RimWorld

RimWorld

Hospitality
11,143 Comments
Cheese Ant 5 minutes ago 
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] 7 hours ago 
It uses the vanilla gifting mechanism. So probably some other mod messes with it.
莫名某某 13 hours ago 
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 22 hours ago 
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.
Orion  [author] Apr 14 @ 10:43pm 
I only write down what players tell me. So I can't really confirm if the issue still persists.
But what is meant here is the symptom. You're gonna get errors (possibly not visible if you don't check the console) and your colonists or guests will not interact with each other or maybe the environment.
It could cause more issues than that or be fine by now, or maybe it was false alarm and caused by something else.
sunnyfox Apr 14 @ 7:49pm 
Question, if I have Sentient Animals, will this mod be like SUPER NO, or? I don't quite understand what (won't interact, errors) means. Is it gamebreaking? I am not very good at understanding mods, apologies.
Vanidas Apr 11 @ 11:11am 
Okay, thanks for the info!
Orion  [author] Apr 11 @ 10:30am 
They keep their ideology as is. Just like when a stranger joins.
Vanidas Apr 11 @ 6:11am 
Just out of curiosity, how does this act with Ideology? Will a new recruit adopt my faction's religion, or keep the one they already had?
Nitsah Apr 10 @ 12:01pm 
Can we please have an optiont to prevent downed pawns fro mautomatically becoming a guest?
Orion  [author] Apr 2 @ 11:36pm 
That's a shame. I'll add it to the list.
Stubkan Apr 2 @ 2:41pm 
Real Ruins conflicts with this mod in a big way. When you leave the Ruin map - it triggers a XXX faction is leaving event for every single faction that exists on the Ruin map (and this carries over to your home map) causing guests to immediately 'leave'. However, they don't always actually leave, and can end up being guests still, or stuck in wander.
Orion  [author] Mar 30 @ 6:37am 
@LapisAzure: You can only limit the maximum party size in general. And you can send groups of guests away if you have too many.
Orion  [author] Mar 30 @ 6:35am 
Hm. Only one way to find out.
Xternal Mar 29 @ 4:59pm 
Does this mod still interfere with multiple partners sleeping in the same room and giving them the sleeping alone debuff? I know it was an issue a while back.
LapisAzure Mar 29 @ 1:30pm 
Is there a way to limit the guest party size to how many guest beds you have available? I had to temporarily convert beds from the colony hospital to accommodate some groups, and that came to a head when I had to kick some guests from their beds to have patients.
Stubkan Mar 25 @ 4:42pm 
I moved the mod to the end of the load order, seems to have helped. However, may be a glitch coming from Real Ruins - when mechanoids/tribe/allies 'decide to leave' on RR map, they also do so on your main map, leading to guests wandering aimlessly and me having to force them to pass to world.
Orion  [author] Mar 24 @ 8:35am 
That's odd. Never had that. Also, it should check regularly - since if you take away someone's bed, they pick a new one.
Stubkan Mar 24 @ 4:07am 
Every now and then a guest arrives that somehow misses the claim bed stage - so he ends up wandering forever instead of sleeping - getting grumpier and grumpier. Is there a way I can get them to go re-do the claim a bed thing after they've arrived?
Luneyl Mar 19 @ 5:26am 
Also, maybe it would be better to make shopping area just like home area? Only one can exist for all guests and is empty by default. So if player forgot to set it up, guests don't come and buy all clothing and weapons that colonists were about to use D:
Luneyl Mar 19 @ 5:23am 
It seems the correct one was "false" :DSTwilson: Anyway ti is working.
Orion  [author] Mar 16 @ 10:36pm 
Hmm. Been a while since I wrote that. My interpretation would be to set it to true.
Luneyl Mar 16 @ 1:20pm 
"- Non uno pinata (fix: disable inventory drops in Hospitality and load it after nup)"

Does it mean I need to set "No Friendly Inventory Spill" to true or to false?
Orion  [author] Mar 9 @ 11:04pm 
That's very odd indeed. You're not trying to load an existing save that you made with other mods, are you?
Pontifex Maximus Mar 9 @ 10:06pm 
I'm running into a strange issue. My guest tab is completely black other than the headers for each section. Hospitality is the only mod running. I've tried uninstalling and reinstalling rimworld, and clearing my config folder with no success. I'm honestly stumped. I don't even get an error in the log.
Orion  [author] Mar 4 @ 10:53pm 
Factions that don't gain goodwill "the normal way" also don't get goodwill through Hospitality.

I don't recall if empire is one of those. Could be.
FireSloth Mar 4 @ 2:46pm 
To follow up to my own question, is the empire faction even supposed to get goodwill increase from Hospitality? Or are they too uppity for that? lol
Triel Mar 3 @ 12:50pm 
Too bad reputation reward wasn't made into a toggle.
JoeOwnage Mar 3 @ 12:08pm 
ok will do
Orion  [author] Mar 3 @ 11:14am 
@JoeOwnage: Feel free to make a PR with the change. I'll include it next time I update the mod.
JoeOwnage Mar 3 @ 8:04am 
Hey Orion would you mind adding a LoadAfter for packageID avilmask.NonUnoPinata in your About.xml?
FireSloth Mar 2 @ 7:31pm 
I get goodwill increases from 100-rated or otherwise positive visitor stays, except when it's the Shattered Empire. It just stays at goodwill "0". Has anyone seen this happen before? What am I doing wrong?
martingolding96 Mar 2 @ 5:23am 
Guests can apparently steal from my Colony. So why can't I punish them without damaging relations with the faction that they came from?
Rassmond Mar 1 @ 12:21pm 
Oh, too bad. My guests just grab paste freely (throwing errors every time). Hospitality indeed
Orion  [author] Mar 1 @ 8:51am 
Sorry, no. Not doing features anymore. If they were set up like normal nutrient dispensers it would work out of the box.
Rassmond Mar 1 @ 7:23am 
Can u add compatibility with paste tiers and over-wall dispensers mods, so its possible to designate them as vending machines too?
Orion  [author] Feb 28 @ 6:54pm 
@Alapma: No, it's a specific faction mod called like that.
Orion  [author] Feb 28 @ 6:53pm 
@mod_hunter: It grabs a sample group of existing npcs. Each has a chance to be a new guy. So bigger group *should* give slightly more variation. What would create even more variation is a second group by the same faction. But you can't force that.