

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 last two options also allows you to filter creatures based on their default faction type and race definition name, respectively. Under Options, Mod Settings, look for Faction Blender: There are a few options in the Faction Blender config to filter creatures and pawns, based on minimum or maximum combat power. How do I disable some pawn from appearing? If that's installed, it will ask to add the FB factions in the next time you load. Yes, but only if you use the Vanilla Expanded Framework. On that note, Marvin's Combat Readiness Check can adjust raid sizes for you.Īnd if you're still afraid of certain creatures, you can adjust the sliders in the mod settings. Everything has a combat power, so bigger creatures only come in when your colony is appropriately sized. Not if the raid size algorithm is still throwing small raids. Thrumbos? Mecha-thrumbos?! Aren't they going to stomp me in the ground now? If you find a race/animal mod that doesn't work, let me know, and I'll either fix it or filter them out. It dynamically looks for all pawn types and adds them in the two factions. It would be easier to list off what it doesn't support, which is on the Blacklisted Pawn Kinds page. So, which race/animal mods does it support? It doesn't create any new pawn or animal types. Where are the dinosaurs? I thought you said there were dinosaurs?ĭo you have a dinosaur mod loaded in? Faction Blender is only going to use whatever pawns you have loaded into your game. Keep in mind that KV's mod only applies to new games. You can turn on or off the two FB factions, too. Otherwise, pre-v1.3, if you want to adjust factions, I highly recommend using KV's excellent Faction Control mod. Or just dump many of them and add as many FB factions as you want. 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. Another pirate band? I just want to use yours. This is on top of whatever other factions are loaded in, including the default pirate faction. Two or three: one civil faction, one pirate faction, and if you have Ideology, a ideologically-looser clan.

FAQ How many factions does this add again?
