RimWorld
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Endling (Last Of Their Kind)
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Mod, 1.4, 1.5, 1.6
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141.600 KB
28 jul 2023 om 13:37
12 jun om 10:23
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Endling (Last Of Their Kind)

In 1 verzameling van Aelanna
The Eccentric's Angels [1.4]
148 items
Omschrijving
Sometimes, there's just no one left to go home to...

I made this mod for my own use but decided to publish it in case anyone else might find it useful!

Mod Contents

This mini-mod adds a single new trait:

Endling

By choice, by tragedy, or simply by the slow, agonizing passage of time, [PAWN_nameDef] is the last of [PAWN_possessive] kind. It is impossible for [PAWN_objective] to meet anyone [PAWN_pronoun] previously knew.

Colonists with the Endling trait will never get randomly generated relatives, whether it's from trade caravans, raids, or other incidents. Endling is exceptionally rare in normal generation (0.1 commonality) but can be added to your colonists via mods such as Character Editor.

Endling only affects the random generation of new relationships. It does not alter existing relationships when applied to a colonist, nor will it stop them from gaining new ones through gameplay, such as becoming lovers, marriage, or having children.

Technical Details

This mod functions by applying a single Harmony transpiler to PawnGenerator.GeneratePawnRelations and removing all pawns with the Endling trait from the working list of potential relatives.

This mod has a second Harmony transpiler that only applies when Humanoid Alien Races is active; this second transpiler is used to apply the same effect to HAR's GeneratePawnRelations prefix in order to apply the same logic to genderless HAR races.

Mod Compatibility

This mod should not have any issues if loaded alongside mods such as Never Generate Relations or No Random Relations, but will also be redundant as those mods completely disable relationship generation for all pawns.

This mod should be safe to add to an existing save, but will cause one-time errors if removed while any pawn has the Endling trait.

Known Issues

  • Endling stops direct relationships from being generated randomly, but in certain circumstances a relationship generated for a relative may be reported as a discovered relationship for the Endling. For example, an Endling married to a non-Endling may be reported as the parent of a randomly generated child of their spouse.
40 opmerkingen
Xeonzs 14 aug om 6:52 
No worries, it's my bad, I checked the saved preset for game start and yea there's 1 random relation generated at start, so it was probably this one and I just missed it.
User error, what a surprise lol.
Aelanna  [auteur] 14 aug om 6:13 
@Xeonzs - Hi! Yes, as noted in the mod description this is a known limitation of the mod as trying to prevent transient relationships would have nasty overhead on pawn generation which is already a pretty expensive process. Apologies for the inconvenience!
Xeonzs 13 aug om 18:56 
I guess I'll just consider it an exception, don't think I had issues with Endling before, apparently a mother was generated for her which the Ork was married to, perhaps the mother relation was generated at game start, but not discovered yet.
Xeonzs 13 aug om 18:53 
I just had the game spawn an Ork from the "Orks of the Rim" mod as the stepfather of my colony leader who is a modified baseliner with no other relations, even though she always has the endling trait.

I don't see any issues in the debug log regarding character generation, any idea on what might be causing this or where to look?
Nexium1997318 2 aug om 18:55 
@Kitasan Black Xenotype Spawn Control
Alex 30 mrt om 1:59 
now i need a mod that removes baseliners and my goal of the last human is complete
Curry 29 sep 2024 om 8:31 
@Aelanna - I Want!
Aelanna  [auteur] 29 sep 2024 om 7:01 
@Curry - Endling currently is not, as its primary use case was for players to add it via mods such as Pawn Editor or Character Editor, which can generally bypass trait limits anyways. Its commonality for natural generation is 0.1, which is half of even the most rare vanilla traits.

There is unfortunately no quick and easy way of changing this, as there is no simple field that can be added to traits to make them bypass vanilla limits; vanilla sexuality traits are added via a specific second code pass and it is actually flawed because there are circumstances in which said sexuality traits can still take up one of a colonist's initial trait slots and thus not actually be "free". If this is desired behavior though, I can certainly put it on my to-do list.
Curry 28 sep 2024 om 20:54 
Is this also considered a trait outside of the 3 Traits limit, like homosexual or asexuality?
PolySoup 29 mei 2024 om 10:48 
That seems to have fixed it, thanks :-)