RimWorld

RimWorld

No Disabled Factions In Quests
18 Comments
Kathanon  [author] Jul 14 @ 6:08pm 
Update:
- Support for RimWorld 1.6.
тетеря, блин Jul 12 @ 2:43pm 
does it work with 1.6?
Amateur Jul 12 @ 11:38am 
@Pimp Lucius you can still create mechs and summon bosses, but bosses and their escort will be neutral, you'll need to manually attack them.
Kathanon  [author] Apr 28 @ 6:54am 
Not sure. I don't think so. You could just try it.
Pimp Lucius Apr 28 @ 12:18am 
off topic question but i gotta ask since i cant seem to find anything online about it, does outright disabling the mech faction also remove your ability to create your own mechs and advance your mechtech research tree or can you still summon the specific mechanoid threats that you need to get more things to research?
SquigglyV Apr 25 @ 6:19pm 
Thanks for this mod, it seems to have fixed a recurring crash I've been getting which I suspect was caused by the game trying to generate Empire quests/incidents when they're not present in the world. Rimworld really really hates it when you turn off the Empire lol.
Kathanon  [author] Apr 10, 2024 @ 7:00pm 
Updated for RimWorld 1.5.
Patryk Sage Jan 29, 2024 @ 3:06pm 
I'm not sure if this is a bug, but if you have the fierce tribe enabled but the neanderthals disabled it will still use the neanderthal tribe when generating a camp. I think this is because in the code (core) - neanderthal tribe is labelled as a replacement for the fierce tribe.
Kathanon  [author] Aug 17, 2023 @ 9:46pm 
I don't know. I haven't used that one. Probably not, though.
Victor Aug 17, 2023 @ 2:57pm 
Kathanon  [author] Jul 3, 2023 @ 5:49pm 
It should. It's implemented in a very generic way.
Goblin Conscript Jul 3, 2023 @ 5:45pm 
Does this work with human factions, ie no more random tribals when tribals are disabled?
thezodiarc Feb 2, 2023 @ 6:54am 
thanks a lot that does make a lot of sense
Kathanon  [author] Feb 2, 2023 @ 5:55am 
@thezodiarc
Not sure how they work. The mod only prevents quests that would have failed to spawn their threat. So if the mechanitor events require the mechanoids faction, then they would not have worked even without this mod (since the threat is what carries the reward).
thezodiarc Feb 2, 2023 @ 4:14am 
love the mod so far but i was wondering. do the mechanitor events still happen? the raids by the big mechs that you call in i mean.
Yekaterinnani Nov 25, 2022 @ 11:57am 
@Kathanon Okay thank you c=, great mod idea for fix this 'bug'
Kathanon  [author] Nov 25, 2022 @ 10:19am 
@shiriukaa
I haven't tried that mod specifically, but it shouldn't be an issue. It just blocks quests from generating threats that can not spawn.
Yekaterinnani Nov 25, 2022 @ 9:51am 
How this works with sacrilege hunters missions from "Caravan adventures" mod?.

When I create a world I don't see any faction named "sacrilege hunters" but once entering the game, there is a lot of quests from sacrilege hunters and it generates the faction in the world, and that's okay for me, I just don't want that this mod delete the quests from "Caravan adventures".