RimWorld

RimWorld

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Wild Factions - Damar
   
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Mod, 1.4
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6.629 MB
16 Nov, 2022 @ 7:07pm
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Wild Factions - Damar

Description
Wild factions is a bit of a project that I have been dreaming up over a work trip which intends to add a few more animal esque factions to the game.


Description:

Loosly based of the App B2B extinction the Damar are a goat Xeno faction that's research level ranges from both tribal to industrial level. They only spawn on arid tiles and are neutral to the player. They also spawn using a larger version of the tribal settlement creation as well as on occasion in developed towns.


RoadMap:

V0.1 - Basic Cities and villages (Priority on large bug fixes) (Current)
V0.2 - More Cities, pawn kinds, as well as RNG compounds to raid
V.03 - Make Certain Cities and compounds spawned as sites the player can visit with villages being just villages
V.04 - Final touch ups


What does it add?:

- Xeno type: Capra (Goat)
- Custom Faction: Damar Tribals
- Custom settlements (Tribal and Cities as displayed in screenshots)
- Barricades: A few planks of wood placed over a door that blocks the path
- Barricaded Cities: They heard you coming and began to hunker down, enemies are placed randomly meaning colonist will have to clear the whole city before the settlement is conquered



FAQ:

Q: How often do cities spawn?
A: They spawn randomly about 33% of the time, generally when not on a tile with a road

Q: I use the full version of Just Glass can I still use this mod?
A: As far as I am tracking yes

Q: I like the faction but I don't want them to be goats?
A: Go into the VFE toggleables tab and you will find a setting to make them human

Q: I want to suggest a building / Idea for buildings within the city?
A: Feel free to put any suggested buildings in the discussion below and they are much appreciated!

Q: Why does this mod have so many requirements?
A: Well..

- Rimmu-nation Weapons and Clothing offers a lot in terms of variety in weapons and clothes allowing me a lot of freedom for both this mod and future mods

- Vanilla Furniture, Props, and architect expanded offers me a lot in terms of variety of the buildings I can build making the cities actually feel relatively lived in as well as future buildings

- Vanilla Base Generation allows me to utilise the already made tribal buildings for the Damar's villages

- Just Glass also gives me a lot of freedom when it comes to creating

- Mammalia is there mostly because they have a large selection of Xenos already and will give me a lot of freedom when making the other factions

- The DLC's are mostly there because of the use of several different items from each.


HIghly Recommended Mods:

- Run and Gun: When the buildings are breached enemies will fight back

- Simple Sidearms: Allows for breachers to have multiple weapons at their disposal

- Combat AI 5000: Allows enemies to take cover and hide as you breach the building instead of immediately running for the door (Note: make sure the Killbox killer 5000 is OFF otherwise enemies will simply start clawing their way out of rooms immediately)

- Breach n Clear 1.4: Allows for quick entry tactics and flashbangs
Popular Discussions View All (2)
0
16 Nov, 2022 @ 8:49pm
Bug Report
TechnoFox
0
16 Nov, 2022 @ 8:49pm
Building Ideas for City Spawns
TechnoFox
18 Comments
TechnoFox  [author] 18 Nov, 2022 @ 8:49pm 
Hey Lovecraft Gaming, It is currently in the works however due to cities being all handmade it unfortunately takes quiet a bit of time
Lovecraft 18 Nov, 2022 @ 3:33pm 
Would love to have the cities in a separate mod, they look very cool to have fights in but this has too many requirements
assistant Frost, Science team 17 Nov, 2022 @ 1:04pm 
I might try
TechnoFox  [author] 17 Nov, 2022 @ 10:42am 
lol I feel you, If it's any consolation (and feel free to test) You probably could download the mod without mammalia, go into the VFE toggleables and switch the damar to human toggle and apart from some errors as far as I am tracking it should work
assistant Frost, Science team 17 Nov, 2022 @ 10:10am 
i just dont want to download mammalia
assistant Frost, Science team 17 Nov, 2022 @ 10:09am 
fair
TechnoFox  [author] 17 Nov, 2022 @ 10:02am 
Hey Bobbins, Actually that was a thought however there aren't many cities in the mod just yet so as I work on the other mods (Which will have their own cities as well) I will add them to this and likely a mod that will release as an extension of base generation
assistant Frost, Science team 17 Nov, 2022 @ 8:11am 
possibility of seperating the cities from the xenotype stuff?
The Blind One 16 Nov, 2022 @ 11:47pm 
I thought as much, thanks for the tips my dude!
TechnoFox  [author] 16 Nov, 2022 @ 10:13pm 
Actually yes, go into dev mode and hit your / key. Then go to the top left and type spawn, under one of the items you should see quickspawn structure this will allow you to spawn any of the layouts in your mod. As for settlement the only real thing you can do is a dev quicktest on the main menu or fill your map with just your faction and save. Then load up when you want to test what spawns