RimWorld

RimWorld

168 ratings
Never Generate Relations
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Mod, 1.4, 1.5
File Size
Posted
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144.493 KB
Nov 21, 2022 @ 9:59pm
Apr 11 @ 11:07am
2 Change Notes ( view )

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Never Generate Relations

Description
Forces the basechance for randomly generated relationships to be 0.
Prevents both the generated relations from starting pawns and more importantly,
Prevents generated pawns (raiders etc.) from being generated with relationships to existing pawns (e.g. your colonists).

Shouldn't impact anything that sets relationships directly since those don't roll on the patched function.
36 Comments
CuuLaaaBu May 1 @ 7:33pm 
its been so long after 1.5 released, think its time to come back. and find you updated, youre a life saver! although this mod is updated, I went check That mod that has more subs out of curiosity, found the author is still suffering with the same old issue...
stun  [author] Apr 11 @ 11:09am 
"Updated" for 1.5 (no changes were made, it still works)
The function that we are replacing got an additional condition under which it gets set to 0 (IsDuplicate) but since we're setting it to 0 under all circumstances anyway, anomaly will work completely fine with this.
uhm when hszuuuhhh shm Mar 25 @ 2:00pm 
@stun
giving it some thought, if these new relations are created only whenever a raid or some other incident (like visitors for example) happens, then doing what you said should indeed work for preserving starting relations.

thanks for the input.
stun  [author] Mar 25 @ 1:00pm 
That's my understanding
I don't know if this is correct, but that is what I believe would happen.

In theory if you have a mod like Character Editor you should be able to go through the global list of all human pawns and I think that the son should exist in that list somewhere.
uhm when hszuuuhhh shm Mar 25 @ 12:22pm 
@stun
so, for example:

say i have a starter pawn, which is the brother of my other starter pawn (not "left behind", so they'll be there at the start of the colony), AND is the father of another pawn which WAS left behind.

that means if i turn on the mod after generating the map, both relations will persist then? so i could encounter the father's son sometime into the story?
stun  [author] Mar 25 @ 11:16am 
You can generate a game without this mod, then turn on this mod, and only relations that were generated before you added the mod will exist. This mostly means starting pawns and some faction leaders, which seems to be what you want.
Any pawns related to starters that aren't also starters/leaders can/will show up in the game though.

The mod just forces a certain piece of RNG to always roll 0 so you can turn it on and off freely with no consequences.
uhm when hszuuuhhh shm Mar 25 @ 10:54am 
is there any way to keep the starting pawn relations (im assuming, from what i understood from the description, this mod turns them off when you're picking your people for a new colony?) but keep the generated pawns off? or is that already the case?
stun  [author] Mar 19 @ 3:14am 
I've been asked so I'll say:
This works for the version of 1.5 that's in the unstable beta.

I'll put off adding tags until anomaly comes out.
Beantins Feb 20 @ 11:40am 
Essential mod, Thank you!
Beast Clarke Feb 8 @ 8:33am 
great mod!