RimWorld

RimWorld

1,056 ratings
We Are United
7
14
9
6
3
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.3, 1.4, 1.5
File Size
Posted
Updated
561.435 KB
4 Sep, 2023 @ 6:04am
30 Aug @ 11:47am
32 Change Notes ( view )

Subscribe to download
We Are United

Description
Unite with others, together We Are United!

"We Are United" formerly "Family Reunion" - allows you to recruit pawns who are related to your colonist or has no home.

Usage:

Right-click on the pawn with selected colonist and 'Ask to unite'.
[Sometimes option doesn't appear, just try a few more times in a different parts of texture]

When you 'Ask to unite', selected colonist will try to recruit targeted pawn with some chance.

Chance of success is calculated considering:

1. Relation importance (Spouse is the most important relation in game, chance will be affected by 25%)
2. Opinion of target about colonist (Max opinion of 100, chance will be affected by 50%)
3. Social skill of colonist (Max skill level of 20, chance will be affected by 50%)

Conditions should be met:

1. Target is not hostile.
2. Both capable of talking.
3. Both not downed.
4. Target is recruitable.
5. No enemies nearby.
6. Both are humanlike.
7. Recruiter is a permanent colonist and not slave.
8. Target is not permanent colonist.
9. Target is not slave of a different faction.

One of conditions should be met:

1. Both somehow related(Partner, Family Member, etc.).
2. Pawn has no faction(or ancient).

Idea:

When I was playing, parents of my colonist wander in with other faction, and only thing I could do - arrest them.
It's just sad to see when related pawns wander in and all you can do for reunion is arrest...

This mod is friendly solution for reunion, faction will not consider reunion as a hostile act.

Source:

Github[github.com]

If you make a pull request, please consider writing a comment mentioning it.
I'll see notification about comments on this page, but not on github.

Supported languages:

- English
- French
- German
- Korean
- Russian
- Portuguese Brazilian
- Spanish
Popular Discussions View All (4)
5
5 Nov @ 10:37pm
Suggestions
MIS42NE
5
6 May @ 2:02pm
PINNED: Compatibility Tracker
MIS42NE
1
14 Dec, 2023 @ 11:21am
PINNED: Translations
MIS42NE
214 Comments
crashfly 13 Dec @ 6:49pm 
@fyodord - this mod does not "target" any characters. it just allows recruiting family members easier.
fyodord 13 Dec @ 6:43pm 
> target is not hostile
I'm confused does this mod targets prisoners? Or just random wanderers?
crashfly 5 Dec @ 4:06pm 
@flee - it has worked for me on pawns {family members} that are unwaveringly loyal, however i still play on 1.4. it might just be that the pawn you are asking with might not have social skills?
flee 3 Dec @ 5:30am 
hey dude hope all is well. I just had a small feature request. Just had an imperial trader show up to my colony where one of the traders was a lover of one of my colonists, however he was "unwaveringly loyal" so i couldn't ask him to join. Can we fix this for two pawns who are lovers/in love? I feel like love is the strongest emotion of all and makes people do questionable things sometimes
Cheese_Curd 17 Nov @ 4:49pm 
Funny enough I can ask a random homeless man (a wild man) to join my colony despite not having enough skill in handing to tame him. :steamthumbsup:
KatieDante 4 Nov @ 7:16pm 
Hi! I just had the "Shelter for an Ally" quest, but one of my pawns fell in love with them. I asked them to reunite and they accepted, but then they left the map immediately :( It also came up in the messages as "Prisoner Recruited", even though she wasn't a prisoner. Despite her being apparently recruited, she's gone back 'home' alas.

Leaving a log in case it's helpful: https://gist.github.com/HugsLibRecordKeeper/9e5507c068fb23fe075a82a332fe7257
CrackerJack.beta 28 Oct @ 12:02pm 
@🅾🅼🅸🅲🆁🅾🅽 see condition #4, "Target is recruitable."
How does this mod interact with 'unwaveringly loyal' pawns?
Floppa 30 Aug @ 9:26am 
Does not work: claims colonist is incapable of talking despite not being incapable of social and having talking stat at 100% in health tab.
anny 17 Aug @ 5:41pm 
Please let me invite beggars into my colony
:sleepyjill:

I bet they would appreciate a place to stay, despite techincally having a faction, their backstory says that they are extremely depressed about their home being destroyed and now they seek food and beer to drink their sorrows away, would this be the perfect setup to offer them a home?

Anyway for some reason I cannot invite any beggar to stay :seriousboss: