RimWorld

RimWorld

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Large Faction Bases (Continued)
   
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
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1.381 MB
30 May, 2024 @ 1:41pm
24 Aug @ 11:39am
6 Change Notes ( view )

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Large Faction Bases (Continued)

In 1 collection by Mlie
Mlie's resurrected mods
954 items
Description

Update of newcolonists mod https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1841553735



[discord.gg]
[github.com]


Generate larger faction bases. Their size and manpower evolve with time. It also factors in the difficulty level, and some randomness. A high-risk, high-reward challenge.

Safe to add/remove in-game.

For compatibility with other mods changing faction bases, check Choose your enemy base from BrokenBed.


  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Post your error-log using the Log Uploader or the standalone Uploader and command Ctrl+F12
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods

| tags: high-risk challenge
52 Comments
Mlie  [author] 24 Aug @ 9:39pm 
@SlappyBrine Please see the Reporting Issues section described above
SlappyBrine 24 Aug @ 8:26pm 
there is a bug I don't know if its my mods but the people usually run away form the base.
Mlie  [author] 24 Aug @ 11:40am 
@Victor Fixed now
Victor 24 Aug @ 8:35am 
The patch for the cube sculptures should be like this, otherwise there's an error https://gist.github.com/HugsLibRecordKeeper/98b7326c991000b072c108c313d488d5
<disallowedThingDefs>
<li MayRequire="Ludeon.RimWorld.Anomaly">DirtCubeSculpture</li>
<li MayRequire="Ludeon.RimWorld.Anomaly">StoneCubeSculpture</li>
<li MayRequire="Ludeon.RimWorld.Anomaly">SandCubeSculpture</li>
<li MayRequire="Ludeon.RimWorld.Anomaly">ScrapCubeSculpture</li>
</disallowedThingDefs>
Mlie  [author] 18 Aug @ 12:42pm 
@Victor Should be added now
Victor 17 Aug @ 7:00pm 
Oh I finally found out why the game wasn't filtering the stone blocks... I was adding the mineable walls defnames, not the bricks......... but I did found out that in Odyssey they patch out vacstone blocks and gravlite panels so they are not obtainable on the planet, so I recommend you slap this:
<disallowedThingDefs>
<li MayRequire="Ludeon.RimWorld.Odyssey">GravlitePanel</li>
<li MayRequire="Ludeon.RimWorld.Odyssey">BlocksVacstone</li>
</disallowedThingDefs>
in MapGen_DefaultStockpile3 ResourcesRaw category.
Victor 17 Aug @ 6:12pm 
There's a bug with Savage Tribe settlements, their traps only generate correctly on half the base, on the other half they get placed in a row on the center of the map
Victor 17 Aug @ 5:53pm 
Hmm, I'm trying to patch out stone blocks from the loot table, but even adding every defname inside a disallowedThingDefs along ResourcesRaw in ThingSetMaker_MarketValue, but they keep showing up. Have you got any idea how I could do that? I don't think I need five stacks of x144 different stone blocks (I got a mod that adds a lot).
Mlie  [author] 17 Aug @ 10:39am 
@Victor Thanks, should be added now
Victor 17 Aug @ 8:56am 
It may need a mayrequire though