RimWorld
Faction Resources
431 commenti
MajorityOfTheInternet 14 lug, ore 18:51 
This mod is actually quite needed considering Rim War is a dead mod based on how Torann never updates it (it's been almost 1.5 years). Do you plan on updating it to 1.6?

Maybe it works on 1.6 without needing to change anything I assume?
HighFlyer96 19 apr, ore 7:04 
Just encountered a bulk goods trader at my base. A Single pawn without resources, animals or trading option. When a caravan encounters another caravan to trade, they often just have 1 pawn, no animals and 1-2 pemmican to trade without any money.
HighFlyer96 18 apr, ore 8:23 
Same experience as Scytheangel. Allied factions lose resources just like enemy raid, but don't recover anything even if I gift the caravan a bunch of resources.

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.
Scytheangel 10 apr, ore 17:23 
not working correctrly for me, when traders come they lose resources, but when they leave they dont recover them.
Mayo 5 gen, ore 18:42 
@blackrave from my experience, it works pretty well still. The faction resources are deducted when a raid starts, and when a raider leaves the map the resources have gone back up a little bit. I haven't really noticed any drastic amounts of points being added when a raider leaves the map, nor have I noticed a lack of points being deducted or added during raids, but then again I'm often too focused on the raid itself to really pay attention to those numbers.

In short, 99% sure it works all the time even on a heavily modded game.
blackrave 10 nov 2024, ore 19:18 
So what is the state of this mod.
It works? Doesn't work?
Or works sometimes?
Ionfrigate12345 14 giu 2024, ore 12:23 
@Lachy Distance based calculation is very performance consuming. I dont think thats a good idea.
Lachy 10 giu 2024, ore 21:47 
"A faction's maximum resource capacity is based on how many settlements they currently have"
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.
FlareFluffsune 8 giu 2024, ore 2:16 
Is there any chance to add a button to increase/decrease all factions resources at once. And maybe add CTRL/SHIFT modifiers to increase by 0.5/1/10 at a time perhaps?
Daimyo 31 mag 2024, ore 14:08 
Hey Murmur, commented on your other mod too, do you have your code posted online for others to build off of and credit? I think there is a huge demand for this mod. Everyone was hoping Anomaly DLC was the world map/faction/caravan DLC that would develop those systems more.

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/
Imperial 18 mag 2024, ore 10:22 
@Murmur; very focused and intelligent mod, should be part of vanilla, my respect for identifying and focusing on adding this common sense thing in a simple manner. Quick q-

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?
Murmur  [autore] 4 mag 2024, ore 11:23 
Yes, but the other mod increases their cooldown when you attack them and kill them, which has the same effect as lowering their resources.
Goosey, the Whimsical 4 mag 2024, ore 11:21 
well doesnt this mod also allow you to go lower their resources by going and attacking them as well?

EITHERWAY TY ill probably get the other one then just for a smoother experience
Murmur  [autore] 4 mag 2024, ore 10:59 
Basically in both mods, you kill an enemy, the faction takes longer to raid you again depending on how many enemies died. This mod calls it resources, the other mod calls it a cooldown. Yes there is a little more to this mod than that but at the end of the day both mods have the same effect. I would recommend that one over this one, yes.
Goosey, the Whimsical 4 mag 2024, ore 10:54 
@Murmur, you think so? this adds resources and such, all the other one does is add a cooldown. Seems pretty different? Do you recommend i use the other one over this?
Murmur  [autore] 4 mag 2024, ore 10:16 
@Goose, unlikely. The replacement mod I made for this, Faction Raid Cooldown achieves the same purpose I wanted for this mod but in a more straight forward way that is not buggy and easier to maintain.
Goosey, the Whimsical 4 mag 2024, ore 6:47 
"Unlisted due to bugs that popped up with the last couple Rimworld updates. No game breaking bugs but there will be times where resources will not be added or subtracted at the appropriate times."

so like are the bugs gonna be squashed or what?
Murmur  [autore] 21 apr 2024, ore 10:05 
I'll see about updating pretty soon.
JMaster 21 apr 2024, ore 8:27 
1.5?
Звезда 14 apr 2024, ore 13:49 
hey, is this compatible with raid extension?
Darecker 27 ago 2023, ore 9:23 
Any news of the new mod?
-=JkJkLoL=- tk421storm 8 lug 2023, ore 8:07 
hey murmur! how goes the update for this mod? I have some experience modding myself and would love to help out if I can. Is there a github of the code somewhere I could access?
Svela 7 dic 2022, ore 17:50 
Good to know, and do what you will in regards to the inter faction conflicts. I like the idea, but I understand how it could be difficult to mod. Thanks for the info!
Murmur  [autore] 7 dic 2022, ore 16:50 
It is possible to destroy a faction if you destroy all of their settlements. And everything is based on what happens on the player's map. I have plans for a new version where inter faction conflicts and events are simulated but it's a lot of work to do it right and I don't know if I'll ever have the time to commit to it.
Svela 7 dic 2022, ore 15:27 
Is it possible for a faction to be completely destroyed due to this? Like, what if I feel ambitious and want to wipe out a given faction from the map so I raid every one of their bases (as impossible as it would be for me since I play on 100% size worlds. :3). Is that an option?

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?
Vrishnak92™ 29 ott 2022, ore 11:32 
@Murmur If you do, I will look forward to it.
Darius Wolfe 9 ott 2022, ore 21:26 
Fair enough! I'll give the other one a shot and keep an eye out for the improved version of this one.
Murmur  [autore] 9 ott 2022, ore 20:50 
This version, no. Faction Raid Cooldown, linked in the first part of the description sorta does what this mod did, but in a more lightweight way. It's this mod boiled down to its base component, which is every kill = more time before the faction can raid you again.

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.
Darius Wolfe 9 ott 2022, ore 20:32 
Ah, I guess that makes sense. I found this mod by looking at Enemy Self Preservation.

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.
Murmur  [autore] 9 ott 2022, ore 16:47 
It's because it's unlisted.
Darius Wolfe 9 ott 2022, ore 16:22 
Anyone else have an issue adding this mod to collections?
Jipiee 17 lug 2022, ore 9:38 
Hi Murmur, thanks for the reply. I am not using any faction mods, here's my modlist:
https://pastebin.com/FrufipW0
Murmur  [autore] 16 lug 2022, ore 17:12 
That error sounds like there is a faction mod you are using that isn't compatible or something... hard to say but i dont think load order is going to matter with that one.
Jipiee 16 lug 2022, ore 0:35 
Hi, can anyone tell me what this error means? I adjusted my load order, and presumably this need to be readjusted. Do I need to put this mod lower?

Null key while loading dictionary of RimWorld.Faction and MURFactionResources.FactionData. label=factionDataDict
Logan 13 giu 2022, ore 1:54 
Just as a followup, by the time `Notify_MemberExitedMap` runs the CarriedThing has already been torn down. You can add a prefix patch to Pawn.ExitMap that caches the value of the last carried thing. Then in the S.PawnValue call, it's available for however you want to use it.
Logan 13 giu 2022, ore 0:47 
You should give a credit to pawns leaving the map carrying things (other than other pawns). Currently if the AI decides to steal what they can and leave, they get no benefit from it.
Zaka Waka 17 mag 2022, ore 18:27 
Neat. Well I still have a bit before I'm done with my current run, but I'm very much excited to see how this mod changes up the game. Thank you :)
Murmur  [autore] 17 mag 2022, ore 18:16 
The resources aren't applied to "hidden" factions, if a mod makes a normally hidden faction not hidden I think it should work.
Zaka Waka 17 mag 2022, ore 16:47 
I have had my eye on this mod for a long time. I believe that next run is the run where I will finally pick it up, as I find it completely exasperating how despite my complete desire to not build some funky box or build out of a mountain or this and that base defense tool, the sheer hordes of men that come prancing in require you to go above and beyond in return to hold them off. It gets really crazy and I'd love if my actions had a bit more of an effect in the world Anyway, I did have one question you might have an answer to.

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.
KurtsCorbenik 8 mag 2022, ore 15:19 
Any know fix for some factions not having nor gaining any resources?
Edzter 22 set 2021, ore 6:43 
I think the main issue with this mod is that sometimes, factions just get annihilated, especially if you're raided a lot, if the raider resources are always at a low amount, you'll just get raided by mechs instead, which just makes it all harder.
GoblinCookie 23 ago 2021, ore 15:24 
When I play with Dynamic Diplomacy, the new rebel factions added by an option of that mod do not get given resources when they are created. If I uninstall the mod from the save game and then reinstall it, they get resources.
Videogameplayer 28 lug 2021, ore 8:12 
awesome stuff, Murmur. your mod really turns factions into a more measurable, tangible force. Will be excited to read notes on upcoming changes. all the best friendo
Dümbük Enişte 28 lug 2021, ore 0:15 
Glad to see one of my favorite mods getting some love.
Murmur  [autore] 21 lug 2021, ore 12:22 
I am working on a huge update to this mod, it's probably going to take some time so I'll update this version for 1.3
AaronUK 21 lug 2021, ore 12:15 
1.3 PLZ
Murmur  [autore] 6 lug 2021, ore 16:27 
Yes.
Demonlord09 30 giu 2021, ore 14:24 
Can this mod be safely added to in-progress saves?
Murmur  [autore] 12 mag 2021, ore 15:39 
It's not bug, the mod is unlisted.
-shhfiftyfive 12 mag 2021, ore 13:00 
https://imgur.com/a/RWdC64P

^ screen capture of the bug i am describing with steam