RimWorld

RimWorld

Faction Manager v1.6
113 Comments
lordmizou98 31 Aug @ 9:17am 
Would it be possible to add support for vanilla camps ?
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!
jessiuss 21 Jul @ 11:15am 
This is perfect for my next playthough, I was wondering if its compatible with kes outposts? I wonder if it will overload the colony with resorces or fail to deliver... i will test when I get off work if no one knows, just mod shopping on the clock, lol.
Tobi 15 Jul @ 4:17am 
Great, thanks :)
Lumi  [author] 15 Jul @ 4:02am 
Hi @Tobi, I've noticed it myself as well. It's just overzealousness in the logging. I have a fix in mind, just need to get around to implementing it and shipping it out. It's been annoying me as well. Expect a fix soon-ish.
Tobi 15 Jul @ 3:33am 
Hi, I'm getting quite a few log messages of the following type from your mod (to the point where Rimworld stops logging altogether):
UnloadedWorldObjectComp Init
UnloadedWorldObjectComp(parent=Settlement Settlement (tile=142388,0) at=142388) :: Have 0 unloaded buildings.
UnloadedWorldObjectComp(parent=Settlement Settlement (tile=142388,0) at=142388) :: Have 0 unloaded pawns.
UnloadedWorldObjectComp Init
UnloadedWorldObjectComp(parent=Settlement Settlement (tile=71449,0) at=71449) :: Have 0 unloaded buildings.
UnloadedWorldObjectComp(parent=Settlement Settlement (tile=71449,0) at=71449) :: Have 0 unloaded pawns.

Is this your mod simply being a bit overzealous with logging, or is there something else wrong with my save?
Lumi  [author] 11 Jul @ 8:18am 
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.
slojownicy 11 Jul @ 4:42am 
Best mod ever. Thank you
Cipher Tamer 10 Jul @ 10:35am 
Thank you in advance for the update! I hope your health improves soon Lumi!
Lumi  [author] 10 Jul @ 8:10am 
Also apologies for the radio silence. The last DLC really wasn't my thing, and finding time to fix the issues when I couldn't find a different workaround was a bit hard, but the 1.6 update turned out to be easier than 1.5. Hope you'll all enjoy the mod going forward.
Lumi  [author] 10 Jul @ 8:08am 
Update: I should be able to have a 1.6 version ready on release. It will include some fixes for the droppod workaround, so that aging and pawn relations work without spawning using a droppod.

Compatibility with existing v1.5 saves is still TBD. Either way, they will have pawns that are inside a cryptosleep casket still spawn using a droppod if they're unloaded using v1.5. When unloaded in v1.6 that will not occur anymore.

Fixes for droppod workarounds might be fixed and in v1.5 as well, depending on demand. Let me know if anyone wants it, it's more a matter of finding time to test the v1.6 update *and* v1.5 fixes.

SetupCamp mod support *should* still work, but there's no 1.6 build yet so I can't test it.

Also no support for the build-in v1.6 camps yet, although I might implement that before release if it is as straightforward as it sounds.
Lumi  [author] 10 Jul @ 4:32am 
Hi everyone! I'll be attempting a 1.6 update with some bugfixes, but my health isn't all that great at the moment, so I might not make the DLC release. But I'll try to get it done ASAP.

I personally use Linux nowadays so I'd need to do more testing for stability then usual, but I'm going to try to get on it as soon as I can! <3
Cipher Tamer 5 Jul @ 8:49pm 
Hi, I really love this mod for building multi-settlement empires and I'm hoping you will be able and willing to update this mod to 1.6. Thank you for this mod!
Zeroaffect 27 Jun @ 2:08am 
This is a lifesaver. Any chance for a 1.6 update? It should totally be in the base game to enable folks like myself who love having large colonies.
Liquorice 30 Mar @ 7:39pm 
There was a potentially more elegant solution to this called Persistent Rimworlds that was abandoned at 1.2 and needs updated if someone wants to have a look at updating that one.

Github:
https://github.com/FilUnderscore/PersistentRimWorlds

Forum:
https://ludeon.com/forums/index.php?topic=46072.0

Video:
https://www.youtube.com/watch?v=zbBpCu11GYA
Milterator 29 Jan @ 4:11am 
So, I used this mod with Multifloors. The game didn't explode, but

Every time a map is unloaded you will lose everything that's not on ground level, including your pawns if they are in the upper or lower floors. Stairs will remain there and interacting with them recreates the next floors from zero. Everything needs to be rebuilt and reassigned. I haven't noticed red errors or any kind of error spamming.

I don't see a solution. This mod is not exactly popular for people to try to build some kind of integration so maps can load with all levels intact, nor think it's even possible, and Lumi is not active here.
Milterator 26 Jan @ 1:30pm 
Yeah, it would be great to load a colony without all ancients and insects being dropped in pods. I understand why pawns load like that, but it's really annoying and prone to break something.

Tip for everyone: You can use a teleport mod (like Character Editor teleport command) to put animals back in their places. You can teleport ancients, insects and mechanoids (don't know if they are pod-dropped as well) inside ancient dangers again and they should behave :)

Not the sexiest of solutions, I know
BloodW0lf 4 Jan @ 7:51pm 
any chance for an update? would be intrested in supporting with some bread if rly needed to iron out bugs and such ....
Mr. Mooks 27 Nov, 2024 @ 12:19pm 
I noticed a weird bug when enabeling on an existing save where all zones except growing zones become invisible. I play with a lot of mods, so it could be a conflict, but I disabled the mod, and it went back to normal.
АЗС 18 Nov, 2024 @ 7:25am 
Same problem with drop pods. All pawn (friendly/enemy), animals and vehicles spawns in drop pods when i trying to load a colony. This is a very interesting mod, i hope this problem can be solved. :steamsad:
ループ 6 Nov, 2024 @ 3:05am 
I'm not sure why this happens but there are two issues I'm having right now. First thing first, my game is heavily modded so there may be some conflicts but god knows which. When I try to unload a colony(my main one) while I have another colony settled, I lose control to my pawns in the new colony, and I can't seem to interact with anything. Secondly, when I try to reload my main colony back into the game, every single pawn gets transferred to the centre of the map via drop pods, including all the anomaly entities I have previous captured.
Galgen 19 Sep, 2024 @ 8:09pm 
The only downside I can find is that the peons fall into pods when it would be better for them to enter from the edge or just appear there (it's very annoying when they break through ceilings when falling from the sky).

Also, for some strange reason, all vehicles, wildlife and ancients fall along with the peons. Apart from the rest, it's a great mod that if these little things were patched, I have no doubt that it would be one of the best out there.
:dmhlove:
AutumnLight 17 Sep, 2024 @ 11:23pm 
SOS2 is really easy, just observe an area and then unload
AutumnLight 17 Sep, 2024 @ 11:21pm 
Could you give us an update on the SOS2 compability if you have a chance to take a look at it?
JoeOwnage 17 Sep, 2024 @ 12:01pm 
I hope you get this one working properly seems really handy
Goat 15 Aug, 2024 @ 10:06am 
There's an Ideology interaction whereby the amount of ideoligion followers changes if you have a mixed ideoligion colony and it removes all the roles from pawns when loading the map back in. Also extracted trees die.
Lil Beetle 13 Aug, 2024 @ 9:19pm 
is it compatible with Regrowth:Core?
Laurient 9 Jul, 2024 @ 2:23pm 
another bug but understandable is if you save when you have a caravan and no loaded settlement, you can't load this save anymore. (because the game load normally to a local map but fail because there isn't any local map).
Epoch_SoC 11 Jun, 2024 @ 12:51am 
Any chance for this to working on SOS2 maps? Like mothball ground colony after ship launch or mothball additional space map.
slojownicy 23 May, 2024 @ 5:19pm 
xxxJohnGamerxxx yes
xxxJohnGamerxxx 22 May, 2024 @ 3:23pm 
Has anyone else gotten an issue where your pawns are completely gone when loading a saved colony?
Jet 9 May, 2024 @ 12:58am 
is that issue still happening
rosebmelon 27 Apr, 2024 @ 6:25pm 
@ferny
I am having this issue as well. What appears to be happening is all pawns including animals, colonists, and even the pawns in the cryosleep caskets from the ancient danger are dropped in a single area from transport pods (strangely this didn't move the mechanoids or insects within the ancient danger for me)
I didn't have any mods or DLC loaded except for harmony and faction manager
ferny 24 Apr, 2024 @ 8:53pm 
Getting an absolutely insane quirk where when I unload then reload a map a NOAH'S ARC of animals drop pods in, like 100 animals or something and a group of hostile ancients. No idea why, it's every time I do it. If you want my modlist its my mod collection fernworld 1.5
Lion 24 Apr, 2024 @ 3:11pm 
@Maccie on 1.5, and the console says "Have 0 unloaded pawns"
slojownicy 22 Apr, 2024 @ 7:31pm 
@Maccie on 1.5, and the console says "Have 0 unloaded pawns"
Lumi  [author] 22 Apr, 2024 @ 9:10am 
Update: fixed an issue with the saving acting differently between versions with genes (Biotech) and without since the latest build.

You might get some errors about mechanoid raiders at the unload. It should not be an issue for the gameplay, but is a consequence of how the game handles pawns and maps.

As always, saving before unloading a map can be wise, as what this mod does is kinda not what the game was built to do.
Lumi  [author] 22 Apr, 2024 @ 1:22am 
@Hamm on version 1.5? Does the dev log show any issues or errors? The pawns should stay loaded seperately. However if you use a mod that erases pawns that are not on a map, that might lead to unintended behaviour.
slojownicy 21 Apr, 2024 @ 3:21pm 
how come when i unload a colony then reload it everyone is gone
olaflex0306 19 Apr, 2024 @ 9:46pm 
OHH you guys COOKED
Lumi  [author] 10 Apr, 2024 @ 4:49pm 
Update:

- 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.