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RimWorld => Mods => Releases => Topic started by: Kiame on September 10, 2018, 07:08:16 PM

Title: [1.3] [KV] Faction Control [ModSync RW]
Post by: Kiame on September 10, 2018, 07:08:16 PM
(https://steamuserimages-a.akamaihd.net/ugc/959719626686170971/BCEBCD00B32E5AB3B2DE1A53C794F95F56F27B14/)

"Faction Control" provides you with a number of configuration options that you can use to tailor which and how many faction groups and faction bases show up on your map. Simply visit "Mod Settings" from the game's "Options" menu.

Options:
Disable Faction Limits
Enabling this setting will prevent the Create World menu from adding more than 11 factions to a world.

Override Faction Max Count
Force modded factions that do not specify "maxConfigurableAtWorldCreation" to show up in the base game's Create World Faction Count tab.
It's on by default. If anyone runs into issues with this setting please disable it in settings and restart the game.

Population Override
If the Min/Max values are changed, this will greatly override the "Population" slider on the Create World page.

Tile Distance Between Faction Groups
Specify either/both the Minimum/Maximum distances that faction groups can spawn from each other.

This is an advanced option and can easily prevent faction groups from spawning on the map and will take many tries to get the values to work. Leave it disabled to keep base game behavior.

Faction Base Density
Allows Factions' settlement to be closer together. If "Off", the base game's logic is used. If "On", the settlements will be closer together the more "Crowded" the slider bar is moved to the left.



Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1509102551)

Direct Download:
1.3 (https://github.com/KiameV/rimworld-factioncontrol/releases/download/1.3/FactionControl.zip)

B19 (https://github.com/KiameV/rimworld-factioncontrol/releases/download/B19/FactionControl.zip)
1.0 (https://github.com/KiameV/rimworld-factioncontrol/releases/download/1.0/FactionControl.zip)
1.2 (https://github.com/KiameV/rimworld-factioncontrol/releases/download/1.2/FactionControl.zip)

GitHub (https://github.com/KiameV/rimworld-factioncontrol)

Credits:

Rainbeau Flambe (dburgdorf) - original creator

Designer225 for improving map generation and allowing this mod's settings to apply to new settlements after world generation.

The mod utilizes Pardeike's "Harmony Patch Library." (No additional download is required, as the library is included with the mod.)

Japanese language translation files were provided by Proxyer.


(https://steamuserimages-a.akamaihd.net/ugc/955219166404352349/13BFD2673E0B12DE87AC608AE678C76BBB65F830/)


(https://steamuserimages-a.akamaihd.net/ugc/955219166404352543/D0190C1B54D54458955DC872FBFB470CDD534E69/)
Title: Re: [B19] Faction Control
Post by: Kiame on September 11, 2018, 02:26:05 AM
Update:
Adding Custom / Modded facitons back in
Added options to adjust Civil / Rough Outlanders and Traders

Faction options will have to be set again due to these changes
Title: Re: [B19] Faction Control
Post by: rimclash on September 11, 2018, 06:46:01 AM
installing this makes every faction hostile to me.
Title: Re: [B19] Faction Control
Post by: utotuto on September 11, 2018, 11:57:01 AM
Quote from: Kiame on September 10, 2018, 07:08:16 PM
There issue with modded faction "Blue Moon Corp." from Sparkling Worlds (https://steamcommunity.com/sharedfiles/filedetails/?id=1123043922) they spawning more then one base. Which they shouldn't. Im asking in mod discord.
QuoteAlbionToday at 11:46 PM
It's an issue with the Faction control mod. Blue Moon should trechnically never be created more than once at gamestart

https://i.imgur.com/l2r12cT.png

Quote from: rimclash on September 11, 2018, 06:46:01 AM
installing this makes every faction hostile to me.
I don't have that problem.

:-\ i wish forum have hide or spoiler tag.
Title: Re: [B19] Faction Control
Post by: Kiame on September 11, 2018, 12:05:45 PM
Facton control will override min/max values based on the user's settings. Play around with the frequency in the Modded Factions mod options
Title: Re: [B19] Faction Control
Post by: utotuto on September 11, 2018, 12:14:16 PM
Quote from: Kiame on September 11, 2018, 12:05:45 PM
Play around with the frequency in the Modded Factions mod options
Sorry im something don't understand or missing? frequency?
(https://i.imgur.com/7oBEy73.png)

Edit: Ive found <frequency>60</frequency> in xml file.

After changing frequency manually in xml to 1 gui is appear. What kinda magic is that?
(https://i.imgur.com/ZhV2foQ.png)
Title: Re: [B19] Faction Control
Post by: Kiame on September 11, 2018, 01:25:40 PM
Heh let me take a look at that. I'm still learning all the code myself  :)
Title: Re: [B19] Faction Control
Post by: Griphaha on September 13, 2018, 05:18:57 AM
I like this MOD and wish it was properly maintained.  2 problems I seen right from the start.  It's not properly updated for B19 because it uses the old style relations. Also, all the factions that are the same type have the same color. 
Title: Re: [B19] Faction Control
Post by: dburgdorf on September 13, 2018, 08:46:51 AM
Quote from: rimclash on September 11, 2018, 06:46:01 AMinstalling this makes every faction hostile to me.

No, it doesn't. But the factions don't necessarily all like you, either.

A faction can be unfriendly *without* being hostile. A faction with a rating of -5 doesn't like you, but it is a *lot* closer to liking you than it is to declaring war on you.

In vanilla, factions start out either liking you or being openly hostile, which frankly makes no sense. With this mod, factions can start out anywhere along the spectrum. If I recall correctly, you should always have at least one faction that likes you, though it's entirely possible to start the game with most factions not liking you. But the actual percentage of *hostile* factions is the same whether you're using the mod or not.
Title: Re: [B19] Faction Control
Post by: rimclash on September 13, 2018, 08:53:12 AM
Nope, all of them are -75 to -100 "hostile"
Title: Re: [B19] Faction Control
Post by: Kiame on September 13, 2018, 09:57:15 AM
The base game changed with b19. Civil outlanders and tribes will be friendly and rough will be hostile. I've taken the code that randomizes the civility of the different factions for now as it was causing too many factions to be hostile. I'll take another pass at that code in the next day or two
Title: Re: [B19] Faction Control
Post by: Kiame on September 13, 2018, 02:00:39 PM
Update:
Added some randomness to Tribal and Outlander goodwill toward the player.
Gental settlements will still prefer to be neutral but have a chance to be hostile
Rough settlements will still prefer to be hostile but have a chance to be neutral
Title: Re: [B19] Faction Control
Post by: rawrfisher on September 13, 2018, 03:10:06 PM
I see something weird :P

Note this is not supposed to happen lol

[attachment deleted due to age]
Title: Re: [B19] Faction Control
Post by: Kiame on September 13, 2018, 03:28:34 PM
...yeah there's something not working quite right with modded factions
Title: Re: [B19] Faction Control
Post by: Kiame on September 13, 2018, 03:36:07 PM
Update:
Found a bug in my code with Modded Factions. The number of settlements should be much better now
Title: Re: [B19] Faction Control
Post by: rawrfisher on September 13, 2018, 03:37:11 PM
Great timing will see if that was what caused my bug with sparkling worlds
Well after I  stop LMAO about some of the messages today

Now that I was able to stop laughing long enough to do something I just did a world gen and it seems to work fine now.
Title: Re: [B19] Faction Control
Post by: Kiame on September 13, 2018, 08:14:32 PM
Update
Reworked the Modded Factions some more. Modded Faction settings will be defaulted and will need to be reset. Sorry!
Title: Re: [B19] Faction Control
Post by: rawrfisher on September 13, 2018, 08:32:44 PM
its fine.  So far the first patch seems to have fixed multiple game breaking errors I was finding.
Title: Re: [B19] Faction Control
Post by: Kiame on September 15, 2018, 02:11:41 PM
Update:
Added a setting in Faction Control - Main to set whether the faction goodwill is randomized when the world is generated. It's on by default.
Title: Re: [B19] Faction Control
Post by: rawrfisher on September 15, 2018, 02:13:36 PM
Q.Q can I just update later already had to reboot 10 times for updates on steam XD
Title: Re: [B19] Faction Control
Post by: Kiame on September 15, 2018, 04:08:29 PM
haha if you don't care about the setting skip this update, it doesnt do anything else
Title: Re: [B19] Faction Control
Post by: rawrfisher on September 15, 2018, 04:17:34 PM
Lol true.  Tho I may have just corrupted my save due to a couple poor choices by modders.
Title: Re: [B19] Faction Control
Post by: Kiame on September 17, 2018, 01:02:49 AM
Update:
Added "Dynamic Faction Color" setting. Enabled by default if random goodwill is enabled.

If a faction is hostile, it will turn a shade of red. The more hostile the more red it will become.
If a faction is friendly it will turn more green (tribe) or blue (outlander) the friendlier it becomes.

For anyone that wants to turn this off go to "Faction Control - Main Options" and disable the checkbox for "Dynamic Faction Colors"
Title: Re: [B19] Faction Control
Post by: raydarken on September 22, 2018, 07:26:05 AM
This mod is preventing me from creating a new colony, it took a while but I narrowed the issue down to this mod in particular. When I start to create a new colony with this enabled my UI disappears after selecting the scenario type and the game hangs. I have many other mods installed and I'm not sure if it's a conflict with another mod however I wanted to report the issue. The mod itself seems to work fine when loading an existing colony with the mod enabled. I reset all mod settings to see if that resolved it, but the issue remained. I did not check having this mod as the only mod enabled to see if that helps because restarting Rimworld over and over can be time consuming. I can post my modlist if that helps.

Hope this information helps!
Title: Re: [B19] Faction Control
Post by: Kiame on September 22, 2018, 01:45:12 PM
Any log messages?
Title: Re: [B19] Faction Control
Post by: Kiame on September 23, 2018, 12:56:40 PM
Update:
Dynamic Faction Colors option can be enabled whether random faction goodwill is enabled or not. Also the faction colros will be the same as base game if they are not hostile.
Yellow - Civil Tribe
Green - Rough Tribe
Blue - Civil Outlander
Purple - Rough Outlander
Title: Re: [B19] Faction Control
Post by: Kiame on September 23, 2018, 03:22:00 PM
Update:
Fixed an issue where modded faction icons were black
Title: Re: [B19] Faction Control
Post by: Amnesiac on September 23, 2018, 07:11:11 PM
Hi Kiame, just curious, is there a reason you don't keep old versions of your mod in your github?

I just got an error with the new version in my save and wanted to rollback, but I couldn't find the old version. Luckily the error went away when I reloaded my game, so that's good. Lol
Title: Re: [B19] Faction Control
Post by: Kiame on September 23, 2018, 10:02:12 PM
Do you have the error by chance?
Title: Re: [B19] Faction Control
Post by: Amnesiac on September 24, 2018, 02:08:58 AM
I don't =( I should have saved it, sorry, If I get it again I will!

It said something like "Getting faction opinion towards you" in red text and then it started counting until it hit 999 and said it turned off the log to avoid spam. It happened when I got a quest from a faction to destroy an outpost, and I have added extra factions.

Then it happened again when I opened the Relations tab by Fluffy and clicked on Factions.

The outpost color I noticed was blue, one of the actual factions instead of a pirate outpost, idk if that matters. Usually they are red, but this is only my second game, maybe that's normal!. https://i.imgur.com/plMN44V.png

I do hope you'll maybe consider keeping old versions up on your github, just in case!
I'll let you know if I get any errors but I haven't yet =)
Title: Re: [B19] Faction Control
Post by: Canute on September 24, 2018, 02:43:02 AM
Amnesiac,
normaly just one version each Rimworld version is needed.

Next time try to safe and post the error log or if you use hugslib use Share logs button. So it can fixed.
Special Kiame got a passion to squish bugs ! :-)
Title: Re: [B19] Faction Control
Post by: Amnesiac on September 25, 2018, 02:59:56 AM
Here it is! I got it again when I went to the world tab:
Pic: https://i.imgur.com/7kW03Ay.png
Log: https://git.io/fANaD

and it did the same error except it spammed to 999 when I went to to fluffy's relationship tab and selected Factions:
https://i.imgur.com/iDOfyJL.png
https://git.io/fANad

Edit:
I noticed something else, just a super minor thing, but some of the factions on my map have the exact same shade of purple as their icon color, not sure if this is a vanilla thing, not a huge deal :)

Pic: https://i.imgur.com/PWxWe6h.png
(Fardo and Witera have the same shade of purple).

Edit 2: I think the error could possibly be related to the Dynamic Faction Colors option, after I turned that off, the error won't popup anymore, even without a full game restart, then when I restarted my game, I tested, and no error, but then I turned it on again after I restarted my game, and the error popped up! I hope this helps!!

Confirmed it by testing 3 more times,
Restart game fully Turn OFF Dynamic Faction Colors option, Load Game, no error
Turn ON Dynamic Faction Colors, Load Game, Error.

Title: Re: [B19] Faction Control
Post by: Kiame on October 03, 2018, 11:02:04 PM
Small update:
Faction Options - Total Number cannot be set lower than the sum of tribal, outlander, and pirate settlements.
Title: Re: [B19] Faction Control
Post by: Kiame on October 05, 2018, 10:30:35 PM
Update:
Fixed an issue where error messages would be written to the logs constantly when launching pods over the world map.
Title: Re: [B19] Faction Control
Post by: Griphaha on October 06, 2018, 12:14:42 PM
Thank you Kiame for putting so much effort into perfecting this MOD.  I would've re-downloaded this long ago if I would've seen you fixed both the issues' I brought up, or what I thought were issues anyway.....  I did not see you made an option for relations. 
I'm currently using 7 of your mods and have been keeping an eye this... surprised I didn't see that until now.
Title: Re: [B19] Faction Control
Post by: Kiame on October 09, 2018, 06:51:16 PM
Update:
-Faction Density and Grouping option sliders re-written. Now instead of stepping from one point to the next, each movement along the slider will increase/descrease the density/grouping.
-Increased the maximum value Density can go to and decreased the minimum value for Grouping.


For those wanting a densily populated RimWorld try:
-Max Density
-Min Grouping
-4 of each settlment type

(https://steamuserimages-a.akamaihd.net/ugc/955218746617655364/ADA88625E0309E30964A7A2E04A86D340F54A51C/)
Title: Re: [B19] Faction Control
Post by: Kiame on October 11, 2018, 02:06:38 AM
Update:
Added a main option to Spread Pirates
Title: Re: [B19] Faction Control
Post by: Kiame on October 12, 2018, 02:50:35 PM
Update:
Setting the number of factions to 0 will now cause the RimWorld to have no settlements.

Be warned: This will cause all raids to be mechanoids
Title: Re: [1.0] [KV] Faction Control [ModSync RW]
Post by: Kiame on October 18, 2018, 01:52:43 AM
Updated for 1.0
https://github.com/KiameV/rimworld-factioncontrol/releases/download/1.0/FactionControl.zip
Title: Re: [1.0] [KV] Faction Control [ModSync RW]
Post by: Kiame on October 19, 2018, 02:23:19 AM
Update:
Increased Total Factions max setting from 30 to 100
Increased individual faction slider's max setting from 6 to 20.
Title: Re: [1.0] [KV] Faction Control [ModSync RW]
Post by: Kiame on October 21, 2018, 07:59:23 PM
Update:
-The maximum number of settlements per faction has been greatly increased.
-Added "Enable Higher Maximum" settings to allow those who want to to increase the maximum settlements per faction as well as total numbers of factions.

People will probably have to play with their settings as these changes will throw off previous settings. Basically you can now have a RimWorld that's as populated as earth =P

NOTE: The reason I limited the maximum behind the "Enable Higher Maximum" checkbox is because maxing everything out will slow down map generation times.
Title: Re: [1.0] [KV] Faction Control [ModSync RW]
Post by: bigheadzach on October 21, 2018, 10:39:46 PM
Github download looks to be borked, some XML weirdness.
Title: Re: [1.0] [KV] Faction Control [ModSync RW]
Post by: Kiame on October 22, 2018, 03:07:18 AM
Yeah github is having issues
Title: Re: [1.0] [KV] Faction Control [ModSync RW]
Post by: Kiame on October 26, 2018, 10:24:35 PM
Update:
Faction counts can now be entered manually. This allows players to set higher limits than the slider allows.
Title: Re: [1.0] [KV] Faction Control [ModSync RW]
Post by: Kiame on October 27, 2018, 05:48:35 PM
Update:
-Added a new setting in Main Faction Control - Relations Change Over Time
Disabling this will prevent relations from going down every few days

-Added a text field on Faction Base Density so users can override the value to go as high as they want
Title: Re: [1.0] [KV] Faction Control [ModSync RW]
Post by: sumghai on April 22, 2019, 02:14:37 AM
When running a savegame where the player faction is defined by a mod (e.g. Chicken Plucker's Militaires Sans Frontières), opening the world map triggers the following error message in the debug log:

Tried to get relation between faction RH_PlayerColony_MSF and itself.
Verse.Log:Error(String, Boolean)
RimWorld.Faction:RelationWith(Faction, Boolean)
RimWorld.Faction:GoodwillWith(Faction)
FactionControl.Patch_Faction_get_Color:Prefix(Faction, Color&)
RimWorld.Faction:get_Color_Patch1(Object)
RimWorld.Planet.Settlement:get_Material()
RimWorld.Planet.<Regenerate>c__Iterator0:MoveNext()
Verse.GenCollection:ExecuteEnumerable(IEnumerable)
RimWorld.Planet.WorldLayer:RegenerateNow()
RimWorld.Planet.WorldLayer:Render()
RimWorld.Planet.WorldRenderer:DrawWorldLayers()
RimWorld.Planet.World:WorldUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


Thoughts, Kiame?
Title: Re: [1.0] [KV] Faction Control [ModSync RW]
Post by: kaonasi on May 10, 2019, 03:30:58 PM
For some reason doesn't even seem to show up in mod options tab.
Title: Re: [1.0] [KV] Faction Control [ModSync RW]
Post by: E-102 on September 07, 2019, 11:13:37 AM
Quote from: kaonasi on May 10, 2019, 03:30:58 PM
For some reason doesn't even seem to show up in mod options tab.
It doesn't show up for me either
Title: Re: [1.0] [KV] Faction Control [ModSync RW]
Post by: E-102 on September 07, 2019, 11:18:22 AM
Quote from: kaonasi on May 10, 2019, 03:30:58 PM
For some reason doesn't even seem to show up in mod options tab.
I was using the github version and it didn't show up but it showed up with the direct download version from the first page.
Title: Re: [1.0] [KV] Faction Control [ModSync RW]
Post by: Canute on September 07, 2019, 11:32:08 AM
E-102,
if you download the master of the github, indeed it couldn't work, because it is not the complete work.
You allways should check the releases at Github, before you download the master.
Title: Re: [1.0] [KV] Faction Control [ModSync RW]
Post by: ThiIsMe007 on September 07, 2019, 03:01:09 PM
Quote from: Kiame on October 27, 2018, 05:48:35 PM
Update:
-Added a new setting in Main Faction Control - Relations Change Over Time
Disabling this will prevent relations from going down every few days

-Added a text field on Faction Base Density so users can override the value to go as high as they want

Small request if you'd kindly consider it please : is it possible to add a setting to the mod to change the frequency of faction goodwill degradation ? I would like to keep some kind of erosion happening over time and not totally disable it, but as it comes now it's too quick for my tastes.

Even better, could the mod check if there has been some "positive" interaction recently, and if yes, reset the count down ? It has always looked unconvincing to me that after some successful "peace talks" and beneficial faction trades, relations would still keep dropping mechanically, just because.

Great mod otherwise, thank you very much.
Title: Re: [1.0] [KV] Faction Control [ModSync RW]
Post by: JaJe on December 27, 2019, 09:55:15 AM
I really like this mod, but if I play with a large number of factions a strange thing happens:
1. Expecially early game I keep have traders one after all at short time
2. Everytime I get a pop-up with event or raid, my game lags a while

Is it possible to add an option to select the random number of faction between X and Y? Rather than manually edit the number of faction everytime I start a new game I'd like to be randomized between certain values.
Title: Re: [1.1] [KV] Faction Control [ModSync RW]
Post by: Kiame on February 29, 2020, 12:59:10 AM
Updated for 1.1 - https://github.com/KiameV/rimworld-factioncontrol/releases/download/1.1/FactionControl.zip

I have not tested with alien factions. Let me know if there are any problems with those.
Title: Re: [1.1] [KV] Faction Control [ModSync RW]
Post by: Kiame on February 29, 2020, 05:46:23 PM
Update:
Fixing an issue where Savage tribe count could not be set and Empire was not respecting settings.
Title: Re: [1.1] [KV] Faction Control [ModSync RW]
Post by: Kiame on February 29, 2020, 07:31:07 PM
Update:
Fixed an issue where only one based of each faction was spawning
Title: Re: [1.1] [KV] Faction Control [ModSync RW]
Post by: Kiame on February 29, 2020, 10:21:05 PM
Update:
Fixed an issue wherein the game could run into difficulties if a previously defined Faction could no longer be found.
Title: Re: [1.1] [KV] Faction Control [ModSync RW]
Post by: Kiame on March 03, 2020, 11:21:53 PM
Update:
Setting any faction to 0 will prevent that faction from appearing on a new map
Title: Re: [1.1] [KV] Faction Control [ModSync RW]
Post by: Kiame on March 06, 2020, 12:19:31 PM
Update:
Fixing an issue with dynamic faction colors
Title: Re: [1.1] [KV] Faction Control [ModSync RW]
Post by: Kiame on March 07, 2020, 02:04:05 PM
Beta Version for direct download. I'm looking for feedback by anyone up for trying it:
https://github.com/KiameV/rimworld-factioncontrol/releases/download/1.1/FactionControl.Beta.zip

Changes:
- Density / Settlement Count can be set for each faction type
- Modify faction settings from the Create World window (changes here will not persist, it'll only apply to the world being created)
- Now only 1 mod settings page

Known Issues:
- Faction Control from Create World will sometimes have the mouse's position higher than it should causing the window to not be modifiable easily
Title: Re: [1.1] [KV] Faction Control [ModSync RW]
Post by: Kiame on March 08, 2020, 05:35:18 PM
Update:
Redid the settings for the entire mod. Now only one page.

Each faction now has its own sliders for density and number of settlements as well as if the goodwill toward the player is random.

There is now a button on the Create World page called "Faction Control". This will open the Faction Control settings. Modifying values here will _not_ be saved; only applied to the world being created. If you want to save the settings, open Faction Controls from mod->settings and close it.

For anyone that wants the older version it's still available here: (it will no longer be supported)
https://github.com/KiameV/rimworld-factioncontrol/releases/download/1.1/FactionControl_old.zip
Title: Re: [1.1] [KV] Faction Control [ModSync RW]
Post by: Kiame on March 08, 2020, 11:22:59 PM
Update:
- Re-added tooltips to the checkboxes
- Default settings now match the base game's settlements
- "Reset" buttons have been added to each faction as well as the entire mod
- "Boost Settlement Count" button has been added for each faction. Enable this for one or more factions for a much more populated RimWorld
- Found a problem in my calculations that was causing the number of settlements per faction type to be set and all factions of that type would get settlements from that pool. With this update each faction will get its own pool of settlements independently.
- Did some other cleanup as well
Title: Re: [1.1] [KV] Faction Control [ModSync RW]
Post by: CyberianK on March 09, 2020, 05:50:25 AM
Great mod, small questions:

What happens if you disable the Empire faction?

Does disabling Mechanoid faction also disable Mechanoid raid events and mechanoid clusters?

Background: I want to start a Tribal/Medieval game (using Early Times, a Medieval Times Fork) that replaces as many futuristic factions with medieval ones as possible. Not sure though if I miss out on too many events so maybe I keep Mecha+Empire in.
Title: Re: [1.1] [KV] Faction Control [ModSync RW]
Post by: Kiame on March 09, 2020, 09:56:33 AM
I don't know what happens if you disable all empire factions TBH.

Disabling mechoids in the mod will prevent mech ground invasions

Consider using In-Game def editor to truly disable defs that are not tribal/midevil - https://ludeon.com/forums/index.php?topic=46983.0
Title: Re: [1.1] [KV] Faction Control [ModSync RW]
Post by: Kiame on March 09, 2020, 02:02:32 PM
Update:
- Added an option to toggle whether Per-Faction settings will be displayed. When disabled, there is one Density and one Settlement Count slider that will apply to all Factions. When enabled, there will be one Density and one Settlement Count slider for each faction. Defaults to disabled.
- Fixing an issue where one settlement for each faction would be far away from the others for tighter densities
Title: Re: [1.1] [KV] Faction Control [ModSync RW]
Post by: Kiame on March 09, 2020, 06:12:32 PM
Update:
I've rolled the changed back to prior to my big attempt at per-faction settings.

Sorry for the inconvenience to anyone who tried out my previous released. The current good release is ModSync verison 1.1.2.0
Title: Re: [1.1] [KV] Faction Control [ModSync RW]
Post by: akiceabear on May 10, 2020, 03:06:34 PM
Is it possible for this mod to disable raids by factions with tech level above mine? Until I tech up, and then they'll come?
Title: Re: [1.1] [KV] Faction Control [ModSync RW]
Post by: Kiame on May 10, 2020, 04:17:45 PM
Quote from: akiceabear on May 10, 2020, 03:06:34 PM
Is it possible for this mod to disable raids by factions with tech level above mine? Until I tech up, and then they'll come?

That'd be on the storyteller side of things
Title: Re: [1.1] [KV] Faction Control [ModSync RW]
Post by: Kiame on July 18, 2020, 12:40:26 PM
Hopefully fixing an issue that was causing incompatibility with Faction Discovery.

Thanks OrionFive for finding the problem.
Title: Re: [1.2] [KV] Faction Control [ModSync RW]
Post by: Kiame on August 12, 2020, 12:48:48 AM
Updated for 1.2
Title: Re: [1.2] [KV] Faction Control [ModSync RW]
Post by: Kiame on August 21, 2020, 12:33:59 AM
Update:
Making the code more efficient
Title: Re: [1.2] [KV] Faction Control [ModSync RW]
Post by: Kiame on August 27, 2020, 01:59:27 AM
Update:
Fixing an issue with "relations change over time" being set to off was not working
Title: Re: [1.2] [KV] Faction Control [ModSync RW]
Post by: Kiame on August 29, 2020, 11:34:15 PM
Update: 1.2.0.3
Fixed a second way which faction goodwill can change over time
Title: Re: [1.3] [KV] Faction Control [ModSync RW]
Post by: Kiame on July 20, 2021, 03:12:04 AM
Updated for 1.3 - Direct Download (https://github.com/KiameV/rimworld-factioncontrol/releases/download/1.3/FactionControl.zip)

This is a major re-write of this mod and might have a bug or two.

Currently "Disable Faction Limits" is turned off. I will hopefully have that ready tomorrow evening.
Title: Re: [1.3] [KV] Faction Control [ModSync RW]
Post by: Kiame on July 20, 2021, 04:01:06 PM
Update: 1.3.0.1 (https://github.com/KiameV/rimworld-factioncontrol/releases/download/1.3/FactionControl.zip)
"Disable Faction Limits" is now enabled and can be used when creating new worlds.
Title: Re: [1.3] [KV] Faction Control [ModSync RW]
Post by: Kiame on July 20, 2021, 08:47:17 PM
Update: 1.3.0.2 (https://github.com/KiameV/rimworld-factioncontrol/releases/download/1.3/FactionControl.zip)
Fixing an issue where each settlement of each group of a faction would all spawn together
Title: Re: [1.3] [KV] Faction Control [ModSync RW]
Post by: Kiame on August 01, 2021, 04:11:00 PM
Update: 1.3.0.3 (https://github.com/KiameV/rimworld-factioncontrol/releases/download/1.3/FactionControl.zip)
Removed the cap of 250 from the Min/Max Population text entries
Title: Re: [1.3] [KV] Faction Control [ModSync RW]
Post by: Kiame on August 02, 2021, 11:49:06 PM
Update: 1.3.0.4 (https://github.com/KiameV/rimworld-factioncontrol/releases/download/1.3/FactionControl.zip)
Added a new setting, "Tile Distance Between Faction Groups"
With this setting, you can specify either/both the Minimum/Maximum distances that faction groups can spawn from each other.
This is an advanced option and can easily prevent faction groups from spawning on the map and will take many tries to get the values to work. Leave it disabled to keep base game behavior.
Title: Re: [1.3] [KV] Faction Control [ModSync RW]
Post by: Kiame on August 09, 2021, 12:45:50 PM
Update: 1.3.0.6 (https://github.com/KiameV/rimworld-factioncontrol/releases/download/1.3/FactionControl.zip)
Adding a setting "Override Faction Max Count" which will force modded factions that do not specify "maxConfigurableAtWorldCreation" to show up in the base game's Create World Faction Count tab.

It's on by default. If anyone runs into issues with this setting please disable it in settings and restart the game.
Title: Re: [1.3] [KV] Faction Control [ModSync RW]
Post by: Multistream on August 22, 2021, 10:49:43 AM
I can't find the setting to customize the amount of modded factions after the update. I know that there is a vanilla way to do that but it doesn't display half of the modded factions factions. I tried "Override Faction Max Count" on, after reloading the game they weren't there, after I set it to off, they weren't there either. I also don't understand what "Disable Faction Limits" does, I didn't understand what its description meant, but either way, it also didn't cause the modded factions to show up.

So I've reloaded the game while my "Override Faction Max Count" was on, I disabled every faction in the vanilla menu, but some factions are not in vanilla menu and for some reason I didn't find this mods menu to disable them anywhere. This includes factions from Star Wars - Hutts, Star Wars - Gand, Star Wars - Trandosha, The GiantRace, two factions from Halo Jackals. I couldn't find any ways disable them.
https://gist.github.com/idkman2021/d88c2cf488eed817d8ea1ee4e0e836b5

by the way the way by which this can fixed if someone has this problem is editing the race mods files to remove unwanted factions although I didn't try yet and I don't know how easy it is
Title: Re: [1.3] [KV] Faction Control [ModSync RW]
Post by: Kiame on August 22, 2021, 03:41:47 PM
The setting for "Override Faction Max Count" is really just me trying to fix other people's stuff for them.

If that doesn't make a modded faction come up in the base game's selection then the authors of those mod simply have to add "<maxConfigurableAtWorldCreation>9999</maxConfigurableAtWorldCreation>" to their faction's def. Simple as that.
Title: Re: [1.3] [KV] Faction Control [ModSync RW]
Post by: Canute on August 22, 2021, 04:39:18 PM
Not sure if there is another setting, but i can see the Hutts at the settings and could disable them.
Maybe his problems are more the other errors he got at the rimworld startup.
Title: Re: [1.3] [KV] Faction Control [ModSync RW]
Post by: Kiame on August 22, 2021, 05:41:29 PM
Quote from: Canute on August 22, 2021, 04:39:18 PM
Not sure if there is another setting, but i can see the Hutts at the settings and could disable them.
Maybe his problems are more the other errors he got at the rimworld startup.

Take another look. That's not for disabling the Hutts, the settings on the right are for Settlement Density and whether to override the density for that faction.

Setting the number of factions or disabling them is all part of the base game now and it's up to the mod authors to add support.
Title: Re: [1.3] [KV] Faction Control [ModSync RW]
Post by: Kiame on November 09, 2021, 11:22:50 PM
Update:
Added German translation and Empire mod's faction will no longer be selectable from the faction count during world creation. Thanks Danimineiro!
Title: Re: [1.3] [KV] Faction Control [ModSync RW]
Post by: Kiame on January 16, 2022, 11:25:06 AM
Update: v1.3.2.0 (https://github.com/KiameV/rimworld-factioncontrol/releases/download/1.3/FactionControl.zip)
World generation logic has been improved and this mod's settings will apply for all settlements that get created post-world generation.

Big thanks to Designer225 for finding the mistakes in my code and improving this mod!