RimWorld

RimWorld

RimFactions - Core
60 Comments
test 15 Aug, 2020 @ 6:58am 
12
Naturestorm 30 Jun, 2018 @ 12:53pm 
i need compatibolity with alpha 18
gamer nerd 25 Sep, 2017 @ 7:47am 
when will this be updated to 17? and can i add this to a existing game? thanks :)
DioWithIt 31 May, 2017 @ 1:55pm 
Alpha 17, and yet no update for the new alien framework 2.0, sad isn't it?
MissMayhem2389 11 Apr, 2017 @ 4:51pm 
Is this a core replacer mod
GodHatesYou! (EOA) 22 Mar, 2017 @ 7:10pm 
Please updated, i miss all my alien friends coming to kill me. They filled the world and added life, and i really miss them. Serously though i love this mod, it ads all the life that the base game just doesnt have. Its like i lost a lot of the game without it. Thank you in advance
Imperator 16 Mar, 2017 @ 6:32pm 
is the author around still? These mods need to be updated for the new alien races mod rewrite.
Exuvo 10 Mar, 2017 @ 2:11pm 
I have the same randomize character problem. It seems to happen when a human was generated. Here is a stacktrace http://pastebin.com/dPiEXLq1 . I was only running Humanoid Alien Races and this mod.
medsal15 7 Mar, 2017 @ 10:04pm 
Ok, in case the window goes blank or a black box falls from the sky, I know what it is. For some reason RimFactions - Core overrides the human images.
A black box falling from the sky is a human. Same for when the screen goes blank. It's a human.
Please fix this.
Bowa 5 Mar, 2017 @ 5:15am 
Im getting errors when randomizing starting characters, after a while the window is just blank. Any fix? I've tested this with only this mod and "Humanoid Alien Framework" installed
Compo 26 Feb, 2017 @ 2:58am 
The idea of this mod is amazing. Really cool.
Though it has kinda destroyed early game for me, when combined with Hospitality.
I never need to research guns etc, because the visitors come fully tooled (assault/sniper rifles).
Other than that its great. thx
Jensen 7 Feb, 2017 @ 10:28pm 
I've noticed a few weird things happening.
1) When i buy prisoners from the insectoid merchants they land but don't join my faction, instead they just wander out of the map.
2) When there's the event about someone asking you to protect them from a faction, when it's one of the insectoid ones, the person that was seeking shelter lands as a enemy and gets shot, then the enemies land and you got to fight them.

Those two mainly for now.
AlexIlTabaccaio 3 Feb, 2017 @ 1:41am 
I've tried to delete ModsConfig.xml and reinstall the game. Nothing to do. The problem persist.
Catatafish  [author] 2 Feb, 2017 @ 3:52pm 
Sound's like either your download of my mod is messed up or your maybe your modConfigs file. Unsubscribe to all my mods then delete C:\Users\YOURUSERNAME\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Config\ModsConfig.xml then re-subscribe. It is safe to delete that file. It will recreate it the next time you launch the game. If that doesn't work then you have something corrupt in your game and will need to reinstall it.
AlexIlTabaccaio 2 Feb, 2017 @ 3:14pm 
I've tried to disable all mods and testing only Humanoid Alien Races with RimFactions Core and Synth for last. But nothing. The Colonies are corrupted and the world want to be generated with Synths.
Catatafish  [author] 2 Feb, 2017 @ 1:42pm 
Can you provide a mod load order of my mods? You could try removing mods then re-adding. It sounds like there is a mod conflict.
AlexIlTabaccaio 2 Feb, 2017 @ 12:15pm 
Hi Catatafish, I have a bug then a new world can't be generated if trying to start with Synth race. At the same time, my character creator menu is a set of races if trying to start with Colonies .
Catatafish  [author] 1 Feb, 2017 @ 2:57pm 
Ok I reached out to the person who makes humanoid alien frame work.
i microdose meth 1 Feb, 2017 @ 6:34am 
The guy I got rid of in my base at 8 traits I think
Catatafish  [author] 1 Feb, 2017 @ 5:27am 
Sure I will reach out to the framework creator and bring that up with them. They have a string of xml code that allows adding forced traits. What controls that string is an assembly file. There may something not working right with that or I'm not using the xml correctly
lIIIIlllIlIIlI 1 Feb, 2017 @ 2:13am 
in my case, all kind of pawns(humans, orassans, insectoids...) come with racial traits (greedy~cannibal~sanguine) at high rate, even with fourth trait. would you check it?
i microdose meth 31 Jan, 2017 @ 6:26pm 
I just went into dev mode and killed the guy before he got in the bath
Catatafish  [author] 31 Jan, 2017 @ 5:31pm 
You might want to let the maker of that Hygiene mod know that happened. It sounds like it is an issue with their mod and unconsciousness. The alien frame mod mainly deals with being able to use custom race setting and art.
i microdose meth 31 Jan, 2017 @ 5:03pm 
My game file corrupted after a wraith got stuck in a bathtub, said he was unconcious and i couldnt move him. Saved and reloaded and it said error. Lucky i could go back to an autosave a few minutes before. I dont know if this is your mod or another.
Catatafish  [author] 31 Jan, 2017 @ 7:41am 
No problem. More than likely it was still pointing incorrectly. I like it when people let me know what isn't working right. This way it can get resolved especially since I have so much more content planned.
Seinne 31 Jan, 2017 @ 7:27am 
Ok, I didnt see that prepare carefully issue in my game, maybe because I used an old saved colony group? they all landed as human, but I couldn't create a new human in the setup default screen.


The head issue...the game file was older than 2 days, but steam updates mods automatically so IDk, last night was the first time I saw a texture error... I'm starting fresh anyways, I'll let you know if it happens again.

Thanks for the quick reply, I think having these different race choices is pretty cool.
Catatafish  [author] 31 Jan, 2017 @ 7:07am 
There is a known issue with prepare carefully and humanoid alien framework. The issue is when you click prepare all your colonist show up as human. When you start the game your pawns are random generate their race. This happens with the other race mods as well. The head issue I posted a fix for 2 days ago. When did that happen? The wander issue is new I will look into it. Wanders are fully handled by HAF and they updated so I will check with them.
Seinne 31 Jan, 2017 @ 6:24am 
I've been using a set of colonist I've saved from before, just wanted to point out the issue with these two mods atm. But thank you.
Jensen 31 Jan, 2017 @ 6:01am 
You just have to save a human colonist from the Tribal start, then load him in the new arrivals start. That's what I did :D
Seinne 31 Jan, 2017 @ 6:00am 
I'm having a few problems since installing your updated version and adding insects and synths, (new playtrough btw). With prepare carefuly, I'm not getting humans as an option, not matter how many times I randomize, and with Hospitality(I think its from this mod and not as stock action) when you get the random wanderer wanting to join the colony, they arrive as hostile to the colony...also the last straw, a goup of dwarven caravaneers arrived....with pink square heads. I have all you mods loaded last in my mod order btw.
Catatafish  [author] 31 Jan, 2017 @ 5:54am 
Every time you add a race it changes the chance per click of random to get the race you want. I added technically 6 alien races and one alien human. So you have a lot higher chance to get an alien over a human because of this. This goes for any race mod you add.
Jensen 30 Jan, 2017 @ 11:59pm 
The only issue I have now if that i can't seem to choose humans in the new arrivals xD
Catatafish  [author] 30 Jan, 2017 @ 6:56pm 
I'm not stopping at 4 races. The next step of the project will introduce 8 or 9 new races, and many factions made up of multi races. This addon will come in as it's own core so players can choose to use it or not, since all 8 or 9 races are tied together. All of these races will have their own look, body parts, advantages, and disadvantages. This is the first phase of my Mad Scientist Melissa aka Mad Melissa addons. I'm hoping to have it done by this weekend, all depending on the artwork. As you can tell from this I'm trying to do things in a structured form because I'm not talking about just a few races, but planning on dozens, broken into core and faction packs.
Catatafish  [author] 30 Jan, 2017 @ 6:56pm 
Because of this I had three choices. I could double my code and leave everything seperate. Double because I would need most of the files from each race, but edited them to not conflict to make the Synth standalone. I could have made them seperate and have a distaster of a load order as the project progresses. The last option which I went with was setup a core with 4 races built in, then the factions as addons. The race still shows up but it is very limited if a player doesn't add the factions mod. This works well with what I'm currently working on.
Catatafish  [author] 30 Jan, 2017 @ 6:56pm 
The reason why I switched how I do it mostly deals with the Synth right now but, I have some future content that would require all the body files in a core. In order for a mod to load you can't just have un-used code in the mod. If you do you get an error. Race files require body files and recipies files, bodies and recipies require body parts and body part groups. Because of this constraint I had to put the races in the core. The Synth are built out of the dwarves, insectoid, and wraith.
Precious Pomeranian 30 Jan, 2017 @ 5:56pm 
I ment why not make each race mod standalone and only use the humanoid alienframework?

There's several mods that already work just fine together and use it. Your previous version of the dwarf mod also used it alone and it seemed to work just fine with the other mods until very recently.
Catatafish  [author] 30 Jan, 2017 @ 5:45pm 
The core houses all races as the description says. Each of the the other mods I added will spawn factions of the races. I did it this way so load order wouldn't get to complicated with adding the synth in because they use the body parts of the different races. If you send me an invite I will get the insectoid only for you that you can Dropbox. The framework adds different bits of xml code to the game to allow for alien races with custom artwork. This mod isn't the only mod to use it. If we all put it in our mods then our mods wouldn't be compatible we each other's.
Precious Pomeranian 30 Jan, 2017 @ 4:13pm 
This mod needs some work. It seems to try to inject wraiths even if you don't have them installed.

What's the reason for the framework anyway? Why not just stick with humanoid alien races framework alone? It seems to work pretty well for other mods using it alone.

I'd love get a standalone of the insectoids.
Catatafish  [author] 30 Jan, 2017 @ 5:04am 
What I have been doing is using prepare carefully and leting it random gen the pawns look when I start the game. Hopefully the bug will get worked out soon.
ahnkra 29 Jan, 2017 @ 9:39pm 
thanks Catatafish that sounds exactly like my problem, i do have Prepare for Romance, which is almost exactly the same as the original EDB version, so Ill bet thats it. So do you recomend not using that mod all together, or preparing carefuly to random pawns even though you cant see what they look like until you get in game?
Catatafish  [author] 29 Jan, 2017 @ 6:07pm 
Are you using EDB prepare carefully? If you are the are some issues between that and humanoid alien frame work. I.E if you use the random button to many times outside the prepare carefully screen it can cause a crash. The other is all the pawns inside it will show as human then randomly gen once you start the game. The other thing it could be and I failed to mention in my post is all of my body art with the exception of the dwarves is the average body type. Some of the other faction mods are the same. I plan on adding the other body types but haven't had the time to yet do it.
ahnkra 29 Jan, 2017 @ 4:42pm 
while randomly generating pawns to start a game, i keep getting a crash every now and then, the bug log just keeps counting the same error over and over. something about one variable not able to be converted to another. Since im a bit picky about who i start with i havnt yet managed to start a game, but I imagine if there is an error with pawn generating, sooner or later the game will crash while playing due to the same bug. Shame cause this is exactly more of what I'm looking for, that is aliens in game, playable ect. hope you get a chance to squash this as Im eager to try your dwarved and wraithes (uhm look more like zombies to me ; p) and insectoids.
Jensen 29 Jan, 2017 @ 4:02pm 
Now it works fine :D
Catatafish  [author] 29 Jan, 2017 @ 12:56pm 
The Orassan's work with RimFactions. I just tested to make sure. It does seem like the mod created adjusted the faction spawn rate to be a little less but they seem to show up fine.
Catatafish  [author] 29 Jan, 2017 @ 12:49pm 
The Head graphic issue should be resolved. When I moved the folder I missed a reference to the head art.
Catatafish  [author] 29 Jan, 2017 @ 11:47am 
I'm looking into it right now.
Jensen 29 Jan, 2017 @ 8:25am 
Anyone else has a problem with the dwarfs and their heads not loading?;0
Jensen 29 Jan, 2017 @ 3:07am 
Also, i think there's some tiny problem with dwarven heads :< https://gist.github.com/965e49c7181fccb7f7ebcf3f914ab078
Jensen 29 Jan, 2017 @ 12:40am 
Also, when I install this, i don't get to choose humans :B
Jensen 29 Jan, 2017 @ 12:16am 
Do Orresians work with this? Because I do have orresians and they seem to vanish when I instal the core factions