Stranded: Alien Dawn

Stranded: Alien Dawn

Social Tendencies
56 Comments
๑۩๑ Dunuubdu ๑۩๑ Jun 21 @ 11:05pm 
DON`T know why, but my survs never marry even with beds next to each other and percantages of 95%+

Comments sound like this MOD doesn´t allow romantic relationships and so cuz of this MOD maybe my survivors never will marry?

SO I tried out this Cheatmod, but hey seems like this achievement doesn´t work with cheats?

Finished other Achievements long time ago pretty sure using mods also, so does anybody have ideas or hints?

Does your MOD deactivate achievemetns or something known?
jambohakdog Aug 10, 2024 @ 10:52am 
kinda useless mod. enemies stayed as enemies more even they have the same interest/near proximity. there are 100 social but NOT ROMANCING EACH OTHER, which is useless since if you want 2 people to romance (to save space in couple room), it will never happen (unlike in non-mod). uninstalled.
wambam May 19, 2024 @ 8:00am 
How do i know if this mod is working? sometimes ill see the blue text "so and so discussed blah blah blah" but i'll get the "mods have stopped working" message sometimes and i don't know if this mod is crashing.
XenonLX Apr 10, 2024 @ 12:33pm 
Add social fights, let them wreck each other in an uncontrolled rage via a fist fight. Because it's strange when peeps have -100 relationship and quietly annoy each other from afar. This would add some spice to social aspects of the game. Just make sure they wouldn't use these equipped laser swords or spears as it would end up sadly.
KYPOPTHUK Mar 18, 2024 @ 1:55pm 
This mod is realy helped save relatinoship with survivors, but some moments are sadly.. I cant control they life. Ken and Krista are married, but on 3d day Ken interested... Khan!

Does any ways to fix "non getero" tastes? And fix or control keepend interests?
Demitrious Mar 9, 2024 @ 6:47pm 
Does this have a way to celebrate a victory against a wave of foes?
Voice  [author] Jan 9, 2024 @ 7:19am 
Hey folks! I released a fix that should stop that, life has been busy so it's taken a while for a relatively easy fix. I tested it and as far as I can tell, it seems to work as truly intended now, so please update me if any of these things still occur so I can look further into it when I have the chance
Mimi ♈ Jan 9, 2024 @ 1:22am 
Thanks, this makes the social aspects much more realistic, rather than my survivors always hating each other.

I am having the same issue as DeadSilent, where the preferences don't seem to be taken into account. My male gay researcher is interested in my female gay cook and my Aro female combat expert is interested in my Gay male farmer.

I randomly rolled a set of genders and preferences that mean no one should be hooking up as none of them align... maybe they are just desperate, haha!
DeadSilent Dec 3, 2023 @ 5:17pm 
The preference traits don't seem to matter as far as I could tell. I have 2 male survivors with the straight trait still become lovers two years in.

It's a little jarring when I I get the message that a survivor "Had a fight with their lover, 'X'" or "Made suggestive comments at their lover, 'X'" when the two characters are Father and Daughter/Mother and Son.

Still, the relationships seem to stay more on the positive side. Hopefully you get it sorted so the suggested incest is no longer a thing, and everyone who has an interaction together aren't calling each other lover right off the bat.
0utlaw Nov 27, 2023 @ 11:03am 
all good, I was just like keep it together guys at least until we get fire sorted out. I saw orientation flags in the code as well, is that something we can attach to characters, would help for keeping the straights and gays sorted, as it starts to get messy when you're landing with family members it becomes a scandalous reddit post.
All that said it's an amazing mod, and I can't imagine how complex it to capture all the social interactions and keep them together, it must be a brute.
Voice  [author] Nov 26, 2023 @ 7:42am 
@Outlaw Oh no, that is not supposed to happen :O I have an idea where it could be originating from, I'll look into and do some testing. We'll fix their priorities right up haha
0utlaw Nov 26, 2023 @ 2:05am 
I'm trying to figure out where it's coming from, I think here, but now everyone is "their lover", I keep seeing x, "had a bad fight with their lover"...

It's just two dudes who crash landed on a planet 3 days ago and now we're already talking about lovers? How about we focus on shelter, get your priorities right guys...
Jaggid Edje Nov 23, 2023 @ 2:37pm 
So nice to see an update to this mod! I've been using it ever since it first was released, and love the additional social variety that it has added to the game. I was quite happy that the most recent game update did not break it.

I'm even happier to see an update! \o/ I had planned on playing another game this evening, but now I'm going to fire up Stranded just to see it in action. :steamhappy:
NukeAJS Nov 23, 2023 @ 12:08pm 
Cool update to the mod! I always thought it was a bit weird how games sometimes make characters "playersexual" meaning that their sexuality is whatever you want it to be. That's just not how character building works ... Anyways, it was never a big deal in this particular game because character development is shallow but it still makes things more believable which actually helps character development.
Voice  [author] Nov 22, 2023 @ 2:49pm 
@DeadSilent This comment was a hilarious treat to read, and a mood booster for getting back into this, so thanks and glad to hear it's been some help!

@Outlaw, I think I've slightly softened how likely it is for a couple to get together with some adjustments I made. Especially now that I just came back to pick up working on this and released a game-mode that can give them traits to give them different romantic interests (ex; straight, bi, ect.). But typically, they're likely just going to end up together if they work a lot together based on the way the social aspects are in this game. I don't think I plan on creating something like that in this mod, at least it won't be any priority for some time.

@Forofont I don't currently have any localization for this mod, I don't believe anything is translated.
DeadSilent Nov 21, 2023 @ 6:19pm 
This mod single-handedly stopped Paulette (a constant week 1 walk-in survivor on map RUB-LAW) from breaking up a happily married couple at 100% opinion within a year and turning the woman into her lesbian lover.

Every. Single. Play-through, Paulette has done this.

Thanks to this mod, the married couple has stayed married and at 100% for 3 years running and the laundry list of red opinion numbers on everyone is gone- Replaced with either apathy(no opinion), a small red number, or mostly green numbers.

And the home-wrecker Paulette is still single.

Kudos for bringing some stability to the ridiculous relationship chaos of the vanilla game.
0utlaw Nov 21, 2023 @ 10:15am 
There should be a flag to adjust if a person is looking for a relationship, what seems to happen here is the more interaction two characters have the almost guarantee that they're going to get married. As i tend to use dual researchers, I'll have two characters working together in a research room, and by mid game they're announcing they're getting married. doesn't matter male/female, male/male this becomes an issue when the characters are imported together as a family.
Forofont Nov 6, 2023 @ 10:59am 
is it working on Russian lenguage ?
Aravox Sep 23, 2023 @ 10:14am 
I'd like this mod to make it so your character is straight, bi or gay, lesbian. I have some folks just seeming to pick anyone to be lovers with.
PapaTango Aug 5, 2023 @ 10:39pm 
@Immortalshield, it will improve the interactions, not fixing it though...the game made this part a real mess in having all the survivors acting like idiots. This is the only mod so far I saw addressing this aspect, and I'd say it makes a fair job at it, its main purpose is adding new interactions having more positive outcomes. But depending on the survivors you have, sometimes the hatred is so strong, there is not much that can be done. On the last DLC, they added Melody...everyone gets interested in her, it brings another level of issues, darn. I disabled the interaction messages anyway, can't stand them, and the impact is actually so negligible it can be ignored.
Immortalmargrave Jul 23, 2023 @ 3:55pm 
will this fix the problem i have with survivors never having positive interaction with each other?
Voice  [author] Jul 3, 2023 @ 6:54am 
@_2 Nope not at all, you should have no problems just dropping it in midgame
_2 Jul 2, 2023 @ 6:33pm 
Does this require a new save?
Voice  [author] Jun 28, 2023 @ 9:36am 
@PapaTango That's great to hear! I wonder if he managed to go around using the make amends topic to increase that, or if it was just some lucky instances. Still, happy to hear it's working better, though I am disappointed to hear that topic hasn't shown up, I will look into it more, because I can't fathom why it isn't and where I am missing the issue, in the mean time I'll instead attach something to the act of healing and rescues that increases the one who was helped to have a view boost to who helped them in the mean time as a little bonus to at least get some form of appreciation for the MVPs of the camp
PapaTango Jun 28, 2023 @ 7:14am 
The last update seems to have improved many aspects indeed. Restarted a new game yesterday, without Samantha this time, she is what we would describe a toxic one...to find myself with another one, Rakha. Military outpost, with 6 soldiers, on day 20, he was disliked by all except one...and something happened around day 25, I noticed a bubble about something, could not read it, it faded away rather quickly...but Rakha did something good, because he found himself with only one disliker, and thanks to your mod mate.
That's how it should be done, do something right, and people will appreciate it naturally.
As for the healing, I believe it is still not working. On a fight, 4 out of 6 were injured, and the healers were not praised as you intended in your code.
Still, such a great improvement already, well done Voice.
PapaTango Jun 27, 2023 @ 11:46am 
@Voice Thank you. I've removed my two previous comments since I was not sure after all if the issue was only on my side or not, and I have suggested ideas that you already had implemented.
I have checked other few mods I have in my load order, even deactivated most of them (they are mostly QoL ones, I can ... survive...without them), and I think there is no conflict at all; beside, this mod seems the only one dealing with the social interactions.
So keep it up, if you manage to make it fully work, this will be among the most useful mods around. See the next update coming this week from the devs, they mention nothing about this topic, and knowing how they dealt with it in Surviving Mars, I seriously doubt they will ever do.
Cheers!
Voice  [author] Jun 27, 2023 @ 7:26am 
@PapaTango, I have actually returned to this mod recently and am currently patching and re-balancing some things, there have definitely been some bugs that needed fixed when it comes to conditions that I have missed, or variable issues. So hopefully this will help some of those issues. As you might have seen in the scripts there's a lot there for one person to go through my brain hurts sometimes XD Not complicated, just tedious. You have no idea how grateful I am for input like this, this mod can only really be tested to it's fullest potential over long term play due to the game interactions, so this is very helpful to know what things are being weird!
DNBANB May 22, 2023 @ 12:31pm 
@voice I support leaving whatever interactions or orientations that already exist in place, but I wouldn't support adding components to make this game more like Rimworld. RW has it's own things it does well, but in the end your people are just pawns there. You might role play a certain type or sexual orientation but they are still just pawns. In Stranded the characters actually feel like an integral part of the story. They stand alone, not some product of RNG or you making yourself into a pawn. The characters feel much more substantial and whatever happens to them carries alot of weight.
Chiz May 13, 2023 @ 7:50pm 
@xtra9962 I'd also like to see some level of orientations implemented, maybe random at the beginning of the game? that way no play throughs are the same.
That being said it'd be nice to be able to craft custom characters and RP a bit like in RimWorld
Snuggle Bug May 9, 2023 @ 9:03pm 
@voice, I agree with @xtra9962. It would be great if there was a choice. Nobody is asking you to erase anything, just give people the option to play the orientation they prefer.
Paddy May 2, 2023 @ 7:40pm 
@author. Thank you for your reply. As for murder I agree it should be a VERY rare event but one thing I'd like is there to be actual consequences to the player if we ignore how pawns feel about each other. For example when we look on the tab to see how pawns feel about each other it's actually quite detailed as to why they like or dislike each other yet it means nothing. It doesn't affect how they treat each other. I want pawns to be affected by their relationships with others so we as the player are forced to manage it. I want meltdowns to actually be a meltdown which can erupt into a catastrophic event rather than them just walking off for a few hours, getting over it and then getting +50 happiness. It makes no sense why the developer did this.

Good luck with the mod mate, I'm looking forward to see how it progresses 👍
Voice  [author] May 2, 2023 @ 5:59am 
@Paddy Yup, there is an interaction already that adds fighting that results in minor injuries, and vanilla has things like heated arguments though I have tweaked them to be a bit more balanced. I don't think I intend to add murder as an option. I'll think on it, if I do it'll be an opt-in situation because I am sure not everyone would want their survivors killing each other even if it is a rare chance at extreme negative relations.

@xtra9962 There is a rebuff that can happen between lovers already, and jealousy, though it is not connected directly to flirting. There is a plan in mind to expand on those more intricate interactions to be prompted by situations. As for the second question, simply put, no. I do even have plans when I return to the romance side of interactions to give survivors different orientations (straight, bisexual, aromantic, gay, ect) and while I will leave that as an opt in, I do not intend on erasing any of the LGTBQ+ possibilities that already exist in game.
xtra9962 May 1, 2023 @ 10:24pm 
Any way to add or plans to add a rebuff? Example: two survivors got married - then one of them started flirting with another. Which happens in real life... I get it... but what about reaction from current spouse.

And before someone gives me crap about this next question - Chill it's just a question. A way to allow or prohibit same sex relationships? I don't care if someone wants to or feels like they just are a part of the LGBTQ+ community that's on you/them. But do I have to be forced to excepted it in gaming as well? This is why I'd love to see an option for those who wish to be more traditional then modern. And as stated... it's just a question.
Paddy Apr 30, 2023 @ 6:36am 
Absolutely love this mod. Will this mod in the future also add in more depth interactions such a Characters getting jealous, getting into heated arguments or even fighting which can lead to injury or death? Right now i feel this is missing in the game so you don't have to worry at all how characters feel about each other
Voice  [author] Apr 29, 2023 @ 9:45am 
@Fail! Chapi fixed, thanks for bringing this to my attention :)
FAIL! Chapi Apr 29, 2023 @ 9:21am 
You can look in your Log files should be the same Error.
I do not know what to do with it.
Voice  [author] Apr 29, 2023 @ 8:45am 
@Fail! Chapi shoot, does it say where? I haven't seen that show up at all on my end :O
FAIL! Chapi Apr 29, 2023 @ 6:32am 
[LUA ERROR] Attempt to use an undefined global 'SurvivorOpinion'
Voice  [author] Apr 6, 2023 @ 11:44am 
@Waterdragon77 Yup! That's how it gotta be done, it's a shame it's gotta be forced coded in, hopefully when they get to release they'll have a bit of an update for the mod editor so it doesn't require as much coding interaction for things like that which should be more simple and be able to be done there.
Firaxius Apr 6, 2023 @ 11:40am 
I use a test mod there i called the talk topic for attentive and saved it with the correct group and name. Logged the game went to the items lua, opened it and search for the talk topic in it and there changed the name trait_attentive group name into trait_seductive and save the items lua and when logged back in game the group excisted as if it always been there.
Voice  [author] Apr 6, 2023 @ 11:37am 
@Waterdragon77 lmao yeah that's what it feels like trying to create things with only half the tools available in that editor, glad you got it working :D
Firaxius Apr 6, 2023 @ 11:34am 
It ok i have found a way to create talk topic groups but it a bit forcing the game to believe it excist.
Voice  [author] Apr 6, 2023 @ 11:32am 
@WaterDragon77 Oh that's a bit of a tricky one, yeah the mod editor will do that, it is a temperamental beast to say the least, it does help to code things in yourself where you can once you learn more of how it all works. I remember it crashed a lot on me with some of the things I do (don't hit save when doing the script editor, just exit out of that window when done, it will update and then you can save with the mod editor in my experience). I recommend the official discord server as there are modders there who can help too. You can use the mod editor tool to open up mod folders and get into the code (the items.lua file is where all the main mod items end up) to see how it is supposed to be written and even edit and save it yourself there and then load it in.
Firaxius Apr 6, 2023 @ 10:11am 
@Voice i have a question, how did you make those prerequisites scripts on talk topics? If i try make on for a trait i'm making it bugs the mod tool. See i try make a seductive trait for a character with trait, story bit, talk topic and happiness factor, so far making those three works fine

but when i select in story bit that it need a talk topic it asks me for the talk topic group, so i don't know how to make such group, so thought maybe add in default or else where and set some prerequisite script on tje talk topic but it open the lua script thing and i select has trait but i can't choose a trait it just a blank has <trait> and all functions of the mod tool complete frozen and need to hard log the game with task manager.
ahorvat081616 Apr 5, 2023 @ 8:15pm 
im not sure im not that knowledgeable with tech but sense the update its not as frequent im getting abt 30-45 min before its freezes and kicks back to the steam page
Voice  [author] Apr 5, 2023 @ 9:03am 
@Waterdragon77 I see, I know it does get a little weird for people so certainly am expecting it to be base game, I can't imagine anything this mod does could cause crashing. Though that's interesting, I didn't know of that inactivity could cause a crash, I got the mod editor to crash for a lot of reasons playing with the different things it has, but that isn't one of them. XD
Firaxius Apr 5, 2023 @ 8:52am 
@Voice so far i tested you mods work normal, the kick out game has to do with base game, i notice when i'm modding and i don't do anything for certain amount of time the game start closing of mod tool and such and sometimes the whole game.
Voice  [author] Apr 5, 2023 @ 8:36am 
@ahorvat081616 is this a base game problem or something you are seeing when this mod is enabled specifically? I haven't experienced this myself and would need more information
ahorvat081616 Apr 4, 2023 @ 5:34pm 
can we make the game run longer then 10-20 min before it freezes and kicks you back out to the steam home page its very annoying when your trying to enjoy the game
Firaxius Apr 4, 2023 @ 3:48pm 
@Illiandro i have been managing to manipulate it a bit, if you micromanage 2 people you want to couple, they must have a certain positive standing to eachother, then work always in the same area or room on things and from there it evolve they eventualy will fall in love. But it not works always, depends alot on game decide how many time negative and positive talk will occure.