RimWorld

RimWorld

110 ratings
Faction Evolution
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Mod, 1.4, 1.5
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50.068 KB
30 Jul, 2023 @ 9:00am
10 May, 2024 @ 11:59am
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Faction Evolution

Description
Allows setting up factions that can progress in technology as the player does. Every day factions will progress when the player has reached a specific tech level. Mostly a tool for modders and intended to be used alongside Tech Advancing or a similar mod that allows the player's tech level to change as they research.

--INSTRUCTIONS FOR USE--

You can enable a faction to do this by using the <FactionEvolution.FactionDef_Evolvable> element instead of a <FactionDef> when making the faction. This new def has the same features as a regular FactionDef but adds 3 new elements you can use:

<evolvesToDef> specifies which faction def name this faction will change into. This can be another evolvable faction def or a base game faction def.

<evolvesWhenPlayerTech> sets what tech level the player needs to achieve for the faction to progress. For example, "Industrial" will evolve a day after the player's colony hits industrial tech or on the colony's second day if they started at industrial tech.

<evolvesToIdeo> requires the Ideology DLC. This will make the new faction change their ideologion to an existing one or a previously saved one. Works similarly to another mod of mine, Faction Ideo Utility.

The factions set as evolution targets that have a fixed name defined will switch to that name on evolution.

<factionTypeTag> can be used to tag the faction as a replacement for a faction with special rules. The current ones available are Mechanoid, Insect, (with the Royalty DLC) Empire, and (with Vanilla Factions Expanded - Empire) Deserters. Empire titles will pass between stages of the faction correctly.

<specialPawnkindReplacements> can only be used alongside factionTypeTag to override specific pawnkinds for the Empire and Deserters so pawns spawned in quests will appear differently. An example of the tag to replace the Empire's troops with tribal ones:

<specialPawnkindReplacements> <li> <pawnkindDef>Tribal_Berserker</pawnkindDef> <replacesDefOf>Empire_Fighter_Janissary</replacesDefOf> </li> <li> <pawnkindDef>Tribal_Hunter</pawnkindDef> <replacesDefOf>Empire_Fighter_Cataphract</replacesDefOf> </li> <li> <pawnkindDef>Tribal_Warrior</pawnkindDef> <replacesDefOf>Empire_Fighter_Trooper</replacesDefOf> </li> </specialPawnkindReplacements>

Valid pawnkindDefs:
  • (Requires Royalty DLC) Empire_Royal_Bestower, Empire_Royal_NobleWimp, Empire_Fighter_Janissary, Empire_Fighter_Cataphract, Empire_Fighter_Trooper, Empire_Common_Lodger
  • (Requires Vanilla Factions Expanded - Empire) Empire_Fighter_StellicGuardRanged, Empire_Fighter_StellicGuardMelee, Empire_Royal_Duke, Empire_Royal_Baron

--COMPATIBILITY--
Confirmed compatible with Vanilla Factions Expanded - Empire when replacing the Empire with an evolving version.
Popular Discussions View All (1)
0
15 Jan @ 8:08am
Trying to Modify All Vanilla and Some Modded Factions to Use This Mod
BobGrey
46 Comments
Surasu Undying 12 Jun @ 4:08pm 
Would appreciate if in the description the following were shown:

Where to change it. Does it requires in game menu? If the case is that then show wich name the mod uses. Does it require manual editing of a file? If that is the case tell wich is the name of the file we need to use since i have been browsing in my LocalLow/Luedon/Rimworld/config folder for three hours and nothing appears searching "faction" "evolution" or anything similar.

I understand that making a mod is hard and i am very gratefull for this mod but in this case this mod isn't getting the recognition it deserves because it isn't common user friendly.

Also not my intention to offend or something similar, i tried expressing miself in the best way i can but my english knowlege is low and my social skills are lower so maybe i sounded rude!
Tolarian 31 Mar @ 12:22pm 
Could you please make a version of this mod for us non-programmers?
Sevatar the Sinner 10 Mar @ 11:43am 
can someone tell me in boomer terms how to use this mod? i have no idea how to edit files and am unable to learn it
gazza_m_bolton 1 Mar @ 7:13am 
Is there anyone who can explain how to use this mod. Basically a dumb down instruction guide. I can't make sense of how I would modify and use it for my game.
Gadfli 25 Feb @ 10:39am 
@vanogot ... "a few" :stress:
Spikem59 24 Feb @ 11:07am 
@vanogot IT'S OVER NINE THOUSAAAAAND
vanogot 21 Feb @ 12:00pm 
H O W M A N Y M O D S?
Gadfli 21 Feb @ 1:35am 
hey i have a pretty extensive modlist (1200+) and it works relatively well except when i try to add this mod, the game fails to launch.

any idea what mods could be incompatible? (e.g. ferny progression mods, world tech level, faction control etc.)
Unantastbär™ 31 Jan @ 11:28am 
would love if some one could make a mod from this that runs over all factions so they are evolving!
speel117 25 Jan @ 2:18pm 
The rest didn't fit due to comment character restrictions