RimWorld

RimWorld

No "Colonist Banished"
32 Comments
lydocia 11 Jul @ 8:15am 
Hi, are you interested in updating this to 1.6?
Ash 12 Mar @ 1:17pm 
also don't get me started on being able to build an entire spaceship but not being able to build motor barrels.
Ash 12 Mar @ 1:15pm 
>"rimworld is a story teller not a skill test"
>Proceeds to force a -3 mood debuff for the sake of gameplay difficulty.
so which is it Tynan?
lydocia 10 Nov, 2024 @ 1:43pm 
The mod doesn't seem to be working anymore.
JazzimoX 7 Sep, 2024 @ 6:46pm 
Added this to a run, it removed the mood hits midgame!
Then in a new run, it did not stop the mood hit or remove it.
Something something 178 active mods with at least 3 complete overhauls of the game. I can't decide what combination of VFE factions, combat extended, alpha mods, or ferny mods could possibly interfere with this, but I do think it's just funny.

Anyhow, no feasible problems I could report, just thought my hopeless situation would be funny.
killalalangdon 17 Apr, 2024 @ 1:58pm 
You rock Palmzia!
Lord Palmzia  [author] 17 Apr, 2024 @ 5:48am 
Done! Future reference, this mod is highly unlikely to break with a new update, so until I get around the adding the new version number to the description, even though it says it's out of date, it will run just fine.
killalalangdon 16 Apr, 2024 @ 5:13pm 
You able to update to 1.5?
Lord Palmzia  [author] 1 Apr, 2024 @ 7:41pm 
Sorry to hear you had trouble with it. I am unsure about what could be causing it.
ShiaLaBunion5 31 Mar, 2024 @ 8:58pm 
It just literally doesn't work I went and got another mod that does the same thing and that one does work
Lord Palmzia  [author] 31 Mar, 2024 @ 7:17pm 
@ShiaLaBunion5 What is happening? It works fine on my end.
ShiaLaBunion5 27 Mar, 2024 @ 9:29am 
Does not work for me anymore unfortunately
Delta7777777 5 Mar, 2024 @ 3:42pm 
Need this for something I'm about to do. Even with " Incident Disabler " in play quests sometimes still force pawns upon you. It can't be helped.
Thanks for this mod. Makes things easier.
random roadblock 3 Dec, 2021 @ 4:11am 
thx lad
Lord Palmzia  [author] 9 Sep, 2021 @ 10:09am 
@nekys Doing that would be a bit more complex than what I've done here. There are a few modding tutorials online that should be able to get you through it though. You'd actually have to write some code to set the amount of time the debuff would be active for, whereas I've simply turned a "true" statement to "false".
nekys 9 Sep, 2021 @ 12:47am 
Is this configurable? i just want to have no debuff for fresh additions only (say first 1-2 days)
Lord Palmzia  [author] 21 Jul, 2021 @ 2:19pm 
@Demonic's Gaming Domain , Done!
VRreddy Player One 21 Jul, 2021 @ 3:48am 
no 1.3 update?
Somberprofile ඞ 23 Aug, 2020 @ 6:31pm 
@lordpalmzia Thanks, My adhd ass did not think to check back after a bit to see if it needed time to take effect. Sorry to inconvenience you with my 'tadation.
Lord Palmzia  [author] 23 Aug, 2020 @ 6:05pm 
@Somberprofile レン What version of Psychology are you using? With the unofficial update to 1.1 and 1.2 , it works just fine. It does take a second to kick in, so when you banish a colonist, let the game run for 5 seconds, and it should disappear.
Lord Palmzia  [author] 23 Aug, 2020 @ 5:52pm 
@stan Aech
@Azuke
@Thel Vanemee Bluescales
Updated the About.XML, so it should display properly now! Thanks @FrozenSnowFox for helping while I was away!
Stanley Aech 23 Aug, 2020 @ 12:37pm 
@Thel Vanemee Bluescales, if you read the 3 comments under yours you would see that it already works with 1.2
JessieFeathers 23 Aug, 2020 @ 9:17am 
1.2?
Somberprofile ඞ 20 Aug, 2020 @ 3:23pm 
This mod is not working for me, is there a conflict with this mod and Psychology?
Stanley Aech 15 Aug, 2020 @ 9:17am 
Rad, thanks @FrozenSnowFox
Love you!
FrozenSnowFox 15 Aug, 2020 @ 12:51am 
@Azuke
@Stan Aech
The mod is a simple xml patch it'll work just fine on 1.2. The only thing that would need changing is the version number and all that will do is get rid of the yellow text in the mod selection screen.
Azuke 14 Aug, 2020 @ 5:39pm 
update please
Stanley Aech 12 Aug, 2020 @ 4:46pm 
Anyone know if this mod works with 1.2 or is there an ETA for an update?
JessieFeathers 21 Jul, 2020 @ 1:54pm 
thanks for this little mod! its great and does what it says. keeping it simple! love it.
Offutticus 15 Jul, 2020 @ 1:07pm 
My thought is that these folks needing rescued were in trouble for a reason. Psychotic. Won't do manual labor. Incapable of caring. Pyromaniac. Maybe they were banished by their previous faction. Maybe they "bandit camp" is really a psychiatric facility and the guards are there to protect everyone from the locked up pawn.
rabisu 14 Jul, 2020 @ 11:59am 
Adding this for a Rimworld Survivor reality show play through.
8faiNt ı♣ı 14 Jul, 2020 @ 11:31am 
I just wanna be a good guy and rescue people but noooo... they always end up joining me so I have to banish them, and get punished by a mood debuff for being the good guy.

Thank you for fixing this nonsense