RimWorld

RimWorld

4,105 ratings
Vanilla Factions Expanded - Settlers
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
11.669 MB
8 Apr, 2020 @ 4:58am
2 Jul @ 11:09am
38 Change Notes ( view )

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Vanilla Factions Expanded - Settlers

In 2 collections by Oskar Potocki
Vanilla Expanded
110 items
Vanilla Expanded - Empire playthrough
148 items
Description


[www.patreon.com]




1.2.0 (28/04/2021): Caravan raid size now capped at half wealth value of your colony.
1.1.8 (02/10/2020): - Chemlamp can now be properly placed on top of table, dresser...
- Protection fee request now take into account colony wealth
- Saloon doors now open quicker than normal doors
- Caravan raid is now using the quest system. The number of guards now scale with player wealth
- When using Vanilla Weapons Expanded, settlers and bandits can spawn with whip
- Bandana no longer hide hairs



After the success of our Vanilla Factions Expanded - Medieval, which was a faction mod closing the gap between tribal faction and outlander faction, we have begun work on another faction mod - this time adding frontier settlers, inspired by western films. The scope of this mod is quite similar to our Medieval mod, so you can expect it to be a well fitting mini-expansion.

Thanks to Vanilla Factions Expanded - Settlers, you can experience the harsh reality of being a gang of bandits on the rimworld frontier. Settlements of this faction are built in the same way they were in frontier America - with a main road separating a town into two parts. Thanks to new outfits and headgear, as well as several new weapons, your colonists will be able to blend in perfectly alongside all those thugs and prospectors shooting each other on the streets and drinking chemshine - a new, highly volatile chemfuel distilled alcohol. A large amount of new chemfuel-themed structures allow you to witness the power of combustible fuel, making your bases look just like the wild west settlements! A new starting scenario allows you to play bandits, a faction hostile to every other civilisation on the planet, and with new, fully revamped world quests you can become a bounty hunter or a caravan raider! Sorry, no stagecoach robbery included!

A new storyteller, Diego Dire, would like to tell you a story that begins with the blaze of glory. Not only will he provide you with more western-style events than regular, vanilla events, he will also scale backwards - meaning the beginning will be difficult, but it will slowly become more and more friendly. That is, of course, until Diego decides to start the cycle all over again, throwing the worst of the worst at you. Can you handle the challenge?

With a native support for the other Vanilla Expanded mods, settlers will come equipped with Vanilla Apparel Expanded clothing, whilst thanks to Vanilla Weapons Expanded, bandits will start using lever action rifles and sawed-off shotguns!

And watch out for drunk muffalos. Those beasts love chemshine!



This mod requires a Vanilla Factions Expanded - Core to run.































[forms.gle]



Authors:

Oskar Potocki, an artist and a designer, responsible for all the artwork and visual imagery.

Trunken, a programmer responsible for the XML code of weapons and apparel.

LimeTreeSnake, a programmer responsible for the C# and XML code of the mod.

Kikohi, a programmer who helped with finalising the mod for release.

Storyteller art by Vitalii.

Rimworld is owned by Tynan Sylvester.

Thank you:

Vanilla Expanded team for constant support.

Beta testers, including Chowder and Logger, for finding pesky bugs.

(CC BY-NC-SA 4.0)[creativecommons.org]



Q: Why did you re-release the mod?
A: The 1.1 version depends on our re-released 1.1 Vanilla Factions Expanded - Core. If I didn’t re-release the mod, I would have to add two dependencies to one mod, which would cause confusion.

Q: Can I suggest a feature?
A: Absolutely, leave a comment down below!

Q: Will you keep updating the mod with new content?
A: Possibly, but we will much rather focus on developing new modules for the faction mod.

Q: Do I need the base module for it to work?
A: Yes, the base module is required as it contains all the functionality of the mod.

Q: Is this mod compatibile with Combat Extended?
A: Yes.

Q: Is this mod save game compatible?
A: Yes, you can add it and remove it whenever you like, however you do need a mod like Orion’s Faction Discovery for the settlers faction to actually spawn.

Q: Is it compatible with Go Explore?
A: It is compatible with majority, if not all, mods. In case you encounter errors, please refer to Known Issues section.

Q: Is it compatible with Westerado?
A: Yes it is!

Q: Are the mod features active without having Diego Dire as your storyteller?
A: Absolutely! You just get more Caravan raid and Bounty Hunt events with him!

Q: Can I grow chemroot in hydroponics?
A: Yes. It requires 120% fertility - hydroponics provide 280%, which means chemroot will grow just fine. It will also grow in fertile soil. It will NOT grow in regular soil.



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Popular Discussions View All (18)
2
15 Mar @ 4:49am
Bounty Target not spawning
General_Degenerate
2
2 Sep, 2024 @ 6:57am
Caravan ambushes not spawning
Sulya Sparrow
5
19 Apr, 2022 @ 12:18pm
Reporting bug with gog version
The Old One
1,299 Comments
ItsKairoKay 6 hours ago 
@Anker did a quick test regarding the whole gatling gun, and it feels like it goes faster with those 2 warmup seconds which is supposed to be reduced by 0.25 per shot but you just end up with a really pathetic gun that your best off not using regardless, could just blame it on the mod being ancient, hell posts still lack the specialbuildradius that columns have lol, it should be easy to patch the stats to be up to snuff though.
Dr.Idot 7 Aug @ 2:38am 
You should make the chemshine barrels connect to the chemfuel pipe network,

Now that I'm flying around in a chemfuel powered grav ship, there is nothing I would rather automate then my sailor's alcohol production. I just like the vibe. Maybe add a new type of fermented/barrel? If you're up for a bigger project.

It's by far my favorite alcohol though, love this mod.🍻
Anker 6 Aug @ 8:02am 
I'm not sure how the gatling gun is intended to function, but it doesn't seem to function right now. It fires one shot every one or two seconds, which, uh, is not very... gatling-gun-y. It's barely repeater-rifle-y. I suspect the code for the speed-up-over-time busted with the update.
Gimrrin 3 Aug @ 7:48am 
Ah that's unfortunate, it was a good feature imo. No way to replicate it, I suppose ?
Oskar Potocki  [author] 3 Aug @ 7:08am 
This code no longer exists in our framework and no storyteller does that anymore.
Gimrrin 3 Aug @ 5:50am 
Hi ! The previous standalone mod for the storyteller, Diego, stated that : "Upon world generation, this storyteller will prevent factions past industrial from spawning. This storyteller lock researchable technologies at Industrial Era. After that, Techproof subpersona cores need to be used to research random future techs". As far as I'm aware, this is no longer the case

Is there any way to replicate this ? Thanks a lot for this amazing mod as always !
Zodiac Killer 29 Jul @ 2:47am 
Is it safe to assume that since the mods that are getting redone did not receive a 1.6 update, that this one wont be getting redone like a few others?
Hawkefire 25 Jul @ 8:49am 
Any chance for a darklight version of the chemlamps?
Oskar Potocki  [author] 17 Jul @ 3:16am 
I am posting this message across all of our mods because many people seem to have forgotten about it:

- We do not check comment sections for bug reports. There is simply too many mods and too many comments section to keep track of it.
- We are not looking into fixing bugs reported in the comment section. We have no way to do so. There is no logs, and no information viable for bug fixing.
- We only look into fixing and fix bugs reported using our Google Forms for bug reporting, and only if all the required logs are attached.
- The google form can be found here: https://forms.gle/rzJpjpBUijBGhpcy7
- Please do not report bugs in the comments anymore. Leave the comments for questions and feedback. Report bugs properly or not at all.