RimWorld

RimWorld

631 ratings
Possessions Plus
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Mod, 1.6
File Size
Posted
Updated
1.264 MB
27 Jul @ 5:19am
11 Aug @ 5:30am
7 Change Notes ( view )

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Possessions Plus

In 1 collection by Side1iner
Side1iners 'Plus' Series
8 items
Description
Possessions Plus
Possessions Plus lets pawns take true ownership of their gear. Weapons, armor and other apparel can now be claimed, protected, gifted, or inherited.

Items display ownership, enforce exclusivity, and carry emotional and social consequences. Memorialize fallen pawns with their treasured equipment, and defend personal lockers powered by untouchable glittertech.

Make every item matter! To both you and your colonists.

Disclaimer: the mod is working well, but it won't be perfect yet
Under the hood, there is a lot of stuff going on with this mod. I've been working on it for some time now, and I have decided to publish it in its current state. There will be issues and shenanigans going on, I'm sure of it. A lot of what the mod does have more and more impact on your colony the longer you play. Because of this I simply need more players playing with it to be able to polish and finish it.

If you choose to subscribe and try it out, I will be happy and appreciate you! Even more so if you help me polish it by reporting weird things you see or have suggestions to make it better.

After some reports coming in - I don't think it's a good idea adding this mod mid-save. Some things will get wonky in a bad way.

Mod content at a glance
  • Item ownership: your pawns own their own stuff. Only them can use it, and they'll be happy from having their own stuff.

  • Item inheritance: when a pawn dies, the people dear to her will inherit her things. See that legendary charge rifle pass through your colony; writing the history of it in blood along the way.

  • Claiming and naming: choose if you want your colonists to crave and claim items. If they really like an item they can choose to name it, letting the item have a legacy of its own.

  • Utility or story generator: You can choose to use this mod mostly as utility (making your colony a little more tidy) or have it be part of generating the story of your colony. Use the mod settings to your liking.

  • Personal storage: two versions of personal containers only the pawn can take items from (except for hauling). Good way to keep track of owned stuff.

  • Thoughts and mood modifiers: Your colonists will be happy to own their things. Or sad if they lose them. They get triumphant or jealous depending on the side they end up on during inheritance and claiming.

Suggestions, discussions and feature previews in Discord
[discord.gg]

Technical stuff
Mod settings
You can tailor the mod to your liking, using the mod settings.

Compatibility
I think it should be compatible with most other mods. Most of what this mod does is built from the ground up using custom code and systems. Modded items should work. Put this mod late in order, to be sure it will pick up on all defs etc, I guess.

There seems to be an incompatibility with some Vanilla Extended stuff, making pawns not die properly. From a comment:

"Similar comment, pawns not dying. I've noticed it is specifically pawns that can't drop their armor such as mercenaries from VFE."

Performance
I've built it with performance in mind from the start. Sometimes, I choose performance over instant updating a window in-game, as an example. The processing required for keeping track of items, claims, populating windows etc is made in a way it shouldn't be much of an impact.

Adding or removing from ongoing saves
Adding: It's not a good idea. Many items already in your game will cause problems most likely. If you do try, be prepared for some wonkiness at best and bricking of your save at worse. If you try: backup your save file just in case!

Removing: Not a good idea, as always. But if you feel fancy - try it and let me know!

FAQ - will update continually
  • See owned items: In the bottom-right corner where the overlay buttons etc are, you can find a 'box' icon. Clicking it will open the "Owned and named" window.

  • When is an item considered owned by the colony?: When it's in colony storage. Stockpile zone, shelf, container etc.

  • What are the requirements for pawns to make claims?: The item has to be 'Good' or better in terms of quality. It also must have a value of above 500.

    To make a claim for a weapon the pawn needs to have a relevant skill of 8 or higher.

Popular Discussions View All (1)
10
9 Sep @ 6:38pm
Bug reports (post full error/link to log)
Side1iner
280 Comments
Bitterholz 19 Oct @ 1:43am 
Will this cause my pawns to litter their rooms with socks?
Montgomerew 16 Oct @ 1:08am 
Immortality isn't a bug, it's a feature 😌
Stupid kid 13 Oct @ 2:05pm 
The idea is cool but the implementation leaves to be desired, not being able to set ownership while equipped+ I feel the pawns never take an item for themselves (even after reducing the time too)

also a lot of bugs of immortality lol
Kitich 10 Oct @ 6:25am 
While talking about vehicles, I got my 'undead guy' without them.

One of my slaves (may be that matters?) fell behind the group when returning home after fighting with forest fire. Then a raid spawned around him: 20+ enemies. He lost all his limbs and the head, got 7000% bleeding and heroically didn't die after that. No vehicles involved (despite mod was installed), no caravans, no modded clothes or armor equipped or so. Ideology is the only DLC installed. Quite cool story though and I set up a memory day in my Ideology for that guy.
Smash Phil 8 Oct @ 4:02pm 
@Side1iner Regarding the incompatibility with Vehicle Framework, in InheritanceHeirSelector you search through all pawns on the map / in transporters and then compare the relations, however the relations tracker is nullable and only exists for fleshy pawns. Vehicles are not fleshy, and thus do not have a relations tracker. This throws an exception for Pawn.Kill before the pawn is destroyed and replaced with a corpse, making them invincible.

Simple fix: Skip the pawn if they have a null relations tracker.
IL Offset is at 019D, or pawn.relations.DirectRelations in the for loop for PawnsFinder.AllMapsCaravans...

Hope that helps
Valkyrie StarCrusher 8 Oct @ 9:40am 
To help with the immortality, my testing suggests it's an interaction between inheritance and vehicles. If you put a pawn in a vehicle form say VVE they will be immortal until either the vehicle leaves the map/is destroyed, or inheritance is turned off. My guess is something about the pawn state isn't updating properly or something.
Kitich 5 Oct @ 11:26pm 
Confirming that disabling inheritance makes pawns mortal.

Also idea for future: would be really cool if pawns 'get used' to the items they use/wear for a long time. As it feels totally random for now. Like, I own this excellent sniper rifle for a few years and I killed 69 raiders with it, but, hey, the good 'charge lance' in the storage shines so brightly and nobody used it for a few months already - my precious!
TastyPigeon 2 Oct @ 5:22pm 
Disabling item inheritance in mod options should help with the immortal thing
Boiled Pepsi 27 Sep @ 11:52pm 
i will ditto others. something happens that makes pawns immortal for some reason and i'm too stupid to understand, cool mod other than that. will be adding on my next run after its fixed.
76561198043405364 25 Sep @ 6:08pm 
Broken ass mod that makes my pawns immortal lol