RimWorld

RimWorld

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Callouts
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Mod, 1.3, 1.4, 1.5
File Size
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20.015 MB
30 Oct, 2022 @ 3:21pm
16 Apr, 2024 @ 12:39am
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Callouts

Description
Original mod for 1.2 and 1.3 by CaptainMuscles at https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2362736503.
I tried contacting CaptainMuscles and even pushing the 1.4 update directly to the github repo, but he simply ignored me. Therefore, i've just uploaded it to steam workshop.
In doing so, i've merged functionalities from Callouts Extended and Callouts Expanded also.






Adds callouts in text form that occasionally appear above a pawn's head when certain in-game events occur.

The callouts use the same grammar rules and concepts as log entries, allowing us to play "Mad-libs" with not only random words, but also the properties of the initiator and recipients of the interaction, their weapons, and the cover they're using (and more soon!)

As an added bonus, wounds sustained by a pawn generate text motes (configurable in settings) as do potentially lethal hediffs advancing in severity. See gif below for an example with everything turned way up.




Pawns are more likely to use some callouts over others depending on their traits. 'Kind' or 'wimp' colonists will use 'mild' callouts; 'Abrasive', 'Bloodlust', or 'Psychopath' colonists will use 'spicy' callouts.

As of this version, Callouts can now be based on ThingDef, PawnKindDef and other such things. Check the wiki[github.com]for more details.

Current events that can trigger a callout:
Combat
- Ranged attack
- Melee attack
- Ranged attack hitting
- Melee attack hitting
- Taking damage from another source

Animal interaction
- Being nuzzled
- Feeding an animal (a wounded animal, or one that is being tamed or trained)
- Successfully taming an animal
- Successfully training an animal
- Tending to a wounded animal
- Slaughtering an animal
- More coming very soon!

Other
- Lethal hediff advancing to next stage
- Being drafted
- Trading

Things that can be referenced by the callouts:
- Various properties of the initiator and recipient of the action
- Properties of the initiator and recipients weapons (and their projectiles)
- The cover the initiator and recipient are using
- Also more coming soon

The current callouts list is a little sparse/repetitive at the moment, so please bear with me as I flesh them out. Also feel free to add your suggestions to the comments!

Please share your feedback/suggestions!


I'm planning on adding quite a bit to this in the future, more callouts, more callout types (both combat and non-combat), and more filter options.

Settings



Combat callouts enabled - Enables/disables all combat callouts.
Animal interaction callouts enabled - Enables/disables all animal interaction callouts.

Queue text motes - When enabled, text motes will be queued and released over time to keep them from overlapping as much.
Attach callout text to caller - Makes callouts stay directly over the callers head until they expire
Draw label backgroud for text motes - Turn on/off drawing grey label behind callouts and motes making them easier to read

Show wounds - Turn on/off text motes displaying body parts that sustained wounds

Base callout frequency - The base chance that any given event can fire a callout

Call out when targeting animals - Turn on/off showing callouts when the target is not humanlike
Animals call out - Allow animals to use callouts

More Callouts!


Check out の⁠ヮ⁠の 's addon for even more callouts:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2449104349

Credits!


Concept: Tallas
Coding for 1.2, 1.3: Captain Muscles
Coding for 1.4: Bratwurstinator
Inspired by Combat Extended's taunt feature




Github download link:
https://github.com/Bratwurstinator/Callouts/releases
Popular Discussions View All (2)
9
10 Nov, 2024 @ 4:01am
Bug Reports
Profligate
6
3 May @ 11:41am
Callout Suggestions
Profligate
92 Comments
Daklin 7 Aug @ 4:14pm 
seems like you can change options by going into the mod settings file outside of the game
Giggle Shitter 7 Aug @ 12:29pm 
oh right! Even though its not reccomended. You can still use 1.5- mods. I think i even used zombieland once!
26911986 3 Aug @ 9:39am 
@pklemming this mod works good in 1.6 , but I can‘t change setting in my game , so i think you can't use “Animals call out” and "Call out when targeting animals" , because they are disables
Dr. Nolegs 31 Jul @ 11:08am 
You still link 'Callouts Extended' in the description (in the More Callouts! section), despite integrating it over 2 years ago!
pklemming 30 Jul @ 12:04am 
Apart from the version issue are any people having problems with anything else running this on 1.6?
can 26 Jul @ 12:24pm 
@This_Guy Xeonzs literally said it doesnt work good in 1.6
This_Guy 24 Jul @ 2:15pm 
guys, didn't you see what Xeonzs said? It works good in 1.6
GK_QJY88 24 Jul @ 7:56am 
1.6 pls
Giggle Shitter 23 Jul @ 5:21pm 
Update this to 1.6!!!
Dzentelmen 20 Jul @ 12:36pm 
1.6 pls