RimWorld

RimWorld

[1.0] Vanilla Factions Expanded - Core
Jet 13 Sep, 2019 @ 1:05pm
Faction control incompatibility
hello does the incompatibility result in a dead save or just functionality loss? I already started a game with faction control and im not sure if even if i remove it mid safe (as it is safe to do so) it wont still impact vanilla factions in a negative way.

If the compatibility problem results in just the loss of tech restriction functionality I'd be fine with rolling both, as I already started a game anyway and love spacer factions as well. Just worried about breaking my game
Last edited by Jet; 13 Sep, 2019 @ 1:26pm
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Showing 1-11 of 11 comments
Small Gooby 15 Sep, 2019 @ 2:23am 
Second this, except the unistall mid game. Faction control does its thing on world generation so anything it breaks is at the start of world gen
Jet 16 Sep, 2019 @ 1:50am 
Originally posted by LoneSomeRider:
Second this, except the unistall mid game. Faction control does its thing on world generation so anything it breaks is at the start of world gen
i think it only breaks the maynard storyteller which is there to limit faction appearances to medieval? if im fine with not using maynard i should be fine with this minor incompatibility no?
Kurugane 17 Sep, 2019 @ 3:16pm 
Unless you’re going for a true medieval play through. My question. If I were to use another tech limiting mod( lord of the rims for instance) and choose Maynard. Would they cause issues.
Flesh Forge 20 Sep, 2019 @ 9:40pm 
I could live with this just fine if this mod offered at least one of the key features of Faction Control (i.e., more dispersed faction settlements and/or more instances of a given faction/tech set).
Small Gooby 27 Sep, 2019 @ 7:03am 
using realistic planets is actually a pretty good substitute. havent had any problems. use it instead of faction control. it has the nation building feature, sadly choosing how many factions you want is not possible. i've added more factions with world edit though

replacements for faction control in short:

- World edit

- Realistic planets

same functions just not as convenient
wizzart 27 Oct, 2019 @ 5:04am 
That is not the point. Everyone can easily set up a patch mod that increases the total number of a specific faction to spawn. The problem is, that Rimworld uses some kind of planet tile calculation when determining how many settlements to spawn for each faction.
On a normal vanilla sized planet that's not that much of a problem, but there are lots of people out there who do not have a high end pc and are either playing with 30% or less planet coverage, or running 'my little planet' to scale down the total size of a planet. The problem is, that by doing this, the total number of tiles changes, and it happens quite regularly, that factions do spawn with only 1 or 2 settlements per faction.

The only mod that targets this problem by some c# magic is 'faction control', since it has a function that changes the per tile calculation depending on how many settlements you want on a planet. That is pretty much the only reason to run faction control at all, since other features are either available in ralistic planets, or can be easily done by xml patching.
That is the main problem here. If you have lots of different factions, but each faction has only 1 settlement, you don't even need to bother playing with those factions, since you pretty much never get to visit any of them. Therefore it would be great, if 'Vanilla Factions Expanded' would either target compatibility with faction control, or tackle that problem by itself.
Last edited by wizzart; 27 Oct, 2019 @ 5:04am
Small Gooby 21 Nov, 2019 @ 10:47am 
Originally posted by wizzart:
The problem is, that by doing this, the total number of tiles changes, and it happens quite regularly, that factions do spawn with only 1 or 2 settlements per faction.

dont wanna sound like a peasant rube but thats why you'd use world edit, you can pluck down more faction bases/remove them at your leisure. you could even add/remove entire factions outright
Last edited by Small Gooby; 21 Nov, 2019 @ 10:48am
Padawhat 3 Jan, 2020 @ 8:44am 
I have somehow found the perfect equilibrium between VFE, VFEM, Faction Control and RRP. I have no idea how I have done this but they all work fine with no conflicts (The mod menu will say a conflict between Faction Control and VFE/VFEM but nothing actually breaks or is broken).
Kurugane 4 Jan, 2020 @ 12:42pm 
I don't use maynard and it works just fine.
Artfactial 2 Feb, 2020 @ 6:19am 
Originally posted by Padawhat:
I have somehow found the perfect equilibrium between VFE, VFEM, Faction Control and RRP. I have no idea how I have done this but they all work fine with no conflicts (The mod menu will say a conflict between Faction Control and VFE/VFEM but nothing actually breaks or is broken).

@Padawhat mind sharing in what load order you place them? I've already added them to my save so there's no turning back, might as well try to make them work together as best as possible
_♣Caligula♣_ 9 Feb, 2020 @ 3:48am 
Would also be very interested to hear your mod loading order( apart from the part what exactly breaks when using Faction control and this together)
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