RimWorld

RimWorld

Positive Connections
122 Comments
Mc_Dyno 28 Jul @ 8:33am 
Also my condolences, you seem to be having it really rough right now. I am so sorry you have to go through that.
Mc_Dyno 28 Jul @ 8:32am 
So question? Does this change how abrasive/psychopathic/inhumanized pawns act?

It would be nice if they just kept the vanilla jerk behavior, for inhumanized pawns it should disable social and all the other kind actions normal pawns would do.
Strix 27 Jul @ 4:15pm 
I adore this mod, but it has issues with Big & Small Simply Robots - my nonsapient giant robot throws errors whenever other colonists try to be friendly with it.
SPOOSER 18 Jul @ 12:31pm 
My pawns are all aquaintances. They live in a ship in close quarters, all work together, very rarely have mental breaks, and all believe in the same ideology.


Look, I get that some of my pawns are going to not get along, not interact with one another, etc. But I refuse to believe only three of my pawns are friends with each other.

The base game only thinks about pawns being dicks to each other or wanting to have sex with each other. I was like, "why don't my pawns try being nice to each other? Ever???" This mod was exactly what I was looking for. Thank you!!
CEM  [author] 16 Jun @ 2:58pm 
Hello lovely community! 1.5-1.6 transitional is presently on Steam with minutes to spare before my self imposed deadline of midnight tonight.

There could be regressions - but it looked correct, now that I understand better one of my paid for years ago software tools.

If you have an Apple Silicon Mac, and encounter errors relating to Harmony, you'll need to enable Rosetta in the GetInfo tab.

RW is now native for M1+ architecture but last I checked, Harmony isn't usable if RW doesn't run as an x64 program with Rosetta. This affects lots of mods.

If it generates an error on Positive Connections, you can alternatively just ignore that one error on load pertaining to Harmony, and complain to me to just remove the reference as PC doesn't require Harmony in reality, at present.

Thanks for patience!
cyu4770 15 Jun @ 9:15pm 
thank you for this!! i've been trying to find a mod that makes pawns less rude to each other, and this is definitely something that is missing from other social interaction mods!
CEM  [author] 15 Jun @ 8:34am 
Alright - I'm fixing up the edges of a 1.5-1.6 holdover release. I think this will only fix a few text issues and one case where interactions were prevented from firing due to my last tuning round.

Not so easy to remain focused due to a distracting world!

PSA: games are great stress-diverters, and a way to allow the creative part of your mind to do its thing while you try to fix problems that you can understand with your eyes and the tools available.

I'll likely have the update ready before Tuesday if I can complete the tests for it.

Thanks for everyone's patience, and kindness.
wutville resident 13 Jun @ 12:50am 
stay frosty :p2cube:
LZIM 8 Jun @ 10:15am 
its really seldom you see wholesome mods for this game.
Good Old Jim 15 May @ 9:31am 
Thats rough, I feel your pain insurance companies are basically a scam. Gotta fight tooth and nail to get what owed to you. Hope you fleece them.
CEM  [author] 27 Apr @ 11:19am 
Hi everyone - health and financial problems got me for a couple of months there.

A bit over a year ago, my apartment (and laboratory) burned down due to a fire in an adjoining building where we (me and the artist who does most of my steam mod art) lost everything except our personal computers and my violin. Insurance tries hard to not pay us, all of my papers were lost complicating my immigration status and so on.

It's been very stressful!

This week though, I got my environment set back up on my new desktop finally so that I might be able to work normally.

I'll first take care of outstanding bugs and issues (there are 3 I knew about and one new).
hollowdreamer 23 Apr @ 4:59am 
I've got a few suggestions if you wanna hear them: Hugs (romantic and platonic), and kissing and handholding for romantic relationships.

And maybe a special interaction where two pawns who are good friends bury the hatchet on a specific memory like "insulted" to nullify the negative opinion offset/ delete the memory.

Would be pretty cool and fitting, I think.
Sigvard 15 Mar @ 6:16am 
Really cool mod, appreciate the work put into it. Was the fix mentioned in february implemented?
CEM  [author] 13 Feb @ 10:46pm 
@MeatBeatMarv Also, thanks for the Hugslib output - it's great to know what mods people are using when researching a problem!
CEM  [author] 13 Feb @ 10:44pm 
Apologies to anyone who has been embittered by problems due to the DIL_PositiveConnections.PositiveConnectionsModSettings problem. I had some "surprise" health stuff to take care of the last couple of months and it's hugely slowed down my work.

I do have a fix for this and some tuning (frequency and impact of interactions) almost ready to put up but it requires further testing.
CEM  [author] 13 Feb @ 10:36pm 
@MeatBeatMarv

Could you give me an example of a ritual where this has happened? I'm guessing it's a ritual from a mod.

Rituals should on their part suppress social interactions if they are problematic when pawns are assigned their Jobs for the ritual. This is something which is under the control of the current Lord of the pawn.

Positive Connections itself doesn't know if a pawn is engaging in a ritual, but will definitely respect it if the ritual job suppresses social interactions as it uses the same rules for spawning interactions as vanilla.

I don't see any obvious reason why any interaction would cause leaving a ritual. Even social fights do not do so if no one is injured.

Having said that though, I'm happy to look at any rituals where you've seen this behavior - there might be something we can do to do adapt, if this is what's happening.
MeatBeatMarv 10 Feb @ 10:44am 
Seems like whenever interactions from this mod trigger during a ritual, the pawns involved leave the ritual early, affecting the quality.

https://gist.github.com/HugsLibRecordKeeper/c0f94257955fa0a8e93bac16108341c4
Thekiborg 20 Jan @ 1:57pm 
Update on my prev comment: If you unsub and resub to the mod, the error seems to be gone
Thekiborg 20 Jan @ 1:45pm 
Getting the same error as samdeane and greenshiperhat
Could not find class DIL_PositiveConnections.PositiveConnectionsModSettings while resolving node ModSettings. Trying to use PositiveConnectionsNmSpc.PositiveConnectionsModSettings instead. Full node: <ModSettings Class="DIL_PositiveConnections.PositiveConnectionsModSettings" />
samdeane 18 Jan @ 5:16am 
@CEM I'm getting the same error as @greenshiperhat, hasn't gone away despite re-saving. Doesn't seem to be causing any obvious issues though.
CEM  [author] 14 Jan @ 7:58am 
@Depraved Arachnophile We're working on things that don't quite correspond with that title, but, include Interactions that do. :)

Without giving away too much detail, Positive Connections is part of an ecosystem, so to speak, of modular components intended to shape pawn development. If you can read source code, please see my github (cemacmillan) for a partial reveal.

But, I'm glad there will be some interest when we finish the unnamed mod.
CEM  [author] 14 Jan @ 7:35am 
@n_hanna Adding mid-game shouldn't cause any problems.

Safe-removal ( ~0 errors ) is also possible. I'll try to detail that in the FAQ.
CEM  [author] 14 Jan @ 7:23am 
@greensniperhat That's due to the mod having updated after your save. It should go away if you save your game, and reload once.

I should have caught this error (the game will do the right thing anyway). Thanks for reporting it!
CEM  [author] 14 Jan @ 7:15am 
@The Bard of Hearts I'll take a look at the current setup before the next release. It's quite possible some moodlets are out of balance. We tune them every time we tune probability, which is partly scripted process. It's definitely not perfect.

As for realism? I dunno. Who knows what pawns get up to after finishing their chat about stone cutting? :p
girlonthemoon 11 Jan @ 9:58pm 
can you add this mid game?
Depraved Arachnophile 2 Jan @ 4:02pm 
Now all we need is Negative Connections
greensniperhat 29 Dec, 2024 @ 4:08am 
Found this error message in my player.log:
Could not find class DIL_PositiveConnections.PositiveConnectionsModSettings while resolving node ModSettings. Trying to use PositiveConnectionsNmSpc.PositiveConnectionsModSettings instead. Full node: <ModSettings Class="DIL_PositiveConnections.PositiveConnectionsModSettings" />
The Bard of Hearts 19 Dec, 2024 @ 11:25pm 
Is this the mod that is giving the "Shared Passion +9" moodlet? If so, I gotta say, that seems pretty intense. having sex is +8. This means someone would rather cut stones with someone else while they work at a smithy instead of doing the nasty with their mate. Just seems a little unbalanced. I like the idea, but maybe +3 would be a better balance?
I'm blind as ♥♥♥♥ 2 Nov, 2024 @ 5:02pm 
Ah, so it updated. I was wondering why the positive connections messages where fancier and colorful now lol
CEM  [author] 2 Nov, 2024 @ 4:02pm 
Updated!

- Somewhat reduced messages and, now they vary!
- Interactions now pay attention to a pawn's Traits and Skill Levels.
- Fleshed out Storytelling.
- French translation.

There is some weirdness with Better Pawn Control, text labels at the bottom of the BPC page will have funny characters. We're working on a way to patch this.

This was a lot of work, and my personal life has crazy ups and downs so it took a while.

We'll do a few small (unannounced) updates to patch for BPC and improve Storytelling as time permits.

Enjoy!
CEM  [author] 30 Oct, 2024 @ 9:32pm 
@nikita150u Hmm. By default the mod displays messages, in the upper left-hand corner.

Some people like this, and others do not. "Hardcore Mode: Disable all messages from this mod (but enable all other effects)" does exactly what it says: it disables messages.

If you've seen some other behavior, please mention it the bugs discussion. I'm wrapping up the next release now, so if there's some unexpected behavior I would like to hear about it.
nikita150u 10 Oct, 2024 @ 6:27am 
Tf you mean "hardcore"??? Went spamming in notifications instead of social tab IS harcore (and a bit annoying)
CEM  [author] 29 Sep, 2024 @ 4:23pm 
@kyrambox Hi! Neither of these switches are being used in the current version. The first is related to some interaction type we've put on hold, the other was meant to relate to interactions involving other faction members

I expect to repurpose both switches in the future, thus they've been left there.
kyrambox 26 Sep, 2024 @ 10:11am 
What "Enable rare connections" and "Disable certain interactions" in mod settings does?
GracedTarkov 21 Aug, 2024 @ 11:28am 
:auyay:
CEM  [author] 21 Aug, 2024 @ 11:11am 
The most recent Positive Connections update has been released.

We've added storytelling in a slightly different matter than expected.

I've made a new release, implementing storytelling in a more Positive Connections oriented style, using a lightweight Interaction, instead of a Gathering.

Some other interesting features are in the pipeline or being tested as I write.

Thanks for reading and being here.
CEM  [author] 16 Aug, 2024 @ 12:26pm 
Alright, finally I think I've got a better fitting way. I'll release tonight (for me). This will fit better with how Positive Connections works, than my previous idea, while still getting us what we want.

I'll separate some more complex ideas, into a separate different mod but, we'll still get the new things some have mentioned, in Positive Connections (and mostly, tonight).

If anyone has a bug, or little fix in mind please mention it in the forum and deal with it tonight if possible.

Thanks for your reading!
gRaveyard 12 Aug, 2024 @ 1:58am 
:thumbsup:

Thanks for the help.
CEM  [author] 11 Aug, 2024 @ 5:39am 
@gRaveyard Sorry for the mod-identifying troubles. The point of Positive Connections, is to balance the 8/9 negative tendency of vanilla RimWorld social interactions. It has message/notification reducing mod options:

* HardCore Mode doesn't generate notifications or messages.
* Interaction frequency and "stop all interactions", the latter leaving the mod enabled while stopping the interactions themselves.

I know you weren't asking for a solution to too many messages from the mod, but rather mod identification.

I see these options aren't mentioned in the FAQ and I will bold tag in "**Social Interactions**" prominently to the description. The title was chosen to avoid the word _interactions_ for pragmatic reasons and ease of search from other languages.

If though, there's anything else I can do to help you identify this or the stack of mods I am about to release, you (or anyone) can reach me at https://discord.gg/VtshGZmH .
gRaveyard 10 Aug, 2024 @ 1:31am 
ah, looks like steam's comment section is incapable of using code formatting. Please ignore those tags. :D
gRaveyard 10 Aug, 2024 @ 1:30am 
Tiny request, @CEM
Could you add [code](Social Interactions)[/code] to the title? I have a modlist of over five hundred mods, and I was looking for which mod was causing the ping spam in the messages. For the life of me, I was unable to figure out which one. Neither "positive" nor "connections" are terms I'd search for while I'm trying to sort out social interactions.^^
Linnun 31 Jul, 2024 @ 2:13pm 
Thanks. Always good to learn :)
CEM  [author] 31 Jul, 2024 @ 10:53am 
@Linnun The SW corner thing was caused by invalid coordinates, due to a misassumption Gatherings work like every other multi-pawn interaction. Not so.

Planning to finish up with this problem tonight.
Linnun 30 Jul, 2024 @ 10:20am 
Out of curiosity, I did read the code of your storytelling lordjob before this update and I couldn't find out what was causing pawns to run to the SW corner of the map. What was the issue?
CEM  [author] 30 Jul, 2024 @ 9:41am 
A point fix. I think I activated the Letter alert by mistaken. I'll correct this shortly, once Steam authorized the previous update.

But goofy behaviors around Storytelling should be fixed. The desired behavior, of the pawns clustering like I want them to, isn't yet achieved, but should be RSN.
syobo_n 29 Jul, 2024 @ 5:13pm 
good morning!
Thank you, I was so happy with your quick reply that I became incontinent.:steamhappy:
CEM  [author] 29 Jul, 2024 @ 3:30pm 
@syobo_n
"Is there a way to remove the message in the top left corner?"

Yes, the:

"Hardcore: Disable all output from this mod except to pawn logs"

option in mod settings should disable all messages (assuming I didn't miss any, or, completely forget to update it) in the top left corner.

I knew, someday, someone, would ask for this feature and so added it.

I'm working on a the mod tonight, I'll make sure that option is in order too before I update (before I sleep).
syobo_n 29 Jul, 2024 @ 9:58am 
Is there a way to remove the message in the top left corner?
CEM  [author] 28 Jul, 2024 @ 3:40pm 
Sorry this has been taking some time. Apparently c0vid is still a thing.

I'll try to fix the behavior of the Storytelling interaction, or, I'll temporarily disable it if I can't within the next 24 hours. Right now I feel like working, but still getting super tired once in a while.

But, a correction or a proper implementation is on the way. Translation will have to wait a bit.
Linnun 21 Jul, 2024 @ 2:44pm 
Fair enough. Then I will just keep manually cancelling storytelling events until the fix is ready :)