Faction Base Vehicles [FBV]
Faction settlements now defend themselves with vehicles. Walk into a hostile faction’s base and its vehicles wake up, muster toward the center, and fight back with Power.
I APOLOGIZE for the image quality!
This MAY or MAY NOT make raiding settlements meaningfully harder. It is strictly base defense — it does not add raids of its own. After seeing what VVE Raid and VRF did for the offence side, I wanted something that handled the other half. Not a replacement for anything. Just an option to scratch the itch.
- Fixed error when loading a save regarding turret angles
- Fixed purple square/null draw on parachuting dead pawns
- Categories added to the Group tabs for better "searching?"
- Prowler vehicle removed it served no purpose
- Retreat Threshold logic and option removed (Very inconsistent it seemed)
- Added optional "Vehicles Retreat When Base does" toggle, default OFF
- Added optional "Vehicles keep base alive" toggle, default ON
- Added an "Alert Radius" dial on the Tuning tab in Settings (This determines how far you can be seen by vehicles)
- Added "Qol" Set all factions to group option
- Adds vehicles to faction bases that fight and defend.
- On base entry, if the faction is hostile to you, its vehicles muster closer to base and react to threats if within range or have been attacked.
- Applies faction colors plus a random pattern to each faction’s vehicles. Liveries save with your game — and can be re-rolled from the options menu if you don’t like the pattern of a faction.
- Adds an Options menu to tune things to your taste: alert radius, max vehicles per settlement, per-vehicle combat power, vehicles keep base alive, vehicles retreat when base does, faction vehicle groups (who fields what at their base), and add all factions to a group.
- Adds Warbird, Mosquito, and Louie aircraft functionality for faction bases.
💜 Credit to Gabriel for opening up that world! I apologize again greatly for not asking in advance, and appreciate you allowing the mod to stay on the workshop. 💜
Vehicles attack you if: you are an enemy (obviously), the base is alerted, you attack an enemy, and/or you are within a vehicle’s detection radius (In which all vehicles "wake up").
On spawn, all vehicles (except the Warbird) move closer to the base, then hold until provoked. (trying to make this mod compatible with base gen mods, the vehicles themselves are spawned further out, and muster at a cell towards the center of the base to bring them in and not have vehicles really far out.
NOTE: pathing and terrain may stop the muster for a vehicle altogether which is fine. Happens when major obstacles block path and/or if multiple vehicles pick the same muster cell
Vehicle Logic:
- Combat — defends the base.
- Combat Transport — drops infantry off after Muster, then defends the base.
- Mortar — keeps its distance and bombards.
- Transport — drops infantry off after Muster, then leaves the map.
- Aerial Transport — same as Transport, but airborne (Louie).
- Aerial Combat Transport — same as Combat Transport, but airborne (Mosquito).
- Warbird — same as Combat.
Retreat Logic:
- Retreats if out of ammo.
- Retreats if only the driver remains.
- Retreats if its defending force breaks. OPTIONAL
- Bail if the vehicle can no longer move.
Certain vehicles explode and are removed after being abandoned or crashed: Warbird, Mosquito, Burya, Wisent, Louie, and Scytheman. This adds chaos and also fixes some pesky "forever-exploding vehicle" bugs. Editable in the Patches folder under DestructionPatches.
Note: this only affects FBV’s own vehicles, not other mods’ vehicles.
No raids. Strictly faction base vehicular defense.
- Combat Extended — Yes.
- VVE Raid — Yes.
- RimCities — Yes (it’ll be a tight fit, but it works).
- Vanilla Factions Expanded — Yes.
- Vanilla Base Generation Expanded — Yes.
- RimWar — Maybe? I personally use it.
- Vehicle Raid Framework (VRF) — Yes.
- Other mods — You tell me, please.
Safe to add or remove mid-save, but do not do it while you have a faction base map loaded or are standing on one. (Nothing game-breaking — just red log spam until you leave the map.)
Resetting faction vehicle patterns: make sure you are not on a faction’s base map before resetting.
Otherwise the change will not apply.
Just DON’T risk it I would assume.
No firm ideas yet. This mod is a WIP and is being actively tuned.
- 💜 Vehicle Raid Framework (Gabriel) — Creator of the Aerial functionalities! The Legend! Could not be made without. 💜
- Vehicle Framework
Modded plenty of other games but only for nexus mods really. Figured it was finally RimWorld’s turn. Hope it scratches your itch.
Required items:
Click the title to search on this site.
Vehicle Framework — Steam Workshop
Vanilla Vehicles Expanded - Tier 3 — Steam Workshop