RimWorld

RimWorld

Faction Customizer
171 Comments
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.
Azravos  [author] Sep 20 @ 3:53pm 
@AskosCB: I've added mod options to control if you're able to create settlements, relocate, etc after a game has started. Check the "mod options" and enable all settings, then try again.
AskosCB Sep 20 @ 3:37pm 
I have the same issue that Overlord44 has, but with something new, if i wanna make a new settlement (with faction that already exist) before/after i select my zone to land, it is working, but if i wanna make a new settlement (with new faction created with your mode), i cant use mod feature anymore, i cant create new settlement, cant move the settlement. (I Tested with 42 mods, but primary mod that i think it conflict it is WorldBuilder). PS: Sorry for poor english. :steambored: PS2: Still a great mod.
Azravos  [author] Sep 20 @ 10:05am 
@Snowcraft: Ok, I'm positive I might have solved this now. I'll push the update momentarily.

To other modders who might have encountered this same problem (and don't already know):

WidgetRow has inconsistent behaviour. WidgetRow.ButtonIcon() does not increment gap for the next position automatically. While seemingly WidgetRow.ToggleableIcon() does (which most of the games default widgets is using)

It's the magnifying glass (search) that I think was added in 1.6 that caused the former "dds" solution to no longer work. Because in 1.6 the magnifying glass is added last and it is not a WidgetRow.ToggleableIcon() but a WidgetRow.ButtonIcon() meaning the gap is then no longer included and thus has to be added manually.
Azravos  [author] Sep 20 @ 10:05am 
This poses a problem though: If the game OR a mod were to add another icon to that same widget that is a WidgetRow.TogglableIcon(), which renders before my icon, then my icon would again be misaligned because then there would be 2 gaps being added. Problem is there is nothing I can do about this I think. As there is no way to detect if a gap has been calculated or not.

The only solution I can see to this would be if the WidgetRow methods were changed to always include the gap in their calculations like WidgetRow.ToggleableIcon() does. But if so, that is something the RimWorld devs have to change. Changing this however, would be a breaking change. As all mods that uses WidgetRow.ButtonIcon() would then get double gaps.
Azravos  [author] Sep 20 @ 8:38am 
@Snowcraft: Nvm, I might have a possible workaround. We'll see.
Snowcraft Sep 20 @ 5:58am 
Azravos, the issue isn't the texture format, but the fact the texture is slightly misaligned. Turning it into a DDS won't help since that doesn't actually adjust the actual graphic.
Rex705 Sep 20 @ 3:25am 
Would be cool to change faction Icons.
Azravos  [author] Sep 20 @ 1:45am 
@NyamiNyamiNyami: The simplest method that i could think of to solve this was keybinds. So I've added keybinds for both "create new settlement" and "create new settlement from previous faction". You can view them in the games "controls" options as well as change the binds to something else.
Azravos  [author] Sep 19 @ 11:58pm 
@Snowcraft: I've done the same as what I could see that mod also did. Which is using .dds files as icons instead of .png. Let me know if it helps :)
Azravos  [author] Sep 17 @ 8:45am 
@Snowcraft: I'll try next time i get the urge to mod again. Might take awhile though as my work is quite demanding during this time of the year.
Snowcraft Sep 16 @ 4:03pm 
Could you consider incorporating this fix? https://steamcommunity.com/sharedfiles/filedetails/?id=2967782886
NyamiNyamiNyami Sep 16 @ 3:27pm 
can there be like a faction settlement painter? so like I don't have to right click each time I want to place one
Azravos  [author] Sep 13 @ 10:58pm 
Overlord44: Are you trying this for an active game? If so have you checked what your setting is the mods options?
Overlord44 Sep 13 @ 2:58pm 
I wanted to use this mod to create new settlements but I tried t right click tiles like you said and nothing happens. I just have this mod and harmony installed so it isn't mod interference. Does this feature not work anymore?
Schegol_ Sep 12 @ 1:08pm 
Azravos: Ok, my bad, thx for prompt response
Azravos  [author] Sep 12 @ 12:32pm 
Schegol_: Simplest answer is, you probably can't. My MOD just allows you to change the values. If the game uses logic that alters this in any way during play. The game will simply just change those values back again after you've changed them.
Schegol_ Sep 12 @ 12:19pm 
bad worked, i set at relationships wasters from basically enemy to friend, save changes, close menu, aaand game give me message "wasters youre enemy" how can i fix it?
Tams Sep 6 @ 11:22am 
I have the same issue as Lucinda. These two mods together make for the ultimate customization set up for Rimworld, so hopefully you can find a fix for it. I get your apprehension to try and make it work with another mod, but given the popularity of that mod and this, hopefully you take the time to find the issue, because it would be amazing.
Lucinda Sep 6 @ 8:23am 
I wanted to ask, there is an option to add factions buuuut can you add a option to remove them? Please.
uwu1004 Sep 2 @ 2:12pm 
Thank you so much for the answer! Have a good one!! :3
Azravos  [author] Sep 2 @ 7:49am 
uwu1004: Should not be a problem. My mod doesn't add anything to the game state or save. It simply let's you manipulate the games values. So your save won't have any dependence on it.
uwu1004 Sep 1 @ 3:43pm 
Hi! I genuinely love this mod, have been using this for a long time but I haven’t removed this mod in the middle of my play.
I’d like to know if it is safe to get rid of this in the mid run!
negreaflorin687 Sep 1 @ 11:43am 
@Eternal
theres a mod that can actually make every faction settlements be somewhat near each other, however it does not make tribals, pirates etc etc follow that: {LINK REMOVED}
Azravos  [author] Aug 27 @ 9:54am 
@Lucinda: Right, I'll see if I can get some time to check this, especially seeing as World Edit is no longer an option. But in general I try to stay away from having to code mod-specific solutions. As I'm afraid I will get a never ending stream of "please fix x for mod y"
Lucinda Aug 27 @ 3:51am 
I removed WorldBuilder and the faction name editor works.
Eternal Aug 27 @ 1:29am 
So they doesn't be scatteres all Around the world. I think the empire, for ewxample, should have a core and various scattered remnants around the planet. Or the "civil unions", being countries and all...
Eternal Aug 27 @ 1:28am 
And adding new factions. Basically I wanted to make some factions have some territorial integrity
Eternal Aug 27 @ 1:27am 
I thought there was an option to move, delete and create settlements.
Azravos  [author] Aug 26 @ 11:51pm 
Dastardly Derrik/Eternal: You must click the "FC" icon, check the screenshots on this page. When you click on FC you should get a faction list where you have "Modify" buttons, click on it and you'll be able to change faction leader name
Azravos  [author] Aug 26 @ 11:50pm 
Lucinda: Faction Customizer is basically a memory editor. Unless you open it's interface and actively try to change anything with it e.g faction name, or move settlements, etc. The mod is basically dormant. Try to disable Faction Customizer from loading and check if the problem is still there.
Lucinda Aug 26 @ 3:41pm 
Hi I'd like to report a glitch I think is related to the WorldBuilder mod :P

Using the WorldBuilder mod all factions of the same faction type get renamed to only one name and are all named the same. I don't know how to explain it better without images as examples sso please add me on discord if you need more information about it.
Eternal Aug 26 @ 2:11pm 
Just the FC button
Eternal Aug 26 @ 2:10pm 
I have the same problem that jagdpenguin. I cannot see ary option of the mod
Dastardly Derrik Aug 26 @ 2:58am 
How do you rename the faction leaders?
TurtleShroom Aug 24 @ 1:24pm 
Thank God, this Mod is still working.
Edi Aug 21 @ 9:34am 
Thank you for this mod, this has saved my run and urge to abandon my colony
Azravos  [author] Aug 18 @ 6:38am 
Torin: Done
Torin Aug 18 @ 4:09am 
BTW, you probably want to link to the 1.6 version of the Total Control mod: https://steamcommunity.com/sharedfiles/filedetails/?id=3063465133
Azravos  [author] Aug 16 @ 12:11am 
jagdpenguin: You should be able to see a "relocate" button if you click on a settlement. Otherwise there are hotkeys for it too. The default one should be "R" both for selecting which settlement to relocate as well as to confirm where you want it.
jagdpenguin Aug 15 @ 11:38pm 
i am using 1.5, it says relocating settlements is possible but i dont see a way
Potato0 Aug 15 @ 7:19pm 
thank you
Overrun Aug 11 @ 6:04am 
Have you fixed a bug related to caravans? When choosing a caravan, it is impossible to enter missions or interact with settlements.