RimWorld

RimWorld

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Mod, 1.4
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2 Dec, 2022 @ 7:03pm
1 Jan, 2023 @ 7:00pm
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Random Factions

In 1 collection by DrPlantabyte
XXX - eXtreme eXoplanet eXplorer's Pack
52 items
Description
Random Factions Rimworld Mod
Randomly add factions instead of choosing them manually. Every world is unique!



Why Random Factions?
If you like installing mods that add new factions and xenotypes, you quickly accumulate a large number of factions. Adding them all to each world is tedious, and you don't really need 3 flavors (pirate, rough, & civil) of every single new culture you added to the game.

Wouldn't it be much more fun if each world had a different and unique combination of factions?

Of course that's more fun! And now you can! Just fill your faction list with a dozen random factions and presto! Every world is unique.

This mod pairs well with the Planet Setting Randomizer mod.

Installation and Requirements
This mod depends on the Hugs Lib mod. Please make sure you install that mod first and have it load before this one.

How to use this mod
Random factions adds 4 placeholder factions (see below), each of which is randomly replaced with another faction. Dr. Plantabyte personally recommends 4 random, 2 civil, 2 rough, and 1 pirate factions, plus 1 each of Mechanoid hive and Insect geneline, but you can do any combination you want.

After clicking Generate, you will only see the random factions as '?' icons. You won't know who your neighbors will be until the game starts. As soon as your pawns spawn in the new world, you will be able to see the new factions in the world map.



Mod Options
From the main menu screen, click Options -> Mod options -> Random Factions to see the options for this mod.


* Re-organize Factions: If checked, then the New Colony screen will start with only random factions instead of standard factions (checked by default)
* % Xenotype Frequency: ()if you do not have Biotech DLC installed, this option does nothing) 0-100% control of how often to convert a baseliner faction into a random xenotype factions (default 15%)
* Allow Duplicate Factions: If checked, then the same faction may be chosen multiple times, e.g. your would could end up with 3 different Rough Outlander Factions (unchecked by default)


Features

Random Factions

Note: Hidden factions such as Mechanoids Hive, Insect Genelineand the Empire will *not* be randomly selected
* Random Faction: replaced with a randomly selected faction
* Random Civil Faction: replaced with a randomly selected neutral faction
* Random Rough Faction: replaced with a randomly selected aggressive faction
* Random Pirate Faction: replaced with a randomly selected permanently hostile faction

Random Xenotypes

If you have Biotech DLC installed, then not only do random factions pick a faction when the game starts, but may also substitute the baseliner humans for a randomly selected xenotype.

For example, if you have both VFE Vikings and the Mythic Biotech Expansion mods installed, then there is a chance that your world may have *Dragon Vikings*!

Integration With Other Mods
Any mod that adds a new faction will automatically be detected by Random Factions and will randomly be added to the world when you use the random selection factions described above.

In addition, the following mods unlock extra features when installed alongside Random Factions:

Faction Control
Random Factions does not interfere with Faction Control, nor is it affected by it.

Vanilla Framework Expanded (VFE) Core
As of update 1.4.2, new factions added by Random Factions will be ignored by VFE Core's mid-game new faction detector, since there is no logical reason to spawn them mid-game (previously, VFE would spam you with pop-ups after adding Random Factions mid-game).

Vanilla Factions Expanded - Mechanoids & Insectoids
If VFE Mechanoids and/or VFE Insectiods are also installed, then Random Factions will add random factions called "random mechanoid" and "random insectoid", which have a 50-50 chance of turning into either the vanilla version or the VFE version of mechanoids or insectoids respectively.

Game Saves
Installing Random Factions will have no effect on existing game saves. You will have to create a new game to utilize the random factions mechanics.

In general, uninstalling any mod which adds a faction or xenotype used in your game save can cause data corruption. Uninstalling Random Factions itself can only damage your game save if you have Biotech DLC installed and a xenotype version of a basliner mod was added to your world. In this case, those random xenotype factions will stop working when you load the game without Random Factions.

Use, Distribution, and Licensing
Random Factions Rimworld Mod is licensed under the Attribution 4.0 International (CC BY 4.0) Creative Commons License.

* You may include this mod in any of your mod packs (you do not need to ask for permission)
* You may use or remix any content from this mod **so long as you credit Dr. Plantabyte as the original author and provide a link to this page or the GitHub page[github.com]**

There are no other restrictions
Popular Discussions View All (4)
0
1 Jan, 2023 @ 6:47pm
Version 1.4.4 Update Notes
DrPlantabyte
0
29 Dec, 2022 @ 9:33pm
Version 1.4.3 Update Notes
DrPlantabyte
0
21 Dec, 2022 @ 9:31pm
Version 1.4.2 Update Notes
DrPlantabyte
54 Comments
Armed Avocado 22 hours ago 
Random Start mod does something similar, in case anyone wants an up-to-date version. But it doesn't do everything I want. You cannot specify the count, like Random Factions (e.g. two random civil and four random rough); you can only choose unique or not. It doesn't give you a chance to choose starting pawns, although you can customize possible starting scenarios. And it doesn't let you customize an ideology, although you can start with a random fluid ideology.
тетеря, блин 12 Jul @ 2:46pm 
1.6 🙏
draqounmaguese 27 Apr, 2024 @ 12:23am 
Was really hoping a 1.5 update would be imminent for this mod.
More random is more satisfying.
Farbott 22 Apr, 2024 @ 10:50pm 
:(
SteeleWulf 8 Feb, 2024 @ 4:35pm 
also having the factions list issue. its unfortunate that this mod seems dead atm because the last update was over a year ago. great concept for a mod though!
creatura.exe 20 Jan, 2024 @ 7:35pm 
Having the same issue others are mentioning with placeholder factions staying in the faction list even after they've been generated ><
_baseplate 19 Jan, 2024 @ 7:12am 
Is this mod broken? All of the factions only have 1 xenotype, which is baseliner. Is this safe to remove mid-game?
Farbott 6 Nov, 2023 @ 2:03am 
I thought the placeholder factions would vanish afterwards, havent seen the issues DMCurt talks about yet but this is a little worrying
DMCurt 20 Oct, 2023 @ 9:02am 
Love this mod! Makes setting up varied worlds interesting.

However, I often receive trade caravans from the random placeholder factions, and pawns will sometimes have ideologies assigned from those placeholder factions as well. Is there any way to fully delete the placeholder randoms after the game starts?
BIG SOUP 6 Sep, 2023 @ 11:08am 
This seems like an interesting mod. I've tried it in my playthrough, seems to work well enough, however a lot of factions still show up as "random X faction" post-start. Is that intended to be like that during the actual game? They also show a variation of the icon with a question mark.