[1.3.0] Hospitality

Started by Orion, March 13, 2015, 11:19:16 AM

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Beathrus

Quote from: Toragor on March 10, 2016, 04:25:20 PM
Ok I have a problem. I rescued a visitor after a scyther attack, poor guy lost a leg, but now I am not able to opperate him to give him a peg leg, since no guests have the operation tab under health. So now Im stuck with him in the medbay. Only way to get rid of him is to successfully recruit or kill him ... I thought it was possible to operate guests in vanilla. has this been disabled by this mod?

If you are already in good with the faction (25 Goodwill) You can call them for reinforcements, then they will take the injured person when they leave.

Orion

Quote from: forumaccount on March 09, 2016, 07:22:07 PM
Random start location put me in the desert this time around, so I want to make it feel more like a desert outpost. How can I make it so that guests arrive hungry, and I lose face with their faction if they're still hungry when they leave?

I looked at the XML stuff, and I didn't see a way to do it, so I suspect I'll have to learn to unpack or decrypt the DLL?
That's a very specific request!

I do provide the source code, so you can just add what you need and recompile it. In the file IncidentWorker_VisitorGroup.cs there is a loop in line 95. Inside of it you can change the need of each visitor to what you want.

Fafn1r

Is there a way to prevent auto-recruiting? I just want visitors to use my fort as a night stop while travelling through the desert and let them pay me with gifts. I'm very picky with my colonists and don't want random pawns to join without asking for a permission. Not to mention making a faction angry.

This seems way to easy - I have one cheap room with two beds and get high hospitality for little reason. I don't even try to recruit anyone. This is on Hardcore SK.

nuschler22

Perhaps this has been answered, but I can't find it so I apologize ahead of time if it's been answered.

My Negotiate is set to level one for all colonists.  I can't get any of my colonists to actually recruit anyone despite having the visitors set to "Try to recruit."  When I select a colonist and right click the visitor, the visitor displays "Shot by [colonist name] cannot hit target."  It's the beginning of the game (although this happened in my last game, too) so nobody has shot anyone.

Do I have to have beds for them to recruit?  If I draft the colonist, and right click the visitor, it would allow me to arrest the visitor but I haven't done that. 



roy2x

Quote from: Nimander on March 16, 2016, 05:48:35 PM
Is there a way to prevent auto-recruiting? I just want visitors to use my fort as a night stop while travelling through the desert and let them pay me with gifts. I'm very picky with my colonists and don't want random pawns to join without asking for a permission. Not to mention making a faction angry.

This seems way to easy - I have one cheap room with two beds and get high hospitality for little reason. I don't even try to recruit anyone. This is on Hardcore SK.
I play with the Hardcore SK modpack and I have this problem too. If I set my negotiator to improve a factions relationship it ends up with me having new multiple recruits.

Orion

Quote from: Nimander on March 16, 2016, 05:48:35 PM
Is there a way to prevent auto-recruiting?
This looks like a bug. They should only join when they're set to recruit.

Quote from: Nimander on March 16, 2016, 05:48:35 PM
This seems way to easy - I have one cheap room with two beds and get high hospitality for little reason. I don't even try to recruit anyone. This is on Hardcore SK.
Hospitality is based on how much a visitor's mood has improved while staying at your base. If Hardcore SK messes with needs or thoughts, it could be that it makes raising mood of visitors too easy.

Quote from: nuschler22 on March 17, 2016, 08:03:12 PM
My Negotiate is set to level one for all colonists.  I can't get any of my colonists to actually recruit anyone despite having the visitors set to "Try to recruit." 
You have to raise the mood of the visitors during their time at your base. Providing good sources of joy, a table and chairs to eat and relax at and beds are the quickest way to get started.

Quote from: nuschler22 on March 17, 2016, 08:03:12 PM
When I select a colonist and right click the visitor, the visitor displays "Shot by [colonist name] cannot hit target."  It's the beginning of the game (although this happened in my last game, too) so nobody has shot anyone.
It sounds like your colonist is drafted. You should undraft him.

Orion

Changelog
1.10d - 19.03.2016
- hotfix: guests now only get recruited when set to recruit

I've released a quick fix for the latest version that keeps guests from joining without being set to recruit.

JT

#442
I think I've found an incompatibility with this and Rimworld Autosell, since using RW Autosell along with Hospitality causes merchant groups to remain on my map permanently until they go berserk, and eventually causes the buggy loading behaviour reported a few pages back (spamming about null object references and failing to load the game) if the game is saved with the merchants still on the map.  No idea where the game log is saved and Google wasn't very helpful, so I only get to see it in the debug console... ;-)

Both RWAutosell and Hospitality provide Incidents_Good_Misc.xml files, which is the prime source of my suspicion, but I haven't gone deep into their bowels in ILSpy or anything.  It also depends on Rimworld's XML concatenation behaviour which is well beyond my level of understanding.

RWAutosell will probably be the one to go, since I only added it a few days ago, although that'll be the third time I've started a new colony in as many days due to file corruption and lack of backups.  Naturally I'll report in with my final discoveries, if it turns out to be something else.  (It could be LT Raid Plus, but I've been using that one since I installed it without issues, with the VisitorGroup incident commented out.)

Orion

Thanks for reporting this. I'm also using RWAutosell and can confirm that it's compatible. Its Incident is the space trader that you can trade with via the intercom.

RWAutosell is not actually sending trader groups on the map. That's the Miscellaneous (+/- MAI) mod. And that one is indeed not compatible, as far as I know.

The game log is saved in the blabla_Data folder in the RimWorld folder. But a screenshot from the expanded console usually contains more information, so that's even better.

You can safely keep Autosell. But you'll have to decide between Hospitality and Miscellaneous. It is possible to make them compatible (see Hardcore SK modpack), but it's not quickly or easily done.

JT

#444
Quote from: Orion on March 22, 2016, 08:29:46 AM
You can safely keep Autosell. But you'll have to decide between Hospitality and Miscellaneous. It is possible to make them compatible (see Hardcore SK modpack), but it's not quickly or easily done.

I had pulled MAI from my mod order a long time ago, long before starting these colonies.  It's certainly not under the "Miscellaneous_VanillaEnhanced" folder that came with the ZIP.  Man, now I'm gonna have to pick through with a fine-toothed comb to figure out what's bringing the traders.

[edit] Looks like Raid Plus is indeed the culprit -- it's missing a class constructor on load, so it implodes like a neutron star.  Noticing a couple references to "FractionPawnsLost", it seems to align with the fact that it only tends to occur once the merchants have berserked and been dealt with suitably, but that's a massive call stack if ever I've seen one:

InvalidOperationException: SaveableFromNode exception: System.InvalidOperationException: SaveableFromNode exception: System.InvalidOperationException: SaveableFromNode exception: System.InvalidOperationException: SaveableFromNode exception: System.InvalidOperationException: SaveableFromNode exception: System.MissingMethodException: No constructor found for RaidPlus.TransitionActions.TransitionAction_MerchantArrived::.ctor()
  at System.Activator.CreateInstance (System.Type type, BindingFlags bindingAttr, System.Reflection.Binder binder, System.Object[] args, System.Globalization.CultureInfo culture, System.Object[] activationAttributes) [0x00000] in <filename unknown>:0
  at System.Activator.CreateInstance (System.Type type, System.Object[] args, System.Object[] activationAttributes) [0x00000] in <filename unknown>:0
  at System.Activator.CreateInstance (System.Type type, System.Object[] args) [0x00000] in <filename unknown>:0
  at Verse.ScribeExtractor.SaveableFromNode[TransitionAction] (System.Xml.XmlNode subNode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
Subnode:
<li Class="RaidPlus.TransitionActions.TransitionAction_MerchantArrived" />
  at Verse.ScribeExtractor.SaveableFromNode[TransitionAction] (System.Xml.XmlNode subNode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Scribe_Collections.LookList[TransitionAction] (System.Collections.Generic.List`1& list, System.String label, LookMode lookMode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at RimWorld.SquadAI.Transition.ExposeData () [0x00000] in <filename unknown>:0
  at Verse.ScribeExtractor.SaveableFromNode[Transition] (System.Xml.XmlNode subNode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
Subnode:
<li><sources><li>1157267910</li></sources><target>1450570471</target><triggers><li Class="RimWorld.SquadAI.Trigger_Memo"><memo>TravelArrived</memo></li></triggers><actions><li Class="RaidPlus.TransitionActions.TransitionAction_MerchantArrived" /></actions></li>
  at Verse.ScribeExtractor.SaveableFromNode[Transition] (System.Xml.XmlNode subNode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Scribe_Collections.LookList[Transition] (System.Collections.Generic.List`1& list, System.String label, LookMode lookMode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at RimWorld.SquadAI.StateGraph.ExposeData () [0x00000] in <filename unknown>:0
  at Verse.ScribeExtractor.SaveableFromNode[StateGraph] (System.Xml.XmlNode subNode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
Subnode:
<graph><states><li Class="RimWorld.SquadAI.State_Travel"><id>1157267910</id><dest>(136, 0, 150)</dest><destAssigned>True</destAssigned></li><li Class="RaidPlus.States.State_Defend"><id>1868702802</id></li><li Class="RaidPlus.States.State_Defend"><id>1450570471</id><defendPoint>(136, 0, 150)</defendPoint></li><li Class="RimWorld.SquadAI.State_Travel"><id>977786360</id><dest>(-1000, -1000, -1000)</dest><destAssigned>True</destAssigned></li><li Class="RaidPlus.States.State_Defend"><id>715374566</id></li><li Class="RaidPlus.States.State_MerchantFlee"><id>1411229349</id></li></states><transitions><li><sources><li>1157267910</li></sources><target>1868702802</target><triggers><li Class="RimWorld.SquadAI.Trigger_PawnHarmed" /></triggers><actions><li Class="RaidPlus.IncidentWorkers.Trade.TransitionAction_SetDefendLocation" /></actions></li><li><sources><li>1868702802</li></sources><target>1868702802</target><triggers><li Class="RimWorld.SquadAI.Trigger_PawnHarmed" /></triggers><actions /></li><li><sources><li>1868702802</li></sources><target>1157267910</target><triggers><li Class="RimWorld.SquadAI.Trigger_TicksPassed"><duration>5000</duration></li></triggers><actions /></li><li><sources><li>977786360</li></sources><target>715374566</target><triggers><li Class="RimWorld.SquadAI.Trigger_PawnHarmed" /></triggers><actions><li Class="RaidPlus.IncidentWorkers.Trade.TransitionAction_SetDefendLocation" /></actions></li><li><sources><li>715374566</li></sources><target>715374566</target><triggers><li Class="RimWorld.SquadAI.Trigger_PawnHarmed" /></triggers><actions /></li><li><sources><li>715374566</li></sources><target>977786360</target><triggers><li Class="RimWorld.SquadAI.Trigger_TicksPassed"><duration>5000</duration></li></triggers><actions /></li><li><sources><li>1157267910</li></sources><target>1450570471</target><triggers><li Class="RimWorld.SquadAI.Trigger_Memo"><memo>TravelArrived</memo></li></triggers><actions><li Class="RaidPlus.TransitionActions.TransitionAction_MerchantArrived" /></actions></li><li><sources><li>1157267910</li></sources><target>1411229349</target><triggers><li Class="RimWorld.SquadAI.Trigger_FractionPawnsLost"><fraction>0.33</fraction></li></triggers><actions /></li><li><sources><li>1868702802</li></sources><target>1411229349</target><triggers><li Class="RimWorld.SquadAI.Trigger_FractionPawnsLost"><fraction>0.33</fraction></li></triggers><actions /></li><li><sources><li>1450570471</li></sources><target>1411229349</target><triggers><li Class="RimWorld.SquadAI.Trigger_FractionPawnsLost"><fraction>0.33</fraction></li></triggers><actions /></li><li><sources><li>977786360</li></sources><target>1411229349</target><triggers><li Class="RimWorld.SquadAI.Trigger_FractionPawnsLost"><fraction>0.33</fraction></li></triggers><actions /></li><li><sources><li>715374566</li></sources><target>1411229349</target><triggers><li Class="RimWorld.SquadAI.Trigger_FractionPawnsLost"><fraction>0.33</fraction></li></triggers><actions /></li></transitions></graph>
  at Verse.ScribeExtractor.SaveableFromNode[StateGraph] (System.Xml.XmlNode subNode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Scribe_Deep.LookDeep[StateGraph] (RimWorld.SquadAI.StateGraph& target, System.String label, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at RimWorld.SquadAI.Brain.ExposeData () [0x00000] in <filename unknown>:0
  at Verse.ScribeExtractor.SaveableFromNode[Brain] (System.Xml.XmlNode subNode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
Subnode:
<li><loadID>1958941613</loadID><faction>Fisherman'sTownship1261176695</faction><curState>1450570471</curState><ticksInState>154120</ticksInState><numPawnsEverGained>4</numPawnsEverGained><ownedPawns><li>Human241781</li></ownedPawns><graph><states><li Class="RimWorld.SquadAI.State_Travel"><id>1157267910</id><dest>(136, 0, 150)</dest><destAssigned>True</destAssigned></li><li Class="RaidPlus.States.State_Defend"><id>1868702802</id></li><li Class="RaidPlus.States.State_Defend"><id>1450570471</id><defendPoint>(136, 0, 150)</defendPoint></li><li Class="RimWorld.SquadAI.State_Travel"><id>977786360</id><dest>(-1000, -1000, -1000)</dest><destAssigned>True</destAssigned></li><li Class="RaidPlus.States.State_Defend"><id>715374566</id></li><li Class="RaidPlus.States.State_MerchantFlee"><id>1411229349</id></li></states><transitions><li><sources><li>1157267910</li></sources><target>1868702802</target><triggers><li Class="RimWorld.SquadAI.Trigger_PawnHarmed" /></triggers><actions><li Class="RaidPlus.IncidentWorkers.Trade.TransitionAction_SetDefendLocation" /></actions></li><li><sources><li>1868702802</li></sources><target>1868702802</target><triggers><li Class="RimWorld.SquadAI.Trigger_PawnHarmed" /></triggers><actions /></li><li><sources><li>1868702802</li></sources><target>1157267910</target><triggers><li Class="RimWorld.SquadAI.Trigger_TicksPassed"><duration>5000</duration></li></triggers><actions /></li><li><sources><li>977786360</li></sources><target>715374566</target><triggers><li Class="RimWorld.SquadAI.Trigger_PawnHarmed" /></triggers><actions><li Class="RaidPlus.IncidentWorkers.Trade.TransitionAction_SetDefendLocation" /></actions></li><li><sources><li>715374566</li></sources><target>715374566</target><triggers><li Class="RimWorld.SquadAI.Trigger_PawnHarmed" /></triggers><actions /></li><li><sources><li>715374566</li></sources><target>977786360</target><triggers><li Class="RimWorld.SquadAI.Trigger_TicksPassed"><duration>5000</duration></li></triggers><actions /></li><li><sources><li>1157267910</li></sources><target>1450570471</target><triggers><li Class="RimWorld.SquadAI.Trigger_Memo"><memo>TravelArrived</memo></li></triggers><actions><li Class="RaidPlus.TransitionActions.TransitionAction_MerchantArrived" /></actions></li><li><sources><li>1157267910</li></sources><target>1411229349</target><triggers><li Class="RimWorld.SquadAI.Trigger_FractionPawnsLost"><fraction>0.33</fraction></li></triggers><actions /></li><li><sources><li>1868702802</li></sources><target>1411229349</target><triggers><li Class="RimWorld.SquadAI.Trigger_FractionPawnsLost"><fraction>0.33</fraction></li></triggers><actions /></li><li><sources><li>1450570471</li></sources><target>1411229349</target><triggers><li Class="RimWorld.SquadAI.Trigger_FractionPawnsLost"><fraction>0.33</fraction></li></triggers><actions /></li><li><sources><li>977786360</li></sources><target>1411229349</target><triggers><li Class="RimWorld.SquadAI.Trigger_FractionPawnsLost"><fraction>0.33</fraction></li></triggers><actions /></li><li><sources><li>715374566</li></sources><target>1411229349</target><triggers><li Class="RimWorld.SquadAI.Trigger_FractionPawnsLost"><fraction>0.33</fraction></li></triggers><actions /></li></transitions></graph><avoidGrid IsNull="True" /></li>
  at Verse.ScribeExtractor.SaveableFromNode[Brain] (System.Xml.XmlNode subNode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Scribe_Collections.LookList[Brain] (System.Collections.Generic.List`1& list, System.String label, LookMode lookMode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at RimWorld.SquadAI.BrainManager.ExposeData () [0x00000] in <filename unknown>:0
  at Verse.ScribeExtractor.SaveableFromNode[BrainManager] (System.Xml.XmlNode subNode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
Subnode:
<aiKingManager><allSquadBrains><li><loadID>269115911</loadID><faction>AMechanoidHive312057399</faction><curState>2121302580</curState><ticksInState>761944</ticksInState><numPawnsEverGained>5</numPawnsEverGained><ownedPawns><li>Mechanoid_Centipede21892</li><li>Mechanoid_Scyther21894</li><li>Race_Drone21896</li><li>Mechanoid_Centipede21899</li><li>Mechanoid_Centipede21901</li></ownedPawns><graph><states><li Class="RimWorld.SquadAI.State_DefendPoint"><id>2121302580</id><defendPoint>(184, 0, 284)</defendPoint></li></states><transitions /></graph><avoidGrid IsNull="True" /></li><li><loadID>2062797403</loadID><faction>AMechanoidHive312057399</faction><curState>856242620</curState><ticksInState>761944</ticksInState><numPawnsEverGained>1</numPawnsEverGained><ownedPawns><li>Mechanoid_Centipede21943</li></ownedPawns><graph><states><li Class="RimWorld.SquadAI.State_AssaultColony"><id>856242620</id></li><li Class="RimWorld.SquadAI.State_ExitMapAnywhere"><id>1668076433</id></li></states><transitions><li><sources><li>856242620</li></sources><target>1668076433</target><triggers><li Class="RimWorld.SquadAI.Trigger_BecameColonyAlly" /></triggers><actions><li Class="RimWorld.SquadAI.TransitionAction_Message"><message>Mechanoids from a mechanoid hive are leaving.</message><sound>Standard</sound></li></actions></li></transitions></graph><avoidGrid IsNull="True" /></li><li><loadID>1958941613</loadID><faction>Fisherman'sTownship1261176695</faction><curState>1450570471</curState><ticksInState>154120</ticksInState><numPawnsEverGained>4</numPawnsEverGained><ownedPawns><li>Human241781</li></ownedPawns><graph><states><li Class="RimWorld.SquadAI.State_Travel"><id>1157267910</id><dest>(136, 0, 150)</dest><destAssigned>True</destAssigned></li><li Class="RaidPlus.States.State_Defend"><id>1868702802</id></li><li Class="RaidPlus.States.State_Defend"><id>1450570471</id><defendPoint>(136, 0, 150)</defendPoint></li><li Class="RimWorld.SquadAI.State_Travel"><id>977786360</id><dest>(-1000, -1000, -1000)</dest><destAssigned>True</destAssigned></li><li Class="RaidPlus.States.State_Defend"><id>715374566</id></li><li Class="RaidPlus.States.State_MerchantFlee"><id>1411229349</id></li></states><transitions><li><sources><li>1157267910</li></sources><target>1868702802</target><triggers><li Class="RimWorld.SquadAI.Trigger_PawnHarmed" /></triggers><actions><li Class="RaidPlus.IncidentWorkers.Trade.TransitionAction_SetDefendLocation" /></actions></li><li><sources><li>1868702802</li></sources><target>1868702802</target><triggers><li Class="RimWorld.SquadAI.Trigger_PawnHarmed" /></triggers><actions /></li><li><sources><li>1868702802</li></sources><target>1157267910</target><triggers><li Class="RimWorld.SquadAI.Trigger_TicksPassed"><duration>5000</duration></li></triggers><actions /></li><li><sources><li>977786360</li></sources><target>715374566</target><triggers><li Class="RimWorld.SquadAI.Trigger_PawnHarmed" /></triggers><actions><li Class="RaidPlus.IncidentWorkers.Trade.TransitionAction_SetDefendLocation" /></actions></li><li><sources><li>715374566</li></sources><target>715374566</target><triggers><li Class="RimWorld.SquadAI.Trigger_PawnHarmed" /></triggers><actions /></li><li><sources><li>715374566</li></sources><target>977786360</target><triggers><li Class="RimWorld.SquadAI.Trigger_TicksPassed"><duration>5000</duration></li></triggers><actions /></li><li><sources><li>1157267910</li></sources><target>1450570471</target><triggers><li Class="RimWorld.SquadAI.Trigger_Memo"><memo>TravelArrived</memo></li></triggers><actions><li Class="RaidPlus.TransitionActions.TransitionAction_MerchantArrived" /></actions></li><li><sources><li>1157267910</li></sources><target>1411229349</target><triggers><li Class="RimWorld.SquadAI.Trigger_FractionPawnsLost"><fraction>0.33</fraction></li></triggers><actions /></li><li><sources><li>1868702802</li></sources><target>1411229349</target><triggers><li Class="RimWorld.SquadAI.Trigger_FractionPawnsLost"><fraction>0.33</fraction></li></triggers><actions /></li><li><sources><li>1450570471</li></sources><target>1411229349</target><triggers><li Class="RimWorld.SquadAI.Trigger_FractionPawnsLost"><fraction>0.33</fraction></li></triggers><actions /></li><li><sources><li>977786360</li></sources><target>1411229349</target><triggers><li Class="RimWorld.SquadAI.Trigger_FractionPawnsLost"><fraction>0.33</fraction></li></triggers><actions /></li><li><sources><li>715374566</li></sources><target>1411229349</target><triggers><li Class="RimWorld.SquadAI.Trigger_FractionPawnsLost"><fraction>0.33</fraction></li></triggers><actions /></li></transitions></graph><avoidGrid IsNull="True" /></li></allSquadBrains></aiKingManager>
  at Verse.ScribeExtractor.SaveableFromNode[BrainManager] (System.Xml.XmlNode subNode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Scribe_Deep.LookDeep[BrainManager] (RimWorld.SquadAI.BrainManager& target, System.String label, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Map.ExposeComponents () [0x00000] in <filename unknown>:0
  at Verse.MapIniter_LoadFromFile.InitMapFromFile (System.String fileName) [0x00000] in <filename unknown>:0
  at Verse.RootMap.Start () [0x00000] in <filename unknown>:0


[edit 2] It appears this is a known issue on Latta's thread, actually, but only came out because of the new CCL -- I note Latta's even pulled the mod for now! yikes! -- which is why I'd never had it happen before, since I only updated CCL when I updated Hospitality.

[edit 3] Or rather, someone else reported corruption and I can't find the mod anywhere anymore, but no official mention why. =)

Orion

Oh wow... I'll add it to the list of imcompatibles.

Grimandevil

Quote from: Orion on March 22, 2016, 08:29:46 AM
RWAutosell is not actually sending trader groups on the map. That's the Miscellaneous (+/- MAI) mod. And that one is indeed not compatible, as far as I know.
dunno, i was using both together for a long time and everything seems fine. cant remember exact load order right now, but can confirm later if u want.
welcome to the Rimworld - a world full of cannibal drug-addicted psychos, but free of vegetarians.

viktoria.s

Quote from: Grimandevil on March 23, 2016, 02:26:14 PM
Quote from: Orion on March 22, 2016, 08:29:46 AM
RWAutosell is not actually sending trader groups on the map. That's the Miscellaneous (+/- MAI) mod. And that one is indeed not compatible, as far as I know.
dunno, i was using both together for a long time and everything seems fine. cant remember exact load order right now, but can confirm later if u want.
I am using both too. And for me there are no problems too. In my mod load order Vanilla Enhanced comes first then hospitality. For me weird visitor behaviour occurred when two visitor groups had arrived to the same guest room. But the second could not really reach their destination because the first group was occupying the room (I guess). But it was in an earlier version of Hospitality.

Orion

Hm. Interesting. Then it's either the order, or some other mod that conflicts.

Edgewise

#449
I reinstalled SK HC today on a fresh install of Rimworld to get the latest version and found that I can't chat up visitors anymore.  I'm not sure if the SK mod pack has the latest version of Hospitality or not, but I tried a fresh install twice and it is still having this issue.  Also, the visitors are showing up super early in the game (like day 2).

Edit: pasting your hot-fixed file in did fix the problem, so there is definitely a difference in the files beyond the HP and resource requirements for the furniture.

One additional hospitality feature I would like to see is the ability to be friendly without recruiting or raising faction with visitors.  Atm, if you have 100 faction already, you can't talk to them without trying to recruit them.  This is something I noticed in the last version before I had the issue I described above.  They might have some nice gear I want them to drop, but don't want to recruit them and can't raise faction any further, so a third option to have 'friendly chat' would be cool.

Ah one other thing.... please remove enriched uranium as something guests can leave as a gift.  Not sure how it doesn't kill them, but once they drop it, it's about 50/50 if they die before walking far enough away from it.  :)