RimWorld

RimWorld

Wander Joiner Plus
101 Comments
Brio Jun 20 @ 9:51pm 
Will there be a compatability fix for the chest burst version of the wanderer join from
VRE - Insectoids? this doesnt seem to work with that event
Big Head Zach Jun 19 @ 5:35pm 
Assuming this mod is still upkept, will the 1.6 changes to join events (you get to see SOME stats) affect this mod?
Gaijoob Nov 16, 2024 @ 8:24pm 
@Margie yeah it seems like Mimes just don't trigger the info. I had the same thing happen: the info didn't show up so I came here to see if the mod was having issues Saw your comment so I loaded back in and turned on dev mode, and lo and behold the joiner was a Mime.
Margie Nov 16, 2024 @ 6:28pm 
I had a Wanderer Joins Event that had no option for information about themselves. i accepted anyway thinking it was a bug and it turned out to be a decent pawn so i kept her. In the future tho... she died in a raid and it turned out to be a mime from the Alpha Animals mod. Pretty shocking. She was married and everything.
Anyways, is there no support for mime wanderers or just a buggy coincidence?
Zairya Nov 11, 2024 @ 2:15am 
Is this mod fixing the issue, that wanderers are always human even with race-exclusive backstories of my colony's race?
For example, I play as Argonian and both wanderer events had humans with atleast 1 argonian backstory.
SunGod Oct 19, 2024 @ 9:25am 
Oh man, why even just half of this mod's capabilities aren't in the base game is beyond me. I'm so tired of having to either take a chance on wanderers joining that aren't at all compatible with my colony, or having to reject them and accept the mood hits that go along with it. This mod is perfect for fixing that, thank you!
xkp92110(orick) Jul 8, 2024 @ 11:56pm 
https://steamcommunity.com/sharedfiles/filedetails/?id=2477501851&tscn=1720467406

mincho conflict with Wander Joiner Plus.
mincho and mincho animal can't spawn and this error cause something leave map(Insectoids,mechnoids,caravan etc)

mincho creator show some error in comment.
but i don't understand code
can you check it?
Michiko Apr 16, 2024 @ 3:12am 
Thanks for the update! I was waiting for this. Very important mod for my play style!
missmary9297 Apr 15, 2024 @ 8:29pm 
1.5 please? I love this mod so much
Pos 4/5 Apr 11, 2024 @ 3:57pm 
Is this updating to 1.5? Thank you so much for your work!
xkp92110(orick) Apr 8, 2024 @ 5:22am 
@Wintermist
Loyalty probiem
Wintermist Apr 8, 2024 @ 5:12am 
It seems in this mod and the other one, that you can click accept for them to join, but they still leave, etc. Like the UI and buttons are there, but they don't seem to work properly.
bunny ♥ Mar 27, 2024 @ 8:33pm 
still so thankful that you made this, i feel honored that im still tied to it in a small way. hope ur doin well ogliss :3
Renzor Dec 10, 2022 @ 9:38am 
mod suggestion:

Could you tweak this to have the wanderer's xeno be that of your ideo's' preference?

I.e. when I start a custom xeno colony and set their ideo to be prefer the custom xeno, everytime a wanderer joins from one a ideo event reward they are just baseliners (and thus i either have to banish or enslave them).
Ogliss  [author] Oct 24, 2022 @ 5:04am 
@Vattende
haha certainly an odd choice when you consider some of the stuff you can do in the game, personally i tend to let anyone in, they never live too long either way :D
Vattende Oct 24, 2022 @ 4:57am 
Great, so happy for this update, now i can renable the wanderer-event again. Without this mod, there is no way, i want get a pyro not doing dumb labor, and having nearly no skills.

I mean, honestly, it don't make sens that people can join your colony without asking.
Ogliss  [author] Oct 24, 2022 @ 3:16am 
initial 1.4 update pushed, lemme know if there are any problems

@Malorkith
sorry for the delayed response, but have you checked out the sister mod to this? RescueeJoinsPlus?, it May do what you want
GanjaMan [NL] Oct 23, 2022 @ 3:59pm 
@Ogliss ah oke, i saw some mods of yours got updates already so i will patiently wait, thanks for your work!!
Ogliss  [author] Oct 23, 2022 @ 4:33am 
@GanjaMan [NL]
havent tested it yet, lotta mods to update!
GanjaMan [NL] Oct 22, 2022 @ 9:53pm 
this works in 1.4?
Malorkith Oct 21, 2022 @ 10:24am 
@Ogliss

think from Vanilla Expanded. In essence, I mean situations where you take in a wounded person to nurse him back to health and he joins your colony without asking. I have no idea if this is purely through mods. Play too long with mods.
Ogliss  [author] Oct 21, 2022 @ 10:20am 
@Malorkith
Crashed their ship? which event/incident is that?
Malorkith Oct 21, 2022 @ 9:42am 
Is there a chance the mod also could includes people you save. For example, people who crashed their ship, things like that?
clark cvnt Feb 6, 2022 @ 7:07pm 
Exactly what I was looking for, thank you.
Ogliss  [author] Nov 8, 2021 @ 3:41am 
@benny30912
Yup, most likely cause its an animal, rats.......hmm.....i suppose the best thing would be for my patch to just skip any non humanlike it runs into - it wouldnt support animals, but it wouldnt error at least
benny30912 Nov 8, 2021 @ 3:32am 
When used with this mod, the wanderer join event added by the "kemomimilike" mod failed to generate, possibly because the event generated animals instead of colonists.

Here is the debug log when trying to generate the event using the developer mode: https://gist.github.com/HugsLibRecordKeeper/4c80a5e511bef5e8be7233f045c7b344
Ogliss  [author] Oct 10, 2021 @ 4:43am 
info button should be functional again, and from what i can see the debuff should only affect colonists who have the charity precept as part of their ideo - doesnt really seem like that behavior needs to be changed
Angrysquirrel Oct 1, 2021 @ 12:47am 
Just ran into this one as well If I try to click on the more info card section, I get the same error. I can turn the wanderer away though. Penalty hit, but better than having him join and I can't see his stats.
Zakennayo Sep 29, 2021 @ 1:32am 
Getting the same issue as Voldrath, does anyone know of any possible mod conflicts or does it have something to do with the recent update?
Voldrath Sep 18, 2021 @ 1:11pm 
The specific error is
Exception filling window for Verse.Dialog_InfoCard: System.NullReferenceException: Object reference not set to an instance of an object
at Verse.Dialog_InfoCard.GetTitle () [0x000c3] in <b64badbf3c3d41018b3ca5d3e8c77771>:0
at Verse.Dialog_InfoCard.DoWindowContents (UnityEngine.Rect inRect) [0x00039] in <b64badbf3c3d41018b3ca5d3e8c77771>:0
at Verse.Window.InnerWindowOnGUI (System.Int32 x) [0x001ce] in <b64badbf3c3d41018b3ca5d3e8c77771>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch2 (string)
Verse.Window:InnerWindowOnGUI (int)
UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle)
Voldrath Sep 18, 2021 @ 1:11pm 
Getting a null reference exception when clicking the more info button. It pops up empty and constantly spits the error so long as it's open.
Using Ideology but not Royalty. Could be a mod conflict.
Here's the hugs log [gist.github.com].

Erazil Sep 3, 2021 @ 3:39am 
Thanks You Ogliss,
I can't wait to benefit from this feature, ( when you have time of course ;) )
Ogliss  [author] Sep 3, 2021 @ 3:02am 
@Erazil
also something i should look into supporting - when i have a moment i will try to look into it.

@Goose
while it Could be a mod issue, unless other people are noticing the same thing, id go with coincidence initally - especially as it currently doesnt affect vanilla's wanderers at all as they no longer use incidents, which is what this mod patches - its still possible, but i thnk its unlikely.

@созерцатель
i hadnt noticed the debuff for declining them, so perhaps there is still something for this mod to do there then - im afraid i havent had time to get around to sorting it out yet. - Hah no worries, your english is easy enough to understand, - glad your enjoying the mods!
Erazil Sep 2, 2021 @ 11:15am 
I am sad, it does not work for recruiting by ritual :steamfacepalm:
Goose Aug 18, 2021 @ 12:42pm 
after installing this mod i only ever had 1 person try to join. Before this mod i had like 10.

Coincidence or mod issue?
созерцатель Aug 14, 2021 @ 11:08am 
Yeah, it will be great to have at least some info about these guys. Cause well you actually can refuse them to join in vanilla now. Just with debaff. For now I just say no to everyone who wants to join. And maybe some of them are ok.. I really can't understand why it's still a vanilla thing. It's irrational.. Anyway for now I'm just happy that your rescue+ mod works fine. Sorry for my English and thanks for all your work.:knlcrown:
Ogliss  [author] Aug 14, 2021 @ 7:22am 
it doesnt really Do much in 1.3 tbh all it really does it catch any that still use incidents, since the quests already have the option to decline em, just looking into adding the extra info to them now
Pusio Aug 14, 2021 @ 6:39am 
@Ogliss
Yes, I created another new game, and without triggering MIB event this mod works fine.
Ogliss  [author] Aug 14, 2021 @ 6:31am 
@Pusio
hmmm they changed the name of the MIB event in a recent build apparently, which stop it being ignored by this, thanks for letting me know!

im guessing this only happens if youve triggered the MIB event? since im still getting quests/incidents in my current testing colony with this loaded

@若月スバル
Yup, they changed how its implemented, its now a Quest rather than an incident - not something ive tried messing with much yet
Pusio Aug 14, 2021 @ 6:05am 
I've started a new game, with ideology and around 20 random mods. Immediately after start all my pawns got downed by insects in a cave [this part is important, as it triggers condition for 'Man in black'].

Anyway somehow all 3 of my pawns survived and I've played for around 130 in-game days. After this time I noticed that there were never any raids, no traveling caravans, no quests, no events.

After googling for a while I found out a tip, that probably some mod blocked my event queue, and nothing can trigger. I spend 2 hours disabling and enabling mods to find out which one was blocking the queue... and it turns out that it was TravelerJoinsPlus at fault.

After disabling TravelerJoinsPlus i got instantly few events, [Man in black], quest [Royal Ascent], trade caravan, raid.. etc.

It seems like mod author need to add support for [Man in black] event. (Or maybe something changed in 1.3, or maybe with Ideology. Anyway this part is bugged.)
созерцатель Aug 1, 2021 @ 9:10pm 
Yeah, doesn't work with Ideology:UnamusedOwlcat:
若月スバル Aug 1, 2021 @ 8:56am 
seems not work with ideo dlc
since wander join event has become a charity event?
Ogliss  [author] Jul 30, 2021 @ 12:54am 
@Arcimbaldo
not sure, havent had a chance to actually play with ideo yet, test it and find out!
Arcimbaldo Jul 30, 2021 @ 12:45am 
Does this effect the wanderer spawns from Ideology rituals?
Reianor Jul 29, 2021 @ 2:27pm 
Nah I'm not. I mean I did play long before release first, but what I'm (mis)remembering comes from after it. From times somewhere not too far before royalty.
Most likely scenario is that It's me who's remembering it wrong.
Ogliss  [author] Jul 29, 2021 @ 4:54am 
@Reianor
you might be misunderstanding, by "i dont believe it was" what i meant was that as far as I am aware, its never been vanilla functionality, but i have only been playing since B17, so if it was something that was removed previous to that, i would have no knowledge of it as i had never heard of nor played rim before then, the specific request for this mod was that it provide an option to reject wanderers, the additional information was just something i decided to add
Reianor Jul 29, 2021 @ 4:27am 
"i dont believe it was, that was why i made this mod originally, someone wanted the option to disallow them joining"
You 100% sure? Becasue the way I remember it I used to use another mod and that was merely for the info about the wanderer. Which gives me the impresson that it USED to be possible to refuse them. (though not nowadays it seems from the comments in the other mod)
Ogliss  [author] Jul 16, 2021 @ 4:15pm 
@Myricaulus
Haha, im glad youve been enjoying the mod!
Wanderer joins is no longer an incident, its now handled by the quest system, so the vanilla method i was patching no longer exists, but my patch also searched for anything else called WandererJoins and applied the patch to that too, ive let the VE guys know about the change, since as their events are supposed to blend in they need to change theirs to match the new format.

i will have to try to figure out how to patch the quest system without breaking anything.
Myricaulus Jul 16, 2021 @ 4:04pm 
Yeah, possible. I just found out i also used this mod for a very long time, so i assumed it to be vanilla :-D I wonder why rescueejoinsplus doesnt have this problem. Anyways i am looking forward to your fixed version, since this is part of my mod essentials. Thank you for your work!
Ogliss  [author] Jul 16, 2021 @ 2:27pm 
@Myricaulus
i dont believe it was, that was why i made this mod originally, someone wanted the option to disallow them joining