RimWorld
Powerful Faction Bases
 Este tema se ha marcado como fijo, por lo que probablemente sea importante
NilchEi  [desarrollador] 23 NOV 2018 a las 9:19 p. m.
Compatibility with other mods report
Any mods that do not change NPC settlement maps (different from quest maps like outposts) is likely to work with Powerful Faction Bases. Below is how other Faction-related mods I use work with mine:

This mod is compatible with
* Faction Control
* Real Ruins
* RimCities; although not mandatory, base count setting of 1 is recommended.
* Large Outposts
* EdB Prepare Carefully (load EdB Prepare Carefully first on mod order!)

This mod is incompatible with
* Misc. MapGen FactionBase
* Large Faction Bases
* Vanilla Faction Expanded - Mechanoids

Does this mod affect factions from other mods?
Yes. Settlement of other modded factions will have more costs to spend for the defenders, besides the fact that base number (which can be set from mod settings) will essentially multiply the number of enemies present within a map.
Última edición por NilchEi; 4 ENE 2021 a las 5:34 p. m.
< >
Mostrando 1-12 de 12 comentarios
Doc Cams 24 NOV 2018 a las 8:05 p. m. 
Can anyone bump me if faction discovery works with this mod. Thanks!
If I have time, I'll do it myself.. It took me 20mins to load the game.
So changing the mod list takes another crap load of time.
Mehni 10 ENE 2019 a las 12:48 a. m. 
I see this mod entirely overwrites a lot of Defs, just to edit a few values.

Are you aware of xpath? This patching mechanism allows you to edit just those values that need changing, without overwriting other mods.

https://rimworldwiki.com/wiki/Modding_Tutorials/PatchOperations
NilchEi  [desarrollador] 10 ENE 2019 a las 7:46 p. m. 
Publicado originalmente por Mehni:
I see this mod entirely overwrites a lot of Defs, just to edit a few values.

Are you aware of xpath? This patching mechanism allows you to edit just those values that need changing, without overwriting other mods.

https://rimworldwiki.com/wiki/Modding_Tutorials/PatchOperations

Thank you! I actually made Patches version once, but momentarily reverted it due to some bug reports that followed thereafter. I haven't received any confirmation that aforementioned edit was responsible for these problems, though, so will restore it.

Actually, I recognize you as one of active Rimworld modders, so may I ask you for an advice? I wish to create a mod option that changes

<GenStepDef>
<defName>Settlement</defName>
<order>400</order>
<genStep Class="GenStep_Settlement">
<count>3</count>
<nearMapCenter>true</nearMapCenter>
</genStep>
</GenStepDef>

of MapGeneration/BaseFactionMapGenerator.xml

so that players are able to change number of bases that spawn on the map; this would allow them to choose a desirable difficulty. Do you know if it's possible to do? I have absolutely no knowledge of C++ so I'm not sure how difficult it will be to do (if it's possible).
Última edición por NilchEi; 10 ENE 2019 a las 7:47 p. m.
Mehni 10 ENE 2019 a las 11:45 p. m. 
It's possible. It's not too difficult either, just a bit convoluted the way RimWorld has set up mod settings. Reach out to me on the main RimWorld discord at https://discord.gg/RimWorld and I'll guide you through it.

To make it easier on both of us I recommend reading the "setting up an environment" article on the official RimWorld wiki and get as far as you can. Just ask if you get stuck, the discord is a great place to get modding help.

EDIT: One mod which might be able to serve as an example is the "adjustable trade ship frequency" mod. It should do a similar thing.
Última edición por Mehni; 10 ENE 2019 a las 11:47 p. m.
Countersync 23 ENE 2020 a las 7:08 p. m. 
There is an incompatibility with EdB Prepare Carefully.

https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/735106432/1735468061755493847/?ctp=14#c1741139415985288130

For whatever reason (probably over-writing/replacing base defs?) if your mod is loaded first Prepare Carefully does not have a functional button.
NilchEi  [desarrollador] 23 ENE 2020 a las 7:15 p. m. 
I updated the list, thank you for the report.
Tirimor 11 AGO 2020 a las 8:26 a. m. 
Dues this work along side large faction bases?
NilchEi  [desarrollador] 11 AGO 2020 a las 10:02 a. m. 
Unfortunately no, as both mods try to modify the same thing (settlement map generation). I suggest you give both a try and use what you want. My mod can simulate large faction bases by following mod settings: base count 1, base size 100+. However LFB base layout is definitely more refined.
NilchEi  [desarrollador] 12 OCT 2020 a las 10:25 a. m. 
Both my mod and Vanilla Faction Expanded targets same Settlement generation algorithm, and is therefore very difficult to make compatible.
Loscil 9 MAR 2021 a las 6:30 p. m. 
Anybody having issues where it takes long to generate a map? The only mods from the list are EdB Prepare Carefully and Real Ruins (EPC loads first, then RR then this mod)
I just installed it into an existing save and won't load a vanilla pirate base. Running on Linux BTW
Última edición por Loscil; 9 MAR 2021 a las 6:32 p. m.
NilchEi  [desarrollador] 21 MAR 2021 a las 2:18 p. m. 
Generating large bases do seem to take some time, I suggest you tweak base size & count on mod settings if the loading takes too long.
Loscil 21 MAR 2021 a las 7:15 p. m. 
Seems like lowering overall pawn strength did for me.
< >
Mostrando 1-12 de 12 comentarios
Por página: 1530 50