RimWorld

RimWorld

Prepare Moderately
656 Comments
Sir Bob 18 hours ago 
Big thanks to Lakuna for this massively time-saving mod! I like how it's implemented as a quality-of-life feature rather than simply cheating, which makes it feel "fair" and preserves an element of surprise during pawn rolls :)

NOTE REGARDING INCREASED RAM USAGE AS PAWNS ARE ROLLED:

The author has noted that this issue is part of the vanilla game. In other words, if you didn't have this mod and instead just clicked "randomize" thousands of times, it would still eat up your RAM. (Generating lots of new map seeds seems to do the same thing.) You can get your RAM back with a game restart.

Be advised that starting (and saving) the game can take much longer than usual if your RAM is used up. I recommend pulling up task manager, making sure it's set to display over all other windows, and leaving it off to the side. Once the RAM usage reaches about 80-90%, either start your game and save (if you like your pawns) or restart the game and try again. Otherwise, you might crash.
Lakuna  [author] Jul 29 @ 12:06am 
@Gravenwitch I've looked into it before, it'd be a lot of work to implement but it's definitely floating around in the idea book.
Gravenwitch Jul 28 @ 12:26pm 
Fantastic mod! Is there any chance you'd add the option to reroll pawns by conditions elsewhere on the roster? For example roll a pawn for at least 4 construction unless another pawn has at least 4 construction and so on for essential skills.
Lakuna  [author] Jul 26 @ 2:29pm 
@Ripzol The RAM usage when rolling pawns is a vanilla issue that people just never encounter since they can't usually roll as much as they can with this mod. That being the case, I'd suggest just restarting the game once at the beginning if it ends up taking you that long to find your starting pawns.
TenTech Jul 26 @ 8:27am 
is reminded of Keanu Reeves doubling his ram in the movie adaption of Johnny Menmonic
Ripzol Jul 26 @ 5:48am 
Love the mod. But now when rolling it eats up my ram. First char will increase ram use to about 25 gb, by the time second char has hit, it’s at 55gb. Third char will slowly churn thru at 62-63gb. (I have 64.) Try rolling chars 4-8 and it takes lots more hours now and it either stalls out and goes not responding or game shuts down.
SquigglyV Jul 22 @ 7:56pm 
Good mod, I don't want to start the game with human-sized sacks of garbage but it's boring if they're inappropriately strong so this is a good way to split the difference.
Voltaire Jul 20 @ 6:37am 
I would like to rescind my comment, the issue was the original VFE framework was breaking my starting scenarios, something about that didn't play nice with prepare moderately, but it's a moot point overall because the game is unplayable when that happens anyway. Once I stopped running that your mod worked perfectly
Lakuna  [author] Jul 19 @ 6:17pm 
@Voltaire Does the issue happen when you don't have any other mods installed? Are there any errors in the log?
Voltaire Jul 19 @ 8:49am 
Absolutely love this mod though have been running into an issue with the new DLC. Inconsistently when I'm rolling new characters it will roll 4 characters and then the game will just stop. If I close the window the character select screen completely disapears.

If I go to the ideology screen and try to click back into the character selection it simply doesn't work. Hope this report helps
Lakuna  [author] Jul 16 @ 3:30pm 
I can put it in the backlog for the next update.
A Duck Jul 16 @ 10:03am 
Could we get a filter for minimum number or maximum number of traits? Preferably a slider so we can set the minimum to 3 or maximum to 1 or something? I love this mod, thanks for making it! :)
Thrax Jul 14 @ 10:37am 
Thank you for the update!
Lakuna  [author] Jul 11 @ 6:39pm 
@Zorg Not at the moment, sorry.
Zorg Jul 11 @ 5:46pm 
Is there a way to use this after the world starts?
Character editor's randomization creates wacky pawns, whereas this mod makes realistic pawns using the games existing pawn generation code.
Immortan Joe Jun 20 @ 1:13pm 
Found the culprit it was pawn editor, i uninstalled it and boom problem gone
Lakuna  [author] Jun 16 @ 10:11am 
@Immortan Joe A good way to tell would be to play the game with only my mod active. If the issue still happens, it's my mod. Otherwise, it's not. I'm not having a similar issue and nobody else has reported it so if I had to guess it's probably another mod.
Immortan Joe Jun 15 @ 10:38pm 
so i don't know if it is the mod or something else but whenever i start with crash landed the gear do not appear, i do not think it is the mod cause it happen before without it so anyone know why ? Otherwise great mod
wgasa Jun 15 @ 3:41am 
Awesome thanks for updating so quickly! If you have time it'd be nice to be able to duplicate elements, but as you're using the built in menu system UI not sure if that's possible. I'm trying to roll with certain passions, so currently using "Add part" -> "Logic gate", "And" -> "Not", "Add part" -> "Has passion", select appropriate passion. Duplicating the logic element with a nested "Has passion" would make it a bit quicker while keeping your goal of compatibility with other mods etc. But thank you very much for your time! And cool you're open source!
Simon_Stendhal Jun 14 @ 4:22am 
OMFG THANK YOU SO MUCH ;-;
Lakuna  [author] Jun 13 @ 8:12pm 
The mod has been updated for RimWorld version 1.6! Also, thank you everyone for 100,000 unique visitors!

@StendhalKnight The feature you requested has been implemented along with a few other goodies.
Lakuna  [author] Jun 13 @ 4:18pm 
@Tryclyde I am updating the mod for 1.6 right now.
Tryclyde Jun 12 @ 10:26am 
Lakuna [author] 25 Jul, 2024 @ 3:29am
@Tryclyde I added the filter that you requested :)

Almost a year ago and I completely missed this, sorry and thanks :)
I hope you'll update for 1.6 if needed. I'm definitely using your mod when the new dlc is released.
Cheers
Simon_Stendhal Apr 23 @ 3:40am 
I am REALLY looking forward to it then, your mod seems like just what I've wanted for a while but couldn't find anywhere. The only other alternatives are RandomPlus and Prepare Procedurally, none of which do what I need (afaik)
Lakuna  [author] Apr 22 @ 8:06pm 
@GreyKnight40k I'll make a note and put it in the next update, I don't really know why I designed it the way I did in the first place
Simon_Stendhal Apr 22 @ 6:34pm 
Update: Forget the passion part, just read the discussion about it. It is solved on that part, and it seems like it could work for levels as well but that involves having like 10 parameters in the logic gate if I want to set the range to look for a 10-level range. Not ideal.
Simon_Stendhal Apr 22 @ 6:25pm 
Can i set the "has skill" parameter as a range instead of a specific level? Idk if i can't see the option or the option is not there but i want the mod to look for a pawn with a skill set from X to Y level instead of a pawn having THAT specific level. Such as 10-15 shooting or 5-12 construction. Same for passions if possible
Lakuna  [author] Apr 4 @ 5:05pm 
@Zenzi Aurora Very strange, thank you for the additional information.
Zenzi Aurora Apr 3 @ 11:52pm 
So.... I've got a follow up to A big Ogre... So I'm not sure why or how... but I had a similar issue to them. where starting items wouldn't appear on starting a colony. It appears to be caused by using old saved custom filters for pawn selection.. Replacing it with a new identical filter I appear to no longer have the issue. Not a full bug report... but maybe this info could help someone else.
Lakuna  [author] Mar 28 @ 5:31pm 
@Amroth I don't know, I don't use any other mods. It should be compatible with pretty much everything, but feel free to make a feature request on the GitHub repository if something isn't working properly.
Amroth Mar 28 @ 5:09am 
Does this have support for Vanilla Skills Expanded and Alpha Skills etc? I think it would be an amazing addition
bzik Feb 26 @ 10:54am 
love this mod, thank you
Lakuna  [author] Feb 19 @ 8:33pm 
@Inodiv That's odd, have you changed anything recently? New PC? Software update? New mods?
lnodiv Feb 19 @ 3:36pm 
Something is causing this not to work for me now, though I'm not sure what. No matter what I set my filters to, it just rerolls infinitely. Even a single simple filter like "capable of violence" results in this behavior. I tried with several filters just to be sure.
Lakuna  [author] Dec 22, 2024 @ 8:33pm 
@LisanAlGaib I've looked into this before (it used to be a popular suggestion), but doing so would require me to rewrite the way the mod patches RimWorld. At the moment, it is done entirely with a postfix patch, but I would need to perform an injection to be able to access the other pawns from the "randomize current pawn" method, which would be bad for compatibility (especially since Prepare Moderately supports every RimWorld version going back to 1.0).

TL:DR; this is a feature request that I'm aware of and have looked into, but it's the type of thing that I'd only implement with a major version release (and I only do those when new RimWorld versions come out).
LisanAlGaib Dec 21, 2024 @ 8:17pm 
Another way this could be achieved would be if there was a condition that checked the skill levels of the other pawns. That way there wouldn't need to be any changes to the randomizer. This would allow you to make one profile for all of your pawns. It might impact performance but I'd be willing for it to be slower as a tradeoff for the convenience.
LisanAlGaib Nov 23, 2024 @ 3:21pm 
There used to be a mod that would do what this mod does, except for the whole starting party. I love the control that this mod gives for generation but if it could be used to reroll the whole party until the criteria have been met, that would take it to the next level.
Lakuna  [author] Nov 17, 2024 @ 9:00pm 
@A Big Ogre Are you sure that the scenario you're using includes wood as a starting resource? The three vanilla scenarios at least don't have wood as a starting resource (only as "nearby building materials").

As far as the weapons go, I have no clue what could be causing that. Maybe try verifying the integrity of your game files? Nobody else has reported a similar issue and this mod doesn't touch any code related to the starting resources or scenarios.
A Big Ogre Nov 17, 2024 @ 2:28am 
This mod is really cool, but it seems to mess with my starting items. When I had my usual mod list loaded, my colonies would start with completely random items like statues or late-game weapons. I loaded it on its own, and the items were no longer random, but some of them would be missing (one colony started without any wood, and another started without any weapons).
Lakuna  [author] Nov 3, 2024 @ 4:07am 
@DeFischio Sure, I'll make a change in the next update.
DeFischio Nov 3, 2024 @ 12:37am 
Hey, could you change (has skill) into something like (has at least this skill level) because I used this mod for the first time and i through it meant the skill would be exactly at that level and not the pawn has at least this skill level.
A small tutorial that shows what you can do with the mod would be cool.
Shayne Sep 8, 2024 @ 6:18am 
Ohhh!! I was using the default filters. I thought once you set the filter and click random, it would auto generate a pawn within that filter. But now I understand it rerolls until it makes one that fits.
Lakuna  [author] Sep 7, 2024 @ 11:53pm 
@Shayne it's possible that the filter you set is too restrictive. Eventually, once a pawn generates that matches your filter, the rolling will stop on its own. Not every combination of filter parts is possible to generate in vanilla RimWorld.
Shayne Sep 7, 2024 @ 10:48pm 
So how do you actually use this mod? Whenever I click random, it just rerolls extremely quickly and I can't even see what pawns it rolls until I stop it rerolling on the last one.
MinkOWar Sep 6, 2024 @ 8:54pm 
Thanks, Sorry I couldn't figure out what to look for beyond seeing no error in the debug. I'm not really using HAR these days so personally I just removed it, but thought it might help someone else, obviously it might be something only on HAR's side too of course....
Lakuna  [author] Sep 2, 2024 @ 3:55pm 
@MinkOWar Weird, I'll look into it. Thanks for the report.
MinkOWar Sep 2, 2024 @ 1:07pm 
Deleted my other irrelevant comments now that I found the conflicting mods: so Humanoid Alien Races and Prepare Moderately cause some issue that prevents the required pawns from scenarios from being rolled (e.g., Mechanitor, Researcher, Ghoul designations will disappear when rolling them). I don't see an error message in the debug log.
Lakuna  [author] Aug 29, 2024 @ 5:00pm 
Yes, it will work with any other pawn editor mods. PM does not modify the pawn generation code at all, it just runs it multiple times very quickly.
TenTech Aug 29, 2024 @ 11:45am 
Should do. I've rolled back to play Ogliss' craftworld eldar, but Pawn Editor was updated, so I use Prepare Carefully instead. I assume they do the same job. One shouldn't override or replace the other... unless your run out of space for buttons on the character page, I guess.
MercuryRiver Aug 29, 2024 @ 8:54am 
Will this work together with character editor/pawn editor? I like the option for smart randomization but also want to be and fully customize if needed and use the save/load from those other mods