RimWorld

RimWorld

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[RF] Faction Control [b18]
   
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15 Dec, 2017 @ 7:12pm
31 Dec, 2017 @ 10:56am
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[RF] Faction Control [b18]

Description
B19/1.0 VERSION (by Kiame Vivacity) AVAILABLE HERE: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1509102551

"Faction Control" provides you with a number of configuration options that you can use to tailor which and how many faction groups and faction bases show up on your map. Simply visit "Mod Settings" from the game's "Options" menu.

You can define the total number of faction groups which should appear on your world map (anywhere from 0 to 30), as well as individually adjust the minimum number of groups from each faction which should be present, even removing some factions entirely if you prefer. So you could, for example, play on a planet without any tribal groups, or without any outlanders, or on a planet with no pirates, or perhaps on a planet on which the only faction groups are pirate bands.

The mod also gives you the same level of control over individual factions added by mods (up to 42 total) that it provides for vanilla factions. So, for example, if you're playing with a mod that adds several related factions, only some of which you actually want to have present on your world, well, you'll be able to tailor the planet accordingly. (This also gives you the ability to pick and choose which modded factions you want to use in any particular game without having to disable or uninstall the mods that add them.)

As you increase the total number of faction groups on your world, the number of groups which are hostile to you will scale upward, as well. So unlike most mods which increase faction counts, this one won't allow you to create a world with 30 faction groups of which only three are hostile.

You can also adjust your world map's faction base density, so you can create planets on which each faction group has only a few bases, or heavily populated planets with settlements everywhere.

The mod also gives you the option to organize bases geographically, with each faction group's bases in close proximity to each other, so that the planet looks like it's populated by actual nations, rather than just having bases scattered all over the map randomly.

- Rainbeau Flambe (dburgdorf)

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Compatibility:

Since "Faction Control" does nothing but alter initial world generation, adding it to or removing it from a game in progress will have no impact. It should be compatible with any other mods, though it should (and most likely will) override any other mods that alter faction generation.

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Credits:

The mod utilizes Pardeike's "Harmony Patch Library." (No additional download is required, as the library is included with the mod.)

Japanese language translation files were provided by Proxyer.

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License:

If you're a modpack maker and want to include "Faction Control" in your pack, or if you're a modder and want to use it as the basis of a derivative mod, please feel free to do so. I ask only that you let me know about it.

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The Ludeon forums discussion thread for my mods can be found here[ludeon.com].

If you have any (helpful) suggestions for improvement, please let me know!

My mods are free, but if you'd like to buy me a Dr Pepper[ko-fi.com], I wouldn't complain.
224 Comments
Bruce Wayne 20 Aug, 2022 @ 11:36am 
update?
Aaronthelemon 12 Jan, 2019 @ 4:48pm 
Can you not read the first line of the description?
Gimpy 12 Jan, 2019 @ 4:39pm 
yo id love to see an update to this be cool to see new stuff
E-Claire  [author] 24 Oct, 2018 @ 6:34pm 
@Voltron: It means that even if other factions are "clumped" on the map to simulate nations, pirate bases will be spread far and wide, representing the fact that pirate factions really aren't nations at all.
VoltronAWK 24 Oct, 2018 @ 5:46pm 
What does the "Spread Pirates" setting do? It doesn't have an in-game description.
E-Claire  [author] 14 Oct, 2018 @ 5:01pm 
@SlapAndSpit: As Kiame's maintaining the mod now, you'll need to follow his version to see when/how he updates it. But there's a decent chance the b19 version will work "as is" in 1.0, anyway, since the vast majority of mods seem to be cross-compatible between the game versions.
SlapAndSpit 14 Oct, 2018 @ 4:54pm 
I hope to see this in 1.0 on the 17th
Tofemaster 14 Sep, 2018 @ 11:55pm 
+1 archive appreciation
:cherrypie:
Tablenack 13 Sep, 2018 @ 5:19pm 
ooo i tough was ur's my bad :'(
E-Claire  [author] 13 Sep, 2018 @ 4:44pm 
You're apparently dealing with a mod conflict of some sort. Without interference, it's not even *possible* for this mod to generate a world where every faction is hostile, unless you've deliberately configured the world to have no friendly factions.

(I'm assuming you're using the B18 version of the mod, by the way. If in fact you're playing B19, you need to be commenting on Kiame's updated version of the mod, rather than here.)