RimWorld

RimWorld

I'm off
39 Comments
CrunchyDuck  [author] 9 Apr, 2024 @ 12:10pm 
Heya Bosh. Currently I'm quite busy. New house, new job, working on projects etc. It's been a while since I've touched Rimworld, so it's unlikely I'll update it any time soon.

As with all of my mods, people are free to make forks or remixes if they wish.
Bosh 9 Apr, 2024 @ 8:23am 
1.5?
kinngrimm 8 Nov, 2023 @ 8:47am 
@CrunchyDuck will do. I asked because of several of the comments below saying they had troubles. I take it these issues are unresolved as you did not answer them. Which was at least my guess and why i asked in the first place .
CrunchyDuck  [author] 7 Nov, 2023 @ 8:52am 
At the time I made this mod I wasn't aware of anything of that sort, which is why I made this.
It's possible I missed something or something has been made since; A much more visible place to ask would be the Steam forums for RimWorld, or the Discord.
Do let us know if you find anything :)
kinngrimm 7 Nov, 2023 @ 5:35am 
Is anywone aware of a similar mod that would allow for unwanted pawns to be send to allies?
Herbgor 13 Oct, 2023 @ 7:05am 
also the credits made me laugh. :)
Gauss 8 Jul, 2023 @ 1:50pm 
quests never show up
Draconicrose 9 Apr, 2023 @ 10:44am 
I'm having the same issue as klvlt. The quest never spawns. :(
klvlt 16 Jan, 2023 @ 2:48am 
I've had this mod in my 1.4 mod list for a while, but no quest ever popped up. I started a test game in devmode with only my DLCs (Ideology and Biotech), a few essentials and this mod active. When I force-start a quest, CDPawnGive is on the list of available quests. After clicking it, I have to select from a list of points, which all have the suffix [not now]. When I click one, it generates an error and no quest. Here's a log with a few attempted quest starts (each from a different point option): https://gist.github.com/6fe3a87a99a865b664da2b6130e7c7ca
Could you check this out? I love the idea of this mod, especially with children adding to the colony all the time.
Vintage 17 Nov, 2022 @ 10:11am 
@Togwerk that's pretty much Mercenaries For Me with extra steps
Togwerk 14 Nov, 2022 @ 8:11pm 
Ever considered making a mercenary mod? Same concept as this but where your colony is randomly earning payment be it silver or items on their adventures after you send them off? Can even go as far as better chance at rewards based on their skills. That way you still get the benefit of being rid of the pawn but also some continued benefits even based on permanent employment contract till their randomly timed demise?
Forekast 7 Nov, 2022 @ 2:45pm 
Is there option to make these quests non-expiring? If not, could there be? It'd be nice to have versions that stay until fulfilled; like an open invitation.

Otherwise, love the mod!
AmCh 5 Nov, 2022 @ 9:10am 
Nice! Good to hear that it's fixed now. :steamthumbsup:
CrunchyDuck  [author] 5 Nov, 2022 @ 9:02am 
Alrighty, changes accepted.
To explain the issue a bit more, when I made this mod, the method "Widgets.ButtonText()" had the signature:
UnityEngine.Rect, string, bool, bool, bool
In some recent update that was changed to have another parameter:
UnityEngine.Rect, string, bool, bool, bool, UnityEngine.TextAnchor

My project didn't have a reference to UnityEngine.TextRenderingModule, which is why RimRef solved it for you. However it would have needed recompiling regardless of if it had that reference, as the method it was trying to access just, didn't exist anymore.

Good job solving it :)
CrunchyDuck  [author] 5 Nov, 2022 @ 8:33am 
Oh my! I'm so sorry that I didn't reply to your thread - Steam doesn't automatically subscribe me to my own forums, and I forgot to do it manually.
I'll check over your changes, read the issue, and get back to you in a second.
AmCh 5 Nov, 2022 @ 8:28am 
Love your mod, so I've just made a pull request to your GitHub repo, that plus replacing all references with RimRef (this IMO is the real fix) seems to have fixed the errors for me.
Also BTW I think you have the wrong repo link in the mod description.
CrunchyDuck  [author] 23 Oct, 2022 @ 3:14am 
Yep! That's along the lines of what I'm thinking.
This mod is on the backburner for now, but when I get some time to actually play rimworld, I'll be adding such functionality to it.
Marads~Yuuka 22 Oct, 2022 @ 6:39pm 
How about adding a radio option on friendly factions to trigger this quest?
CrunchyDuck  [author] 19 Oct, 2022 @ 2:45pm 
I see. I have a suspicion for what that error might be, and I'll get to it in a bit.
Thanks for the report!
Starways System 19 Oct, 2022 @ 11:06am 
That thumbnail though, lol... Hired to permanently explore swamps. That's totally a Rimworld moment.
CrunchyDuck  [author] 19 Oct, 2022 @ 12:44am 
Amount the quest requests has been lowered to about a third of what it was before. It should ask for 1 to 4 pawns now.
CrunchyDuck  [author] 18 Oct, 2022 @ 12:05pm 
I appreciate your input. I'm busy with other things presently, but I do intend to add a more controlled way for you to give pawns to other factions in the future.
As for the quantity it requests, that is based on quest difficulty. Quest difficulty is determined by your colony's value. I tend to keep my value low in my runs so I hadn't considered how it might scale.
nothing to see here 18 Oct, 2022 @ 11:57am 
@CrunchyDuck I get that, but I'm not going to give away 75% of my pawns for chump change. I'm not going to give away 75% of my pawns, period. I may give away 1-3 pawns at most.

You say it's "to get rid of a pawn" but that's not how the quest actually presents itself. They can and will ask for 75% of your people just like the base game pawn lending quests, and the rewards are nowhere near appropriate for what you're giving up even using it as a way to permanently remove pawns. I still haven't gotten a request for a reasonable amount of pawns, only an excessive and game ending number that would leave me utterly helpless come the next raid, regardless of who I kept.

I would suggest lowering the number of maximum pawns they request. I'd be more than happy to ditch maybe 10-15% of my current pawn base, just not 75%.
CrunchyDuck  [author] 18 Oct, 2022 @ 11:15am 
I don't see why it wouldn't. While there's some custom C# logic included, the actual quest data is all exposed via XML, same way base game quests are. If that mod pulls from the normal quest table, it'll be there.
jybil178 18 Oct, 2022 @ 11:13am 
A quick question, and potential note on the frequency of the quest...

There has been a mod I have been using for quite a white now, I think RimQuest or something along those lines... If I recall correctly, it makes each caravan that comes through have a quest giver that you can purchase a quest, chosen from a list

By chance, do you know if your quest from this mod appears in the list of those offered?
CrunchyDuck  [author] 17 Oct, 2022 @ 7:27am 
@Large Moron the way such quests work is that they request a percentage of your pawn count. Then they ask for a period of time. The value of what you're paid is a direct result of count * time.
I for one think the quest is rather generous, particularly for the purpose of a story driven, pacifist way to get rid of a pawn.
If you disagree, it's not awfully difficult to go into the XML and change the calculations. I did consider adding a mod option to tweak such values, and for any future mods/updates to this mod, I'll do just that.
nothing to see here 14 Oct, 2022 @ 9:15pm 
So far this seems to suffer form the same problems as the Royalty pawn lending quests. They ask for way too many people and the rewards do not nearly meet the value of the people. I just got one that asked for 12 pawns of my 16 pawns, and none of the rewards were worth more than 5000 silver.
Lord Maelstrom 14 Oct, 2022 @ 1:23pm 
Imagine exploring a swamp for the rest of your days...
ThatFawker 13 Oct, 2022 @ 11:09pm 
Looks like I won't have to ACCUSE anyone of anything anymore.
Draconicrose 13 Oct, 2022 @ 9:33am 
@CrunchyDuck That would be lovely, but no rush! I can roleplay with the wait :)
CrunchyDuck  [author] 13 Oct, 2022 @ 1:01am 
Yeppers, too common a situation.
I've been thinking of making an addition to the mod that would allow you to on demand request a faction take a pawn, as waiting for a quest to pop up to get rid of someone isn't optimal. Working on something else first though.
Draconicrose 12 Oct, 2022 @ 4:44pm 
Interesting, I had this exact scenario come up, I just wish I had seen this mod beforehand! A pawn joined through one of those "being chased" quests that I didn't want to keep and she had a husband in the Empire. I had to sell her to them as a slave. :(
hoteldoor538 11 Oct, 2022 @ 11:39pm 
thank you i finally have a reason to keep joining wanderers alive
Jackalope 11 Oct, 2022 @ 5:28pm 
This is amazing. I tend to play non-warcrimes Rimworld so sometimes my colonies get a little unwieldy. What a great solution.
CrunchyDuck  [author] 11 Oct, 2022 @ 10:38am 
You can and you do! The payment is equal to the amount you would get from the PawnLend quest. You load your desired pawn(s) onto the shuttle and fwoosh.
hoteldoor538 11 Oct, 2022 @ 7:07am 
do you receive payment from the pawns you pawned off? and can you choose which pawn to send off?