RimWorld

RimWorld

No Disabled Factions In Quests
22 kommentarer
Kathanon  [ophavsmand] 21. aug. kl. 17:11 
Oh, yes, that isn't what it does. It makes it so if you disable one or more factions in the world setup, you don't get broken quests trying to use the disabled factions.
SaWiX 21. aug. kl. 17:08 
okay i think i misunderstood this mod's usage. i thought it removes mech quests after you defeat the mech hive in odyssey. my mistake.
Kathanon  [ophavsmand] 21. aug. kl. 13:56 
I'm sorry, but I'd rather not have to maintain fixes for quests from mods.

You should turn to the authors of the mod that adds the quest. They could probably also use the information that you copied for me.
When I clicked the link, it told me it was either set to private or awaiting moderation.
SaWiX 21. aug. kl. 11:58 
https://pastebin.com/vsNcRTP7
heres a prisoner quest with two mechclusters, it is a quest related to the maru race mod so i dont know if thats the cause
Kathanon  [ophavsmand] 14. juli kl. 18:08 
Update:
- Support for RimWorld 1.6.
тетеря, блин 12. juli kl. 14:43 
does it work with 1.6?
Amateur 12. juli kl. 11:38 
@Pimp Lucius you can still create mechs and summon bosses, but bosses and their escort will be neutral, you'll need to manually attack them.
Kathanon  [ophavsmand] 28. apr. kl. 6:54 
Not sure. I don't think so. You could just try it.
Pimp Lucius 28. apr. kl. 0:18 
off topic question but i gotta ask since i cant seem to find anything online about it, does outright disabling the mech faction also remove your ability to create your own mechs and advance your mechtech research tree or can you still summon the specific mechanoid threats that you need to get more things to research?
SquigglyV 25. apr. kl. 18:19 
Thanks for this mod, it seems to have fixed a recurring crash I've been getting which I suspect was caused by the game trying to generate Empire quests/incidents when they're not present in the world. Rimworld really really hates it when you turn off the Empire lol.
Kathanon  [ophavsmand] 10. apr. 2024 kl. 19:00 
Updated for RimWorld 1.5.
Patryk Sage 29. jan. 2024 kl. 15:06 
I'm not sure if this is a bug, but if you have the fierce tribe enabled but the neanderthals disabled it will still use the neanderthal tribe when generating a camp. I think this is because in the code (core) - neanderthal tribe is labelled as a replacement for the fierce tribe.
Kathanon  [ophavsmand] 17. aug. 2023 kl. 21:46 
I don't know. I haven't used that one. Probably not, though.
Victor 17. aug. 2023 kl. 14:57 
Kathanon  [ophavsmand] 3. juli 2023 kl. 17:49 
It should. It's implemented in a very generic way.
Goblin Conscript 3. juli 2023 kl. 17:45 
Does this work with human factions, ie no more random tribals when tribals are disabled?
thezodiarc 2. feb. 2023 kl. 6:54 
thanks a lot that does make a lot of sense
Kathanon  [ophavsmand] 2. feb. 2023 kl. 5:55 
@thezodiarc
Not sure how they work. The mod only prevents quests that would have failed to spawn their threat. So if the mechanitor events require the mechanoids faction, then they would not have worked even without this mod (since the threat is what carries the reward).
thezodiarc 2. feb. 2023 kl. 4:14 
love the mod so far but i was wondering. do the mechanitor events still happen? the raids by the big mechs that you call in i mean.
Yekaterinnani 25. nov. 2022 kl. 11:57 
@Kathanon Okay thank you c=, great mod idea for fix this 'bug'
Kathanon  [ophavsmand] 25. nov. 2022 kl. 10:19 
@shiriukaa
I haven't tried that mod specifically, but it shouldn't be an issue. It just blocks quests from generating threats that can not spawn.
Yekaterinnani 25. nov. 2022 kl. 9:51 
How this works with sacrilege hunters missions from "Caravan adventures" mod?.

When I create a world I don't see any faction named "sacrilege hunters" but once entering the game, there is a lot of quests from sacrilege hunters and it generates the faction in the world, and that's okay for me, I just don't want that this mod delete the quests from "Caravan adventures".