RimWorld

RimWorld

[RH2] Metal Gear Solid
Set FOXHOUND Insertion faction to pawns that crash land with RH2_Podcrash_FOXHOUND incident
I'm not playing as foxhound starting scenario. I got an incident where a foxhound pawn crash landed and they have no faction affiliation. Id like to pass them into the world with the foxhound faction but it seems like they are just meant to join your faction which I don't want.

Does the faction need to have a physical presence on the world map? Or can they roam as foxhound faction as singular pawns with debug menu or somehow adding the faction to them?

The faction does not seem to exist unless you create it by choosing the starting foxhound scenario, so it seems you can access the faction with debug menu in an already created game where you don't choose the scenario at the start.
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Showing 1-2 of 2 comments
Chicken Plucker  [developer] 18 Jul @ 10:05pm 
Hello sorry for the late reply. I don't get notifications for these.

Simply put, you can release the pawn after rescue (same with any other pawn) and they go off into the world and return to their faction even if there's no base in the world or if the game deems it, they randomly end up in another faction (i.e. show up in a pirate raid as a new member)

But if they choose to join you there's not much you can do besides exile, which may affect colony morale. Yes the faction itself doesn't exist outside of the scenario, so by default the pawns from the incidents belong to "ancient" non-hostile, same as the cryptosleep soldiers in synthread. They have no base in the world, they just exist.
Last edited by Chicken Plucker; 18 Jul @ 10:07pm
Shmowder 18 Jul @ 11:31pm 
All good, I've just been assigning them to MSF whenever I get them. Thanks for all your mods bro :rocketrat:
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Showing 1-2 of 2 comments
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