RimWorld

RimWorld

Reunion
689 Comments
Penguinmaster800 5 hours ago 
Thank you!
VitaKaninen 7 hours ago 
You should be able to follow the instructions above to see if they are still on the ally list. If they are still there, then you should get another quest at some point. If they are still alive but not on the ally list, you should be able to add them back.
Penguinmaster800 7 hours ago 
Does anybody know whether or not you can have a chance to retry a failed rescue quest if you don't make it in time? If the same ally colonist can pop up again in a future quest or something. Ty!
Wally Winker ;) Aug 22 @ 1:16pm 
@ jpinard I just installed this mod and the default range is 7-15 days
DracoHoribilis Aug 20 @ 12:50am 
I think I noticed a bug... I had a reunion quest while in space, which made it obsolete, but now I never get any events anymore, its like I ruined my chances because I think That specific event has bugged it out
DracoHoribilis Aug 15 @ 1:18am 
THIS is how I playe dthe game over and over and over and never found them which Is annoying and tedius... Thank you, Time to restart for the millionth time
BlueBead Aug 14 @ 8:08pm 
@Hero for Fun, @jpinard, Not sure if they're the actual default values, but when I deleted the minDays / maxDays lines in the config file to let them regenerate, it set them to a minimum of 1 day and maximum of 15 days.
jpinard Aug 14 @ 4:46pm 
What were the default values? I changed it and would like to switch it back to default.
Mee Goreng Aug 14 @ 1:38pm 
@Bodacious Cowboy did you ever see if you had a mod conflict? I just went to a Downed Refugee quest and it said it had my ally (who I made a new game and character edited ally trait) and when I got there it was someone different.
Has anyone else had this happen?
@Kyrun should I put this mod high or low in my modlist? Any advice would be helpful. Thanks for the mod!
SiCall Aug 13 @ 2:07pm 
Quest will trigger in a bugged state if you're parked on an asteroid in Odyssey
Hero for Fun Aug 6 @ 11:16pm 
Does anyone have the standard days range value for reunion events? I changed it a while back to 15-20 and the original range isn't here or anywhere. Tried resubing and it's still the same.
Jet Aug 5 @ 4:59am 
whenever i run pass to world on my loaded pawn the game glitches...game continues but i cant click anything anymore. all bottom tabs disappear as well. same issue when i load a pawn into the game using pawn editor. starting a game with the pawns set as ally and forcing the reunion event does appear to work on a new file... but can you help me with the ongoing save issue?

https://gist.github.com/HugsLibRecordKeeper/cd7975b05ec91cc16fa99bc90dec5c4c
Aurorean Aug 4 @ 8:58pm 
Had a reunion quest where a force was chasing my ally pawn. The ally pawn wasn't shown in the reward section but the hostile force was. I accepted the quest and the hostile force arrived but I never got my ally pawn.
Salier Jul 27 @ 3:55am 
Just had a weird bug where some pawns I had obtained through reunion where seemingly duplicated and put back in the reunion pool. Led to a bunch of error on loading because both were using the same Ids, relations believing they were off the map. If I killed one while going to a reunion event, it would break the game UI as both pawns would flash at the same spot and the whole UI dissapeared. Ended up editing my save as to remove any pawns in the reunion list and deleting the reunion event through devmode which seems to have worked.

Sadly no logs as this started to happen a bucket-load of hours ago and I didn't realise what was happening until I got a reunion event for a pawn that was in my colony. If I browse my past saves it sems that when I obtained the last Reunion pawn in the pool, a bunch of pawns were removed from the Reunion_AllySpawned list and put back into Reunion_AllyAvailable with their full definition?
Jet Jul 23 @ 1:38pm 
from the description on using reunion on an existing save, does it mean I have to spawn the character as a playable colonist then add the ally trait in methods 4/5, which then despawns them so they can be recruited naturally? Im currently using pawn editor and trying to load a saved pawn isnt possible due to a bug
TheSerifM Jul 21 @ 8:54am 
Thanks Kyrun and ajperson192 o7
123 Jul 14 @ 2:32am 
thanks!
Bodacious Cowboy Jul 13 @ 10:26pm 
Could there be an incompatibility with the races from A Rim Reborn? I got a prisoner rescue quest, and when I got there it was someone else, and the original "Ally" is gone from the world.
Corvidus Jul 12 @ 11:49pm 
thank you!
Kyrun  [author] Jul 12 @ 10:10pm 
please send all your 1.6 love to
>>> ajperson1927 <<<

I haven't played Rimworld due to a shift in interests (though Odyssey looks really good); and modding is too much like what I do at work so it's really hard to stay motivated. but am really thankful for the game's players for the support!

i'll be on the look out for any critical issues in the coming weeks to ensure the stability. for the mod incompatibilities or really hard to reproduce bugs I'm afraid I can't fully commit to fixing them.
fireflyinthdark Jul 11 @ 9:27pm 
Any chance of a 1.6 update?
Corvidus Jul 11 @ 7:23pm 
@Meat Jr. it has something to do with spawning faction leader pawns (from what I can tell) so any mod that touches that will break the factions
Meat Jr. Jul 11 @ 7:17pm 
@corvidus omg this is what caused it? I nearly bricked my stupid game trying to figure out why it wouldn't load anything!
SadSkeleton666 Jul 11 @ 4:27pm 
This mod reunited my family, please let us be in 1.6
Jet Jul 11 @ 3:53pm 
I cant wait to be reunited with the reunion mod
2ScoopsPlz Jul 10 @ 2:47pm 
This mod is a must for some runs, really hope it updates eventually.
Corvidus Jul 10 @ 1:51am 
seconding below. very fun mod and essential for themed/story runs. unfortunately it breaks worldgen in 1.6 :(

https://gist.github.com/HugsLibRecordKeeper/8f5f0deffc207cfea144e2783c004b43
GhostLiner Jun 25 @ 6:25am 
Hey ! This mod is a must have, hopefully you can update it when Odyssey comes :)
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
Metroxide Feb 10 @ 4:21pm 
Hey, I am also getting duplicate reunion events, same as @Darian Stephens.
kommandeur03 Feb 10 @ 2:43pm 
Oh my God i really needed this! Thank you so much!
Vakaria Feb 3 @ 10:06pm 
I love your mod and won't play without it. Thank you so much!! I also had a question: Is there a way to remove the "Ally" trait but have the pawn always been friendly and alive, even if with another faction? Thank you!
VitaKaninen Jan 31 @ 6:22pm 
Slow100, I have done it manually before. You can have the game give you a list of allied pawns, and then manually delete them from your save file.
Slow100 Jan 31 @ 3:06pm 
I wish there was an option to remove a Pawn from the Ally list. Because Pawn has been Reunion, but it is still on the Ally list and events are generated, resulting in an error.
Forkbomb Jan 18 @ 1:10pm 
Is this mod the source of the "Invite" option in the Comms Console? I'm trying to determine what are the success factors for that.
Darian Stephens Jan 9 @ 5:53am 
Yeah, sadly I'm running over 100 mods at the moment, so I probably can't be much help.
Weirdly, the social tab now says that the reunion pawn is dead, after we arrived at the prison and rescued some random person.
I have no idea what happened, whether they died in the few hours between the caravan leaving and arriving at the prison, and the new prisoner was a fallback, or if it couldn't recover them for some reason and then generated a random pawn as a fallback, or what the heck happened.
Kyrun  [author] Jan 9 @ 4:18am 
it's really hard to troubleshoot especially if you're playing with other mods (which I'm sure all of us are). I will look into it if you are able to reliably reproduce the problem with as few mods as possible. but until then I don't really have any solution for you :(
Darian Stephens Jan 9 @ 2:00am 
I'm having a lot of weird things happen.
I had an original colonist kidnapped (Though I never saw it happen, not sure how), and got a 'Reunion' letter about rescuing them from a prison camp.
Awesome, great, I'll send a caravan!
I get there, and it's an entirely different person? Who we've never met?
Darian Stephens Dec 16, 2024 @ 12:24am 
So, uhh... I just had a 'Reunion' event, for someone who was already in my colony.
I now have an exact duplicate of the pawn as they were at the time of the event, right down to the scar on their leg and current skills.
VitaKaninen Nov 8, 2024 @ 4:09pm 
You can have as many reunions as you would like. There are instructions in the description on how to add pawns to the reunion list.