RimWorld

RimWorld

59 ratings
Friendly Hostile Factions (Continued)
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.3, 1.4, 1.5
File Size
Posted
Updated
496.298 KB
25 May, 2022 @ 6:46am
4 Apr @ 11:28am
16 Change Notes ( view )

Subscribe to download
Friendly Hostile Factions (Continued)

In 2 collections by Zaljerem
Zal's Continued Mods
439 items
Mod Fixes
35 items
Description
Original mod by syzal
https://steamproxy.net/sharedfiles/filedetails/?id=2171818469
If the original author requests it, I will remove this update.

Currently incompatible with:
Vanilla Races Expanded - Phytokin

--

Added support for Ideology (Cannibal Tribe, Cannibal Pirate), Biotech (various pirate factions)

Basically all "permanent enemy" factions are made into "natural enemies". This affects Core/Ideology/Biotech (except Empire) factions, and the following mods:

Android Tiers
The Formic Race
Iron Rim (Continued)
Vanilla Factions Expanded - Pirates
Vanilla Factions Expanded - Medieval
RimRobots
Rimworld Ultratech
Rim-Hivers!
Rimsenal - Federation Faction Pack
Augmentation Collective
Antimatter Annihilation

Note: If you wanted to pick and choose which of the above mods are affected, load any mods you want left alone AFTER this mod. It will report load order errors but they can be ignored, and only mods loaded before this mod will be made into natural enemies.

--

Previous mod notes (1.2):

This mod changes the default hostile factions (savage tribe and pirates) so that they are able to be allied with, similar to the rough tribe and outlander faction. However, they are harder to maintain good relations with compared to other factions. The pirates can also visit with their traders/visitors, but they only have combat suppliers and slave traders. Faction bases can be traded at as per usual if your relationship is at least neutral.

Starting and natural goodwill changed to -[80]. If goodwill is above that then it decreases by 30 a year.[No longer, they behave as "natural enemies"]

Rejoice, for you no longer need to kill desperate people trying to eek out a living on this brutal rimworld!(If you feel bad about killing humans, then this is the mod for you)

A special thanks to peeps on the rimworld discord for helping me with modding questions, the guy who made the autodoc, and the wiki.

V 1.0 - 7/19/2020 - Release
69 Comments
Limfjorden 30 Jan @ 11:37am 
Hi, can you add support for the Bedouins: https://steamproxy.net/sharedfiles/filedetails/?id=3063173442 ?
dawg 29 Dec, 2023 @ 3:38pm 
can you fix MH: Android Tiers Reforged[ATR] ?
gunns22 10 Nov, 2023 @ 9:01am 
Alright, all plans to test this mod and VRE Phytokin further have been officially cancelled. In fact, I just made a vow to NEVER. PLAY. VANILLA. RIMWORLD. AGAIN. That colony crashed and burned so hard that I, IRL, had a Mental Break and started forcing my own colonists to rip out each others' Hearts.
gunns22 9 Nov, 2023 @ 3:08pm 
@Zaljerem, I just tested it with loading FHF before Phytokin, and it consistently crashed at a certain point in the game, when I assume the Phytokin Intro Quest would occur. I'll see if I can replicate it on a save file without other mods, then test loading FHF after Phytokin, but it'll be a slog. I hate playing without mods...
gunns22 7 Nov, 2023 @ 4:36pm 
Heya, user Zaljerem, I just had a failed attempt of a modded RimWorld, and the Phytokin Intro Quest just kind of... happened after a while. I'll go back on RimPy, reinstall FHF, and experiment with it in the morning. It's getting late where I live.
Zaljerem  [author] 7 Nov, 2023 @ 10:37am 
Can you see if loading FHF before or after Phytokin makes any difference? Also, how do I kick off the intro quest? Never used this mod. I tried to use the dev menu but I need points? Assistance appreciated.
Zaljerem  [author] 7 Nov, 2023 @ 10:08am 
First I've heard of it. Pretty baffling, as I don't touch the name generator with this mod in any way, but I'm throwing them in a list together to see if I can figure it out. I appreciate you telling me, as it seems no one else was going to. :(
gunns22 7 Nov, 2023 @ 9:39am 
Heya, user Zaljerem, has somebody else already told you about the issues with the Phytokin name generator in the intro quest for Vanilla Races Expanded - Phytokin? If so, what's your estimate on the release date of the fix?
Monkey Magic 27 Jul, 2023 @ 12:30pm 
"Starting and natural goodwill changed to -[80]. If goodwill is above that then it decreases by 30 a year.[No longer, they behave as "natural enemies"]

Not sure if this is impacted by difficulty level, or if it retroactively calculates value based on history for existing saves, but the goodwill and natural goodwill of these factions when I installed were 100 (130) on my Naked Brutality, Blood and Dust save file.

(Edit - It's not the difficulty level, as the values are the same with easier settings)
Zaljerem  [author] 27 Jul, 2023 @ 10:42am 
Thanks, maybe when 1.5 hits I'll rebrand.