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Messages - Orion

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Releases / Re: [1.1.13] Hospitality (updated 01.08.2020)
« on: August 01, 2020, 07:01:21 AM »
So, here's already the preemptive 1.2 update. Of course it'll work fine with 1.1 as well.

Code: [Select]
1.2.01 - 01.08.2020
- Updated for 1.2
- Fix: GetTypes error when the user has an invalid assembly from another mod
- Fix: Error when selecting sleeping spot on ground
- Tweak: Comfort now affects bed attractiveness
- Tweak: Made all guest memories last much longer
- Tweak: Empire guests that couldn't be recruited before can, if they have a relationship with a colonist
- Tweak: Guest groups can now travel across any worldmap terrain and are slightly faster

Releases / Re: [1.1.12] Hospitality (updated 20.06.2020)
« on: July 10, 2020, 02:51:05 AM »
That's an interesting suggestion, Canute. I think I have something like it on my list, but I'll double check.
@Kori: I'll think about it. I could make a relationship a requirement. So if they have a direct relationship, they can be recruited after all. That seems fair.

Releases / Re: [1.1.12] Hospitality (updated 20.06.2020)
« on: July 08, 2020, 05:10:55 PM »
Optional limitations kind of defeat the purpose of a limitation... For some reason their market value calculates way too low. I could look into balancing that, but it reasonably would be extremely high.

Releases / Re: [1.1.12] Hospitality (updated 20.06.2020)
« on: July 06, 2020, 02:19:53 AM »
I'm glad you could figure it out. This one's new to me.

That the guests scatter is strange indeed. They shouldn't do that.

Concerning parties, there's nothing I can do. RimWorld (lazily) reuses the system for guests and other groups for parties. So you can think of a group of guests as a party... Or of a party as a group. Either way, guests can't be part of their group and part of your party at the same time.
The only way to solve it would be let guests leave their group once they arrive. But that opens a whole bag of new complications.
Another way would be to fake participation at a party. So if guests notice a party going on, they'll awkwardly come and stand next to it. Kinda like tourists at carnival.
Maybe that's feasible and won't break too much. I put it on the "endless list of things people want" in case you want to track it:

But then, pretty much all my allotted time goes into fixing bugs / keeping up with updates and helping people. So new features don't happen very often.

Releases / Re: [1.1.12] Hospitality (updated 20.06.2020)
« on: June 20, 2020, 03:45:37 PM »
Code: [Select]
1.1.12 - 20.06.2020
- New: Added setting to disable helping with warden tasks
- Fix: Error when not using Alien Race framework
- Fix: Removed warning when a guest needs no sleep
- Fix: Freeholders are no longer buggy (free recruiting, etc.)
- Fix: Error from apparel check
- Tweak: Increased attractiveness of single bed rooms and pure guest rooms
- Tweak: Royals are 2.5x more likely to show up
- Tweak: Guests will now never bring items with thingSetMakerTags of "NotForGuests"
- Tweak: Happy guest joins event now won't work with royals
- Tweak: Most empire guests can not be recruited now as a tradeoff for their valuable gear

Releases / Re: [1.1.11] Hospitality (updated 25.05.2020)
« on: June 01, 2020, 04:33:59 PM »
It should work fine without Alien Framework. I'll see if I can reproduce this.

Releases / Re: [1.1.10] Hospitality (updated 24.05.2020)
« on: May 24, 2020, 02:06:40 PM »
Code: [Select]
1.1.10 - 24.05.2020
- New: Added button to guest tab to manage map defaults
- New: Manage Defaults menu now has a setting for disabling guests for the map
- New: Russian translation by kamadz
- Fix: Beds will now only show royal title information when royalty is active
- Fix: Fixed issue with guests not finding path to base caused by locked doors
- Tweak: Optimized shopping code for performance
- Tweak: Now caching guest comp access for performance

Releases / Re: [1.1.9] Hospitality (updated 01.05.2020)
« on: May 03, 2020, 04:42:48 PM »
Sorry, I really don't know. I'd probably go to the workshop folder where steam stores your mods and search for royal in all files.

Releases / Re: [1.1.9] Hospitality (updated 01.05.2020)
« on: May 03, 2020, 12:55:21 PM »
Looks like maybe a mod messes with your Royalty titles.

Releases / Re: [1.1.9] Hospitality (updated 01.05.2020)
« on: May 02, 2020, 01:50:41 PM »
Sorry about that. It's on Github now.

This mod has been updated for Royalty. In fact, I spent weeks doing so.
The visit rate is dependant on how much they like it, your current relationship, and how close they are settled. And indeed, there aren't any special benefits from that.

Releases / Re: [1.1.9] Hospitality (updated 01.05.2020)
« on: May 02, 2020, 03:15:02 AM »
Oh, yeah... I get what you mean now. But he shouldn't get that error message. I think.

@Canaris: Could you post a screenshot of your entire map? I'm mostly interested in the edges.

I'll check github. How odd.

Releases / Re: [1.1.9] Hospitality (updated 01.05.2020)
« on: May 01, 2020, 05:10:47 PM »
Weeeell... If they're spawned by vanilla, they just appear on your doorsteps. If they're spawned by Hospitality, they can't cross the sea.

Releases / Re: [1.1.9] Hospitality (updated 01.05.2020)
« on: May 01, 2020, 03:00:33 PM »
I'll get it fixed eventually. If you can somehow narrow it down, that would help.

Releases / Re: [1.1.9] Hospitality (updated 01.05.2020)
« on: May 01, 2020, 12:19:59 PM »
Thanks for posting this. I've been trying to track this issue down for weeks but I don't have enough information.

Releases / Re: [1.1.9] Hospitality (updated 01.05.2020)
« on: May 01, 2020, 07:06:14 AM »
There's a new update with some fixes.

Code: [Select]
1.1.9 - 01.05.2020
- New: Setting to limit maximum visits within next 3 days
- New: Spanish translations
- New: When unsorted, the guest tab now shows which guests are in the same group
- Fix: Guests now won't buy items biocoded for someone
- Fix: Guest tab can be sorted now
- Tweak: Added a delay before guests can claim a bed, based on their silver

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