RimWorld

RimWorld

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We Are United
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Mod, 1.3, 1.4, 1.5, 1.6
File Size
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Updated
669.501 KB
4 Sep, 2023 @ 6:04am
30 Jun @ 7:45pm
33 Change Notes ( view )

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We Are United

Description
Unite with others, together We Are United!

"We Are United" formerly "Family Reunion" - allows you to recruit pawns who are related to your colonist or has no home.

Usage:

Right-click on the pawn with selected colonist and 'Ask to unite'.
[Sometimes option doesn't appear, just try a few more times in a different parts of texture]

When you 'Ask to unite', selected colonist will try to recruit targeted pawn with some chance.

Chance of success is calculated considering:

1. Relation importance (Spouse is the most important relation in game, chance will be affected by 25%)
2. Opinion of target about colonist (Max opinion of 100, chance will be affected by 50%)
3. Social skill of colonist (Max skill level of 20, chance will be affected by 50%)

In the mod settings you can control chances as well as others settings(Unwavering loyalty etc.).

Conditions should be met:

1. Target is not hostile.
2. Both capable of talking.
3. Both not downed.
4. Target is recruitable.
5. No enemies nearby.
6. Both are humanlike.
7. Recruiter is a permanent colonist and not slave.
8. Target is not permanent colonist.
9. Target is not slave of a different faction.

One of conditions should be met:

1. Both somehow related(Partner, Family Member, etc.).
2. Pawn has no faction(or ancient).

Idea:

When I was playing, parents of my colonist wander in with other faction, and only thing I could do - arrest them.
It's just sad to see when related pawns wander in and all you can do for reunion is arrest...

This mod is friendly solution for reunion, faction will not consider reunion as a hostile act.

Source:

Github[github.com]

If you make a pull request, please consider writing a comment mentioning it.
I'll see notification about comments on this page, but not on github.

Supported languages:

- English
- French
- German
- Korean
- Russian
- Portuguese Brazilian
- Spanish
Popular Discussions View All (4)
7
30 Jun @ 6:53pm
PINNED: Compatibility Tracker
MIS42NE
5
5 Nov, 2024 @ 10:37pm
Suggestions
MIS42NE
1
14 Dec, 2023 @ 11:21am
PINNED: Translations
MIS42NE
221 Comments
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River 2 Jul @ 7:44pm 
Oh, thanks! I don't know why I didn't think to look in the mod settings before.
MIS42NE  [author] 30 Jun @ 6:50pm 
Update for 1.6 will be soon.
In the mod settings you can control chances as well as others settings(Unwavering loyalty etc.).
River 30 Jun @ 12:03pm 
I love this mod! :) No idea if you are looking for ways to add to it, but I do have a suggestion you're free to ignore.

Maybe I'm a hopeless romantic, maybe I'm a masochist. But I kind of wish that when a pawn's lover/spouse is unwaveringly loyal, there was an option for my pawn to defect to their lover's faction. Or maybe, for unwaveringly loyal pawns, we could still try to recruit them, but there was a chance of them taking the colony pawn with them on failure.
Sephira jo 25 Jun @ 8:34pm 
hope you update to 1.6 :)
ScarlettDarling 19 Feb @ 4:21pm 
Same issue as Darth Brawn and Floppa. Works with most pawns I've found however.
DarthBrawn 16 Feb @ 4:09pm 
Having the same problem as @floppa , can't recruit because target is "incapable of talking" even though both pawns have 100% talking ability. The target is in an imperial trading caravan, so maybe it's a mod conflict with VFE Empire?
crashfly 13 Dec, 2024 @ 6:49pm 
@fyodord - this mod does not "target" any characters. it just allows recruiting family members easier.
fyodord 13 Dec, 2024 @ 6:43pm 
> target is not hostile
I'm confused does this mod targets prisoners? Or just random wanderers?
crashfly 5 Dec, 2024 @ 4:06pm 
@flee - it has worked for me on pawns {family members} that are unwaveringly loyal, however i still play on 1.4. it might just be that the pawn you are asking with might not have social skills?