RimWorld

RimWorld

893 ratings
Vanilla Factions Expanded - Core
 
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Mod, 1.0
File Size
Posted
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0.535 MB
Sep 5, 2019 @ 7:31am
Jan 2 @ 7:23pm
13 Change Notes ( view )

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Vanilla Factions Expanded - Core

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Description




1.1.3 (06/09/2019): Added integration with Dual Wield's settings for shields
1.1.2 (06/09/2019): Improved storyteller-restricted faction generation
1.1.1 (06/09/2019): Weapon info cards now show if they're usable with shields and added Japanese translation by Proxyer
1.1.0 (05/09/2019): Added functionality for Man in Black replacements
1.0.0 (05/09/2019): Release



Vanilla Factions Expanded - Core incorporates several key functionalities that may be shared across all Vanilla Factions Expanded modules. Examples of shared functionality include custom base generation, customisable sieges, faction-based pack animal textures, scenario-dependent faction relations, and shields.



Q: Is this mod necessary to run other Vanilla Faction Expanded modules?
A: Yes. This mod contains all the code used with the other Faction modules, therefore is required for these mods to run.

Q: Which position in the mod loader should this mod take?
A: This mod should be loaded BEFORE other faction mods, preferably high in the load order, possibly right after the “Core” game file.

Q: Why is the mod listed as incompatible with Faction Control?
A: Faction Control destructively modifies world faction generation and breaks tech level-based faction restriction which storytellers like Maynard Medieval from the medieval module uses.

Q: Is this mod compatible with More Faction Interation or Go Explore?
A: Yes, they change completely different things. There's no reason why this mod and MFI or Go Explore should conflict.

Q: Can this mod's functionality be used in other mods?
A: Yes, though there is currently no documentation.



We are currently not tracking any issues. If any errors occur, please post them in the comment section, preferably with a hugslib github link.

The way to do it requires you to have Hugslib mod downloaded. Press the green “Share Logs” button in the debug menu and send us the link.



This mod was created by XeoNovaDan as part of Vanilla Expanded mod team.

Oskar Potocki provided this mod's thumbnail.

Brrainz created the Harmony Patch Library which has made this series of mods possible.

NotFood has kindly provided the community with PatchOperationLoadDefsOnDemand.

RimWorld is owned by Ludeon Studios.

(CC BY-NC-SA 4.0)[creativecommons.org]









[discord.gg]





Popular Discussions View All (2)
2
10 hours ago
Found a major source of lag in your mod.
Demonseed Elite
9
Jan 4 @ 12:42pm
Faction control incompatibility
Jet
< >
148 Comments
BamboozleBallet Jan 14 @ 7:33pm 
I had this and the medieval mod installed (though not using the medieval story teller) and it disabled insects and the medieval faction raids were incredibly weak. Also combined they added to my loading times considerably.
我妻由乃 Jan 4 @ 4:44am 
@radjenovicpredrag
Try using RIMMSqol instead of that for whatever you needed it for.

@lbmaian
Thanks.
lbmaian Jan 2 @ 9:39pm 
@我妻由乃 They just moved the Shield category def from the Medieval mod to this Core mod, and Proxyer updated the corresponding Japanese translation.
radjenovicpredrag Jan 2 @ 5:42pm 
I have a conflict with this or medieval expanded and [KV] In-Game Definition Editor - 1.0, where temperate forests show up without plants. As soon as I disable your mods, everything works as it should. Any ideas? Thanks in advance
我妻由乃 Jan 2 @ 4:37pm 
What was changed in today's update?
Geojak Jan 1 @ 11:26am 
can i ask how you implemented the shield mechanics. what did you change in armor calculation? i am trying to figure out if this is wokring with https://steamcommunity.com/sharedfiles/filedetails/?id=1624115509

i changed something in the source code so that for shields reliable armor code doesnt try to acces .apparel which cases null pointer. no more crashes but unsure if this can even work when both mods attempt to harmony patch armor calcuation
SaltShaker Dec 28, 2019 @ 6:58pm 
Definitely feels like this creates an annoying scarcity of NPC faction settlements even though the uniqueness and variation in the added factions are pretty great. Some ability to adjust the settlement number restrictions is needed, since the choice between this and Faction Control is a hard one.
Reikenbach Dec 28, 2019 @ 1:30am 
If this remains incompatible with Faction Control, I'd recommend trying to add in some way to adjust the number of factions during world generation. Being capped at around 5 factions or so is unfortunate.
RANDY RANDERSON✌ Dec 27, 2019 @ 3:23pm 
Is this compatible with the VR version?
jmcedesign Dec 16, 2019 @ 5:02pm 
Do we have a date for the insectoid mod to be released?