RimWorld

RimWorld

[SR]Factional War (fork)
41 Comments
would be great to have Rim War somehow intergrated with it. for now it's still in 1.5 and may be abandoned.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2222935097

also, please, consider intergrating support for this mod to specifically restric loot spawning from these events or make them drop less:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2002001082

🙏
Ionfrigate12345 11 Jul @ 9:25am 
@llunak I haven't started playing Odessy yet but from what I saw previously in SOS2 / Rimnaut 2, Factional War and Raid Extension will spawn regular pawns on space, then die quickly for lack of protection suits.

So I prevented the events of these two mods on these maps for avoid immersion breaking.

Odessy may have the same problem
llunak  [author] 11 Jul @ 9:23am 
@Ionfrigate12345: That does not sound right, the game should have a mechanism for vanilla raids. I can see layer white/black lists in defs and from a brief look it looks like these are automatically blocked by their arrival mode.
Ionfrigate12345 11 Jul @ 7:38am 
Hi author,

As previous 1.5 continued author, just a reminder that Odessy space map will also need the same patch for this mod and Raid Extensions, to prevent mod events from triggering there.

In the class HarmonyUtil, function IsSOS2SpaceMap(Map map), you now need to identify all space maps from SOS2, Rimnauts 2 and Odessy DLC. You can refractor it to IsSpaceMap(Map map) and use the following function to identify OdessySpaceMap by the new biome "Space" / "Orbit".

I implemented this function in my other mods having the same compatibility requirement with Odessy.

======================

public static bool IsOdessySpaceMap(Map map)
{
return (ModsConfig.OdysseyActive && map.Biome == BiomeDefOf.Space
|| ModsConfig.OdysseyActive && map.Biome == BiomeDefOf.Orbit
) //Odessy space maps
;
Leozingameplays 9 Jul @ 11:52am 
Works with RimWar and Empire?
Leozingameplays 9 Jul @ 11:52am 
Works with RimWar and Empire?
Potato Gaming 30 Jun @ 4:38pm 
Is there any bugs for 1.6 version of this mod? just making sure so i don't have an unstable experience.
llunak  [author] 30 Jun @ 1:29am 
@gravy: This should act as a drop-in replacement.
gravy 29 Jun @ 8:20pm 
I apologize if this has been asked already - is there a difference between this current version and the other uploaded by Ionfrigate in a 1.5 playthrough?
Braincell 24 Jun @ 5:29am 
@llunak why not call it Factions at War
llunak  [author] 18 Jun @ 2:01pm 
@TorMechia: That mod does not specify its licence, so no. But given that it's just a texture mod, it probably still works.
llunak  [author] 17 Jun @ 11:46am 
@Ionfrigate12345: Ok. I'm not sure what to call this version now, I don't want to call it continued to still distinguish it from yours, I'll think about it, possibly I'll keep it the way it is.
Ionfrigate12345 17 Jun @ 11:27am 
Hi author,

I'm the 2nd hand author of 1.5 continued (Factional War and Raids Extension)

I see you update actively these two mods, so I just abandoned mines and redirect to your forks. You can remove your fork tag if you want, from 1.6 yours will be official continued. I will focus on my other mods.

Just one thing to be added in description: In 1.5 continued I added compatibility of SOS2/Rimnaut 2 to prevent the event from happening in space. Maybe good to know to some SOS2/Rimnaut 2 players
Blue 16 Jun @ 1:59pm 
Thanks for the quick resolution! Really appreciate your work.:steamthumbsup:
llunak  [author] 16 Jun @ 8:27am 
@Blue: A mistake from updating to 1.6. Textures should work now.
Vash 16 Jun @ 7:34am 
Sadly i will have to go without this mod. It's just not working at all. Icons not showing on the world map. Factions not showing up and lots of other bugs.
Blue 16 Jun @ 6:48am 
Anyone getting this error? Could not load UnityEngine.Texture2D at World/WorldObjects/Sites/FactionWarContentionExpand in any active mod or in base resources.

Tried running with just Harmony and factional war + all dlc. Immediate error spam as soon as I go into map and spawn a site.
Myphicbowser 12 Jun @ 4:05pm 
You should probably unsubscribe from other versions of the mod Pippin
Pippintastic 8 Jun @ 5:30am 
for some odd reason, every time I swap this in with the Continued version, after a little while they somehow swap back and the Continued version returns to the activated list and the Forked one goes inactivated.
Head 26 May @ 4:23pm 
Is it possible to make the Faction Defense incident also happen to friendly factions? This way we can help them defend, rather than help attack.
TorMechia 15 May @ 1:51am 
Would it be possible for this (abandoned) mod to be integrated into this fork?

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2982697389
Ionfrigate12345 1 May @ 5:35pm 
Hi I'm the vanilla continued mod updater

If you are interested you can keep on this fork. I'm working on something else for now
Head 1 May @ 8:53am 
Thanks for the update!
kev675243 30 Apr @ 1:05am 
tested a faction war on colony map with my late game save, got this message: "A group of mercenaries from The Gray Panthers and a group of Rebel Insurgents from Rebel Alliance arrived nearby. They are attacking immediately". Afterwards both parties leave my map. Error message I found in console discussion
llunak  [author] 24 Mar @ 12:26am 
@Gear`O`Derm: It does not appear to be specific only for pawns spawned by this mod.

@@Headstrong: Actually, as reminded, the mod has an option to do mothballing, although it should be enabled by default, so I don't know what exactly your problem should be.
Gear`O`Derm 23 Mar @ 7:39pm 
Hi, I would like to ask if the option that provided in the settings (removing unneeded pawns before each mass pawns spawning) removes the world background pawns generated by other mods? Or does it only involve pawns spawned by this mod?
llunak  [author] 23 Mar @ 6:20am 
@猫雷Kiss: This is pretty much a drop-in replacement with fixes, so yes.

@Headstrong: The mod does not do anything special here. Try searching for a mod that checks mothballing.

@kmarx4235: Can you reproduce that in a new otherwise unmodded game?
猫雷Kiss 23 Mar @ 5:09am 
can I remove the original mod and add this in current save?
Headstrong 19 Mar @ 3:57am 
Having an issue where it remembers WAY too many pawns after the event ends, bogging the game into a laggy mess even after the event map is gone.
kmarx4235 18 Mar @ 10:54pm 
having an issue where all the events are barren, like it says two factions are fighting i send a caravan and show up at the event and just nobody is there
5150 1 Mar @ 7:25am 
https://gist.github.com/HugsLibRecordKeeper/964fb071b8ce5597943b6a8be8c258fb

SR.ModRimWorld.FactionalWar]Got no pawns spawning raid from parms target=Map-0-PlayerHome, points=2909.434, faction=Faction_289 (VFEP_Junkers), raidStrategy=SrFactionFirst

This mod and Vanilla Factions Expanded - Pirates seem to be causing an error.
llunak  [author] 20 Feb @ 1:07pm 
@SiaNKs: I have never used that mod, so presumably it's the same.
SiaNKs 20 Feb @ 10:35am 
Does it work with Vehicle framework? Can you reform caravan etc? I know Continued version had problem with Vehicles where durning raid you cant reform vehicle caravam or something like this. I just wanted to know if this mod has built in compatibility with Vehicles
aNØØBis 12 Feb @ 10:13pm 
Well they trechnically just destroyed walls and stuff that was in front of them, as soon as all my pawns died they captured survivors and left but still it was unexpected since I was not prepared for that and allies had only 4 ppl who were not helpful. As for provocation maybe because I take one guy as a slave from some red faction and my total wealth at chart was 111K. Next time I will try to build a bunker if that will happen since it is impossible to protect with WW2 guns and stuff.
llunak  [author] 12 Feb @ 2:50pm 
@aNØØBis: The event technically is not a raid, so it's possible it takes place even on peaceful. But they normally do not attack the colony, unless provoked. And I'm pretty sure the mod does not have any message about destroying everything.
aNØØBis 12 Feb @ 2:06pm 
Also wanted to clarify something. Today I got raided with two factions each was around 20 ppl, message told something they will destroy everything they will see. For my help only 5 blue allies came and these two factions first attacked each other then the rest just steamrolled allies and killed half of my pawns and captured the rest which has lead to game over. The thing is my difficult level was Peaceful and this happened. I wanted to understand whether your mod ignores peacefull difficulty and made this events or this is Rimwar mod caused that. And how to avoid that in the first place?
llunak  [author] 10 Feb @ 12:39am 
@aNØØBis: It scales the same way normal raids scale. And I'm not aware of any mod fixing manhunter targetting.
aNØØBis 9 Feb @ 11:39pm 
BTW what I should make that these raid battles become 50vs50? I have got one raid on my territory when two naked ppl stabberd each other. I want to see large battle.

Also is there any mod that make mad animals or animals that were attacked by raiders from this mod to attack allied (blue color names) pawns which visited me? Yesterday a raid with 5 ppl came to hunt rhinos and they all died from them and rhinos just went straight attacking me, while 8 guests just stood there and watched.
Tenty 9 Feb @ 8:48pm 
Ah, thank you! I have so many fun memories of being a vulture in this mod. My favorite is probably when about 40 or 50 VFE settlers tried to claim a resource cache and got absolutely rolled over by five warcaskets. The caskets took the cache, but I was then able to steal the dead settler's useful crap - mostly their concerningly valuable skin.
llunak  [author] 8 Feb @ 7:11am 
@aNØØBis: Same id, the game won't let you use them at the same time.
aNØØBis 8 Feb @ 6:58am 
Do I need to subscribe to og or continued version as well?