RimWorld

RimWorld

Star Wars - Factions
848 Comments
mysterious blue 19 hours ago 
1.6?
.:Kemauri:. 25 May @ 8:31pm 
everything with this mod works but the helmets. The helmets are either invisible on pawns or they wear them on their torso lmao
1996 Toyota Camry 15 May @ 11:50am 
I have no way of adding the factions to my new world
TomRock 14 Mar @ 7:29am 
why cutom sith and jedy robes are -5Į psi sentive? it should be opisite :)
Keiko 5 Jan @ 11:40am 
I wish I had seen this before using this mod. Thoroughly enjoying a 50hr playthrough with this content, and then suddenly my silver is drained, after which it notifies me I owe the empire - this is constant. Is this getting a fix? Or do I need to avoid using this mod
Cthulhu The 3rd 4 Oct, 2024 @ 4:03pm 
Is there any chance you can transition this away from freaking Jecstools? That thing is ancient and just a damn tps and performance hog.
Butteredham 23 Sep, 2024 @ 9:42pm 
ok so i figured out that this mod conflicts with Smart Medicine mod by uuuggggs. It causes pawns to just wander around when you have them scheduled for anything , and work. You also need to have an anomaly captured and set to study.
Butteredham 23 Sep, 2024 @ 9:06pm 
This mod seems to conflict with anomaly when you capture a creature and put it on study. It causes the pawns just to wander around when the schedule is set to work, or anything. Anyone else have this problem?
R A I D E N 3 Sep, 2024 @ 5:23pm 
the bullet does not fly from the weapon
R A I D E N 3 Sep, 2024 @ 5:21pm 
why doesn't the gunplay mod work here?????????????????????????????????????????:steamsad:
frebungs 22 Aug, 2024 @ 8:25pm 
i am 50% sure the issue with the helmets is due to the combat extended mod i was having the issue with the helmets but was fine with it but i had a big battle that was laggy so i turned it off got a lot better frames and the helmets were back
ElPapaDeTu 4 Aug, 2024 @ 3:33pm 
Same problem as @chinese characters
DD.maaArbs 2 Aug, 2024 @ 6:34am 
is this ok with rimwar mod?
瑞塔本塔 17 Jul, 2024 @ 2:23am 
Why is the helmet model on the back of the torso, not on the head, when my colonists are bald
leonardo1208 29 May, 2024 @ 4:33pm 
esta en español latino?
Candy 10 May, 2024 @ 7:42pm 
Add the 501st Legion to this PLS
jjj.heideman 5 May, 2024 @ 11:22pm 
and go to sleep bro
jjj.heideman 5 May, 2024 @ 11:22pm 
bruh i like it
WraithSquadronRebel 19 Apr, 2024 @ 4:38pm 
none of these work...
Saotorii 16 Apr, 2024 @ 3:28am 
The scum faction still has a 5% chance of spawning a raid with Highmates, which are incapable of violence. In the past, this has caused scum faction raids to not spawn in and throw red errors.
John the Gamer 9 Apr, 2024 @ 1:41pm 
Since it is not explicitly mentioned: you should be able to manufacture the weapons on the fabrication bench, once you've researched "Charged Shot".
Ryoma  [author] 8 Apr, 2024 @ 4:49pm 
Star Wars - Factions Update
v1.5.0.0 (4-8-2024)
====================

Updated for RimWorld 1.5.
--------------------

Download now on...
- Patreon: https://www.patreon.com/posts/101972378
- GitHub: https://github.com/jecrell/Star-Wars---Factions
- Steam: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=918227266
Discuss the mod on...
- Discord: https://discord.gg/aDjWBBk
- Ludeon forums: https://ludeon.com/forums/index.php?topic=31647.0
DerKarlheinzotto 23 Mar, 2024 @ 2:33am 
how can i craft the armor of the imperial navy troopers?
NickNolte 28 Feb, 2024 @ 7:40pm 
I'm getting the same tax glitch as @Deckem and Wolf_Speed, just started out of the blue and is now continuous.

This colony survived and rebuilt after losing all but 1 pawn post 1.3 to 1.4 update. Unfortunately this seems to be the end of this colony after all it's been through, RIP to that beautiful gaggle of misfits for the second time.
Liv 27 Jan, 2024 @ 7:48am 
how do you get/craft ''vibro motor'' for vibro weapons?
Wolf_Speed 24 Nov, 2023 @ 11:05pm 
Anybody have an update on the tax system?
kingleggy 8 Oct, 2023 @ 7:44am 
Honestly I kinda find it funny how people are loosing to taxes XD
Deckem 5 Oct, 2023 @ 12:03am 
Avoid this mod until the tax system is fixed. The imperial tax collectors will come in and take a large amount of silver every couple of seconds until you have nothing or they leave. They used to only take the taxes once per year and now its every tick while the empire is on the map.
Zea'Roe'Mei 4 Aug, 2023 @ 9:07pm 
@Dalkin, I'm trying your fix now. Hoping it helps. My armory is too filled with blasters I don't need
Dalkin 4 Aug, 2023 @ 7:14pm 
<Sell hacking, part 2...>

Similarly, at top of 918227266\1.4\Defs\WeaponDefs_Ranged\Blaster_weps.xml, I added right after the "BaseSWWeapon" line
<ThingDef Abstract="True" Name="BaseSWWeapon">
<tradeTags>
<li>WeaponRanged</li>
</tradeTags>

Most everything sells as expected now. Combat armors to combat traders, clothing stuffs to clothing (not Jedi stuff , I left those alone), and ranged to ranged. No eye to balance was used here whatsover. And, as with any manual mod edits, save off copies and/or notes, as any refresh will wipe out the manual addins above. Good luck.
Dalkin 4 Aug, 2023 @ 7:14pm 
Disclaimer: Not a modder. At all. Had to split this into two comments.

In looking at how the items were defined in the mod files, it looks like some inherit base game item Defs and are named as "normal" types and that suffices, like clothing and Vibro weapons.

Others like armor reference base types, but not completely enough to be tied to the classes of stuff vendors sell or buy. Ranged blasters go off on their own in this version.

I noticed multiple base game items have a <tradeTags> define, and those are what the base vendors seemingly reference. Soo....

The kludgy hack I used then was to add the <tradeTags> in two places. For armors, near the top of ..\918227266\1.4\Defs\Apparel\Apparel_imp.xml just under the ArmorPJMachineableBase line at top, I added the 3-line <tradeTags> bit:
<ThingDef Name="ArmorPJMachineableBase" ParentName="ApparelBase" Abstract="True">
<tradeTags>
<li>Armor</li>
</tradeTags>

<continued...>
Zea'Roe'Mei 3 Aug, 2023 @ 9:50pm 
Why won't anyone buy blasters? I have a ton and no one will buy them. I need to unload them and I would like to get something for them...
Normaler Move 24 Jul, 2023 @ 3:36am 
Any update on the tax issues?
Tax collector constantly drains all silver while on the map every tick and only stops after leaving.
Sleepieyed 13 Jul, 2023 @ 5:32pm 
Tax system just destroyed my 100 hour play through
austintexas2456 22 Jun, 2023 @ 11:52am 
anyone having an issue with the tax system? i'm getting charged for taxes every in game hour and it destroyed my play through..
Abhijeet309 28 May, 2023 @ 4:15pm 
is this work with CE ?
CarlosAndreas 29 Apr, 2023 @ 7:31pm 
The scum and villany faction seems to be broken, just as others are saying it gives an error with spawning raids giving me the Pawn is incapable of violence, this is without any other mods only this mod and its requirements.
Profile Name 29 Apr, 2023 @ 2:54am 
Great mod, one minor bug, when you wear the hoods, your eye color changes to a default, so you cant see the archotech or bionic eye colors.
Overlord Metatron 22 Apr, 2023 @ 12:27am 
Will you add some ancient factions like the Sith empire or the Mandolorian Hegemony or the Republic. i would like to do a Sith empire scenario on my game.
Dzolo 18 Apr, 2023 @ 11:41am 
PLS ADD SNOW TROOPER
Deckem 17 Apr, 2023 @ 2:25pm 
Traders won't buy my Stormtrooper Armor. Not even the Galactic Empire..
afkrimworld 15 Apr, 2023 @ 8:21pm 
I recommend using xenotype spawn control with star wars mods and disabling the biotech xenotypes so there are less conflicts ;).
THEMIGHTYMUFFINZ 14 Apr, 2023 @ 3:30pm 
No traders are willing to buy blasters, is there an issue with my mod order? Has anyone else had this problem?
[ZSU] Tali Zora Vas Tyria 30 Mar, 2023 @ 8:41am 
i have to ask, are we not able to ally with the scum and villainy faction? i know they are pirates but....can we?
ZS Maeklos 17 Mar, 2023 @ 1:22pm 
Echoing the "pawn generation error" where the pawn is incapable of violence and is trying to be generated for Scum and Villainy raids.
Atticus 1 Mar, 2023 @ 1:55pm 
I think its because blasters use heat as damage type and mechanoids have like 200% resist or something. Its probably so that You can't set them on fire but unfortunately it also ends up making blasters useless against them kek
Ruanyzinha 8 Feb, 2023 @ 9:13am 
are mechanoids supposed to be really resistant against blasters? took me a while to down a scorcher using a DC-15 blaster.
Billy 16 Jan, 2023 @ 11:56pm 
hey just wanted to let you know, the scum faction has highmate listed as a 0.05 chance to spawn but as a xenotype theyre always incapable of violence so it throws "pawn generation error: generated pawn incapable of violence" errors and fails to spawn a raid from them 9/10 times.
danny_dustin 14 Dec, 2022 @ 3:07pm 
This mod still claims I am missing dependent mod for it to work yet still only says what is missing is a invalid mod. Any idea what this would be?
TheKaiser 27 Nov, 2022 @ 9:17am 
what is imperial credit for?