RimWorld

RimWorld

Never Generate Relations
62 kommentarer
The Northern 22. aug. kl. 0:47 
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 19. aug. kl. 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  [ophavsmand] 19. aug. kl. 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  [ophavsmand] 19. aug. kl. 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 18. aug. kl. 17:24 
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 20. juli kl. 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  [ophavsmand] 17. juli kl. 16:13 
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 17. juli kl. 15:10 
does this only impact starting colonists
stun  [ophavsmand] 17. juli kl. 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. 17. juli kl. 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?
stun  [ophavsmand] 11. juli kl. 9:15 
Yeah BaseGenerationChanceFactor didn't get changed so this works as is. Slapped the 1.6 tag on it.
SleepingPigNeverSleep 11. juli kl. 8:10 
1.6 is out! I love this mod.
IceMaverick 11. juli kl. 6:27 
It's in beta for the next 30 minutes or so, so likely by the time you read this message, it'll be officially out.
stun  [ophavsmand] 10. juli kl. 22:14 
I'm assuming it's going to continue to work without changes tbh (the function this changes is older than 1.0) but I'll update it if it needs it, otherwise just slap the new tag on. Is 1.6 out or still just in beta?
EvoTU 10. juli kl. 12:46 
Are you thinking about updating this to 1.6? Really would miss this mod. <3
Chuna-Rana 7. maj kl. 23:39 
Thanks, and doubly so for clearing it up!
stun  [ophavsmand] 7. maj kl. 23:11 
Yeah. The mod only modifies the function that is called when a pawn is generated.

Keep in mind that "relationship generation [as] normal" is rolling to see if a new pawn is related to any existing pawns. It's only more likely if you have preexisting relations because it's a larger surface area, generating the world with this mod and then playing without it is the same as not using this mod and just manually deleting every relationship with debug tools. Raiders will still be able to spawn in with relations to existing pawns who have no relationships.
Chuna-Rana 6. maj kl. 19:10 
Question: Does disabling the mod return the relationship generation to normal? Looking to have my starting crashlanders with no relations, and then to play the game as normal
stun  [ophavsmand] 28. feb. kl. 3:07 
Doesn't require a restart to add or remove.
If you play without debug mode some relations will already have been generated that you won't be able to see and this won't remove those though.
PalmsAreSweaty 27. feb. kl. 20:42 
Hello! Does this require a restart or can I use mid-game? Thank you!
stun  [ophavsmand] 26. jan. kl. 23:10 
Probably. If they use the vanilla method to generate then it does, yeah. It doesn't set parameters to zero that can be overridden or anything, it overrides the function that normally checks if it should generate relations and makes it always return false without doing any checks.
Johnny 23. jan. kl. 6:12 
Does this stop relations for generated pawns from More Faction Interaction pirate outposts?
stun  [ophavsmand] 20. nov. 2024 kl. 4:13 
No. This mod doesn't do anything to pawns that already exist.
There isn't any vanilla behavior that tries to generate a pawn when another pawn dies anyway. It's not impossible that this mod would prevent whatever's generating a pawn from failing to generate relations for that pawn (and you can just load this mod and test, it's completely safe to add/remove at any time) but I very much doubt that that's really the core of the issue you're experiencing.
thebewunderer 19. nov. 2024 kl. 16:31 
Any idea if this mod can fix a save/playthrough that cause pawns to be unklillable due to a relationship issue?

Error while generating pawn. Rethrowing. Exception: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 47650D8D]
at RimWorld.Pawn_RelationsTracker+<get_FamilyByBlood_Internal>d__37.MoveNext () [0x001f5] in <2a40c3593b334f29ac3cb3d32d652351>:0
at ....
Dampback 13. okt. 2024 kl. 0:05 
One of the dumbest features in terms of design, I know youre supposed to write your own story, but even the base 'crash landing' scenario has random spouses or children spawn. Its a horrible design, bad planning bad mechanic. really dumb
Thanks for this mod!
Legatus General 9. sep. 2024 kl. 14:04 
I've been playing this game for only a little bit now, and Jesus FUCKING Christ this ""feature" Pisses my off. What I hate is; most of my God Damn colonist are FUCKING VAT GROWN CLONES. How THE FUCK are Random Fucking Raiders AWALY related to them???? Fucking annoying ass ""feature"" that, To ME, comes off as Forced and STUPID.
Thank you For the mod I was getting so annoyed by this.
ttyet 1. maj 2024 kl. 19:33 
its been so long after 1.5 released, think its time to come back. and find you updated, youre a life saver! although this mod is updated, I went check That mod that has more subs out of curiosity, found the author is still suffering with the same old issue...
stun  [ophavsmand] 11. apr. 2024 kl. 11:09 
"Updated" for 1.5 (no changes were made, it still works)
The function that we are replacing got an additional condition under which it gets set to 0 (IsDuplicate) but since we're setting it to 0 under all circumstances anyway, anomaly will work completely fine with this.
YeOl'Choppa 25. mar. 2024 kl. 14:00 
@stun
giving it some thought, if these new relations are created only whenever a raid or some other incident (like visitors for example) happens, then doing what you said should indeed work for preserving starting relations.

thanks for the input.
stun  [ophavsmand] 25. mar. 2024 kl. 13:00 
That's my understanding
I don't know if this is correct, but that is what I believe would happen.

In theory if you have a mod like Character Editor you should be able to go through the global list of all human pawns and I think that the son should exist in that list somewhere.
YeOl'Choppa 25. mar. 2024 kl. 12:22 
@stun
so, for example:

say i have a starter pawn, which is the brother of my other starter pawn (not "left behind", so they'll be there at the start of the colony), AND is the father of another pawn which WAS left behind.

that means if i turn on the mod after generating the map, both relations will persist then? so i could encounter the father's son sometime into the story?
stun  [ophavsmand] 25. mar. 2024 kl. 11:16 
You can generate a game without this mod, then turn on this mod, and only relations that were generated before you added the mod will exist. This mostly means starting pawns and some faction leaders, which seems to be what you want.
Any pawns related to starters that aren't also starters/leaders can/will show up in the game though.

The mod just forces a certain piece of RNG to always roll 0 so you can turn it on and off freely with no consequences.
YeOl'Choppa 25. mar. 2024 kl. 10:54 
is there any way to keep the starting pawn relations (im assuming, from what i understood from the description, this mod turns them off when you're picking your people for a new colony?) but keep the generated pawns off? or is that already the case?
stun  [ophavsmand] 19. mar. 2024 kl. 3:14 
I've been asked so I'll say:
This works for the version of 1.5 that's in the unstable beta.

I'll put off adding tags until anomaly comes out.
Beantins 20. feb. 2024 kl. 11:40 
Essential mod, Thank you!
Beast Clarke 8. feb. 2024 kl. 8:33 
great mod!
Marko 14. jan. 2024 kl. 4:43 
Thank you, this mod is exactly what I need.

The most ridiculous relationship for me yet: Both of my colonists were born in and never left the colony. So Randy decided to generate them a child and crash land it in the map corner with 10 seconds to live. Fuk that.
stun  [ophavsmand] 14. nov. 2023 kl. 11:16 
Yes
It changes how things generate and doesn't add/remove/change content so it's safe to add/remove midgame
It won't remove existing relationships (including ones which exist but you can't see if you're not in devmode) though so you won't notice it doing much. This is especially true because characters who have existing relations get recycled by raids/quests/etc.
winter_ 14. nov. 2023 kl. 10:53 
can this be added mid playthrough
Mr Happy Penguin 5. juli 2023 kl. 22:06 
Thanks. I hate how colonists have random people added to their relations during raids. You didn't have a sister, and now all of a sudden you do, and they're raiding us? If it happened once every 100 raids or so it would feel organic, but it was happening multiple raids in a row.
stun  [ophavsmand] 23. juni 2023 kl. 14:38 
I'm overriding the function BaseGenerationChanceFactor to always return 0f. Normally it is given by: https://github.com/josh-m/RW-Decompile/blob/d5bbfd741a46452bbfbec3a38b11a122f766f057/RimWorld/PawnRelationWorker.cs#L34C1-L64C4 (You can confirm easily in ILSpy that this hasn't changed)
btw, ColonistRelationChanceFactor is set to 1f in the PawnGenerationRequest, which has changed considerably

I would probably suggest reimplementing the vanilla function of BaseGenerationChanceFactor in the override (with whatever changes you want) and then passing back that __result but I haven't touched harmony (or indeed C#) in over half a year so I couldn't tell you offhand whether a naive implementation would work
Rasperry 23. juni 2023 kl. 12:56 
Hi, following up on Ferfelende's question; is this the part of the code (in the HarmonyPatches.cs file) that I'd change to change the relationship chance?
static HarmonyPatches()
{
Harmony harmony = new Harmony("doll.RimWorld.NGR.Main");
harmony.Patch(typeof(PawnRelationWorker).GetMethod("BaseGenerationChanceFactor"), null, new HarmonyMethod(typeof(HarmonyPatches), nameof(NGRCorrection)));
}
public static void NGRCorrection(ref float __result)
{
__result = 0f;
return;
}

Is the 0f the value in question, and if it is, is 1 the value of the base game?
nako 29. maj 2023 kl. 9:02 
This is sleeper amazing performance mod. If you play colony builder end game stuff, and have a mod like Rim-Effect: Core with events that spawn tons of pawns, your save is going to bloat to hell and chug every 6 hours when all those dead pawns that can't be removed tick. Thank you so much.
Castaway 11. maj 2023 kl. 0:40 
Thanks man, sorry for the silly question :)
stun  [ophavsmand] 10. maj 2023 kl. 22:18 
we're literally on the patch it was made on and the thing it patches hasn't changed since before 1.0
(yes)
Castaway 10. maj 2023 kl. 20:16 
Does this still work?
zecorezecron 10. feb. 2023 kl. 21:26 
This should prevent the parents of my clone army from constantly showing up.
JOЯDAИ 29. jan. 2023 kl. 8:23 
Thanks, this sh*t is dumb:berserk:
SpaceDorf 15. jan. 2023 kl. 16:41 
Yes thank you for this.. no more random relatives showing up for my Offworld Mercenaries.
stun  [ophavsmand] 5. jan. 2023 kl. 4:53 
Yes, depending on what you wanted to lower the chance of specifically you'd just patch in a multiplier to the generation parameters since that's already basically how they work (e.g. tribal-spacer crossfaction relations have a large reduction in rate)