RimWorld

RimWorld

[RF] Rumor Has It.... [1.0]
185 Comments
I Haven't Had Sex Since 2003 18 Mar, 2024 @ 9:21pm 
Remember to update this for 1.5 and Anomaly!!!!
Rohaq 17 Aug, 2020 @ 6:39pm 
Anyone tried this in 1.2 yet?
chrissy 12 Mar, 2020 @ 7:29pm 
Thank you so much ! Mlie
CAPNxCHAR 4 Mar, 2020 @ 6:54pm 
Thank you!
Mlie 4 Mar, 2020 @ 1:19pm 
Made an update of this for RimWorld 1.1
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2013940581
Hope it helps anyone!
Silhouette 1 Mar, 2020 @ 2:48am 
This mod has some issues, at least in 1.0.

It produces scenarios such as colonists who are friends with everyone somehow developing a clique and defecting, despite the defection risk mentioning a completely different individual, and there not being a means to actually correct defection risks.

I'm usually a big fan of your mods, Rainbeau, but I'm not really sure what you were trying to do with this one.
Chowder 29 Feb, 2020 @ 6:08pm 
f
Dovenius 24 Feb, 2020 @ 7:34pm 
f
el.ron.mcbong 24 Feb, 2020 @ 3:43pm 
Can you update this grat Mod Please
ChewedPencil 2 Feb, 2020 @ 11:16pm 
I noticed the Droids from Android mod tell lies and rumors and the like even though they are Soulless Automatons. I find this funny if it werent for the fact they are practically bullying the random person i recruited who wasnt originally around.
Spidey19355 22 Jan, 2020 @ 2:43pm 
This mod is a bit broken right now due to the defection and clique triggering on other colonists leaving in caravans because their relationships seemingly disappear. Ever plan on fixing it or maybe posting this as discontinued so people know it doesn't work correctly and others can maintain it for you if they get your permission?
Priestitute 14 Jan, 2020 @ 4:24am 
@123nick that's actually not too bad, I'd consider this a feature rather than a bug :)
Galla 13 Jan, 2020 @ 11:03pm 
@Ayydrill Maybe just defect a caravan and go home, sending people who hate each other on day long journeys is a recipe for disaster but I don't think they'd defect the faction for that just the caravan.

Maybe a small loss of food from the caravan and a few days wait before they turn back up at the nearest base.
123nick 5 Jan, 2020 @ 1:16am 
i think theres a bug with this mod and hospitality. when i had the splinter event, some times the colonists that leave end up staying as guests, which isnt too game breaking- if you force recruit em you end up getting a big rep penalty with the new faction and may end up making them hostile, but theres errors in the log: https://gist.github.com/5db9cad826e6ad271dfa92dc97b027e8
"The" SeanMacLeod 17 Dec, 2019 @ 8:33pm 
Maybe another colony made her a better offer; Saturdays off and she doesn't have to do windows :bigGrin:
Azerbaijan_Technology 17 Dec, 2019 @ 7:06pm 
There is defection risk on one of my colonist even though she clearly has friends in the colony:steamsad:
Azerbaijan_Technology 17 Dec, 2019 @ 2:30pm 
Why does my pawn has defection risk/social isolation when her husband is right there in the same settlement?:steamfacepalm:
Eshminima 28 Nov, 2019 @ 8:14pm 
Yes excellent. Now my robots will kill each other and and be mean to each other
Ayydrill 30 Oct, 2019 @ 7:22am 
Can you fix people going on caravans wanting to defect? They are still friends with everyone at home.
NECEROS 24 Oct, 2019 @ 11:24pm 
Are you doing any custom ticking in your mod? Appreciate it
Kraehe 18 Oct, 2019 @ 12:10pm 
I have the "divided colony" debuff. But deactivated that they can leave. Will I have the debuff forever or is it just temporary?
Mattler~~ 16 Oct, 2019 @ 8:48am 
I've had a pawn since start the of the world that has the "defection risk" due to social isolation even thouhg they are friends wit more then half of the colony
Tommy Gray x Land Raider 26 Sep, 2019 @ 3:21pm 
With this mod, social fights become more common and are caused most often by accidental insults. Can you make this mod blend in with Better Social Skills v1.1 [1.0] so that culture no longer cause fights to break out if that mod is installed?
Cato 21 Sep, 2019 @ 3:24am 
I've also noticed that Relationships are very rare with this mod installed. In a 30 hour colony I had just one pair of lovers. Not using Psychology.
酱油菜,请指导 10 Sep, 2019 @ 4:46am 
它所增加的内容:
(一)新互动!
-谈谈其他的棋子:
-争吵:
-散布谣言:
-分享秘密:
-揭示秘密:
-道歉:
-达成和平:
-文化冲突:
(二)新特点!
-强迫性的骗子:
-八卦:
-暴跳如雷:
-操纵:
-和事佬:
值得信赖的:
(三)新事件!
-叛逃:
-分裂:
-争吵:
注意:
(4)对那些有相同性格的人来说,消极性格得到了改善!
对于那些本身就有这些特征的人来说,讨厌的声音、令人毛骨悚然的呼吸、毁容和丑陋特征的负面影响会减少。
兼容性:
“传闻有它”可以安全地添加到正在进行中的游戏中。然而,将它从一个正在进行的游戏中移除,可能会产生问题。
这个模型应该与“心理学”兼容
Prop 25 Aug, 2019 @ 11:33pm 
Is this the mod I should be using if i want to prevent my whole colony from getting the butchered human debuff when my one cannibal takes a corpse and butchers it out of sight?
GwenBlanketSpecter 13 Aug, 2019 @ 4:04am 
psychology is less stable than this mod thou
Lunrun 11 Aug, 2019 @ 7:19am 
Is there any way at all to remove this from a save in progress? It erases all my colonists from the record if I do so
Lunrun 11 Aug, 2019 @ 6:47am 
@Frostbite I perceive the same thing; I don't think this mod plays nice with Psychology. Practically no new relationships ever start, and I have a 10+ colony, with no friendships despite the communal dining/rec space and mandatory free time.
CocoBat 6 Aug, 2019 @ 4:12pm 
If this mod is still being worked on would pawns insulting and/or telling expletives at raiders or other hostiles and the other way around be a possibility? maybe it could be a thing that further brings the mood and will to fight of eachother down or something like that
Honestly though 4 Aug, 2019 @ 12:27pm 
How do you break up a clique?
Frostbite 2 Aug, 2019 @ 1:54am 
I noticed that with this mod and Psychology installed, nobody started a new relationship in six in game years. Three in game days after I uninstalled Rumor Has It, I had a new relationship start.

I have a huge, vast mod list installed, so maybe this mod just doesn't play well with one of the others, and I'm not sure those two are the conflicts.
Glasninov 30 Jul, 2019 @ 3:21am 
Hello, creator! I want to make a Chinese version of this module. Can I publish the finished Chinese version to the steam workshop?
Mango 16 Jul, 2019 @ 5:18pm 
im not going to lie i really dont like this mod because it just adds a never ending mood debuff for people telling lies i dont feel like it adds anything else
Ghost Pains 30 Jun, 2019 @ 3:59pm 
grim reality has caused me issues with other mods too, namely some odd errors with prison labor.
Dead Thing 1 Jun, 2019 @ 7:39pm 
@ Bree: I had some issues using Grim Reality with this or Rational Romance, but only if I had it loaded before those mods. After placing Grim Reality after them it was working properly again so far as I could tell.
dannway 1 Jun, 2019 @ 5:50pm 
Is this mod compatible with SF Grim Reality?
Erik McAwful 14 May, 2019 @ 3:46am 
Does this mod take prisoners into account? I have a guy who is suffering from social isolation, despite being friends with nearly all colonists. I do have some 40 prisoners who generally doesn't like him, though.
Tommy Gray x Land Raider 10 May, 2019 @ 3:49pm 
Thought of modding this for RimWriter so that pawns can read books and learn about cultures, reducing frequency of culture clashes.
Tommy Gray x Land Raider 16 Apr, 2019 @ 4:02pm 
The Threaten social action is indicated in bubble with a skull and target icon.
The type of threat affects opinion and mood of targeted pawn. Threatening a pawn's life is a bigger impact on opinion than just a body part or item.
Example:
"(Name 1) threatened to kill (name 2)."
Tommy Gray x Land Raider 26 Mar, 2019 @ 6:05pm 
New Social Interaction Idea: Threaten
The colonist threatens another colonist with item or life, resulting in a greater negative social interaction than insult and is more likely to lead to social fight and even a bloodlust.
AZGreentea 14 Mar, 2019 @ 6:17am 
I'm enjoying it, but it really can make your game harder.
Berserk 3 Mar, 2019 @ 10:34am 
This mod should be compatible with expanded incidents, no?
V 24 Feb, 2019 @ 2:07pm 
I'm also experiencing this:

Stupid Sexy Flanders Jan 31 @ 9:58am
When someone is socially isolated, it gives the name of the person that is isolated, but when you click to jump to the problem it jumps to a different pawn that is not isolated.

The pawn in question was a slave purchased when I was caravaning. It keeps jumping to a pawn in my main colony. Even when both pawns are back on the same map. Not sure if helps narrow it down any.
V 24 Feb, 2019 @ 2:04pm 
I turned off "Allow Splinter Colonies to Form" and "Allow Isolated Colonists to Defect to Another Faction" but I still get "Cliques" and "Social Isolation" notifications permanently on the right.

Any way of turning those off?
dabeek 19 Feb, 2019 @ 7:45am 
Please make this compatible with Expanded Incidents, a mod by the same author as Psychology. Events/content heavily overlap when both are installed. Thank you for your hard work, great mod :3
SonOfNitrous 15 Feb, 2019 @ 4:28pm 
Very cool mod, but I get serious stuttering with 30+ colonists
Mirith 8 Feb, 2019 @ 6:07am 
@Wheezy Using 'mental break' -> 'RunWild' tool removes a pawn from your faction and the bar, recruit tool adds them back. So if them still being a part of colony is the problem, maybe this can help.
Other than that, I have no idea. I'm no use at coding, sadly.
Wheezy 7 Feb, 2019 @ 12:19pm 
@Mirith They are still considered part of my colony by the game and it doesn't fix it. I've tried killing and resurrecting pawns through dev but that just deletes them. Any other ideas? I'd love some help from @Rainbaue Flambe too
Mirith 6 Feb, 2019 @ 11:59pm 
@Wheezy Have you tried 'recruit' command from 'debug actions menu'?