// Management · RimWorld Mod

Elosth's Pawn Presets

This mod adds pawn presets, letting you apply selected features to pawns.

This mod adds pawn presets, letting you apply selected features to pawns.

Why


There are mods that let you get starting pawns with desirable features, but I didn’t have a good experience with them (except CharacterEditor — it’s good, but it’s a bit different).
This mod tries to respect RimWorld’s pawn generation process (pawns shouldn’t get weird stats, but cosmetic stuff like body type can be as weird as you want) and handles some edge cases like missing defs.

How


It hooks into the game (using Harmony patching) before a pawn is even generated and forces chosen features whenever it’s reasonable and possible.

Features



Presets. They do not depend on any save data and can be reused freely.

Boring stuff like the ability to set a pawn's name, gender, age, favorite color, backstories, traits, and appearance.

Some toggles. Might be useful for getting unusual pawns, like an incapacitated pawn or a dealmaker that doesn’t carry 10 meals.

Starting relations toggle. Doesn’t affect the generation of random relations during gameplay.

Skills can be prioritized, which randomizes them a few thousand times and applies the highest value. To reduce bias, it randomizes a “sacrifice” skill, but it’s still slightly biased toward higher values, similar to pressing "Randomize" several times.

Passions can be redistributed to prioritized skills or spread evenly.

Hediffs can be selected, but since there’s no way to make it fully safe, be careful with them.

Creepjoiner form and related features (I really like this one, though I’d still be careful).

If a preset is empty (nothing has been chosen), nothing should happen; otherwise, it’s a bug.

Usage


There’s a new scenario part you can use to open an editor and add presets to your scenario. Presets are applied in order: the first pawn gets the first preset in the list.

Experimental: you can add the scenario part by clicking on "Use pawn presets" in the top-left corner of the pawn creation dialog. This is not fully compatible with Pawn Editor. If you use it, consider making a custom scenario and adding the part manually.

You can also access the scenario part UI from the pawn creation dialog, which will let you open the editor as well.

Help


If you’d like to donate, there’s currently no way to do it, but you can leave a comment to show interest.
If you want to contribute, the source might be available eventually. Bug reports (include relevant details, especially logs) and suggestions in the comments are welcome.

Q/A



Can it be removed mid-game?
Most of the work is done before a new game starts (before a map is generated), so it shouldn’t cause major issues except for missing defs. Creepjoiners created with this mod might become partially broken.

Does it replace CharacterEditor?
No. It affects pawn generation and wasn’t meant to let you freely edit pawns — that’s out of scope.

Why doesn’t the preview show hediff and gene graphics?
I had to write rendering without relying on RimWorld’s pawn rendering because it’s too tightly coupled with ongoing gameplay. So it’s not easily available and is error-prone to use before loading or starting a new game. Therefore, rendering is more complicated.