RimWorld

RimWorld

Powerful Faction Bases
269 Comments
TRON Sep 3, 2024 @ 11:24am 
@Mlie
You are a legend. What would the Rimworld community do without you..
Mlie Jun 24, 2024 @ 2:44pm 
Made an update of this:
https://steamcommunity.com/sharedfiles/filedetails/?id=3274807828
Hope it helps anyone!
ELF SLAYER Jun 24, 2024 @ 10:39am 
I see. Thank you for letting me know
NilchEi  [author] Jun 24, 2024 @ 10:12am 
I switched computers due to breakdown so unfortunately don't have access to those files anymore, unfortunately will have to use dnspy.
ELF SLAYER Jun 23, 2024 @ 9:59pm 
Would you be able to upload the mod's source?
Carxofing May 27, 2024 @ 11:28am 
a lot of people are question you, but when will you got this mod in 1.5? :steamhappy:
Ionfrigate12345 May 16, 2024 @ 7:37am 
Also by the test of some players, this mod still works well in 1.5
Ionfrigate12345 May 15, 2024 @ 8:06pm 
Hi author, do you have Github and source code for this mod?

I m the one who updated your another mod Dynamic Diplomacy, I may have a try if you have the source.
Bisquit May 15, 2024 @ 9:29am 
Thank you for announcing youre not going to update, too many mods are left in a confusing state around updates
琪露诺逆天改命 Apr 22, 2024 @ 7:56am 
...
NilchEi  [author] Apr 21, 2024 @ 1:27pm 
I'm unable to keep updating my Rimworld mods, I give permission for anyone willing to take over ownership of this mod and keep it updated.
wi9390 Apr 21, 2024 @ 8:08am 
1.5?
조귤 Apr 20, 2024 @ 9:25pm 
1.5?
engager6 Jan 12, 2024 @ 8:12am 
Being using since 1.0 and finished several planet extermination runs using it. Reciently decided replay the game with 1.4 biotech, and noted that your pawn generator is way out of hand. Outlander trash bases are filled with hundreds of pawns using top tier spacer tech (!!!) weapons (lasers, gauss rifles, charge miniguns from VWE) with at least excellent-masterwork quality. 100000 silver budget on wepons in EliteDefender? This is not good, and needed to be toned down hard! Even if it's fine to give occasional charge gun to elite outlanders, full base of them with like 100 excellent-masterwork charge miniguns/gauss rifles/laser rifles (VWE) makes no sense at all. Would really like to see pawn weapon/bionic budget limit in the mod's options, so player can adapt that to their own weapon mod list.
s͟o͞me slop̷py b͞oi at work Dec 27, 2023 @ 7:32pm 
Any way to keep the base at the center of the map? Kinda sucks having to enter the map only to be immediately greeted by 50+ raiders and turrets that make quick work of you because the base generated on the same edge of the map as you.
LuckyStrike Dec 27, 2023 @ 11:26am 
If anyone is still experiencing the mod setting window not closing, check if you have any other mods that change the way settlements work.

For example: I disabled Larger Faction Bases, and now I can close the menu for the mod options properly.

Check for any mods that may override this one. Larger Faction Bases was the primary culprit.
[AIM] iHeroLix Aug 11, 2023 @ 1:26pm 
Hello, Came to report that bug exists that doesn't allow to close mod settings, at all. Only workaround is to close whole game and restart everything.
rex le massacreur Jul 15, 2023 @ 10:50pm 
I have the same problem
Artjomski Apr 17, 2023 @ 8:07am 
Anyone else not havin large faction bases generate?
Hicked Feb 22, 2023 @ 2:50am 
war!war!war!war!war!war!war!war!war!war!war!war!war!war!war!war!war!war!war!war!war!war!war!war!war!war!war!war!war!war!war!war!war!war!war!war!war!war!war!war!war!war!war!war!war!war!war!war!:steamhappy::eug::War:
Broken Messiah Jan 31, 2023 @ 3:28am 
I see, thank you!
NilchEi  [author] Jan 30, 2023 @ 6:25pm 
I haven't heard report about incompatibility
Broken Messiah Jan 30, 2023 @ 12:47am 
Is it compitable with VFE: Ancients?
NilchEi  [author] Jan 6, 2023 @ 9:48am 
@-AmroWazzen That's valid concern, but it will take bit of time to code and I don't think of any way of making nude pawns strong that would justify the effort.

@rotrules1234 Current market value of loot in Powerful Bases are 20 times the default value in normal bases, I'll update the loot market value to this: default market value * (enemy pawn point/250) so loot amount scales based on difficulty.
Rotrules Jan 5, 2023 @ 11:43pm 
Is there any possibility of the mod getting an update that allows the player to adjust the amount of loot in the base? I've used dev mode to take a look at the bases and there's not much loot in them. The bases look impressive though.
-RedTrainer Jan 3, 2023 @ 8:42am 
any potential in making nudist factions... Nudist?
i was attacking one and they all were wearing the thickest Armor the game had to offer, lol
ngl thats not nudist.

Great mod btw! Thanks!
Dengeki0921 Nov 8, 2022 @ 1:06am 
Thank you for your reply!
I see... In my environment, when I turn on the vanilla turret limit,
it seems to be replaced with fish and rifles, so I'll remove the powerful turrets in DevMode, and thanks you for your great mod!
NilchEi  [author] Nov 7, 2022 @ 5:32pm 
No, my code can't tell one modded turret apart from another so you'll have to use the setting that only allows vanilla turrets.
Dengeki0921 Nov 7, 2022 @ 2:55pm 
Is there a way to disable only some turrets?
I would like to disable only that do not work in the CE environment and some turrets that are insanely powerful in ver 1.2...
Proxyer Oct 23, 2022 @ 9:47pm 
Thank you for your quick confirmation! :cupup:
NilchEi  [author] Oct 23, 2022 @ 9:43pm 
@Proxyer I've fixed the typo, thank you very much for being on top of things!
Proxyer Oct 23, 2022 @ 9:26pm 
Hi NilchEi, Thank you for 1.4 update!
So, I noticed one point, but in the Japanese translation of 1.4, the 7th line of Keyed\ModSettings.xml

An error occurs because the part that should be </OPBaseStrengthLabel> is <OPBaseStrengthLabel>.

The 1.3 translation doesn't this, so I think the / has disappeared due to some mistake. Please confirm and fix. Thank you.
NilchEi  [author] Oct 22, 2022 @ 4:50pm 
Good to hear there isn't big conflict with 1.4, I know I have to get rid of some deprecated pawn variables so will see if I can adjust power generation while doing so.
YinuSWinneR Oct 22, 2022 @ 5:33am 
It works well. Bases are big, they have high population and they have turrets. Not only mini turrets but uranium slug turrets.

Well it works too well. Bases dont have enough power generation for those turrets to work especially when they use modded turrets. Pls buff base power generation
RoyRiper Jul 25, 2022 @ 4:03pm 
After trying the Vanilla Base Generation Expanded I can say that your mod is much better, since not only are there more structures but it also increases the difficulty
NilchEi  [author] Jul 4, 2022 @ 12:28pm 
Tested and unfortunately it seems to be incompatible, probably because both mods touch faction settlement map generation.
RoyRiper Jul 4, 2022 @ 11:41am 
So this is compatible with Vanilla Base Generation Expanded? xd
Caz Jun 20, 2022 @ 4:03pm 
Cool. I'll definitely take a look at that. Thanks! :)
NilchEi  [author] Jun 20, 2022 @ 4:00pm 
Turret count is same as vanilla, but I believe number of turret generated is based on how large the base is. So you can play around with base size on mod settings until you have the desired result.
Caz Jun 20, 2022 @ 10:07am 
Does this spam turrets like Large Faction Bases does? I don't mind some extra turrets, but that spams them to the point of absurd tedium.
SUMatt Mar 28, 2022 @ 9:12am 
anyone know if this mod works in multiplayer at all? i dont know how coding works so idk if generating a different base would do anything
Drift the Crusader Jan 12, 2022 @ 3:33pm 
haha for reals. Thats good to know, thank you
NilchEi  [author] Jan 7, 2022 @ 8:44pm 
Those who live by sword fall by sword or something :steamhappy:
There's mod option to disable modded turrets.
Drift the Crusader Jan 7, 2022 @ 8:32pm 
If you have rimatomics, the bases may have those those powerful turrets. 20 seconds into the base, my team gets hit by bombs, missiles, etc
NilchEi  [author] Oct 31, 2021 @ 2:42pm 
Yeah from what I can deduce from debug something is modifying the same vanilla Base code that my mod also tries to modify, resulting an error. Unfortunately nothing I can do with hard incompatibility like that.
Dannasis Oct 31, 2021 @ 11:33am 
when other mods are disabled dont appear red mensage
NilchEi  [author] Oct 30, 2021 @ 9:32pm 
@Failu Yeah, my bases will gladly grab any OP turret designs added by other mods. There's mod setting that disables it, so that the bases only use vanilla turrets.

@mrviruz0 Can you check if that error occurs even when other mods are disabled?
Dannasis Oct 30, 2021 @ 2:43pm 
when i open mod settings then i can´t close window, It happened to me in a game with perma dead and I had to close the game by force losing the progress :steamsad:

debuglog:
root level exception in OnGUI()system.invalidCastException: Specified cast is not valid. at GenStepSettings.GenStepSetings.WriteSettings () [0x0000c] in <290d60c7f7ca4d12855ac8b52b602b04>:0
Failu Oct 29, 2021 @ 7:15pm 
I use your mod and "Vanilla Factions Expanded - Mechanoids" and
the pirate build Mechanoid ship defenser. It's really powerful!
Kelowna Sep 20, 2021 @ 1:08am 
Forgive me if this has been covered before, but the mod seems to be having issues taking effect with savage tribes, savage clans (VFE) and savage kingdoms (Also VFE). When I attack a savage tribe the larger base spawns but it is completely void of enemies, and is instantly considered destroyed. The other two use different base generation so I am not surprised there, they just spawn as if the mod isn't active. It still takes effect with normal run of the mill pirates and the Royalty faction, so make of that what you will. If there is any other information I can provide to help, please feel free to ask.