RimWorld

RimWorld

Hospitality
11,176 Comments
Wrath 16 hours ago 
Hi @Orion. Good day and thank you for the mod. So to confirm, is Hospitality incompatible with Mechs and Animals for NPC Factions since it adds Animals to them? Thanks!
Orion  [author] May 23 @ 2:15pm 
Yeah, and you shouldn't. If they would bring a pet, your game would break horribly. That's why all mods that give guests pets or slaves are considered incompatible.
martingolding96 May 23 @ 1:17pm 
I haven't ever had any group with animals.
rout May 23 @ 1:15pm 
Do visitors ever bring a pet? I added an animal bed to their rooms to make it pet-friendly but I've never seen them use it
Orion  [author] May 22 @ 4:22am 
That's per group, though. But you can send groups away if you're full.
martingolding96 May 22 @ 2:19am 
@Hammy The default max guests is 5 but it can be configured in the mods settings
Hammy May 22 @ 1:29am 
I have a small complaint: The guests never come proportional to the beds. In order to get money from this and not have no one show up later, I need to give them my colonists' beds. Can you try to edit it so that guests will either go away if theres no more beds, or have the group sized by limited by the amount of available beds on entrance.
Orion  [author] May 16 @ 2:28am 
Sorry. I'm not making changes to the mod anymore. I suppose you could just not use it?
If it helps your head canon, to do it you have to build a lot of raport with them, a fair amount of friends, and the faction hates you after doing it. 🤷‍♂️
Capefear56 May 16 @ 2:15am 
Love this mod! One thing though -- would be it be possible for to get an option to disable the "force recruit" mechanic? I always feels weird being able to make someone turn their weapons on their former comrades because we demanded them to. At the very least could there be an option to make "force recruit" an enslavement mechanic instead?
(^0v0^)OriginalOwl May 15 @ 11:46pm 
Have the same problem as Claunine (area settings revert back to home from restricted) I reported ages ago. I have the map settings set to unrestricted.
Orion  [author] May 14 @ 10:54pm 
That's really hard to track. You do get standing back when they leave the map.
EgotisticalElf May 14 @ 6:50pm 
I just had a guest visit and drink herself into a coma, but I lost standing because of it even though I rescued her. Can we prevent the downed = lost if the pawn recovers consciousness before a certain time?
Moonshrooms May 14 @ 12:11pm 
Damn, oh well. Thanks for the reply!
Orion  [author] May 13 @ 10:46pm 
Then I'm afraid it's a code-only thing and will be more difficult to remove 😔
Moonshrooms May 13 @ 1:16pm 
I searched through all the defs, but couldn't find anything about alerts. Best I found was one for letters for guests joining, but that was about it 😭
Orion  [author] May 12 @ 11:31pm 
There should be an alert def entry for it that you can remove.
I don't know what it's called from the top of my head, though.
Moonshrooms May 12 @ 6:06pm 
Hi there, I was wondering if it was possible to remove the "guests have nothing to eat" alerts, either through toggles or if I could edit the defs somehow?
Orion  [author] May 7 @ 1:08pm 
If you select a single guest you can make their area settings the default. Maybe that helps. Otherwise maybe make a guest zone yourself and assign that. Could be something affects the area settings and unrestricted won't work.
Claunine May 7 @ 5:58am 
When using this mod, I encountered an issue where the allowed activity area settings for visitors automatically revert from "Unrestricted" back to "Residential Zone" whenever I save the game. This leads to another problem: if I use this setting, whenever there are separate residential zones around my base, visitors entering these zones get stuck in an endless waiting loop. The error log indicates they're trying but failing to pathfind to bed locations. Do you know any solutions for this? Currently, my only workaround is manually resetting visitors' activity areas to "Unrestricted" whenever they arrive, which allows them to properly pathfind to beds.
BanHandled May 6 @ 11:13am 
@Robin Banks
@Orion can correct me if I'm wrong, but I think the confusion here is that that setting isn't "If I currently do not have any free beds, disallow more guests." but instead: "If the guest bed item does not exist on the map do not allow any guests."

Since the guest bed item exists on the map the setting will untrigger since the condition is met. So far as I know there is no way to prevent guests beyond the number of guest beds available.
Orion  [author] May 6 @ 11:01am 
You said you have five beds. That means the setting will turn off when the next group arrives.
Robin Banks May 6 @ 8:16am 
Yes Sir, I know. But the thing is, that I have to set it over and over again because I get new guests although I don't have any more beds.
Orion  [author] May 6 @ 8:10am 
Okay, let me explain. It will send away guest groups until you have beds. You can also do this manually when they arrive. Just select someone in the group and click "send away".
Robin Banks May 6 @ 2:29am 
Whatever. Doesn't help at all though.
Orion  [author] May 6 @ 12:31am 
Yeah, it's in "something like that". It says "Don't allow new guests until you have guest beds."
Robin Banks May 5 @ 10:12pm 
hm... I actually love this mod, but I feel like somethings wrong here; actually you can select "don't allow new guests until you have free beds" or something like that. But it keeps deacitvating by itself all the time apparently. For instance, I have 5 beds for guests. So if I have 5 guests now, it shouldn't allow new guests but it does. I surprisingly have like 10 and the notification "not enough beds for guests". Sorry, might sound weird. I'm bad in describing things in English but I still hope you get my point though.
Orion  [author] May 4 @ 4:58am 
Ah. I don't think there are any differences to normal colonist at this point.
Lmino May 3 @ 7:06pm 
I had an event where a guest wanted to stay/join the colony, the text within the pop-up window said that the guest spoke with their faction and the faction approved of them joining my colony as an ambassador.
GION May 3 @ 2:16pm 
I had a porblem of my guests not going to the area I wanted, even if i created one, marking it, creating beds and everything, selecting each guest to the area... But one tiny detail, that is very hard to "get it" - well the solution was to: klick the guest tab ---> Klick the 3 dots beside any fo the guests, then mark your guest area to Only let the guest roam around there.
Orion  [author] May 2 @ 10:49pm 
I take it you're talking about the job of entertaining guests? It's just that. Giving guests positive memories (temporary) for a higher rating and increasing the relationships between colonists and guests for recruitment.
Lmino May 2 @ 8:50pm 
Could you provide any information explaining the mechanics of an Ambassador? I cannot find anything through search engines, and Steam does not offer a search function for these posts and comments.

Is an ambassador temporary?

Is there a relationship penalty if the ambassador dies when the colony is attacked?

Does the ambassador serve any functions outside of normal colonist duties?

What differentiates an ambassador from a standard guest-recruitment (aside from no relationship penalty)?
Gaming May 2 @ 8:21pm 
the image links on the page broken? when I clicked on the vending machine one it took me to a TF2 hat mod page?
Orion  [author] May 1 @ 6:52am 
Hospitality triggers it - so for all I know, if something goes wrong it might trigger it multiple times. This has happened before in cases where a group couldn't leave the map for some reason. It's hard to say where things go wrong.
莫名某某 Apr 30 @ 8:51pm 
I didn't know the gift-giving mechanism was Vanilla's. I thought you could impose restrictions to solve the problem.
Yes, the problem must lie in other mods. But there was no error message prompt, which made me have no choice but to seek help here.
Recently, I have seen many discussions about similar issues in the game community. There are some speculations that it was caused by Vanilla Trading Expanded. It seems that I have to make a choice.
Cheese Ant Apr 30 @ 8:30pm 
Hey, i've been having an issue where at one point guests just stop coming and usually aren't interested. Is there anyone else with this issue?
Orion  [author] Apr 30 @ 1:06pm 
It uses the vanilla gifting mechanism. So probably some other mod messes with it.
莫名某某 Apr 30 @ 7:25am 
Sometimes, visitors leave tons of Glitterworld Medicine and high-end parts when they leave. It even led to the wealth of my colony instantly reaching 'NaN'.
The game can still proceed normally without error prompts. However, from then on, the 'History' button within the game will turn into a bomb. Clicking it will cause the computer's memory to overflow. This outcome cannot be changed by rolling back.
However, if the visitor gifts are turned off, the fun of this mod will be reduced by a lot. Could an upper limit on the value of the gift be added to solve this problem?
R3tr0_g5m3r Apr 29 @ 10:28pm 
is there an option to let guest stay safe during raid
instead opening doors for raiders or run into hot zone to meet their death
when they decide to leave
Orion  [author] Apr 28 @ 2:50am 
That's a cool idea, but I'm not adding new features anymore.
Mask of Humble Apr 27 @ 3:54pm 
So I love this mod, it give you a way to make money with out actively trading but I was wondering if maybe you could add a feature or maybe even another type of service where you can rent out pods to visitors, having them pay a X amount to use your pods to get to places, I'd love this as I use Helix gas pods and other then power and cooking I use them as pod fuel to launch gifts to hostiles near by to keep standings up but I'd love to be able to make some silver off letting visitors use the pods for transportation.
Orion  [author] Apr 23 @ 10:36am 
Hospitality has always had issues with the various android mods because they change pawns so much, usually.
I've not seen this one before, but I'm not surprised that it doesn't work.
Unfortunately, there is no way to exclude races or factions. Unless you make them hostile.
Moogle Apr 23 @ 7:50am 
Is there any way to disable a particular race or thing as potential guests? I'm running https://steamcommunity.com/sharedfiles/filedetails/?id=3096501398 and hospitality floooooods me with errors trying if a droid guest shows up and I don't have any way to disable them as potential guests
Orion  [author] Apr 19 @ 6:47am 
There's nothing stopping them.
emihead Apr 18 @ 10:45pm 
are colonists and guests supposed to be able to get in a relationship? just asking so i can figure out if it's intended or a compatibility problem
Orion  [author] Apr 18 @ 8:55am 
There should definitely be a difference noticeable if the room stats are different.
Stedera Apr 17 @ 11:42pm 
Is it expected, that different rooms give same amount of attractiveness? I have wooden and golden, both are equal in terms of price and attractiveness
Orion  [author] Apr 17 @ 10:58pm 
Sorry, not doing new features anymore...
Could you add an automatic checkout machine? The kind that works without needing a colonist to operate it! I really love your mod by the way :)
Orion  [author] Apr 16 @ 9:49am 
I'm glad to hear it's still enjoyable. I don't really have time to fix it much anymore, so it's good to hear there are still people having fun with it.
ulix Apr 16 @ 6:27am 
Just wanted to say thank you. I've been playing with this mod (and other mods of your's) for years and Hospitality really is the center of my modlist. Great work, thank you very very much.