RimWorld

RimWorld

[1.0] Vanilla Factions Expanded - Settlers
404 Comments
Oskar Potocki  [author] 13 Jul, 2022 @ 2:34pm 
The one marked as working with 1.3 man
Spotter 13 Jul, 2022 @ 7:33am 
Oskar, which Update works with the current RW please? I give you 👍👍 & 5⭐ for keeping the Wild West alive in games like RW
Oskar Potocki  [author] 13 Jul, 2022 @ 3:46am 
There is a separate updated version
Spotter 12 Jul, 2022 @ 5:47pm 
This only works for version 1.0 or earlier? Tynan already trashed my Cowboys & Dinosaurs play saves, when he mad Royalty mandatory. :(
76561198233617104 24 Apr, 2022 @ 12:40pm 
This diego man looking inbred AF with his eyes wwwwwwwwwwwwwww
Oskar Potocki  [author] 4 Nov, 2020 @ 6:43am 
This? No.
Alien_Halls 4 Nov, 2020 @ 6:39am 
does it work for 1.2?
]Pure Blind[ 18 Oct, 2020 @ 8:02pm 
Oskar you are a god
Jornych 8 Oct, 2020 @ 4:30am 
every time i shuttle in to raid a caravan there is nobody there
Demandro 23 Aug, 2020 @ 1:40pm 
Still, it was worth to try! XD
Oskar Potocki  [author] 23 Aug, 2020 @ 9:23am 
No, it’s easy to find, seriously two clicks of a mouse.
Demandro 23 Aug, 2020 @ 8:38am 
Could mod auhor add 1.1 version link on his mod page?
Oskar Potocki  [author] 26 Jul, 2020 @ 8:32am 
1.1 version of this mod allows you to toggle it in the mod settings.
Thor 26 Jul, 2020 @ 6:47am 
How am I supposed to keep muffalos away from the chemshine? They even ignore restricted zones.
patrick bateman philosopher 24 May, 2020 @ 11:26am 
thanks midas, i missed it when i was first combing through his mods.
Anarchius 24 May, 2020 @ 10:17am 
BUG:

Using Diego Dire makes the ultra tech researches from the Royalty DLC unavailable. Those that require a techprint and really high tier, like Skin hardening and Neural computations, but the lower tier ones, like Compact weaponry or Poison synthesis, are somehow unaffected. The problematic researches are not present at all on the research tab, and using Researchpal or Research Tree reveals them, but they remain unavailable to research, even though the techprints have been applied to them. While the few available ones display the message "Insufficient techprint 0/1", the problematic ones simply say "Missing" with the mentioned mods.

This bug makes the Propulsion technology research, from Security Expanded, not available as well.

Only Vanilla expanded mods were used, that added anything new to researches.
༺midas22༻ 22 May, 2020 @ 5:28pm 
veldheer, it's already updated to 1.1. just check oskar potocki's workshop page
patrick bateman philosopher 22 May, 2020 @ 5:05pm 
will this be updated to 1.1?
KittenColony 9 May, 2020 @ 12:53am 
Alright, good idea
Oskar Potocki  [author] 8 May, 2020 @ 12:17am 
You can edit and make a scenario yourself! ;)
KittenColony 7 May, 2020 @ 8:24pm 
Are there any good scenarios that give you a settler start instead of a bandit start?
Oskar Potocki  [author] 28 Apr, 2020 @ 8:21am 
Nothing I can do about it on my end sadly. Please let Atlas know that Androids should have a defined face, including mouth, nose and eyes. It should be done using Parent Defs originating from vanilla bodyparts instead of making new ones from scratch.
Skele₊ 28 Apr, 2020 @ 8:14am 
They are an android, yep.
Kind of funny imagining an android with a fuckload of bandanas stacked on top one another
Oskar Potocki  [author] 28 Apr, 2020 @ 8:11am 
And is the pawn an android? It's because due to a mistake in Androids coding, they don't have a mouth (it's replaced by a non-vanilla mouth). Bandana is limited to one per mouth. If there is no mouth, there is no limit on bandanas.
Skele₊ 28 Apr, 2020 @ 7:37am 
I got Androids Tiers (so HAR), no CE tho.
Oskar Potocki  [author] 28 Apr, 2020 @ 5:11am 
Humanoid Alien Races pawn or CE?
Skele₊ 28 Apr, 2020 @ 5:08am 
For some reason, my pawns keep stacking bandana's (and even have a scarf on top of that) :lunar2020thinkingtiger:
༺midas22༻ 22 Apr, 2020 @ 6:01pm 
fair enough
Oskar Potocki  [author] 22 Apr, 2020 @ 5:28pm 
But this is not how bounty system worked. You wanted the money, you had to go to the sheriffs office.
༺midas22༻ 22 Apr, 2020 @ 3:40pm 
My suggestion would be to have it optional for the faction themselves to come pick up the bounty, after you've already captured them, since it can be quite hard getting all the way across the map if you're using realistic planets' faction grouping
༺midas22༻ 21 Apr, 2020 @ 10:07am 
is it guaranteed for the bounty to be at the wanted area? because i just went to a wanted area with three people, and none of them were actually wanted
Oskar Potocki  [author] 14 Apr, 2020 @ 5:15pm 
Muffalos just love chemshine. Not a bug. Intended feature!
Greysuki 14 Apr, 2020 @ 4:20pm 
My animal(not withdrawal) will eat chemshine. Set area or door access can't avoid it. Looks like a bug?
BornOnThe4th 14 Apr, 2020 @ 9:06am 
Yes I would love to have Hol Horse (yes the whole horse) as my storyteller, thank you for asking
Good Student 13 Apr, 2020 @ 8:57am 
haha i have better infestations and an insect hive offered me protection for silver
i declined
888main 12 Apr, 2020 @ 10:14pm 
@SalmonToastie it is already updated to 1.1 , they uploaded it in a separate page
SalmonToastie 12 Apr, 2020 @ 5:28am 
Is this one going to get the 1.1 updated stuff? I'm still playing on 1.0 and remember reading you'd be uploading mods for both 1.1 and 1.0
mtg 11 Apr, 2020 @ 2:51pm 
just an FYI for everyone im guessing they haven't got around to doing ti but it has been updated to 1.1
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2052918119
Petrothian 7 Apr, 2020 @ 10:56am 
/waits with anticipation.,
LocalYourBoxBro 6 Apr, 2020 @ 5:11pm 
Diego Dire looks like a JoJo character.
Oskar Potocki  [author] 4 Apr, 2020 @ 1:03pm 
It will work with faction discovery but I plan to release it earlier :)
Froggo 4 Apr, 2020 @ 12:04pm 
Quick Question, in your Roadmap the 1.1 Update is said to come around 14.4.
LimeTreeSnake said its pretty much done so is there a chance it will be available before 14.4?

or can the mod be added later and work with the Faction discover mod?
Oskar Potocki  [author] 4 Apr, 2020 @ 7:58am 
Such a thing is sadly impossible to do. Whilst the game recognises 5 technological tiers - Neolithic, medieval, industrial, spacer and ultra, it doesn’t differentiate between early industrial and late industrial. The way our settlers spawn with our weapons and not assault rifles is because I specifically told them to spawn with our weapons. That however means that they will not spawn with any other modded weapons unless I tell them to.


This leads to a conclusion that we can split early industrial and late industrial.
Gooby King 4 Apr, 2020 @ 7:09am 
Gonna second a request for tech limitation. Steam World was one of my absolute fav mods when it was around. mechanically it works better than medieval setting since you can incorporate the more advanced features of electricity and various other features without having either modern military or advanced space stuff intermixed.
Maaxar 4 Apr, 2020 @ 4:01am 
Would you consider adding a tech limitation option with Diego Dire similar to the what is done by Maynard Medieval, but limiting late industrial and higher tech and factions? There was a mod in 1.0 to do this (called "Western Tech"), but it has not been updated for 1.1.
drsavagethe1 3 Apr, 2020 @ 1:07pm 
Awesome mod man, cant wait for it to be updated. Any chance of a duel event being added in to fit with the wild west theme? Like an event where one pawn challenges one of your colonists to a duel and if refused a raid would occur. I dunno, just a thought. Keep up the great work gents
Danger Close 3 Apr, 2020 @ 4:02am 
Thanks for your time and hard work, LimeTreeSnake and Oscar. It's modders like you guys that turn good games into great games.
888main 3 Apr, 2020 @ 2:33am 
@LimeTreeSnake thank you for all your hard work!!!!! <3
Kasimyr 3 Apr, 2020 @ 12:11am 
This mod is fantastic and I'm very excited! Thank you guys for all your hard work!
LimeTreeSnake 2 Apr, 2020 @ 11:23pm 
I did pretty much all the code work and it's basically done. There are but a few minor tweaks so you guys can probably expect a release in a not too distant future. afaik, Oskar might make more additions to this mod than those already added.
Apologies however, as I, after having wrapped up most of the work opted out of the team. I've given Oskar all the code and whatnot to do with as he pleases. I am sure oskar will do good with this mod and I am sure I leave it in good hands.
I do hope you enjoy my work on this mod when it is finally released for 1.1.
Thanks for your patronage.