RimWorld

RimWorld

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Way Better Romance
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Mod, 1.4, 1.5, 1.6
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1.989 MB
Oct 20, 2022 @ 4:05pm
Sep 24 @ 10:06am
147 Change Notes ( view )

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Way Better Romance

Description
Romance overhaul with support for alien race mods.
  • Assigns all adult pawns a sexuality trait, gay, straight, bisexual, or asexual. Chances are adjustable in mod options.
  • This does not use a trait slot! Sexuality traits are assigned after all other traits are generated.
  • Asexual pawns will be assigned romantic orientations with adjustable percentages.
  • Adds faithful and philanderer traits.
  • Adds 'romantic fun' as a joy type: pawns will seek out casual hookups for recreation.
  • Adds dates and hangouts as an option for 'social' joy type: pawns will ask others out on dates or hang outs for recreation.
  • Changes some vanilla calculations to be a little more progressive. Gay people can be parents too!
  • Mod settings allow you to change the distribution of sexuality traits, asexual romantic orientations, rate of hookups and dates, rate of cross species lovin', and chance of cheating.
  • A whole bunch of def mod extensions for race modders to use to further customize their race.

You might think this sounds very similar to Rainbeau's Rational Romance, and that's because it is! I started with one of Mlie's reuploads and then went over every line of code, making adjustments and comparing things to current vanilla code. A lot of code has been completely redone. Then I added a robust set of def mod extensions that other modders can use to control how their content interacts with Way Better Romance, along with a bunch of new Harmony Patches to apply those settings. Mostly intended for race mods that use the Humanoid Alien Races Framework, all settings can also be added to pawnkinds and HAR is not required for this mod to work. Please check out the wiki on github[github.com] for instructions on using these features. You can also join my discord[discord.gg] to report bugs or provide feedback.

Minor Changes from Rational Romance and Vanilla
Please see the wiki[github.com] for the full list, as I've hit the character limit for Steam.

Major Changes
  • Bunch of def mod extensions that can be used by race mod authors, see the wiki[github.com] for full list and instructions for use.
  • Most hard coded calculations related to age have been redone to use race/pawnkind settings, if those are present. If you find any I've missed please let me know.
  • Made code to check if pawns consider an interaction cheating easier to use.
  • Took out the polyamorous trait from Rational Romance. This functionality is currently provided by ideoligions, and trying to get that to work with the trait is proving to be too cumbersome. I may add it back later but will start from scratch and not use Rational Romance as a base for that.
  • Removed the gender variations based on culture from Rational Romance. I think the implementation is at odds with the current state of the game. I might add a similar feature later, but I have to think about how to handle it.
  • Asexual pawns have a stat called 'sex repulsion', which ranges from 0%-100%. Clicking on the asexual trait in their Bio tab will open a tab with information on the effect of their sex repulsion.
  • Sex repulsion can be changed in dev mode.
  • Asexual pawns are also given a romantic orientation, instead of always being biromantic. If added to an existing game, anyone with the vanilla asexual trait will become aromantic.
  • Added hangouts. Basically a copy of dates, but will be used when a pawn picks a partner they're not actually romantically attracted to.
  • Joy need can be added to prisoners and slaves to allow them to attempt hookups as recreation.
  • Added ordered hookups. Very similar to the romance button added with Biotech, this allows you to order a pawn to ask another pawn to hook up. They can't be forced to ask someone outside of their orientation and the other party still has to agree, though there is a 20% boost to the acceptance chance.
  • Non-hostile visitors can end up on the potential partner list for a hook up/date/hangout.

Interaction with Ideology
  • Additional spouses/lovers are possible if ideoligion allows.
  • Pawns from ideoligions with the "Lovin' - Free and Approved" precept don't care about cheating or being cheated on.
  • Pawns only consider their ideoligion when deciding if an action is cheating, but partners from different ideoligions can still get upset about it. Those with the faithful trait will consider their partners' ideoligions.
  • Precepts that limit lovin' to spouses only have a chance to agree to extra-marital lovin' anyways. 1% for Horrible, 10% for Strict, 20% for Moderate, and 40% for Mild.
  • Adds a precept for no spouses, which prevents marriage.
  • Adds a lover count issue, which allows more lovers in addition to the allowed spouses.

Interaction with Biotech
  • Pregnancy is possible from hookups, with the same chances as vanilla.
  • Pre-empt assigning orientation traits so that user and/or race settings can be used.
  • Support for custom age based fertility curves.
  • Right click romancing now only looks at the initiator's orientation, to align with changes to regular romance attempts.
  • Pawns with the Non-senescent gene will not have their sex drive reduced by age.

Planned Features
  • Might add a way for users to overwrite a race's settings, or at the very least view them somehow.
  • Additional activities for dates/hangouts.
  • Play dates for kids.
  • Functionality for long distance relationships. When a caravan randomly contains a lover or spouse that your colonist didn't tell you about until they showed up, there should be some way to either ask them to join the colony, or use the comms console to communicate and continue the relationship.

Compatibility
Please check the pinned discussion here for compatibility information.

Questions?
Many common questions are answered in the FAQ. If you can't find what you're looking for there, feel free to comment here or on discord. I also take suggestions!

Bug Reports
The best way to report a bug is to go to my discord[discord.com], or create a new discussion here on steam. The comments are terrible for troubleshooting. If you're getting an error message in the console, you must provide a log. HugsLib log is preferred, but Player.log will work as well. I will most likely also need a mod list, so go ahead and provide that, unless you have a HugsLib log because it's already included.

If you do not have dev mode on, you will not see any error messages, but they are still there! If something is obviously breaking, like the UI or world generation, please turn on dev mode to confirm where the errors are coming from before reporting.

Provide as much detail as possible about the circumstances that caused the error. If you think your colonists are behaving incorrectly, I need to know everything about the situation. Gender, orientation, marital status, spouse count precept, lovin' precept, race, age, etc.

[github.com]
[ko-fi.com]
Popular Discussions View All (36)
126
Nov 2 @ 6:01pm
PINNED: Compatibility Requests
divineDerivative
2
Oct 29 @ 11:28am
error when generating quests and maps and pawns i think
AAAA buuk
3
Mar 23 @ 7:22am
Game UI is bugged
троечка
1,365 Comments
d_valroth 4 hours ago 
Doesn't We Are United already cover that and more?
Hydra7-1 4 hours ago 
I see there are plans for inviting spouses to join but do not believe it is in yet, is there a mod you suggest for that?
Solarius Scorch Nov 5 @ 9:00am 
@Tyrant: I've been using Psychology for years (mostly for the Kinsey scale), and it works fine. Just make sure to disable the mayor election subfeature, it's badly designed and has little in common with the rest of the mod.
Tyrant Nov 3 @ 4:03pm 
> I'd like there to be some downside to being in a relationship where one partner is not fully attracted to the other. I have some ideas but none of them feel quite right. So it might be something I tackle later.

Well, if it were me (and it's not, I certainly appreciate the work you and other modders put in), I'd first lean into making it so that the initial romance is unlikely to happen. But when and if it does, then it would assign a secret penalty to the pairing that can be anywhere from 0 to relevant_config_value and that affects all their romance-based/sex-based interactions.

The penalty would only be generated at the start of the relationship, because if you keep on generating it over time with bad odds, eventually the relationship is going to fall apart. That way you end up with some relationships where "love wins" while others are more fraught.
divineDerivative  [author] Nov 3 @ 3:16pm 
@Tyrant Right now, the plan is that asexual people behave the same as they do now, but otherwise sexual attraction is required for sexual activities. That's not 100% locked in though. I'd like there to be some downside to being in a relationship where one partner is not fully attracted to the other. I have some ideas but none of them feel quite right. So it might be something I tackle later.

It is, unsurprisingly, very difficult to emulate the complexity of human relationships with math and code.
Tyrant Nov 3 @ 3:02am 
> @Tyrant This mod was published in 2022.

Yeah, I'm getting up there in years. Time slips away like that.

> There will be no wrong gender romances. Instead there will be a setting to allow people to have separate romantic and sexual orientations. So people can choose whether they want simple or complex relationship rules.

So does that mean we can effectively have the way the mod works now by setting everyone's romantic orientation to bisexual but having their sexual orientation still be varied? Or will they refuse to have sex?
divineDerivative  [author] Nov 2 @ 11:52pm 
@Tyrant This mod was published in 2022.

I was responding to you responding to my comment about romance attempts. Not marriage proposals.

"There will be no wrong gender romances. Instead there will be a setting to allow people to have separate romantic and sexual orientations. So people can choose whether they want simple or complex relationship rules."
Tyrant Nov 2 @ 7:08pm 
> Perhaps you should try Psychology instead, it uses the Kinsey scale.

Looked into it. Apparently it's been on life support since 1.1 and is quite buggy these days. Unfortunate. Thanks for the recommendation anyway though, it'd be perfect if it was still maintained.
Tyrant Nov 2 @ 6:54pm 
> I'm very familiar with vanilla's romance code, and I can assure, it does not happen.

Well, apparently there was a big hullabaloo about the way relationships worked in late 2018 so things probably got changed around.

> What you are describing is how this mod currently works.

Well, no, like you said before, contra-orientation marriage won't happen even on rare cases despite contra-orientation romance being able to.

> I've already told you what the intended changes are.

I'm failing to grasp which changes you're referring to when you mention nuance.
divineDerivative  [author] Nov 2 @ 6:07pm 
@Tyrant Difference of interpretation then.

Well, you are in the minority with that opinion. Most people I hear from want it gone. Perhaps you should try Psychology instead, it uses the Kinsey scale.

I'm very familiar with vanilla's romance code, and I can assure, it does not happen. Adding it was one of the features for this mod. What you are describing is how this mod currently works.

I've already told you what the intended changes are. I've been working on this update for years at this point, and I'm not looking for suggestions about the underlying systems.