RimWorld

RimWorld

RandomPlus
527 Comments
andyhubbell 3 hours ago 
nope, I just can not seem to get it to work at all (playing on linux version btw)
andyhubbell 4 hours ago 
I was using rimpy sort so I'll go ahead and use the sort built in to rimworld and see if that helps
Cheeki Boi 8 hours ago 
I used it when I started my oddysey run and it worked, I used the ''auto sort'' button for mods at the top tho
Iki 17 hours ago 
not working ?
andyhubbell 18 hours ago 
Is there a particular load order necessary for this mod? It doesn't seem to be working at all with my current modlist in 1.6 & odyssey.
Conflict with Mad Skills+ mod. You should remove Mad Skills+ when using this mod.
King Bradley of Lucerna 10 Jul @ 4:41pm 
The button to add traits and all of the options in your screenshot under "other options" are not there at all
BCS 5 Jul @ 3:31am 
Got this error on rolling for a trait

Accessing TicksAbs but gameStartAbsTick is not set yet (you most likely want to use GenTicks.TicksAbs instead).
MacGyver 28 Jun @ 3:25pm 
@asraelsecreto Fast algorithm seems not to leak memory
azraelsecreto 24 Jun @ 1:39pm 
When you start randomizing, the RAM gradually increases and doesn't go down. I use 25 GB of RAM when I take a long time to decide.
RazmatazPlayz 22 Jun @ 11:32pm 
This has made my day, genuinely rolled back to 1.5 from unstable because of how much I missed this mod! 1.6 update appreciated like you cant imagine!
Bee 21 Jun @ 12:00pm 
thank you!!!!
😑 21 Jun @ 1:31am 
fucking. legend.
Torpedo Strawberry 20 Jun @ 9:51pm 
absolute legend!
*^Wadd^* 20 Jun @ 9:08am 
thank youuuuuuuuuu:steamhappy:
靜薰 18 Jun @ 4:42am 
After rerolling many times, I felt that the computer became slow, and then I realized that the memory was consumed by 90G.
Tested in the state of 3 DLC (I don't have Anomaly), rerolling the character too many times will also cause the memory to slowly increase.
It seems that the memory leak problem is caused by the original version, and this mod just exacerbates the process.
Manual rerolls can detect memory increases, and the increase in memory under violent rerolls can be imagined.
The comments section reported that the crash after rerolling is likely due to this reason. Including being unable to enter the map afterwards.
Tango Seco 16 Jun @ 4:40am 
I made the PR in the github repository to adjust to 1.6, in the tests I performed it is working well, I sent you the invitation on steam too
Omaru 13 Jun @ 1:29pm 
Best mod ever. Should be a vanilla feature, I can barely be bothered to play without it. Really hope we get an update for 1.6.
madoere 13 Jun @ 11:48am 
Any chance of getting this updated to 1.6?
Turu 28 May @ 11:38pm 
Can confirm this works, but it might take a few tries at first. The reroll count bug is the main culprit that makes the filter not working. It sets the reroll count to 1000/1000 in red.

The solution is simple: just go back to the previous screen (either the map or ideology selection). You may need to do this a few times to make it work. If the reroll count resets to zero, the filter should start working again.

Once you find pawns that suit your criteria, save them, because sometimes the filter will break again. Also, the "Allow None" filter can cause the issue sometimes. There's no error log, so I'm not sure which mod is responsible for the bug, probably a trait mod, since I have a few of those along with that forbidden mod.
Idiot Sandwich 2 May @ 9:36am 
@goldendove20 How do you know if a mod conflicts
Idiot Sandwich 2 May @ 9:35am 
Been a mess since biotech (for me), when it works its amazing but sometimes even with just a single setting changed it goes 50k/50k
GoldenDove20 23 Apr @ 10:43pm 
It's working just fine for me, make sure you don't have conflicting mods
Phuizour 17 Apr @ 8:30pm 
Can confirm this mod currently is pointless as it doesn't work.
Amroth 23 Mar @ 11:23am 
I can confirm that a lot of the things don't work, but it could be incompatibilities with other mods. Anyhow, I'm disabling it.
bzik 12 Mar @ 2:34pm 
best mod ever
Catonator228 27 Feb @ 9:53pm 
Не работает,после выбора пешек не получается зайти в мир
CptZhu 16 Jan @ 6:55am 
doesnt fking work
Professional Dumbass 28 Dec, 2024 @ 9:33pm 
The mod is good but there's a small issue. Every time i try to use a race with a genetic health effect (Wasters or Pyhtokin from VE) i commonly forget to disable the allow none for health effects which crashes my game. If you could add something where it disregards genetic health effects it would be GREATLY appreciated, and i mean GREATLY.
하나 15 Oct, 2024 @ 7:12pm 
even if the generated pawn becomes gay, i would like the 'fast' algorithm to be chosen. can't that be removed using another mod, such as the character editor? a speed difference between two algorithms is kinda huge, and personally it's quite difficult for me to create characters without HAR anyway. so yeah, i would be suuuuuper happy if you could leave 'fast with HAR' as an option even with a warning, welp, if you cannot fix the bug still.
Bannk 15 Oct, 2024 @ 1:08am 
i have vse skill expansion isuue where i cant select character passion :/
KiTA 6 Oct, 2024 @ 7:47pm 
Anyone having an issue where the passion and skill range sliders are broken? Can't seem to pick between required passion levels, either. IS this the Vanilla Skills Expanded incompatibility people are talking about?
Aion9 30 Aug, 2024 @ 4:59pm 
@dr_bobs Colonists can't randomize with any condition other than those determined in the chosen scenario, an example would be Cryptosleep Sickness in Crashlanded
dr_bobs 20 Aug, 2024 @ 3:00am 
What does "Only start conditions" mean?
Squishyjellyfish 11 Aug, 2024 @ 3:03am 
does this work with vanilla expanded mods?
Marcus 9 Aug, 2024 @ 8:26pm 
dont work at all make the game crash at 50 000 rerols and if I put only 1000 rerols and even when I specify male whit minimal filter I get female whit nothing I asked
Nihil 2 Aug, 2024 @ 10:30pm 
yep, it really is...
vee 1 Aug, 2024 @ 5:28pm 
there's an issue with vanila skills expanded
Jath 31 Jul, 2024 @ 7:49am 
Is it possible to include an option that would allow Randomize to work with any xenotype? Currently if you set the option to "Any", it just resets it back to Baseliner.
Bradley 28 Jul, 2024 @ 3:15am 
Need compatibility with Passions from Vanilla Skills Expanded
NuanKi 24 Jul, 2024 @ 9:44pm 
Spectral_Ace 22 Jul, 2024 @ 12:47pm 
@Mumei excl means exclude, which makes the filter skip pawns with that trait. Pool means it goes into a pool of desired traits. There is a desired traits in pool value you can set below the traits selector that ranges from 0-3. Only pawns with at least that many of the desired traits will appear.

For example, if you have: Wimp (Excl), Bloodlust (Req), Nimble (Pool), Careful Shooter (Pool), Jogger (Pool), and desired traits in pool set to 2, then the results will be:
Pawns with Wimp will never be selected
Only pawns with Bloodlust will be selected
Only pawns with at least 2 (meaning 2 or 3 in this case) of Nimble, Careful Shooter, and Jogger will be selected
Spectral_Ace 22 Jul, 2024 @ 10:30am 
I have found a new bug. Using the Fast (beta) reroll method causes ghouls in the research expedition origin to not have their ghoul health conditions (ghoul and unnatural regeneration).
pro1225 18 Jul, 2024 @ 5:52am 
There seems to be a memory leak when keeps re-rolling with 50000. It will end up occupying entire ram space. Anyone having the same issue?
Mumei 10 Jul, 2024 @ 7:24pm 
what's the difference between excl and pool filter?
P00TiZ 3 Jul, 2024 @ 12:13pm 
"I don't like them putting code in the mods that turns the freaking pawns gay!"
Richard 23 Jun, 2024 @ 10:15am 
really big issue with this mod and vanilla skills expanded. Can't select passions, and vanilla skills expanded mod menu is gone when I have random plus active
iwassnow 18 Jun, 2024 @ 1:53am 
Ok I think I figured out the problem: It seems if it fails to roll a pawn within rules, it just gives something that ignores all rules set. Strange that using the pool option with any non-zero option doesn't produce something expected, but I'll just assume I did something wrong there. It does make sense given the low rate of multiple specific traits that it would fail though, something I should have realized yesterday but I casually wasn't paying attention to the rates.
violue 17 Jun, 2024 @ 5:01pm 
"There currently a known bug that makes a generated pawn gay." Happy Pride!
iwassnow 17 Jun, 2024 @ 4:45am 
I think I am misunderstanding how the mod works in general. If I put traits as req, should they all not be 100% on the pawn when I reroll? I'm trying to mess with this and I'm not getting any of them at all. Also if I set them to pool, and set the req in pool to a non-zero I still get none of them. I will try to check later with other mods disabled to confirm no conflicts, but I wanted to make sure I understood how this is *supposed* to work first.