RimWorld

RimWorld

Hospitality
 This topic has been pinned, so it's probably important
Orion  [developer] Sep 24, 2016 @ 4:10am
Detailed Instructions
Things you can do
You can improve relationships by having your colonists entertain your guests.

To please a visiting faction provide quality guest beds, joy objects, and a pretty environment inside of their area. If they liked their stay, they might leave items for you. It also affects your relationship with that faction. If the relationship with a visiting faction is high, they will also bring more silver and more items.

Guest beds are made by converting regular beds with the "For guests" button.

Happy guests might also help you out with work inside of their area. If you want to prevent this, you can disable it entirely in the mod options, or make sure the work is not inside their allowed area.

Set up a guest area like animal areas. In the guest tab of visitors you can then select this area and make it the default for all guests.

The same way you can also specify where guests are allowed to buy things. Don't forget to use "Make Default" to apply your settings to all current and future visitors, or use the guests tab menu.

Recruiting
You can recruit guests either by forcing the recruitment, at a very high cost, or by making friends with them first to lower the cost. It always costs you relationship points with the guest's faction.

In order to recruit a guest at a reasonable cost, you have to increase their trust in your colonists. Hanging out with them will help, and having someone with a high social skill try and make friends with them is required as well. The amount of friends required is based on how many colonists you already have. Once a guest has enough friends, the "Force recruit" button on the guest's tab becomes "Recruit" and you can also recruit them from the guest overview tab.

Skilled recruiters recommend other colonists more effectively, and turn them into friends of the visitor over time. When a guest is recruited, it will cost some relationship points with his faction. The amount is displayed on the guest's tab.
If you force recruit, it costs additional relationship points but doesn't require the guest to have all friends. More friends will lower the cost, though, until you reach the lowest amount and it's not considered forced anymore.
Note that other guests can temporarily become upset (-5 mood) if you recruit from their faction. Also, guests will give their inventory to someone from their faction, when recruited.

Note that you will lose extra relationship points if no one from a group returns back home.

Royal guests work slightly different. The only friends that matter to them are your royal colonists. The amount is not important, only their (collective) rank. Each rank counts as one point. Recruiters understand this and will only make them friends with your royals. Royals can not be recruited by force.

When entertaining royals, higher ranks are more easily offended. This can be prevented by entertaining them with a royal colonist.

Note that most guests from an empire faction are protected from recruitment (see Interface below). They can only be recruited by force.

Goodwill / relationship
The final verdict of a group of guests directly affects the relationship with their faction.
The larger the group, the more it can change.

The relationship with the group's faction will always move towards the visiting score.
This means if the goodwill is already high, you need an even higher score to gain more.

Interface
Select a visitor and open the personal "Guest" tab. Here you can see how hard the person still is to convince and how much his faction will hate you if you succeed. You can also see your "Hospitality" rating, how you have affected your visitors as a group. All colonists set as "Negotiator" will do the recruitment. You can also choose to improve the relationship (make friends). The success of this will depend on your negotiator's social skills.

You can also see how many friends a guest needs to be recruited. This amount increases with the amount of colonists you already have.

This is also where you can force recruit someone or send his group away. Note that the entire group will leave. If you send them away after they have just arrived, they won't be upset.

If you can't see the "Guest" tab, it's either not a group of guests (caravans are not guests), or they are hostile, or you have a mod conflict that you should report in the discussions section.

There is also the guests overview tab at the bottom menu. Here you can see all present guests. The coloured bar to the left indicates who is from the same group.

If you see a "-" for recruiting, then that guest is protected from recruitment by his faction. They carry a "Death Acidifier" which destroys their equipment and hurts them, should you force them to join. These guests will not join you willingly (by making friends), unless they have a close relationship.

There is also a menu for configuring the defaults, like areas, etc. Here you can also close the current location for visitors.

Guests with nothing to eat
If you experience guests with nothing to eat, there are different things you can do. You can offer food for sale, by placing food in the guests' shopping area. They will stock up on what they need, if they can afford it.
It's also a good idea to provide a free option for poor guests. You can allow guests to just take food for free (in the guests tab). They will take whatever food they like, if it is inside their allowed area. Only do this if you have plenty to spare. Alternatively, you can set up a nutrient dispenser and mark it as a vending machine for guests, but make it for free.
This is a cheap way to keep anyone from starving.
A word of note also goes for visiting royals: Royals only eat fine meals or better but rarely bring these themselves. So you'll have to be creative on how to keep them fed early in the game.
You might have to compensate their troubles with gifts to keep their relationship up.

Guests with no silver
The amount of silver that guests bring is based on the goodwill with your faction. If they don't trust you, they bring less silver. Older guests generally bring more silver.
It's a good idea to have some low quality beds available for free.

Inviting Guests
Groups of guests will randomly show up on their own, and more frequently if they enjoyed their stay. Using the Comms Console you can also invite them to come by at no cost.

Ice Sheets
If you are playing in a particularly cold region, consider using the FashionRIMsta mod, so your visitors can afford protection from the cold.

Fighting Guests
Sometimes people just gotta punch each other. If you're annoyed by taking the blame for when brawling guests knock each other out, use the mod Ugh You Got Me, which will prevent this from getting out of hand.

Installation
If you have custom faction mods, make sure to put this mod below them. Generally, the further down this mod is, the better.

Hospitality often does not go well with custom storytellers since many of them are not fully implemented.

This mod can be added at any time, without creating a new game. Removing it while visitors or guest beds are around can break your savegame.

You do need the HugsLib mod to use Hospitality. It has to be above Hospitality in the mod list.

Compatibility
If you think something is happening that is not right, try changing the mod order. You also might be getting errors. Press Ctrl-F12 and post the link to the log with a description of what is wrong.

Errors and bugs
This is a complex mod that might conflict with other mods or behave strangely in rare situations. If you are having problems with it, please report your bug here[github.com]. Do NOT report anything without including a log. Without the log I can not help you.
Last edited by Orion; Mar 6, 2023 @ 4:31am
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Showing 1-15 of 131 comments
Necromexer Oct 6, 2016 @ 10:41am 
nice
Wonderful mod
Greymantle Nov 4, 2016 @ 6:34pm 
Do the joy items have to be in the guest room?
Orion  [developer] Nov 4, 2016 @ 11:45pm 
No, they'll use them anywhere.
Shmider Nov 13, 2016 @ 10:23pm 
Is there a way to set a zone as a guest area? I think It would contribute to this mod really well. Everytime I have a guest they hang out outside of my colony in the dirt, which gives them a negatie rating. The only way I could get a positive rating is if I made all of the dirt into flowers, which I rather not do because I coud be growing food there
Last edited by Shmider; Nov 13, 2016 @ 10:24pm
Orion  [developer] Nov 14, 2016 @ 1:12am 
It's on the plan. But I won't do any major changes before A16.
Shmider Nov 14, 2016 @ 1:37am 
Thanks for the response. I definetly can't wait for that extra addition to the mod. I'm loving it so far as it is.
Martial lawl Dec 3, 2016 @ 3:13pm 
For a guest to buy a sculpture in their room, does it matter whether the item is installed or just sitting in a stockpile zone?
Orion  [developer] Dec 3, 2016 @ 11:50pm 
Definitely! Guests only buy things that can be carried.
evilxinsanegod Dec 11, 2016 @ 2:49pm 
Love the mod. For my vistors to buy stuff should I make stockpile zones in the guest room for certain things if I wanted to sell them?
Orion  [developer] Dec 12, 2016 @ 1:11am 
That's how it works, indeed!
Schokolabbi Feb 4, 2017 @ 4:47am 
How do I recruit space refugees?
Orion  [developer] Feb 4, 2017 @ 10:07am 
Either put them in a medical bed and help them recover, then you have a chance they will stay, or arrest them and put them in your prison.
Hate Bear Mar 30, 2017 @ 9:09pm 
My guests seem to be staying for a long time, and one of them is starving and passed out on the floor (I have enough beds and food). Are we supposed to use the "Send Away" option? Is it only for flat-out refusing guests?
Orion  [developer] Mar 31, 2017 @ 12:58am 
Send away is for when you have a raid or other calamity you don't want guests to wander into, or half your colonists lie on the ground bleeding after a tough attack. It's also advisable when you're running out of food and don't want guests to eat what little you have.

What you're having is most likely a mod conflict where another mod causes guests to behave in an unintended way.
Since guests are pawns just like animals, mechanoids, colonists and raiders are, this means that any mod that touches functionality of any of these can potentially break guests. Sometimes without even triggering an error message.

You should check if you have set up the guest area correctly. If the area does not include the beds or food, guests won't interact with it.
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