RimWorld

RimWorld

Return to Sender
60 Comments
HighFlyer96 Nov 13 @ 2:22pm 
1.6 Compatible?
Zmetek Dec 19, 2024 @ 9:27am 
I think Im in love
Shadowling09 Jun 30, 2024 @ 8:16am 
Here's a link to debug log from HughsLib mod, if it helps anyhow.
https://gist.github.com/HugsLibRecordKeeper/4b921bfba3b8016a2234d3c6671ba381
Shadowling09 Jun 30, 2024 @ 8:16am 
Hello, I encountered a problem with your mod.
While I can't check why there was no such problem before, right now it doesn't lets you create new save (or at least, generate the map), while I already have a savegame in which your mod was from the start.
My game is somewhat modded heavily but I took time to check every and each until the problem was solved, which, after almost like 2h, lead me to this mod.
After I generated new map, without this mod, turning it back on doesn't seems to cause the error again. Even after I try to generate new map, the error seems to be gone, unfortunately just like the time I spent on figuring it out lol.
Diddily  [author] May 4, 2024 @ 9:32am 
1.5 support added
ウラド May 1, 2024 @ 12:34pm 
Are there any plans to update to 1.5?
bluejersey112 Feb 17, 2023 @ 1:25pm 
Having issues with generating new maps due to ReturnToSender's Colony Simulation. New maps & games cannot be generated, I'm just left with a perpetual loading screen.
VerdantVulpine Nov 18, 2022 @ 5:13pm 
Hmm... When I try and start a new game, it says error unable to generate map. I traced the problem back to this mod. Unsure if it is an incompatibility with one of my other ones. Is there anything inherently incompatible with it?
TurtleShroom Nov 1, 2022 @ 8:25pm 
@KemonoAmigo

I consider myself ethical in "Rimworld" because I do everything I can to provide, love, and protect my colonists. The only time you see me doing something cruel to my own "family" (I develop an emotional attachment to my colonists) is when they do something balls-off-the-walls evil, like having a Mental Break that sends them to kill a baby.

I also, as a rule, only harvest organs from raiders and people that try to kill me.

Now, I'm not totally immune, because I downloaded the Qux Hippie Mod solely to mow their unguarded trade caravans down, but I am always that way to my actual colonists. They're a family, and they never betray or abandon one-another.
Diddily  [author] Nov 1, 2022 @ 8:05pm 
1.4 support added.
CTH2004 Jul 15, 2022 @ 8:28am 
Exactly!

@KermonoAmigo
Just like the Wraith in Stargate Atlantis. Some of the names of these evil beings are:

Steve
Todd
Bob

Sounds so inocent...
Diddily  [author] Jul 14, 2022 @ 4:18pm 
Who doesn’t enjoy the occasional crime against humanity every once in a while?
KemonoAmigo Jul 14, 2022 @ 6:03am 
This makes me think of how ♥♥♥♥♥♥ up Rimworld actually is. Think of any historical event where a large number of people died, it can be reenacted in Rimworld on a smaller scale.
Hell, I would be considered a pretty moral Rimworld player because I only harvest the organs of raiders that are already dead (who I mercy killed before they bled out in agonizing pain).

The graphics are simple and cute so that's why it's hard to see that.
Diddily  [author] Jul 13, 2022 @ 7:20pm 
The always run away bug should now be fixed... in fairness they weren't exactly running away as much as meandering away as I was accidentally leaving them with no duty, which is what typically keeps them there to defend.
1Z Rison Jul 13, 2022 @ 8:08am 
Is perhaps something unintentionally triggering the scripts for both enemies fleeing in panic after corpse bombardement and/or expecting a bombardement?

Perhaps the Superflous bombardement pop up and the running away issue are in some way linked?
Maybe the game thinking a bombardement has triggered and applying the effect where the enemy flees. Regardless of what happened.

Just spitballing here
1Z Rison Jul 13, 2022 @ 8:05am 
I'd like to double up on @TurtleShrooms Issue. Enemies in any Base immediately run and display fleeing behaviour. Without the name colour change from red to blue or any notifications. In the midst of this "retreat", the "X from Y are attacking your colonists!" notification can still occur although it changes nothing if it does.

Any raids, quest, that don't involve raiding an outpost or the like, still work.

I also traced it back to this mod by elimination. In fact, if I have nothing but Harmony, Core, HugsLib and Return to Sender installed, it still happens. (Ruling out most kinds of mod conflicts)

Also towards what @Omega13 said I also have a pop up about some bombardement when I reach a quest location (and not rarely). I first thought it was some other mod but after reading their comment it seems likely this mod is the cause in my game. (have not tested it extensively though, unlike the Faction Base issue)


If you need any logs from me, do tell.
CTH2004 Jun 30, 2022 @ 8:12am 
fair enough. Also, what about being able to send sewage from Dub's Bad Hygine? that could cary a lot of diseases, and it could include a multiplier to corpse disease chance!
Diddily  [author] Jun 29, 2022 @ 6:46pm 
@CTH2004 there is a bit of that mechanic in that rotting corpses are the most likely to infect, followed by fresh corpses and the least chance to infect are desiccated/skeleton corpses.
CTH2004 Jun 28, 2022 @ 9:20am 
here's an idea: A way (not sure how) to "infect" a corpse with any disease, to increase the chance that that corpse will give diseases to the enemy!
Diddily  [author] Jun 22, 2022 @ 6:02pm 
@TurtleShroom The process of elimination must have been painful given the amount of mods I see in that log. I’ll look into it this weekend , thanks for the report.
Admiral Zander Oct 1, 2021 @ 10:34pm 
oh boy even more war crimes
Diddily  [author] Aug 24, 2021 @ 9:41am 
@Omega13 I'll take a look, maybe the tile saving code has some jank in it. Thanks for the report.
Omega13 Aug 24, 2021 @ 6:00am 
Went to a psychic emanator location and got a warning that I had screwed up bombarding the area with corpses. I... uh.. I don't even have rocket pods. So, great idea, but maybe this has some rough edges.
elvis Aug 1, 2021 @ 9:21am 
high tier rimworlding!
TurtleShroom Jul 29, 2021 @ 9:42am 
Thank you very much!
Diddily  [author] Jul 29, 2021 @ 9:27am 
1.3 support added.
Diddily  [author] Jul 21, 2021 @ 11:05pm 
I do, hopefully this weekend
TurtleShroom Jul 21, 2021 @ 10:30am 
Do you plan to update this Mod in V1.3 ?
18610032351 Apr 13, 2021 @ 7:33pm 
Wow, the ultimate NO U solution. (And probably a war crime commitment booster 3000.)
Taser 'em all, pluck the good ones, finish off the rest, harvest their organs, dump 'em to a pod and send 'em back. Now who's doin' raids bit*h!
But seriously, not needing to waste my space to build graves or my fuel/power to incinerate them is quite a relief.
Great work, pal!
大鸟转转 Feb 26, 2021 @ 1:01am 
so good
ionizedJackal Dec 17, 2020 @ 3:57pm 
weird il have to look into my mods its not showing up
Diddily  [author] Dec 16, 2020 @ 7:43pm 
@ionizedJackal Should be unlocked when you research normal drop pods. Same menu as normal drop pods.
ionizedJackal Dec 14, 2020 @ 6:52pm 
i cant find the pod
John Cyberpunk Dec 4, 2020 @ 11:49am 
this is ultimate war crimes
☠ ✙ NoirFry ㋛ ⚸ Sep 10, 2020 @ 12:53am 
More funny, if enemies could do the same to you.
Incident: pods crash on your base, through roofs, polluting everything with half-rotted dead people.
Bones: generate them as relatives to colonists.

Or just send you random corpses from other factions, that raided them.
Ptr2680 Sep 9, 2020 @ 9:10pm 
XD, when i first read this i was dying, its so acurate and true, this is a rly good mod, and dont forget funny too, when ppl try to raid me, then die, wut imma do? send there bodys on a pod and return to sender :steamhappy:
Diddily  [author] Apr 10, 2020 @ 1:52pm 
You can stick it in, just know if you pull it back out again it might end up making a bit of a mess.
404 Apr 10, 2020 @ 1:37pm 
Could I stick it in midgame?
Diddily  [author] Mar 26, 2020 @ 6:19am 
@Valkyrie could you share a log file with me so I can diagnose the issue?
Bafemmet Mar 25, 2020 @ 7:24pm 
I cannot enter colonies that I have dropped corpses on. When I send them to attack, it goes through the process of "Generated Map for Encounter"(or whatever it usually says) for a bit, then another little box with just "...", and then it tells me that I cannot re-enter that colony for another 4 days. I never actually entered it in the first place.
Diddily  [author] Mar 17, 2020 @ 1:19pm 
@Alien_Banana, I realized sending corpses to your enemies to dispose of them gave positive reputation, which just seemed wrong. At first it just turned it negative, then I expanded from there.
Nattnissen Mar 17, 2020 @ 10:20am 
@Alien_Banana, there is alot of fun stuff like this out there. Look up dead can serve
Alien_Banana_Rimmer_Of_Worlds Mar 17, 2020 @ 9:52am 
How did you even come up with an idea like this. I love it!
LunaticNeko Mar 16, 2020 @ 8:44pm 
Yes, time for even more war crimes!
Popo Bigles Mar 7, 2020 @ 11:56am 
@Cerilex

Just like what they'll do with the bodies when it hits their building ;)
Cerilex Mar 7, 2020 @ 8:16am 
A futuristic take on an ancient warcrime. I dig it
Diddily  [author] Mar 6, 2020 @ 9:12pm 
Alright, latest has that bug fixed. It was fixed within the hour, but then I decided to update HugsLib and I wanted to future proof against obsolete classes, it got complicated. But thanks for letting me know!
Diddily  [author] Mar 6, 2020 @ 6:09pm 
@Fuzzycoco That would be a silly oversight I made in order to fix sites. I'll have a fix posted within the hour, thanks for letting me know.
Fuzzycoco Mar 6, 2020 @ 5:25pm 
Every time I generate an encounter I get a message saying that I sent corpses there, but there were no humans there to be affected by it... despite the fact that I haven't sent corpses anywhere yet.