RimWorld

RimWorld

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Reunion
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
File Size
Posted
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599.555 KB
31 Jan, 2020 @ 10:50pm
9 Aug @ 12:04am
44 Change Notes ( view )

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Reunion

Description
+ Have you ever used Prepare Carefully/Character Editor to add pawns to be left behind in the world, hoping that you will have them organically join you one day?
+ Do you wish to play the story of the protagonist that assembles a group of allies on their hero's journey?
+ Perhaps you just didn't like to start a colony with more than a single pawn, but you wanted some control over what pawns will join you over the long run.

I wanted to do all of the above but was unable to so I made this mod.

This mod is meant to be used alongside EdB Prepare Carefully/Character Editor. Give pawns the Ally trait and make them not start in your faction (i.e. left behind in the world). You can give them other normal traits on top of this trait. The trait will be removed immediately on game start.

The pre-game editor mods are not required if you simply want to use the randomly generated starting pawns that are left behind. You may use the handy button in the Create Characters screen to add/remove the Ally trait.

Pawns with this trait will be kept on a special list, and will over time be spawned from vanilla events, one at a time. The events are:
  • Wanderer Joins
  • Refugee Chased
  • Prisoner Rescue
  • Downed Refugee
  • Refugee Pod Crash (disabled by default, see below)

Refugee Pod Event
There is a chance that even if you rescue a pawn that crashed in a transport pod, they will still leave. For this case, you have to imprison and recruit them. There is also a chance that the Pawn will just get up and self-tend, then walk off the map. All these are vanilla behaviour, and I have no intentions to change them. This event is disabled by default, so you will need to manually enable it in the mod settings.

Compatibility
Harmony is required.

This mod has backwards compatibility with previous versions of Rimworld.

For games that didn't have this mod before:
This mod should not break existing saves. In fact, if you have characters in your save game that are "lost" in the Left Behind pool, you can use the debug menu to give a pawn the Ally trait. They will immediately be detected by the mod.

For games that have an older version of this mod (Reunion 1.1.1 and below):
It is likely you will have to start a new game. If you want the previous version, please download the Release folder from here[github.com].

Multiplayer is not tested (and likely never will be).

Incompatible:
  • (Some versions of?) Linux: See this thread. Might have been fixed, but I can't test because I don't use Linux.

Losing Live Pawns to the World
Reunion is able to add back Reunion pawns that are lost to the world from the following events:
  • Failed to rescue Downed Refugee or Prisoner Camp
  • Refugee Pod crash survivor left your colony without joining
  • Any quests that expired
NOTE: Kidnapped pawns do not use the same system, but the vanilla game will find ways to get them back to you, just don't lose them too many times.

Using this mod in an existing save
You will have to turn on development mode (that means you can't do it if you're playing commitment mode). Debug actions are triggered from the debug actions menu (top of the screen, 4th icon from the left).
  1. Turn on development mode.
  2. If your pawn is already in the World pool, skip the next 2 steps.
  3. Find the pawn you want to put on the Ally list. Alternatively, create a new pawn using Character Editor and put him on your map.
  4. Run [T:Pass To World] on the pawn you want to put on the Ally list.
  5. Run [Make world pawn "Ally"...] and choose the pawn you want from the World pool. They would normally be at the end of the list if you just passed them using a debug action.
  6. If you did everything correctly, the debug log should show say "[PawnName] has been removed from the World and added to the Ally list."



HAVE ANY QUESTIONS? PLEASE READ THE FAQ!


If this mod has made your day in any way, you can show some appreciation!
[ko-fi.com]


Thank you and enjoy!

Links
Github[github.com]
Trooper Armor in image provided by [JDS] Star Wars Phase I Clone Armor

Translation Credits
French: qux
Portuguese + Portuguese (BR): Bambinoff
Russian: Artur[github.com]
Popular Discussions View All (29)
61
27 Nov, 2022 @ 9:52am
Bug
Asymptotic Wanderer
2
9 Aug @ 12:23am
BUG report
久田豆浆
30
15 Apr @ 6:56am
Suggestions / Feature Requests
HappyHead
631 Comments
SiCall 10 hours ago 
What is the compatibility with world pawn cleaner mods?
Rimaka 30 Sep @ 12:58pm 
Seems to be incompatible with something for the `Prisoner Rescue` event. I've tried arriving there with a few different methods:

1. Via VVE, picking a landing spot
2. Via VVE, landing automatically on edge of map
3. Arriving normally by foot

and each time my UI disappears, 1-2 small empty dialogue boxes appear, and it seems as though I lose my caravan of colonists. Regardless though my game is essentially frozen with no UI and have to alt+f4. I'm using a bit of a bloated mod list so it could be a number of things though.

For now I'm just going to try disabling that one event and see if the others work properly.
Darian Stephens 30 Sep @ 11:55am 
Is there a way you could restrict these events from happening on unsafe maps, specifically space?
I'm in an SoS2 space start, and had a reunion ally spawn and start walking to our base.
Trouble is, she had normal clothes on. And we are on a space station.
Kyrun  [author] 30 Sep @ 3:48am 
could I get a screenshot of that from you? I've moved the drop down a few times and it always gets in the way of something...
The Bard of Hearts 28 Sep @ 8:44pm 
The "Reunion" button gets in the way of all of the traits if you are dealing with a xenotype that has ANY abilities at all. It does the same thing with the "bio" screen under the same conditions.
Kyrun  [author] 30 Aug @ 7:30pm 
that is only for the Refugee Pod event that happens at your base (which is disabled by default). if you had to travel somewhere off map, right clicking them to ask them to join/free prisoner is a 100% guarantee they will join
Tom Trustworthy 30 Aug @ 7:17pm 
Wait wait in the desc of this mod I just read this section:
"Refugee Pod Event
There is a chance that even if you rescue a pawn that crashed in a transport pod, they will still leave. For this case, you have to imprison and recruit them. There is also a chance that the Pawn will just get up and self-tend, then walk off the map. All these are vanilla behaviour, and I have no intentions to change them. This event is disabled by default, so you will need to manually enable it in the mod settings."

So yeah I have to make him my prisoner and let him free.
VitaKaninen 30 Aug @ 11:38am 
Did you go and talk to them?

From the wiki: "Select a colonist, right click on the prisoner, and click "Free Prisoner". You can see the pawn's bio and stats before accepting them. If you don't like the pawn, then you can leave with no penalty."

https://rimworldwiki.com/wiki/Quests#Prisoner_Rescue
Tom Trustworthy 30 Aug @ 11:18am 
Just started using this today and it seemed easy enough. I got my first quest to save a pawn I set with that Reunion flag.

I go there and he's downed. I fight a robot or something then heal my buddy and we wait a bit for him to heal. It's taking a while but that's ok. Eventually he just gets up and decides to not join me. Even when the quest says if I go and save him then he will join. What may I have done wrong?
Kyrun  [author] 16 Aug @ 7:56pm 
Other than that, I'm not sure what else could go wrong, so it could be other mods, or some thing that I have not encountered before. If you have exact step by step details on what you did, it could help shed some light on what's happening.