[1.3.0] Hospitality

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

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ActionCow

Love this mod, my favorite method of recruiting people since you can actually pick and choose by stats.
However I had some really weird behavior earlier, it's probably vanilla mostly but it was really dumb.
A group of 6 people was visiting from a friendly town, while they were staying in the guest room one went berserk and killed another of his town. I had someone come in with a shotgun to put him down, but as soon as I did the remaining 4 all went hostile and nearly wiped out my colony since they were inside my defenses. Went from about +5 to -78 and hostile from this and somehow didn't lose anyone.
Is there any way you can set something that berserk visitors don't make their whole faction flip if you fight back?
Slightly related note, I've had a bunch of incidents where someone dies to no fault of my own and I lose relation. I get that it probably just checks for them dying while on my map, but when someone dies of a heart attack leaving and I lose relation it's pretty silly.

shadowstitch

#1186
I feel ya, Actioncow. The more I play with this mod, the more weirdness I notice. I hate to use the term "immersion-breaking," but there's very little logic or sense to some of the things that occur. Most of it seems to be just the unavoidable nature of the beast, due to the way the mod works.

If visitors arrive, and they're in a crappy mood or they're chronic depressive, you're gonna have a bad time.
Sometimes visitors enter the map unhappy, with a bunch of negative moodlets in tow. They can sleep in my luxury beds, smoke and drink and have a good time, but their abysmal moodlet debuffs still cause a net loss of mood and they dislike their stay automatically. At first, I couldn't tell what I was doing wrong to get such frequent negative reactions, but it turns out when a sourpuss shows up, there's nothing you can do except wait for them to leave angry and dock you points. The best food, the finest lodgings, and the most charismatic small talk will do nothing to convince them.
The more people show up, the more pronounced the effect: I've had 3 visitors out of a group of 5 rate their stay as fantastic and leave me gifts, while the 2 others just hated it, and so as a group they somehow still left "disappointed."
From my uninformed observations, I think this may have something to do with the way visitor Joy is tallied in order to determine how much they "enjoyed" their stay? I don't know.

Also, as others have commented, you're blamed for everything that happens to the visitors while they are on the map. I've seen slowpoke convoys get attacked by manhunters, an event I had no control over, and the faction relationship went through the floor. I've even had a pair of visitors get into a social fight amongst themselves, which caused me to lose something like 30 reputation with that faction and receive a nasty note from their chief, even though I had absolutely no control over any part of it and actively avoided interceding. It's a little frustrating, and I end up having to spend way more money on bribes than I'd like.

I had one group of traders trigger some sort of fight outside my walls, and my automated turrets tore half of them to pieces. Okay, maybe that's partially my bad. They got pissy and left, dropping my faction rating well into the red. The game SAID they were taking their wounded with them, but SOMEONE left behind a shocked visitor, so I dragged him to my medbay and patched him up. When he was able to walk, he decided to leave the settlement like the Kool-aid man, ignoring open doors and spending a day tunneling directly through all my walls in the shortest route to the edge of the map.

I even had one instance where a trade caravan was passing through, and stumbled across an infestation on the far side of the map that I never even noticed. They went on the offensive, getting thoroughly murdered by the bugs, and every time one of them died their faction blamed my settlement for it. We went from +40 to -70 in the span of minutes, before any of my settlers could even think about hiking over there to burn the nest. I'm pretty sure that wouldn't have been blamed on us in Vanilla, but I don't know how it could be avoided otherwise.

I love the spirit of this mod, but I think I'd almost settle for a simple mod that allows for a chance to attempt recruiting rescued drop pod survivors, passersby, or visiting traders without having to worry about losing faction points for no good reason. It's fun to play airBNB, but there's so much chance of everything going pear-shaped due to unforeseen circumstances.

Canute

QuoteWent from about +5 to -78 and hostile from this and somehow didn't lose anyone.
Is there any way you can set something that berserk visitors don't make their whole faction flip if you fight back?
Sounds like the faction just was minimal neutral.
Then the berserk die, and the chief got angered and lower the friendship and the whole faction went hostile. shit happens.
This is nothing the mod can prevent. Next time try to mellee the berserk one with fists, and hope he survive.
A whole cat/orassans group die on heart stoke on a heatwave at their guest room because i didn't got a climacontrol at the guestroom (cats only like +25 on default). That was a heavy drop on the friendship too.



Orion

Thanks for the thorough feedback, guys!

Firstly it might help to explain how satisfaction is determined. It looks at a guest's mood when they enter the guestroom when they arrive and again when they leave. The difference is how much they liked it.
So actually visitors that are already happy have a higher chance of not liking it.

When the group leaves their average satisfaction is compared with their expectation (as a group) which is based on your relationship with them.
Without this system you quickly max out if you're doing well, but it takes ages to recover from bad rep.


It is pretty impossible to determine the cause of death, especially in a way that it can't be exploited (e.g. by turning up the heat). So I have to punish every case.

Visitors turning angry when attacked is vanilla and I don't think I can easily ignore it when the visitor is going mental. But this is not a no. It may be possible.


Caravans don't cause rep damage when they die, unless you shoot them yourself.

Canute

QuoteIt is pretty impossible to determine the cause of death, especially in a way that it can't be exploited (e.g. by turning up the heat). So I have to punish every case.
Yep i can understand this, but
whats about attacked by wildlife animals and/or by enemys of the visitors ?
Ok, special the case with 2 enemy faction can be exploided, i just need to call caravans from 2 diff. factions at once and gather the remains if thei chiefs wouldn't blame me for that.
But do i need realy need to assign escorts or kill all possible aggresive animal on a map ?

Orion

I can't track who killed a character. It doesn't matter if it was wildlife or not. I'd have to check all injuries and deduce from the type of injury if it was wildlife. In theory possible, but a lot of effort. Also tricky if there is a combination of wounds.

Chances are that the next alpha will change a lot how caravans and visitors work anyway, so I'm not going to change these things before A16 is out.

FoxXeL

Hi, I have a problem. Guests keep eating my food! Is there any way to forbid them to enter a room? Or at least to use the room's doors or to forbid the meals for them.

Orion

Not by default. There's a mod that allows you to forbid / lock doors.

FoxXeL


Canute

I think he means Do Not Disturb, https://ludeon.com/forums/index.php?topic=16098.0
But this is a A14 mod, and it just prevent other pawns from entering.
Since visitor move through forbiden doors i think that don't help.

Orion

Ah yeah. It wasn't updated. That's a shame... guess you'll have to make more food ;)

Simulacrum0

if guess are eating your food its 1 of 2 things. 1 they sold you it, 2 they swan with no meals.
if its 2 you need to add some meals to the pawns in pawnkinds defs.
<invNutrition>2.55</invNutrition> does not work most of the time so just use
<thingDef>MealSimple</thingDef>
   <countRange>
      <min>3</min>
      <max>3</max>
</countRange>
under invenotoryoptions.

Hydromancerx

Recently no one has been staying at my base. I have had them stay before in other games but in my new game no one seems to stay even though I have guests beds. I have merchants visit and even random people walking by. But no one seems to stay anymore. Is there some mod order i need to swap around?

Orion

This can have to do with a whole range of reasons, including mod order.

If you could upload your output_log.txt after it happens, that would help a lot to find the issue.

Smexy_Vampire

do we load this befor or after moded factions ?