Medieval – Vanilla
THE 1.1 VERSION CAN BE FOUND HERE: https://steamcommunity.com/sharedfiles/filedetails/?id=2011469982
This mod removes everything from the game after the Medieval Era. Everything else stays vanilla.
How long can you survive what the storyteller is throwing at you?! There really isn’t an end game here, since you can’t make a spaceship and fly away.
Notes:
This will conflict with any other mods that reference vanilla items that are post-medieval.
This may not work with scenarios that have post-medieval items as a part of the starting items list.
I made this at the request of several players who were interested. Special thanks to the authors of the Lord of the Rims mod for great examples on how to accomplish this.
Discuss this at Ludeon: https://ludeon.com/forums/index.php?topic=47626.0
Please consider supporting me on Patreon: https://www.patreon.com/SickBoyWI
Or at least buy me a coffee: https://ko-fi.com/sickboywi
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Changelog
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1.0.0.6 2019-07-14
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Fixed an issue that prevented slaves from spawning.
1.0.0.5 2019-05-28
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Added components back in to the game. Buildable at forge or fueled smithy. Require craft skill 6 to make. Changed description on them to remove anything about electronics.
1.0.0.4 2019-04-29
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Fixed several additional immersion errors. Removed solar flares as they do nothing. Pawns should no longer spawn with hyperweave or synthread clothes. Removed compated machinery meteorites.
1.0.0.3 2019-04-13
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Corrected all reported issues related to futuristic items being in the game still.
1.0.0.2 2019-02-17
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Removed modern items that traders would show up with.
1.0.0.1 2019-01-25
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Corrected bug preventing colonists that wander in from being respawned after loading a save game. This won’t fix existing saves, unless you manually edit it to make the PawnKind of the pawns in question colonist instead of villager. It will prevent the problem going forward.
1.0.0.0 2019-01-03
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Created
Revisions:
Old revisions of this mod are available below. Click the link to download.