RimWorld

RimWorld

152 ratings
Faction Manager v1.6
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Mod, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
9.911 MB
21 Oct, 2022 @ 3:11pm
11 Jul @ 8:11am
7 Change Notes ( view )

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Faction Manager v1.6

Description
Notice about updating existing Rimworld v1.5 saves to v1.6
Any colonies on a 1.5 save need to be loaded into the game in 1.5 first before migrating to 1.6. Any colonies unloaded in 1.5 will not function in 1.6.

Description:

The Faction Manager mod updated to Rimworld 1.6, with the in-game bottom menu bar entry made an icon, to prevent crowding in the menu.

Allows you to unload a colony (or optional: a SetupCamp camp), to load it back in whenever you want or need it.

Includes the old companion addon for SetupCamp, updated from 1.2.

Needed to be given a new ID for the new workshop listing, so might list as a new mod when loading your existing saves.

Updated for Rimworld 1.6 and Biotech. Not tested on Anomaly as I don't own that DLC.

Now including pawn-aging and the ability for pawns to remember eachother when unloaded.


Original Description
Originally posted by TGPArcher:
Description:
You have to many colonies and its getting harder day by day to manage all of them? Have you ever wanted to build a strong faction and to control large amounts of land like normal factions do but you could not manage more than some colonies at a time? Then this mod is for you.
This mod lets you unload("freeze") any colony so you can focus on your other colonies. Need something from that colony? No problem, load it again and play like nothing happened.
This mod is great if you have a lot of colonists and want to some of them to found a new colony, to be able to devote your full attention to that colony you can unload your other colonies and play on the new one, need help with some raid or with resources during a toxic fallout? Just load the maps you previously unloaded and send help. This way you can build a real faction.
Last but not least, want to have a prison colony where you can butcher other people, harvest their organs, make hats and your other colonies to not get the debuff, then this mod is really for you. Just unload all colonies but this one and torture shall begin, when you are done you can load other colonies again and continue your work.

Original Author:
TGPArcher

Compatibility:
This mod is compatible with existing saves, it does not require you to start a new game.

Mod compatiblity:
- Includes support for SetUpCamp (untested for 1.5+). This time without downloading a seperate mod for support, but simply having it loaded after SetUpCamp. Will not load this support if SetUpCamp isn't present.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1470065926

Issues:
- None that I know so far, please report if you find something not working properly.

Original License:
Do what you want, but give the author credit.

Changelogs:
11/07/2025:
- RimWorld 1.6 support. (minus SetupCamp, which has not been released for 1.6 yet.)
- Updating an existing save from 1.5 to 1.6 with any colonies unloaded is not supported.
- [1.6+ only] Fixed drop pod workaround: droppods will now only be used when a pawn cannot be respawned at that specific spot, or if they're inside a building that isnt a (crypto)casket or holding place/spot.

11/04/2024:
- Rimworld 1.5 Support (minus setupcamp, which has not been released for 1.5 yet) .
- Multi-version support (1.3 - 1.4)
- [1.4 only] Fixed pawn duplication bug caused by undocumented change in last 1.4 update.
- [1.5+ only] Added new handling to keep Pawn relations, as well as prevents duplication. Will cause pawns to be loaded in by droppod.
- [1.5+ only] Pawns now age when unloaded.

10/12/2022: Added additional checks so the mod keeps functioning when settlements without a faction are in the save.
23/10/2022: Added the SetupCamp mod support originally made by TGPArcher and updated by Banana, re-implemented by Lumizeii.
22/10/2022: Updated to Rimworld 1.4 by Lumizeii, added miniaturized menu entry.
??/??/2021: Updated to Rimworld 1.3 by the amazing Taranchuk!


Thank you TGPArcher for creating such an amazing mod and thank you to Banana who updated this mod to 1.2!

License since 1.3 update:
MIT License

Copyright (c) 2018 Petru Grozea

Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
Popular Discussions View All (4)
5
26 Aug, 2024 @ 5:26pm
Request, compatibility with SOS2 (1.5 as of initial request)
Wallard
5
10 Apr, 2024 @ 11:43pm
1.3 Version
Lumi
1
24 Mar, 2024 @ 2:29pm
Request, compatability with Deeprim (Continued)
XenoTheStrange
112 Comments
Lumi  [author] 27 Aug @ 5:53am 
Hi @Bisquit, does that tile you unload have a map icon? Whilst the mod seemingly supports non-vanilla map tiles under the hood, it might be needed to explicitly add support to save some of the data. One of the things necessary for that is a map tile. Did you get any error logs associated with the loading?
Bisquit 19 Aug @ 7:39pm 
I found the issue. It seems to be a problem with the mod "Launch into empty space" when you launch into an empty space tile.
Bisquit 19 Aug @ 7:03pm 
I have a problem where the pawns in a tile I unloaded have disappeared upon reloading that tile
Zombied100 7 Aug @ 8:10pm 
I finally found how to use it. I gotta be special in not a good way.
Zombied100 7 Aug @ 8:08pm 
How do you get the mod to work? Also don't say "Unload or load in the colony as I can't find anyway to do that". Read description 8 times and still don't know what I'm doing. Also tried editing the games files which made my save not work anymore. Thank in you advanced!
Ronin 3 Aug @ 5:10pm 
@jessiuss I have two colonies and an outpost running and the mods don't seem to clash. The delivery will be delivered to whichever colony is the 'Primary' loaded colony I'm sure. Or it might just be the colony you are currently at.. but I'm sure I got a delivery message once from the colony I wasn't present at.
Ronin 3 Aug @ 5:09pm 
Is there a way to stop the time syncing across colonies? Ideally it would be good if there was an option for it to sync or not. Ideally it would be nice if the date stayed the same so that you could play the second colony for the Summer months, then go back and play the other one through the summer months. Atm the dates sync and so if you leave one colony on Spring with freshly planted crops, then go to the other colony, you can't return to the first colony until it's also Spring otherwise the weather/season will change and all the crops instantly die. Because of that it hasn't really been serving it's function well. I've ended up just making a super optimised mining colony and I don't have to check on much instead because the date syncs get destroying crops and playing each separate colony for 1 entire year to match the dates isn't ideal.
Templar Fry 1 Aug @ 6:46am 
Pretty sure this mod is spam crashing, by spamming this in the player log for every settlement. I use vanilla expanded framework so I wonder if they are pinging off of each other, do you use VFE framework Tobi?:

UnloadedWorldObjectComp(parent=Settlement Purple Mabarbecó (tile=75161,0) at=75161) :: Have 0 unloaded buildings.
UnloadedWorldObjectComp(parent=Settlement Purple Mabarbecó (tile=75161,0) at=75161) :: Have 0 unloaded pawns.
UnloadedWorldObjectComp(parent=Settlement Eraarethad (tile=12636,0) at=12636) :: Have 0 unloaded buildings.
UnloadedWorldObjectComp(parent=Settlement Eraarethad (tile=12636,0) at=12636) :: Have 0 unloaded pawns.
UnloadedWorldObjectComp(parent=Settlement Hien Stronghold (tile=256217,0) at=256217) :: Have 0 unloaded buildings.
UnloadedWorldObjectComp(parent=Settlement Hien Stronghold (tile=256217,0) at=256217) :: Have 0 unloaded pawns.
Cipher Tamer 30 Jul @ 2:00pm 
I’m going to see if this works with low orbit locations once I get there!
Ronin 23 Jul @ 8:19am 
This mod is amazing and has saved my playthrough. I had a really successful run and started snowballing with prisoners, had over 20 pawns and 5 prisoners and started mass starvation. Had to split my colony to get food but could no longer use speed up time because managing two colonies at once + caravans was way too much work. The outposts mod seems quite OP whereas putting an entire colony on hold is a little more balanced and works perfectly for me. Now I can focus on building up a second colony at my own pace. Thanks!