RimWorld

RimWorld

Hospitality (Continued)
327 kommentarer
Miko♪ 21. nov. kl. 11:44 
Why does hospitality dip anytime guests simply are outside? There isn't anything i can do about this
FarrunDragon 19. nov. kl. 9:01 
Is there a guide for what a bed takes into account for its appeal? Additionally, is a compatibility patch possible to make private bathrooms from dubs hygiene increase a beds appeal?
FireSloth 16. nov. kl. 14:29 
@Froit Berzerker Wow, looks like you need to troubleshoot your mods list!
Froit Berzerker 14. nov. kl. 18:44 
I have a problem: when visitors leave gifts, they leave too many items - an excessive amount. I'm talking about 30-50k silver, 1500 medicine, about 200 weapons. I had to disable gift-giving to avoid ruining the gameplay experience, but isn't there a way to customize this? Greetings.
Sargalis 13. nov. kl. 12:09 
There's annoying bug with Mlie's continuation of Soft Warm Beds mod.
Not sure if I should put it here or at SWB mod, but people seemed to point out this issue there and it's still present.
Assigning bed for guests fixes its quality to normal (description will still say original quality, but header will say normal) as well as fixing it's stats as if it was of normal quality.
When guest uses bed it essentially discards any bedding modifiers (comfort goes down as if no bedding).
Spider Cricket 10. nov. kl. 18:39 
Hello, does anyone else have an issue where pawns only face left? For example, some pawns are throwing a party, but instead of facing each other while they speak, they all look to the left. It's weird. Does anyone know what causes this, or if it can be fixed?
若彗 7. nov. kl. 13:38 
When visitors give gifts, they might give some unexpected items. Is it possible to add a feature to filter gift items?
Dan 27. okt. kl. 14:13 
Zone them out of your food and make sure guests can take food isn't checked.
LiterallyBeenVibing 27. okt. kl. 13:24 
im glad i can disable everything except guests eating all my ♥♥♥♥♥♥♥♥ food
GULÉ🏠 26. okt. kl. 9:36 
I've got issues where the table is set to dinning, dinning restaurant is opened, shifts are assigned, food is shown in the menu as stock, number of seats shown, but guests won't use the restaurant, and the assigned people won't standby, even though standby is set :(
Raven Guertena 25. okt. kl. 11:19 
what I mean is the amount of friends one guests needs to get raises for some reason
Raven Guertena 25. okt. kl. 10:23 
mmm anyone knows why the number required for getting reputation causes to raise?
Dan 24. okt. kl. 16:24 
Cash register is its own mod.
cooldudeh20 24. okt. kl. 6:46 
where is the cash register i cant find it
Hugalafutro 22. okt. kl. 21:51 
@jaargo2000 cheers! I saw the new ferny's mod, but it seems to have few issues I'll give it more time to cook. I actually have the Settlements Expanded installed but I never sent any pawn in the camp coz I felt like I'm betraying them haha like I give them a nice life in the colony and then just send them off to some work camp :D I tried it to increase my tps, but it seems the game processes the pawns regardless, I'm almost at 20th year of my colony and have 47 pawns, and even if I send 12 of them on a quest for week on a shuttle and they "disappear" the game runs the same and barely reaches ~120tps on speed 3 now
jaargo2000 22. okt. kl. 18:13 
@Hugalafutro there are two that come to mind for me. One is more hands-on

A recent one is Progression:Education, which allows you to build schools and day cares. The children in day care pick up experience in random skills while also rapidly increasing their learning percentage.

An older one it Settlements Expanded, which allows you to send pawns out on to the map to make NPC settlements of different types, and send you back materials like a tax. All based on pawn skills. So you can send those 5 good farmers you got in a raid in the desert, into the temperate forest to grow you devilstrand. One of the add-ons for this mode includes a school where you can send kids to learn from the adults you send.
Hugalafutro 22. okt. kl. 6:50 
@Bradyscott08 I guess haha, I play RW to make my colonists happy and make a good life for them not to escape the planet, I accept pretty much everyone apart from extreme traits like Pyro and work around the traits to make them happy. My last recruit is a Highmate that fell from the sky with paralytic abasia and luci addiction so I'm hunting for more luci in ancient ruins while she's chillin' in the hospital. I had maybe 5 mental breaks in hundreds of hours not counting the Anomaly run I babysit my colonists so much. I get so attached to some of them that I save scum if they insult each other or Break Up :D RW is a colony sim not a story generator!

@OrangeQuill would you grace us with the name of the mod I would love to run a orphanage along a hotel I just accepted quest with 14 refugees 13 of which are children and already 7 of them joined. It's so cool seeing the classroom full of kids learning and then there's like 3 more kids watching the adults teaching and learning too!
OrangeQuill 21. okt. kl. 18:12 
@Sumatris Funnily enough there is a mod with that exact purpose
cmcm 21. okt. kl. 9:46 
FactionDef Empire must have at least one pawnGroupMaker with kindDef 'Peaceful', or 'permanentEnemy', 'isPlayer' or 'hidden' should be set to true. Otherwise no guests from this faction will arrive. This is a misconfiguration in Royalty.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Warning_Patch1 (string)
Hospitality.Utilities.DefsUtility:LogMisconfiguration (Verse.Def,string)
Hospitality.Utilities.DefsUtility:CheckFactionDefs ()
Hospitality.Utilities.DefsUtility:CheckForInvalidDefs ()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished ()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent ()
Verse.LongEventHandler:LongEventsUpdate (bool&)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root.Update_Patch1 (Verse.Root)
Verse.Root_Entry:Update ()

Is this a serious thing? It was a yellow warning but seems like it will be totally broke to me, if I get no visitors.
Pasaway 21. okt. kl. 3:33 
I am encountering an issue where factions say they will visit, but then they don't. I keep inviting, they say they will come, but it just resets instead of anyone showing up. Any ideas on how to troubleshoot this? I might just restart and see if a new game fixes it (This was already a new game).
Zigzidu 20. okt. kl. 20:19 
Mostly working great, but sometimes the guests show up with weird stuff to trade, sometimes really good stuff, but they won't always trade the things they brought. Still mad about the guy who wouldn't sell me his 257 Ovums.
Bradyscott08 20. okt. kl. 15:47 
@Hugalafutro i see your not the average rim player, most would take the free organs and turn the evidence into paste to replace what he had eaten.
Sumatris 19. okt. kl. 10:09 
Would it be possible to adapt/expand this mod into something like a daycare or an orphanage? Just came to my mind when I got two child survivors seeking shelter in my colony. I think this might be a pretty neat option for players who like to take care of kids but don't have a use for them once they're grown up.
Tenebruce Fogoster 19. okt. kl. 7:41 
you have it the first time guests try to join. if you don't you can change it in the mod's options
Raith 19. okt. kl. 7:00 
I might be blind, but for the life of me I'm trying to find the option to disable guests until I have rooms set up for them, and not finding it
Hugalafutro 18. okt. kl. 21:30 
I run ethical colonies I bought him addiction remover :D

@author You know the event when band of beggars show up, I'd love to be able to offer them to stay even for free and give them some stuff like food and clothes it's usually bunch of kids with them and I always want to do more for them.
Tenebruce Fogoster 18. okt. kl. 5:01 
If he's not paying then I guess that you can launch him back home in a drop-pod x)
Hugalafutro 18. okt. kl. 4:57 
Haha a 73y old guy with pretty much all the old people hediffs + alcohol and opium addiciton spent like 200 silver on drugs in my shop, then promptly collapsed from getting high in my hotel so I put him in hospital, but my ideologion prevents me from giving him more drugs so he recovers and can leave and his addictions are stuck saying 0.0 and 0.3 days to recover. He's been in the hospital for about half a year now, incapacitated being pumped with delicious nutrient paste and watching TV.
Tenebruce Fogoster 17. okt. kl. 1:43 
nice! space hotel! pick them up with the gravship and drop them in the station for... ETERNAL STAY! °^°
Hugalafutro 16. okt. kl. 7:15 
I think the author said he's working on gravship integration, I can't wait to run my space hotel :D
Tenebruce Fogoster 14. okt. kl. 9:59 
Hi. I was trying to make a wandering hotel but launching the graveship angers pawns from other faction who are inside and their faction. I wondered if it was possible to add a toggle option so guests wouldn't get upset.
Hugalafutro 10. okt. kl. 4:30 
Several of my returning guests are sanguophages and wolfmen/lycans would be really neat if their genes are not regrowing we could ask them to bite a colonist or pay for it..
Headstrong 9. okt. kl. 13:59 
Love this mod. Renting out bungalows has become a core part of my runs.
But if you're looking for suggestions, being able to have a colonist invite non-hostile NPC pawns on the map to stay as guests (with a chance of them declining) would elevate things even further.
Yxklyx 7. okt. kl. 15:07 
Can I uninstall Hospitality and install this mod in a current game?
Hugalafutro 6. okt. kl. 9:33 
Seems to be breaking the Sanguophage meeting event, before the event "loading" bar under the bloodtorch can finish the ritual effect smoke disappears and they seemingly turn into guests, just infinitely standing around the torch socialising and eating my food for free :D I'm not going to wait what happens when they run out of hemo gonna reload.
Freya 30. sep. kl. 13:09 
does anyone know which mod causes hospitality guests to become invisible in doors?
Ostrich-Hungry 29. sep. kl. 21:16 
opps sorry, gonna see if I can repeat it!
Zaljerem  [ophavsmand] 29. sep. kl. 20:25 
I always need the original stack trace; note this one says "Duplicate stacktrace, see ref for original"
Ostrich-Hungry 29. sep. kl. 20:16 
this one was serious, completely lagged my pc till I used "destroy" via console:

JobDriver threw exception in toil MakeNewToils's initAction for pawn Promountene driver=JobDriver_Wait (toilIndex=0) driver.job=(Wait (Job_2246499))
System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
[Ref 5F6E8466] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
LoneStarMick 29. sep. kl. 13:49 
Your a legend, thank you for all the effort you put into this popular mod
Ostrich-Hungry 28. sep. kl. 21:27 
also:

Faction (name of my faction) has null relation with (name of the faction visiting). Returning dummy relation.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
RimWorld.Faction:RelationWith (RimWorld.Faction,bool)
RimWorld.FactionUtility:HostileTo (RimWorld.Faction,RimWorld.Faction)
RimWorld.GenHostility:HostileTo (Verse.Thing,Verse.Thing)
Ostrich-Hungry 28. sep. kl. 19:02 
got this problem with visiting Vanilla Expanded Royalty pawns: Exception while recalculating VME_Royalty_Exalted thought state for pawn Scott: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 3B57C454] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
RimWorld.SituationalThoughtHandler:TryCreateSocialThought (RimWorld.ThoughtDef,Verse.Pawn)
RimWorld.SituationalThoughtHandler:CheckRecalculateSocialThoughts (Verse.Pawn)
RimWorld.SituationalThoughtHandler:AppendSocialThoughts (Verse.Pawn,System.Collections.Generic.List`1
Doomflash 24. sep. kl. 12:02 
Man it would be cool to have a mobile Grav hotel.

thanks for the hard work!
Dan 23. sep. kl. 17:02 
It might take an update to events in general in space since they don't fire like normal ones right now. You only get vacsuit raids and debris.
Fishy the Medic 23. sep. kl. 14:18 
Is there any way this can be updated to give guests in space? I would love to have a space hotel
Dan 23. sep. kl. 11:56 
If you are in space you won't get any visitors of any kind other than raids or space debris. On the ground you definitely should though settings for guest beds and the like reset between odyssey gravship jumps for the ship itself.
LoneStarMick 22. sep. kl. 17:59 
So not getting any visitors . . ..
MaleficVisions 21. sep. kl. 12:01 
For the NUP Compatibility the instructions are a bit unclear. Should i keep the "No friendly inventory spill" option on or off? Its on by default and leaving it disables inventory drops.
Morg454 15. sep. kl. 21:57 
Is there any news on Odyssey space compatibility?
★Konstantin★ 15. sep. kl. 3:53 
Is there a German translation for the mod?