RimWorld

RimWorld

Random Factions
54 Comments
Armed Avocado 12 Jul @ 11:33pm 
Random Start mod does something similar, in case anyone wants an up-to-date version. But it doesn't do everything I want. You cannot specify the count, like Random Factions (e.g. two random civil and four random rough); you can only choose unique or not. It doesn't give you a chance to choose starting pawns, although you can customize possible starting scenarios. And it doesn't let you customize an ideology, although you can start with a random fluid ideology.
тетеря, блин 12 Jul @ 2:46pm 
1.6 🙏
draqounmaguese 27 Apr, 2024 @ 12:23am 
Was really hoping a 1.5 update would be imminent for this mod.
More random is more satisfying.
Farbott 22 Apr, 2024 @ 10:50pm 
:(
SteeleWulf 8 Feb, 2024 @ 4:35pm 
also having the factions list issue. its unfortunate that this mod seems dead atm because the last update was over a year ago. great concept for a mod though!
creatura.exe 20 Jan, 2024 @ 7:35pm 
Having the same issue others are mentioning with placeholder factions staying in the faction list even after they've been generated ><
_baseplate 19 Jan, 2024 @ 7:12am 
Is this mod broken? All of the factions only have 1 xenotype, which is baseliner. Is this safe to remove mid-game?
Farbott 6 Nov, 2023 @ 2:03am 
I thought the placeholder factions would vanish afterwards, havent seen the issues DMCurt talks about yet but this is a little worrying
DMCurt 20 Oct, 2023 @ 9:02am 
Love this mod! Makes setting up varied worlds interesting.

However, I often receive trade caravans from the random placeholder factions, and pawns will sometimes have ideologies assigned from those placeholder factions as well. Is there any way to fully delete the placeholder randoms after the game starts?
BIG SOUP 6 Sep, 2023 @ 11:08am 
This seems like an interesting mod. I've tried it in my playthrough, seems to work well enough, however a lot of factions still show up as "random X faction" post-start. Is that intended to be like that during the actual game? They also show a variation of the icon with a question mark.
kongkim 11 Jul, 2023 @ 9:58am 
Just a follow-up, found out it when played together with More Faction Interaction (Continued) mod.
kongkim 11 Jul, 2023 @ 3:44am 
Really love the mod, bit if i play with a lot of faction mods i keep getting red errors about missing PawnGroupMakers. If i remove this mod it stops.

Faction Evealbonum of def RF_RandomFaction has no usable PawnGroupMakers for parms groupKind=Trader, tile=365, inhabitants=False, points=842,
nonsensicalhumanoid 29 Jun, 2023 @ 1:37pm 
What about a Random Xenotypes mod? Create a handful of xenotypes with randomized genes in new saves for some unique encounters. Of course, they'd probably all be strange mutants with no real coherent theme to their genes and abilities.. but that'd be part of the fun.
Apoplectic Alopex 5 Jun, 2023 @ 1:10am 
Heyo, I have a suggestion. Having multiple factions with honour mechanics gets... unusual results. Having a category specific for honour-using factions (Royalty Empire, Corporation, Empires of Old series, etc.) would be useful to ensure only one spawns per world.
Randomiser Kindle 11 May, 2023 @ 11:02am 
currently running into a bug where the random factions aren't removed after starting the game and they just linger in the factions menu. Also factions with a single xenotype variation aren't showing up in the factions tab at all
Bustly 12 Apr, 2023 @ 2:17am 
Also word of the wise to anyone reading: don't use this mod with a mod that lets you set custom xenotype weights, you'll basically zipbomb the mod's setting screen lol
Bustly 12 Apr, 2023 @ 2:16am 
Do you think you might be able to make a means of balancing the random xenotype selection? Maybe scaling weights with complexity or hunger rate or something. Using Mythic as an example since you did, you can have entire factions of Tailbinders or dragons (i forgor their names), other popular powerful xenotypes can be even more problematic such as mindflayers. I've had games where my entire colony was driven to insanity cause a raid happened with a random faction exclusively composed of mindflayers. While it was very funny, the fact it can happen raises balance concerns imo.
Patryk Sage 7 Apr, 2023 @ 10:58am 
Is their a way to make the random faction be tribal? Like a "Random Tribal" option?
Kyrrisayo 22 Feb, 2023 @ 7:53pm 
Any word on if there's a fix coming for the ? factions showing up? Is there any way I can help?
FungalFish 27 Jan, 2023 @ 7:55pm 
Apparently, this mod created faction type for every single mod xenotype. Like "BS_GnomeTribeCannibal" and whatnot. Really fucked with Xenotype Spawn Control.
Kyrrisayo 25 Jan, 2023 @ 9:58am 
I'm having the same issue that was reported on GitHub. Hoping to see this get fixed at some point (but no rush). Thank you for the very useful mod!
DrPlantabyte  [author] 23 Jan, 2023 @ 11:47am 
I'm sorry for the slow reply. January has been a very busy month for me. I'll be able to investigate and fix these bugs next week.

Thank-you to whomever posted the log file on the GitHub page. That is very helpful!
haydengrayson97 23 Jan, 2023 @ 4:07am 
hey bro, I'm having a problem with the xenotype factions - they're all hidden. I can only see them if I use dev mode to "Show All". they don't interact with RimWar, Hospitality and other mods the way other modded factions are. Is there a way around this?
PhonyStuff Radio 21 Jan, 2023 @ 2:02pm 
I have the same problem where the random factions (the question mark ones) stay around even after they generate the actual factions.
Helldiver™ 18 Jan, 2023 @ 11:39am 
Same, ive been having the same issue as by people before me. i really apologize for not being able to bring up much technical insight on why its happening. but i am just here to tell that it does seem to be a common thing
cxld 17 Jan, 2023 @ 5:19pm 
When I go to the factions tab in Rim World, I below the factions that exist on the planet, I see a bunch of question marks for various other factions that don't have any settlements. Is that expected? This seems to be the same issue reported https://github.com/DrPlantabyte/Random-Factions-Rimworld-Mod/issues/9 .
DartMada 10 Jan, 2023 @ 8:22am 
something about this mod is screwed up. This causes no factions to appear on the world map at all.; its blank
Yekaterinnani 6 Jan, 2023 @ 10:58pm 
@DrPlantabyte I deleted it before i saw your message :'c
Yekaterinnani 6 Jan, 2023 @ 9:30am 
@DrPlantabyte sorry, I deleted the game on January 5 because I felt uncomfortable with that game, so I only started another game and everything has been normal without errors, when Alpha genes is updated again by adding some xenotype, I will try to recreate the error. Yes I have Vanilla Expanded Framework and Random Factions was drawn in the last part of the list of mods (with Rimpy).
DrPlantabyte  [author] 5 Jan, 2023 @ 2:23pm 
@Yekaterinnani, do you have the Vanilla Expanded Framework mod installed? Perhaps VEF is interfering more than I thought. I don't think Alpha Genes caused the problem, but I'd like to know whether you put Random Factions near the top or near the bottom of your mods list.

Please turn on "Developer Mode" (main menu -> options -> developer mode), then load your saved game, then click the icon at the top of the screen to see the logs, then click "Open Log File", and then copy the entire contents and post it as an issue on the Random Factions GitHub web page.

What should happen: as soon as your game loads, all undefeated random factions are replaced and all random faction settlements converted to the new replacement faction, then all of the random factions are defeated. But if an error occurs during that process, then the random factions will remain in the world.

@A+ Lovecraft Gamin: I'll look into it as I try to fix Yekaterinnani's problem
Lovecraft 5 Jan, 2023 @ 11:58am 
Reinforced mechanoids 2 adds a new mechanoid faction I think
Yekaterinnani 3 Jan, 2023 @ 10:29pm 
Hi. I have a weird problem where (I don't know how it happened) 9 more random factions spawned in the world mid game, their icons doesn't appear in the world physically, but the faction menu detects them (with icon of "random faction (?)") and they appear in quests and caravans, events, etc. I know I am not providing logs or something useful to know what the hell happened and my English is pretty bad but if you can tell me how to provide you more info, I gladly will do it, this bug is something weird...

I don't know if this info is useful too but I updated alpha genes (they added a new xenotype) and then the bug with the factions occurred.
Hoarfrost Trickle 31 Dec, 2022 @ 5:32pm 
Yeah, I figured it's probably be quite harder. Still that's already great enough, this will certainly cover most use cases I think, so, thanks. ^^
DrPlantabyte  [author] 31 Dec, 2022 @ 3:48pm 
Great idea Brittle Dread! I've updated the mod to add an "allow duplicates" option to the mod options page, with duplicates disabled by default.

I can't add a blacklist, though. That's too complicated for my limited spare time.
Hoarfrost Trickle 31 Dec, 2022 @ 10:27am 
As a suggestion, I think there are use-cases for having both preset and random factions in a world. For intance, for a playthrough themed around a specific factions, with some random ones to fill the world, or to ensure that all Republics from VFE - Classical are present.

When that happens, currently the Random Factions may duplicate a preset faction, it may be preferable preset factions would avoid being randomly selected. ^^

Alternatively, being able to set a blacklist for Random Factions could help achieving this result, as well as potentially exclude factions that may not be desired for other reasons (i.e. faction list cluttered by vanilla factions) ^^
DrPlantabyte  [author] 21 Dec, 2022 @ 9:32pm 
@Bustly New version of Random Factions (v1.4.2) fixes the pop-up spam! :)
DrPlantabyte  [author] 17 Dec, 2022 @ 1:15pm 
@Bustly I'll see if I can patch VFE the way I do for Faction Control, but in the meantime, just hold down the ESC key to zoom through all the popups.
DrPlantabyte  [author] 17 Dec, 2022 @ 12:08pm 
I updated it to fix being clobbered by Xenopack. Will look into making a performance improvement, but this implementation is the only way to make random xenotype factions work as intended.
DrPlantabyte  [author] 17 Dec, 2022 @ 12:00pm 
OH POOP!!!! I musty have put the wrong ID in my other mod I updated last night!!!! I'm fixing ASAP!
Kuchkon 17 Dec, 2022 @ 10:26am 
game crush, if this mod stay at this name(((
LewdLemur 17 Dec, 2022 @ 10:16am 
I was really sad at first because i thought this mod got deleted. And i was also wondering what that random gene mod was i suddenly had, now it all makes sense xD
Anyway love this mod 10/10
Random 17 Dec, 2022 @ 7:10am 
Xenotype: Spacers, my favourite faction randomizer
Blitz 17 Dec, 2022 @ 5:29am 
did you accidentally overwriite the random factions mod with your spacers pack?
obsidian29 17 Dec, 2022 @ 3:57am 
Why is this called Xenotype Pack - Spacers, or is it only my client that's borking it up?
Bustly 17 Dec, 2022 @ 2:07am 
the latest update makes adding mid-save, while not harmful, extremely time wasteful if you use vanilla expanded mods, their Faction Discovery mechanic discovers every possible random faction lol
DrPlantabyte  [author] 15 Dec, 2022 @ 3:33am 
New update adds random mechanoids, random insectoids, and random xenotypes!
DrPlantabyte  [author] 11 Dec, 2022 @ 1:53pm 
@Skizuki: Yes, this mod works fine with Faction Control, but changing the frequency of a faction in Faction Control will not influence the chance of that faction being randomly selected by Random Faction

@obsidian29, @Lovecraft Gaming: I can add "Random Mechanoid" in my next update

@Kinoman: Faction identities are already hidden until your pawns appear in the game. I cannot hide them after that.
Lovecraft 7 Dec, 2022 @ 5:08pm 
Could you make it so that random mech faction with VFE mechanoids can be either the new mech hive from space or the ancient mech hive
obsidian29 7 Dec, 2022 @ 10:31am 
I have wanted this for ages. Thank you!

Is it compatible with VFE: Mechanoids? And if so, does not having the VFE mechanoid swarm appear cancel the Total War mechanic for that save?
Kinoman 4 Dec, 2022 @ 2:54pm 
Could you please also let colonies be hided until your pawn will not arrived to it in game. I think It will be more fun to explore.