FAQ - SineSwiper/RimWorld-FactionBlender GitHub Wiki

FAQ

How many factions does this add again?

Two or three: one civil faction, one pirate faction, and if you have Ideology, a ideologically-looser clan. This is on top of whatever other factions are loaded in, including the default pirate faction.

Another pirate band? I just want to use yours.

RimWorld v1.3 already has adjustments for factions within New Colony creation, so you're welcome to drop the default pirates and use the ones in Faction Blender. Or just dump many of them and add as many FB factions as you want.

Otherwise, pre-v1.3, if you want to adjust factions, I highly recommend using KV's excellent Faction Control mod. You can turn on or off the two FB factions, too. Keep in mind that KV's mod only applies to new games.

Where are the dinosaurs? I thought you said there were dinosaurs?

Do you have a dinosaur mod loaded in? Faction Blender is only going to use whatever pawns you have loaded into your game. It doesn't create any new pawn or animal types.

So, which race/animal mods does it support?

It would be easier to list off what it doesn't support, which is on the Blacklisted Pawn Kinds page. It dynamically looks for all pawn types and adds them in the two factions.

If you find a race/animal mod that doesn't work, let me know, and I'll either fix it or filter them out.

Thrumbos? Mecha-thrumbos?! Aren't they going to stomp me in the ground now?

Not if the raid size algorithm is still throwing small raids. Everything has a combat power, so bigger creatures only come in when your colony is appropriately sized. On that note, Marvin's Combat Readiness Check can adjust raid sizes for you.

And if you're still afraid of certain creatures, you can adjust the sliders in the mod settings.

Is this mod save-game compatible?

Yes, but only if you use the Vanilla Expanded Framework. If that's installed, it will ask to add the FB factions in the next time you load.

How do I disable some pawn from appearing?

There are a few options in the Faction Blender config to filter creatures and pawns, based on minimum or maximum combat power. Under Options, Mod Settings, look for Faction Blender:

FB Mod Settings

The last two options also allows you to filter creatures based on their default faction type and race definition name, respectively. If you poke around in the XML files for the race mod, you can find the "PawnKindDef" (pawn kind definition) for that race and look for its "defaultFactionType" and "defName" (or "race"). The debug window may also warn of badly-behaving pawns and give you these names for you.

Filtering in this way, especially with faction types, usually removes multiple pawn types from the pool, though. Part of the fun of getting a FB raid is seeing all of the different variety of pawns, so pawn filtering should only be done for getting rid of problem pawns that have bugs or are improperly balanced (ie: doesn't have an appropriate combat power). Please report any of those type of bugs to the pawn/faction mod owner.

Actually, I really am getting some pawn stomping me in the ground. What's wrong with the mod?

A vast majority of these cases has to do with a race mod having a pawn kind with an improperly balanced combat power stat. If you poke around in the XML files for the race mod, you can find the "PawnKindDef" (pawn kind definition) for that race and see its "combatPower" stat, either on the pawn kind you're looking for or on a parent class.

The combat power should be appropriately sized for that pawn kind, based on what kind of weapons & armor it gets, and the general difficulty level of the fight. This stat is the primary factor in the raid size algorithm, so it's critical that it's not too low. Big OP creatures are okay to have in the game for raids, but the combat power needs to match their difficulty.

Here's a few properly balanced examples of pawns and their combat power:

  • Low tier tribals: 35-48
  • Pirate gunners: 65
  • Alpha Animal's Blackspider: 175
  • Grizzly Bears: 200
  • Centipedes: 400
  • Thrumbos: 500
  • MegaFauna's Purussaurus: 750
  • Genetic Rim's Mechathrumbo: 1000
  • A RimWorld of Magic's Greater Elementals: 1500
  • Lord of the Rims' Dragon: 1600
  • Genetic Rim's Archotech Centipede: 10,000 (removed in FB by default, per the combat power slider)

If you find that one of the pawns is improperly balanced, please report the bug to the pawn/faction mod owner. In the meantime, you can usually hack a better value in the XML file, or disable the pawn from FB entirely (see that question above).

I don't like Humanoid Alien Races 2.0. Can you take off the requirement?

Without HAR2.0, Faction Blender can't support mixed race support for vanilla starting scenarios, refugees, slaves, and wanderers. I've tried making it optional, but C# makes it extremely difficult to do so.

Also, HAR2.0 is required by just about every race mod Steam has to offer, so I don't understand how you could even get away with not using it.

I found a bug. How can I submit a fix?

You're reading this FAQ on the GitHub Faction Blender project page. The source code and issue trackers are also available here. Just submit a PR or bug report.