RimWorld
Positive Connections
127 件のコメント
tenten 9月30日 1時45分 
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 9月28日 4時03分 
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  [作成者] 9月4日 16時46分 
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 8月31日 11時34分 
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  [作成者] 8月20日 4時18分 
@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 7月28日 8時33分 
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 7月28日 8時32分 
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 7月27日 16時15分 
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 7月18日 12時31分 
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  [作成者] 6月16日 14時58分 
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!
cyu4770 6月15日 21時15分 
thank you for this!! i've been trying to find a mod that makes pawns less rude to each other, and this is definitely something that is missing from other social interaction mods!
CEM  [作成者] 6月15日 8時34分 
Alright - I'm fixing up the edges of a 1.5-1.6 holdover release. I think this will only fix a few text issues and one case where interactions were prevented from firing due to my last tuning round.

Not so easy to remain focused due to a distracting world!

PSA: games are great stress-diverters, and a way to allow the creative part of your mind to do its thing while you try to fix problems that you can understand with your eyes and the tools available.

I'll likely have the update ready before Tuesday if I can complete the tests for it.

Thanks for everyone's patience, and kindness.
wutville resident 6月13日 0時50分 
stay frosty :p2cube:
LZIM 6月8日 10時15分 
its really seldom you see wholesome mods for this game.
Good Old Jim 5月15日 9時31分 
Thats rough, I feel your pain insurance companies are basically a scam. Gotta fight tooth and nail to get what owed to you. Hope you fleece them.
CEM  [作成者] 4月27日 11時19分 
Hi everyone - health and financial problems got me for a couple of months there.

A bit over a year ago, my apartment (and laboratory) burned down due to a fire in an adjoining building where we (me and the artist who does most of my steam mod art) lost everything except our personal computers and my violin. Insurance tries hard to not pay us, all of my papers were lost complicating my immigration status and so on.

It's been very stressful!

This week though, I got my environment set back up on my new desktop finally so that I might be able to work normally.

I'll first take care of outstanding bugs and issues (there are 3 I knew about and one new).
hollowdreamer 4月23日 4時59分 
I've got a few suggestions if you wanna hear them: Hugs (romantic and platonic), and kissing and handholding for romantic relationships.

And maybe a special interaction where two pawns who are good friends bury the hatchet on a specific memory like "insulted" to nullify the negative opinion offset/ delete the memory.

Would be pretty cool and fitting, I think.
Sigvard 3月15日 6時16分 
Really cool mod, appreciate the work put into it. Was the fix mentioned in february implemented?
CEM  [作成者] 2月13日 22時46分 
@MeatBeatMarv Also, thanks for the Hugslib output - it's great to know what mods people are using when researching a problem!
CEM  [作成者] 2月13日 22時44分 
Apologies to anyone who has been embittered by problems due to the DIL_PositiveConnections.PositiveConnectionsModSettings problem. I had some "surprise" health stuff to take care of the last couple of months and it's hugely slowed down my work.

I do have a fix for this and some tuning (frequency and impact of interactions) almost ready to put up but it requires further testing.
CEM  [作成者] 2月13日 22時36分 
@MeatBeatMarv

Could you give me an example of a ritual where this has happened? I'm guessing it's a ritual from a mod.

Rituals should on their part suppress social interactions if they are problematic when pawns are assigned their Jobs for the ritual. This is something which is under the control of the current Lord of the pawn.

Positive Connections itself doesn't know if a pawn is engaging in a ritual, but will definitely respect it if the ritual job suppresses social interactions as it uses the same rules for spawning interactions as vanilla.

I don't see any obvious reason why any interaction would cause leaving a ritual. Even social fights do not do so if no one is injured.

Having said that though, I'm happy to look at any rituals where you've seen this behavior - there might be something we can do to do adapt, if this is what's happening.
MeatBeatMarv 2月10日 10時44分 
Seems like whenever interactions from this mod trigger during a ritual, the pawns involved leave the ritual early, affecting the quality.

https://gist.github.com/HugsLibRecordKeeper/c0f94257955fa0a8e93bac16108341c4
Thekiborg 1月20日 13時57分 
Update on my prev comment: If you unsub and resub to the mod, the error seems to be gone
Thekiborg 1月20日 13時45分 
Getting the same error as samdeane and greenshiperhat
Could not find class DIL_PositiveConnections.PositiveConnectionsModSettings while resolving node ModSettings. Trying to use PositiveConnectionsNmSpc.PositiveConnectionsModSettings instead. Full node: <ModSettings Class="DIL_PositiveConnections.PositiveConnectionsModSettings" />
samdeane 1月18日 5時16分 
@CEM I'm getting the same error as @greenshiperhat, hasn't gone away despite re-saving. Doesn't seem to be causing any obvious issues though.
CEM  [作成者] 1月14日 7時58分 
@Depraved Arachnophile We're working on things that don't quite correspond with that title, but, include Interactions that do. :)

Without giving away too much detail, Positive Connections is part of an ecosystem, so to speak, of modular components intended to shape pawn development. If you can read source code, please see my github (cemacmillan) for a partial reveal.

But, I'm glad there will be some interest when we finish the unnamed mod.
CEM  [作成者] 1月14日 7時35分 
@n_hanna Adding mid-game shouldn't cause any problems.

Safe-removal ( ~0 errors ) is also possible. I'll try to detail that in the FAQ.
CEM  [作成者] 1月14日 7時23分 
@greensniperhat That's due to the mod having updated after your save. It should go away if you save your game, and reload once.

I should have caught this error (the game will do the right thing anyway). Thanks for reporting it!
CEM  [作成者] 1月14日 7時15分 
@The Bard of Hearts I'll take a look at the current setup before the next release. It's quite possible some moodlets are out of balance. We tune them every time we tune probability, which is partly scripted process. It's definitely not perfect.

As for realism? I dunno. Who knows what pawns get up to after finishing their chat about stone cutting? :p
girlonthemoon 1月11日 21時58分 
can you add this mid game?
Depraved Arachnophile 1月2日 16時02分 
Now all we need is Negative Connections
greensniperhat 2024年12月29日 4時08分 
Found this error message in my player.log:
Could not find class DIL_PositiveConnections.PositiveConnectionsModSettings while resolving node ModSettings. Trying to use PositiveConnectionsNmSpc.PositiveConnectionsModSettings instead. Full node: <ModSettings Class="DIL_PositiveConnections.PositiveConnectionsModSettings" />
The Bard of Hearts 2024年12月19日 23時25分 
Is this the mod that is giving the "Shared Passion +9" moodlet? If so, I gotta say, that seems pretty intense. having sex is +8. This means someone would rather cut stones with someone else while they work at a smithy instead of doing the nasty with their mate. Just seems a little unbalanced. I like the idea, but maybe +3 would be a better balance?
I'm blind as ♥♥♥♥ 2024年11月2日 17時02分 
Ah, so it updated. I was wondering why the positive connections messages where fancier and colorful now lol
CEM  [作成者] 2024年11月2日 16時02分 
Updated!

- Somewhat reduced messages and, now they vary!
- Interactions now pay attention to a pawn's Traits and Skill Levels.
- Fleshed out Storytelling.
- French translation.

There is some weirdness with Better Pawn Control, text labels at the bottom of the BPC page will have funny characters. We're working on a way to patch this.

This was a lot of work, and my personal life has crazy ups and downs so it took a while.

We'll do a few small (unannounced) updates to patch for BPC and improve Storytelling as time permits.

Enjoy!
CEM  [作成者] 2024年10月30日 21時32分 
@nikita150u Hmm. By default the mod displays messages, in the upper left-hand corner.

Some people like this, and others do not. "Hardcore Mode: Disable all messages from this mod (but enable all other effects)" does exactly what it says: it disables messages.

If you've seen some other behavior, please mention it the bugs discussion. I'm wrapping up the next release now, so if there's some unexpected behavior I would like to hear about it.
nikita150u 2024年10月10日 6時27分 
Tf you mean "hardcore"??? Went spamming in notifications instead of social tab IS harcore (and a bit annoying)
CEM  [作成者] 2024年9月29日 16時23分 
@kyrambox Hi! Neither of these switches are being used in the current version. The first is related to some interaction type we've put on hold, the other was meant to relate to interactions involving other faction members

I expect to repurpose both switches in the future, thus they've been left there.
kyrambox 2024年9月26日 10時11分 
What "Enable rare connections" and "Disable certain interactions" in mod settings does?
GracedTarkov 2024年8月21日 11時28分 
:auyay:
CEM  [作成者] 2024年8月21日 11時11分 
The most recent Positive Connections update has been released.

We've added storytelling in a slightly different matter than expected.

I've made a new release, implementing storytelling in a more Positive Connections oriented style, using a lightweight Interaction, instead of a Gathering.

Some other interesting features are in the pipeline or being tested as I write.

Thanks for reading and being here.
CEM  [作成者] 2024年8月16日 12時26分 
Alright, finally I think I've got a better fitting way. I'll release tonight (for me). This will fit better with how Positive Connections works, than my previous idea, while still getting us what we want.

I'll separate some more complex ideas, into a separate different mod but, we'll still get the new things some have mentioned, in Positive Connections (and mostly, tonight).

If anyone has a bug, or little fix in mind please mention it in the forum and deal with it tonight if possible.

Thanks for your reading!
gRaveyard 2024年8月12日 1時58分 
:thumbsup:

Thanks for the help.
CEM  [作成者] 2024年8月11日 5時39分 
@gRaveyard Sorry for the mod-identifying troubles. The point of Positive Connections, is to balance the 8/9 negative tendency of vanilla RimWorld social interactions. It has message/notification reducing mod options:

* HardCore Mode doesn't generate notifications or messages.
* Interaction frequency and "stop all interactions", the latter leaving the mod enabled while stopping the interactions themselves.

I know you weren't asking for a solution to too many messages from the mod, but rather mod identification.

I see these options aren't mentioned in the FAQ and I will bold tag in "**Social Interactions**" prominently to the description. The title was chosen to avoid the word _interactions_ for pragmatic reasons and ease of search from other languages.

If though, there's anything else I can do to help you identify this or the stack of mods I am about to release, you (or anyone) can reach me at https://discord.gg/VtshGZmH .
gRaveyard 2024年8月10日 1時31分 
ah, looks like steam's comment section is incapable of using code formatting. Please ignore those tags. :D
gRaveyard 2024年8月10日 1時30分 
Tiny request, @CEM
Could you add [code](Social Interactions)[/code] to the title? I have a modlist of over five hundred mods, and I was looking for which mod was causing the ping spam in the messages. For the life of me, I was unable to figure out which one. Neither "positive" nor "connections" are terms I'd search for while I'm trying to sort out social interactions.^^
Linnun 2024年7月31日 14時13分 
Thanks. Always good to learn :)
CEM  [作成者] 2024年7月31日 10時53分 
@Linnun The SW corner thing was caused by invalid coordinates, due to a misassumption Gatherings work like every other multi-pawn interaction. Not so.

Planning to finish up with this problem tonight.
Linnun 2024年7月30日 10時20分 
Out of curiosity, I did read the code of your storytelling lordjob before this update and I couldn't find out what was causing pawns to run to the SW corner of the map. What was the issue?
CEM  [作成者] 2024年7月30日 9時41分 
A point fix. I think I activated the Letter alert by mistaken. I'll correct this shortly, once Steam authorized the previous update.

But goofy behaviors around Storytelling should be fixed. The desired behavior, of the pawns clustering like I want them to, isn't yet achieved, but should be RSN.