RimWorld

RimWorld

105 ratings
Possessions For Everyone
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
1.083 MB
5 Mar, 2023 @ 11:36am
13 Jun @ 6:31am
12 Change Notes ( view )

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Possessions For Everyone

Description
Allows all pawns to generate with possessions in their inventory. This includes visitors and raiders! You can configure the chance that either of these groups has possessions in the mod settings.

Vanilla possessions are limited to a maximum of 2 possessions, only available for the initial pawns that you generate when you start a game.

Changes include:
- Removal of the 2 possession limit imposed by the game
- Possession are generated in the inventory of pawns instead of being thrown on the map
- Configurable possession chance for pawns

GitLab: https://gitlab.com/nightcorp/possessionsforeveryone
Popular Discussions View All (2)
3
10 Jul @ 8:34am
Errors alongside VEF 1.6 release
moo
2
6 Dec, 2023 @ 8:01am
Bugged naked brutality scenario
Maboy
63 Comments
Farbott 14 Jul @ 2:55pm 
Could we perchance get a slider to blacklist some things if thats possible? I love the mod, not so much when a raider carries 5 isotopic wastepacks from vanilla recycling resulting in everyone dying to radiation
vin 11 Jul @ 11:59am 
i fucking love the mod title image, peak
moo 9 Jul @ 5:01pm 
Just in case you didn't see it, there's a discussion thread open by me for 1.6
dracoix 🐉 15 Jun @ 10:17pm 
Thank you for 1.6.
NightmareCorporation  [author] 15 Jan @ 1:07am 
@Farbott
This mod uses the base games possession generation logic. If you want pawns to generate with ammo, you should suggest to the mod author of the ammo mod to change how pawn possessions are generated.
Farbott 14 Jan @ 7:45pm 
Compat chance for generic ammo experience maybe? Saw that it works with CE base, but doesn't generate the weapons with the generic ammo type if its enabled https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3284460811
csfireworks 5 Dec, 2024 @ 7:11am 
very funny mod ,they always carry eggs in bags lollll
NightmareCorporation  [author] 20 Nov, 2024 @ 12:06am 
@Mitchel Vories
The exception stems from this line in base games code:

PawnBioAndNameGenerator.GiveAppropriateBioAndNameTo(pawn, faction.def, request, xenotypeDef);

I assume the faction has NULLed out instead of being a valid value, which coughs up the NullReferenceException in your case. But PfE doesn't touch the pawns faction except for reading it to figure out whether or not to generate possessions. And all the PfE patches are wrapped into try-catch blocks so you would never get a "natural" exception thrown by them.

A simple search over your hugslib did provide multiple different mods that modify faction generation behavior, so I am inclined to suspect one of those are at fault. Specifically faction manager seems like it may be a prime candidate to break factions on pawn generation.

Thanks for the extra details at the top of the link btw, the bugs that you can't reliably reproduce tend to be the hardest ones to fix.
irrelevantredundancy 19 Nov, 2024 @ 3:48pm 
Try again today. I had included a URL inside of the paste and it didn't like that. I took it out and re-saved it as public so they should work.
NightmareCorporation  [author] 19 Nov, 2024 @ 12:59am 
@Mitchel Vories
The links are sadly not available, you could try using this site instead:
https://rentry.co/