RimWorld
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Positive Connections
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Mod, 1.4, 1.5
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4.780 MB
2023年7月13日 15時23分
2024年11月2日 15時09分
11 項目の変更履歴 ( 表示 )

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Positive Connections

解説
Positive Connections

Are you tired of overseeing colonies where intense animosity prevails among your colonists?
Despite enduring and conquering numerous shared perils, do they still view each other merely as acquaintances?

If this resonates with you, then Positive Connections is the mod you've been waiting for.

Introducing eight brand new **social interactions** for your pawns:

  • Compliment: Let your colonists express genuine appreciation and admiration for each other's skills and qualities.
  • Knowledge Sharing: Foster a culture of learning and growth by rewarding your pawns with recognition for sharing their knowledge.
  • Gift Giving: Strengthen the bonds between your colonists by allowing them to exchange thoughtful gifts, fostering a sense of camaraderie.
  • Mediation: Settle disputes and conflicts in a civilized manner, promoting harmony and preventing unnecessary tension.
  • Shared Passions: Unite your colonists through shared hobbies and interests, allowing them to bond over their mutual passions.
  • Discuss Ideology: Encourage meaningful conversations about ideology and belief systems, fostering understanding and empathy among your colonists.
  • Comfort: A kind colonist, or one in a good mood at the very least, will seek out another who isn't doing so well and have a chat with them just to see how they are holding up after whatever horrors the Rim has shown them.
  • Storytelling: Any colonist with a social capacity might tell a story if two others are present.

Naturally, rivalries, insults, and pawns stepping over fallen comrades will still occur, just as in the past. However, those who are capable of building positive connections will tend to do so, creating a more harmonious and cohesive colony.

Some of these interactions may occur with pawns from other factions as well, improving relations.

Note:

This mod doesn't add any new graphics - only the messages (upper left hand corner) and the pawn's interaction log, memories and mood buffs will tell you what's taking place. (If you don't like the messages and notifications, see the mod options!)

Interactions will sometimes appear in clusters, especially the first few which are triggered. Don't worry. Things will calm back down shortly; it is often transient virtuous-cycles of freshly inspired or uplifted-feeling pawns initiating their own interactions.

Note that "gifts" are ephemeral objects and will not appear in your pawn's inventory.

Playtesting and Compatibility:

Play-tested hundreds many thousands of hours already, but there can always be bugs. Your time in reporting them is appreciated, as are your suggestions.

Combat Extended: Yep.

Frequently Asked Questions

Q: Where are these gifts my colonists are giving each other?
A: Gifts in Positive Connections are virtual. It's the thought that counts.

Q: Nice, is there a way to shut off notification sounds and the messages? I find it distracting!
A: Enabling Hardcore Mode will disable all in-game notifications about these events leaving only the interaction bubbles (if enabled) visible. This mode is perfect for those who want to maintain focus without being interrupted by messages, while still benefiting from the positive social dynamics the mod introduces.

Q: Does Positive Connections interact with mod XYZ?
A: No, Positive Connections uses simple interactions and is agnostic about other mods or DLC (except for our own mods). Once we figure out what to do with "Inhumanized" pawns we'll adjust for that.

Q: What does this gender adjustment switch do?
A: It should equalize the chances of men or women initiating relationships if activated. This is corrected in the base game now, but we've left it out of nostalgia.

Q: Doesn't this make the game too easy/This barely changes anything?
A: Everything depends on play style. You can reduce or increase the frequency of interactions from 1/4 to 10x as likely via mod settings. Recommended value is 1. Positive Connections might also encourage you to explore more challenging difficulty settings. For me it allows me to play 1 level higher while still concentrating on building.

And now you can stop all interactions via mod options if you feel they are still too frequent without disabling Positive Connections.

Note that other mods might influence Interaction frequency. Hospitality is one of these (although I don't notice any bad effects with that mod).

According to your feedback we'll continue to improve the granularity of control you have over the mod's effects on your game.

Wait... Modders don't play RimWorld anymore, what do you mean 'it allows me to play'?
A: Yes, I still play every chance I get!

RimWorld is by far my favorite game and favorite game to mod.

Q: Is it possible to request new interactions/a feature where...?
A: Sure! This mod is under active development and feature requests will be taken into consideration. Most feature additions since the beginning have been due to community suggestions.

We want to build new stuff that will make play be more enjoyable, pawns more expressive deep and complex while keeping performance impact trimmed.



Source Code and Discord:
GitHub:
https://github.com/cemacmillan/PositiveConnections
Discord:
https://discord.gg/akzpG9QbAz




Bugs and Their Ilk

Bugs are a natural and inevitable part of software development. If you see any, please be kind and signal them in the appropriate discussion!

Check Out Our Other Published Mods:






It's possible to support our work on https://ko-fi.com/N4N4NFFPZ.

[ko-fi.com]

(I clearly have no idea about how to use Steam's BB Code for creating a mod description. Your ideas are welcome!)

Title Art by Poulpe Voulant.
人気スレッド 全て表示 (4)
9
1月17日 13時21分
Bugs
CEM
3
2024年6月30日 15時18分
Positive Connections Updated to 1.5
CEM
1
2024年7月30日 22時19分
PSA (Public Service Announcement and not related to Positive Connections)
CEM
113 件のコメント
Good Old Jim 5月15日 9時31分 
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  [作成者] 4月27日 11時19分 
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 4月23日 4時59分 
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 3月15日 6時16分 
Really cool mod, appreciate the work put into it. Was the fix mentioned in february implemented?
CEM  [作成者] 2月13日 22時46分 
@MeatBeatMarv Also, thanks for the Hugslib output - it's great to know what mods people are using when researching a problem!
CEM  [作成者] 2月13日 22時44分 
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  [作成者] 2月13日 22時36分 
@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 2月10日 10時44分 
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 1月20日 13時57分 
Update on my prev comment: If you unsub and resub to the mod, the error seems to be gone
Thekiborg 1月20日 13時45分 
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" />