257 ratings
One Big Family
Mod, 1.0, 1.1, 1.2
File Size
2.262 MB
Aug 28, 2016 @ 1:55am
Feb 25 @ 9:40am
10 Change Notes ( view )

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One Big Family

Have you been waiting years and years for your brother-in-law to show up and he just walks past, just to be never seen again? Plot twist!

One Big Family solves this problem by changing the odds! Everyone is related... somehow, right!?

That spacer you found in a 2000 year old casket? Plot twist! Turns out to be the son you never knew of!
Just settled down, built a little house with your wife and kids? Plot twist! Your step-mother comes on a visit with your secret lover who is also your wife's daughter to sell you dog meat!
Getting raided by a horde of savages? Plot twist! They brought their whole family tree, including your evil sister who turns out to be their leader AND grand mother!

After all, we're now One Big Family!

You can customize this mod in the mod options. This mod changes what happens when a new pawn is created (existing pawns are only affected passively).
The new pawn will receive a random amount of relationships that are "plausible" according to vanilla rules. The relationships will be with other pawns. If you have "allow colonists" on, these can be your pawns as well.

Note: You can also use this mod to LOWER the chance that a pawn has existing relationships.

Previous versions
can be found HERE[www.dropbox.com].

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Orion  [author] Mar 30 @ 1:34am 
@John: What you do with your miniguns is really up to you. I fail to see why I should be concerned about this...
Johnhwc9 Mar 30 @ 1:23am 
@Orion I know i shouldn't but when you get an opportunity to give your colonists two miniguns, it hard not to try it out and reload after it goes terribly wrong.
Orion  [author] Mar 29 @ 1:30pm 
That sounds about right, I guess...
Lustique Mar 29 @ 11:46am 
@Orion: About the 'reverse bit' (@your comment from 2020-12-28): If I want to use this mod to reduce the amount of random relations in comparison to Vanilla (for performance reasons), but don't want to completely remove them, as with "No Random Relations", what settings should I use? Minimum and average to 0, maximum to 2, or something?
Orion  [author] Mar 29 @ 9:09am 
Shouldn't do that man. Bad karma.
Johnhwc9 Mar 29 @ 3:01am 
You do realise when you allow duel wielding with a mod and give all 10 colonists 2 miniguns, it a mental break nightmare. 20 raiders come, 20 miniguns face them, the raiders get killed then you realise it you grandma, sister, aunt etc. and you all murder each other.
RimStar Jan 31 @ 4:06am 
You know your about to have a lot of mental breakdowns just cause a random person dies and they are related without you even looking at the raid information.
Just hope you'll survive.
Cesarz Hirohito Jan 11 @ 4:48pm 
Rimworld: Alabama
Orion  [author] Dec 28, 2020 @ 12:01am 
The latter. But not with everyone. I made this mod as a joke 100 years ago, but somehow people like it and still use it.
Also, it can do the reverse as well, which might be interesting, too.
MeteorJunk Dec 27, 2020 @ 4:41pm 
so does this just make families more diverse or does it literally makes practically everyone have a relation to another in some shape or form? is it both?