RimWorld

RimWorld

Prepare Procedurally
60 Comments
valveworshipper 9 Jul @ 8:57pm 
how can I edit the pawn relationships
CrazyAdept 1 Jul @ 7:27am 
Got a bug in the 1.5 version. If in the event the list of pawns is long enough to warrant a scroll bar, using the mouse wheel to move up and down the list doesn't do what one would expect. Scrolling down on the mouse makes the list stutter up and down, like both scroll up and scroll down were bound to the same input. scrolling up on the mouse doesn't do anything.
McDuff 20 Jun @ 10:44am 
This mod seems super weighted towards male colonists. I only ever roll one female pawn out of three, with plenty of rolls having no female pawns in whatsoever.
Captain Failure 17 Jun @ 10:37am 
Found a potential bug in 1.6. Having a custom Xenotype with kind instinct will cause the kind trait to still be present when actually using the mod. But after starting the game and loading into the map, the gene is missing form the xenotype, and the metabolic efficiency is changed. However, the trait is still on the pawn. I have yet to do any further testing to see if this is something wrong with 1.6 itself or this mod.
losivart 13 Jun @ 1:08am 
@koraidonfan19 - No, use something like this (or other mods like Prepare Moderately and RandomPlus) alongside Character Editor if you want that level of control.
koraidonfan19 12 Jun @ 11:38am 
Can you edit a pawn in more detail like in Prepare Carefully?
allaryin 6 Apr @ 1:24am 
Be careful if doing something like a VRE - Androids start, trying to reroll with this will just lock up forever because it cannot generate any valid pawns (and it doesn't seem to know to eventually give up in this case...).
Kev 11 Dec, 2024 @ 5:16am 
maybe a mod conflict somehow but almost every action I take trying to use this results in a message about index out of bounds or some such.
LisanAlGaib 7 Nov, 2024 @ 6:56pm 
The randomization of the all pawns with certain requirements as a whole is where the value of this mod is found. Unfortunately, it does not work with prepare moderately or prepare carefully. If people want something like this mod, chances are they are looking to supplement the functionality those other mods are missing and if they are like me, those other mods are irreplaceable. I'm assuming that since this mod hasn't been updated since march that the likelihood of getting this fixed is next to none but I'd be glad to be wrong.
Skywatcher68 27 Aug, 2024 @ 1:59pm 
Interesting concept but evidently using VOID's Character Editor in any capacity causes the map generator to throw an error and exit to the main menu. I could not start a new colony until this was disabled.
gRaveyard 23 Aug, 2024 @ 2:44am 
This mod appears incompatible with Big and Small - More Xenotypes:
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=3218636337

This is kind of unfortunate - that mod has some highly interesting xenotypes. :)

Here's a HugsLib:
https://gist.github.com/HugsLibRecordKeeper/3d4c99e5591f72b3667c78f11ec36ab3
** Ctrl-F for [Ref 4C7EC2EE] **

The error occurs when I have one of these xenotypes among my pawns:

From Big and Small - More Xenotypes:
- Mimic
- Devilspider
- Weaver
- Broodmother
- Abomination


I am also reporting this to Big and Small - More Xenotypes
RutraNickers 4 Aug, 2024 @ 4:34am 
I mean, both Prepare Moderately and this mod were made to solve the same problem and to use vanilla pawn generation. There is no need to have both at the same time.

Prepare Carefully, on the other hand, is made for specific adjustments, but it has it's own body part logic, so it is bad for compatibility. I would recommend you to use Character Editor instead.
Fo0 17 Jun, 2024 @ 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, 2024 @ 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, 2024 @ 12:14pm 
Does this work when creating wanderers?
Vulture 2 May, 2024 @ 6:41am 
Could you move the button? It's almost directly over the button for Prepare Moderately.
meow 26 Apr, 2024 @ 6:17pm 
is there a way to lock appearance?
FailoFishy 21 Apr, 2024 @ 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, 2024 @ 1:34am 
Any chance on support for Pawn Editor? Button doesn't show with it installed.
KitsuneNoMeiji 16 Apr, 2024 @ 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, 2024 @ 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, 2024 @ 4:15pm 
No save button? I'll pass.
Mad Wack 12 Apr, 2024 @ 12:43pm 
Seems to be giving me an issue with the Anomaly start... straight up doesn't work
Pos 4/5 12 Apr, 2024 @ 12:57am 
I'm having the same issue with VoiD.
VoiD 11 Apr, 2024 @ 11:06pm 
I get
"prepare procedurally has had an error trying to randomize pawns
Object reference not set to an instance of an object.
To prevent a catastrophic error state all characters have been rerolled "
When I click the button, using a couple of mods, no new traits, just UI and appearance changes, is it a mod issue somehow?
NefariousStaircase 7 Apr, 2024 @ 2:17am 
Having the same issue as Appleson1. Getting Undergrounder trait 90% of the time for almost all pawn slots regardless of settings.

An option to select desired/forbidden traits would be a great addition.
Unleashed 5 Apr, 2024 @ 11:05pm 
Is it possible to lock the look of the pawn?
Appleson1 29 Mar, 2024 @ 2:23pm 
I don't mean to be annoying in anyway but i'm also noticing a large amount of my re-rolls either being unchanging or with the Undergrounder trait being irremovable with irrelevant backstories.

Will there be a patch for this?
Honestly I think its big to re-roll multiple pawns at once and if this fix happens this is going to be a perm-mod, so happy I discovered this.
unamed 25 Mar, 2024 @ 9:46pm 
oh ok thanks for the info
Aira 24 Mar, 2024 @ 11:15pm 
https://gist.github.com/HugsLibRecordKeeper/0b241e8bd7c1bffa0d5ca389fbce6fc2 , hello got some error on patches with eccentric projectile
孟夏廿七 21 Mar, 2024 @ 12:16am 
@unamed Unfortunately, prepare carefully does not seem to have been updated to version 1.5. And the way this version is prepared seems to be more random
unamed 20 Mar, 2024 @ 12:27pm 
huh. Isn't there another one just like this but its just called prepare carefully?
Necrofancy  [author] 17 Mar, 2024 @ 7:50pm 
Might be trying to apply an adult backstory, I can take a look. "Tribal Child" alone definitely shouldn't be applying that.
Grimiskitty 17 Mar, 2024 @ 3:42pm 
I have questions, why does tribal child have the forced trait of Undergrounder, when the backstory mentions running around the village and moving with muffalo?? Undergrounder seems forced on all tribal backstories.
Necrofancy  [author] 13 Mar, 2024 @ 8:26pm 
1.5 compatibility should be released now. I've been busy playing Granblue Fantasy: Relink in my spare time. Since that's winding down a bit, it's time to get back into Rimworld for a bit.
Inglix 19 Feb, 2024 @ 4:45am 
While both this mod and Prepare Moderately do similar things in different ways, it might be worth considering moving the Prepare Procedurally button off to one side or another so the two mods can co-exist. Currently both mods place their respective buttons in the exact same location.
UntouchedWagons 10 Feb, 2024 @ 11:51am 
All the pawns that get generated tend to have the same child/adult backstories, 3 of the 5 pawns have the same Slave child backstory and 2 of those 3 have the same adult backstory, Housewife. I keep seeing Shelterkid, Urchin and Slave show up for child backstories, nothing else.
Avandor 2 Feb, 2024 @ 6:06pm 
Best mod I've found for quick-starting with a reasonably cohesive group. Thanks!
Necrofancy  [author] 11 Jan, 2024 @ 6:49pm 
New version is up to handle when traits are longer than usual.
Necrofancy  [author] 11 Jan, 2024 @ 5:54pm 
I'll take a look into it. Thanks for reporting on it!
kamikadza13 11 Jan, 2024 @ 2:32am 
Is it possible to fix collapsing string?
This is due to too many perks.

ScreenShot [i.ibb.co]
Flappy 9 Jan, 2024 @ 2:21pm 
I see, probably it was that
Necrofancy  [author] 9 Jan, 2024 @ 1:31pm 
What's the adulthood backstory on those fat characters?

Unless modified by Biotech xenogenes, the adulthood backstory will determine a character's bodysize on generation. So a Sheriff will always have a fat body outside of genes.
Flappy 9 Jan, 2024 @ 8:59am 
Have a funny situation, when in 99 out of 100 rolls the first pawn will be Fat, and in rare case when not, one of the others always will.
Necrofancy  [author] 8 Jan, 2024 @ 5:32pm 
That seems to be because of the PawnColumnDef I added being used after colony start. I renamed that defName in v1.0.0.4 that was released just now.
Leosky 8 Jan, 2024 @ 4:25pm 
Necrofancy  [author] 8 Jan, 2024 @ 10:59am 
There currently isn't a way to add that condition in the top-level UI. To get that level of granularity right now, you'd have to go into clicking specific pawns, then specifying the passions you'd want on your melee fighters to be different from your ranged fighters and randomizing from that window.

I did have some plans to try handling that when I first set out on this mod, and had the idea to handle that specific skill-separation on tribes. There were also some ideas like trying to make more ideal specialist roles if specified. However, doing that automatically and having a UI that properly explained how it was doing so was complex, so I instead opted to have the character-level control to handle such cases.

I might revisit that and have those settings go into a mod preferences UI. That's probably going to be after adding all relevant features to each window.
Runkel 8 Jan, 2024 @ 9:34am 
Is there a way to prevent a Pawn getting a Major or Minor Passion in Shooting AND Melee?
For example when i start with "Lost Tribe" i want 3 Pawns with a Major Passion in shooting and 2 Pawns with a Major Passion in Melee but one of them always ends up with a Major Passion in both.
Necrofancy  [author] 8 Jan, 2024 @ 7:57am 
Published v1.0.0.3 - I added gender display and selection on the table in the main page, as well as some checkboxes for injuries/addictions, relationships, and (with Biotech enabled) pregnancy.

In an upcoming version, I'm planning on having that same functionality available in the character-specific customization window.
Hyomoto 7 Jan, 2024 @ 10:25am 
I use Character Edit but that doesn't mean I want to do everything entirely from scratch either, I'm usually just looking to tweak my starting experience. Something between "completely random pawns" and "literally make each one from scratch" is a nice option! I was waiting for the package fix, so let's see what it has on offer!