RimWorld

RimWorld

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Positive Connections
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Mod, 1.4, 1.5, 1.6
File Size
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4.379 MB
13 Jul, 2023 @ 3:23pm
16 Jun @ 2:51pm
12 Change Notes ( view )

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Positive Connections

Description
Positive Connections

Are you tired of overseeing colonies where intense animosity prevails among your colonists?
Despite enduring and conquering numerous shared perils, do they still view each other merely as acquaintances?

If this resonates with you, then Positive Connections is the mod you've been waiting for.

Introducing eight brand new **social interactions** for your pawns:

  • Compliment: Let your colonists express genuine appreciation and admiration for each other's skills and qualities.
  • Knowledge Sharing: Foster a culture of learning and growth by rewarding your pawns with recognition for sharing their knowledge.
  • Gift Giving: Strengthen the bonds between your colonists by allowing them to exchange thoughtful gifts, fostering a sense of camaraderie.
  • Mediation: Settle disputes and conflicts in a civilized manner, promoting harmony and preventing unnecessary tension.
  • Shared Passions: Unite your colonists through shared hobbies and interests, allowing them to bond over their mutual passions.
  • Discuss Ideology: Encourage meaningful conversations about ideology and belief systems, fostering understanding and empathy among your colonists.
  • Comfort: A kind colonist, or one in a good mood at the very least, will seek out another who isn't doing so well and have a chat with them just to see how they are holding up after whatever horrors the Rim has shown them.
  • Storytelling: Any colonist with a social capacity might tell a story if two others are present.

Naturally, rivalries, insults, and pawns stepping over fallen comrades will still occur, just as in the past. However, those who are capable of building positive connections will tend to do so, creating a more harmonious and cohesive colony.

Some of these interactions may occur with pawns from other factions as well, improving relations.

Note:

This mod doesn't add any new graphics - only the messages (upper left hand corner) and the pawn's interaction log, memories and mood buffs will tell you what's taking place. (If you don't like the messages and notifications, see the mod options!)

Interactions will sometimes appear in clusters, especially the first few which are triggered. Don't worry. Things will calm back down shortly; it is often transient virtuous-cycles of freshly inspired or uplifted-feeling pawns initiating their own interactions.

Note that "gifts" are ephemeral objects and will not appear in your pawn's inventory.

Playtesting and Compatibility:

Play-tested hundreds many thousands of hours already, but there can always be bugs. Your time in reporting them is appreciated, as are your suggestions.

Combat Extended: Yep.

Frequently Asked Questions

Q: Where are these gifts my colonists are giving each other?
A: Gifts in Positive Connections are virtual. It's the thought that counts.

Q: Nice, is there a way to shut off notification sounds and the messages? I find it distracting!
A: Enabling Hardcore Mode will disable all in-game notifications about these events leaving only the interaction bubbles (if enabled) visible. This mode is perfect for those who want to maintain focus without being interrupted by messages, while still benefiting from the positive social dynamics the mod introduces.

Q: Does Positive Connections interact with mod XYZ?
A: No, Positive Connections uses simple interactions and is agnostic about other mods or DLC (except for our own mods). Once we figure out what to do with "Inhumanized" pawns we'll adjust for that.

Q: What does this gender adjustment switch do?
A: It should equalize the chances of men or women initiating relationships if activated. This is corrected in the base game now, but we've left it out of nostalgia.

Q: Doesn't this make the game too easy/This barely changes anything?
A: Everything depends on play style. You can reduce or increase the frequency of interactions from 1/4 to 10x as likely via mod settings. Recommended value is 1. Positive Connections might also encourage you to explore more challenging difficulty settings. For me it allows me to play 1 level higher while still concentrating on building.

And now you can stop all interactions via mod options if you feel they are still too frequent without disabling Positive Connections.

Note that other mods might influence Interaction frequency. Hospitality is one of these (although I don't notice any bad effects with that mod).

According to your feedback we'll continue to improve the granularity of control you have over the mod's effects on your game.

Wait... Modders don't play RimWorld anymore, what do you mean 'it allows me to play'?
A: Yes, I still play every chance I get!

RimWorld is by far my favorite game and favorite game to mod.

Q: Is it possible to request new interactions/a feature where...?
A: Sure! This mod is under active development and feature requests will be taken into consideration. Most feature additions since the beginning have been due to community suggestions.

We want to build new stuff that will make play be more enjoyable, pawns more expressive deep and complex while keeping performance impact trimmed.



Source Code and Discord:
GitHub:
https://github.com/cemacmillan/PositiveConnections
Discord:
https://discord.gg/akzpG9QbAz




Bugs and Their Ilk

Bugs are a natural and inevitable part of software development. If you see any, please be kind and signal them in the appropriate discussion!

Check Out Our Other Published Mods:






It's possible to support our work on https://ko-fi.com/N4N4NFFPZ.

[ko-fi.com]

(I clearly have no idea about how to use Steam's BB Code for creating a mod description. Your ideas are welcome!)

Title Art by Poulpe Voulant.
Popular Discussions View All (5)
9
17 Jan @ 1:21pm
Bugs
CEM
1
16 Jun @ 3:22pm
Positive Connections Updated to 1.6
CEM
3
30 Jun, 2024 @ 3:18pm
Positive Connections Updated to 1.5
CEM
127 Comments
tenten 30 Sep @ 1:45am 
I was watching my friend's stream with this MOD installed and I thought, 'Oh, that looks bright and nice.' This might be exactly what my colony needs, since it's completely covered in nutrient paste dispenser pipes right now.
TwistedRuse 28 Sep @ 4:03am 
This is exactly what I was looking for. I'm one of those "plays rimworld like it's animal crossing" types, and I have spent so much time trying to tweak pawns I designed for roleplay reasons to force them into getting along at some base level. I don't need everyone to love each other automatically, but when I create a couple who have run away together and they immediately hate each other, or something like twins who constantly fight to the near death.

Thankyou!
CEM  [author] 4 Sep @ 4:46pm 
I'm programming today, which is great. I've a solid looking 1.6 native build, removed a few quirks so that Interactions are now all much easier to compare for weighting.

I still don't have Odyssey. I suppose I'll have to give up ice cream for the month or something, but, I've still half a tub of chocolate, and a full one of mint chocolate chip. This, is survivable.
Xx_MSTRCHF117_xX 31 Aug @ 11:34am 
Maybe this will make two of my colonists stop beefing at least once a week LMAO. or that one random Hospitality guest that picks fights constantly. she's great for goodwill bc she gets into fights and gets tended, but it's like peter and the chicken she's my most common guest
CEM  [author] 20 Aug @ 4:18am 
@SPOOSER I'm thrilled when I hear this mod has made the game closer to what we might expect, or, hope for anyway - with a group of people struggling to survive together.

@Mc_Dyno in principle, I should have caught most cases where Inhumanized or Psychopath should be the dominating factor. A Psychopath/Inhumanized pawn may still be the target of an interaction, but should receive no benefit from it except possibly the teaching interactions, or, hearing a story?

That's how it should be working, if I did my last build correctly.

I'll be buying Odyssey soon I hope - I don't yet have it so can't playtest against. I won't put a date on it yet because I'm highly unpredictable at present, but, I'll aim for a point release in the next week if all goes well.

Thanks for words of encouragement, both here and on discord from various folks. It sustains us.
Mc_Dyno 28 Jul @ 8:33am 
Also my condolences, you seem to be having it really rough right now. I am so sorry you have to go through that.
Mc_Dyno 28 Jul @ 8:32am 
So question? Does this change how abrasive/psychopathic/inhumanized pawns act?

It would be nice if they just kept the vanilla jerk behavior, for inhumanized pawns it should disable social and all the other kind actions normal pawns would do.
Strix 27 Jul @ 4:15pm 
I adore this mod, but it has issues with Big & Small Simply Robots - my nonsapient giant robot throws errors whenever other colonists try to be friendly with it.
SPOOSER 18 Jul @ 12:31pm 
My pawns are all aquaintances. They live in a ship in close quarters, all work together, very rarely have mental breaks, and all believe in the same ideology.


Look, I get that some of my pawns are going to not get along, not interact with one another, etc. But I refuse to believe only three of my pawns are friends with each other.

The base game only thinks about pawns being dicks to each other or wanting to have sex with each other. I was like, "why don't my pawns try being nice to each other? Ever???" This mod was exactly what I was looking for. Thank you!!
CEM  [author] 16 Jun @ 2:58pm 
Hello lovely community! 1.5-1.6 transitional is presently on Steam with minutes to spare before my self imposed deadline of midnight tonight.

There could be regressions - but it looked correct, now that I understand better one of my paid for years ago software tools.

If you have an Apple Silicon Mac, and encounter errors relating to Harmony, you'll need to enable Rosetta in the GetInfo tab.

RW is now native for M1+ architecture but last I checked, Harmony isn't usable if RW doesn't run as an x64 program with Rosetta. This affects lots of mods.

If it generates an error on Positive Connections, you can alternatively just ignore that one error on load pertaining to Harmony, and complain to me to just remove the reference as PC doesn't require Harmony in reality, at present.

Thanks for patience!