RimWorld

RimWorld

Rescuee Joiner Plus
55 Comments
莫名某某 May 6 @ 2:56am 
When I refused the rescued person to join, he/she was regarded as an enemy by my colonists and attacked. Although the released prisoners were just wandering around. This seems abnormal because I rescued the prisoner from the pirates not to kill him.
Tench Froast Feb 8 @ 4:57pm 
Super necessary mod, thanks for this. Would be great if it was compatible with VFE Event's Expanded mod "Wanderer joins" events. While there is an option to approve/reject, you can't see any information about them...
Jippy Oct 31, 2024 @ 3:06pm 
Good mod! :steamthumbsup:
Thels Aug 17, 2024 @ 2:57am 
The dialogue popup seems to have a grammatical spelling error and a fixed gender reference.

"that you saved HIM and would LIKE JOIN the colony".

"Him" is always used to refer to the pawn, even if the pawn is female.

"Like join" is incorrect grammar. "Like to join" should be more accurate.

Like the mod, though! Thanks for making it.
SimplePhysics Aug 5, 2024 @ 7:40am 
Invaluable mod, thank you so much!
钓不到星鲸不改名 May 8, 2024 @ 4:28pm 
:twopointcured:
Issaka Apr 14, 2024 @ 6:37am 
Any chance this will be updated for 1.5? :)
LadyStoic Apr 1, 2024 @ 8:40am 
Doesn't work :(
Wintermist Dec 4, 2023 @ 8:53am 
Jesus, I should have looked for this mod sooner!
konakona Feb 9, 2023 @ 9:29am 
god, thank you it soooo annoying to have debuff while you did a good deed
Ogliss  [author] Nov 28, 2022 @ 9:19am 
@Yoann
i can try to look into it when i have a moment, ive really not messed with quests much in general, as they are a Horribly convoluted system that i havent wrapped my melon around yet
Yoann Nov 28, 2022 @ 6:10am 
Do you think you could add a third choice, between the Accept and Reject, Accept them as refugee (as in Hospitality_Refugee quest)?
Reject to join the colony, but accept to stay some days.
Komissar Rudinov Oct 30, 2022 @ 4:01am 
Could not reproduce the crash as I loaded the wrong mod list and I wasn't about to go through that horrendous load time again.
Did, however, discover something about the second issue with the recruited colonist not showing up - it's not caused by this mod, as it still happens even after it was removed.
Komissar Rudinov Oct 30, 2022 @ 3:42am 
The log from before was already overwritten. I'll try and reproduce it.
Ogliss  [author] Oct 30, 2022 @ 3:38am 
just tested and seems to be working fine this end, a log after you accept someone might shed some more light on it
Ogliss  [author] Oct 30, 2022 @ 3:28am 
@Komissar Rudinov
care to share the crash logs?
Komissar Rudinov Oct 30, 2022 @ 3:22am 
Also getting some weird issues: colonist I accepted does not show up on the bar, work tab, or caravan formation thing.
Komissar Rudinov Oct 30, 2022 @ 3:00am 
May or may not have an incompatibility with Pharmacist (1.4 fork) causing a crash - crash log was hard to understand.
Venatos Oct 25, 2022 @ 10:34pm 
guess ill see when i get another one of those, i realy hope it works, i had to leave children being chased by neanderthals begging for help to fend for themselfs because i couldnt get any stats for them.....
Ogliss  [author] Oct 25, 2022 @ 11:59am 
im not sure, not something i tested it with, its more when you recover a downed neutral pawn, and tend to em, when they get up again theres a chance they will join the colony, this just allows you to refuse em
Venatos Oct 25, 2022 @ 11:22am 
does this work for quest pawns too? like the people being chased by something or imprisoned or paralyzed or whathaveyou.
ASMR gaming Oct 24, 2022 @ 3:39am 
thanks ogliss, 1.4 version of htis working as intended
Ogliss  [author] Oct 24, 2022 @ 3:14am 
initial 1.4 update pushed, lemme know if there are any problems
Ogliss  [author] Oct 23, 2022 @ 7:16pm 
i intend to update all my mods, it just takes time
ASMR gaming Oct 23, 2022 @ 6:07pm 
1.4 ?
Doomchibi Oct 22, 2022 @ 10:01am 
Could this get an update for 1.4? Thank you!
LookAtMeNow777 Aug 3, 2022 @ 3:40pm 
thank you!
Xalkyrr Mar 13, 2022 @ 3:43pm 
Would there be a mod or a way to turn the person into a guest instead of join? For hospitality mod?
Ogliss  [author] Oct 2, 2021 @ 12:52am 
@Angrysquirrel
indeed it is, the compatible versions are listed automatically in the top right corner, by the title image

@Rayven Feather & @atleastsmile
Glad your enjoying it!
Angrysquirrel Oct 1, 2021 @ 12:55am 
Hot jam. I just subbed this. Assuming it's for 1.3. I hate when I just leave a pawn to die on my lawn because I'm afraid of them joining me. Thanks!
Rayven Feather Aug 7, 2021 @ 5:47am 
thanks very much. i literally have no room for more colonists so when the space battle event happens from vanilla events exp and rescuees just decide they're gonna join it makes me want to pull my hair out.
Imposter Jul 7, 2021 @ 4:14am 
OMG THIS SHOULD HAVE BEEN IN VERSION .5 thank you!
Ogliss  [author] Jul 4, 2021 @ 6:30pm 
Yup, i actually already have it working, just having issues getting lub,lisher plus to work, so i cant easily filter out the source files etc

tldr: file size will be larger than i would like due to inclusion of source files etc
fireflyinthdark Jul 4, 2021 @ 6:24pm 
Any chance this'll be updated for 1.3?
Ogliss  [author] Jun 28, 2021 @ 6:40am 
@hooterslphie
sorry it took so long, but i finally got around to looking into that, it seems that those downed refugee quests are handled slightly differently, just pushed a patch that should, with any luck, include them aswell, though the messages might not be quite right

@Alex il Tabaccaio
im not sure what option your refering to, there arent any for this mod.
i was unable to reproduce this issue, that said, i didnt try untill after id already rebuilt the mod, so its possible the new way im doing it fixed that
Diarmuhnd Jun 27, 2021 @ 10:47am 
Thanks for sharing these much needed QoL mods. :KentHappy:
AlexIlTabaccaio Apr 14, 2021 @ 10:27pm 
A Crashed Pod has arrived. Unfortunately at that exact moment my only Colonist was off the map shopping, so the mod didn't trigger and the guy automatically joined the Colony. I suppose it conflicts with the option to ignore the mod in case there are no Colonists into the active Settlement. Is it possible to add a trigger condition in case the Colonists are not present in the Settlement but are still present in the world?
hooterslphie Mar 31, 2021 @ 8:39pm 
@ogliss

Thats too bad. Thanks anyway
Ogliss  [author] Mar 28, 2021 @ 1:18am 
@hooterslphie
Hmmmm.
it Should be, but i cant say i tested it on that specific circumstance, i only tested it on pawns in the players home map, so it Might just be because its generated differently
hooterslphie Mar 27, 2021 @ 9:21pm 
is this save game compatible? I loaded a game where i had already traveled to a location to find an incapacitated refugee. And upon offering help, she joined automatically, rather than giving me a prompt to accept or reject
Ogliss  [author] Feb 18, 2021 @ 3:25am 
@blackrave
sounds like you got a bad download
blackrave Feb 18, 2021 @ 2:40am 
Mod has no actual files, only empty folders.
How exactly this is supposed to work?
Mad Derp Packer Feb 9, 2021 @ 4:32am 
Great! Just in time for those crashed pods :D
mr_sebitor (twitch) Feb 4, 2021 @ 10:04pm 
YES
natthegreat668 Dec 22, 2020 @ 12:06am 
What smeghead said
Smeghead Oct 31, 2020 @ 12:18am 
I was growing so tired of having to act like an asshole and leaveing wounded people to die because I didn't like their traits and the fear of what they would do to my colony (or the ramifications of banishing them). So this is a feature I've been begging for for years.
Ogliss  [author] Oct 24, 2020 @ 12:00pm 
glad people find it useful!
Smeghead Oct 24, 2020 @ 10:41am 
This is possibly the most useful mod ever made!
LittleRedSonja Oct 20, 2020 @ 1:28am 
Thank you! This should be a vanilla feature! Nice job :)
呱呱 Sep 29, 2020 @ 4:03am 
I made Chinese translation,can you add it?
https://steamcommunity.com/sharedfiles/filedetails/?id=2218947704