Tzaslos Posted yesterday at 01:10 PM Posted yesterday at 01:10 PM View File Legacy Legacy is a RimWorld storytelling framework for pawn life events with lasting consequences. Instead of replacing RimWorld's mood, memory, opinion, or relationship systems, Legacy watches meaningful events and preserves them as long-term history. Those records can later shape reputation, relationship states, debug-visible pawn histories, and optional consequence events. ## Features - Persistent pawn legacy records for defining moments. - Relationship history screens for recorded pawn interactions. - Hero and nemesis states based on accumulated Legacy impact. - Optional consequence events for major legacy relationships. - Debug tools for reviewing records and assigning reputational titles. - Deduplication and pawn eligibility checks to avoid repeated records and dead-pawn noise. - A public C# API for other modders to record and query Legacy events. ## Recorded Event Areas Legacy currently tracks or supports records for events such as: - Thought impacts - Captivity and prisoner release - Violence and combat attribution - Surgery and medical harm/help - Slavery and rescue events - Relationship-changing moments - Colony-level story events - Optional modded magic events ## Optional Integrations Legacy is designed to work without hard dependencies on optional mods. - **Karma & Reputation** can inform Legacy relationship states when enabled. - **Psychology**, vanilla traits, Ideology, and compatible trait mods can shape how pawns interpret events. - **A RimWorld of Magic** is detected automatically when loaded. Pawns can remember witnessed magic, blood magic, and necromancy, including labels such as `Blood mage` and `Necromancer`. These integrations are optional. Legacy should load and run with Harmony alone. Please do note that this is my first ever public mod. ## Github Repo A Github is also available here: https://github.com/Tzaslos/Rimworld_Legacy.git Submitter Tzaslos Submitted 07/18/26 Category Rimworld Requirements - RimWorld `1.6` - Harmony Install Instructions For players: 1. Install Harmony. 2. Place this mod folder in your RimWorld `Mods` directory, or subscribe through the distribution channel where you found it. 3. Enable `Legacy` in the RimWorld mod list. 4. Load it after optional integration mods when possible. For local development, the compiled assembly is expected at: Assemblies/Legacy.dll
plutocene Posted yesterday at 03:47 PM Posted yesterday at 03:47 PM Sounds cool, but it needs more context. I do not understand what this mod actually does. You state, it creates persistent records of event XYZ. Okay, but what does that do? "records can later shape reputation, relationship states, debug-visible pawn histories, and optional consequence events" How does this come into play? BR
Tzaslos Posted yesterday at 04:53 PM Author Posted yesterday at 04:53 PM (edited) Hi, Plutocene. The records are used to attribute a score (either positive or negative) which counts towards whether a pawn considers another pawn a "hero" or a "nemesis" based on actions the pawn experienced. The trick was to not have every mood adjustment trigger a permanent state, but rather more severe actions, for example having a limb removed, an organ harvested, being imprisoned etc. to have a more permanent impact on a pawn's "mental state" or relation to the pawn that committed the action. It's easier said than done, though. As far as I could tell, most mood states or influences were temporary, even the states with permanent or semi-permanent effects. The idea was, and still is, to use those events to shape relationships towards pawns by creating a "nemesis" or "hero" depending on the actions taken. A nemesis would come back to raid the player colony for revenge, and if the player's pawn is a hero, they may receive a gift. It's still very much a work in progress and quite rough around the edges with regard to trying to tie these events properly without breaking things. For the most part it shouldn't and the events will trigger, but there's some UI stuff and minor fixes I need to implement to reduce the text clutter. Edited yesterday at 04:55 PM by Tzaslos Corrected spelling mistake "sever" to "severe"
plutocene Posted yesterday at 06:51 PM Posted yesterday at 06:51 PM In essence, you create an additional, permanent relationship framework based on tracked events that classifies other pawns into good or bad and use it to spawn events accordingly. Reminds me of CK2 friend vs. foe system, were you could try and make an npc a friend or antagonize him, resulting in a permanent friend status +40 relations or rival -100. This could for example be used as a casus belli against a rival. In rimworld currently, there are some events that do build upon actions like for example the gifts recieved when helping refugees, but its fairly limited. So it could be a lot of fun to create events based on this prior behaviour in order to build stories. Good luck with your project.
Tzaslos Posted yesterday at 06:53 PM Author Posted yesterday at 06:53 PM Yes, exactly! Thank you very much, and for your question. 1
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