RimWorld

RimWorld

29 ratings
Friendship Memory Framework (v1.0.1)
   
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Mod, 1.1, 1.2
File Size
Posted
Updated
448.677 KB
4 Oct, 2020 @ 6:59am
7 Oct, 2020 @ 9:45am
3 Change Notes ( view )

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Friendship Memory Framework (v1.0.1)

Description
A framework to let Colonists remember their friends and notice missing persons.

Package ID: V1024.FriendMemFramework

Quick Info
  • This is only a framework mod! How Colonists react to missing persons are out of scope
  • Requires HugsLib (auto-sortable)
  • Safe to add to existing saves
  • Safe to remove from existing saves (one-time errors may exist)
  • Should have no problems with other mods
Framework Description
Colonists can be categorized into three types: ALIVE, DEAD, or UNKNOWN. Those that are walking around are ALIVE (unless you are using some necromancy mods, those I don't plan to support yet); those that are dead are DEAD, and everyone else (e.g. kidnapped, or went on a caravan that lasts a long time but still alive) are UNKNOWN.

A new WorldComponent is used to store those three states, along with some rough information that is sufficient to deduce e.g. for how long did the pawn went missing.

The features of this framework is arguably similar to what Desynchronized: Tales and News eventually settled at before it was abandoned and neglected, but this framework are made to be more abstract and general-purpose.

The GitHub Repo
The GitHub repository, along with some documentation and previous version releases, are available here:
https://github.com/Vectorial1024/FriendshipMemoryFramework

Support and Donations
Let's perhaps leave it be, and instead spend some time tending to ourselves.

Credits
This mod would not be possible without the following people (not ordered by importance):
  • Tynan, for making this wonderful game for us to enjoy
  • pardeike's HarmonyLib and UnlimitedHugs' HugsLib, for making mod-making a lot easier
  • Maintainers of PublisherPlus (ownership went back and forth, I think there are several of them), for allowing me to minimize mod size on Steam even though the repo is huge and bulky
  • Mile, community mod maintainer, for rekindling my fire for modding with their efforts to keep mods alive
  • Hongkongers, for giving me a great lot of things to think about in my spare time, which eventually inspired this mod
Concluding Notes
Real life has become tricky and perhaps confusing for most of us. Stay healthy, stay safe, and wish us all a good luck.
17 Comments
bruh hell nah wtf man 15 Apr @ 11:41pm 
hi
Taemaly 21 Nov, 2021 @ 9:42am 
Oh I like this lighter version than Desynchronized as it was too heavy for me, but hope a solution for breaking dev mode can be found and also it can gets updated to 1.3
Jamos 17 Nov, 2021 @ 11:56am 
Quick Disclaimer for other users. This mod breaks the dev menu if used!
velcroboy333 23 Dec, 2020 @ 10:42pm 
Oh, the Abyss mod looks nice as well. I will also check that out soon.
Vectorial1024  [author] 23 Dec, 2020 @ 10:39pm 
The original idea for this mod is to implement some "lite" version of Desynchronized for my other mod The Edge Of Abyss

With what I see in real life on my side I guess I wont be able to remake Desynchronized with this mod... Perhaps in the later future when I have time and then I may or may not go back to Desynchronized, to merge with the Continuation version, but not sure about that
velcroboy333 23 Dec, 2020 @ 10:23pm 
OK thanks. Glad you're still around. I'm going to check this out in my next colony.
Vectorial1024  [author] 23 Dec, 2020 @ 10:10pm 
@velcroboy333

no overlap, pretty sure they implemented something that is separate from this
velcroboy333 23 Dec, 2020 @ 5:05pm 
Is this compatible with the Desynchronized mod or is there overlap?
MrClint 21 Oct, 2020 @ 8:02am 
To be honest, the dread necromancer is a fringe case anyway. I've only had the skill in one playtrough til now.
Vectorial1024  [author] 17 Oct, 2020 @ 9:23am 
@MrClint

Tbh I only know about Rimworld of Magic just now, and I *guess* this mod already supports Dread Necromancer...?

I had to look up the RoW wiki, but I guess the Raise Dead skill is simply to set the alive status = true, modify the pawn to lose traits etc, so supposedly if other pawns can look at risen pawns they will think they are alive... seems not what it should be, but idk