RimWorld

RimWorld

Never Generate Relations
38 Comments
Dampback 13 Oct @ 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 @ 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 @ 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 @ 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 @ 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 @ 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.
YeOl'Choppa 25 Mar @ 12:22pm 
@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  [author] 25 Mar @ 11:16am 
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 @ 10:54am 
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  [author] 19 Mar @ 3:14am 
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 @ 11:40am 
Essential mod, Thank you!
Beast Clarke 8 Feb @ 8:33am 
great mod!
Marko 14 Jan @ 4:43am 
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  [author] 14 Nov, 2023 @ 11:16am 
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 @ 10:53am 
can this be added mid playthrough
Mr Happy Penguin 5 Jul, 2023 @ 10:06pm 
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  [author] 23 Jun, 2023 @ 2:38pm 
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 Jun, 2023 @ 12:56pm 
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 May, 2023 @ 9:02am 
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 May, 2023 @ 12:40am 
Thanks man, sorry for the silly question :)
stun  [author] 10 May, 2023 @ 10:18pm 
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 May, 2023 @ 8:16pm 
Does this still work?
zecorezecron 10 Feb, 2023 @ 9:26pm 
This should prevent the parents of my clone army from constantly showing up.
JOЯDΛИ 29 Jan, 2023 @ 8:23am 
Thanks, this sh*t is dumb:berserk:
SpaceDorf 15 Jan, 2023 @ 4:41pm 
Yes thank you for this.. no more random relatives showing up for my Offworld Mercenaries.
stun  [author] 5 Jan, 2023 @ 4:53am 
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)
Ferfelende Shako 3 Jan, 2023 @ 10:47am 
is it possible to lower the percentage by a lot instead of outright disabling it?
TSense 15 Dec, 2022 @ 4:51pm 
I was wondering how I crashlanded on a random planet and found my exlover, child and wife already living there
stun  [author] 27 Nov, 2022 @ 1:51am 
Yeah, you'd have to patch LovePartnerRelationGenerationChance in LovePartnerRelationUtility instead
so
harmony.Patch(typeof(LovePartnerRelationUtility).GetMethod("LovePartnerRelationGenerationChance")
instead of
harmony.Patch(typeof(PawnRelationWorker).GetMethod("BaseGenerationChanceFactor")
in the source and just recompile
I think that'd work

Do it locally (or publish or w/e) I ain't maintainin that shit
I'm pretty sure you'll run into conflicts with half the mods that edit romance including rjw etc.
Akahige 27 Nov, 2022 @ 12:40am 
Is it possible to make it so there's just no husband/wife/ex relationships?
Not Erik 26 Nov, 2022 @ 5:48am 
Thank you! I'm a bit noobish on modding, that is about exactly what I was looking for o/
stun  [author] 26 Nov, 2022 @ 5:18am 
I'm not sure what you mean.
The answer is probably "I didn't". This is patching BaseGenerationChanceFactor, which is used by PawnRelationWorker_ExLover, PawnRelationWorker_Lover, PawnRelationWorker_Parent, PawnRelationWorker_Sibling, etc. These are all in seperate files in the decompile I'm looking at.

You might be looking for /Verse/PawnGenerator.cs, which is where GeneratePawn and PawnGenerator are. I checked that that is calling the workers but I didn't really look into what it's doing at all.
Not Erik 26 Nov, 2022 @ 4:42am 
I have a small question: where did you find all generation defs for pawns?
stun  [author] 22 Nov, 2022 @ 9:59pm 
The consensus from comments on that mod seems to be that that mod doesn't work.
He didn't provide source and I haven't reverse engineered it but my suspicion is that he might be setting ColonistRelationChanceFactor to 0f (normally 1f), which is the multiplier for cross-faction relations from non-player generated pawns to existing player faction pawns. If that is what he's doing, then it won't do anything to fix situations arising from the huge list of pawns that get generated as members of the player faction.

In any case it's a total non-sequitur since the stated intention of that mod is totally different from this one. This prevents all newly generated pawns from starting with relationships (offscreen foreign faction pawns won't have families etc.), No Random Relations is just supposed to stop them from having relationships with your starting colonists specifically.
Not like there's anything wrong with having redundant solutions on the workshop, anyway.
//SlipperyPete:. 22 Nov, 2022 @ 9:26pm 
I think this mod already exists, "No Random Relations"
Thoramyr 22 Nov, 2022 @ 1:03pm 
Thank you! Never made sense to me that my hundreds of years old pawns waking up from crypto sleep somehow had an aunt living on the very rimworld they crashed on.
stun  [author] 22 Nov, 2022 @ 6:28am 
I assume so but haven't tested any version other than 1.4
Actually it was written against a 1.3 decompile so almost certainly yes
NerffffF 22 Nov, 2022 @ 5:41am 
do this work with 1.3 ?