RimWorld

RimWorld

Vanilla Factions Expanded - Deserters
1,302 Comments
GoblinEngineer 6 Oct @ 8:46pm 
Ahh, I'm kind of wishing I had looked at the comments before starting to use this. Oh well, I'll get rid of it after this run
onomi1 3 Oct @ 2:46am 
Even when information is present, it isn't recognized. There's no target. Without fixing these issues, gameplay is impossible. Looking at the comments, it seems there are more bugs, but is the fix progressing?:steamsad:
M4 30 Sep @ 8:19am 
Well well well
Alu 28 Sep @ 7:42am 
i played this mod like 2 weeks ago and 1 didnt happen
3 didnt ether
so chances are
conflicts that no one reports with proper logs
John Helldiver 28 Sep @ 5:19am 
Is anyone fixing this broken mod? Major issues:

1. Trade ship spawn rate is surreal - almost 2-3 per day in some cases.

2. The starting scenario is almost unwinable - within 2-5 days the Empire sends missiles to kill everyone. Starting on 85 awareness is stupid. its meant to start on hidden.

3. Quest target spawn issues.

Etc etc. How is this part of the well organised Vanilla network when its so poorly managed.
Happy Coconut 24 Sep @ 3:05pm 
Hi, I don't have a lot of time to play, nor do I trust myself to get far enough to find out myself. Bio secured crates can only be opened by ex royals, I'm m assuming that's anyone with a title. Do they have to be part of our faction, or could they also be a slave? I'm thinking how deserters wouldn't take every/any royals into their ranks.
lochmere 22 Sep @ 5:51pm 
hmmm so I joined the deserters, but then got the usual mission for helping a knight being chased by a manhunter animal. It said in the quest that they would be hostile on sight, but when I accepted it, they joined normally, non-hostile, and was able to get in the shuttle and leave without issue, including my pawn getting the freeholder title. any ideas? Could be a weird mod conflict maybe
klirko 20 Sep @ 2:06am 
Hail Mary here, but does anyone know how the empty assassination plot bug works? I know it involves saving and reloading after accepting the quest, but I just figured out if I send a single pawn there it will spawn everything. Send more than one? The usual GenStep dev log pops up. I am hard locked at the moment and I do not want to give up on this run because of a terribly timed crash + not knowing you can't save at all after accepting those quests.
Lulamine 17 Sep @ 11:46am 
theres a dev action to generate a plot mission, and it looks like I can keep going using that, but theres no way to complete the baron one since its bugged.
Lulamine 17 Sep @ 11:41am 
+1 on the gravships bugging out plots, I cant start any more after Baron, and I did build my gravship right after the last plot to escape divine inferno. Hope they look into this, was really excited to play odyssey hit and run with the deserters.
Ullthar 16 Sep @ 3:41pm 
Gotta ask, because it is starting to get annoying to have random pawn deaths:

Are small groups of deserters supposed to randomly spawn inside my base? Because the only way of knowing they appeared is either by luck or having another colonist downed or even killed.
Snowy 11 Sep @ 2:17pm 
is there any way to switch sides from deserter to empire with dev commands at all?
AyaCat24 11 Sep @ 11:28am 
根岸 - I wish I had seen your comment before! I've got the same issue. Accepted the first plot mission while on a space station. Can't start the plot after.

Does anyone know a solution?
kio 8 Sep @ 6:32pm 
Getting a weird language bug with this on and dev mode. only stops when i turn it off. It's the localization bug with french letters.
根岸 6 Sep @ 2:58pm 
Warning for other players and those about to play:
(I have already submitted this to the bug report form, but I'm sharing this for other players' awareness)

If you accept a Plot quest while on an asteroid or other orbital location, you will be unable to accept new Plot quests afterwards.

I tested with a new save using these MODs:

Harmony
Core
4 DLC
HugsLib
Camera+
Character Editor
Mod Error Checker
VE Framework
VFE Empire
VFE Deserters

Steps to reproduce:

1. Built Grab Ship in GOD mode
2. Built Burnout intel scraper on ship to become hostile with Empire
3. Traveled to asteroid in orbit
4. Used Dev mode for intel, then used Comms console in orbit to order Plot (error occurred)
5. Flew to quest location and assassinated noble (error on map entry)
6. Returned to Grab Ship - Plot acceptance button and rewards had disappeared from Comms console
Kingofthe7nights 2 Sep @ 10:48pm 
We need a way back from the final mission, i finished it and was stranded
onomi1 30 Aug @ 10:21pm 
There are quite a lot of bugs. When you go to assassinate a VIP, it turns out to be empty, or even though you have military information, it's recognized as zero.
Grave 29 Aug @ 5:12am 
Hoi Oskar finally engaging with the mod. I was reading the description on Absolver armor and it claims to camouflage the wearer. Is this just fluff or is it meant to act similarly to VAE Ghillie suit? I had an assassin attack me and I could see him. Perhaps he was camouflaged until he attacked me...
Olsen 29 Aug @ 1:43am 
yeah uhm with the new map generation some of the downed shuttle plots just don't work at all
Alu 25 Aug @ 9:41am 
ce handles ce compat
this is the norm
Фольга 25 Aug @ 9:04am 
No CE support:steamsad::steamsad:
ItsBobu 21 Aug @ 11:27am 
@coochieparade the turret pipeline author says that the VFED turrets have an interesting rearm system on their own, so they will not be changing it. As someone who ran both of them side by side, I have to say I agree.
maxvmaxvmax 21 Aug @ 5:32am 
when in settings, if i want visability to go down, would i do -n or n
Jet 21 Aug @ 3:27am 
is the visibility gained from a mission based on the wealth of the colony that orders it? because all quests grant 100+ and the limit seems to be 100, so i see no reason not to stack em all high then work to decrease it if they all give me the inferno response anyway
coochieparade 20 Aug @ 12:41pm 
I wish the new turrets were compatible with the turret ammo pipes mod but other than that great!
xXAntrexXx 20 Aug @ 4:23am 
@Chgnr it is a precaution, you cant revert it once you did. i save before every assasination so i got lucky with that
Jet 19 Aug @ 10:43pm 
would love more quests
Vhis2enty 19 Aug @ 8:06pm 
WORST mistake of my life helping the deserters in the early game lol, theres no way to AT LEAST make the empire neutral? can´t i imprison the deserter and turn him in?? :steamsad:
EzraNox 19 Aug @ 7:54pm 
Uhhhhhhhhh I don't know why. accepted the imperial proposal, but Empire is still enemies with my colony
Chgnr 19 Aug @ 3:18pm 
@xXAntreXx Does this mean that you can stops the bugs and get the option to start the quest even if those were missing earlier ? Or that this is a precaution to take before accepting a quest ?
xXAntrexXx 18 Aug @ 5:23pm 
I found the issue for me; accepting the next mission on the tile you had the last mission at (like when you land with your gravship), counts as accepting in space. meaning that you need to hop to a nearby tile and then you can accept the next quest.
xXAntrexXx 18 Aug @ 5:12pm 
Exact same here, would be great if it was fixed cause it stopped my deserter killing spree completely
pocru 18 Aug @ 1:06pm 
I'm having a similar issue as Spesh, for what it's worth. Otherwise great mod.
Spesh 16 Aug @ 4:16am 
Is there any way to forcefully re-generate the plot missions? My next one has no option to accept it, and nothing ive tried via Dev mode or wiping quest data via save editing has worked
CrazyBikerBear 14 Aug @ 11:05am 
@orfanclub6 lil late but i did the same
freeholder, yeoman, acolyte-loss
knight 8
praetor 16
baron 24
count i3
archcount i4
marquess i5
duke i6
archduke i7
consul i8
magister i9
despot i10
stellarch i12
high stellarch i18
Dwado 14 Aug @ 7:50am 
any way to adjust the mission rewards? Deserters giving me 1-star missions that reward like 7000$ worth of materials while normal 1-star missions give like 1000-2000. Also most missions give 50+ intel which is equivalent to 5 charge rifles or 5 empire implants. Really unbalanced.
ChrisB 14 Aug @ 5:50am 
hiya, I’ve made a mod that creates a tech print for the end of the odyssey questline and should only appear there. was all good until someone reported that the tech print appears in the deserter’s intel ‘shop’. I assume that the VFED assembly just latches on to all techprints generated by vanilla and I wondered if there was any sort of workaround you could recommend to easily patch it out or add an exception? I spent a while on this today and couldn’t figure out whether you’re using any simple tags or something to generate a list of tech prints to the ‘shop’. I tested a roughly similar mod to mine (techprint for cryptogear), their exclusive techprint is also generated in the deserter’s comms console intel store
Sera 13 Aug @ 10:32pm 
I just thought of something. How do the deserters even exist? think about it

join them lose title so empire knows the second you leave.
pillars that instantly know a deserter on sight.
empire with weapons that glass worlds.
Empire with fine detailed info on who is what rank and where.
info that expires in less then a month implying the empire is extremely skilled and efficient.

other then game needed to be balanced how am i not glassed off the planet the second I join and how do the deserters even exsist as a faction? Also why? As long as your not actively against the empire they don't seem to care what you do.

genuine question.
[NCE]RotInPixels 13 Aug @ 9:33pm 
How do I view my visibility?
Spesh 13 Aug @ 6:00pm 
It seems like the destination of the next plot mission is based on where you accepting the previous plot mission. If you accept and complete one planet-side, then hop into orbit and accept+complete the next one, then the one after that will bug out, displaying no rewards, and no opportunity to accept the mission at all, essentially soft-locking you out of the Deserters ending
Misterdino Prime 13 Aug @ 1:01pm 
this mod with the next mod could receive a super buff, imagine could enter in the ship of the emperor himself
Dezerker 10 Aug @ 8:58pm 
so im having an issue and wondering if soemone can help me find why, i get the first desserter quest to save the pawn, go and attack the outpost they give give me and claim the psylinks but i cant call the desserters on the comms after, if i cant access the ui im not going to be able to use the mod and im trying to figure out whats conflicting
Cleric_McManus 9 Aug @ 12:52pm 
@Darth Diabetus are you using the Damocles Deserter story teller?
Peldrigal 8 Aug @ 7:16am 
The number of visibility points given by missions seem wildly off with the 0-100 scale: it's very easy to go from "barely heard of" to "public enemy number 1" by just doing a plot and one random mission to gather intelligence, and the overcorrecting to "never heard of", being stuck in a doom loop of not having intelligence to get new missions, and not being assigned any by the narrator because your visibility it is too low. It is overall a pretty frustrating experience.
lydocia 8 Aug @ 5:58am 
I made a few bad choices and TL;DR I am now public enemy number one and I'm getting a Divine Inferno in a couple of weeks. How do I lower my visibility?!
Orfanclub6 7 Aug @ 10:41am 
Can someone copy paste the deserter declassifier "Title X = Y Intel" into the item's description.
Pretty please, I tire of coming back here to check.
Shadow 5 Aug @ 10:55am 
Is the Deserter storyteller and/or visibility mechanic linked to orbital traders passing by? I had a ton of ships come by at the beginning of my current Deserter start playthrough when my visibility was highest, but I've been laying low since and it's been quadrums since I've seen a trader.
bobrat 3 Aug @ 10:43pm 
will be playing this mod again when they fix all the jank. dont even try to do the endgame quest
The Bungus 3 Aug @ 1:00pm 
Why am I getting quests for assassinations when I am allied with the empire and not a part of/actively opposing the deserters?
Deepfield 3 Aug @ 9:05am 
Does being in space disable any of the quests for this?