RimWorld

RimWorld

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Friendly Hostile Factions (Continued)
   
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Mod, 1.3, 1.4, 1.5, 1.6
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551.138 KB
25 May, 2022 @ 6:46am
26 Jun @ 6:25am
19 Change Notes ( view )

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Friendly Hostile Factions (Continued)

In 2 collections by Zaljerem
Zal's Continued Mods
514 items
Mod Fixes
37 items
Description
Original mod by syzal
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2171818469
If the original author requests it, I will remove this update.

Currently incompatible with:
Vanilla Races Expanded - Phytokin

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Added support for Ideology (Cannibal Tribe, Cannibal Pirate), Biotech (various pirate factions)

Basically all "permanent enemy" factions are made into "natural enemies". This affects Core/Ideology/Biotech (except Empire) factions, and the following mods:

Android Tiers
The Formic Race
Iron Rim (Continued)
Vanilla Factions Expanded - Medieval
Vanilla Factions Expanded - Medieval 2
Vanilla Factions Expanded - Pirates
Vanilla Factions Expanded - Settlers
RimRobots
Rimworld Ultratech
Rim-Hivers!
Rimsenal - Federation Faction Pack
Augmentation Collective
Antimatter Annihilation
TP Bedouin Faction

Note: If you wanted to pick and choose which of the above mods are affected, load any mods you want left alone AFTER this mod. It will report load order errors but they can be ignored, and only mods loaded before this mod will be made into natural enemies.

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Previous mod notes (1.2):

This mod changes the default hostile factions (savage tribe and pirates) so that they are able to be allied with, similar to the rough tribe and outlander faction. However, they are harder to maintain good relations with compared to other factions. The pirates can also visit with their traders/visitors, but they only have combat suppliers and slave traders. Faction bases can be traded at as per usual if your relationship is at least neutral.

Starting and natural goodwill changed to -[80]. If goodwill is above that then it decreases by 30 a year.[No longer, they behave as "natural enemies"]

Rejoice, for you no longer need to kill desperate people trying to eek out a living on this brutal rimworld!(If you feel bad about killing humans, then this is the mod for you)

A special thanks to peeps on the rimworld discord for helping me with modding questions, the guy who made the autodoc, and the wiki.

V 1.0 - 7/19/2020 - Release
91 Comments
Admonitor 20 Jul @ 3:25pm 
Could you add the factions of the MIM Warhammer 40k mods? Example of one: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3520005130 . He has a collection with all the factions, that are all permanently hostile for no reason. If not, could you explain how to do it myself? Thanks for the mod and your work!
Fokson 17 Jul @ 7:55pm 
If possible, I'd like to see an option that reduces the goodwill gain from most/all sources by 50-75% ( ie you'd get 3-6 goodwill for returning a prisoner rather than 12 ), since although I'd like to be able to ally with the imps and wasters, I'd like to have to work for it a bit more than the other factions. Really cool mod, though!
Jezzared 17 Jul @ 7:53pm 
Just started a run with Faction Customizer, didn't know that making permahostile factions neutral or allied with that mod wouldn't do anything (they'll just go hostile again in a few in-game hours), and now i'm trying to look for ANY way to change them to being not permanently hostile and this may be my final option (i am amazed there's nothing else out there, as far as i can tell.)

The Profaned and Gnoblin Horde (Rim-Gnoblins) are the two that i'm supposed to be friends with but cannot. If you're willing to patch those i'd be grateful.

Since i'm here, what causes the mod incompatibility? A race mod seems like it really shouldn't conflict with something like this.
VerdantVulpine 14 Jul @ 4:06pm 
does this work for insect hives?
Darknote 13 Jul @ 1:23am 
Thank you for the update, Zaljerem!
Proxyer 26 Jun @ 7:47am 
Thank you update! :cupup:
Zaljerem  [author] 26 Jun @ 6:26am 
Thanks for the report, I just pushed an update.
Proxyer 26 Jun @ 6:00am 
Hello! Thank you for updating to 1.6.

By the way, the Name="AuxBase" of Rimsenal Faction Pack - Federation has been updated, and an error has occurred in the description of FHFS_FPCTrader in "/Defs/PawnKindDefs/FPCTrader.xml" in "1.6/Compat/FPC".

Specifically, FedSuit is now included as apparelRequired in the AuxBase side, so there is duplication. The maximum range of gearHealthRange is set to 1.0. The range of weaponMoney and techHediffsMoney is not specified correctly, etc. I apologize for the inconvenience, but please check it out. Thank you.
Darknote 24 Jun @ 4:02am 
Great mod, by the way, and thank you for continuing it, Zaljerem!
Darknote 24 Jun @ 4:02am 
If you peace out with every faction and you don't play with mechanoids (or do), no faction will raid you except mechs, but what's worse, quests that involve hostile pirates no longer work, so in conjunction with Settlement Quests mod, this could be detrimental even if you succeed in pacifying all the hostile pirates/tribal raiders.

Is there any solution to this? Perhaps create a faction similar to mechanoids, but for pirates, who are only active during quests?