RimWorld

RimWorld

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Scenario Pawns and Corpses
   
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Mod, 1.3, 1.4
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343.328 KB
14 Dec, 2021 @ 12:10pm
21 Jul, 2023 @ 5:20pm
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Scenario Pawns and Corpses

Description
What is this mod?! What have you done?!
This mod adds a couple of new scenario customization options:

1.) The ability to add corpses to the map
This can be as starting corpses that arrive with the colonists, nearby corpses, or corpses scattered across the map. Corpses for tool-using pawn types will spawn with dropped equipment as expected, such as weapons and meals.

2.) The ability to specify pawn childhood and adult backstories.
Can specify multiple backstories with a max total chance of 100% per slot. If there's a 25% chance of one childhood backstory for the starting player and 75% of another childhood backstory also for the starting player, the starting pawns will only be assigned one of those two childhood backstories at those possibilities. If there's a 50% chance of an adult backstory and the remaining 50% is unassigned, the starting pawns will have a 50% chance of having that backstory and 50% of falling back to using the standard Rimworld backstory assigner.

3.) The ability to specify forced implants
Choosing the Forced implant option allows you to add implants or upgrades. Force all of your starting pawns to have archotech eyes. Force all non-player pawns to have the Ballet Dancer backstory and have peg legs. Force all birds to have bionic hearts. Go wild. I haven't locked this down; you'll have the option to apply an upgrade to any body part. I'd recommend not adding bionic arms to the brain slot; it won't do what you want it to do and will just generally be silly.

4.) The ability to set a pawn's age
Sure, this is available in the base game, but this mod adds in an enhanced version. You want to set all non-player characters to have an age of 0? Enjoy your raids of babies. Note: in Biotech, setting non-player characters to have a younger than adult age will log Warnings about new pawns not being able to wear required clothing. No idea what would happen if you try it without Biotech.

A couple of scenarios have been added just to have examples.

Important bits
Q. There's a huge amount of backstories; how can I find out what the backstories actually do?
A: If you haven't memorized every backstory in the game(!) you can take a look at the wiki. I imagine that most of the time you'll find the backstories you want from there first and then plug them in.
https://rimworldwiki.com/wiki/Backstories

Q: Can I add this to an existing save?
A: Sure, I guess, but since it's giving more scenario parts for setting up a colony there's not a huge point to adding it to an existing save.

Q: Can I remove this from a save?
A: Shouldn't be any issues.

Q: Will pawn types added by other mods be available to add as corpses?
A: Sure.

Q: Is this compatible with X mod?
A:
* Should now be compatible with Humanoid Alien Races. This mod injects code into the game's pawn generation logic to allow messing with backgrounds and relations, and previously conflicted with Humanoid Alien Races' own pawn generation code injection. This has been fixed up.
* Potentially other mods that also inject code into pawn generation logic. Such conflicts would be seen during world generation or game load.

Q: Do you have other mods?
A: Why, thank you for asking, hypothetical reader. I have a few:
* Corpse Children, a mod that allows pawns with a new trait to create new pawns from the dead as well as steal their body parts, traits, and skills.
* Bonded Leather, a mod that allows (expensive) upgrading of leathers and wools.
* Techprints Are Relics, a mod that turns integrated techprints into relics for the tech-cultists amongst us.

Q: Can I upload scenarios using this mod, can I add this mod to a mod pack, and/or can I create derived mods from this mod?
A: Sure. I'd be interested to hear what you do with it.
Popular Discussions View All (1)
2
28 Dec, 2021 @ 6:06pm
Causes world generation to not spawn in other factions
bing bong
22 Comments
Monkey Magic 14 Apr, 2024 @ 4:12am 
Hopefully the author will fix the issues reported below in an update to 1.5.

In the interim, I forked this mod (for 1.4) with the scenarios removed. Please note that I only removed the scenarios as these can throw up errors/crash/lockout the game regardless of whether the mod is enabled or not.

The issue starting a new game without the mod enabled still exists, but I see no reason to disable the mod with this fix in place, since it only adds more options for scenario creation, removes nothing and has no other impact AFAIK. Link below:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3222163065
Monkey Magic 5 Mar, 2024 @ 10:15am 
Please remove the (what I assume to be) example scenarios that are hard coded in by the mod. They are bugged and the game can not read the data. These are Ballet gone astray and Village slaughter The titles read fine, but clicking one pops up an error log, and the description reads "can not load data"

Attempting to edit them pulls up a massive debug log, and the "Scenario Title" text is corrupted. The only way from here is to ALT-F4 and start over. Admittedly these errors only show in dev mode, but the this should still be fixed. I would suggest making these custom scenarios instead
Kayesh  [author] 28 Nov, 2023 @ 3:38pm 
@Nanao-kun: I'm not doing much in the way of Rimworld stuffs at the moment, but if you have Ideology then "Precept Trait Enforcer Improved" may be exactly what you're after:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2558994355
Nanao-kun 28 Nov, 2023 @ 11:11am 
Is it at all possible to force add traits to all male characters or all female characters?
Kayesh  [author] 21 Jul, 2023 @ 6:53pm 
@Quetzalcoatl: yeah, invasions of babies are pretty cool.
Nah, I like the Lord of the Flies idea!
(I'm not really back to modding, but I managed to carve out some time today for a couple of mod updates)
Quetzalcoatl 21 Jul, 2023 @ 6:34pm 
Tried it. It looks very promising thus far. Thank you so much.

You have no idea how much power you have given me with this hahaha.
Quetzalcoatl 21 Jul, 2023 @ 6:25pm 
woah you made an update? sweet I'll check it. I kinda get what you mean by the limitation. Minimum age is 15 because below that you need Biotech for the Babies and Child pawns.

Oh, I simply want Age Range to apply to your non-starters because that's apparently one of the few settings where it's not applied globally.

I don't exactly want to be invaded by babies, but rather teenage boys. Y'know, like Lord of the Flies.

For more peaceful runs. Age Range is also important for School settings (I'm the only adult and everyone else is a Child / Teenager with Learning Need) or a Retirement home (everyone besides my pawn is over 65 with some sort of illness they want treated in my colony) or an Office space (young adult job seekers finding enslave~ I mean employment in my colony)

And those are just the things I thought of. Possibilities are endless with customizable age range for everybody.
Kayesh  [author] 21 Jul, 2023 @ 5:30pm 
@RutraNickers, @Quetzalcoatl: played with this. It's not really possible to extend the vanilla age range much based on how it's implemented, so I've added a new one. @Quetzalcoatl, you can finally turn all non-player characters into babies. I imagine that is explicitly what you wanted. Who doesn't want to turn their game into an undesirable invasion of babies?
Quetzalcoatl 17 Jul, 2023 @ 8:10am 
A few months behind, but I second the comment down below. It would be nice if Scenario Age Range can apply to all pawns not just starters.

Been looking for a mod like that for awhile but can't find any. So many potential scenarios to be had if you could control everybody's ages.
RutraNickers 7 Apr, 2023 @ 8:39pm 
could you add an age modifier to tell the game to generate pawns from a specific age? The vanilla range is too broad for my tastes when generating children