RimWorld

RimWorld

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Faction Blender (Continued)
   
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4
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Posted
Updated
1.064 MB
11 Jan, 2023 @ 12:41pm
5 Feb, 2023 @ 1:32pm
2 Change Notes ( view )

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Faction Blender (Continued)

Description

Update of SineSwipers mod
https://steamproxy.net/sharedfiles/filedetails/?id=1734490820



[invite.gg]
[github.com]


About
Are you annoyed that you downloaded all of these different races and animal mods, but they come with some boring homogeneous faction to show them off? Wouldn't it be more realistic if there were a faction that brought these races together?

Faction Blender fixes this problem by introducing a new faction that takes in refugees and wanderers from all races and walks of life to form a civil coalition!

Hobbits, Dwarves, and Elves from Lord of the Rim? Check. Elder Things? Check. Asari from RimEffect? Got them. Federation soldiers and their creations? GlitterTech commandos? Tanks? Dinosaurs? Mechanoids? Genetic Rim monstrosities? Eldritch horrors? Some race mod you just created? Yep, all of them.

Just have vanilla pawns in your game? Now you have a faction with outlanders, tribals, mechanoids, and thrumbos.

Pirates aren't left out, either. An amalgam pirate band will come stomping with their own unified gang of pawns to terrorize your town, too.

Requires HugsLib and Humanoid Alien Races 2.0.

Chinese translation by CaptainSnafu. (中文汉化,简繁可用,但都显示简体。)

Features
  • Adds two factions (one civil and one pirate) to your game. (Must be a new game or use Vanilla Expanded Framework to add it in. See FAQ entry below.)
  • New factions are composed of most pawn kinds used in both vanilla and mods
  • Also includes a third Ideology-only faction with truly random memes/precepts
  • Allows you to play the starting vanilla scenarios with a mixed pool of pawn kinds
  • A mixed set of races will also appear as refugees, slaves, and wanderers
  • Fixes trade caravan pack animals, increasing the variety and how they carry their cargo
  • Makes ancient dangers more interesting with modded creatures and pawns

Got a question or issue? Read the wonderful FAQ![github.com]

Other Resources


  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Post your error-log using HugsLib and command Ctrl+F12
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
Last updated 2023-02-05
18 Comments
Master Kang 27 Feb, 2023 @ 8:43am 
Thank for your Mod!!
SineSwiper 5 Feb, 2023 @ 1:28pm 
You can remove this one. I've already updated the original.
akineko0 26 Jan, 2023 @ 4:53am 
I want to exclude wildman from the blended factions.
How can I do?
TurtleShroom 19 Jan, 2023 @ 11:26am 
To add onto this, I experience a problem where, when I randomize the Base Scenario's starting Pawns, I can only produce one race. If I click it hundreds of time, I will always get men, or one other race, and no matter how many times I click, I can't get anything else. I know it's this Mod because this is the ONLY Mod that allows for randomization in Scenarios to begin with.

Yes, I do have the setting to draw starting Pawns randomly, and it is enabled.

No errors are produced and I never see any indication of error or behind-the-scenes problems. It is absolutely baffling.
[RIP] Hellstorm901 19 Jan, 2023 @ 6:21am 
@Mlie Ran a test on it by attacking one of the blended factions. Can confirm it appears 100% compatible with Biotech. All the custom race pawns who spawned Kijin, Kurin, Mona, Elves appeared to have their correct Xenotypes and the genes required to spawned in for those specific races rather than simply being baseliners or assigned random genes
Mlie  [author] 19 Jan, 2023 @ 6:07am 
@[RIP] Hellstorm901 There is no specific code for Biotech stuff in this mod so its really up to the race-definitions and vanilla code to define the outcome.
[RIP] Hellstorm901 19 Jan, 2023 @ 5:48am 
@Mlie Oh yes I get that but I'm just wondering how this mod handles xenotypes because by default it's saying the blended factions are 100% Baseliner which I would assume means any pawn spawned by this faction will not have any genes including the genes which are added to that race if they spawned in via their modded faction or as an event
Mlie  [author] 19 Jan, 2023 @ 5:43am 
@[RIP] Hellstorm901 This mod is for HAR races, not biotech. Its up to each race to define what genes they can have
[RIP] Hellstorm901 19 Jan, 2023 @ 5:42am 
How does this mod handle Biotech? I know that other races will show up but will they still maintain the Xenogenes of that race or will the mod convert them to baseliner?
Zacky 0.0 13 Jan, 2023 @ 7:00pm 
Finally? a tank battle? :O