RimWorld

RimWorld

[RF] Rumor Has It.... [1.0]
185 Comments
I Haven't Had Sex Since 2003 Mar 18, 2024 @ 9:21pm 
Remember to update this for 1.5 and Anomaly!!!!
Rohaq Aug 17, 2020 @ 6:39pm 
Anyone tried this in 1.2 yet?
lucy Mar 12, 2020 @ 7:29pm 
Thank you so much ! Mlie
CAPNxCHAR Mar 4, 2020 @ 6:54pm 
Thank you!
Mlie Mar 4, 2020 @ 1:19pm 
Made an update of this for RimWorld 1.1
https://steamcommunity.com/sharedfiles/filedetails/?id=2013940581
Hope it helps anyone!
Silhouette Mar 1, 2020 @ 2:48am 
This mod has some issues, at least in 1.0.

It produces scenarios such as colonists who are friends with everyone somehow developing a clique and defecting, despite the defection risk mentioning a completely different individual, and there not being a means to actually correct defection risks.

I'm usually a big fan of your mods, Rainbeau, but I'm not really sure what you were trying to do with this one.
John Rimworld Feb 29, 2020 @ 6:08pm 
f
Dovenius Feb 24, 2020 @ 7:34pm 
f
el.ron.mcbong Feb 24, 2020 @ 3:43pm 
Can you update this grat Mod Please
ChewedPencil Feb 2, 2020 @ 11:16pm 
I noticed the Droids from Android mod tell lies and rumors and the like even though they are Soulless Automatons. I find this funny if it werent for the fact they are practically bullying the random person i recruited who wasnt originally around.
Spidey19355 Jan 22, 2020 @ 2:43pm 
This mod is a bit broken right now due to the defection and clique triggering on other colonists leaving in caravans because their relationships seemingly disappear. Ever plan on fixing it or maybe posting this as discontinued so people know it doesn't work correctly and others can maintain it for you if they get your permission?
Priestitute Jan 14, 2020 @ 4:24am 
@123nick that's actually not too bad, I'd consider this a feature rather than a bug :)
Galla Jan 13, 2020 @ 11:03pm 
@Ayydrill Maybe just defect a caravan and go home, sending people who hate each other on day long journeys is a recipe for disaster but I don't think they'd defect the faction for that just the caravan.

Maybe a small loss of food from the caravan and a few days wait before they turn back up at the nearest base.
123nick Jan 5, 2020 @ 1:16am 
i think theres a bug with this mod and hospitality. when i had the splinter event, some times the colonists that leave end up staying as guests, which isnt too game breaking- if you force recruit em you end up getting a big rep penalty with the new faction and may end up making them hostile, but theres errors in the log: https://gist.github.com/5db9cad826e6ad271dfa92dc97b027e8
"The" SeanMacLeod Dec 17, 2019 @ 8:33pm 
Maybe another colony made her a better offer; Saturdays off and she doesn't have to do windows :bigGrin:
Azerbaijan_Technology Dec 17, 2019 @ 7:06pm 
There is defection risk on one of my colonist even though she clearly has friends in the colony:steamsad:
Azerbaijan_Technology Dec 17, 2019 @ 2:30pm 
Why does my pawn has defection risk/social isolation when her husband is right there in the same settlement?:steamfacepalm:
Eshminima Nov 28, 2019 @ 8:14pm 
Yes excellent. Now my robots will kill each other and and be mean to each other
Greylight Oct 30, 2019 @ 7:22am 
Can you fix people going on caravans wanting to defect? They are still friends with everyone at home.
NECEROS Oct 24, 2019 @ 11:24pm 
Are you doing any custom ticking in your mod? Appreciate it
Kraehe Oct 18, 2019 @ 12:10pm 
I have the "divided colony" debuff. But deactivated that they can leave. Will I have the debuff forever or is it just temporary?
Mattler~~ Oct 16, 2019 @ 8:48am 
I've had a pawn since start the of the world that has the "defection risk" due to social isolation even thouhg they are friends wit more then half of the colony
Tommy Gray x Land Raider Sep 26, 2019 @ 3:21pm 
With this mod, social fights become more common and are caused most often by accidental insults. Can you make this mod blend in with Better Social Skills v1.1 [1.0] so that culture no longer cause fights to break out if that mod is installed?
Cato Sep 21, 2019 @ 3:24am 
I've also noticed that Relationships are very rare with this mod installed. In a 30 hour colony I had just one pair of lovers. Not using Psychology.
酱油菜,请指导 Sep 10, 2019 @ 4:46am 
它所增加的内容:
(一)新互动!
-谈谈其他的棋子:
-争吵:
-散布谣言:
-分享秘密:
-揭示秘密:
-道歉:
-达成和平:
-文化冲突:
(二)新特点!
-强迫性的骗子:
-八卦:
-暴跳如雷:
-操纵:
-和事佬:
值得信赖的:
(三)新事件!
-叛逃:
-分裂:
-争吵:
注意:
(4)对那些有相同性格的人来说,消极性格得到了改善!
对于那些本身就有这些特征的人来说,讨厌的声音、令人毛骨悚然的呼吸、毁容和丑陋特征的负面影响会减少。
兼容性:
“传闻有它”可以安全地添加到正在进行中的游戏中。然而,将它从一个正在进行的游戏中移除,可能会产生问题。
这个模型应该与“心理学”兼容
Prop Aug 25, 2019 @ 11:33pm 
Is this the mod I should be using if i want to prevent my whole colony from getting the butchered human debuff when my one cannibal takes a corpse and butchers it out of sight?
GwenBlanketSpecter Aug 13, 2019 @ 4:04am 
psychology is less stable than this mod thou
Lunrun Aug 11, 2019 @ 7:19am 
Is there any way at all to remove this from a save in progress? It erases all my colonists from the record if I do so
Lunrun Aug 11, 2019 @ 6:47am 
@Frostbite I perceive the same thing; I don't think this mod plays nice with Psychology. Practically no new relationships ever start, and I have a 10+ colony, with no friendships despite the communal dining/rec space and mandatory free time.
CocoBat Aug 6, 2019 @ 4:12pm 
If this mod is still being worked on would pawns insulting and/or telling expletives at raiders or other hostiles and the other way around be a possibility? maybe it could be a thing that further brings the mood and will to fight of eachother down or something like that
Honestly though Aug 4, 2019 @ 12:27pm 
How do you break up a clique?
Frostbite Aug 2, 2019 @ 1:54am 
I noticed that with this mod and Psychology installed, nobody started a new relationship in six in game years. Three in game days after I uninstalled Rumor Has It, I had a new relationship start.

I have a huge, vast mod list installed, so maybe this mod just doesn't play well with one of the others, and I'm not sure those two are the conflicts.
Glasninov Jul 30, 2019 @ 3:21am 
Hello, creator! I want to make a Chinese version of this module. Can I publish the finished Chinese version to the steam workshop?
Mango Jul 16, 2019 @ 5:18pm 
im not going to lie i really dont like this mod because it just adds a never ending mood debuff for people telling lies i dont feel like it adds anything else
Ghost Pains Jun 30, 2019 @ 3:59pm 
grim reality has caused me issues with other mods too, namely some odd errors with prison labor.
Dead Thing Jun 1, 2019 @ 7:39pm 
@ Bree: I had some issues using Grim Reality with this or Rational Romance, but only if I had it loaded before those mods. After placing Grim Reality after them it was working properly again so far as I could tell.
dannway Jun 1, 2019 @ 5:50pm 
Is this mod compatible with SF Grim Reality?
Erik McAwful May 14, 2019 @ 3:46am 
Does this mod take prisoners into account? I have a guy who is suffering from social isolation, despite being friends with nearly all colonists. I do have some 40 prisoners who generally doesn't like him, though.
Tommy Gray x Land Raider May 10, 2019 @ 3:49pm 
Thought of modding this for RimWriter so that pawns can read books and learn about cultures, reducing frequency of culture clashes.
Tommy Gray x Land Raider Apr 16, 2019 @ 4:02pm 
The Threaten social action is indicated in bubble with a skull and target icon.
The type of threat affects opinion and mood of targeted pawn. Threatening a pawn's life is a bigger impact on opinion than just a body part or item.
Example:
"(Name 1) threatened to kill (name 2)."
Tommy Gray x Land Raider Mar 26, 2019 @ 6:05pm 
New Social Interaction Idea: Threaten
The colonist threatens another colonist with item or life, resulting in a greater negative social interaction than insult and is more likely to lead to social fight and even a bloodlust.
AZGreentea Mar 14, 2019 @ 6:17am 
I'm enjoying it, but it really can make your game harder.
Berserk Mar 3, 2019 @ 10:34am 
This mod should be compatible with expanded incidents, no?
V Feb 24, 2019 @ 2:07pm 
I'm also experiencing this:

Stupid Sexy Flanders Jan 31 @ 9:58am
When someone is socially isolated, it gives the name of the person that is isolated, but when you click to jump to the problem it jumps to a different pawn that is not isolated.

The pawn in question was a slave purchased when I was caravaning. It keeps jumping to a pawn in my main colony. Even when both pawns are back on the same map. Not sure if helps narrow it down any.
V Feb 24, 2019 @ 2:04pm 
I turned off "Allow Splinter Colonies to Form" and "Allow Isolated Colonists to Defect to Another Faction" but I still get "Cliques" and "Social Isolation" notifications permanently on the right.

Any way of turning those off?
dabeek Feb 19, 2019 @ 7:45am 
Please make this compatible with Expanded Incidents, a mod by the same author as Psychology. Events/content heavily overlap when both are installed. Thank you for your hard work, great mod :3
SonOfNitrous Feb 15, 2019 @ 4:28pm 
Very cool mod, but I get serious stuttering with 30+ colonists
Mirith Feb 8, 2019 @ 6:07am 
@Wheezy Using 'mental break' -> 'RunWild' tool removes a pawn from your faction and the bar, recruit tool adds them back. So if them still being a part of colony is the problem, maybe this can help.
Other than that, I have no idea. I'm no use at coding, sadly.
Wheezy Feb 7, 2019 @ 12:19pm 
@Mirith They are still considered part of my colony by the game and it doesn't fix it. I've tried killing and resurrecting pawns through dev but that just deletes them. Any other ideas? I'd love some help from @Rainbaue Flambe too
Mirith Feb 6, 2019 @ 11:59pm 
@Wheezy Have you tried 'recruit' command from 'debug actions menu'?