RimWorld

RimWorld

Relationship Generation Plus
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
Side1iner  [author] 6 Aug @ 8:33am 
@dominicawb: Maybe CE or some other mod combination is messing with it. I've used CE myself with this mod without having any family generated. Hard to know.
dominicawb 6 Aug @ 7:55am 
Theyre the random family members the game generates for everyone, yet it happened for my starting colonists. Keep in mind they were colonists made by Character Editor, and I checked and they absolutely did not have any starting relations with anyone.
Side1iner  [author] 6 Aug @ 1:29am 
@dominicawb: How did it happen?
dominicawb 5 Aug @ 6:03pm 
I was dissapointed to find this mod STILL generated random family members to starting paws that should not have any
Side1iner  [author] 5 Aug @ 4:55pm 
@The Gamer formerly known as Joe: I don't know. That's not at all vanilla behavior I think (on the top of my head I've never seen any hard limits for number of relations). Seems weird though every pawn would get relations generated, from the tests I've made its usually about 1/20. Maybe you have some other mods tinkering with it somehow.

@Snowcraft: Maybe, but it's not something I will look into right now in any case. Both of these things need custom solutions, as none of them has an equivalent in the vanilla game, I think.
Snowcraft 5 Aug @ 3:03pm 
Would it be possible for a config option to allow starting pawns to be related to each other, and potentially space refugees, but not random world pawns?

Would it also be possible have an option for blood relations to be limited to pawns of the same xenotype (in the case of pawns who's xenotype is primarily formed by germline genes and not xenogenes?)
I'm just curious - would it be possible to limit the number of relations allowed to generate per world pawn? I'm running several large outposts from Outposts Expanded, and every pawn generates is a brother/sister to someone else in the network
Side1iner  [author] 3 Aug @ 8:38am 
@Zaximus Rex: Interesting! Will take a look at. Probably some specific code for that then. Thanks!
Zaximus Rex 3 Aug @ 8:26am 
Ideology generated pawns (Ritual rewards: sky lanterns, dance, etc.) still have relationships with starting pawns.
Side1iner  [author] 3 Aug @ 2:14am 
@KawaiiAngel-chan: Great, thank you!
KawaiiAngel-chan 3 Aug @ 2:11am 
This works perfectly, thank you, great mod
Side1iner  [author] 3 Aug @ 1:36am 
@SegmentFault: Thank you!
Side1iner  [author] 3 Aug @ 1:35am 
@tri_idias: I don't know! Try it and let me know. I've never used it.
SegmentFault 2 Aug @ 8:52pm 
Really wonderful! I used to use "no colony relationship", but it stopped updating since 1.5, nor 1.6, Thanks a lot for you work
tri_idias 2 Aug @ 5:58pm 
Hello, I enjoy using the mod reunion when starting a new game. Is this mod compatible with that as well? So, will those pawns that are current not in the colony have new relationships too? Or are they considered as "starting" pawns?
@Randall I don't think pawns born in the colony get new relations themselves even in vanilla, if anything they get them from their parents (cousins, grandparents, etc). In 10-20 year long runs I've never seen it happening. And children adopted don't seem to get unexpected kids later on
Side1iner  [author] 2 Aug @ 2:37pm 
@Randall: Nope! I hope not, that would be very strange.
Randall 2 Aug @ 1:40pm 
I noticed the mod description uses very specific wording like "starting colonists" do you know what the effect is on children born and raised in the player's colony? Would they gain spontaneous relations?
Side1iner  [author] 2 Aug @ 12:30pm 
@TritiumQQQ: Sure thing! I like it as well!

@Tleno: No, that is completely deliberate from Ludeon, I think. Why do you think the age stuff is a problem?

@PEDRO HARDCORE mewing SÁNCHEZ: Yay! Glad to hear it! I hope you like it!
This sounds exactly how I wanted the relations to generate, I've never been quite satisfied with the other options but didn't succeed trying to make it myself, so thank you!
Tleno 2 Aug @ 10:23am 
Will this tweak the weird chronological ages of so many pawns too?
TritiumQQQ 1 Aug @ 9:17pm 
No Random Relations is a good mod, but it isolates too much. So sometimes I have to give up.
I still hope people on this planet have rich social connections.
thanks for making this mod! :)
Side1iner  [author] 1 Aug @ 4:06pm 
@CHT2004: Yes, that's right! The 5 you leave on the ship (so to speak) should not have any relationships either, I think.

I don't know. I haven't looked at those mods. 'World pawns' (all pawns other than your starting colonists) should be able to have existing relationship, unless something in a certain mod make them work unlike standard pawns.

@King Saxler: Holy moly, indeed!
King Saxler 1 Aug @ 10:15am 
holy moly...
CTH2004 1 Aug @ 8:52am 
oh, it prevents relations existing between colonists and non-colonists?

that makes sense, but what about the ones which spawn randomly in-world that you choose (crashlanded, for instance, let's you have 3 people start, but you can choose 8 total. My guess is those other 5 just landed elsewhere),

and what about conditional relationships (new tribe has been on the rimworld, so it would make sense if they know some members from another tribe. Same with some of the vanilla expanded scenarios, but not all of them). Or is that not at all feasible?
Side1iner  [author] 1 Aug @ 7:21am 
@CTH2004: It's not about them KNOWING each other or not, it's about them not having an uncle of this RimWorld they just happened to crash on. Or an ex-wife.
CTH2004 1 Aug @ 7:12am 
okay, I get what this mod does, but I just want to know; why would this mod be useful? I mean, they crashed together, logically they should know each other, right?

So, I'd just like to know the reason behind doing this, thanks!

@Filipino Goku
yeah, but here's what's weird; imageine a xenotype who has a germline gene that forces the endling trait... they never have parents!
Side1iner  [author] 1 Aug @ 12:39am 
@Filipino Goku: Neat, happy to help!

@ephemeraltoast: Goody! Glad you like it!
ephemeraltoast 31 Jul @ 11:33pm 
This is exactly what I wanted. It's so beautiful T_T
Filipino Goku 31 Jul @ 9:54pm 
This is beautiful! This is perfect! This is exactly what I wanted from the game! I had to use another mod to give my starting trio the 'endling' trait (which prevents relations from spawning) but this mod is just... yes!!!