RimWorld

RimWorld

[RH] Faction: Task Force 141
118 Comments
Chicken Plucker  [author] 25 Nov, 2023 @ 6:54pm 
@deewinn05 - See 2 comments below with the link to the update.
deewinn05 25 Nov, 2023 @ 6:53pm 
Will this ever get updated for 1.4
Gamma 29 Dec, 2021 @ 9:09am 
The King is back. Thank you for coming back even after such a time, best of luck with your new career, and thank you for your efforts. Rimworld modding is a better place with you around.
Chicken Plucker  [author] 28 Dec, 2021 @ 8:50pm 
Hello all, here is the 1.3 update. It has been rebuilt from scratch, textures for apparel and weapons are new and there are new enlistment features.

Link:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2694371667

FAQ:
Why were the comments disabled?
I didn't want to be reminded 100 times for 10 different mods that I need to update them when I'm already working on updates while balancing time with a job in real life.

The mods aren't made any faster and any better with more quality the more times I get asked for them to be updated. As this version is being abandoned and left for 1.2, the queries for the new and improved version of the mod can be shifted over for 1.3 version linked above.

CE?
No
Chicken Plucker  [author] 28 Dec, 2021 @ 8:48pm 
Hi all, I understand my reply is almost a year late for some, and for some it's over a year late. I'll answer the questions anyway. Have been very busy working on other things and being away starting a new career, most of the questions asked have been asked before. Seeing as the 1.3 version is out, I may as well close the thread with answers.

@invinciblestalker - That's just part of the mod feature since they have to carry the equipment being sold. I've reduced the amount of things sold by the faction in the 1.3 version as an improvement.

@Moogle - The weapons were never meant to be craftable in this version.

@Gamma - It's a steam sided error and the solution would have been to find the manual install version of the mod in Ludeon

@ShotgunDiplomacy - Medicine and Food, if added in a mod mid-save are disabled in an "allowed" list for colonists to use.
invinciblestalker 12 Jun, 2021 @ 9:40am 
Is there anyone who experiences too many dromedarians? like more than 200 of them in the trade caravan for this mod that carries all the trade items.
MogsPOV 29 May, 2021 @ 4:28pm 
Hi so i researched precision rifling and have the ability to make the M4A1 benghazi but theres an issue i looked in the xml files and these guns have no crafting bench assigned to them. is this a bug or are you not supposed to make them
Gamma 1 May, 2021 @ 11:59am 
Hey all, maybe someone can help me out here (I probably missed something obvious, I know), but out of all the faction mods, this one doesn't work properly.

Whenever I use it, in the world map, and in game, all the settlement icons, and the actual pawns in game are a red question mark with blue background.

Tried re-subscribing, adjusting mod ordering, different game version, but no dice.

Any ideas?
Špagát 23 Mar, 2021 @ 12:10am 
It works very good, this is one of my favorite mod. The guns look and work very good, the same uniforms.
Styxx 28 Oct, 2020 @ 2:13pm 
the medicine wont work for me, they wont use it. any fixes?
DingDongWillyWong 22 Oct, 2020 @ 2:03am 
@Chicken Plucker You're back!
Bepiss 19 Oct, 2020 @ 11:03pm 
You know how HARD I love u, Chicken Plucker? No homo though.
Do0m[y] 19 Oct, 2020 @ 6:12pm 
That's good news, thank you very much! :cozyspaceengineersc:
Chicken Plucker  [author] 19 Oct, 2020 @ 3:38pm 
1.2 version is up, special thanks to Dninemfive for helping solve this layer issue for backpacks and belt. The overhaul for belts really made it a pain, even the fork couldn't get around it without moving the equipment to layers.

@Eksorium - No I have not, I was voluntold (volunteered). I am thinking about opening a patreon now but I would feel horrible spending the money on stupid things, so I'll probably refrain from it

@DingDongWillyWong - Correct, I got backtrooped so it took even longer to get back
Bepiss 16 Oct, 2020 @ 7:18am 
Did you got conscripted? Holy moly. Thats what you guys guys for not donating to patrion for Chicken Plucker. Now he had to join army and here goes our 1.2 update :(
Bode 8 Oct, 2020 @ 7:56am 
@Do0m[y] read the coments dude!
Do0m[y] 1 Oct, 2020 @ 12:48pm 
Can you, please, update your mod for the version 1.2?
Thank you in advance!
DingDongWillyWong 28 Aug, 2020 @ 12:21pm 
For anyone who hasn't seen, Chicken is undergoing basic training for the British Army so will be unable to update his mods until most likely October time
g205128 26 Aug, 2020 @ 2:57am 
we need 1.2, please
OwO 16 Aug, 2020 @ 10:28am 
Author, you can update 1.2
DO YOU S VELESOM 14 Aug, 2020 @ 7:31am 
update to 1.2 please
󰀕Master󰀕 14 Aug, 2020 @ 12:00am 
1.2 update?
Chicken Plucker  [author] 25 Apr, 2020 @ 3:45am 
@Selchu - Thank you! And yeah, it's an odd vanilla thing with the new research system, basically if something is labelled uncraftable but it uses this category of research it shows up in the list. I can't remove the research label since they have to be there, but maybe when I get more time I could make more craftable later in the weapons mod. Take care!
Selchu 25 Apr, 2020 @ 3:07am 
And keep up the good work!
Selchu 25 Apr, 2020 @ 3:05am 
AH, When it came up that they were craftable after research I thought I was onto a winner. Ah werll. Cheers man. I'll download that mod too then. Cheers
Chicken Plucker  [author] 25 Apr, 2020 @ 3:02am 
@Selchu - The weapons aren't craftable. If you wish to access some of them you will have to use Rimmu-Nation, in that mod not all weapons are craftable also, but the commonly used ones (ones that are standard issue) are craftable in that mod, as you see them here. In these factions I try and minimise trouble by making weapons uncraftable, less complaints about cluttered bills and obviously less work for me since I'm a bit busy
Selchu 25 Apr, 2020 @ 2:31am 
Hi folks. Can't seem to be able to make any 141 weapons. Have all the research done and have built my machining table but just find the option to build the weapons I want. Any suggestions?
Chicken Plucker  [author] 10 Apr, 2020 @ 8:26am 
@NWU Didi - yes

@OutLaw - thanks bra
CSTG_Monkey 10 Apr, 2020 @ 6:07am 
Thank you for making ! Is this COD's 141?
OutLaw 27 Mar, 2020 @ 2:21pm 
Cool as heck!
Chicken Plucker  [author] 27 Mar, 2020 @ 1:32pm 
Task Force 141 is now playable as a player faction - "Operation Kingfish" scenario added.
Chicken Plucker  [author] 26 Mar, 2020 @ 11:12am 
Hey all, the faction will be playable with the coming release of Modern Warfare 2019 mods. Coalition and Allegiance, with Task Force 141 a part of their story. Coding is limited, no provisions or faction interaction stuff due to Prepare Carefully bugging out with the features.
Chicken Plucker  [author] 15 Mar, 2020 @ 5:07am 
Hi, I'm holding off on making faction scenarios for all factions at the moment due to incomplete coding with relations and supplies (at the moment). I'm far too busy also so I've got time constraints, I have next week Sunday and I have to leave modding for several months.

What I have been working on related to this however is a Modern Warfare 2019 mod with a playable Spetsnaz and Coalition scenario. Trying to get it done soon, cheers
Hemmingjay 12 Mar, 2020 @ 11:37am 
Please make the faction playable. Thank you.

Request +2
Husky 12 Mar, 2020 @ 8:01am 
This mod is why i play rimworld my men. Thanks for the hard work!
Black-Jack 9 Mar, 2020 @ 6:01am 
Your faction mods are what I live for. Can't wait for the rest to be updated to 1.1. Keep up the good work!
Chicken Plucker  [author] 7 Mar, 2020 @ 4:16am 
1.1 version is now live, new DCU ALICE and Assault packs added. 141 Operators now have high skills in combat and aren't just cosplayers anymore.

@Gem Phoenix - Their clothing is craftable, for weapons you have to buy them or use Rimmu-Nation which has most weapons craftable

@Pneumonia - I'd have to add the feature in but I'll wait for a few more requests since I don't want to clutter the scenario options for every faction

@williamb1995 - Maybe, untested
rebk 1 Mar, 2020 @ 5:43am 
What about 1.1 update?!?!?!?! :steamsad:
17 25 Feb, 2020 @ 12:52pm 
1.1 pls
Pneumonia 26 Oct, 2019 @ 10:44pm 
How do I play as this faction like I can with MSF?
Gem Phoenix 13 Oct, 2019 @ 7:47am 
is there a way to craft the gear they use? like the clothing and guns?
williamb1995 9 Sep, 2019 @ 9:18am 
is it compatible in mod multiplayer? please
Spawacz_Amator 28 Aug, 2019 @ 1:10pm 
@Chicken Plucker - I would like the factions added by you to have a similar start as in vanilla. So Umbrla -95 become neutral when the value reaches 0 and allies when the value is at the same level as in vanilla (I don't know how many points you need to have allies, because I haven't had it in the game yet). Well, the rest of the faction start at zero, but if I hurt them then the value will drop until they become my enemies or if I do something good, they will become my allies. I hope you know what I mean.
Chicken Plucker  [author] 28 Aug, 2019 @ 12:55pm 
@Spawacz_Amator - If you want them allies just set their Goodwill to 70 for all numbers
Spawacz_Amator 28 Aug, 2019 @ 12:51pm 
@Chicken Plucker - I will leave the Umbra of the Company alone, I would like to change the rest to make them neutral. And how many points do I have to have in order for them to become my allies, is it the same way I do in vanilla?
Chicken Plucker  [author] 28 Aug, 2019 @ 12:42pm 
@Spawacz_Amator - Yes, to the ones you want to be neutral you just set them all to 0 for all numbers:

<startingGoodwill>
<min>0</min>
<max>0</max>
</startingGoodwill>
<naturalColonyGoodwill>
<min>0</min>
<max>0</max>
</naturalColonyGoodwill>

That's for the neutral ones, not Umbra Company. You leave Umbra Company's one alone if you want them hostile.
Spawacz_Amator 28 Aug, 2019 @ 12:41pm 
@Chicken Plucker - *their attitude
Spawacz_Amator 28 Aug, 2019 @ 12:32pm 
@Chicken Plucker -
<startingGoodwill>
<min>-95</min>
<max>-95</max>
</startingGoodwill>
<naturalColonyGoodwill>
<min>-100</min>
<max>-80</max>
</naturalColonyGoodwill>
Should I make adjustments in these lines to change my attitude?
Chicken Plucker  [author] 28 Aug, 2019 @ 12:19pm 
@Spawacz_Amator - steamapps> common> RimWorld> Mods

Do not put them in the core, Core is RimWorld itself and if you mess with the folder you break the game. If you put the mods in the "Mods" folder you should be able to see them with the steam mods.
Spawacz_Amator 28 Aug, 2019 @ 12:13pm 
@Chicken Plucker I clicked subscribe to stream to see where the folders with these fractions will appear, but I can't search them, i.e. if I put this folder in, will the game not see it? I don't know much about it at all, my ability to use English is at a poor level and I have to explain myself through google and it unfortunately has its flaws.