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I can accomplish what I want to do by adjusting the faction exclusions manually as my colony advances, but on a heavily modded game with a lot of factions, it would be much easier to specify a tech level instead. Even easier would be integrating with Ignorance is Bliss so that it obeys that mod's dynamic restrictions on the tech level of factions that interact with the player.
A Glorantha reference? In MY Rimworld?
Fuckin' based.
1. Does your map need roads for this to work: no, travelers will arrive regardless but roads tend to give them a wide journey across your map if you have the settings configured to use roads specifically, if you don't have roads or don't use those settings, they will sometimes travel west/east or north/south (and perhaps cut through your base so careful of hostiles) but other times may travel west/north in which case they briefly pop in at the side of your map and are gone into the north corner within a minute
Re: Rim War ... interesting idea, but I'm not sure if the feasibility. I'll try to take a look at it during my full mod review, already in progress ...
Also, a suggestion while I'm here, assuming this isn't already a thing: Rim War has actual caravans and other units moving around the world map, so would it be possible to patch Silk Road to take that into account? So if a caravan of an enemy faction is moving through the tile with your base on it, they'll actually walk through the area like they do now? That'd be an awesome little addition ^_^
Custom pawn isn't fully implemented, you may see Zal or Sora 10% of the time, and they don't do anything as yet. More to come there.
Maximum number is also not working right, I need to rework the logic.
Set to 1, Not effective ~
Do I feel like it's not working, or am I misunderstanding?
Sincere had some interesting mods (The map transforming one was interesting but seriously broken) so it's sad they turned out to be... well, a menace.
I very much look forward to using this in a run. :)