RimWorld

RimWorld

Reunion
673 Comments
123 14 Jul @ 2:32am 
thanks!
Bodacious Cowboy 13 Jul @ 10:26pm 
Could there be an incompatibility with the races from A Rim Reborn? I got a prisoner rescue quest, and when I got there it was someone else, and the original "Ally" is gone from the world.
Corvidus 12 Jul @ 11:49pm 
thank you!
Kyrun  [author] 12 Jul @ 10:10pm 
please send all your 1.6 love to
>>> ajperson1927 <<<

I haven't played Rimworld due to a shift in interests (though Odyssey looks really good); and modding is too much like what I do at work so it's really hard to stay motivated. but am really thankful for the game's players for the support!

i'll be on the look out for any critical issues in the coming weeks to ensure the stability. for the mod incompatibilities or really hard to reproduce bugs I'm afraid I can't fully commit to fixing them.
fireflyinthdark 11 Jul @ 9:27pm 
Any chance of a 1.6 update?
Corvidus 11 Jul @ 7:23pm 
@Meat Jr. it has something to do with spawning faction leader pawns (from what I can tell) so any mod that touches that will break the factions
Meat Jr. 11 Jul @ 7:17pm 
@corvidus omg this is what caused it? I nearly bricked my stupid game trying to figure out why it wouldn't load anything!
SadSkeleton666 11 Jul @ 4:27pm 
This mod reunited my family, please let us be in 1.6
Jet 11 Jul @ 3:53pm 
I cant wait to be reunited with the reunion mod
2ScoopsPlz 10 Jul @ 2:47pm 
This mod is a must for some runs, really hope it updates eventually.
Corvidus 10 Jul @ 1:51am 
seconding below. very fun mod and essential for themed/story runs. unfortunately it breaks worldgen in 1.6 :(

https://gist.github.com/HugsLibRecordKeeper/8f5f0deffc207cfea144e2783c004b43
GhostLiner 25 Jun @ 6:25am 
Hey ! This mod is a must have, hopefully you can update it when Odyssey comes :)
Aztec Warrior 8 May @ 1:57am 
When pawns from reunion events die (after recruiting them and everything) other pawns don't seem to have any thoughts about it, like "my brother died" and stuff. No idea why, it happens even with no other mods loaded.
BlueBead 26 Apr @ 6:42pm 
[3/2] Comment essay continues, sorry. Figured I'd go and look through as many of that campaign's saves files as I could to see when the pawn duplication happened, and it turns out there's been an up-to-date copy of that pawn in <Reunion_AllyAvailable> for as far back as I have save files. Which makes me even more confused as to why it only started causing problems now. Again, nothing about my game or mod list updated. 🤔
BlueBead 26 Apr @ 6:20pm 
[2/2] Weird thing is this problem retroactively affected that campaign's entire save file history. Saves that worked just fine for real life days were suddenly affected.

I came here to look for help, tried Ebon Pheonix's advice by deleting <Reunion_NextEventTick>, deleting the glitched pawn's data under <Reunion_AllyAvailable>, and adding his Thing_Human[ID#] to the <Reunion_AllySpawned> list, and not to jinx it, but I think it's fixed!

Sorry for the 2-part comment essay, but wanted to give as much info as I could in case it helps. Wish I knew more about what triggered this bug in the first place, but I'm at a complete loss.
BlueBead 26 Apr @ 6:20pm 
[1/2] @Ebon Pheonix Your comment saved me, thank you so much!

For unknown reasons- none of my mods updated, the game didn't update, nothing changed from the last time I played- suddenly a reunion pawn, who had been in the colony for 5 in-game years without issue, had his data copied and added to the reunion ally pool between me saving and loading my file.

The problem first showed itself when the copy in the colony tried to satisfy his genetic go-juice need, but something wasn't working right and he'd keep taking more until he died. While trying to figure out what was going on, I noticed his social tab didn't line up with the other colonists'. When I looked at his spouse's tab and tried to click on "his" name, the game said "[glitched pawn] is off the map." The "real" pawn still had his bed assignment reserved too, so the colony copy took a spare bed.
Ebon Phoenix 2 Apr @ 2:03pm 
Glad it helped... It was editing the save file... always make a backup before you mess with it at all, but it's simple, but huge xml. So, make a copy of your latest save, then open it in a text editor (probably too big for notepad, I use VSCode). Do a text search for those node names, and I'd be willing to bet you'll find a similar situation to what I found. I still have no clue what caused it. I noticed it after using far skip from Vanilla Psycasts, but no idea if it is at all related to that.
blm1123581321 28 Mar @ 1:51pm 
Ebon Phoenix thanks for your comment ive been looking all through my mod list trying to find what was causing that issue! Where are you seeing the Reunion_AllySpawned and Reunion_AllyAvailable info to edit them?
Ebon Phoenix 12 Mar @ 3:59pm 
Not sure why this happened... and I have an absolutely absurd number of mods, but figured it might be helpful:

Odd thing occurred recently, where I had two colonists lose all of their control buttons... I could select them and order them about, but I couldn't draft them etc.

In examining save files, I discovered that while both colonists were in my colony and doing fine, they ended up with records in the Reunion_AllyAvailable node, and were no longer in the Reunion_AllySpawned. So that meant they were in two spots with the same id... Clearing them out of the AllyAvailable and adding them to AlliedSpawned resolved the issue, though I have no idea how they got added in the first place.

I hope this helps with anyone running into the same problem, or maybe... just maybe give the mod author something to work with.
Yame 19 Feb @ 8:13pm 
i tried this mod on arch linux and its working properly for me
Metroxide 10 Feb @ 4:59pm 
Maybe its something connected to the "mutli-floors" mod?
Metroxide 10 Feb @ 4:23pm 
It gives an exact duplicate of the pawn, and overwrites relationships. I also have a gigantic modlist however, where he has 100, I have 500 lmao
Metroxide 10 Feb @ 4:21pm 
Hey, I am also getting duplicate reunion events, same as @Darian Stephens.
kommandeur03 10 Feb @ 2:43pm 
Oh my God i really needed this! Thank you so much!
Vakaria 3 Feb @ 10:06pm 
I love your mod and won't play without it. Thank you so much!! I also had a question: Is there a way to remove the "Ally" trait but have the pawn always been friendly and alive, even if with another faction? Thank you!
VitaKaninen 31 Jan @ 6:22pm 
Slow100, I have done it manually before. You can have the game give you a list of allied pawns, and then manually delete them from your save file.
Slow100 31 Jan @ 3:06pm 
I wish there was an option to remove a Pawn from the Ally list. Because Pawn has been Reunion, but it is still on the Ally list and events are generated, resulting in an error.
Forkbomb 18 Jan @ 1:10pm 
Is this mod the source of the "Invite" option in the Comms Console? I'm trying to determine what are the success factors for that.
Darian Stephens 9 Jan @ 5:53am 
Yeah, sadly I'm running over 100 mods at the moment, so I probably can't be much help.
Weirdly, the social tab now says that the reunion pawn is dead, after we arrived at the prison and rescued some random person.
I have no idea what happened, whether they died in the few hours between the caravan leaving and arriving at the prison, and the new prisoner was a fallback, or if it couldn't recover them for some reason and then generated a random pawn as a fallback, or what the heck happened.
Kyrun  [author] 9 Jan @ 4:18am 
it's really hard to troubleshoot especially if you're playing with other mods (which I'm sure all of us are). I will look into it if you are able to reliably reproduce the problem with as few mods as possible. but until then I don't really have any solution for you :(
Darian Stephens 9 Jan @ 2:00am 
I'm having a lot of weird things happen.
I had an original colonist kidnapped (Though I never saw it happen, not sure how), and got a 'Reunion' letter about rescuing them from a prison camp.
Awesome, great, I'll send a caravan!
I get there, and it's an entirely different person? Who we've never met?
Darian Stephens 16 Dec, 2024 @ 12:24am 
So, uhh... I just had a 'Reunion' event, for someone who was already in my colony.
I now have an exact duplicate of the pawn as they were at the time of the event, right down to the scar on their leg and current skills.
VitaKaninen 8 Nov, 2024 @ 4:09pm 
You can have as many reunions as you would like. There are instructions in the description on how to add pawns to the reunion list.
CollectorOfMyst 8 Nov, 2024 @ 12:27pm 
Thank you, much appreciated. I wasn't entirely sure, and, well, spawning them in manually does take away some of the 'vanilla' feel of what this mod is supposed to do. But now I know that I can get at least 7 reunions lol
VitaKaninen 8 Nov, 2024 @ 12:15pm 
No, they will not automatically spawn on their own, but you can manually add them in if you want to.

Pawns that are saved in the Character Editor don't automatically become part of the world pawn pool just because they are saved.
CollectorOfMyst 8 Nov, 2024 @ 12:09pm 
@VitaKaninen The mod's description only describes pawns that get 'left behind', aka, from the 8 you can choose from at the beginning. I'm wanting to figure out if pawns that have the ally trait, but are not in the left behind line up, can still spawn, since I'm not certain.
VitaKaninen 8 Nov, 2024 @ 11:35am 
@CollectorOfMyst, yes, that is the intended use for this mod.
CollectorOfMyst 8 Nov, 2024 @ 9:35am 
I'm curious - does this draw from any saved pawns in the Character Editor? Say, if I saved a pawn with the Ally trait, but didn't include them in the starting lineup, would they still be added to the potential pool of Reunion characters?
Inglix 14 Oct, 2024 @ 9:26am 
I added a second screenshot to that imgur link showing what it looks like when I altered the coordinates to place the Reunion button next to the pawn portrait. I'm going to use that version for myself, and I opened a pull request in case you want to implement the same change officially.
Inglix 14 Oct, 2024 @ 7:53am 
@Kyrun
The sheer number of mods out there that add additional content to the starting pawn selection dialog pretty much makes using fixed coordinates a tricky proposition. It's not even really limited to choosing non-baseliner pawns. Here's a screenshot from my (admittedly bloated) mod list where the Y coordinates for the Traits list is shifted slightly because the pawn starts with the Throne Speech ability.

https://imgur.com/a/vFDQnmr

It obviously feels logical to try and put the Reunion button adjacent to the traits, but to avoid this issue it might be a good idea to choose a new home for it in a less dynamic part of the UI. There's some empty space to the right of the pawn portrait that I haven't seen used by any other mods (yet), or you could even consider placing it up in the top margin of the UI in the same space as the Prepare Moderately button can be seen in my screenshot.
The Bard of Hearts 3 Oct, 2024 @ 5:56pm 
@Kyrun
Sorry it took so long to respond. I'll try to remember to get you a screenshot tonight. But really, you should be able to duplicate the problem on your end. When you are choosing characters, go to the xenotype button (defaulted to Baseliner) and click on it, then choose anything with "abilities" like the sanguophage. When it displays the character, the UI will have shifted up a little ways in order to incorporate the abilities listed for them. this is what makes the traits suddenly hidden by the reunion button. Cheers.
SiCall 3 Oct, 2024 @ 12:19am 
What is the compatibility with world pawn cleaner mods?
Rimaka 30 Sep, 2024 @ 12:58pm 
Seems to be incompatible with something for the `Prisoner Rescue` event. I've tried arriving there with a few different methods:

1. Via VVE, picking a landing spot
2. Via VVE, landing automatically on edge of map
3. Arriving normally by foot

and each time my UI disappears, 1-2 small empty dialogue boxes appear, and it seems as though I lose my caravan of colonists. Regardless though my game is essentially frozen with no UI and have to alt+f4. I'm using a bit of a bloated mod list so it could be a number of things though.

For now I'm just going to try disabling that one event and see if the others work properly.
Darian Stephens 30 Sep, 2024 @ 11:55am 
Is there a way you could restrict these events from happening on unsafe maps, specifically space?
I'm in an SoS2 space start, and had a reunion ally spawn and start walking to our base.
Trouble is, she had normal clothes on. And we are on a space station.
Kyrun  [author] 30 Sep, 2024 @ 3:48am 
could I get a screenshot of that from you? I've moved the drop down a few times and it always gets in the way of something...
The Bard of Hearts 28 Sep, 2024 @ 8:44pm 
The "Reunion" button gets in the way of all of the traits if you are dealing with a xenotype that has ANY abilities at all. It does the same thing with the "bio" screen under the same conditions.
Kyrun  [author] 30 Aug, 2024 @ 7:30pm 
that is only for the Refugee Pod event that happens at your base (which is disabled by default). if you had to travel somewhere off map, right clicking them to ask them to join/free prisoner is a 100% guarantee they will join
Tom Trustworthy 30 Aug, 2024 @ 7:17pm 
Wait wait in the desc of this mod I just read this section:
"Refugee Pod Event
There is a chance that even if you rescue a pawn that crashed in a transport pod, they will still leave. For this case, you have to imprison and recruit them. There is also a chance that the Pawn will just get up and self-tend, then walk off the map. All these are vanilla behaviour, and I have no intentions to change them. This event is disabled by default, so you will need to manually enable it in the mod settings."

So yeah I have to make him my prisoner and let him free.
VitaKaninen 30 Aug, 2024 @ 11:38am 
Did you go and talk to them?

From the wiki: "Select a colonist, right click on the prisoner, and click "Free Prisoner". You can see the pawn's bio and stats before accepting them. If you don't like the pawn, then you can leave with no penalty."

https://rimworldwiki.com/wiki/Quests#Prisoner_Rescue