RimWorld

RimWorld

45 ratings
NoNegativeCompatibility
   
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Mod, 1.4, 1.5
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61.920 KB
Nov 25, 2022 @ 12:08am
Mar 17, 2024 @ 9:15pm
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NoNegativeCompatibility

Description
Have you ever started making your colony with carefully crafted pawns designed to pair up, (Or triple up? Quad up? Whatever, I won't judge) and found out that your painstakingly crafted pawns hate each other 'Just because'?

This mod changes any negative compatibility value into a positive one.

A simple harmony patch that does math.abs() on the result of the value returned from the randomized "How does pawn X feel about pawn Y?" Some pawns will still like other pawns more, but none should return negative values if you're viewing their relationship compatibility using dev mode debugs.

This should be compatible with most everything. I don't think I've seen another mod that changes this value. (Which is why I made this one.)

It is safe to add and remove midgame. However if you remove it pawns that should have been disliking each other will start disliking each other once more.

This also doesn't automatically make pawns love each other. You'll still have to work on those relationships to boost those opinions. (Or just lock the happy couple in a room together somewhere.)

Quick update:
Added an option so you can set an override value for global compatibility. 0=Disabled.

Quick update 2:
You can now set the override value to be negative if you want everyone to dislike each other.
21 Comments
recatek Aug 29, 2024 @ 8:29pm 
This mod is great! Would it be possible to only apply the abs/minimum to relationships for pawns within your colony? So their compatibility with outsiders, and outsiders' compatibility with each other could still be negative?
Syok (You) Aug 19, 2024 @ 9:27am 
Does what it says on the tin, safe for adding to existing saves as of today, thank you!
CaptainRedBeard Apr 26, 2024 @ 2:32am 
@OMGSplat Dang I was hoping not I saw some stuff online on how to use notepad++ but I think the coding has changed or something. Anyway just thought I would ask I still love this mod and can achieve what I want with it. I appreciate your effort and time making it!
OMGSplat  [author] Apr 25, 2024 @ 6:49pm 
@CaptainRedBeard It would require a far more complicated mod to do so. It would need a way to set and save the player's choice of picking two pawns and setting a value and I have no idea how to do that.
CaptainRedBeard Apr 25, 2024 @ 10:22am 
Is it possible to set compatibility for certain colonists like if I wanted a pair to be lovers but wanted others to hate each-other?
Refolde Apr 16, 2024 @ 9:44pm 
Thanks for this. Literally looked for mod like this after a recent social fight between two of my starting pawns ended with one of them getting their brain smashed, and then finding out about the Pawn Compatibility value on the wiki.

Might also explain why this very same playthrough literally started with two pawns immediately having a social fight
McFunk Mar 18, 2024 @ 6:59am 
woah, nice! Thanks so much!
OMGSplat  [author] Mar 17, 2024 @ 9:20pm 
Updated for 1.5.

While I was the code I also added a new option for 1.5, a minimum value option as McFunk requested. This option isn't in 1.4 right now as I'm lazy and don't want to compile for both versions at the moment while doing these updates. Could still happen if people want it though.
McFunk Aug 19, 2023 @ 1:17pm 
No problem - thanks once more for the mod!
OMGSplat  [author] Aug 19, 2023 @ 11:28am 
Possibly, but beyond the scope of this little mod. All the calculations that get the random numbers are still done rimworld side, this mod comes in after to make the resulting number positive. (Or overwrites the value with whatever you put into the option for it)