RimWorld

RimWorld

163 ratings
[SR]Factional War (fork)
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
1.264 MB
8 Feb @ 12:59am
19 Jun @ 11:23am
6 Change Notes ( view )

Subscribe to download
[SR]Factional War (fork)

In 1 collection by llunak
llunak's RimWorld mods
12 items
Description
This mod adds 4 types of incidents, in which you are not the protagonist, and you are not at the center of the fight. You are just a bystander, and you can choose whether to be involved in the incident.

Description

This is a fork of [SR]Factional War, with changes from [SR]Factional War Continued incorporated.

See the original mod for the full description.

The continued (now discontinued) version added SOS2 support and some fixes.

This fork includes additional fixes and improvements, such as:
  • Force starting a fight if one of the factions gets attacked.
  • Minor fixes, such as two factions fighting on the colony map being only a minor threat instead of a big one.
  • Spelling fixes for English texts.
  • Support for Hide Raid Strategy mod.

Related mods:

GitHub: https://github.com/llunak/rimworld-FactionalWar
Popular Discussions View All (1)
12
9 Jul @ 4:58pm
Weird interaction error message
kev675243
41 Comments
would be great to have Rim War somehow intergrated with it. for now it's still in 1.5 and may be abandoned.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2222935097

also, please, consider intergrating support for this mod to specifically restric loot spawning from these events or make them drop less:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2002001082

🙏
Ionfrigate12345 11 Jul @ 9:25am 
@llunak I haven't started playing Odessy yet but from what I saw previously in SOS2 / Rimnaut 2, Factional War and Raid Extension will spawn regular pawns on space, then die quickly for lack of protection suits.

So I prevented the events of these two mods on these maps for avoid immersion breaking.

Odessy may have the same problem
llunak  [author] 11 Jul @ 9:23am 
@Ionfrigate12345: That does not sound right, the game should have a mechanism for vanilla raids. I can see layer white/black lists in defs and from a brief look it looks like these are automatically blocked by their arrival mode.
Ionfrigate12345 11 Jul @ 7:38am 
Hi author,

As previous 1.5 continued author, just a reminder that Odessy space map will also need the same patch for this mod and Raid Extensions, to prevent mod events from triggering there.

In the class HarmonyUtil, function IsSOS2SpaceMap(Map map), you now need to identify all space maps from SOS2, Rimnauts 2 and Odessy DLC. You can refractor it to IsSpaceMap(Map map) and use the following function to identify OdessySpaceMap by the new biome "Space" / "Orbit".

I implemented this function in my other mods having the same compatibility requirement with Odessy.

======================

public static bool IsOdessySpaceMap(Map map)
{
return (ModsConfig.OdysseyActive && map.Biome == BiomeDefOf.Space
|| ModsConfig.OdysseyActive && map.Biome == BiomeDefOf.Orbit
) //Odessy space maps
;
Leozingameplays 9 Jul @ 11:52am 
Works with RimWar and Empire?
Leozingameplays 9 Jul @ 11:52am 
Works with RimWar and Empire?
Potato Gaming 30 Jun @ 4:38pm 
Is there any bugs for 1.6 version of this mod? just making sure so i don't have an unstable experience.
llunak  [author] 30 Jun @ 1:29am 
@gravy: This should act as a drop-in replacement.
gravy 29 Jun @ 8:20pm 
I apologize if this has been asked already - is there a difference between this current version and the other uploaded by Ionfrigate in a 1.5 playthrough?
Braincell 24 Jun @ 5:29am 
@llunak why not call it Factions at War