RimWorld

RimWorld

[SR]Factional War (fork)
52 Comments
llunak  [author] Aug 13 @ 7:26am 
@free kill Fixed.
NotherKiller Aug 10 @ 10:30pm 
dejaron de salirme las peleas de facciones
llunak  [author] Aug 10 @ 2:27pm 
@Riven Not in this mod.
Riven Aug 10 @ 12:33pm 
Am I crazy or was there once an option to watch factions fight each other in the wild from afar? I ran this mod in '22 and back then, at the top of the screen, clicking next to your colonists' icons took you to the battle taking place elsewhere on another map, allowing you to watch them fight. Was this feature removed or what? Confused...
llunak  [author] Aug 5 @ 9:49pm 
@brokefire As the description says, it's just a couple of incidents, so yes.
brokefire Aug 5 @ 2:51pm 
can i add mid game? 1.6
free kill Aug 2 @ 11:31am 
little oversight, sometimes the faction assault event picks the star flight company and which case no pawns will spawn and the event will end instantly
仿身泪滴 Jul 19 @ 5:57pm 
i l u
тетеря, блин Jul 17 @ 6:35am 
@llunak, wise! wish every mod had its announcements page.
R41N Jul 17 @ 6:08am 
thanks Ionfribate. Hopefully the author of the 1.6 version implements that change.
llunak  [author] Jul 14 @ 12:34am 
In case you want to be notified about important changes in the mod but don't want to subscribe to this discussion and be notified about every random comment, I have created a pinned "Announcements" conversation above, where posting is not allowed. Sadly Steam doesn't show locked conversions on the mod's main page, but just click "Discussions" or the link at the end of the mod's description.
тетеря, блин Jul 12 @ 8:40am 
would be great to have Rim War somehow intergrated with it. for now it's still in 1.5 and may be abandoned.

https://steamcommunity.com/sharedfiles/filedetails/?id=2222935097

also, please, consider intergrating support for this mod to specifically restric loot spawning from these events or make them drop less:

https://steamcommunity.com/sharedfiles/filedetails/?id=2002001082

🙏
Ionfrigate12345 Jul 11 @ 9:25am 
@llunak I haven't started playing Odessy yet but from what I saw previously in SOS2 / Rimnaut 2, Factional War and Raid Extension will spawn regular pawns on space, then die quickly for lack of protection suits.

So I prevented the events of these two mods on these maps for avoid immersion breaking.

Odessy may have the same problem
llunak  [author] Jul 11 @ 9:23am 
@Ionfrigate12345: That does not sound right, the game should have a mechanism for vanilla raids. I can see layer white/black lists in defs and from a brief look it looks like these are automatically blocked by their arrival mode.
Ionfrigate12345 Jul 11 @ 7:38am 
Hi author,

As previous 1.5 continued author, just a reminder that Odessy space map will also need the same patch for this mod and Raid Extensions, to prevent mod events from triggering there.

In the class HarmonyUtil, function IsSOS2SpaceMap(Map map), you now need to identify all space maps from SOS2, Rimnauts 2 and Odessy DLC. You can refractor it to IsSpaceMap(Map map) and use the following function to identify OdessySpaceMap by the new biome "Space" / "Orbit".

I implemented this function in my other mods having the same compatibility requirement with Odessy.

======================

public static bool IsOdessySpaceMap(Map map)
{
return (ModsConfig.OdysseyActive && map.Biome == BiomeDefOf.Space
|| ModsConfig.OdysseyActive && map.Biome == BiomeDefOf.Orbit
) //Odessy space maps
;
Leozingameplays Jul 9 @ 11:52am 
Works with RimWar and Empire?
Leozingameplays Jul 9 @ 11:52am 
Works with RimWar and Empire?
Potato Gaming Jun 30 @ 4:38pm 
Is there any bugs for 1.6 version of this mod? just making sure so i don't have an unstable experience.
llunak  [author] Jun 30 @ 1:29am 
@gravy: This should act as a drop-in replacement.
gravy Jun 29 @ 8:20pm 
I apologize if this has been asked already - is there a difference between this current version and the other uploaded by Ionfrigate in a 1.5 playthrough?
Braincell Jun 24 @ 5:29am 
@llunak why not call it Factions at War
llunak  [author] Jun 18 @ 2:01pm 
@TorMechia: That mod does not specify its licence, so no. But given that it's just a texture mod, it probably still works.
llunak  [author] Jun 17 @ 11:46am 
@Ionfrigate12345: Ok. I'm not sure what to call this version now, I don't want to call it continued to still distinguish it from yours, I'll think about it, possibly I'll keep it the way it is.
Ionfrigate12345 Jun 17 @ 11:27am 
Hi author,

I'm the 2nd hand author of 1.5 continued (Factional War and Raids Extension)

I see you update actively these two mods, so I just abandoned mines and redirect to your forks. You can remove your fork tag if you want, from 1.6 yours will be official continued. I will focus on my other mods.

Just one thing to be added in description: In 1.5 continued I added compatibility of SOS2/Rimnaut 2 to prevent the event from happening in space. Maybe good to know to some SOS2/Rimnaut 2 players
Blue Jun 16 @ 1:59pm 
Thanks for the quick resolution! Really appreciate your work.:steamthumbsup:
llunak  [author] Jun 16 @ 8:27am 
@Blue: A mistake from updating to 1.6. Textures should work now.
Vash Jun 16 @ 7:34am 
Sadly i will have to go without this mod. It's just not working at all. Icons not showing on the world map. Factions not showing up and lots of other bugs.
Blue Jun 16 @ 6:48am 
Anyone getting this error? Could not load UnityEngine.Texture2D at World/WorldObjects/Sites/FactionWarContentionExpand in any active mod or in base resources.

Tried running with just Harmony and factional war + all dlc. Immediate error spam as soon as I go into map and spawn a site.
Myphicbowser Jun 12 @ 4:05pm 
You should probably unsubscribe from other versions of the mod Pippin
Pippintastic Jun 8 @ 5:30am 
for some odd reason, every time I swap this in with the Continued version, after a little while they somehow swap back and the Continued version returns to the activated list and the Forked one goes inactivated.
Head May 26 @ 4:23pm 
Is it possible to make the Faction Defense incident also happen to friendly factions? This way we can help them defend, rather than help attack.
TorMechia May 15 @ 1:51am 
Would it be possible for this (abandoned) mod to be integrated into this fork?

https://steamcommunity.com/sharedfiles/filedetails/?id=2982697389
Ionfrigate12345 May 1 @ 5:35pm 
Hi I'm the vanilla continued mod updater

If you are interested you can keep on this fork. I'm working on something else for now
Head May 1 @ 8:53am 
Thanks for the update!
kev675243 Apr 30 @ 1:05am 
tested a faction war on colony map with my late game save, got this message: "A group of mercenaries from The Gray Panthers and a group of Rebel Insurgents from Rebel Alliance arrived nearby. They are attacking immediately". Afterwards both parties leave my map. Error message I found in console discussion
llunak  [author] Mar 24 @ 12:26am 
@Gear`O`Derm: It does not appear to be specific only for pawns spawned by this mod.

@@Headstrong: Actually, as reminded, the mod has an option to do mothballing, although it should be enabled by default, so I don't know what exactly your problem should be.
Gear`O`Derm Mar 23 @ 7:39pm 
Hi, I would like to ask if the option that provided in the settings (removing unneeded pawns before each mass pawns spawning) removes the world background pawns generated by other mods? Or does it only involve pawns spawned by this mod?
llunak  [author] Mar 23 @ 6:20am 
@猫雷Kiss: This is pretty much a drop-in replacement with fixes, so yes.

@Headstrong: The mod does not do anything special here. Try searching for a mod that checks mothballing.

@kmarx4235: Can you reproduce that in a new otherwise unmodded game?
猫雷Kiss Mar 23 @ 5:09am 
can I remove the original mod and add this in current save?
Headstrong Mar 19 @ 3:57am 
Having an issue where it remembers WAY too many pawns after the event ends, bogging the game into a laggy mess even after the event map is gone.
kmarx4235 Mar 18 @ 10:54pm 
having an issue where all the events are barren, like it says two factions are fighting i send a caravan and show up at the event and just nobody is there
5150 Mar 1 @ 7:25am 
https://gist.github.com/HugsLibRecordKeeper/964fb071b8ce5597943b6a8be8c258fb

SR.ModRimWorld.FactionalWar]Got no pawns spawning raid from parms target=Map-0-PlayerHome, points=2909.434, faction=Faction_289 (VFEP_Junkers), raidStrategy=SrFactionFirst

This mod and Vanilla Factions Expanded - Pirates seem to be causing an error.
llunak  [author] Feb 20 @ 1:07pm 
@SiaNKs: I have never used that mod, so presumably it's the same.
SiaNKs Feb 20 @ 10:35am 
Does it work with Vehicle framework? Can you reform caravan etc? I know Continued version had problem with Vehicles where durning raid you cant reform vehicle caravam or something like this. I just wanted to know if this mod has built in compatibility with Vehicles
aNØØBis Feb 12 @ 10:13pm 
Well they trechnically just destroyed walls and stuff that was in front of them, as soon as all my pawns died they captured survivors and left but still it was unexpected since I was not prepared for that and allies had only 4 ppl who were not helpful. As for provocation maybe because I take one guy as a slave from some red faction and my total wealth at chart was 111K. Next time I will try to build a bunker if that will happen since it is impossible to protect with WW2 guns and stuff.
llunak  [author] Feb 12 @ 2:50pm 
@aNØØBis: The event technically is not a raid, so it's possible it takes place even on peaceful. But they normally do not attack the colony, unless provoked. And I'm pretty sure the mod does not have any message about destroying everything.
aNØØBis Feb 12 @ 2:06pm 
Also wanted to clarify something. Today I got raided with two factions each was around 20 ppl, message told something they will destroy everything they will see. For my help only 5 blue allies came and these two factions first attacked each other then the rest just steamrolled allies and killed half of my pawns and captured the rest which has lead to game over. The thing is my difficult level was Peaceful and this happened. I wanted to understand whether your mod ignores peacefull difficulty and made this events or this is Rimwar mod caused that. And how to avoid that in the first place?
llunak  [author] Feb 10 @ 12:39am 
@aNØØBis: It scales the same way normal raids scale. And I'm not aware of any mod fixing manhunter targetting.
aNØØBis Feb 9 @ 11:39pm 
BTW what I should make that these raid battles become 50vs50? I have got one raid on my territory when two naked ppl stabberd each other. I want to see large battle.

Also is there any mod that make mad animals or animals that were attacked by raiders from this mod to attack allied (blue color names) pawns which visited me? Yesterday a raid with 5 ppl came to hunt rhinos and they all died from them and rhinos just went straight attacking me, while 8 guests just stood there and watched.
Tenty Feb 9 @ 8:48pm 
Ah, thank you! I have so many fun memories of being a vulture in this mod. My favorite is probably when about 40 or 50 VFE settlers tried to claim a resource cache and got absolutely rolled over by five warcaskets. The caskets took the cache, but I was then able to steal the dead settler's useful crap - mostly their concerningly valuable skin.