RimWorld

RimWorld

974 ratings
Smarter Visitors
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Mod, 1.4, 1.5, 1.6
File Size
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Updated
216.222 KB
30 Jul, 2023 @ 1:06pm
29 Jun @ 5:39am
12 Change Notes ( view )

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Smarter Visitors

In 1 collection by Mlie
Developed by me
109 items
Description


Since visitors decide when they want to leave, it may not always happen at the best time.
This mod checks the map when visitor-groups decide to leave and can delay this from happening.
Included in the mod is also a Visitor-spot that lets you set a specific spot where your guests will hang around. This can make it easier to protect them from dangers.

You can select what type of conditions should delay visitors from leaving in the mod-options:
  • Dangers on the map. These are things like raids, maddened animals, toxic fallout etc. If present visitors will ask you if they could stay for another day. You have the option to deny this to make them leave anyway, approve it to make them try again in 24 hours or just ask again in an hour.
  • Health-issues. If any pawn in the group are suffering from health-issues that require medical rest, they will check again in an hour until all pawns are healthy enough to travel.
  • UV-sensitivity (Biotech gene). If any pawn have the intense UV-sensitivity gene, the group will delay their travel until the sun has gone down. This also includes Vampires from Rim of Madness - Vampires.

There is also an option for visitors getting negative thoughts if staying around longer than they planned. This increases for longer delays.
You can also add extra food-rations to visitors inventories to make longer delays less of a problem.

The mod works well with the excellent mod Hospitality by Orion. The check for dangers on the map is adapted from the same check that hospitality-groups do when entering the map.

The mod only triggers when visitors leave triggered by time, things like low temperatures or hostile actions are not affected. If you have any other ideas on what visitors or other groups should check when leaving, please leave a comment and Ill try to implement it!

[discord.gg]
[github.com]


Since modding is just a hobby for me I expect no donations to keep modding. If you still want to show your support you can gift me anything from my Wishlist or buy me a cup of tea.

[ko-fi.com]


  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Post your error-log using the Log Uploader and command Ctrl+F12
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods

| tags: protect, visitors
133 Comments
T-T 23 Jul @ 11:54am 
Hi, I just did some testing for the visiting spot and it seems the gravship scenario is the problem. It works well otherwise but with the gravship they completely ignore it.
Nishe 23 Jul @ 5:54am 
Just had a guest that was afraid to leave because of volcanic winter, that one seems slightly odd lol.
Mlie  [author] 22 Jul @ 5:39am 
@Ueido In this mod its called visiting spot.
Can you verify with only this mod loaded?
Ueido 22 Jul @ 5:36am 
The Visitor spot? Pretty sure it said it was from this mod. Don't seem to be working, they don't gather around it like they used too.

Was mainly asking if anyone else was having the issue to narrow down what might be effecting it.
Cyber 22 Jul @ 12:06am 
Could you expand this mod to allow for dismissing visitors?

Sometimes you just don't want them around (such as when their animals snack on your food >:c)
Mlie  [author] 21 Jul @ 11:07pm 
@Ueido I dont understand the question
Ueido 21 Jul @ 4:45pm 
Visitor Spot not working?
RelaxItsJustAGame 13 Jul @ 9:58am 
Great mod idea. This should be vanilla!
AndGoatz04 11 Jun @ 10:07am 
"i feel like i should leave" "what makes you say that?" [The tox emitter mech drop on the opposite side of the map: :hero_wz2:
Mlie  [author] 27 Oct, 2024 @ 11:19pm 
@urmumwasvrince Pawns already will try to leave of they cannot find food. If they dont they usually cant due to pathfinding or some other error