RimWorld

RimWorld

244 ratings
Never Generate Relations
3
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.4, 1.5
File Size
Posted
Updated
144.493 KB
21 Nov, 2022 @ 9:59pm
11 Apr, 2024 @ 11:07am
2 Change Notes ( view )

Subscribe to download
Never Generate Relations

Description
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.
42 Comments
stun  [author] 26 Jan @ 11:10pm 
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 @ 6:12am 
Does this stop relations for generated pawns from More Faction Interaction pirate outposts?
stun  [author] 20 Nov, 2024 @ 4:13am 
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 @ 4:31pm 
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 Oct, 2024 @ 12:05am 
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 @ 2:04pm 
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.
CuuLaaaBu 1 May, 2024 @ 7:33pm 
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  [author] 11 Apr, 2024 @ 11:09am 
"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 @ 2:00pm 
@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  [author] 25 Mar, 2024 @ 1:00pm 
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.