RimWorld

RimWorld

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Relationship Generation Plus
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Mod, 1.6
File Size
Posted
987.335 KB
31 Jul @ 12:01pm
1 Change Note ( view )

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Relationship Generation Plus

In 1 collection by Side1iner
Side1iners 'Plus' Series
8 items
Description
Relationship Generation Plus
'Relationship Generation Plus' blocks all relations for starting pawns but allow 'world pawns' to have family (we are on their planet, after all).

Isn't this pretty much 'No Random Relations'? Yes. And no. I was having some issues using 'Way Better Romance' along with 'No Random Relations' and my own mod 'Trait Slots Plus'. So I had to make this, and as I did I might as well publish it. I think it's actually different in that it allows blood relations for 'world pawns' - at least, it seemed that way from my testing (I mean, I know this mod allows it, but didn't get any relationships for pawns generated using NRR).

Mod content at a glance
  • No relationships for starting colonists
  • Blood relations are allowed for 'world pawns', ie the pawns generated in your game as you play. It is their home planet after all.
  • No significant others for 'world pawns' by default - you can allow this using the lonely mod setting

Technical stuff
Mod settings
You can choose to allow significant others to be generated for 'world pawns'. By default, this is off.

Compatibility
Should be pretty compatible. But obviously not with 'No Random Relations' as it does fiddle with the same things. Should be the same for other mods messing with relationship generation.

Performance
Shouldn't be a big deal.

Adding or removing mid-save
I haven't done much testing with this. It should be fine, although obviously only matter for pawns generated after the mod is added. Let me know if it isn't!

And as always - backup your save if you are messing with mods in any ways mid-save!


40 Comments
TritiumQQQ 19 Sep @ 10:11pm 
when a “world pawns” joined, it will still generate relationship.
Dlitz 13 Sep @ 7:34am 
It seems there is a bug, the initial pawn will still be assigned random relatives during the attack.
lexcpa324 11 Sep @ 4:53pm 
Its weird that pawns that are very related (like fathers and sons) dont share last names

The father of a pawn named Alex Green is, for some reason, has a different last name, when they SHARE a faction

Maybe its just a cultural thing im not used to?
Ground0 3 Sep @ 4:03pm 
Didn't work at all
Even worse,I just have 3 consecutive caravans which had generated relatives for my starting pawns EVERY time
Bloodyfist 22 Aug @ 7:32pm 
rimworld.planet.world:worldtick
Could this cause massive increase to tick latency.
eighmy_lupin 19 Aug @ 1:28am 
I had a son spawned for my starting colonist.

I was also using CE
dominicawb 12 Aug @ 1:11pm 
and CE is THE pawn editor, everyone goes on how its better than prepare carefully. maybe the issue is whatever your mod applies gets applied when you get to the pawn screen, but then afterwards people put in the pawns they want to use via CE, so it doesn't apply to them. Instead, whatever you apply should proabably happen when the game actually starts.
dominicawb 12 Aug @ 1:09pm 
I wonder if it's possible to add deceased paws to family relations, just to prevent that from happening
NilchEi 11 Aug @ 8:15pm 
Just had friendly caravan that generated a sister for my starting colonist, though I used CE so it definitely sounds like the case of mod conflict.
Con 10 Aug @ 2:54pm 
I had an ancient soldier in a space station cryptosleep casket be the daughter of a starting gravship crew member. Not using character editor