// Management · RimWorld Mod
[Discontinued] Pawnkind Race Diversification
Discontinued Due to losing interest in Rimworld, and because of the overwhelming nature of this mod, I've decided to cut development to it.
Discontinued
Due to losing interest in Rimworld, and because of the overwhelming nature of this mod, I've decided to cut development to it. If anyone is interested in picking this mod back up, feel free to do so.Description
Ever played with a bunch of race mods and think "Gee, I really wish I could see this race more often," or "I wish I could start a playthrough on a Rimworld without humans," or even "I really wish I could use race mods, but I don't want a whole bunch of bloat from factions and pawnkinds in my game." Well, those are the thoughts that explained why I made this mod. I introduce you to my first mod... Well, technically not my first, but the first I published to the workshop. What this mod does is simply allow you and other modders to seamlessly fit races into the existing pawnkind defs. Currently, pawnkinds are limited to aFeature breakdown
- You can change the general (previously known as global), per new world, starting pawns, or local save settings of pawn weights. Per new world weights apply to local save weights every time you create a world. Local save weights are applied to your specific world, or saved game, and loaded in that playthrough's save. General settings fill in the gaps of any "empty" weight.
- Modders can patch a new mod extension called "PawnkindRaceDiversification.Extensions.RaceDiversificationPool" and adjust generation weight values from there (demonstrated in preview).
- Modders can also patch a one-branch mod extension to pawnkinds called "PawnkindRaceDiversification.Extensions.RaceRandomizationExcluded" to prevent pawnkinds from being overwritten (Override alien races is set to false to prevent this problem from occuring, but set that to true in your own risk!)
- Modders can exclude races from being adjusted by setting their race flat weights to negative.
- Modders can also add backstories to pawns generated through the mod extension (similar way as to how factions and pawnkinds do it - see source code's extension classes for more information).
- Potential to reduce redundancies with pawnkinds from using this mod, now specialized pawns (e.g. mercenary gunners or drifters) can be added to custom racial factions without being strictly human. This mod does not do that on its own, but it adds the possibility of it for other modders.
Current limitations identified
- Faction weights and backstories for aliens cannot be manually assigned in settings yet.
- Weird behavior is to be expected if aliens have their own behavior of spawning their races. Any mod that makes special pawnkinds with specific races intended should have the mod extension that I added. Otherwise, this mod will overwrite ALL alien pawns that try to generate if "Override all alien races" is set to true.
- Just because this mod reduces the redundancies of extra pawnkinds, DO NOT, UNDER ANY CIRCUMSTANCES, REMOVE PAWNKINDS UNLESS YOU KNOW WHAT YOU'RE DOING - THIS GOES TO MODDERS AS WELL. Your previous saves, using the deleted pawnkinds, will be incompatible because your colonists, world pawns, even faction leaders will be deleted. Unless you want to do this dramatic change and plan to manually replace the pawns in your save, don't do it. This is not this mod's fault, but this seems to be a failsafe that the game does to prevent loading in broken pawns.
Incompatibilities (see more on the github)
- Mods that also generate pawns with weight generation will probably override this mod. Disable those mod's pawn generation in their settings so that this mod can do its work instead.
Load order
- Harmony (required by Hugslib)
- Hugslib
- Humanoid Alien Races
- Pawnkind Race Diversification (this mod)