RimWorld

RimWorld

106 ratings
Prepare Procedurally
3
2
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.4, 1.5
File Size
Posted
Updated
459.912 KB
24 Dec, 2023 @ 1:01am
17 Mar @ 9:41pm
21 Change Notes ( view )

Subscribe to download
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
17 Jun @ 3:42pm
Move the button maybe?
Fo0
48 Comments
Fo0 17 Jun @ 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
SierraKomodo 30 May @ 2:32pm 
I'm getting an error about an index out of bounds when clicking the button with a scenario that has more than 3 pawns (5 with the one I'm trying to use).
TheAstroCook 24 May @ 12:14pm 
Does this work when creating wanderers?
Vulture 2 May @ 6:41am 
Could you move the button? It's almost directly over the button for Prepare Moderately.
Honk: Showclown 26 Apr @ 6:17pm 
is there a way to lock appearance?
FailoFishy 21 Apr @ 5:17am 
I know someone else has mentioned it, but this is completely broken if you try to use the new anomaly start.
-=GoW=-Dennis 18 Apr @ 1:34am 
Any chance on support for Pawn Editor? Button doesn't show with it installed.
KitsuneNoMeiji 16 Apr @ 1:43pm 
I'm encountering an issue where I can't put weight/emphasis on skills when using a custom xenotype. There's a workaround where I just need to set the weights before changing to the custom xenotype that works, but it is slightly annoying and I'm not sure if it's intended.
BoxingBud 15 Apr @ 5:34pm 
If I wanted to generate 40 random pawns but they all are a specific xenotype, like befor crashlanding or starting, is that possible with this? Not baseliner generation but can change the default xenotype then spit out a bunch of colonists matching it?
CloakerM8 15 Apr @ 4:15pm 
No save button? I'll pass.