RimWorld

RimWorld

Reunion
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
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.
CollectorOfMyst Nov 8, 2024 @ 12:27pm 
Thank you, much appreciated. I wasn't entirely sure, and, well, spawning them in manually does take away some of the 'vanilla' feel of what this mod is supposed to do. But now I know that I can get at least 7 reunions lol
VitaKaninen Nov 8, 2024 @ 12:15pm 
No, they will not automatically spawn on their own, but you can manually add them in if you want to.

Pawns that are saved in the Character Editor don't automatically become part of the world pawn pool just because they are saved.
CollectorOfMyst Nov 8, 2024 @ 12:09pm 
@VitaKaninen The mod's description only describes pawns that get 'left behind', aka, from the 8 you can choose from at the beginning. I'm wanting to figure out if pawns that have the ally trait, but are not in the left behind line up, can still spawn, since I'm not certain.
VitaKaninen Nov 8, 2024 @ 11:35am 
@CollectorOfMyst, yes, that is the intended use for this mod.
CollectorOfMyst Nov 8, 2024 @ 9:35am 
I'm curious - does this draw from any saved pawns in the Character Editor? Say, if I saved a pawn with the Ally trait, but didn't include them in the starting lineup, would they still be added to the potential pool of Reunion characters?
Inglix Oct 14, 2024 @ 9:26am 
I added a second screenshot to that imgur link showing what it looks like when I altered the coordinates to place the Reunion button next to the pawn portrait. I'm going to use that version for myself, and I opened a pull request in case you want to implement the same change officially.
Inglix Oct 14, 2024 @ 7:53am 
@Kyrun
The sheer number of mods out there that add additional content to the starting pawn selection dialog pretty much makes using fixed coordinates a tricky proposition. It's not even really limited to choosing non-baseliner pawns. Here's a screenshot from my (admittedly bloated) mod list where the Y coordinates for the Traits list is shifted slightly because the pawn starts with the Throne Speech ability.

https://imgur.com/a/vFDQnmr

It obviously feels logical to try and put the Reunion button adjacent to the traits, but to avoid this issue it might be a good idea to choose a new home for it in a less dynamic part of the UI. There's some empty space to the right of the pawn portrait that I haven't seen used by any other mods (yet), or you could even consider placing it up in the top margin of the UI in the same space as the Prepare Moderately button can be seen in my screenshot.
The Bard of Hearts Oct 3, 2024 @ 5:56pm 
@Kyrun
Sorry it took so long to respond. I'll try to remember to get you a screenshot tonight. But really, you should be able to duplicate the problem on your end. When you are choosing characters, go to the xenotype button (defaulted to Baseliner) and click on it, then choose anything with "abilities" like the sanguophage. When it displays the character, the UI will have shifted up a little ways in order to incorporate the abilities listed for them. this is what makes the traits suddenly hidden by the reunion button. Cheers.
SiCall Oct 3, 2024 @ 12:19am 
What is the compatibility with world pawn cleaner mods?
Rimaka Sep 30, 2024 @ 12:58pm 
Seems to be incompatible with something for the `Prisoner Rescue` event. I've tried arriving there with a few different methods:

1. Via VVE, picking a landing spot
2. Via VVE, landing automatically on edge of map
3. Arriving normally by foot

and each time my UI disappears, 1-2 small empty dialogue boxes appear, and it seems as though I lose my caravan of colonists. Regardless though my game is essentially frozen with no UI and have to alt+f4. I'm using a bit of a bloated mod list so it could be a number of things though.

For now I'm just going to try disabling that one event and see if the others work properly.
Darian Stephens Sep 30, 2024 @ 11:55am 
Is there a way you could restrict these events from happening on unsafe maps, specifically space?
I'm in an SoS2 space start, and had a reunion ally spawn and start walking to our base.
Trouble is, she had normal clothes on. And we are on a space station.
Kyrun  [author] Sep 30, 2024 @ 3:48am 
could I get a screenshot of that from you? I've moved the drop down a few times and it always gets in the way of something...
The Bard of Hearts Sep 28, 2024 @ 8:44pm 
The "Reunion" button gets in the way of all of the traits if you are dealing with a xenotype that has ANY abilities at all. It does the same thing with the "bio" screen under the same conditions.
Kyrun  [author] Aug 30, 2024 @ 7:30pm 
that is only for the Refugee Pod event that happens at your base (which is disabled by default). if you had to travel somewhere off map, right clicking them to ask them to join/free prisoner is a 100% guarantee they will join
Tom Trustworthy Aug 30, 2024 @ 7:17pm 
Wait wait in the desc of this mod I just read this section:
"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."

So yeah I have to make him my prisoner and let him free.
VitaKaninen Aug 30, 2024 @ 11:38am 
Did you go and talk to them?

From the wiki: "Select a colonist, right click on the prisoner, and click "Free Prisoner". You can see the pawn's bio and stats before accepting them. If you don't like the pawn, then you can leave with no penalty."

https://rimworldwiki.com/wiki/Quests#Prisoner_Rescue
Tom Trustworthy Aug 30, 2024 @ 11:18am 
Just started using this today and it seemed easy enough. I got my first quest to save a pawn I set with that Reunion flag.

I go there and he's downed. I fight a robot or something then heal my buddy and we wait a bit for him to heal. It's taking a while but that's ok. Eventually he just gets up and decides to not join me. Even when the quest says if I go and save him then he will join. What may I have done wrong?
Kyrun  [author] Aug 16, 2024 @ 7:56pm 
Other than that, I'm not sure what else could go wrong, so it could be other mods, or some thing that I have not encountered before. If you have exact step by step details on what you did, it could help shed some light on what's happening.
Kyrun  [author] Aug 16, 2024 @ 7:54pm 
If you are not aware, you can now add the Ally trait without Character Editor. In your character sheet during creation, look for the drop down button beside the "Traits" header that says "Reunion: None", and change that to "Reunion:Ally". But Character Editor should still work too

Making them an Ally should make them disappear from world pawns, that is correct. Because the game occasionally "cleans" the world pawn list and your Reunion pawns might disappear randomly. They are stored in a separate untouchable list while out of your colony.

VitaKaninen is somewhat correct but it is not the storyteller settings. The mod settings itself have some options. Specifically one that says "Enable Off-Map Events When Single Pawn". If this setting is off, and you start with one pawn, then disable "Wanderer Joins" and "Refugee Pod Crash", you will not get any Reunion events because off-map events are not allowed, and on-map events are disabled, so there are no events to left to trigger.
VitaKaninen Aug 16, 2024 @ 9:14am 
I think so, because some events can not spawn that close to the beginning of the game depending on your storyteller. The author may be able to answer for sure.

If you go to dev mode and attempt to force an ally join event, it will say "NO" beside it if that event can not currently happen.
Rose ♡ Aug 16, 2024 @ 8:47am 
so I make the character in character editor, give them the trait "ally" open the dev console and use the add ally command, select the pawn, set days between events to 1 and weeks pass and nothing. I double checked that they show up in the ally list you can print via the dev console and they are there but no event triggers. I have noticed that when I add them as an ally using the dev console specifically they disappear from the list of world pawns. Is that normal?
VitaKaninen Aug 16, 2024 @ 3:38am 
I only use Character Editor, and it works fine for me. Did you try the instructions above to see the ally list after using Character Editor?
Rose ♡ Aug 16, 2024 @ 12:45am 
Is this mod not working for anyone using the character editor mod? I only got the pawns I used in prepare carefully
Kyrun  [author] Aug 9, 2024 @ 12:30am 
to everyone affected by the PawnLend bug, it's likely that once they're lost to "corruption" caused by my bug, they are saved weirdly by the game and they might not be recoverable (e.g. King Kiashi's issue). I am sincerely sorry but I don't know how to fix them back (especially when there are clones of them, it's not something I've ever encountered, and really can't see how the mod's code can even do that! it's really bizarre) :(
Kyrun  [author] Aug 9, 2024 @ 12:22am 
As usual, unsubscribe and resubscribe if Steam workshop does not update correctly. And let me know if I accidentally broke something else, I've not touched Rimworld modding for a loooong time.
Kyrun  [author] Aug 9, 2024 @ 12:22am 
I finally found time to fix the PawnLend bug, so now it properly checks if your pawn is flying off in a shuttle that goes to no tile in the world (that is the main characteristic of a Pawn Lend quest I think, but let me know if there are some other events/quests that work similar to that, that might cause problems for THAT event instead).

Also addressed the hediff issues some of you are having. Before this I added the feature to heal hediffs when pawns get placed into "storage" for future Reunions. But turns out hediffs are used in too many ways (mods can get creative), that it was not the best idea to simply remove them. Now I've changed it to "tend all hediffs that can be tended". Everything else will not be changed. I've noticed this is what Pawn Lend does as well, so it's consistent with vanilla.
Kyrun  [author] Aug 9, 2024 @ 12:22am 
sorry for being away, having a tough time in real life but we're not here to listen to my life story. suffice to say I'm better now. :)
King Kiashi Jul 11, 2024 @ 8:05pm 
bizarre. so the other one, i named her imposter(name) right, i stripped all her gear off to give to what i thought was the real her, she's naked in prison, when i kill her, she spawns with different clothes and name and seems to be the REAL pawn, because the social tab no longer says she's off the map for her wife, but she's dead, but they don't acknowledge her as dead? I have lots of save files as i experiment and try to fix this but tbh id just like to find a way to fix it so they're acknowledged as the Real versions and their social tabs are right again. I feel like there's gotta be some way, like i've never used dev mode before but could i delete the extra pawns and manually force relationships to be correct again that way?
King Kiashi Jul 11, 2024 @ 8:05pm 
Hi, I'm also experiencing the PawnLend bug, but it's turning out extra bizarre. My reunion pawns came back not apart of the faction like other people said, i captured them before they could make it off the map. one i recruited, one i left in prison. ive labeled them the Imposters, because i got reunion quests for them again but it spawned clones of them. but these imposters had the wrong age, and the clones had the right age, so i assumed the clones must be the real pawns, right? Well even when i get them back from reunion quests, their social tabs are all messed up, their wives keep insisting they're off the map even though theyre right there, child relationships aren't right, etc. So my first idea was to go into character editor and edit all social relationships to be on the correct pawn. This seemed to work but then they... appear to reset back? I also wanted to execute the imposter pawns, but one dog goes manhunter still thinking that's the real owner apparently, and , ok , extra