RimWorld

RimWorld

Faction Customizer
128 Comments
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.
Azravos  [author] Aug 10 @ 9:39am 
Elgappa: yeah np, and thanks for the compliment :)
Elgappa Aug 10 @ 9:19am 
Well, cant blame a guy for trying. But totally understandable! You are doing an amazing job with this mod already and there are workarounds for it. Thanks for your work so far mate
Azravos  [author] Aug 10 @ 9:16am 
Elgappa: Ahh you mean like that. Well I try to avoid adding features from other mods to my mod. Lest I get a never ending stream of "please add feature x from mod y" requests.

I have limited time where I feel like modding. Happens mostly only during vacation which is twice a year (summer and winter). So I wouldn't want to increase the workload unfortunately.
Elgappa Aug 10 @ 8:38am 
I know, and that is goated. But there is also the mod "Rimcities" that adds larger cities to factions, including planetary capitals and stuff. The world edit of old had the option to add settlements as well as cities.
Azravos  [author] Aug 10 @ 8:33am 
Elgappa: Hmm, not sure what you mean? I've already added an option to create new settlements. Just right click an empty tile on the worldmap.
Elgappa Aug 10 @ 8:25am 
Any hope to add a patch for Rimcities to add the option to spawn cities?
Azravos  [author] Aug 9 @ 12:23pm 
Thorvald: Dunno actually. I'm just calling the <faction.leader.gender.GetPronoun()> method to print out (he) or (she) which is used by the game itself. So I'm unsure of what could be the problem here.

Have you managed to meet those leaders in-game and confirmed that the mod faction screen actually showed them as the wrong gender? (So it's not just the game itself that has managed to generate a male with a female name or vice versa)
Thorvald Aug 9 @ 10:33am 
Just curious:

The leader names always show a female leader (she), but sometimes the names are male.

Is there a logic behind this, or is it a bug?

Thank you very much for this mod — it makes customisation so much better! :)
Azravos  [author] Aug 9 @ 5:40am 
Found the problem and it should now be fixed. It may take awhile for workshop to automatically update the mod. But if you need the new version faster you can just unsubscribe and re-subscribe and you'll get the new version immediately.
Azravos  [author] Aug 9 @ 5:22am 
I'll take a look at the carvan issue
Sampo V2 Aug 9 @ 5:18am 
Modify Name button removes the ability to caravan to settlement.
Rex705 Aug 9 @ 4:54am 
Can we get an option to change the faction Icon with some cool custom icons. I'm kinda tired of all these little houses lol they don't really fit the factions.
VonArens Aug 9 @ 4:23am 
For some weird reason the recent update made it so that I no longer can control an on going caravan (right click options don't show), no errors in log related to FC (only to the recently updated RPG inventory mod, I removed it also).
Elgappa Aug 9 @ 1:51am 
YOU ARE THE GOAT...I legit was hoping for this exact feature
Azravos  [author] Aug 9 @ 1:46am 
I've now added "add new faction" functionality with mod option to have it enabled in an active game as well.
Azravos  [author] Aug 9 @ 1:45am 
Nakerbott: That is not a button per say it's the ideology icon of the modify faction dialog that you need to click on to get a menu that has the "Modify" option.
Nakerbott Aug 3 @ 11:24am 
for some reason the button to modify the faction's ideology is no longer showing up
☠ General Vicious ☠ Aug 3 @ 9:31am 
Is it safe to add/remove mid play through? Mostly only going to use it to rename AI factions and maybe change colours.
Legicify Aug 1 @ 6:12am 
Does this mod allow you to change faction relations between other factions? i.e Empire has good relations with a previously hostile empire?
swaggy Jul 28 @ 5:23pm 
so you could make perma hostile factions ally with this?
Azravos  [author] Jul 23 @ 1:09am 
求求你别秀了: You mean settlements did not relocate? I noticed that too after the latest update. The settlements did become relocated it was just that they didn't re-render with the new location until you either started the game or unpaused. I have posted an update that should fix this though.
求求你别秀了 Jul 22 @ 3:34pm 
After this update, this mod has become invalid and cannot be relocated to other factions
тетеря, блин Jul 20 @ 3:28pm 
also, would be super cool to have an option to define what faces and textures will load for some factions more often. would be great to use different faces for different nations using these mods:

https://steamcommunity.com/workshop/filedetails/?id=2555107849
https://steamcommunity.com/sharedfiles/filedetails/?id=2899534833
https://steamcommunity.com/sharedfiles/filedetails/?id=2682310477

I mean, these mods are out there already. By default these exact mods are interchangable afaik, so having all of them installed wont result in having all three options, but it would be great if a mod would ask player about the textures he want to use globally and per-faction-overriden. People from all over the world should look different a bit. thanks for reading and considering.
тетеря, блин Jul 19 @ 5:36am 
is it possible to hard bind (and ideally save as a default) a language from this mod?

https://steamcommunity.com/sharedfiles/filedetails/?id=3450332059
moss Jul 13 @ 4:47pm 
thanks so much!
易离 Jul 13 @ 2:22am 
Thank you
ephemeraltoast Jul 12 @ 5:10pm 
Thank you for the update.
Whisper Jul 12 @ 1:31am 
Great work as always!
Azravos  [author] Jul 12 @ 12:26am 
I've now added delete and create settlement functionality. You can use delete button on keyboard to delete as well as right click on settlement on planet map to delete, modify, relocate. Right click on an empty (valid for settlement) tile to create new settlement for faction.
Pheace Jul 11 @ 11:03am 
> Where you can control if you want to have relocate active during on-going games or not with not being the default.

Omg thank you! I was always wondering if this was possible but no idea if things behind the scenes break based on distance (like caravan or something). I usually spend ages putting all the towns around my starting spot only to realize I messed up a setting :(
Whisper Jul 7 @ 4:22am 
What a legend! :steamthumbsup::steamthumbsup::steamthumbsup:
Azravos  [author] Jul 6 @ 3:03pm 
Whisper: Ok, ModSettings was actually quite easy. There will be a Mod Option in the next mod update (for 1.6). Where you can control if you want to have relocate active during on-going games or not with not being the default.
Whisper Jul 6 @ 1:50pm 
I hope it goes well for you. If you would like me to test any options you make before publishing, I can help with that. I'm not quite so skilled on the technical end, more so on the creative end of modding, so this is the best help I can offer. Cheers! :praisesun:
Azravos  [author] Jul 6 @ 12:39pm 
Whisper: I've thought about learning how to do "mod options" for quite some time, but I've never gotten around to it. if this happens I might implement something like that, yes.
Azravos  [author] Jul 6 @ 12:39pm 
storminfinite: I already have a compatible version of my mod for 1.6 [unstable] so this mod should be 1.6 compatible at release day. Unless something unforeseen happens.
storminfinte Jul 6 @ 1:30am 
Do you plan on updating this to 1.6 before or after the DLC drops? Also is there any way I could help play-test the mod to help you find any errors?
Whisper Jul 2 @ 9:20am 
I wonder if it would be possible to create a "dev mode" setting in the mod's options to allow us to move settlements even after the game has begun. I'm using a pre-created map from world edit 2.0 and because of the way it generates the world, upon completing, the world counts as "already made" so I can't move any settlements...
Caramel Jun 30 @ 11:27am 
1.6 plz:eagletear:
miyani-ce Jun 14 @ 9:10am 
1.6 when:steamhappy:
Azravos  [author] Jun 13 @ 12:30am 
thegameis_over1: I doubt I'll have time to create something of that magnitude. Also Isn't there already a mod that is capable of doing that?
thegameis_over1 Jun 12 @ 11:53am 
Xenotype customization for faction?
Azravos  [author] Jun 12 @ 3:50am 
Bustly: I might look into doing a randomizer the next time I feel like modding. But its like once or twice per year though, often during vacation, so just don't expect it quickly :) (this is due to having coding as a job, which makes looking at code the last thing i wish to do when i get home)
Azravos  [author] Jun 12 @ 3:46am 
storminfinite: I'll try to keep my mod up-to-date as long as I'm able, yes :)