RimWorld

RimWorld

127 ratings
Prepare Procedurally
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Mod, 1.4, 1.5, 1.6
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1.268 MB
Dec 24, 2023 @ 1:01am
Jun 11 @ 7:45pm
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Prepare Procedurally

Description
Colony-creation powertool to quickly create characters to complement each other. Instead of trying to randomize pawns until a pawn matches your specified needs, Prepare Procedurally will work backwards to try to find the best backstories and conditions for you.

Prepare Procedurally is meant to be faithful to standard pawn generation, but fast. This mod does not change any behavior outside of colony startup, and it does not change the "Randomize" button's behavior on the Create characters menu.

Github[github.com] - with extra documentation here[github.com]

What this mod does

This mod will add a button to the Create Characters menu.



Clicking will open up the prepare procedurally user interface:

Any changes made to Biological Settings, Backstory Settings, and Group Passions will automatically reroll for any unlocked pawns. If you want to keep a pawn, you can click the lock icon, and it will reroll other pawns to try to meet the standards with that pawn in mind.

In order to keep characters unique and interesting, procedural generation will generally avoid repeating the same backstory twice.

Group Passions and "Passion Points"

Group passions start out pre-populated with a minimalist setup based on starting scenario, with some variation based on factors like ideology and how mountainous your starting tile is.


Each skill setting allows setting an amount of major passions to try collecting, as well as minor/secondary passions and capable workers in that given skill.

For how likely you are to actually fulfill those requirements, you can have a look near the passion points of the UI:

"Passion Points" are determined on pawn randomization. Major passions cost 1.5 of these points, and pawns will have a certain number of them generated. Minor passions cost 1 of these points.

The default setting of 7.0 passion points is a roughly ~2% chance of happening that or higher. It's astonishingly rare to have a full 9 passion points (0.003% chance) but it is technically possible in pawn generation.

Specific Character Customizations

Specific Skill Targets

Clicking on a pawn in the pawns table will open up a customization menu for a specific pawn


From here, you have full control over what passions you'd like that individual pawn to randomize for specific skills.


Trait Customization

Trait customization is based on rules set by backstory, starting scenario, and any mod that grants new traits.
* Backstory traits will not be removeable, as they represent a fundamental part of the pawn's story
* Traits added by the Starting Scenario, or forced by mods, will not be removeable as well. They will also not count towards any trait limit.
* Other traits can be added or removed as you please. Locked pawns will have traits directly added or removed, and traits for a given slot will be respected if you randomize further.

Other Customizations

If you have the Ideology DLC, choosing a favorite color is possible on the table of starting pawns:


If you have the Biotech DLC, changing the xenotype of a pawn through the detailed customization menu or in Create Character menu will be respected.

Humanoid Alien Races Support

This mod has specific support for Humanoid Alien Races. If there are multiple races available for the starting scenario, the age ranges for each individual race will be editable separately.


The procedural generation will randomize the pawn first, to find the alien race and available backstories, and then work backwards to solve for the best backstory and relevant skills.

F.A.Q.

Can I add this mod mid-save?
This mod only has an effect within the Prepare Procedurally UI, which is only available at colony creation. It is safe to add or remove on any save.

Can I have characters younger than 20 (or defined adulthood age for HAR races)?
In order to more effectively create pawns, the age range is limited to what age range supports Adulthood backstories.

You can still randomize pawns in the Create Characters menu; this mod does not change the behavior of that page whatsoever. Then, in the mod UI, you can lock those pawns and try generating around them.

Is This Mod Compatible with X?
If it affects pawn generation significantly and it's not a HAR mod, it won't follow said mod's custom pawn generation rules.

If said mod is interesting to work with, I may get around to adding support for it. Probably not, though.

This mod purposefully avoids anything other than meddling with starting pawns. There are no harmony patches that affect the game once a map has started, so it should be compatible with most other mods.
Popular Discussions View All (1)
0
Jun 17, 2024 @ 3:42pm
Move the button maybe?
Fo0
57 Comments
Captain Failure 16 hours ago 
Found a potential bug in 1.6. Having a custom Xenotype with kind instinct will cause the kind trait to still be present when actually using the mod. But after starting the game and loading into the map, the gene is missing form the xenotype, and the metabolic efficiency is changed. However, the trait is still on the pawn. I have yet to do any further testing to see if this is something wrong with 1.6 itself or this mod.
losivart Jun 13 @ 1:08am 
@koraidonfan19 - No, use something like this (or other mods like Prepare Moderately and RandomPlus) alongside Character Editor if you want that level of control.
koraidonfan19 Jun 12 @ 11:38am 
Can you edit a pawn in more detail like in Prepare Carefully?
allaryin Apr 6 @ 1:24am 
Be careful if doing something like a VRE - Androids start, trying to reroll with this will just lock up forever because it cannot generate any valid pawns (and it doesn't seem to know to eventually give up in this case...).
Kev Dec 11, 2024 @ 5:16am 
maybe a mod conflict somehow but almost every action I take trying to use this results in a message about index out of bounds or some such.
LisanAlGaib Nov 7, 2024 @ 6:56pm 
The randomization of the all pawns with certain requirements as a whole is where the value of this mod is found. Unfortunately, it does not work with prepare moderately or prepare carefully. If people want something like this mod, chances are they are looking to supplement the functionality those other mods are missing and if they are like me, those other mods are irreplaceable. I'm assuming that since this mod hasn't been updated since march that the likelihood of getting this fixed is next to none but I'd be glad to be wrong.
Skywatcher68 Aug 27, 2024 @ 1:59pm 
Interesting concept but evidently using VOID's Character Editor in any capacity causes the map generator to throw an error and exit to the main menu. I could not start a new colony until this was disabled.
gRaveyard Aug 23, 2024 @ 2:44am 
This mod appears incompatible with Big and Small - More Xenotypes:
https://steamcommunity.com/workshop/filedetails/?id=3218636337

This is kind of unfortunate - that mod has some highly interesting xenotypes. :)

Here's a HugsLib:
https://gist.github.com/HugsLibRecordKeeper/3d4c99e5591f72b3667c78f11ec36ab3
** Ctrl-F for [Ref 4C7EC2EE] **

The error occurs when I have one of these xenotypes among my pawns:

From Big and Small - More Xenotypes:
- Mimic
- Devilspider
- Weaver
- Broodmother
- Abomination


I am also reporting this to Big and Small - More Xenotypes
RutraNickers Aug 4, 2024 @ 4:34am 
I mean, both Prepare Moderately and this mod were made to solve the same problem and to use vanilla pawn generation. There is no need to have both at the same time.

Prepare Carefully, on the other hand, is made for specific adjustments, but it has it's own body part logic, so it is bad for compatibility. I would recommend you to use Character Editor instead.
Fo0 Jun 17, 2024 @ 3:40pm 
Incompatible with Prepare Moderately. Probably Prepare Carefully as well. I'm guessing it's just because you put the button in the exact same spot