RimWorld

RimWorld

Prepare Moderately
643 Comments
Lakuna  [author] 6 hours ago 
@Zorg Not at the moment, sorry.
Zorg 7 hours ago 
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
Jath Aug 20, 2024 @ 7:02am 
@Lakuna, Thanks for spelling it out for me. Sometimes I don't see it without others giving a bit more of a view. Appreciate you explaining it. Thanks for your work!
Lakuna  [author] Aug 19, 2024 @ 11:47pm 
@Jath The only option in "is species" is human because you only have humans as a playable species. Xenotypes are not different species (they are all humans). Other playable species only come from mods.

It is already possible to select from a pool of traits by putting all of the "has trait" filter parts inside of an OR logic gate.
Jath Aug 16, 2024 @ 6:57am 
Another question, is it also possible to add an option to include a trait from a pool of traits? For example, if I put in that I want a pool from the Wise trait, it would select a pawn with Academian, since it is still a similar trait?

Thank you for your hard work as well!
Jath Aug 14, 2024 @ 8:26am 
Is it possible to include an option that would allow Randomize to work with any xenotype? Currently if you set the option to "Any", it just resets it back to Baseliner. And if you go into the filter and do "Is species", the only option is Human.
Lakuna  [author] Aug 1, 2024 @ 8:44pm 
Childhood and adulthood are different from traits, yes, although some of them can force enable (or disable) certain traits.

The slowdown is an issue from vanilla RimWorld, players just don't encounter it since they don't randomize as many pawns as they do with this mod. I can't do anything to fix it.
TenTech Jul 30, 2024 @ 11:05am 
I've never really experienced the slowdown while it scrolls through pawns, but now that I've added NOT <a particular adulthood>, it has become noticable. I assume child- and adulthood are seperate from traits?
NuanKi Jul 29, 2024 @ 5:36pm 
It may not be a bug, but the fact that aspirations are generated when creating new pawns

Leaving that aside it works fine with everything else, thanks
Lakuna  [author] Jul 29, 2024 @ 3:57pm 
@NuanKi I don't know, I don't use any other mods than this and Harmony. Feel free to post a bug report to the link in the description if you find any issues, though.
NuanKi Jul 24, 2024 @ 9:51pm 
It seems to work fine with all 3, except for 1 thing, the pawns receiving aspirations while being randomized slows down the randomizing
NuanKi Jul 24, 2024 @ 9:44pm 
huevo grande Jul 24, 2024 @ 6:48pm 
@Lakuna Great, thank you
Lakuna  [author] Jul 24, 2024 @ 6:29pm 
@Tryclyde I added the filter that you requested :)
Lakuna  [author] Jul 23, 2024 @ 11:36pm 
@huevo grande I would appreciate that, thank you!