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Author Topic: [1.3.0] Hospitality  (Read 1256532 times)

Orion

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[1.3.0] Hospitality
« 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 save game.

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. 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.

Troubleshooting
Make sure dev mode is on so you can see errors in the console.

Are you getting a Root level exception in OnGUI? Odds are your operating system is 32bit (not 64) and there's nothing you can do about it.
Does weird stuff happen? Probably you have a mod conflict. Often this is accompanied by one or more errors in the console. The first error is usually the issue, everything after that is collateral.
The first thing you should try is moving hospitality to the end of the load order.

Changelog
Code: [Select]
1.3.00 - 20.07.2021
- Updated to 1.3
- New: Guests now eventually optimize their apparel, so they will wear what you gift them if appropriate
- New: Added debug action to remove broken groups (so you don't have to edit your savegame)
- New: Alert when guests have nothing to eat
- Fix: Guests walking outside of their area if not absolutely necessary
- Fix: Recruited guests still act like guests
- Fix: Guests won't claim player walls when smoothing them
- Fix: Guests now have dedicated food restrictions
- Fix: When recruiting a faction leader, a new one will be elected
- Fix: Guests won't hang around in bed all day anymore
- Fix: Recruited guests now get the default drug policy
- Fix: Another shot at fixing guests leaving failure when pawns were improperly removed from map
- Fix: Art is now properly preserved when creating guest beds
- Fix: Made spawning guest inventory more robust against broken objects from mods
- Tweak: Spread lord arrival check over multiple ticks, and caching arrived pawns to improve performance
- Tweak: Caching guest alerts
- Tweak: You can not toggle refusing guests until beds have been built in the map options
- Tweak: Guests afraid dialog now shows the name of the faction
- Tweak: There is a change that rejected groups don't stick around
- Tweak: Improved code for guests restocking their food
- Tweak: Guests now use vanilla gifting system, but with Hospitality score for chance
- Tweak: Guests will only leave during the day
- Performance improvements

1.2.11 - 10.06.2021
Fixes and optimization by simplyWiri:
- Performance optimizations
- Fix: Bug caused by real ruins spawning guest beds before world loads
- Fix: Incompatibility with WTH
- Fix: Dead guests no longer reserve beds

1.2.10 - 17.05.2021
- Fix: Guests taking player's drugs for social relaxing

1.2.09 - 03.05.2021
- Fix: Weapon gets dropped when pawn is put to bed, which breaks "Where Is My Weapon" behavior
- Fix: Guest beds listed in architect menu due to mod conflict
- Fix: Automated check for guest drug policies
- Fix: Guest beds can get borked and can't be removed

1.2.08 - 16.01.2021
- Fix: Pawntable faction column bug
- Fix: Mod references
- Fix: Made group spawning not fail for people with outdated RimWorld

1.2.07 - 02.01.2021
- Fix: Hotfix for interruptions

1.2.06 - 27.12.2020
- New: New banner
- New: Manhunters and mental breaks make guests afraid to come
- New: Option to disable friendlies dropping their inventory when downed
- Fix: Guests wouldn't equip apparel that they buy
- Fix: Don't interrupt eating guests
- Fix: Exclude bestower from spawning as guest
- Fix: Compatibility with Elder Things bed-likes
- Tweak: Patch optimization for beds by Wiri
- Tweak: Guests now find their exit point via flood fill; This hopefully lets us avoid danger and find the closest exit

1.2.05 - 13.09.2020
- Tweak: Renamed "Manage Defaults" to "Map Settings"
- Fix: Wrong guests marked with "-" in guest list

1.2.04 - 06.09.2020
- Fix: Dragon's Descent compatibility
- Fix: Quest related pawns can't spawn as guests now
- Fix: Guests getting kicked out of bed on load
- Fix: Recruit button being unclear
- Tweak: Empire faction will trigger death acidifier on recruited pawns; these will only join by force

1.2.03 - 15.08.2020
- Fix: Multiplayer issue (thanks again to NotFood)

1.2.02 - 14.08.2020
- New: Multiplayer support (thanks to NotFood!)
- Fix: Recruit button worked when it shouldn't
- Fix: Bug where beds stay claimed by previous guests

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

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

1.1.11 - 25.05.2020
- New: Added option to use an icon on guest tab instead of text

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

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

1.1.8 - 26.04.2020
- Fix: Rebuilt for latest RimWorld version
- Fix: Some more information gets logged for debugging
- Fix: Added check for null defs in royal titles
- Fix: More defensive code for various issues
- Tweak: Ascetic guests don't care about the paid fee
- Fix: Error when guests try to rescue downed guest
- New: Added debug option to spawn a group and select the faction

1.1.7 - 03.04.2020
- Fix: Guests won't buy or wear stuff they can't wear due to missing body parts
- Fix: Guests shouldn't have question marks when leaving now
- Fix: Error when sending guests away before they have arrived
- Fix: Error when trying to take off royal headgear
- Tweak: Royal pawns have a much lower chance of spawning now

1.1.6 - 30.03.2020
- Fix: Visitors scared of ancients in cryptosleep caskets
- Fix: Update to ChineseTraditional (thanks to Miyu)
- Fix: Another shot at the bed owners bug
- Fix: 4x per day the guest list gets recalculated now to make sure no guests get lost / don't show
- Fix: Recruited lover now shouldn't show "Want to sleep with x" if they share a bed

1.1.5 - 24.03.2020
- New: ChineseTraditional language (thanks to https://github.com/CuteLasty)
- New: Italian language (thanks to TopIn [https://ludeon.com/forums/index.php?action=profile;u=106209])
- Fix: Defensive code against beds without CompAssignableToPawn
- Fix: Guests will avoid sharing a bed with someone they don't have a relationship with, unless they have to
- Fix: Guests won't help with feeding prisoners or sick; too many issues (food from inventory, wrong food category, etc. etc.)
- Fix: Guests won't drop biocoded or bladelinked gear now
- Fix: Colonists no longer get stuck in doors, trying to talk to guests

1.1.4 - 22.03.2020
- Fix: Guests not buying wares
- Fix: Hospitality 1.0 language files now load correctly from subfolder
- Fix: nullThing errors are now warnings

1.1.3 - 21.03.2020
- Hotfix: BedDefCheck error

1.1.2 - 21.03.2020
- Hotfix for UpdateFeatureBase error and CheckBedDefs error

1.1.1 - 20.03.2020
- New: Guest beds now show which titles accept it and what is needed for the next title
- New: Recruiting royal guests requires royal friends
- New: Info box for guest bed stats
- New: Beds show general attractiveness
- New: Alerts for guests without beds
- Fix: Compatibility with Vanilla Events Expanded 'hunting party' event
- Fix: Nudists now won't buy (and put on) clothes
- Tweak: Royal guests are more likely to be offended by entertainment attempts of low social pawns
- Tweak: Guests will no longer do diplomat tasks for the player
- Tweak: Guests with low relationship are more likely to bring at least some silver
- Tweak: Guests will now at least bring something cheap if relationship is really low
- Tweak: Individual guests will bring slightly more items, especially with higher goodwill
- Tweak: Headgear guests wear when they arrive is now marked as not for sale
- Tweak: Masochists now don't mind eating without table or various bad sleeping types (also non-guests)
- Tweak: Lowered sale value of items to 55% marketvalue
- Tweak: Recruited guests will give their weapon to their previous faction
- Various other fixes and tweaks (see GitHub)

1.0.35 - 10.02.2020
1.0.34 - 08.02.2020
1.0.33 - 15.12.2019
1.0.32 - 04.11.2019
1.0.31 - 03.11.2019
1.0.30 - 21.09.2019
1.0.29 - 12.09.2019
1.0.28 - 07.09.2019
1.0.27 - 31.08.2019
1.0.26 - 25.08.2019
1.0.25 - 23.08.2019
1.0.24 - 21.08.2019
1.0.23 - 12.08.2019
1.0.22 - 09.08.2019
1.0.21 - 08.08.2019
1.0.20 - 06.08.2019
1.0.19 - 16.07.2019
1.0.18 - 12.07.2019
1.0.17 - 10.06.2019
1.0.16 - 07.05.2019
1.0.15 - 25.04.2019
1.0.14 - 30.03.2019
1.0.13 - 10.03.2019
1.0.12 - 19.01.2019
1.0.11 - 11.01.2019
1.0.10 - 10.01.2019
1.0.9 - 09.01.2019
1.0.8 - 07.01.2019
1.0.7 - 07.01.2019
1.0.6 - 28.11.2018
1.0.5 - 21.11.2018
1.0.2 - 28.10.2018
1.0.1 - 19.10.2018
0.19 - 09.08.2018
0.18g - 23.02.2018
0.18f - 16.12.2017
0.18d - 4.12.2017
0.18c - 2.12.2017
0.18b - 25.11.2017
0.18a - 19.11.2017
0.17j - 25.08.2017
0.17f - 11.07.2017
0.17d - 13.06.2017
0.17c - 10.06.2017
0.17a - 03.06.2017
0.16g - 05.04.2017
0.16f - 17.02.2017
0.16e - 15.01.2017
0.16d - 14.01.2017
0.16c - 06.01.2017
0.16b - 03.01.2017
0.16a - 02.01.2017
0.15d - 02.11.2016
0.15b - 02.09.2016
0.15a - 29.08.2016
0.14i - 17.08.2016
0.14f - 30.07.2016
0.14e - 25.07.2016
0.14 - 16.07.2016
0.13 - 22.05.2016
0.11c - 26.04.2016
0.11b - 25.04.2016
0.11a - 14.04.2016
0.11 - 10.04.2016
0.10d - 19.03.2016
0.10c - 01.03.2016
0.10b - 28.02.2016
0.09b - 01.01.2016
0.09 - 28.12.2015
0.08b - 27.12.2015
0.08 - 23.09.2015
0.07 - 30.08.2015

Author
Orion

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

Note:
I no longer update this thread. So if you want to be notified about a new release, you can go to GitHub, click "Watch" in the upper right corner, then "Custom", and then select "Releases".

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 02, 2021, 11:25:17 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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