RimWorld

RimWorld

The Sovereignty - A Faction Expansion
438 kommentarer
Doge In Tank For 17 timer siden 
Can you make space sovoreignyty arrive with shuttles/ not at all? its not realistic for them to just WALK IN SPACE!
turkler  [ophavsmand] 9. dec. kl. 2:00 
@Autumn no, the laws they impose on you are delibarelty unreasonable. fight against oppression and all that
Autumn 9. dec. kl. 1:55 
Is there a way to disable certain laws? I love them as a mechanic but I wish I could use mechs and just have the others.
Willem 28. nov. kl. 1:31 
@Troxi, Only way is to hide it is to store it off-map, I believe the Underground Vault mod works.
Troxi 27. nov. kl. 21:49 
I don't see it mentioned anywhere but is there a way to "hide" illegal contraband/pawns? (sorry if thats a stupid question Xp)
2_Modray 27. nov. kl. 18:03 
Yes-anding what Andy said, it might be a good idea to push the tech-level check up a little. I'm guessing it's just checking whether your tech level is at least Industrial, but seeing as you already have that in the typical starting scenario right out of the gate, it's hardly a good marker of whether or not you're established.

Maybe they could contact you once you unlock machining? That tech specifically is really the start of actually doing industrial-tech stuff and, since (at least in CE) it's the second-to-last tech on the early-game rush to make your own ammo, it acts as a good marker for an established colony, as getting to it takes long enough that you're likely to have established some semblance of a base with at least basic infrastructure by then instead of still operating out of just a hastily-built shack or a covered-up cavern with nothing in it.
Jolak 26. nov. kl. 21:43 
Is Rosaline single?
kasket 24. nov. kl. 18:13 
u forgot the o in the message pop up. it says diplmatic envoy
galesdeloscien 12. nov. kl. 10:53 
does this have an integration with the "Weapon Tech" mod or niet?
Andy 10. nov. kl. 3:57 
I love the mod, but the way these guys start swarming on your pants every other day from the start of the game is a bit of a letdown for my Ice Shield playthrough. Can you trigger faction interactions once you reach a certain wealth level(or technology), like with the AI ​​Core and Archonexus quests? It's a bit odd that they're sending delegations and inspections even to a single pantsless wildman on the edge of the world.
Moka 8. nov. kl. 19:05 
The perfect industrial enemy, this mod is polished af
AlexDE 7. nov. kl. 21:12 
honestly, one of my favorite faction mods. I frankly just wish it had access to higher level tech so going against it was a bit more scary with CE. But I am sure there's a mod somewhere that allows me to swap the default gear.

10/10 mod :D
turkler  [ophavsmand] 6. nov. kl. 14:56 
@The Lost Cake the vanilla mercenaries have truly random gear and that's why their outfits are often 'random ♥♥♥♥♥♥♥♥, go!' meanwhile my light mercs have technically random but heavily regulated outfits. same goes for the minutemen too, every part of their outfits - what can go in a specific slot, even the odds of whether they come with any specific piece of armor - are regulated with specific apparel requirements and a whole bunch of xml patches adding apparel tags
The Lost Cake 6. nov. kl. 14:46 
why do sovereignty mercenaries always have such immaculate drip though??
The Memphis 27. okt. kl. 17:16 
F the polity charter all my homies hate the polity charter
turkler  [ophavsmand] 25. okt. kl. 20:42 
@Midori no it doesn't
@The Lost Cake they already check for illegal plants
Midori 25. okt. kl. 20:20 
flour from vanilla cooking expanded gets tagged as narcotics :(
The Lost Cake 21. okt. kl. 18:22 
Yea it might be better if they checked for whether you're growing coke or have any bills to process it
turkler  [ophavsmand] 21. okt. kl. 13:49 
@Smeghead ''the imperialist ♥♥♥♥♥ are unreasonable in their imperialist ways'' wow shocker
@Vril that's a feature, not a bug. this faction's whole point is that they use somewhat organized loadouts so you won't have, say, mid to high tier combat pawns spawn without any chest armor. if you want raider gear to be totally random and incohesive then yeah, vanilla outlanders are better
Vril 20. okt. kl. 15:51 
It's a shame the weapons and custom apparel from rh2 clothing or from other gun mods like gtek, local ce guns, guns galore don't spawn in hands of the members of this faction if you use these mods. If they did or if there was option to toggle such support it would be really nice. Right now the vanilla outlander faction is better for my purposes.
Smeghead 14. okt. kl. 10:34 
So while I do like this one, it seems like it could use some more work. I keep getting screwed over by the faction's stance on narcotics. Inspectors show up and kills some wasters attacking my base. Wasters drop drugs upon death. I get blamed for having drugs on the map. Or worse, the reinforcements they send had the drugs on them and when they died they dropped it and again the inspectors balme me.
The Lost Cake 14. okt. kl. 1:06 
I feel like how often they send help is really overtuned, it trivializes early game combat.
Lance Vance 12. okt. kl. 1:54 
>raid of 15 tribal ♥♥♥♥♥♥♥♥♥
>Sovergenity comes to aid me
>3 lads with shotguns drop pod, drink some go-juice
>proceed to go into middle of the raid and absolutely obliterate tribals

absolute kino
STEVE SCRIGGINS 8. okt. kl. 19:03 
This mod is an amazing addition to my otherwise bleak rim with negligent allies and persistent enemies, thank you! The charter is a simple but extremely fun mechanic to respect their silly little laws, in order to get the full benefits of the sovereignty.
Clockwork The Painfully Ok 8. okt. kl. 2:58 
fyi there is a conflict with mods that allow space to be walkable, the inspector will spawn in space without suits and immidiately die
mchemhem 7. okt. kl. 20:30 
Thank you for the update, I really appreciate the great mod you made here, thank you for your contribution!
SoyBacta 7. okt. kl. 3:48 
did this used to be called machinists?
elĐeve 3. okt. kl. 19:47 
oh yeah govt rules on my rim
thelordofsausauge 2. okt. kl. 5:58 
One little thing to notice: the mod has no computability to alpha crafts. And tbh it will make sense if it would. Cause selling yayo is forbidden, why not to sell butter or pefrume to the sovereignty? And roleplay-wise it will make sense. Can you do it please, turkler? Thx for answering no matter what will you answer
The Great Trixie 1. okt. kl. 16:15 
sorry, I want to know if that normal if every time i get raided they instantly come and beat them up, like every raid, their's a way to configure that they are more opresiv and less protectiv ? x3 because the mod look amasing i want to keep it but it make the game so easy at the same time
ty
Willem 1. okt. kl. 15:20 
@Pudding Pope Incorruptable Three in an in-game month roughly, they'll keep coming indefinitely, unless you blow the Inspectors their guts out of course.
Pudding Pope Incorruptable 1. okt. kl. 15:16 
So is it 3 inspections ever across the whole game, or is it like three in a certain amount of time?
Lambda 1. okt. kl. 15:15 
@turkler maybe it would compromise the essence of this mod, but it would be cool if we could bribe the sovereignty inspectors with silver to ignore violations of the polity charter. Maybe bribes get more and more expensive with each time
Willem 1. okt. kl. 10:16 
@YuuYWeeW_50010 Yeah, the Underground Vaults mod, otherwise: Nope, they can see everything on the map.
YuuYWeeW_50010 1. okt. kl. 8:09 
Is there a way to hide stuff other than caravanning it out? I'd like to make a area deep in my base full of all the illegal ♥♥♥♥ but I don't know if inspectors just waltz into everything
ShadowH4nD 30. sep. kl. 14:50 
this mod's abbreviation in dev made me do a double take
Vagineer1 30. sep. kl. 5:18 
Just wondering here, is there a setting to change what the faction counts as illegal? I remember a while back I installed this mod and started my usual solo mechanitor run where I sell hard drugs to supliment my silver income and wouldn't you know it, they arrived and the things that were illegal were hard drugs and mechanoids.
turkler  [ophavsmand] 29. sep. kl. 14:34 
@tha peng that's an old combat extended bug. visitors will also occasionally reload your turrets. out of my control I'm afraid
tha peng 29. sep. kl. 14:28 
I have to ask, if that is in your control, why do they spawn with a deficit of ammo so they have to steal ammo from me? the ammo that I bought? from them???
turkler  [ophavsmand] 29. sep. kl. 7:13 
@thelordofsausauge perhaps one day
thelordofsausauge 29. sep. kl. 4:29 
Hey Turkler, will there be more mods like that? Maybe about pirates that make more sense? Or... Something like that?
turkler  [ophavsmand] 28. sep. kl. 7:26 
@thelordofsausauge thank you! :leyhappy:
thelordofsausauge 28. sep. kl. 5:51 
Simply one of the best mods by one of the best mod creators ever. We need more faction mods as this one.
MerlinCross 27. sep. kl. 10:08 
@redanddead12345 Less worried about the debuff and moving my bloodsuckers off the map to dodge the inspection(not ready to fight them yet).

What is funny though is that they have the same faction weakness most do; Temperature. I noticed when heavy winter sit into my colony, the inspection would come only to turn around halfway to my place as they weren't able to handle the cold. That could be a way to dodge the inspections.... but also make the trade convoys also turn around.
redanddead12345 26. sep. kl. 12:10 
@MerlinCross in my play it was about once a "month" ish. it isnt too crazy. traders appeared more often than them. the debuff from them inspecting mentioned is only like -3 too so as long as you keep everyone kind of happy they're pretty manageable
MerlinCross 26. sep. kl. 10:08 
Other question; how often are inspections?
Strix 26. sep. kl. 9:13 
Ah, okay! Thanks!
turkler  [ophavsmand] 26. sep. kl. 8:53 
@Strix it's not a book, just a regular item. you can have it hauled to a regular stockpile
Strix 26. sep. kl. 8:50 
How do you store the Polity charter? It won't fit in my bookcases!
LifeIsAbxtch 25. sep. kl. 13:57 
Turkler i got a question is this faction like a mixture of the police and IRS?