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Maybe it works on 1.6 without needing to change anything I assume?
Furthermore, quests that promise me a handful of enemies in an outpost only spawn a single enemy colonist when the resources of the factions are low. Accordingly, they drop to 0 when I kill that single pawn.
In short, 99% sure it works all the time even on a heavily modded game.
It works? Doesn't work?
Or works sometimes?
This means playing on a 50% map is harder than 30% because all the settlements globally are one giant pool of resources?
If that's true, then surely it should be based on settlements in a radius of actual travel time of x days.
Does this mod take into the vanilla threat cap, like if a faction generates 50,000 points, will it only ever spawn 10,000 threat raids?
This one even links your mod:
https://www.reddit.com/r/RimWorld/comments/1cfqz9c/is_there_a_mod_that_makes_other_factions_hurt/
4 days ago:
https://www.reddit.com/r/RimWorld/comments/1d23fv4/why_raiding_on_rimworld_is_awful/
AI 1 loses all pawns in a fight against AI 2. Is there a cool down applied on AI 1 for any hostile activity vs. the player? Is the cooldown applied to AI 1 vs. other AI?
EITHERWAY TY ill probably get the other one then just for a smoother experience
so like are the bugs gonna be squashed or what?
Also, do other factions lose resources at random to simulate their own conflict with each other, or is it only based on what happens on the players's map?
However someday I'd like to do a new and improved version of this mod. I've already started working on it, but it's a lot of work. I'm leaning towards starting it as a beta with limited features and keep adding onto it. The first iteration would be very similar to this mod. Maybe sometime soon, we'll see.
Are you planning on re-listing it at some point? Obviously it's not a big deal, but I use Collections for managing my own mods, and it's kind of a mental itch to not be able to add this to my subscribed mods Collection.
https://pastebin.com/FrufipW0
Null key while loading dictionary of RimWorld.Faction and MURFactionResources.FactionData. label=factionDataDict
It says This is only applied to factions that have settlements in the world." But as a long time Vanilla Expanded user, many of these factions that were previously "hidden" actually do end up having bases now in a form or another, would that make them work within the confines of this mod? Or still not the case since they're not traditional human factions? Was really just curious but either way I'm still very looking forward to trying this mod.
^ screen capture of the bug i am describing with steam