RimWorld
Faction Resources
431 件のコメント
MajorityOfTheInternet 7月14日 18時51分 
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 4月19日 7時04分 
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 4月18日 8時23分 
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 4月10日 17時23分 
not working correctrly for me, when traders come they lose resources, but when they leave they dont recover them.
Mayo 1月5日 18時42分 
@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 2024年11月10日 19時18分 
So what is the state of this mod.
It works? Doesn't work?
Or works sometimes?
Ionfrigate12345 2024年6月14日 12時23分 
@Lachy Distance based calculation is very performance consuming. I dont think thats a good idea.
Lachy 2024年6月10日 21時47分 
"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 2024年6月8日 2時16分 
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 2024年5月31日 14時08分 
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 2024年5月18日 10時22分 
@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  [作成者] 2024年5月4日 11時23分 
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 2024年5月4日 11時21分 
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  [作成者] 2024年5月4日 10時59分 
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 2024年5月4日 10時54分 
@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  [作成者] 2024年5月4日 10時16分 
@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 2024年5月4日 6時47分 
"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  [作成者] 2024年4月21日 10時05分 
I'll see about updating pretty soon.
JMaster 2024年4月21日 8時27分 
1.5?
Звезда 2024年4月14日 13時49分 
hey, is this compatible with raid extension?
Darecker 2023年8月27日 9時23分 
Any news of the new mod?
-=JkJkLoL=- tk421storm 2023年7月8日 8時07分 
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 2022年12月7日 17時50分 
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  [作成者] 2022年12月7日 16時50分 
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 2022年12月7日 15時27分 
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™ 2022年10月29日 11時32分 
@Murmur If you do, I will look forward to it.
Darius Wolfe 2022年10月9日 21時26分 
Fair enough! I'll give the other one a shot and keep an eye out for the improved version of this one.
Murmur  [作成者] 2022年10月9日 20時50分 
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 2022年10月9日 20時32分 
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  [作成者] 2022年10月9日 16時47分 
It's because it's unlisted.
Darius Wolfe 2022年10月9日 16時22分 
Anyone else have an issue adding this mod to collections?
Jipiee 2022年7月17日 9時38分 
Hi Murmur, thanks for the reply. I am not using any faction mods, here's my modlist:
https://pastebin.com/FrufipW0
Murmur  [作成者] 2022年7月16日 17時12分 
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 2022年7月16日 0時35分 
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 2022年6月13日 1時54分 
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 2022年6月13日 0時47分 
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 2022年5月17日 18時27分 
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  [作成者] 2022年5月17日 18時16分 
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 2022年5月17日 16時47分 
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 2022年5月8日 15時19分 
Any know fix for some factions not having nor gaining any resources?
Edzter 2021年9月22日 6時43分 
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 2021年8月23日 15時24分 
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 2021年7月28日 8時12分 
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 2021年7月28日 0時15分 
Glad to see one of my favorite mods getting some love.
Murmur  [作成者] 2021年7月21日 12時22分 
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 2021年7月21日 12時15分 
1.3 PLZ
Murmur  [作成者] 2021年7月6日 16時27分 
Yes.
Demonlord09 2021年6月30日 14時24分 
Can this mod be safely added to in-progress saves?
Murmur  [作成者] 2021年5月12日 15時39分 
It's not bug, the mod is unlisted.
-shhfiftyfive 2021年5月12日 13時00分 
https://imgur.com/a/RWdC64P

^ screen capture of the bug i am describing with steam