RimWorld

RimWorld

477 ratings
[RH2] Faction: Task Force 141
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Mod, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
56.434 MB
Dec 25, 2021 @ 3:57pm
Jul 20 @ 11:48am
55 Change Notes ( view )

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[RH2] Faction: Task Force 141

In 1 collection by Chicken Plucker
Red Horse² - Factions
7 items
Description
Having escaped a mechanoid hive invasion from their home world, its people are left to choose between a brave new rimworld or extinction. In order for their colonisation to go smoothly, someone has the unfortunate job of dealing with the locals. Task Force 141 was given the mission.






Contents:
- 512x512 px, high quality apparel and weapon texture art.
(Note: Apparel may be rendered low in-game due to 1.3 update forcing this.)
- Unique faction with their own backstory and characteristics.
- Enlistment feature that allows your colonists to become a part of the faction naturally.
- Modular apparel. Wear webbing on top of armor, eyewear on top of balaclava and etc.
(Note: To prevent balaclavas from rendering over your helmet, please wear it first, then put on your helmet.)
- Stolen Valor
- "Food" in a bag that kills your morale upon digestion
- That cool theme song from Warzone in the mission board plays when you click it

Features:



Enlisting to this faction unlocks the following benefits:


Main Services







Medical Services



Training Services





Other Services




Reinforcements Feature



Resign from Enlistment






FAQ
- Help! My balaclava is rendering over my helmet!
1.4 users:
- Sadly an unfortunate limitation with vanilla, though it can be fixed if you have camera+. Currently in progress to he
- (NOTE: Fix needs Camera+) Take off your helmet, put on your balaclava first. It should now render under the helmet

1.5 users:
- Vanilla has fixed this issue.

- Balaclavas keep rendering over the helmet. What do I do?
- I've spoken to my coder and there's no way to have a proper layering system for headgear without breaking several other things in the game. It will also cost me the price of a brand new PC to get him to work on such a feature and refine because it's just something vanilla doesn't support.

I've coded balaclavas to work under helmets and for the most part render under spawned pawntypes through organizing what the pawns wear in coding first. If it keeps happening to you, it's because you have other mods affecting the way it's originally meant to work.

- Is this safe to enable mid-save?
- No, you need faction discovery or Vanilla Expanded Framework.
NOTE: Rimcities will cause the mod to have problems being enabled mid-save even with VEF.

- Is this safe to disable mid-save?
- No, you need faction discovery or Vanilla Expanded Framework.
NOTE: Rimcities will cause the mod to have problems being disabled mid-save even with VEF.

- My colonists won't haul the gear in the stockpiles?
- My colonists keep stripping/not putting the clothes on?
- My colonists won't eat the MREs?

- When you enable a mod mid-save successfully, the game automatically disables the items for every kind of "allowed" stockpile, i.e. your uniform settings, your allowed food diet settings, medicine settings and stockpile.

All you have to do is allow all of these items in your settings for each one. Also the MREs are gross, so maybe that's why they won't eat them (Enable them in your food diet settings).

- SOS2 compatibility?
- Enlistment mission events and reinforcements are untested in new planets and/or player space ships.

- Is this-
- Yes.

- Compat-
- Stop talking.

-ible with Vegetable Garden mod?
- Should be, yes

- COMBAT EXTENDED COMPATIBLE?!?!!!?!?!!
Yes. The CE Team has patched CE to work with this mod.

- Will this mod work without Ideology DLC?
The way the mod is coded, is it needs rulepacks for ideology DLC. If you don't have the DLC you will get errors about the rulepacks. Your game will work fine, you can ignore the errors since it won't affect your game.


Credits:
Taranchuk - Lead C#
Jecrell - C#
Fiendakko - Lead apparel art, weapon art
Erok031 - Lead weapon art
Oskar Potocki and the Vanilla Expanded Team - Missions UI code
Season 6 Call of Duty Warzone - Versus Music
Infinity Ward - Call of Duty, Task Force 141, Call of Duty Warzone
Camelbak
Crye
Flyye
PELTOR
Oakleys
PILLA


Please consider to:
[ko-fi.com]

To help develop more mods like these!

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Popular Discussions View All (3)
6
Apr 3, 2024 @ 9:40pm
Task force 141 storage not working
FunkyTown
11
Jan 3, 2022 @ 11:40am
An error occurred when trying to spawn faction RH2_141:
CalciumD6
0
Jan 2, 2022 @ 7:14pm
PINNED: Tips & Tricks for Enlistment feature
Chicken Plucker
183 Comments
Tannheuser Jul 26 @ 5:35am 
@Chicken Plucker
Hi friend! I don't know if this is intentional, but the RSASS seems to be available without any research, as soon as I build the Machining Table. The other guns require a reasonable amount of research.

Thanks for incredible content and high quality mods!
Chicken Plucker  [author] Jul 20 @ 12:03pm 
@AdmDrew - Thanks for reporting. No it doesn't need ideology, the error could be safely ignored. I have forgotten and have now added for this and the Rangers mod an additional line that prevents the error from appearing when Ideology is disabled.
AdmDrew Jul 20 @ 6:02am 
does this mod require Ideology? I get an error:

Could not resolve cross-reference to Verse.RulePackDef named NamerIdeoGlobal (wanter=include)
<snipped stack trace>

If so, is it possible to add that DLC as a prereq? I only have Biotech and Odyssey.
DestyNova Jul 19 @ 11:46am 
Thanks for the 1.6 update :)
Iceman Jul 19 @ 7:09am 
What's new in 1.6 version?
Th3KingGoat Jul 19 @ 7:07am 
Let’s goooo
MC_0 Jul 19 @ 7:06am 
It is happening. :steamhappy:
Sir Cumcise Jul 19 @ 6:59am 
letsgoooooooooooooo
Leonidas1989 Jul 15 @ 11:36am 
1.6 ??????
Narlindir Sep 15, 2024 @ 1:05pm 
@hello kitty candy its just a backpack so you can put bottles in there
no integration afaik