RimWorld

RimWorld

[SR]Factional War (fork)
62 Comments
Seseel Lybon 19 Sep @ 8:41am 
I believe some of the errors might be coming from Rimatomics (AMOS ability) and Spotted. Both allow the player to see an incident before it arrives. Basically holding it, giving the player a notification and delaying it for several ingame hours
llunak  [author] 18 Sep @ 8:29am 
@北鎮撫司鎮撫使 The translations have not been updated for several years.
北鎮撫司鎮撫使 18 Sep @ 6:13am 
还支持中文吗?
llunak  [author] 13 Sep @ 8:40pm 
@Starempire42 No. No licence, and I find those icons worse.

Also, since it's just a texture mod, it presumably still works in 1.6, so no need to include it.
Starempire42 13 Sep @ 2:19pm 
Any chance to include this retexture into the base mod?

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2982697389
ψMojave-Rangerψ 3 Sep @ 8:01am 
Thank you Ilunak!
Snues 31 Aug @ 7:37am 
Honestly my favorite mod. Thanks for picking it up.
Wimpypumpkin 29 Aug @ 10:24pm 
Makes sense
llunak  [author] 29 Aug @ 9:54pm 
@Wimpypumpkin Useless problem description I guess.
Wimpypumpkin 29 Aug @ 8:01pm 
Getting an error thrown when trying to make a raid i guess

Could not resolve arrival mode for raid. Defaulting to EdgeWalkIn. parms=target=Map-0-PlayerHome, points=3253.389, faction=Faction_405 (TradersGuild), raidStrategy=SrFactionFirst
UnityEngine.StackTraceUtility:ExtractStackTrace ()

[SR.ModRimWorld.FactionalWar]raid arrival mode is not usable: target=Map-0-PlayerHome, points=3253.389, faction=Faction_405 (TradersGuild), raidStrategy=SrFactionFirst
UnityEngine.StackTraceUtility:ExtractStackTrace ()
llunak  [author] 13 Aug @ 7:26am 
@free kill Fixed.
NotherKiller 10 Aug @ 10:30pm 
dejaron de salirme las peleas de facciones
llunak  [author] 10 Aug @ 2:27pm 
@Riven Not in this mod.
Riven 10 Aug @ 12:33pm 
Am I crazy or was there once an option to watch factions fight each other in the wild from afar? I ran this mod in '22 and back then, at the top of the screen, clicking next to your colonists' icons took you to the battle taking place elsewhere on another map, allowing you to watch them fight. Was this feature removed or what? Confused...
llunak  [author] 5 Aug @ 9:49pm 
@brokefire As the description says, it's just a couple of incidents, so yes.
brokefire 5 Aug @ 2:51pm 
can i add mid game? 1.6
free kill 2 Aug @ 11:31am 
little oversight, sometimes the faction assault event picks the star flight company and which case no pawns will spawn and the event will end instantly
仿身泪滴 19 Jul @ 5:57pm 
i l u
тетеря, блин 17 Jul @ 6:35am 
@llunak, wise! wish every mod had its announcements page.
R41N 17 Jul @ 6:08am 
thanks Ionfribate. Hopefully the author of the 1.6 version implements that change.
llunak  [author] 14 Jul @ 12:34am 
In case you want to be notified about important changes in the mod but don't want to subscribe to this discussion and be notified about every random comment, I have created a pinned "Announcements" conversation above, where posting is not allowed. Sadly Steam doesn't show locked conversions on the mod's main page, but just click "Discussions" or the link at the end of the mod's description.
тетеря, блин 12 Jul @ 8:40am 
would be great to have Rim War somehow intergrated with it. for now it's still in 1.5 and may be abandoned.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2222935097

also, please, consider intergrating support for this mod to specifically restric loot spawning from these events or make them drop less:

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2002001082

🙏
Ionfrigate12345 11 Jul @ 9:25am 
@llunak I haven't started playing Odessy yet but from what I saw previously in SOS2 / Rimnaut 2, Factional War and Raid Extension will spawn regular pawns on space, then die quickly for lack of protection suits.

So I prevented the events of these two mods on these maps for avoid immersion breaking.

Odessy may have the same problem
llunak  [author] 11 Jul @ 9:23am 
@Ionfrigate12345: That does not sound right, the game should have a mechanism for vanilla raids. I can see layer white/black lists in defs and from a brief look it looks like these are automatically blocked by their arrival mode.
Ionfrigate12345 11 Jul @ 7:38am 
Hi author,

As previous 1.5 continued author, just a reminder that Odessy space map will also need the same patch for this mod and Raid Extensions, to prevent mod events from triggering there.

In the class HarmonyUtil, function IsSOS2SpaceMap(Map map), you now need to identify all space maps from SOS2, Rimnauts 2 and Odessy DLC. You can refractor it to IsSpaceMap(Map map) and use the following function to identify OdessySpaceMap by the new biome "Space" / "Orbit".

I implemented this function in my other mods having the same compatibility requirement with Odessy.

======================

public static bool IsOdessySpaceMap(Map map)
{
return (ModsConfig.OdysseyActive && map.Biome == BiomeDefOf.Space
|| ModsConfig.OdysseyActive && map.Biome == BiomeDefOf.Orbit
) //Odessy space maps
;
Leozingameplays 9 Jul @ 11:52am 
Works with RimWar and Empire?
Leozingameplays 9 Jul @ 11:52am 
Works with RimWar and Empire?
Potato Gaming 30 Jun @ 4:38pm 
Is there any bugs for 1.6 version of this mod? just making sure so i don't have an unstable experience.
llunak  [author] 30 Jun @ 1:29am 
@gravy: This should act as a drop-in replacement.
gravy 29 Jun @ 8:20pm 
I apologize if this has been asked already - is there a difference between this current version and the other uploaded by Ionfrigate in a 1.5 playthrough?
Braincell 24 Jun @ 5:29am 
@llunak why not call it Factions at War
llunak  [author] 18 Jun @ 2:01pm 
@TorMechia: That mod does not specify its licence, so no. But given that it's just a texture mod, it probably still works.
llunak  [author] 17 Jun @ 11:46am 
@Ionfrigate12345: Ok. I'm not sure what to call this version now, I don't want to call it continued to still distinguish it from yours, I'll think about it, possibly I'll keep it the way it is.
Ionfrigate12345 17 Jun @ 11:27am 
Hi author,

I'm the 2nd hand author of 1.5 continued (Factional War and Raids Extension)

I see you update actively these two mods, so I just abandoned mines and redirect to your forks. You can remove your fork tag if you want, from 1.6 yours will be official continued. I will focus on my other mods.

Just one thing to be added in description: In 1.5 continued I added compatibility of SOS2/Rimnaut 2 to prevent the event from happening in space. Maybe good to know to some SOS2/Rimnaut 2 players
Blue 16 Jun @ 1:59pm 
Thanks for the quick resolution! Really appreciate your work.:steamthumbsup:
llunak  [author] 16 Jun @ 8:27am 
@Blue: A mistake from updating to 1.6. Textures should work now.
Vash 16 Jun @ 7:34am 
Sadly i will have to go without this mod. It's just not working at all. Icons not showing on the world map. Factions not showing up and lots of other bugs.
Blue 16 Jun @ 6:48am 
Anyone getting this error? Could not load UnityEngine.Texture2D at World/WorldObjects/Sites/FactionWarContentionExpand in any active mod or in base resources.

Tried running with just Harmony and factional war + all dlc. Immediate error spam as soon as I go into map and spawn a site.
Myphicbowser 12 Jun @ 4:05pm 
You should probably unsubscribe from other versions of the mod Pippin
Pippintastic 8 Jun @ 5:30am 
for some odd reason, every time I swap this in with the Continued version, after a little while they somehow swap back and the Continued version returns to the activated list and the Forked one goes inactivated.
Head 26 May @ 4:23pm 
Is it possible to make the Faction Defense incident also happen to friendly factions? This way we can help them defend, rather than help attack.
TorMechia 15 May @ 1:51am 
Would it be possible for this (abandoned) mod to be integrated into this fork?

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2982697389
Ionfrigate12345 1 May @ 5:35pm 
Hi I'm the vanilla continued mod updater

If you are interested you can keep on this fork. I'm working on something else for now
Head 1 May @ 8:53am 
Thanks for the update!
kev675243 30 Apr @ 1:05am 
tested a faction war on colony map with my late game save, got this message: "A group of mercenaries from The Gray Panthers and a group of Rebel Insurgents from Rebel Alliance arrived nearby. They are attacking immediately". Afterwards both parties leave my map. Error message I found in console discussion
llunak  [author] 24 Mar @ 12:26am 
@Gear`O`Derm: It does not appear to be specific only for pawns spawned by this mod.

@@Headstrong: Actually, as reminded, the mod has an option to do mothballing, although it should be enabled by default, so I don't know what exactly your problem should be.
Gear`O`Derm 23 Mar @ 7:39pm 
Hi, I would like to ask if the option that provided in the settings (removing unneeded pawns before each mass pawns spawning) removes the world background pawns generated by other mods? Or does it only involve pawns spawned by this mod?
llunak  [author] 23 Mar @ 6:20am 
@猫雷Kiss: This is pretty much a drop-in replacement with fixes, so yes.

@Headstrong: The mod does not do anything special here. Try searching for a mod that checks mothballing.

@kmarx4235: Can you reproduce that in a new otherwise unmodded game?
猫雷Kiss 23 Mar @ 5:09am 
can I remove the original mod and add this in current save?
Headstrong 19 Mar @ 3:57am 
Having an issue where it remembers WAY too many pawns after the event ends, bogging the game into a laggy mess even after the event map is gone.