RimWorld

RimWorld

928 ratings
Faction Blender
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
1.215 MB
May 6, 2019 @ 5:18pm
Jun 30, 2024 @ 2:20pm
22 Change Notes ( view )

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Faction Blender

Description
About
Are you annoyed that you downloaded all of these different races and animal mods, but they come with some boring homogeneous faction to show them off? Wouldn't it be more realistic if there were a faction that brought these races together?

Faction Blender fixes this problem by introducing a new faction that takes in refugees and wanderers from all races and walks of life to form a civil coalition!

Hobbits, Dwarves, and Elves from Lord of the Rim? Check. Elder Things? Check. Asari from RimEffect? Got them. Federation soldiers and their creations? GlitterTech commandos? Tanks? Dinosaurs? Mechanoids? Genetic Rim monstrosities? Eldritch horrors? Some race mod you just created? Yep, all of them.

Just have vanilla pawns in your game? Now you have a faction with outlanders, tribals, mechanoids, and thrumbos.

Pirates aren't left out, either. An amalgam pirate band will come stomping with their own unified gang of pawns to terrorize your town, too.

Requires HugsLib and Humanoid Alien Races 2.0.

Chinese translation by CaptainSnafu. (中文汉化,简繁可用,但都显示简体。)

Features
  • Adds two factions (one civil and one pirate) to your game. (Must be a new game or use Vanilla Expanded Framework to add it in. See FAQ entry below.)
  • New factions are composed of most pawn kinds used in both vanilla and mods
  • Also includes a third Ideology-only faction with truly random memes/precepts
  • Allows you to play the starting vanilla scenarios with a mixed pool of pawn kinds
  • A mixed set of races will also appear as refugees, slaves, and wanderers
  • Fixes trade caravan pack animals, increasing the variety and how they carry their cargo
  • Makes ancient dangers more interesting with modded creatures and pawns

Got a question or issue? Read the wonderful FAQ![github.com]

Other Resources
Popular Discussions View All (16)
10
Feb 27 @ 5:32am
Faction Blender Error log / Bug Report
ASMR gaming
3
Jun 10, 2022 @ 5:48pm
Disable Wild wo(man) from spawning?
DragonKing
2
Sep 15, 2021 @ 8:48pm
Blended factions have no trade inventory.
Errant_Gunner
491 Comments
AngryBean Jun 15 @ 7:14pm 
I really love this mod, however I'm currently attempting a medieval-era only run. Is compatibility with medieval overhaul/factions a possibility in the future? Currently they don't seem to mesh well and half of the factions revert to 100% Baseliner. Thank you for your time and effort into the mod :)
Deankiller Turnupseed May 11 @ 11:05am 
is there a biotech version and no bugslib?
MysticalCyan May 9 @ 10:27am 
@FelipeGames2000 HAR is literally just a framework, just don't add any races that uses HAR.
FelipeGames2000 Apr 29 @ 4:26pm 
Any plans on a HAR-free version?
Cletus Apr 9 @ 6:37pm 
nah, id rather keep them all divided and extremely racist against each other
evii Jan 31 @ 6:52am 
Nvm found it def for the anomaly entity faction is 'Entities' probably should have been obvious. For the entities themselves their defs are just the name of the entity like 'Shamblers'.
evii Jan 31 @ 6:38am 
How would you stop Anomaly entities from spawning within these factions? What would you put in the exception list?
TurtleShroom Jan 28 @ 3:52pm 
I am experiencing a catastrophic, cascading failure due to this Mod. I was able to eliminate all other possible options in the process. It is this Mod, and I am certain of this.

Here is the report and the Hugs Library Log: https://www.steamcommunity.com/workshop/filedetails/discussion/1734490820/3040481180136597351/#c6980058383071239517 .
Dr. Quackers M.D. Nov 27, 2024 @ 11:22am 
FUCK HAR!
Ancalagon Nov 17, 2024 @ 8:11pm 
Does this truly require HAR?