RimWorld

RimWorld

87 ratings
Callouts (Continued)
   
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Mod, 1.3, 1.4, 1.5, 1.6
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549.766 KB
20 Aug @ 1:03pm
22 Aug @ 12:35pm
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Callouts (Continued)

In 1 collection by Mlie
Mlie's resurrected mods
954 items
Description

Update of Captain Muscles (Nathan Harbour)s mod https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2362736503
Based on Profligates continued version https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2882283988

Profilgates addition
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.



[dsc.gg]
[github.com]



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.

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


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 (race/kind/etc). Feel free to make suggestions and to beg, harass, or buy me coffee to motivate me to work more rapidly!

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

Credits


Concept: Tallas
Coding: Captain Muscles
Inspired by Combat Extended's taunt feature


  • See if the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Post your error-log using the Log Uploader or the standalone Uploader and command Ctrl+F12
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods

| tags: combat, interaction
23 Comments
Scyobi_Empire 4 hours ago 
10/10, had an empire sniper callout "AIM FOR THE ONES WITH A RED CROSS, ITS A TARGET!"
ThunderStorm 7 hours ago 
Thank you Mlie for what you did for the RimWorld community
pklemming 27 Aug @ 2:56am 
Had a weird interaction with callouts, that stopped me actually hitting enemies with any ranged attacks(or traps rom triggering), and vice-versa. Ranged combat fi showed the animations and trails, but never hit. Identified it as callouts, but nothing in the code suggests it can do this.

Probably just a conflict with something else in my modpack, but just curious if this happened to anyone else.

As an idea, I intend to use callouts for content creation. The excessive swearing in it means, I need to edit the def files, usually. Having a 'clean' version of callouts would be super nice,
Jaydee 26 Aug @ 7:34pm 
@Paprikahornchen

Indeed. Double oops; sleep deprivation is a comical thing.
Paprikahörnchen 26 Aug @ 12:41pm 
My dude
Do you mean Interaction Bubbles? xD
@Jaydee

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1516158345
Jaydee 25 Aug @ 9:58pm 
@Mlie

Oops, its actually called 'Interactive Bubbles' where the pawns can talk with one another via little chat bubbles above their head similar to this mod.

I'm going to see if they are compatible, hoping for the best!
Mlie  [author] 25 Aug @ 9:54pm 
@Jaydee I dont know what mod that is
Jaydee 25 Aug @ 6:52pm 
I assume this is not compatible with the 'social interactions' mod and its submods? Would be cool to see both that and this pair together.:cherrypie:
TurtleShroom 24 Aug @ 7:40pm 
I love this Mod. I wish there was a version that censored the swearing or let you add your own additions.
WE'RE SO BACK THANK YOU