边缘世界 RimWorld

边缘世界 RimWorld

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Never Generate Relations
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Mod, 1.4, 1.5, 1.6
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2022 年 11 月 21 日 下午 9:59
7 月 11 日 上午 9:14
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Never Generate Relations

描述
Forces the basechance for randomly generated relationships to be 0.
Prevents both the generated relations from starting pawns and more importantly,
Prevents generated pawns (raiders etc.) from being generated with relationships to existing pawns (e.g. your colonists).

Shouldn't impact anything that sets relationships directly since those don't roll on the patched function.
62 条留言
The Northern 8 月 22 日 上午 12:47 
This is a godsend, would love to send you beer money. My colony has been on the brink a few times now; every second raid consists almost entirely of long-lost relatives because my pawns have family trees that would make Genghis Khan jealous.
Shadowwolf0357 8 月 19 日 上午 10:06 
Ahh gotcha, thanks for the for all the details about how this all works, especially for the "premade" pawns and raiding visiting other factions, definitely keeping it then. Cheers mate!
stun  [作者] 8 月 19 日 上午 6:24 
1/2
If they have listed relationships that you can see ingame already, then yes.

When you generate the world there are like 5-15 pawns of each faction, plus some will get made and saved from caravans and fleeing from raids and the like. If you turn this mod on on an existing unmodded save those pawns can still have relationships if you find them again later, but recycled pawns are the distinct minority and raiding a enemy settlement is basically the same as being raided in terms of pawn generation. So it's possible, but unlikely.
stun  [作者] 8 月 19 日 上午 6:23 
2/2
Also, the in-group bias for spawning with relatives in your own faction isn't usually high enough to overcome the fact that there are just a lot more pawns not-in-your-faction, so chances are high that that pawn's relatives will not be in the same faction*. Pirates/Empire it's a little more common because of the tech level disparity, but for other pawns chances are high that their relatives are just in wherever.

*This is basically the reason the main thing people install this mod to disable happens so often in vanilla, even though there's an additional check to make spawning with relations to the player's pawns less common. You can easily see it in action by going to an unmodded embark screen and rolling your colonists and seeing how many of them have a relationship with someone who isn't in your starting 8 (and is therefore in a different faction).
Shadowwolf0357 8 月 18 日 下午 5:24 
Heya, I know this has probably been answered, but just to make sure since I don't actually know how raids spawn and how pawns belonging to other factions work when not on the map. As far as I understand, no newly generated pawns will have relationships to existing ones, but, if I capture and recruit a raider, they may have relationships to other people beyond my colony, so I assume those relatives can appear later? So will npcs that aren't part of my colony have relationships? Also how does it work when I raid visit that faction later? I presume then I can come across that recruited individuals kin? Also if raids "recycle" pawns then I assume if they had a relation to someone in that raiding party they could show up again as normal? Sorry for the wall'o'text but I'm a touch clueless to the behind the scenes stuff.
kasket 7 月 20 日 下午 12:11 
oh that mod is perfect! i like the idea of my spacefaring colonists not having a random uncle on some remote planet, but if i capture a pirate and recruit him, or an ancient soldier, it helps build the immersion that they have lives on this planet
stun  [作者] 7 月 17 日 下午 4:13 
No. It's all pawns in all factions while it's active.

You're probably better off looking at https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3011354315 or something similar if you want relationships to not be generated for certain specific pawns only.
kasket 7 月 17 日 下午 3:10 
does this only impact starting colonists
stun  [作者] 7 月 17 日 上午 11:12 
Yeah it doesn't do anything to relationships outside of pawn generation. If the pawn already exists, this mod doesn't do anything to it.
Inked. 7 月 17 日 上午 7:15 
Just to confirm; if I add relations via character editor or such those will remain? It just won't generate new ones so I can stop having 47 kin show up?