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I've set up both a normal guest zone (which is the whole map except my stockpiles and workarea) and a "safe" guest zone for when I get raids or manhunter packs while guests are around.
I might just have to block off the door and deconstruct/reconstruct at alloted times... its a hassle, but in early game I need those harvesrts...
Edit: In fact I'll probably have to just wall off my colony... its gonna take some doing, but its better that than starvation via freeloaders...
Designate a zone for Non Hostile Colonists. Public Sleeping areas (+ bonus for beds (good quality beds)), Public Stockpile, Gifts/Food; Gifts (items) add faction friendliness, while food just means they stay longer)
Trader attitude could change depending on whether the zone is Enclosed (an indoor bulding) or outdoors in the cold/bad weather.
It might encourage players to create elaborate and decadent trading posts to get the better deals, or facilitate a "hotel" area to make money off of for travellers that are passing by.
Honestly, this could add a whole new social interation mechanic if done right.
i like this a lot ..... could set up a feats and all.
This is how you stop Hospitality visitors from eating your food. If their assigned guest area doesn't include your food then they wont eat it. You don't need to wall anything off.
http://steamcommunity.com/sharedfiles/filedetails/?id=1058024668
Some of this is already in the Hospitality mod. Create an area that has both an orbital trade beacon and within the "GuestArea" zone. Set with a zone for all the stuff you want to sell and let the visitors shop til they drop.
Also, I once accidentally placed clothing in the area, and they bought that too so be careful. It looks like they will buy anything so long as they can get to it and afford it. They once bought a bale of haygress that I had just harvested.