RimWorld

RimWorld

44 ratings
Urban Factions - Framework
   
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Mod, 1.4
File Size
Posted
Updated
1.111 MB
May 27, 2023 @ 4:55pm
Jul 31, 2023 @ 12:44pm
8 Change Notes ( view )

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Urban Factions - Framework

In 2 collections by TechnoFox
Modern Combat Series
5 items
Galactic Factions
2 items
Description
This mod is the prerequisite for the modern combat series,

What it does:


- Adds 2 breaching tools the slap charge and Breaching charge

- Alters AI to move to the centre of their settlement and defend from fortified positions instead of immediately running towards combat at the first sign of contact.

- adds the barricade, invisible conduits (for settlement gen) and ceiling light, which adds to building and is utilized by the modern combat factions.

Updates

July 31st, 2023: Update to add glass wall, door, and auto door. They take 5 steel (as to not add conflict with other window mods), are build able from start, are 1 beauty and are colour able. these will be used in upcoming mods

July 22nd, 2023: Update to add functionality for factions to essentially clear a square and place a new terrain within the square for settlement gen

June 8th, 2023: update to barricade def so it doesn't overwrite Mech Spawn

June 1st, 2023: update to barricade health so not so tanky, reduced to 80 hp

Incompatibilites

- AI500: keeps giving random errors

- Basically an mod that alters the combat AI


Common Questions


CE?

Yes, and recommended for the modern combat series (however the galactic factions series is being worked on).


AI 500?

Negative, causes conflict with the AI portion of the mod
Popular Discussions View All (1)
0
May 13 @ 7:31am
Are these mods still being worked on?
RonaldDaGamer [RDG] 1999
45 Comments
HYDRA Apr 12 @ 6:50pm 
1.5?
g0jira Nov 11, 2023 @ 8:40am 
something is wrong with CE, termite charge is using NATO ammo and has higher range than AR :D
Sgtknispel23 Sep 16, 2023 @ 3:39am 
@jabba i get that issue too,hope it eventually gets sorted out cause i love what this mod does for raiding bases
Jabba Sep 14, 2023 @ 9:58am 
Removing this mod does indeed fix the issue..
Jabba Sep 13, 2023 @ 10:52am 
Quick question - has anyone faced an issue where enemy pawns in outposts and such seem to just wander around in the center of the map, without attacking you?


This is an extremely frustrating issue, especially with tribals, since melee enemy pawns don't attack you. It ends up being a boring turkey shot lmao
skycrossercat Sep 12, 2023 @ 12:30am 
Oh and one more thing, will you consider replacing pawnkinds' weapon tags to vanilla counterparts (like Sniper or AssaultRifle) instead of just use "Gun"?
skycrossercat Sep 11, 2023 @ 8:31am 
Also, does the AI alter only for defending their own base, or also change their moves while attacking player's base?
skycrossercat Sep 11, 2023 @ 8:28am 
Is it necessary to have Ideology to use your faction mods? I would like to try your mods with custom base layout and AI, but I really dislike the management of Ideology.
このヘンタイ! Jul 25, 2023 @ 11:31pm 
wow I must try this
CAI-5k may good but they don't know how Urban warfare and keep random digging wall around settlement
hope this mod don't disappoint me like CAI-5k
TechnoFox  [author] Jul 23, 2023 @ 7:30pm 
Hey Littleman, I am not quite sure, I assume it will just give you an error and dependent on which faction chosen could have different results. NWA, Hadm, and Volhards are likely to have the occasional error however the game should just default to a human by default. The new survivors mod should work just fine