RimWorld

RimWorld

1,222 ratings
Reunion
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
599.555 KB
Jan 31, 2020 @ 10:50pm
Aug 9, 2024 @ 12:04am
44 Change Notes ( view )

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Reunion

Description
+ Have you ever used Prepare Carefully/Character Editor to add pawns to be left behind in the world, hoping that you will have them organically join you one day?
+ Do you wish to play the story of the protagonist that assembles a group of allies on their hero's journey?
+ Perhaps you just didn't like to start a colony with more than a single pawn, but you wanted some control over what pawns will join you over the long run.

I wanted to do all of the above but was unable to so I made this mod.

This mod is meant to be used alongside EdB Prepare Carefully/Character Editor. Give pawns the Ally trait and make them not start in your faction (i.e. left behind in the world). You can give them other normal traits on top of this trait. The trait will be removed immediately on game start.

The pre-game editor mods are not required if you simply want to use the randomly generated starting pawns that are left behind. You may use the handy button in the Create Characters screen to add/remove the Ally trait.

Pawns with this trait will be kept on a special list, and will over time be spawned from vanilla events, one at a time. The events are:
  • Wanderer Joins
  • Refugee Chased
  • Prisoner Rescue
  • Downed Refugee
  • Refugee Pod Crash (disabled by default, see below)

Refugee Pod Event
There is a chance that even if you rescue a pawn that crashed in a transport pod, they will still leave. For this case, you have to imprison and recruit them. There is also a chance that the Pawn will just get up and self-tend, then walk off the map. All these are vanilla behaviour, and I have no intentions to change them. This event is disabled by default, so you will need to manually enable it in the mod settings.

Compatibility
Harmony is required.

This mod has backwards compatibility with previous versions of Rimworld.

For games that didn't have this mod before:
This mod should not break existing saves. In fact, if you have characters in your save game that are "lost" in the Left Behind pool, you can use the debug menu to give a pawn the Ally trait. They will immediately be detected by the mod.

For games that have an older version of this mod (Reunion 1.1.1 and below):
It is likely you will have to start a new game. If you want the previous version, please download the Release folder from here[github.com].

Multiplayer is not tested (and likely never will be).

Incompatible:
  • (Some versions of?) Linux: See this thread. Might have been fixed, but I can't test because I don't use Linux.

Losing Live Pawns to the World
Reunion is able to add back Reunion pawns that are lost to the world from the following events:
  • Failed to rescue Downed Refugee or Prisoner Camp
  • Refugee Pod crash survivor left your colony without joining
  • Any quests that expired
NOTE: Kidnapped pawns do not use the same system, but the vanilla game will find ways to get them back to you, just don't lose them too many times.

Using this mod in an existing save
You will have to turn on development mode (that means you can't do it if you're playing commitment mode). Debug actions are triggered from the debug actions menu (top of the screen, 4th icon from the left).
  1. Turn on development mode.
  2. If your pawn is already in the World pool, skip the next 2 steps.
  3. Find the pawn you want to put on the Ally list. Alternatively, create a new pawn using Character Editor and put him on your map.
  4. Run [T:Pass To World] on the pawn you want to put on the Ally list.
  5. Run [Make world pawn "Ally"...] and choose the pawn you want from the World pool. They would normally be at the end of the list if you just passed them using a debug action.
  6. If you did everything correctly, the debug log should show say "[PawnName] has been removed from the World and added to the Ally list."



HAVE ANY QUESTIONS? PLEASE READ THE FAQ!


If this mod has made your day in any way, you can show some appreciation!
[ko-fi.com]


Thank you and enjoy!

Links
Github[github.com]
Trooper Armor in image provided by [JDS] Star Wars Phase I Clone Armor

Translation Credits
French: qux
Portuguese + Portuguese (BR): Bambinoff
Russian: Artur[github.com]
Popular Discussions View All (29)
62
Feb 4 @ 12:10am
Bug
Asymptotic Wanderer
33
Mar 13 @ 8:29am
Suggestions / Feature Requests
HappyHead
2
Aug 9, 2024 @ 12:23am
BUG report
久田豆浆
660 Comments
Aztec Warrior May 8 @ 1:57am 
When pawns from reunion events die (after recruiting them and everything) other pawns don't seem to have any thoughts about it, like "my brother died" and stuff. No idea why, it happens even with no other mods loaded.
BlueBead Apr 26 @ 6:42pm 
[3/2] Comment essay continues, sorry. Figured I'd go and look through as many of that campaign's saves files as I could to see when the pawn duplication happened, and it turns out there's been an up-to-date copy of that pawn in <Reunion_AllyAvailable> for as far back as I have save files. Which makes me even more confused as to why it only started causing problems now. Again, nothing about my game or mod list updated. 🤔
BlueBead Apr 26 @ 6:20pm 
[2/2] Weird thing is this problem retroactively affected that campaign's entire save file history. Saves that worked just fine for real life days were suddenly affected.

I came here to look for help, tried Ebon Pheonix's advice by deleting <Reunion_NextEventTick>, deleting the glitched pawn's data under <Reunion_AllyAvailable>, and adding his Thing_Human[ID#] to the <Reunion_AllySpawned> list, and not to jinx it, but I think it's fixed!

Sorry for the 2-part comment essay, but wanted to give as much info as I could in case it helps. Wish I knew more about what triggered this bug in the first place, but I'm at a complete loss.
BlueBead Apr 26 @ 6:20pm 
[1/2] @Ebon Pheonix Your comment saved me, thank you so much!

For unknown reasons- none of my mods updated, the game didn't update, nothing changed from the last time I played- suddenly a reunion pawn, who had been in the colony for 5 in-game years without issue, had his data copied and added to the reunion ally pool between me saving and loading my file.

The problem first showed itself when the copy in the colony tried to satisfy his genetic go-juice need, but something wasn't working right and he'd keep taking more until he died. While trying to figure out what was going on, I noticed his social tab didn't line up with the other colonists'. When I looked at his spouse's tab and tried to click on "his" name, the game said "[glitched pawn] is off the map." The "real" pawn still had his bed assignment reserved too, so the colony copy took a spare bed.
Ebon Phoenix Apr 2 @ 2:03pm 
Glad it helped... It was editing the save file... always make a backup before you mess with it at all, but it's simple, but huge xml. So, make a copy of your latest save, then open it in a text editor (probably too big for notepad, I use VSCode). Do a text search for those node names, and I'd be willing to bet you'll find a similar situation to what I found. I still have no clue what caused it. I noticed it after using far skip from Vanilla Psycasts, but no idea if it is at all related to that.
blm1123581321 Mar 28 @ 1:51pm 
Ebon Phoenix thanks for your comment ive been looking all through my mod list trying to find what was causing that issue! Where are you seeing the Reunion_AllySpawned and Reunion_AllyAvailable info to edit them?
Ebon Phoenix Mar 12 @ 3:59pm 
Not sure why this happened... and I have an absolutely absurd number of mods, but figured it might be helpful:

Odd thing occurred recently, where I had two colonists lose all of their control buttons... I could select them and order them about, but I couldn't draft them etc.

In examining save files, I discovered that while both colonists were in my colony and doing fine, they ended up with records in the Reunion_AllyAvailable node, and were no longer in the Reunion_AllySpawned. So that meant they were in two spots with the same id... Clearing them out of the AllyAvailable and adding them to AlliedSpawned resolved the issue, though I have no idea how they got added in the first place.

I hope this helps with anyone running into the same problem, or maybe... just maybe give the mod author something to work with.
Yame Feb 19 @ 8:13pm 
i tried this mod on arch linux and its working properly for me
Metroxide Feb 10 @ 4:59pm 
Maybe its something connected to the "mutli-floors" mod?
Metroxide Feb 10 @ 4:23pm 
It gives an exact duplicate of the pawn, and overwrites relationships. I also have a gigantic modlist however, where he has 100, I have 500 lmao