RimWorld

RimWorld

Long Distance
cfish42 21 Mar, 2020 @ 7:20am
Mod Suggestions
I like the idea of inviting another pawn to the colony if they have a relationship. In the Psychology mod pawns in a relationship can schedule dates or just hang out with a friend during recreation times. Would it be possible to extend that to long-distance relationships?

For example, the pawn in a long-distance relationship can use the comms console to call their significant other and build the relationship. Or they can invite them over for a visit to the colony.

Obviously, I don't have a clue as to how difficult it would be to code such things. However, you do not have because you do not ask, as the saying goes.

Regardless, I will give the mod a try when I get my mods settled. Thank you for sharing your work.
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Arcanant 25 Jul, 2021 @ 3:53pm 
I would love this to have a chance of a quest with the pawn in question as a reward. And some dialogue. "Oh my god you are still alive! Of course I will join you. I will be there as soon as I can!" or "I am glad you are OK but I am afraid I can't join you at this time. My community needs me. You know.. you are welcome to join me here instead. I am sure you will find a nice home here."(+relationship with faction+favor points) or "I am so happy to hear from you. I wish I could come to you but my chieftain would be really angry. We currently have a problem with insectoids surrounding our base here and they need every able hand. If you can help us with this I am sure I will be able to join you. Hurry though. Time is of the essence. I love you." *click*

Oh man! do it!
Founded1992 10 Jan, 2023 @ 4:41am 
I'm not able to reply in the comments to the workshop page directly, so I'm going to post here.

From my experience, the errors being experienced by Mooneye, hauntedPOPSicle, and AsidMjolnir are the result of the mod not saving Arrivals information appropriately; when saving the game, the mod attempts to store information about the arriving colonist, the inviter, the destination map, and the time until the pawn arrives.

However, as the pawn does not exist at the time of saving the information, the entry for the id of the arriving colonist is 'null'.

Those who have this error in their current saves can manually restore the arriving colonist by inserting the invited pawn's id into the ArrivalManager information in their save file. This information can be pulled by searching for the invited pawn's name (which can also be pulled by searching for PositiveEvent invitations). It is also necessary to set the ticks value for the arriving pawn to a positive number if negative.

This problem be avoided by modifying the LongDistance.dll of the mod:
In the ArrivalsManager class, in the ExposeData() method, in the Scribe_References.Look<Pawn>() call for the arriving pawn, set the third argument from 'false' to 'true'.

I recommend others test this method to see if it functions for them as it does for me. Additionally, there are issues that may result from this change, e.g. the invited pawn is promoted to a civilization leader or dies off-map.

I apologize for posting in an inappropriate location and beg the forgiveness of the thread creator.
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