RimWorld

RimWorld

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No Disabled Factions In Quests
   
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Mod, 1.4, 1.5, 1.6
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106.171 KB
22 Nov, 2022 @ 5:40pm
14 Jul @ 6:08pm
4 Change Notes ( view )

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No Disabled Factions In Quests

Description
Prevents generation of quests that call for threats that are not possible with the current settings - such as a mech cluster with the mech faction disabled.

Safe to add or remove at any point, but will not affect quests given before it was added.

Since this requires blocking specific ways that a bad quest could generate, I could (and probably have) missed some ways. If you get such a quest with this mod enabled, please enable dev mode in RimWorld options, select the quest, enable "DEV: Show debug info" at the bottom, click the "Copy debug to clipboard" button, post it somewhere online (e.g. pastebin), and post the link here. That should let me figure out how to block that as well.
18 Comments
Kathanon  [author] 14 Jul @ 6:08pm 
Update:
- Support for RimWorld 1.6.
тетеря, блин 12 Jul @ 2:43pm 
does it work with 1.6?
Amateur 12 Jul @ 11:38am 
@Pimp Lucius you can still create mechs and summon bosses, but bosses and their escort will be neutral, you'll need to manually attack them.
Kathanon  [author] 28 Apr @ 6:54am 
Not sure. I don't think so. You could just try it.
Pimp Lucius 28 Apr @ 12:18am 
off topic question but i gotta ask since i cant seem to find anything online about it, does outright disabling the mech faction also remove your ability to create your own mechs and advance your mechtech research tree or can you still summon the specific mechanoid threats that you need to get more things to research?
SquigglyV 25 Apr @ 6:19pm 
Thanks for this mod, it seems to have fixed a recurring crash I've been getting which I suspect was caused by the game trying to generate Empire quests/incidents when they're not present in the world. Rimworld really really hates it when you turn off the Empire lol.
Kathanon  [author] 10 Apr, 2024 @ 7:00pm 
Updated for RimWorld 1.5.
Patryk Sage 29 Jan, 2024 @ 3:06pm 
I'm not sure if this is a bug, but if you have the fierce tribe enabled but the neanderthals disabled it will still use the neanderthal tribe when generating a camp. I think this is because in the code (core) - neanderthal tribe is labelled as a replacement for the fierce tribe.
Kathanon  [author] 17 Aug, 2023 @ 9:46pm 
I don't know. I haven't used that one. Probably not, though.
Victor 17 Aug, 2023 @ 2:57pm