I have decided to give RimWorld modding a try. This decision is mainly driven by its modding language (c#) which is also Unity’s main language, the fact that its a unity game, and that it achieves the following Game Dev related tasks I wished to avoid (and also because I absolutely love RimWorld):
1- Rimworld has a nice, tile based map system and advanced map gen logic
This will allow me to save time that I would spend on creating (or improving) my worldgen system in my own Unity game. I already have the baseline for it of course.
2- RimWorld already have a full scale NPC (rimworld pawns) system that I can patch my logic into.
3- I like playing RimWorld.
4- I wish to try the new implementations and methods I read from articles fast, and not spend time on creating the environment for them.
What do I wish to develop in RimWorld?
I definitely do not want to create a basic, flavor based RimWorld mod, thats for sure. My greater goal is to add MANY RPG elements to RimWorld. I do not see RimWorld as a Colony Sim, its sort of an RPG game for me. I usually have a favorite pawn, mostly a self insert, that I keep roleplaying as. If that pawn dies, my save is done. I want to build something that would enhance my own RPG experience in RimWorld. I Have a bunch of ideas that I implemented in unity already, like custom map generation, bartering system, story and quest generation, multi-agent chat, tool chaining. I wish to build upon this, and have a bunch of modules and a core mod.
Core mod; FelCore
this will be the mod thats responsible with core, non-content stuff like API calls, Memory, settings, Function Calling, basic agent interfaces etc. Nothing fancy here. I need to create this so I will be able to develop modularly, instead of having a big, heavy kitchen sink mod that tries to do many things. I need to “Make each program do one thing well” , and focus at one thing at a time.
FelPawns: The Conversation and Relation engine.
the “LLM NPC” part of the mode. it will handle things like inter-pawn chat, memory (Mostly using rag), Pawn-Game interaction using Function Calling, Relationships (insults and agression decreases pawn relation and vice versa), Possibly marriage and dating as an extension of relationship logic. Additionally, the player is not a “Divine voice” that talks to pawns out of nowhere. Instead, you choose a pawn as your character, and interact with other pawns using them as a conduit.
FelWorld: The World Building and Quest Generation engine.
This has been my second focus in unity so far, and I could make LLM generate settlements with special agents and their lore, locations, items etc. I wish to create a similar system in RimWorld too. ideally, I want this module to handle:
1- Quest generation based on world context
2- Scene/Map generation with special parameters , buildings and characters
3- special item generation (basically named weapons and consumables)
4*- Trait generation and Biotech integration
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