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Author Topic: [1.0.27] Hospitality (updated 31.08.2019)  (Read 831853 times)

Orion

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[1.0.27] Hospitality (updated 31.08.2019)
« on: March 13, 2015, 11:19:16 AM »


Description
Have you been wondering what the point of visiting factions is? Look no further, this mod is the answer.

- Convince visitors to join your faction!
- Increase faction relationships!
- Treat visitors well by providing them with rooms, guest beds, and joy activities!
- Sell junk by placing it in their rooms!
- Rescued characters can decide to join you!
- Happy guests will help out with your chores!

You can improve relationships by having your colonists entertain your guests. In return, using silver to improve relationships now gets more expensive every time you do it.

In order to recruit a guest, you have to increase their trust in your colonists. Hanging out with them will help, and having someone with a high social skill try and recruit them is required as well. The amount of required friends to recruit is based on how many colonists you already have. Once they have enough friends, they are willing to join your faction right away.

Guests stay in their selected area. Make sure you create an area specifically for guests (this is done with the area tools, just as with animals). This is also possible for where they are allowed to buy. The shopping area has to be inside the guest area, though.

To please a visiting faction provide quality guest beds, joy objects, and a pretty environment. If they liked their stay, they might leave items for you. It also affects your relationship with that faction. If the relationship with a visiting faction is high, they will also bring more silver and more items.

Happy guests might also help you out with work inside of their area.

Installation
is required.
This mod can be added at any time, without creating a new game. Removing it while visitors or guest beds are around can break your savegame.

Usage
Select a visitor and open the "Guest" tab. Use the "Make Default" button to apply the guest's settings to all current and future visitors.
You can select any built bed and turn it into a guest bed with the "For guests" button.
You can use any regular area you made with the area tool for where guests may go or what guests may buy.

Compatibility
If you have trouble with visitors not doing anything / going berserk, try changing the mod order. You also might be getting errors. Press Ctrl-F12 and post a link to your log with a description of what is wrong.

Known conflicts:
- Any mod that gives guests animals (or slaves) 
- Colony Manager (you will need to start a new game)
- Many more, changing daily!

How to report bugs
Please first check on GitHub if the problem is already known.
If not, create a new issue there, or post in this thread. In either case, you must upload your log (use the green button in the console in RimWorld or press Ctrl-F12) and post the link to it.
Also, provide a description of what happened and what you expected instead. Screenshots can help clarify the issue as well.
In 90% of all cases, the problem is a conflicting mod or a corrupted installation on your side.

Changelog
Code: [Select]
1.0.27 - 31.08.2019
- Tweak: Nerfed lots of beds mood buff
- Fix: Rescued pawn becoming guest/broken when traveling
- Fix: Rescued pawn becoming a guest leaving the map (halfway)
- Fix: Respect AlienFramework restrictions again

1.0.26 - 25.08.2019
- Fix: Pawns at other locations becoming guests
- Tweak: Fee debuff expires faster now

1.0.25 - 23.08.2019
- Fix: Guests failing to claim a bed over and over
- Tweak: Guests won't be entertained now when they're tired
- Fix: Double beds now count double for bed availability

1.0.24 - 21.08.2019
- Fix: Changed various labels and descriptions (note to translators, check your translations!!)
- Fix: Chief will not get upset if rescued pawn's group is lost
- Fix: Fixed a case of exception ticking when trying to leave with an unknown pawn
- Fix: More defensive code for GainThought method
- New: Guest beds now have uninstall, reinstall and build copy buttons
- New: You can now set the price for guest beds. Guests will claim a bed for their stay and pay the price upfront
- Tweak: Guests will now pay 15% less for items and generally buy less ordinary items

1.0.23 - 12.08.2019
- Fix: Mod config no longer breaks when minimum guest group size is changed
- Fix: Guests not leaving when another pawn on the map is downed or mental

1.0.22 - 09.08.2019
- New: Leftover pawns now won't leave the map but stay as guests (with all consequences)
- Fix: Traders were being affected like guests

1.0.21 - 08.08.2019
- Fix: Left behind guests will now leave the map or rejoin their group when they have recovered (let's hope it stays fixed this time)
- Fix: Guests with enough friends will now also be charmed
- New: When a guest can be recruited, a "Recruit" button will show in the overview

1.0.20 - 06.08.2019
- New: Icon in guest overview to indicate relationships
- New: Recruiting guests is now a button
- New: The old try to recruit toggle is now for making friends
- New: Guests now get upset when a faction member is recruited
- New: Added Manifest for Mod Manager

1.0.19 - 16.07.2019
- New: Setting to disable guests healing pawns
- Fix: Null check on Need Rest (thanks to CJBok)
- Fix: When using Alien Framework, CanWear is respected
- Tweak: Guests will not gift ammo from CE anymore
- Tweak: Guests won't buy food they can't eat

1.0.18 - 12.07.2019
- Tweak: Guests will always arrive somewhat tired
- Tweak: Made recruitment more expensive again
- Tweak: Required friends for recruiting slightly adjusted
- Fix: If a guest's group has left, the guest will leave the map

1.0.17 - 10.06.2019
- New: Added setting for minimum group size
- New: Travelling guests will never have mental breaks
- New: Guest tab shows the amount of guests and beds
- Fix: Guests now only get entertained when they're inside of the guest area
- Fix: Returning visitors get their needs reset
- Tweak: Buying food improved

1.0.16 - 07.05.2019
- Fix: Guests performing important work will now not be interrupted or followed
- Fix: Guests will now stay until none of the group are in a mental state
- Fix: Error when cleaning up incident queue
- Fix: Tried to spawn animals from world pawn pool
- Fix: Visitor groups with animals now spawn, only the animals are removed and errors are logged
- New: Added debug option "Visitor Group Max" that spawns the maximum visitor group size (as defined in the mod options)
- Fix: Reused world pawns now get new gear every time to accommodate for temperature changes
- Fix: Removed log spam (sorry)

1.0.15 - 25.04.2019
- Fix: Added extra check that guests don't hunt outside of their area
- Fix: Only showing friend/enemy status in social tab for colonists
- Fix: Made pocket/wear headgear code more resilient
- Fix: Improved error message when checking for CompGuest
- Fix: Cleaned up BuyItem and fixed buy message (would show wrong equipment/weapon)

1.0.14 - 30.03.2019
- New: Known visitors will now return more often
- Tweak: Amount of guests visiting now increases slowly over playtime (fewer guests at start of new game)
- New: Opt-in setting to receive notification when guests buy things
- New: Guests' social tab shows friend status
- New: Special relationships (like relatives) now count as 2 friends
- Fix: Brazilian/Portuguese fix by Marcos

1.0.13 - 10.03.2019
- New: Highlight for "Make Default" to clarify what is set
- New: Added "..." button in guests tab that opens the personal guest tab
- Fix: "Guests drop food" bug
- Fix: Shopping area saying "unrestricted" instead of "no shopping"
- Fix: Target version
- Tweak: "Area of accommodation" renamed to "Allowed area"
- New: Included Maeyanie's code for configuring selling price factor (create a file "Hospitality.cfg" in RimWorld's config folder, add the line PriceFactor=0.85 and tweak is as desired)

1.0.12 - 19.01.2019
- New: Guests tab that lists all guests (can be deactivated)
- Fix: Guests with animals should throw no (less) errors now

1.0.11 - 11.01.2019
- Hotfix: When force recruiting with more friends than required, the penalty becomes positive (ouch)

1.0.10 - 10.01.2019
- Fix: Pathing error when guest area is unrestricted
- Fix: Added check for factions without peaceful pawngroupmakers

1.0.9 - 09.01.2019
- Fix: Area restrictions now modify "CanReach", which should be more compatible with mods that create jobs

1.0.8 - 07.01.2019
- Hotfix: Compatibility with numbers mod

1.0.7 - 07.01.2019
- New: Guests can now be forced to join at a high cost
- Fix: More tooltips for UI
- Fix: Upset faction can't be invited again immediately
- New: Portuguese Brazilian language
- Fix: Added code to check for broken ChemicalDefs of other mods

1.0.6 - 28.11.2018
- Fix: Traveling time now uses pathfinding to calculate distance

1.0.5 - 21.11.2018
- Fix: More error checking when finding spot
- Fix: Android Tiers' bug (ShouldGuestKeepAttendingGathering)

1.0.2 - 28.10.2018
- New: Added setting to forbid guests from operating
- New: Guests now use label color of their faction

1.0.1 - 19.10.2018
- Updated to 1.0
- Translation: French by [url=https://discord.gg/Rty5RkW]Scribio[/url]
- Translation: Korean by [url=https://steamcommunity.com/profiles/76561198044415103]NyaamZ[/url]
- New: Option to block visitors until beds are built
- New: Guests can be invited via Comms Console

0.19 - 09.08.2018
- Updated to B19
- New: Hefty penalty when noone from a group returns
- New: When recruited, guests will give their inventory to a group mate
- New: Guests will now equip what they have bought
- Removed: Hospitality does not change the refugee chased event anymore (more compatibility)
- Removed: Hospitality does not change the wanderer joins event anymore (more compatibility)

0.18g - 23.02.2018
- New: Option to disable crafting or artistic work for guests (set by default)
- New: Visitors will now ask before arriving when there are no guest beds
- New: Translation keys for mod options
- New: Added option to disable option limits
- New: Guests will stay longer when manhunters or berserking pawns are present

0.18f - 16.12.2017
- New: Added mod settings

0.18d - 4.12.2017
- New: Guests will now help with work if they feel like it

0.18c - 2.12.2017
- New: Guest beds are now affected by end tables and dressers

0.18b - 25.11.2017
- New: German translation (by Andie48)
- New: Shopping area can now be selected separately from guest area

0.18a - 19.11.2017
- Updated to B18

0.17j - 25.08.2017
- New: Indication where visitors arrive when they ask for permission

0.17f - 11.07.2017
- New: Guests won't buy back items the player bought from them

0.17d - 13.06.2017
- New: When guests arrive and danger is present, player is asked

0.17c - 10.06.2017
- New: French translation included

0.17a - 03.06.2017
- New: Any bed can now be used as a guest bed

0.16g - 05.04.2017
- New: Spanish translation
- New: Now supporting Dubs Bad Hygiene mod
- New: Now using HugsLib

0.16f - 17.02.2017
- New: Recruitment system overhaul: Guests now need a minimum amount of "friends" to recruit (min relationship). Recruiting then works immediately (no rng). Recruiters will "endorse" other colonists (they like) to the guests to raise their relationship. The amount of required friends is relative to the amount of colonists.
- New: Russian translation (probably already out of date)
- New: Success/failure messages removed. Will only show when a colonist failed 3x in a row on the same guest.
- New: Success/failure effect when zoomed in on pawns

0.16e - 15.01.2017
- New: Per guest setting, if they may buy anything

0.16d - 14.01.2017
- New: Guests now need an area in which they will stay
- New: Guests can now be sent away

0.16c - 06.01.2017
- New: Added recurring visits to counter less frequent visitor groups
- New: When visitors couldn't come, they will now try a few days later again
- New: Visitors will now not come with a hostile faction is present

0.16b - 03.01.2017
- New: Added new job for diplomats, separate from warden

0.16a - 02.01.2017
- New: Guest tab now shows message for trading caravans

0.15d - 02.11.2016
- New: Recruiting is only possible at a certain minimum relationship with the guest
- New: Speech bubbles and delay when interacting
- New: wanderer joining dialog now shows more information
- New: Visitors will now dig out when they can't leave

0.15b - 02.09.2016
- New: refugee and joining wanderer are picked from pool of related characters
- New: joining wanderer can be declined

0.15a - 29.08.2016
- New: Visitors will not leave bought items anymore
- New: More thoughts supported
- New: Guests will be unhappy if there are no guest beds, and happier if there are enough
- New: instructions

0.14i - 17.08.2016
- new: guests will respect forbidden tags
- new: guests will buy from containers

0.14f - 30.07.2016
- new: Rescued pawns now have a chance to join the faction

0.14e - 25.07.2016
- visitors will now not arrive during toxic fallout or raid

0.14 - 16.07.2016
- updated for A14
- visitors now get thoughts from the quality of their rooms

0.13 - 22.05.2016
- factions will now become angry if visitors disappear in your region
- made compatible with Combat Realism
- now requires CCL!

0.11c - 26.04.2016
- guests will now buy loose items in the guest room(s) if they fancy them

0.11b - 25.04.2016
- changed recruit system (now relation based)
- matched flag color to guest names
- recruiters now stop if opinion is maxed out or too low
- added delay between interactions

0.11a - 14.04.2016
- updated thoughts for social impact

0.11 - 10.04.2016
- updated for A13
- rebalancing due to A13 changes
- added socializing with guests

0.10d - 19.03.2016
- recruiting system simplified
- delayed visitors until colony has at least a room

0.10c - 01.03.2016
- visitors bring more varied gifts
- visitors place a flag where they stay

0.10b - 28.02.2016
- quality of stay affects relationship change
- guest beds can now be forbidden from colonists
- guests take off headgear when arriving

0.09b - 01.01.2016
- visitors now stay a while even when relationship is maxed out
- happy guests now sometimes leave silver or items

0.09 - 28.12.2015
- you can now build guest beds
- guest beds mark a room as a guest room
- visitors will sleep in guest beds
- visitors will relax in your base

0.08b - 27.12.2015

0.08 - 23.09.2015
- visitors choose their staying room more intelligently
- new button "Set Default" for choosing how to treat new visitors!

0.07 - 30.08.2015
- updated to Alpha 12 by Cebullus

Author
Orion

Download
Note: Only remove the mod while there are no visitors or guest beds on your map.
GitHub
Steam Workshop

How to install
- Delete old folder of this mod (Hospitality).
- Unzip the contents into your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game and restart the game.

Support development
Do you want to support me developing this mod? Do you want to have a vote in what will be added next?



Wanna do me a huge favour?
I'm working on a new game and in the coming months, we will need beta testers. So if you're up for helping me out and have some fun in the process, check this out. If you don't want to test, that's fine too, your feedback on our video alone is already helpful!
« Last Edit: August 31, 2019, 08:02:47 AM by Orion »
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UMK

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Re: [MOD](Alpha 9) Hospitality (v1.00)
« Reply #1 on: March 13, 2015, 11:34:26 AM »

Yet another must have mod *sigh*. Hope it will be included into core game.
Can you also give an option to slightly improve faction relationship by talking with travelers?
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Zebrin

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Re: [MOD](Alpha 9) Hospitality (v1.00)
« Reply #2 on: March 13, 2015, 11:36:35 AM »

Thank you for this. My colony has a "Guest" that had his leg shot off. You can't perform surgery on guests so I can't get rid of him. This is a pretty nice soft fix for that, and has added benefits of giving me a supply of new recruits I can pay some 300 silver for!
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Orion

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Re: [MOD](Alpha 9) Hospitality (v1.00)
« Reply #3 on: March 13, 2015, 11:44:52 AM »

Can you also give an option to slightly improve faction relationship by talking with travelers?
That was next on the list. Some sort of "improve relationship" option. But given that factions are now a new source of colonists, it shouldn't be too easy.

Vonholtz

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Re: [MOD](Alpha 9) Hospitality (v1.00)
« Reply #4 on: March 13, 2015, 11:47:43 AM »

Hmm visitor's get killed by other factions or they get right in the middle of my colony fight off some one else attack and they get dead. all the time they blame me. Well now a new way to piss them off. *download*  :)

Hey I might as well do the pissing off and get some thing for it right. Nice one going to try it out.
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Orion

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Re: [MOD](Alpha 9) Hospitality (v1.00)
« Reply #5 on: March 13, 2015, 11:52:07 AM »

Hey I might as well do the pissing off and get some thing for it right. Nice one going to try it out.
Nothing you can't fix for a few silver ;)

Keychan

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Re: [MOD](Alpha 9) Hospitality (v1.00)
« Reply #6 on: March 13, 2015, 11:54:45 AM »

You could just make relation building be very slow like +3 to +5 relation each visiting group or +1 to +2 relation for each visitor.  Not sure if you can program something that effects everyone to effect the only visiting group only easy though.  It would be interesting to just have people from visiting groups to just join the colony if your relations are perfect to near perfect. Like I can imagine a young tribesman wanting to see another life and your colony is 'claimed' to be the perfect chance for him to learn more.
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skullywag

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Re: [MOD](Alpha 9) Hospitality (v1.00)
« Reply #7 on: March 13, 2015, 12:43:30 PM »

Omnomnomnomnom
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MarvinKosh

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Re: [MOD](Alpha 9) Hospitality (v1.00)
« Reply #8 on: March 13, 2015, 03:11:58 PM »

Hmm, I like the look of this mod. I'll have to give it a try!

daft73

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Re: [MOD](Alpha 9) Hospitality (v1.00)
« Reply #9 on: March 13, 2015, 07:05:44 PM »

Interesting, question: What is the penalty, is it something that should be used rarely for the penalty is high, say 35% or so,...or is it well I can do this 5 times before they care to much. If the penalty is trivial then maybe this is too easy, or is it a calculated risk?  ;)
« Last Edit: March 13, 2015, 07:31:46 PM by daft73 »
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millenium

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Re: [MOD](Alpha 9) Hospitality (v1.00)
« Reply #10 on: March 13, 2015, 07:15:12 PM »

in accordance with hospitality can you have improved relations if they steal my food.

im tired of factions visiting and eating all my grub.
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Latta

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Re: [MOD](Alpha 9) Hospitality (v1.00)
« Reply #11 on: March 13, 2015, 08:37:01 PM »

Maybe they can give you something instead of joining you?
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Orion

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Re: [MOD](Alpha 9) Hospitality (v1.00)
« Reply #12 on: March 14, 2015, 04:08:23 AM »

Interesting, question: What is the penalty, is it something that should be used rarely for the penalty is high, say 35% or so,...or is it well I can do this 5 times before they care to much. If the penalty is trivial then maybe this is too easy, or is it a calculated risk?  ;)
The penalty is a fixed cost that you know upfront. If you recruit that person, this is what the relationship will suffer (once). If, through bad social skills or bad luck you anger the visitors, it costs the relationship 1 point per incident.

Grogfeld

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Re: [MOD](Alpha 9) Hospitality (v1.00)
« Reply #13 on: March 14, 2015, 10:31:18 AM »

Love this idea!
But (tm)... ;)
As we see on screenshot this guy is worth how much, 300 silver? Because of comm console for that much silver you can improve relations, am I right? Maybe it should cost additional silver or even gold to? You know, as a bribe to that guest or faction.

Also, this isn't a bug report, maybe a incompatibility report. I've noticed that I can't interact with buildings, I  mean I can't manually give job order (stone-cutting, meals...), and my colonists started to starve even when there are many meals in stock but I can manually give them orders to eat, it started just after I've convinced a guest. But if I make area to grow food they will go there an sow, also mining is strange, they mine selected area but I can't give them orders manually. Probably incompatibility with PrisonImprovements. Other mods that I've installed just add prosthetics and scars removal ability aaand of course EdBs mods. Or something else is messing up, I don't know, I'm to sick now to think about it :D
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prongssage

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Re: [MOD](Alpha 9) Hospitality (v1.00)
« Reply #14 on: March 14, 2015, 10:41:50 AM »

Also, this isn't a bug report, maybe a incompatibility report. I've noticed that I can't interact with buildings, I  mean I can't manually give job order (stone-cutting, meals...), and my colonists started to starve even when there are many meals in stock but I can manually give them orders to eat, it started just after I've convinced a guest. But if I make area to grow food they will go there an sow, also mining is strange, they mine selected area but I can't give them orders manually. Probably incompatibility with PrisonImprovements. Other mods that I've installed just add prosthetics and scars removal ability aaand of course EdBs mods. Or something else is messing up, I don't know, I'm to sick now to think about it :D

I have those mods (except scars removal ability) plus some. Which Prosthetics mod are you using?
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