RimWorld

RimWorld

Positive Connections
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Update: 16 Jun @ 2:51pm

Transitional including reference to a predictably safe Harmony version, with both 1.5 and 1.6.

Update: 2 Nov, 2024 @ 3:09pm

Lots of changes:

-message variety
-made Storytelling a thing.
-awareness of traits and skills disabled or too low of levels
-translation (French for the moment)
-no wasted messages or notifications, which reduces the number of messages overall considerably

Update: 21 Aug, 2024 @ 9:36am

This isn't all the changes, it's the ones I recall as being most important.

-Tunable parameters used by the mod have been or, are being centralized into appropriate classes. This simplifies tuning and, makes it much more practical to automatically adapt interaction frequency to changing colony conditions.
-Adjustment of interaction frequency accounting for colony size has been reworked.
-Adjustment for colony size wasn't being applied to all interactions and in some, the tunable interaction frequency parameter was being ignored.
-Some messy boilerplate copied over and over again between Interactions (as constraints were added) was replaced by a method which does the same thing.
-Enemies and your colonists could have certain interactions which weren't looking at opinion between two pawns.

Gatherings didn't work as there are some oddities in the vanilla base classes as can be remarked by reading the comments for Vanilla Social Interactions Expanded. Only a handful of mods attempt to create gathering types and some of these borrow from VSIE. To make them work as planned, I would have been obliged to take the same defensive-coding approach as VSIE to avoid analogues of the "never-ending party" bug adding extra ticking and timers to compensate for imperfections in vanilla Gathering code.

Since the idea of having additional timers which are pawn facing, and, which might cause other pawns to wait, and, the total overhead of Lord and Job are substantial, it just didn't seem to fit with this mod, finally.

CEM

Update: 30 Jul, 2024 @ 9:36am

A quick update which makes Storytelling work like our other Interactions, but more importantly fixed two unremarked bugs which would have caused trouble in the future.

So, pawns will no longer visit the SW corner of the map during Storytelling.

Update: 9 Jul, 2024 @ 5:30pm

Update on 7/10/2024 2:30:17 AM.


Corrected (known) errors with Storytelling gathering type.

Changed reference to a missing emote to a valid one, until the missing one gets found.

Update: 28 Jun, 2024 @ 3:30pm

Added Storytelling gathering, a low-key spontaneous gathering with requirements more fitting to a new colony. More gathering or multi-pawn type interactions are in the works.

The probability of interactions now scales with colony size, such that it should approximately halve at eight colonists (reduction at log). Things get quite ridiculous above twelve pawns without this feature. Remember you can always use the slider or now a checkbox to stop interactions.

A considerable part of the reorganization for the next update which will focus on translations support is also done

NB: there might be a bug with Storytelling gathering being activated in 1.4 where it shouldn't be. Please share your bug reports! :)

Update: 2 Jun, 2024 @ 9:20pm

[Auto-generated text]: Update on 6/3/2024 6:20:11 AM.

Update: 6 Aug, 2023 @ 1:59pm

[Auto-generated text]: Update on 8/6/2023 10:59:31 PM.

Update: 6 Aug, 2023 @ 1:53pm

[Auto-generated text]: Update on 8/6/2023 10:53:17 PM.

Update: 25 Jul, 2023 @ 8:20pm

Update on 7/26/2023 5:20:04 AM


A minor change: now interactions will occur if and only if one of the pawns is a colony pawn. This will completely stop interaction spam between caravan members.

It will also however prevent these interactions between your guests. This is a tradeoff as it will allow mixed faction interactions the possibility to be slightly more frequent.