RimWorld

RimWorld

Vanilla Factions Expanded - Deserters
1,200 Comments
Alu 20 Jun @ 5:23pm 
Now that
Is a fantastic bug
Adventuredude 20 Jun @ 5:13pm 
update, the dead empire has in fact glassed my base, ending my 80 hour run.

Probably divine storm should not happen if the empire has been defeated :(
Adventuredude 20 Jun @ 11:46am 
Completed the final mission during the divine inferno countdown... but, while the deserters and empire is gone, its still counting down, and I'm still getting aerodrone strikes.

That is not good, hopefully the non existant empire doesn't glass my base.
Grave 17 Jun @ 5:11am 
I get spammed with deserter quests. What about an option to capture the deserters if I'm playing empire?
lajF 16 Jun @ 7:20am 
i captured a noble, is there anything i can do with him? like turn him in to the deserters or extract intel from him? he is unwaiveringly loyal so i cant recruit him and get intel by losing his title
A Helpless Baby 13 Jun @ 10:11am 
is there a way to make extracting intel faster? i'd think that it would use the hacking stat which would make pawns master hacker power really useful, but it doesn't seem to work that way.
Numidyum 2 Jun @ 4:09pm 
On final mission it said i have to take control of 3 different zeus cannon complex simultaneously but it only gave me 1, ending was nice tho
Abster 31 May @ 11:00am 
Can I use this mod if I don't side with the deserters? Can I do some of these quests (except the deserter joining starting quest obviously) if I don't want to make an enemy of the empire? It will be cool to add this to my list of VE mods and use the new structures
2_Modray 24 May @ 1:29pm 
The later mansion raid missions (e.g. Sickening Stellarch) spawn way too many structures for the size of the maps. Throneroom buildings often spawn halfway or more outside the map edge, which seems to exacerbate the issue of targets not spawning.
Bareback Hussein Obama 22 May @ 12:46am 
completed the final mission finally. zero enemies when i arrived, was a completely deserted base. the end credits were nice though.
Bareback Hussein Obama 21 May @ 10:18pm 
mansion raids always bugged. for years. i dont know what to do.
Sera 15 May @ 1:37am 
I got to ask i tried looking but can't find one so is there a setting to remove the intel going out of date? the options for me getting some tend to take so long I tend to lose it before the next option to get more leaving me with no way to buy anything from them. I jut started completely ignoring the quest to join them and when i do go the path I keep an external note of how much I have so when I want to buy something I deduct it from my amount and spawn in the amount of intel needed.
Твой Братишка 10 May @ 2:08am 
Does Imperial recruitment bring intel? I have a freeholder-ranked pawn under control, but it doesn't lose rank or drop intel
Dafigs 9 May @ 7:28pm 
Anyone know of anyway to disable or reduce the secret deserters that show up in other peoples trade caravans? Almost every single visitor has 1-3 deserters that randomly go hostile when a trade caravan shows up, every single caravan is giving massive relations down because my people immediately gun them down
lostormisplaced 6 May @ 4:32pm 
First of all, I adore this mod. But I was wondering if there is anywhere I could find the music for this, because it is incredible but sometimes my crap computer can't quite handle how big this mod is when it is in a large modlist. Thanks!
thisisa************32 27 Apr @ 11:27pm 
@Commander Link
You aren't permanently locked out of making peace with the Empire. Progressing the deserter questline will result in (2, from memory) offers from the Empire to make peace so you'll stop killing nobles.
However even if you couldn't...what did you expect? Why should the Empire care about making peace with what is generally some backwater mudhole that has maybe 15 people living there?
Gerewoatle 27 Apr @ 10:45pm 
@Link - Choices have consequences. You even said that you understand that this is a "you" problem because you neglected to read the mod description. Why are you venting your spleen here when you have no one to blame but yourself?
Commander Link 27 Apr @ 9:25pm 
No, Triel, it is not a "Skill issue", this mod makes it so if you accept a deserter, you can NEVER make peace with the empire again, but in vanilla, you can make peace with them even after accepting a deserter by attending peace talks or sending them gifts
Triel 26 Apr @ 9:48am 
Hey link, the deserter quest is a vanilla thing and it makes you enemies with empire there too. Skill issue.
[C|⦿] Typical Lama [✚] 25 Apr @ 1:46pm 
this is you problem link XD
NerdGamer 25 Apr @ 2:42am 
Hey, I am having a bug issue where I click to accept one of the assassination quests, but it doesn't actually accept it. The intel disappears but I don't get a quest.
Commander Link 24 Apr @ 4:53am 
im really fucking pissed, i had this mod installed for the extra content not intending to join the "deserters" and when i accepted a deserter quest to get a good pawn early on i became permanent enemy of the empire. I have since played for 12+ hours on this save and im really getting sick of the fucking deserter quests being the only thing the storyteller gives me. im NOT INTERESTED. And i cant even make peace with the empire. I know this is probably a me problem because i didnt read the mod description but i downloaded this mod when it came out like 2 years ago and have never played the deserter faction, i only wanted it for the extra items and stuff
Croaton 20 Apr @ 7:35am 
Any plans to update the remote IEDs to include a death-pall one if we have anomaly? Would be crazy useful
Vaarelsauce 17 Apr @ 12:07am 
(Throws error when trying to delete Autocannon Ammo Box (with CE on/off))

So I placed down an autocannon ammo box next to my Palintone (as it needs 20x102mm NATO), but then realized that with ammo-requirement off in Combat Extended, this wasn't necessary.
I then tried to remove the box, but then it throws a System.NullReferenceException...
So I turned on ammo for Combat Extended, and the same issue persisted.
lostormisplaced 6 Apr @ 8:59am 
Could you make the missile event optional in settings?
Mac 4 Apr @ 8:02am 
Awesome mod, although the fact that the deserter pawns in pawn selection can spawn with joywires (and circadian half-cyclers) is pretty damn annoying.

Also, the imperial response for Public Enemy (rocket barrage) is much less punishing than the imperial response for News (stellic guard), one just lobs water balloon mortar shells at you while the other sends a 10 person gank squad in full prestige cataphract armor to absolutely wipe you off the face of the earth.

The Stellic Guard could use a nerf, OR, if you are feeling diabolical, the rocket barrage could use a buff so you are tempted to gtfo before it arrives instead of just luring it to the turrets and mission objectives so the Empire artillery can do your job for you.
FotisP68n 31 Mar @ 7:07am 
can i configure this mod? (intel drops, etc) if so how?
scared star 30 Mar @ 8:10pm 
bro has never met the sun then LMAO
Shouravik 30 Mar @ 7:02pm 
Unbelievably OP as fuck faction for absolutely no reason
Yaveton 27 Mar @ 3:31pm 
Zeus complex is an absolutely insane and bombastic experience, I loved every second of it <3
Elowisse 27 Mar @ 9:54am 
Hello, how do you get critical intel, Is there any way to reliable get it or it is very rare?
Ty for your time and mods :)
LuckerLuke 19 Mar @ 11:48pm 
upd: it was the initial quest
LuckerLuke 19 Mar @ 9:15pm 
i accepted the chased deserter quest - not the initial one. thinking it would only temporary set the imperium to -100 opinion since thats how i read the mods description regarding this quest compared to the initial one.

the deserter is still one of my pawns but i did not do any deserter quests or offended the empire further, but when i should gain goodwill with them the opinion stays at -100.

is there any way to get royal pawns with permits in this save?
dev mode to change whatever the mod did or spawn a new empire faction is fine, but i dont want to just edit those permits in.
Kostia 18 Mar @ 4:31pm 
Hello I have an issue I have approximately 2 to 3 trade ship a day anyone know how to fix it ?
Lordiii 18 Mar @ 3:54am 
has anyone a clew with mod is causing my issues? my assassination targets are not spawning in their mansions.
sanicek 17 Mar @ 7:14pm 
@Eggbed
Thx, this actually worked.
Eggbed 16 Mar @ 7:34am 
@whoever has the "mission grayed out" issue.
Can you try this?
https://imgur.com/a/h2AgVj3
Oskar Potocki  [author] 16 Mar @ 7:14am 
The issue is out of our hands, the fix was pushed. If it doesn't work on your local version, perhaps the mod did not download the update yet.
Avenchii 16 Mar @ 4:10am 
The same issue still remains for me even if I loaded my save again. None of them worked for me
batatafritada 16 Mar @ 3:58am 
I didn't get to reinstall the beacon but I noticed that once I logged today, the bug was fixed. Thank you master Oskar and forgive me for my unruly behavior.
Lazenske_Oplatky 16 Mar @ 3:32am 
For anyone who also has the grayed out quests, reinstalling the orbital trade beacon fixed it for me! @Goose
Oskar Potocki  [author] 15 Mar @ 4:17pm 
Please note we don’t check comment sections for bug reports. We have a Google form for submitting bug reports with correct logs: its linked in the mod description.
Gloose 15 Mar @ 3:56pm 
Its still gray so if someone finds the fix, post it here.
pda898 14 Mar @ 9:10pm 
@Arson with Lemurs - it functions as a standalone mod, but it barely functions in modpacks. Any biome/map generation mod could lead to the broken missions. Mod adds a lot of world pawns (Empire known problem + a lot of raids from you and onto you) therefore it could lead to 1 TPS due to world GC (and I am not 100% sure this being modlist conflict only).
lindsay19971 12 Mar @ 8:50pm 
i found out that with research tree continued that VFE Deserters bugs it out, so ive gotta make bug report fore research tree continued and deserters because i cant live without them.
CrimsonHoneyBee 12 Mar @ 5:45pm 
I am also getting the greyed out missions
HIVEMIND 12 Mar @ 8:38am 
Most ppl have mod incompatibility and try blame authors for issue
Arson with Lemurs ◕ω◕ 12 Mar @ 5:26am 
So many bug complaints down here, does this mod actually function or is better to avoid it? Because I don't want a disfunctional mod breaking my game without any reason or way to respond.
batatafritada 11 Mar @ 5:44am 
I am getting the same thing as Angel the comment below. I can't accept the side quests even tho I have the intel near a orbital trade thingy. It used to work before for me but now the option is grey. I can still accept the plots and buy items tho.
Jack Shepard 10 Mar @ 7:34pm 
How do i start the side quests you can purchase at the console? i have the intel for them, but i the purchase button is greyyed out. Is there something i must do first?