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RimWorld => Mods => Releases => Topic started by: Orion on August 29, 2016, 09:10:27 AM

Title: [1.0] Faction Discovery (updated 28.10.2018)
Post by: Orion on August 29, 2016, 09:10:27 AM
(http://ufo2.site44.com/FactionDiscovery/Preview.png)

Description
Added a new faction mod and have to start a new game? Not anymore!

Faction Discovery will make sure you have the recommended amount of (hidden) bases for your new faction on the world map when you load your game the next time.

Installation
This mod can be added to an existing savegame. It does require HugsLib (https://ludeon.com/forums/index.php?topic=28066.0).

Changelog

1.03 - 28.10.2018
- Now uses HugsLib
- Added mod settings

1.0 - 19.10.2018
- Updated to 1.0

0.19a - 29.09.2018
- Updated to B19

0.18a - 21.11.2017
- Updated to B18

0.17a - 27.05.2017
- Updated to A17

0.16a3 - 07.01.2017
- Updated to A16
- Removed all non-essential features, now only does what it says on the label
- Fixed freezes when spawning new faction members

0.15b - 30.09.2016
- New: when starting a new game, you will know the location of one other faction.
- New: you can customize in the scenario editor, how many factions you know at the beginning.
- New: incident - discover a faction. This will show the faction on the world map and allow contact / visitors / raids.
- Fix: resolved warning about language files
- New: when creating factions, existing factions are now taken into account for a better balance
- New: bigger faction blobs on world map
- Fix: better chance calculation
- Tweak: higher chance to find a faction
- New: message at start of new game
- Tweak: default is now 1 hostile and 1 friendly faction
- Fix: adjusted about text

0.15a - 29.08.2016
- Initial version


Author
Orion (https://ludeon.com/forums/index.php?action=profile;u=33462)

Download
Dropbox (https://www.dropbox.com/sh/vc1x3hx68hyw6qo/AACKzl53jgFohDDw-CQYbOXHa?dl=0)
Steam Workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=751841890)

How to install
- Delete old folder of this mod (Faction Discovery).
- Unzip the contents into your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game and restart the game.
Title: Re: [A15] Faction Discovery (v1.15a - updated 29.08.2016)
Post by: Exende on August 29, 2016, 10:15:00 AM
You naming your mod as such gives me thidea of actually sending out pawns to discover new factions in the world (a la misc. Mod), and either returning with gifts given by faction leaders or returning with a mood boost for 'exploration'
Title: Re: [A15] Faction Discovery (v1.15a - updated 29.08.2016)
Post by: Orion on August 29, 2016, 11:37:28 AM
I am sorta planning something like that long-term. Until then it's just the name...
Title: Re: [A15] Faction Discovery (v1.15a - updated 29.08.2016)
Post by: Darque on August 29, 2016, 12:32:22 PM
Quote from: Exende on August 29, 2016, 10:15:00 AM
You naming your mod as such gives me thidea of actually sending out pawns to discover new factions in the world (a la misc. Mod), and either returning with gifts given by faction leaders or returning with a mood boost for 'exploration'
You can even expand on that idea and have your pawns sent out to raid, returning with loot/slaves and a chance to be injured/killed. This would give rise to players running a pirate colony.
Title: Re: [A15] Faction Discovery (v1.15a - updated 29.08.2016)
Post by: Brovahkii on August 29, 2016, 01:34:24 PM
Quote from: Darque on August 29, 2016, 12:32:22 PM
Quote from: Exende on August 29, 2016, 10:15:00 AM
You naming your mod as such gives me thidea of actually sending out pawns to discover new factions in the world (a la misc. Mod), and either returning with gifts given by faction leaders or returning with a mood boost for 'exploration'
You can even expand on that idea and have your pawns sent out to raid, returning with loot/slaves and a chance to be injured/killed. This would give rise to players running a pirate colony.

Actually, with the MISC mods, you can essentially send your people out for a few days (usually 3) at a time to scavenge ruins and return with decent gear. Petitioning that author for raiding is your best bet since he already has a grasp on the idea.

Now, what I think would be a good idea for THIS mod is for a faction to come and and settle down on your current map, albeit friendly or otherwise so there's allies or a growing risk to adventuring out of your base.
Title: Re: [A15] Faction Discovery (v1.15a - updated 29.08.2016)
Post by: Orion on August 29, 2016, 04:05:29 PM
Or I can just keep it simple and don't do feature creep.
Title: Re: [A15] Faction Discovery (v1.15a - updated 29.08.2016)
Post by: Screech on August 29, 2016, 05:22:15 PM
Is there a maximum of factions in a game? Does this mod allow for an infinite amount of factions on a map?
Title: Re: [A15] Faction Discovery (v1.15a - updated 29.08.2016)
Post by: Orion on August 30, 2016, 02:12:09 AM
There's no maximum I would know of. If you change the faction requirement numbers, you can indeed have a whole lot of factions. Beats me why you'd want that, though :P
Title: Re: [A15] Faction Discovery (v1.15a - updated 29.08.2016)
Post by: John_Bigless on August 31, 2016, 09:51:36 AM
Quote from: Exende on August 29, 2016, 10:15:00 AM
You naming your mod as such gives me thidea of actually sending out pawns to discover new factions in the world (a la misc. Mod), and either returning with gifts given by faction leaders or returning with a mood boost for 'exploration'
YES! The ability to visit factions, give us at least a simple one, pls!!!
Title: Re: [A15] Faction Discovery (v1.15a - updated 29.08.2016)
Post by: John_Bigless on August 31, 2016, 11:03:08 AM
Aww shit, the stupid hippies corrupted my test save file.
It certainly was not a good idea to use a A15 mod on A14

Any way to fix this problem?
Also, can you give me a link to the A14 Faction Discovery mod?
Title: Re: [A15] Faction Discovery (v1.15a - updated 29.08.2016)
Post by: Fluffe on August 31, 2016, 11:05:31 AM
Quote from: John_Bigless on August 31, 2016, 11:03:08 AM
Also, can you give me a link to the A14 Faction Discovery mod?

I think this mod was just made so there is no alpha 14 version im pretty sure lol
Title: Re: [A15] Faction Discovery (v1.15a - updated 29.08.2016)
Post by: John_Bigless on September 01, 2016, 10:50:08 AM
Quote from: Fluffe on August 31, 2016, 11:05:31 AM
Quote from: John_Bigless on August 31, 2016, 11:03:08 AM
Also, can you give me a link to the A14 Faction Discovery mod?

I think this mod was just made so there is no alpha 14 version im pretty sure lol
YOU HAVE GOT TO BE FUCKING KIDDING ME.
Title: Re: [A15] Faction Discovery (v1.15a - updated 29.08.2016)
Post by: Orion on September 01, 2016, 11:04:45 AM
There is no A14 version. Although someone claimed it worked fine for him in A14. I have a hunch that was not you.

To fix your file, I'd edit the file, and find-replace the faction references of all hippie pawns to a faction you had before. Then kick out the hippie faction. Keep loading it, with the mod disabled, check what RimWorld complains about in the developer console, and fix that next.

Oh, and visiting factions is not gonna happen. Try the MISC mods. They have something where you can send colonists on missions.
Title: Re: [A15] Faction Discovery (v1.15a - updated 29.08.2016)
Post by: FoxXeL on September 01, 2016, 12:22:46 PM
Quote from: Darque on August 29, 2016, 12:32:22 PM
You can even expand on that idea and have your pawns sent out to raid, returning with loot/slaves and a chance to be injured/killed. This would give rise to players running a pirate colony.

This actually sounds like Tropico 2 Pirate Cove, haha.
Title: Re: [A15] Faction Discovery (v1.15a - updated 29.08.2016)
Post by: Orion on September 01, 2016, 02:08:19 PM
Quote from: FoxXeL on September 01, 2016, 12:22:46 PM
Quote from: Darque on August 29, 2016, 12:32:22 PM
You can even expand on that idea and have your pawns sent out to raid, returning with loot/slaves and a chance to be injured/killed. This would give rise to players running a pirate colony.

This actually sounds like Tropico 2 Pirate Cove, haha.
It was an awesome game and I loved the mechanic of sending away your guys. Nothing wrong with that. It's just completely out of scope for this mod.
Title: Re: [A15] Faction Discovery (v1.15a - updated 29.08.2016)
Post by: ThiIsMe007 on September 01, 2016, 02:46:58 PM
Quote from: Orion on August 30, 2016, 02:12:09 AM
There's no maximum I would know of. If you change the faction requirement numbers, you can indeed have a whole lot of factions. Beats me why you'd want that, though :P

To avoid getting infinite waves of mechs after using your (excellent) Hospitality mod ^.^

I am just too nice with my guests, I know.
Title: Re: [A15] Faction Discovery (v1.15a - updated 29.08.2016)
Post by: John_Bigless on September 04, 2016, 04:12:13 AM
Quote from: Orion on September 01, 2016, 11:04:45 AM
There is no A14 version. Although someone claimed it worked fine for him in A14. I have a hunch that was not you.

To fix your file, I'd edit the file, and find-replace the faction references of all hippie pawns to a faction you had before. Then kick out the hippie faction. Keep loading it, with the mod disabled, check what RimWorld complains about in the developer console, and fix that next.

Oh, and visiting factions is not gonna happen. Try the MISC mods. They have something where you can send colonists on missions.
So, i installed the mod. On my test file it went fine, until the whole thing went insane lags. So i uninstalled it and then i realized.

Lags or inaccessible save?
Title: Re: [A15] Faction Discovery (v1.15a - updated 29.08.2016)
Post by: Orion on September 04, 2016, 05:03:08 AM
It usually means you're constantly getting errors, so something broke. Turn on dev mode and check what's going on.
Title: Re: [A15] Faction Discovery (v1.15a - updated 29.08.2016)
Post by: John_Bigless on September 04, 2016, 05:31:00 AM
Quote from: Orion on September 04, 2016, 05:03:08 AM
It usually means you're constantly getting errors, so something broke. Turn on dev mode and check what's going on.
So, i tried to find the laggy save, but i couldn't find it. I must have deleted it or soemthing.
I created a new test save and hoping that the same error appears again so i can "capture" it.

The only thing i remember is that the game was insanely laggy because of the dev log getting spammed with errors, it had to do something with the hippies.
Title: Re: [A15] Faction Discovery (v1.15a - updated 29.08.2016)
Post by: Orion on September 04, 2016, 10:07:12 AM
Always blame the hippies...
Title: Re: [A15] Faction Discovery (v1.15a - updated 29.08.2016)
Post by: theubie on September 04, 2016, 10:16:17 AM
Quote from: Orion on September 04, 2016, 10:07:12 AM
Always blame the hippies...

One of the few universal truths in life.
Title: Re: [A15] Faction Discovery (v1.15a - updated 29.08.2016)
Post by: Justas love on September 04, 2016, 12:43:10 PM
So wait, what does this mod even do?
Title: Re: [A15] Faction Discovery (v1.15a - updated 29.08.2016)
Post by: Orion on September 04, 2016, 01:28:08 PM
It adds faction mods in that you have installed after starting your game. So you don't have to start over.
Title: Re: [A15] Faction Discovery (v1.15a - updated 29.08.2016)
Post by: John_Bigless on September 05, 2016, 01:55:14 PM
Quote from: Orion on September 04, 2016, 01:28:08 PM
It adds faction mods in that you have installed after starting your game. So you don't have to start over.
Also it adds as a bonus : A new faction called hippies, rather friendly people who are kind to strangers and have joints all up their asses. And maybye to be exploited.
Title: Re: [A15] Faction Discovery (v1.15a - updated 29.08.2016)
Post by: John_Bigless on September 06, 2016, 01:47:59 PM
Yes! I finnaly managed to get some sort of mod error to spam the debug log and lag the game.
Here is the error log
http://prnt.sc/cewbga
And here are the mods i am using (2 pages)
http://prntscr.com/cewcmw
http://prntscr.com/cewcso

Edit : BINGO! After saving and reloading the save, the glitch triggered http://prntscr.com/cewekf
Title: Re: [A15] Faction Discovery (v1.15a - updated 29.08.2016)
Post by: Orion on September 06, 2016, 03:34:23 PM
Congrats... I guess!?

Well, it's all vanilla code in the logs. So something must have corrupted your game state. Probably an error you received much earlier. But with so many mods, all bets are off, I'm afraid.

Keep a good eye on the console. Usually the first error you get is the culprit.
Title: Re: [A15] Faction Discovery (v1.15a - updated 29.08.2016)
Post by: John_Bigless on September 07, 2016, 12:11:11 PM
Quote from: Orion on September 06, 2016, 03:34:23 PM
Congrats... I guess!?

Well, it's all vanilla code in the logs. So something must have corrupted your game state. Probably an error you received much earlier. But with so many mods, all bets are off, I'm afraid.

Keep a good eye on the console. Usually the first error you get is the culprit.
The symptoms of the corruption are
Unplayability because of spam-lag
Also, if you would have been in my perspective, you could access the console and do further searching.
Also, where do you think i should start with the mods?
And, is there a way to remove factions from a save file? (Or at least make a version wihout the hippies)
Title: Re: [A15] Faction Discovery (v1.15a - updated 29.08.2016)
Post by: Orion on September 07, 2016, 05:08:30 PM
First of all I'd try a new game to see if the mods cause trouble just by themselves. Turn on god mode, build all the building, trigger various event (caravan, visitors, etc.) and see if any causes an error.

If your combination of mods is bugged, try and pin down the ones at fault. Often it's a combination. Sometimes the error message gives away the mod, sometimes not.

It's rather unlikely a "regular" faction is the problem. More likely a custom ones that use special classes. To get rid of a faction, Find & Replace is your friend. Make all the pawns of the faction part of a different faction, at the end kick out their definition and base. Do note that Faction Discovery will give them a new base if you keep it active. So edit their faction def, set their minimum bases to 0.
Title: Re: [A15] Faction Discovery (v1.15a - updated 29.08.2016)
Post by: John_Bigless on September 09, 2016, 12:10:06 PM
Quote from: Orion on September 07, 2016, 05:08:30 PM
First of all I'd try a new game to see if the mods cause trouble just by themselves. Turn on god mode, build all the building, trigger various event (caravan, visitors, etc.) and see if any causes an error.

If your combination of mods is bugged, try and pin down the ones at fault. Often it's a combination. Sometimes the error message gives away the mod, sometimes not.

It's rather unlikely a "regular" faction is the problem. More likely a custom ones that use special classes. To get rid of a faction, Find & Replace is your friend. Make all the pawns of the faction part of a different faction, at the end kick out their definition and base. Do note that Faction Discovery will give them a new base if you keep it active. So edit their faction def, set their minimum bases to 0.
Well, you could make "No Hippies Allowed" version for those who dont want them, wich would have the faction def set to 0.

EDIT : So i managed to find a way to disable the hippies, the def was minrequiredatgamestart, it was 1 by default and i changed it to 0, loaded a new game and voila! there was not hippy faction in the faction list.

I made sure that they are gone, i brung up the "Spawn Pawn" menu and tried to spawn a Hippy, if there is no faction for a hippy (for example, when you try to spawn an outlander but there is no outlander faction, the debug log will tell you that you cannot spawn a pawn with null faction) then he wouldn't spawn, and he didn't!

I have destroyed the regenration source of the hippies, but the survivors must be destroyed...
I am going to try something on the test save i made earlier.
And the problem is, Find and replace is beyond my skill to use.
Title: Re: [A15] Faction Discovery (v1.15a - updated 29.08.2016)
Post by: John_Bigless on September 09, 2016, 12:55:40 PM
Quote from: John_Bigless on September 09, 2016, 12:10:06 PM
Quote from: Orion on September 07, 2016, 05:08:30 PM
First of all I'd try a new game to see if the mods cause trouble just by themselves. Turn on god mode, build all the building, trigger various event (caravan, visitors, etc.) and see if any causes an error.

If your combination of mods is bugged, try and pin down the ones at fault. Often it's a combination. Sometimes the error message gives away the mod, sometimes not.

It's rather unlikely a "regular" faction is the problem. More likely a custom ones that use special classes. To get rid of a faction, Find & Replace is your friend. Make all the pawns of the faction part of a different faction, at the end kick out their definition and base. Do note that Faction Discovery will give them a new base if you keep it active. So edit their faction def, set their minimum bases to 0.
Well, you could make "No Hippies Allowed" version for those who dont want them, wich would have the faction def set to 0.

EDIT : So i managed to find a way to disable the hippies, the def was minrequiredatgamestart, it was 1 by default and i changed it to 0, loaded a new game and voila! there was not hippy faction in the faction list.

I made sure that they are gone, i brung up the "Spawn Pawn" menu and tried to spawn a Hippy, if there is no faction for a hippy (for example, when you try to spawn an outlander but there is no outlander faction, the debug log will tell you that you cannot spawn a pawn with null faction) then he wouldn't spawn, and he didn't!

I have destroyed the regenration source of the hippies, but the survivors must be destroyed...
I am going to try something on the test save i made earlier.
And the problem is, Find and replace is beyond my skill to use.
YESS!!!!!!! I have found a way to remove the hippies from the save file!
So, i decided to change a hippy faction into a pirate faction, i doubted it would work but to my suprise, it did!

Since there was no hippy faction but hippies were on the map, the game removed them solving the problem.
Title: Re: [A15] Faction Discovery (v1.15a - updated 29.08.2016)
Post by: Orion on September 10, 2016, 02:19:15 AM
Well done!
I am considering moving them to a separate mod. But since it would break the save games of people who do have them, I have to come up with a save way to do it first. Not everyone hates them :P
Title: Re: [A15] Faction Discovery (v1.15a - updated 29.08.2016)
Post by: kcirdor on September 28, 2016, 12:48:15 PM
I'm not sure if it would be this mod or the Hospitality mod, but I've had the Spacer Refugee event happen a few times since I installed them, and I appears that the spacers never attack after the Refugee's pod lands.  I assume it is because I don't know the Spacer faction? i dunno. Maybe it is completely unrelated.
Title: Re: [A15] Faction Discovery (v1.15a - updated 29.08.2016)
Post by: kcirdor on September 28, 2016, 12:53:40 PM
I have one suggestion, maybe make the starter factions level appropriate.  I spent a good 30 minutes randomizing Pawns for a Crash landed start only to be saddled with one of the hostile Commando factions that probably came from an entirely different mod.  First raid the dude came in full power armor and a incendiary pulse rifle.  Which my wooden walls and wooden dead fall traps had little to no effect on him. He just beat down the wall and killed the visiting caravan and wiped my colony after day 2 or 3.  I hope I still have the save for that one because I didn't check my wealth but I didn't start with anything special besides a Warg for my random pet.
Title: Re: [A15] Faction Discovery (v1.15a - updated 29.08.2016)
Post by: Orion on September 28, 2016, 05:33:46 PM
Good point. Although I blame the other mod for not having low level units...
Title: Re: [A15] Faction Discovery (v1.15a - updated 29.08.2016)
Post by: Jdalt40 on September 29, 2016, 02:41:09 AM
Hey Orion, are you aware that this mod has major memory issues? This mod when I installed it made the game allocate 600 MBs more for some reason, it even crashed my game?

Here is the crash report if you want it :)

[attachment deleted by admin - too old]
Title: Re: [A15] Faction Discovery (v1.15a - updated 29.08.2016)
Post by: Orion on September 29, 2016, 04:03:29 PM
Thanks for the report. But what makes you think it's this mod, and not, for example, the mod that adds "DiseasePlus" which fails to initialize correctly, or RTMadSkills, which errors out?

Or maybe this mod is instantiating another faction, which then causes the memory leak?
Title: Re: [A15] Faction Discovery (v1.15a - updated 29.08.2016)
Post by: Jdalt40 on September 29, 2016, 05:20:04 PM
Sorry about my comment being kinda 'blunt', I was tired when my game crashed and I may have been peeved for just a simple report. What is weird is that I disabled DiseasePlus a couple of days ago, I noticed it in the output log but I put it off for some reason.

I think what made me think it was this mod was because the crash happened when I opened up the map on both occasions of it crashing, I just thought it was down to something about your mod loading up factions midgame but not placing them on the map so when I opened up the map it tried to reload the textures.

I really don't know what caused this crash considering my game has never crashed within the 2 years of playing Rimworld, so sorry if this isn't your mod's fault in this crash, all I know is my game jumped from 2.4GB to 3GB in allocated memory before the crash and when I removed this mod it went back to 2.4GB.

TDLR, I have no proof that this mod caused the crash but I have proof that it caused a 600MB memory issue, might have to keep checking to see if other players have the same issue
Title: Re: [A15] Faction Discovery (v1.15a - updated 29.08.2016)
Post by: r4ky on September 29, 2016, 06:13:16 PM
Hi Orion, i have a really really huge bug with your mod it just killed my game, not a save game but the entire game, wasn't able to play anymore, creat colony etc...

i give you the link of the support topic i creat to ask help, i have tell everything and post a log too and my problem isn't 100% solved so can you check it please?

Thanks

https://ludeon.com/forums/index.php?topic=26487.0
Title: Re: [A15] Faction Discovery (v1.15a - updated 29.08.2016)
Post by: Orion on September 30, 2016, 07:02:02 AM
@r4ky: I have found your problem and responded to your post in the other thread.
@Jdalt40: I'll see what I can find. I can understand how annoying this is, especially if you can't do anything to fix it.
Title: Re: [A15] Faction Discovery (v1.15a - updated 29.08.2016)
Post by: Jdalt40 on September 30, 2016, 08:08:11 AM
Quote from: Orion on September 30, 2016, 07:02:02 AM
I'll see what I can find. I can understand how annoying this is, especially if you can't do anything to fix it.
Don't worry too much about it though, it could just be a huge coincidence that it crashes with the map open. I don't want to put too much stress on you, considering you have already done a amazing job on these mods!
Title: Re: [A15] Faction Discovery (v1.15b - updated 30.09.2016)
Post by: Orion on September 30, 2016, 08:21:08 AM
For those who are not using the Steam version, here's an

Update
Changelog (https://ludeon.com/forums/index.php?topic=25159.0)
Title: Re: [A15] Faction Discovery (v1.15b - updated 30.09.2016)
Post by: Orion on September 30, 2016, 08:24:07 AM
@jdalt40: If you're not using the Steam version, try and see if this update solves your problem. I couldn't get any further information from your crash log. Could you upload your modlist?
Title: Re: [A15] Faction Discovery (v1.15b - updated 30.09.2016)
Post by: Jdalt40 on September 30, 2016, 08:55:19 AM
Okay sure! I'll test it now :)
Title: Re: [A15] Faction Discovery (v1.15b - updated 30.09.2016)
Post by: Jdalt40 on September 30, 2016, 09:08:34 AM
It seems to fix my problems, thank you! :)
Title: Re: [A15] Faction Discovery (v1.15b - updated 30.09.2016)
Post by: Orion on September 30, 2016, 10:33:48 AM
Great!
Title: Re: [A15] Faction Discovery (v1.15b - updated 30.09.2016)
Post by: Jdalt40 on October 01, 2016, 09:10:26 AM
Lol I just figured out the issue with the crashing.... It wasn't your mod at all! It was P-Musics causing it to crash with out of memory problems, sure your mod may have pushed it over the edge by adding more memory (somehow...), but multiple players have reported that P-Music (the mod I have) causes crashes and Memory problems... Sorry about the whole deal!
Title: Re: [A15] Faction Discovery (v1.15b - updated 30.09.2016)
Post by: Orion on October 01, 2016, 01:12:40 PM
Oh, interesting! Thanks for letting me know!
Then I can focus on the problems this mod is actually causing ;)
Title: Re: [A15] Faction Discovery (v1.15b - updated 30.09.2016)
Post by: Jdalt40 on October 01, 2016, 02:16:51 PM
Quote from: Orion on October 01, 2016, 01:12:40 PM
Then I can focus on the problems this mod is actually causing ;)
Yeah, sorry about that, the memory increase was only from this mod, not the crashing :/
Title: Re: [A15] Faction Discovery (v1.15b - updated 30.09.2016)
Post by: LustrousWolf on October 02, 2016, 08:42:41 AM
Any chance of a compatibility patch with RimSenal please?? :D
Title: Re: [A15] Faction Discovery (v1.15b - updated 30.09.2016)
Post by: Orion on October 02, 2016, 11:51:38 AM
RimSenal is huge! I wouldn't even know where to start...
Title: Re: [A15] Faction Discovery (v1.15b - updated 30.09.2016)
Post by: LustrousWolf on October 15, 2016, 12:56:36 PM
Fair enough FeelsBadMan
Title: Re: [A15] Faction Discovery (v1.15b - updated 30.09.2016)
Post by: youngmuncher on October 17, 2016, 08:11:19 AM
I love the mod but is there anyway to reduce the amount of "Vanilla" and Hippies factions being found. None of my other Faction Mods are ever being found and I've been play with this for maybe 10 hours. Thanks
Title: Re: [A15] Faction Discovery (v1.15b - updated 30.09.2016)
Post by: chch88 on October 18, 2016, 05:36:44 AM
1. Is it possible to edit your mod (change some def maybe) not to add hippie faction?
2. Does faction discovery events infinite?
3. I want to use your mod to discover some faction i added via mod, can i turn this mod off without breaking save after this faction discovered?
Title: Re: [A15] Faction Discovery (v1.15b - updated 30.09.2016)
Post by: jmababa on October 18, 2016, 07:24:38 AM
Is this conflict with medival mod it already has medival war band as faction added by it
Title: Re: [A15] Faction Discovery (v1.15b - updated 30.09.2016)
Post by: Orion on October 19, 2016, 04:37:28 AM
Quote from: jmababa on October 18, 2016, 07:24:38 AM
Is this conflict with medival mod it already has medival war band as faction added by it
I don't get it...

Quote from: chch88 on October 18, 2016, 05:36:44 AM
1. Is it possible to edit your mod (change some def maybe) not to add hippie faction?
2. Does faction discovery events infinite?
3. I want to use your mod to discover some faction i added via mod, can i turn this mod off without breaking save after this faction discovered?
1.Yes. Edit the faction def of the mod and set PlaceOnMapRandomly (or something like that) to false.
2. No. It has a max at 20 factions, but before reaching that it will become very unlikely.
3. That should work. I haven't tried it, though.

Quote from: youngmuncher on October 17, 2016, 08:11:19 AM
I love the mod but is there anyway to reduce the amount of "Vanilla" and Hippies factions being found. None of my other Faction Mods are ever being found and I've been play with this for maybe 10 hours. Thanks
That could be due to their faction def. Some are not set up to spawn later. You'll have to tweak that yourself. It's called PlaceOnMapRandomly or so.
Title: Re: [A15] Faction Discovery (v1.15b - updated 30.09.2016)
Post by: youngmuncher on October 19, 2016, 10:13:31 AM
Thanks I have a look into it.  :D
Title: Re: [A15] Faction Discovery (v1.15b - updated 30.09.2016)
Post by: Orion on October 20, 2016, 01:38:37 AM
If you enable developer mode; then open the 3rd (?) dev menu at the top, and click on "Execute event..." or so, you can choose "Faction Found" to test if it works.
Title: Re: [A15] Faction Discovery (v1.15b - updated 30.09.2016)
Post by: MintyFr3sh on October 20, 2016, 03:08:23 AM
Great mod thanks Orion
Title: Re: [A15] Faction Discovery (v1.15b - updated 30.09.2016)
Post by: kaptain_kavern on October 20, 2016, 03:46:40 AM
It's  <canMakeRandomly>     

I'm in factiondef modding ATM as well ;P
Title: Re: [A15] Faction Discovery (v1.15b - updated 30.09.2016)
Post by: Orion on October 20, 2016, 05:22:58 AM
That would be the one, yeah!
Title: Re: [A15] Faction Discovery (v1.15b - updated 30.09.2016)
Post by: Commander Blackwatch on October 20, 2016, 10:23:56 AM
Very Useful mod and also the hippie faction is helpful
Maximum is 20 or not for faction?

Average : 8.1/10

P.S : Very Helpful mod and Keep good work
Title: Re: [A15] Faction Discovery (v1.15b - updated 30.09.2016)
Post by: Orion on October 21, 2016, 03:38:37 AM
It's 20, but you can change it in the scenario editor.
Title: Re: [A15] Faction Discovery (v1.15b - updated 30.09.2016)
Post by: OnlyMarvellous on October 25, 2016, 11:02:11 PM
Thanks a lot for this excellent mod.

I'm waiting for the hippie camp to send an ally with good stats onto my map. I'm going to kill anyone they are with and then capture the good one for recruitment. I came to this decision because the hippies keep sending me their drug caravan and I simply do not need drugs. I'd rather one of the other factions send me an exotic goods caravan or a bulk caravan, but these hippies are just too eager to bring me drugs, hahaha. Don't take this as a criticism or a complaint, because it's not. I just thought I'd let you know that I'm going to assault your hippies for being too friendly. Oh and, again, great mod.
Title: Re: [A15] Faction Discovery (v1.15b - updated 30.09.2016)
Post by: Orion on October 26, 2016, 05:21:51 AM
Oh, don't worry, they won't hold a grudge for very long  ;D
Title: Re: [A15] Faction Discovery (v1.15b - updated 30.09.2016)
Post by: Canute on October 30, 2016, 03:17:21 AM
Hey Orion,
i think any storyteller got some trouble with the faction.
It is just a feeling but,
i played now serveral colonies with different mod faction mods.
At the beginning it happen sometimes more events then i would be good for the colony.
But game years later, after serveral new faction got discovered, the amount of raids from them stoped.
Currently i just get visitors and maybe one a year a infestion or crashed ship.
I never changed the storyteller.
But like i wrote before this happen now to the last 3 colonies i played, and it get bored when you are well prepared and no raids happen.
Maybe it might be a generell problem with the storytellers at all, but i tryed different ones for diff. colonies too.

Title: Re: [A15] Faction Discovery (v1.15b - updated 30.09.2016)
Post by: Orion on October 30, 2016, 09:08:46 AM
Thanks for reporting this. It could be. Could I see your output_log.txt?
Title: Re: [A15] Faction Discovery (v1.15b - updated 30.09.2016)
Post by: Canute on October 30, 2016, 11:41:36 AM
A fresh log.


[attachment deleted by admin due to age]
Title: Re: [A15] Faction Discovery (v1.15b - updated 30.09.2016)
Post by: Orion on October 30, 2016, 05:07:41 PM
How long did you play that session when you made the log?

It should be long enough that some incidents can have happened.

Also, some mod is spamming your console with Null messages. Very annoying.
Title: Re: [A15] Faction Discovery (v1.15b - updated 30.09.2016)
Post by: Canute on October 31, 2016, 04:19:39 AM
Yes, the last log just was a 1 sec gameplay log.
Murphy's law, all the time no raids happen, and now 2 raids and one more from an anomaly encounter.



[attachment deleted by admin due to age]
Title: Re: [A15] Faction Discovery (v1.15b - updated 30.09.2016)
Post by: Orion on October 31, 2016, 12:30:15 PM
It can all be chance... Which also makes it very hard for me to balance it right...
Title: Re: [A15] Faction Discovery (v1.15b - updated 30.09.2016)
Post by: Canute on October 31, 2016, 03:20:11 PM
Yep i know i know, Mr. Murphy Random.
Just keep it like it is, and wait for the Wave survivial storyteller :-)
Title: Re: [A15] Faction Discovery (v1.15b - updated 30.09.2016)
Post by: Warforyou on November 28, 2016, 02:37:58 PM
I have the same problem. No raids ever happen with this mod.
Title: Re: [A15] Faction Discovery (v1.15b - updated 30.09.2016)
Post by: tonsrd on November 28, 2016, 03:49:59 PM
im using story teller Pandora dark ( from the mod Pandora dark in un-finshed mods section )

PD adds large raids every X Days.. and sabbers/sieges every XY days

Theres a 2nd story teller in the mod there that adds "normal" size raids very often and sometimes 2-5 raids at the same time try it....


can someone more skilled than me try this mod withthat mod to get increased "raids" to see if there having the same problems with no raids...

wave isn't update yet ... :(
Title: Re: [A15] Faction Discovery (v1.15b - updated 30.09.2016)
Post by: Warforyou on November 29, 2016, 06:06:40 AM
Edit.
I didn't actually mean that NO RAIDS happen at all. Mechanoid raids still occur. But no hostile faction ever attacks my colony. And I have actually discovered only +2 factions over 2 YEARS of gameplay. So far I had 4 known factions 2 of wich were hostile but still haven't ever attacked me.
Title: Re: [A15] Faction Discovery (v1.15b - updated 30.09.2016)
Post by: Orion on November 29, 2016, 07:47:15 AM
It does sound like it's bugged for you. I couldn't reproduce the problem.
Title: Re: [A15] Faction Discovery (v1.15b - updated 30.09.2016)
Post by: nbielinski on December 27, 2016, 10:24:44 AM
Heyo, just wanted to say that I love the mod, I always felt the world was a bit too empty and loved having more of an inter-faction relationship aspect. Just wondering, will it be ported to Alpha 16?
Title: Re: [A15] Faction Discovery (v1.15b - updated 30.09.2016)
Post by: Orion on December 29, 2016, 05:42:25 AM
Due to the A16 changes with the world map, I don't know exactly yet how this mod should function. So I'll first focus on restoring the functionality of "hot plugging" new mod factions.
Title: Re: [A16] Faction Discovery (v1.16a - updated 06.01.2017)
Post by: Orion on January 06, 2017, 10:53:03 AM
Update to A16!

Changelog
1.16a - 06.01.2017
- Updated to A16
- Removed all non-essential features, now only does what it says on the label
Title: Re: [A16] Faction Discovery (v1.16a - updated 06.01.2017)
Post by: Helixien on January 06, 2017, 10:58:05 AM
I love you!


I hope this is added to the vanilla game down the road! Makes life so much easier!
Title: Re: [A16] Faction Discovery (v1.16a - updated 06.01.2017)
Post by: nbielinski on January 06, 2017, 01:55:32 PM
I'm glad to see you're still working on it, I love the mod to no end. Small problem though, it seems to not like Alpha 16. At all..

https://postimg.org/image/vkbpkcj7l/
Title: Re: [A16] Faction Discovery (v1.16a - updated 06.01.2017)
Post by: kardofaces on January 06, 2017, 03:00:12 PM
I had same issue. Not sure if intended so I'm leaving it off for now.
Title: Re: [A16] Faction Discovery (v1.16a - updated 06.01.2017)
Post by: Orion on January 06, 2017, 05:18:09 PM
That looks like an old version. I've rebuilt and uploaded it again. Could you download the file again and try it now?

Make sure you delete the mod folder and don't just overwrite it.
Title: Re: [A16] Faction Discovery (v1.16a - updated 06.01.2017)
Post by: nbielinski on January 06, 2017, 05:56:41 PM
It's working! Well, I can't add more factions via the scenario editor but heck, I won't complain Everything seems to be working fine. Just one question, is it possible to use the dev commands to force a faction discovery?
Title: Re: [A16] Faction Discovery (v1.16a - updated 06.01.2017)
Post by: Grishnerf on January 06, 2017, 06:49:16 PM
yeah in devmode i think under execute incident with...
and then  Faction found command.
Title: Re: [A16] Faction Discovery (v1.16a - updated 06.01.2017)
Post by: Orion on January 07, 2017, 03:25:32 AM
Sorry, I had to take all the whistles and bells out to make this version available earlier.
Title: Re: [A16] Faction Discovery (v1.16a3 - updated 07.01.2017)
Post by: Orion on January 07, 2017, 06:30:58 AM
Please try again now. The freezes should be fixed.
Title: Re: [A16] Faction Discovery (v1.16a3 - updated 07.01.2017)
Post by: A Friend on January 07, 2017, 08:35:15 AM
Wait, how would this work now with the new world map feature? Haven't tried it yet.
Title: Re: [A16] Faction Discovery (v1.16a3 - updated 07.01.2017)
Post by: lacrimi512 on January 08, 2017, 12:05:46 PM
I have like 18 factions right now, and every time i reset the game, the mod create another 4 or 3 factions, how i shut it down?
Title: Re: [A16] Faction Discovery (v1.16a3 - updated 07.01.2017)
Post by: Grishnerf on January 08, 2017, 12:30:44 PM
yes. i got extra factions only the first time i acitvated it on a running save.
after that when you saved the first time with this mod active, it shouldnt add more factions.
Title: Re: [A16] Faction Discovery (v1.16a3 - updated 07.01.2017)
Post by: Orion on January 08, 2017, 02:03:38 PM
@lacrimi: That's odd. What do you mean by "reset"?
Title: Re: [A16] Faction Discovery (v1.16a3 - updated 07.01.2017)
Post by: Canute on January 09, 2017, 09:14:29 AM
I think he mean restart.
But wasn't the cap at 20 faction without editing the file ?
Title: Re: [A16] Faction Discovery (v1.16a3 - updated 07.01.2017)
Post by: Orion on January 10, 2017, 01:27:28 AM
Right now it will check at load and create 1 or 2 factions per missing faction type. So if you have 10 faction types installed you could get 18 factions.
But it shouldn't get more, it only creates them when they're not in your world.
Title: Re: [A16] Faction Discovery (v1.16a3 - updated 07.01.2017)
Post by: lllMWNlll on January 13, 2017, 11:08:57 AM
Hey Orion.

https://gist.github.com/249c4e31d25cc6b9581a17c496a00923

I'm testing a lot of mods together checking their compatibility.

I just added your mods (faction discovery, hospitality) to the list, the link above you see details, also a send PrintScreen. So you can tell me what to do. :)

[attachment deleted by admin due to age]
Title: Re: [A16] Faction Discovery (v1.16a3 - updated 07.01.2017)
Post by: Orion on January 14, 2017, 05:05:48 AM
Looks like an old version of Faction Discovery. Did you delete the folder before updating it?
Title: Re: [A16] Faction Discovery (v1.16a3 - updated 07.01.2017)
Post by: lllMWNlll on January 14, 2017, 08:11:30 PM
Quote from: Orion on January 14, 2017, 05:05:48 AM
Looks like an old version of Faction Discovery. Did you delete the folder before updating it?

I don't know why,
But i did deleted mod folders, download it again both Hospitality & Faction Discovery mods "extracted&copied&pasted" in mods of rimworld and looks like it's working now.

Thanks for the help.
Title: Re: [A16] Faction Discovery (v1.16a3 - updated 07.01.2017)
Post by: TerrorThomasCao on January 30, 2017, 10:47:59 AM
Sorry if this answer is already some where in the seven pages of comments but I'm pressed for time currently so can someone tell me how I can manually trigger the faction discovery event, I have a lot of new faction mods and I could just savescum until I get the ones I want?
Title: Re: [A16] Faction Discovery (v1.16a3 - updated 07.01.2017)
Post by: Orion on January 31, 2017, 11:08:28 AM
It's not part of this mod anymore, since A16. I haven't had time yet to add back all the A15 functionality. So no additional factions will spawn, except for when a mod really requires bases for its faction.
Title: Re: [A16] Faction Discovery (v1.16a3 - updated 07.01.2017)
Post by: TerrorThomasCao on February 01, 2017, 09:11:04 PM
I see, hmm... that kind of sucks but I'll manage, thanks Orion. Is there any chance of you adding that in?
Title: Re: [A16] Faction Discovery (v1.16a3 - updated 07.01.2017)
Post by: Pichu0102 on February 01, 2017, 10:43:51 PM
Does this mod add new bases for existing factions who are low on bases due to their bases being destroyed by the player?
Title: Re: [A16] Faction Discovery (v1.16a3 - updated 07.01.2017)
Post by: Mst on February 02, 2017, 07:36:13 AM
Very handy mod! Looking forward to test it.
Can someone please explain what hidden faction means? No camp on the map but raids and visitors to your base?
So far I've got several added factions from the start and some of them neither have camps nor visited me once (could be due to randomness though).
Title: Re: [A16] Faction Discovery (v1.16a3 - updated 07.01.2017)
Post by: Mst on February 02, 2017, 12:50:04 PM
Got this when I tried to add Crystalloids:

Created faction for Crystal collective

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

RandomElementByWeight with totalWeight=0 - use TryRandomElementByWeight.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Exception from long event: System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.ApparelUtility.CanWearTogether (Verse.ThingDef A, Verse.ThingDef B) [0x00000] in <filename unknown>:0
  at RimWorld.PawnApparelGenerator+PossibleApparelSet.PairOverlapsAnything (ThingStuffPair pair) [0x00000] in <filename unknown>:0
  at RimWorld.PawnApparelGenerator+<GenerateWorkingPossibleApparelSetFor>c__AnonStorey2CF.<>m__251 (ThingStuffPair pa) [0x00000] in <filename unknown>:0
  at RimWorld.PawnApparelGenerator+<GenerateWorkingPossibleApparelSetFor>c__AnonStorey2CF.<>m__252 (ThingStuffPair pa) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable+<CreateWhereIterator>c__Iterator1D`1[RimWorld.ThingStuffPair].MoveNext () [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable.Any[ThingStuffPair] (IEnumerable`1 source) [0x00000] in <filename unknown>:0
  at RimWorld.PawnApparelGenerator.GenerateWorkingPossibleApparelSetFor (Verse.Pawn pawn, Single money, Boolean headwearAllowed) [0x00000] in <filename unknown>:0
  at RimWorld.PawnApparelGenerator.GenerateStartingApparelFor (Verse.Pawn pawn, PawnGenerationRequest request) [0x00000] in <filename unknown>:0
  at AlienRace.AlienPawnGenerator.GenerateGearFor (Verse.Pawn pawn, PawnGenerationRequest request) [0x00000] in <filename unknown>:0
  at AlienRace.AlienPawnGenerator.GeneratePawn (PawnGenerationRequest request) [0x00000] in <filename unknown>:0
  at RimWorld.Faction.GenerateNewLeader () [0x00000] in <filename unknown>:0
  at RimWorld.FactionGenerator.NewGeneratedFaction (RimWorld.FactionDef facDef) [0x00000] in <filename unknown>:0
  at FactionDiscovery.MainUtilities.EnsureAllFactionsArePresent () [0x00000] in <filename unknown>:0
  at FactionDiscovery.MainUtilities.CheckFactions () [0x00000] in <filename unknown>:0
  at Verse.LongEventHandler.UpdateCurrentSynchronousEvent (System.Boolean& sceneChanged) [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
Title: Re: [A16] Faction Discovery (v1.16a3 - updated 07.01.2017)
Post by: TerrorThomasCao on February 02, 2017, 12:54:32 PM
I have a lot of different races like the Asari and including Crystalloids, I added them before downloading this one though, could that affect it?
Title: Re: [A16] Faction Discovery (v1.16a3 - updated 07.01.2017)
Post by: Orion on February 02, 2017, 01:05:17 PM
@TerrorThomas: There is a chance of me adding it in, but right now I'm a bit burned out on RimWorld modding. I made sure all my mods work and are useful in A16 first, but now I'm stuck. Also I haven't had much free time lately either.
@Pichu: It doesn't. But there is a chance that if you completely wipe a faction out that a new one will spawn all over the globe. I haven't sufficiently tested wiping out all enemy bases.
@Kurt: That's right. Hidden factions like space pirates or mechanoids. You can't destroy their bases because there are none, but they can still attack you. If a regular faction doesn't have any bases it sounds like something went wrong.
What the error means you're getting is that FD tries to create the faction and a faction leader, but RimWorld can't find any matching clothes for the faction leader so the whole operation breaks. I haven't tried that mod myself but I can imagine why Crystalloids have trouble finding clothes.
@TerrorThomas again: Could it affect what? The order of adding doesn't matter - the order in the mod list does, though. Although it shouldn't matter with this mod.
Title: Re: [A16] Faction Discovery (v1.16a3 - updated 07.01.2017)
Post by: Mst on February 02, 2017, 01:14:09 PM
@Orion Thanks for quick answer! In Crystalloid there is all in one mod so nothing is missing in terms of files. So it's ok to leave them naked or should I disable mod for the sake of stability? ;D

upd
Without Crystalloids everything went fine except this message: Type ModInitializer probably needs a StaticConstructorOnStartup attribute, because it has a field obj of type GameObject. All assets must be loaded in the main thread.
Verse.Log:Warning(String)
Verse.StaticConstructorOnStartupUtility:ReportProbablyMissingAttributes()
Verse.PlayDataLoader:<DoPlayLoad>m__6F8()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update()
Verse.Root_Entry:Update()
Title: Re: [A16] Faction Discovery (v1.16a3 - updated 07.01.2017)
Post by: Canute on February 02, 2017, 01:47:54 PM
Kurt, maybe you use old version ?
I use crystalloids and faction disc. too and don't got problems/error.

Did you maybe add Faction discovery to an existing game ? In the past that was possible, but i am not sure if this is currently working.
Title: Re: [A16] Faction Discovery (v1.16a3 - updated 07.01.2017)
Post by: Mst on February 02, 2017, 01:55:04 PM
Quote from: Canute on February 02, 2017, 01:47:54 PM
Kurt, maybe you use old version ?
I use crystalloids and faction disc. too and don't got problems/error.

Did you maybe add Faction discovery to an existing game ? In the past that was possible, but i am not sure if this is currently working.
Yep, to existing one. just downloaded Crystalloids and Factions Discovery minutes ago for the first time. Actually it is my first modded playthrough so I make lots of mistakes and ask lots of dumb questions ;D
Title: Re: [A16] Faction Discovery (v1.16a3 - updated 07.01.2017)
Post by: Mst on February 02, 2017, 03:32:46 PM
Turns out these guys are too shy to go out naked so there's no option to add them mid game. At least haven't worked for me.

Somehow I managed to get this new error now. It's for a faction from Cthulhu and the same message for Asari. Could not get new name.
Verse.Log:Error(String)
RimWorld.NameGenerator:GenerateName(RulePackDef, Predicate`1, Boolean)
RimWorld.NameGenerator:GenerateName(RulePackDef, IEnumerable`1, Boolean)
RimWorld.FactionGenerator:NewGeneratedFaction(FactionDef)
FactionDiscovery.MainUtilities:EnsureAllFactionsArePresent()
FactionDiscovery.MainUtilities:CheckFactions()
Verse.LongEventHandler:UpdateCurrentSynchronousEvent(Boolean&)
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update()
Verse.Root_Play:Update()


omg I'm so bad at this
Title: Re: [A16] Faction Discovery (v1.16a3 - updated 07.01.2017)
Post by: Orion on February 03, 2017, 04:10:28 AM
Quote from: Canute on February 02, 2017, 01:47:54 PM
Did you maybe add Faction discovery to an existing game ? In the past that was possible, but i am not sure if this is currently working.
That's actually the point of the mod. So if you start a new game anyway, you don't need this mod (until all the features are back).

@Kurt: The faction mods cause me problems all the time too, so you're not alone with this. The error you've got there you can best post it with the faction mods.
Title: Re: [A16] Faction Discovery (v1.16a3 - updated 07.01.2017)
Post by: Mst on February 03, 2017, 07:41:11 AM
@Orion I guess this is not a major error. Just can't name some new factions. Now all my Asari (both new and old) a just called Asari and agencies from Cthulhu mod called Agency only with different colours. It's funny because I swear at least the ones I started with had unique names before. Now even starting new colony does not give them names and continue to call them Asasri and Agency with no error showing. Must be some kind of a whole multi-mod interconnection error. But I can live with that :D I think I've already bothered people too much with questions for the past few days. Just got exiceted with so many possibilities ;D
Thank you for your amazing work and all the help!
Title: Re: [A16] Faction Discovery (v1.16a3 - updated 07.01.2017)
Post by: Orion on February 03, 2017, 01:23:40 PM
You can always edit your savegame and name them there...
Title: Re: [A16] Faction Discovery (v1.16a3 - updated 07.01.2017)
Post by: Mst on February 04, 2017, 07:23:17 AM
Quote from: Orion on February 03, 2017, 01:23:40 PM
You can always edit your savegame and name them there...
Nah. I'm good for now. Maybe next time if I won't fix it.
Thanks for the tip!
Title: Re: [A16] Faction Discovery (v1.16a3 - updated 07.01.2017)
Post by: Dagoras on February 08, 2017, 02:03:18 PM
Hey Orion,

i really like your mod but there is 1 thing that annoys me concerning defeated Factions.

Youre mod checks for races and spawn 1-2 factions for it, however i now defeated both pirate factions and no new one spawns, because the defeated factions are still in game ( in the tab they are listed as defeated ) is it possible that defeated faciton automatically get removed from the game ( and the ingame tab ) so the next time you load a game and faction discovery checks for races/factions, it spawns new ones? Because i really like raiding bases and thats pretty much all i do right now, but once i defeated everyone their factions are just listes as "defeated" and stay in game and no new ones spawn...

Thanks in advance and it would be awesome if you can make that :)

Dagoras
Title: Re: [A16] Faction Discovery (v1.16a3 - updated 07.01.2017)
Post by: Orion on February 10, 2017, 02:56:13 AM
Hey,

I don't think I should do that. It sounds like a thing the next person is going to complain about again.
Should I get around to improving this mod again, I might make it a mod setting.

Right now I'm a bit burned out on modding, though, so don't expect too much.
Title: Re: [A16] Faction Discovery (v1.16a3 - updated 07.01.2017)
Post by: Dagoras on February 10, 2017, 06:45:38 AM
Ah i see, yeah its hard to make everyone happy, if i could mod i would do it myself, but all tries ended in endless checking loops for the missing faction that slows the game heavily down sadly...

if you got some time and energy maybe add it as an optional option ( submod ) or add-on dunno, i would like it but if you think its a bad idea then dont do it, then i must find a way to get around of it, maybe extend my programming skills and try it on my own :D .

Thanks for the reply thought.
Title: Re: [A16] Faction Discovery (v1.16a3 - updated 07.01.2017)
Post by: Ruisuki on April 11, 2017, 04:34:49 PM
Does this work with more vanilla factions?
https://ludeon.com/forums/index.php?topic=29246.0

Also I read the first post, do you still plan on adding features akin to this? Sounds cool
Quote from: Exende on August 29, 2016, 10:15:00 AM
You naming your mod as such gives me thidea of actually sending out pawns to discover new factions in the world (a la misc. Mod), and either returning with gifts given by faction leaders or returning with a mood boost for 'exploration'
Quote from: Orion on August 29, 2016, 11:37:28 AM
I am sorta planning something like that long-term. Until then it's just the name...
Title: Re: [A16] Faction Discovery (v1.16a3 - updated 07.01.2017)
Post by: Orion on April 12, 2017, 06:35:53 AM
I don't see why it should not work with More Vanilla Factions. Although it won't add them mid-game for you.

The funny thing is, in the previous alpha I had those features. But due to lack of time and interest, I reverted this mod back to it's core function.
Title: Re: [A16] Faction Discovery (v1.16a3 - updated 07.01.2017)
Post by: Ruisuki on April 12, 2017, 03:05:04 PM
Ah thats a shame. Theres no point in adding more vanilla factions if faction discovery wont make them show up on the map ya. Would have to add more vanilla factions for a brand new game, in which case i wouldnt need faction discovery for it.
Title: Re: [A16] Faction Discovery (v1.16a3 - updated 07.01.2017)
Post by: Zeitresu on May 25, 2017, 08:39:56 AM
Hey Orion, I just wanted to say that I've enjoyed your Faction Discovery (and the Hospitality) mod for a long time now.

Hope to see continued support for your work in A17, RimWorld just isn't quite the same without it!
Title: Re: [A16] Faction Discovery (v1.16a3 - updated 07.01.2017)
Post by: Orion on May 25, 2017, 12:53:05 PM
I'll try my best to make some time for updates!
Title: Re: [A16] Faction Discovery (v1.16a3 - updated 07.01.2017)
Post by: kaptain_kavern on May 27, 2017, 12:45:46 AM
By just updating the targetVersion tag in About.xml the game launch with the mod activated but I have no time to check if it works well in game
Title: Re: [A16] Faction Discovery (v1.16a3 - updated 07.01.2017)
Post by: Orion on May 27, 2017, 02:40:29 AM
Nah, it won't. The Steam A17 version is ready, though, so hopefully the update will be here today too.
Title: Re: [A17] Faction Discovery (v1.17a - updated 27.05.2017)
Post by: Orion on May 27, 2017, 05:31:07 AM
It's updated.
Title: Re: [A17] Faction Discovery (v1.17a - updated 27.05.2017)
Post by: kaptain_kavern on May 27, 2017, 07:03:37 AM
Thank You !!!!
Title: Re: [A17] Faction Discovery (v1.17a - updated 27.05.2017)
Post by: MechanoidHater on November 23, 2017, 03:04:36 PM
Any progress on beta 18 update?
Title: Re: [A17] Faction Discovery (v1.17a - updated 27.05.2017)
Post by: kaptain_kavern on November 23, 2017, 03:14:12 PM
It is already.

The dropbox link has been updated 3 days ago (at least that's what the dropbox site is showing)
Title: Re: [B18] Faction Discovery (v1.18a - updated 21.11.2017)
Post by: Orion on November 24, 2017, 05:10:46 AM
Sorry, my bad. I forgot to update the front page.
Title: Re: [B18] Faction Discovery (v1.18a - updated 21.11.2017)
Post by: MercuryDoll on February 15, 2018, 11:15:10 AM
Is there a way to make this mod take into account the rules set by [RF] Faction Control? It just seems to spawn faction bases randomly all over the place instead of close together to each other, and ignores the amount of tribes it's supposed to spawn per faction.
Title: Re: [B18] Faction Discovery (v1.18a - updated 21.11.2017)
Post by: Orion on February 16, 2018, 12:34:05 PM
It should be possible, but it's quite some work. Given that I've never heard of the other mod I'm not exactly prepared for it.

I've added it to the list (https://github.com/OrionFive/Hospitality/issues/143), but given what else is on that list, I wouldn't hold my breath.
Title: Re: [B18] Faction Discovery (v1.18a - updated 21.11.2017)
Post by: Ruisuki on February 16, 2018, 02:59:59 PM
would it be possible to make your reserve custom characters from prepare carefully into a faction so you can recruit them aside from just the beginning of the game?
Title: Re: [B18] Faction Discovery (v1.18a - updated 21.11.2017)
Post by: Orion on February 16, 2018, 05:32:49 PM
I guess so, but I think the problem would be that the garbage collection mod will just delete them.
But this falls in the domain of Prepare Carefully.
Title: Re: [B18] Faction Discovery (v1.18a - updated 21.11.2017)
Post by: Harry_Dicks on February 16, 2018, 07:54:10 PM
Quote from: Orion on February 16, 2018, 05:32:49 PM
I guess so, but I think the problem would be that the garbage collection mod will just delete them.
I believe the mod will only clear out world pawns when you tell it to. Plus, you would be stuck waiting, to hopefully get visited or raided by this new faction, and hope that this new pawn comes along, and that you have a chance to recruit and/or capture them. Honestly at this point, if you want a new specific pawn in your game that much, why not just get a random pawn of that race, and then modify them with another mod. There's quite a few mods out there that will let you alter the appearance and/or traits of pawns. I can think of: Facial Stuff, Change Dresser, and RIMMSQol.

You guys seriously need to check out this mod. It only has 467 subscribers. I am not joking when I say this let's you modify SO MUCH FREAKING STUFF IN THE GAME. I can't even begin to describe it all. You can change thoughts, their modifiers, recipes, attributes, apparel's layers and coverings, add/hide/remove tons of stuff in the UI. Honestly, I can't believe I haven't seen or heard of this before. I think it is freaking crazy it has <500 subscribers. http://steamcommunity.com/sharedfiles/filedetails/?id=1084452457

Quote from: Orion on February 16, 2018, 05:32:49 PM
But this falls in the domain of Prepare Carefully.
Right, because actually setting up a pawn with it's hair, clothing, attributes, backstories, and whatever else can be a bit much, and you will need an interface to do this. Now, it is possible to make individual characters with PC and they just save as a .pcp file that you can edit with a text editor. I'm not even suggesting you should do this, but it would be entirely possible to have a mod that could inject a character config into the game as a pawn of another faction. How much work this is and/or how hard it would be to implement, I have not a clue.
Title: Re: [B18] Faction Discovery (v1.18a - updated 21.11.2017)
Post by: Orion on February 17, 2018, 02:22:08 AM
Looks like a useful mod indeed, especially for modders to quickly set up testing scenarios or to try out ideas.

Garbage Collection will get rid of "unconnected" pawns when you run it, especially from random other factions. But yeah, you don't have to run it.
But then, if you wanted to have those extra pawns in your group straight away you could just use prepare carefully and be done with it.
Title: Re: [B18] Faction Discovery (v1.18a - updated 21.11.2017)
Post by: Reedex on April 27, 2018, 11:02:17 AM
Hi, Orion Faction weapon does no damage.... i'm using cca 30 mods, with CE...any elaboration ? :))) thanks nice day
Title: Re: [B18] Faction Discovery (v1.18a - updated 21.11.2017)
Post by: Canute on April 27, 2018, 12:14:01 PM
This mod don't do anything with weapon.
It just let you discover faction you added during gameplay.
If a faction don't do damage, you need a CE patch for these faction or weapon pack.

Title: Re: [B18] Faction Discovery (v1.18a - updated 21.11.2017)
Post by: Reedex on April 27, 2018, 01:40:05 PM
Forgive my stupid question ,where is orion faction from? is it vanilla?
Title: Re: [B18] Faction Discovery (v1.18a - updated 21.11.2017)
Post by: Canute on April 27, 2018, 01:55:37 PM
I think GlitterTech.
Title: Re: [B19] Faction Discovery (v1.19a - updated 29.08.2018)
Post by: Orion on August 29, 2018, 10:56:01 AM
It's updated to B19! Please test thoroughly, I didn't have much to test it with yet.
Title: Re: [1.0] Faction Discovery (updated 19.10.2018)
Post by: Orion on October 19, 2018, 05:48:47 AM
Updated to 1.0. Have fun!
Title: Re: [1.0] Faction Discovery (updated 28.10.2018)
Post by: Orion on October 28, 2018, 06:15:50 AM
New version 1.03:
- Added mod settings
- Now requires HugsLib
Title: Re: [1.0] Faction Discovery (updated 28.10.2018)
Post by: Hexwall on November 04, 2018, 09:29:59 PM
I got a problem with this mod. Every new faction that is added spawns in the ocean, all the bases in the same spot. Only a few spawn on land. What can be causing these? I also use Faction Manager, if thats useful to know.
Title: Re: [1.0] Faction Discovery (updated 28.10.2018)
Post by: Orion on November 05, 2018, 02:19:38 AM
There's a chance that they're not compatible. I'll have to investigate. Could take a while.
Title: Re: [1.0] Faction Discovery (updated 28.10.2018)
Post by: Orion on November 05, 2018, 02:23:32 AM
If you want to speed things up, press CTRL-F12 after it happens and post the link here.
Title: Re: [1.0] Faction Discovery (updated 28.10.2018)
Post by: Hexwall on November 05, 2018, 08:42:39 AM
Quote from: Orion on November 05, 2018, 02:23:32 AM
If you want to speed things up, press CTRL-F12 after it happens and post the link here.

After what happens?
Title: Re: [1.0] Faction Discovery (updated 28.10.2018)
Post by: Canute on November 05, 2018, 08:51:49 AM
When a new faction spawn at the ocean.
Title: Re: [1.0] Faction Discovery (updated 28.10.2018)
Post by: Hexwall on November 05, 2018, 08:34:23 PM
Well I will need to add a new faction to do the control f12. Unless there is a way to spawn new bases with the debug mode
Title: Re: [1.0] Faction Discovery (updated 28.10.2018)
Post by: Hexwall on November 05, 2018, 11:28:08 PM
Idk if its worthy now but here are the logs
https://git.io/fpvlt
Title: Re: [1.0] Faction Discovery (updated 28.10.2018)
Post by: Orion on November 06, 2018, 02:30:04 AM
Hm. No related errors. I think you'll have to check with Faction Control. It actually overrides the function that determines where bases / settlements are placed.
Title: Re: [1.0] Faction Discovery (updated 28.10.2018)
Post by: AllisonIsLivid on November 16, 2018, 05:13:40 PM
I've used this in the past, but was a bit annoyed by having it add default factions that I had turned off for a theme world. Does it still add every faction, or is it possible to toggle factions off so they don't get added?
Title: Re: [1.0] Faction Discovery (updated 28.10.2018)
Post by: Orion on November 17, 2018, 04:57:00 PM
Currently it still adds all missing factions. I guess it should give it a nice interface one day.
Title: Re: [1.0] Faction Discovery (updated 28.10.2018)
Post by: AllisonIsLivid on November 17, 2018, 10:56:52 PM
Good to know, thanks!
Title: Re: [1.0] Faction Discovery (updated 28.10.2018)
Post by: sefer on February 17, 2019, 01:31:26 AM
Hey Orion. I may be incorrect but I coulda sworn this mod had an option for hiding all or most of the factions bases and other stuff like that? I think there was also a thing where until they visited you, or you encountered them, they wouldn't appear in your faction list? (I think their base would still be invisible until you found it, but you would atleast know their name and see them in the faction screen.) Was that this mod? Because it was a really really awesome feature.
Title: Re: [1.0] Faction Discovery (updated 28.10.2018)
Post by: Orion on February 17, 2019, 02:48:43 AM
Yeah that was this mod. When RimWorld added the round world map, I discarded all this stuff, though, since I would have had to rewrite it and focused only on the utility aspect of using the mod for spawning factions mid-game.
Title: Re: [1.0] Faction Discovery (updated 28.10.2018)
Post by: sefer on February 17, 2019, 07:27:11 PM
Aw. Any chance it might make a comeback? That stuff added some real uniqueness to the game. Not being able to know where the bases were made it more, lore friendly? Cause I mean, why would we automatically know where they are situated? Having it all hidden and not knowing how they feel about you until you meet them is more realistic. Well in my opinion anyway :P
Title: Re: [1.0] Faction Discovery (updated 28.10.2018)
Post by: Orion on February 18, 2019, 05:04:46 PM
 Oh, I totally agree. With the globe it'd be much better too. But the thing is that I don't play RimWorld anymore, so I'm also not spending much time on new features either.
And modding is quite a time eater.

I was considering setting up a Patreon so people can donate for new features, but then I doubt they could agree on what those features should be or that enough would come together to cut the time out of my schedule.

Sorry if that sounds harsh, but when you don't play anymore, modding is just an unpaid job  :-\
Title: Re: [1.0] Faction Discovery (updated 28.10.2018)
Post by: Canute on February 19, 2019, 04:26:20 AM
At last we are happy you still read the forum and respond.
And you 2 babies err Mod's are essential part of many Rimworld player.