RimWorld
Faction Resources
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Mis à jour le : 27 juil. 2020 à 2h07

Okay for some reason the mod Jecstools causes the code in Rimworld that handles groups of pawns spawning to run twice. I have no idea why. There's probably a reason. Turns out I hook onto this code to determine how much resources a faction spends to spawn pawns. With Jecstools, this was causing factions to spend double the amount of resources they should be spending. So I added a Jecstools compatibility mode that reduces the cost of all pawn groups by half, so when you factor in Jecstool's doubling, it comes out right.

This only takes effect if Jecstools is also loaded. There will be no difference without.

Mis à jour le : 26 juin 2020 à 12h44

Now compatible with Dynamic Diplomacy, or any mod that causes a faction to gain a settlement for any reason.

Mis à jour le : 26 juin 2020 à 0h23

The refund message that appears when a pawn exits a map can now be disabled in the fancy new settings menu. And each faction now has a multiplier that can be adjusted if you're not happy with how a faction was generated.

Also, any faction can be excluded from the resource system. Any excluded faction will behave like an unmodded faction.

The settings menu should support any number of factions.

Mis à jour le : 23 juin 2020 à 15h56

Reworked faction max resource calculation. Factions with fewer bases will no longer be at a disadvantage, their bases will be worth more to compensate.

Also added a button in the settings to regenerate faction data. Use this if I make any major changes to the resource calculations. Like now. So press the button (The button only shows up if your in game, not on the main menu). Press it.

Mis à jour le : 22 juin 2020 à 17h47

Balance tweak, increased how much a settlement is worth in relation to resource capacity.

Mis à jour le : 22 juin 2020 à 16h44

Complete rewrite.
Now only effects factions with settlements in the world. Mechanoids are no longer affected.
Now affects every faction, even friendly ones. Trade caravans, visitors, etc are paid for with resources.
Affects pawns spawning on other maps, not just your colony. An enemy settlement from a faction low on resources will have little protection.
Factions resource caps no longer grow with the player. The maximum capacity is now based on how many settlements they control (will have to come up with a way to increase capacity as players will eventually outgrow all factions).
Removed Hugslib dependency.

Mis à jour le : 7 mars 2020 à 9h50

The crashed mechanoid ship part events now take resources from the mechanoids.

Mis à jour le : 6 mars 2020 à 13h35

Put a 90% cap on the penalty a faction can incur through base destruction.

Mis à jour le : 6 mars 2020 à 12h14

Noticed a small problem that could cause issues in a specific circumstance.

Mis à jour le : 6 mars 2020 à 12h07

Possible fix for the error some have been reporting.