RimWorld

RimWorld

5,064 ratings
Vanilla Social Interactions Expanded
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
3.319 MB
29 Mar, 2021 @ 6:23am
2 Oct, 2025 @ 12:43pm
26 Change Notes ( view )

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Vanilla Social Interactions Expanded

In 2 collections by Oskar Potocki
Vanilla Expanded
112 items
Vanilla Expanded - Empire playthrough
148 items
Description


[www.patreon.com]







See change notes

3/29/2021: Release



Vanilla Social Interactions Expanded means to bring much more needed life to your pawns and interactions they have. This mod alters what pawns do in their spare time, puts some extra emphasis on relations tab and adds many mechanics that breathe fresh air into otherwise boring and stale game. Pawns now also have aspirations that can be fulfilled to gain powerful mood buffs, and the whole inspiration system is also changed.

Many new mechanics are added and each of them can be individually disabled if you dislike it, through the power of mod options. We are constantly looking to improve, so if you have any feedback, don’t hesitate to leave a comment and let us know!

We spent a lot of time working on this mod and even more time testing it, but if there are any issues you encounter, please make your way to the Known Issues section for instructions what to do.




















[forms.gle]



Authors:

Oskar Potocki, an artist and a designer, responsible for most of the artwork and visual imagery as well as mod design and xml.

Taranchuk, a programmer responsible for all the code in this mod.

Smash Phil, a programmer who helped with transpilers.

Chowder, a sponsor of the dating mechanic.

(CC BY-NC-ND 4.0)[creativecommons.org]



Q: Is this mod compatible with Combat Extended?
A: Should be, I hope.

Q: I dislike X mechanic, can I disable it?
A: Yes, mod options.

Q: Do I need Vanilla Expanded framework for this to work?
A: Absolutely.

Q: Does this mod work with Psychology/other mods that change pawn traits etc?
A: Yes, they should.

Q: Can I add it to an ongoing save? Can I remove it?
A: Yes, you can add it whenever you like, however bear in mind removing a mod from an ongoing save is bad practice and can result in save corruption. Always back up your saves when adding new mods!

Q: Does this work with other mods changing inspirations?
A: If another mod changes vanilla inspirations, chances are our mod will be incompatible.




Check out our collection at:


[discord.com]

[www.patreon.com]

Popular Discussions View All (47)
5
30 Oct, 2025 @ 3:19pm
Exception while recalculating VSIE_IsRoyalty thought state for pawn
Bardez
9
1
18 Jul, 2024 @ 12:58am
Issues with inspirations/aspirations
trouter
10
30 Jul, 2025 @ 10:25am
Bug Reports
Endeo
989 Comments
Meatball 2 hours ago 
I have two settlements, and two pawns (one per settlement) started a group social fight with each other... from multiple tiles away. Pretty sure this is the mod that does the group social fight? Why can they do that from different settlements?
Azael Ijima δ 27 Feb @ 9:20am 
@Zaerath I've been using it with almost no issue, only seen the odd "pawn standing still" issue a couple times total, nothing than drafting/undrafting can't fix.

The most notables things are :

• Inspirations objectives.
• Slight workspeed buff in close group.
• Getting a new trait randomly after certain events cited in the mod description.
• United we stand mechanic, with no mental break after a disaster.

The rest is so few and far between that it will actually surprise you when it happens, great ideas tho.
But again i only play around with "small" 8-16 pawns colonies max, and without much drama and chaos as i always try to keep everyone in a good mood and safe.
So it's up to you to see if it's worth to try. I'd say it's a good mod, but you won't miss out much by not using it.
Zaerath 25 Feb @ 5:16am 
I have been on the lookout for this mod since its last update - I really want to use it but the comments are discouraging me :( but lately I saw a streamer use this mod and everything seemed fine in that game? can people who currently play with this mod chime in please? is it okay? or do you have annoying and/or borderline game-breaking bugs?
乐织终 16 Feb @ 10:09pm 
Hi again! Just wanted to let you know that the subcore scanner issue I reported earlier (when using VSIE + Prisoners Pay to Eat) has been **fixed by the Prisoners Pay to Eat author** in their latest update. Everything works fine now, so no need for you to make any changes—better to avoid potential new conflicts. Thanks for your great mod and for being open to feedback! 😊
乐织终 16 Feb @ 9:11pm 
Hi again, sorry for the confusion earlier! I found that the subcore scanner issue only happens when VSIE is used together with **Prisoners Pay to Eat: Remake**. Alone, VSIE works fine. The error is the same NullReferenceException in `TryRecordSavedMeFromRaiders`. Looks like a compatibility problem between the two mods. Hope this helps for a potential fix!
乐织终 16 Feb @ 8:59pm 
Hi, I found a bug with the subcore scanner. When scanning prisoners/colonists, they die but no core is produced, and they get stuck inside. Canceling the job just ejects a dead pawn with brain destroyed. Error log shows:
`System.NullReferenceException` in `VanillaSocialInteractionsExpanded.Pawn_Kill_Patch.TryRecordSavedMeFromRaiders`.
Disabling VSIE fixes it. Hope this helps!
KrzywyMis 16 Feb @ 2:09am 
update, please? ;-;
Komeiji Yuri 9 Feb @ 10:09am 
Note that if you want to try this mod, remember to disable the memory and gaining new traits features, they can be very buggy or performance heavy right now
Mur Derer 8 Feb @ 10:07am 
Please fix the mod and add performance instead of bloat
Bizarro 22 Jan @ 2:18pm 
This mod is not worth the bloated loadtime and performance drops that come with it.