mini mods (Tribal stuff, Poker, Packed Lunch)
Post by: SpaceDorf on July 27, 2017, 06:45:56 PM
Funny enough I started my game with the "tribal essentials" exactly by adding them to the research ..

But only because I started as industrials, as far as I know Tribals get the research automatically.
Title: Re: [A17] Rue's Tribal Essentials and mini mods (Tribal stuff, Poker, Packed Lunch)
Post by: Rimrue on July 28, 2017, 09:16:31 PM
Yes, as SpaceDorf says, Tribal Starts get the research unlocked automatically. Otherwise, you should be able to add it with the Start With Research in the Scenario Editor.
Title: Re: [A17] Rue's Tribal Essentials and mini mods (Tribal stuff, Poker, Packed Lunch)
Post by: Riael on July 30, 2017, 04:17:24 PM
Kinda... not a tribal thing but could you add the psychoid tea at either the cooking table or the drugs lab as well?

Campfires running out are annoying.
Title: Re: [A17] Rue's Tribal Essentials and mini mods (Tribal stuff, Poker, Packed Lunch)
Post by: rditto48801 on August 12, 2017, 06:18:11 AM
I love Tribal Essentials, it's an awesome mod.
Even handy for giving a slight 'improvised' or a 'use what we have' or  otherwise rustic feel to even a normal colony start.

I have a few comments/questions.

For starters, I have several mods that alter cotton plants, so they drop 'raw' cotton that has to then be made into cloth.
Would it be possible to have the Woven Hat and Woven Cloak to be made out of such 'raw' forms of cotton?

The mods in question
T's Expanded Cloth and Vegetable Garden: Cotton Fibre, item name RawCotton
Skullywags Extended Fabric: Cotton Boll, item name CottonBoll

Second, the I have noticed a mild compatability issue with the mod Stuffified Construction by Sixdd.
It changes the default wood to Synthwood, and makes trees drop their own specific wood. Synthwood Trees do not grow in nature, they are unlocked via research after Hydroponics. Which causes issues keeping it on hand once the initial supply runs out.
Since you already have a lot of stuff made using Woody stuff, can you have stuff like the Smokepit and Tribal Lore Fire also use Woody for cost, and allow them and the Stoneoven to use Woody for their fuel?
Title: Re: [A17] Rue's Tribal Essentials and mini mods (Tribal stuff, Poker, Packed Lunch)
Post by: Oblitus on August 12, 2017, 06:25:46 AM
Second, the I have noticed a mild compatability issue with the mod Stuffified Construction by Sixdd.
It changes the default wood to Synthwood, and makes trees drop their own specific wood. Synthwood Trees do not grow in nature, they are unlocked via research after Hydroponics. Which causes issues keeping it on hand once the initial supply runs out.
Since you already have a lot of stuff made using Woody stuff, can you have stuff like the Smokepit and Tribal Lore Fire also use Woody for cost, and allow them and the Stoneoven to use Woody for their fuel?
Woody does not warranty that it is an actual wood. Apinni wax or my carbon composite are woody too, since they can be used to construct whatever you may build with wood. But you probably won't want to use them as fuel.
Title: Re: [A17] Rue's Tribal Essentials and mini mods (Tribal stuff, Poker, Packed Lunch)
Post by: rditto48801 on August 12, 2017, 06:49:29 AM
Second, the I have noticed a mild compatability issue with the mod Stuffified Construction by Sixdd.
It changes the default wood to Synthwood, and makes trees drop their own specific wood. Synthwood Trees do not grow in nature, they are unlocked via research after Hydroponics. Which causes issues keeping it on hand once the initial supply runs out.
Since you already have a lot of stuff made using Woody stuff, can you have stuff like the Smokepit and Tribal Lore Fire also use Woody for cost, and allow them and the Stoneoven to use Woody for their fuel?
Woody does not warranty that it is an actual wood. Apinni wax or my carbon composite are woody too, since they can be used to construct whatever you may build with wood. But you probably won't want to use them as fuel.

Ah, I did not know that.
I noticed other stuff could be made from different woods and using different woods as fuel, like campfires and torches, but didn't notice them using stuff like the beeswax for construction or fuel, and I am presently playing an Apini hive/colony.
I'm guessing it's something else to do with Stuffified Construction's side of things that I missed when trying to figure things out.
Title: Re: [A17] Rue's Tribal Essentials and mini mods (Tribal stuff, Poker, Packed Lunch)
Post by: Hydromancerx on August 16, 2017, 12:41:45 PM
@Rimrue
I don't really want to maintain my Primitive Floors (https://ludeon.com/forums/index.php?topic=27016.0) mod anymore. I wondered if you would like to add it to this mod. I think it would go well with it. You my my permission to use obviously.
Title: Re: [A17] Rue's Tribal Essentials and mini mods (Tribal stuff, Poker, Packed Lunch)
Post by: Supercheese on August 16, 2017, 06:18:50 PM
I was wondering, is there any disadvantage to using a Buchering Spot instead of a full Butcher's Table, or similarly with a Stone Chipping Spot over a Stonecutter's Bench? I noticed definitively that the Researching Spot had a lower research speed modifier than a basic Researching Bench, but I did not immediately notice any disadvantages to some of the other primitive crafting spots.
Title: Re: [A17] Rue's Tribal Essentials and mini mods (Tribal stuff, Poker, Packed Lunch)
Post by: CrazyNord on August 25, 2017, 08:57:17 AM
Hello.

I get this error when launching a game while using tribal essentials. Game is playable and no errors in-game, i think just some conflict between T-Morefloors mod

(http://i.imgur.com/e0JzdjD.png)

maybe it is useful for someone to know, maybe something to fix :)
Title: Re: [A17] Rue's Tribal Essentials and mini mods (Tribal stuff, Poker, Packed Lunch)
Post by: Wanderer_joins on September 08, 2017, 06:28:07 AM
Great mod, i'm enjoying it playing semi-nomadic tribals!

I'm using spots only for production, but for the crafting spot, if you want to make spears you've no the slider for the material. It may be by design that you can only craft wooden spears at a crafting spot, but you have the slider when you make shivs.
Title: Re: [A17] Rue's Tribal Essentials and mini mods (Tribal stuff, Poker, Packed Lunch)
Post by: maculator on September 22, 2017, 05:08:23 AM
Does the tribal planet work with CE?!?
Title: Re: [A17] Rue's Tribal Essentials and mini mods (Tribal stuff, Poker, Packed Lunch)
Post by: Kori on September 22, 2017, 07:26:26 PM
And what about Tribal Essentials + CE?
Why does the description list weapons (Spear, Great Bow, Pila) that are already in vanilla? Are they altered in some way so that they technically count as new weapons, making it incompatible with CE?
Title: Re: [A17] Rue's Tribal Essentials and mini mods (Tribal stuff, Poker, Packed Lunch)
Post by: Kastuk on November 08, 2017, 08:26:24 AM
Yay, much more authenticity!
Really want tribal tents and camping stuff for natural nomad tribe!
But then mountable animals too.

How to discern types of craft spots?
Title: Re: [A17] Rue's Tribal Essentials and mini mods (Tribal stuff, Poker, Packed Lunch)
Post by: SamhainJack on November 21, 2017, 02:18:16 PM
Update please?
Title: Re: [A17] Rue's Tribal Essentials and mini mods (Tribal stuff, Poker, Packed Lunch)
Post by: patoka on November 24, 2017, 03:24:30 PM
OMG THIS IS THE COOLEST SET OF MODS EVER
i would love to play them but unfortunately i dont really like content mods :/ either it's vanilla or it doesnt exist (for me)
i really hope all of this will get implemented into vanilla asap, as i only play qol mods

thumbs up, like, retweet, take whatever you want, this sounds kickass
Title: Re: [A17] Rue's Tribal Essentials and mini mods (Tribal stuff, Poker, Packed Lunch)
Post by: dburgdorf on December 10, 2017, 06:48:39 PM
Until such time as Rue actually returns again, I've taken it upon myself to update "Tribal Essentials" (and also "Tribal Raiders") for b18. All credit, of course, goes to her.

https://ludeon.com/forums/index.php?topic=36687.msg384240#msg384240
Title: Re: [A17] Rue's Tribal Essentials and mini mods (Tribal stuff, Poker, Packed Lunch)
Post by: SpaceDorf on December 11, 2017, 07:29:37 AM
Before someone asks for tribal planet :

check out RF's Configurable Maps (https://ludeon.com/forums/index.php?topic=36687.msg376102#msg376102) which now includes finetuning for every possible faction.