RimWorld

RimWorld

Boots Sensible Factions
166 Comments
fyodord 13 hours ago 
I usually don't like this in normal playthrough because it becomes very hard to trade to multiple faction at once.
tanker Oct 15 @ 5:54pm 
I wish the pirates were still scattered
HoodaHoo Oct 12 @ 6:57am 
great idea this always bothered me
Captain Redbeard Sep 20 @ 1:31am 
I think it'd be good to have some scattering and randomness in border regions, while other areas are more consolidated.
intelfir Sep 16 @ 11:09pm 
@Kris I had same issue but before I had this mod. Not sure but in my case such issue was caused by unofficial 1.6 CE
Kris Sep 7 @ 12:31pm 
When I enable this mod in my modpack, I can’t create a world. I don’t know which mod conflicts with it, but I think I should mention it. :spiffo:
Psyckosama Aug 29 @ 6:21pm 
@dada yes, but are they compatible?
dada Aug 29 @ 8:26am 
Or Faction Control...
https://steamcommunity.com/sharedfiles/filedetails/?id=3533147031

And quite some more.
dada Aug 29 @ 8:18am 
@Dewrill Realistic Planets has such a feature.
https://steamcommunity.com/sharedfiles/filedetails/?id=3533147031
brady Aug 26 @ 9:40am 
I second the suggestion that pirates have scattered bases and borders are a little less clear. It would make the world map also feel more organic.
Dewrill Aug 23 @ 5:40am 
really like the idea of this mod, but it needs some adjustmentsliders and such.

features i'd like to see added:
-ability to choose which factions are affected and which not (pirates being scattered while empire is huddled for example)
- allowing for intersecting Borders (allowing 2 factions to have settlements within a small area of their Border)

Until then i need to play without it, it works a little bit "too good" for now.
Bloodyfist Aug 23 @ 12:01am 
Is there a way to make a not as strict version or make it possible to set certain factions to not use this method.
Chocoroom Aug 22 @ 8:09pm 
I think that tribes and non-civilized raider factions (pirates, wasters) should be spread throughout the world/certain area. Or just add a button that can swap individual factions behavior (scattered/condensed) to give us the option
dgeronimo791 Aug 21 @ 2:55am 
I think it will be much better if the industrial factions are concentrated in one place, but the tribes should be scattered all over the planet.
BrickOnKeyboard Aug 20 @ 10:36am 
So I played with this and found it sounds good, and looks great on the map...but breaks vanilla gameplay. It puts factions you need to reach such as the one providing the endgame quest to sell your colony, potentially all the way around the globe. And the vanilla ranges don't really work, you can't send them a drop pod and shuttles don't have enough fuel.

With vanilla layout, odds are an output of that colony will be within range of basically anywhere.
Cyberwolf Aug 17 @ 10:39pm 
Not really a issue i guess but this mod has a issue with RImcities where it will give factions that should not have cities , Cities like tribals and Insects ?
Luigi_ Aug 17 @ 12:10pm 
i agree with kardes, since some things like neanderthals or small tribes would be more akin to randomly settled nomads vs. things like civilized cities being nations or the empire being one. would be a w option in the future
Boots  [author] Aug 13 @ 12:09pm 
I don't see why it would not be if you are just using it to unload colonies you are not using and for the people asking for 1.5 you might be able to run it on 1.5 if you just ignore the warnings on the mod screen.
Maedry Aug 13 @ 12:04pm 
Is this mod compatible with Faction Control mod.

Thanks in advance for any answer.
(❤‿ ❤) FloopyPaws Aug 13 @ 12:21am 
i need ts on 1.5
|-Femboy Security-| Aug 9 @ 8:31pm 
1.5? TpT
Kardes Aug 9 @ 10:17am 
I do love this mod.
However I wish it had some way to omit factions in the options or something as others had said.
The empire having a nation makes sense.
The hidden pirate nation. Having them scattered is understandable.
Boots  [author] Aug 7 @ 8:10am 
@4N it can be Its not advised though there's a debug tool to trigger it if you turn on dev mode
Guarwo Aug 7 @ 6:55am 
You're better off to start a new game with this so it groups factions right on world generation. @4N
4N Aug 7 @ 6:10am 
Can this mod be added halfway?
LeOnArD Aug 5 @ 3:56pm 
ich küss doch dein herz bruder danke:steamthumbsup:
MrMistoffeleez Aug 4 @ 9:01pm 
Good mod :steamthumbsup:
Merloga Aug 2 @ 9:04am 
Subbed, great mod. Get your rest, some people man lol
NilchEi Aug 1 @ 11:49am 
People that adamant about pirates clumping should just use Realistic Planets instead of bothering some random modder :steamfacepalm:
Hobo with a shotgun Aug 1 @ 8:13am 
For those who wants factions like Pirates to be scattered around you should sub to "Faction customizer" mod. It adds an ability to delete or add settlements as well as move them around. So you basically need this mod to organize factions around the globe and you need Faction customizer to rellocate settlements for your liking. Perfect combo
Guarwo Jul 31 @ 12:01pm 
@Samuel_Bucher What you mean a whole nation of pirates don't make sense. In real history there was some times where pirates banded together and made their own thing that rival nations. Like Republic of Pirates and then some Chinese Pirates had a pirate confederation that rivaled the dynasty that was ruling for a little bit. Also in a lot of scifi and fantasy there like nations of pirates or pirates with massive territory and fleet. So it does make sense.

@Boots thanks for making this mod.
Mei Jul 31 @ 5:21am 
Thank you so much for this! Some thankless individuals might not appreciate it but they are only the stupid minority. Keep up the good work!!
RMTH Jul 30 @ 2:34pm 
That's what multiple pirate factions are for...
Merculin Jul 30 @ 1:22pm 
I rly like the Idea of faction areas. Now it makes way more sense to be allied to some factions over others, some territory is rather end game and some a pleasant environment. I agree, some factions should rather stay scattered. I wish I could mod myself, I'll have an eye open for anything you might bring in future. Thx for this mod so far, this is huge! <3 And let me know if anything like that comes up :)
Boots  [author] Jul 30 @ 11:38am 
Make your own mod I do want to improve this but works been killing me
Samuel_Bucher Jul 30 @ 10:15am 
I'm not complaining about the name. I'm complaining about the functionality.
Boots  [author] Jul 30 @ 10:13am 
Do you have anything better to do then complain about the name of a Rimworld mod
Samuel_Bucher Jul 30 @ 9:16am 
This isn't sensible, actually. A whole nation of pirates makes no sense. Some factions should remain scattered.
Combine Elite Jul 28 @ 6:09pm 
@SaberTask try Norland
SaberTask Jul 28 @ 5:51am 
Mithlorn said something I found pretty interesting? Medieval worlds / midworlds would be closer to this. Though, if Rimworld was instead named.. Midworld (lol) it would have to play very differently.

Maybe Rimworld will get DLCs until the end of the human race, or maybe there'll be a sequel when our modern computational technology is outdated, maybe then we'd finally have Midworld (with an end goal such as complete planet dominance/unification).
Remilia Bandxz Jul 28 @ 12:38am 
Just Wait Till Sum1 Forks The Empire Mod Come Out For 1.6 , Ts Gon Hit
Mithlorn Jul 27 @ 10:46pm 
The vanilla faction system used to not really make sense before xenotypes, but I'd argue that they're pretty reasonable in distribution now if you don't change too much. This is still a good mod if you want a more politically conforming rimworld for whatever reason.

Lorewise, a rimworld is supposed to exhibit disunified settlement as a faction's basis generally involves some kind of initial scattering event(s). More unified settlement would make sense on a medieval world or midworld (close to modern technology). Factions are like tribal or true confederacies at the moment where each settlement is physically separated yet beholden to the totality's positions.
Combine Elite Jul 27 @ 6:02pm 
does this work in 1.5? ive been looking for a mod like this for a bit
King of Blades Jul 27 @ 5:57pm 
@Freeasabird🕊

Factions don't do literally anything except exist. There is zero simulation of any other factions on the worldmap, outside of progressing health things specific to pawns you've interacted with in case you find them again. Those bases just sit there as a number in a database until you interact with them.
Naturtok Jul 27 @ 3:39pm 
@Enrico, sadly, unless you have a mod that changes it, raids and faction interaction isn't tied to distance from the faction. So it's random which faction you're raided by or which factions send traders over. I think there are mods that change this, though
Enrico Jul 27 @ 3:19pm 
This makes sense, but I wonder if it's fun? Doesn't this make it more likely for a colony to keep being attacked by the same party over and over?
Conductor Jul 27 @ 11:56am 
it is a good mod but needs some configuration like not including factions in the ''sensible'' system (for pirates etc.) also like the radius sizes for factions.
Captain Cuddles Jul 27 @ 11:07am 
agree with the below comments. Would also be cool if a slider could be implemented to adjusts how scattered the factions are around the border
Alt Jul 27 @ 8:41am 
I also agree with Quilava, it'll be amazing to see some mixture of factions between borders. Otherwise a great mod, thank you for making this
Twink lord Jul 27 @ 8:33am 
yeah its alright