RimWorld

RimWorld

518 ratings
Faction Customizer
6
2
3
2
2
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
444.742 KB
Sep 23, 2024 @ 9:57am
Sep 21 @ 2:41am
18 Change Notes ( view )

Subscribe to download
Faction Customizer

Description
-- IMPORTANT --
I had to create my own faction dialog to avoid some conflicts with other mods. This means that to access the faction customize menu from now on, you need to click the "FC" icon letters that should be down to the right of your screen

--- This mod will enable you to ---
- Rename the AI factions and leaders.
- Modify or load in new ideology
- Change faction relationships
- Change faction colour
- Change the names of settlements
- Relocate settlements
[For 1.6 and forward]
- Create new settlements (right click on a worldmap tile)
- Delete settlements (right click on a worldmap tile)
- Adding new factions
- Randomize names of all existing factions

If you wish to be able to save your world and the changes made with this one. You can use my other mod for that:
World Presets

If you'd like to further customize your factions (change their apperance, loadout, and more) I'd recommend this mod:
Total Control

Update: I have moved this mod to my main steam account. Sorry for any inconvenience this has caused. As there is currently no way to transfer ownership of a mod through workshop. So deleting the old workshop item and creating a new was the only way.
Popular Discussions View All (1)
5
Aug 18 @ 11:39am
Feature Request: Set faction xenotype probability
󠀡󠀡󠀡󠀡󠀡󠀡󠀡󠀡Shinchai
173 Comments
(≡◉‿‿◉≡) Sep 28 @ 3:42pm 
Hello can you please include the insect hive and mechanoids to be edited?
Tranzbean_unconqueerable Sep 27 @ 11:09pm 
How does the create new settlements work? All it does is generate another settlement for my own faction?
Dibolic Sep 21 @ 5:31am 
@Azravos Understood, no worry if it is that difficult, thank you for your answer
psilynt1 Sep 21 @ 2:49am 
You fixed the problem before I could have coffee, roll new colonists and pick a new crash site. Incredible. Thank you!
Azravos  [author] Sep 21 @ 2:44am 
@psilynt1: I've updated the mod with a fix. You can just unsubscribe -> Subscribe to get the new version quicker.
Azravos  [author] Sep 21 @ 2:08am 
@psilynt1: Yeah seems like the older versions of rimworld can't read the new .dds file for some reason. I'll see if I can solve it.
psilynt1 Sep 21 @ 2:04am 
1.5 with biotech, ideology and no other mods (save Harmony) and there's no FC to click. Being on the world map (or picking landing spot) or in game fills the log with the following error:

Could not load UnityEngine.Texture2D at UI/Text/FC in any active mod or in base resources.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.ContentFinder`1<UnityEngine.Texture2D>:Get (string,bool)
FactionCustomizer.ModTextures/<>c__DisplayClass3_0:<LazyLoadTexture>b__0 ()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished ()
Verse.LongEventHandler:ExecuteWhenFinished (System.Action)
FactionCustomizer.ModTextures:LazyLoadTexture (string)
FactionCustomizer.ModTextures:get_fcText ()
FactionCustomizer.PlaySettingPatch:DoPlaySettingsGlobalControls (Verse.WidgetRow,bool)

Looks like your WidgetRow fix broke compatibility with older versions. Can you put the older unsupported version up somewhere?
Azravos  [author] Sep 20 @ 11:50pm 
@Lucinda ⛧: I don't have a faction delete feature because of save/game corruption risk. As there are too many objects in the game that could be referencing a deleted faction in some way. Meaning the save would then run a risk being permanently unloadable, just have a ton of errors or some functionality would stop working.

I could of course try and find all objects that references the deleted faction and then either remove the reference which could cause another issue, or I could try and remove the object itself. But this could cause other issues. So for this reason I opted for not adding it. It may sound easy to implement a removal function but as you can see it is not.

The game itself does have a remove function, but it's only made for temporary factions. Were I to try and call that remove function on a non temporary faction, the game would just ignore it.
Azravos  [author] Sep 20 @ 11:29pm 
@Dibolic: It's not easy to change with mods either, unfortunately. That type of status is taken from the game's "def files", which means even if my mod were to allow you to change it. It would just change back every time you load the game or like you said by the games logic. From the logic perspective of the game. Those values are unchangeable and tied to the type definition data files.

So I would need to do some considerable coding to get that to work. Beginning with coding a way to get the game to actually save and load the state to/from a save file. Same problem as for faction icons really.
Dibolic Sep 20 @ 11:13pm 
Hello, it could be nice to be able to change the permanent hostile state of a faction.
I use a mod that affects the vanilla factions and some moded ones to not be permanently hostile, but a specific faction from a mod is scripted to become permantly hostile at some point and is not simple to chnge with a XML patch.